Phoenix

January 3, 2009 A superhero expansion pack for d20, brought to you by the Phoenix Project

Introduction

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INTRODUCTION What is this book?
Phoenix v0.1, is an expansion pack for the d20 system. It contains just enough information to run a superhero game on top of existing d20 rules, and it assumes you have access to those rules and that you already understand them.

How is this book different than d20?

To account for the great variety that the superhero genre requires, Phoenix uses a point-based system to buy powers and feats. These are called Character Points (or CPs). Also, this game has, in addition to skills, feats, and powers, a whole other way to add flavour to your characters, called Advantages and Who made this book? Complications. All of these are in Chapter 1: Character Creation. To use your powers, you often have to expend a little bit of energy, which takes the form of Power Points (PPs). Powers also Deeds Not Words was created by Scott Lynch but his growing have Origins, in-game explanations for how they manifest, and career as a novelist drew him away from it. He left the game to they include things like mutant physiology or fantastic the discussion forum that had by then grown up around it. Two members of that group, Jayson Stevens and Orion Ussner Kidder, technology. PPs and Origins are explained in Chapter 5: Powers. Character classes in Phoenix are built on the D&D model, not took the lead in creating a second edition, which Jayson called the d20 Modern model, which means that they proceed from 1 st "Phoenix." Obviously, that name stuck. Unfortunately, Jayson to 20th level. They are also divorced, as much as possible, from was also drawn away from the game, which left Orion with the project. Dan Anderson later stepped in and the project continued. powers and instead represent superhero and pulp-fantasy So instead of Deeds Not Words, 2nd Edition, a stand-alone game, I archetypes, like the wealthy playboy, the street-level scrapper, or the loyal sidekick. That's decided to take what we had and make an expansion pack for the d20 Modern Role-Playing why there is no magic-user or psionic class (outside of the optional rules in Chapter 8: GMing). Instead, Game. you can buy magic and psionics as powers. In order to replicate the feel of comics in which many This is a Beta product! characters routinely ignore bullets and other small, conventional This version of Phoenix is still undergoing play-testing. What weapons, the most expedient game mechanic is to give them enough DR that they can ignore those kinds of attacks. An that means is that if you play this game and you find something exceedingly high Defence is still vulnerable to a lucky bullet. DR that doesn't work, something that isn't properly balanced, or a 20 isn't. Therefore, DR as a power is a lot cheaper than it is (or loophole of any kind, we'd really like to hear about it. Play the ought to be!) in other d20 games. See the power Damage hell out of the game and then email us and explain what you Reduction in Chapter 5 for more details. found and how you'd recommend we fix it. We will compile the Any attack using a weapon that has an Origin, including your changes and release a micro-update, as the need arises. We'd also love to hear your suggestions for new things to add body, is "Super" in Phoenix, which is an inherent quality, like "magic." Any ability score of 25 or higher is also considered to the system, like new powers, new classes, or new rules that will help further and more accurately replicate a superhero-style super. Whereas in standard d20, DR is vulnerable only to energy and magic, in Phoenix, it's vulnerable to Super attacks. Super experience in a role-playing game. We'll read your suggestions abilities are described in detail in Chapter 6: Combat. and put our collective brains to the task of making it all work. Finally, there are several Styles of Play for this game, which You can help us in this task by joining us at our discussion group. reflect different eras and styles in comics. Though the Styles All are welcome. contain few hard-and-fast rules, they are meant as a guide to How does this book work? storytelling and game-play in this system. They're in Chapter 8: GMing. This book is an expansion pack. That means it runs on top of standard d20 rules, which are freely available as System Reference Documents (SRDs). This books offers three things over-and-above regular d20 rules. First, it has thirteen new classes that are tailor-made for pulp and superhero adventures. Second, is has a vastly expanded selection of feats, so that you can play a superhero without powers, if you so desire. Third, is has over fifty pages of superpowers.

You spell things weird.
Yes. Yes, I do. This document was produced in Canada, so it follows Canadian spelling standards, with words like "defence" and "armour." We promise that you'll get used to it. We also provide, as much as possible, metric conversions for imperial measurements. Although d20 is based on imperial measurements in combat (5-foot squares and such), we want to provide as many options as we can for you to set your games in one of the many countries that has embraced the metric system.

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Table of Contents

TABLE OF CONTENTS
Chapter 1: Character Creation..............1
Building a Hero.......................................................1 Concept............................................................... 1 Power Theme...................................................... 1 Ability Scores......................................................1 Class.................................................................... 2 Powers................................................................. 2 Putting it All Together......................................... 2 Example: Amazon Warrior.............................. 2 Example: Blaster............................................. 2 Character Points......................................................2 Table 1-1 CP Costs.............................................. 2 CPs and Levels....................................................2 Generating Ability Scores.......................................2 Table 1-2 Ability Score Costs.............................3 Standard Ability Spreads................................. 3 Action Points.......................................................... 3 Power Stretch...................................................3 Mercy Blow..................................................... 3 Damage Negation............................................ 3 Death Retcon................................................... 3 What Makes a Superhero........................................3 Mission, Powers, and Identity.............................4 Mission ........................................................... 4 Powers............................................................. 4 Identity.............................................................4 Secret Identities...................................................4 Costumes......................................................... 4 Getting Recognised......................................... 4 Table 1-3 Observe DCs and Masks..................... 4 Pulp Heroes.............................................................5 Non-Human Species............................................... 5 Generic Expectations and You................................ 5 Rewards or This Ain't D&D................................... 5 Advantages and Complications..............................6 Table 1-4 Buying Off Comps.............................. 6 Advantages............................................................. 6 Table 1-5 Ads...................................................... 6 Additional Identity....................................... 6 Allies ........................................................... 6 Amazing Costume .......................................7 Connection .................................................. 7 Database/Library .........................................7 Fearless........................................................ 8 Good Rep .................................................... 8 Highly Experienced .................................... 8 Law-Enforcement Powers ...........................8 Multiple Origins ..........................................8 Personal Assistant ....................................... 8 Position of Power.........................................8 Protected Identity ........................................ 8 Resistant Powers ......................................... 9 Table 1-6 Comps................................................. 9 Complications......................................................... 9 Accelerated Metabolism .............................9 Animal Antipathy ......................................10 Bad Driver .................................................10 Bad Rep .....................................................10 Bad Shot ....................................................10 Bane .......................................................... 10 Bizarre Area Effect ...................................12 Berserker Rage...........................................12 Calling Card .............................................. 12 Chemical Dependency .............................. 13 Chemical Vulnerability ............................. 13 Chemical Activation...................................13 Cold-Blooded ............................................14 Dependant ................................................. 14 Diurnal Power Cycle .................................14 Dramatic Activation .................................. 14 Favours Owed ........................................... 15 Form Shift ................................................. 15 Forsworn from Firearms ...........................16 Fragile ....................................................... 16 Glass Jaw .................................................. 16 Hero's Code ...............................................16 Illiterate ..................................................... 16 Impaired hearing ....................................... 17 Impaired Mobility ..................................... 17 Impaired Vision .........................................17 Inattentive ................................................. 17 Insatiable Curiosity ................................... 17 Large Size ................................................. 18 Light Sensitive .......................................... 18 Light-Headed ............................................ 18 Magnetic Signature ................................... 18 Mystic Deficiency .....................................18 Mystic Vulnerability .................................18 Mystically Slow ........................................ 18 Mystically Unimaginative .........................19 Nemesis .....................................................19 Non-Oxygen Breather ...............................19 Notoriety ................................................... 19 Ostracism .................................................. 20 Phobia ....................................................... 20 Poor Healing ............................................. 20 Quirky Systems .........................................20 Slow Reflexes ........................................... 20 Slow-Witted .............................................. 20 Small Size ................................................. 20 Split Personality ........................................ 20 Touch-Activated Power ............................21 Unipower....................................................21 Unreliable Power ...................................... 21 Vulnerability ............................................. 21 Weak-Willed ............................................. 21 ...........................................................................37 Base/Advanced Classes as Superheroes............37 Table 2-13 Advanced Class Power Dice...........37 F/X Classes....................................................... 37 Inventor..........................................................37 Table 2-14 Inventor........................................... 38 Mystic............................................................ 39 Table 2-15 Mystic............................................. 39 Psionicist...............................................................40 Table 2-16 Psionicist......................................... 41 Generic Superhero................................................ 41 Table 2-17 Generic Superhero..........................42

Chapter 3: Skills....................................43
Table 3-1 Skills................................................. 43 Skill Points Per Level........................................43 Skill Synergies.................................................. 43 Table 3-2 Synergy Bonuses...............................44 Table 3-3 Skill Points per Level........................44 Super Skills....................................................... 44 Epic Skills......................................................... 44 Skill Descriptions.............................................. 44 Observe...................................................... 44 Psicraft....................................................... 45 Spellcraft.................................................... 45 Supercraft...................................................45 Use Esoteric Device ..................................45 The Synergy Roll (optional rule).......................... 46

Chapter 4: Feats.................................... 47
Naming Conventions.........................................48 Psionic Feats..................................................... 48 Metamagic and Metapsionic Feats....................48 Feat Descriptions.................................................. 48 Aerobatics.................................................. 48 Agile Wrestling ......................................... 48 Anti-Vehicle Speciality ............................. 48 Anti-Vehicle Speciality, Improved ............48 Armour Focus ........................................... 48 Armour Mastery, Arcane............................48 Table 4-1 Feats.................................................. 49 Armour Specialization .............................. 54 Astrobatics ................................................ 54 Blazing Charge ..........................................54 Back-Roll Throw ...................................... 4 5 Blind Shot ................................................. 55 Blinding Strike........................................... 55 Breakhold ..................................................55 Brew Potion .............................................. 55 Builder .......................................................55 Cloakfall ....................................................55 Combat Casting .........................................55 Combat Casting, Improved .......................55 Combat Diagnosis .....................................55 Combat Driving ........................................ 55 Combat Nerves ..........................................56 Combat Pilot ............................................. 56 Control Anything ...................................... 56 Cooperative Attack ....................................56 Cooperative Attack, Improved...................56 Craft Cognizance Crystal ..........................56 Craft Dorje ................................................ 56 Craft Mystic Armaments ...........................56 Craft Psionic Armaments .......................... 57 Craft Psi-Stone .......................................... 57 Craft Wand ................................................ 57 Crippling Blow ..........................................57 Critical Damage, Improved .......................57 Critical Range, Improved...........................57 Cross-Trained ............................................58 Damage Threshold, Improved ..................58 Daredevil Driver ....................................... 58

Chapter 2: Classes.................................23
Superhero Classes.................................................23 Superhero Class Features......................................23 Bonus Proficiencies...........................................23 Power Dice........................................................ 23 Standard Class Features.................................... 23 Starting Proficiencies.....................................23 Prerequisites (Optional).................................24 Bonus Feats................................................... 24 "Per Day" and "Per Session" Abilities...........24 Class Feature Types....................................... 24 Adventurer............................................................ 24 Table 2-1 Adventurer.........................................24 Champion..............................................................25 Table 2-2 Champion..........................................26 Martial Artist.........................................................26 Table 2-3 Martial Artist.....................................26 Mastermind........................................................... 27 Table 2-4 Mastermind....................................... 27 Sidekick................................................................ 28 Table 2-5 Sidekick.............................................29 Sleuth.................................................................... 30 Table 2-6 Sleuth................................................ 30 Sneak.....................................................................31 Table 2-7 Sneak.................................................31 Socialite................................................................ 32 Table 2-8 Socialite.............................................33 Soldier...................................................................33 Table 2-9 Soldier............................................... 34 Thinker..................................................................34 Table 2-10 Thinker............................................ 35 Warrior.................................................................. 36 Table 2-11 Warrior............................................ 36 Multiclassing.........................................................36 Optional Class Rules.............................................36 Phoenix Classes as Advanced Classes..............36 Table 2-12 Phoenix Classes as Advanced Classes

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Table of Contents
Daredevil Pilot .......................................... 58 Daring Escape ........................................... 58 Deadeye .....................................................58 Deflect Arrows, Improved ........................58 Dexterous Sneak Attack ............................58 Dodge.........................................................58 Drug Resistance ........................................ 58 Endurance.................................................. 58 Endurance, Awesome ................................ 59 Entangling, Improved ...............................59 Environmental Combat Speciality ............59 Evasive Manoeuvres ................................. 59 Evasive Manoeuvres, Improved ................59 Fast Move ..................................................59 Favoured Enemy ....................................... 59 Favoured Enemy Focus .............................59 Fearless ..................................................... 59 Fortitude, Awesome ..................................59 Fortitude, Supreme ....................................59 Grazing Shot ............................................. 59 Gun Fu ...................................................... 59 Hail of Bullets ........................................... 60 Hard to Kill ............................................... 60 Hardcase ....................................................60 Heightened Immune System ..................... 60 Heroic Intervention ................................... 60 Hidden Power ............................................60 Holdout ..................................................... 60 Home Turf Advantage ...............................60 Hotshot ......................................................60 Indomitable ............................................... 60 Infighter .....................................................60 Initiative, Awesome ...................................60 Initiative, Supreme ....................................61 Invent Doohicky.........................................61 Invent Gizmo............................................. 61 Invent Ray Gun.......................................... 61 Invent Ray Gun, Improved........................61 Invent Super Armaments............................61 Invent Super Equipment............................62 Invent Superchemical.................................62 Knockback, Awesome ...............................62 Knockback, Distance................................. 2 6 Knockback, Improved ...............................62 Knockback, Light ......................................62 Knockback, Supreme ................................ 63 Lab Magic Mastery ................................... 63 Last Desperate Trick ................................. 63 Lethal Hurling ...........................................63 Light-Footed ............................................. 63 Low-Light Vision ......................................63 Mastercraft ................................................ 63 Mastercraft, Advanced............................... 63 Merciful Mauler ........................................ 64 Mercy Blow .............................................. 64 Mystical Aptitude.......................................64 Negotiator ................................................. 64 Observant................................................... 64 Open-Minded ............................................ 64 Origin Resistance ...................................... 64 Origin Resistance, Greater ........................ 64 Poker Face .................................................64 Power Focus ..............................................64 Power Focus, Greater ................................64 Power Focus, Improved ............................64 Power Penetration ..................................... 65 Power Penetration, Greater .......................65 Precise Strike............................................. 65 Pressure-Point Attack ................................65 Proficiency: Armour (powered) ................65 Proficiency: Weapons (improvised) ..........65 Prone Fighting, Improved ......................... 65 Quick Change ............................................65 Quick Sheath .............................................65 Reflexes, Awesome ................................... 65 Reflexes, Supreme .................................... 65 Resist Fatigue ............................................66 Run.............................................................66 Screeching Halt ......................................... 66 Scribe Scroll ..............................................66 Scepticism ................................................. 66 Scepticism, Stone-Cold .............................66 Sharpshooter ............................................. 66 Shield Focus ..............................................66 Shield Specialization .................................66 Skill Aptitude ............................................ 66 Skill Aptitude, Amazing.............................66 Skill Aptitude, Supreme............................. 67 Sleeper Hold ..............................................67 Sliding Shot ...............................................67 Sniper ........................................................ 67 Standing Jump ...........................................67 Staple, Improved........................................ 67 Stick-Up Artist .......................................... 67 Super Strike ...............................................67 Super Style ................................................ 67 Supertechnical Aptitude............................. 68 Sunder, Improved.......................................68 Sunder, Precise...........................................68 Swift Healing ............................................ 68 Swift Power-Point Recovery .....................68 Swinging, Combat......................................68 Swinging, Improved...................................68 Teambreaker ..............................................68 Tech Savvy ................................................68 Third Hand................................................. 68 Toughness, Improved ................................ 68 Trustworthy ............................................... 68 Turnabout Disarm ..................................... 68 Two-Weapon Fighting................................69 Two-Weapon Fighting, Improved..............69 Two-Weapon Defence................................69 Two-Gun Mojo ..........................................69 Unarmed Damage, Improved ....................69 Unshakable ................................................69 Vehicle Focus ............................................ 69 Vehicle Focus, Greater .............................. 69 Wariness .................................................... 69 Will, Awesome .......................................... 69 Will, Supreme ........................................... 69 Will to Live ............................................... 70 Tongue-In-Cheek Feats.........................................70 Amazing Holdout.......................................70 Battle Cry................................................... 70 Table 4-2 Tongue-In-Cheek Feats.....................70 Cape Misdirection...................................... 70 Cape Misdirection, Improved....................70 Catch Bullets..............................................70 Dodge Bullets.............................................71 Equipment Cache....................................... 71 Glasses of Disguise.................................... 71 Heroic Comeback.......................................71 Moral Authority......................................... 71 Mumbo-Jumbo...........................................71 New-Age Nonsense................................... 1 7 One-Liner................................................... 72 Onomatopoeia............................................ 72 Parley......................................................... 72 Plot Device ................................................72 Tactical Nudity Advantage.........................72 Technobabble............................................. 72 Verbal Riposte............................................72 Feats by Group......................................................73

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Mystical......................................................... 80 Psionic........................................................... 80 Supertech....................................................... 80 Flavour Text...................................................80 Power Stretching........................................... 80 Table 5-1 Powers...............................................82 Ability Boost .............................................84 Ability Enhancement.................................85 Alter Appearance ...................................... 85 Amazing Accuracy ....................................86 Amazing Combat Skill ..............................86 Amazing Diplomacy ................................. 86 Amazing Defence ......................................86 Amazing Deflection .................................. 87 Amazing Dodge ........................................ 87 Amazing Fighting ..................................... 87 Amazing Leap ........................................... 87 Animal Affinity ......................................... 88 Animal Form .............................................88 Appendages ...............................................90 Blindsight ..................................................90 Catfall.........................................................91 Cause Blindness ........................................ 91 Cause Confusion ....................................... 91 Cause Deafness ......................................... 92 Cause Earthquake ......................................92 Cause Fear .................................................93 Cause Pain .................................................93 Cause Unconsciousness ............................94 Charismatic Aura ...................................... 94 Damage Reduction.....................................95 Danger Sense ............................................ 96 Dominate Animals .................................... 6 9 Duplicate Self ............................................97 Energy Attack.............................................98 Esoteric Item ........................................... 101 Fast Healing............................................. 101 Flight ....................................................... 102 Force Field .............................................. 103 Gadget ..................................................... 105 Gremlinism ............................................. 107 Healing Touch ......................................... 107 Iconic Item .............................................. 108 Incorporeal Form .....................................110 Invisibility ............................................... 111 Life Leech................................................ 112 Liquid form ............................................. 112 Longevity ................................................ 113 Metamorph .............................................. 113 Mighty Lifting .........................................114 Mystic Spell-Casting................................114 Natural Armour ....................................... 115 Natural Weapons ..................................... 115 Need Not Breathe ....................................115 Need Not Eat ...........................................116 Need Not Sleep ....................................... 116 Penetrating Vision ................................... 116 Pheromones .............................................116 Power Absorption ....................................117 Power Armour ......................................... 118 Power Detection ......................................120 Power Duplication ..................................121 Power Leech ............................................122 Power Nullification ................................. 122 Possession ............................................... 123 Pressure Adaptation ................................123 Probability Manipulation ........................123 Psionic Manifestation ..............................124 Repairing Touch ...................................... 125 Resistance: Energy ..................................125 Resistance: Power.................................... 126 Resistance: Psi-Power..............................126 Resistance: Spell...................................... 126 Shadow Affinity ...................................... 127

Chapter 5: Powers.................................79
Power-Point Deficit...........................................79 Biological...................................................... 79 Cosmic........................................................... 80

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Size Shift .................................................127 Stretching ................................................ 129 Super Senses ........................................... 129 Super Speed ............................................ 130 Supertech Invention................................. 132 Surface Adhesion .................................... 132 Technopathy ............................................ 133 Telekinesis ...............................................134 Telepathy .................................................136 Teleport ................................................... 137 Temport ................................................... 139 Thick-Skinned..........................................140 Turn Undead ........................................... 141 Unusual Vision ........................................142 Vacuum Adaptation ................................. 142 Water Breathing ...................................... 142 Weather Mastery ..................................... 142 Webbing .................................................. 144 Don't Duplicate a Power..............................146 Look for Pre-Existing Versions...................146 Determine CP Cost...................................... 146 Determine Power-Point Cost....................... 146 Determine Activation/Sustain Times...........146 Table 5-3 Act Roll Consequences...................147 Table 5-2 Act Bonuses by Class and Level.....147 Feats.............................................................147 Activation, Improved............................... 147 Activation, Awesome .............................. 148 Activation, Supreme ...............................148 Focused Activation ..................................148 Focused Activation, Awesome.................148 Focused Activation, Supreme..................148 Metapowers................................................. 148 Power Leech ............................................148

Table of Contents
Wild............................................................. 161 Mystic Weapon Abilities................................. 161 Bane.............................................................161 Brilliant Energy........................................... 161 Dancing........................................................161 Defending.................................................... 161 Disruption.................................................... 161 Distance....................................................... 161 Flaming........................................................161 Flaming Burst.............................................. 162 Frost.............................................................162 Ghost Touch.................................................162 Icy Burst...................................................... 162 Keen.............................................................162 Merciful....................................................... 162 Mighty Cleaving..........................................162 Returning..................................................... 162 Seeking........................................................ 162 Shock........................................................... 162 Shocking Burst............................................ 162 Speed........................................................... 163 Spell Storing................................................ 163 Thundering.................................................. 163 Throwing..................................................... 163 Vicious......................................................... 163 Vorpal...........................................................163 Wounding.....................................................163 Psionics............................................................... 163 1st-Level Psi-Powers.......................................163 2nd-Level Psi-Powers..................................... 164 3rd-Level Psi-Powers...................................... 165 4th-Level Psi-Powers...................................... 165 5th-Level Psi-Powers...................................... 165 6th-Level Psi-Powers...................................... 166 7th-Level Psi-Powers...................................... 166 8th-Level Psi-Powers...................................... 166 9th-Level Psi-Powers...................................... 166 Psionic Armaments............................................. 166 Psionic Armour Abilities................................. 166 Gleaming..................................................... 166 Power Resistance ........................................166 Quickness.................................................... 167 Radiant.........................................................167 Ranged.........................................................167 Time Buttress...............................................167 Vanishing..................................................... 167 Psionic Weapon Abilities................................167 Bodyfeeder.................................................. 167 Collision...................................................... 167 Coup de Grace............................................. 167 Dislocator.................................................... 167 Dissipater.....................................................167 Great Dislocator.............................................. 167 Lucky...........................................................168 Mindcrusher.................................................168 Mindfeeder.................................................. 168 Power Storing.............................................. 168 Psibane.........................................................168 Psi-Power Storing........................................168 Psychokinetic...............................................168 Psychokinetic Burst..................................... 168 Soulbreaker..................................................169 Sundering.....................................................169 Suppression..................................................169 Teleporting...................................................169 Supertech Devices.............................................. 169 Super Equipment.............................................169 Activating Supertech.......................................169 Doohickies...................................................... 169 Ray Guns.........................................................169 Gizmos............................................................ 170 Superchemicals............................................... 170 Gadgets and Power Armour................................170 Supertech Arms and Armour...........................170 Supertech Armour Abilities.............................170 Appendages................................................. 170 Ballistic DR................................................. 170 Ballistic DR, Improved................................171 Ballistic DR, Greater................................... 171 Blunt DR......................................................171 Blunt DR, Improved.................................... 171 Blunt DR, Greater........................................171 Energy Resistance........................................171 Energy Resistance, Improved...................... 171 Energy Resistance, Greater..........................171 DR................................................................171 DR, Improved.............................................. 171 DR, Greater..................................................171 DR [Attack Type]........................................ 171 DR [Attack Type], Improved.......................171 DR [Attack Type], Greater..........................171 DR [Metal]...................................................171 DR [Metal], Improved................................. 171 DR [Metal], Greater.....................................171 DR [Stone]...................................................171 DR [Stone], Improved................................. 171 DR [Stone], Greater.....................................171 DR [Substance]............................................171 DR [Substance], Improved.......................... 172 DR [Substance], Greater..............................172 DR [Wood].................................................. 172 DR [Wood], Improved.................................172 DR [Wood], Greater.................................... 72 1 Origin Resistance.........................................172 Origin Resistance, Improved....................... 172 Origin Resistance, Greater...........................172 Psi-Power Resistance...................................172 Psi-Power Resistance, Improved.................172 Psi-Power Resistance, Greater.....................172 Slashing DR.................................................172 Slashing DR, Improved............................... 172 Slashing DR, Greater...................................172 Piercing DR................................................ 172 Piercing DR , Improved...............................172 Piercing DR, Greater................................... 172 Spell Resistance...........................................172 Spell Resistance, Improved.........................172 Spell Resistance, Greater.............................172 Retractable...................................................172 Supertech Weapon Abilities............................172 Energy Damage (melee).............................. 172 Energy Damage (ranged).............................173 Retractable...................................................173

Chapter 6: F/X.....................................151
Mysticism........................................................... 151 0-Level Mystic Spells (Cantrips)....................151 1st-Level Mystic Spells...................................152 2nd-Level Mystic Spells.................................153 3rd-Level Mystic Spells.................................. 154 4th-Level Mystic Spells.................................. 154 5th-Level Mystic Spells.................................. 155 6th-Level Mystic Spells.................................. 156 7th-Level Mystic Spells.................................. 157 8th-Level Mystic Spells.................................. 158 9th-Level Mystic Spells.................................. 158 Mystical Armaments........................................... 159 Mystic Armour Abilities..................................159 Animated..................................................... 159 Arrow Catching........................................... 159 Arrow Deflection.........................................159 Bashing........................................................ 159 Blinding....................................................... 159 Energy Resistance........................................159 Energy Resistance, Improved...................... 159 Energy Resistance, Greater..........................159 Etherealness................................................. 160 Fortification................................................. 160 Ghost Touch.................................................160 Glamoured................................................... 160 Invulnerability............................................. 160 Reflecting.................................................... 160 Shadow........................................................ 160 Shadow, Improved....................................... 160 Shadow, Greater.......................................... 160 Silent Moves................................................ 160 Silent Moves, Improved..............................160 Silent Moves, Greater.................................. 160 Slick............................................................. 160 Slick, Improved........................................... 160 Slick, Greater............................................... 160 Spell Resistance...........................................161 Undead Controlling..................................... 161

Chapter 7: Combat and Movement...169
Combat................................................................169 Building Damage................................................ 169 Building Damage by Floor..............................169 Table 7-3 Building Stats..................................170 Building Damage as a Whole..........................170 Damage Reduction..............................................170 Knockback.......................................................... 170 Non-Lethal Damage............................................171 Melee Attacks and Non-Lethal Damage.........171 Combat Manoeuvres...........................................171 Sunder and Disarm...................................... 171 Stapling........................................................171 Swinging Attacks.........................................171 Generic Firearms................................................ 172 Table 7-4 Generic Firearms.............................172 Firearm Types..................................................172 Rates of Fire.................................................... 173 Ammo Capacity.............................................. 173 Table 7-5 Generic Ammunition.......................173 Ammo Type.....................................................173 Size..................................................................173 Restriction....................................................... 174 Modifying Generic Firearms...........................174

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Mastercraft...................................................174 Range...........................................................174 Damage........................................................174 Ammo Capacity...........................................174 Body Armour...................................................... 174 Inserts.......................................................... 174 Helmets........................................................174 Plates............................................................174 Modifying Body Armour................................174 Lighter/Heavier............................................175 Table 7-6 Body Armour..................................175 Flexible........................................................ 175 Hardened/Softened...................................... 175 Conductive...................................................175 Ferrous.........................................................175 Fragile..........................................................175 Low Melting Point.......................................175 Super Attacks...................................................... 175 Super Strength.................................................... 176 Table 7-1 Super Strength Stats........................176 Improvised Weapons....................................... 176 Table 7-7 Improvised Weapon Damage..........177 Slowing a Rolling Object................................ 177 Massive Damage.................................................177 Movement........................................................... 177 Super Speed........................................................ 177 Table 7-2 Running Speeds..............................178 Swinging............................................................. 178 Swinging as Movement...................................178 Jumping at the End of a Swing.......................179 Kicking Off in Mid-Swing.............................. 179 Continuous Swinging...................................... 179 Falling While Swinging.................................. 79 1 Swinging in Combat........................................180 Zero-Gravity....................................................... 180 Zero-G Combat............................................180 Galactic........................................................183 Styles of Play...................................................... 183 Fun............................................................... 183 Galactic........................................................183 Gritty............................................................184 Pulp..............................................................184 Space Opera.................................................184 Wuxia...........................................................184 Putting It All Together.....................................184 Optional Rules.................................................... 184 The Awesome Bonus....................................... 185 CP Distribution Methods.................................185 Lump Sum................................................... 185 Front-Loaded............................................... 185 XP Debt....................................................... 185 The One-Shot...............................................185

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Derringers.................................................... 196 Devices........................................................ 196 Doohickies................................................... 196 Effective Character Level (ECL).................196 Energy Resistance (ER) ..............................196 Feats, Tongue-In-Cheek...............................196 Gadgets........................................................ 196 Gizmos.........................................................196 Items............................................................ 196 Knockback................................................... 196 Knockback Threshold..................................196 Machine Pistols........................................... 196 Massive Damage Threshold........................196 Mechanoids..................................................196 Metapowers................................................. 196 Mole People.................................................196 Mystic.......................................................... 196 Origins......................................................... 196 Power Dice.................................................. 196 Power Points (PPs)...................................... 196 Power Stretch...............................................196 Powers......................................................... 197 Psi-Power Resistance (PsR)........................197 Psionic (Psi).................................................197 Rates of Fire................................................ 197 Ray Guns..................................................... 197 Revolvers..................................................... 197 Robots..........................................................197 Rock People.................................................197 Spell Resistance (SR).................................. 197 Super Ability Scores.................................... 197 Superchemicals............................................197 Supertech..................................................... 197 Sustain......................................................... 197 Synergy Bonus.............................................197 Tomorrow People........................................ 197 Traits............................................................ 197 Appendix II: Modifier Types.............................. 197 Ability Modifier...........................................197 Armour Bonus............................................. 197 Circumstance Modifier................................ 197 Competence Modifier.................................. 197 Deflection Bonus......................................... 198 Dodge Bonus............................................... 198 Enhancement Bonus.................................... 198 Equipment Modifier.................................... 198 Insight Bonus...............................................198 Luck Modifier..............................................198 Mastercraft Bonus....................................... 98 1 Morale Modifier.......................................... 198 Natural Defence Bonus................................198 Species Modifier..........................................198 Resistance Bonus.........................................198 Shield Bonus................................................198 Size Modifier..........................................................198

Chapter 9: Enemies and Allies...........187
Templates............................................................ 187 Fantasy Species...................................................187 Aerials............................................................. 187 Atlanteans........................................................187 Half-Atlanteans............................................... 188 Brutes.............................................................. 189 Cat People....................................................... 189 Mole People.................................................... 190 Rock People.................................................... 190 Tomorrow People ........................................... 190 Mechanoids.........................................................191 Androids..........................................................191 Robots............................................................. 192

Appendices...........................................195
Appendix I: Game Terms....................................195 Action Points (APs)..................................... 195 Activate........................................................195 Advantages (Ads)........................................ 195 Aerials..........................................................195 Ammo Capacity...........................................195 Ammo Types................................................195 Androids...................................................... 195 Atlanteans.................................................... 195 Autoloaders..................................................195 Awesome Bonus.......................................... 195 Biological (Bio)........................................... 195 Brutes...........................................................195 Burst Fire..................................................... 195 Cat People....................................................195 Character Points (CPs)................................195 Complications (Comps)...............................195 Cosmic......................................................... 196 Damage Negation........................................ 196 Death Retcon............................................... 196 Debris Damage............................................ 196

Chapter 8: GMing............................... 181
Challenge Level.................................................. 181 Effective Character Level................................... 181 Superheroes and RPGs....................................... 81 1 Trashing the Scenery.......................................181 Handling Powerful PCs...................................... 182 The Blaster/Sniper....................................... 182 The Tanks.................................................... 182 The Flyer..................................................... 182 The Hidden Mystic/Psion............................ 182 The Speedster.............................................. 182 Villains Cheat.................................................. 183 Power Levels...................................................... 183 Street Level..................................................183 City Wide.....................................................183 National....................................................... 183 Global.......................................................... 183 Legendary.................................................... 183

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Chapter 1: Character Creation

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CHAPTER 1: CHARACTER CREATION Chapter Contents
Chapter 1: Character Creation..............1
Building a Hero.......................................................1 Concept............................................................... 1 Power Theme...................................................... 1 Ability Scores......................................................1 Class.................................................................... 2 Powers................................................................. 2 Putting it All Together......................................... 2 Example: Amazon Warrior.............................. 2 Example: Blaster............................................. 2 Character Points......................................................2 Table 1-1 CP Costs.............................................. 2 CPs and Levels....................................................2 Generating Ability Scores.......................................2 Table 1-2 Ability Score Costs.............................3 Standard Ability Spreads................................. 3 Action Points.......................................................... 3 Power Stretch...................................................3 Mercy Blow..................................................... 3 Damage Negation............................................ 3 Death Retcon................................................... 3 What Makes a Superhero........................................3 Mission, Powers, and Identity.............................4 Mission ........................................................... 4 Powers............................................................. 4 Identity.............................................................4 Secret Identities...................................................4 Costumes......................................................... 4 Getting Recognised......................................... 4 Table 1-3 Observe DCs and Masks.....................4 Pulp Heroes.............................................................5 Non-Human Species............................................... 5 Generic Expectations and You................................5 Rewards or This Ain't D&D................................... 5 Advantages and Complications..............................6 Table 1-4 Buying Off Comps.............................. 6 Advantages............................................................. 6 Table 1-5 Ads...................................................... 6 Additional Identity....................................... 6 Allies ........................................................... 6 Amazing Costume .......................................7 Connection .................................................. 7 Database/Library .........................................7 Fearless........................................................ 8 Good Rep .................................................... 8 Highly Experienced .................................... 8 Law-Enforcement Powers ...........................8 Multiple Origins ..........................................8 Personal Assistant ....................................... 8 Position of Power.........................................8 Protected Identity ........................................ 8 Resistant Powers ......................................... 9 Table 1-6 Comps................................................. 9 Complications......................................................... 9 Accelerated Metabolism .............................9 Animal Antipathy ......................................10 Bad Driver .................................................10 Bad Rep .....................................................10 Bad Shot ....................................................10 Bane .......................................................... 10 Bizarre Area Effect ...................................12 Berserker Rage...........................................12 Calling Card .............................................. 12 Chemical Dependency .............................. 13 Chemical Vulnerability ............................. 13 Chemical Activation...................................13 Cold-Blooded ............................................14 Dependant ................................................. 14 Diurnal Power Cycle .................................14 Dramatic Activation .................................. 14 Favours Owed ........................................... 15 Form Shift ................................................. 15 Forsworn from Firearms ...........................16 Fragile ....................................................... 16 Glass Jaw .................................................. 16 Hero's Code ...............................................16 Illiterate ..................................................... 16 Impaired hearing ....................................... 17 Impaired Mobility ..................................... 17 Impaired Vision .........................................17 Inattentive ................................................. 17 Insatiable Curiosity ................................... 17 Large Size ................................................. 18 Light Sensitive .......................................... 18 Light-Headed ............................................ 18 Magnetic Signature ................................... 18 Mystic Deficiency ..................................... 18 Mystic Vulnerability .................................18 Mystically Slow ........................................ 18 Mystically Unimaginative .........................19 Nemesis .....................................................19 Non-Oxygen Breather ............................... 19 Notoriety ................................................... 19 Ostracism .................................................. 20 Phobia ....................................................... 20 Poor Healing ............................................. 20 Quirky Systems .........................................20 Slow Reflexes ........................................... 20 Slow-Witted .............................................. 20 Small Size ................................................. 20 Split Personality ........................................ 20 Touch-Activated Power ............................21 Unipower....................................................21 Unreliable Power ...................................... 21 Vulnerability ............................................. 21 Weak-Willed ............................................. 21

Building a Hero Character creation in Phoenix proceeds through a few steps, which are in basically the same order as the chapters in this book. The steps are:
• • • • • •

concept power theme ability score generation class powers putting it all together

useful place to start because it gives you a way to focus on the options that most interest you. If you begin the game with the idea of creating an Amazon, for example, you know that the Sneak class is probably not for you, and instead the Warrior or Champion might be better. Starting with a concept also prevents you from just trying to build the most powerful character that you can, and instead build the character that you'll have the most fun playing. Power Theme A character concept for a superhero game tends to start with a power theme, even if that theme is that the character has no powers. A power theme could be one kind of power, like energy projection or telekinesis. Your theme could also be biographical. Something happened to this character that made her seek out a life of superheroism. It can be organized around an animal motif (e.g., tigers), a season of the year (e.g., winter/ice), or an energy type (e.g., electricity). It can be a reflection of a historical figure, like a knight, or a ninja. It can be something even more abstract, like patriotism, friendship, or fair-play.

As with all role-playing games, character creation doesn't proceed in a straight line, however. You'll start with a concept, look at classes that fit it, tweak your sense of the class to fit your concept. Then you'll generate stats, grab feats, perhaps waffle about character class, pick skills, and rearrange your feats to match. In addition to all these aspects of a regular d20 character, in Phoenix you also get to use Character Points (CPs) to buy powers and the other extra stuff that makes your character not just a hero, but a super hero. Concept The best place to start is with a concept. You probably won't be able to replicate the character concept exactly, but it's a

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Chapter 1: Character Creation Ability Scores are either the ones that have the maximum Base Attack (Soldier, Warrior), or possibly the Sneak, for the sneak attack, which can be useful for a blaster who can stay near a fight but not get dragged into mêlée. The best feats to take would be the ranged feats, obviously, starting with Point-Blank Shot. Pumping up your attack and damage bonus with your blast is your primary concern. In the same vein, a powerful Energy Attack is pretty much the way to build a blaster. Your secondary concern is not getting hit, though, so feats like Dodge or Spring Attack could be helpful, or powers like Invisibility, Flight, or Amazing Dodge. The flying, invisible blaster is exactly the kind of pain in the ass you want to be to your opponents.

Now that you have a concept and a linked theme, it's time to buy ability scores. Ability generation happens in two phases in Phoenix. Phase one is a point-buy system (see below). In phase two, you can spend CPs to increase your ability scores. Class With a concept and ability scores, you can focus in on a class. There are eleven classes (and three optional classes), so you have a lot to choose from. Each class favours certain kinds of powers or ability combinations. The important part is to find a class that reflects your concept and grants the kinds of class features that will allow you to live out the concept. Sometimes, the class might fit the concept but the class features won't be right, so you want to read the descriptions carefully. Powers Depending on your concept, your "powers" could come in the form of feats or even just a whole lot of skills, and all three —skills, feats, and powers—can support each other to a great degree. Picking feats and powers is where you get to really define a character, and skills can give her those extra areas of expertise that make her truly heroic. Putting it All Together In the end, you'll probably go back and forth, tweaking this and that until it all feels right. Don't feel the need to proceed from one step to the next and "lock down" the last aspect of the character. Let it float until you're done. One of the fun things about RPGs is that the character is never really "done." You'll keep building them as you go through levels. Example: Amazon Warrior Let's suppose that you've decided to build an Amazon warrior from Classical myth. Right away, we know a lot about this character. She'll be a mêlée fighter for the most part, which means she'll favour Strength, Dexterity, and Constitution, and the best classes are probably Champion, Soldier, or Warrior, depending on her exact focus. If she's a Champion, you'll also want a high Charisma score. This character could be non-powered, simply a highlytrained warrior-woman, in which case you could build her "powers" out of feats, all the mêlée feats you can afford, as well as archery feats (the Amazons were famed for their skill with the bow). Alternately, you could pick powers that augment her mêlée abilities but just aren't flashy. Super ability scores, perhaps a modest DR score, or Amazing Fighting would do the trick. You could even give her a blessed weapon of the ancient gods, in the form of a Classically-themed Esoteric Item. This theme leads you to certain specific kinds of abilities and powers right away. Example: Blaster Let us now suppose, instead, that you want to create an energy projector, a hero who takes part in fights by sitting on a rooftop a block away. Your primary ability will be Dexterity, for ranged attacks and for dodging. The classes that are most useful 2

Character Points
Character Points, or "CPs," Table 1-1 CP Costs are the base unit of the game. You Item Cost can buy everything with them. Ads & Comps varies With CPs, you can purchase Skill Points 1 CP for 4 abilities, advantages, skills, feats, and powers. Buying skill points is Feats 2 CP each rare, but it is among your options, Powers varies buying feats is the best way to make a superhero without powers, and buying powers and ability scores is what CPs are primarily designed for. You can also buy advantages, little things—some concrete, other abstract—that make your life easier. This includes the advantage "Highly Experienced" with which you can buy character levels. You can buy levels at character creation. CPs and Levels You get 10CPs per level,1 and you start play at 4th level, which gives you 40CP at character creation. Powers allow Phoenix characters to be quite, well, powerful. Starting at a higher level than 1st keeps the sheer strength of your powers in balance with your class features. It's not generally very fun to be able to level a building with your Heat Vision but get knocked out when a brick smacks you in the chin (unless you're into that sort of thing). When you start play, at 4th level, you get all of the benefits of those levels, including feats granted every 3 levels and abilities increases granted every 4 levels, as well as skill points, class features, etc. What you buy with CPs is on top of all of that.

Generating Ability Scores
In Phoenix, you buy stats at character creation using the standard point-buy system from the SRDs (see Table 1-2 , next page). You have 40 ability points to spend on this table. These are not CPs; they're just a way to generate your ability scores. You can spend all 40 of your ability points to buy the highest possible scores on this table. The scores you buy with these 40 points are your Natural ability scores. However, once you finish generating your Natural scores, any points you have left over from this table turn into CPs, with which you can then buy powers, including the Ability Enhancement power, which can raise your scores above 18.
1 There are alternative rules for giving out CPs in Chapter 8: GMing.

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Chapter 1: Character Creation There is a strategy to this system. Scores above 16 on this table are more expensive than the power Ability Enhancement, but Ability Enhancement is a power, and therefore can be affected by the metapowers (see Chapter 5: Powers). Therefore, you have a few distinct options: (a) build a character with high natural ability scores (using the table) who cannot have those abilities stolen or suppressed, (b) build a character with low ability scores (again, using the table) but betterthan-average powers, or (c) build a character who has high ability scores (using the power Ability Enhancement) that can be suppressed or stolen by the metapowers. The simplest option is to just spend all 40 points on Table 1-2, and then buy powers as a separate step, but the more complex options can produce more powerful characters. Table 1-2 Ability Score Costs Ability Point Mod Score Value 3 -4 +5 4 -3 +4 5 -3 +3 6 -2 +2 7 -2 +1 8 -1 9 -1 1 10 2 11 3 12 +1 4 13 +1 5 14 +2 6 15 +2 8 16 +3 10 17 +3 13 18 +4 16 19 +4 20 20 +5 24

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keep losing HPs). You must declare that you're doing this before your turn has ended, though obviously that would be after the GM has declared the NPC to be dead. No in-game explanation is necessary. You're just that good at pulling your punches when the time is right. Damage Negation Cost: 2AP If you are struck for what looks like a great deal of damage from a single attack, you can avoid that damage altogether. You must invoke Damage Negation after the hit has been announced but before the damage has been announced. GMs are under no obligation to tell you how much damage and attack would have caused had you not negated it. No in-game explanation is necessary, but it can be a fun addition to the colour-commentary of an on-going battle. Death Retcon Cost: 3AP If you are killed (i.e., brought below -10 HPs) you can retcon yourself back to life. You must declare your intention to do so on your next turn after you were killed, and you must come up with a sufficiently plausible (although not necessarily logical or probable) explanation for how you really seemed dead a moment ago, but aren't any longer. For example, if you fall out a window, you might have grabbed a flag-pole and swung in a window downstairs. If you were stabbed in the heart and fell to the ground, you might discover that you had a book in your breast pocket that was just thick enough that the blade left you unharmed. When you're retconned back to life, you are flatfooted and the GM will place you in the combat (you will either get up from where you fell, or come back into the area at an appropriate place). When you come back, you have the same number of hit points you had before you were killed. For example, if you had only 5 HPs left, and were struck for 30 HPs, you would return to 5 HPs after the Death Exemption. Furthermore, you are removed from any on-going effect that killed you. If you were plunged into a pool of molten steel, you wouldn't just reappear in the steel. Your character would, miraculously, have caught a hanging chain just before hitting the vat (even though there really wasn't a chain there to begin with), or if plausible, you could burst from the side of the vat with your Super Strength, unharmed but really, really pissed off. Minor elements of the environment can change, like a door being broken down or a new, mundane object popping into existence, but you cannot create a powered item or utterly destroy one, either. One-time set pieces, however, are ripe for destruction. You may invoke a Death Exemption only once per session, regardless of how many APs you have.

Standard Ability Spreads For your convenience, here are four standard spreads of ability scores, so if you don't want to spend a great deal of time on this table, you can just grab one of these spreads and get on with character creation.
• • • •

Min/Max: 20, 18, 8, 8, 8, 8 Even Distribution: 18, 16, 14, 12, 10, 10 Low: 14, 12, 12, 10, 10, 10 (20 points left over) Very Low: 10, 10, 10, 10, 10 (28 points left over)

Action Points
You get a number of Action Points (APs) equal to 6 plus one-half your character level (rounded down) at every level. At character creation, you get 6AP. You can use Action Points to increase a single d20 roll by 1d6, from 1st to 7th level. From 8th to 14th, you can roll 2d6 and take the highest roll. From 15th to 20th level, you can roll 3d6 and take the highest. But Phoenix is an even-higher-fantasy game than most d20 RPGs, so there are a few other things you can use Action Points for. Power Stretch Cost: 1AP You can use one of your powers for something it doesn't do, but logically could (by comic-book logic, of course). See Chapter 6: Power Stretching, for more details. Mercy Blow Cost: 1AP If one of your attacks kills an opponent, you can bring the opponent to -1 HPs and stabilized (i.e., the opponent doesn't

What Makes a Superhero
A lot of this game is deliberately left open to your interpretation. We don't, for example, have detailed descriptions of exactly what an Energy Attack: Concussive looks like or the fantasy-physics behind it because we'd like to leave that kind of thing up to you. Flavour, description, and storytelling are the job of the players and the GM, and it's a fun job, so we're not going to take it away from you. 3

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Chapter 1: Character Creation A slightly thinner, but perfectly acceptable, origin story involves getting powers and deciding what to do with them. You might have been working in your secret laboratory and discovered a chemical that made you telepathic. You might have encountered a powerful, cosmic being who gave you powers so that you could serve it. You might be the victim of a tragic accident that resulted in being rebuilt through bionic technology. The possibilities are practically endless. In any case, after you got these powers, you then chose superheroism as a side-career, and it stuck. Secret Identities One last trope of the superhero genre to cover is the secret identity, sometimes erroneously called a "civilian" identity ("superhero" is not a military rank!). Anyone can have one of these as long as they take some basic measures to disguise themselves while they do their superheroing. This is the in-story reason for the persona we just discussed. A mask and a costume keep people from telling who you are in real life. Costumes Changing into your costume is most often a matter of pulling off your normal clothes to reveal the colourful tights you've hidden underneath. As long as you're wearing head-to-foot clothing—pants and long sleeves, for example—you can hide your costume. A Observe check (DC 25) can detect a costume under your clothes. For game purposes, we tend to just handwave away practical concerns like how this would make you a lot warmer than just wearing your street clothes, and where you store your boots. Pealing off your normal clothes to reveal your costume takes two rounds, assuming you leave your clothes where you change. Collecting your clothes and storing them, in a bag or case, takes another round. If you wear short sleeves and/or have uncovered legs—shorts or short skirts/dresses— you can still wear your tights rolled up your legs and arms, but they're a little easier to detect (Observe DC 20). You can also take off your street clothes and change into your tights, but that takes four rounds, plus a fifth to store you clothing, as described above. If your costume is anything more than tights—like a leather jacket or body armour—then you need to carry it in its own backpack or case, and changing will take a lot longer. It's always two rounds to get out of your street clothes. Changing into a different set of what are essentially street clothes, army pants and a leather jacket for example, is another two rounds. Suites of actual body armour have donning times listed in them. Collecting your clothes still takes another round. Getting Recognised Even with a mask, you can still potentially be recognized. Anyone who knows you knows your face, Table 1-3 Observe DCs and Masks but also your build, Mask DC your walk, and how Domino DC 15 you tend to stand. Covering your face Half DC 20 helps, but there's still Full-Face DC 25 a chance that they can Hood/Cap DC +5 tell who you are. Bulky Clothing DC +10

Also, the superhero genre is wide and varied, so the best way to allow you to experience that great variation is by keeping our descriptions fairly, well, generic. So think about how you want your powers to appear, and how you want your character to appear. It's all up to you. There are lots of different superheroes, from tuxedo'd mystics who dash through the night, to spandexclad aliens, to cyborg battle machines. But to give you a place to start, in this section, we'll talk a little bit about the feel of superhero stories, and a related genre or two. Mission, Powers, and Identity There are three things that most superheroes, despite their great variety, have in common: a mission (M), a set of powers (P), and a heroic identity (I).2 Mission The mission of a superhero usually describes why he or she is driven to fight monsters, criminals, or international pseudomilitary groups bent on world domination, as well as why she might be compelled to defend innocent people from the random accidents of the world. It can be something as vague as an injunction from a dead family member, a desire to keep people from a tragedy you experienced, or a dedication to an ideal or cause. Your mission isn't a set of marching orders. It's the way you look at the world and your place in it. It's a lot like a Allegiance, but more superheroic. Powers Under the rules of this game, powers are a particular kind of in-game effects, different than spells or feats, for example. They have Origins, and run by set rules. But in the sense of the superhero genre, your "powers" can be lots of things. In this sense, powers are whatever you rely on to do your superheroing. A single Super ability could be your whole suite of powers. A metric crap-tonne of useful skills could be your powers. Mastery of a particular feat tree could be your powers. And, of course, actual powers, found in chapter 5, could be your in-story powers, as well. Identity Your superhero identity is a combination of your name, costume, and origin story. The first two usually tell a very shortened version of the last. If you have animal powers, for example, you might name yourself after that animal. Your costume could have a stylized symbol of that animal. The point is that your identity (your name and your costume) reflect where you came from, how you got your powers, or what you stand for. Your origin story (which is different from a power Origin, see Chapter 5: Powers) usually entails getting your powers, facing a personal tragedy or significant personal event that drives you to be a superhero, or some combination of the two. If you witnessed a heinous crime or were personally damaged by it, you might dedicate yourself to eliminating crime, for example.

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These paragraphs are largely based on Peter Coogan's Superhero: Secret Origin of a Genre (Monkey Brain Books, 2006).

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Chapter 1: Character Creation Table 1-4 (right) lists the Observe DCs required to recognise you wearing various kinds of masks. Domino masks cover only the eyes, while half-masks cover either the lower or upper half of your face, and full-face masks cover your whole face. A hood, hat, or other device that covers your head can obscure your hair's length and colour, which adds +5 to the DC. Bulky clothing, like heavy leather or body armour as well as wraparound capes and cloaks, add another +10 to the DC. Remember that only people who already know what you look like have a chance of recognizing you. If you lose your mask and a random bystander sees your face, they'll just think you're "some woman" or "some guy." Your voice can also be recognized on a DC 15 Listen check. If there's fabric over your mouth, then your voice is muffled enough that the DC rises to 20. You can also deliberately disguise your voice, in which case you and anyone trying to recognize you roll opposed tests, Listen vs. Bluff. When rolling opposed tests, covering your mouth grants a +5 equipment bonus. There are lots of ways you can disguise yourself and lots of ways you can get recognized, of course. Your GM will make all in-the-moment rulings under circumstances that these few paragraphs can't cover.

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Pulp Heroes
Superheroes are most familiar from American comic books, but pulp fantasy is a genre and a prose style that was popular back when comics first turned up in America and Britain. Pulp heroes lead pretty much directly to the superheroes. Pulp heroes tend to be based on science-fiction concepts that border on the magical, like star-powered time-cars, but they can also delve into dimly-understood mysticism, usually of an exoticized and distinctly Eastern variety. They don't have secret identities as often as superheroes, but going undercover can be part of their shtick. The general power level of pulp heroes is often pretty low, usually 20CP . A power set could be something as simple as more than two abilities over 20 or being able to jump to especially great heights. There are also examples of pulp heroes who are like unto gods, though, so don't feel hampered by that number if you want to delve into the pulps. Pulp heroes don't usually have the kind of thematic unity that the superhero has. Their powers might not be on a theme, and they rarely wear costumes that establish the character's history, but what they lack in iconic power, they make up for with sheer, Jazz-age style. Pulp heroes can ride into the afterlife in a roadster. They can learn the project illusions by spending a Summer in the "mysterious Orient." In pulps, cities are dark and frightening places filled with constant danger and criminal conspiracies. In pulps, there really are Martians and their culture is millennia old. That can be damned fun.

orc, or dwarf), or a futuristic alien race, or machine life (biodroids and bioreplicas). You can play a monster as a race. Playing a monster race as a PC is explained in more detail in the SRDs. However, because Phoenix uses Character Points, and because you can buy a level for 10CPs (i.e., the Highly Experience advantage; see below, "Advantages"), you can also buy that species background for 10CP per Level Adjustment. Example: A fire giant is a +4 to your ECL. If you wanted to play one, you could either start your character at 5 th level (1st level +4) or you could buy the fire giant racial qualities for 40CP. You would take the Highly Experience feet four times and buy those four effective levels worth of fire giant. Template monsters, like vampires, are even easier to apply. Simply create a character, as normal, then apply all the template abilities and penalties, and finally either adjust your level or pay the 10CP per level adjustment. In the case of races or monsters that already have natural ability scores, treat those scores as your natural stats (see Character Creation, above). From there, proceed with character creation as normal. The other option is a little more work but a lot more flexible. You can build a species out of existing options within the game. You could make a serviceable vampire, for example, out of a few high ability scores (primarily Strength), some carefully selected Ads and Comps (Bane [silver], Diurnal Power Cycle, Chemical Dependency [blood]), and some powers (Damage Reduction, Leech Life, Longevity, Natural Weapons, etc.). This way you can tailor the monster race to your own tastes, for example you might build a Russian-style vampire that doesn't fear the Sun, and you won't get stuck with racial abilities that are specific to a medieval fantasy game rather than a modern fantasy game. There are several sample races in Chapter 9: Enemies and Allies; they're built from Phoenix rules, including custom feats, Ads and Comps, and of course, powers.

Generic Expectations and You
No matter how much we say about how superheroes usually act, the whole point of an RPG is that you are in charge of your own story. You don't have to do any of the things we've just described when you play your characters. The superhero genre is, as we've said, extremely flexible. If you want to forgo a costume, go ahead. If you want to be a hero without powers, there is ample precedent for it. If your origin story is that you flipped a coin after getting powers and it was heads (hero!), that's a kind of story in and of itself. You do not have to have a secret identity if you don't want one. You can just go by your real name, if you prefer. Powers, mission, and persona are just guidelines for the most typical kind of superhero. You can do whatever you want.

Non-Human Species
Most people in a contemporary superhero setting are humans, but there are certainly exceptions: aliens, Atlanteans, androids, etc. There are two ways to create these kinds of characters. First, you can use a species that is already in the SRDs. You can play one of the fantasy races (elf, half-elf, gnome, half-

Rewards or This Ain't D&D
Never forget that this is not a fantasy battle system. You should not expect to be rewarded with fabulous wealth and new toys at the end of the every encounter. Superhero stories just don't work that way. Instead, you get XP and Character Points to buy new powers. If you find Gadgets or are materially rewarded in some other way, it will be unusual, even rare, and ought to be

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the in-game result of spending CPs. Equipment, money, and "items" are just not part of the reward system in this game. If you think about it, superheroes generally don't act out of a desire to be rewarded. Although exceptions exist, the vast majority are driven by their own moral code or an event that shaped their personalities, which is why we just spent a whole page talking about the genre itself and the MPI model. Try not to think of Phoenix as a game that's about material rewards for the characters, but instead about having fun as players.

Advantages
ADDITIONAL IDENTITY [Background Ad] Cost: 1CP per level You have constructed at least one false persona, in addition to your every-day identity and your adventuring identity. The usefulness and depth of this alternate identity both depend on how many CPs you invest in it. You can have multiple Additional Identities. You must purchase them separately. Level 1 (1CP): Competent Forgeries. Your secondary identity withstands casual perusal. It has fake addresses (email and physical), a well-forged picture ID, a false employment record, and even a small bank account. DC 15 to reveal this identity as fake. Level 2 (2CP): Expert Forgeries. Your secondary identity is quite well developed. It includes all of the above, plus a driver's license, passport, work permits, multiple bank accounts, rent and property records, criminal records, and school records. DC 20 to reveal this identity as fake. Level 3 (3CP): Superb Forgeries. Your secondary identity has a great deal of substantiating background evidence. It has all of the above, plus photos, mementos, letters from fictitious relatives, awards and plaques, school papers, and mentions in newspapers and other media dating back at least several years. DC 25 to reveal this identity as fake. ALLIES [Background Ad] Cost: 2CP per level Allies (as compared to Connections or Sidekicks, described below) are NPCs willing to risk at least something on your behalf. Whether they are true friends or simply allies of convenience, they have a vested interest in helping you from time to time. They can know you in your heroic identity, your normal identity, or both, as you please. Table 1-5 Ads Name Additional Identity Allies Amazing Costume Connection Database/Library Fearless Good Rep Highly Experienced Law-Enforcement Powers Multiple Origins Personal Assistant Position of Power Protected Identity Resistant Powers Super Ability Trait

Advantages and Complications
Ads and Comps, as they're called for short, are little extras that aren't quite feats and certainly aren't powers, but nevertheless have a real effect on your life. Ads can be material, like an indestructible costume, or extremely ephemeral, like a boost to your good name. Comps are things that make your life a little more complicated, as their name implies, but not necessarily flaws or hindrances. A dependant family member or loved-one, for example, complicates your life, as does a strong dislike of guns. Neither of these things are bad. They just make being a superhero a little tougher. Ads cost CPs and Comps grant CPs. You must clear your Ads and Comps with your GM because some, specifically the Comps, might simply not "complicate" your life enough in a particular game setting or under a certain style of play. Forsworn From Firearms, for example, complicates your life only if you live in a country in which firearms are commonly available. Similarly, if your GM runs a light-hearted, high-fantasy game, then it may be the case that nobody uses firearms to begin with. In a standard game, you cannot take more than 15CP worth of Comps at character creation, but your GM can choose to lift that maximum as she sees fit. Similarly, you can take new Ads/Comps at every level-up, providing that you can supply a suitable explanation for how these things suddenly appeared in your life. Ideally, these new Ads/Comps will result from experiences you've actually had, in-game, such as developing a Phobia or a new Nemesis. You can buy off Comps with CPs, which means you must buy them off as part of the process of levelling-up. Buying off a Comp costs the value of the Comp plus 1CP for every 4CP of its value, to a minimum of 1CP extra (i.e., value of the Comp plus 25%). A 6CP Bane costs a total of 8CP to remove, for example. Many Ads/Comps are Table 1-4 Buying Off Comps purchased on a per-level basis. The cost per level is Comp's Value Cost listed in the description, 1CP to 4CP Value + 1CP and the total costs are 5CP to 8CP Value + 2CP listed next to the level 9CP to 12CP Value + 3CP description. For example, 3 levels of Ally is 6CP 13CP to 16CP Value + 4CP (2CP per level). Ads and Comps also have enhancements or additional complications, which you purchase separately, over and above the cost/value of the Ad or Comp itself.

Value 1/level 2/level 2CP 1/level 2/level 2CP 1/level 10CP

Benefit an additional false persona people who have your back seriously tough duds friends in the know a private library or database you are immune to fear/charm +1 to Reputation you get an extra level

2/level you can arrest and detain people 2/level 1/level 1/level 1/level 4/level special you have more than one origin a trusted friend who helps you you have influence in the world -15 to find your secret ID you're unaffected by metapowers your Super ability is a trait

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Chapter 1: Character Creation Allies generally ask for nothing in return for favours and information, as long as you your respect them and treat them well. On rare occasions, an ally might ask a favour in return. Friendship is a two-way street, after all. Allies are moderately vulnerable to the actions of other NPCs. As long as you're careful not to expose them to harm directly and keep your friendship somewhat discreet, they will be safe. If you abuse their trust, however, they could quickly become the equivalent of Dependants, and if you're particularly callous, they might even turn on you. You can have multiple Allies. You must purchase them separately. Level 1 (2CP): Your ally is fairly low on the totem pole of his chosen profession. He might be a beat cop, a rookie reporter, a small-time thug, a low-ranking military officer, etc. Level 2 (4CP): Your ally is relatively well off and well placed. She might be a police captain, a well-known newspaper columnist, a crime boss, or a veteran military officer, for example. Level 3 (6CP): Your ally is very well placed and has a wide variety of powers and information sources. He might be a police chief, the most powerful mobster in the city, the editor of a major daily newspaper, or a flag-rank military officer. Level 4 (8CP): Your ally is at the head of a very, very useful organization or personal power base. She might be a director of a government agency, a global crime figure, a senator, or a senior military adviser with national authority. AMAZING COSTUME [Material Ad] Cost: 2CP Most super-heroes have to fret over the state of their costumes, checking them for the constant wear-and-tear that a life of adventuring entails. Costumes are regularly burned, shot, cut, boiled, and blasted off their wearers, and must be completely replaced... but not yours! You own a nighmiraculous costume that is probably tougher than you. An Amazing Costume simply cannot be destroyed, damaged, discoloured, or distorted. It will re-size itself to the wearer’s frame, keep itself clean, and allow itself to be worked or reworked when its owner (and only its owner) desires a change. The costume may contain whatever regular armour or materials the character desires, other than Power Armour. Although the costume cannot actually be affected by any force on Earth, it will offer no special protection to its wearer. You could fall into a vat of acid and die, but the Amazing Costume would bubble up to the surface, unharmed. Where you got this miraculous bit of tailoring is up to you. CONNECTION [Background Ad] Cost: 1CP per level You have made a contact in a sector of society that can be of great assistance in your heroic career. Connections (compared to Allies and Assistants) are a source of aid and information, though they will balk if abused and sometimes require something in return for their services. Unlike Allies and Assistants, Connections feel no real emotional link to you. Each Connection should be a person, but doesn't need to be a fully-

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fleshed character. He or she is just "a friend at the DA's office," "this guy I know at the Ministry of Defence," or "a woman who knows a man who has a cousin at the Pentagon." Depending on the circumstances, a Connection can even be a small group of people, like a street gang or "the folks down in R&D at Megacorp Industries." Connections can provide information in two areas. From the following list, pick one primary and one secondary area of knowledge: • art/history • government • the law/legal history • law enforcement • local history/popular culture • the military • science/technology When you build your Connection, come up with a rational for his/her primary and secondary areas. A lab tech working on a government project will know about science/technology, but also hears things about the government. A professor of history knows art/history, but also has his ear to the ground about local/ history and pop culture. Possible connections can be from a lot of different places, organizations, or communities such as (but not limited to) law enforcement (PD, FBI, RCMP, Interpol), government (local, regional, national, international), media (newspaper, radio, TV, internet), the army, religious institutions (local temple, church hierarchy), business (local chamber of commerce, multinational conglomerate), sub-cultures (sports, fashion, TV/movies, books, cars), local communities (neighbourhood watch, the gay community, an ethnic community), or even organized crime (street gangs, Yakuza, Mafia, Triad). Generally speaking, Connections offer their services for free once per adventure, and must be paid, intimidated, or cajoled for further services. Bad things can happen to Connections. In the event that a Connection disappears, is incapacitated, or is killed, a new one will replace him or her, but not immediately. Relationships like this take time to develop, often several weeks or months, and require active effort on your part, especially if the old one died. You will go without your Connection for 1 session, though you can speed up the process in-game through role-playing (i.e., Diplomacy), bribery/favours, or even threats, if appropriate (Intimidation). It does not cost extra CPs. You can have multiple Connections, but you must purchase them separately. Level 1 (1CP): A minor Connection grants a +4 bonus to Gather Information checks that are relevant to the Connection’s area of expertise. Level 2 (2CP): A medium Connection grants a +8 bonus to Gather Information checks that are relevant to the Connection’s area of expertise. Level 3 (3CP): A major Connection grants a +12 bonus to Gather Information checks that are relevant to the Connection’s area of expertise. DATABASE/LIBRARY [Material Ad] Cost: 2CP per level You own a massive computer database or physical library. 7

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Chapter 1: Character Creation which powers come from which origins. As a completely random example, your Webbing could be supertech and your Surface Adhesion could be biological (as it should be!). You cannot take this Ad after character creation unless you have somehow acquired a new power or powers. Obviously, this Ad is useful only if you have more than one power. The GM might allow you to designate enhancements as having different origins than the powers to which they're associated, but that's not inkeeping with the spirit of the Ad. PERSONAL ASSISTANT [Background Ad] Cost: 1CP per level A friend aids you in your heroic and personal life. Your PA can be a family member (by blood, adoption, or choice), a close friend, or even a loyal employee. For every level of this Ad, the PA has an equal number of levels in the Expert class, but she never gains levels and does not have access to powers. Enhancements Enhancement: Skilled Personal Assistant Cost: 1CP per level Your PA gains one level of Expert for every two levels that you have. Which is to say, every second time you gain a level, the Skilled PA gains a level. POSITION OF POWER [Background Ad] Cost: 1CP per level You enjoy a position (whether earned or inherited) of considerable social privilege and responsibility. The exact effects of this Ad are mainly left to role-playing situations. However, it can grant circumstance bonuses to certain situations, if the GM deems it appropriate. You cannot hold multiple Positions of Power. Level 1 (1CP): You might be an assistant professor at an educational institution, a low-ranking military or lawenforcement officer (rank equivalent to Sergeant), a very minor holder of a patent of nobility (baronet), or have a minor position in local politics (city hall bureaucrat). Level 2 (2CP): You might be a dean or department head at an educational institution, a military or law-enforcement officer (rank equivalent to Lieutenant), a holder of a relatively minor patent of nobility (Baron or Viscount), or have a position in local politics of some influence (city council, regional representative). Level 3 (3CP): You might be a senior administrator at an educational institution, a major director of an institution such as a museum, a law-enforcement or military officer of some seniority (rank equivalent to Captain), a holder of a patent of nobility (Count or Earl), or a hold a fairly powerful position in local politics (mayor of a moderate-sized city, representative to a national ruling body). With GM permission, you may purchase positions even higher than those listed, at prices deemed appropriate by the GM. GMs and players are both warned that positions of considerable power can be disruptive to an on-going campaign and difficult to maintain in conjunction with a heroic adventuring career.

Level 1 (2CP): A database or library offers a +2 circumstance bonus to three Knowledge, Profession, or Craft skills (player's choice). You must spend one hour researching in the library/on the database to get this bonus, and you can research only one answer to one question, involving one skill, at a time. Level 2 (4CP): Your database or library grants a +2 circumstance bonus to all Knowledge, Profession, and Craft checks. You must spend one hour researching in the library/on the database to get this bonus, and you can research only one answer to one question, involving one skill, at a time. FEARLESS [Mental Ad] Cost: 3CP You are immune to fear and charm effects generated by skills, class features, and feats, but not powers (including traits, spells, and psi-powers). GOOD REP [Background Ad] Cost: 1CP per level You are better-trusted and regarded by the authorities than most of your peers are. For every level of this Ad, one of your identities (supeheroic, normal, Additional Identity, etc.) gains a +1 bonus to its Reputation score. HIGHLY EXPERIENCED [Background Ad] Cost: 10CP This Ad increases your XP to the minimum you need for your next level. You can also use it to buy a template/species with a Level Adjustment. Buying level adjustments has no effect on your experience total. You can take this Ad multiple times. Its effects stack. LAW-ENFORCEMENT POWERS [Background Ad] Cost: 2CP per level Your character has been deputized by a legitimate law enforcement agency, and as a result has both the legal authority and the legal responsibilities of a sworn officer of the law. Level 1 (2CP): Local Law Enforcement. You the power to arrest, detain, search, and use reasonable force equivalent to a local police officer. You also have all of the attendant professional and legal responsibilities of such a position, including reporting to superior officers and filing paperwork. You do not have to be an actual cop, but your powers and responsibilities will be equivalent to one. If you follow the rules, Legal Enforcement Powers can be very useful. If you ignore the rules, they will be stripped from you quite quickly. Level 2 (4CP): National Law Enforcement. As above, but your powers are granted by your nation, making an entire country your jurisdiction. MULTIPLE ORIGINS [Power Ad] Cost: 2CP per level Your powers come from more than one origin. For every level of this Ad, you get an extra origin and you can designate 8

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Table 1-6 Comps Comp Accelerated Metabolism Animal Antipathy Bad Driver Bad Rep Bad Shot Bane Bizarre Area Effect Berserker Rage Calling Card Chemical Dependency Chemical Vulnerability Chemical Activation Cold-Blooded Dependent Diurnal Power Cycle Dramatic Activation Favours Owed Forsworn from Firearms Form Shift Fragile Glass Jaw Hero's Code Illiterate Impaired Hearing Impaired Mobility Impaired Vision Inattentive Insatiable Curiosity Large Size Light Sensitive Light-Headed Magnetic Signature Mystic Deficiency Mystic Vulnerability Mystically Slow Mystically Uncreative Nemesis Non-Oxygen Breather Notoriety Ostracism Phobia Poor Healing Quirky Systems Slow Reflexes Slow-Witted Small Size Split Personality Touch-Activated Power Unipower Unreliable Power Vulnerability Weak-Willed

Val. 3/lvl 1CP 2/lvl 1/lvl 2/lvl var. var. 6CP var. 2/lvl 1CP 4CP 2CP var. 4CP var. 2/lvl 2/lvl 2CP 1CP 2CP 2/lvl 1CP 2CP 2/lvl 2/lvl 1CP 2CP 2CP 1/lvl 1/lvl 2CP 2CP 1/lvl 1/lvl 2CP var. 2/lvl 2CP 2/lvl 2/lvl 4CP 2CP 1CP 1CP 2CP 2CP 2CP 2/lvl 1/lvl 1CP 1CP

Effect you need a lot food and sleep animals just don't like you cars just don't like you a lot of people just don't like you you suck with ranged weapons your own, personal kryptonite something's different about you you sometimes lose it in combat you always leave your mark you need a chemical to function you're bad at resisting chemicals your powers need chemicals you need heat to keep moving people you have to protect powers only at night/in the day power word or gesture you owe someone, big you really don't like guns from zero to HERO! -1 penalty to Fortitude save crits affect you more severely rules to live by you can't read you can't hear as well as others you can't move as well as others you can't see as well as others you are oblivious you can't let secrets go you are large the light... it burns... you get knocked out a lot you erase magnetic recordings barred from one domain/school -1 to resist mystic-based attacks casting time increases you can't create new spells an arch-enemy of your very own you don't breath air everyone wants a piece of you the world hates you you're afraid of something healing is half as effective supertech penalized if damaged -1 penalty to Reflex saves -2 to Initiative checks you are small your identities have split skin contact sets off your powers use only one power at once Will save required for activation penalty to resist energy types penalty to Will saves

PROTECTED IDENTITY [Background Ad] Cost: 1CP per level You have taken extraordinary steps to ensure that one or more of your identities is totally unconnected to the other(s). You can come up with whatever explanation you wish. You can take this Ad multiple times, either to upgrade your Protected Identity to level 2, or you can apply it to a Alternate Identity. Level (1CP): The DC of any and all skills associated with uncovering a connection between one of your identities and any other(s) you might have increases by +15. An investigator must have solid, convincing evidence that the identities in question are in any way connected in order to ignore the DC increase, and that evidence must come from a direct blunder on your part, such as running around town with your mask down or calling your husband "snooky bunny" in public. Level 2 (2CP): The DC of any and all skills associated with uncovering a connection between one of your identities and any other(s) you might have increases by +30. An investigator must have solid, convincing evidence that the identities in question are in any way connected in order to ignore the DC increase, and that evidence must come from a direct blunder on your part, such as running around town with your mask down or calling your girlfriend "sugar lips" in public. RESISTANT POWERS [Background Ad] Cost: 4CP per level For every level of this advantage, you gain a +4 to save against metapowers. You can take this advantage up to 3 times for a bonus of +12.

Complications
A word of warning: do not turn this section into a shopping trip! Comps aren't here to give you bonus CPs. They're here to give you an in-game balancing factor against a character trait you choose in order to make your character more interesting. We strongly recommend that you think about what kinds of things might make your character more complicated before reading through these descriptions. Once you have a concept in mind, then you can pick out those Comps that fit it. If you take a Comp knowing that it won't have an effect on how you play the game, then it's not a Complication and you shouldn't take it. At the very least, you shoouldn't be rewarded for it. Finally, unless your GM tells you otherwise, you cannot take more than 10CPworth of Comps. ACCELERATED METABOLISM [Physical Comp] Value: 3CP per level Your character suffers from a metabolism that "burns" significantly faster than that of normal humans. This causes a variety of deleterious effects. Level 1 (3CP): You must eat at least one meal every twelve hours or become automatically fatigued. Double all penalties for fatigue and other states of lack of food or rest. Last but not least, you body distributes chemicals so fast that you take a -2 penalty

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Chapter 1: Character Creation appear in you life at untimely intervals, and statements to the press never seem to make them go away. This can cause serious social friction if some people do not understand that you actually aren't associated with that group. Substance Steel Wood Stone Attack Type Uncommon Value 3CP 4CP 5CP 4CP 6CP

to all rolls (usually Fortitude saves) made to resist drugs, chemicals, poisons, and their 1effects. Level 2 (6CP): You must eat at least one meal every six hours or become automatically fatigued. Double all penalties for fatigue and other states of lack of food or rest. Last but not least, you body distributes chemicals so fast that you take a -4 penalty to all rolls (usually Fortitude saves) made to resist drugs, chemicals, poisons, and their effects. Special: This Comp is incompatible with the Unusual Physiology, Need Not Eat, Need Not Breathe, and Need Not Sleep. ANIMAL ANTIPATHY [General Comp] Value: 1CP per level Animals don't like you at all, and they make their distaste extremely obvious. Dogs bark, cats hiss, and horses buck. Level 1 (1CP): You suffer a -2 penalty to any roll involving controlling or influencing an animal. Your rolls to attack animals are unmodified. You can take this Comp up to 4 times. Its effects stack Additional Comps Additional Comp: Hostility Value: 1CP For every level of this additional comp, when you encounter wild animals, their reactions to you are automatically one column into the negative. You can take this additional comp multiple times. Its effects stack Additional Comp: Extreme Hostility When attacking, wild animals always go after you first. This Comp is incompatible with the power Animal Affinity. However, you can still have a familiar because they are quasi-magical and intelligent versions of their respective species. BAD DRIVER [General Comp] Value: 2CP per level You just suck at driving anything with an engine. Level 1 (2CP): You take a -4 penalty to Drive/Pilot checks. Level 2 (4CP): You take a -8 penalty to Drive/Pilot checks. Level 3 (6CP): You must spend an Action Point to even attempt a Drive/Pilot check (at a -12 penalty). Otherwise, you automatically fail. Special: This Comp is incompatible with all Vehicle feats. BAD REP [Social Comp] Value: 1CP per level For every level of this Comp, one of your identities (supeheroic, normal, Additional Identity, etc.) gains a -1 bonus to its Reputation score. Additional Comps Additional Comp: Misinterpreted Value: 1CP An unpleasant group of people (religious fanatics, bloodthirsty vigilantes, neo-Nazis, etc.) have embraced you as a representative of their ideals, even though you are thoroughly against them and their methods. This group will also tend to

Additional Comp: Mistaken Identity Value: 1CP You find yourself continually confused with a villain who uses a similar name or costume ("I’m not Firemaster, dammit, I’m Firedancer!"). You must deal with the constant indignity of rumours and mistakes concerning your true identity ("No, no, the victims were rescued by Firedancer! Dancer, you idiot! What? No, I did not burn the Washington Monument, that was Firemaster!") Special: This Comp is compatible with anything that provides a bonus to the Reputation score. However, they'll cancel each other out, so it's kind of pointless to have both. BAD SHOT [Physical Comp] Value: 2CP per level You have great difficulty with ranged weapons. Great difficulty. This Comp is incompatible with Amazing Accuracy. Level 1 (2CP): You cannot take any proficiency or feats that pertain to ranged weapons, including firearms, non-ballistic projectiles, or thrown weapons. Because of this non-proficiency, you take a -4 penalty on all ranged attack rolls. Level 2 (4CP): Your depth perception is really awful. You take an additional -2 penalty to all ranged attack rolls, for a total penalty of -6. BANE [Physical Comp] Value: varies There is something that your powers simply have no effect on. Energy Attacks do no damage to it, Natural DR doesn't block it. This Comp comes in two parts. First, what your Bane actually is, and second, the severity of its effects on you. Bane Substances The value of your Bane depends on how many CPs you have invested in your powers and what it actually is. Banes are worth 1CP for every given number of CPs worth of powers you have. For example, Steel is worth 1CP for every 3CP worth of powers you have, and Wood is worth 1CP for every 4CP worth of powers. You cannot take Bane if you have fewer CPs invested in your powers than the Bane's value, which means that you cannot take Stone unless you have a least 5CP invested in your powers, for example. If you buy more powers during your career, your Bane Comp does to yield more CPs retroactively. If and when this happens, you can either bank or spend the CPs, as normal. Steel, wood, and stone refer to anything made with those substances. For weapons to effect you, their "business end" must be made of the relevant substance. A hammer is a Steel weapon, even if its handle is wooden. For the sake of game balance,

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Chapter 1: Character Creation bullets are Steel when determining if something is a Bane substance. Attack Type refers to blunt, slashing, piercing, or ballistic. Pick one. Finally, Uncommon Substances are anything that is unusual in the manufacture of weapons, armour, and ammunition. Examples include by are not limited to: cold iron, plastic, a type of metal other than steel (silver, copper, bronze), a specific type of wood (i.e., oak, ash, maple, cedar), a specific kind of stone (granite, shale, limestone). Uncommon substances must be solids. Gases and liquids are covered by the Chemical Vulnerability and Vulnerability comps. GMs have the final say as to whether a substance is Uncommon. Bane Effects The follow effects apply to all Bane substances: All Banes are totally unaffected by your powers, in either positive or negative ways. Banes block your powers from passing through them if you have powers that travel in a line, such as Energy Attack, Line mode. Area effects, like Pheremones, will spread around a Bane substance, but someone completely encased in it will be unaffected by your powers. If you use a power to attack someone or something that is made entirely out of your Bane, the attack has no effect. A sufficiently large amount of your Bane could block your powers from passing through an area entirely, like a walled-off room. Armour made out of your Bane is twice as effective against your powers; double the armour bonus against attacks of yours that rely on powers like Natural Weapon or Energy Attack. If your attack is enhanced by a super ability (usually Strength and/or Dexterity), then calculate your attack bonus at that ability's first-round levels (before you applied CPs at character creation). Do this instead of doubling the defender's armour bonus. Essentially, you have to make the attack without your super ability's bonus. If your attack is enhanced by both a Super ability and another power (i.e., a Super-Strength Natural Weapon or a Super Dextrity ranged Energy Attack), then both effects apply: the armour bonus doubles and your ability is at its first-round level. (If you take Bane, make sure to note on your character sheet how much of a "penalty" you'd take to hit and damage if your relevant abilities were reduced to first-round levels. You avoid a lot of wasted time at the table if you do that. GMs will, of course, note altered Defence scores if they equip their NPCs with your Bane armour.) Attacks using your Bane do not cause extra damage to you, but they do ignore any defensive powers you might have, such as Natural Damage Reduction or Natural Armour. Amazing Dodge is unaffected by a Bane attack because it never has a chance to connect with your body, unless you take Area Toxicity, in which case your Bane substance throws your Amazing Dodge ability off just enough to ignore the power's bonus. If you have Danger Sense, the presence of your Bane substance will continuously set it off, regardless of whether there is an actual imminent threat of being attacked with it.

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Additional Comps Additional Comp: Ingestion Toxicity Value: 2CP Swallowing more than a few grams of your Bane, putting it in your mouth, or otherwise having it introduced to the inside of your body provokes a Fortitude save (DC 30). Failure indicates that you take 1d4 HPs of poison damage per round and a -2 penalty to attack rolls, saving throws. This effect lasts for 2d4 rounds. Note that powers that grant bonuses to your saving throws have no effect on Bane substances. This Additional Comp is incompatible with a Bane that is not an actual substance Additional Comp: Contact Toxicity Value: 2CP Prerequisite: Ingestion Toxicity Physically touching anything anything made out of your Bane causes 1d4 HPs of poison damage per round and imbues a -2 penalty to attack rolls, saving throws, and skill checks for as long as you maintain contact. Anything thicker than cotton will block this effect for 10 rounds, but eventually the Bane does start to effect you. Note that powers that grant bonuses to your saving throws have no effect on Bane substances. This Additional Comp is incompatible with a Bane that is not an actual substance Additional Comp: Area Toxicity Value: 2CP Prerequisite: Ingestion Toxicity, Contact Toxicity Being within 10 feet of more than a few grams of your Bane causes 1d4 HPs of poison damage and induces a -2 penalty to attacks rolls, saving throws, and skill checks for as long as you are in the area of effect. Note that powers that grant bonuses to your saving throws have no effect on Bane substances. This Additional Comp is incompatible with a Bane that is not an actual substance Additional Comp: Crit Range Increase Value: 1CP All weapons composed of the Bane substance have their critical threat range increased by 1 when used against you. You can take this Additional Comp three times. The effects stack. Additional Comp: Crit Damage Increase Value: 2CP All weapons composed of the Bane substance have their critical damage multiplier increased by 1 when used against you. You can take this Additional Comp twice. The effects stack. Additional Comp: Disfigurement Value: 1CP If you are reduced to zero or fewer HPs by your Bane, you take -1 ability damage to Charisma due to a lasting scar or other damage to your appearance. This damage is permanent, but can be removed through plastic surgery (purchase DC 25), or a Restoration spell, but not simple healing, mundane or otherwise. Additional Comp: Extra Sensitivity Value: 3CP 11

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Chapter 1: Character Creation closest to you for the rest of your rage. Note, however, that you do not immediately become stupid. You can still use strategy and tactics. You can still attack intelligently, but you are driven to attack something at all times. Finally, while you're raging, you are unaware of how hurt you might be (i.e., the GM keeps track of your HPs), but you also gain a +4 to any Will saves that involve attempts to control your mind (because you're in a near beastly state). Your rage lasts a number of rounds equal to your Constitution modifier, but it also ends 1d4 rounds after combat ends, either because you become separated from the combat or because you manage to kill everyone. NB: this complication functions properly if and only if you voluntarily remind the GM that you have to make your Rage saves. You can't just wait for the GM to "catch" you on it. If you forget to roll your Rage save more than a couple of times, the GM is perfectly within her rights to state that you've been somehow cured of the Complication, and therefore you must give up 10CP worth of abilities (skills, feats, powers, advantages, etc.) from your character. It's the honour system. Additional Complications Additional Comp: Form-Shifting Rage Value: 4CP Prerequisite: Form Shifting (complication) The only way to activate your Form Shifting ability is to fly into a rage, and the only way to return to your normal form is to end your rage. You have no access to any of your powers and/or traits when you're in your normal form, unless you take the additional complication Accessible Powers (see Form Shifting). Additional Comp: Power Rage Value: 4CP Prerequisite: 10CP worth of powers that activate The only way to activate any of your powers is to fly into a rage. Only while you're raging can you activate your powers. While in a rage, you can use your powers, even if they are ranged attacks (e.g., Telekinesis, Energy Attack, etc.). CALLING CARD [Mental Comp] Value: 2CP You feel compelled to leave an identifying mark at the major scenes of all your adventures. It might be a physical mark on a wall, an object left at the scene, or even a particular way of incarcerating villains. You must leave your calling card whenever you are victorious in a physical confrontation, foil a criminal scheme more complex than knocking over a liquor store, or even just causing a public scene while in costume. The actual calling card is something simple, easy, and cheap, like an actual card, for example, and requires only a standard action. You will always leave your Calling Card if you have the time, but if you're pressed for time, you can make a Will save (DC 15). If you win, you resist the urge to leave your mark. If you fail, you just can't help yourself. If you consistently elect to roll your Will save every time you leave a scene and are forced to leave your card only when you fail, then the GM is encouraged to raise your DC until you

The effects of your Toxicity double. You take 1d8 damage per round instead of 1d4, and a -4 to attack rolls, saving throws, and skill checks instead of -2. In the case of Ingestion, your Fortitude save is DC 40 and the effects last 2d8 rounds. To take this Comp, you must have one of the three Toxicity Comps. BIZARRE AREA EFFECT [Physical Comp] Value: 2CP per level You are constantly surrounded by some kind of unusual cosmetic or environmental effect that clings to you, or indeed emanates from you, as a side-effect of one or more of your powers or physical nature. This does not have to be a supernatural effect, but that's the most common explanation. You might exude a powerful smell, be surrounded by an eerie glow, or just give the screaming willies to anyone who's standing near you. The effect can be bright, loud, or annoying. The exact effect is the stuff of flavour text. If you take Form Shifting, then the Bizarre Area Effect, whatever it might be, only plagues in your empowered form. For every level of this Comp, you suffer a -4 penalty to Disguise, Gather Information, Handle Animal, and Hide checks. You can take this Comp twice. Reduce the CP value of this comp by have if you take it as well as Form Shifting. Having the Bizarre Area Effect only 'on' half the time means it's half as complicating to your life. Additional Comps Additional Comp: Really Dramatic Activation Value: 3CP When Form Shifting and/or Dramatically Activating a power, your Bizarre Area Effect briefly, and spectacularly, activates. If this happens while you're Disguised, or are trying to Gather Information, Handle and Animal, or Hide, the check penalty for Bizarre Area Effect triples. BERSERKER RAGE [Mental Comp] Value: 6CP You fly into an incoherent rage when you spend too much time in mêlée combat. After a number of rounds in combat equal to your Wisdom modifier, to a maximum of 5 rounds, you must start making Will saves (i.e., at the start of the 6th round). The save DC is 10, plus any damage (lethal or nonlethal) that you either take or deal in mêlée. You can work yourself up by getting hit, but you can also work yourself up by hitting people. If you pass the saves, you are agitated but you do not go into a rage. If you fail your save, however, you fly into a rage. While you rage, you abandon all ranged attacks except for throwing things, and you attack whichever enemy most recently struck you for damage. If no one struck you for damage, you attack the closest enemy. If there is no enemy close enough to you to move and make a mêlée attack against (including by charging), or throw something at, then you must make a Will save (DC 12) to resist the urge to attack whoever is closest to you, including friends, comrades, and innocent bystanders. Once you fail this save, you attack whoever is 12

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Chapter 1: Character Creation fail it consistently. If you take this Comp, you need to play along. Additional Comps Additional Comp: Calling Card Fixation Value: 3CP Your calling card borders on an unhealthy compulsion, rather than just an eccentricity. Leaving your card requires a full-round action, not necessarily because the actual object is that complex or delicate, but because it must be left in a particular way, or else it's just not right. Any attempt to flee a scene without doing so will require a will save (DC 20). Additional Comp: Calling Card Obsession Value: 4CP Your calling card is now a full-blown obsessive-compulsive act. Leaving the card requires three full rounds of delicate placement and adjustment. You might need to carry special pigments for drawing, or a delicate, expensive object to leave behind (purchase DC 12 each). Any attempt to flee a scene without doing so will require a will save (DC 25). CHEMICAL DEPENDENCY [General Comp] Value: 2CP per level You are dependant on a chemical substance. It could be a drug addiction, like cocaine or alcohol, or it could be a lifesaving drug that you need in order to live. It can be anything else you and the GM dream up. Your dependency can be on a known illegal drug (purchase DC 6) that you could be arrested for buying, possessing, or making yourself. It can be a legal drug that is expensive (purchase DC 10) and for which you would need a prescription from a medical doctor. It can be a legal drug that is commonly available and cheap, but has debilitating side-effects, like alcohol (Purchase DC 6). Finally, it could be a special substance you make yourself (purchase DC 8) that, though not technically illegal, pushes the boundaries of legality and could get you in legal trouble. For this last option, you must have an appropriate skill, most likely Craft (pharmaceuticals) or Craft (chemical), to make the chemical. Creating a single dose requires a skill check (DC 15) and one hour in a relatively clean space, like a kitchen or a bathroom. You can Take 10 on this check if you mix it up at home. The effects of the Chemical itself stack with the effects of withdrawal. Thus, taking your Chemical affects you in specific ways, as does not taking your Chemical. This is why addiction sucks. Different Chemicals have different side-effects, of course. Each one grants an equivalent of +2 to one or two different abilities and the equivalent of a -4 to up to four other abilities. For example, alcohol might make your charming (+2 Charisma) but totally remove you judgement (-4 Wisdom). Alternatively, it could make you insightful (+2 Wisdom) but weak and stupid (-2 Strength and -2 Intelligence). The possible combinations are at your discretion but the GM has final say on whether they're appropriate and reserves the right to over-ride them as she sees fit. As always, complaining to the GM is highly unlikely to get you very far.

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Feats, advantages, powers, or any other in-game effect that boosts your ability to resist poisons or other chemicals has no effect how how this Comp affects you. Level 1 (2CP): You must receive at least one dose of this substance every 24 hours or you suffer a -1 penalty to all die rolls, including but not limited to attack rolls, skill checks, saving throws, and damage rolls. You suffer another -1 penalty every 24 hours that you're deprived of the substance. Eventually, craving and withdrawal will effectively leave you helpless. Level 2 (4CP): Rather than a -1 penalty, you suffer a -2 penalty after 24 hours, cumulative. When this penalty reaches -10, you must make a fortitude save (DC 18) or fall into a coma. You must make this save every six hours until you fall into the coma or get your substance. You can survive in a coma indefinitely if you are under professional care, but if you simply fall unconscious in an alley or on your bathroom floor, you must continue making fortitude saves (DC 18) every six hours. If you fail, you die. Level 3 (6CP): In addition to the above, the DC of each fortitude save is 20 and rises by 2 with every subsequent save. If you fail a save, you die immediately. Additional Comps Additional Comp: Controlled Supply Value: 4CP The substance is rare and proprietary, and someone else has a monopoly on it. You are entirely dependent on an NPC for your supply. Additional Comp: Side Effects Value: 2CP The substance has an intoxicating or debilitating side effect. For one hour following the intake of each dose, you suffer a -4 penalty to 2 abilities. You pick the two abilities and the choice is permanent. Additional Comp: Power Linked Value: 2CP You powers are linked to or granted by your substance. If and when you take penalties for withdrawal, you lose the use of 5CPs worth of powers (selected randomly). Every subsequent time you lose a save and/or take an additional penalty, you lose another 5CPs worth of powers, randomly selected. CHEMICAL VULNERABILITY [Physical Comp] Value: 1CP per level You body and immune system aren't very good at resisting the effects of drugs, poisons, and other harmful substances. For every level of this Comp, you suffer a -2 penalty to any saving throw made to resist the effect of a poison, drug or other chemical. Furthermore, the DC of any skill check made to aid or cleanse you of a drug or poison increases by 2. You can take this Comp up to six times. This Comp is incompatible with any feat or power that specifically improves the character’s chance of withstanding the effects of drugs or poisons. CHEMICAL ACTIVATION [Power Comp] 13

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Chapter 1: Character Creation Wisdom until you can to do so again. These penalties stack every 24 hours, starting 24 hours after the last time you were in a heated environment. If any of your abilities reaches 3, you fall into a comatose state. If they all reach 0, then you die. This Comp is not incompatible with powers or special abilities that render the character resistant to damage from coldbased sources. However, such resistances will not change the affects of the Comp. DEPENDANT [Social Comp] Value: 2CP per level You take care of someone close to you, a spouse/partner or ex-spouse/partner, a parent or guardian, a child, a sibling, a friend, etc.. Any time someone discovers your identity, secret or not, they effectively know about your Dependant. While designing your games, your GM will roll to see if your Dependant shows up and then work him or her into the story. When that happens, he or she will be threatened by some side-effect of your superheroic activities, including but not necessarily being directly attacked or kidnapped by a supervillain. The frequency with which your Dependant shows up in your life is based on his or her CP value. You can have up to 4 Dependants in your life at varying levels. GMs are also encouraged to introduce your Dependants into the every-day life of your games. They're not just people who can be threatened. They're your loved ones, after all. Level 1 (2CP): Your Dependant shows up on a roll of 3 or less on 1d20 during any given session. Level 2 (4CP): Your Dependant shows up on a roll of 6 or less on 1d20 during any given session. Level 3 (6CP): Your Dependant shows up on a roll of 9 or less on 1d20 during any given session. Level 4 (8CP): Your Dependant shows up on a roll of 12 or less on 1d20 during any given session. DIURNAL POWER CYCLE [Power Comp] Value: 4CP Your powers are closely attuned to the rising and setting of the Sun, and are useful for only about half of each twenty-four hour day, allowing for seasonal variation. You can access your powers only between dawn and dusk, or only between dusk and dawn (player's choice). During the other half of the day, they simply do not exist. This Comp does not affect Traits. You must have at least 10CP worth of powers to take this Comp. DRAMATIC ACTIVATION [Power Comp] Value: 2CP To activate one of your powers you must either make a Gesture or shout a Command Word. You pick which power and whether the Dramatic Activation is a Gesture, a Command Word, or both (see below). PP costs do not change. Sustaining the power does not require Dramatic Activation. The power must have an activation and a total cost of at least 5CP. Command Word

Value: 4CP You must ingest, inject, or otherwise introduce a specific chemical formula into your body in order to use your powers. The effect lasts for one hour or until you use half of your PP total, whichever comes first. Your chemical can be on a known illegal drug (Purchase DC 6) that you could be arrested for buying, possessing, or making yourself. It can be a legal drug that is expensive (Purchase DC 10) and for which you would need a prescription from a medical doctor. Finally, it could be a special substance you make yourself (Purchase DC 8) that, though not technically illegal, pushes the boundaries of legality and could get you in legal trouble. For this last kind of Chemical, you must have an appropriate skill, most likely Craft (pharmaceutical) or Craft (chemical), to make, mix, or brew it. Creating a single dose requires a skill check (DC 15) and one hour in a relatively clean space, like a kitchen or a bathroom. You can Take 10 on this check if you mix it up in a totally safe environment. If you regularly take your Chemical, every hour or less on each and every day, for example, then your GM might impose a Chemical Dependency on you. Thus, if you get your Chemical, your PPs are replenished, but if you don't, you suffer the consequences of withdrawal. You would not, however, suffer the side-effects listed in Chemical Dependency. There are two different Additional Complications that go with this Comp. You can take either one, but not both. Additional Comps Additional Comp: Chemical Power Point Generation Value: 1CP In addition to having to use your chemical to activate your powers at all, you must take it to regenerate Power Points. Every six hours, when you would normally regenerate your points on your own, you have to take your chemical. Without your chemical, your body just doesn't do the job on its own. This Additional Comp is incompatible with Single Power Additional Comp: Single Chemically-Activated Power Value: 2CP One of your powers relies on your Chemical. One dose grants you the ability to activate that power for 1 full hour. This Additional Comp can be applied to traits. If it is, then the trait physically manifests—you grow an extra Appendage or Natural Weapon for example—for a full hour and then it disappears. You can take this Additional Comp multiple times. Each time, it applies to a different power. This Additional Comp is incompatible with Power-Point Regeneration. COLD-BLOODED [Physical Comp] Value: 2CP Your circulatory system has difficulty maintaining its essential core temperature on its own. You must spend at least one hour (preferably more whenever possible, but one is sufficient) out of every twenty-four basking in a heated environment, under a strong sun, or against a heated object. If you don't, you suffer a -2 penalty to Strength, Dexterity, and 14

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If you are gagged or otherwise silenced, you cannot use your Level 1 (2CP): The NPC is firm about the debt, but neither command word. You also cannot whisper a command word. You sadistic nor too demanding. He will ask for small favours. A must speak it at least as loudly as you would to a small group of people in a public place. If you continual disruption to your attempting to Mov minor annoyance, but not a use a command word while life. word, per se. It can be a guttural grunt or a nonsense phrase. Level 2 (4CP): The NPC asks quite a bit more of the character, requiring risky and/or lengthy services that can thwart Gesture an attempt to keep a regular schedule. You cannot execute your command word when grappled, Level 3 (6CP): The NPC all but owns your, makes use of entangled, or pinned. If you perform a gesture while attempting you all the time, and has the means to respond unusually harshly to blend into a crowd, you take a -10 to your opposed check should you not meet you obligations. This level of involvement (Hide vs. Observe). Your gesture can be dance-like, martial must be approved by the GM, because it can easily become artsy, or profane. You can flex a biceps, close your hands in disruptive to an ongoing game, though it can also be what fuels prayer, or just flip the bird. It's up to you. an on-going game, as well. Additional Comps Additional Comps Additional Comp: Complex Activation Additional Comp: Dark Secret Value: 2CP Value: 2CP Your Dramatic Activation is finicky and requires that you The nature of the NPC, as well as the nature of the favours pass a Perform check (DC 15). If you pass the check, the power owed, is so contrary to your public motives and reputation that activates normally. If you fail, the power does not activate, but you have to conceal the existence of the debt, as well as the you do not lose any PPs for the effort. This Additional Comp nature of your service to the NPC, from even your closest allies. does not increase the activation time. (Take this Additional Comp only with the GM's approval, because it, too, can either disrupt or come to dominate an onAdditional Comp: Disruptable Activation going game.) Value: 2CP FORM SHIFT Your Dramatic Activation so precise that they can be [Power Comp] disrupted, just like spell-casting (see Concentration for DCs to Value: 2CP maintain concentration). You can apply the feat Combat Casting Prerequisite: you must have powers to Dramatic Activation and get a +4 on your Concentration You must shift from your normal physical form to a supercheck. This does not mean that your Dramatic Activation powered hero form in order to access your powers. Shifting provokes an attack of opportunity. from your mundane to your powered form requires a move action, costs 1PP, and counts as Activating a power, which Additional Comp: Provocative Activation means you can apply the Dramatic Activation Comp to Form Value: 2CP Shifting as if it were a power. Form Shifting, the action, can also Your Dramatic Activation provokes attacks of opportunity, be detected by Power Detection. just like spell-casting. Your Command Word or Gesture requires Your heroic form's face can be covered or uncovered, at your so much concentration that they distract you from the fight in option, and both your heroic and normal forms wear whatever front of you. This does not mean that your Dramatic Activation clothing, armour, and equipment (up to a light load) that they can be disrupted. wore the last time they shifted. Your Charisma score is not different (unless your Charisma is a power), but your facial Additional Comp: Slow Activation features can be totally different if you want them to be. This Value: 2CP means that you could have a heroic form that is not recognisably Your activation time increases by one step up the "action" similar to your normal form, regardless of rolls made to Observe scale: free/swift, move, standard, full-round. A move action checks. The two forms don't have to be similar in any way, if become a standard action, for example. Slowed full-round you don't want them to be. activations turn into a full-round action plus a swift action, then If you take this comp as well as Bizarre Area Effect, reduce a full-round plus a move action, etc. the CP value of the latter by half. Having the Bizarre Area Effect only 'on' half the time means it's half as complicating to your FAVOURS OWED [Social Comp] life. Value: 2CP per level Additional Comps You have incurred a substantial obligation to an NPC. This is Additional Comp: Accessible Powers a debt of service and/or honour rather than just money... you Cost: 1CP per 5CP of the power's value owe the NPC some of your time and effort at regular intervals, You can access one or more of your powers in your normal and there are definite consequences should you fail to heed the form if you pay for the privilege. You have to pay for each one call. individually at a cost of 1CP for every 5CP of the power's value, The NPC owed favours should be generally cordial, but not including enhancements if any, but not reduced by Limitations. overly friendly or sympathetic toward your goals. Crime bosses, The minimum cost is 1CP. corrupt police officers, and government agencies are all great You can also buy access to a power at a lowered level of fun in this role. effectiveness. For example, if you have 10 levels of Amazing Leap in your heroic form (worth 10CP), you can pay 1CP to Phoenix v0.9 15

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Chapter 1: Character Creation GM is perfectly within her rights to increase the Will save by large numbers. If you take this Comp, you have to play along. Additional Comps Additional Comp: Fair Play Value: 2CP You refuse to flank in combat, shoot anyone in the back, take opponents unaware, or attack anyone lying prone. This comp is incompatible with the Dirty Fighter Feat and precludes you ever making Sneak Attacks. Additional Comp: Honesty Value: 2CP You may not place any ranks in Bluff or Gambling. Your absolutely refuse to tell lies except in the most dire circumstances, even to "bad guys," or to exaggerate, gamble, or lie on behalf of others. Your character may still conceal his nonadventuring identity or identities. That lying just doesn't count. This Comp is incompatible with any Feat that improves the Bluff or the Gambling skill. Additional Comp: Law and Order Value: 2CP Even if you are a costumed vigilante, you have the utmost respect for the letter of the law and balk at pushing its boundaries too far. Your view yourself as a "forward element" of uniformed law enforcement and prefer to turn matters over to the legitimate authorities as soon as possible. You refuse to pick locks, break and enter, interrogate suspects without turning them over to the police first, commandeer vehicles or property from ordinary citizens, etc. Basically, if it involves anything more than patrolling and confronting criminals or villains engaged in obvious acts of mischief and mayhem, you can't do it. Additional Comp: Loyalty Value: 2CP You are incapable of abandoning a friend or ally, even if it would make sense to do so, even in foolish or suicidal conditions. Come Hell or high water, you fight side-by-side with your friends and will die doing so if that’s what fate decrees. You are rarely the one that gets sent running for help. Additional Comp: Mercy Value: 2CP You do not kill, ever, even in the pursuit of the greater good. You cannot intentionally kill another person, nor allow another person to die when your actions could save them. Even an accident death in which you're involved will feel like your responsibility. Additional Comp: Extreme Mercy Value: 4CP In addition to Mercy, you have extreme difficulty dealing with the guilt caused by a death that you think you could have prevented. If you accidentally cause or fails to prevent a death (provided you realistically could have done so), you lose all of your Action Points as a reflection of your anguish.

have access to only 5 levels in your normal form. This partialaccess option applies only to powers that can be reduced to lowered effectiveness by taking away levels of the power, removing enhancements, or the like. FORSWORN FROM FIREARMS [Mental Comp] Value: 2CP per level You shun the use of guns of any sort (including futuristic gun-like weapons like blasters or laser rifles). You might think of them as brutal, clumsy, noisy, or dishonourable. A family member or loved one might have been shot by one. The explanation is up to you. This restriction does not apply to nonlethal gun-like weapons that are not actual firearms or energy weapons, such as a taser, or a net-launching guns, and it does not apply to damaging projectile powers like Energy Attack, although it does apply to an Energy Attack Gadget. Level 1 (2CP): You steadfastly refuse to carry or use firearms, and usually regards those who do as beneath contempt. In extreme circumstances, you may attempt to pick up a firearm and use it for a purpose other than shooting someone else (cutting a rope, detonating an explosive barrel, throwing it to an ally, etc.). The GM may call for a Will save (of at least DC 15) before allowing you to do so. Level 2 (4CP): You refuse to even touch a firearm, even when your life or the lives of others might be on the line. Your have extreme personal reasons for actively hating guns. A loved one might have been killed by one, for example. Only in truly extreme circumstances—the fate of the world hangs in the balance, for example—can the character attempt a very difficult Will save (at least DC 25) to pick up a firearm and use it on an inanimate object. Even then, under no circumstances can the character actually use it against another living or sentient being. FRAGILE [Physical Comp] Value: 1CP per level You're just not as tough as you could be. You suffer a permanent -1 penalty to your Fortitude save. You can take this Comp up to 6 times. Its effects stack. GLASS JAW [Physical Comp] Value: 2CP per level You fall down when you take one in the chin. Whenever an opponent scores a successful critical hit against you with a mêlée attack that deals non-lethal damage, the damage multiplier increases by 1, from x2 to x3, for example, or x3 to x4. You can take this comp twice. Its effects stack. Special: You cannot take this Comp in conjunction with powers or feats that grant DR of 5 or better. HERO'S CODE [Mental Comp] There are some things that you just won't do. This Comp is modular. You can take any one or all of its Additional Complications. In moments of drastic need, you can attempt to over-ride your Hero's Code. The GM will set a DC for doing so (at least 20). However, if you go back to this well too often, the

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Chapter 1: Character Creation ILLITERATE [General Comp] Value: 4CP You cannot read, and therefore cannot place skill ranks in Computer Use, Craft (chemical, electronic, pharmaceutical, structural, writing), Decipher Script, Demolitions, Disable Device, Forgery, Gamble, Investigate, Knowledge (arcane lore, behavioural sciences, business, civics, Earth and life sciences, history, physical sciences, tactics, theology/philosophy, technology), Navigate, Pilot, Profession (GM's discretion), Read/Write Language, Research, Treat Injury, or Use Magic Device. You begin the game knowing only the spoken form of your native language. You can buy off this Comp, with the GM's permission, but until you do so, you cannot learn to read any new language. This Comp is incompatible with any feat that involves "book learning," including anything that enhances the skills listed above. IMPAIRED HEARING [Physical Comp] Value: 2CP per level You have suffered damage to your hearing. The nature of the damage is such that it cannot be repaired by either technological or supernatural means, and powers or feats cannot compensate for the penalties associated with it. Level 1 (2CP), Partial Deafness: You take a -6 penalty to Listen checks, and may not spend Actions Points to re-roll them. The Listen skill is cross-class for you, regardless of your actual class. Level 2 (4CP), Total Deafness: You automatically fail Listen checks, take a -4 penalty on Initiative checks, and have a 20% chance of spell failure when casting spells with verbal components and/or a -4 to Peform checks you make to Dramtically Activate a power. IMPAIRED MOBILITY [Mental Comp] Value: 2CP per level You suffer from a permanent affliction that limits your ability to move. The nature of the damage is such that it cannot be repaired by either technological or supernatural means, and powers or feats cannot compensate for the penalties associated with it. Level 1 (2CP): Reduce your base speed by 10 feet. Level 2 (4CP): Reduce your base speed by 10 feet, take a -1 penalty to Defence, and a -2 penalty to Climb, Jump, and Tumble checks. Level 3 (6CP): Reduce your base speed by 10 feet, take a -2 penalty to Defence, and a -4 penalty to Climb, Jump, and Tumble checks. You cannot run or charge. Level 4 (8CP): You have lost the use of your legs. Without some kind of aid, you are capable only of crawling, which requires a full-round action to move 10 feet. You lose your Dexterity bonus to Defence, suffer a -2 penalty to Defence, grant attackers a +2 to hit, and automatically fail Jump and Tumble checks. Climb checks take a -6 penalty. Level 5 (10CP): You have lost the use of your legs and your arms. You are normally considered helpless. 3 This does not
3 This is a game term only and not a comment on actual quadriplegic people.

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prevent you from using alternative means of movement, such as Flight. You can take this Comp only with GM approval, and a good idea as to how to even play such a character. IMPAIRED VISION [Physical Comp] Value: 2CP per level You have suffered damage to your sight. The nature of the damage is such that it cannot be repaired by either technological or supernatural means, and powers or feats cannot compensate for the penalties associated with it. You can take this power with Blindsight, because that's exactly what it's meant for. Level 1 (2CP) Nearsighted. Your attack rolls take a -1 penalty and your opponents have a +1 to attack you. You take a 2 penalty on all Observe and Search check. Level 2 (4CP) Partially Blind. Your attack rolls take a -2 penalty and our opponents have a +2 to attack you. You take a -6 penalty on all Observe and Search checks. You can read only over-sized printing in books or on computers. Level 3 (6CP) Totally Blind. Everything has full concealment for you. You have a 50% miss chance in combat. You lose your Dexterity bonus to Defence, if any, and your opponents have a +2 bonus on attack rolls. You automatically fail all Search and Observe checks, as well as any other effort to detect things based on sight. Additional Comps Additional Comp: Night/Day Blindness Prerequisite: Legally Blind or Total Blindness Value: special You suffer your Impaired Vision penalties only during the day or at night (player's choice). For one hour around dawn and dusk, you suffer half the penalties. Partial Blindness becomes Nearsightedness, and Total Blindness becomes Partial Blindness (as above). This Additional Comp halves the value of your Blindness. INATTENTIVE [Mental Comp] Value: 1CP You are generally oblivious. You suffer a -1 penalty to all Observe and Search checks. You can take this Comp up to 6 time. Its effects stack. This Comp is incompatible with the Alertness and Improved Alertness feats. Its penalties do not stack with any Impairment Comps (Hearing, Vision, etc.). INSATIABLE CURIOSITY [Mental Comp] Value: 2CP You are compelled to look in drawers and medicine cabinets, find out people's secrets, and generally know all the things that you're ostensibly not supposed to. Whenever you are confronted with a chance to learn something new and interesting, especially if relevant to your current adventure or investigation, you must make a Will save (minimum DC 15, higher at the GM's discretion, depending on just how juicy the secret is) in order to keep from immediately dropping what you're doing in order to pursue the mystery. You will generally not pry into the private

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Chapter 1: Character Creation Value: 1CP per level Your suffer dizziness and frequent bouts of unconsciousness when seriously injured. Any time you take 10 or more HPs of damage from any single source (including an attack, an accident, or the results of a failed saving throw) there is a 10% chance that you become stunned for 1d4 rounds. For every level of this Comp, the chance of becoming stunned increases by 10%. You can take up to 6 levels of this Comp (60%). Additional Comps Additional Comp: Lights Out Value: 1CP per level of Light-Headed Rather than being stunned by more than 10 or more HPs of damage, you fall unconscious for 1d4 rounds. The value of this Comp is keyed to the number of levels of Light-Headed you have. If you have 5 levels of Light-Headed, this Additional Comp is worth 5CPs. MAGNETIC SIGNATURE [Power Comp] Value: 2CP You generate a potent magnetic field. You set off metal detectors, fixed or portable, you cannot use a magnetic compass because it will always point to you, you take a -2 penalty on Computer Use, Craft (electronics), or anything else that involves electronics being placed within 5 feet of you, and any magnetic recording medium (tapes, hard disks, credit cards with magnetic strips, etc.) must make a Fortitude save (DC 10) every time you handle them, or the data is permanently and irretrievably scrambled. MYSTIC DEFICIENCY [Mystic Comp] Value: 2CP per level You cannot learn or cast spells from one school or domain (player's choice). You can take up to three levels of this Comp. Each time, pick a new school or domain. You must have at least 5 levels of the base Spellcasting power to take this Comp. You cannot take more than 8CP worth of Mystic Comps. MYSTIC VULNERABILITY [General Comp] Value: 1CP per level For every level of this Comp, you suffer a -1 penalty to any saving throw you make to avoid or lessen the effects of mystic effects or attacks. You can take up to five levels of this comp. This Comp is incompatible with any feat or power granting any special resistance to mystic powers, spells, or spell-like abilities. MYSTICALLY SLOW [Mystic Comp] Value: 1CP per level You are slow and awkward when casting spells. Level 1 (1CP): You cannot ready actions to cast spells. Level 2 (2CP): Your casting times increase by one step on the scale of actions (from free/swift, to move, to standard, to full-round, etc.). A move action become a standard action, for example. A slowed full-round activation turns into a full-round

lives of your teammates and trusted allies, but will usually ask more questions than most would. If you consistently try to ignore secrets and are forced to pursue them when you fail your will save, then the GM is encouraged to raise your DC. If you take this comp, you need to play along. LARGE SIZE [Physical Comp] Value: 2CP Your size is large. You might be an alien, a clinical giant, or the result of an accident or experiment gone wrong. You are large-sized instead of medium. You are between 8 and 16 feet tall, weigh between 300 and 600 pounds, take a -1 to your Defence, a -1 to hit medium or smaller opponents, gain a +4 grapple medium or smaller opponents, and, finally, a -4 to Hide checks. LIGHT SENSITIVE [Physical Comp] Value: 1CP per level. You have an aversion to bright light, especially sunlight. Whenever exposed to light of equivalent brightness to full daylight without the benefit of eye protection, you suffer a -1 penalty to all skill checks and saving throws. You can take this Comp up to 6 times. The effects stack. Additional Comps Additional Comp: Vulnerable to Sunlight Value: 2CP per level When directly exposed to bright sunlight, you suffer 1 HP of damage per round per level of the Additional Comp. Sunlight bypasses your DR, if any. Only a fully opaque barrier, including clothing but not including thick make-up, can protect you from this damage. You can take this Additional Comp up to 6 times. The effects stack. You can take this Additional Comp as well as Vulnerable to Light. The effects stack. If exposed to artificial light, you take damage from Vulnerable to Light. If exposed to Sunlight, you take damage from Vulnerable to Light and from Vulnerable to Light. Additional Comp: Vulnerable to Light Value: 4CP per level When directly exposed to bright light, you suffer 1 HP of damage per round per level of the Additional Comp. Sunlight bypasses your DR, if any. Only a fully opaque barrier, including clothing but not including thick make-up, can protect you from this damage. You can take this Additional Comp up to 6 times. The effects stack. You can take this Additional Comp as well as Vulnerable to Sunlight. The effects stack. If exposed to artificial light, you take damage from Vulnerable to Light. If exposed to Sunlight, you take damage from Vulnerable to Light and from Vulnerable to Light. LIGHT-HEADED [Physical Comp]

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Chapter 1: Character Creation action plus a swift action, then a full-round plus a move action, etc. You must have at least 5 levels of the base Spellcasting power to take this Comp. You cannot take more than 8CP worth of Mystic Comps. MYSTICALLY UNIMAGINATIVE [Mystic Comp] Value: 2CP You cannot invent new spells, nor assist another in the process of spell invention. You must have at least 5 levels of the base Spellcasting power to take this Comp. You cannot take more than 8CP worth of Mystic Comps. NEMESIS [Social Comp] Value: varies A Nemesis is an arch-villain who, for whatever reason, is obsessed not just with defeating you, but doing so publicly to prove his or her superiority to you. A Nemesis can be any person, group, or organization that has a personal investment in causing you harm and the means to accomplish it. A Nemesis has two aspects, frequency and power. The frequency with which your Nemesis shows up in your life is based on his or her CP value You can have up to 4 Nemeses in your life at once. Any other regular villains are just part of your Rogues Gallery, and though threatening and annoying, they don't have the same personal stake in humiliating you. The CP value of this comp is the total of the frequency and power of your Nemesis. Frequency Your GM will roll to see if your Nemesis shows up while designing your game and then work him, her, or them into the story. They will always be integrated into the plot, not just random people who throw grenades at you out of spite. 1CP: Your Nemesis shows up on a roll of 3 or less on 1d20 during any given session. 2CP: Your Nemesis shows up on a roll of 6 or less on 1d20 during any given session. 3CP: Your Nemesis shows up on a roll of 9 or less on 1d20 during any given session. 4CP: Your Nemesis shows up on a roll of 12 or less on 1d20 during any given session. Power Your Nemesis has a number of CPs relative to your power. This includes the value of character levels. If you were 5 th level and had 30CPs worth of powers, then you would have a total of 80CP in your character. That means that a 2CP Nemesis could have up to 40CP in either levels, or powers, or both. 1CP: Your Nemesis has one quarter your CPs. 2CP: Your Nemesis has one half your CPs. 3CP: Your Nemesis has the same number of CPs as you. 4CP: Your Nemesis has one and a half times your CPs. NON-OXYGEN BREATHER [Physical Comp] Value: 2CP per level

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You respiratory system processes something other than oxygen. In Earth-like environments, you require a filtration system or portable atmosphere supply, as well as a sealed private refuge away from Earth-standard atmosphere. You can decide what you do breathe. This Comp is incompatible with the Need Not Breath power. Level 1 (2CP): Normal nitrogen-oxygen earth air is inert gas for you. Breathing it causes no toxic distress, but you can smother in it the same way a human can smother in carbon dioxide. Apply drowning rules if you find yourself in an oxygen atmosphere without a filtration mask (same purchase DC as a gas mask) or holding your breath. Level 2 (4CP): Oxygen is a metabolic poison to you. Exposure to oxygen atmosphere (once you stop holding your breath) counts as a poison attack, save DC 18, 1d6 Constitution damage for round of exposure. Thus, you suffer both asphyxiation and poison effects at once. Ability damage lingers if you survive the asphyxiation effects. Level 3 (6CP): Oxygen is a virulent metabolic poison to you and an irritant to your mucous membranes. You must not allow any part of your face or respiratory system to come into contact with it. Even momentary exposure to oxygen (regardless of whether or not you hold your breath) counts as a poison attack, save DC 20, 1d6 Constitution damage for round of exposure. Exposing your eyes requires a Fortitude save DC 20. If you fail, you are blinded for as long as you're exposed to oxygen, and for another 1d6 rounds afterwards. You must make these saves versus poison every round until you leave the oxygen or start taking damage from it. NOTORIETY [Social Comp] Value: 2CP You have acquired a reputation as "the one to beat" within a certain field of skill or ability. You might be renowned as the greatest pool player, the best shot with a bow, or something similar. You are notorious for a skill or ability that is governed by your statistics, such as skill or attack roll. You don't actually have to be the best. You just acquired a reputation as the best. Having a story of how you acquired that reputation is helpful, but not necessary. Any time you're in public, there is a 10% chance that some random fool walks up and challenges you. If you enter a specific environment, the GM will increase the percentage chance based on that environment. If you enter a pool hall and you're a pool player, you're going to be challenged, for example. Challengers can be friendly or rude, at the GM's discretion, but they are always insistent. If you refuse a challenge, a crowd will inevitably gather and goad you until you leave or take the challenge. Every time you don't take a challenge, the next time you're in public, the percentage chance of being challenged goes up by 10%. If your percentage change reaches 50%, you reputation flips from "the one to beat" to "the one who's a total chicken" and the percentage itself keeps going up. You do not flip back to "the one to beat" until you win a challenge. If your percentage reaches 100%, you literally cannot leave your house without some bozo telling you you're a huge 'fraidy-cat.

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Chapter 1: Character Creation Your phobia is known to the public, and any opponent who makes an Intelligence roll (DC 10) might use it against you, if he or she so chooses. POOR HEALING [Physical Comp] Value: 4CP You recover from injury and illness more slowly than most. Any and all means of healing work at half strength for you. This includes powers, mystical effect, medicine, and rest. This Comp is incompatible with any feat or power that increases the character’s rate of healing. QUIRKY SYSTEMS [Power Comp] Value: 2CP Your Supertech powers behave strangely when you take damage. At least half of your CPs invested in powers must be supertech in Origin. This includes Gadgets and Power Armour. Whenever you take a critical hit or more than ten points of electrical damage from a single attack, there is a 25% chance (non-cumulative) that a system dysfunction will render you a bit spastic, inflicting a -2 penalty to all rolls related to your Supertech powers or parts for 1d10 rounds. These effects do not stack if you are similarly damaged again before the first effects have faded, but because the durations happen simultaneously, you can extend your Quirky time. SLOW REFLEXES [Physical Comp] Value: 1CP per level For every level of this Comp, you suffer a permanent -1 penalty to your Reflex save. You can take this Comp up to 6 times. The effects stack. SLOW-WITTED [Mental Comp] Value: 1CP per level For every level of this Comp, you take a -2 penalty to all Initiative rolls. You can take this Comp up to six times. The effects stack. SMALL SIZE [Physical Comp] Value: 2CP Your size is small. You might be an alien, a clinical dwarf, or the result of an accident or experiment gone wrong. You are small-sized instead of medium. You are between 2 and 4 feet tall, weigh between 8 and 60 pounds, gain a +1 to your Defence, a +1 to hit medium or larger opponents, gain a -4 grapple medium or smaller opponents, and, finally, a +4 to Hide checks. You may not take this comp if you are an adolescent (i.e., you haven't reached your full height yet). SPLIT PERSONALITY [Mental Comp] Value: 3CP Your superhero persona and your mundane persona have built a wall in between them, in your head. They behave like two distinct people. They can have different moral systems, love

You cannot take this Comp unless you have a Reputation rating higher than 5. The higher your Reputation, the more powerful the challengers will be. Additional Comps Additional Comp: Violent Rep Value: 3CP Your Notoriety is for a challenge that is lethally dangerous, like duelling with pistols or drift racing. The challenges you take aren't necessarily direct attacks, but the activity is easily dangerous enough to kill you. You cannot pick an activity that could not kill you. If you have Need Not Breath, for example, the challenge cannot be holding your breath underwater. OSTRACISM [Social Comp] Value: 2CP per level You are feared and hated for something that you cannot change. You could be an alien, have mutant genes, or just have a look on your face that people hate. Level 1 (2CP): You experience occasional taunts from strangers, and often find your subjected to epithets or unpleasant scrutiny. Sometimes, shops or restaurants won’t admit you, but you're free from actual violence. Level 2 (4CP): You face a society with a deeply entrenched suspicion of your kind (whatever "kind" that might be), and as a result experience constant discrimination, embarrassment, disdain, and occasionally even threats or physical assaults. Level 3 (6CP): The prejudice you face is officially sanctioned by the government of the society in which you live. You are formally treated as a second-class citizen, if you have any rights at all, and you must often submit himself to some kind of official surveillance system and have restricted freedom of movement. You must get your GM's permission before taking this Comp because it has a significant effect on the game world. PHOBIA [Mental Comp] Value: 2CP per level You have an unreasonable fear of a certain thing or situation. This phobia must centre on an object or situation that is reasonably common, yet not entirely disruptive to the ongoing game. Possibilities include (but are not limited to): animals (snakes, insects, rats), water, crowds, heights, open spaces, enclosed spaces, darkness, guns, knives, sharp objects, water, cards, or magic/the Occult. Level 1 (2CP): When you are in the presence of the object of your phobia, you suffer a -2 penalty to all rolls, including skill checks, attack rolls, and saving throws. Furthermore, if you move within 10 feet of your phobia, you must make a Will save (DC 15), or you cannot approach. Level 2 (4CP): When you are in the presence of the object of your phobia, you suffer a -4 penalty to all rolls, including skill checks, attack rolls, and saving throws. Furthermore, if you move within 10 feet of your phobia, you must make a Will save (DC 20), or you cannot approach. Additional Comps Additional Comp: Public Knowledge Value: 2CP 20

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Chapter 1: Character Creation different people, and see the world from completely different points of view. Your personae might have different skills, feats, or even different classes (ability scores and powers remain the same). Neither remembers the experiences of the other, but both will invent reasons to seek a private space to change personae (and clothes). Neither persona needs to be "fake," necessarily. They could both be very real, honest parts of your personality. They're just split from each other. If one of them is fake, it doesn't have to be the mundane one. The superhero persona might have sought refuge in an invented "normal" life. Normally, if you're in your mundane persona and you take damage from an attack or are forced to roll a saving throw, you will switch to your superhero persona to protect yourself. When you finish a fight or mission as your superhero persona, you will change back to your mundane persona within 1d4 minutes. Also, if you go to sleep as your superhero persona, you will invariably wake up as your mundane persona, even if you've been rendered unconscious in a fight and wake up in that same fight. You can voluntarily switch between personae or resist switching personae. Both require a Will check (DC 20). The GM might raise this DC under extreme circumstances, for example, if you're being shot at but want to stay as your mundane persona, or if a loved one is pleading with your superhero persona to change back into your mundane self. If you combine this Comp with Form Shifting (see Chapter 6), then each personality will correspond to one form. Usually, this means that your empowered form will correspond with your heroic persona. If you combine the two, your ability scores might shift between personae because you lose your powers when in normal form. TOUCH-ACTIVATED POWER [Power Comp] Value: 2CP per level You have a power that activates whenever you touch people, whether you want it to or not. Choose one power that can affect targets at range (either Touch or a range in feet) and that has a negative effect (damage, blindness, etc.). The power goes off whenever you make skin-to-skin contact through anything thinner than cotton or polyester cloth. In combat, your clothing can be cut or ripped off, therefore whenever you occupy the same square with anyone who is not completely covered, make a Reflex save (DC 10) to avoid skin contact. Occupying the same square includes moving through spaces occupied by comrades. You can also accidentally set off your power by Aiding Another, getting or giving first aid, searching through someone's possessions, exchanging objects, or anything else the GM deems to have a risk of skin-to-skin contact. The GM can also, as the situation dictates, either raise or lower the Reflex save DC. If you fail your Reflex save, the power activates as normal (causing damage, provoking a saving throw). Both Touch attacks and ranged attacks alike are both presumed to be "hits" by virtue of failing the saving throw. You expend PPs as normal. If you do not have any PPs left, nothing happens. Don't bother with the Reflex save.

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You can take this Comp up to 4 times. Each time, it increases both your Reflex save (to avoid contact) and your Constitution save (to resist ability damage) by 5. Alternatively, if you take this Comp multiple times, you can apply it to a different power each time, in which case you can take it as many times as you have separate powers. UNIPOWER [Power Comp] Value: 2CP per power You have a power that cannot be activated when you have any other power activated. This might be because that one power requires all your concentration, or that it's derived from a fickle energy source, or something else entirely. The explanation is, of course, up to you. If you designate Flight as your Unipower, for example, then you cannot activate any other power while you are Flying. You must land before using an Energy Attack, Webbing, Cause Unconsciousness, or any other power that requires activation. This means that you can use traits simultaneously to a Unipower, but you cannot use activated powers the PP cost of which has been reduced to zero by enhancements. Traits cannot be Unipowers, nor can Super ability scores. You can take this Comp multiple times. Each time, it designates one new Unipower. UNRELIABLE POWER [Power Comp] Value: 1CP per level Your powers don't always activate when you want them to. Select one power that requires the expenditure of PPs to activate. Whenever you attempt to use that power, you must succeed at a Will save or the power fails to activate (you don't expend PPs if you fail). You can take this comp multiple times. It applies to a new PP-activated power each time. Level 1 (1CP): Will DC 10 to Activate your power. Level 2 (2CP): Will DC 15 to Activate your power. VULNERABILITY [Physical Comp] Value: 1CP per level You are unusually vulnerable to one kind of energy-based attack (player's choice). For every level of this Comp, you suffer a -1 penalty to any roll you make to avoid damage or other negative effects from your chosen energy type. You can take this Comp up to 6 times. The effects stack. WEAK-WILLED [Mental Comp] Value: 1CP per level For every level of this Comp, you take a permanent -1 penalty to your Will save. You can take this Comp up to 6 times. The effects stack.

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Chapter 2: Classes

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CHAPTER 2: CLASSES Chapter Contents
Chapter 2: Classes...................................23
Superhero Classes................................................... 23 Superhero Class Features........................................ 23 Bonus Proficiencies............................................. 23 Power Dice.......................................................... 23 Standard Class Features.......................................23 Starting Proficiencies....................................... 23 Prerequisites (Optional)................................... 24 Bonus Feats......................................................24 "Per Day" and "Per Session" Abilities.............24 Class Feature Types......................................... 24 Adventurer.............................................................. 24 Table 2-1 Adventurer........................................... 24 Champion................................................................ 25 Table 2-2 Champion............................................ 26 Martial Artist........................................................... 26 Table 2-3 Martial Artist....................................... 26 Mastermind............................................................. 27 Table 2-4 Mastermind..........................................27 Sidekick...................................................................28 Table 2-5 Sidekick............................................... 29 Sleuth...................................................................... 30 Table 2-6 Sleuth...................................................30 Sneak....................................................................... 31 Table 2-7 Sneak................................................... 31 Socialite...................................................................32 Table 2-8 Socialite............................................... 33 Soldier..................................................................... 33 Table 2-9 Soldier................................................. 34 Thinker.................................................................... 34 Table 2-10 Thinker.............................................. 35 Warrior.................................................................... 36 Table 2-11 Warrior...............................................36 Multiclassing........................................................... 36 Optional Class Rules............................................... 36 Phoenix Classes as Advanced Classes.................36 Table 2-12 Phoenix Classes as Advanced Classes ............................................................................. 37 Base/Advanced Classes as Superheroes..............37 Table 2-13 Advanced Class Power Dice..............37 F/X Classes.......................................................... 37 Inventor............................................................ 37 Table 2-14 Inventor............................................. 38 Mystic.............................................................. 39 Table 2-15 Mystic................................................39 Psionicist................................................................. 40 Table 2-16 Psionicist........................................... 41 Generic Superhero...................................................41 Table 2-17 Generic Superhero............................. 42

Superhero Classes
There are eleven new classes in Phoenix (plus three optional classes) and they cover the majority of generic superheroes. These classes are designed around generic character types, the millionaire playboy, the thrill-seeker, the street-level vigilante, the living legend, etc. They are not designed around powerconcepts, like the blaster, the brick, or the speedster. The classes are, as much as they can be, independent of the powers, which means that you can mix and match the personality type you want to play with the power-suite that you want to build. We don't think that class choice should funnel you into one particular choice of tactic, strategy, and general "presence" in the game. That's why there is no spell-casting, psionic, or inventor classes. Instead, you can buy spells, psi-powers, and supertech invention as powers (see Chapter 5: Powers). 1 Adventurers: restless thrill-seekers who live on luck Champions: charismatic heroes for a cause Martial Artists: masters of exotic fighting systems Masterminds: forceful tacticians and leaders Socialites: rich and motivated Sidekicks: highly-trained team players Sleuths: addicted to mysteries and not afraid to swing their fists Sneaks: the ever-lovin' masters of being sneaky Soldiers: military-trained professionals who get the job done Thinkers: cerebral ponderers who think before they act Warriors: devotees of the sweet science of kicking ass Phoenix characters start at 4th level by default because that way there is some parity between their HPs and their powers. Having a character who can punch out a tank but dies from a kitten's scratch ain't all that fun. You can, of course, start at 1 st level if you want to. We can't stop you, nor would we, but we don't recommend it.

Superhero Class Features
Superhero classes have the same standard features as normal classes, plus a couple of extras. Taking an Occupation, rolling for Hit Points, and receiving both Skill points and Feats are unchanged from normal rules. Your allotted Skill points are listed with your class. You get 2 feats at character creation and 1 every 3 levels thereafter (3, 6, 9, 12, etc.). You also get to increase one ability score once every 4 levels, as per standard rules. There are, however, two major differences: Proficiencies and Power Dice. Bonus Proficiencies Instead of having set access to weapons by class, in Phoenix, you get a number of weapon/armour proficiencies of your choice at character creation. For more on this, see Starting Proficiencies, under Standard Class Features. Power Dice At every level, you roll your Power Die, much like you would roll your Hit Points, except that the Power Die is not modified by your ability scores. Like Hit Points, when you take your first Superhero level, you get your full Power Die. Power Dice grant Power Points (much like Hit Dice grant Hit Points). You use Power Points (PPs) to fuel your powers. For more about Power Dice, see Chapter 5: Powers. Standard Class Features There are a few class features that are common to more than one class. For the sake of consistency, then, the rules for those standard class features are listed below. They are also listed in their respective classes, but not with all the explanatory text. Starting Proficiencies At character creation, you get a set number of bonus Proficiency feats (i.e., those feats with the word "proficiency" in their name). These feats can include both weapon and armour proficiencies. For example, the Adventurer gets 8 in total, so she can take 6 weapon proficiencies and 2 armour proficiencies, or 4 of each, but not 8 of each. 23

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If you do want to play as a class dedicated to mystical, psionic, or supertech powers, then there are three optional classes in Chapter 8: GMing.

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Chapter 2: Classes possible—someone could just be that well prepared—but most people can't always have the right tool on-hand for every job. Power-Like (PL) class features duplicate a power and can be affected by the metapowers. This category includes mystical and psionic effects. Only the optional classes, Inventor, Mystic, and Psionicist, have access to these class features. Super (Su) class features are outside of the realm of realism, but are so intrinsic to a particular way of looking at the world, which is what classes represent, that they cannot be affected by the metapowers. This includes the Martial Artist's ability to shift her life force within her body through Unity of Being. Hit Die: 1d8 Power Die: 1d8 Adventurers are motivated by boredom, restlessness, and wanderlust. The mundane world is excruciating for them, so they seek out the abnormal, the forbidden, and most of all, the dangerous. For some, that means exploring unknown lands and or testing new technology under life-threatening conditions, but for others, it means putting on a costume and fighting crime right at home, in a fantastic world right next to the mundane one. Adventurers rely, consciously or not, on the fantastic strokes of luck and serendipity that follow them around like loyal hounds, and they delight in taking on ridiculous odds just so they can beat them. They live in the impossible. Prerequisites (Optional): BA +2, Knowledge (history), Daring Escape.

Prerequisites (Optional) This line lists the three prerequisites that you would need to take in order to qualify for one of the superhero classes as an advanced class, which is an optional rule (see the end of this chapter, "Phoenix Classes as Advanced Classes." This line lists a minimum Base Attack bonus, a skill (in which you would need 5 ranks), and the name of a feat. You must have all three of these things in order to take the "advanced" class. Your GM will also require that you justify your class switch in-game. Bonus Feats You can pick a free feat from the specified feat groups (see chapter 4: Feats). You must follow all normal feat rules, including prerequisites, and you cannot take the same feat twice unless otherwise noted. "Per Day" and "Per Session" Abilities Any class feature that is listed as "per day" indicates that once you use the ability, you can't use it again until you (a) go to sleep and wake up or (b) 24 hours elapse since the last time you used it, whichever comes first. "Per session" abilities refer to one day of gaming. If your gaming day is extra-long for some reason (it's someone's birthday, for example), then GMs might allow you to use a onceper-session ability twice in a session, but don't count on it. Class Feature Types There are three kinds of class features, Extraordinary, Power-Like, and Super. Extraordinary (Ex) class features are (ostensibly) not outside the realm of realistic possibility, but they are the kind of thing that only a superhero can do. The Aventurer's Plot Device, for example, is theoretically Table 2-1 Adventurer
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort Ref +1 +1 +1 +1 +2 +2 +2 +2 +3 +3 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6 +6 +6 +7 +7 +7 +7 +8 +8 +8 +8 +9 +9 +9 +9

Adventurer

Will Def. Rep. +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +2 +3 +3 +3 +4 +3 +3 +4 +3 +3 +5 Bonus Feat +4 +4 +6 Lucky Item (thrice) +4 +4 +6 Special Ability +5 +5 +7 Protective Instincts +5 +5 +8 Renaissance Man +6 +6 +8 Bonus Feat, Special Ability +6 +6 +9 Skill Mastery +6 +6 +10 Bonus Feat +7 +7 +10 Special Ability, Protective Instincts +7 +7 +11 Bonus Feat x 2 +8 +8 +12 Favoured Save +8 +8 +12 Special Ability +9 +9 +13 Bonus Feat x 3 +9 +9 +14 Protective Instincts

Skill Points at 1st Level: (6 + Int per level) x4 Skill Point per Level: 6 + Int modifier Class Skills: Bluff (Cha), Climb (Str), Craft (mechanical, structure, visual art) (Int), Drive Class Features (Dex), Escape Artist (Dex), Gamble (Wis), Lucky Item, Plot Device Gather Information (Cha), Hide (Dex), Jump Jack-of-All-Trades (Str), Knowledge (current events, history, popular Special Ability culture) (Int), Move Silently (Dex), Observe Lucky Item (twice), Bonus Feat (Wis), Pilot (Dex), Profession (Int), Repair (Int), Fabled Luck, Protective Instincts Ride (Dex), Search (Int), Spellcraft (Int), Survival Special Ability (Wis), Swim (Str), Treat Injury (Wis). Starting Proficiencies: 8 Lucky Item (Su): At levels 1, Adventurers can designate one possession (object, article of clothing, anything that can be carried), as their "lucky item." Once per game session, before any Saving Throw or Skill roll, Adventurers can invoke the luck of the item, which grants a +2 to the roll. If they lose the item during the course of an adventure before using it's luck, they cannot call on its luck until they recover the item itself. Any Lucky Item that is lost or destroyed, and not recovered by the end of the session, will

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Chapter 2: Classes “luckily” be found or recovered (through any old rationale you like) at the end of the session. At levels 4 and 8, Adventurers can invoke the Lucky Item's bonus twice and then thrice per session, respectively (Yes, I said "thrice." It's a perfectly cromulent word). Plot Device (Ex): At level 1, Adventurers gain one Plot Device, as per the feat (see Chapter 4: Feats). Jack of All Trades (Ex): At level 2, Adventurers can use all "trained only" skills as if they were trained. However, when using those skills untrained, a roll of 1 is a Critical Failure, which can result in breaking a tool, hurting themselves, or otherwise royally screwing up whatever they’re trying to do. Regardless of the specifics, the failure will be spectacular and unfavourable. GMs are encouraged to toss some good natured disaster at the otherwise blessed-by-the-gods lives of Adventurers. Special Ability (Ex): At levels 3, 6, 9, 12, 15, 18, Adventurers can take one of the abilities, listed in italics. They can take each ability only once, unless its text says otherwise. Unlike Class Features, Special Abilities that replicate feats require prerequisites, just like a normal feat. Delay Disaster: If an Adventurer fails to disarm a bomb or trap, it detonates or otherwise 'goes off' 1d2 rounds later, at the end of the round, instead of going off immediately. Encyclopaedic Memory: You can re-roll any failed Knowledge check once. You can do this twice per session. Evasion: You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage, then you instead take no damage. You can use Evasion only if you are wearing light armour or no armour. If you are helpless, you do not gain the benefit of Evasion. Fisticuffs: You gain a +2 competence bonus to damage rolls when you hit with an Unarmed Strike. Nerves of Steel: When using the Jack of All Trades class feature, rolling a 1 on a d20 does not count as a critical failure. Nimbleness: Your Speed increases by +5 feet. Pursuit Specialist: Gain a +4 competence bonus to Drive and/or Ride checks rolled while in ‘hot pursuit’ of any adversary. Slippery Mind: If you fail a Will Save against a mindaffecting spell or power, you can re-roll that Will Save once, on your next turn. Steady Hands: Re-roll any failed Craft check a single time. You can do this twice per session. Uncanny Dodge: You retain your Dexterity bonus to Defence (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to Defence if you are immobilised. If you already have Uncanny Dodge, you automatically gain Improved Uncanny Dodge (see below) instead. Walk Away Unscathed: If you crash or lose control of a ground vehicle (car, truck, bus), then you can spend 1AP to take no damage. You don't have to be driving the vehicle to use this ability. You can use this ability to take half damage from being hit by a vehicle while you are on foot, regardless of whether the hit is an accident or a deliberate attack.

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Bonus Feats: At levels 4, 7, 12, 16, and 19. Groups: Defensive Combat, Save Enhancers, and Skill Enhancers. Fabled Luck (Ex): At level 5, once per day, Adventurers can roll two d20s for any roll requiring a d20 (attacks, skills, saves, initiative, etc.) and choose the more favourable roll. Protective Instincts (Ex): At levels 5, 10, 15, and 20, Adventurers receive one of the three basic Save Enhancer feats (Lightning Reflexes, Great Fortitude, or Iron Will), at the player's discretion. If they already have all three, they can choose to take one of the Awesome save enhancers. If they have all three of them, they can take one of the Supreme save enhancers. Renaissance Man (Ex): At level 11, all skills are considered Class Skills for the Adventurer, for the purposes of paying skill points. NB: this applies only to the Adventurer class. If the character takes levels in other classes past this point, the normal restrictions for cross-class skills apply at those class levels. Skill Mastery (Ex): At level 13, with 2 skills in which Adventurers already have at least one rank, including cross-class skills, they can now Take 10, even under stressful circumstances or when failure involves direct personal risk. If they are granted this class feature multiple times, they can pick 2 new skills each time. Favoured Save (Ex): At level 17, Adventurers can Take 10 with one of their Saves (Fortitude, Reflex, or Will, your choice). Hit Die: d12 Power Die: d6 The Champion is a hero for an ideal, a nation, or an institution. Champions are living symbols, walking icons. They are charming, persuasive, and never at a loss to orate on the glory of their causes, the importance of the ideology for which they fight, or the malice and cruelty of their enemies. Champions fight with the dedication of the True Believer. Prerequisites (Optional): BA +3, Knowledge (theology/philosophy), Trustworthy Skill Points at 1st Level: (4 + Int per level) x4 Skill Points per Level: 4 + Int modifier Class Skills: Bluff (Cha), Climb (Str), Craft (mechanical, visual art, writing) (Int), Diplomacy (Cha), Drive (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (art, civics, history, theology/ philosophy) (Int), Observe (Wis), Profession (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Swim (Wis), and Treat Injury (Wis). Starting Proficiencies: 10 Swaggering Bravado (Ex): At level 1, Champions can reroll any failed Charisma check or Charisma-based skill check. They can do this twice per session. Iconic Attack (Ex): At level 1, Champions create a signature attack, something that symbolically reflects their cause, like the Brutal Police Baton of Justice, the Boot-Up-The-Ass of Parental Authority, or the Invisible Hand of the Market. Iconic Attacks 25

Champion

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26 Table 2-2 Champion
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Fort +1 +1 +2 +1 +3 +2 +4 +2 +5 +3 +6/+1 +3 +7/+2 +3 +8/+3 +4 +9/+4 +4 +10/+5 +5 +11/+6/+1 +5 +12/+7/+2 +6 +13/+8/+3 +6 +14/+9/+4 +6 +15/+10/+5 +7 +16/+11/+6/+1 +7 +17/+12/+7/+2 +8 +18/+13/+8/+3 +8 +19/+14/+9/+4 +9 +20/+15/+10/+5 +9 Ref +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +9 +9

Chapter 2: Classes Iconic Presence: (Ex) At levels 3, 12, and 18, Champions grant a +2 morale bonus to Will saves to those who fight on their side and remain within sight/earshot. Bombastic Aura (Su): At level 4, Champions become so magnificent, awesome, or scary that they add their Charisma modifier to their Defence as an insight bonus. This bonus affects only those who are within 30'. Anyone who is immune to fear and/or charm effects ignores this bonus. Bonus Feats: At levels 5, 7, 9, 11, 13, 15, 17, and 19. Feat groups: Defensive Combat, Offensive Combat, and Save Enhancers. Unshakable Resolve (Ex): At level 9, Champions can re-roll any Will save if their chosen ideals are at stake, or if they are forced to act contrary to those ideals. Inflexible Will (Ex): At level 19, Champions can Take 10 on any Will Save, but they must declare their intention to do so before they make their rolls.

Will Def. Rep. Class Features +1 +1 +1 Swaggering Bravado, Iconic Attack +2 to hit +1 +1 +2 Chutzpah! +2 +2 +2 Iconic Presence +1 +2 +2 +3 Bombastic Aura I +3 +3 +4 Bonus Feat +3 +3 +4 Iconic Attack +2 to damage +3 +3 +5 Bonus Feat +4 +4 +6 Chutzpah! +4 +4 +6 Bonus Feat, Unshakable Resolve +5 +5 +7 Iconic Attack +3/+3 +5 +5 +8 Bonus Feat x 2 +6 +6 +8 Iconic Presence +2 +6 +6 +9 Bonus Feat x 2 +6 +6 +10 Iconic Attack (crit range x2) +7 +7 +10 Bonus Feat +7 +7 +11 Chutzpah! +8 +8 +12 Iconic Attack +4/+4, Bonus Feat +8 +8 +12 Iconic Presence +3 +9 +9 +13 Inflexible Will, Bonus Feat +9 +9 +14 Iconic Attack +5/+5

can apply to standard attacks and special attacks alike, such as a Stunning Fist or a Bull Rush, but must be with the same weapon, including, but not limited to, unarmed strikes. Icon Attacks receive a +2 competency bonus to hit. At level 6, Iconic Attack receives a +2 competency bonus to damage. At levels 10, 17, and 20, the hit and damage bonuses increase by +1, cumulatively. At level 14, the critical threat range of the attack doubles. Chutzpah! (Ex): At levels 2, 12, and 18, Adventurers get a permanent +1 to Charisma. Table 2-3 Martial Artist
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Fort +1 +1 +2 +1 +3 +2 +4 +2 +5 +3 +6/+1 +3 +7/+2 +3 +8/+3 +4 +9/+4 +4 +10/+5 +5 +11/+6/+1 +5 +12/+7/+2 +6 +13/+8/+3 +6 +14/+9/+4 +6 +15/+10/+5 +7 +16/+11/+6/+1 +7 +17/+12/+7/+2 +8 +18/+13/+8/+3 +8 +19/+14/+9/+4 +9 +20/+15/+10/+5 +9 Ref +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +9 +9

Will Def. Rep. +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +2 +3 +3 +3 +3 +3 +3 +3 +3 +3 Protective Instincts +4 +4 +4 Improved Uncanny Dodge +4 +4 +4 Bonus Feats x2 +5 +5 +5 Improved Unarmed Damage, Bonus Feat +5 +5 +5 Improved Evasion +6 +6 +6 Bonus Feats x2 +6 +6 +6 Protective Instincts +6 +6 +6 Sting Like a Bee +7 +7 +7 Improved Unarmed Damage, Bonus Feat +7 +7 +7 Favoured Save +8 +8 +8 Unity of Being +8 +8 +8 Bonus Feats x2 +9 +9 +9 Ageless +9 +9 +9 Improved Unarmed Damage, Bonus Feat

Hit Die: d8 Power Die: d8 Martial Artists, as their names indicate, turn the simple act of fighting into an art form, with all of the implications of spiritual enlightenment, personal knowledge, and aesthetics that that implies. According to a Martial Artist, there is something beautiful about a deadly blow. Thousands of hours of training— mental, physical, and spiritual—go into perfecting their fighting techniques, not merely for the sake of accuracy and efficiency, but for the sake of the sheer pleasure of the movement and the mental states it both requires and creates. Though the martial arts themselves are most commonly Class Features associated with Asian styles, like Kung Combat Martial Arts, Imp. Unarmed Damage Fu, Karate, and Tai Kwon Do, there Evasion are equally complex and deadly Defensive Awareness techniques in other parts of the world, Uncanny Dodge like French Savate, or Brazillion Imp. Unarmed Damage, Bonus Feat Capaoiera. Even the humble boxer is Float Like a Butterfly the master of a martial art. Prerequisites (Optional): BA +3, Tumble, Defensive Martial Arts Skill Points at 1st Level: (6 + Int per level) x4 Skill Point per Level: 6 + Int modifier Class Skills: Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (mechanical) (Int), Drive (Dex), Hide (Dex), Jump (Str), Knowledge (theology/philosophy) (Int), Move Silently (Dex), Observe (Wis),

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Chapter 2: Classes Perform (Cha), Profession (Int), Ride (Dex), Search (Wis), Swim (Str), Tumble (Dex). Starting Proficiencies: 6 Combat Martial Arts: At level 1, Martial Artists receive this feat for free. Improved Unarmed Damage: At levels 1, 5, 10, 15, and 20, Martial Artists receive this feat and thus increase the damage they inflict with their unarmed strikes (see Chapter 4: Feats). They can take the feat normally, in addition to receiving this class feature. Evasion (Ex): At level 2, Martial Artists can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage, then they instead take no damage. They can use Evasion only if they are wearing light armour or no armour. If they are helpless, then they do not gain the benefit of Evasion. Defensive Awareness (Ex): At level 3, Martial Artists gain an insight bonus to Defence that equals their Wisdom modifier. This bonus applies only if they are unarmoured. Uncanny Dodge (Ex): At level 4, Martial Artists retain their Dexterity bonus to Defence (if any) even if they are caught flatfooted or struck by an invisible attacker. However, they still lose their Dexterity bonus to Defence if they are immobilised. If they already have Uncanny Dodge, they automatically gain Improved Uncanny Dodge (see below) instead. Bonus Feats: At levels 5, 9, 10, 12, 15, 18, and 20. Feat groups: Defensive Combat, General Combat, and Offensive Combat. Float Like a Butterfly (PL): At level 6, Martial Artists receive Amazing Leap and two levels of Powered Leap (enhancement) and one level of Catfall. These levels stack with any previous levels the Martial Artist has taken in those two powers.

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Protective Instincts (Ex): At levels 7 and 13, Martial Artists receive one of the three basic Save Enhancer feats (Lightning Reflexes, Great Fortitude, or Iron Will), player's choice. If they already have all three, they can choose to take one of the Awesome save enhancers. If they have all three of them, they can take one of the Supreme save enhancers. Uncanny Dodge, Improved (Ex): At level 8, Martial Artists can no longer be flanked. This defence denies anyone else the ability to Sneak Attack them by flanking them, unless they have at least 4 more levels than the Martial Artist in the class that grants the Sneak Attack feature. Improved Evasion (Ex): At level 11, Martial Artists' Evasion ability improves. They still take no damage on a successful Reflex saving throw against attacks, but also take only half damageon a failed save. A helpless Martial Artist does not gain the benefit of Improved Evasion. Sting Like a Bee (Ex): At level 14, the critical multiplier of Martial Artists' unarmed strikes increases by x2 (thus x2 becomes x3, and so on), and the critical threat range doubles from (thus 20 becomes 19-20, 19-20 becomes 17-20, etc.). Favoured Save (Ex): At level 16, Martial Artists can Take 10 with one of their Saves (Fortitude, Reflex, or Will; player's choice). Unity of Being (Su): At level 17, Martial Artists can, as a swift action, trade PPs for HPs or HPs for PPs, at a ratio of 2:1. This means that they could trade 12 HPs for 6PPs or vice-versa. They cannot trade enough points to put their HPs to zero or lower, and there is no such thing as negative PPs. Martial Artists must be conscious to use this class feature. Ageless (PL): At level 19, Martial Artists no longer take any penalties for ageing. Although they do still physically age and will eventually die of old age, their ability scores never change as a result of the ageing process. Hit Die: d6 Power Die: d10 Masterminds pride themselves on planning for every contingency, knowing their enemies' every strength and weakness, and learning to use both against them. Regardless of their physical power, Masterminds employ complex tactics, manipulation and mind games, and strategic thinking with military precision. Before they walk into a room, they have already played out every possible scenario in their minds, and planned for them all. Masterminds are particularly good at either inspiring or terrorizing their lieutenants into serving them with unquestioning efficiency. Though the Mastermind may seem best suited as a villain, they can just as easily be inspirational leaders of men and women. The difference between Masterminds and Champions, though, is that Masterminds often will not stand shoulder-toshoulder with their followers in battle, instead taking up a less glorious, but potentially more useful, position far behind the lines.

Mastermind

Table 2-4 Mastermind
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +9 +9 Ref +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Def. Rep. Class Features +2 +1 +1 Imposing Presence +2 +3 +1 +2 Tactical Genius +2, Special Ability +3 +2 +2 Reassuring Presence +2 +4 +2 +3 Bombastic Aura +4 +3 +4 Bonus Feat, Field Experience +5 +3 +4 Imposing Presence +3 +5 +3 +5 Tactical Genius +3, Special Ability +6 +4 +6 Reassuring Presence +3 +6 +4 +6 Inflexible Will, Bonus Feat +7 +5 +7 Mind Expansion +7 +5 +8 Imposing Presence +4, Special Ability +8 +6 +8 Tactical Genius +4, Chutzpah! +8 +6 +9 Reassuring Presence +4 +9 +6 +10 Bonus Feat, Special Ability +9 +7 +10 Mind Expansion +10 +7 +11 Imposing Presence +5, Chutzpah! +10 +8 +12 Tactical Genius +5 +11 +8 +12 Reassuring Presence +5 +11 +9 +13 Bonus Feat x2, Special Ability +12 +9 +14 Chutzpah!, Mind Expansion

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Chapter 2: Classes Bombastic Aura (Su): At level 4, Masterminds become so magnificent, awesome, or scary that they add their Charisma modifier to their Defence as a insight bonus. This bonus affects only those who are within 30'. Anyone who is immune to fear and/or charm effects ignores this bonus. Bonus Feat: At levels 5, 9 14, 19. Feat groups: Defensive Combat, Save Enhancers, and Skill Enhancers. Field Experience (Ex): At level 5, Masterminds can either select one cross-class skill and make it one of their class skills, or they can take 2 skill points and distribute them as they see fit. Inflexible Will (Ex): At level 9, Masterminds can Take 10 on any Will Save, but they must declare their intention to do so before they make their rolls. Mind Expansion: At levels 10, 15, and 20, Masterminds apply a permanent +1 to either Intelligence, Wisdom, or Charisma (player's choice). Chutzpah!: At levels 12, 16, and 20, Masterminds get a permanent +1 to Charisma. Hit Die: d8 Power Die: d8 Sidekicks are more than just junior partners of an older or more powerful superhero. They are experts at playing a supporting role in a superhero's quest for justice. Sidekicks’ abilities are geared toward staying out of the spotlight in order to keep their hero looking good. They are highly-trained team players who are better at following than leading, at least until they get a little older. Prerequisites (Optional): BA +2, Escape Artist, Low Profile. Skill Points at 1st Level: (5 + Int per level) x4 Skill Point per Level: 5 + Int modifier Class Skills: Bluff (Cha), Climb (Str), Computer Use (Int), Craft (electronic, mechanical) (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (current events, popular culture, technology) (Int), Move Silently (Dex), Observe (Wis), Open Locks (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), Treat Injury (Wis), Tumble (Dex). Starting Proficiencies: 6 Restore Confidence (Ex): At level 1, twice per session, Sidekicks can grant any one comrade within 50 feet a free reroll on any Will save. This requires an immediate action, to yell something encouraging, flash a big, goofy grin, or otherwise offer moral support. Cooperative Attack: At level 1, Sidekicks receive this feat. Improved Flanking I (Ex): At level 2, Sidekicks can grant a team mate a flanking bonus by fighting against the same opponent in mêlée. The Sidekick does not need to be in a straight line, on the opposite side of the opponent. The team mate gets a +2 to hit and can make sneak attacks (if he/she/it has the ability to do so). At level 7, Sidekicks received Improved Flanking II (Ex), which means that in addition to the benefits of Improved Flanking I, the Sidekick now can now flank any

Prerequisites (Optional): BA +3, Intimidate, Frightful Presence. Skill Points at 1st Level: (6 + Int per level) x4 Skill Point per Level: 6 + Int modifier Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (Int), Diplomacy (Cha), Drive (Dex), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge (behavioural sciences, business, current events, history, tactics, theology/philosophy) (Int), Open Locks (Dex), Pilot (Dex), Observe (Wis), Pilot (Dex), Profession (Int), Repair (Int), Ride (Dex), Search (Wis), Sense Motive (Wis), Spellcraft (Int). Starting Proficiencies: 8 Imposing Presence (Ex): At level 1, Masterminds receive a +2 competency bonus to all Bluff, Diplomacy, and Intimidate checks. The bonus increases by +1 at levels 6 (+3), 11 (+4), and 16 (+5). Tactical Genius (Ex): At level 2, Masterminds can grant a +2 circumstance bonus to the skill checks and attack rolls of anyone who fights on their side and remains within 50'. This requires a move action, to bark orders or otherwise direct their allies. Masterminds can do this three times per day. This effect lasts for a number of rounds equal to the Mastermind's Charisma modifier +2. The bonus increases by +1 at level 7 (to +3), 12 (to +4), and 17 (to +5). Special Ability (Ex): At levels 2, 7, 11, 14, and 19, Masterminds can take one of the abilities listed in italics, below. They can take each ability only once, unless its text says otherwise. Unlike Class Features, Special Abilities that replicate feats require prerequisites, just like a normal feat. Encyclopaedic Memory: You can re-roll any failed Knowledge check once. You can do this twice per session. Exhort Lieutenants: By expending 1AP, you can grant a +1 bonus to the skill checks and saves of up to ten people at a time. The effect lasts a number of rounds equal to the Mastermind's Charisma modifier. Bonus Feat: You can pick a free feat from one of the following groups: Defensive Combat, Save Enhancers, and Skill Enhancers. Opportunist: Any time an opponent within your standard mêlée reach takes damage from someone else's attack, you can choose to make an Attack of Opportunity against that opponent. You can do so only once per round, even with Combat Reflexes, and this attack counts against your total number of Attacks of Opportunity. Scare Tactics: Once per day, Masterminds can roll two d20s for any Intimidate check and select the best result. Slippery Mind: If you fail a Will Save against a mindaffecting spell or power, you can re-roll that Will Save once, on your next turn. Vanish Into Another Life: Free 2CP Alternate Identity, ready for use at all times. Reassuring Presence (Ex): At level 3, Masterminds grant a +2 morale bonus to Will saves to those who fight on their side and remain within earshot or within sight. This bonus increases at level 8 (to +3), 13 (to +4), and 18 (to +5). 28

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Chapter 2: Classes Table 2-5 Sidekick
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

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Ref Will Def. Rep. Class Features +2 +1 +2 +0 Restore Confidence, Cooperative Attack +3 +1 +3 +0 Improved Flanking I +3 +2 +3 +0 Heroic Intervention +4 +2 +4 +0 Sneak Attack +1d6, Armour of Obscurity +4 +3 +4 +1 Evasion +5 +3 +5 +1 Improved Cooperative Attack, Bonus Feat +5 +3 +5 +1 Unwavering Loyalty +2, Improved Flanking II +6 +4 +6 +1 Sneak Attack +2d6, Uncanny Dodge +6 +4 +6 +2 Distraction (-1) +7 +5 +7 +2 Unwavering Loyalty +4 +7 +5 +7 +2 Set-Up Attack, Improved Evasion +8 +6 +8 +2 Sneak Attack +3d6, Bonus Feat +8 +6 +8 +3 Distraction (-2) +9 +6 +9 +3 Unwavering Loyalty +6, Bonus Feat +9 +7 +9 +3 Bonus Feat +10 +7 +10 +3 Sneak Attack +4d6, Bonus Feat +10 +8 +10 +4 Distraction (-3) +11 +8 +11 +4 Unwavering Loyalty +8, Bonus Feat x2 +11 +9 +11 +4 Bonus Feat x2 +12 +9 +12 +4 Sneak Attack +5d6, Bonus Feat

opponent that's engaged in mêlée with a team mate of the Sidekick. Armour of Obscurity (Ex): At level 4, Sidekick's become experts at not attracting the attention of their enemies. They can take the Charisma bonus of any ally who is (a) within 30' and (b) visibly present to the enemy, and add it to their own Defence score as a competence bonus. Sneak Attack (Ex): At levels 4, 8, 12, 16, and 20, Sidekicks receive +1d6 Sneak Attack damage. If they can catch an opponent when he is unable to defend himself effectively from their attacks, then they can strike a vital spot for extra damage. Their attack deals extra damage any time the target would be denied their Dexterity bonus to Defence (whether the target actually has a Dexterity bonus or not), or when the Sidekick has flanked them. This extra damage is initially 1d6, and increases by 1d6 at the levels indicated above. Critical hits do not multiply Sneak Attack damage. Ranged attacks can count as Sneak Attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, Sidekicks can make a Sneak Attack that deals non-lethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual –4 penalty. Sidekicks can perform a Sneak Attack on only living creatures with discernible anatomies or vital systems, which includes people, aliens, and fantasy creatures, as well as Mechanoids (see Chapter 9: Enemies and Allies), but it does not include undead, constructs, oozes, plants, and incorporeal creatures. Any creature that is immune to critical hits is not vulnerable to Sneak Attacks. Sidekicks must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. They cannot Sneak Attack while striking a creature or target that has concealment, and they cannot strike at the limbs of a creature's

because their vital spots (body and/or head) are out of your reach. They can hit aliens, animals, and other non-human creatures, as long as they have something akin to "vital areas." Heroic Intervention (Ex): At level 4, Sidekicks can instantly change places with any adjacent ally character for the express purpose of taking an attack already successfully made against that ally. Sidekicks can use this ability at any time, as an Immediate Action, once per round. Evasion (Ex): At level 5, Sidekicks can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage, then they instead take no damage. They can use Evasion only if they are wearing light armour or no armour. If they are helpless, then they do not gain the benefit of Evasion. Cooperative Attack, Improved: At level 6, Sidekicks receive this feat. Bonus Feats: At levels 6, 12, 14, 15, 16, 18, 19, and 20, Sidekicks can pick free feats from the following feat groups: Defensive Combat, General, and Save Enhancers. Characters must follow all normal feat rules, including prerequisites and prohibitions from taking the same feat twice. Unwavering Loyalty (Ex): At level 7, Sidekicks receive a +2 to any roll to resist mental effects (psionic, magical, etc.) that would compel them to betray, harm, or abandon their allies. This bonus improves by +2 at level 10 (to +4), level 14 (to +6), and level 18 (to +8). Uncanny Dodge (Ex): At level 8, Sidekicks retain their Dexterity bonus to Defence (if any) even if they are caught flatfooted or struck by an invisible attacker. However, they still lose their Dexterity bonus to Defence if they are immobilised. If they already have Uncanny Dodge, they automatically gain Improved Uncanny Dodge (see below) instead. Distraction (Ex): At levels 9, Sidekicks are such an annoyance to adjacent opponents that those opponents suffer a 1 to Defence. This penalty stacks with the effects of Flanking and other such distraction ploys in combat. The penalty improves by 1 at level 13 (to -2) and 17 (to -3). Set-Up Attack (Ex): At level 11, Sidekicks can effectively give their highest attack to an adjacent ally. Sidekicks use a standard action to create an opportunity for an ally to attack an opponent that they both threaten in mêlée. The attack made by the ally is either at the Sidekick's highest attack bonus, or the ally's, whichever is higher. Sidekicks can Set Up only one attack per round. The attack happens during the Sidekick's round, but is rolled by the ally. The ally expends one Attack of Opportunity in order to use the Sidekick's Set-Up Attack. Evasion, Improved (Ex): At level 11, Sidekicks become even better at avoid damage. When they fail Reflex saves they take only half damage, and if they succeed they take no damage. 29

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Chapter 2: Classes (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Treat Injury (Wis).

They can use Evasion only if they are wearing light armour or no armour. If they are helpless, then they do not gain the benefit of Evasion. Hit Die: d6 Power Die: d6 The thinking-man's crime fighter, Sleuths are experts in surveillance, detection, psychology, gathering information in all its forms, and using evidence to not only reconstruct crimes, but solve them in progress or even predict them before they happen. Sleuths themselves vary greatly in terms of style and practise. Some are all brains, paying attention to nothing but verifiable evidence and irrefutable logic. Some are all guts, relying on instinct and an uncanny feel for people. Some are immaculately dressed and exude class. Some are rumpled, down-on-their-luck alcoholics. Some are private detectives, who are pulled into adventures as part of their jobs, some are free agents who just stick their noses into mysteries when they smell them, and some are law-enforcement agents, sworn to uphold the law. The one thing that ties them together is the driving need to take the random facts all around them and turn them into concrete stories, to know what really happened when nobody else does.

Starting Proficiencies: 8 Bonus Advantage (Ex): At level 1, Sleuths receive a 2CP Ad. Sleuths who are part of an official law-enforcement agency (police, federal agent, etc.), receive Legal Enforcement; those who operate privately, receive a 2CP Connection who is located either in an official law-enforcement agency, in the media, or on the street. Connection (Ex): At levels 1, 4, 7, 11, and 17, Sleuths receive 2CP to spend on the Connection advantage, as they see fit. These Connections might know the Sleuths in their normal identities, or their superheroic ones, at the Sleuth's discretion. Investigative Knack (Ex): At level 2, Sleuths receive a +2 bonus to any and all rolls pertaining to directly examining evidence, either on the scene or in a 'crime lab' after the fact. At level 13, this bonus increases to +4. Bonus Feat: At levels 2, 8, 11, 14, and 18. Feat groups: General Combat, Save Enhancers, and Skill Enhancers. Special Ability (Ex): At levels 3, 6, 9, 12, 16, and 19, Sleuths can take one of the abilities, listed in italics. They can take each ability only once, unless its text says otherwise. Unlike Class Features, Special Abilities that replicate feats Prerequisites (Optional): BA +2, Investigate, Attentive require prerequisites, just like a normal feat. Encyclopaedic Memory: You can re-roll any failed Skill Points at 1st Level: (8 + Int per level) x4 Knowledge check once. You can do this twice per Skill Point per Level: 8 + Int modifier session. Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Evasion: You can avoid even magical and unusual attacks Computer Use (Int), Craft (mechanical, writing) (Int), Disable with great agility. If you make a successful Reflex saving Device (Int), Disguise (Cha), Drive (Dex), Gather Information throw against an attack that normally deals half damage, (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump then you instead take no damage. You can use Evasion (Str), Knowledge (behavioural sciences, current events, Earth only if you are wearing light armour or no armour. If you and life sciences, physical sciences) (Int), Move Silently (Dex), are helpless, then you do not gain the benefit of Evasion. Observe (Wis), Open Locks (Dex), Profession (Int), Repair Field Experience: You can either select one cross-class skill and make it one of your class skills, or you can take 2 skill points and Table 2-6 Sleuth distribute them as you see fit. Level Base Attack Fort Ref Will Def. Rep. Class Features Fisticuffs: You gain a +2 competence 1 +0 +1 +1 +2 +1 +1 Bonus Ad, Connection bonus to damage rolls when you hit 2 +1 +1 +1 +3 +1 +1 Investigative Knack +2, Bonus Feat with an Unarmed Strike. 3 +2 +2 +2 +3 +2 +2 Special Ability Nimbleness: Your Speed increases by +5 4 +3 +2 +2 +4 +2 +2 Sharp Eyes I, Sixth Sense, Connection feet. 5 +3 +3 +3 +4 +3 +3 Shadowy Presence +2, Sneak Attack +1d6 Pursuit Specialist: +4 competence bonus 6 +4 +3 +3 +5 +3 +3 Special Ability to Drive/Ride/Pilot checks made to 7 +5 +3 +3 +5 +3 +3 Sharp Eyes II, Connection pursue or tail another vehicle. 8 +6/+1 +4 +4 +6 +4 +4 Investigative Knack +3, Bonus Feat Roughhousing: +1d6 to Sneak Attacks. 9 +6/+1 +4 +4 +6 +4 +4 Special Ability Scholarly Pursuits: 6 bonus ranks in any 10 +7/+2 +5 +5 +7 +5 +5 Shadowy Presence +3, Sneak Attack +2d6 Knowledge skill. Sleuths can take this special ability multiple times. 11 +8/+3 +5 +5 +7 +5 +5 Bonus Feat, Connection Slippery Mind: If you fail a Will Save 12 +9/+4 +6 +6 +8 +6 +6 Special Ability against a mind-affecting spell or 13 +9/+4 +6 +6 +8 +6 +6 Investigative Knack +4, Sixth Sense power, they can re-roll that Will Save 14 +10/+5 +6 +6 +9 +6 +6 Bonus Feat x 2 once, on your next turn. 15 +11/+6/+1 +7 +7 +9 +7 +7 Shadowy Presence +4, Sneak Attack +3d6 Uncanny Dodge: You retain your 16 +12/+7/+2 +7 +7 +10 +7 +7 Special Ability Dexterity bonus to Defence (if any) 17 +12/+7/+2 +8 +8 +10 +8 +8 Skill Mastery, Connection even if you are caught flat-footed or 18 +13/+8/+3 +8 +8 +11 +8 +8 Bonus Feat x 2 struck by an invisible attacker. 19 +14/+9/+4 +9 +9 +11 +9 +9 Special Ability, Sixth Sense However, you still lose your Dexterity

Sleuth

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+9

+9

+12

+9

+9 Shadowy Presence +5, Sneak Attack +4d6

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Chapter 2: Classes bonus to Defence if you are immobilised. If you already have Uncanny Dodge, you automatically gain Improved Uncanny Dodge (see below) instead. Walk Away Unscathed: If you crash or lose control of a ground vehicle (car, truck, bus), then you can spend 1AP to take no damage. You don't have to be driving the vehicle to use this ability. You can use this ability to take half damage from being hit by a vehicle while you are on foot, regardless of whether the hit is an accident or a deliberate attack. Sharp Eyes I (Ex): At level 4, Sleuths can re-roll any failed Search or Observe check. They can do so twice per session. At level 7, Sleuths get Sharp Eyes II, at which point they can reroll any failed Search or Observe check four times per session. Sixth Sense (Ex): At levels 4, 13, and 19, Sleuths receive a +2 to all skills or checks related to observation: Forgery, Decipher Script, Gather Information, Investigate, Observe, Search, Sense Motive, and Treat Injury. Sneak Attack (Ex): At levels 5, 10, 15, and 20, Sleuths receive +1d6 Sneak Attack damage. If they can catch an opponent when he is unable to defend himself effectively from their attacks, then they can strike a vital spot for extra damage. Their attack deals extra damage any time the target would be denied their Dexterity bonus to Defence (whether the target actually has a Dexterity bonus or not), or when the Sleuth has flanked them. This extra damage is initially 1d6, and increases by 1d6 at the levels indicated above. Critical hits do not multiply Sneak Attack damage. Ranged attacks can count as Sneak Attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, Sleuths can make a Sneak Attack that deals non-lethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual –4 penalty. Table 2-7 Sneak
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

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Sleuths can perform a Sneak Attack on only living creatures with discernible anatomies or vital systems, which includes people, aliens, and fantasy creatures, as well as Mechanoids (see Chapter 9: Enemies and Allies), but it does not include undead, constructs, oozes, plants, and incorporeal creatures. Any creature that is immune to critical hits is not vulnerable to Sneak Attacks. Sleuths must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. They cannot Sneak Attack while striking a creature or target that has concealment, and they cannot strike at the limbs of a creature's because their vital spots (body and/or head) are out of your reach. They can hit aliens, animals, and other non-human creatures, as long as they have something akin to "vital areas." Shadowy Presence (Ex): At levels 5, Sleuths receive a +2 competence bonus to Hide and Move Silently checks. The bonus increases by +1 at levels 10 (to +3), 15 (to +4), and 20 (to +5). Skill Mastery (Ex): At level 17, with 2 skills in which Sleuths already have at least one rank, including cross-class skills, they can now Take 10, even under stressful circumstances or when failure involves direct personal risk. If they are granted this class feature multiple times, they can pick 2 new skills each time. Hit Die: d6 Power Die: d6 Sneaks just don't like being trapped. They take any barrier to their freedom, literal or figurative, as a personal insult, and they have an almost pathological desire to pick all the locks, open all the doors, or talk their way out of any and all restrictions. They can be agents of the law, certainly, but they'll tend to see their jobs as making sure that freedom is enjoyed by all. They have a stronger tendency to work outside or even in opposition to the law, though, in which case they see it as another thing keeping them from their freedom. Prerequisites (Optional): Sneak: BA +2, Open Locks, Nimble Fingers. Skill Points at 1st Level: (10 + Int per level) x4 Skill Point per Level: 10 + Int modifier Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural) (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge (behavioural sciences, business, current events, Earth and life sciences, physical sciences, tactics, technology) (Int), Move Silently (Dex), Observe (Wis), Perform (Cha), Profession (Wis), Repair (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex) Observe (Wis), Open Locks (Dex), Swim (Str), Tumble (Dex), Use Esoteric Device (Wis), Use Rope (Dex).

Sneak

Will Def. Rep. Class Features +0 +1 +0 Sneak Attack +1d6 +0 +1 +0 Special Ability +1 +2 +0 Sneak Attack +2d6 +1 +2 +0 Special Ability, Bonus Feat +1 +3 +1 Sneak Attack +3d6 +2 +3 +1 Special Ability +2 +3 +1 Sneak Attack +4d6, Bonus Feat +2 +4 +1 Special Ability +3 +4 +2 Sneak Attack +5d6 +3 +5 +2 Special Ability, Bonus Feat +3 +5 +2 Sneak Attack +6d6 +4 +6 +2 Special Ability +4 +6 +3 Sneak Attack +7d6, Bonus Feat +4 +6 +3 Special Ability +5 +7 +3 Sneak Attack +8d6 +5 +7 +3 Special Ability, Bonus Feat +5 +8 +4 Sneak Attack +9d6 +6 +8 +4 Special Ability +6 +9 +4 Sneak Attack +10d6, Bonus Feat +6 +9 +4 Special Ability, Bonus Feat

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Chapter 2: Classes failed save. If you are helpless, you do not gain the benefit of Improved Evasion. False Papers: Gain a 2CP Alternative Identity. You can take this special ability multiple times. It grants a new Alternate Identity each time. Nimbleness: Your Speed increases by +5 feet. Opportunist: Any time an opponent within your standard mêlée reach takes damage from someone else's attack, you can choose to make an Attack of Opportunity against that opponent. You can do so only once per round, even with Combat Reflexes, and this attack counts against your total number of Attacks of Opportunity. Resiliency: Gain a +1 bonus to both Fortitude and Will saves. Skill Mastery: With 2 skills in which you already have at least one rank, including cross-class skills, you can now Take 10, even under stressful circumstances or when failure involves direct personal risk. If you are granted this class feature multiple times, you can pick 2 new skills each time. Slippery Mind: If you fail a Will Save against a mindaffecting spell or power, you can re-roll that Will Save once, on your next turn. Trap Evasion: You gain a +2 bonus to Reflex saves to avoid traps and a +2 dodge bonus to Defence against attacks by traps. You can take this special ability twice. It's effects stack. Trap Speciality: You gain a +2 competence bonus to detect, design, understand, disarm, or set up traps. You also gain Trapfinding, which means that you can attempt to defeat Super traps (i.e., traps with Origins). If you beat the DC of a Defeat Security check by 10, then you bypass the trap or device without setting it off. Finally, you can attempt to Disable traps and other devices that have DCs higher than 20. Uncanny Dodge: You retain your Dexterity bonus to Defence (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to Defence if you are immobilised. If you already have Uncanny Dodge, you automatically gain Improved Uncanny Dodge (see below) instead. Uncanny Dodge, Improved: You can no longer be flanked. This defence denies anyone else the ability to Sneak Attack you by flanking you, unless they have at least 4 more levels than you in the class that grants the Sneak Attack feature. Bonus Feats: At levels 4, 7, 10, 13, 16, 19, and 20. Feat groups: Defensive Combat, Ranged Combat, and Skill Enhancers. Hit Die: d6 Power Die: d6 Socialites are rich people with time on their hands and a thirst for attention. Unlike Champions, they rarely have a quest or mission. Unlike Adventurers, they don’t crave danger per se, except in so far as it makes them look good when they escape it. What others accomplish through training, skill, or just plain luck, Socialites accomplish through a dazzling array of fabulous equipment and a genetic inability to conceive of their own

Starting Proficiencies: 8 Sneak Attack (Ex): At all odd-numbered levels, Sneaks receive +1d6 Sneak Attack damage. If they can catch an opponent when he is unable to defend himself effectively from their attacks, then they can strike a vital spot for extra damage. Their attack deals extra damage any time the target would be denied their Dexterity bonus to Defence (whether the target actually has a Dexterity bonus or not), or when the Sneak has flanked them. This extra damage is initially 1d6, and increases by 1d6 at the levels indicated above. Critical hits do not multiply Sneak Attack damage. Ranged attacks can count as Sneak Attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, Sleuths can make a Sneak Attack that deals non-lethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual –4 penalty. Sneaks can perform a Sneak Attack on only living creatures with discernible anatomies or vital systems, which includes people, aliens, and fantasy creatures, as well as Mechanoids (see Chapter 9: Enemies and Allies), but it does not include undead, constructs, oozes, plants, and incorporeal creatures. Any creature that is immune to critical hits is not vulnerable to Sneak Attacks. Sneaks must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. They cannot Sneak Attack while striking a creature or target that has concealment, and they cannot strike at the limbs of a creature's because their vital spots (body and/or head) are out of your reach. They can hit aliens, animals, and other non-human creatures, as long as they have something akin to "vital areas." Special Abilities (Ex): At all even-numbered levels, Sneaks can take one of the abilities, listed in italics. They can take each ability only once, unless its text says otherwise. Unlike Class Features, Special Abilities that replicate feats require prerequisites, just like a normal feat. Calm Nerves: You can take 10 on any Reflex save, but you must declare your intention to do so before your make your rolls. Crippling Strike: Victims of Sneak Attacks take -2 penalty to Strength for 1d4 rounds. Defensive Roll: Once per day, you can take half damage from any attack that would bring you to 0 or fewer HPs. This requires a Reflex save equal to the damage. You cannot make Defensive Rolls if you are denied your Dexterity bonus (if any) or are unaware of the in-coming attack. The effects of this special ability to not stack with Evasion. Evasion: You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage, then you instead take no damage. You can use Evasion only if you are wearing light armour or no armour. If you are helpless, then you do not gain the benefit of Evasion. Evasion, Improved: Your Evasion ability improves. You still take no damage on a successful Reflex saving throw against attacks, but also take only half damage on a

Socialite

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Chapter 2: Classes Table 2-8 Socialite
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

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Will Def. Rep. Class Features +2 +2 +1 Comfortable Lifestyle (+4 Wealth), Reputation +1 +3 +3 +2 Perks (4 CP) +3 +3 +2 Field Experience, Reputation +2 +4 +4 +3 Bombastic Aura +4 +4 +4 Perks (2 CP), Swaggering Bravado, Reputation +3 +5 +5 +4 Rakish Charm +1, Connection +5 +5 +5 Chutzpah!, Bonus Feat, Field Experience, Reputation +4 +6 +6 +6 Perks (2 CP) +6 +6 +6 Rakish Charm +2, Connection, Reputation +5 +7 +7 +7 Chutzpah!, Bonus Feat +7 +7 +8 Perks (3 CP), Reputation +6 +8 +8 +8 Rakish Charm +3, Connection +8 +8 +9 Chutzpah!, Bonus Feat x 2, Reputation +7 +9 +9 +10 Rakish Charm +4, Perks (2 CP) +9 +9 +10 Field Experience, Reputation +8 +10 +10 +11 Chutzpah!, Bonus Feat x 2 +10 +10 +12 Perks (3 CP), Reputation +9 +11 +11 +12 Chutzpah!, Bonus Feat x 3 +11 +11 +13 Rakish Charm +5, Connection, Reputation +10 +12 +12 +14 Perks (4 CP)

failure. Not necessarily egomaniacs, Socialites simply understand the adage "never let them see you sweat" on a nighspiritual level. They are just as often magnanimous about their wealth as not, funding other superheroic (or supervillainous) efforts, occasionally even doing so anonymously so that they appear more like 'real superheroes' in the public eye. Prerequisites (Optional): BA +2, Diplomacy, Renown Skill Points at 1st Level: (6 + Int per level) x4 Skill Point per Level: 6 + Int modifier Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (visual art, writing) (Int), Diplomacy (Cha), Drive (Dex), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (art, business, current events, popular culture) (Int), Observe (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Swim (Str) Starting Proficiencies: 6 Reputation (Ex): At levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, Socialites receive a +1 to their Reputation scores. They either can't resist smiling for the cameras, even though they have secret lives as crime fighters, or they use their wealthy status as a cover for those secret lives. Comfortable Lifestyle (Ex): At level 1, Socialites receive a +4 bonus to their Wealth, which represents their fabulous affluence. Perks (Ex): At levels 2, 5, 8, 11, 14, 17, and 20, Socialites receive additional CPs with which they can take one of the Ads listed below. These additional CPs represent inheritances from wealthy relatives, the maturing of investments made decades beforehand, or their increased fame and glory, either as superheroes or private citizens. Perk list: Allies, Alternate Identity, Assistant, Connection, Database/Library, and Reputation. Socialites can save these CPs to buy an expensive

Ad, or spend them one at a time. Field Experience (Ex): At levels 3, 7, and 15, Socialites can either select one cross-class skill and make it one of their class skills, or they can take 2 skill points and distribute them as they see fit. Bombastic Aura (Su): At level 4, Socialites become so magnificent, awesome, or scary that they add their Charisma modifier to their Defence as a insight bonus. This bonus affects only those who are within 30'. Anyone who is immune to fear and/or charm effects ignores this bonus. Swaggering Bravado (Ex): At level 5, Socialites can re-roll any failed Charisma check or Charisma-based skill check. They can do this twice per session. Rakish Charm (Ex): At levels 6, 9, 12, 14, and 19, Socialites receive a +1 to all Bluff, Diplomacy, and Gather Information checks, to a total of +5 by level 19. Connection (Ex): At levels 6, 9, 12, and 19, Socialites receives a 2CP Connection Ad. Socialites can either take new Connections every time, creating a stable of friends and allies, or put the points into the same Connection, which would represent not only the Connection's rising influence in the world, but an increasing trust in the Socialite. The Connection(s) can be people Socialites know in their normal lives, or as their super personae, or a mixture of the two. Chutzpah! (Su): At levels 7, 10, 13, 16, and 18, Socialites get a permanent +1 to Charisma. Bonus Feats: At levels 7, 10, 13, 16, and 18. Feat groups: General, Save Enhancers, and Vehicle. Hit Die: d10 Power Die: d6 (Intelligence) Soldiers put their military training and their equipment to effective use. They execute their missions with mechanical precision and efficiency is their top priority, and they take a great deal of pride in doing so. They are exceedingly loyal, placing the needs of the group and the mission above the needs of the individual. They tend toward world-weariness, though. Their practicality can sometimes lead to cynicism and fatalism. Some Soldiers who become extremely embittered can become Mercenaries. Instead of acting out of duty to the mission, they sell their skills for money, and their loyalty is based in professionalism rather than belief in their leaders.

Soldier

Prerequisites (Optional): BA +3, Craft (mechanical), PointBlank Shot. Skill Points at 1st Level: (6 + Int per level) x4 33

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Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +9 +9 Ref +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +9 +9

Chapter 2: Classes creatures. Any creature that is immune to critical hits is not vulnerable to Sneak Attacks. Soldiers must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. They cannot Sneak Attack while striking a creature or target that has concealment, and they cannot strike at the limbs of a creature's because their vital spots (body and/or head) are out of your reach. They can hit aliens, animals, and other non-human creatures, as long as they have something akin to "vital areas." Protective Instincts (Ex): At level 4 and 12, Soldiers receive one of the three basic Save Enhancer feats (Lightning Reflexes, Great Fortitude, or Iron Will), player's choice. If they already have all three, they can choose to take one of the Awesome save enhancers. If they have all three of them, they can take one of the Supreme save enhancers. Evasion (Ex): At level 4, Warriors can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage, then they instead take no damage. They can use Evasion only if they are wearing light armour or no armour. If they are helpless, then they do not gain the benefit of Evasion. Skill Mastery (Ex): At levels 8 and 16, with 2 skills in which Warriors already have at least one rank, including crossclass skills, they can now Take 10, even under stressful circumstances or when failure involves direct personal risk. If they are granted this class feature multiple times, they can pick 2 new skills each time. Field Experience (Ex): At Level 12, Soldiers can either select one cross-class skill and make it one of their class skills, or they can take 2 skill points and distribute them as they see fit. Favoured Save (Ex): At level 17, Soldiers can Take 10 with one of their Saves (Fortitude, Reflex, or Will, your choice). Hit Die: d4 Power Die: d12 Thinkers are cerebral creatures who get by on wits and smarts at the expense of strength. The real power, so says the Thinker, is in knowing more than your enemy. Thinkers, Sleuth, and Masterminds are cut from the same cloth in that regard, but the Thinker does not necessarily focus on one particular skill set, either puzzle-solving or leading people, but instead is a Renaissance Man or Woman who takes in knowledge and secrets from every direction and uses it all to their own, often inscrutable ends. Prerequisites (Optional): BA +1, Knowledge (any), OpenMinded Skill Points at 1st Level: (10 + Int per level) x4 Skill Point per Level: 10 + Int modifier Class Skills: Appraise (Int), Autohypnonosis (Wis), Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (all)

Will Def. Rep. Class Features +0 +2 +1 Bonus Feat +0 +3 +1 Sneak Attack +1d6 +1 +3 +2 Bonus Feat +1 +4 +2 Protective Instincts, Evasion +1 +4 +3 Bonus Feat +2 +5 +3 Sneak Attack +2d6 +2 +5 +3 Bonus Feat +2 +6 +4 Skill Mastery +3 +6 +4 Bonus Feat +3 +7 +5 Sneak Attack +3d6 +3 +7 +5 Bonus Feat +4 +8 +6 Protective Instincts, Field Experience +4 +8 +6 Bonus Feat +4 +9 +6 Sneak Attack +4d6 +5 +9 +7 Bonus Feat +5 +10 +7 Skill Mastery +5 +10 +8 Bonus Feat +6 +11 +8 Sneak Attack +5d6 +6 +11 +9 Bonus Feat +6 +12 +9 Favoured Save, Bonus Feat

Skill Point per Level: 6 + Int modifier Class Skills: Craft (mechanical) (Int), Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (Earth and life sciences, history, physical sciences, tactics, technology) (Int), Navigate (Int), Observe (Wis), Pilot (Dex), Profession (Wis), Read/Write Language (none), Repair (Int), Survival (Wis), Swim (Str). Starting Proficiencies: 12 Bonus Feats: At every odd level, Soldiers can pick free feats from the following feat groups: Ranged Combat, Save Enhancers, and Vehicles. Sneak Attack (Ex): At levels 2, 6, 10, 14, and 18, Soldiers receive +1d6 Soldier Attack damage. If they can catch an opponent when he is unable to defend himself effectively from their attacks, then they can strike a vital spot for extra damage. Their attack deals extra damage any time the target would be denied their Dexterity bonus to Defence (whether the target actually has a Dexterity bonus or not), or when the Soldier has flanked them. This extra damage is initially 1d6, and increases by 1d6 at the levels indicated above. Critical hits do not multiply Sneak Attack damage. Ranged attacks can count as Sneak Attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, Sleuths can make a Sneak Attack that deals non-lethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal non-lethal damage in a Sneak Attack, not even with the usual –4 penalty. Soldiers can perform a Sneak Attack on only living creatures with discernible anatomies or vital systems, which includes people, aliens, and fantasy creatures, as well as Mechanoids (see Chapter 9: Enemies and Allies), but it does not include undead, constructs, oozes, plants, and incorporeal

Thinker

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Chapter 2: Classes Table 2-10 Thinker
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Fort Ref +0 +0 +0 +0 +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +2 +3 +3 +3 +3 +3 +3 +4 +4 +4 +4 +4 +4 +5 +5 +5 +5 +5 +5 +6 +6 +6 +6 +6 +6

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Will Def. Rep. Class Features +2 +0 +1 Jack of All Trades +3 +0 +2 Renaissance Man +3 +1 +2 Special Ability +4 +1 +3 Plot Device +4 +1 +4 Sixth Sense +5 +2 +4 Special Ability +5 +2 +5 Inflexible Will +6 +2 +6 Tactical Genius +2, Mind Expansion +6 +3 +6 Special Ability +7 +3 +7 Bafflegab +7 +3 +8 Set-Up Attack +8 +4 +8 Special Ability +8 +4 +9 Tactical Genius +3 +9 +4 +10 Sixth Sense +9 +5 +10 Special Ability, Bafflegab +10 +5 +11 Mind Expansion +10 +5 +12 Tactical Genius +4 +11 +6 +12 Special Ability +11 +6 +13 Contingency Plan +12 +6 +14 Mind Expansion, Bafflegab

(Int), Decipher Scrip (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Gamble (Wis), Investigate (Int), Knowledge (all) (Int), Navigate (Int), Observe (Wis), Open Locks (Dex), Read/Write Language (Int), Research (Int), Speak Language (Int), Supercraft (Int), Use Esoteric Device (Int). Jack of All Trades (Ex): At level 1, Thinkers can use all "trained only" skills as if they were trained. However, when using those skills untrained, a roll of 1 is a Critical Failure, which can result in breaking a tool, hurting themselves, or otherwise royally screwing up whatever they're trying to do. Regardless of the specifics, the failure will be spectacular and unfavourable. GMs are encouraged to toss some good natured disaster at those know-it-alls. Renaissance Man (Ex): At level 2, all skills are considered Class Skills for the Thinker, for the purposes of paying skill points. Special Ability (Ex): At levels 3, 6, 9, 12, 15, and 18, Thinkers can take one of the abilities, listed in italics. They can take each ability only once, unless its text says otherwise. Unlike Class Features, Special Abilities that replicate feats require prerequisites, just like a normal feat. Bonus Feat: You can pick a free feat from one of the following groups: Mystical, Psionic, Skill Enhancers. Encyclopaedic Memory: You can re-roll any failed Knowledge check once. You can do this twice per session. False Papers: Gain a 2CP Alternative Identity. You can take this special ability multiple times. It grants a new Alternate Identity each time. Fool Me Once: If you encounter the same trap more than once (same manufacturer/builder), you get a cumulative +1 competence bonus to disarm/deactivate the trap. Upon seeing the trap for a second time, you get a +1, at the third time +2, etc.

Learn From Your Mistakes: You can re-roll any failed Craft or Knowledge check. On the reroll, you can add your Intelligence modifier as a competence bonus. You can do this twice per session. Mind over Matter: Three times per session, you can apply your Intelligence modifier as an insight bonus to any skill check, regardless of its key ability. Nerves of Steel: When using the Jack of All Trades class feature, rolling a 1 on a d20 does not count as a critical failure. Scholarly Pursuits: 6 bonus ranks in any Knowledge skill. Sleuths can take this special ability multiple times. Skill Mastery: With 2 skills in which you already have at least one rank, they can now Take 10, even under stressful circumstances or when failure involves direct personal risk. You can take this ability multiple times. It applies to two new skills each time. Slippery Mind: If you fail a Will Save against a mind-affecting spell or power, you can reroll that Will Save once, on your next turn. Plot Device (Ex): At level 4, Thinkers gain one Plot Device, as per the feat (see Chapter 4: Plot Device). Sixth Sense (Ex): At levels 5 and 14, Thinkers receive a +2 to all skills or checks related to observation (Observe, Search, Spellcraft, Psicraft, etc.). Inflexible Will (Ex): At level 7, Thinkers can Take 10 on any Will Save, but they must declare their intention to do so before they make their rolls. Tactical Genius (Ex): At level 8, Thinkers can grant a +2 competence bonus to the skill checks and attack rolls of anyone who fights on their side and remains within earshot or within sight. This effect lasts for a number of rounds equal to the Thinker's Intelligence modifier +2. The bonus increases by +1 at level 13 (to +3), and 17 (to +4). Mind Expansion: At levels 8, 16, and 20, Thinkers apply a permanent +1 to either Intelligence, Wisdom, or Charisma (player's choice). Bafflegab (Ex): At level 10, Thinkers can spew out a fluid stream of smart-sounding gobbleygook. This takes a swift action to perform, and Thinkers can use it once per session. Opponents who are in earshot and can understand the language that the Thinker is speaking must make Will saves (DC = 15 + Thinker's Intelligence bonus). Opponents who fail are so puzzled that they cannot attack the Thinker at all. Opponents who pass are distracted enough that they cannot make attacks of opportunity against the Thinker. The effect lasts for 1d4 rounds. At levels 15, and 20, Thinkers can use Bafflegab one additional time per session. Set-Up Attack (Ex): At level 11, Thinkers can effectively give their highest attack to an adjacent ally. Thinkers use a standard action to create an opportunity for an ally to attack an opponent that they both threaten in mêlée. The attack made by the ally is either at the Thinker's highest attack bonus, or the ally's, whichever is higher. Thinkers can Set Up only one attack per round. The attack happens during the Thinker's round, but is 35

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Chapter 2: Classes Field Experience (Ex): At levels 3, 7, 13, and 17, Warriors can either select one cross-class skill and make it one of their class skills, or they can take 2 skill points and distribute them as they see fit. Armsmaster (Ex): At level 9, Warriors receive a -2 penalty to attack rolls when using weapons they are not proficient with, as opposed to the standard -4. If Warriors take the Weapon Familiarity feat, they reduce the penalty by another -2, thus bringing it to zero, and giving them the ability to wield any weapon known ever created by human hands, or anybody else's. Tough as Nails (Ex): At level 19, Warriors can Take 10 on any Fortitude Save, but they must declare their intention to do so before they make their rolls.

rolled by the ally. The ally expends one Attack of Opportunity in order to use the Thinker's Set-Up Attack. Death Exemption (PL): At level 19, Thinkers are so wellprepared that they can avoid being damaged by otherwise lethal attacks. They gain the ability to invoke a Death Exemption (see Chapter 1: Character Creation) once per game session. Hit Die: d10 Power Die: d6 Warriors are masters of combat, from good old fisticuffs to complex weapons training. They don't always have the exoticism of the Martial Artist, or the flair of the Champion, or the rigorous training of the Soldier, but they do not give up and they almost always have a fresh set of tricks up their sleeves. Prerequisites (Optional): BA +3, Climb, Toughness Skill Points at 1st Level: (4 + Int per level) x4 Skill Point per Level: 4 + Int modifier Class Skills: Climb (Str), Craft (chemical, mechanical, structural) (Int), Drive (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (physical science, tactics, technology) (Int), Observe (Wis), Pilot (Dex), Profession (Int), Repair (Int), Search (Int), Sense Motive (Wis), Swim (Str), Treat Injury (Wis). Starting Proficiencies: 10 Bonus Feats: At every level. Feat groups: Defensive Combat, General Combat, and Offensive Combat. Natural Aptitude (Ex): At levels 1, 5, 11, and 15, Warriors can apply a +2 bonus to one of two pairs of skills: either Gather Information and Intimidate, or Bluff and Diplomacy. Once Warriors pick one of the two pairs, the bonuses apply to only that pair. The choice is permanent. Table 2-11 Warrior
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +9 +9

Warrior

Multiclassing
Multiclassing works according to standard d20 rules in Phoenix, with one exception. Starting proficiencies don't "stack" when you multiclass. Instead, when you take a new class, you "top up" your proficiency total to match the new class. If the new class has more Proficiencies, then you gain the difference. If it has fewer, then you make no changes. Because your starting proficiencies do not change with your level, you can simply compare your classes to each other and add more proficiencies if necessary. Example: Adventurers get 8 proficiencies and Soldiers get 12. If you were to take a level of Adventurer, you'd get 8 proficiencies at character creation. If you then multiclassed into Soldier, you would get 4 more, topping you up to the Soldier's 12. If you started as a Soldier, with 12 proficiencies, and multiclassed to Adventurer, you would gain no new proficiencies because the Soldier starts with more than the Adventurer gets normally.

Optional Class Rules
There are a few optional ways to play classes. First, you can play the Phoenix classes as if they were Advanced classes. Second, you can play using the standard Base and Advanced classes, and simply give them Character Points and allow them to have access to powers. Third, you can play with no classes at all, and instead use the Generic Hero class. Finally, there are three optional F/X classes that you can play if you'd prefer to have spells, psi-powers, or supertech gadgets as class abilities rather than powers that you purchase with CPs. Phoenix Classes as Advanced Classes In this model, you take a superhero class as you would an Advanced class. So you can play through a few Base classes, or just write them into your backstory, and then take a superhero class (from this chapter), at which point you get access to CPs (i.e., your character gets powers). When you take your Superhero class, you get 10 CP per Character Level, including your Base classes and Advanced classes, totalled. For example, if you had four levels of Charismatic hero and earned a fifth in Socialite,

Will Def. Rep. Class Features +0 +2 +1 Bonus Feat, Natural Aptitude +1 +0 +3 +1 Bonus Feat +1 +3 +2 Bonus Feat, Field Experience +1 +4 +2 Bonus Feat +1 +4 +3 Bonus Feat, Natural Aptitude +2 +2 +5 +3 Bonus Feat +2 +5 +3 Bonus Feat, Field Experience +2 +6 +4 Bonus Feat +3 +6 +4 Bonus Feat, Armsmaster +3 +7 +5 Bonus Feat +3 +7 +5 Bonus Feat, Natural Aptitude +3 +4 +8 +6 Bonus Feat +4 +8 +6 Bonus Feat, Field Experience +4 +9 +6 Bonus Feat x 2 +5 +9 +7 Bonus Feat, Natural Aptitude +4 +5 +10 +7 Bonus Feat x 2 +5 +10 +8 Bonus Feat, Field Experience +6 +11 +8 Bonus Feat x 2 +6 +11 +9 Bonus Feat, Tough as Nails +6 +12 +9 Bonus Feat x 3

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Chapter 2: Classes Table 2-13 Advanced Class Power Dice Class Die Acolyte 1d10 Battlemind 1d10 Bodyguard 1d6 Daredevil 1d6 Field Medic 1d8 Field Scientist 1d8 Gunslinger 1d6 Infiltrator 1d6 Investigator 1d6 Mage 1d10 Martial Artist 1d6 Negotiator 1d8 Personality 1d8 Soldier 1d6 Techie 1d6 Telepath 1d10 you would then receive 50 CPs to spend on anything you like. This simulates the comic-book formula in which a character earns a large suite of powers all at once. This method actually works quite well because it organically builds your pre-superhero levels into your character build, instead of artificially inserting them at character creation. Going through a Basic class is a very convenient way to set up your years as a profootball player, research scientist, star reporter, or whatever life you lead before you got powers. The prerequisites for Superhero classes are listed both at left ( Table 2-13 ), and directly after each class's description. Base/Advanced Classes as Superheroes In this method, you play the standard classes and just add Character Points and powers. All you need to add to a preexisting class to play it in Phoenix is a Power Die. Table 2-12 (below) contains the power dice for the standard Advanced classes. We have not included the Base classes in this table because they represent the time before you were a superhero, not your superheroic career. That said, if you want to use a class that's not in the table, it's not particularly difficult to come up with a power die and the right ability. First, power dice are always based on one of the three mental abilities (Intelligence, Wisdom, and Charisma) so if the primary ability of a class is one of those three, then just use that. If the class is not already oriented to a mental ability, then you need to make a judgement call. If the class involves logical Table 2-12 Phoenix Classes as Advanced Classes Hit Power Base Skill Class Dice Dice Attack (5 Ranks) Adventurer 1d8 1d8 +2 Knowledge (history) Champion 1d12 1d6 +3 Knowledge (theology/philosophy) Martial Artist 1d8 1d8 +3 Tumble Mastermind 1d6 1d10 +3 Intimidate Sidekick 1d8 1d8 +2 Escape Artist Sleuth 1d6 1d6 +2 Investigate Sneak 1d6 1d6 +2 Disable Device Socialite 1d6 1d6 +2 Diplomacy Soldier 1d10 1d6 +3 Craft (mechanical) Thinker 1d4 1d12 +1 Knowledge (any) Warrior 1d10 1d6 +3 Climb

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or analytical thinking, if it's oriented around tactics or physical sciences, then Intelligence is the most appropriate. If the class is based in more emotional or intuitive practises, like the arts, spirituality, or a sense of human nature, then Wisdom is best. Finally, if the class tends toward showing off, leadership, or performance, then Charisma is most appropriate. The second thing to decide is the appropriate die. This gets a little more tricky. Power Dice range from d6 to d10. The Power Die is granted based primarily on need. If the class is oriented toward a particular kind of power that requires a lot of PPs, then it gets a bigger power die. The Thinker, for example, needs that d12 because its combat abilities are very weak. Warriors, on the other hand, get only d6 because they already have a fair bit of combat readiness, but they're also more likely to take traits or powers that don't require a lot of PPs. If you use the Phoenix classes and the standard Advanced classes as a guide, you can assign power dice based on parallel character concepts. F/X Classes Classes in Phoenix are organised not around powers or power sets but instead around personality types. The Warrior is, for example, a different kind of fighter than the Soldier or the Champion, and although the classes might lend themselves to some powers better than others, they're not explicitly linked to any. Therefore, spell-casting, psionic manifestation, and Supertech item-creation are, in Phoenix, powers instead of classes. However, if you prefer an actual wizard, psion, or inventor as a class, you can still play them. These classes do not get access to powers or traits because their powers are built into their classes. They can buy other things with CPs, like feats and advantages. If you allow these classes access to powers as well, they will quickly outstrip their colleagues in sheer power level. The F/X classes get only ¼ the total CPs that other characters in the same game get. Inventor Hit Die: d4 Power Die: d12 (Intelligence) Description: Inventors are scientists who have gone a little bit further than the state of the art should allow, blurring the lines between science and science fiction. Although they are often greatly admired in the scientific community, they are just as often ostracised for their "unorthodox" methods or disbelieved for their astonishing ability to work technological miracles, even in the most strenuous situations and with the most destroyed equipment. The Inventor's most obvious weapons are her inventions, powerful Supertech devices that give her access to incredible forces, but her real strength is her intelligence itself.

Feat Daring Escape Trustworthy Defensive Martial Arts Frightful Presence Low Profile Attentive Nimble Fingers Renown Point-Blank Shot Open-Minded Toughness

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Chapter 2: Classes this class feature multiple times, you can pick 2 new skills each time. Steady Hands: You can re-roll any failed Craft check once. This does not add any time to the Craft attempt. It represents your ability to see one of your own mistakes coming and correct for it. You can do this twice per session. Supertech Invention (PL): At level 5, Inventors receive the Multiple Activations enhancement of Supertech Invention. Supertech Invention (PL): At level 7, Inventors receive the Multiple Powers enhancement of Supertech Invention. Rapid Deployment Cycle (Ex): At level 9, Inventors can build powerful Inventions almost instantly and at nearly no material cost. They must spend an Action Point for every hour that it would normally take to build an Invention, and they must have a smattering of electronic bits and pieces to work with, in addition to a few every-day tools (screw-driver, pliers, a little black tape, etc.). They could scavenge the parts of a lamp, a pop machine, and a VCR to make a lazer blaster for example (i.e., Energy Attack: Heat). In a pinch, Inventors can use a Plot Device for either the tools or the components, but not both. Creating Inventions in this way requires Research and Supercraft checks, the DCs of which are +5 their normal difficulty. There is no Wealth check. The total build time is reduced to one minute. Plot Device (Ex): At level 11, Inventors gain one Plot Device, as per the feat (see Chapter 4). Bafflegab (Ex): At level 13, Inventors can spew out a fluid stream of smart-sounding gobbleygook. This takes a swift action to perform, and Inventors can use it once per session. Opponents who are in earshot and can understand the language that the Inventor is speaking must make Will saves (DC = 15 + Inventor's Intelligence bonus). Opponents who fail are so puzzled that they cannot attack the Inventor at all. Opponents Table 2-14 Inventor
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Fort Ref Will Def +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Rep Class Features +0 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 Supertech Invention Bonus Feat Supertech Invention Special Ability Supertech Invention Bonus Feat Supertech Invention Special Ability Rapid Deployment Cycle Bonus Feat Plot Device Special Ability Bafflegab Bonus Feat Invent Nullifier Special Ability Improved Nullifier Bonus Feat Improved Nullifier Special Ability

Prerequisites (Optional): BA +1, Supercraft 5 ranks, Invent Supercraft Skill Points at First Level: (8 + Intelligence bonus) x4 Skills Points per Level: 8 + Intelligence bonus Class Skills: Computer Use (Int), Craft (chemical, electrical, mechanical, pharmaceutical, structural, supertech) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Knowledge (business, civics, earth and live sciences, physical sciences, technology, theology/philosophy) (Int), Open Locks (Dex), Pilot (Dex), Profession (Wis), Repair (Int), Research (Int), Supercraft (Int) Treat Injury (Wis). Weapon and Armour Proficiencies: 2 Supertech Invention (PL): At level 1, Inventors receive the Supertech Invention power for free. They can make Doohickies of up to 6CP. At every Inventor class level thereafter, they receive 1 level of the Increase Power enhancement (see Chapter 5: Powers). Bonus Feats: At all even levels. Feat groups: General, Supertech, Vehicle. Supertech Invention (PL): At level 3, Inventors receive the Sustain Power enhancement of Supertech Invention. Special Ability (Ex): At levels 4, 8, 12, 16, and 20, Inventors can take one of the abilities below. They can take each ability only once, unless its text says otherwise. Unlike Class Features, Special Abilities that replicate feats require prerequisites, just like a normal feat. Delay Disaster: If an Adventurer fails to disarm a bomb or trap, it detonates or otherwise 'goes off' 1d2 rounds later, at the end of the round, instead of going off immediately. Encyclopaedic Memory: You can re-roll any failed Knowledge check once. You can do this twice per session. Fool Me Once: If you encounter the same trap more than once (same manufacturer/builder), you get a cumulative +1 Insight bonus to disarm/deactivate the trap. Upon seeing the trap for a second time, you get a +1, at the third time +2, etc. Jack of All Trades: You can use all "trained only" skills as if you were trained. However, when using those skills untrained, a roll of 1 is a Critical Failure, which can result in breaking a tool, hurting yourself, or otherwise royally screwing up whatever you're trying to do. Regardless of the specifics, the failure will be spectacular and unfavourable. GMs are encouraged to toss some good natured disaster at those who take nature into their own hands. Learn From Your Mistakes: If you spend an Action Point, you can re-roll any failed Craft or Knowledge check. On the re-roll, you can add your Intelligence modifier as an insight bonus. Nerves of Steel: When you use the Jack of All Trades class feature, you can roll a 1 on a d20 and it does not count as a critical failure. Skill Mastery: With 2 skills in which you already have at least one rank, including cross-class skills, you can now Take 10, even under stressful circumstances or when failure involves direct personal risk. If you are granted 38

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who pass are distracted enough that they cannot make attacks of Improved Nullifier (PL): At levels 17 and 19, Inventors can opportunity against the Inventor. At levels 10, 15, and 20, add one of the following improvements to any Nullifiers that Thinkers can use Bafflegab one additional time per session. they build: Invent Nullifier (PL): At level 15, Inventors can build Penetration: The DCs for Fortitude saves against your Supertech devices that are tailor-made to attack a specific Nullifier's effects rise by +10. Therefore, the Massive individual person or target for maximum effect, but the device Damage roll is DC 25, and the Fortitude save against has no effect on anything or anyone else. This device is called a unconsciousness is DC 40. Nullifier. Range: Your Nullifiers now have a range of 25 feet. You can To make such a device at all requires intimate knowledge of take this improvement multiple times. The effects stack. the target. With first-hand knowledge (i.e., having seen the Trigger: Your Nullifiers can now "go off" on their own, target in a battle or other situation in which his/her/its abilities either (a) at a specified time (or after a specified were on display), the Inventor must make a Research check, the countdown), (b) when they come into contact with their DC of which equals 20 plus the target's ECL. designated target, or (c) that target enters the Nullifier's The parts needed to build a Nullifier have a PDC of 15 plus effective range. the target's ECL. Mystic Building a Nullifier takes one day for every Equivalent Hit Die: d4 Character Level (ECL) that the target has. The Inventor cannot Power Die: d12 do anything else in that day other than eat, sleep, and construct Mystics are the masters of lost arts of manipulating the blind the device. During the build time, Inventors much choose if forces of nature and the power of ancient gods. They wield their Nullifier will provoke a Massive Damage roll, and thus magical spells fashioned by great mages and powerful priests risk the death of the target, or will merely render the target who lived and died centuries ago. Many in the modern world unconscious. don't believe that Mystics even exist and those few who do often Once completed, a Nullifier is a two-handed device (of any fear them, even if they fight on the side of justice and peace. shape and/or configuration, be creative) with which the Mystical power defies logic, reason, and science and therefore is Inventor, and no one else, must make a touch attack against the not just frightening for what it can do but for its ability to sweep target. If the touch attack is successful, then the device does one aside the entire modern world with a gesture and a puff of of two things. smoke. The first option is non-lethal: the Nullifier removes all the targets PPs and disperses them in a harmless light-show, Prerequisites (Optional): +1, Spellcraft 5 ranks, Magical suppresses all their powers for 4d6 round, and provokes a Aptitude Fortitude save (DC 30). If the target fails the save, he/she/it is rendered unconscious. Skill Points at 1st Level: (3 + Intelligence per level) x 4 The second option is potentially lethal: the Nullifier reduces Skill Point per Level: 3 + or die. GMs can rule the target's total HPs by half and provokes a Massive Damage roll at which the target must succeed Intelligence modifier that particularly powe Class Skills: Concentration (Con), Craft (Int) (visual art, Table 2-15 Mystic writing), Drive Wis), Knowledge (Earth and life sciences, Level Base Attack Fort Ref Will Def Rep Class Features history, theology/philosophy) (Int), Observe (Wis), Perform Starting Spells, (Cha), Profession (Int), Repair (Int), Ride (Dex), Search (Int), 1 +0 +0 +0 +2 +0 +0 0th and 1st-Level Spells, Spellcraft (Int), and Use Esoteric Device (Wis).
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +0 +0 +0 +1 +1 +1 +1 +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 Summon Familiar Bonus Feat 2nd-Level Spells Special Ability 3rd-Level Spells Spell Defence +1 4th-Level Spells Bonus Feat 5th-Level Spells Special Ability 6th-Level Spells Spell Defence +2 7th-Level Spells Bonus Feat 8th-Level Spells Special Ability 9th-level Spells Spell Defence +3 Bonus Feat Special Ability

Starting Proficiencies: 4 Barred from Powers/Traits: Mystics' powers are their spells, therefore they cannot take powers or traits, but they can use CPs to buy skills, advantages, and feats. Spellcasting (PL): Mystics cast spells by expending Power Points at a rate of 2PP per level of spell (1PP for 0th-level). Sleep, or lack thereof, doesn't affect spellcasting. Mystics can cast spells for as long as they have PPs. Mystics must follow arcane spell failure rules regarding armour. In cases where a particular kind of armour does not have a noted arcane failure percentage, just calculate 5% per equipment bonus point. A Concealable Vest, for example, grants a +4 bonus and therefore has a 20% spell failure rate. Mystics must obey all rules regarding components for spellcasting, including verbal, somatic, and material components as well as foci (holy symbols). Sometimes the old gods need to be coaxed into helping the modern magic-user.

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The Mystic's Spell Lists: Keen eyes will note that the Mystic's spell lists (in the Appendix) are a combination of the Cleric, Druid, and Wizard/Sorcerer lists. Mystics are pulpfantasy magic-users, which means that they have access to the great bulk of supernatural powers. Multiclassing: upon taking the Mystic class, you receive all Cantrips/Orisons and a number of spells equal to your Intelligence modifier +6, just like starting Mystics. Starting Spells (PL): At level 1, Mystics learn all 0-level spells (Cantrips and Orisons) and a number of spells equal to their intelligence modifier +6. At each subsequent Mystic level, they automatically learn or research a number of new spells equal to their Intelligence modifier. If they find spellbooks or scrolls they can attempt to learn those spells in the conventional manner. Spell Access: (PL): At odd-numbered levels, Mystics gain access to new and more powerful spell levels as detailed in their spell lists (see the Appendix). Summon Familiar (PL): At level 1, Mystics can summon a familiar according to the rules laid out for Wizards/Sorcerers. Bonus Feats: At level 2, 8, 14, and 19. Feat groups: General, Magic, and Save Enhancers. Special Ability (PL): At levels 4, 10, 16, and 20. Mystic Channelling: In exchange for increasing the casting time of a spell, reduce the PP cost by 2. A spell with a casting time of swift becomes a move action, a move action becomes a standard action, standard becomes fullround, full-round spells require one complete round plus a swift action, and then the cycle starts again. Increased casting time for metamagic feats apply before Mystic Channelling increases. Mystic Defence: +1 bonus to Fortitude and Reflex. You can take this special ability twice. Its effects stack. This is a Super effect with a mystic Origin. Mystic Knowledge: Gain 2 spells of any level the Mystic can cast. You can take this special ability multiple times. Its effects stack. Mystic Power: The Mystic permanently gains a number of PPs equal to 2 + Intelligence modifier. You can take this special ability multiple times. Its effects stack. Mystic Will: +2 bonus to your Will save. This bonus stacks with any and all other bonuses to Will. This is a Super effect with a mystic Origin. School Concentration: Pick one arcane school or divine domain. With that school or domain, your targets' save DCs increase by +1. You can take this special ability multiple times. Its effects stack. Spell Defence (PL): At level 6, Mystics receive a +1 bonus to resist or break free of mystical effect. This potentially includes saving throws, skill checks, grapple checks, etc. At level 6, this bonus increases to +2, and at level 18 it increases to +3. This is a Super effect with a mystic Origin.

Psionicist
Hit Die: d4 Power Die: d12 Psionicists have learned to channel their minds and their wills into psionic powers that manifest in the world. They tend to be less flashy than Mystics, but no less powerful or potentially deadly for it. Psionicist are often proponents of esoteric meditation systems, either from the more mysterious corners of the globe or from simply spending hours at a time contemplating their own minds. Psionicists manifest their psipowers mostly through intuition, and though they can certainly learn from each other, there is no fraternity of psionic study. Prerequisites (Optional): +1, Psicraft 5 ranks, Wild Talent Skill Points at 1st Level: (3 + Intelligence per level) x 4 Skill Point per Level: 3 + Intelligence modifier Class Skills: Authohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int) (visual art, writing), Diplomacy (Cha), Gather Information (Cha), Knowledge (Int) (art, behavioural science, theology/philosophy), Perform (Cha), Psicraft (Int), Sense Motive (Wis), Use Psionic Device (Cha). Barred from Powers/Traits: Psionicists' powers are their psi-powers, therefore they cannot take powers or traits, but they can use CPs to buy skills, advantages, and feats. Psionic Manifestation (PL): Psionicists manifest PsiPowers by expending Power Points at a rate of 2PP per manifester level (ignore power-point costs for psi-powers as listed in the SRDs). Manifesting is an act of concentration and willpower. It requires no physical movement, and therefore is unaffected by armour or even being tied up. It does, however, provoke attacks of opportunity, so taking damage or being distracted can break a Psionicist's concentration, as per spellcasting rules. Psionicists can manifest psi-powers for as long as they have PPs, and although they often make a habit of esoteric meditation, they gain PPs back at the regular rate, just like everyone else. Proficiencies: 4 Starting Psi-Powers (PL): At level 1, Psionicists start to awaken 1st-level psi-powers from within their consciousness, and can learn to master a number equal to their Charisma modifiers +4. At each level thereafter, they gain a number of psi-powers equal to their Charisma modifier. Psicrystal Affinity (Ex): At level 1, Psionicists gain this feat. Psionic Meditation (Ex): At level 2, Psionicists gain this feat. Narrow Mind (Ex): At level 4, Psionicists gain this feat. Bonus Feats: At levels 6, 12, and 18. Feat groups: Defensive Combat, Psionic, Save Enhancers. Speed of Thought (Ex): At level 8, Psionicists gain this feat. Mind Blade (PL): At level 10, Psionicists gain the ability to manifest a semi-solid blade composed of psychic energy distilled from their own mind. Manifesting a Mind Blade takes a move action. The blade has the same stats as a short sword (1d6

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Base Level Fort Attack 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Def +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Rep Class Features +0 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 Psi-Power Level 1, Psicrystal Affinity Psionic Meditation Psi-Power Level 2 Narrow Mind Psi-Power Level 3 Bonus Feat Psi-Power Level 4 Speed of Thought Psi-Power Level 5 Mind Blade Psi-Power Level 6 Bonus Feat Psi-Power Level 7 Mind Blade Enhancement Psi-Power Level 8 Up the Walls Psi-Power Level 9 Bonus Feat Mind Blade Enhancement Psionic Endowment

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Mind Blade Enhancement (PL): At levels 14 and 19, Psionicists can imbue their mind blades with one +1 equivalent enhancement. See Chapter 6: F/X for a complete list of available enhancements. In addition to that list, Psionicist can apply the following enhancement to a Mind Blade: Ranged Mind Blade: The Mind Blade is so coherent that its wielder can throw it like a ranged weapon. It dissipates when it either misses or hits its target. Thrown mind blades have a range increment of 30 feet. Psionicists apply their Dexterity bonus to hit when throwing a Mind Blade, instead of their Charisma bonus. All other ingame stats remain the same. Up the Walls (Ex): At level 16, Psionicists gain this feat. Psionic Endowment (Ex): At level 15, Psionicists gain this feat.

Generic Superhero
As its name suggests, this class is generic, but we don't mean that it's identical to all the others. We mean that it belongs to the genre called "superhero" and therefore you can build any character you want out of it. You should never use the Generic Superhero class by itself. It's designed to be used by everyone in a given game so that they can build their characters out of all the things they can buy with Character Points, instead of basing their characters on the classes in this chapter. When you create a Generic Superhero, you get 100 bonus CPs to build your version of the class. Their stats start "poor" because, when you take a Generic Superhero, you can raise those stats by spending CPs (except BA and Act Score). Each stat has a CP cost attached to raise it to the next level. Hit Die 0CPs for d4 1CP for d6 2CPs for d8 3CPs for d10 4CPs for d12 Power Die 0CPs for d4 2CPs for d6 4CPs for d8 6CPs for d10 8CPs for d12 Act Score If you use the optional Act Roll System (see Chapter 5: Powers), then instead of a Power Die, you can buy an Act Score that progresses by level at the same rate as a Base Attack (see table Table 2-17 ), but without iterative attacks. Only the highest BA score translates into your Act Score. 4CPs for "Poor" 6CPs for "Fair" 8CPs for "Good" Skill Points 0CPs for 2 + Int modifier

damage, crit 19–20/x2) and appears as a solid shaft or blade of force. A Psionicist's personality affects the appearance of his or her mind blade. An upright, righteous Psionicist's blade might be a straight shaft of pure white light. A playful, chaotic mind could produce a dancing blade of flame. A malevolent and villainous Psionicist's blade could be pitch black and covered in spikes. Psionicists apply Charisma modifier to attack and damage with a Mind Blade, instead of their Strength modifier. Psionicists who are smaller or larger than medium-sized create mind blades that are proportionate to their size. Consult the SRDs to determine the damage of over- or under-sized weapons. Mind Blades have Hardness 10 and 10 hit points, so they can be sundered, but Psionicists can create another one on their next move action. The moment they relinquish their grip on their blade, it dissipates. A mind blade is a Super weapon (Psionic Origin) for the purposes of bypassing DR. Psionicists wield mind blades just like mundane weapons, therefore they can use them in conjunction with feats like Power Attack and Weapon Specialization. Psi-powers, spells, or other effects that would enhance a normal weapon work on mind blades, although obviously such effects are not permanent and like bonuses don't stack. In addition to the Psionic weapon enhancements in Chapter 6, you can also load your Mind Blade with the following: • Keen: Double weapon's critical threat range. • Merciful: 2d6 non-lethal damage instead of 1d6 lethal. • Mighty Cleave: One additional Cleave attack (if you have Cleave already) • Vicious: Add 1d6 damage to the weapon in addition to 1d6 damage to the wielder.

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Chapter 2: Classes 3CPs per +1 to base skill points for additional points Class Skills 1CP per Class skill Proficiencies: 0CPs for 4 proficiencies 1CPs for each additional proficiency Base Attack 4CPs for "Poor" 6CPs for "Fair" 8CPs for "Good" Saving Throws 0CPs for "Poor" 10CPs for "Fair" 20CPs for "Good" 30CPs for "Excellent" Defence 0CPs for "Poor" 10CPs for "Fair" 20CPs for "Good" 30CPs for "Excellent" Reputation 0CPs for "Poor" 5CPs for "Fair" 10CPs for "Good" 15CPs for "Excellent" Class Features The Generic Superhero has no class features of its own, but it can buy them at a cost of 3CP each (except as indicated below). There are two rules that attach here, however. First, you can buy class features only at the minimum level at which they're offered for an existing class. For example, no class receives Protective Instincts before 4th level. Therefore a Generic Superhero cannot take it until 4th level. Second, many class features effectively have prerequisites because there is a I and a II, for example, like Uncanny Dodge or Shadowy Presence. Therefore, just like feats, you cannot take the "Improved" or "II" version if you do not have the beginner version. The class feature Special Ability costs 10CPs initially, at which point you have to chose one class's Special Feats list (not including the Sneak). From then on, you get 1 Special Ability every three levels (i.e., 3rd, 6th, 9th, etc.). Because the Sneak's Special Ability list is so much longer than all the others, it costs 15CPs to purchase. You can take multiple Special Abilities, in which case you get 2 every third level, but from two different class lists. The class feature Bonus Feat costs 10CPs initially, at which point you must pick three Feat Groups. These are your feat groups for the rest of your career. From then on, you get a bonus feat every third level from one of those three groups (i.e., 3 rd, 6th, 9th, etc.).

Table 2-17 Generic Superhero
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Poor +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Base Attack Bonus Fort, Ref, Will, Def, & Rep Fair Good Poor Fair Good Excel. +0 +1 +0 +1 +1 +2 +1 +2 +0 +1 +2 +3 +2 +3 +1 +2 +2 +3 +3 +4 +1 +2 +3 +4 +3 +5 +1 +3 +4 +4 +4 +6/+1 +2 +3 +4 +5 +5 +7/+2 +2 +3 +5 +5 +6/+1 +8/+3 +2 +4 +6 +6 +6/+1 +9/+4 +3 +4 +6 +6 +7/+2 +10/+5 +3 +5 +7 +7 +8/+3 +11/+6/+1 +3 +5 +8 +7 +9/+4 +12/+7/+2 +4 +6 +8 +8 +9/+4 +13/+8/+3 +4 +6 +9 +8 +10/+5 +14/+9/+4 +4 +6 +10 +9 +11/+6/+1 +15/+10/+5 +5 +7 +10 +9 +12/+7/+2 +16/+11/+6/+1 +5 +7 +11 +10 +12/+7/+2 +17/+12/+7/+2 +5 +8 +12 +10 +13/+8/+3 +18/+13/+8/+3 +6 +8 +12 +11 +14/+9/+4 +19/+14/+9/+4 +6 +9 +13 +11 +15/+10/+5 +20/+15/+10/+5 +6 +9 +14 +12

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Chapter 3: Skills

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CHAPTER 3: SKILLS
Table 3-1 Skills
Autohypnosis Bluff Climb Computer Use Concentration Craft Chemical Electronic Mechanical Pharmaceutical Structural Visual Art Writing Decipher Script Demolitions Diplomacy Disable Device Disguise Drive Escape Artist Forgery Gamble Gather Info Handle Animal Hide Intimidate Investigate Jump Knowledge Art Behavioural Sciences Business Civics Current Events Earth/Life Sciences History Physical Sciences Popular Culture Tactics Technology Theology/Philosophy Move Silently Navigate Observe Open Locks Perform Pilot Profession Psicraft Read/Write Lang. Repair Research Ride Search Sense Motive Sleight of Hand Speak Language Spellcraft Survival Supercraft Swim Treat Injury Tumbling Use Esoteric Device Use Rope

Adv
cc C C cc cc cc cc C cc C C cc cc cc cc cc cc C C cc C C cc C cc cc C cc cc cc cc C cc C cc C cc cc cc C cc C cc cc C C cc cc C cc C C cc cc cc cc C cc C C cc cc cc

Cmp
cc C C cc cc cc cc C cc cc C C cc cc C cc cc C cc cc cc C cc cc C cc C C cc cc C cc cc C cc cc cc cc C cc cc C cc cc cc C cc cc cc cc C C C cc cc cc cc cc C C cc cc cc

MA
C cc C cc C cc cc C cc cc cc cc cc cc cc cc cc C cc cc cc cc cc C cc cc C cc cc cc cc cc cc cc cc cc cc cc C C cc C cc C cc C cc cc cc cc C C cc cc cc cc cc cc C cc C cc cc

Mst
cc C C C cc cc cc C cc cc cc cc cc cc C cc cc C cc cc C C cc cc C C C cc C C cc C cc C cc cc C C cc cc cc C C cc C C cc cc C cc C C C cc cc cc cc C cc cc cc cc cc

Sdk
cc C C C cc cc C C cc cc cc cc cc cc cc C cc C C cc C cc cc C cc cc C cc cc cc cc C cc cc cc C cc C cc C cc C C cc cc cc cc cc cc cc cc C C C cc cc cc cc C C C cc cc

Slth
cc C C C cc cc cc C cc cc cc C cc cc cc C C C cc cc C cc cc C C C C cc C cc cc C C cc C cc cc cc cc C cc C C cc cc C cc cc C cc C C C cc cc cc cc cc cc C cc cc cc

Snk
cc C C C cc C C C C C cc cc cc cc C C C C C C C C cc C C C C cc C C cc C C cc C cc C C cc C cc C C C cc C cc cc C cc C C C C cc cc cc cc C cc C C C

Scl
cc C C C cc cc cc cc cc cc C C cc cc C cc cc C cc cc C C cc cc C cc C C cc C cc C cc cc cc C cc cc cc cc cc C cc cc cc cc cc cc cc cc C C C cc cc cc cc cc C cc cc cc cc

Sld
cc cc cc cc cc cc cc C cc cc cc cc cc C cc cc cc C cc cc cc cc cc cc C cc C cc cc cc cc cc C C C cc C C cc cc C C cc cc C C cc C C cc cc cc cc cc cc cc C cc C cc cc cc cc

Thk
C C cc C C C C C C C C C C C cc C cc cc cc C C cc cc cc cc C cc C C C C C C C C C C C C cc C C C cc cc cc cc C cc C cc cc cc cc C cc cc C cc cc cc C cc

Wrr
cc cc C cc cc C cc C cc C cc cc cc cc cc cc cc C cc cc cc C cc C C cc C cc cc cc cc cc cc cc C cc C C cc cc cc C cc cc C C cc cc C cc cc C C cc cc cc cc cc C C cc cc cc

Ability
Wis Cha Str Int Con Int Int Int Int Int Int Int Int Int Cha Int Cha Dex Dex Int Wis Cha Cha Dex Cha Int Str Int Int Int Int Int Int Int Int Int Int Int Int Dex Int Wis Dex Cha Dex Wis Int n/a Int Int Dex Int Wis Dex n/a Int Wis Int Str Wis Dex Cha Dex

Use Armour Untrained Penalty
No Yes Yes Yes Yes No No No No Yes Yes Yes No No Yes No Yes Yes Yes Yes Yes Yes No Yes Yes No Yes No No No No No No No No No No No No Yes Yes Yes No Yes No Yes No No Yes Yes Yes Yes Yes No No No Yes No Yes Yes No No Yes No No Yes No No No No No No No No No No No No No No No Yes No No No No Yes No No Yes No No No No No No No No No No No No Yes No No No No No No No No No No No No No Yes No No No No Double No Yes No No

Skill Points Per Level This game mechanic is unchanged from the SRDs. See Table 3-3 (next page) for skills by level, as dictated by your class. You can also buy skill points at a cost of 1CP per 4 points.

Skill Synergies Table 3-2 (next page) lists synergy bonuses by skill. Unlike standard d20 in which having 5 or more ranks grants a flat +2 to a related skill, in Phoenix you get a +2 for every 5 ranks, with the exception of Profession and Wealth checks. Profession 43

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44 Table 3-3 Skill Points per Level Class Adventurer Champion Martial Artist Mastermind Sidekick Sleuth Sneak Socialite Soldier Thinker Warrior Skill Points at First Level (6 + Int modifier) x 4 (4 + Int modifier) x 4 (6 + Int modifier) x 4 (6 + Int modifier) x 4 (5 + Int modifier) x 4 (8 + Int modifier) x 4 (10 + Int modifier) x 4 (6 + Int modifier) x 4 (6 + Int modifier) x 4 (10 + Int modifier) x 4 (4 + Int modifier) x 4

Chapter 3: Skills Table 3-2 Synergy Bonuses add +2 to the secondary skills (below) for Primary Skill every 5 ranks in the primary skill
Bluff Computer Use Concentration Craft Chemical Electronic Mechanical Pharmaceutical Structural Visual Art Writing Decipher Script Demolitions Diplomacy, Disguise (to act in character), Gamble, Intimidate, Sleight of Hand Disable Device (electronic only) Autohypnosis appraise items that fall into your chosen Craft subtype(s) Demolitions, Investigate (crime scene analysis) Computer Use, Repair (electronics only) Repair (engines, machines, etc.) Treat Injury Demolitions (identify weak points for extra damage), Repair (buildings, structures, etc.), Search (hidden compartments, secret doors, etc.) Repair (paintings, sculptures, etc.) Forgery Use Esoteric Device (involving scrolls) Craft (structural) to determine the weak points in a building Repair (locks, security devices, etc.) Use Rope checks involving bindings Ride (horses, other animals) Gather Information Tumble Bluff, Diplomacy, Intimidate Diplomacy (politicians, executives, nobility, etc.) Treat Injury, Craft (chemical)

Points Per Level 6 + Int 4 + Int 6 + Int 6 + Int 5 + Int 8 + Int 10 + Int 6 + Int 6 + Int 10 + Int 4 + Int

grants a +1 per 5 ranks applied to the Wealth check you make at every level. The synergy bonus from Research applies only if you have access to a stocked library or electronic database. Super Skills

Disable Device Escape Artist Any time you use a skill that is based on an ability score that Handle Animal is Super (25 or above), that check is also considered Super. In Intimidate most cases, this makes no difference to the game; the bonus to Jump your skill simply scales up. However, using a Super Skill is Knowledge detectable by Power Detection because you are actively Behavioural Sciences employing a super ability. Epic Skills Civics Earth and Life Also note that in Phoenix you can use Epic skills (from the Sciences SRDs), if you have sufficiently high bonuses to achieve them. In Physical Sciences many cases, Epic skills can outright replace certain powers, such Popular Culture

Craft (mechanical, structural, supertech) Gather Information a Climb (instead of Surface Adhesion) and Diplomacy (instead Craft (electronics, supertech), Repair of Charismatic Aura). You can potentially create a character Technology (electronics, supertech), Use Esoteric Device with no actual powers but many equivalent abilities by ramping (supertech items) up your skills to epic proportions. Theology/Philosophy Turn or Rebuke Undead (turning checks) Skill Descriptions Perform Bluff, Diplomacy The skills listed below have been changed from the SRDs, Profession Wealth (checks at each level) mostly in order to incorporate rules special to Phoenix, or to Research Craft (any), Knowledge (any), Repair (any) combine skills that are redundant. Psicraft Use Esoteric Device (psionic items only) Some skills that have the same key ability score and do more Search Survival (when following tracks) or less the same thing, in-game, so we combined them. Thus, the Sense Motive Diplomacy Spellcraft and Psicraft skills have absorbed their respective Spellcraft Use Esoteric Device (mystic items only) Knowledge skills because knowledge of the craft is part of the craft, Balance has been absorbed by Tumbling (because you Repair (supertech), Use Esoteric Device Supercraft (involving supertech items only) can't tumble unless you have good balance), and Listen and Spot have been combined into Observe, which covers all five senses. Survival Knowledge (earth and life sciences) Jump, Ride (horse, motorcycle, bicycle, Tumbling OBSERVE skateboard, surfboard, etc.) (Wis, Use Untrained) Spellcraft (to decipher spells on scrolls), This skill combines all abilities contained in the skills Listen Use Esoteric Device Psicraft (to address a power stone), Supercraft and Spot, and it incorporates all forms of sensory observation (to Fiddle With The Knobs) (smell, taste, touch, etc.). Modifiers apply separately if they Climb (using rope), Escape Artist (to escape Use Rope affect separate senses. An Observe check you make in the dark from ropes and knots)

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Chapter 3: Skills would be penalised if you were primarily looking for something, but not penalised if you trying to identify a smell or sound. PSICRAFT (Int, Trained Only) This skill now includes all abilities associated with the skills Psicraft and Knowledge (psionics). SPELLCRAFT (Int, Trained Only) This skill now includes all abilities associated with the skills Spellcraft and Knowledge (arcane lore). SUPERCRAFT (Int, Trained Only) Use this skill to identify powers and to determine your knowledge of how they work. Identifying a power requires a free action and a skill check (DC = 10 + the Base Cost of the power). You can identify powers either at the time they are activated, or while they're being sustained. If you have the power Supertech Invention, you can also identify powers that are loaded into Supertech devices (Doohickies, Superchemicals, Ray Guns, and Gizmos). You can also just rummage around inside your head for the answers to questions about powers and how they work. Answering a question that could be answered through general knowledge is DC 10 (i.e., watching the news, hearing stories form people you know, etc.), a more specialised but still fairly basic question is DC 15 (i.e., looking something up on purpose, paying specific attention to the news), and for extremely difficult or obscure questions are DC 20 to 30 (i.e., you'd need access to specific information sources in the news, academic research, or the scientific community). Synergy: If you have 5 or more ranks in Craft (chemical), you get a +2 bonus on checks involving Superchemicals. If you have 5 or more ranks in Craft (electronic or mechanical), you get a +2 bonus on checks involving Doohickies, Ray Guns, and Gizmos. USE ESOTERIC DEVICE (Cha, Trained Only) This skill allows you to activate devices of all kinds, including scrolls, gizmos, psi-stones, ray guns, wands, and dorjes, even though you don't actually have the skills, feats, powers, or other pertinent abilities that would normally allow you to do so. Check: You make a Use Esoteric Device check each time you activate an item with an Origin. To continue using an item continuously in this manner, you must make a skill check once per hour, or when the GM decides it's dramatically appropriate. You must consciously choose which requirement to emulate. That is, you must know what you are trying to emulate when you make a Use Esoteric Device check, such as a the Supercraft feat, spellcasting ability, or the like. The DCs for various tasks involving Use Esoteric Device checks are summarized on the table below. Activate Blindly Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using Task Activate Blindly Decipher Written Spell Address a Power Stone Use a Gizmo Use a Dorje or Psicrown Use a Power Stone Use a Ray Gun Use a Scroll Use a Wand or Staff Emulate Ability Score Emulate a Class Feature Use Esoteric Device DC 25 25 + spell level 25 + psi-power level 15 + CP cost of power 20 20 + effective caster level 20 20 + caster level 20 see text 20

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the activation word, thought, or action, even if you don't know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or scream "WORK DAMN YOU!!!" You get a +2 bonus on your Use Esoteric Device check if you've activated the item in question at least once before. If you fail your check, the item doesn't activate. If you fail by 10 or more, you suffer a mishap. A mishap means that the item or device does release some energy, but it doesn't do what it was supposed to. The item can, for example, strike the wrong target, cause 1d4 points of damage per level of spell or psipower, cause 1 point of damage per CP cost of a power (including enhancements, not including limitations or discounts), etc. GMs can feel free to get creative with mishaps, but they can also just stick with basic damage. Address a Power Stone Successfully addressing a power stone allows you to find out what power or powers it contains. Doing this requires 1 minute of concentration. Decipher a Written Spell This works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher. Deciphering a written spell requires 1 minute of concentration. Fiddle With The Knobs To determine the power of a Supertech device (Superchemical, Doohicky, Ray Gun, or Gizmo), you need to study it for a full minute. The DC to determine the power is 5 points higher than normal. Emulate Intelligence To cast a spell from a scroll, you need a high Intelligence score in the appropriate ability. Your effective ability score (appropriate to the class you're emulating when you try to cast the spell from the scroll) is your Use Esoteric Device check result minus 15. If you already have a high enough score in the appropriate ability, you don't need to make this check. Emulate a Class Feature Sometimes you need to use a class feature to activate an item. Your effective level in the emulated class equals your check result minus 20. This skill does not let you use the class feature of another class. It just lets you activate items as if you had the class feature. 45

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Chapter 3: Skills If you have 5 or more ranks in Use Esoteric Device, you get a +2 bonus to (a) Spellcraft checks made to decipher spells on scrolls, (b) Psicraft checks made to address psi-stones, and (c) Supercraft checks to Fiddle With The Knobs of a Doohicky, a Superchemical, a Ray Gun, or a Gizmo.

Use a Power Stone Normally, to manifest a power from a power stone, you must have the power stone’s power on your class power list. This skill allows you to use a power stone as if you had a particular power on your class power list. The DC is equal to 20 + the manifester level of the power you are trying to manifest from the power stone. Before you use a power stone, you must first have addressed it to determine what powers it contains. In addition, manifesting a power from a power stone requires a minimum Charisma score of 10 + the psi-power's level. If you don't have a high enough score, you must emulate the ability score with a separate check (see above). This use of the skill applies to other power completion psionic items. Use a Scroll If you are casting a spell from a scroll, you have to decipher it first. Normally, to cast a spell from a scroll, you must have the scroll’s spell on your class spell list. Use Esoteric Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Esoteric Device check (see above).This use of the skill also applies to other spell completion magic items. Use a Psi-Power Trigger Item Normally, to use a dorje, psicrown, or other psi-power triggered device, you must be have that psi-power on your manifester list, but skill allows you to activate such a device as if you had that psi-power, even if you can't manifest psi-powers at all. Use a Spell-Trigger Item Normally, to use a wand, staff, or other spell-trigger device, you must be have that spell on your caster list, but this skill allows you to activate such a device as if you had that spell, even if you can't cast spells at all. Action: None. The Use Esoteric Device check is made as part of the action (if any) required to activate the item. Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can't try to activate that item again for 24 hours. Special: You cannot take 10 with this skill. You can't aid another on Use Esoteric Device checks. Only the user of the item can attempt such a check. If you have the Magical Aptitude feat, you get a +2 bonus on Use Esoteric Device checks. Synergy: If you have 5 or more ranks in Spellcraft, Psicraft, or Supercraft, you get a +2 bonus to Use Esoteric Device checks with related to Mystical, Psionic, or Supertech items, respectively. If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Esoteric Device checks related to determining the spell on a scroll or the or power in a Gizmo or Ray Gun. 46

The Synergy Roll (optional rule)
The synergy rules for skills are both logical and helpful to your skill rolls, but they also can be annoying to keep track of. You can use the Synergy Roll instead of, and not in addition to, standard Phoenix rules. Instead of a flat synergy bonus that you have to keep track of on your character sheet, when you make a check with a primary skill, you can ask permission from the GM to make a roll with a secondary skill that you think should, logically, help with the primary skill. If your GM agrees, you then roll the secondary skill against a DC that equals half the DC for the primary check, and if you succeed, you get a +2 synergy bonus on the primary skill roll for every 5 ranks you have in the secondary skill. You can make both rolls simultaneously, to save time. 1 Example: You have to leap between two buildings (DC 15 Jump check), but also must avoid a mid-air collision with a power-line, so you ask the GM if you can make a Synergy Roll with Tumble, in which you have 12 ranks. You roll half the Tumble check (DC 8) and get a 20, and thus give yourself a +4 synergy bonus to your Jump check (20 – 8 = 12).

1

These optional rules were crafted by Lordzack, on the Paizo discussion boards. We would like to thank him, her, or hir for the idea.

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Chapter Contents
Chapter 4: Feats.................................... 47
Naming Conventions.........................................48 Psionic Feats..................................................... 48 Metamagic and Metapsionic Feats....................48 Feat Descriptions.................................................. 48 Aerobatics.................................................. 48 Agile Wrestling ......................................... 48 Anti-Vehicle Speciality ............................. 48 Anti-Vehicle Speciality, Improved ............48 Armour Focus ........................................... 48 Armour Mastery, Arcane............................48 Table 4-1 Feats.................................................. 49 Armour Specialization .............................. 54 Astrobatics ................................................ 54 Blazing Charge ..........................................54 Back-Roll Throw ...................................... 4 5 Blind Shot ................................................. 55 Blinding Strike........................................... 55 Breakhold ..................................................55 Brew Potion .............................................. 55 Builder .......................................................55 Cloakfall ....................................................55 Combat Casting .........................................55 Combat Casting, Improved .......................55 Combat Diagnosis .....................................55 Combat Driving ........................................ 55 Combat Nerves ..........................................56 Combat Pilot ............................................. 56 Control Anything ...................................... 56 Cooperative Attack ....................................56 Cooperative Attack, Improved...................56 Craft Cognizance Crystal ..........................56 Craft Dorje ................................................ 56 Craft Mystic Armaments ...........................56 Craft Psionic Armaments .......................... 57 Craft Psi-Stone .......................................... 57 Craft Wand ................................................ 57 Crippling Blow ..........................................57 Critical Damage, Improved .......................57 Critical Range, Improved...........................57 Cross-Trained ............................................58 Damage Threshold, Improved ..................58 Daredevil Driver ....................................... 58 Daredevil Pilot .......................................... 58 Daring Escape ........................................... 58 Deadeye .....................................................58 Deflect Arrows, Improved ........................58 Dexterous Sneak Attack ............................58 Dodge.........................................................58 Drug Resistance ........................................ 58 Endurance.................................................. 58 Endurance, Awesome ................................ 59 Entangling, Improved ...............................59 Environmental Combat Speciality ............59 Evasive Manoeuvres ................................. 59 Evasive Manoeuvres, Improved ................59 Fast Move ..................................................59 Favoured Enemy ....................................... 59 Favoured Enemy Focus .............................59 Fearless ..................................................... 59 Fortitude, Awesome ..................................59 Fortitude, Supreme ....................................59 Grazing Shot ............................................. 59 Gun Fu ...................................................... 59 Hail of Bullets ........................................... 60 Hard to Kill ............................................... 60 Hardcase ....................................................60 Heightened Immune System ..................... 60 Heroic Intervention ................................... 60 Hidden Power ............................................60 Holdout ..................................................... 60 Home Turf Advantage ...............................60 Hotshot ......................................................60 Indomitable ............................................... 60 Infighter .....................................................60 Initiative, Awesome ...................................60 Initiative, Supreme .................................... 61 Invent Doohicky.........................................61 Invent Gizmo............................................. 61 Invent Ray Gun.......................................... 61 Invent Ray Gun, Improved........................61 Invent Super Armaments............................61 Invent Super Equipment............................62 Invent Superchemical.................................62 Knockback, Awesome ............................... 62 Knockback, Distance................................. 2 6 Knockback, Improved ...............................62 Knockback, Light ......................................62 Knockback, Supreme ................................ 63 Lab Magic Mastery ................................... 63 Last Desperate Trick ................................. 63 Lethal Hurling ........................................... 63 Light-Footed ............................................. 63 Low-Light Vision ......................................63 Mastercraft ................................................ 63 Mastercraft, Advanced............................... 63 Merciful Mauler ........................................ 64 Mercy Blow .............................................. 64 Mystical Aptitude.......................................64 Negotiator ................................................. 64 Observant................................................... 64 Open-Minded ............................................ 64 Origin Resistance ...................................... 64 Origin Resistance, Greater ........................ 64 Poker Face .................................................64 Power Focus ..............................................64 Power Focus, Greater ................................64 Power Focus, Improved ............................64 Power Penetration ..................................... 65 Power Penetration, Greater .......................65 Precise Strike............................................. 65 Pressure-Point Attack ................................65 Proficiency: Armour (powered) ................65 Proficiency: Weapons (improvised) ..........65 Prone Fighting, Improved ......................... 65 Quick Change ............................................65 Quick Sheath .............................................65 Reflexes, Awesome ................................... 65 Reflexes, Supreme .................................... 65 Resist Fatigue ............................................66 Run.............................................................66 Screeching Halt ......................................... 66 Scribe Scroll ..............................................66 Scepticism ................................................. 66 Scepticism, Stone-Cold .............................66 Sharpshooter ............................................. 66 Shield Focus ..............................................66 Shield Specialization .................................66 Skill Aptitude ............................................ 66 Skill Aptitude, Amazing.............................66 Skill Aptitude, Supreme............................. 67 Sleeper Hold ..............................................67 Sliding Shot ...............................................67 Sniper ........................................................ 67 Standing Jump ...........................................67 Staple, Improved........................................ 67 Stick-Up Artist .......................................... 67 Super Strike ...............................................67 Super Style ................................................ 67 Supertechnical Aptitude............................. 68 Sunder, Improved.......................................68 Sunder, Precise...........................................68 Swift Healing ............................................ 68 Swift Power-Point Recovery .....................68 Swinging, Combat......................................68 Swinging, Improved...................................68 Teambreaker ..............................................68 Tech Savvy ................................................68 Third Hand................................................. 68 Toughness, Improved ................................ 68 Trustworthy ............................................... 68 Turnabout Disarm ..................................... 68 Two-Weapon Fighting................................69 Two-Weapon Fighting, Improved..............69 Two-Weapon Defence................................69 Two-Gun Mojo ..........................................69 Unarmed Damage, Improved ....................69 Unshakable ................................................69 Vehicle Focus ............................................ 69 Vehicle Focus, Greater .............................. 69 Wariness .................................................... 69 Will, Awesome .......................................... 69 Will, Supreme ........................................... 69 Will to Live ............................................... 70 Tongue-In-Cheek Feats.........................................70 Amazing Holdout.......................................70 Battle Cry................................................... 70 Table 4-2 Tongue-In-Cheek Feats.....................70 Cape Misdirection...................................... 70 Cape Misdirection, Improved....................70 Catch Bullets..............................................70 Dodge Bullets.............................................71 Equipment Cache....................................... 71 Glasses of Disguise.................................... 71 Heroic Comeback.......................................71 Moral Authority......................................... 71 Mumbo-Jumbo...........................................71 New-Age Nonsense................................... 1 7 One-Liner................................................... 72 Onomatopoeia............................................ 72 Parley......................................................... 72 Plot Device ................................................72 Tactical Nudity Advantage.........................72 Technobabble............................................. 72 Verbal Riposte............................................72 Feats by Group......................................................73

CHAPTER 4: FEATS

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Chapter 4: Feats

The mechanics of feats are nearly unchanged in Phoenix, except that you can buy feats for 2CP each, and this is above and beyond the feats you automatically get at character creation and at every third level. We also have a crap-load of new ones that are specifically designed to allow non-powered superheroes to fight shoulder-to-shoulder with super-powered ones. Phoenix feats are far more powerful than standard feats so that you can perform the death-defying and often physically-impossible stunts that superheroes often do. This means that you probably shouldn't import them into another d20 game. Standing Jump, for example, is entirely appropriate in a superhero game, but not many others. In Phoenix, feats belong to small groups. This helps with organization and class design. Instead of a list of feats that classes can take as their Bonus feats, superhero classes get access to feat groups. The in-game impact of this reorganization is minimal, but it makes feats a little easier to navigate. This chapter has full-text only for new feats or feats that have been altered for the sake of the Phoenix system. All other descriptive text is widely available in the SRDs. The feats table lists all feats available in this game. New or altered feats are in bold, for your convenience. Naming Conventions Instead of presenting the feats in strict alphabetical order, this chapter lists them with the standardized prefixes after the feat name. Thus, all feats that start with "Improved," "Advanced," "Great" or "Greater," "Awesome," and "Supreme" are listed as "[Feat], Improved" or "[Feat], Awesome." For example, Improved Initiative is listed in this book as "Initiative, Improved." "Greater Two-Weapon Fighting," is "Two-Weapon Fighting, Greater." Feat families are also listed with their names first and prefixes second, like "Knockback, Viscous." Likewise, all Proficiency feats are listed as "Proficiency: [Type] (specific)." For example, the Exotic Mêlée Weapons Proficiency is listed in this volume as "Proficiency: Weapons (exotic mêlée), and Archaic Armour Proficiency is "Proficiency: Armour (archaic)." This makes finding related feats a lot easier because they're all listed within a couple of pages of each other. Psionic Feats All Psionic feats have a prerequisite of either Wild Talent or the power Psionic Manifestation. The feats have not been duplicated here, because this is the only change to them and it is a universal change. On the table 4-1, Psionic/Metapsionic feats are marked with a P. Please note that not all the psionic feats from the SRDs were included. A selection of them, chosen for their appropriateness to this game system, are listed here. Your GM might allow you to take other Psionic feats, but only if you ask nicely, and even then don't count on it. Metamagic and Metapsionic Feats Metamagic and metapsionic feats increase the activation cost of spells/psi-powers by a factor of one more more levels worth of power points. For example, Quickening a spell or psi-power costs +4 levels, so it adds 24PPs to the activation for a spell (6PPs per level) or 32PPs for a psi-power (8PPs per level).

Feat Descriptions
AEROBATICS [Skill Enhancers] You are especially agile in the air. Prerequisites: Tumble 4 ranks Benefit: You get a +4 to Tumbling checks that you make while you're in the air, including falling or flying. AGILE WRESTLING [Offensive Combat] Your wrestling skills are precise and controlled. Prerequisites: Dex 13, Combat Martial Arts, Improved Grapple. Benefit: Apply your Dexterity modifier rather than your Strength modifier to all grapple checks. ANTI-VEHICLE SPECIALITY [Offensive Combat] You are adept at striking at the weak points of vehicles. Benefit: You get a +2 competence bonus to all attack rolls made against vehicles (though not against targets within or upon a vehicle) and a +1d6 damage bonus to any successful attack upon a vehicle. This bonus damage is never multiplied. ANTI-VEHICLE SPECIALITY, IMPROVED [Offensive Combat] When you shoot at vehicles, they blow up real good. Prerequisites: Anti-Vehicle Speciality Benefit: You get an additional +2 competence bonus to all attack rolls made against vehicles (though not against targets within or upon a vehicle). If you successfully hit a vehicle, you inflict +1d6 damage, in addition to bonus damage of AntiVehicle Speciality. This extra damage is never multiplied for any reason. Additionally, the critical range of any weapon you use against a vehicle is doubled. ARMOUR FOCUS [Defensive Combat] You are particularly good with particular kind of armour. Prerequisites: Proficiency with the armour Benefit: Choose one specific piece of armour or protective gear. When wearing it, you get a +1 to both your Maximum Dexterity bonus and your armour penalty (i.e., a Max Dex +4 becomes +5, and an armour penalty of -3 becomes -2). Special: You can take this feat multiple times. Each time, it applies to a different type of armour. This feat is applicable to powered armour. ARMOUR MASTERY, ARCANE [Mystical] You are trained to cast spells while impeded by armour Prerequisites: Light Armour Proficiency Benefit: The feat reduces by 10% the Arcane Spell Failure of any armour you wear and are proficient with. This feat cannot lower your chance of spell failure to less than 5%.

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Acrobatics Aerobatics Agile Aircraft Operation Animal Affinity Anti-Vehicle Speciality Tumbling 4 ranks Pilot 4 ranks Prerequisites

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Improved Anti-Vehicle Speciality Anti-Vehicle Speciality Armour Focus Armour Specialization Astrobatics Athletic Attentive Augment Summoning Autonomous Blind Fight Blind Shot Brawl Improved Brawl Knockout Punch Improved Knockout Punch Streetfighting Improved Feint Builder Cautious Chaotic Mind Cloak Dance Cloakfall Combat Archery Combat Casting Improved Combat Casting Combat Diagnosis Combat Driving Combat Expertise Improved Disarm Turnabout Disarm Improved Feint Improved Trip Improved Sunder Light Knockback Precise Strike Precise Sunder Third Hand Whirlwind Attack Combat Martial Arts Back-Roll Throw Blinding Strike Improved Combat Martial Arts Advanced Combat Martial Arts Improved Grapple Agile Wrestling Breakhold Sleeper Hold Improved Unarmed Damage Pressure-Point Attack Crippling Blow Proficiency with armour Proficiency with armour, Armour Focus Dex 13, Tumble 4 ranks

Spell Focus (conjuration)

Wis 13, Blind Fight, Alertness BA +3, Brawl BA +3, Brawl BA +6, Brawl, Knockout Punch BA +2, Brawl Int 13, Brawl, Streetfighting

Cha 15, Chaotic alignment Hide 10, Perform (dance) 2 Dex 13 Dodge, Mobility, Point-Blank Shot Combat Casting

Wis 13 Drive 4 Int 13 Int 13, Combat Expertise Dex 13, Int 13, Combat Expertise, Improved Free Attack of Opportunity when you successfully disarm an opponent Disarm Int 13, Combat Expertise Feint in combat as move action Int 13, Combat Expertise +4 bonus on trip attempts; no attack of opportunity Int 13, Combat Expertise +4 bonus to Sunder attacks Dex 15, Int 13, Combat Expertise Avoid knocking opponents back Int 13, Combat Expertise Avoid doing mêlée damage to buildings Int 13, Combat Expertise Sunder with ranged and blunt weapons Dex 13, Combat Expertise, Proficiency with a rope- Use a rope- or chain-based weapon to keep from falling and/or flip or chain-based weapons with a 10' reach (or more) disarmed objects into your free hand Dex 13, Int 13, BA +4, Combat Expertise, Dodge, One mêlée attack against each opponent within reach Mobility, Spring Attack BA +1 1d4 + Str lethal or non-lethal damage, considered armed BA +2, Combat Martial Arts +2 to attack with unarmed strike (throw) on charge or bull rush Dex 13, BA +4, Combat Martial Arts Blind opponent's with an unarmed strike BA +4, Combat Martial Arts Unarmed strike threatens critical hit on 19 or 20 BA +8, Combat Martial Arts, Improved Combat Unarmed strike critical hit deals x3 damage Martial Arts Dex 13, Combat Martial Arts +4 on grapple checks; no attack of opportunity Dex 13, Combat Martial Arts Dexterity bonus to damage when grappling Combat Martial Arts, Improved Grapple +4 to escape a grapple (Escape Artist or Strength) Str 15, Combat Martial Arts, Improved Grapple Increasing non-lethal damage in grapple until unconsciousness BA +1, Combat Martial Arts, Increases unarmed strike damage die/dice Dex 13, Combat Martial Arts, -1 to attack, -2 Defence, 1d6 rounds Str 13, Dex 15, Combat Martial Arts, Pressure-1 Strength or Dexterity (player's choice) Point Attack

Benefit +2 on Jump and Tumble checks +4 on Tumbling checks in the air (falling or flying) +2 on Tumble and Escape Artist checks No -4 penalty on Pilot checks or attack rolls with selected class of aircraft +2 on Handle Animal and Ride checks +2 to attack vs. vehicles, +1d6 damage to vehicles Additional +2 to attack vs. vehicles (total +4), +1d6 damage to vehicles (total +2d6), double critical threat range vs. vehicles Increase Armour Penalty and Max Dex by +1 Increase Armour Penalty, Max Dex, and Armour Bonus by another +1 (+2 total) You do not take a -4 to attack and physical skills in zero-gravity +2 on Climb and Swim checks +2 on Investigate and Sense Motive Summoned creatures gain +4 Str, +4 Con +2 on Autohypnosis and Knowledge (psionics) Re-roll miss chance for concealment in mêlée Re-roll miss chance for concealment with ranged weapons +1 on unarmed attacks, 1d6 + Str bonus non-lethal damage +2 on unarmed attacks, 1d8 + Str bonus non-lethal damage Non-lethal unarmed attack is automatically critical hit Non-lethal unarmed critical hit deals triple damage +1d4 damage once per round with unarmed attack Feint in combat as move action +2 on two Crafts (chemical, electronic, mechanical, structural, supertech) +2 on Demolitions and Disable Device People with insight bonuses cannot use them to affect you Expend a move action for concealment, or full-round action for total concealment Halves falling damage when wearing a cape or cloak You do not provoke attacks of opportunity for loosing arrows in mêlée +4 bonus to Concentration to cast or manifest defensively Another +4 bonus on Concentration to cast/manifest defensively (total +8) Estimate your opponent's remaining HPs -1 to attack your vehicle, +1 to attack against other vehicles Trade attack bonus for Defence bonus +4 bonus on disarm attempts; no attack of opportunity

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50 Table 4-1 Feats
Stunning Fist Combat Pilot Combat Reflexes Teambreaker Confidant Control Anything Cooperative Attack Improved Cooperative Attack Creative Cross-Trained Daredevil Driver Daredevil Pilot Daring Escape Deadly Precision Deceitful Deceptive Defensive Martial Arts Combat Throw Improved Combat Throw Elusive Target Unbalance Opponent Deflect Arrows Snatch Arrows Improved Deflect Arrows Deft Hands Dexterous Sneak Attack Diligent Dodge Agile Riposte Infighter Mobility Spring Attack Flyby Attack Whirlwind Attack Drive-By Attack Drug Resistance Educated Endurance Awesome Endurance Diehard Environmental Combat Speciality Evasive Manoeuvres Improved Evasive Manoeuvres Far Shot Dead Aim Favoured Enemy Favoured Enemy Focus Focused Frightful Presence Gearhead Great Fortitude Awesome Fortitude Supreme Fortitude Hardcase Heightened Immune System Heroic Intervention Heroic Surge Hidden Power Holdout Home Turf Advantage Hostile Mind P Hotshot

Chapter 4: Feats
Prerequisites Dex 13, Wis 13, BA +8, Combat Martial Arts Pilot 5 BA +4, Dex 13, Int 13, Combat Reflexes Drive 5 , Pilot (aircraft) 5 , Pilot (watercraft) 5 Dex 13, Cooperative Attack Benefit Stun opponent with unarmed strike -1 to attack your aircraft, +1 to attack against other aircraft Additional attacks of opportunity Attack of opportunity against someone aiding another or being aided +2 on Gamble and Intimidate checks Operate any vehicle of any kind untrained +4 to Aid Another (instead of +2); +6 with dual Cooperative Attacks Aid Another as a free action +2 on any two of Craft (visual art, writing) or Perform checks Make two cross-class skills class skills +4 to Drive checks in situations of immediate risk +4 to Pilot checks in situations of immediate risk +4 to checks to escape a dangerous situation Re-roll 1's on sneak attack damage +2 on Disguise and Forgery checks +2 on Bluff and Disguise checks +1 dodge bonus to Defence against mêlée attacks +2 to Str, Dex on trips and grapples Free trip attack when opponent misses you -4 on ranged attacks against you while engaged in mêlée combat Opponent receives no Str bonus to attack only to damage Deflect one ranged attack per round Catch a deflected ranged attack Deflect arrows up to twice per round +2 on Sleight of Hand and Use Rope checks Apply Dexterity modifier to damage with sneak attacks +2 on Appraise and Decipher Script checks +2 dodge bonus to against designated opponent Attack of opportunity when your designated target fails a mêlée attack -2 to all attacks of opportunity against you +4 dodge bonus to Defence against some attacks of opportunity Move before and after a mêlée attack Fly before and after a mêlée attack

Drive 5 Pilot 5 Dex 15, BA +5, Sneak Attack

Defensive Martial Arts BA +3, Defensive Martial Arts, Combat Throw Dex 13, Defensive Martial Arts BA +6, Defensive Martial Arts Defensive Martial Arts Defensive Martial Arts, Deflect Arrows Dex 15, Defensive Martial Arts, Deflect Arrows Dex 13, BA +1, Sneak Attack Dex 13 Dex 13, Dodge Dex 13, Dodge Dex 13, Dodge BA +4, Dex 13, Dodge, Mobility

Dex 13, Int 13, BA +4, Combat Expertise, Dodge, One mêlée attack against each opponent within reach Mobility, Spring Attack No speed penalty when attacking from a moving vehicle Con 13 +4 to Save vs. drugs +2 on two checks for two Knowledge skills (player's choice) +4 on various Constitution/Fortitude checks Con 13, Endurance Additional +4 to checks related to Endurance Remain conscious at –1 to –9 hp BA +1 +1 attack and +1 doge bonus in one, particular environment +2 dodge bonus when driving Evasive Manoeuvres Additional +1 dodge bonus when driving Multiply range increment by 1.5 (2 for thrown weapons) Wis 13, Far Shot +2 on ranged attack if full round spent aiming +1 to attack, +2 to damage vs. one type of creature Favoured Enemy Additional +1 to attack, double critical threat vs. one type of creature +2 on Tumble and Concentration checks Cha 15, Intimidate 9 ranks Lower-level foes are shaken (Will save negates) +2 on Computer Use and Repair checks +2 on Fortitude saves Con 13, Great Fortitude Additional +2 on Fortitude saves (+4 total) Con 15, Great Fortitude, Awesome Fortitude Additional +2 on Fortitude saves (+6 total) +2 Gather Information and Intimidate +4 to Fortitude saves vs. pathogens Dex 13 Switch places with threatened comrade Extra move or attack action +4 Power Points Hide 5 +10 to Hide objects about your person +2 to Gather Information, Knowledge (local), and Hide in your city Cha 15 Cause 2d6 damage to attempts to use discipline (telepathy) against you +1 to attack with vehicle-mounted weapons systems

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Improved Counterspell Improved Critical Range Improved Critical Damage Improved Damage Threshold Improved Entangling Improved Initiative Awesome Initiative Supreme Initiative Combat Nerves Improved Prone Fighting Improved Turning Investigator Inquisitor P Iron Will Awesome Will Supreme Will Lab Magic Mastery Last Desperate Trick Leadership Lethal Hurling Light-Footed Lightning Reflexes Awesome Reflexes Supreme Reflexes Low Profile Low-Light Vision Mastercraft Mastercraft, Advanced Medical Expert Mental Leap P Merciful Mauler Mercy Blow Mind Over Body Mounted Combat Mounted Ranged Attacks Ride-By Attack Spirited Charge Trample Meticulous Mystical Aptitude Narrow Mind P Negotiator Nimble Nimble Fingers Observant Wariness Open Minded Origin Resistance Greater Origin Resistance Persuasive Point-Blank Shot Double Tap Hail of Bullets Precise Shot Grazing Shot Deadeye Sharpshooter Sniper Rapid Shot Manyshot Greater Manyshot Benefit Counterspell with a spell of same school BA +8, Proficiency Double threat range of weapon BA +8, Proficiency, Improved Critical Range Add x2 to your critical damage Add your Con bonus to your current massive damage threshold BA +1 use whips to entangle, victims are at -4 to attack, -6 to Defence +4 bonus on initiative checks Dex 13, Improved Initiative Additional +4 to initiative checks (total +8) Dex 15, Improved Initiative, Awesome Initiative Additional +4 to initiative checks (total +12) Dex 13, BA +4, Improved Initiative Roll 2d20s for initiative, choose the highest BA +1 -1 to mêlée attacks and +1 to ranged attacks when you are prone Ability to Turn or Rebuke undead +1 level for turning checks +2 on Gather Information and Search checks Wis 13 Expend psi focus, +10 bonus to Sense Motive check to oppose Bluff +2 on Will saves Wis 13, Iron Will Additional +2 to Will saves (total +4) Wis 15, Iron Will, Awesome Will Additional +2 to Will saves (total +6) 3rd-level Spellcasting +4 competence bonus to Spellcraft while in your laboratory Extra use of one "once per day/session" special ability Character Level 6th Attract a sidekick and followers Proficiency with thrown weapons +2 to damage with thrown weapons Dex 13 Stand up from prone as a free action +2 on Reflex saves Dex 13, Lightning Reflexes Additional +2 to Reflex saves (total +4) Dex 15, Lightning Reflexes, Awesome Reflexes Additional +2 to Reflex saves (total +6) Reduce Reputation by 3 Double range of sight in low-light conditions Int 13, Craft (any) 5 ranks Grant items a +1 equipment bonus Int 15, Craft (any) 5 ranks, Mastercraft Grant items an additional +1 equipment bonus (total +2) +2 to Craft (pharmaceutical) and Treat Injury checks Str 13, Jump 5 Expend psi focus, +10 bonus to Jump check No penalty for using mêlée weapons to cause non-lethal damage Non-lethal coup de grace Con 13 Heal a number of ability points equal to 1 + Con modifier per day Ride 1 Negate hits on mount with Ride check Mounted Combat Half penalty for ranged attacks while mounted Mounted Combat Move before and after a mounted charge Mounted Combat, Ride-By Attack Double damage with mounted charge Mounted Combat Target cannot avoid mounted overrun +2 on Forgery and Search Checks +2 on Spellcraft and Use Esoteric Device (mystical) checks Wis 13 +4 bonus to Concentration checks to become psionically focused +2 to Diplomacy and Sense Motive +2 on Escape Artist and Sleight of Hand checks +2 on Disable Device and Open Lock checks +2 on Observe and Search checks Wis 13, Observant Trade standard action for +2 to all Saves +5 skill points +2 to Save vs. 1 Origin Save +2 (see text) DR 3 vs. 1 Origin +2 on Bluff checks and Intimidate checks +1 on ranged attack and damage within 30 ft. Dex 13, Point-Blank Shot -2 on attack, +1 die damage Dex 13, Point-Blank Shot, Rapid Shot, Double Tap Burst fire with revolvers and semi-automatic pistols Point-Blank Shot No –4 penalty for shooting into mêlée Dex 13, Point-Blank Shot, Precise Shot Non-lethal damage with firearms BA +11, Dex 19, Point-Blank Shot, Precise Shot, Add Dexterity modifier to ranged attacks (max equals character level) Improved Precise Shot Point-Blank Shot, Far Shot, Precise Shot +1 to attack with firearms at ranges of more than 30 feet Sneak Attack, Point-Blank Shot, Precise Shot, Sneak attack with a rifle and a scope Sharpshooter Dex 13, Point-Blank Shot One extra ranged attack each round Dex 17, BA +6, Point-Blank Shot, Rapid Shot One extra ranged attack sequence each round Dex 17, BA +6, Point-Blank Shot, Rapid Shot, Make manyshot attacks against separate targets Prerequisites

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Shot on the Run Sliding Shot Blazing Charge Skip Shot Poker Face Power Attack Cleave Great Cleave Improved Bull Rush Improved Knockback Awesome Knockback Supreme Knockback Distance Knockback Improved Overrun Improved Sunder Proficiency: Armour (archaic) Proficiency: Armour (light) Arcane Armour Mastery Proficiency: Armour (medium) Proficiency: Armour (powered) Proficiency: Armour (heavy) Proficiency: Firearms (personal) Proficiency: Firearms (advanced) Burst Fire Proficiency: Firearms (exotic) Proficiency: Shields Shield Focus Shield Specialization Improved Shield Bash Proficiency: Weapons (archaic) Proficiency: Weapons (exotic mêlée) Proficiency: Weapons (improvised) Proficiency: Weapons (simple) Psicrystal Affinity P Improved Psicrystal P Psicrystal Containment P Psionic Affinity Psionic Endowment P Greater Psionic Endowment P Psionic Meditation P Power Focus Improved Power Focus Greater Power Focus Power Penetration Greater Power Penetration Quick Change Quick Draw Quick Reload Quick Sheath Renown Resist Fatigue Run Fast Move Scepticism Stone-Cold Scepticism Screeching Halt Self-Sufficient

Chapter 4: Feats
Prerequisites Manyshot Dex 13, BA +4, Dodge, Mobility, Point-Blank Shot Dex 13, Dodge, Mobility, Point-Blank Shot, Shot on the Run Dex 13, Dodge, Mobility, Point-Blank Shot, Shot on the Run Dex 13, Point-Blank Shot, Precise Shot Str 13 Str 13, Power Attack BA +4, Str 13, Power Attack, Cleave Str 13, Power Attack Str 25, Power Attack Str 25, Power Attack, Improved Knockback Str 25, Power Attack, Improved Knockback, Supreme Knockback Str 25, Power Attack, Improved Knockback Str 13, Power Attack Str 13, Power Attack Benefit Move before and after ranged attack Slide half your move during a full attack action Firearms charge attack, victims potentially shaken Ignore cover, -2 on attack, -1 die damage +2 to Bluff and Gamble Trade attack bonus for damage (up to your base attack bonus) Extra mêlée attack after dropping target No limit to cleave attacks each round +4 on bull rush attempts; no attack of opportunity +4 bonus to knockback attacks +2 bonus knockback attacks and damage rolls Additional +2 bonus knockback attacks and damage rolls (total +4) Knockback distance is equal to knockback damage +4 on overrun attempts; no attack of opportunity +4 on sunder attempts; no attack of opportunity Add armour bonus to Defence and no armour penalty on attack rolls Add armour bonus to Defence and no armour penalty on attack rolls Spell Failure when wearing armour reduces by 10% Add armour bonus to Defence and no armour penalty on attack rolls Add armour bonus to Defence and no armour penalty on attack rolls Add armour bonus to Defence and no armour penalty on attack rolls Proficient in use of personal firearms No -4 penalty for autofire -4 on attack, +2 dice damage Proficient in a class of exotic firearms No armour check penalty on attack rolls +1 to Defence when using a shield Additional +1 to Defence when using a shield, -1 to armour penalty Retain shield bonus to Defence when shield bashing Proficiency with swords, bows, etc. Proficient in a specific exotic mêlée weapon Proficient with bricks, sticks, toasters, etc. Proficient with clubs, knives, etc. Create a psicrystal Implant a second personality fragment into a psicrystal Focus your psicrystal and use it in place of expending your own focus +2 to Psicraft and Use Esoteric Device (psionic) checks Expend psi focus, +1 to DC against your psi-powers Expend psi focus, another +1 to DC against your psi-powers (total +2) Take a move action to become psionically focused +2 on save DC to resist one power Additional +2 to DC to resist one power (total +4) Additional +2 to DC to resist one power (total +6) +2 on checks to defeat resistances Additional +2 to checks to defeat resistances (total +4) Change into your hero costume more quickly Draw weapon as free action Reload firearm as free or move action Sheath or holster weapon as free action +3 Reputation bonus Ignore fatigue effect, once per session Run at x5, +4 Jump checks with running start, double Dex mod to Sprint +10 feet to your Base Speed +4 to save vs. hallucinations, illusions, etc. Additional +4 to save vs. hallucinations, illusions, etc. (total +8) +4 to Drive checks made to come to an immediate stop +2 on Heal and Survival checks

Proficiency: Armour (light) Proficiency: Armour (light) Proficiency: Armour (light, medium) Proficiency: Armour (light, medium) Proficiency: Firearms (personal) Wis 13, Personal Firearms Proficiency, Advanced Firearms Proficiency Proficiency: Firearms (personal), Proficiency: Firearms (advanced) Shield Proficiency Shield Proficiency, Shield Focus Shield Proficiency

Psionic Manifestation Psicrystal Affinity Psionic Manifestation (2nd Level), Psycrystal Affinity

Psionic Endowment Wis 13, Concentration 7 Power Focus Power Focus, Improved Power Focus Power Penetration Dex 13 BA +1 BA +1 BA +1 Con 15, Endurance Dex 13 Wis 13 Wis 13, Scepticism Drive 5 ranks

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Skill Aptitude Amazing Skill Aptitude Supreme Skill Aptitude Speed of Thought P Spell Focus Greater Spell Focus Stand Still Standing Jump Staple, Improved Stealthy Stick-Up Artist Studious Super Strike Super Style Supertechnical Aptitude Surface Vehicle Operation Surgery Swift Power-Point Recovery Swinging, Improved Swinging, Combat Tech-Savvy Toughness Hard to Kill Improved Toughness Indomitable Prerequisites Benefit Maximum ranks in one class skill becomes level +6 Maximum ranks in one class skill becomes level +12 One class skill has no maximum ranks +10 feet to speed when psi-focused and not wearing heavy armour +1 on save DCs against specific school of magic Additional +1 on save DCs against specific school of magic (total +2) Give up attack of opportunity to keep foe in place Making long/high jumps without a running start +4 on Staple attacks, improved range, increased Strength check DC +2 on Hide and Move Silently checks +4 to Intimidate when wielding a gun +2 to Decipher Script and Research Mêlée attack becomes Super +2 to Charisma-based check, once per session per Charisma modifier +2 on Supercraft and Use Esoteric Device (Supertech) checks No -4 penalty on Drive checks or attacks rolls with selected vehicle No -4 penalty for performing surgery Recover 1 PP per hour, or 2PP per hour of rest +4 to Tumble and Jump checks related to swinging Retain Dexterity and dodge bonuses while swinging. +2 to Computer, Craft (electronics) or Repair checks +3 HPs Die at -15HPs, 20% chance of stabilizing per round +5 HPs Cannot be staggered by anything other than super or magical means

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Wis 13 Spell Focus Str 13 Str 13, Jump 5

Intimidate 5 Str 21 or Dex 21 Cha 13 Drive 4 ranks Treat Injury 4 Dex 13 Dex 13, Improved Swinging

Swift Healing Track Trustworthy Two-Weapon Fighting Dex 15 Improved Two-Weapon Fighting Dex 17, BA +6, Two-Weapon Fighting Two-Gun Mojo Dex 15, Two-Weapon Fighting Dex 15, BA +8, Point-Blank Shot, Precise Shot, Gun Fu Rapid Shot, Two-Weapon Fighting, Two-Gun Mojo Two-Weapon Defence Dex 15, Two-Weapon Fighting Unshakable Fearless Wis 13, Unshakable Up the Walls P Wis 13 Vehicle Expert Force Stop Drive 4, Vehicle Expert Vehicle Dodge Drive 6, Dex 13, Vehicle Expert Vehicle Focus Greater Vehicle Focus Vehicle Focus Weapon Finesse BA +1 Weapon Focus BA +1, Proficiency Weapon Specialization Warrior 4th, BA +1, Proficiency, Weapon Focus Greater Weapon Focus Warrior 8th, BA +1, Proficiency, Weapon Focus Warrior 12th, Proficiency, Weapon Focus, Weapon Greater Weapon Specialization Specialization, Greater Weapon Focus Windfall Will to Live Wild Talent Mystical Item-Creation Feats Scribe Scroll Spell-casting (1st Level) Brew Potion Spell-casting (2rd Level) Craft Mystic Armament Spell-casting (3rd Level) Craft Wand Spell-casting (3rd Level) Psionic Item-Creation Feats Imprint Psi-Stone Psionic Manifestation (1st Level) Craft Cognizance Crystal Psionic Manifestation (2nd Level) Craft Psionic Armaments Psionic Manifestation (3rd Level) Craft Dorje Psionic Manifestation (3rd Level) Supertech Item-Creation Feats

Con 13, Toughness Con 15, Toughness Con 15, Great Fortitude, Awesome Fortitude, Toughness, Improved Toughness Con 13, Toughness

Heal a number of HPs per day equal to Constitution modifier Use Survival skill to track +2 Diplomacy and Gather Information Two-weapon fighting penalties lower by 2 (dominant) and 6 (off-hands) Gain an iterative attack with your off-hand weapon(s) Use two guns, rifle-sized or smaller You get a number of attacks equal to your Dexterity bonus when TwoWeapon fighting with guns Off-hand weapon grants +1 shield bonus to Defence +4 vs. fear, horror, demoralization Additional +4 vs. fear, horror, demoralization (+8 total) Run up a vertical surface as part of a move action +2 on Drive and Pilot checks Force a surface vehicle to stop +1 dodge bonus to Defence +1 to checks and Defence on a specific vehicle Additional +1 to checks and Defence on a specific vehicle (total +2) Use Dex mod instead of Str mod on attack rolls +1 on attack rolls with selected weapon +2 on damage rolls with selected weapon +2 on attack rolls with selected weapon +4 on damage rolls with selected weapon +3 Wealth bonus increase, +1 on Profession checks +4 to resist instant death effects, either mundane or super Gain access to psionic and metapsionic feats Scribe mystic scrolls Brew mystic potions Craft mystic weapons and armour Craft mystic wands You can imprint crystals with psi-powers You can infuse crystals with Power Points You can create psionically-enhanced arms and armour You can imprint crystals with multiple psi-powers

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54 Table 4-1 Feats
Invent Super Equipment Invent Super Armaments Invent Doohicky Invent Ray Gun Invent Gizmo Invent Superchemical Empower Spell Enlarge Spell Extend Spell Heighten Spell Maximise Spell Quicken Spell Silent Spell Still Spell Widen Spell Burrowing Psi-Power Chain Psi-Power Delay Psi-Power Empower Psi-Power Enlarge Psi-Power Extend Psi-Power Maximize Psi-Power Opportunity Power Quicken Psi-Power Split Psionic Ray Twin Psi-Power Unconditional Psi-Power Widen Psi-Power

Chapter 4: Feats
Prerequisites Benefit Intelligence 17, Supertech Invention (power) You can invent Supertech tools Intelligence 17, Supertech Invention (power), You can invent Supertech weapons and armour Invent Super Equipment Intelligence 19, Supertech Invention (power), You can invent Doohickies Invent Super Equipment Intelligence 21, Supertech Invention (power), You can invent Ray Guns Invent Super Equipment, Invent Doohicky Intelligence 23, Supertech Invention (power), Invent Super Equipment, Invent Doohicky, Invent You can invent Gizmos Ray Gun Intelligence 17, Mastercraft, Advanced Mastercraft, You can invent Superchemical Supertech Invention (power) Metamagic Feats Increase spell's variable, numeric effects by 50%; cost +2 levels Double spell's range; cost +1 level Double spell's duration; cost +1 level Cast spells as higher level; cost equals level of increase Maximize spell's variable numeric effects; cost +3 levels Case a spell as a free action; cost +4 levels Cast spells without verbal components; cost +1 level Cast spells without somatic components; cost +1 level Double spell's area; cost +3 levels Metapsionic Feats Psi-power goes through walls/barriers; cost +2 levels Psi-power hits target, chains to additional targets; cost +4 levels Psi-power goes off later; cost +1 levels Increase psi-power's variable numeric effects by 50%; cost +2 levels Double psi-power's range; cost +1 level Double psi-power's duration; cost +1 level Maximize psi-power's variable numeric effects; cost +3 levels Make psionically-enhanced attacks of opportunity; cost +4 levels Manifest a psi-power as a free action; cost +4 levels Any other psionic feat Attack two targets with a single ray; cost +2 levels Manifest same psi-power twice, simultaneously; cost doubles Manifest psi-power even when disabled; cost +4 levels Double psi-power's area; cost +3 levels

ARMOUR SPECIALIZATION [Defensive Combat] Your favoured armour is a second skin. Prerequisites: Proficiency (armour), Armour Focus Benefit: You get an additional +1 to your Maximum Dexterity and armour penalty on top of what Armour Focus grants, and you get a +1 to equipment bonus that the armour grants. This brings your total bonuses up to +2 to Max Dex and armour penalty, and +1 to your Defence. Special: You can take this feat multiple times. Each time, it stacks with the Armour Focus feat. ASTROBATICS [Skill Enhancers] You are trained in zero-gravity environments Benefits: You take no penalties to movement or skills when in a zero-gravity environment. Normal: You take a -4 to attacks, Jump, and Tumble checks in zero-gravity environments. BLAZING CHARGE [Ranged Combat] You have perfected the delicate art of running straight at your opponents while screaming at the top of your lungs and pulling the trigger as fast as you can. 54

Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, Shot on the Run Benefit: If you have a firearm in hand, you can execute a full-attack while charging. This means that you can make all your attacks, just as if you were making a normal full-attack, but do so at any point along the path of your charge (i.e., a doublemove in a straight line). You take a -2 penalty on all your attacks, and a -4 penalty to your Defence (instead of the normal -2 for charging). If you strike a target or miss them by 5 points or less on your attack roll, then those targets must make Will saves (DC 15) or be shaken for 1d4 rounds. At the beginning of a Blazing Charge, you must have at least 4 shots/bullets left in your firearm, and at the end of it, you have depleted all your shots/bullets, regardless of how many times you attacked. BACK-ROLL THROW [Defensive Combat] A back-roll throw is an elegant grappling technique. You grab the arms of an onrushing foe, plant a foot in their stomach, and roll backward, flinging them backwards over you. Prerequisites: BA +2, Combat Martial Arts

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Chapter 4: Feats Benefit: Whenever an opponent charges or bull rushes you and fails his attack roll, you can make an immediate unarmed attack roll with a +2 circumstance bonus. If successful, the opponent will be moved five feet behind you and dropped there, prone. Any of your allies in or adjacent to the space where the opponent is deposited receive attacks of opportunity against that opponent. Special: You must have at least one hand free in order to make use of this feat. BLIND SHOT [Ranged Combat] When you fire blind, you hit. Prerequisites: Wis 13, Alertness, Blind-Fight Benefit: If you make a ranged attack and miss because of concealment, you can re-roll the miss change (percentile) once. Note: This feat can be used against concealment granted by mist, smoke, fog, darkness, and blindness on the shooter's part. It can not be used to negate concealment provided by solid physical cover or invisibility on the part of a target. BLINDING STRIKE [Offensive Combat] You are skilled at making a swift, precise strike to the eyes. Prerequisites: Dex 13, BA +4, Combat Martial Arts Benefit: To make a Blinding Strike, you sacrifice one attack and take a -4 penalty to hit, plus -4 per size category the target is different than you (because their eyes are harder to strike). If your opponent's eyes are covered by goggles or heavier protection (like a helmet), then you cannot make a Blinding Strike at all. If you hit, you blind your opponent for 1d4 rounds. Blinding Strikes do no actual damage. You cannot make more than one Blinding Strike attack in in a round. BREAKHOLD [Defensive Combat] You are great at breaking out of grapples. Prerequisites: Combat Martial Arts, Improved Grapple Benefit: You get a +4 bonus to any roll (Escape Artist check or Strength ability check) made to break out of an opponent's successful grapple. BREW POTION [Mystical] You can create mystic potions. Prerequisite: Spellcasting 2nd-Level Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes a number of hours equal to the spell's level + the caster level of the spell. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own effective caster level. You make any and all choices about the spell's effects at the time of brewing the potion. The Purchase DC for materials needed to create the potion is 17 + the spell's level + the caster level of the potion (whatever you decide to set it at). This is in addition to the costs for any and all material components necessary for the spell itself. Within any given seven-day period, the number of potions you can brew is limited by the total levels worth of spells in

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them. That number cannot exceed your Constitution modifier times 4. For example, if you have Constitution 18 (+4), then you cannot make more than 12 levels worth of devices in one sevenday period. A single potion with a 2nd-level spell is two levels worth of spells. BUILDER [Skill Enhancer] You have "The Knack." Benefit: You get a +2 bonus to Craft checks or to the Supercraft skill. This bonus applies to either two of the mundane kills (chemical, electronic, mechanical, structural), or to Supercraft alone. You can take this feat multiple times. Each time, it applies to either two mundane Craft skills, or to Supertech. Its effects do not stack. CLOAKFALL [General] You can use a cape as a glider. Prerequisites: Dex 13. Benefit: If you wear a cape or cloak, you double the distance at which you can fall without taking damage. You must be conscious to use this feat. COMBAT CASTING [Mystical/Psionic] You keep your mind focused when you're in a fight. Benefit: You a +4 bonus on Concentration checks made to cast a spell or manifest a psi-power while on the defensive or while you are grappling or pinned. COMBAT CASTING, IMPROVED [Mystical/Psionic] In the violent chaos of battle, nothing makes you flinch. Prerequisite: Combat Casting Benefit: You get an additional +4 bonus on Concentration checks made to cast a spell or manifest a psi-power while on the defensive or while you are grappling or pinned. This bonus is cumulative with that provided by Combat Casting, for a total bonus of +8. COMBAT DIAGNOSIS [General Combat] You have an eye for telling how hurt people are. Prerequisites: Wis 13. Benefit: You can (as a free action, once per round) estimate approximately how much of a subject's total HPs he or she has left. You diagnose the subject's remaining HPs as a percentage and to within 10% their total. A subject with 80HPs left out of 100 would look 80% healthy, as would a subject with 8HPs out of 10, for example. COMBAT DRIVING [Vehicle] You are trained to handle vehicles in a battle. Prerequisites: Drive (any) 4 ranks. Benefit: Anyone attacking a ground vehicle that you operate suffers a -1 penalty to attack. Any attacks launched from your vehicle against another vehicle gain a +1 bonus. 55

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Chapter 4: Feats effective manifesting level of the crystal, which is used to determine the crafting time, the PDC of the raw materials, and the XP cost. The creation time is a number of hours equal to the effective manifesting level, the Purchase DC is 17 + the effect manifesting level, and the XP cost is the effective manifesting level squared, then multiplied by the PDC of the raw materials. Note: Cognizance crystals are the rough equivalent of potions and Superchemicals. For more information about cognizance crystals, see Chapter 6: F/X. CRAFT DORJE [Psionic] You can make crystals that stores a psi-power. Prerequisite: Psionic Manifestation (3rd-Level) Benefit: You can attune a dorje with any psi-power that you know. When you attune a dorje, you set the manifesting level of its psi-powers, which must be sufficient to manifest the psipower in question and no higher than your effective manifesting level. You make any and all choices about the psi-power's effects at the time of attuning the dorje, including the effective manifesting level of the dorje itself. Attuning a dorje takes a number of hours equal to the psipower's level + the manifesting level of the psi-power (whatever you decided to set it at), multiplied by 3. A 3rd-level psi-power with an effective manifesting level 2, for example, would take 15 hours ([3 + 2] x 3 = 15). The PDC for materials needed to attune the dorje is 19 + the psi-power's level + the manifesting level of the dorje (whatever you decide to set it at). Note: Dorjes are the direct analogue of wands and Ray Guns. For more information about dorjes, see Chapter 6: F/X. Also see Chapter 6: F/X, for pre-calculated PDC and XP costs. CRAFT MYSTIC ARMAMENTS [Mystic] You can craft mystic weapons and armour. Prerequisite: Spellcasting (3rd-Level) Benefit: You can enchant weapons or protective gear with either a simple enhancement bonus or an equivalent special ability. Chapter 6: F/X contains a list of special arms/armour abilities, but that list is by no means exhaustive. You can either make your own mastercraft item or enchant an existing item. To enchant an existing item, you must first acquire raw materials for the enchantment process. The PDC for these materials is 19, and increases by 2 for every +1 enhancement (or equivalent). Thus a +2 item requires a Wealth check DC 7. The enchanting process takes a half-day (approximately 5 hours) for every +1 enhancement bonus (or equivalent). If you enchant a piece of armament with a special ability, you must have the spell associated with it and cast it as part of the enchantment process. The appropriate spell is listed with the special ability description. If you make your own item, add the time that it takes to make the item (see the Mastercraft skill) to the enchanting time. Furthermore, the PDC for the raw materials equals the PDC of the item, +2 for every +1 enhancement bonus (or equivalent). Note: For more information about Mystic Armaments, see Chapter 6: F/X.

COMBAT NERVES [General Combat] You never flinch when reacting to danger. Prerequisites: Dex 13, BA +4, Improved Initiative Benefit: When you roll for Initiative, roll 2 twenty-sided dice and pick the highest roll. Special: If you have a super-power or any other extraordinary ability that already allows you to roll 2 twentysided dice on Initiative checks, you can instead roll 3. COMBAT PILOT [Vehicle] You are trained to handle aircraft in a battle. Prerequisites: Pilot (any) 5 ranks. Benefit: Anyone attacking an aircraft operated by you suffers a -1 penalty to his attack rolls. Any attacks launched from your aircraft against another vehicle gain a +1 bonus. CONTROL ANYTHING [Vehicle] You can drive, fly, or pilot just about anything. Prerequisites: Drive (any) 5 ranks, Pilot (any aircraft) 5 ranks, Pilot (any watercraft) 5 ranks. Benefit: You can now operate any vehicle as if you were trained. This includes any vehicle that can be controlled by a single pilot, even things as esoteric as flying saucers and antigrav speeders. Normal: Ordinarily, driving or piloting a strange vehicle counts as a "trained action," and thus cannot be attempted by those without the appropriate skill. COOPERATIVE ATTACK [Offensive Combat] You are trained in team-based combat. Benefit: When you use the "aid another" manoeuvre during combat, you grant the aided character a +4 bonus to attack or a +4 bonus to Defence. Special: If the character you aid has the Cooperative Attack feat, then you grant a +6 instead of the normal +4. Normal: The "aid another" manoeuvre ordinarily confers a +2 bonus to attack or a +2 bonus to Defence. COOPERATIVE ATTACK, IMPROVED [Offensive Combat] You're exceptionally good at supporting your allies. Prerequisites: Dex 13, Cooperative Attack Benefit: You can use the "aid another" action as a swift action. Normal: "Aid another" requires a standard action. CRAFT COGNIZANCE CRYSTAL [Psionic] Prerequisite: Psionic Manifestation (2nd-Level) You can infuse crystals with spare power points. Benefit: You can create a cognizance crystal, which stores mental energy that can be converted to psionically-attuned PPs (i.e., for manifesting psi-powers only). You can create a cognizance crystal with a number of PPs equal to the PP cost of the highest level of psi-powers you can manifest. This is the 56

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Chapter 4: Feats CRAFT PSIONIC ARMAMENTS [Psionic] You can craft psionic weapons and armour. Prerequisite: Psionic Manifestation (3rd-Level) Benefit: You can attune weapons and protective gear with up to a +5 enhancement bonus and a +5 equivalent in special abilities. Chapter 6: F/X contains a list of special arms/armour abilities, but that list is by no means exhaustive. You can either make your own mastercraft item or attune an existing item. To attune an existing item, you must first acquire raw materials for the attunment process. The PDC for these materials is 19, and increases by 2 for every +1 enhancement (or equivalent). Thus a +2 item requires a Wealth check DC 7. The attuning process takes a half-day (approximately 6 hours) for every +1 enhancement bonus (or equivalent). If you attune a piece of armament with a special ability, you must have the psipower associated with it and manifest that psi-power it as part of the attunement process. The appropriate psi-power is listed with the special ability description. If you make your own item, add the time that it takes to make the item (see the Mastercraft skill) to the attuning time. Furthermore, the PDC for the raw materials is the PDC of the item, +2 for every +1 enhancement bonus (or equivalent). Note: For more information about psionic armaments, see Chapter 6: F/X. CRAFT PSI-STONE [Psionic] Prerequisite: Psionic Manifestation (1st-Level) You can imprint crystals with psi-powers. Benefit: You can create a psi-stone with any psi-power that you know. It takes a number of hours equal to the psi-power's level + the manifesting level of the psi-power (whatever you decide to set it at). When you imprint a psi-stone, you set the manifesting level, which must be sufficient to manifest the psipower in question and no higher than your own effective manifesting level. You make any and all choices about the psipower's effects at the time of imprinting the psi-stone. The Purchase DC for materials needed to imprint the psistone, including the crystal itself, is 15 + spell level + the manifesting level of the psi-stone (whatever you decide to set it at). This is in addition to the costs for any and all material components necessary for the psi-power itself. Any psi-stone that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay this XP cost when encoding the stone. Note: Psi-stones are the rough equivalent of scrolls and Gizmos. They are called "power stones" in all other published sources, but we have renamed them to alleviate confusion with actual powers. For more information about psi-stones, see Chapter 6: F/X. CRAFT WAND [Mystic] You can make mystic wands. Prerequisite: Spellcasting (3rd-Level) Benefit: You can create a wand with any spell that you know. When you craft a wand, you set the caster level of its

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spells, which must be sufficient to cast the spell in question and no higher than your effective caster level. You make any and all choices about the spell's effects at the time of crafting the wand. Crafting a wand takes a number of hours equal to the spell level + the caster level of the spell, multiplied by 3. A 3rd-level spell with a caster level of 2, for example, would take 15 hours ([3 + 2] x 3 = 15). The PDC for materials needed to craft the wand is 21 + the spell's level + the caster level of the wand (whatever you decide to set it at). This is in addition to the costs for any and all material components necessary for the spell itself, which you must expend 50 times (once for each charge on the wand). Within any given seven-day period, the number of potions you can brew is limited by the total levels worth of spells in them. That number cannot exceed your Constitution modifier times 4. For example, if you have Constitution 18 (+4), then you cannot make more than 12 levels worth of devices in one sevenday period. A single potion with a 2nd-level spell is two levels worth of spells. Note: Wands are the direct analogue of dorjes and Ray Guns. For more information about wands, see Chapter 6: F/X. CRIPPLING BLOW [Offensive Combat] You can cripple your opponents with an unarmed strike. Prerequisites: Str 13, Dex 15, Combat Martial Arts, Pressure Point Attack Benefit: You can designate any unarmed strike as a Crippling Blow. If you hit, you cause 1 temporary point of Strength or Dexterity damage (player's choice). You can make only one Crippling Blow per round. The effects of Crippling Blow are cumulative. The target of a Crippling Blow must have discernible humanoid anatomy and physiology. Anyone with an armour or natural Defence bonus of more than +6 are immune to this feat's effects. CRITICAL DAMAGE, IMPROVED [Offensive Combat] Your critical hits hurt more. Prerequisites: BA +8, Proficiency with weapon, Improved Critical Range Benefit: With one particular weapon, add x2 to its critical hit damage. Thus, if you had a weapon with a x3 to crits, this feat would change it to a x4. You can take this feat multiple times, but its effects do not stack. Instead, it applies to a new weapon. Special: This feat does stack with power enhancements that grants an extra x2 to critical damage. CRITICAL RANGE, IMPROVED [Offensive Combat] You are good at scoring critical hits. Prerequisites: BA +8, Proficiency with weapon Benefit: With one particular weapon, double the critical range. Thus, if you had a weapon with a critical range of 20, this feat would change it to 19-20. If you had a weapon with a critical range of 19-20, this feat would change it to 17-20. You can take this feat multiple times, but its effects do not stack. Instead, it applies to a new weapon.

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Chapter 4: Feats Benefit: You add your Dexterity modifier to your ranged attack damage as a bonus. DEFLECT ARROWS, IMPROVED [Defensive Combat] You brush arrows aside like they're floating feathers. Prerequisites: Dex 15, Combat Martial Arts, Deflect Arrows Benefit: You can use the Deflect Arrows feat up to twice per round. All other conditions and limitations still apply. Special: If you also have the Snatch Arrows feat, you can now catch up to two projectiles per round. DEXTEROUS SNEAK ATTACK [Offensive Combat] Your hand is deadly steady when making sneak attacks. Prerequisites: Dex 13, BA +1, Sneak Attack Ability,. Benefit: Whenever you make a sneak attack with a mêlée weapon, apply your Dexterity modifier to damage (rather than your Strength modifier), regardless of what you strike with. DODGE [Defensive] Prerequisites: Dex 13 Benefit: In combat, you get a +2 dodge bonus to Defence against a single opponent. In mêlée, this automatically applies to whomever attacked you first, but you can choose to apply it anyone in the combat whom you can see or otherwise identify individually. In the case of ranged attacks, this bonus automatically applies after a ranged attacker fires at you for the first time, but again, you can apply it to any ranged attacked whom you've already seen or identified. You can take this feet up to 3 times. Its effects stack. DRUG RESISTANCE [Save Enhancers] You are great at shaking off drugs and chemicals. Prerequisites: Con 13 Benefit: You get a +4 bonus to all rolls made to resist deleterious drugs, poisons, and their lingering effects. Special: You can take this feat twice. It's effects stack. ENDURANCE [Save Enhancers] Benefit: You gain a +4 bonus on the following checks/saves: • Swim checks to resist non-lethal damage • Constitution checks to continue Running • Constitution checks to continue Sprinting • Constitution checks to avoid non-lethal damage from a forced march • Constitution checks to hold your breath • Constitution checks to avoid non-lethal damage from starvation or thirst • Fortitude saves to avoid non-lethal damage from hot or cold environments • Fortitude saves to resist damage from suffocation. Also, you can sleep in very uncomfortable circumstances— on a kitchen chair, folded up in a car trunk, or wearing heavy armour—without become fatigued the next day.

Special: This feat does stack with power enhancements that increases critical threat range. CROSS-TRAINED [General] You have skills beyond your normal access. Benefit: Select two skills that are cross-classed, for you, and you can make them class skills. They will stay that way regardless of multiclassing. Special: You can take this feat multiple times. Each time, it applies to two new cross-classed skills. DAMAGE THRESHOLD, IMPROVED [Defensive Combat] You take a licking and keep on ticking. Benefit: Your massive damage threshold increases by a number of points equal to your Constitution score. Normal: The maximum for a massive damage threshold is still 50. [This feat has been changed to match the Massive Damage rules in Phoenix.] DAREDEVIL DRIVER [Vehicle] You are the bastard child of the God of Cars Prerequisites: Drive (any) 5 ranks. Benefit: You get a +4 bonus to any roll made to operate a motorized ground vehicle in a situation of immediate risk (that is, if failing the roll will result in the vehicle taking damage in some fashion). DAREDEVIL PILOT [Vehicle] The jet gods love you. Prerequisites: Pilot (any) 5 ranks Benefit: You get a +4 bonus to any roll made to operate an aircraft in a situation of immediate risk (that is, if failing the roll will result in the aircraft taking damage in some fashion). DARING ESCAPE [Skill Enhancers] You have a penchant for ducking out of danger in style. Benefit: You get a +4 bonus to any skill check you make while escaping from a dangerous situation, provided that the escape has some element of risk. This includes but is not limited to diving out a plate-glass window, swinging across a deep chasm, or jumping a speeding motorcycle over a flaming barricade. This bonus is not merely added to Escape Artist checks and the like. It represents a flair for cinematic exits. Special: The bonus applies to all rolls made in the process of escape. For example, if you leap from a sixth-story balcony (Jump check), look about wildly for a soft spot to land (Observe check) and attempt to break your fall in a huge pile of garbage (Tumble check), the bonus would apply to each roll. DEADEYE [Ranged Combat] Your hand is steady and deadly. Prerequisites: BA +11, Dex 19, Point-Blank Shot, Precise Shot, Improved Precise Shot 58

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Chapter 4: Feats ENDURANCE, AWESOME [Save Enhancers] You have the stamina of a triathlete. Prerequisites: Con 13, Endurance Benefit: This feat increases the Endurance bonus by an additional +4, which brings the total to +8. Additionally, you can sleep practically anywhere—on pavement in the Winter, in a locker at the airport, during a U2 concert—without becoming fatigued the next day. ENTANGLING, IMPROVED [General combat] You are highly adept at entangling opponents. Prerequisites: BA +1 Benefit: When you entangle another person in mêlée, he or she moves at half speed, cannot run or charge, suffers a -4 penalty to attack rolls and a -6 penalty to Defence. You can also use a whip as an entangling weapon. Normal: Normally, an entangled creature moves at half speed, cannot run or charge, suffers a -2 penalty to attack rolls, and a -4 penalty to Defence. Also, whips are not entangling weapons without this feat. ENVIRONMENTAL COMBAT SPECIALITY [General Combat] You are trained to fight in a specific environment. Prerequisites: BA +1 Benefit: Select one environment from the list below. In that environment, you get a +1 competence bonus to all attack rolls and a +1 dodge bonus to Defence. The environments are: Arctic, Desert, Forest (Temperate), Jungle, Mountain, Ocean, Outer Space, and Underground. Special: You can take this feat multiple times. Every time, it applies to a new environment. EVASIVE MANOEUVRES [Vehicle] You know how to drive defensively. Benefit: You get a +2 dodge bonus to Defence in your car. EVASIVE MANOEUVRES, IMPROVED [Vehicle] You really know how to drive defensively. Prerequisites: Evasive Manoeuvres Benefit: You grant an additional +1 dodge bonus to the Defence of any vehicle he controls. This stacks with the bonus from Evasive Manoeuvres, for a total of +3. As well, this dodge bonus now applies to the Defence of any passengers in the vehicle versus attacks made directly against them rather than the vehicle itself. Normal: Passengers in a vehicle do not get any defensive benefits from the pilot/driver. FAST MOVE [General] You are extremely fleet-footed. Prerequisites: Dex 13, Run Benefit: Increase your base speed by 10 feet, but only when unarmoured and unencumbered.

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FAVOURED ENEMY [General Combat] You are great at hurting a particular creature. Benefit: You get a +1 competence bonus to attack rolls and a +2 competence bonus to damage rolls made against foes that fall into one of the following categories: Human/Humanoid Mutants, Specific Humanoid or Alien Species, Animals, Magical/Legendary Beasts, Plants, Machines/Machine Life, and Undead. Special: You can take this feat multiple times. Each time, it applies to a new creature type. FAVOURED ENEMY FOCUS [General Combat] You are really great at hurting a particular creature. Prerequisites: Favoured Enemy Benefit: Select a class of enemy for which you already has the Favoured Enemy feat. Against foes of that category, you get an additional +1 competence bonus to attack rolls (cumulative with the bonus conferred by Favoured Enemy). Additionally, the critical hit threat range of any weapon you use against a foe of that category doubles. Special: You can take this feat multiple times. Each time, it applies to a new creature type. FEARLESS [Save Enhancers] You laugh in the face of danger. Prerequisites: Wis 13, Unshakable Benefit: You get an additional +4 to any roll made to resist fear, horror, and demoralization, for a total bonus of +8 FORTITUDE, AWESOME [Save Enhancers] You are unusually tough, even for a super-hero. Prerequisites: Con 13, Great Fortitude Benefit: You get an additional +2 bonus to all Fortitude saving throws (for a total bonus of +4). FORTITUDE, SUPREME [Save Enhancers] You could eat broken glass if you really felt like it. Prerequisites: Con 15, Great Fortitude, Awesome Fortitude Benefit: You get an additional +2 bonus to all Fortitude saving throws (for a total bonus of +6). GRAZING SHOT [Ranged Combat] You can aim glancing shots that hurt but don't kill. Prerequisites: Dex 13, Point-Blank Shot, Precise Shot Benefit: You can deal non-lethal damage with a ranged firearm attack if you so choose. You must chose before you make the attack, not after. GUN FU [Ranged Combat] You are a walking, one-man, John-Woo movie. Prerequisites: Dex 15, BA +8, Hail of Bullets, Point-Blank Shot, Precise Shot, Rapid Shot, Two-Weapon Fighting, TwoGun Mojo 59

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Chapter 4: Feats must invoke this feat after the attack's success is announced but before you see or hear the damage. You will be hit by the attack you intercept, even if it normally would not hit you due to your Defence score. Using this feat requires a swift action. You can not use this feat while flat-footed. HIDDEN POWER [General] You have deep reserves of spiritual energy. Benefit: Your Power-Point total improves by +4. Special: You can take this feet multiple times. Its effects stack. HOLDOUT [Skill Enhancers] You are adept at concealing things upon your person. Prerequisites: Sleight of Hand 5 ranks Benefit: When you Hide a weapon or item on your person, the Observe check to detect it receives a +10 circumstance bonus. HOME TURF ADVANTAGE [General] You know your territory like the back of your hand. Benefit: In your home city, and only in your home city, you get a +2 bonus to all Gather Information and Knowledge (current events) or Knowledge (popular culture). Furthermore, when you are outside—on the streets, in the alleys, leaping from rooftop to rooftop, etc.—you get a +2 bonus to Hide checks. Your "home city" is your permanent home base, somewhere you have lived for at least five years. HOTSHOT [Vehicle] You are great at using vehicles weapon systems. Benefit: You get a +1 bonus to all attack rolls made to operate a vehicular weapon system. INDOMITABLE [Defensive Combat] You laugh at blows that would knock others out, cold. Prerequisites: Awesome Fortitude, Great Fortitude, Toughness, Improved Toughness, Con 15 Benefit: You cannot be stunned, staggered, or dazed save by magic, psionic, or chemical means. INFIGHTER [Defensive Combat] You are adept at close-quarters combat. Prerequisites: Dex 13, Dodge Benefit: All mêlée attacks of opportunity against you suffer a -2 penalty to hit. This is a penalty to the attack roll and not a dodge bonus to Defence, so it doesn’t go away when you are caught flat-footed. INITIATIVE, AWESOME [General Combat] You respond to danger in the blink of an eye. Prerequisites: Dex 13, Improved Initiative

Benefit: As a full-round action, and only when you are twogun fighting, you can make a number of firearm attacks equal to your Dexterity modifier. Instead of your normal attack progression, all Gun Fu attacks use your highest attack bonus. The manoeuvre expands all your ammunition at the end of the full-round action, regardless of how much you started with, but you can run out of ammunition during a Gun Fu attack. Each gun/hand must perform an equal number of attacks, or within one (i.e., if your Dexterity bonus is an odd number). You can perform Gun Fu once per session for every 4 character levels you have. The maximum number of attacks this feat can provide is eight in a single round. Note: Anyone with the Quick Reload feet can reload an empty weapon between attacks granted by this feat, if needed. HAIL OF BULLETS [Ranged Combat] You have a particularly speedy trigger finger. Prerequisites: Dex 13, Point-Blank Shot, Rapid Shot, Double Tap Benefit: You can burst-fire guns that do not normally feature this capability (such as revolvers and semi-automatic pistols). Each burst requires (and expends) three rounds of ammunition. HARD TO KILL [General Combat] You just won't to give up the ghost. Prerequisites: Con 13, Toughness Benefit: You must be knocked down to -15 Hit Points before you die. Additionally, at -1 hit point or lower, you have a 20% chance per round of stabilizing instead of 10%. This feat stacks with other effects that increase your chance to stabilize or decreases your death threshold (the negative number of HPs at which point you actually die). You can take the feat multiple times. Each time, it increases the chance to stabilize by 10% and decreases your death threshold by 5HPs. Normal: Ordinarily, you have a 10% chance per round of stabilizing when below 0HPs and you die at -10 HPs. HARDCASE Skill Enhancers] You are a scary bastard. Benefit: You get a +2 bonus on all Intimidate and Gather Information checks. HEIGHTENED IMMUNE SYSTEM [Save Enhancers] You immune system is an overachiever. Benefit: You get a +4 bonus to any roll made to resist diseases, viruses, bacteria, and any other invasive pathogens. Special: You can take this feat twice. It's effects stack. HEROIC INTERVENTION [General Combat] You are great at taking hits meant for others. Prerequisites: Dex 13 Benefit: Once per round, you can instantly switch places with any medium- or large-sized person directly adjacent to you (i.e., within five feet) specifically in order to take the damage from a successful attack meant for that adjacent person. You 60

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Chapter 4: Feats We've done our best to streamline the Item-Creation process, not just with the Invention feats, but also the mystic and psionic item-creation feats, as well. If you prefer a simpler way, though, don't forget that you can just buy a Gadget, which is quite literally a hand-held power with a discount (see Chapter 5: Powers). Benefit: You get an additional +4 bonus on initiative checks, for a total bonus of +8. INITIATIVE, SUPREME [General Combat] You react to threats almost before they appear. Prerequisites: Dex 15, Improved Initiative, Awesome Initiative Benefit: You get an additional +4 bonus on initiative checks, for a total bonus of +12. INVENT DOOHICKY [Supertech] You can make one-shot Supertech devices. Prerequisite: Intelligence 15, Supertech Invention (power), Invent Super Equipment Benefit: You can build a Doohicky with any power that you can load into a device via the Supertech Invention power (see Chapter 5: Powers). The PDC for the materials you need to build the Doohicky is 15 + the CP cost of the power. You make any and all choices about the power's effects at the time when you build the Doohicky. The build time of a Doohicky equals the CP cost of its power in hours. Under emergency circumstances (i.e., during a game session), you can spend up to 16 hours a day building a Doohicky, but under normal circumstances (i.e., "down time" between games), you can work a maximum of 8 hours a day. Furthermore, while you're working, you have to maintain the equivalent of caster concentration. Within any given seven-day period, the number of devices you can build is limited by the total CP cost of the powers you load into them. That number cannot exceed your Constitution modifier times ten. For example, if you have Constitution 18 (+4), then you cannot make more than 40CPs worth of devices in one seven-day period. INVENT GIZMO [Supertech] You can make one-shot Supertech devices. Prerequisite: Intelligence 15, Supertech Invention (power), Invent Super Equipment, Invent Doohicky, Invent Ray Gun Benefit: You can build a Gizmo with any powers that you can load into a device via the Supertech Invention power (see Chapter 5: Powers). The PDC for the materials you need to build the Gizmo is 21 + the CP cost of the power. You make any and all choices about the powers' effects at the time when you build the Gizmo. The build time of a Gizmo equals three times the CP cost of its power in hours. Under emergency circumstances (i.e., during a game session), you can spend up to 16 hours a day building a Gizmo, but under normal circumstances (i.e., "down time" between games), you can work a maximum of 8 hours a

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day. Furthermore, while you're working, you have to maintain the equivalent of caster concentration. Within any given seven-day period, the number of devices you can build is limited by the total CP cost of the powers you load into them. That number cannot exceed your Constitution modifier times ten. For example, if you have Constitution 18 (+4), then you cannot make more than 40CPs worth of devices in one seven-day period. INVENT RAY GUN [Supertech] You can make hand-held, multi-use, power projectors. Prerequisite: Intelligence 15, Supertech Invention (power), Invent Super Equipment, Invent Doohicky Benefit: You can build a Ray Gun with any power that you can load into a device via the Supertech Invention power, the cost of which is 20CP or lower (see Chapter 5: Powers). The PDC for the materials you need to build the Ray Gun is 19 + the CP cost of the power. You make any and all choices about the power's effect at the time when you build it. The build time of a Ray Gun equals twice the CP cost of its power in hours. Under emergency circumstances (i.e., during a game session), you can spend up to 16 hours a day building a Ray Gun, but under normal circumstances (i.e., "down time" between games), you can work a maximum of 8 hours a day. Furthermore, while you're working, you have to maintain the equivalent of caster concentration. Within any given seven-day period, the number of devices you can build is limited by the total CP cost of the powers you load into them. That number cannot exceed your Constitution modifier times ten. For example, if you have Constitution 18 (+4), then you cannot make more than 40CPs worth of devices in one seven-day period. INVENT RAY GUN, IMPROVED [Supertech] You can make extremely powerful Ray Guns. Prerequisites: Intelligence 15, Supertech Invention (power), Invent Super Equipment, Invent Doohicky, Invent Ray Gun Benefit: This feat grants you the ability to load powers of any CP cost into your Ray Gun (i.e., there is no 20CP limit). INVENT SUPER ARMAMENTS [Supertech] You can make armour fit for the gods. Prerequisites: Intelligence 15, Supertech Invention (power), Invent Super Equipment Benefit: You can make Super armaments with up to a +5 enhancement bonus (Supertech), and up to +5 worth of Supertech special abilities (see Chapter 6: F/X). You cannot load powers into Super Armaments. This feat applies to both weapons and protective gear. The PDC for the materials you need to invent a Super Armament is 19 + 2 for every +1 enhancement (or equivalent). This assumes you start with a mastercraft object to start with. The build time of Super Armaments equals a number of hours equal to the total enhancement value, including special abilities, multiplied by 3.

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Chapter 4: Feats The creation time of a Superchemical equals the CP cost of its power in hours. Under emergency circumstances (i.e., during a game session), you can spend up to 16 hours a day building a Superchemical, but under normal circumstances (i.e., "down time" between games), you can work a maximum of 8 hours a day. Furthermore, while you're working, you have to maintain the equivalent of caster concentration. Within any given seven-day period, the number of devices you can build is limited by the total CP cost of the powers you load into them. That number cannot exceed your Constitution modifier times ten. For example, if you have Constitution 18 (+4), then you cannot make more than 40CPs worth of devices in one seven-day period. KNOCKBACK, AWESOME [Offensive Combat] Your knockback attacks are particularly effective. Prerequisites: Str 25, Power Attack, Improved Knockback Benefit: You get an additional +4 bonus your damage rolls for the purposes of determining whether you knock opponents back. This does not affect actual distance or damage, but instead affects whether or not you achieve Knockback against an opponent. This bonus stacks with Improved Knockback, thus your total bonus is +8. NB: You can apply this feat to the power Energy Attack, if you take the Knockback enhancement. You do not need Power Attack or a Strength score of 25. KNOCKBACK, DISTANCE [Offensive Combat] Your knockbacks really send people flying. Prerequisite: Str 25, Power Attack, Improved Knockback Benefit: Your knockbacks throw your targets a number of squares equal to 1/5th your damage roll (i.e., the total damage, in feet). Normal: Knockback causes victims to be flung a number of squares equal to 1/10th the damage of the knockback attack (i.e., a number of feet equal to half the damage). NB: You can apply this feat to the power Energy Attack, if you take the Knockback enhancement. You do not need Power Attack or a Strength score of 25. KNOCKBACK, IMPROVED [Offensive Combat] You're particularly good at smacking people around. Prerequisites: Str 25, Power Attack Benefit: You receive a +4 bonus to your effective damage rolls for the purposes of determining whether you knock opponents back. This does not affect actual distance or damage, but instead affects whether or not you can meet or beat your target's Knockback Threshold. NB: You can apply this feat to the power Energy Attack, if you take the Knockback enhancement. You do not need Power Attack or a Strength score of 25. KNOCKBACK, LIGHT [General Combat] You are good at pulling your punches. Prerequisites: Dex 15, Combat Expertise

Within any given seven-day period, the number of devices you can build is limited by the total CP cost of the powers you load into them. That number cannot exceed your Constitution modifier times ten. For example, if you have Constitution 18 (+4), then you cannot make more than 40CPs worth of devices in one seven-day period. INVENT SUPER EQUIPMENT [Supertech] You can make devices of truly super proportions. Prerequisites: Intelligence 15, Supertech Invention (power), Invent Super Equipment Benefit: You can make tools and technology (not weapons or protective gear) that grants a +1 to a +10 enhancement bonus (Supertech) on skill checks. This bonus stacks with the item's normal equipment bonus, if any. The PDC for the raw materials you need to build your Supercraft equals the normal PDC of the tool, +2 to the PDC for every +1 enhancement bonus. The total build time of a Supercraft device equals the build time for the same ordinary item, but increases by x2 for every +1 enhancement bonus (i.e., +1 doubles the build time, +2 triples it, etc.). To actually build the device requires a Supercraft check. The DC is the same as for building an ordinary tool of the same kind, but add twice the enhancement bonus to the DC (i.e., DC = ordinary DC + enhancement bonus x 2). You can also upgrade an existing tool, either ordinary or mastercraft. To do that, halve the PDC for the raw materials and the build time, but the Supercraft check remains the same. Within any given seven-day period, the number of devices you can build is limited by the total CP cost of the powers you load into them. That number cannot exceed your Constitution modifier times ten. For example, if you have Constitution 18 (+4), then you cannot make more than 40CPs worth of devices in one seven-day period. Note: This feat grants an enhancement bonus, not a Mastercraft bonus. Enhancement bonuses and Mastercraft bonuses do not stack. INVENT SUPERCHEMICAL [Supertech] You can mix up a formula that creates a Super effect. Prerequisite: Intelligence 15, Supertech Invention (power), Invent Super Equipment Benefit: You can make a dose of Superchemicals with any power that you can load into a device via the Supertech Invention power. The cost of the power must be 15CP or lower (see Chapter 5: Powers). The PDC for the materials you need to make a Superchemical is 17 + the CP cost of the power. You make any and all choices about the power's effect at the time when you build it. The duration of any Superchemical is 2d4 rounds, minutes, or hours, depending on the Sustain time(s) listed in the power. Superchemicals come in one of three forms: liquid, intravenous, or pills. Intravenous Superchemicals reduce the PDC by -2. Pills increase the PDC by +2.

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Chapter 4: Feats Benefit: You strike opponents in such a way that you do not cause knockback unless you want to. KNOCKBACK, SUPREME [General Combat] Your knockbacks are seriously nasty. Prerequisites: Str 25, Power Attack, Improved Knockback, Awesome Knockback Benefit: You get yet another +4 bonus your damage rolls for the purposes of determining whether you knock opponents back. This does not affect actual distance or damage, but instead affects whether or not you achieve Knockback against an opponent. This bonus stacks with Awesome Knockback, thus your total bonus is +12. NB: You can apply this feat to the power Energy Attack, if you take the Knockback enhancement. You do not need Power Attack or a Strength score of 25. LAB MAGIC MASTERY [Mystical] You know your way around your mystical laboratory. Prerequisites: Mystic Level 3. Benefit: You get a +4 competence bonus to all Spellcraft checks made to analyse spells or magic items, as well as invent new spells, while sequestered in your laboratory or workshop. LAST DESPERATE TRICK [General] You always have one last card up your sleeve. Benefit: This feat allows you to use any single class ability, special ability, or feat ability again after you have used it the maximum number of times per day or session. You can also use any class feature that normally require expenditure of an Action Point without expending one. Special: You can use this feat only once per day. It does not allow you to use an ability that requires PPs. LETHAL HURLING [Ranged Combat] You throw weapons with like a Major League pitcher. Prerequisites: Str 15, Dex 13, BA +2, proficiency with thrown weapons Benefit: +2 damage bonus with all thrown weapons. Special: This bonus applies only to directly thrown weapons. Do not add it to projectiles, bullets, grenades, or grenade-like weapons. LIGHT-FOOTED [Defensive Combat] You leap to your feet with ease and speed. Prerequisites: Dex 13 Benefit: You can stand up from prone as a swift action. Normal: Standing up from prone is a move action. LOW-LIGHT VISION [General] You eyes are unusually sharp in poor illumination. Benefit: You can see twice as far as usual in conditions of dim illumination, and see as well as you normally can in moonlit conditions.

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Special: This feat does not stack with any other low-light or dark vision abilities. MASTERCRAFT [Skill Enhancers] You can create mastercraft equipment. Prerequisite: Intelligence 13, Craft (subtype) 5 ranks Benefit: You can make mastercraft equipment from scratch. You must apply this feat to one of the Craft subtypes: chemical, electronic, mechanical, pharmaceutical, structural. The subtypes apply to specific kinds of mastercraft equipment.
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Chemical: explosives, corrosives, and reactants Electronic: anything with electronic or electrical components, from computers to lamps Mechanical: anything with moving parts, including firearms and vehicles, and any solid object that needs to be machined, like car parts or mêlée weapons. Pharmaceutical: drugs (legal or otherwise) and naturopathic remedies Structural: buildings, bridges, and the like

Different kinds of Mastercraft gain different bonuses. Equipment gains a +1 mastercraft bonus. Weapons are so wellbalanced and accurate that they gain a +1 to attack. Protective gear, including both modern or ancient armour and shields, is so much lighter and/or more comfortable that both the Maximum Dexterity and the Armour Penalty get a +1 (i.e., the Max Dex might go from +4 to +5, and the Check Penalty might go from 2 to -1). For all other equipment, skill checks when using the equipment get a +1 mastercraft bonus. An Appraise, Craft, or Repair check (DC 10) allows someone to detect mastercraft quality after cursory inspection (a move action to visually inspect the item will do), but most of the time Mastercraft quality is visible at a glance. It takes twice as long to build mastercraft equipment than it would to build the same ordinary item. The PDC for the raw materials to make a mastercraft item equals the normal PDC to build it + 1 (see the Craft skill). To upgrade an ordinary item to mastercraft, the PDC for the materials equals half the PDC to build the item + 1 (round up). The Craft DC to make mastercraft equipment equals the normal DC to make that item + 3. You must have Craft in the appropriate subtype to the item you're building. The GM makes this roll for you. If you succeed, you have built the device. If you fail, then you just couldn't get it to work. If you fail by more than 10, the device tests fine in the lab, but in the field it falls apart, shoots sparks, or otherwise refuses to work. Not all items are sturdy enough to even be mastercraft. A mastercraft T-shirt, for example, wouldn't be significantly different than a normal T-shirt. The GM will make a final call on whether an item can be Mastercraft at all. You can take this feat multiple times. Each time, it applies to a new subtype of the Craft skill. MASTERCRAFT, ADVANCED [Skill enhancers] You can create equipment of astoundingly high quality. 63

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Prerequisite: Intelligence 15, Craft (subtype) 5 ranks, Mastercraft (subtype) Benefit: You can now make items with a +2 mastercraft bonus. This functions exactly the same way as Mastercraft, but the relevant costs increase. Different kinds of Advanced Mastercraft gain different bonuses. Advanced Mastercraft equipment gains a straight +2 mastercraft bonus to relevant skill rolls. Weapons gain a +1 mastercraft bonus to both attack and damage (instead of just to attack). Protective gear gets a +1 mastercraft bonus to its max dex and armour penalty, as well as a +1 to mastercraft bonus to Defence. The build time is three times as long as that of an ordinary item, instead of twice as long. The PDC for the raw materials is the cost of the ordinary item + 2. You can convert an ordinary item to Advanced Mastercraft for a PDC equal to half the cost of the ordinary item +2. You can upgrade a Mastercraft item from +1 to +2 for a PDC equal to half the PDC of the ordinary item + 1. The Craft check to make an Advanced Mastercraft item equals the Craft check to make that ordinary item + 5. Use the same DC if you upgrade an existing normal or Mastercraft item. You can take this feat multiple times. Each time, it applies to a Craft subtype to which you already applied the Mastercraft feat. MERCIFUL MAULER [Offensive Combat] You are especially good at pulling your punches. Benefit: You can make mêlée weapon attacks and unarmed strikes that do non-lethal damage with no penalty to hit. This includes edged and piercing weapons, unarmed strikes enhanced by a super ability (e.g., Strength, Dexterity, etc.), and thrown objects, but not projectiles and firearms. How you manage to attack with, say, a lance and not do lethal damage is up to you to describe. Normal: To deal non-lethal damage with a lethal weapon usually incurs a -4 penalty to hit. MERCY BLOW [Offensive Combat] You can put your opponents down without killing them. Benefit: When you make a coup de grace attack against a helpless foe, you have the option of declaring a "mercy blow" rather than a killing blow. Carry out the coup de grace attack as per normal. If the attack is successful, the victim suffers nonlethal damage equal to their current HP total. This knocks the victim unconscious immediately. MYSTICAL APTITUDE [Skill Enhancer] You have a knack for mysticism. Benefit: You get a +2 bonus on all Spellcraft and Use Esoteric Device (mystical) checks. NEGOTIATOR [Skill Enhancers] You're a master of the give and take of negotiation. Benefit: +2 bonus on Diplomacy and Sense Motive checks. 64

OBSERVANT [General] You pay a lot of attention. Benefit: +2 on all Observe and Search checks. OPEN-MINDED [Skill Enhancers] You are smarter than the average bear. Benefit: You gain 5 skill points. ORIGIN RESISTANCE [Defensive Combat] You are particularly resistant to one Origin. Benefit: You gain +2 bonus on all Saves made against one Origin (player's choice). You can take this feat up to five times. It applies to a different Origin each time. ORIGIN RESISTANCE, GREATER [Defensive Combat] You are extremely toughened against a particular Origin. Benefit: You have DR4 versus damage that comes from one Origin (player's choice). You can take this feat up to five times. It applies to a different Origin each time. POKER FACE [Skill Enhancers] Your facial expressions are firmly controlled. Benefit: +2 bonus on all Bluff checks and Gamble checks. POWER FOCUS [General] Your super power is more effective than most. Benefit: Choose a super power. Add +4 to the Difficulty Class for all saving throws or against the super power you select. Special: This feat has no effect on powers that don't provoke saving throws. You can take this feat multiple times. It applies to a new power each time. POWER FOCUS, GREATER [General] Your super power is astoundingly effective. Prerequisites: Power Focus, Improved Power Focus. Benefit: Choose a super power to which you already have applied the Improved Power Focus feat. Add +4 to the Difficulty Class for all saving throws against the super power you select. This bonus stacks with the bonus from Power Focus and Improved Power Focus, for a total of +12. Special: This feat has no effect on powers that don't provoke saving throws. You can take this feat multiple times. Each time, you upgrade one Improved Power Focus that you already have. POWER FOCUS, IMPROVED [General] One of your powers is much more potent. Prerequisites: Power Focus Benefit: Choose a super power to which you already have applied the Power Focus feat. Add +4 to the Difficulty Class for

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Chapter 4: Feats all saving throws against the super power you select. This bonus stacks with the bonus from Power Focus, for a total of +8. Special: This feat has no effect on powers that don't provoke saving throws, obviously. You can take this feat multiple times. Each time, you upgrade one Power Focus that you already have. POWER PENETRATION [General] Your powers blast through Resistance. Benefit: You get a +2 bonus on power checks (1d20 + net CP value of power), or caster checks (1d20 + caster level), or manifester checks (1d20 + manifester level) you make to overcome Power Resistance, Spell Resistance, or Psionic Resistance. Pick one. Special: you can take this feat up to 3 times. It applies to a new kind of resistance each time. The feats Spell Penetration and Psi-Power Penetration have been removed from Phoenix. POWER PENETRATION, GREATER [General] Your powers blast through Resistance. Prerequisite: Power Penetration Benefit: You get an additional +2 bonus on power checks (1d20 + net CP value of power), or caster checks (1d20 + caster level), or manifester checks (1d20 + manifester level) you make to overcome Power Resistance, Spell Resistance, or Psionic Resistance. This bonus stacks with the bonus from Power Penetration to the effect that you chose (either powers, or spells, or psi-powers). Special: you can take this feat up to 3 times. It stacks with one of your Power Penetration feats each time. The feats Greater Spell Penetration and Greater Psi-Power Penetration have been removed from Phoenix. PRECISE STRIKE [Offensive Combat] You are good at avoiding property damage. Prerequisites: Int 13, Combat Expertise Benefit: When you're in mêlée, if you and your opponent(s) are standing adjacent to a building and you miss with a mêlée attack, you can choose to not do damage to the building due to a wild swing. Normal: If you and your mêlée opponents are both adjacent to a building and either of you miss each other, you strike the building. PRESSURE-POINT ATTACK [Defensive Combat] You can strike painful nerves with great skill. Prerequisites: Dex 13, Combat Martial Arts Benefit: You can make a Pressure-Point Attack instead of an unarmed strike. If you hit, you inflict a -1 penalty to your target's attack rolls and a -2 penalty to their Defence score. These effects last 1d6 rounds but cause no other damage. Multiple pressure-point attacks can cause cumulative penalties. You can make only one pressure point attack per round. The target of a Pressure-Point Attack must have discernible humanoid anatomy and physiology. Anyone with an armour or natural Defence bonus of more than +6 are immune to this feat's effects.

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PROFICIENCY: ARMOUR (POWERED) [Proficiencies] You are skilled in the use of Power Armour. Benefit: You do not apply your armour penalty to your attack rolls. PROFICIENCY: WEAPONS (IMPROVISED) [Proficiencies] You are accustomed to fighting with what's at hand. Benefit: You do not take a -4 penalty when using improvised weapons. Special: Improvised weapons have a 50% chance of breaking every time they deal damage, or in the case of thrown objects, strike a hard surface. PRONE FIGHTING, IMPROVED [Defensive Combat] You fight well from the ground. Prerequisites: BA +1 Benefit: While prone, you suffer only a -1 penalty to mêlée attacks and mêlée attacks against you gain only a +1 bonus. Normal: Ordinarily, while prone, you suffer a -4 penalty to all your mêlée attacks, and opponents making mêlée attacks against you get a +4. QUICK CHANGE [General] You can slip into your super-suit like lightning. Prerequisites: Dex 13 Benefit: Changing from your street clothes to your superhero clothes takes one less round than it normally would: 1 round to pull off clothes and reveal tights, 3 rounds to change from one set of clothes to another. You can also spend 1 Action Point to reduce the changing time to one swift action, as inexplicable as that might be. Normal: Revealing a set of tights takes 2 rounds and changing from one set of clothes to another takes 4. QUICK SHEATH [General Combat] You can sheath your weapons in a blink Prerequisites: BA +1 You can sheath a sword or holster a firearm with a free action. This does not alter the amount of time it takes to hide a weapon on your person, nor does it apply either a bonus or a penalty to how well you hide it. Normal: Sheathing or holstering a weapon requires a move action. REFLEXES, AWESOME [Save Enhancers] You have the reflexes of an Olympic fencer pause. Prerequisites: Dex 13, Lightning Reflexes Benefit: You get an additional +2 bonus to all Reflex saving throws (for a total bonus of +4). REFLEXES, SUPREME [Save Enhancers] You have reflexes that would shame a mongoose. 65

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Chapter 4: Feats day period. A single potion with a 2nd-level spell is two levels worth of spells. SCEPTICISM [Save Enhancers] You have an eye for faked phantasms. Prerequisites: Wis 13 Benefit: You get a +4 bonus to any roll made to resist hallucinations, see through illusions, and the like. SCEPTICISM, STONE-COLD [Save Enhancers] You have a keen eye for faked imagery. Prerequisites: Wis 13, Scepticism Benefit: You get an additional +4 bonus to any roll made to resist hallucinations, discern illusions, and see through similar phenomena, for a total bonus of +8. SHARPSHOOTER [Ranged Combat] You are skilled at making long-range shots. Prerequisites: Point-Blank Shot, Precise Shot, Far Shot. Benefit: You get a +1 bonus to attack rolls made with ranged weapons at a range of more than 30 feet. SHIELD FOCUS [Defensive Combat] You are practised at using shields effectively. Prerequisites: Shield Proficiency. Benefit: You get a +1 circumstance bonus to Defence when using shields. SHIELD SPECIALIZATION [Defensive Combat] You are particularly adept with a single type of shield. Prerequisites: Shield Proficiency, Shield Focus Benefit: Select a single type of shield. When you are using that shield, the shield's bonus to Defence increases by +1 (cumulative with the Shield Focus feat) and the shield's ACP is decreased by 1. SKILL APTITUDE [Skill Enhancers] Your capacity to learn a particular skill is increased. Benefit: The maximum ranks in one of your class skills (player's choice) is now your character level +6. You can take this feat multiple times. Each time, it applies to a new class skill. You can apply this feat to class skills you've gained through the Field Experience class feature. Special: If you are multi-classed, you can apply this feat to class skills from any of your classes. Normal: The maximum ranks for a class skill is character level +3. Note: You can buy 4 skill ranks for 1CP. SKILL APTITUDE, AMAZING [Skill Enhancers] Your capacity to learn a particular skill is amazing.

Prerequisites: Dex 15, Lightning Reflexes, Awesome Reflexes Benefit: You get an additional +2 bonus to all Reflex saving throws (for a total bonus of +6). RESIST FATIGUE [General] You keep going and going and going... Prerequisites: Con 15, Endurance Benefit: Once per session when you would ordinarily become fatigued, you can instead totally ignore the fatiguecausing effect. If it arises from a situation from which there is no immediate relief (thirst, starvation, etc.) then the use of this feat will delay the onset of fatigue by four hours. RUN [General] You are fleet of foot. Benefit: When you Run, you multiply your speed x5 instead of x4 (or x4 instead of x3, if you're carrying a heavy load or wearing heavy armour). When you Sprint, you increase your speed by 5 feet (1 square) for every +1 to your Dexterity. If you make a Jump check with a running start, then you get a +4 to any Jump checks you make as part of that movement (i.e., move action, Run, or Sprint). While you Run or Sprint, you retain your Dexterity and Dodge bonuses to your Defence score. Normal: When you Run, you move x4 your speed (x3 if you're carrying a heavy load or wearing heavy armour) and you lose your Dexterity bonus to Defence. When you Sprint, you increase your speed by 5 feet (1 square) for every +2 to Dexterity. SCREECHING HALT [Vehicle] When you slam on the brakes, you can stop on a pinhead. Prerequisites: Drive (any) 5 ranks Benefit: You get a +4 bonus on any Drive check made to stop suddenly or precisely. SCRIBE SCROLL [Mystical] Prerequisite: Mystic Spell-Casting 1st-Level You can write mystical scrolls. Benefit: You can create a scroll with any spell that you know. It takes a number of hours equal to the spell's level + the caster level of the spell. When you scribe a scroll, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own effective caster level. You make any and all choices about the spell's effects at the time of scribing the scroll. The Purchase DC for materials needed to scribe the scroll, including paper and ink, is 15 + spell level + the caster level of the scroll (whatever you decide to set it at). This is in addition to the costs for any and all material components necessary for the spell itself. Within any given seven-day period, the number of potions you can brew is limited by the total levels worth of spells in them. That number cannot exceed your Constitution modifier times 4. For example, if you have Constitution 18 (+4), then you cannot make more than 12 levels worth of devices in one seven66

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Chapter 4: Feats Benefit: This feat is exactly like Skill Aptitude, but the maximum ranks in a skill you picked for Skill Aptitude is now your level +12. Special: If you are multi-classed, you can apply this feat to class skills from any of your classes. Normal: The maximum ranks for a class skill is character level +3. Note: You can buy 4 skill ranks for 1CP. SKILL APTITUDE, SUPREME [Skill Enhancers] Your capacity to learn a particular skill is infinite. Benefit: This feat is exactly like Skill Aptitude, but one skill you picked for Amazing Skill Aptitude now has no maximum ranks. Special: If you are multi-classed, you can apply this feat to class skills from any of your classes. Normal: The maximum ranks for a class skill is character level +3. Note: You can buy 4 skill ranks for 1CP. SLEEPER HOLD [Offensive Combat] You can put opponents to sleep with your grip. Prerequisites: Str 15, Combat Martial Arts, Improved Grapple Benefit: If you have successfully initiated a grapple, you can declare that you are beginning a Sleeper Hold. On your next turn, you inflict 1d6 non-lethal damage, and on the next turn after that, 2d6, until either your opponent breaks the grapple or falls unconscious. You can perform a Sleeper Hold only on creatures with discernible, humanoid anatomy. Anyone that doesn't breathe is unaffected. SLIDING SHOT [Ranged Combat] You can slide across the ground and just keep shooting! Prerequisites: Dex 13, Dodge, Point-Blank Shot, Mobility, Shot On The Run Benefit: As part of a full attack action, you can slide or roll along the ground up to half your normal movement distance while taking a full-attack action with a firearm or firearms. You are prone for the duration of this manoeuvre (+4 Defence against ranged attacks, -4 Defence against mêlée attacks) and can choose to remain prone or stand up as a free action when you come to a stop. You do not trigger attacks of opportunity while sliding unless you end your sliding movement in a threatened area. Special: Improved Prone Fighting does, indeed, combine with this feat. Thus, if you had both feats and executed a Sliding Shot, your Defence during the action would be +1 against ranged attacks and -1 against mêlée attacks. Nifty. SNIPER [Ranged Combat] You are trained in shooting from great distances. Prerequisites: Point-Blank Shot, Precise Shot, Sharpshooter, Sneak Attack Ability

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Benefit: You can apply your full sneak attack damage to any successful surprise attack made with a rifle equipped with a telescopic sight. Such an attack requires that you spend a full round aiming just before the round in which you make the attack. Normal: You cannot ordinarily make sneak attacks at a range beyond 30 feet. STANDING JUMP [Skill Enhancer] You can make great leaps without a running start. Prerequisite: Jump 5 ranks Benefit: You do not need to get a running start when making high or long jumps. The DC equals the distance in feet. Normal: When making a high or long jump, you must have a running start of 20 feet, or else the DC is doubled. STAPLE, IMPROVED [General Combat] You are very good at pinning people by their clothes. Benefit: You get a +4 to hit when you make Staple attacks, and if you Staple with a ranged weapon, you can perform the manoeuvre up to one range increment away or 30 feet, whichever is greater. If the Stapled person chooses to take a move action to remove the weapon, she must make a Strength check (DC 10), and if she attempts to rip her clothes, she must make a Strength check (DC 15). Increase the DC of the Strength check by +4 for every additional staple. For example, if you use three attacks to throw three daggers at a target and Staple her to a wall, the Strength DC is 22. STICK-UP ARTIST [Skill Enhancer] "You can get much farther with a kind word and a gun than you can with a kind word alone." -Al Capone Prerequisites: Intimidate 5 ranks Benefit: When you attempt to use the Intimidate skill against a subject by pointing or otherwise threatening with a gun, you get a +4 fear bonus on your check. Once per encounter, if you fail an Intimidate check, you can fire a "warning shot," which allows a retry on the following round as if the first check had not failed. Additional "warning shots" have no effect. Special: Any bonus a target might against fear effects (such as the Unshakable feat) raises the DC of your Intimidate check by that bonus. Fear bonuses negate the ability to fire a "warning shot" in order to get a second skill roll. Normal: Ordinarily, you receive only a +2 circumstance bonus from threatening a subject with a firearm. SUPER STRIKE [Offensive Combat] You can deliver super-powered blows with anything. Prerequisites: Str 18 or Dex 18 Benefit: When making a mêlée attack with a normal weapon, your attacks count as super. Normal: Ability scores of 25 are super. SUPER STYLE [Skill Enhancer] You are a trend-setter. 67

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Chapter 4: Feats Benefit: You get a +4 to Tumble and Jump checks while swinging. TEAMBREAKER [Defensive Combat] You are trained to fight people working in groups. Prerequisites: BA +4, Dex 13, Int 13, Combat Reflexes Benefit: Whenever an opponent uses the Aid Another manoeuvre or the Cooperative Attack or Improved Cooperative Attack feat against you in mêlée, you get an attack of opportunity against whomever is using Aid Another or the being aided. Special: This feat does not allow you to make more attacks of opportunity than you normally can. TECH SAVVY [Skill Enhancers] Your skills are 1337. Benefit: You get a +2 bonus on all Computer checks and Craft (electronics) or Repair checks made to electronics. THIRD HAND [General Combat] You get a lot out of rope- and chain-based weapons. Prerequisites: Dex 13, Combat Expertise, Proficiency with a rope- or chain-based weapons with a reach of 10' or more. Benefit: Your rope- or chain-based weapon is now a "third hand." With it, you can perform two additional useful tricks. First, if you fall or are pushed from a height, you can make a Reflex check, DC 15, to snag an available outcropping or protrusion and thus halt your fall. There must be something to wrap your weapon around, of course, and the GM has final say as to whether it can take your weight. You can attempt to snag a person, but that person must be strong enough to support your weight or be tied firm to something that can. Second, if you perform the disarm manoeuvre, you can use a move action to flip the disarmed weapon or object into any square within your weapon's reach, including your own, in which case you can deposit it into your own hands (assuming you have enough hands free to hold the object). You can drop an object or weapon as a free action, and thus free up a hand to catch the disarmed weapon. TOUGHNESS, IMPROVED [General] You are as tough as a concrete wall. Prerequisites: Con 15, Toughness Benefit: You permanently gain +5 HPs to your maximum. Special: You can this feat multiple times. Its effects stack. TRUSTWORTHY [Skill Enhancers] You have a personality a used-car salesmen would kill for. Benefit: You get a +2 bonus on all Diplomacy checks and Gather Information checks. TURNABOUT DISARM [General Combat] You give your opponents a taste of their own medicine.

Prerequisites: Cha 13 Benefit: Once per session per point of Charisma modifier you possess, you can add a +2 circumstance bonus to any Charisma-based skill or ability check where your outstanding dress sense and force of personality might be used to lend some charm-power. SUPERTECHNICAL APTITUDE [Skill Enhancer] You have an eye for superpowers. Benefit: You get a +2 bonus to all Supercraft checks and Use Esoteric Device checks relating to Supertech devices. SUNDER, IMPROVED [General Combat] You are good at smashing and slashing objects. Prerequisites: Int 13, Combat Expertise Benefit: You receive a +4 to hit when you perform the Sunder manoeuvre and you do not provoke an attack of opportunity. This bonus stacks with Precise Sunder. SUNDER, PRECISE [General Combat Prerequisites: Int 13, Combat Expertise Benefit: You can now Sunder with a piercing weapon or a mêlée weapon, provided you're in close range (30 feet). In addition, you receive a +4 to hit when attempt to Sunder any object that has less than 5HPs. This feat also allows you to make extremely delicate Sunder attempts, such as cutting off a target's necklace without touching her neck or slashing off his belt, without any risk of hitting harming the wearer/wielder of the object. This bonus stacks with Improved Sunder. SWIFT HEALING [General] You bounce back from injury faster than usual. Prerequisites: Con 13, Toughness Benefit: You heal an additional number of Hit Points per day equal to you Constitution modifier. Normal: Ordinarily, you heal one hit point per day per character level. SWIFT POWER-POINT RECOVERY [General] You regain power points faster than usual. Benefit: You recover 2PPs per character level every six hours of regular activity and 4PPs of total rest (lying down, not fighting, not concentrating, not spell-casting, etc.). Normal: You ordinarily recover a number of PPs equal to your character level every six hours. SWINGING, COMBAT You're deadly on the end of a rope. Prerequisite: Dex 13, Improved Swinging Benefit: You retain your Dexterity and dodge bonuses while swinging, SWINGING, IMPROVED You're downright majestic when you dangle on a rope. Prerequisites: Dex 13 68

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Chapter 4: Feats Prerequisites: Dex 13, Int 13, Combat Expertise, Improved Disarm Benefit: Whenever you disarm an opponent in mêlée and take their weapon away, you get an attack of opportunity against that opponent, with the stolen weapon. In order to use this feat, you must have at least one hand free. Special: This does not allow you to make more attacks of opportunity than you are normally allowed to. TWO-WEAPON FIGHTING [Offensive Combat] You are skilled at fighting with more than one weapon Prerequisite: Dex 15 Benefit: This feat reduces your penalties on attack rolls for fighting with double weapons or more than one weapon. It lowers the penalty on your dominant-hand weapons by 2 and the penalty on your off-hand weapon(s) by 6. Special: This feat replaces Multiweapon Fighting for anyone with more than two arms. TWO-WEAPON FIGHTING, IMPROVED [Offensive Combat] You can make multiple attacks with your off-hand weapon Prerequisites: Dex 17, BA +6, Two-Weapon Fighting Benefit: When you fight with more than one weapon, you get an iterative attack with one of your off hands (i.e., it takes a 5 penalty). You can take this feat multiple times. Each time, it adds one iterative attack to one of your off-hand weapons. You cannot take this feat more times than you have iterative attacks with your off hand(s). TWO-WEAPON DEFENCE [Defensive Combat] Prerequisites: Dex 15, Two-Weapon Fighting. Benefit: When you wield a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your Defence. When you fight defensively or using the total defence action, this shield bonus increases to +4. You can take this feat multiple times if you have more than one armed off-hand weapon (which requires more than two arms). The feat's bonus increases by 2 for every additional offhand weapon you wield (i.e., with two off-hand weapons, you get a +4 shield bonus). TWO-GUN MOJO [Ranged Combat] You know how to control the bucking recoil of two guns. Prerequisites: Dex 15 , Two-Weapon Fighting Benefit: You can simultaneously wield and use two firearms, as long as neither is larger than a rifle. Normal: Ordinarily, you can wield two firearms simultaneously only if both are handguns. UNARMED DAMAGE, IMPROVED [Offensive Combat] You hit harder than you should be able to. Prerequisites: BA +1, Combat Martial Arts Benefit: Your base unarmed damage increases, by one die increment (see chart, right). Special: You can take this feat three times. Each time, the BA prerequisite increases by +5. Martial Artists receive this feat as part of their Class Features. They are not bound by the feat's prerequisites, but they also cannot take it in addition to their Class Features. UNSHAKABLE [Save Enhancers] You don't spook easily. Benefit: You get a +4 bonus to any roll made to resist fear, horror, and demoralization.

69 Improved Unarmed Damage Progression Damage Improvement 1d4 or less 1d6 1d6 1d8 1d8 1d10 1d10 2d6 2d6 2d8 2d8 2d10 2d10 3d8 3d8 3d10 3d10 3d12 3d12 4d10 4d10 4d12 (max)

VEHICLE FOCUS [Vehicle] You have a significant affinity for a single type of vehicle. Prerequisite: Drive 5 ranks Benefit: Select one specific vehicle. You get a +1 bonus to all rolls involving the operation or maintenance of a favoured vehicle. The vehicle's Defence is improved by 1 while you are operating it. Special: You can take this feat multiple times. Each time, it applies to a different vehicle type. VEHICLE FOCUS, GREATER [Vehicle] You have an instinctive rapport with your vehicle of choice. Prerequisites: Vehicle Focus with chosen vehicle Benefit: Choose a vehicle for which you have already taken the Vehicle Focus feet. You get an additional +1 bonus to all rolls involving the operation or maintenance of a favoured vehicle, for a total bonus of +2. The vehicle's Defence is increased by an additional +1 while you operate it, for a total Defence bonus of +2. Special: You can take this feat multiple times. Each time, it applies to a different vehicle type. WARINESS [Defensive Combat] You can keep yourself on your toes when danger looms. Prerequisites: Wis 13, Alertness Benefit: You can trade an standard action for a +2 bonus to all saving throws you make for the remainder of the round. The effects of this feat wear off at the start of your next turn. WILL, AWESOME [Save Enhancers] You are incredibly resistant to mental or social domination. Prerequisites: Wis 13, Iron Will Benefit: You get an additional +2 bonus to all Willpower saving throws (for a total bonus of +4). WILL, SUPREME [Save Enhancers] You're even more stubborn than a grumpy house cat. Prerequisites: Wis 15, Iron Will, Awesome Will 69

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Chapter 4: Feats genuinely strike fear into your enemy's hearts, something along the lines of "I am the terror in the night" or "No one escapes the Spanish Inquisitor" Yelling your Battle Cry at the beginning of combat (i.e., your surprise round or your first action after rolling initiative) constitutes an Intimidate check against all enemies in earshot who understand your language. The effects of the Intimidation last 2d4 rounds, instead of the normal single round. Yelling your Battle Cry requires a move action and constitutes an action in combat, and therefore afterwards, you are no longer flat-footed. You can use this feat once per session, plus once for every four character levels you have. CAPE MISDIRECTION [Tongue-in-Cheek] You can hide within the flowing folds of your own cape. Prerequisite: a billowing cape or cloak Benefit: As a Swift action, you can whip up your cape in such a way that it hides the exact shape of your body; this grants Concealment (20% miss chance) against mêlée and ranged attacks. You must declare your intention to use Cape Misdirection at the beginning of combat, but you can effectively "leave it on" until the combat ends. You cannot use Cape Misdirection if, for any reason, you are denied your Dexterity bonus to Defence. CAPE MISDIRECTION, IMPROVED [Tongue-In-Cheek] You disappear into the folds of your own cape. Prerequisite: a billowing cape or cloak, Cape Misdirection Benefit: This feat functions exactly the same way as Cape Misdirection, but your Concealment goes up to a 40% miss chance. CATCH BULLETS [Tongue-In-Cheek] You can pluck a speeding bullet out of the air. Benefit
+20 to Hide checks to conceal objects about your person Intimidate multiple enemies for 2d4 rounds Your cape/cloak grants Concealment (20%) Your cape/cloak grants Concealment (40%) +8 dodge bonus against firearms Catch bullets with your bare friggin' hands Conceal your identity behind a pair of glasses Get up after being reduced to zero or fewer HPs Fill villains with self-doubt (-4 Lame penalty) +4 Awesome bonus to mystical skills +4 Awesome bonus to psionic skills Spag! Wang! +2 Awesome bonus to damage They fight, and talk, and fight and talk and fight... One useful object per session A conveniently-placed cache of Useful Stuff Destroy your costume for a +4 to Defence +4 Awesome bonus to supertech skills You can cancel verbal-based feats

Benefit: You get an additional +2 bonus to all Will saves (for a total bonus of +6). WILL TO LIVE [Save Enhancers] You laugh in the face of death! Ha ha! (like that) Benefit: You get a +4 bonus to any saving throw made to resist instant death, including saves against death attacks and death from massive damage.

Tongue-In-Cheek Feats
The following feats are genre-specific and kind of silly, but in the right gaming group, they can be a lot of fun. They're not in with all the other feats because gaming groups should decide collectively if they want to use them at all. Some of these feats grant Awesome bonuses (or the inverse, Lame penalties), which is a new bonus type that follows all the same rules as other bonus types. See Chapter 8: GMing for more rules about Awesome bonuses and Lame penalties. AMAZING HOLDOUT [Tongue-in-Cheek] Prerequisite: Holdout Benefit: When you Hide a weapon or item on your person, you get a +20 circumstance bonus vs. Observe checks. In addition, you can Hide things that should not, by all logic, fit on your person, like an M-16, a long sword, or full suit of armour worn under your clothes. This feat does not affect someone's ability to physically Search your body. BATTLE CRY [Tongue-in-Cheek] You can strike fear into your enemies. Prerequisite: Charisma 13, Intimidate 5 ranks Benefit: You must first invent a battle cry that is thematically appropriate to your character's persona. It needs to be something sufficiently intimidating and/or magnificent to Table 4-2 Tongue-In-Cheek Feats Prerequisite
Amazing Holdout Battle Cry Cape Misdirection Improved Cape Misdirection Dodge Bullets Catch Bullets Glasses of Disguise Heroic Comeback Moral Authority Mumbo-Jumbo New-Age Nonsense Onomatopoeia Parley Plot Device Equipment Cache Tactical Nudity Advantage Technobabble Verbal Riposte

Holdout Charisma 13, Intimidate 5 ranks billowing cape or cloak Cape Misdirection, billowing cape Dexterity 17, Defensive Martial Arts, Deflect Arrows, Dodge Dexterity 17, Defensive Martial Arts, Deflect Arrows, Dodge, Dodge Bullets, Lightning Reflexes Constitution 13, Toughness Charisma 13, Allegiance (special) Wisdom 13 Charisma 13 Charisma 13 Plot Device Intelligence 13 Charisma 15, One-Liner

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Chapter 4: Feats Prerequisite: Dexterity 17, Defensive Martial Arts, Deflect Arrows, Dodge, Dodge Bullets, Lightning Reflexes Benefit: As an Immediate action, if someone fires a gun at you, you can elect to roll try to catch the bullet with your bare friggin' hands. To use this feat, you must have line of sight on your attack, be aware that he, she, or it is firing at you, and you cannot be denied your Dexterity bonus to Defence. You cannot catch shotgun pellets. Attempting to catch a bullet requires an opposed roll, your Reflex save versus the attacker's attack roll + 10. If you succeed, you catch the bullet. If you fail, the bullet hits you, regardless of whether the attack roll beat your Defence score. If the attacker's roll is high enough, they can score a critical hit, as per the normal rules. DODGE BULLETS [Tongue-In-Cheek] You are good at avoiding getting shot. Prerequisite: Dexterity 17, Dodge, Deflect Arrows, Defensive Martial Arts You get a +8 Dodge bonus against all firearms attacks if you can see and are aware of your attacker(s), and you retain your Dexterity bonus to Defence. EQUIPMENT CACHE [Tongue-in-Cheek] You were a Boy Scout in a former life. Prerequisite: Plot Device Benefit: When you're in your territory (usually a city), you can spend an Action Point to remember that you miraculously thought ahead and stowed a cache of supplies 1d6 blocks away (down an alley, under a dumpster, etc.). The cache can contain the following kinds of items:
• • • • •

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couldn't possibly be the same person; one wears glasses and the other one is a superhero. HEROIC COMEBACK [Tongue-in-Cheek] You just won't die. Prerequisite: Constitution 13, Toughness Benefit: Once per game session, you can use 1 Action Point to bring yourself from zero or lower HPs to 5HPs. You must actually be alive to use this feat. Raising your HPs requires a Swift action, but getting up from where ever your corpse landed is another matter. MORAL AUTHORITY [Tongue-In-Cheek] You can deliver a hell of a homily. Prerequisite: Charisma 13, Allegiance to an institution or philosophy with some kind of moral tone (government, religion, political party, etc.) Benefit: If you can convincingly explain to a villain where he, she, or it has gone wrong, what their moral failings are, the ethical conundrum in their own mind can imbue a -4 Lame penalty to all rolls for 1d4+1 rounds (in combat) or 1d4+1 minutes (out of combat). You can invoke this feat only once per session. In combat, you must expend a standard action to deliver your heroic message of goodness, fiscal responsibility, personal hygiene (or whatever). Example: The evil Apocalypso has cornered Constable Courage on a narrow catwalk. "Now I will beat you to within an inch of your life!” the madman cackles as he advances with fists raised. "Not likely," the good Constable responds, "clearly, my strict, Royal Canadian Mounted Police regimen of callisthenics and restrained eating habits give me a physical advantage over a reckless and unhealthy miscreant such as yourself. After all, your henchmen raided the Tasty Loins Pork Processing Plant last week solely to indulge your late-night craving for bacon!" [They roll and opposed test, Apocalypso loses.] "Blast!" cries Apocalypso, as he is filled with self-doubt. Clearly, the Constable is correct. He is getting a little wide around the middle. "Let this be a lesson in the virtues of physical fitness!" cries the Constable, as he beats Apocalypso into unconsciousness. MUMBO-JUMBO Your mystical insights are stronger when you mumble. Prerequisite: Wisdom 13 Benefit: You gain a +4 Awesome bonus to skills you make to build, repair, or study a mystical item, provided that you can adlib a vaguely believable load of arcane blither before you make the roll. This does not add any time to your skill check. You (your character) actually mumbles while she works. You can blither about ley-lines or "blind forces of the Universe" or whatever. These essentially meaningless phrases help you concentrate. You can use this feat a number of times per session equal to your Wisdom modifier. NEW-AGE NONSENSE The inner eye seeks through through nonsense. Prerequisite: Charisma 13 71

spare clothes (a superhero costume or regular clothes, nothing that grants a Defence bonus) money (a wad of cash, a spare credit card, etc.; grants +1d4 Wealth for the remainder of the session) ammunition (1d4 clips, bundles of arrows, Supertech batteries, whatever is appropriate to your weapon) food and water (enough to feed you for a day) one Plot Device

If you are outside of your home territory, your GM might allow you to spend 2APs to have a cache nearby (in a tree, under an over-pass, etc.). In a truly exotic location (inside a villain's lair, on the Moon, etc.), and if you ask really nicely, your GM could be on enough antihistamines to allow you to spend 3APs to have a cache nearby. GLASSES OF DISGUISE [Tongue-In-Cheek] You can hide behind a pair of specs. Benefit: By wearing a pair of glasses in your everyday life and not wearing them in your superheroic persona, you get the equivalent benefit to wearing a Full-Face mask when you're in costume (DC 25 to recognise you, see Chapter 1: Character Creation), and no mask in your everyday life. After all, you

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Chapter 4: Feats

Benefit: You gain a +4 Awesome bonus to skills you make to build, repair, or study a psionic item, provided that you can adlib a vaguely believable load of new-age nonsense before you make the roll. You can witter on about crystals or chakras or whatever. These essentially meaningless phrases help you concentrate. This does not add any time to your skill check. You (your character) actually mumbles while he works. You can use this feat a number of times per session equal to your Charisma modifier. ONE-LINER [Tongue-in-Cheek] You have a penchant for glib wisecracks. Prerequisite: Charisma 13, Diplomacy 5 ranks Benefit: If you can deliver a clever pun, witty doubleentendre, or snappy retort at the top of your round, you can grant yourself an Awesome bonus to all rolls that round, except for damage rolls. Delivering the one-liner requires a swift action, and the GM decides if the bonus is worth +2 or +4, depending how clever it was and/or how much everyone at the table laughed. ONOMATOPOEIA [Tongue-in-Cheek] Baff! Zow! Benefit: If you (both you at the table, and you, your character) can yell an appropriate onomatopoeia while you roll your attack dice (Wham! Bonk!), you can grant yourself a +4 Awesome bonus to your damage roll. (Kronk! Slam!) You can use this feat three times per session, and you have to yell a different onomatopoeia each time (Zing! Kablamo!). If you repeat an onomatopoeia and anyone at the table notices, you instead take a -4 Lame penalty to damage. PARLEY [Tongue-in-Cheek] Have a lively conversation while getting pummelled Prerequisite: Charisma 15 Benefit: You can talk while you fight, which means that you can simultaneously perform a verbal action and a physical action. For example, you can attempt a full-round Diplomacy check during a full-attack attack. PLOT DEVICE [Tongue-In-Cheek] Where do you get those wonderful toys? Benefit: Once per session, you can dig into your pockets and find a single, extremely useful mundane tool or device. The exact nature of the device is unspecified until such time as you invoke the feat, but it can become virtually anything you happen to need—an electronic lock-pick, a grappling hook gun, a rebreather, a compact motorcycle repair kit, etc.—up to Purchase DC 15. For the remainder of the session, the Device stays as whatever you wanted it to be, but at the beginning of the next session, it is once again unspecified and ready to be something else that you miraculously just happened to have with you. Invoking the Plot Device does not require a purchase roll and it does not affect your Wealth score because you had it the whole time (wink, wink). You can take this feat up to three times. Each time, you get one more plot device per session. 72

TACTICAL NUDITY ADVANTAGE [Tongue-In-Cheek] Show some skin, win the fight. Benefit: Once per game session, you can utterly destroy your costume and/or armour (rip it to shreds, burst out of it, cut it off with your weapon, etc.) leaving only strategically-place scraps for the sake of your dignity. The costume is permanently destroyed. You can destroy your costume as a move action, or you can activate this feat when someone attacks you in such a way that would logically destroy your costume (e.g., an explosion, being burned, a particularly nasty attack; GM has final say on whether the attack would destroy the costume). In this latter case, you can activate the feat as an immediate action, immediately after the costume is destroyed. When you activate this feat, you gain a +4 Awesome bonus to your Defence on top of whatever bonus your costume might have offered when it was still intact. This bonus lasts a number of rounds equal to your Charisma bonus + 2. At the end of this time, the Awesome effect wears off and you lose the +4 bonus as well as any Defence bonuses you might have received from your costume. TECHNOBABBLE [Tongue-In-Cheek] Your muttering helps you concentrate. Prerequisite: Intelligence 13 Benefit: You gain a +4 Awesome bonus to skills you make to build, repair, or study a technological device, provided that you can ad-lib a vaguely believable load of cockamammie nonsense before you make the roll. You can blither about "reversing the polarity of the neutron flow" or "rerouting the power conduits through the tertiary containment systems" or whatever. These essentially meaningless geek-mantras help you concentrate. This does not add any time to your skill check. You (your character) actually mumbles while she works. You can use this feat a number of times per session equal to your Intelligence modifier. VERBAL RIPOSTE [Tongue-In-Cheek] You can cut witty folks down to size. Prerequisite: Charisma 15, One-Liner Benefit: If and when an opponent uses a verbal feat (Battle Cry, One-Liner, Technobabble, Mumbo-Jumbo, or New-Age Nonsense), you can attempt to ad-lib a witty retort that cancels the effect. You must make an opposed Diplomacy test with your opponent, and of course you must actually come up with something witty to say. GMs are encouraged to grant circumstance modifiers for sufficiently witty (or excessively dumb) witticisms. Using Verbal Riposte requires an immediate action, which means you can use it during someone else's round. You can use Verbal Riposte on Verbal Riposte, in which case you can cancel the attempt to cancel your effect. You get only 1 immediate action per round, so you can reverse Verbal Riposte only once. Example: Razor Shark attempts to use his Battle Cry, "I'm gonna eat ya!" on a group of heroes, which would normally imbue a -2 Lame penalty on them, but the Glib Gladiator uses

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Chapter 4: Feats Verbal Riposte, "It'll be hard to eat once we've knocked your teeth out!" Shark and Gladiator roll opposed Diplomacy tests and Gladiator wins, which would cancel the Battle Cry's effects, but Shark returns with another Verbal Riposte, "Sharks have three rows of teeth, Gladiator!" and negates the Gladiator's attempt to cancel the Battle Cry's effect. The heroes take a -2 Lame penalty.

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Feats by Group
Combat, Defensive Agile Riposte Armour Focus Armour Specialization Back-Roll Throw Breakhold Chaotic Mind Cloak Dance Combat Expertise Combat Expertise, Improved Damage Threshold, Improved Defensive Martial Arts Deflect Arrows Deflect Arrows, Improved Dodge Elusive Target Indomitable Infighter Mobility Origin Resistance, Greater Precise Strike Prone Fighting, Improved Shield Focus Shield Specialization Snatch Arrows Swinging, Combat Teambreaker Two-Weapon Defence Unbalance Opponent Wariness Two-Weapon Fighting Two-Weapon Fighting, Greater Two-Weapon Fighting, Improved Unarmed Damage, Improved Weapon Finesse Weapon Focus Combat, Offensive Weapon Focus, Greater Agile Wrestling Weapon Specialization Anti-Vehicle Speciality Weapon Specialization, Greater Anti-Vehicle Speciality, Whirlwind Attack Improved Blind Fight Combat, Ranged Blinding Strike Blazing Charge Brawl Blind Shot Bull Rush, Improved Burst Fire Cleave Dead Aim Cleave, Great Deadeye Combat Martial Arts Double Tap Combat Martial Arts, Improved Far Shot Combat Martial Arts, Advanced Grazing Shot Cooperative Attack Gun Fu Cooperative Attack, Hail of Bullets Improved Lethal Hurling Combat Throw Manyshot Combat Throw, Improved Manyshot, Greater Crippling Blow Mounted Ranged Attack Critical Range, Improved Point-Blank Shot Critical Damage, Improved Precise Shot Deadly Precision Precise Shot, Improved Dexterous Sneak Attack Quick Reload Combat, General Grapple, Improved Rapid Reload Combat Diagnosis Knockback Awesome Rapid Shot Combat Nerves Knockback, Distance Sharpshooter Combat Reflexes Knockback, Improved Shot on the Run Diehard Knockback, Supreme Skip Shot Disarm, Improved Knockout Punch Sliding Shot Entangling, Improved Knockout Punch, Improved Sniper Environmental Combat Mercy Blow Stickup Artist Speciality Overrun, Improved Two-Gun Mojo Favoured Enemy Power Attack Favoured Enemy Focus Precise Sunder General Feint, Improved Pressure-Point Attack Cloakfall Hard to Kill Shield Bash, Improved Cross-Trained Heroic Intervention Sleeper Hold Endurance Heroic Surge Spring Attack Endurance, Awesome Initiative, Awesome Flyby Attack Fast Move Initiative, Improved Stunning Fist Frightful Presence Initiative, Supreme Sunder, Improved Hidden Power Knockback, Light Super Strike Home Turf Advantage Merciful Mauler Streetfighting Last Desperate Trick Phoenix v0.9 Quick Draw Quick Sheath Stand Still Staple, Improved Third Hand Trip, Improved Turnabout Disarm Leadership Light-Footed Low Profile Low-Light Vision Medical Expert Power Focus Power Focus, Greater Power Focus, Improved Power Penetration Power Penetration, Greater Quick Change Resist Fatigue Renoun Run Swift Healing Swift Power-Point Recovery Toughness Toughness, Improved Track Wild Talent Wind Fall Mystical Armour Master, Arcane Augment Summoning Brew Potion Combat Casting Combat Casting, Improved Counterspell, Improved Craft Mystic Armaments Craft Wand Empower Spell Enlarge Spell Extend Spell Heighten Spell Lab Magic Mastery Maximize Spell Scribe Scroll Silent Spell Spell Focus Spell Focus, Greater Still Spell Turning, Improved Widen Spell Proficiencies Proficiency, Armour (archaic) Proficiency, Armour (heavy) Proficiency, Armour (light) Proficiency, Armour (medium) Proficiency, Armour (powered) 73

74 Proficiency, Firearms (advanced) Proficiency, Firearms (exotic) Proficiency, Firearms (personal) Proficiency, Shields Proficiency, Weapons (archaic) Proficiency, Weapons (exotic mêlée) Proficiency, Weapons (improvised) Proficiency, Weapons (simple)

Chapter 4: Feats Gearhead Hardcase Holdout Investigator Meticulous Mystical Aptitude Negotiator Nimble Nimble Fingers Observant Persuasive Poker Face Psionic Affinity Self-Sufficient Skill Aptitude Skill Aptitude, Awesome Skill Aptitude, Supreme Standing Jump Stealthy Stick-Up Artist Studious Super Style Supertechnical Aptitude Surgery Swinging, Improved Tech Savvy Trustworthy Vehicle Expert Battle Cry Cape Misdirection Cape Misdirection, Improved Catch Bullets Cheat Death Dodge Bullets Equipment Cache Glasses of Disguise Heroic Comeback Moral Authority Onomatopoeia Parley Plot Device Tactical Nudity Advantage Technobabble Verbal Riposte

Save Enhancers Drug Resistance Fearless Fortitude, Awesome Fortitude, Great Fortitude, Supreme Heightened Immune System Origin Resistance Reflexes, Awesome Reflexes, Lightning Reflexes, Supreme Scepticism Scepticism, Stone-Cold Psionic Unshakable Burrowing Psi-Power Will, Awesome Chain Psi-Power Will, Iron Delay Psi-Power Will, Supreme Empower Psi-Power Will to Live Enlarge Psi-Power Extend Psi-Power Skill Enhancers Hostile Mind Acrobatic Inquisitor Aerobatics Maximize Psi-Power Agile Mental Leap Animal Affinity Mind Over Body Astrobatics Narrow Mind Athletic Psicrystal Affinity Attentive Psicrystal Containment Autonomous Psicrystal, Improved Builder Psionic Endowment Cautious Psionic Endowment, Greater Confidant Psionic Meditation Creative Quicken Psi-Power Daring Escape Speed of Thought Deceitful Split Psionic Ray Deceptive Twin Psi-Power Deft Hands Unconditional Psi-Power Diligent Up the Walls Educated Widen Psi-Power Extra Study Focused

Vehicle Aircraft Operation Combat Driving Combat Pilot Control Anything Daredevil Driver Daredevil Pilot Drive-By Attack Evasive Manoeuvres Evasive Manoeuvres, Improved Hotshot Supertech Mounted Combat Invent Doohickies Mounted Ranged Attack Invent Gizmos Ride-By Attack Invent Ray Guns Screeching Halt Invent Ray Guns, Improved Spirited Charge Invent Super Armaments Surface Vehicle Operation Invent Super Equipment Trample Invent Superchemicals Force Stop Vehicle Dodge Tongue-In-Cheek Vehicle Focus Amazing Holdout Vehicle Focus, Greater

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Chapter Contents
Chapter 5: Powers.................................79
Power-Point Deficit...........................................79 Biological...................................................... 79 Cosmic...........................................................80 Mystical......................................................... 80 Psionic........................................................... 80 Supertech....................................................... 80 Flavour Text...................................................80 Power Stretching........................................... 80 Table 5-1 Powers...............................................82 Ability Boost .............................................84 Ability Enhancement.................................85 Alter Appearance ...................................... 85 Amazing Accuracy ....................................86 Amazing Combat Skill ..............................86 Amazing Diplomacy ................................. 86 Amazing Defence ......................................86 Amazing Deflection .................................. 87 Amazing Dodge ........................................ 87 Amazing Fighting ..................................... 87 Amazing Leap ...........................................87 Animal Affinity ......................................... 88 Animal Form .............................................88 Appendages ...............................................90 Blindsight ..................................................90 Catfall.........................................................91 Cause Blindness ........................................ 91 Cause Confusion ....................................... 91 Cause Deafness ......................................... 92 Cause Earthquake ......................................92 Cause Fear .................................................93 Cause Pain .................................................93 Cause Unconsciousness ............................94 Charismatic Aura ...................................... 94 Damage Reduction.....................................95 Danger Sense ............................................ 96 Dominate Animals .................................... 6 9 Duplicate Self ............................................97 Energy Attack.............................................98 Esoteric Item ........................................... 101 Fast Healing............................................. 101 Flight ....................................................... 102 Force Field .............................................. 103 Gadget ..................................................... 105 Gremlinism ............................................. 107 Healing Touch ......................................... 107 Iconic Item .............................................. 108 Incorporeal Form .....................................110 Invisibility ............................................... 111 Life Leech................................................ 112 Liquid form ............................................. 112 Longevity ................................................ 113 Metamorph .............................................. 113 Mighty Lifting .........................................114 Mystic Spell-Casting................................114 Natural Armour ....................................... 115 Natural Weapons ..................................... 115 Need Not Breathe ....................................115 Need Not Eat ...........................................116 Need Not Sleep ....................................... 116 Penetrating Vision ................................... 116 Pheromones .............................................116 Power Absorption ....................................117 Power Armour ......................................... 118 Power Detection ......................................120 Power Duplication ..................................121 Power Leech ............................................122 Power Nullification ................................. 122 Possession ............................................... 123 Pressure Adaptation ................................123 Probability Manipulation ........................123 Psionic Manifestation ..............................124 Repairing Touch ...................................... 125 Resistance: Energy ..................................125 Resistance: Power.................................... 126 Resistance: Psi-Power..............................126 Resistance: Spell...................................... 126 Shadow Affinity ...................................... 127 Size Shift .................................................127 Stretching ................................................ 129 Super Senses ........................................... 129 Super Speed ............................................ 130 Supertech Invention................................. 132 Surface Adhesion .................................... 132 Technopathy ............................................ 133 Telekinesis ...............................................134 Telepathy .................................................136 Teleport ................................................... 137 Temport ................................................... 139 Thick-Skinned..........................................140 Turn Undead ........................................... 141 Unusual Vision ........................................142 Vacuum Adaptation ................................. 142 Water Breathing ...................................... 142 Weather Mastery ..................................... 142 Webbing .................................................. 144 Don't Duplicate a Power..............................146 Look for Pre-Existing Versions...................146 Determine CP Cost...................................... 146 Determine Power-Point Cost....................... 146 Determine Activation/Sustain Times...........146 Table 5-3 Act Roll Consequences...................147 Table 5-2 Act Bonuses by Class and Level.....147 Feats.............................................................147 Activation, Improved............................... 147 Activation, Awesome .............................. 148 Activation, Supreme ...............................148 Focused Activation ..................................148 Focused Activation, Awesome.................148 Focused Activation, Supreme..................148 Metapowers................................................. 148 Power Leech ............................................148

CHAPTER 5: POWERS

Power Points
Power Points are what you expend in order to use most powers. They represent willpower, grit, or in the case of Gadgets, an abstracted fuel or a power source. Powers that are "always on," which includes most traits, don't require PPs, but powers that manifest a one-time effect, like an Energy Attack, generally do. The Power Die listed in your class description functions the same way as a Hit Die. At every level, you roll your Power Die and add your ability bonus, as designated by your class. Like Hit Points, when you take your first superhero level, you get your full Power Die. Also like HPs, you naturally regenerate PPs over time. Every 6 hours (i.e., 4 times a day), you regenerate a number of power points equal to your character level. If you get a full night's sleep (or equivalent trance, meditation, etc.), then you regain all your PPs. Power-Point Deficit You can also effectively cannibalise your own body in order to fuel your powers even after you're out of actual Power Points. Doing so requires that you trade 1 point of your Constitution for 1PP. This happens in the same action that you spend the PPs; you cannot keep the PPs after you've cannibalised them.

As you regenerate PPs (see below), you also regenerate your Constitution score at a rate of 1 Con point for every 1PPs (e.g., if you earn 4PPs every 6 hours, then you regenerate 4 points of Constitution). If you sleep for 8 hours, you regenerate all Constitution points. Remember that as you reduce your Constitution, you also loose HPs, your Fortitude save goes down, and you reduce all your Constitution-based stats accordingly. If you reduce your Constitution to zero, then you die, instantly.

Origins
Every power has an Origin, an in-game explanation for where the heck the power comes from, what it's source is, where it originates (just to be blatant about it). Anything with an Origin is Super, and anything Super bypasses unmodified DR (just like in other d20 games where magic automatically bypasses undmodified DR). Similarly, anything with an Origin can be affected by the metapowers. There are five Origins: Biological This Origin indicates powers that come from your physiology in some way. It includes mutants and aliens, as well as genetic alterations, deliberate or otherwise. It's often shortened to "Bio."

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Chapter 5: Powers mechanics (at least as much as possible). This way, you can apply any description you'd like for your powers. An Energy Attack: Concussive can be a giant ghostly hammer that slams out of your forehead. A Natural Weapon can be golden daggers you shoot out your nose. Mighty Lifting could be a gleaming steel exoskeleton grafted onto your body, from head to foot. How the powers manifest and what they look like is entirely up to you. You can describe powers as if they're combined. Appendages can have Natural Weapons built onto them. Your Amazing Leap might actually be a side-effect of shooting your Energy Attack: Heat downwards, like a rocket. Your Power Armour could grant Amazing Accuracy because it has a HUD built into it. You can attribute all your powers, no matter how many or how diverse, to one source, if you want to. If you have Super Strength, Super Speed, Energy Attack: Heat, and Amazing Dodge, you're breaking no rules if you consistently claims that these all derive from the awesome power of your biceps. You can also invent visual effects for your powers, with a limited freedom. You can't alter your abilities, and you can't duplicate a skill, a feat, a power, or an ad/comp through a visual-effect. You also cannot duplicate the functioning of any mundane technology. For example, you might give off a slight glow or glitter effect when you use a particular power, but you can't shed enough light to read by. A power's manifestation can't have a useful, in-game effect that isn't listed in its description, but you're free to describe it in impressive terms. Basically, if it doesn't impinge on the hard rules governing you or your powers, you can describe them any way you like. We provide the rules and you provide the flavour. That's how this particular game works best. It's a very fantastical genre, so have fun with it. Power Stretching Every power has a standard use, expressed in terms of rules and stats. However, it's also possible to "stretch" your powers in order to do things not listed in the text. Power Stretching costs an Action Point, and your GM has final say on whether or not your Power Stretch works, whether there is a check (using a skill, an attack, etc.) or any other special circumstances involved in your particular attempt to stretch your power beyond its normal use. There might also be a PP cost associated with the stretch—doubling the Activate cost for example—or just a flat PP cost decided by the GM. For example, a character with super strength might want to clap his hands loudly enough to deafen opponents. Such an action would (a) require a PP cost equivalent to a similar kind of attack (Energy Attack: Sonic, for example), and (b) would have a saving throw associated with it. A more directed effect might have an attack roll attached.

Cosmic This Origin includes any energy source that is misunderstood and mysterious, from the totally illogical results of being bitten by radioactive animals or struck by lightning, to empowerment by forces from beyond. It is the catch-all explanation for the unexplainable. Mystical This Origin comes from the supernatural in its traditional form, the harnessing of blind forces of the universe and the blessings of divine beings. It includes both the Arcane and the Divine. All spells, spell-like effects, and magic items are mystical in Origin. Psionic This Origin indicates the external manifestation of internal power, sheer force of will, mind over matter. All psi-powers, psionic effects, and psionic items are psionic in Origin. Supertech This Origin includes technology that is beyond the mundane. What is actually beyond the mundane changes about every fifteen minutes, so the rule of thumb when in doubt is if the technology in question directly duplicates a power, then it's Supertech. Devices (Gizmos, superchemicals, super armaments, and ray guns) are all supertech. Most Gadgets and Power Armour are supertech, but they can be of any origin. All your powers must all have the same Origin, although you can take the Multiple Origins advantage to get over that restriction. Any power can have any Origin. All that's required is a sufficient explanation. An Energy Attack can come from a mutant ability you discovered when you were 10, or a bolt of pure will from the depths of your mind, or a Buck Rogers ray gun. Your Origin will have a lot to do with your origin story, where you got your powers and how they work. From a character/story point of view, it makes a big difference if your powers are perceived as part of the world of science (Supertech or Bio), magic (Mystical), pseudo-science (Psionics), or something totally mysterious (Cosmic). From a rules point of view, some powers interact with other powers, and Origins often play a role, for example the metapowers are often keyed to a particular origin, and various kinds of Resistance are, as well. There is also is a significant difference between mystic, psionic, and supertech items (see Chapter 6: F/X).

Power Notes
The following short entries detail a few different game elements to do with powers. They didn't fit anywhere else, so here they are, in alphabetical order. Flavour Text Our descriptions for powers might, at first, seem a bit dry. There is a reason for this. We've written them to be abstract because the superhero genre is extremely varied and flexible. So instead of writing up specific descriptions for every power we could think of, we simply made powers that apply somewhat generic bonuses or grant abilities ruled by existing game

Power Descriptors
[Powers]: These are physical or energy-based manifestations that you generate with your body, will, mind, or soul. You buy them with Character Points. Almost all of them require the expenditure of Power Points, but a few don't. Most are one-time effects, like Energy Attack.

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Chapter 5: Powers [Traits]: These are a special kind of power. When the text refers to "powers" in general, it refers to traits as well. Only when referring specifically to traits does the text use the term "traits." Traits have no activation or sustain costs and they are inherent to your body's physiology. They're often physical attributes that are not necessarily supernatural—like an extra limb (Appendages) or retractable claws (Natural Weapon)—but they can also be little knacks and abilities that are so fundamental to you that they simply can't be distinguished them from your body—Amazing Leap or Longevity, for example. This is why they are unaffected by the metapowers. Their Origin is most typically Bio (they're parts of your body), but they can be anything in theory, assuming you provide a good enough explanation. They are usually not considered Super unless otherwise noted. [Items]: As their name suggests, these are physical objects that act as conduits for powers. The four Item powers are: Gadget (including Power Armour), Iconic Items, Esoteric Items, and Invent Supertech. Gadgets are items that can manifest a single power (never a trait) and are automatically replaced if lost. They are most typically Supertech. Power Armour is a bunch of Gadgets with armour plating. Gadgets grant a CP discount as a percentage of the total cost of their power, because they can be lost, used against you, or even potentially destroyed. Iconic Items are nigh-indestructible objects that manifests all of your powers. Iconic Items grant a one-time discount because they cannot be destroyed, but on occasion could be lost or stolen. Estoeric Items have one or more of the standard enhancements from the SRDs and/or Chapter 6: F/X. Their Origins are therefore mystical, psionic, or supertech. Esoteric Items do not grant powers, so there is no CP discount. Instead, there is just a cost for the item and the mystic, psionic, or supertech special abilities that the item carries. Finally, Invent Supertech allows you to make short-term, sometimes single-use Supertech devices (Doohickies, Superchemicals, and Ray Guns). [Metapowers]: Power Absorption, Power Detection, Power Duplication, Power Leech, Power Nullification, and Power Resistance are metapowers, which means that their primary function is to interact with powers. They do not work on traits because traits are so fundamental to how your body works that they're indistinguishable from your basic physiology. CP Cost: Every power has a cost in Character Points. This is a one-time expense. Many powers also have enhancements listed with them, which are also one-time expenses. Costs are sometimes listed as "varies" when there are options within a power that can change the price. They're also often listed as a certain number of CPs "per level." In this case, the text will describe what benefit one "level" of a power provides. No matter how many discounts or limitations you pile on, the minimum cost of a power is its base price before enhancements, or 1CP per level of the power. Prerequisites (enhancements and limitations only): You have to have all the prerequisites for an enhancement or limitation before you can purchase it. In almost all cases, the prerequisites are other enhancements/limitations.

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Activate (PP cost; action): This is how much time and energy it takes to start a power. It refers only to the first round in which you start a continuous power or the single use of an instantaneous power. Activation costs are listed in PPs, then a semi-colon, and an action type, such as "2PPs; standard action." They often specify a PP cost per level of the power, as in "2PPs per level; standard action." The action type is sometimes listed as "use activated (blank)," which means that there is some other action (in brackets) that has to take place to use a power, usually making an attack, moving, or employing a skill. The minimum activation cost of a power, regardless of discounts, is 1PP. You can activate a continuous power only once per round and it lasts at least one round. You can activate instantaneous powers, like attacks, as many times per round as you have the appropriate actions. A power's activation time determines whether it provokes attacks of opportunity. The abstract rule is that activation times that take up actions in combat do provoke, but activation times that are roughly equivalent to free actions do not, while use-activated powers do or don't provoke based on the action needed to activate them. The upshot of all that is that the following activation times do provoke attacks of opportunity: • full-round action • move action • standard action • use-activated (manifesting) • use-activated (skill check) • use-activated (spell-casting) The following activation times do not provoke attacks of opportunity: • free action • immediate action • swift action • use-activated (attack) • use-activated (move) • use-activated (special) NB: It is possible to provoke an attack of opportunity by moving, but activating a power that enhances movement or provides a kind of movement does not by itself provoke attacks of opportunity.

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The Power Table
The power table (below) lists all the powers and some of their associated costs. The CP costs are either listed as per level ("/level") or as the base cost of the power before enhancements or upgrades. A cost of "varies" means that the cost of the power is just too variable to set a base price. The Activate column lists a PP cost, which is often per level (e.g., "1PP/level"). "Free" indicates a power with no PP cost. A cost of "by CL" indicates that the power's cost is based partially on your Character Levels. The sustain column indicates whether the power in question can be sustained, and if so, by what unit(s) of time. "n/a" indicates a power that cannot be sustained. Slash sustain time (e.g., "round/minute") indicates powers that have different units in combat than out of combat. Traits have no activation or sustain costs. Powers marked with a T are traits, M denotes metapowers, and I marks items. Table 5-1 Powers Ability Boost Ability Enhancement Alter Appearance Amazing Accuracy T Amazing Combat Skill T Amazing Diplomacy T Amazing Defence Amazing Deflection T Amazing Dodge T Amazing Fighting T Amazing Leap T Animal Affinity T Animal Form Appendages T Blindsight T Catfall T Cause Blindness Cause Confusion Cause Deafness Cause Earthquake Cause Fear Cause Pain Cause Unconsciousness Charismatic Aura Damage Reduction Danger Sense Dominate Animals Duplicate Self Energy Attack Esoteric Item I Fast Healing T Flight Force Field Gadget I Gremlinism Healing Touch Iconic Item I Incorporeal Form Invisibility Life Leech Liquid Form 78 CP Cost varies 2CP/level 5CP 2CP/level 4CP/level 1CP/level 1CP/level 2CP/level 2CP/level 2CP/level 1CP 3CP 6CP 3CP 5CP 2CP/level 8CP 10CP 6CP 12CP 6CP 8CP 12CP varies 4CP/level 3CP 8CP 8CP/level varies varies varies varies 6CP varies 8CP 3CP/level varies 12CP 10CP 3CP/level 12CP Activate Sustain Description 1pp/+1 per round temporary increases to your ability scores n/a n/a permanent +1 to one ability score 1pp per round +10 bonus to Disguise checks free n/a permanent +1 bonus to ranged attack per level free n/a permanent +1 bonus to your Base Attack per level free n/a permanent +3 bonus to Diplomacy per level free n/a permanent +1 enhancement bonus to Defence per level free n/a permanent +1 deflection bonus per level free n/a permanent +1 dodge bonus per level free n/a permanent +1 mêlée attack bonus per level free n/a permanent +10 to Jump 1pp per round normal animals do not attack you 1pp per round/hour turn into a beast of nature trait trait extra limbs, like arms, tails, or even prehensile hair trait trait sense the physical world even when blinded trait trait ignore 50 feet of falling damage 1pp n/a an attack that can cause blindness 2pp n/a an attack that can cause confusion 1pp n/a an attack that can cause deafness 2pp per round the earth trembles at your will 1pp n/a an attack that can cause fear 1pp n/a an attack that can cause pain 2pp n/a an attack that can cause sleep 1pp per minute charm, intimidate, or frighten by your presence n/a n/a you have a permanent, inherent DR score n/a n/a apply your Wis bonus to Reflex and Defence 1pp per round control animals in a 300ft radius 1pp/dupe per round make a perfect genetic copy of yourself by level n/a generate damaging energy with your body n/a n/a an item with enhancements trait trait regenerate HPs can an accelerated rate free n/a fly like an eagle or an F-14 1pp/level per round generate solid energy bubbles n/a n/a a device that generates a single power 1pp free break machines with a look by level n/a you can instantly heal injury with a touch n/a n/a a single item that manifests all of your powers 1pp per round make yourself immaterial 1pp per round disappear from sight by level n/a drain the HPs of your opponents 2pp per round transform into water Phoenix v0.9

Chapter 5: Powers Table 5-1 Powers Longevity T Metamorph Mighty Lifting T Mystic Spell-Casting Natural Armour T Natural Weapon T Need Not Breathe T Need Not Eat T Need Not Sleep T Penetrating Vision Pheromones Power Absorption M Power Armour I Power Detection M Power Duplication M Power Leech M Power Nullification M Possession Pressure Adaptation T Probability Manipulation Psionic Manifestation Repairing Touch Resistance: Energy Resistance: Power M Resistance: Psi-Power M Resistance: Spell M Shadow Affinity Size Shift Stretching Super Senses T Super Speed Supertech Invention Surface Adhesion Technopathy Telekinesis Telepathy Teleport Temport Thick-Skinned T Turn Undead Unusual Vision T Vacuum Adaptation T Water Breathing T Weather Mastery Webbing CP Cost 1CP/level 3CP 2CP/level 10CP/level 2CP/level varies 4CP 1CP 2CP 8CP varies 12CP varies 5CP 5CP 2CP/level 5CP 8CP 4CP/level 8CP 12CP/level 1CP/level varies 5CP 5CP 5CP 2CP/level special 1CP/level 4CP/level varies varies 3CP 5CP 5CP 8CP varies 5CP 10CP 5CP varies 4CP 3CP 3CP/level 4CP Activate trait 2pp trait by level trait trait trait trait trait 1pp 1pp 1pp n/a 1pp 1pp 3pp/level 1pp 1pp trait by level by level by level free free free free free 1pp none trait free varies free 1pp by level 1pp 1pp 1pp/hour trait by level trait trait trait 1pp by level Sustain trait per round trait n/a trait trait trait trait trait per minute n/a n/a n/a per round n/a n/a n/a per round trait n/a n/a n/a n/a n/a n/a n/a n/a per round n/a trait free varies free per round special per round n/a n/a trait n/a trait trait trait per round n/a Description live beyond your years you can change into objects and machines increase your carrying capacity cast mystical spells natural bonus to Defence a body-mounted weapon you don't need to breathe you don't need to eat you don't need to sleep see through solid objects influence other's moods steal others' powers a suit of armour made of Gadgets sense others' powers copy others' powers steal others' power points cancel others' powers project yourself into others' bodies survive the ocean depths alter random events manifest psionic powers you can instantly repair machines by touching them a permanent, inherent Energy Resistance score you have a chance to resist powers you have a chance to resist powers you have a chance to resist spells meld into shadows go big or go small stretch your limbs and body super-acute senses run really, really fast create Supertech devices become a wall-crawler mentally connect with computers move objects with your mind you can communicate mentally instantaneous transportation travel in time, forward and back take non-lethal damage instead of lethal damage repel creatures of the night see beyond the human range survive in space, space I tells ya! you can draw oxygen from liquids summon fog, rain, snow, and mighty winds spin a web, any size!

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Finally, any power with an activation time of "useactivated (attack)" automatically counts as a weapon. Therefore, you are armed if you have one of those powers and can activate them. Also, you can apply weapon-based feats to them, so you can take Improved Critical Range for Energy Attack, for example. You still need to qualify for all the

prerequisites of the feat(s), of course, and some feats have no affect on some powers. For example, Improved Critical Damage would have no affect, one way or the other, on Power Absorption.

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Chapter 5: Powers This power allows you to temporarily increase one more more of your ability scores. One level of Ability Boost, regardless of mode (see below), grants a +1 bonus to the relevant ability or abilities. There are four modes of this power: Single, Mental, Physical, and Total. Ability Boost Mode Costs 1CP Single per level 2CP Mental per level 2CP Physical per level 4CP Total per level

Sustain (PP cost; action): This entry is left off of most powers. The default for sustaining a continuous power is that you must expend the Activation cost (in PPs) to keep the power "on," and you must expend a free action to do so. (NB: The easiest way to adjudicate this at the table is to announce only when you activate and then deactivate a power, rather than declaring, round after round, that the power is still active. GMs, therefore, will simply assume that if you activate a power, it stays active and you are paying the PP cost every round.) When there is a Sustain entry, it will note either that the power requires an action other than "free" to sustain it, and/or the power has a different PP cost in combat than outside combat. In this latter case, the entry will say "per round/minute" or "per round/hour," for example. This means that in combat, you must pay the PP cost per round, and out of combat, you pay only per minute, hour, etc. Powers just take a lot more juice to run when you're in a fight. Range: Ranges of "self" affect only you. Ranges of "touch" require a touch or touch attack. You can always touch yourself. Other ranges are listed in feet or, very rarely, miles. Standard Saves: Some powers provoke saving throws from your targets. A few list a set DC (e.g., "Reflex 15"), and some indicate what happens if you pass the save (e.g., "Reflex 15 [half]). Most power DCs, however, follow a standard formula: 10 + half your character level + ability modifier.1 When a save DC is not specified, that means that you use the standard DC, as in: "Reflex (half), Intelligence." This line indicates that the save type is Reflex, the DC is the standard formula, the relevant ability for the power user is Intelligence, and the save is for half damage. Enhancements: These are little add-ons to a power, tailormade for that power in particular, that you can buy for more CPs. Enhancements work just like mini-powers and some use the same short-hand as above (activate, sustain, etc.). Every enhancement is specific to its power. You cannot use one enhancement for a different power, although you will find quite a few enhancements that are essentially duplicated for different powers. Limitations: These are little limiting factors for powers, like a vulnerability, an in-game hindrance, or some other annoyance. Unlike enhancements, Limitations reduce the price of the power to which they're attached. That's the whole point of them. Note: limitations do not grant CPs. They reduce the cost of their power.

Single Cost: 1CP per level Activate: 1PPs per level; move action For every level of this mode, you can increase one of your ability scores by +1.

Mental Cost: 2CP per level Activate: 2PPs per level For every level of this mode, you can increase all three of your mental ability scores (Intelligence, Wisdom, and Charisma) by +1. Physical Cost: 2CP per level Activate: 3PPs per level For every level of this mode, you can increase all three of your physical ability scores (Strength, Dexterity, and Constitution) by +1. Total Cost: 4CP per level Activate: 3PPs per level For every level of this mode, you can increase all six of your ability scores by +1. You do not need to Boost your designated score(s) by your full amount. If you had four levels of Ability Boost: Charisma, for example, you could increase your score by +1, +2, +3, or +4, at your discretion. When you are Boosted, you can choose to expend a move action to Activate the power again in order to raise or lower your score(s). When you increase an ability score, that increase affects all related stats. • Strength: mêlée attack and damage bonus, lifting capacity • Dexterity: ranged attacks, Defence bonus, Reflex saves • Constitution: HPs, Fortitude saves • Intelligence: Spell DCs, not Skill Points (see below) • Wisdom: Will saves • Charisma: Turning checks Boosting your Intelligence does not increase your skill points because you do not go back in time and "have learned" things that you previously didn't know. When you end a Boost, you simply reduce all your stats to their un-Boosted levels, but HPs work differently. In this case, you take the number of extra points your Boost granted you, and subtract that number from both your total HPs and your current

Power Descriptions
ABILITY BOOST [Power] Cost: by mode Activate: by mode Sustain: per round/minute Range: self
1 This formula is approximately equal to the spell-save formula: 10 + ability score + caster level (which is usually half your class level).

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Chapter 5: Powers HPs. If doing so were to reduce your current HPs to below zero, then you would suffer all the consequences thereof. If it were to reduce them to below -10 , then you would be dead (unless you had feats or powers that would prevent that from happening). Example: you are 4th level, have 20 HPs, and a Constitution of 10 (+0). You then activate Ability Boost and raise your Constitution score to 20 (+5), which increases your total HPs by 20 (four levels at +5 per level). You then take 25 HPs worth of damage, which puts you at 15 HPs total. If you end your Boost at that point, your total HPs and your current HPs are both reduced by 20, which brings you to -5 HPs. Please do not bog down a game by calculating your Boosted stats at the table. It is only polite to do that math before the game starts. Enhancements Enhancement: Reduced Drain Cost: 1CP per level of Ability Boost Activating and sustaining your Boosted scores now costs half (Single: 1PP per level; Mental/Physical: 1PP per level; Total: 2PP per level). Enhancement: Swift Boost Cost: 2CP You can Boost your scores as a swift action. Enhancement: Reflexive Boost Cost: 3CP Prerequisite: Swift Boost Activate: 1PP (single), 2PP (Mental/Physical), 3PP (Total); swift action If you retain your Dexterity bonus and are hit for physical damage (either by an attack or something that triggers a saving throw), you can make a Reflex save to instantly Boost your score(s) a split second before the damage occurs. The DC of the Reflex save equals either half the attack roll or the save DC of the in-coming effect -5. You must declare your intention to invoke this enhancement after the hit is announced but before full damage is calculated. Limitations Limitation: Extra Drain Value: 1CP per level of Ability Boost Activating and sustaining your Boosted scores now costs double. Single mode: 2PPs per +1. Physical/Mental mode: 4PPs per +1. Total mode: 6PPs per +1. Limitation: Fatigue Value: 1CP per level to Ability Boost When you end a Boost you crash. Any score you Boost now has a temporary penalty of -1 per level of the base power (i.e., half the total Boost bonus), and this penalty lasts half as long as you sustained your Ability Boost. So if you increased your Intelligence by +4 for 10 rounds, you would receive a -2 penalty to Intelligence for 5 rounds. You cannot Boost a given ability score while you're crashing, so in the above example, you couldn't increase your Intelligence to overcome the crash, but you could increase a different score. Limitation: Maximum Power Value: 2CP

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The price of Ability Enhancement is keyed to three other powers: Telekinesis, Damage Reduction, and Ability Boost. The price of increasing your Telekinetic Strength and Dexterity is the same for Ability Enhancement, and the protection offered by DR matches the extra damage offered by an increased ability score. So, it costs as much do to damage as it does to avoid it. Ability Boost (single) is by default half the price of Ability Enhancement, because it's an activated power, not an "always on" effect. Prerequisite: 4 levels of Ability Boost You must always use your maximum Boost bonus when you activate the power. ABILITY ENHANCEMENT [Power] Cost: 2CP per level Activate: none Range: self For every level of this power, increase one of your abilities by +1. This bonus to your ability score(s) is a power and has an Origin. It can be affected by the metapowers, which means that you need to keep a record of your "natural" ability scores (i.e., your scores before any enhancement). Enhancements Enhancement: Ability Trait Cost: 1CP per level of Ability Enhancement This enhancement changes one of your Enhanced abilities into a trait. The maximum score of an Ability Trait is 24. You cannot take this Enhancement for a score that is 25 or more. ALTER APPEARANCE [Power] Cost: 5CP Activate: 1PP; full-round action Sustain: per hour; swift action Range: self You can physically alter your body to change your appearance, though the power does not effect your clothing. This power grants a +10 to your use of the Disguise skill. You can your height by up to 25%, and change your thinness or fatness by 25%. You can change your hair's length, up to double, or render yourself completely bald. The form you assume must be corporeal and of the same species as yourself, though you can change your gender and ethnicity. However, you cannot fundamentally alter the physical structure or capabilities of your body. A man Altered to appear female cannot become pregnant, for example. You can change your skin, hair, and eye colour to either natural or unnatural tones. You can make yourself look African, Eastern European, or Caucasian, but you can also give yourself green skin and blue hair, if you want to. You can give yourself moles, birthmarks, scars, or tattoos. The GM might limit the details of these little touches. For example, printing Gutenberg's Bible on your back is beyond the scope of this power. The power does not change the tone of your voice. All of your physical abilities (attack rolls, Defence, saves, etc.) remain the same. This power cannot confer any special

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Chapter 5: Powers illusory weight is one of the many things that could grant someone a Disbelief check against your new appearance. This limitation is not compatible with the Fine Detail enhancement. AMAZING ACCURACY [Trait] Cost: 2CP per level You have a precise and deadly eye. For every level of this power, you gain a +1 competence bonus to all your ranged attack rolls. This does not alter your Base Attack, and therefore cannot affect your attack progression. You can take this trait multiple times. Its effects stack. Limitations Limitation: Power Value: 1CP per two levels Activate: free; free action Your Amazing Accuracy is a power. AMAZING COMBAT SKILL [Trait] Cost: 4CP per level You have highly advanced combat skills, outstripping others at your level. For every level of this trait, you gain a permanent +1 to your Base Attack Bonus. The trait can potentially increase your attacks per round, or grant a prerequisite for a Feat. You can take this trait multiple times. Its effects stack. Limitations Limitation: Power Value: 1CP per point of BAB Activate: free; use-activated (attack) Your Amazing Combat Skill is a power. AMAZING DIPLOMACY [Trait] Cost: 1CP per level For every level of this power, you get a +4 competence bonus to your Diplomacy checks. You can take this trait multiple times. Its effects stack. Limitations Limitation: Power Value: 1CP per 2 levels of Amazing Diplomacy Activate: free; use-activated (Diplomacy check) Your Amazing Diplomacy is now a power. This limitation yields 1CP for every two levels you have of Amazing Diplomacy, and you must pay the activation cost every time you apply the bonus to a Diplomacy roll. AMAZING DEFENCE [Power] Cost: 3CP per level Activate: free; free action Range: self For every level of this power, you get a +2 enhancement bonus to Defence. You can take up to 3 levels of this power. Enhancements Enhancement: Inherent Defence Cost: 1CP per 2 levels of Amazing Defence Your Amazing Defence is now a trait.

abilities, attack forms, defences, or ability score bonuses. You cannot increase your Charisma with this power. Once you choose a new form, that form remains the same until you deactivate the power and return to your normal form. You must revert to normal before assuming a new form. If you become unconscious for any reason, or you are killed, you automatically return to your normal form. You must return to your normal form before switching to a new one. Enhancements Enhancement: Alter Form Cost: 4CP You can now assume a genuinely alien appearance, sporting scales instead of skin, or giant grey eyes with no pupils. You can change your height by up to 25% in either direction, and your weight by up to 50%. You can add appendages, such as extra limbs, tails, or wings, but they are purely ornamental. You cannot fly, for example, or use extra limbs to grasp objects or support your weight. You can also appear non-organic, made of metal or stone, for example. Enhancement: Move Action Shifting Cost: 2CP You can shift your form as a move action instead of a fullround action. Additionally, you can shift between forms without returning to your natural form. Enhancement: Fine Detail Cost: 3CP You have absolute control over the finest details of your appearance, right down to your retinas and fingerprints. If you have a subject's fingerprints and/or retinal patterns to study for several hours, you can duplicate them well enough to fool any modern biometric scanner. Only DNA testing will be able to determine that you are not whom you appear to be. Enhancement: Vocal Mimic Cost: 3CP You can change your vocal chords to alter your voice. Assuming you have heard another person's voice before, you can duplicate it nearly perfectly. This adds an additional +5 bonus to Disguise checks. You can use your Disguise check to fool a voice scanner, but without the +5 bonus this power affords. Limitations Limitation: Illusory Alterations Value: 1CP Instead of creating an actual physical change, Alter Appearance now creates an illusion of the appearance you assume. Regardless of your Origin, people can still Disbelieve your appearance as if it were a magical illusion. The DC for a Disbelief check is 10 + half your level + your Intelligence bonus. Your illusory appearance includes both visual and tactile elements. For example, you can make yourself skinny and people will see your ribs and feel your bony arms. However, because your Alteration is now illusory, you cannot change your body's actual physical nature, so a scale would reveal your true weight. Hard evidence of your actual weight versus your 82

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AMAZING DEFLECTION [Trait] Cost: 2CP per level For every level of this power, you get a +1 deflection bonus to Defence. You can take up to 5 levels of this power. Limitations Limitation: Power Value: 1CP per two levels Activate: free; free action Your Amazing Deflection is a power. This limitation costs 1CP for every 2 levels of Amazing Deflection. AMAZING DODGE [Trait] Cost: 2CP per level For every level of this power you gain a +1 dodge bonus to your Defence score. Any condition that makes you lose your Dexterity bonus to Defence also makes you lose this dodge bonus. Unlike other Defence bonuses, dodge bonuses stack with each other. You can take a maximum of 5 levels of this trait. Its effects stack. Limitations Limitation: Power Value: 1CP per 2 levels of Amazing Dodge Activate: free; free action Your Amazing Dodge is a power. This limitation costs 1CP for every 2 levels of Amazing Dodge. AMAZING FIGHTING [Trait] Cost: 2CP per level You are a prodigy in close combat. For every level of this power, you gain a +1 competence bonus to all your mêlée attack rolls. Limitations Limitation: Power Value: 1CP per 2 levels Activate: free; free action Your Amazing Fighting is a power. AMAZING LEAP [Trait] Cost: 1CP You get a +10 competence bonus to all of your Jump checks. Enhancements Enhancement: Powered Leap [Power] Activate: free; use-activated (Jump check) Your Amazing Leap ability is now a power. For every level of this enhancement, you gain an additional +10 enhancement bonus to all of your Jump checks.

Enhancement: Seven-League Leap Cost: 2CP You can move overland by using extremely long jumps. Each jump is 50 feet long, multiplied by the result of your Jump check. This includes your Amazing Leap bonus. The maximum height you achieve during each jump is a number of feet equal to the result of your Jump check. Out of combat, you can Take 10 on this check. This form of movement is no faster than your normal running speed, but you can ignore terrain modifiers to movement, assuming you can move through the terrain by jumping. Using this ability requires a running start of 60 feet. When you contact the ground at the end of a Seven-League Leap you can immediately jump again if you move in the same direction (you already have the momentum). If you want to change direction, you have to land and take a new running start. Making consecutive Seven-League Leaps is very much like Running. You can make a number of Leaps equal to your Constitution modifier, but after that you must make a DC 10 Constitution check to continue Leaping. You must check again with each Leap, and the DC of this check increases by +1 each time. When you eventually fail this check, you cannot leap again until you rest for 1 full minute (10 rounds). During this rest period, you cannot move faster than a single move action would allow. Enhancement: Wall Spring Cost: 2CP You can leap toward any wall and make a second leap off of that wall, springing upwards and away from the first wall. You can string as many Wall Springs together as you have surfaces to spring from, but of course, you can only move so far in a single round. A "wall," for the purpose of this description, includes any solid, more-or-less vertical surface upon which your feet can find sufficient purchase. A wall of ice would be too slippery, for example, but the concrete side of a building would be perfect. Each spring requires a Jump check. Calculate these checks as if you were making a running high jump. For every 5 feet of jumping distance (vertical), you also move 2 feet laterally. When you reach the apex of your spring, as dictated by your Jump check, you begin to fall, again moving 2 feet laterally for every 5 feet vertically. If the distance between two walls is so small that the character cannot fail the Jump checks, then GMs should feel free to skip the math. In cases where a "wall" has an extremely small surface area, such as a single branch on a tree, GMs might raise the Jump DC. Outside of a combat situation, it's best not to sweat the small details of a Wall Spring unless serious bodily harm is a possibility. If it's just for flavour, there's no need to go through the headache of doing all the dice-rolling and the math. Example: Spring-Heeled Jack has a Jump score of +27. He makes an Amazing Leap toward the side of a building and rolls a 12, which means he reaches a height of 39 feet (27 + 12). At this point, he makes a Wall Spring off of the side of the building, and rolls a 9, which means he springs upward 36 feet (27 + 9), and away from the wall 14 feet (36 / 5). If there were another vertical surface somewhere in that 14 feet, such as a lamp-post, he could Wall Spring again. 83

We separated Catfall from Amazing Leap because it's possible to have a character who can take a fall but not leap to an equivalent height, and vice-versa. These are separate comicbook tropes, so we've made the powers separate, too.

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Chapter 5: Powers body separated from your animal body reverts to its original form. While in your Animal Form you cannot talk unless the animal in question can talk (like a parrot) and despite your Dexterity score, if you don't have hands you cannot work complex machines or controls. For example, a tiger has Dexterity 15, but it does not have opposable thumbs. Your Animal Form can be a primate, like a baboon, which would be able to use its hands as well as the average person. You retain your Intelligence and Wisdom scores, but the physical abilities (Strength, Dexterity, Constitution) change to the average of that animal. Your Charisma while in Animal Form is the average of yours and the animal's. You gain the animal's natural abilities, including mode of locomotion (walk, fly, climb, swim) and attack sequences (claw/ claw/bite, swoop-and-rake, or constriction, for example). You gain the animal's natural Defence score. You do not gain any of the animal's supernatural abilities, if any (petrification, breath weapon, energy drain, etc.), but if it has unusual abilities due to pure physiology, like a hawk's keen sight or a spider's ability to climb walls, you do gain those. The rule of thumb is that if an ability is like a trait, then it's retained. If it's like a power, then it's not. The GM has final say one what qualifies as a natural or supernatural ability. You retain your levels, Hit Dice, Hit Points, and Power Points, as well as your Base Attack sequence and Saving Throws. You will need to recalculate your Knockback and Massive Damage thresholds based on your ability scores while in Animal Form. Your Animal Form's ability scores adjust any of the above stats, as applicable. Example: A Constitution score that is lower than your own can cause you to lose total HPs, and a Dexterity that's higher than yours can add bonuses to some skill checks. You retain your powers in your Animal Form, although some traits might be redundant, like Natural Weapons. Extra Appendages do not automatically become part of an animal's natural attack sequence (because they're not natural), but you can incorporate them in by following the Two-Weapon Fighting rules. If your new body cannot reasonably perform a Dramatic Activation or a verbal/somatic spell, then it cannot employ those powers. Your equipment does not transform to match the new form. If your Animal Form doesn't have hands, you immediately drop your items. If you have a limb that could conceivably hold an object, like a bird's talons or a prehensile tail, you can make a Reflex check, DC 12, to catch falling items. Any clothing or armour you wear when you shift into your Animal Form behaves as it would logically, either falling off, bursting at the seams, or just constricting your movement. Reverting to ordinary form does not cost PPs, but doing so is a full-round action. You can freely designate physical qualities of your new form, such as gender, colour (hair, feathers, skin, shell, etc.), but only within the normal ranges for a creature of that type. You cannot for example become a neon-blue tiger, but you can choose to be either white or orange, and you can design or designate a particular stripe pattern. The basic dimension's of the animal are also at your discretion, but they have to be within the norms of the species. You can't be an 8-foot budgie, for example. If you want to be a larger- or smaller-than-normal

ANIMAL AFFINITY [Trait] Cost: 3CP You have an unusual level of rapport and understanding with all normal animals. This includes unnatural animals, but does not include magic beasts, familiars, or the like. Any creature with an Intelligence score greater than 2 is not affected by this power. No ordinary animal will ever attack you, except in selfdefence. Even hungry apex predators (sharks in the sea, tigers prowling a jungle) will leave you alone. Only supernaturallycompelled or controlled animals will behave in a hostile manner toward you. Enhancements Enhancement: Animal Handling Cost: 1CP per level For each level of this enhancement, you get a +3 bonus on all Handle Animal checks Enhancement: Sensitivity Cost: 2CP You can instantly tell whether or not any animal within ten feet is under any form of supernatural compulsion or control, though you will not be able to identify the source of such control merely by the use of this power. You can also instantly gauge the relative physical health of any normal animal simply by looking at it. This allows you to receive an estimate of how many hit points the animal in question has, accurate to within 5 HP. Enhancement: Animal Telepathy Cost: 2CPs You have an uncanny ability to sense what is "on an animal's mind," simply by looking at it. You can use this ability once per round as a free action. You will sense a brief and abstract impression of the animal's primary concern, such as "predator near," "scared of intruders," "lost my mate," or "resting now, belly full." Subsequent rounds of contact will reveal whatever is on the animal's mind in those rounds, but no further depth. ANIMAL FORM [Power] Cost: 6CP Activate: 1PP; full-round action Sustain: per round/hour Range: self You can change into one particular animal. This is your base animal. It always has the same shape and the same markings. It can be from large- to tiny-sized. You can turn into a mythical creature but you do not gain any of its supernatural abilities. For example, you could turn into a unicorn, but it would just be a horse with a horn. You cannot change into another basically humanoid creature unless it is of a distinctly different species, and even then, you retain your own facial features. You can eat, rest, even sleep in your Animal Form, consuming PPs the whole time, but if you are forcibly rendered unconscious or killed, you (i.e., your corpse) reverts to your usual shape. Any part of your

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Chapter 5: Powers creature, you can take Increase or Decrease Size. You can, in this case, activate both powers at once. Although you still pay the full PP cost for both activations (i.e., you could shift into your Increased Size and your Animal Form in a single full-round action), the activation times occur simultaneously. You can take this power multiple times. Each time, you pick another base animal. You must shift back into your natural form before you shift into a different base-animal form. Enhancements Enhancement: Colour Control Cost: 1CP You can now completely control the colours of the shapes you assume. You are no longer restricted to natural colouration. Thus you can become a neon purple Bengal Tiger if you really want to. Enhancement: Costume Shifting Cost: 2CP All your worn or carried equipment now shifts with you, into your Animal Form. This includes both your clothing and protective gear. Your equipment does not shift to accommodate your new body. Clothing changes shape to accommodate your new form and it will either shrink or expand to fit any size difference between you and the Animal Form. Protective gear similarly shifts to fit you and continue to protect you. However, if it decreases in size, however, it loses some of its protective properties. If reduced to small size it takes a -2 circumstance penalty. When reduced to tiny, it takes a -4. At diminutive or lower size, it has no bonus at all. Enhancement: Easy Shifting Cost: 1CP You can now shift between base animals without having to revert back to your natural shape first. Enhancement: Family Cost: 2CP You can now shift into several species directly related to your chosen Animal Form. If your chosen form were a tiger, you could change into any one of the big cats. If it were the perigrin falcon, you could change into all falcons. If it were a wolf spider, you could change into any kind of poisonous spider. If it were a rattle snake, you could change into any kind of poisonous snake. All other rules are unchanged, including size restrictions. You can take this enhancement multiple times. Each time, it applies to another base Animal Form. Enhancement: Order Cost: 2CP Prerequisite: Family You can change into a more generalised group of animals directly related to your Animal Form's Family. For example, if your Family were falcons, you could turn into any bird of prey. If it were poisonous spiders, you could turn into any spider. If it were poisonous snakes, you could turn into any kind of snake. All other rules are unchanged, including size restrictions. You can take this enhancement multiple times. Each time, it applies to another Family.

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Enhancement: Class Cost: 2CP Prerequisite: Family, Order You can change into any animal located in your base Animal Form's Class, either mammalian, avian, reptilian, aquatic, or insectoid. If your base animal were a tiger, for example, you could change into any mammal. If your base animal were a gecko, you could change into any reptile. All other rules are unchanged, including size restrictions. You can take this enhancement multiple times. Each time, it applies to another Order. Enhancement: Larger Animal Cost: 2CP per level For every level of this enhancement, you can shift one size category larger than your normal minimum. If you are a medium-sized person, for example, you can shift all the way up to huge. The activate and sustain costs are an additional 1PP per size category, on top of the base cost for the power. Enhancement: Move Action Shift Cost: 2CP You can now shift into your Animal Form as a move action. Enhancement: Reflexive Shift Cost: 3CP Prerequisite: Move Action Shift Activate: 1PP; swift action If you retain your Dexterity bonus and are hit for physical damage (either by an attack or something that triggers a saving throw), you can make a Reflex save to instantly shift your size before the damage occurs. The DC of the Reflex save equals either half the attack roll or the save DC of the in-coming effect, -5. You must declare your intention to invoke this enhancement after the hit is announced but before full damage is calculated. Enhancement: Smaller Animal Cost: 2CP per level For every level of this enhancement, you can shift one size category smaller than your normal minimum. If you are a medium-sized person, for example, you can shift all the way down to tiny. The activate and sustain costs are an additional 1PP per size category, on top of the base cost for the power. Limitations Limitation: Shape Only Value: 4CP When you shift into your Animal Form, you assume only the physical shape of it. You retain your ordinary colouring. As a dog, for example, your fur would be the colour of your hair. You also do not gain any of the special abilities of your form, such as physical abilities, flight, or attack routines. You are, essentially, still you, you just physically resemble the animal you've changed into. This Limitation is not compatible with Colour Control, though it is compatible with Costume Shifting, in which case the animal you shift into retains the colours of your clothing or costume.

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Chapter 5: Powers If your appendage has Reach, then it must also have the Retractable Appendage enhancement in order for you to conceal it. However, if it does not have Reach, then the Retractable Appendage enhancement is not necessary. Enhancement: Hand Cost: 1CP Your appendage now has all the Dexterity and functions of a hand, though it need not literally have a hand on the end. It can hold and manipulate objects just as well as one of your normal hands. This enhancement could represent actuators on the end of a tentacle that can manipulate objects like a hand, for instance, or perhaps represent your hair's ability to separate into fingerlike bunches. Enhancement: Reach Cost: 2CP per level Your appendage is unusually long, and thus has extended reach in combat. While you do not threaten a larger area than normal, you can strike opponents up to 5 feet further away than usual in mêlée per level of this enhancement. NB: the limb is visibly longer than one of your normal limbs, so it could be a 6foot tail or a multi-elbowed arm, for example. You can take this enhancement twice. Its effects stack. Enhancement: Retractable Appendage Cost: 1CP Prerequisite: Reach You can now retract your lengthy appendage back into your body, making it the same size as a normal limb. Retracting or extending an appendage is a free action. Limitations Limitation: Weak Appendage Value: 1CP Your appendage lacks Strength and power. It has an effective Strength of only 8, or half your normal Strength, whichever is less. Additionally, you cannot perform slam attacks or entangling attacks with it. BLINDSIGHT [Trait] Cost: 5CP Range: 60ft You can navigate your physical surroundings and sense the locations of objects and people around you using either: an extremely fine vibrational sense, or an acute sense of smell, or echolocation (choose one). This power makes invisibility and darkness, even magical darkness, irrelevant to you. Blindsight functions at a range of up to 60 feet, unless blocked or constrained by a physical barrier. It never allows you to distinguish colour or visual contrast. You cannot read standard print with this power. However, Blindsight is sensitive enough that you can "see" facial features and other subtle physical details. You use the Observe skill to detect details exactly the same way you would to see them. Blindsight makes you immune to gaze attacks and blinding attacks if you have your eye closed. Deafening attacks ruin your ability to use echolocation. Explosions or similar shock wave effects will interfere with vibrational sense. Finally, you cannot

APPENDAGES [Trait] Cost: 3CP per appendage You have one or more additional prehensile appendages attached to your body. These can be arms, tails, tentacles or even animated hair. Standard appendages have the same Strength and reach you have, but they have nothing as articulate as a hand, so you cannot use them to manipulate objects with any fine skill, just hold them. You can use your appendages to make unarmed strikes for 1d2, non-lethal damage, though you do not gain any additional attacks, but they suffer -5 penalty to hit and damage due to the clumsiness of the additional appendages. To enhance your Appendages' ability to attack, see the Combat Appendage enhancement and the Two-Weapon Fighting feats (Chapter 4: Feats). Although a heavy coat or cloak might conceal your extra appendages at a medium distance, there is no way for you to hide your extra appendages from scrutiny at close range. Furthermore, you must purchase or make customized armour and clothing that fits your unusual appendages, unless they are located on your body in such a way that they do not reasonably interfere with that armour or clothing. The physical shape and appearance of your appendages is up to you. They could be cybernetic tentacles, ectoplasmic arms, a monkey tail, or whatever you like. Enhancements NB: You have to purchase enhancements for each appendage individually. You can mix and match different enhancements and build various appendages. For example, you can have an arm with a hand and a separate retractable tail with reach. Enhancement: Climbing Aid Cost: 1CP The appendage aids you when you climb; it grants +3 to Climb checks. You can take this enhancement, and gain its bonus, twice per appendage. Enhancement: Combat Appendage Cost: 1CP Your appendage is now an "off-hand" limb for combat purposes. This eliminates the -5 penalty to attack (see above) and allows you to deal your normal unarmed damage with it. Additionally, you gain a +2 bonus on all grapple checks for each appendage that has this enhancement. Consult the Two-Weapon Fighting rules and the appropriate feats (in Chapter 4) for more information on fighting with more than two limbs. Enhancement: Concealed Appendage Cost: 1CP Prerequisite: varies Your appendage is not normally noticeable unless it's in action. While you can pass without needing customized clothing or armour, you will not be able to put those appendages to use if they are covered with clothing. This is a required enhancement for Animated Hair because it's already "concealed" (in plain sight).

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Chapter 5: Powers We separated Catfall from Amazing Leap because it's possible to have a character who can take a fall but not leap to an equivalent height, and vice-versa. These are separate comicbook tropes, so we've made the powers separate, too. use olfactory Blindsight to detect beings and things that specifically have no odour, and a sufficiently powerful area of strong smell (a perfume factory, a city dump) can, at the GM's discretion, ruin your ability to sense smells. Blindsight works underwater at half the normal range, but not in a vacuum. Blindsight operates in all directions, 360 degrees around you. The Enhanced Sense power can, if applied to the appropriate sense (touch for vibration, hearing for echolocation, smell for olfactory), multiply the range of Blindsight by 2 per level of Super Senses rather than the normal 5 (see Super Senses). Enhancements Enhancement: Extended Range Cost: 2CP Double your Blindsight's normal range. Apply this multiple separately and after extra range that Super Senses might grant. Enhancement: Spatial Sense Cost: 2CP Your Blindsight works independently of any one of your senses. You can supply any explanation you want as to how it works. Regardless, sense-targeted effects cannot block or interfere with it. Therefore, Power Nullification can still affect your Blindsight, but not loud noises, explosions, or strong smells. You can now sense shapes at your full range when underwater and/or in a vacuum. However, you no longer get extra range from Super Senses. This enhancement is not compatible with Sonar or Radar. Limitations Limitation: Radar Value: 1CP Your Blindsight is an active radar system. It functions normally and works at full range in a vacuum, but does not function at all underwater. You are susceptible to conventional radar-jamming effects, or effects that mask things from radar. Anything that can detect radar will detect the radar pulses that you emit. You do not get the enhanced range bonus from Super Senses. This limitation is not compatible with Spatial Sense or Sonar. Limitation: Sonar Value: 1CP Your Blindsight is an active sonar system. It functions normally and works at full range underwater. However, sonic effects easily disrupt it. If a sonic attack is directed at you, even if it fails to do damage, your Sonar Blindsight will not function for a full round. you are susceptible to any conventional sonarjamming effects, and anything that can detect sonar will detect the sonic pulses that you emit. You do not get the enhanced range bonus from Super Senses. This limitation is not compatible with Spatial Sense or Radar. CATFALL [Trait]

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Cost: 2CP per level For every level of this power, you can ignore up to 30 feet worth of falling damage. You must either deliberately jump down from a height or make a Reflex check (DC 15) on an involuntary fall. When you hit the ground, you are flat-footed, and probably hunkered down on one knee, all heroic like, with little cracks in the pavement under you, and stuff. CAUSE BLINDNESS [Power] Cost: 8CP Activate: 1PP; use-activated (attack) Range: touch Save: Fortitude, Charisma-based You can cause your target to become temporarily blind with a simple touch. To use this power, spend 1PP and make a mêlée touch attack. The target can then make a Saving Throw to avoid being blinded. In addition to the obvious effects, a blinded creature automatically fails Observe checks relating to sight, suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to Defence, grants a +2 bonus to attackers' attack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on most Strengthand Dexterity-based skills. The effect of this power lasts for 1d10 rounds. If you use it again on an already blinded victim, it will last 1d10 rounds from that time. The durations are not cumulative. Enhancements Enhancement: Extended Duration Cost: 3CP per level The duration of the blindness you cause is extended by an additional 1d10 rounds for each level of this enhancement. You can take this up to four times, for a maximum duration of 5d10 rounds. Enhancement: Ranged Use Cost: 5CP You can now use Cause Blindness at a range of up to 30 feet. Instead of a mêlée touch attack, you must make a ranged touch attack. The victim gets a save as usual. Enhancement: Extended Range Cost: 4CP per level Prerequisite: Ranged Use The range at which you can use Cause Blindness is increased by 30 feet for each level of this enhancement, to a maximum of four levels, which grants a range of 150 feet. The Range Increment for this power is 30 feet. CAUSE CONFUSION [Power] Cost: 10CP Activate: 2PP; use-activated (attack) Range: touch Save: Will, Charisma-based You can cause your target to become temporarily confused with a touch. To use this power, spend 2PP and make a mêlée touch attack. The target then make a Saving Throw to avoid being confused. This is a mind-affecting power. Characters 87

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Chapter 5: Powers Cost: 2CP per level The duration of the deafness you cause is extended by an additional 1d10 rounds for each level of this enhancement. You can take this up to four times, for a maximum duration of 5d10 rounds. Enhancement: Ranged Use Cost: 4CP You can now use Cause Deafness at a range of up to 30 feet. Instead of a mêlée touch attack, you must make a ranged touch attack. The victim gets a save, as usual. Enhancement: Extended Range Cost: 3CP per level Prerequisite: Ranged Use The range at which you can use Cause Deafness is increased by 30 feet for each level of this enhancement, to a maximum of four levels, which grants a range of 150 feet. The Range Increment for this power is 30 feet. CAUSE EARTHQUAKE [Power] Cost: 12CP Activate: 2PP; full-round action Sustain: full-round action Range: 60ft You can cause localized but extremely powerful earthquakes. Select a target point within range and spend 2PP to activate the power. The earthquake affects everything within a 10-foot radius. It knocks people down, collapses structures, opens cracks in the ground, and more! The shocks last for one full round, during which time people on the ground within the area of effect can't move along the ground or attack. Mystics on the ground must make Concentration checks (DC 20 + spell level) or lose any spells they try to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The exact effects depend on the terrain and its features: Cave, Cavern, or Tunnel The power collapses the roof, dealing 8d6 points of damage to any creature caught under the cave-in. Affected creatures can make a Reflex Save for half damage. An earthquake centred on the roof of a very large cavern could also endanger those outside the actual area of effect but below the falling debris. Cliffs Cliff edges crumble, causing a landslide that travels horizontally as far as it fell vertically. An earthquake centred at the top of a 100-foot cliff would cause the falling cliff to sweep 100 feet outward from the base of the cliff. Any creature in the path of the falling debris sustains 8d6 points of damage. Affected creatures can make a Reflex Save for half damage. Open Ground All creatures standing in the affected area must make Reflex saving throws or fall prone. Fissures open in the ground, and every creature on the ground has a 25% chance to fall into one. Affected creatures can make a Reflex Save to avoid falling in (DC + 5). These fissures remain when the earthquake comes to

affected by it begin behaving randomly on their next action, as indicated on the table (below). 1d10 1 2-6 7-9 10 Behaviour wander away for 2d4 rounds do nothing for 1 round attack nearest creature for 1 round (not the creator of the Cause Confusion effect) act normally for 1 round

Roll again each round to see what the subject does that round, except on a result of 1. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them, as they will still try to avoid being hit. Any confused creature who is attacked automatically attacks its attacker(s) on its next action, rather than rolling. The effect of this power lasts for 1d10 rounds. If you use it again on an already confused victim, it will last 1d10 rounds from that time. The durations are not cumulative. Enhancements Enhancement: Extended Duration Cost: 4CP The duration of the confusion you cause now lasts for 10 rounds plus a number of rounds equal to your Intelligence modifier. You no longer roll duration. Enhancement: Ranged Use Cost: 6CP You can now use Cause Confusion at a range of up to 30 feet. You must succeed at a ranged touch attack to successfully use the power. The victim gets a save, as usual. Enhancement: Extended Range Cost: 5CP per level Prerequisite: Ranged Use The range at which you can use Cause Confusion is increased by 30 feet for each level of this enhancement, to a maximum of four levels, which grants a range of 150 feet. The Range Increment for this power is 30 feet. CAUSE DEAFNESS [Power] Cost: 6CP Activate: 1PP; use-activated (attack) Range: touch Save: Fortitude, Charisma-based You can cause your target to become temporarily deaf with a touch. To use this power, spend 1PP and make a mêlée touch attack. The target then makes a Saving Throw to avoid being deafened. In addition to the obvious effects, a deafened foe automatically fails Listen checks, suffers a -4 penalty on initiative, and has a 20% chance to miscast and lose any spells she might attempt to cast. The effect of this power lasts for 1d10 rounds. If you use it again on an already deafened victim, it will last 1d10 rounds from that time. The durations are not cumulative. Enhancements Enhancement: Extended Duration 88

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Chapter 5: Powers an end. All fissures are 2d6 feet deep, and, if deeper than the occupant is tall, require a successful Jump or Climb check to escape (whichever the occupant attempts to do). Structure Normal, one- or two-storey structures collapse and deal 8d6 damage to their occupants, who can make a Reflex save for half damage. Particularly sound structures, those reinforced with stone, concrete, or steel, will stay standing, as will any structure that is three storeys or more. However, flying debris and building materials still cause 4d6 worth of damage to their occupants, and they still get a save, as above. River, Lake, or Marsh Fissures open underneath the water, draining it away from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for 1 round, sucking creatures and structures down. Anyone in the area must make a Reflex save or sink into the mud and quicksand. At the beginning of the next round, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. Enhancements Enhancement: Enhanced Range Cost: 3CP per level The range at which you can cause a quake is extended by 30 feet for each level of this enhancement. You can take this enhancement a maximum of 3 times. Enhancement: Enhanced Violence Cost: 1CP per level For every level you purchase of this enhancement, you can spend one extra PP for one extra d4 of damage, in addition to any and all effects your earthquake would have caused otherwise. The DCs for Reflex saves are unaffected. You can take this enhancement up to 8 times. Enhancement: Standard Action Quake Cost: 3CP The activate and sustain times for Cause Earthquake are now both one standard action. Enhancement: Wider Area Cost: 3CP per level Each level of this enhancement increases the radius of the affected area by 5 feet. You can take this enhancement up to 8 times. CAUSE FEAR [Power] Cost: 6CP Activate: 1PP; use-activated (attack) Range: touch Save: Will, Charisma-based You can fill your target with overwhelming fear with a touch. To use this power, spend 1PPs and make a mêlée touch attack. The target can make a Saving Throw to avoid being overcome with fear. This is a mind-affecting power. If the target

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fails his will save, she becomes shaken (-2 penalty on attack rolls, saving throws, skill checks, and ability checks). The effect of this power is cumulative. If you use this power to successfully affect a target who is already shaken, the target will become frightened. A frightened creature flees from the source of its fear as best it can. If unable to flee, it might fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. A frightened creature is just like one that is shaken, except that the creature must flee if possible. If you use this power on a frightened target, the target becomes panicked. A panicked person must drop anything he holds and flee at top speed from the source of its fear, in addition to any other dangers he encounters, along a random path. He can't take any other actions. In addition, he takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked person cowers and does not attack, typically using the total defence action in combat. A panicked person can use special abilities, including spells, to flee; indeed, he must use such means if they are the only way to escape. The effect of this power lasts for 1d3 minutes from the time of its last application. The victim remains at the same level of fear until the duration ends, at which time he returns to normal. He does not gradually work backwards from panicked to frightened to shaken. Enhancements Enhancement: Ranged Use Cost: 4CP You can now use Cause Fear at a range of up to 30 feet. Instead of a mêlée touch attack, you must make a ranged touch attack. The victim gets a save, as usual. Enhancement: Extended Range Cost: 4CP per level Prerequisite: Ranged Use The range at which you can use Cause Fear is increased by 30 feet for each level of this enhancement, to a maximum of four levels, which grants a range of 150 feet. The Range Increment for this power is 30 feet. Enhancement: Increased Duration Cost: 2CP per level Each level of this enhancement extends the duration of the power by an additional 1d3 minutes. You can take this up to four times, for a maximum duration of 5d3 minutes. CAUSE PAIN [Power] Cost: 8CP Activate: 1PP; use-activated (attack) Range: touch Save: Fortitude, Charisma-based You can cause your target to become wracked with excruciating pain with a touch. To use this power, spend 1PP and make a mêlée touch attack. The target can make a Saving Throw to avoid being affected. Victims of this power are overcome with extreme pain throughout their bodies, and suffer 89

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Chapter 5: Powers sounds (even explosions) or shaking cannot wake him up, but being struck and/or taking damage will. Once awake, he is prone but in full command of his faculties. If you use the power on an already sleeping victim, it will last 1d4 rounds from that time. The durations are not cumulative. The power, when used on someone who is sleeping normally, prevents the creature from waking up by anything less than being struck or taking damage. The person sleeps for the same duration as it would have otherwise (i.e., until the morning), but he will sleep right through his alarm clock. Enhancements Enhancement: Extended Duration Cost: 5CP per level The duration is extended by an additional 1d4 rounds for each level of this enhancement. You can take this up to four times, for a maximum duration of 5d4 rounds. Enhancement: Ranged Use Cost: 3CP You can now use Cause Unconsciousness at a range of up to 30 feet. Instead of a mêlée touch attack, you must make a ranged touch attack. The target still gets a save. Enhancement: Extended Range Cost: 3CP per level Prerequisite: Ranged Use The range at which you can use Cause Unconsciousness is increased by 30 feet for each level of this enhancement, to a maximum of four levels (150 feet total). The range increment for this power is 30 feet. CHARISMATIC AURA [Power] Cost: varies Activate: 1PP; varies Range: varies Save: Will, Charisma-based You can radiate an aura of charisma around you, influencing the emotions of anyone within range. People exposed to a your aura can roll a Saving Throw to avoid the effects. Presence is a mind-affecting power, and affects everyone within the area. There are three types of auras to choose from. You can take this power multiple times. Each time, you gain a different aura type. Area of Effect 5 feet 10 feet 15 feet 20 feet 25 feet 30 feet

a -2 penalty on all attack rolls, skill checks, ability checks, and Reflex Saves. The effect of the power lasts for 1d6 rounds. If you use it again on an already afflicted victim, it will last 1d6 rounds from that time. The durations are not cumulative. Enhancements Enhancement: Crippling Pain Cost: 4CP per level In addition to all other effects, your victim's Base Speed reduces by 5 feet per level of this enhancement, to a minimum of 5 feet. You can take this enhancement up to 4 times. Enhancement: Extended Duration Cost: 3CP per level The duration of the pain you cause is extended by an additional 1d6 rounds for each level of this enhancement. You can take this up to four times, for a maximum duration of 5d6 rounds. Enhancement: Ranged Use Cost: 5CP You can now use Cause Pain at a range of up to 30 feet. Instead of a mêlée touch attack, you must make a ranged touch attack. The victim gets a save, as usual. Enhancement: Enhanced Pain Cost: 3CP per level Each level of this enhancement raises the victims penalty to rolls by 1. You can take this enhancement up to 4 times, for a maximum penalty of -6 on all attack rolls, skill checks, ability checks, and Reflex Saves. Enhancement: Extended Range Cost: 4 CP per level Prerequisite: Ranged Use The range at which you can use Cause Pain is increased by 30 feet for each level of this enhancement, to a maximum of four levels, which grants a range of 150 feet. The Range Increment for this power is 30 feet. Enhancement: Enervation Cost: 4CP In addition to all other effects, the victim of this power becomes fatigued. Victims must overcome the fatigue normally; it can, therefore, last longer than the other effects of the power. CAUSE UNCONSCIOUSNESS [Power] Cost: 12CP Activate: 2PP; use-activated (attack) Range: touch Save: Fortitude, Charisma-based You can cause your target to become instantly unconscious with a touch. To use this power, spend 2PP and make a mêlée touch attack. The target can then make a Saving Throw to avoid being affected. If the victim fails the Will save, he will instantly fall into a deep slumber, and is Helpless. Victims remain asleep for 1d4 rounds, or until forcibly woken up by an outside force. Loud 90

Cost 5CP 7CP 9CP 11CP 13CP 15CP

Activation Cost Time Multiplier Full-Round x1 Action Move x2 Action Swift x3 Action

Aura of Charm People affected by this power look upon you as a trustworthy and respectable friend. You cannot actually control them like automata, but they perceive your words and actions in the most favourable way. You can try to give orders to them, but you must win an opposed Charisma check to convince them to do anything they wouldn't ordinarily do (retries are not allowed). Charmed people do not obey orders harmful to themselves, never obey orders to commit suicide, and only obey

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Chapter 5: Powers orders to get into combat if they are sure they can win. Any threatening act by you or your apparent allies will immediately break the power's effect and render the subjects immune to a its effects a full minute (10 rounds). This power cannot affect people who are already engaged in combat with you or your apparent allies. Aura of Intimidation People affected by this power look upon you as a figure of great menace and near invulnerability. Affected people do not flee, but are unable to take any form of hostile or hindering action against you. They are thoroughly convinced that any such action will have no positive effect, but will definitely have terrible consequences for themselves or their friends. This does not prevent affected people from taking hostile action against your allies. Aura of Repulsion People affected by this power immediately want nothing more than to escape from the area, in effect forcing them to run away from you. They cannot take any other action but escaping from you, until they are outside the power's area of effect. Once outside it, they take whatever actions they want to, including using ranged attacks against you. However, they are unable to enter the area of effect again as long as the power remains active. The cost of this power varies depending on the area of effect (radius), and the activation time. Multiply the area cost by the activation multiplier to determine the total cost of the power. Sustaining the power requires no concentration. Anyone in the power's radius must roll a Will save every round to avoid its effects. If they fail, they are affected for that round. They make a new save every round, and can fail or succeed every round. Enhancements Enhancement: Extended Duration Cost: 3CP per level Instead of making a new saving throw every round, people affected by your aura(s) can roll only every second round. You can take this enhancement multiple times, increasing the number of rounds between saves by one each time, to a maximum of 5 round (four levels). Subject to succeed at their saves must still roll every subsequent round to avoid the power's effects. Enhancement: Reduced Area Cost: 3CP You can control the exact radius that your aura affects, from as small as 5 feet up to your maximum. Changing the area of effect requires a quick action. Enhancement: Selective Presence Cost: 4CP Your aura effects only those in your area of effect whom you want it to effect. You can selectively exclude anyone in your radius, such as friends and allies, from being affected by your aura. You can alter whom the aura effects as a quick action. Enhancement: Variable Auras

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Cost: 4CP You can select an additional type of aura that you can use. You can purchase this enhancement twice, giving you the ability to use any of the three types of auras. You can only use a single type of aura at a time. DAMAGE REDUCTION [Power] Cost: 4CP per level Activate: none Range: self For every level of this power, you get DR 1. You can describe this ability any way you like, as a force field, superdense skin, a magical aura, whatever, but the power does not require any particular visual manifestation if you don't want to have one. You can simply appear to be bullet-proof. Regardless of the manifestation, this power neither reduces nor raises your Charisma score nor does it affect your ability to Hide or otherwise pass undetected. Standard DR protects you from physical damage of all kinds, but not Super attacks (which includes mystical and psionic damage), and not mundane energy (including fire electricity, etc.). Damage Reduction is always active, which means that if you have the power, you can be detected by Power Detection at all times. Many of the enhancements/limitations for this power alter what your DR does and does not affect. Most of them are written as a cost or value per level. For example, [Origin] DR costs 1CP per level, which means that if you have 5 levels of Damage Reduction, then [Origin] DR would cost 5CP. When you note your DR score on your character sheet, there is a set formula with up to 3 terms. The first indicates what the DR does affect, the second indicates how many points of damage is reduced, and the third indicates what the DR is vulnerable to. For example, "Mystic DR 10 / Super" does block mystical damage, but does not block damage from Super attacks. Alternatively, "DR 12 / Super, Ballistic" is vulnerable to both super attacks and ballistic attacks (i.e., from firearms). Enhancements Enhancement: Automatic Active DR Cost: 3CP Prerequisite: Active DR (Limitation) In addition to activating consciously, your Active DR activates automatically, immediately after you take damage for the first time in a particular combat. It also remains on after you are struck unconscious and stays on until you run out of PPs. It shuts off if you actually die. Enhancement: Origin DR Cost: 1CP per level Your DR works against one Origin type: bio, cosmic, mystic, psionic, or supertech. This includes energy effects generated by powers (including spells and psi-powers), but not mundane energy damage.2

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Chapter 5: Powers kind of stone (granite, shale, limestone). Choose only one uncommon substance at a time. Substances other than those listed here can be "uncommon," but only with the GM's permission. Remember, the substance doesn't have to be unusual in general, just unusual in the manufacture of weapons. You can take this limitation multiple times. Each time, it applies to a new uncommon substance. Special: A metallic Substance is incompatible with "DR/Metal." Limitation: DR / Wood Value: +1CP per level Your DR is now vulnerable to any attack made with a weapon with a wooden head. DANGER SENSE [Trait] Cost: 3CPs With this trait, you cannot be caught flat-footed. Your Dexterity bonus to Defence is effectively always on because you have a preternatural sense of when something or someone is about to attack you for the first time. Enhancements Enhancement: Unsurprised Cost: 3CPs You cannot be surprised in combat, which means that attackers never get a surprise round against you. If you are with a team and the rest of your team is surprised, you get to roll your initiative at the same time as your attackers (who have a surprise round) and then act according to that initiative roll. Enhancement: Precognition Cost: 2CPs You can detect the looming presence of unknown danger within a 30-foot radius of your position. Anything immediately dangerous or threatening (i.e., preparing to cause harm within a round or two) raises a tingly sensation on the back of your neck. You cannot define the nature of the danger or the direction from which it will comes, but you know it's there. DOMINATE ANIMALS [Power] Cost: 8CP Activate: 1PP; full-round action Range: 300ft Save: Will, Charisma This power allows you to mentally dominate and control animals at a distance. You can control any number of animals within range, as long as their total Hit Dice do not exceed your level. Each affected animal is allowed Saving Throw to resist your domination. You cannot control insects or any animals with an Intelligence greater than 2. Familiars and other enhanced animals are also immune to this power. You can, at a distance, mentally command any animal you successfully dominate. The commands must be simple, and the animal must be able to understand and perform them. Thus you can command a dog to guard or fetch, but commanding a budgie to dig a tunnel is futile. Likewise, a nightingale might be able to sing well, but you cannot get it to sing Beethoven's 9th Symphony because it

The price of Damage Reduction is keyed to two other powers: Telekinesis and Damage Reduction. The protection offered by DR matches, in cost and amount, the extra damage potential offered by an increased ability score, and the price of increasing your ability scores is the same as Telekinesis. Enhancement: Trait Cost: 1CP per level Your DR is now a trait. Limitations Limitation: Active DR Activate: 1PP per 2 levels; swift action Value: +1CP per level Your DR is now a power, and you must activate it consciously. If you are rendered unconscious, your DR deactivates. Limitation: Density Increase Density Increase Value: +1CP per level DR Weight Your DR is the result of an increase 1 - 10 x2 to your body's density, thus it makes 11 - 20 x3 you physically harder. Your Dexterity 21 - 30 x4 and Strength are unaffected by your 31 - 40 x5 increased density because your muscles 41 - 50 x6 increase in density as well, but the more dense your body is, the more you weigh. For every 10DR, add x2 to your weight. Because increasing your weight has many, many in-game effects (slowing down cars, destroying chairs and seats, destroying anything that's under you if you fall, etc.), you must ask special permission from the GM to take this limitation. Limitation: DR / [attack type] Value: +1 CP per level Your DR is now vulnerable to one of the four attack types: ballistic, blunt, piercing, or slashing. You can take this limitation up to four times. Each time, it applies to a new attack type. Limitation: DR / Metal Value: +2CP per level Your DR is now vulnerable to any attack made with a metal weapon/projectile. The part of the weapon/projectile that does the damage must be metal for you to be vulnerable. Special: "DR/Metal" is incompatible with a metallic Substance (see below). Limitation: DR / Stone Value: +1CP per level Your DR is now vulnerable to any attack made with a weapon with a stone head. Limitation: DR / [substance] Value: +1CP per level Your DR is now vulnerable to a particular substance that is at least somewhat unusual in the creation of weapons. Uncommon substances include: cold iron, plastic, a type of metal other than steel (silver, copper, bronze, etc.), a specific type of wood (i.e., oak, ash, maple, cedar, etc.), or a specific 92

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Chapter 5: Powers does not understand that concept. The animal remains in control of its actions, but will obey commands without hesitation or dispute. If not actively commanded, an animal will fall back on the last general command it was given, that it can continue to do, such as "guard me" or "attack him." If it can't do so, it will act of it's own accord, which might include leaving the area of control. If dominated animals move out of range, the domination immediately ends. Using Dominate Animals is a difficult task, requiring a great deal of concentration. As a result, you lose your Dexterity bonus to Defence, and you can take only a single standard or move action each round. Any skill checks (with the exception of Concentration) you might be called upon to make also suffer a 4 penalty. If you and another character both attempt to control the same animal, you both make an opposed test using your Will saves. Whomever rolls higher takes control of the animal for a number of rounds equal to the margin by which she won the opposed roll. Enhancements Enhancement: Extended Range Cost: 2CP Triple the range at which you can control animals (900 feet). Enhancement: Increased Domination Cost: 1CP For each CP invested in this enhancement, you can control 1 addition Hit Die of animals beyond your level. Additionally, you get a +1 bonus on opposed Will Saves to contest control of an animal. You can take this enhancement up to 8 times. Its bonuses stack. Limitations Limitation: Limited Animal Types Value: varies You can Dominate only into a limited kind of animals. 1CP: Wide Group. You can Dominate a single kingdom of animals (mammalian, aviary, reptilian, aquatic, or insectoid). 2CP: Limited Group. You can Dominate a specific group of animals within a kingdom, such as bovines or birds of prey. 3CP: Tiny Group. You can Dominate a particular kind of animal, like cats, or hawks. 4CP: Specific Creature. You can Dominate one particular animal, like a specific bread of domesticated animal, like a Siamese cat or a Doberman, or a particular sub-set of a species, like a Canada goose. The GM has the final call on what qualifies as a Wide, Limited, Tiny, or Specific form. DUPLICATE SELF [Power] Cost: 8CP per level Activate: 1PP per Dupe; standard action Sustain: per round/minute per Dupe Range: self For every level of this power, you can spontaneously generate a perfect genetic Duplicate of yourself. They appear wearing your clothes but do not have any gear, either weapons or armour. Dupes do not have any powers, power points, or

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action points. They have your total HDs, but have only half your total hit points. They retain abilities conferred by class, as well as skills and feats. They do not have powers, spells, or psipowers. They do not have any power points. Dupes appear at the end of the action in which you created them, standing in a square adjacent to yours, flat-footed and unarmed. They act directly after you in the initiative order. You cannot make a Dupe appear in a square that you do not have physical contact with, for example behind a door or on the other side of a wall, but if you can reach some part of your body into that space—by putting your hand through a mail slot or kicking through a wall—then you can have a Dupe appear there. You can cancel any one of your Dupes at any time as a free action. They simply disappear without a trace (although you can describe that in more detail, if you want to). Your Dupes have your personality and think just like you. They happily obeys your orders, but they also have their own sense of self-preservation and, just as you would, will refuse to go on a suicide mission unless the circumstances are dire (NB: sending a Dupe on a suicide mission is, by definition, proof that you wouldn't go yourself). For the sake of simplicity, you will most often play your Dupes yourself but the GM reserves the right to take over for you if circumstances dictate it. For example, if a Dupe were to uncover a game-changing secret that you haven't discovered yet, then the GM might step in. You should have a couple of shortened character sheets with your Dupes' stats on-hand for games. They need the following information: Hit Dice, Hit Points, Initiative, Speed, Defence, Attacks, Damage, Saving Throws, Ability Scores, Class Features, Skills, Feats, and Proficiencies, as well as Power Points and Powers, if you take the appropriate enhancements. Enhancements Enhancement: Blind Loyalty Cost: 3CP Your Dupes follow your orders blindly, including suicide missions or unethical acts, although it would be inconsistent with your own ethics to order Dupes to do things that are inconsistent with your ethics, wouldn't it? Enhancement: Empathy Cost: 3CP Range: 50 miles You and your Dupes can sense each other's basic emotions. At any time, any one of you can actively scan the other members of the group, including one of the Dupes scanning you. This takes a swift action. You/they will read one of the following emotional states: afraid, angry, confused, happy, sad. Physical barriers do not normally block this communication, though Powered fields potentially can. Enhancement: Telepathy Cost: 3CP Prerequisite: Empathy Range: 50 miles You and your Dupes can communicate mentally, in realtime, exactly as if you were talking. Physical barriers do not normally block this communication, though Powered fields potentially can. 93

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Chapter 5: Powers If you die while you have at least one Dupe activated, then something akin to you life essence will flow into one of your Dupes (the GM will choose randomly). Over the course of a day, that Dupe will slowly regain all of your original character's memories, abilities, levels, powers, feats, skills, etc. Which is to say, after 24 hours, that Dupe becomes your character, as you knew him or her. For role-playing purposes, your Dupe might occasionally have some degree of identity crisis, wondering if he or she is actually the original, or merely a copy that took on the original's soul or mind, but in game terms, it is your original character. Limitations Limitation: Argumentative Value: 3CP Your Dupes feel no natural loyalty to you past their own sense of ethics (which means that if you're a bastard, so are your Dupes). If your Dupes have access to your powers, they might even argue about who is the original. GMs might prefer to play Argumentative Dupes themselves, for the sake of making sure that they're a genuine pain in the ass. Limitation: Contact Cancellation Value: 3CP You have to physically absorb your Dupes back into your body in order to cancel them, which requires that you move into one's square. Absorbing a Dupe is a free action. If it's in a grapple or otherwise being held by someone who's moving, you need to make a touch attack against the Dupe to cancel it, but a normal or Blindly Loyal Dupe won't try to dodge your touch. An Argumentative Dupe could very well try to avoid being cancelled, especially if it thinks it's real and perceives you as a threat. Until you cancel your Dupes, they continues to consume PPs, whether you want them to or not. They disappear only once you run out of PPs. ENERGY ATTACK [Power] Cost: variable Activate: variable Sustain: variable Range: variable Save: variable With this power, you can generate energies harmful to your foes and even project those energies over distances. This power is extremely broad and has a lot of options. You can do anything from charging your skin like an electric eel's to generating a sonic screen that can shatter concrete. There are three major options in this power: energy type, area of effect ("modes"), and damage dice (the price of which depends on the mode). There are also enhancements and limitations that can radically alter the way your Energy Attack works.

Enhancement: Unity Cost: 5CP Prerequisite: Empathy, Telepathy Range: 50 miles You and your Dupes are fully aware of each other to such an extent that you are effectively one mind that happens to be split into two or more bodies. The whole group automatically knows everything that any one member knows. You work in perfect harmony and constantly creep other people out by finishing each other's sentences. In combat, you effectively gain the Cooperative Attack feat, but only when Aiding each other. This does not constitute a prerequisite for the Improved Cooperative Attack feat. Enhancement: Dupe Power Points Cost: 5CP You and your Dupes divide your Power Points among you in separate pools. Divide your PPs equally and give yourself the remainder. Dupes do not regenerate PPs and their potential PP total is half of your PP total. NB: if you take this enhancement, make sure to do the appropriate dividing before the game. Enhancement: Dupe Traits Cost: 3CP per level Your Dupes have your traits. Enhancement: Dupe Powers Cost: 5CP Prerequisite: Duplicate Traits Your Dupes have your powers, including Gadgets and Iconic Items, but no other kind of Super equipment or Item powers. Enhancement: Memory Retention Cost: 2CP When you cancel your Dupes, their memories and experiences automatically transfer into your mind. You can send one to watch a subject and it doesn't have to report back, for example. Just cancel it and its memories flood into yours. This can lead to a sense of split personality because even though you logically know which memories are yours and which are the Dupe's, subjectively, there's no way to tell the difference. Enhancement: Reduced Drain Cost: 2CP Sustain: per round/hour Your sustain cost changes from per minute to per hour when not in combat. Enhancement: Robust Dupe Cost: 6CP Your Dupes have a number of HPs equal to your total. This does not change their actual HD, just their total HPs. Enhancement: Simulacra Cost: 10CP

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Chapter 5: Powers Energy Type Energy Attacks manifest as one of the five standard energy types: chemical (acids and corrosives), cold (frost and ice), electricity (lightning), heat (fire and burning), and sonic (concussive and kinetic energy, as well as shock waves). You can have only one energy type, unless you take the Variable Energy Type enhancement. Modes Energy Attacks manifest in one of five different modes: Aura, Burst, Cone, Line, and Ranged. You must pick one, but you can add others using the Variable Attack enhancement. Power-Point Cost The PP cost for Energy Attack varies by mode and by Character Level (CL). You can activate an Energy Attack of a number of dice equal to your CL without PP cost. All dice over and above your CL cost PPs, as described in the modes (below). For example, if you were 6th level, you could activate a 6d6 Energy Line for free, or an 8d6 Energy Line for 4pp (2pp / die). The higher your character level, the more easily you sling damage. Aura Activate: 4PP per die of damage; swift action Sustain: per round Save: Reflex (half), Wisdom-based You can surround your body with harmful energy. Anyone who contacts this aura takes damage from it. This includes attempts at touch attacks, unarmed strikes, bull rushes, or other attacks that require contact with the body. When your Aura is on, anyone who grapples you automatically takes maximum damage from it every round due to prolonged exposure. Because Auras do not require attack rolls, you cannot score a critical hit with one. Auras do not offer any kind of protection, even against their own energy type. Burst Activate: 3PP per die of damage; use-activated (attack) Save: Reflex (half), Wisdom-based You can radiate a brief Burst of energy outward from your body in a spherical radius. This causes damage to those within the radius of the Burst effect. You are not harmed by your own Burst effect when you are the centre of it (see the Ranged Burst enhancement, below). The bigger your Burst, the more CPs you have to pay per d6 of damage. Cone Activate: 3PP per die of damage; standard action Save: Reflex (half), Wisdom-based You can project energy in a conical shape in the direction of your choosing (use standard rules for cone effects). The longer your Cone, the more CPs you have to pay per d6 of damage. Line Activate: 2PP per die of damage; standard action Save: Reflex (half), Wisdom-based You can create a beam, bolt, or tunnel of damaging energy (use standard rules for line effects). The longer your Line, the more CPs you have to pay per d6 of damage.

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Ranged Activate: 1PP per die of damage; use-activated (attack) You can generate a blast of energy that behaves like a ranged weapon. Attacking with that energy blast requires an attack roll which is modified by Dexterity, like any other ranged attack. Energy Attacks crit on 20/x2. You are armed if you have this power and PPs left to use it. A Ranged Energy Attack with a range of "strike" (see table, below) requires physical contact, but it is not a touch attack in game terms. Instead, you deliver it with an unarmed strike, which means that if you hit, then you do your unarmed strike damage as well as your Energy Attack damage. If you miss, you do neither, and you expend PPs in the process. Area of Effect and Damage Dice Your damage dice are more expensive, per die, based on the area of effect of your Energy Attack. On the table below, locate your chosen Mode, then choose either a Cone Length, a Burst Radius, or a Line Length/Range Increment. Looking across the table, you'll see the price per d6 of damage for that length, radius, or range. Auras are always "touch" ranged. Cone Length N/A 20 ft. 40 ft. 60 ft. Aura/Burst Radius 5 ft. 10 ft. 20 ft. 30 ft. Line Length, Range Increment strike 50 ft. 100 ft. 150 ft. Cost per d6 1CP 2CP 3CP 4CP

For example, a "strike" Energy Attack that does 6d6 damage costs 6CP (1CP x 6 dice). A 50-foot Ranged or Line Energy Attack that does 6d6 damage costs 12CP (2CP x 6 dice). A 20foot radius Burst that does 6d6 costs 18CP (3CP x 6 dice). Finally, a 40-foot Cone that does 6d6 damage costs 18CP as well (3CP x 6 dice). When you make an Energy Attack, you can choose to use all or just some of the damage dice you purchase. You are not required to do the maximum number of dice every time. Enhancements Enhancement: Controlled Area Cost: 2CP Prerequisite: Burst, Cone, or Line mode You can reduce the area of effect (range, radius, or length) of your Energy Attacks, from as little as 5' to the maximum area of the Energy Attack that you purchase. A 50-foot Line Energy Attack could be 40 feet, 25 feet, or even just 5 feet long. Enhancement: Controlled Damage Cost: 2CP You can switch you Energy Attack from lethal to non-lethal at will. Enhancement: Ghost Touch Cost: 2CP

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Chapter 5: Powers unless you also have Immunity (see above). However, you still do not take damage from a regular Burst centred on yourself. Enhancement: Reduced Power Drainewww Cost: 2CP Every level of this enhancement reduces your Energy Attack's cost by 1PP. Enhancement: Touch Attack Cost: 4CP Prerequisite: Ranged/Strike Energy Attack Your Ranged Energy Attack is now a Touch attack (or a Ray), in game terms. It ignores armour, shields, and natural bonuses to Defence. Enhancement: Variable Energy Type Cost: 3CP You can choose an additional Energy Type and switch between Types, attacking with fire one round and a sonic burst the next, for example. Since there are seven energy types, you can take this enhancement up to six times. Enhancement: Variable Mode Cost: 3CP You can choose an additional attack Mode, and you can switch between Modes at will, creating a Cone effect one round, or a Burst the next, for example. Since there are six Modes, you can take this enhancement up to five times. The new Mode's maximum damage dice is the same as the old one. The range, radius, or cone length of the new Mode corresponds with the range, radius, or cone length of the old Mode on the Range Increment and Damage Dice table, above. For example, if you already have a 100-foot Ranged Energy Attack, and you can use Variable Attack to buy a 40-foot Cone. Limitations Limitation: Energy Infusion Value: 1CP per 2d6 damage Prerequisite: Strike Energy Attack Activate: 1PP per die of damage; use activated You can Infuse inanimate objects (no larger than Smallsized) with harmful energy that is released when the object impacts a target. For example, a rock Infused with cold will cause freezing damage on a successful hit. The object itself disintegrates when the energy is released, therefore it does energy damage only and the object is permanently lost. All rules for throwing objects in combat apply normally. You have to make physical contact with the object you want to Infuse. The range increment of the object you throw depends entirely on the nature of the object. The GM has final say on the range increments of miscellaneous objects. You can infuse an object as a free action, and then throw it, which costs 1PP per die of damage. You can infuse objects and give them to other people to throw. As a move action, you can infuse a number of objects equal to your Dexterity modifier. Giving items to someone else also takes a move action; taking the item from you costs them a move action. If you drop an Infused object, it goes off at your feet and causes half damage to you. If you toss one to a comrade, you must succeed at a ranged touch attack at your comrade and she must make a Reflex save

Your Energy Attacks count as "force effects," which means that they deal damage normally against incorporeal creatures. Enhancement: Improved Critical Range Cost: 3CP This enhancement increases the critical threat range of your Energy Attack to 19-20 (instead of just 20). Enhancement: Improved Critical Damage Cost: 3CP Enhancement: Immunity Cost: 1CP You are completely immune to your own Energy Attacks. Even if your attack were absorbed and fired back on you, you would suffer no damage. This does not offer any protection against any other source of damage, including Energy Attacks from other characters, even if they use the same energy type. Enhancement: Increased Mass Infusion Cost: 2CP per level Prerequisite: Energy Infusion (limitation) For every level of this power, you can Infuse another Smallsized object's worth of mass with explosive energy, and that mass can be part of a larger object or structure. For example, with two levels of this power, you could Infuse a small hole in a wall and then detonate it, thus making a hole (a frozen chunk of wall shatters, a burned chunk is reduced to ashes, etc.). With several levels, you might do enough damage to take out the foundation of a small building. Enhancement: Knockback Cost: 2CP Your Energy Attack can cause knockback if the damage meets or exceeds your target's knockback threshold. Enhancement: Lingering Damage Cost: 2CP per level Your Energy Attack causes extra damage to affected creatures on the subsequent round. For every level of this power, your target takes 1d6 damage for an additional round after the initial attack. At 3 levels, for example, your target takes 1d6 for three rounds after the first attack. The most logical energy types for this enhancement are chemical and heat (i.e., corrosion or burning), but you can rationalize anything you like. Enhancement: Ranged Burst Prerequisite: Burst Energy Attack Cost: 4CP You can now initiate Burst Energy Attacks at a distance, much like the Fireball spell. The maximum range of your Burst corresponds with its radius on the Range Increment and Damage Dice table, above. For example, a 10-foot radius Burst will, with this enhancement, have a 50-foot range. Like a Fireball, you simply declare the centre point of your Ranged Burst and watch your enemies take damage. Your Burst behaves normally in all other ways, including its radius and Saving Throw. If you are caught in your own Ranged Burst, you will take damage from it,

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Chapter 5: Powers You are free to play your character as if you created your Esoteric Item yourself, or as if you found it, or even as if you simply purchased it. Never forget that powers are just ways to support your own role-playing choices. If you want to "really" make your Items, however, you can take the Invention feats or the power Supertech Invention. (DC 15) to catch it. If either of you fail your rolls, the Infused object lands at her feet and causes half damage to her. You can Infuse ammunition for a weapon such as a bow or sling. You fire these projectiles normally and do energy damage on a successful hit. You cannot use this power to infuse bullets or other firearm ammunition because firing the gun causes the object to release its energy, which would probably destroy the firearm. Any object that you infuse with energy but do not use disintegrates in 5 rounds and releases its energy harmlessly. This enhancement is not incompatible with the Ranged mode of Energy Attack, but taking both would be redundant and costly. Limitation: Object Detonation Value: 1CP Prerequisite: Energy Infusion Infused objects detonate after 5 rounds instead of dispersing their energy harmlessly. Limitation: Maximum Power Value: 2CP Prerequisite: minimum damage 3d6 You cannot reduce the number of dice you deal with an energy attack. You always do full damage and spend full PPs. Enhancement: Non-Lethal Value: 2CP Your Energy Attack does non-lethal damage only. Limitation: Short Range Value: 3CP Prerequisite: Ranged Touch Attack (50 feet) Your Energy Attack has a maximum range (not a range increment!) of 30 feet, no more. Limitation: Slow Attack Value: 2CP Your Energy Attack now requires a move action to activate in addition to the activation time listed under its mode(s). Thus, an Aura now requires a move action; Burst, Cone, Line, and Ranged now require a move action to activate and a then a standard action to attack. ESOTERIC ITEM [Item] Cost: 2CP per level Activate: n/a Range: as enhancement You have an item of mystical, psionic, or supertechnological power. For every level of this power, your Item receives a +1 bonus or the equivalent of a +1. A single Item can have up to a total of +10 in enhancement bonuses (hit/damage or defence) as

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well as up to a +10 equivalent in special abilities (like Dancing, Spell Resistance, or Bane, for example), for a total of +20 (40CP cost). A list of special abilities for weapons is in Chapter 6: F/X, though this list is by no means exhaustive. To acquire the Item itself, you must buy it using your Wealth. It must be mastercraft quality, but its Purchase DC is reduced by 10 to a minimum total Purchase DC of 4. Items are most often weapons, protective gear, or hand-held objects, but they can theoretically be anything you like. The only requirement is that they must be displayed prominently in order to function. Magical underwear, as much as they sound like a wonderful idea,3 simply don't work unless you wear them on the outside (a not altogether unprecedented fashion choice in the world of superheroes). Esoteric Items are just things you happen to own. They are always either mystic, psionic, or supertech, but that has nothing to do with your power Origin. Esoteric Items can be lost, stolen (and used against you), or destroyed, and they are not automatically replaced. Caveat emptor! FAST HEALING [Power] Cost: 2CP Activate: none; use-activated (special) Range: self You heal naturally, through bed rest or hospital attention, at double your normal rate, which means twice your character levels per day (or twice your character levels plus your Constitution modifier per day, if you have the Swift Healing feat). You heal over the course of the day, but for game purposes you get the HPs back at the end of each 24-hour period. A forgiving GM might grant partial healing if your day is interrupted in the middle. This power stops functioning if your hit points drop below zero and it will not restore severed limbs or lost ability points. Enhancements Enhancement: Regeneration Cost: 2CP per level Activate: 1PP per level; swift action For every level of this power, you heal 1HP per round. This healing occurs at the top of each of your rounds, in combat. You cannot activate or sustain this power when you're unconscious. Enhancement: Ability Regeneration Cost: 2CP per level Ability Regeneration Prerequisite: Regeneration Cost Recovery Speed For every level of this power, 2CP 1 point / 12 hours your recover lost ability points at an 4CP 1 point / 6 hours accelerated rate (see table, right). 6CP 1 point / 4 hours Enhancement: Cling to Life 8CP 1 point / 2 hours Cost: 2CP 10CP 1 point / hour Prerequisite: Regeneration Your Regeneration now automatically activates or stays on when you reach zero HPs or lower, but only while you actually remain alive, and of course you must have PPs left to activate/sustain the power.
3 Readers in Great Britain can substitute "pants" for "underwear" in this example. "Magical pants" sounds funnier anyway.

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Chapter 5: Powers Flight Skill: Average Cost 0CP Turn Min. Forward Speed Half Turn in Place Hover No Maximum Turn Fly Backward No Up Speed Reverse Down Speed Flight Skill: Good Cost 5CP Turn Min. Forward Speed None Turn in Place Hover Yes Maximum Turn Fly Backward Yes Up Speed Reverse -5 feet Down Speed Flight Skill: Excellent Cost 10CP Turn Min. Forward Speed None Turn in Place Hover Yes Maximum Turn Fly Backward Yes Up Speed Reverse Free Down Speed

Enhancement: Back from the Dead Cost: 6CP Prerequisite: Regeneration, Cling to Life There is no lower limit to your HPs. You keep Regenerating, at your maximum rate, even after you die. When you regain consciousness (usually at 0HPs), you have no PPs left but you are, for all intents and purposes, in good health. Your body keeps healing as long as your head is attached to your body and your body is whole. As gristly as it is to contemplate, your body cannot regenerate if it is cremated, disintegrated, dissolved, puréed, or chopped into e While you are "dead" (usually when you're below -10HPs) you are have no brain activity, no heart beat, no pulse, etc. Even to a trained eye, you are dead. However, upon very close inspection, your cells appear to be regenerating at a fantastic rate. xceedingly small pieces. Enhancement: Inherent Healing Cost: 4CP Your Fast Healing is now a trait. This enhancement is incompatible with Regeneration and any enhancement that uses Regeneration as a prerequisite. Enhancement: Purification Cost: 4CP Your body is immune to the worst effects of drugs, poisons, and diseases. You suffer only half the normal losses from these sources. In the case of diseases, you can make two Fortitude saves per day to avoid the effects of the disease. Additionally, you never suffer permanent Ability Drain as a result of a poison, drug, or disease. FLIGHT [Power] Cost: 6CP Activate: free; use-activated (fly) Range: self You can take to the air like a bird. You do not have the ability to fly outside of an atmosphere, but other than that, you can supply any explanation of your flight that you wish, from telekinesis (Psionic), to a jet pack (Supertech Gadget), to a bite from a nuclear pigeon (Bio). You can lift only yourself and 100 pounds of additional weight, regardless of your Strength score. At 25 pounds over your maximum weight, your speed is reduced by 25% and you can no longer ascend. At 50 pounds over, your speed is reduced by 50%, and you descend at a speed of 20 feet per round, though you can still move laterally. At 75 pounds, your speed is reduced by 75%, and you descend at 60 feet per round but can still move laterally. At 100 pounds or more over your maximum load, you fall like a stone, incurring any and all damage or other effects that would normally occur when falling from a great height. Your Flight speed is 30 feet per round and 30 miles per hour. The first is your "tactical" speed. Use tactical speed when you are in combat situations (e.g., dodging in-coming attacks, making attacks of your own, making constant course corrections, etc.). You can take double moves and even "run" when you fly at tactical speed, though the Run feat does not 98

45/5 ft. +45/5 ft. 90º Half Double

90º/5 ft. +90º/5 ft. Any Half Double

Any Any Any Full Double

modify your "running" speed while flying. The second is your "cruising" speed. Use Cruising speed when you travel from one place to another in relative safety. You can increase your speed using the Flight Speed and Fast Cruising enhancements. Your Flight Skill is "Average" (see table, next page). Enhancements Limitation: Air Lift Cost: 1CP per level For every level of this power, you can lift an additional 500 pounds of your normal lifting capacity, up to a maximum of your actual maximum lift capacity as determined by your Strength score. This enhancement does not allow you to lift any more while in Flight then you could on the ground. If you have Mighty Lifting, you need only buy enough levels of this Enhancement to meet your normal maximum lift, not your maximum lift as it is enhanced by Mighty Lifting. Enhancement: Fast Cruising Cost: 2CP per level Your cruising speed doubles. You can take this enhancement multiple times, doubling your cruising speed each time. Do not follow critical multiplier rules for doubling. Actually double the speed every time. Enhancement: Flight Skill, Good Cost: 5CP per level Your Flight Skill is now Average. See table (next page) for your flight stats. Enhancement: Flight Skill, Excellent Cost: 5CP Prerequisite: Flight Skill, Good

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Chapter 5: Powers Your Flight Skill is now Excellent. See table (next page) for your flight stats. Enhancement: Flight Speed Cost: 2CP per level For every level of this enhancement, your Combat speed increases on the Flight Speed table (right). Enhancement: Retractable Wings Cost: 2CP Prerequisite: Wings (limitation) Your wings are now retractable, by whatever means you want to supply. You can suck them back into your body, they can fold up flat against your back, or they can simply fade out of existence when you don't want them to be "out." Extending or retracting you wings takes a single move action and does not have a PP cost. Flight Speed Level Speed 1 40 ft/mph 2 60 ft/mph 3 80 ft/mph 4 120 ft/mph 5 160 ft/mph 6 240 ft/mph 7 320 ft/mph 8 480 ft/mph 9 640 ft/mph 10 960 ft/mph 11 1,280 ft/mph 12 1,920 ft/mph 13 2,560 ft/mph 14 3,840 ft/mph

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Once you are up to full speed and outside of a solar system or any other source of a significant gravity well, you can accelerate to faster-than-light speed. Every level of this power multiplies your flight speed by ten: 1C at first level, 10C at second level, 100C at third level, 1,000C at fourth, and 10,000C at fifth. You can take this Enhancement up to five times. Limitations Limitation: Wings [Trait] Value: 3CP Prerequisites: Maximum speed 80 ft/mph, Average skill You achieve Flight through a set of wings that grow out of your back. These wings are part of your body, flesh and bone. That's why this limitation converts Flight into a trait instead of a power. To get airborne, you need to either have a 20-foot running start or jump off of a high structure and start gliding. Your wingspan is about 1.5 times your height. If you do not have room to spread your wings, you cannot fly. If you strap them down, you can stuff your wings under a trench coat or a cloak. An Observe check (DC 15) allows other people to notice that your shoulders are extremely high and that there are feathers coming out of the bottom of your coat, but on cursory inspection, you'll look more or less normal. However, if you strap down your wings for more than an hour, they become stiff and start to ache, just as if you'd strapped on of your arms to your chest. For every full hour of having been strapped down, it takes 1d4 rounds of flying before you work out this stiffness, and during those rounds, you can fly at only half speed and you take a -4 to any and all rolls made that pertain to flying, including mid-air acrobats or the like. Finally, if you have the room, you can spread your wings in the middle of a long-distance Jump, you can spend most of that distance gliding, which doubles the Jump distance. This effect does not stack with bonuses you might receive from Amazing Leap, although why you'd take both Amazing Leap and Flight, I don't know. FORCE FIELD [Power] Cost: 6CP Activate: 1PP; move action Sustain: per round/hour Range: self Save: special You can project a bubble of solid energy around you. The bubble surrounds you at a distance of about 3 or 4 feet (i.e., it's a bubble but it takes up a 5-foot cube on the battlemap). It protects not just you, and not just what you're wearing, but also anything you might be carrying that fits in that space and anyone who might have squeezed into it with you. A maximum of two people can fit in a single bubble (unless you take the appropriate enhancements, see below). Force Field bubbles are visible but fully transparent. You can see through them with no penalty, but their shape and position are discernible to the eye. They can appear, for example, as a shimmering veil, a wall of blue energy, or a crystal barrier. As always, the specifics are entirely up to you.

Enhancement: Vacuum Flight Cost: 2CP You can, by whatever mechanism is appropriate to your background, propel yourself at your full speed even in the absence of an atmosphere. The laws of physics say that this is totally goofy, but the laws of playable games demand such an abstraction. Note that you must still be able to survive in space to use this ability, be it via power or spacesuit. Enhancement: Sub-Light Flight Cost: 1CP per level Prerequisite: Vacuum Flight, a willing GM You can, by whatever mechanism is appropriate to your background, propel yourself through a vacuum (never in an atmosphere) at an absolutely astonishing speed. For every level of this Enhancement, you can travel at 0.1C, 1/10th the speed of light. You cannot travel at sub-light speeds in an atmosphere. It's for interstellar travel only. You can take this power ten times and achieve a maximum flight speed of 1C, exactly the speed of light. You are unaffected by time dilation effects. Time passes normally in the universe relative to you, and vice-versa. Enhancement: FTL Flight Cost: 2CP Prerequisite: Vacuum Flight, Sub-Light Flight (at least 1C), a forgiving GM, a damn good explanation Sub-Light and FTL Flight are extremely cheap compared to energy needed to achieve those kinds of speeds in the real world. But the truth is, despite being extremely difficult to do in reality, these powers just aren't particularly useful in a game. So while a GM might want to toss you into a situation where you have to navigate the universe all by your lonesome, we don't think you should have to pay thousands of CPs for it.

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The bubble blocks all attacks from passing through it, including gasses, energy attacks, or Super attacks. It does not block mental attacks of any kind (mystical, psionic, or otherwise) and incorporeal objects or people pass through it. You can hear sound through it, but sonic-based attacks are blocked. If anyone or anything tries to batter down your bubble by brute force, you must make a Will save, the DC of which equals the damage of the attack. If you fail the saving throw, your bubble falls until you can reactive it. Your bubble has a Defence score of 10. Your personal Defence bonuses (Dexterity, powers, equipment) are all inside the bubble so they're no help to its Defence. If you're moving (running, falling, flying) its Defence rises to 12 because the bubble is a moving target. Flanking a bubble does not grant a +2 to hit because it's not a living creature, so splitting its attention does no good. A bubble cannot be caught flat-footed. However, the bubble is a separate target from you. Attacks directed at you strike the bubble instead, and attacks directed at the bubble do not strike you at all. Area effects that cause damage, like a Burst Energy Attack can potentially affect you when you're inside a Force Field bubble. If you fail your Will save (see above), the bubble falls and the area effect acts upon you normally. There is enough air in a bubble to breath for 4 hours. At the end of 4 hours the environment is poisoned by carbon dioxide, at which point you must make a Fortitude save (DC 20). If you succeed, you manage to remain unaffected by the lack of oxygen. You must make another Fortitude save (DC 20) every hour thereafter. The first failure, however, makes you fatigued, the second makes you exhausted, and after a third failure you fall unconscious, at which point the Force Field drops. Succeeding at any of these checks merely keeps you in your present state, either unaffected, fatigued, or exhausted. You don't get better until you either refresh your air supply or leave the carbon-dioxide environment. You can submerge a bubble in water or other liquid, but it's a weightless globe of buoyant air so if it is submerged, it immediately ascends at a speed of 30 feet per round. However, while submerged, you must make a Fortitude save every round to resist the pressure of the water. The DC of the check is 10, but rises by +2 for every 10 feet of depth. Thus, at a 50-foot depth, the DC would be 20. You can maintain a Force Field bubble in a vacuum, as well. This requires a DC 15 Fortitude save every round. If you fail, the Field drops and you begin to suffer the effects of exposure to space. Enhancements Enhancement: Malleable Bubbles Cost: 6CP You can now control the exact shape of your Force Field. Instead of an amorphous bubble, you can shrink, twist, and contort it at your whim. You're no longer required to make the bubbles an enclosed shape, either. You can flatten one and create a 10-by-20-foot wall. The minimum size is about 60 cubic inches, a 4-inch cube or a 3-inch diameter sphere. If you have multiple bubbles, you can now snake them around corners and make them take creative shapes. Thus you can now create contiguous bubbles on diagonals, not just one facing sides. Reshaping a bubble requires a move action. 100

Enhancement: Multiple Bubbles Cost: 3CP per level Activate: 1PP per bubble; swift action Sustain: per round/hour Save: Reflex, Intelligence-based (see text) For every level of Number Radius Volume this enhancement, you of Bubbles (feet) (cubic feet) can create another Force 1 3 135 Field bubble. All your 1 2 4 /3 260 bubbles must touch each 3 5 400 other on a side, not just a 1 corner. They do not, 4 5 /2 540 however, have to be one, 5 6 675 big block. You can string 1 6 6 /3 810 them out into any shape 7 6 2/ 3 940 you like, as long as they still cover individual 58 7 1000 foot squares. 9 7 1/ 3 1200 If you put a bubble 1 10 7 /2 1325 around someone else, that person can choose to make a Reflex save to avoid being encased, and she can also do damage to the bubble internally exactly the same way as she could from the outside. Doing so forces you to make a Will save or lose the bubble, as described in the base power. Finally, instead of adding individual bubbles, or their equivalents, you can increase the over-all volume of one, big, vaguely spherical bubble (see table above). While the power is activate, you can increase or decrease the size of the bubble and/ or alter its shape. This requires a swift action. Enhancement: Separate Bubbles Cost: 6CP Prerequisite: Multiple Bubbles, Ranged Bubbles Activate: +1PP per extra bubble; special You can now create Force Field bubbles separately, not touching each other at all. Thus you can toss one onto yourself and others on your team mates, for example. Keeping multiple bubbles active at once costs an extra 1PP for every bubble after the first one because your attention is split. The activation time for this enhancement and for the main power occur simultaneously. Thus, if you activate three 5-foot bubbles, the activation time is just one move action. No two bubbles can occupy the same space, so you cannot make a two-layered bubble. You can, however, place a bubble inside another bubble if none of the walls occupy the same lines on the battlemap (e.g., around your whole team and a second, much smaller one, around yourself). Enhancement: Ranged Bubbles Cost: 3CP For every level of this power, you can manifest your Force Field 30 feet away at its nearest point. If you put a bubble around someone else, that person can choose to make a Reflex save to avoid being encased, and she can also do damage to the bubble internally exactly the same way as she could from the outside. You can take up to 5 levels of this enhancement for a total distance of 150 feet.

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101 Gadget Discount Total Cost Discount of the Power 5CP +1CP 6CP to 10CP +2CP 11CP to 15CP +3CP 16CP to 20CP +4CP 21CP to 25CP +5CP 26CP to 30CP +6CP 31CP to 35CP +7CP 36CP to 40CP +8CP 41CP to 45CP +9CP 46CP to 50CP +10CP

Enhancement: Tough Bubbles Cost: 1CP per level For every level of this power, your Will saves to keep your bubble up despite damage or pressure receives a +1 enhancement bonus. You can take this enhancement multiple times. Its effects stack. GADGET [Item] Cost: see table (below) Activate: as power Sustain: as power Range: as power It's a staple of comic-book superheroes to have powers that are derived from high-tech devices, magic items, and artefacts dropped from the heavens. These are Gadgets. You can load a single power, as well as any of its enhancements and limitations, into a Gadget. Traits cannot be loaded into Gadgets because traits are inherent parts of your body, however many traits can be taken as powers with the appropriate limitation. Because of these limitations, and the fact that Gadgets can be lost, stolen, and destroyed, you get a discount on the price of the power you load into a Gadget. For every 5CP you load into a Gadget, you get a 1CP discount, which works out to about 20% off (see table, right). Calculate the discount based on the net cost of the power, including, levels, enhancements, and limitations. You must invest at least 5CP into a Gadget to get the discount. You can upgrade an existing Gadget with new enhancements and limitations, or whole new powers. Obviously, you can't load the Gadget power into a Gadget, but you can have more than one Gadget at a time. The Origin of your Gadget must be the same as that of the rest of your powers. If you have no other powers, the Gadget can be any Origin you like, but if you take multiple Gadgets thy all have to have the same Origin. If you take the Multiple Origins advantage, you have have a Gadget that doesn't match your Origin, or have multiple Gadgets that have different Origins. You can role-play as if it's mentally activated, or has a set of controls of some kind, or even both. In any case, using a Gadget does not change the kind or number of actions required to use the power loaded into it, except that you do have to have it in your hand to use it. Gadgets automatically consume your PPs. This might not make real-world sense, but it's the simplest way to use them ingame. If you want to say that you're "low on tillium fuel" or that your "atomic batteries are depleted," nobody's going to stop you. Gadgets are by default hand-held (Tiny-sized), about the size of a runner's baton or a paper-back novel. They weigh 3 pounds, and have a Hardness of 3 and 10HPs. A Gadget reduced If you want to have "made your Gadget yourself," you're perfectly free to role-play the character that way. There's no real difference between that and using the Invention feats or the Supertech Invention power because powers are merely a game mechanic, a way to give you the abilities you want. It's just a matter of which in-game option you prefer and how much you're willing to pay for it.

Repair If your Gadget takes damage without being destroyed, then you can get it repaired by someone with the appropriate skill. You can repair Biological Gadgets using Craft (pharmaceutical), Supertech with Repair, Mystic with Spellcraft, and Psionic with Psicraft. Cosmic Gadgets are, by definition, bizarre and unusual. Depending on the in-game explanation for the Gadget itself, the GM will rule on an appropriate skill on a situational basis. Bio Gadgets can also be healed by powered or mystical means, such as Healing Touch or any of the Cure spells. Each repair attempt restores a number of hit points equal to the result of the check, subtracted by 10 (i.e., HP = Check - 10). GMs are also, of course, perfectly within their rights to insist that a particular Gadget, especially if it's Cosmic, can be fixed only by consulting the Grand High Mech-MagePoobah of the Hyreilean Order of Paraganastania (or whatever) if it would make a good adventure hook. Replace If your Gadget is lost, stolen, or damaged beyond repair, you have two options to replace it. First, you can try to find it by conventional means, in-game, which is probably going to be the most fun. This can involve retracing your steps if you lost it, and possibly negotiating with the small child who inevitably found it and is using as his new toy. In cases where the Gadget was stolen, you might have to challenge and defeat the thief, but without the benefit of the power that Gadget gives you, which is also fun in its own way. Alternatively, you can go one session without your Gadget (in addition to the session in which you lost it) and have it replaced at the beginning of the subsequent session. During the session in which you don't have it, you're simply "working on getting it back." You must also provide an explanation that is convincing to both your GM and your fellow players for how it miraculously reappeared in your life. Explanations can include, but are not limited to: figuring out where you lost it and going back, making a deal with whomever stole it to return it, going back to whomever gave it to you and getting a new one, or even building a new one yourself. No material or in-game mechanics need to be invoked in this last case. The materials, expertise, and work-space needed to make the Gadget are simply not discussed, as is traditional with superpowered items or weapons in comic books, most of the time.

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Chapter 5: Powers Your Gadget's controls are either verbal or mental and it's designed to mount on your clothing or your gear. You can wear it and still use it, which saves you having to draw it or occupy your hands to use it. It does, however, have to be out in the open to function. You can't hide in a bag or swallow it. That means that an opponent can still attempt to Sunder or Disarm your Gadget. Enhancement: Increased Power Points Cost: 2CP per level (+2PPs) For every level of this power, your Gadget gains +2 PPs of its own. These points can be used only to fuel the Gadget's power. You can take this enhancement multiple times. Its effects stack. Rate of CP Enhancement: Self-Repairing Self-Repair Cost Cost: varies 1HP / hour 2CP This enhancement grants your Gadget the ability to repair itself, as per 1HP / minute 3CP 1HP / round 5CP the table (above, right). It can selfrepair only if it is at 0HPs or more. 2HP / round 10CP 3HP / round 15CP Enhancement: Gadget Resurrection 4HP / round 20CP Cost: 4CP 5HP / round 25CP Prerequisite: Self-Repairing Your Gadget continues to self-repair even after it's been brought to below 0HPs, although the Rate of Healing is halved until it reaches 1HP (½HP every hour for 2CP, 1HP every round for 10CP, etc.). As long as the bulk of the parts are within 1 foot of each other, they will eventually reform into the Gadget you know and love. Enhancement: Tough Gadget Cost: 2CP per level For every level of this enhancement, your Gadget gains 1 points of Hardness and 2 HPs. Enhancement: Weaponise Cost: 1CP + Purchase DC of Weapon This enhancement converts your Gadget into a functioning weapon of some kind, in addition to having powers. This requires that you both spend 1CP and that you purchase the mundane weapon that you want your Gadget to be. This is a conceit, of course. Your character does not have to actually buy the weapon but this rule keeps you from sneaking a militarygrade rocket-launcher into the game as a Weaponised Gadget. You are free, encouraged even, to thematically combine the weapon's function and the Gadget's power, thus making a gun that shoots Webbing, for example, or a sword that grants Amazing Combat Skills. Limitations Limitation: Fragile Gadget Value: 2CP Your Gadget has no Hardness and only 5HPs. Limitation: Small Gadget Value: 1CP Your Gadget is small-sized instead of tiny. It weighs 12 pounds. It is about the size and shape of a walking stick, so a

Incorporate Mundane Technology If your Gadget is Supertech, then you can incorporate normal tools or technology into it. Once you acquire a piece of technology to install into/onto your Gadget, you also need to buy some spare parts for the installation, like extra connecting cables, or brackets. The specifics don't matter, although you're free to supply whatever explanation you like. The cost of the installation hardware starts at PDC 2, but goes up based on the price of the technology to be installed. For every 5 PDC of the technology to be incorporated into the Gadget, the Purchase DC of the installation parts goes up by +1. Most of the time this cost will be negligible but in some cases the tech you want to install will be expensive enough that installing it is expensive, too. The actual installation requires a Repair check. The DC for the installation: • Mechanics: 12 e.g., mounting a mêlée weapon or firearm onto a suit of Power Armour, or incorporating a Gadget into a mundane weapon • Simple Electronics: 15 e.g., incorporating a cell phone into a Gadget, or installing a Gadget into a car • Complex Electronics: 18 e.g., incorporating a laptop into a suit of Power Armour to create a Head's Up Display The GM can, of course, set higher or lower DCs if she feels the situation warrants it. Depending on the circumstances, GMs might rule that you can install an electronic or mechanical unit into a non-Supertech Gadget, for example insinuating a PDA into an organic "second skin." Enhancements Enhancement: Additional Power Cost: 2CP You can load an Additional Power into your Gadget. You can take this enhancement multiple times, but only to apply it to a different Gadget. No individual Gadget can have more than two powers. Enhancement: Diminutive Gadget Cost: 2CP Your Gadget is diminutive-sized instead of tiny. It weighs 1 pound. It is the size of a cell phone, a pocket watch, or a conductor's baton. You can slip it into a pocket. This enhancement is incompatible with Fine Gadget, Small Gadget, and Medium Gadget. Enhancement: Fine Gadget Cost: 4CP Your Gadget is fine-sized instead of tiny. It weighs an ounce or two. It is the size of a large coin or a ball-point pen. You can palm one and still work a phone or drive. You can, depending on the shape, tuck it behind your ear. This enhancement is incompatible with Diminutive Gadget, Small Gadget, and Medium Gadget. Enhancement: Hands Free Value: 4CP 102

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Chapter 5: Powers baseball bat, an umbrella, or a golf-club, for example. It can also be a blocky shape, like a briefcase, backpack, or laptop. This limitation is incompatible with Diminutive Gadget, Fine Gadget, and Medium Gadget. Limitation: Medium Gadget Value: 2CP Your Gadget is medium-sized instead of tiny. It weighs 25 pounds. It can be the shape of a large staff or a small filing cabinet. It is unwieldy enough that you have to carry it in two hands. This limitation is incompatible with Diminutive Gadget, Fine Gadget, and Small Gadget. GREMLINISM [Power] Cost: 8CP Activate: 1PP; standard action Range: 60ft Save: special (opposed test) You have the uncanny ability to cause a mechanical or electronic device to go haywire just by looking at it. If you use this power on a relatively simple machine or device (something with moving parts, like a firearm or a bicycle, but which requires no power to operate) there is a chance the device jams (completely ceases to function). The object will remain jammed for 1d6 rounds. Ordinary maintenance and cleaning procedures cannot make it functional again until the power's duration has passed. If you use this power on a more complex, powered device (such as a vehicle or a computer), you will afflict the device with a penalty to all actions requiring a die roll. This penalty affects both actions taken by the device itself and actions taken by anyone using the device. If you use Gremlinism on a moving vehicle, it will force an immediate Drive/Pilot check, with the negative Gremlinism modifier taken into account. This modifier will last for 1d3 rounds. To use Gremlinism, you take a standard action, spend 1PP, target a single device and roll a Gremlinism check (1d20 + half your level + Intelligence modifier). The device makes an opposed roll of 1d20. If it is exceptional (eg, mastercraft) and/or has any bonuses (it's enhanced by a power), add its highest bonus to it's opposed roll. Also, the sheer size of the device in question can add a circumstance penalty. Small (hand held) devices take no penalty, but every size category larger than small adds +2 to its Saving Throw. Thus, medium devices are +2, large +4, huge +6, and so on. If your roll is higher than the roll of a simple device, it becomes jammed. If it is equal or lower, the power fails. Against complex devices, you inflict a penalty equal to half the amount you exceed the device's roll by. Thus if you roll 17 and the device rolls 13, you inflict a -2 penalty on the item. Sentient machines add +10 to resist the effects of Gremlinism, though automatons do not. Enhancements Enhancement: Extended Duration Cost: 3CP per level The duration of your Gremlinism is extended by an additional die (d6 or d3, as appropriate) for each level of this enhancement. You can take this up to five times, for a maximum duration of 5d6 rounds (to jam simple items) or 5d3 rounds (complex devices).

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Enhancement: Enhanced Jamming Cost: 2CP per level Each level of this enhancement grants you a +2 bonus on your Gremlinism check. You can take this up to three times, for a maximum bonus of +6. Enhancement: Extended Range Cost: 2CP per level The range at which you can use Gremlinism is increased by 30 feet for each level of this enhancement, to a maximum of three levels, which grants a range of 150 feet. HEALING TOUCH [Power] Cost: 1CP per level Activate: by level; standard action Range: Touch You can cause living creatures to spontaneously Heal damage with a touch. You can use this power on yourself. You Heal 1d6 HP of damage per level of the power. You can control how many dice/PPs you expend each time you administer a Healing Touch, but you must declare how many dice you want to use before you roll the total. The PP cost for Healing Touch varies by Character Level (CL). You can activate an Healing Touch for a number of dice equal to your CL without PP cost. Any extra dice you activate above your CL cost 1PP each. For example, if you were 4 th level, you could Heal 4d6 HPs for free, but 6d6 HPs would cost 2PPs. Enhancements Enhancement: Purification Cost: 2CP You can now direct your healing energy toward purifying bodies of poisons, drugs, or diseases. Activate the power as normal, and decide how many dice to apply, then roll the total. If the rolled total plus 10 is greater than the Save DC of the toxin or disease in question, it will be instantly and painlessly purged from the subject's body. Dice rolled in this manner do not heal any HPs. Purification does not restore hit points, power points, ability points, or anything else already lost due to the effects of a chemical or disease. Enhancement: Ranged Healing Cost: 2CP per level For ever level of this enhancement, you can Heal at a range of 10 feet. You must successfully hit your target with a ranged touch attack, and you expend your PPs regardless of whether you strike the target. Targets can elect to not dodge while you attempt your touch attack, but at best, they still have a Defence of 10. You can take this enhancement multiple times. Its effects stack. Enhancement: Raise Dead Cost: 10CP Prerequisite: 10 levels of Healing Touch Activation: 10PP; 1 minute (10 rounds) 103

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Chapter 5: Powers You expend your PPs at the beginning of the Restoration process, and you must maintain concentration throughout. Enhancement: Restoration Cost: 4CPs Prerequisites: 5 levels of Healing Touch, Lesser Restoration Activation: 6PPs; full-round This enhancement instantly cures all temporary ability damage to one ability, but it cannot restore Constitution points lost because of previous deaths. It also eliminates all fatigue or exhaustion from the subject. Finally, it also removes negative levels and/or restores one experience level to anyone who has taken permanent level drain, although the subject has to have gained that negative level/level drain at some point within a number of hours equal to your character level. Anyone who has a negative level restored has the minimum number of experience points for that level, and no more. You expend your PPs at the beginning of the Restoration process, and you must maintain concentration throughout. Enhancement: Restoration, Greater Cost: 4CPs Prerequisites: 5 levels of Healing Touch, Lesser Restoration, Restoration Activation: 9PPs; 10 minutes This enhancement cures all temporary ability damage to all the subject's abilities, except Constitution points the subject might have lost due to previous deaths. It also eliminates fatigue and exhaustion, as well as all forms of insanity and confusion, including mundane mental conditions (e.g., depression, bi-polar disorder, schizophrenia, etc.) Finally, it also reverses the effects of any and all level draining or negative levels that the subject might have suffered. The subject returns to the highest level she has ever attained, although she has to have gained the negative level/level drain within the last week (seven days). You expend your PPs at the beginning of the Restoration process, and you must maintain concentration throughout. Enhancement: Swift Heal Cost: 2CP You can now Heal HP damage as a Swift action. Enhancement: Full-Round Healing Prerequisite: Swift Heal Cost: 2CP You can activate this power as a full-attack, which means that you can employ it in an iterative attack sequence. For example, if you BA were +11/+6/+1, you could Heal three times in a round, and if applicable, you would have to make touch attacks at those BAs. All other rules regarding both Healing Touch and iterative attacks apply normally. ICONIC ITEM [Item] Discount: special Activate: as power Sustain: as power

You can bring the dead back to life. You must be in possession of the body. Raise Dead cures all diseases, removes all poisons, and heals injury (see below), but it does not regrow missing parts. Those parts simply heal over. If they're vital (like organs or a head), then the subject dies again. Furthermore, the subject cannot have died more than a number of days equal to or less than half your character levels. The GM might rule that you cannot Raise particularly alien aliens, but generally speaking, you can Raise any creature that is basically made of flesh and bone. You cannot Raise machines, even living ones, or the undead. Raised subjects gain a negative level until they next level-up. Subjects come back to life with 1 HP per level (or hit die, if applicable). You expend your PPs at the beginning of the Raising process, and you must maintain concentration throughout. Enhancement: Resurrection Cost: 5CPs Prerequisites: 10 levels of Healing Touch, Raise Dead Activation: 15PP; 10 minutes This enhancement works the same as Raise Dead, with three exceptions. First, you do not need a whole body, any small portion thereof will do, although it must have been part of the body at the time of death, not a blood or skin sample taken beforehand. Second, subjects must have died a number of years ago equal to or less than your total character levels. They cannot have died of simple old age, but instead a specific, identifiable cause, such as massive injury or a specific disease. Finally, subjects Resurrects with their full HPs and in complete health. Subjects still gain a negative level. You expend your PPs at the beginning of the Resurrection process, and you must maintain concentration throughout. Enhancement: True Resurrection Cost: 5CPs Prerequisites: 10 levels of Healing Touch, Raise Dead, Resurrection Activation: 20PP; 10 minutes This enhancement works the same as Raise Dead, with three exceptions. First, you do not need a body at all, just a specific, personal knowledge of exactly who you want to Resurrect. You can Resurrect a known friend or family member, for example, but not a celebrity or historical figure. Second, subjects must have died a number of years ago equal to or less than your character level times 5. Finally, subjects Resurrect with their full HPs and in complete health. They do not lose any levels or Constitution points. You expend your PPs at the beginning of the Resurrection process, and you must maintain concentration throughout. Enhancement: Restoration, Lesser Cost: 2CP per level Prerequisites: 5 levels of Healing Touch Activation: 3PP; standard action For every level of this enhancement, you can restore 1d6 points of temporary ability damage. It also eliminates and improves an exhausted condition to fatigued. It does not restore permanent ability drain. You can take this enhancement multiple times. Its effects stack. 104

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Chapter 5: Powers Range: as power An Iconic Item is an Iconic Item Discount object that is the conduit for Total Cost Discount all of your powers. There is of the Power no limit to how many powers 10CP +1CP or how many CPs worth of 11CP to 20CP +2CP powers you can load into a single Iconic Item. An Iconic 21CP to 30CP +3CP Item can have only one 31CP to 40CP +4CP Origin. The most common are 41CP to 50CP +5CP mystical and supertech, but you can have any Origin you like. Iconic Items grant a discount on the price of powers you load into them. The discount is +1CP per 10CP worth of powers, which works out to approximately 10% (see table, above). Other powers, including Gadgets and Power Armour, do not function while you have an Iconic Item on your person. Iconic Items are jealous. However, they are also loyal. Only you can access the powers loaded into your Iconic Item. It is tuned to your body chemistry, your unique mental signature, or even your very soul. You must have your Iconic Item in your hand in order to access its powers. If it is Wearable (see below), then you must be wearing it to use its powers. Iconic Items can potentially be lost or stolen and if that happens, you'll just have to track yours down. They are, however, nigh indestructible by conventional means. Each one has 1,000 HPs, Hardness 100, Resistance 50 to all energy types, Resistance 50 to all Origins, and self-repairs at a rate of 5HPs per round. Iconic Items are, by default, hand-held objects (tiny-sized) that weigh about 3 pounds, so something the general size and shape of a baton or soft-ball, for example. They always appear unusual or mysterious in some way. They might be covered in glowing circuitry, or be covered in dancing sparks. The specifics are up to you, but Iconic Items cannot appear mundane. Enhancements Enhancement: Diminutive Item Cost: 2CP Your Iconic Item is diminutive-sized instead of tiny. It weighs 1 pound. It is the size of a cell phone, a pocket watch, or a conductor's baton. You can slip it into a pocket. This enhancement is incompatible with Fine Item, Small Item, and Medium Item. Enhancement: Fine Item Cost: 4CP Your Iconic Item is fine-sized instead of tiny. It weighs an ounce or two. It is the size of a large coin or a ball-point pen. You can palm one and still work a phone or drive. You can, depending on the shape, tuck it behind your ear. This enhancement is incompatible with Diminutive Item, Small Item, and Medium Item. Enhancement: Weaponise Cost: 1CP + Purchase DC of Weapon This enhancement converts your Iconic Item into a functioning weapon of some kind, in addition to having powers. This enhancement requires that you spend both 1CP and that

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you purchase the mundane weapon that you want your Iconic Item to be. This is a conceit, of course. Your character does not have to actually buy the weapon, but this rule keeps you from sneaking a military-grade rocket-launcher into the game as a Weaponized Iconic Item. You are free, encouraged even, to thematically combine the weapon's function and the Item's powers, thus making a phone with Telepathy or belt of Super Strength. Enhancement: Wearable Item Cost: 3CP This enhancement converts your Iconic Item into a shape that allows you to wear it like clothing or jewellery. Wearable Items still appear special or unusual in some way. They might be covered in glowing circuitry, Mystical runes, or be made of a substance that is visibly Not Of This Earth. The specifics are, as always, up to you. Wearing an Iconic Item does not offer any Defence bonus or protection of any other kind unless that is part of its power package. Cuts, blows, and blasts will leave the Iconic Item untouched but still do damage to you. Fine Items are wearable as a watch or bangle, a large and bulky ring, a pair of glasses, a head band, or a light necklace. Diminutive Items are wearable as a pair of gloves or shoes, a belt, a neck tie/scarf, or a hat. Tiny Items are wearable as a single gauntlet or boot, a bulky belt, or a bike helmet. Small Items are wearable as a heavy vest or a jacket, a motorcycle helmet (full-faced), a pair of heavy boots, or a pair of bulky gauntlets. Limitations Limitation: Medium Item Value: 2CP Your Item is medium-sized instead of tiny. It weighs 25 pounds. It can be the shape of a large staff or a small filing cabinet. It is unwieldy enough that you have to carry it in two hands. You can put it on your back, but it's still bulky as all hell. This limitation is incompatible with Diminutive Item, Fine Item, and Small Item. Limitation: Non-Exclusive Use Value: 4CP Your Iconic Item is no longer loyal to you. Other people can use it, if they get their hands on it, but they have to expend twice as many PPs to access its power(s). For anyone other than you, powers that do not normally have a PP cost, like traits, now have an Activation of 1PPs and a Sustain of 1PPs per round. GMs will determine when traits are considered 'activated' for the purposes of detecting them via the metapowers. Limitation: Small Item Value: 1CP Your Iconic Item is small-sized instead of tiny. It weighs 12 pounds. It is about the size and shape of a walking stick, so a baseball bat, an umbrella, or a golf-club, for example. They can also be a more blocky shape, like a briefcase or laptop. This limitation is incompatible with Diminutive Item, Fine Item, and Medium Item.

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Chapter 5: Powers Save: Fortitude, Constitution-based You can turn one person Incorporeal, but you must remain in physical contact with that person. You can do this when you, yourself, are Incorporeal. In which case, you render the target Incorporeal by touching them. If you simultaneously render yourself and another person Incorporeal, then you can activate both effects at once, in a single standard action. If you attempt to render someone Incorporeal against their will, you must first succeed at a touch attack, at which point they are entitled to a Fortitude save to avoid the effect. Enhancement: Manifest Sound Cost: 2CP Activate: free; use-activated (speak/make noise)\ You can now make noise when you choose to, though when you do so you make all noises you might make normally. You can talk and hear, but your change jangles, your clothes rustle, and so on. You are also vulnerable to sonic attacks, but take only half damage from them. You can now hear as normal, and therefore are affected by sound-based effects, like the spell Command. Enhancement: Partial Incorporeality Cost: 4CP Activate: 1PP; free action You can make one segment of your body Incorporeal at a time if the rest of you is corporeal, or vice-versa. The body segments are: head/neck, shoulders/chest, stomach/waist, thighs, calves, feet, hands, forearms, and upper arms. In the case of doubled body parts (feet, hands, etc.), you can make either both or just the left or the right Incorporeal at a time. Whenever you render just one part of your body Incorporeal or solid, you must pay an extra PP to maintain the effect. Enhancement: Scramble Mundane Technology Cost: 2CP When a mundane piece of technology passes through your Incorporeal body, there is a 50% chance that it will short out, rendering it useless until it is Repaired (DC 15). If it is shorted out, you also take 1d4 non-lethal damage. Enhancement: Swift-Action Shift Cost: 2CP You can shift forms as a swift action. Enhancement: Reflexive Shift Cost: 3CP Prerequisite: Swift-Action Shift Activate: 1PP; swift action If you retain your Dexterity bonus and are hit for physical damage (either by an attack or something that triggers a saving throw), you can make a Reflex save to instantly shift into Incorporeal form a split second before the hit has a chance to do damage. The DC of the Reflex save equals either the attack roll or the save DC of the in-coming effect. You must declare your intention to invoke this enhancement after the hit is announced but before full damage is calculated.

INCORPOREAL FORM [Power] Cost: 12CP Activate: 1PP; standard action Sustain: per round/minute Range: self You can pass through solid objects, walk through walls, glide through furniture, and generally go wherever you like. When you shift from corporeal to Incorporeal form, all equipment you wear and/or hold shifts with you unless you drop it, at which point it becomes solid again. When you activate or sustain your Incorporeal Form, you remain in that state for a full round. You cannot cancel it half-way through your round. While Incorporeal, your appearance does not change, and you cannot talk to or be heard by corporeal people. Anyone trying to hear you must roll a Listen check DC 30 (the supernaturally sensitive ear might still detect you, but nothing else can). Other Incorporeal people can hear you and talk to you normally. Sound-based attacks, like sonic attacks, do no damage, and other sound-based effects have no effect. You can, for example, roll and fail a save against a Command spell, but you cannot actually hear the command itself. All physical objects, including mundane weapons, pass through you. Chemicals, from knock-out gas to acid, have no effect on you. You are similarly unable to manipulate anything around you. You cannot pick up and use objects. You cannot open doors or operate machinery. You can't even blow out a candle without shifting back to corporeal form. Normal energy effects, like fire or electricity, similarly have no effect. Super attacks that are only physical, a Super-Strength head butt for example, have no effect but energy-based Super attacks affect you normally, like an Energy Attack: Heat. Other Incorporeal people or attacks can harm you. In-keeping with the tradition of such conceits in comics, when you move, you float just off of the floor or ground. If you want to move through the floor, you must deliberately jump through it, at which point you then fall to the next floor down. You can move downward (at your base speed and taking up a move action) by simply falling off of something, but if you hit a floor or the ground, you stop, though you take no damage for doing so. You can freely ascend or descend through matter only if you can fly by other means (although you can also take the Fly in Matter enhancement). There is no logical explanation for this. It's a genre gag. Just go with it. Particularly dense substances, such as lead, fantasy or sci-fi metals (vibranium, adamantium, etc.) might block your movement, at the GM's discretion. Energy-based barriers, like the Force Field power or the Wall of Force spell do block your movement. Enhancements Enhancement: Fly in Matter Cost: 2CP You can move through solid matter as if you could fly at your normal movement rate. Enhancement: Incorporeal Other Cost: 3CP Activate: 1PP; standard action Range: touch (special) 106

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Chapter 5: Powers Limitations Limitation: Gaseous Form Value: 4CP Instead of becoming fully Incorporeal, your body is instead transformed into a coherent gas. You appear mostly as you do when solid, except that you shimmer and shift in the breeze and you're somewhat translucent. All rules for Incorporeality are unchanged except the following. First, you cannot pass through an air-tight barrier. For cases of barriers that are no air-tight but nevertheless do not afford a great deal of air flow, GMs might impose a move action just to pass through the barrier. Second, you are considered three sizes smaller than your normal size when determining how, and how much, wind affects you. If you are medium normally then you take the same penalties as a fine-sized creature when attempting to resist wind of any kind. Third, you move through liquids at half speed than when you move through the air. Fourth, you take half-damage from energy attacks, and full damage from Super attacks. This limitation is compatible with all of this power's enhancements, except that Fly In Matter applies only when you are moving through matter that is porous enough that you can move through it at all. Limitation: Ghost Value: 2CP This limitation flips your natural state from solid to Incorporeal, which means that you are insubstantial all the time, except when you activate/sustain the power. This enhancement does not necessarily make you an actual ghost, of course, but that is one of the possible reasons why you might take it. NB: The CP value of Ghost is very low because when you take it, your enhancements are automatically far more useful since you're Incorporeal all the time. INVISIBILITY [Power] Cost: 10CP Activate: 1PP; full-round action Range: self You can use this power to vanish from sight. Your clothes, equipment, and any reasonably small items you carry (no larger than a medium weapon) will turn invisible with you. Invisibility applies to the visible spectrum, and will fool anything and anyone who relies on it, including normal surveillance cameras. Abilities that detect heat or infrared can still detect you, as can anything that can see ultraviolet light, if it shines on you. Invisibility only affects vision. Your body is still quite solid. Therefore, anything that does not depend on visible light for detection, such as ultrasound motion detectors and radar, will pick you up. Items that you drop or put down will become visible; items you pick up disappear if you tuck them into your clothing, pockets, or pouches. Any part of an item that you carry that extends more than 5 feet from you becomes visible, such as a trailing rope. If you pick up someone else and carry him or her, that person will not turn invisible, unless he or she is small enough to fit into one of your pockets.

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Your Invisibility ends if you attack anyone or anything, begin casting a spell, or you use a power with an obviously visual effect. Actions you direct at unattended objects do not render you visible, nor does causing harm indirectly. You can open doors, talk, eat, climb stairs, cut the ropes holding a rope bridge while enemies are on it, remotely trigger traps, drive a car, launch missiles from an aircraft, and so forth, but not shoot a gun, throw a punch, or fire an Energy Attack. Taking a double move or running also ends the Invisibility. This power does not silence you, and certain other conditions can render you detectable, such as stepping in a puddle, or being immersed in mud. Enhancements Enhancement: Reduced Power Drain Cost: 2CP This reduces your sustain cost by 1 PP. You can take this enhancement only once. Enhancement: Fast Move Cost: 2CP You can now remain invisible while performing a double move or running. Enhancement: Invisible Attack Cost: 4CP Prerequisite: Fast Move You can now remain invisible while attacking, casting most spells or using most powers. Highly visible powers, or powers with a Bizarre Area Effect, will still break the Invisibility. Enhancement: Full-Spectrum Invisibility Cost: 2CP The power conceals you from detection by infra-red, thermographic, ultraviolet, and other forms of super vision. Powers and abilities specifically designed to see invisible creatures can still pierce your Invisibility. Enhancement: Conceal Other Cost: 3CP Activate: 1PP; full-round action Range: touch (special) You can turn one person Invisible, but you must remain in physical contact with that person or some part of their clothing; thus you can hold hands, grab on to their collar, or one of you could carry the other. The activation time is the same as your normal activation time for this power. If you render yourself and another person Invisible at the same time, you can activate both power effects at once. Enhancement: Conceal Group Cost: 4CP Activate: 4PP; full-round action You can turn yourself, and everyone within 5 feet of you, invisible. This can include anyone in an adjacent square, in combat situations (8 people), or up to 16 people in a non-combat situation. Those within the area of effect can see each other. Anyone who leaves the area will become visible again. The Fast Move and Invisible Attack enhancements do not apply when

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Chapter 5: Powers Remember that non-lethal damage renders you staggered or unconscious only when it equals your current HP total. Therefore, if you have extra HPs, above your normal maximum, then you can conceivably have non-lethal damage that also exceeds that maximum. In that case, as your extra hit points faded, you would eventually become staggered for one round and then fall unconscious on your next round, unless someone or something healed you in the intervening time. Enhancement: Retain Hit Points Cost: 1CP per level Prerequisite: Extra Hit Points When you have extra hit points, you lose them at a rate of 1HP every second round. Enhancement: Constitution Leech Cost: 3CP per level For every level of this enhancement, you cause 1d4 temporary ability point damage to Constitution instead of Leeching HPs. For every 1d4 Constitution points, you gain a flat 5HPs. You can take this enhancement up to 5 times. Enhancement: Additional Creature Type Cost: 3CP You can Leech the hit points of one additional creature type. You can take this enhancement multiple times. Each time, it applies to a new creature type. Enhancement: Ranged Use Cost: 4CP You can Leech at a distance, using a ranged touch attack. The power now has an effective range increment of 20 feet. Limitations Limitation: Grappling Leech Value: 3CP You can Leech HPs from targets only when you've successfully grappled them. All other rules apply normally: you must still hit with a touch attack once you've grappled the target, and that attack takes a -4 penalty (because you're in a grapple). Why you might need to grapple to Leech is up to you, but one extremely common explanation is that you need to bite the target on the neck (hint hint). You cannot take this limitation if you have the Ranged Use enhancement. LIQUID FORM [Power] Cost: 12CP Activate: 1PP; move action Range: self You can turn your body into a translucent liquid substance. Any equipment you wear or carry falls to the floor when you shift to Liquid Form. Returning to your normal form is a move action. While in Liquid Form, you take only half normal damage from physical attacks, after applying DR and all other relevant resistances. Fire/Heat based energy attacks do double damage, as do Ice/Cold based attacks. Again, apply damage after DR. Other attacks deal damage normally. You are considered

using Conceal Group. If anyone concealed makes an attack, your Invisibility ends for the whole group. Limitations Limitation: Mental Invisibility Value: 2CP You do not actually become invisible. Instead, you mentally convince people, through whatever explanation you like, to "not see you." They can look right at you, but your presence simply does not register in their minds. This functions like normal Invisibility in all ways, except one. Non-intelligent means and non-organic creatures can detect you, things like machine life, robots, security cameras, or motion sensors, for example. By the same token, creatures otherwise immune to Charm effects automatically see through Mental Invisibility. Your image can be recorded with a camera All other enhancements and rules apply normally. Limitation: Intelligent Only Value: 1CP Prerequisite: Mental Invisibility Your Mental Invisibility works only on creatures or people with Intelligence scores above 5. It does not affect animals. LIFE LEECH [Power] Cost: 3CP per level Activate: by level; use-activated (attack) Range: touch Save: Fortitude, Constitution-based For every level of this power, you can potentially Leech 1d6 HPs from one target and absorb half of those HPs into yourself. You can Leech one specific Creature Type, such as humanoid, undead, or mechanoid (player's choice). To perform a Life Leech attack, you must make a touch attack against your target. If you succeed, you do negative-energy damage to the target and convert it into positive energy that you channel into yourself. You cannot score a critical hit with a Life Leech attack. You must expend PPs whether you hit or not. You cannot combine this power with an Unarmed Strike. You lose any HPs that you Leech that exceed your current HP capacity. You can take up to 10 levels of the power. The PP cost for Life Leech varies by mode and by Character Level (CL). You can activate a Life Leech for a number of dice equal to half your CL without PP cost. All dice over and above your CL cost 2PP each. For example, if you were 6th level, you could activate a 3d6 Leech for free, or an 5d6 Energy Line for 4pp (2pp / die). Enhancements Enhancement: Efficient Leech Cost: 3CP You now gain 1HP for every HP you Leech from a target. Enhancement: Extra Hit Points Cost: 3CP If the number of hit points you Leech from a target exceeds your maximum hit points, you now retain them temporarily. You lose extra hit points at a rate of 1 per round until you reach your normal maximum. If you take damage, that damage counts toward your extra hit points first. 108

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Chapter 5: Powers unarmed in liquid form, but can otherwise fight normally using unarmed strikes. You cannot grapple or be grappled in Liquid Form. Your saves, ability scores and other traits are unaffected. You cannot speak, or use spells while in liquid form, nor do you benefit from Natural Weapons. While in Liquid Form, your body has all the flexibility and malleability of a liquid. You can easily flow under a door or through a crack, as well as pass through grates and fences. You cannot pass through impermeable surfaces, however. You move at your normal movement rate. You still have the full benefit of any powers you might have, including those that improve Defence or DR, in Liquid Form. You also cannot be blinded or deafened. You still require oxygen (assuming you breathe), but you can absorb it from the atmosphere, or even from water if you are submerged in it. You will still asphyxiate in an area without oxygen (such as space), or by being drowned in a liquid that contains no oxygen. If you use this power to hide within a larger pool of liquid, you get a +20 to your Hide check. Enhancements Enhancement: Liquid Equipment Cost: 2CP Your equipment shifts into liquid form along with you. You cannot use any equipment in liquid form, though. Liquid armour offers no protection. Your equipment returns to normal when you do. Enhancement: Swift-Action Shift Cost: 2CP You can now shift forms as a swift action. Enhancement: Reflexive Shift Cost: 3CP Prerequisite: Swift Action Shift Activate: 1PP; swift-action If you retain your Dexterity bonus and are hit for physical damage (either by an attack or something that triggers a saving throw), you can make a Reflex save to instantly shift into, or out of, Liquid Form a split second before the damage occurs. In the case of most physical attacks, being in Liquid Form means you take half damage. If you are in Liquid Form and are hit by a heat- or cold-based attack, shifting into solid form avoids the double damage that those attacks normally do when you're in Liquid Form. The DC of the Reflex save equals either half the attack roll or the save DC of the in-coming effect, -5. You must declare your intention to invoke this enhancement after the hit is announced but before full damage is calculated. Enhancement: Reduced Power Drain Cost: 2CP The activation cost to shift into Liquid Form is reduced by 1PP. You can take this Enhancement twice. This enhancement has no effect on the sustained cost. LONGEVITY [Trait] Cost: 1CP per level You age at a rate much slower than most people. For every level of this power, add 100 years to your lifespan. Ageing

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effects increase your age in real years, which means that you effectively don't age much because you have many more years to spare. You can take up to 5 levels of this power. Enhancements Enhancement: Ageless Cost: 1CP Prerequisite: 5 levels of Longevity You are now essentially immortal. While you can still die of injuries or disease, you will never die as a result of age, and are completely immune to ageing effects. Your apparent age is in your mid-twenties by default, though you can choose a different apparent age if you wish. METAMORPH [Power] Cost: 3CP Activate: 1PP; full-round action Sustain: per round/hour Range: self You can assume the shape of any inanimate object but only if it is within one size category of your own. For example, a mailbox or bookcase is about medium-sized. While in the shape of an object, you cannot move at all, except to shift back to normal shape. Only an Observe (DC 20) or Search check (DC 15) will reveal that you are not actually the object whose form you've taken on. You do not gain the Hardness of an object you become, which means that if you're used as a weapon, you take half damage and deal half damage to anything you're used to strike. You can change into simple objects only, without moving parts. If you change into something that would have moving parts, you take only the shape of it and lack the functionality. Enhancements Enhancement: Machine Form Cost: 3CP Prerequisites: Craft (mechanical) 3 ranks You now have the ability to take on the shape of fully functional machines with moving parts. Thus you can become a functional door, bicycle, hide-a-bed, car, gun, what have you. To change into a complex machine, anything with more moving parts than a few simple hinges, you need a minimum of 3 ranks in the appropriate Craft skill. To turn into a car, for example, requires Craft (mechanical). To turn into a cell phone requires Craft (electronic), and so on. GMs might impose extra PP costs depending on the complexity of the machine you form. A wheel or a functioning door should have no additional cost, but replicating a working mechanical cash register might. You do not automatically gain the Hardness of an object you become, which means that if you try to fire a bullet as a gun and don't have adequate DR, you're going to be in for a world of hurt. You can, in theory, become an electronic device, but your parts are still basically organic, so any electrical flow would cause damage. Magnetic Mastery has been removed from the game because it functions almost exactly the same way as Telekinesis, so it is now a Limitation within that power. 109

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Chapter 5: Powers MYSTIC SPELL-CASTING [Power] Cost: 10CP per level Prerequisite: Mystic Origin Activate: by level; use-activated (spell-casting) This power grants you the ability to cast mystic spells. Every level of this power grants two things: a) access to one level of spells off of the Mystic Spell lists (see Chapter 6: F/X), and b) you learn, and thus can cast, 10 spells off of that list, although the base power allows you to learn and cast all of the cantrips/orisons (0-level spells), and each subsequent level of the power grants 10 spells off of the next level of spells. The Origin of Mystical Spell-Casting is always Mystical. Your Origin, or one of your Origins, must be Mystical for you to take this power. You can, at will, cast any spell to which you have access, as long as you have PPs to spend and the spell's components, regardless of sleep or lack thereof. The PP cost for Mystic SpellCasting varies by Character Level (CL). You can for free, cast spells the level of which is equal to or less than half your CL. Any levels beyond that cost 4PP per additional level. For example, if you're 6th level, you can cast 3rd-level spells for free, but 6th-level spells would cost 8PP to cast. Cantrips are free. You must spend 30 minutes a day preparing your mind and soul for the act of spell-casting for the next 24 hours, and this time is above and beyond your body's normal ability to regenerate power points. You can pray, meditate, or study. It must be at a specific time of day, such as dawn, noon, or tea time. You are subject to Arcane Spell Failure percentages for wearing armour while spell-casting, at a rate of 5% per +1 equipment, armour, or shield bonus. Your spell-casting can be disrupted, as per standard rules. Casting spells does provoke attacks of opportunity. You must follow all spell component rules, including having a holy symbol for spells that call for them. Purchase DCs are not listed with most of the spells. Your GM will estimate a PDC based on the conversion tables in the SRDs, but only if the items are available for purchase. For example, Sleep calls for sand and Spider Climb calls for a spider. There's no need to purchase such components. However, Instant Identify requires a pearl (PDC 12), which is unlikely to be sitting around the house. The ability score you use to determine your spell's saving throws and your maximum casting level is the same as the ability that modifies your power dice—either Intelligence, Wisdom, or Charisma—because that is where you power points come from. To take the base version of this power, you need at least a 10 in the appropriate ability score and the enhancements require even higher scores, but they follow a standard formula. Your ability score must equal the level of the spell + 10. Therefore, to cast a 7th-level spell requires an attribute of 17 or more. In pulp and superhero adventures, there's no differentiation between powers that come from ancient deities (divine) or the direct channelling of supernatural forces (arcane). Therefore, there is no such separation in Phoenix either. That's why it's called "mystic" instead of "magic."

Enhancement: Electrical Cost: 2CP Prerequisite: Craft (electronic) 3 ranks, Craft (mechanical) 3 ranks, Machine Form You can now form machines that carry electrical signals and run on conventional power, like a wall socket or car battery, without taking damage. You can, for example, change into a computer and plug into a wall, or an electric mower. This enhancement does not grant any form of resistance to electrical attacks. Enhancement: Internal Combustion Cost: 2CP Prerequisite: Craft (mechanical) 3 ranks, Machine Form You can now form machines that run on internal combustion, including engines and firearms. You can turn into a car that runs on gas or a canon that fire real canon balls. This enhancement does not grant any form of resistance to sonic/concussive attacks or damage from explosions that originate outside your mechanical body. Enhancement: Mobility Cost: 3CP When you are in the shape of an inanimate object, you can move in any way reasonably possible for the object. As a chair, you could run on your legs, a tire could roll itself, a rope could slither like e a snake, etc.. If you were a complex object, you could operate under your own motive power. For instance, if you changed into a car, you could drive around on your own. If you changed into a revolving door, you could revolve yourself. Note that your speed in any form is limited to your normal movement rate. Just because you're a self-propelled car doesn't mean you can now cruise around at 100mph. However, if you were a bicycle, someone could certainly pedal you faster than your normal movement rate. MIGHTY LIFTING [Trait] Cost: 2CP per level You can lift and carry much more weight than your Strength score would normally allow. Every level of this power increases your load, lift, and drag values by 100%. In game terms, it add a multiplier to them. One level of the power is x2, two levels is x3, three levels is x4, etc. The light load for Strength 20, for example, is 133 pounds. With two levels of Mighty Lifting, it would increase to 499 pounds (133lbs x3). This power increases your loads for all game purposes, including attacking with oversized objects (see Chapter 8: Combat and Movement). It has no other affect on your Strength, such as attack and damage bonuses. In Phoenix, classes reflect personality types, dictate fighting abilities, skill access, and things like that. They don't determine powers, and in a superhero setting, spells are a kind of power. Therefore, we've converted them to actual ingame "powers." If your GM agrees, and you're particularly attached to spell-casting as a class ability, you can play a Mystic (see Chapter 8 "Optional Classes"). 110

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Chapter 5: Powers If you are multi-classed, you cast your spells using whichever ability governs the Power Die of your current class. For example, if you were to take 4 levels of Martial Artist and then 1 one of Soldier, your Power Die would go from being Wisdom-based to Intelligence-based. At 1st through 4th level, you would have cast spells using Wisdom, but at 5th level, it would switch to Intelligence. When you take a new class, you literally change the place within yourself that you get your power from, so your spells change with it. Although you certainly have a spell book of some kind, it doesn't need to be any particular shape. It can be large, musty books, or a collection of ancient scrolls, or even a bunch of files on a hard drive. It's not necessary to keep track of exactly what your "spell books" actually are, but if you want to role-play them, you certainly can. Finally, this power grants the ability to activate spell-trigger items like wands and staves. You have access to the Mystic spell lists (see Chapter 6: F/X) and your effective caster level is equal to your highest spell-casting level multiplied by 2. If you can cast 5th-level spells, your effective caster level is 10. Thus your caster level is not, in fact, linked to your character level. Enhancements Enhancement: Additional Spell Cost: 1CP per spell level This enhancement allows you to learn a new spell, of your choosing, off of the Mystic spell lists. Additional Spells cost 1CP for every spell level, thus a 3rd-level spell would cost 3CP. NATURAL ARMOUR [Trait] Cost: 2CP per +1 to Defence Range: self You have an unusual level of natural protection. This might be because you have scales, implanted armour plates, magical force fields, or just nigh-invulnerable skin. For every 2 CP that you invest in this power you gain a +1 natural bonus to your Defence score. You can take up to ten levels of this trait. Limitations Limitation: Active Natural Armour Value: 1CP per point of Defence Activate: free; free action Your Natural Armour is now a power. NATURAL WEAPONS [Trait] Cost: 2CP You have two body parts that you can use like weapons, such as claws, jaws, horns, elbow spikes, etc.. You are now always "armed," for game purposes, and you can use your Natural Weapons for two-weapon fighting just as if you were wielding two weapons. Natural Weapons are always "light." They do 1d6 damage and a crit on 20/x2. When you take this trait, you must decide if your Natural Weapons do lethal or nonlethal damage.

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Unless your weapon is retractable, your GM might require that you take Bizarre Area Effect to account for your unusual appearance. Enhancements Enhancement: Adamantine Cost: 3CP For whatever reason you care to supply, your Natural Weapon ignores DR. Enhancement: Extra Weapon Cost: 1CP per level For every level of this enhancement, you have another Natural Weapon mounted somewhere on your body. You can mount an Extra Weapon onto an Appendage. This enhancement does not automatically grant extra attacks or extra limbs. Enhancement: Improved Damage Cost: 1CP per level For every level of this power, your Natural Weapons do an additional 1d6 damage. You can take this enhancement up to 10 times. Enhancement: Ranged Natural Weapons Cost: 1CP per level You can now use your Natural Weapons as ranged weapons. This can mean that you grow them from your flesh and then throw them, or that they actually launch from your hands, mouth, head, etc. In any case, they behave like thrown weapons. For every level of this power, your Natural Weapons get a range increment of 20'. Enhancement: Retractable Natural Weapon Cost: 2CP You can retract your Natural Weapons and completely hide them from view. This allows you to pass as unarmed to the naked eye. Enhancement: Super Natural Weapons Cost: 2CP Activate: n/a Your Natural Weapons are now Super. They can, therefore, bypass DR/super but are also vulnerable to the metapowers. Limitations Limitation: Single Natural Weapon Value: +1CP Your character has a single natural weapon, rather than a matched pair. This can be anything from a tail stinger to a single horn. NEED NOT BREATHE [Trait] Cost: 4CP You don't breathe. Any and all penalties related to asphyxiation do not apply to you. You are still vulnerable to sever pressure or decompression, so deep submersion and exposure to a vacuum still affect you normally.

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Chapter 5: Powers otherwise, and even detect alien anatomy. Seeing into a creature's body grants a +10 circumstance bonus to any attempt to diagnose and/or heal injury. To really learn anything from looking into someone's body, you have to have relevant skills in human anatomy, and you can see only what you would see if their skin were removed. If, however, you have Super Sight or Unusual Vision, you can combine it with Penetrating Vision and potentially learn other things about people's insides. Enhancements Enhancement: Swift Action Sight Cost: 2CP You can use Penetrating Vision as a swift action. Enhancement: Reduced Power Drain Cost: 2CP Your Penetrating Vision no longer has an activation or sustained cost, but is still a Power. PHEROMONES [Power] Cost: varies Activate: 1PP; full-round action Range: varies Save: Will, Constitution-based You can give off highly potent, Area of Cost odourless, and invisible chemical Effect messengers that can cause a variety 5 feet 5CP of effects on people with body 10 feet 7CP chemistry similar to humans. 15 feet 9CP Pheromones have no effect on animals, mechanical life, or alien 20 feet 11CP species far removed from human 25 feet 13CP genetic stock. You are always 30 feet 15CP immune to your own Pheromones. Pheromones can take effect only if inhaled by a subject, Activation CP although they have no detectable Time Cost odour, they rely on olfactory full-round x1 receptors within the nose to trigger move x2 their effects. Thus, subjects that do not breathe, as well as those swift x3 protected from atmospheric contaminants (by gas masks, air filters, life-support systems, etc.) are immune to the effects of the Pheromones. A successful Saving Throw negates the power's effects. Pheromones are a mind-affecting power. The cost of this power depends on the area you can affect with your pheromones and how quickly you can manifest them. Multiply your desired Area of Effect cost by the Activation Time cost multiplier to find the total cost of the power. Pheromones are active in the air during only the round in which you activate them. Anyone who inhales them will be affected for 1d6 rounds. Pheromones have four modes: Attraction, Confusion, Nauseating, and Tractability. You can choose one.

NEED NOT EAT [Trait] Cost: 1CP You don't need to eat. Any and all penalties related to starvation do not apply to you. You do, however, still need to remain hydrated, so you do need to drink water. Enhancement Enhancement: Need Not Drink Cost: 1CP You do not need to drink water. Any and all penalties related to dehydration do not apply to you. NEED NOT SLEEP [Trait] Cost: 2CP You don't sleep. Any and all penalties related to lack of sleep do not apply to you. You are still vulnerable to physical fatigue, however, and must allow your body to recover from exertion, but you don't have to spend 8 hours a day unconscious. PENETRATING VISION [Power] Cost: 8CP Activate: 1PP; move action Sustain: per minute Range: 60 feet You can see through physical barriers. If successful, you can see whatever lies on the other side as though there were no obstruction at all. Because seeing through things requires a degree of concentration, you can only attempt to examine what is behind one wall, surface, or obstruction at a time. In order to use this power, you must choose a surface and examine it with a Observe check. If the check meets or exceeds a DC based on the type and thickness of the barrier (see table, below), you will see through the barrier for as long as you like. If you look away, your eyes refocus and you must start the process again in order to see through that particular object. You must use a move action to activate this power, but sustaining it is effectively free as long as you continue to look through the object you designate. To look into a person's body requires more subtlety than looking through them. It takes one round of Observing them before you can start to make out details. At the beginning of the second round, you can then actually examine under someone's skin. You can see implants, Supertech devices, mundane or Observe DC 5 10 10 12 13 15 18 20 23 25 112 Barrier thin wood or plaster (e.g., an inside wall) thick wood (e.g., a door, reinforced wall) every-day clothing body armour metal, 1 inch (e.g., door, wall, etc.) concrete/stone, 1 foot concrete/stone, 3 feet dense metal (e.g., lead, titanium, gold), 1 foot dense metal (e.g., lead, titanium, gold), 3 feet solid dirt, 10 feet

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Chapter 5: Powers Attraction Pheromones People affected by this kind of pheromone find themselves intensely and inexplicably drawn to you, regarding you with near-total fascination. Subjects lose their Dexterity bonus to Defence (due to their inability to take their eyes off you) and cannot take hostile or hindering actions against you or anyone who appears to be your ally. Confusion Pheromones People affected by these Pheromones experience a near-total inability to concentrate on anything. Subjects are considered dazed for the duration of the effect. Dazed creatures cannot take action, but have no penalty to Defence. If hit for damage, confused people can immediately attempt another saving throw to shake off the effect of the Pheromones. Nauseating Pheromones Subjects affected by these pheromones experience severe stomach distress. Nauseated people are unable to attack, cast spells, activate powers, concentrate on spells or powers, or do anything else requiring attention. The only action they can take is a single move action per turn. Tractability Pheromones These pheromones render affected subjects very open to suggestion. They lose their Dexterity bonus to Defence, and suffer a -4 penalty on all Will saves while under the effect of the pheromones. You can try to give affected subjects orders, but you must win an opposed test, Diplomacy vs. Sense Motive (defaults to Charisma), to convince them to do anything they wouldn't ordinarily do (retries are not allowed). Tractable people never obey orders harmful to themselves, and will not commit suicidal actions, such as attacking foes against whom they are clearly outmatched. If you or your allies make any threatening acts toward tractable subjects, the effect immediately ends with no roll required. Enhancements Enhancement: Extended Duration Cost: 3CP per level Extent the duration of your Pheromones' effects by 1d6 rounds. You can take this up to four times, for a maximum duration of 5d6 rounds. Enhancement: Lingering Pheromones Cost: 3CP per level For each level of this enhancement that you buy, your pheromones linger in the air for one additional round. Anyone who moves into the area while the pheromones are active must immediately roll a save as normal. Anyone who makes their save, but remains in the area, must roll another save each round until they fail a save or leave the area. Strong winds can dissipate the pheromones faster than normal, but they are always effective for at least the round they are activated. You can take this up to four times, for a maximum duration of 5 rounds. Enhancement: Variable Pheromones Cost: 4CP per level

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For every level of this enhancement, you can use another Pheromone type (attraction, confusion, nauseating, tractability). You can take this enhancement three times. POWER ABSORPTION [Metapower] Cost: 12CP Activate: 1PP; use-activated (attack) Sustain: per round Range: touch Save: Fortitude, Constitution-based You have the ability to temporarily "steal" the powers of other people. When you Absorb a power, your target temporarily lose use of one of her powers and you gain that power. This power can affect only one kind of Origin, which you chose when you buy it. Traits are immune to Power Absorption. You must touch your target to use this power, which in combat requires a touch attack. This touch attack requires precision and a small amount of concentration, so it cannot be an unarmed strike You must expend 1PP to activate the power before you roll your touch attack, so the PP is lost regardless of whether you hit. You can use this power only once per round. Your target gets a Saving Throw to avoid the power's effects. If she fails, you Absorb one of her powers (randomly selected). You can randomly select by using dice, flipping a coin, etc. You can Absorb up to a 5CP power for each activation. If a power is worth more than 5CP, you Absorb only 5CP worth of the power. GMs might round off this amount, so that you employ a power without Enhancements, for example, or at a reduced level of effectiveness. In such cases, if it's logical, the person affected by the power might retain some of it. For example, if you Absorb 5CP from a 8CP Energy Attack, the target retains a 3CP Energy Attack. Again, GMs will estimate Absorbed and depleted powers on the fly, for the sake of expediency, and exact math is not required. You can, theoretically, use this power multiple times to Absorb all of a target's powers. You can also use this power to Absorb super abilities. In this case, you absorb 4 levels worth of Ability Enhancement and the target loses 4 levels of it. You cannot Absorb any power that has a base cost greater than 5 CP. Examples of this include Incorporeality and Polymorph. If you randomly select a power that you cannot Absorb for this reason, just randomly select another. Targets cannot activate powers that you Absorb completely, but if they have sufficient PPs left to use those powers at reduced effectiveness, they can do so. Continuous powers cease to function for the duration of Power Absorption's effects. Power Absorption has no permanent effects. Enhancements Enhancement: Enhanced Absorption Cost: 4CP per level Increase the number of CP you can Absorb by 5, for a total of 10 CP. This also raises your Super ability Absorption, thus it reduces the target's score by -8 and raises your corresponding score by +8. You can take up to four levels of this enhancement, raising the amount of CPs you Absorb to 25 and Super ability Absorption to 20.

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Chapter 5: Powers enhancements and limitations. Remember that Gadgets can't be loaded with traits or other items, so neither can Power Armour. You must actually wear your Power Armour to access its powers. To activate and/or sustain a suit's powers, you consume your own PPs, just like Gadgets. The PP costs of those powers are unaltered. Power Armour is most commonly Supertech but it can, conceivably, be any Origin and you can describe it in almost any terms you like. It could, for example be a crystalline shell (Cosmic), a living symbiote (Bio), or an ancient suit of magical armour (Mystic). The one common factor is that Power Armour is a slightly bulky, full-body covering of some kind. It can be traditional European plate-male, feudal Japanese battle armour, or make you look like you just stepped out of an anime film. You could be covered in a golden skin or blue crystal. Feel free to get creative. You can load up to 12 Gadgets Gadget Locations into your suit and each one is housed in a particular piece of the Helm 1 armour: helm, chest plate, back Chest Plate 2 plate, left and right arms, belt/cod Back Plate 3 piece, left and right thighs, and left Left Arm 4 and right boots (see table, below). Power Armour mostly behaves Right Arm 5 the same way as standard armour. It Left Gauntlet 6 has an armour bonus of +2 and Right Gauntlet 7 incurs an Armour Check Penalty of Belt/Cod Piece 8 -1, a Maximum Dexterity bonus of +8, and weighs effectively 25 lbs. Left Thigh 9 (a great deal of its internal Right Thigh 10 mechanics are dedicated to Left Boot 11 supporting its own weight and Right Boot 12 allowing the wearer to move with relative ease and freedom.) You must take the Proficiency: Armour (powered) in order to wear/pilot power armour without a penalty. The Armoured enhancement (see below) can increase the armour bonus but it also increases the penalties for wearing armour. Unlike other kinds of armour, Power Armour has its own HPs; it is designed to absorb incoming damage so that you don't have to. If your suit is Supertech, this could represent selfdetonating plates that sacrifice themselves to ward off physical damage. A Biosuit might actually take hits and bleed to keep you safe. The specific explanation is, as always, up to you. Regardless, suits of Power Armour start with 25HPs. Physical damage that would normally affect you, instead reduces the HPs of the suit. That includes anything that would do you physical harm: energy strikes, physical attacks, falling, explosions, etc. Exceptions include anything that normally bypasses armour, such as poisons or psionic attacks. In addition to that, critical hits split their doubled damage between you and the suit. Suits that take significant damage can start to malfunction. When an attack reduces your suit's HPs to ½ their total, your attacker rolls 1d12 and the corresponding Gadget has a 50% chance of no longer functioning (i.e., it cannot activate its power). This is the result not of damaging the Gadget directly, but damaging the integrated systems that allow you to control your Gadgets.

Enhancement: Increased Consumption Cost: 2CP If you Absorb a power worth less than your maximum CPs (5 normally, but potentially more if you take Ehhanced Absorption), you can use the remaining CP to Absorb more of the target's powers. Which power you Absorb next is always chosen randomly. You can, conceivably, Absorb all of a target's power with this enhancement. Enhancement: Multiple Absorptions Cost: 4CP You can now use Power Absorption as many times per round as you can make touch attacks. Enhancement: Precise Absorption Cost: 4CP When you attempt to Absorb a power, you can choose which power. However, this power does not grant the ability to sense what a target's power are, so your choice is limited to those powers that you already know that the target has. If you know that someone has Flight, you can Absorb it, but if you don't know that she has Energy Attack, you cannot. Enhancement: Ranged Use Cost: 4CP You can now Absorb powers at a distance, using a ranged touch attack. The power now has an effective range increment of 20 feet. Enhancement: Variable Absorption Cost: 3CP per level (Origin) You can Absorb another Origin type (player's choice). The power does not change in any other way. You can take this enhancement up to four times. It adds a new Origin type each time. POWER ARMOUR [Item] Power Armour Discounts Discount: 1CP per 5CP Total Cost Discount Activate: as power of the Powers Sustain: as power 5CP 1CP Range: as power 6CP to 10CP 2CP Power Armour is a bodymounted frame that you can 11CP to 15CP 3CP install Gadgets into and that is 16CP to 20CP 4CP covered in armour plating. The 21CP to 25CP 5CP frame contains control systems 26CP to 30CP 6CP that integrate all your Gadgets' functions so that you can use 31CP to 35CP 7CP them all simultaneously, just like 36CP to 40CP 8CP having powers. 41CP to 45CP 9CP You purchase your suit's Gadgets, as well as enhancements 46CP to 50CP 10CP and limitations for them, just like you would regular Gadgets, but with two exceptions. First, calculate the Gadget discount as a total of the whole suit, not per Gadget. Second, you cannot apply the enhancements and limitations listed under Gadget. Power Armour has its own

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Chapter 5: Powers When an attack does damage that would reduce the suit to ¼ of its HPs, your attacker rolls 1d12 again and another Gadget has a 50% chance of ceasing to function. If the d12 roll indicates a Gadget that has already been rendered non-functioning, roll again. If the d12 indicates an unoccupied Gadget slot, then you are a lucky bastard because nothing happens. If a single attack reduces the suit to ½ and ¼, both at once (taking it from 80HPs down to only 15), then your attacker rolls 1d12 twice and up to 2 corresponding Gadgets have to roll for a malfunction. When a suit reaches 0 or fewer HPs, three things happen. First, it stops absorbing damage. Incoming damage goes directly to the wearer, although the suit does retain its armour bonus. Second, individual Gadgets on the suit can now be Sundered just like objects that are worn or carried. Sunder attempts that reduce a Gadget to 0HPs cause the Gadget in question to cease functioning until repaired. Third, all your Gadgets must make a 50% failure check. Gadgets that are individually sundered must be individually repaired (see the Gadget description). Gadgets that are knocked out by damaging the suit are not individually damaged, as noted, thus the way to return them to functioning is to repair the suit itself. When a suit is brought up to ¼ its HPs, one Gadget comes back on-line, and another one comes back when the suit is brought back to ½ its HPs. When a suit is brought up to full HPs, all Gadgets begin to function again, unless they were rendered non-functional by a Sundering attack. To fix a suit of Power Armour requires a check to the appropriate skill (again, see Gadgets for more information on repairing them). The DC for the check is 10. For every point by which you exceed the check, you restore 1HP to the suit. This requires an appropriate workspace (a machine shop, chemical lab, an attuned crystal vault, etc.) and takes one hour. If you repair zero or fewer HPs (i.e., the skill check is a modified 10 or less), then you cannot do any more work for the day, although the suit is not any more damaged by such a failed attempted. If your skill check result is 5 or less, you accidentally cause an extra 2d6 damage to the suit. You can Take 10 on this check if circumstances permit. Healing effects, like Healing Touch or one of the Cure spells, can affect a Bio-Origin suit of Power Armour. However, individual applications of those healing effects must be directed separately at either the suit or the wearer. Not both simultaneously. Repairing Touch can restore HPs to a Supertech suit. You can don your Power Armour in 4 rounds, or 2 if someone helps. A disassembled suit fits into a suitcase or large backpack. If the idiom fits, however, your suit could instead be a similarly sized blob of biomatter that oozes over your skin or an ancient Roman helm that conjures the rest of the suit. The material nature of the suit doesn't change (it's still the size of a suitcase when not worn and takes 4 rounds to don), but you can, if you want to, describe it fanciful terms. Enhancements Enhancement: Air Scrubbers Cost: 4CP Your Power Armour is air tight, except for a small intake that is supplied with an advanced air filtration system, the upshot of which is that it blocks airborne chemicals, such as gasses or aerosols, from affecting you.

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Enhancement: Armoured Cost: 3CP per level Your suit is outfitted with heavier armour plating which grants an armour bonus to Defence, but the resulting weight and bulkiness also increases the penalties. For every level of this enhancement, add a +2 armour bonus, increase the Armour Check Penalty by 1, reduce the Maximum Dexterity Bonus by 1, and add 10% to the Spell Failure rate. Finally, at level 3, subtract 10 feet from your speed (see table, below). You can take this enhancement up to 5 times for a total armour bonus of +10. Levels None 1 (3CP) 2 (6CP) 3 (9CP) 4 (12CP) Armour Armour Max Dex Spell Bonus Penalty Bonus Failure +2 -1 +8 0% +4 -2 +7 10% +6 -3 +6 20% +8 -4 +5 30% +10 -5 +4 40% Speed -10 feet -10 feet

Enhancement: Fast Donning Cost: 1CP You can, miraculously, don your Power Armour in a single, full-round action. Enhancement: Really Fast Donning Cost: 2CP Prerequisite: Fast Donning Activate: 1PP You can don your Power Armour in a single standard action. Feel free to describe this in fantastical detail. For example, the components could rise into the air, swirl around you in a whirlwind, and then attach to your body as you scream power words in Japanese. It's entirely up to you. Enhancement: Increase Hit Points Cost: 1CP per level For every level of this enhancement, add 3HPs to your Power Armour. You can take this enhancement multiple times. Its effects stack. Enhancement: Power Points Cost: 2CP per level For every level of this power, your suit of Power Armour gets +5 PPs of its own. These points can be used only to fuel the suit's powers. You can take this enhancement multiple times. Its effects stack. At first glance, it might seem that, in terms of protection Power Armour offers only an armour bonus, and a low one at that, but don't forget that you can load protection powers into it as well. The mundane armour bonus is just that, a way to build some physical protection into your suit. The powers Amazing Defence and Damage Reduction can be loaded into your suit, as can the Resistance powers. Amazing Deflection and Amazing Dodge have Limitations that make them powers. 115

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116 Enhancement: Self-Repairing Cost: varies This enhancement grants your Power Armour the ability to repair itself, as per the table. It can selfrepair only if it is at 0HPs or more. As always, how the suit selfrepairs is up to you. A Bio suit could just heal very quickly. A Supertech suit might be filled with nanobots. A Mystical suit could just glow and reform itself, little by little.

Chapter 5: Powers POWER DETECTION [Metapower] Cost: 5CP Activate: 1PP; move action Sustain: per minute Range: 60ft You can sense when certain kinds of powers are used in your near vicinity, but you must have Power Detection activated to do so. If a power is activated or sustained within your range, then you will sense it. As a move action, you can concentrate on the power and can get a general sense of direction (in one of the eight cardinal directions). If you expend a second move action, either on that or a subsequent round, and only while still in range, you can get a sense of distance to within 20 feet (i.e., if it were 25 feet away, you'll sense "between 20 and 40 feet"). On the third round, you can tell the power's Origin and its strength. Up to 25CP is "Minor." Between 26CP and 50CP is "Moderate." Between 51CP and 75CP is "Major." Finally, 75CP and up is "Run!" You can detect Super ability scores only when and if they are actively in use. Thus, someone using Super Strength to throw a car, someone using Super Dexterity to dodge a blow, someone using Super Constitution to make a saving throw, etc. Attacking, avoiding damage, making a skill check, and making a saving throw all constitute a Super Ability "in use." You also detect anyone who has powers that are not activated and who passes within half of your Power Detection range. Concentrating on the power yields the same results, and takes as much time, as detailed above. If a target has more than one active power, you will sense the total CP of all of them, and you will get a sense of the Origin of whichever is more powerful, if they have different Origins. Only if the powers are within 2CP of each other, will you sense multiple Origins. This power cannot cancel for the miss chance of concealment, but it does add a +10 bonus to your Observe or Listen check to sense the physical presence of a concealed character whose powers you have Detected (invisible, in the dark, behind a curtain, etc.). You also might be able to extrapolate a position based on your observations in concert with the power (i.e., your GM tells you that you hear someone in the closet and you sense a power in that direction, less than 10 feet away), but that kind of problem-solving is up to you. Although you can, technically, sense someone using Mental Invisibility with this power, their power sees to it that you do not notice that you sense it. Enhancements Enhancement: Broad Detection Cost: 2PP You can now detect the use of items (magic, psionic, supertech) and item-based powers (Gadgets, Power Armour, devices, etc.). However, you can detect only items that have been or are activated. Thus, you cannot detect a Mystical sword +2 (no activation), but you can detect a Belt of Flight if the wearer is flying. Instantaneous effects hit you like a flash, so you have no opportunity to sense distance, or Origin and strength, but if the same effect is used again on a subsequent round during the same encounter, that second use counts as your second round of detection (distance), and a third use a third

Rate of Self-Repair 1HP / hour 1HP / minute 1HP / round 2HP / round 3HP / round 4HP / round 5HP / round

CP Cost 2CP 3CP 5CP 10CP 15CP 20CP 25CP

Enhancement: Power Armour Resurrection Cost: 4CP Prerequisite: Self-Repairing Your Power Armour continues to self-repair even after it's been brought to 0HPs or below, although the Rate of Healing is halved (½ HP every hour for 2CP, 1HP every round for 5CP, etc.). As long as the bulk of the parts are within 1 foot of each other, they will eventually reform into the Power Armour you know at love. Enhancement: Space Suit Cost: 3CP Your Power Armour is adapted to allow you to survive in space. It is air tight, has an independent oxygen supply (which lasts for 1 hour and takes up only minimal space on your suit), sufficient shielding to ward off radiation, and is physically sturdy enough to withstand the negative pressure of a vacuum. Enhancement: Air Tank Prerequisite: Space Suit or Submarine Cost: 1CP per level Your Power Armour has an extra Air Tank, but this spare tank takes up one of your Gadget slots. For every level of this enhancement, you have 1 extra hour of air. You can take the enhancement up to three times. Enhancement: Submarine Cost: 3CP Your Power Armour is adapted to allow you to survive under water. It is air tight, has an independent oxygen supply (which lasts for 1 hour and takes up only minimal space on your suit), and is physically sturdy enough to withstand the pressures of deep-sea diving. Limitations Limitation: Fragile Armour Value: 2CP Prerequisite: 10CP worth of Gadgets If an attacker rolls d12 and strikes an empty Gadget slot, she re-rolls the d12 until she hits an occupied slot. In addition, Gadgets have a 75% chance of being rendered non-functional at ½ and ¼ HPs, though they are not all rendered non-functional when the suit reaches 0HPs or lower.

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Chapter 5: Powers round (Origin/strength). Thus, if a Mystic were to use three Magic Missile spells from a wand in your range over the course of six rounds, you would detect, first, the power's use, second, it's distance, and third, it's Origin and strength. The CP strength of a Mystical or Psionic item is double it's caster level. Enhancement: Detect Anomaly Cost: 2CP You have the ability to detect major anomalies in the natural space-time continuum, provided they are within 500 feet of your location. These anomalies include wormholes, cosmic portals, altered time-flow, astral gates, tears in space-time, dimensional rifts, distorted geometry, and the like. You will have only a general sense of the direction of the anomaly until you are within 60 feet of it, at which time you will know its precise location. Enhancement: Detect Entity Cost: 2PP You now have the ability to detect the presence of significant beings (more than 10 hit dice) that have the Outsider, Extraplanar, Omega, or Undead types, including infernal beings, celestials, deities, elementals and other such beings. The Entities in question do not have to have or use any powers for you to detect them. Their mere presence is sufficient. You can detect Entities at double the normal distance, and automatically pinpoint their location if invisible or otherwise concealed. Enhancement: Enhanced Range Cost: 2CP Your Power Detection now functions out to 30 feet further than usual. You can take this enhancement twice, for a maximum range of 120 feet. POWER DUPLICATION [Metapower] Cost: 5CP Activate: 1PP; use-activated (attack) Range: touch Save: Fortitude, Constitution-based You have the ability to temporarily mimic the powers of other people. This power can affect only one kind of Origin, which you chose when you buy it. Traits are immune to Power Duplication. You must touch your target to use this power, which in combat requires a touch attack. This touch attack requires precision and a small amount of concentration, so it cannot be an unarmed strike. You must expend 3PPs to activate the power before you roll your touch attack, so the PPs are lost regardless of whether you hit. You can use this power only once per round. Your target can make Saving Throw to avoid the power's effects. If she fails, you Duplicate one of her powers (randomly selected) for 2d6 rounds. You can Duplicate up to a 5CP power for each activation. If a power is worth more than 5CP, you Duplicate only 5 CP worth of the power. GMs might round off this amount, so that you employ a power without enhancements, for example, or at a reduced level of effectiveness. You can, theoretically, use this power multiple times to Duplicate all of a target's powers.

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You can also use this power to Duplicate super abilities, but instead of calculating CP costs, you simply gain a +4 to a super ability in which your target has at least a +4 Enhanced Ability. For example, if your target has Constitution 27, Intelligence 32, and Charisma 25, you could roll d6 to determine which you gain. If it's Intelligence, your Intelligence score would gain a +4. However, if you were to start with an Intelligence score of +30 and the target's was 32, Duplication could raise yours only to 32. You cannot Duplicate any power that has a base cost greater than 5 CP, and that does not have a less costly version. Examples of this include Incorporeality and Polymorph. If you randomly select a power that you cannot Duplicate for this reason, select again. Power Duplication has no permanent effects. Enhancements Enhancement: Enhanced Duplication Cost: 4CP per level Increase the number of CP you can Duplicate by 5, for a total of 10 CP. This also raises your Super ability Duplication to +8. You can take up to four levels of this enhancement, for a total of 25 CP or +20. Enhancement: Increased Consumption Cost: 2CP If you Duplicate a power worth less than your maximum number of CP, you can use the remaining CP to Duplicate more of the target's powers, but only if you can afford them, of course. Which power you Duplicate next is always chosen randomly. You can, conceivably, Duplicate all of a target's power with this enhancement. Enhancement: Multiple Duplications Cost: 4CP You can now use Power Duplication as many times per round as you can make touch attacks. Enhancement: Precise Duplication Cost: 4CP When you attempt to Duplicate a power, you can choose which power. However, this power does not grant the ability to sense what a target's power are, so your choice is limited to those powers that you already know that the target has. If you know that someone has Flight, you can Duplicate it, but if you don't know that she has Energy Attack, you cannot. Enhancement: Ranged Duplication Cost: 4CP You can now Duplicate powers at a distance, using a ranged touch attack. The power now has an effective range increment of 20 feet. Enhancement: Variable Duplication Cost: 3CP per level (Origin) You can Duplicate another Origin type (player's choice). The power does not change in any other way. You can take this enhancement up to four times. It adds a new Origin type each time.

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Chapter 5: Powers You cannot Nullify any power that has a base cost greater than 10 CP or that does not have a less costly version. Examples of this include Gaseous Form and Polymorph. If you randomly select a power that you cannot Nullify for this reason, select again. Targets cannot activate powers that you Nullify completely, but if they have sufficient PPs left to use those powers at reduced effectiveness, they can do so. Continuous powers cease to function for the duration of Power Nullification's effects. Power Nullification has no permanent effects. Enhancements Enhancement: Enhanced Nullification Cost: 3CP per level For every level of this enhancement, you can Nullify another 10CP-worth of powers. You can take up to 4 levels of this enhancements, for a total Nullification of 50CP. Enhancement: Indefinite Nullification Cost: 4CP Activate: 4PPs; use-activated (attack) Powers you Nullify stay Nullified until the target receives Lesser Restoration, either the power or the spell. Enhancement: Increased Consumption Cost: 2CP If you Nullify a power worth less than your maximum number of CP, you can use the remaining CP to Nullify more of the target's powers, but only if you can afford them, of course. Which power you Nullify next is always chosen randomly. You can, conceivably, Nullify all of a target's power with this enhancement. Enhancement: Ranged Nullification Cost: 3CP You can now Nullify powers at a distance, using a ranged touch attack. The power now has an effective range increment of 20 feet. Enhancement: Zone of Nullification Cost: 12CP Prerequisite: Ranged Nullification Activate: 4PP; standard action You can temporarily suppress powers within five feet of your square (i.e., the eight squares you touch). Attacks made purely of Origin-based energy dissipate when they enter your radius. People with powers lose them when they enter your radius. Super abilities are reduced to their Round One levels. If you have Variable Nullification, your Zone can affect more than one Origin at a time. Enhancement: Variable Nullification Cost: 3CP You can Nullify another Origin type (player's choice). The power does not change in any other way. You can take this enhancement up to four times. It adds a new Origin type each time.

POWER LEECH [Metapower] Cost: 2CP per level Activate: by level; use-activated (attack) Range: touch Save: Fortitude, Constitution-based You can Leech other people's power points with a touch. You must hit your target with touch attack to use this power. The touch attack requires precision and a small amount of concentration, so it cannot be an unarmed strike. You lose PPs regardless of whether you hit. You can use this power only once per round. Your target gets a Saving Throw to avoid the power's effects. If she fails, you Leech her PP. She loses points and you gain them. Power Points you Leech above your own maximum are lost. The number of dice worth of Power Leech you can activate varies by your Character Level (CL). You can Leech a number of d6's equal to ½ of your CL (rounded down, but minimum 1). Any dice exceeding this limit cost 2pp each. You can take up to 5 levels of this power. Power Leech has no permanent effects. Enhancements Enhancement: Ranged Leech Cost: 3CP You can now Leech powers at a distance, using a ranged touch attack with a maximum range of 20 feet. POWER NULLIFICATION [Metapower] Cost: 5CP Activate: 1PP; use-activated (attack) Range: touch Save: Fortitude, Constitution-based You have the ability to temporarily suppress the powers of other people. This power can affect only one kind of Origin, which you chose when you buy it. Traits are immune to Nullification. You must touch your target to use this power, which in combat requires a touch attack. This touch attack requires precision and a small amount of concentration, so it cannot be an unarmed strike. You must expend 2PPs to activate the power before you roll your touch attack, so the PPs are lost regardless of whether you hit. You can use this power only once per round. Your target can make a Saving Throw to avoid the power's effects. If she fails, you Nullify one of her powers (randomly selected). The effect lasts 2 round for ever 2PPs you expend, to a maximum of 5 rounds. You can Nullify up to a 10CP power for each activation. If a power is worth more than 10CP, you Nullify only 10CP worth of the power. GMs might round off this amount, so that you employ a power without Enhancements, for example, or at a reduced level of effectiveness. If you Nullify 10CP from a 15CP Energy Attack, then the target retains a 5CP Energy Attack. Again, GMs will estimate Nullified powers on the fly, for the sake of expediency. You can, theoretically, use this power multiple times to Nullify all of a target's powers. You can also use this power to Nullify super abilities, but instead of calculating CP costs, you simply cancel 4 levels worth of Ability Enhancement. You can reduce a target to its Powerless abilities, but no lower. 118

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Chapter 5: Powers POSSESSION [Power] Cost: 8CP Activate: 1PP; standard action Sustain: per round/hour Range: 30 feet Save: Will, Wisdom-based You can project your mind into someone else's body and take full control over it. You must be able to see the subject and be within 30 feet of them to Possess them. After you Possess them, however, you can move away from your own body as far as you can get before running out of PPs. You can voluntarily end a Possession at any time. If you run out of PPs, you automatically return to your body. While Possessing someone, your body is unconscious and helpless, so don't leave it some place exposed if you can help it. When in someone else's body, you have no access to their memories, skills, or feats, but you do have their traits and their physical abilities (Strength, Dexterity, Constitution). You retain your own mental abilities (Intelligence, Wisdom, Charisma). If you Possess someone with powers then you can activate them but only if you know what they are. You can't just go rummaging around to try to find them. Also, if your subject has the Dramatic Activation complication, you must have witnessed the activation to duplicate it. The GM will probably require a Perform check to get the activation just right. You consume your own PPs when activating powers in someone else's body because of your spiritual connection to your own body. When you end your Possession, subjects have no memory of your actions in their bodies. They were effectively asleep the entire time. Anyone whom you attempt to Possess gets Saving Throw to resist the effect. Anyone with more than 4HD gets to make a fresh Saving Throw every hour. Anyone with more than 8HD gets to make a fresh saving throw every minute. Anyone with more than 12HD gets to make a fresh saving throw every round. GMs can also rule that Possessed people get fresh saving throws at dramatically appropriate moments, like impassioned pleas from loved ones or actions that are particularly anathema to the possessed person's personality or morality. Enhancements Enhancement: Increased Range Cost: 2CP Increase the maximum range at which you can Possess by 30ft. You can take this enhancement up to three times, for a maximum range of 120feet. Enhancement: Improved Possession Cost: 2CP You get a +4 skill bonus on you opposed Will test to Possess someone. You can take this enhancement up to three times. The effects stack. Enhancement: Power Channelling Cost: 4CP You can use your powers while you Possess someone else's body. You cannot access your traits. You still use your own PPs to fuel your powers, not those of the body you Possess.

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Limitations Limitation: Animal Possession Value: 3CP You can Possess only animals. You cannot Possess insects or any animals with an Intelligence greater than 2. Familiars and other enhanced animals are also immune to this power. All other rules function as normal for this power. Limitation: Body Swap Value: 3CP Instead of Possessing the bodies of your targets, your minds swap, you in their bodies and them in yours. Anyone who's Swapped into your body follows the rules of the unenhanced version of Possession. Thus, they has access to your physical abilities and powers, but not your memories, skills, or feats, and they consume their own PPs. If they have Possession, they can use any enhancements they might have purchased, such as Power Channelling. Limitation: Memory Value: 3CP People whom you Possess remember everything you did while in their bodies. They were awake and aware and in possession of all their senses, even though you were controlling their bodies. They have no access to your mind, nor do you have any access to theirs. PRESSURE ADAPTATION [Trait] Cost: 4CP Your body can withstand the stress of extreme pressure, such as that which is found deep underwater. You have total immunity to the physical dangers of compression and decompression, otherwise known as "the bends." Your body maintains normal internal pressure no matter how dense the air or water is beyond your skin. This adaptation offers no protection against depressurization, such as that caused by exposure to space, nor does it supply you with oxygen. You can still asphyxiate if you do not have sufficient oxygen. Powers that alleviate your need to breath, or equipment that provides breathable air, function normally assuming that they, too, can survive deep-see pressures. PROBABILITY MANIPULATION [Power] Cost: 8CP Activate: by level; swift action Range: 30ft This power allows you to alter the very laws that govern your reality (i.e., change the dice). You can affect the chances of any event you're aware of and that requires a die roll, as long as it occurs within the power's range. Your character is not aware that her life is ruled by dice, of course, but she has an uncanny ability to sense when certain events are ruled by probability. You can influence the results of an attack roll, saving throw, skill check, or damage roll, but you can't effect anything that you can't sense or don't know about. You can activate this power after seeing the outcome of a die roll, but you must do so before anyone (GM or player) announces the in-game results. You can 119

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Chapter 5: Powers damage). You can take this enhancement multiple times. Its effect stack. Enhancement: Rapid Use Cost: 3CP You can use Probability Manipulation twice with a single standard action. You can apply this extra use to a different event, or to alter an additional die in a single roll (allowing you to change three 5's into two 6's and a 5, for instance). You can take this enhancement twice, for a maximum of three uses within a single standard action. Limitations Limitation: Power Cap Value: 1CP per level There is a distinct limit to how much you can bend probability in a short period. For 1 level of the limitation, you can spend no more than 4PP on this power per round. For 2 levels, the limit drops to 2PP per round. Even if you have Rapid Use, the PP limit applies per round, and thus you must divide the PP among the uses. PPs spent on Cause Accident count against this limit. PSIONIC MANIFESTATION [Power] Cost: 12CP per level Prerequisite: Psionic Origin Activate: by level; use-activated (manifestation) Range: varies This power grants you the ability to manifest psi-powers. Every level of this power grants two things: a) access to one level of psi-powers (see Chapter 6: F/X) , and b) you learn, and thus can manifest, 10 psi-powers off of that list. The base power grants access to 1st-level psi-powers, and every subsequent level of the power grants access to the next level of psi-powers. The Origin of Psionic Manifestation is always psionic. Your Origin, or one of your Origins, must be Psionic for you to take this power. You can, at will, manifest psi-powers for as long as you have power points, regardless of sleep or lack thereof. You can, at will, manifest any psi-power to which you have access, as long as you have PP to spend and the psi-power's components, regardless of sleep or lack thereof. The PP cost for Psionic Manifestation varies by Character Level (CL). You can for free, manifest psi-powers the level of which is equal to or less than half your CL. Any levels beyond that cost 5PP per additional level. For example, if you were 6th level, you could manifest 3rdlevel psi-powers for free, but 6th-level psi-powers would cost 10PP to cast. You must spend 30 minutes a day preparing your mind and soul for the act of manifesting for the next 24 hours. This can be time spent in prayer, meditation, or study. This 30 minutes can In Phoenix, classes reflect personality types, dictate fighting abilities, skill access, and things like that. They don't determine powers, and in a superhero setting, psi-powers are a kind of power. Therefore, we've converted them to actual ingame "powers." If your GM agrees, and you're particularly attached to manifesting as a class ability, you can play a Psionicist (see Chapter 8 "Optional Classes").

use Probability Manipulation only once per round. You can also use this power on events that aren't strictly related to die rolls, but are similarly ruled by pure chance, like a coin flip, or a game of Rock-Paper-Scissors. This power does not add a bonus to a roll, or subtract from a DC, but effectively changes the actual results on the die. You can change a 15 to a 17 on a d20, for example, but never a 6 to a 7 on a d6. Thus you can change an attack roll to a 20 to attain a critical threat. The PP cost for Probability Manipulation varies by Character Level (CL). You can alter the results of a die roll by a number equal to half your CL at no PP cost. Any Manipulation beyond that costs 1PP per +1 to the die result. For example, if you were 8th level, you could alter a d20 roll by up to +4 for free. To grant a +6 would cost 2PP (1PP / +1) This power can affect only a single die roll at a time. If you apply the power to a roll that uses multiple dice, you can affect only one of those dice. Thus, if someone rolled 3d6 and rolled three 5's, you could increase only one of those dice to a 6. You could not increase the total roll to an 18. Enhancements Enhancement: Cause Accidents Cost: 3CP Activation: 1PP per 1d6 (max 4d6); standard action Save: Reflex, Charisma-based You have the ability to manipulate luck in such a way as to cause seemingly random accidents to occur, and they just happen to cause damage to your enemies. The damage is from 1d6 (1PP) to 4d6 (4PPs), at the player's discretion. The nature of these accidents always varies, and they are always physically possible, if sometimes implausible. The exact cause can be anything from a stray flowerpot falling on someone's head to a roller skate being in just the wrong place when someone steps on it. You can decide what you want to happen, but the GM must approve and reserves the right to alter details. Victims do not necessarily realize they are the targets of malicious forces, but they might figure it out if they're paying attention. You can cause an accident only within the power's range, and doing so does not require an attack roll. Enhancement: Enhanced Accidents Cost: 2CP Prerequisite: Cause Accidents Activation: 1PP per 1d6 (max 8d6); standard action Save: Reflex (half), Charisma-based You can now cause up to 6d6 damage with your accidents. You can also spend an extra 2PPs that make the accident harder to avoid; a Reflex save now reduces the damage to half. Enhancement: Increased Range Cost: 2CP Increase the maximum range at which you can manipulate probability by 30 feet. You can take this enhancement up to 3 times, for a maximum range of 120 feet. Enhancement: Multiple Dice Cost: 2CP per die You can now affect an additional die. You still must pay 1PP for every +1 over half your CL, and you can affect only dice that are part of a single action (e.g., multiple dice rolled for 120

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Chapter 5: Powers be at any time of day but it must be a consistent, specific time of day, like dusk or 4:20. Your manifesting can be disrupted, as per standard rules, and it does provoke attacks of opportunity. Manifesting times are written into the psi-power descriptions. The ability score you use to determine your psi-power's saving throws and your maximum manifester level is the same as the ability that modifies your power dice, either Intelligence, Wisdom, or Charisma because that is where you power points, and therefore your powers, come from. To take the base version of this power, you need at least a 10 in the appropriate ability score and the enhancements require even higher scores (as noted in their prerequisites), but they follow a standard formula. Your ability score must equal the level of the psi-power + 10. Therefore, to manifest a 7 th-level psi-power requires an attribute of 17 or more. If you are multi-classed, you manifest your psi-powers using whichever ability governs the Power Die of your current class. For example, if you were to take 4 levels of Martial Artist and then 1 one of Soldier, your Power Die would go from being modified by Wisdom to being modified by Intelligence. Which is to say, at 1st through 4th level, you would have manifested psipowers with Wisdom, but at 5th level, it would switch to Intelligence. Your effective manifesting level equals the maximum level you can manifest multiplied by two. Therefore, if you can manifest 5th-level psi-powers, then your effective manifesting level is 10. If you can manifest only 3rd-level psi-powers, then your effective manifesting level is 6. Thus your manifesting level is not, in fact, linked to your character level in any way. Finally, this power grants the ability to activate psi-powertriggered items like dorjes and psicrowns. You have access to the Psionicist spell lists (see Chapter 6: F/X). Your effective manifester level applies when attempting to activate items. Enhancements Enhancement: Additional Psi-Power Cost: 1CP per psi-power level This enhancement allows you to learn a new psi-power, of your choosing, off of the Psionic spell lists. Additional PsiPowers cost 1CP for every psi-power level, thus a 3rd-level psipower would cost 3CP. REPAIRING TOUCH [Power] Cost: 1CP per level Activate: by level; standard action (touch) Range: touch You can repair mechanical, electronic, or Supertech devices, as well as machine life, by laying your hands on them. The PP cost for Repairing Touch varies by Character Level (CL). You can Repair a number of dice equal to your CL without PP cost. Any extra dice you activate above your CL cost 1PP each. For example, if you were 4th level, you could Repair 4d6 HPs for free, but 6d6 HPs would cost 2PPs. Manifesting psi-powers takes more PPs than casting the equivalent level of spells because they have fewer restrictions on their use (they do not require components and function regardless of armour). Therefore they cost more.

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In the case of every-day machines that do not have HPs, the simpler the machine, the few dice required. Basic electrical devices, like toasters or ovens, need only one die. Anything with electronic components requires at least 2 dice. Anything with real computer-like capabilities—desktop machines, PDAs, cellular phones, mp3 players, etc.—requires at least 3 dice. You can repair electronic components but not software using this power. Alternatively, a mechanically complicated machine, like a car, requires at least 2 dice per major component, like the radiator or the brake system, for example. The GM will estimate these things on a case-by-case basis, but only in the case of machines that don't have HPs. Supertech is the most logical Origin for this power, but you are not limited to it. You might have a psychic rapport with machines or have been imbued with a mystical affinity for them. As always, it's up to you. Enhancements Enhancement: Ranged Repair Cost: 2CP per level You can now repair machines at range. To do this, you must successfully hit your target with a ranged touch attack. Targets that are ambulatory (i.e., machine life) can elect to stand still and thus negate their own dodge bonuses, if any. You can repair at a distance of up to 10 feet for every level of this power. You can take this enhancement 5 times. Its effect stacks. Enhancement: Repair Software Cost: 2CP You can now return software to working order. This allows you to return the average personal computer to working order as if it all the software were freshly, and correctly, installed. RESISTANCE: ENERGY [Metapower] Cost: 2CP per level Activate: none; use-activated (special) Range: self This power grants a Resistance score against one of the five energy types: acid, cold, electricity, heat, or sonic/concussive. For every level of this power, you gain Resistance 1 to one energy type. You can take this power multiple times. The effects either stack or apply to a different energy type. At level 10 in a single energy type, you gain total immunity to that type. This power activates as a free action the instant you are targeted by its energy type. Note, though, that this power has no effect on other powers. Thus, it does not reduce the damage of an Acidic Energy Attack, for example, but it does reduce the damage of falling into a vat of mundane acid. To resist powers, you need Power Resistance or Origin Resistance. Enhancement Enhancement: Energy Absorption Cost: 1CP per level Activate: none; use-activated (taking damage) For every level of this power, you can transform 2HPs of Resisted damage from your Resistance: Energy type into 1PP for yourself. You cannot take more levels of this power than you have levels of Resistance: Energy. You must buy this

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Chapter 5: Powers RESISTANCE: PSI-POWER [Power] Cost: 5CP Activate: none; use-activated (special) Range: self Save: special You gain a Psi-Resistance (PsR) score of 11. PsR works against psi-powers and psipower-like effects, but not Psionic-Origin powers (see Power Resistance). To affect you, a Psi-Power user must meet or beat your PsR score on a manifester check (1d20 + manifester level). This power activates as a free action the instant you are targeted by a psionic effect.

enhancement by energy type, and that type must correspond to a type in which you already have Resistance: Energy. Enhancement: Energy Revitalisation Cost: 1CP per level Activate: 1PP per level; use-activated (taking damage) For every level of this power, you can transform 1HP of Resisted damage from your Resistance: Energy type into 1HP of healing for yourself. You cannot take more levels of this power than you have levels of Resistance: Energy. You must buy this enhancement by energy type, and that type must correspond to a type in which you already have Resistance: Energy. Enhancement: Imbue Resistance Cost: 3CP Activate: 2PPs per person; free Range: touch (special) You can now confer Resistance onto other people. You must maintain physical contact with them to maintain the effect. RESISTANCE: POWER PR CP [Metapower] Score Cost Cost: 5CP 13 5CP Activate: none; use-activated (special) 15 7CP Range: self Save: special 17 9CP You get a Power Resistance score (PR)4 19 11CP of 13. To affect you with a power, an 21 13CP attacker must meet or beat your PR score on 23 15CP a power check (1d20 + CP value of the power). Use the net CP value of the power, 25 17CP including all discounts, limitations, and 27 19CP enhancements. Power Resistance has a 29 21CP chance to resist powers of any Origin, but 31 23CP traits are unaffected, as are purely physical attacks like a Dexterity-enhanced unarmed 33 25CP strike or Webbing. PR has no effect on spells or psi-powers. You have a chance of avoiding being affected by a power that has an area effect, like Pheromones, but your PR does not cancel the entire area effect. This power activates as a free action the instant you are targeted by a power effect. Enhancement: Imbue PR Cost: 3CP Activate: 2PPs per person; swift action Range: touch (special) You can now confer PR onto other people. You must maintain physical contact with them to maintain the effect, anyone who targets them must roll separately to overcome their PR score, which is of course the same as yours. Enhancement: Increased PR Cost: 2CP per level For every level of this enhancement, your PR score increases by 2.

PsR 11 13 15 17 19 21

CP Cost 5CP 7CP 9CP 11CP 13CP 15CP

Enhancement Enhancement: Imbue PsR Cost: 3CP Activate: 2PPs per person; swift action Range: touch (special) You can now confer PsR onto other people. You must maintain physical contact with them to maintain the effect, anyone who targets them must roll separately to overcome their PsR score, which is of course the same as yours. Enhancement: Increased Resistance Cost: 2CP per level For every level of this enhancement, increase your PsiResistance by two (see the table). RESISTANCE: SPELL [Power] CP SR Cost: 5CP Cost Activate: none; use-activated (special) 11 5CP Range: self 13 7CP Save: special 15 9CP You gain a Spell Resistance score of 11. SR works against spells and spell-like 17 11CP effects, but not Mystic-Origin powers (see 19 13CP Power Resistance). To affect you, a spell 21 15CP user must meet or beat your SR score on a caster check (1d20 + caster level). This power activates as a free action the instant you are targeted by a mystic effect. Enhancement Enhancement: Imbue SR Cost: 3CP Activate: 2PPs per person; swift action Range: touch (special) You can now confer SR onto other people. You must maintain physical contact with them to maintain the effect, anyone who targets them must roll separately to overcome the SR score, which is of course the same as yours. Enhancement: Increased Resistance Cost: 2CP per level For every level of this enhancement, increase your Spell Resistance by two (see the table).

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This refers to Phoenix powers not D&D psionic powers, which we call "psipowers." We apologize for the confusion. Too many words start with P.

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SHADOW AFFINITY [Power] Cost: 2CP per level Activate: none; use-activated (movement) Range: self You have the uncanny ability to slip into patches of shadow and fade almost completely from sight. For each level of this power, you get a +2 bonus to Hide checks and a +1 Dodge bonus to AC as long as you stand in a patch of shadow larger than yourself, or are in general darkness. The GM has final say when determining if you have sufficient darkness to activate the power. Enhancements Enhancement: Fast Move Cost: 2CP Prerequisite: Shadow Meld You stay melded while or running or doing a double-move. Enhancement: Shadow Meld Cost: 4CP Prerequisite: 4 levels of Shadow Affinity Activate: 1PP; swift action When you are within a large enough patch of fshadow, you can actually physically meld with the shadow or darkness, essentially becoming part of the shadow itself. Activating this ability costs 1PP, but has no sustained cost. While melded, you cannot interact with the outside world in any way, nor can the outside world affect you. However, you can interact normally with any other beings who meld or have melded with the same shadows. You are completely invisible and silent to the outside world while melded (though the See Invisible, True Seeing, Power Detection, or similar abilities still have a chance to detect you). You can move within the shadow at your normal speed, but if you perform a double-move or run, assuming the shadow is large enough to allow this, you will instantly emerge from the shadow. You can even move vertically within the shadow, or horizontally over open space, as long as the shadow extends through it. The shadow itself is all you need to support your weight. If a light source illuminates the space in which the shadow resides, like a spotlight, you appear again instantly, but without any harm or disorientation. You simply appear where the shadow used to be. If that means you appear in mid-air, you fall, as you normally would. Enhancement: Shadow Jumping Cost: 3CP Prerequisite: Shadow Meld As a full round action, you can "jump" from one patch of shadow or darkness you have melded into, to another shadow without physically passing through the area of light between them, essentially teleporting between two shadows. Calculate shadow jumps as if you were jumping across a physical space, like a chasm or pit, though note that you cannot run or perform a double-move from within shadows. SIZE SHIFT [Power] Cost: special

Activate: 1PP per size category; full-round action Sustain: per round/hour Range: self This power allows you to temporarily increase or decrease your size. The base power has no cost. Instead, you pay only for enhancements. Enhancements Enhancement: Decrease Size Cost: 4CP per level This enhancement allows you to temporarily decreases your size by one category per level. You can shift from your regular size (presumably medium) to your minimum size, but not to intermittent sizes. Stat bonuses and penalties per size category are listed on the next page. A reach of "0 feet" means that you must enter a combatant's square to attack, which provokes an attack of opportunity. If you fall unconscious, die, or run out of PPs, you automatically grow to normal size. Please consult all d20 rules pertaining to combat between differently-sized creatures before taking this power into a game. Having to look these things up at the table causes a real slowdown in game-play. Enhancement: Increase Size Cost: 4CP per level This enhancement allows you to increase your size by one category per level. You can shift from your regular size (presumably medium) to your maximum size, but not to intermittent sizes. Stat bonuses and penalties per size category are listed one the next page. If you are caught in a space that would normally not fit a person of your newly increased size, you increase to the maximum allowable by the space and then make a Strength check (using your increased Strength, DC determined by the GM) to possibly burst through your enclosure. If you fail, you stop growing. If you succeed, you grow to your full increased size, bursting through the enclosure (presumably the ceiling/roof). If you fall unconscious, die, or run out of PPs, you automatically shrink to normal size. Please consult all d20 rules pertaining to combat between differently-sized creatures before taking this power into a game. Having to look these things up at the table causes a real slowdown. Enhancement: Retain Attack Bonus Cost: 2CP You do not take a penalty to attack when you Increase. Enhancement: Retain Constitution Cost: 2CP You retain your Constitution score when you Decrease. Enhancement: Retain Strength Cost: 2CP You retain your Strength score when you Decrease. Enhancement: Shift Clothing Size Cost: 1CP

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Chapter 5: Powers Your "working clothes" Size Shift with you. This can be a traditional superhero costume or simply a set of clothes you wear while doing your superheroing. It has been specially treated, magically enhanced, manufactured, etc., in such a way that it changes its size. You cannot shift anything that grants any kind of Defence bonus of more than +1, regardless of Origin or type. Objects about your person do not change size. This enhancement merely allows you to avoid being naked. This enhancement applies to one set of clothes at a time. You must designate your chosen costume before game-play begins and you can switch your designated set only either between games or after one set has been lost, stolen, or destroyed. You can take this enhancement multiple times. Each time allows you to designate another suit. Enhancement: Shift Equipment Size Cost: 2CP Prerequisite: Shift Clothing Size All your worn or carried equipment now shifts in size with you. Consult standard d20 rules for under- and over-sized weapons to determine new damage dice, but bonuses from powers do not decrease, except those that are ability dependant (Strength, Dexterity, etc.). Because the size of a tool has a lot to do with the job to be done, under- and over-sized tools apply equipment penalties: Colossal -32, Gargantuan -16, Huge -8, Large -2, Small -2, Tiny -8, Diminutive -16, Fine -32. GMs are also perfectly within their rights to declare a particular tool to be simply useless for a particular job. A tiny hammer won't drive a nail. A large Allen key simply won't fit Your protective gear, if any, is less effective when it's smaller. If reduced to small size, your costume's armour bonuses (if any) take a -2 penalty. When reduced to tiny, they take a -4 penalty. At diminutive or lower size, it has no armour bonus at all. Consumables, including magical potions or Supertech chemical formulae, provide the same effects that they normally would. Their effectiveness does not increase or decrease with size. They take the same amount of time to drink, because they shift size relative to you. Equipment size decrease does not affect other people or creatures on your person, including animal companions or shrunken characters, and it affects only objects that you can carry about your person (in pockets, hanging off of your belt, etc.). Carrying a car over your shoulder doesn't allow you to make it larger or smaller. Any objects that you drop or are taken away from you slowly shift back to their normal size at a speed of one size category per round, and then shift back to your size at the same speed, if you pick them up again. Enhancement: Standard Action Shift Cost: 2CP You can change size as a standard action. Enhancement: Swift Action Shift Cost: 2CP Prerequisite: Standard Action Shift You can change size as a swift action.

Strength Constitution Attacks Defence Hide Strength Constitution Attacks Defence Hide Strength Constitution Attacks Defence Hide Strength Constitution Attacks Defence Hide Strength Constitution Attacks Defence Hide Strength Constitution Attacks Defence Hide Strength Constitution Attacks Defence Hide Strength Constitution Attacks Defence Hide

Fine Reach Base Speed Height Weight Space Diminutive -12 Reach -12 Base Speed +4 Height +4 Weight +12 Space Tiny -6 Reach -6 Base Speed +2 Height +2 Weight +12 Space Small -2 Reach -2 Base Speed +1 Height +1 Weight +4 Space Large +2 Reach +2 Base Speed -1 Height -1 Weight -4 Space Huge +6 Reach +6 Base Speed -2 Height -2 Weight -12 Space Gargantuan +12 Reach +12 Base Speed -4 Height -4 Weight -25 Space Colossal +24 Reach +24 Base Speed -8 Height -8 Weight -50 Space -24 -24 +8 +8 +24

0 feet 2.5 feet 6 inches 1 th /8 of a pound 6 x 6 inches 0 feet 5 feet 1 foot 1 pound 1 x 1 foot 0 feet 20 feet 10 feet 8 pounds 2.5 x 2.5 feet 5 feet 20 feet 4 feet 60 pounds 5 x 5 feet 10 feet 30 feet 16 feet x4 10 x 10 feet 15 feet 45 feet 32 feet x9 15 x 15 feet 20 feet 60 feet 64 feet x 64 20 x 20 feet 30 feet 90 feet 100 feet x 200 30 x 30 feet

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Chapter 5: Powers Enhancement: Reflexive Shift Cost: 3CP Prerequisite: Swift Action Shift Activate: 1PP per size category; swift action If you retain your Dexterity bonus and are hit for physical damage (either by an attack or something that triggers a saving throw), you can make a Reflex save to instantly shift your size before the damage occurs. The DC of the Reflex save equals either half the attack roll or the save DC of the in-coming effect, -5. You must declare your intention to invoke this enhancement after the hit is announced but before full damage is calculated. Enhancement: Variable Shift Cost: 3CP Instead of shifting between your normal size category and your maximum/minimum, you can now shift through the categories in between. Activation and sustain costs (in PPs or actions) do not change. Limitations Limitation: Fatiguing Shift Value: 2CP Changing size is extremely difficult or painful. Doing so leaves you fatigued for one round per size category of change: 2 Strength, -2 Dexterity, cannot charge or run. Decreasing back to normal size does not leave you fatigued. STRETCHING [Power] Cost: 1CP per level Activate: none; use-activated (special) Range: self You can stretch your limbs and body to extended lengths as if you were made of rubber. For each level of this power, you can stretch yourself up to 5 feet longer or taller than usual (arms, legs, torso, neck, etc.). You gain a one-time +2 bonus on Disguise checks, because of the ability to change your height. You gain a +1 bonus per level to Escape Artist checks. Each level of this power grants only one foot of extra reach in combat (you can't fully extend because of the leverage and balance needed for combat). Once you have 6 levels of Stretching you can make attacks at a 10-foot range, though you still threaten only at 5 feet (adjacent squares). If you have multiple attacks due to a high BAB and use the full-attack action against an opponent who is not in your normal threatened range, you must direct all your attacks against that same same foe. If you have Two-Weapon Fighting, you can choose different targets for your on- and off-hands, but all relevant attacks for a particular hand must be against the same foe. You can still split your attacks up as normal within your normal reach if you choose not to stretch.

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Attacking with a Stretched limb does not provoke an attack of opportunity because it is an attack, but moving part of your body through a threatened space does, just as if you had moved through that space yourself. Enhancements Enhancement: Bounciness Cost: 2CP Your body is rubbery enough that you can bounce on impact after long falls, reducing the damage you take. For every level of Stretching you have, you ignore the first 30 feet of falling distance before calculating damage. Thus if you had 5 levels of Stretching, you could fall 150 feet without taking damage. If desired, you can bounce back up (or away if you impact a surface horizontally) to half the distance you can safely fall. Enhancement: Putty Body Cost: 8CP Prerequisite: 6 levels of Stretching You have the ability to stretch, flatten, twist, and fold your body into any number of shapes with precise control. You can now squish down to less than half your normal size, though you retain the same mass, and practically ooze out of any kind of restraint short of a sealed container, making most Escape Artist checks unnecessary. In extreme cases where you might need to make an Escape Artist roll, you get a +5 enhancement bonus per level of Stretching. You can also flatten your body during a fall, becoming something of a human parachute. This reduces the effective distance of a fall by 10 feet per level of Stretching you have. This enhancement does not, however, allow you to replicate other powers, like Appendages or Natural Weapons. SUPER SENSES [Trait] Cost: 4CP per level Your senses are highly acute, several times more sensitive than normal. For every level of the power you purchase, you get a +2 bonus on the following skills: Observe, Search, Survival (Track), Disable Device, Sleight of Hand. This bonus applies to any other situation in which heightened senses would be a benefit, such as detecting poisoned or spoiled food, or anything for which a delicate or precise touch would be beneficial. You can accurately see, hear, and smell things up to 5 times further away than usual, per level of this power. Enhancements Enhancement: Microscopic Vision Cost: 1CP per level Prerequisite: Super-Sight When you use your sight like a microscope, this enhancement increases the magnification by a factor of 10, per level. Thus if you have 200x magnification, and take 2 levels of this enhancement, you will have 20,000x magnification, which is about four times as powerful as purely mechanical magnification. 1,000,000x power is roughly on par with an electron microscope and would allow you to examine objects on a molecular level. Enhancement: Protected Senses Cost: 2CP

Stretching doesn't grant any more physical strength than you already have. You cannot extend your arms and stop a subway car through sheer elasticity unless your hands can take the strain. In comics, most superheroes with the equivalent of Stretching are implicitly super strong as well, but in Phoenix you have to pay for the powers separately (i.e., Ability Enhancement, Ability Boost, or Mighty Lifting).

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Chapter 5: Powers the ground or surrounding architecture. You cannot determine its location, merely its presence. If it comes within 5 feet of you, however, you can determine its precise location unerringly. Limitations Limitation: Single Sense Value: 2CP per level You only have a single enhanced sense of your choice, rather than all of them. Bonuses from this power (and the Protected Senses enhancement) only apply to that single sense. This limitation is not compatible with any enhancement for a sense other than the one you choose, or with the Two Senses limitation. Limitation: Two Senses Value: 1CP per level You only have two Super Senses of your choice, rather than all of them. Bonuses from this power (and the Protected Senses enhancement) only apply to the chosen senses. This limitation is obviously not compatible with any enhancement for a sense other than the ones chosen, or with the Single Sense limitation. SUPER SPEED [Power] Cost: 4CP Activate: none; use activated (Run) Range: self This power increases your Running multiplier. For 4CP, increase your multiplier to x8. For every additional CP, double your multiplier again. Do not "add" the multiplier. Actually double it, as per the table (above, right). To find your speed in kph (or MPH for our American friends), consult the table in Chapter 6: "Combat and Movement" or do the math that is explained there. Enhancements Super Speed Costs Running Cost Multiplier in CPs x8 4CP x16 5CP x32 6CP x64 7CP x128 8CP x256 9CP x512 10CP x1024 11CP x2048 12CP x4096 13CP x8192 14CP x16348 15CP

Your eyes, ears, and other sensory organs are protected against mundane effects that would overload and/or damage them, such as extremely loud noises, flash/bang grenades, and stink bombs. This enhancement protects against the side effects of Mystical effects (for example, the blinding effect caused by a beam of light aimed into your eyes), but not against Mystical effects designed specifically to cause blindness, deafness, or other sensory debilitation. It does not protect against all sonic effects, merely those directly related to deafening. Thus, you are still vulnerable to a Harpy song or the HP damage from an Energy Attack: Sonic. Enhancement: Super Hearing Cost: 2CP Your ears are incredibly sensitive. You can hear beyond the normal range of frequencies. This enhancement doubles all hearing-related bonuses from Super Senses, and doubles the distance at which you can hear things. You can clearly hear ultra- and sub-sonic frequencies, such as dog whistles, ultrasonic motion detectors, and creatures using echolocation. Additionally, you can detect whenever a creature, even an invisible one, comes within 30 feet of you; this requires no roll of any kind. You cannot determine its exact location, merely its presence. If it comes within 5 feet of you, however, you can determine its precise location unerringly. Enhancement: Super Scent Cost: 2CP Your nose is incredibly sensitive, even better than that of a bloodhound. This enhancement doubles all smell-related bonuses from Super Senses, and doubles the distance at which you can smell things. Additionally, you can detect whenever a creature, even an invisible one, comes within 30 feet of you, assuming it has a scent; this requires no roll of any kind. You cannot determine its location, merely its presence. If it comes within 5 feet of you, however, you can determine its precise location unerringly. Enhancement: Super Sight Cost: 3CP Your eyes are unbelievably accurate. This enhancement doubles all sight-related bonuses from Super Senses, and doubles the distance at which you can see things. Additionally, you can now focus your eyes in such a way that they work as a microscope. Your maximum magnification factor equals 10 times the distance you can see. For example, you have 2 levels of Enhanced Sense, which allows you to see 10 times as far as you can normally. You double that distance to 20 times because of this enhancement, and therefore can magnify your vision up to 200x with this power. Enhancement: Super Touch Cost: 2CP Your sense of touch is incredibly sensitive. You can even read a normal book by feeling the ink on the pages. This enhancement doubles all touch-related bonuses from Super Senses. Additionally, you can detect whenever a creature, even an invisible one, comes within 30 feet of you from the disturbance it makes in the air and vibrations it sends through 126

Enhancement: Bonus Actions Cost: 4CP per level Activate: 1PP per Bonus Action; n/a For every level of this enhancement, you can take one additional standard action each round. Each extra action you take costs 1PP. You can buy this enhancement a maximum of 4 times for a total of 6 actions in a round (five standard actions and one move action). Enhancement: Bonus Full-Round Action Cost: 4CP Prerequisite: Bonus Actions With this enhancement, you can combine two Bonus Actions and perform a full-round action, such as a run or full attack. Enhancement: Fast Move Cost: 3CP per level

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CP Cost 3CP 6CP 9CP 12CP 15CP 18CP 21CP 24CP 27CP

Enhancement: Combo Attack Cost: 2CP per level Prerequisite: Fast Move Activate: 1PP per level Your strikes land so quickly that your target's body receives the damage as if it were from one attack. You can combine the damage from two consecutive attacks in a full-attack action, or two consecutive attacks in a sequence of Bonus Actions. The total damage between the two attacks counts towards the target's Massive Damage Threshold and/or the target's DR, instead of calculating them separately. Every extra level of the power allows you to add another attack's damage. At 3 levels, you can string 4 consecutive attacks, for example. Every attack after the first costs 1PPs. Which is to say, the PP cost equals the number of levels of Combo Attack you employ at a time. However, you can also chose how many levels worth of Combo Attack to use in a given attack sequence. With 3 levels, for example, you could combine the damage of up to 4 attacks, which could cost 3PPs, but you could also combine only 2 for 1PP. You can take this enhancement multiple times. Its effects stack. Enhancement: Fast Skills Cost: 1CP per level For each level of this enhancement, you halve the time required to use a skill such as Craft, Computer Use, or Search. The GM must rule on whether you can feasibly use a particular skill at super speed. Sorting papers at super-speed might cause so much disturbance in the air that the papers fly all over the place. Delivering a speech a super speed would be pointless unless the audience can hear at super speed, like robots. Mm... robots... Enhancement: Marathon Cost: 2CP per level For every level of this enhancement, you can Run for another 4 hours per day before you feel the effects of a Forced March. You can take this enhancement up to 4 times, for a total of 24 hours. However, your need to sleep is different than the fatigue that results from a Forced March. You don't get fatigued from the running, but you can still just get tired from lack of sleep. Of course, if you also don't need to sleep...

Enhancement: Wall Run Cost: 3CP Activate: none; use-activated (movement) You can run so quickly that you defy gravity for brief periods of time by running straight up a wall. Every 5 feet you climb upwards counts as 10 feet of movement. You must perform the actual Run action to use this enhancement. Several things instantly cause you to fall while attempting a Wall Run: ceasing to Run (turning, slowing down, etc.), failing a Fortitude save, or attempting a Reflex save. In this last case, you can choose to not roll your saving throw and take the consequences in order to (possibly!) keep running. You can stop without falling only when you reach a flat surface, such as the top of a building or cliff, or a ledge or outcropping. When you get to that flat surface, you simply leap over the wall and land on your feet. No check or save is required. Remember that rounds happen continuously, so between rounds of Wall Running you are still in mid-run, not standing still. Enhancement: Water Run Cost: 3CP Activate: none; use-activated (movement) You can run so quickly that you skim over the surface of water and other large bodies of liquid. You can run (as the fullround action) straight across a body of water or other liquid. Every 5 feet you run across the water counts as 10 feet of movement. Several things instantly cause you to sink while attempting a Water Run: trying to turn, slowing down, failing a Fortitude save, or attempting a Reflex save. In this last case, you can choose to not roll your saving throw and take the consequences in order to (possibly!) keep running. You can continue to run over multiple rounds as long as you continue to run at full speed and in a straight line. You can only stop without slipping into the liquid when you reach a solid surface, like a beach or the edge of a pool. Remember that rounds happen continuously, so between rounds you are still in mid-run, not standing still. Enhancement: Controlled Running Cost: 4CP You can now turn while Running. You must travel at least 20 feet before making a turn, and the turn itself can be no more than 45º. Furthermore, you now fall from a Wall Run or sink during a Water Run only when you fail a Reflex save, and Fortitude saves don't affect your running at all unless their specific effect would reasonably do so. Enhancement: Quick Step Cost: 3CP per level Activate: 1PP per level Each level of this enhancement allows you to move 5 more feet than normal when taking a Five-Foot Step. If you spend 6CP on this enhancement, you can move up to 15 feet before or after a full attack action, for instance. All other rules for 5-Foot Steps apply normally. You can take this enhancement multiple times. Its effects stack. You cannot take more levels of Quick Step than you have levels of Fast Move. 127

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Chapter 5: Powers Supercraft check, the DC of which equals 20 + the total CP cost of the power, including all levels and enhancements. If you pass the check, then the Invention functions normally. If you fail the check, the Invention does not function. If you fail the check by more than 10, then you do not know that the Invention doesn't function. It tests find in the lab, but the first time you try to use it "in the field," it craps out on you, makes whiny noises, falls apart, or shoots a shower of harmless sparks, but that's it. Within any given seven-day period, the number of Inventions you can build is limited by the total CP cost of the powers you load into them. That number cannot exceed your Constitution modifier times ten. For example, if you have Constitution 18 (+4), then you cannot make more than 40CPs worth of Inventions in any given seven-day period. After an Invention is activated once, it burns itself out forever. They're just not long-term items. Enhancements Enhancement: Increased Power Cost: 3CP per level This enhancement raises the maximum CP value of the powers you can load into a device by 2CP per level. If you take two levels of this power, for example, you can load a total of 8CP into a device (base 4CP, plus two levels of 2CP). Enhancement: Multiple Activations Cost: 5CP This enhancement grants the ability to activate your Inventions multiple times. You must invest enough PPs into a given Invention for it to expend its power more than once. When you build an Invention with more than one activation, the Research check increases to 15 + CP cost. Enhancement: Multiple Powers Cost: 5CP Prerequisite: Multiple Activations This enhancement grants the ability to load more than one power into an Invention. You must invest enough PPs into a given Invention for it to activate all its powers at least once each. When you build an Invention with more than one power, the Research check increases to 20 + CP cost. Enhancement: Sustain Power Cost: 5CP Prerequisite: Multiple Activations This enhancement allows you build Inventions that can sustain a power. You must invest enough PPs into a given Invention for it to sustain a power for more than one round. When you build an Invention that can sustain a power, the Research check increases to 15 + CP cost. SURFACE ADHESION [Power] Cost: 3CP Activate: none; use-activated (movement) Range: self You can climb and travel on vertical surfaces, or even ceilings, with ease. You must have your hands free to move in this manner. You travel at your full speed and you can take a double-move, but you cannot run.

SUPERTECH INVENTION [Trait] Cost: 8CP Activate: as power Sustain: as power Range: Item With this power, you can construct Inventions. Inventions are devices of indefinite shape and configuration (it's up to you!), but they are always Supertech in Origin and they are always hand-held and provoke an attack of opportunity to activate. Other people can attempt to activate your devices, but they must have either this power or the Use Esoteric Device skill in order to succeed. Your Origin, or one of your Origins, must be Supertech for you to take this power. You can make more than one Invention at a time, if you can afford it with your PP (see below). The base power costs 8CP, which allows you load a power into your Invention(s) with a cost of up to 4CP and you can load only one power into an Invention at a time. The power must be able to target one or more people or areas. It cannot be a trait, a spell, or a psi-power. You must Research any power you load into an Invention, but once you've researched it once, you never need to do so again. The DC for the Research check is 10 + the total CP cost of the power. If you fail this check, you have used up the Research time without any positive results. In lieu of a library or laboratory in which to do your Research, you can use a person who has the power you're trying to replicate. That person needs to be present for the entire Research time and the entire build time, but he, she, or it does not need to maintain concentration (see below). You must also invest the Invention with your own PP. You can at any one time invest a number of PP into your Inventions equalling your Character Level (CL). Any additional PP you invest in you Inventions comes form your current total. Until you expend the PPs that are locked into the Invention, you do not regenerate them. For example, if you had 50PPs and you invested 20PPs into an Invention, then you would effectively have only 30PPs left. You could then use those 30PPs to fuel other powers, and they would regenerate as normal. Once you expend all the PPs in the Invention, then you would start to regenerate those points. If you lose an Invention, or if it is stolen or destroyed, you do not get your PPs back until you can rest for a night. If someone else activates one of your Inventions, they expend the PPs that you invested into it. The total build time for an Invention is 1 minute multiplied by the CP cost of the power, to a maximum of 1 hour. While you're working, you must maintain the equivalent of caster concentration. At the end of this time, you must make a Supertech Invention is more akin to Mystic Spell-Casting and Psionic Manifestation than item creation, so you can't make permanent items with it. Instead, you make short-term devices that simulate powers, which is basically a different in-game explanation for something that functions a lot like spells or psi-powers. To make permanent items, see the Invention feats (Chapter 4: Feats), or you can take one of the Item powers: Esoteric Items, Gadgets/Power Armour, and Iconic Items. 128

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Chapter 5: Powers You do not need to make Climb checks of any kind, even when upside down. You retain your Dexterity bonus to Defence, and opponents get no special bonus to their attacks against you. Enhancements Enhancement: Fast Climb Cost: 1CP You can "run" on vertical surfaces (i.e., move x4 your base speed, in a straight line), but without the Hands Free Enhancement, you actually move on all-fours, as opposed to upright running. Enhancement: Hands Free Cost: 1CP You can climb using only two of your limbs, either just your feet, or just your hands, or one of each. If you "stand" on a wall, you can use your hands just as well as you would on level ground, which means that you can manipulate objects, perform acts of manual dexterity (i.e., use skills), and, of course, make attacks. You are still subject to gravity, of course. TECHNOPATHY [Power] Cost: 5CP Activate: 1PP; move action Sustain: per round/hour Range: 30 feet You can make mental contact with computers, including desk-top machines, laptops, and PDAs, but not to anything that is considered supertech, so no bionics, alien technology, androids, or Gadgets. Any computer that has some form of human interface is vulnerable to this power. The computer in question must be on, but it does not need to be connected to the internet. You connect with it directly. You still interact with the software of a given piece of technology, though, so you essentially have a virtual suite of input/output devices in your head. You see the screen in your mind and enter data with your thoughts. This power does not automatically grant you Computerrelated skills, nor can you download data into your mind. You can glean as much information using this power as you could if you were to sit down in front of the computer and it takes just as much time to do so. You must spend a move action to mentally "log in," but after that you need pay only as much attention as you would to perform a given operation. However, you can do it covertly and at a distance. Someone using the computer to which you're connected gets a Computer Use check (DC 20) to possibly notice that files are moving, data is being accessed, memory is activated, etc., and therefore might conclude that someone is covertly connected to the computer. If they are actively searching for such activity, the DC is only 15. Enhancements Enhancement: Bonus Actions Cost: 3CP Activate: 1PP per bonus action For every level of this enhancement, while you are mentally connected to a computer you get one bonus standard action of interaction with the computer. Each extra action you take costs

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3PP. You can buy this enhancement a maximum of 4 times for a total of 6 actions in a round (five standard actions and one move action). These actions can be used only to interact with the computer, nothing else. Enhancement: Data Core Cost: 4CP You can download data into your head and upload it to another computer at a later time. The data is not accessible while stored in your mind. Your brain, a far more complex memory storage/retrieval system than the average computer, can record data as fast as a given computer can output it, and vice-versa. Up/download speed is, therefore, based on the computer in question, not you. In most cases, you have plenty of room in your head, but GMs are within their rights to limit you in truly outrageous situations. You cannot, for example, download the entire Library of Congress into your head, but a couple of books of plain text or a CD are no problem. You can, using this enhancement, upload a file to a computer and execute it. Enhancement: Data Reader Cost: 4CP Prerequisite: Data Core You can now read the data in your head as if it were loaded into its appropriate client software. This means you can view pictures or video files and you can read text, but you don't have access to the actual code, and you cannot alter the data. It is "read only." Without Bonus Actions, it takes just as long to read or view data in your head as it would to do so with a computer. Reading a book still takes hours. Enhancement: Data Manipulation Cost: 4CP Prerequisite: Data Reader You can now edit the data in your head as if you had the appropriate software, altering text, touching-up photos, etc. Without Bonus Actions, it takes just as long to do this work as it would sitting in front of a computer. But you can do it in your head, anywhere you like. Enhancement: Executables Cost: 3CP Prerequisite: Data Core, Data Reader, Data Manipulation You can now download programmes into your head and run them as if they were running on a computer. You don't need extra software for basic editing; Data Manipulation takes care of that, but that enhancement doesn't cover speciality software, like hacking tools for example. Those, you need to download and install. Compatibility is not an issue. Your mind is flexible enough to translate any commercially-available, human-made programming language into a usable form. You just need to download the file and take about 15 minutes to install it. However, alien or other non-human software is far more difficult. To load this kind of software into your mind, you must first download it, then make a Computer Use check, DC 20 (or higher, if the GM decides this technology is even more alien). Every time you attempt to use that software, you must make a 129

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Chapter 5: Powers If you cannot see what you're doing, then you're just as limited as if you were working blind with your actual hands. Telekinesis does afford a mental form of force-feedback, so you can feel your way around with it, for example, too reach around a corner for a light switch, but you're just as likely to accidentally knock something over when working blind with with Telekinesis as you would be with your hands. Also, sheer distance from a delicate or complex job can impair your ability to perform it correctly. Your GM might apply an effective range increment of 5 feet to your Telekinesis for delicate operations. Your Dexterity (see below) dictates how generally adroit you are with your Telekinesis. Wielding a weapon or using a firearm from a distance qualifies as a "delicate or complex job," therefore it has a 5-foot range increment. You can throw objects in a straight line, directly away from you using either a 30-foot range increment or the increment of a range weapon, whichever is greater. You can also throw weapons at angles to you—picking something up that's to your right and throwing it to your left, for example— but doing so reduces the range increment to 10 feet or half of the object's given increment, whichever is greater. Telekinesis uses four stats: range, speed, Strength, and Dexterity. Your Telekinetic range is 30 feet. Increasing the range of the power does not increase the range increments for manipulating objects, including wielding weapons, throwing things, or firing weapons. You can move objects through the air at a speed of 30 feet and perform slam attacks with them, which are basically mêlée attacks at range. Your Telekinesis has a Strength score and a Dexterity score. These are literally the ability scores of your Telekinesis. They dictate how much you can lift, how hard you can throw objects, how delicately you can manipulate tools, etc. Strength add modifiers to hit and damage when you wield a weapon, and it dictates your weight allowance. You can be encumbered by having a lot of weight "on your mind," as it were. You can make grapples with this power, and they rely on your Telekinetic Strength. If you Pin someone with Telekinesis, and your Telekinetic Strength is high enough, you can then lift, move, or throw that person, or even use them as a blunt weapon. Dexterity modifies your attack rolls for thrown objects and governs how nimble and delicate your Telekinetic "feel" is. Your Telekinetic Strength and Dexterity start at 10 (+0) and you can increase them with enhancements. Enhancements Enhancement: Broad Elements Cost: 4CP Prerequisite: Elemental Mastery (limitation) Your Elemental Mastery extends to all substances related to your element. Telekinesis might seem limited at first, but remember that Phoenix is designed on the premise that you get what you pay for, so although logically, Telekinesis could potentially be used to fly, deliver kinetic attacks, etc., those abilities are already other powers (i.e., Flight and Energy Attack). If you want powers that Telekinesis would theoretically grant, then you have to pay for them separately.

fresh Computer Use check (DC 20). If you fail, using the software takes an extra move action where Computer Use would normally take only a standard action. If you succeed, you can use the software normally. Enhancement: Increased Range Cost: 2CP Increase the range of your Technopathy by 30 feet. You can take this enhancement up to 3 times for a total range of 120 feet. Enhancement: Speed Read Cost: 2CP per level You can read/view information off of a computer (or out of your Data Core) much more quickly, approximately one minute for every hour the reading/viewing would normally take. The GM has final say on exactly how long certain tasks would take. You can take this enhancement a second time, which speeds you up even more, converting hours of reading to individual move actions. Enhancement: Wireless Cost: 4CP You can connect to the internet using just your mind as if you were using a standard suite of browsers and internet applications. You can connect from anywhere that has a wireless network. You can use public networks without a problem, but private networks still require an ID and a password. TELEKINESIS [Power] Cost: 5CP Activate: by level; standard action Range: 30 feet With this power, you can manipulate objects from a distance, wield weapons, or throw objects as an attack. The PP cost for Telekinesis varies by Character Level (CL). You can lift, carry, or throw up 100lbs of weight per CL for free. Any additional weight costs 1PP per 100 lbs. For example, if you were 4th level, you could lift 400 lbs. for free, but 600 lbs. would cost 2PPs. When manipulating an object, you can basically do anything that could normally do with two hands, like working a panel of buttons, opening doors, undoing clasps, or just lifting objects and moving them. If you could perform a given action with your hands then you can do it with Telekinesis, and it requires the same number of actions to do so. The power isn't actually a hand, of course, its a localized field of force, but for the purposes of sorting out what you can and can't do with it, the "two-hands" rule is about right. With two hands, for example, you could not lift a whole building because your fields of force are so small that they would simply go through the building's walls or floors.

The price of Telekinesis is keyed to two other powers: Ability Enhancement and Damage Reduction. The price of increasing your ability scores is the same as Telekinesis, and the protection offered by DR matches, in cost and amount, the extra damage potential offered by an increased ability score so that its costs as much do to damage as it does to avoid it. 130

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Chapter 5: Powers Earth Mastery can affect hard minerals and substances like asphalt. If your Elemental Mastery Strength score is Super, then you can pull up chunks of asphalt or yank hunks off of stone buildings. Water Mastery extends to all liquids, regardless of water content, as long as they are not inside some sort of container. Air Mastery allows influence over all smokes, gases, and even aerosol sprays. Finally, Fire Mastery allows control over all heat and combustion. Enhancement: Extra Hands Cost: 3CP per level For every level of this enhancement, you get an extra "hand" when using Telekinesis. You can take this enhancement up to five times for a total of six hands. Each extra hand grants a +2 to Grapple checks. When you have 4 hands, you have enough control to carry liquids, as if you were scooping them up with a ladle. When you have 6 hands, you can carry gasses, as if you were trapping them in your hands. You cannot necessarily tell which gases are which, and you cannot filter the air to select "only the poison gas" or "only the nitrogen," but you could grab a visible cloud of gas. With 8 hands you can carry mundane, non-material things like fire or electricity (even though that should be impossible), but you cannot carry any supernatural materials, like magical energy. Enhancement: Split Hands Cost: 3CP per level Prerequisite: Extra Hands For every level of this enhancement, you can "split" your hands between two different tasks, which means that you could manipulate more than one object at a time. You can take this enhancement multiple time. Each time, it splits your hands again. At level one, you split your hands in two. At level two, you split them into three, etc. Each split makes the groups of hands approximately even. Example: if you had five hands and took 2 levels of this power, you would have three separate groups to work with, two of which would have 2 hands each, and one would have just 1 hand. You cannot "split" an individual hand, so logically, the maximum levels you can take in this enhancement is one fewer than your total number of Telekinetic hands. Enhancement: Increased Dexterity Cost: 2CP per level For every level of this enhancement, increase your Telekinetic Dexterity by 1 point. Enhancement: Increased Strength Cost: 2CP per level For every level of this enhancement, increase your Telekinetic Strength by point 1. Enhancement: Increased Range Cost: 2CP

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Increase the range of your Telekinesis by 30 feet. You can take this enhancement up to three times, to a total range of 120 feet. Enhancement: Imbue Hardness Cost: 1CP per level Activate: 1PP per point of Hardness; move action For every level of this enhancement, you can imbue an object you're controlling with your Telekinesis with a point of Hardness. Imbuing Hardness requires a move action. The effect lasts 10 rounds. Remember that Hardness scores do not stack. An object with a Hardness of 10 will not be raised to Hardness 12 by Imbuing it with 2 points. Enhancement: Increased Speed Cost: 2CP per level Increase the speed at which you can move metal objects through the air by 10 feet. You can take this enhancement up to three times. The effects stack. Enhancement: Mental Muscle Cost: 5CP Your Telekinetic Strength equals your Intelligence score, and your Telekinetic Dexterity equals your Wisdom score. You can also take Increased Dexterity and Increased Strength, of course, but your Telekinetic scores will still equal your Intelligence and Wisdom, so there's not much point in doing that, is there? Enhancement: Multiple Elements Cost: 4CP Prerequisite: Elemental Telekinesis (limitation) You can now select a second element to control, buy when you activate Elemental Mastery, you must designate which element you control for the duration of that activation/sustain time. You can switch to another element only by dropping the first activation and starting a new one. You can purchase this enhancement up to three times and select another element each time. Enhancement: Simultaneous Elements Cost: 4CP Prerequisite: Elemental Telekinesis (limitation), Multiple Elements You can now control multiple elements at the same time. All other rules apply as normal. Limitations Limitation: Common Substance Value: 2CP You can affect only one general category of solid substance with your Telekinesis. Common substances include metal, wood, stone, and plastic. GMs might allow you to take a similarly common substance, but only with special permission. Limitation: Decreased Dexterity Value: 1CP per level For every level of this limitation, decrease your Telekinetic Dexterity by -1. This limitation is incompatible with the Mental Muscle enhancement.

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Chapter 5: Powers Some electric or electronic components are hardened against EMPs, which means that they are effectively immune to this effect. The only way to find out is to try. Limitation: Uncommon Substance Value: 4CP You can affect only one specific kind of solid substance with your Telekinesis. Uncommon substances include specific metals or alloys (steel, gold, copper, iron), specific kinds of wood (ash, oak, cedar), or particular types of stone or other minerals (concrete, granite, limestone). TELEPATHY [Power] Cost: 8CP Activate: varies Range: 30 feet You can connect directly with other peoples' minds. Telepathic communication does not rely on a common language so you hear others' thoughts in whatever languages you speak. You can even get a sense of untranslatable terms because you sense the sentiment, not just the word. No physical barrier blocks Telepathy. It reaches to its maximum range regardless of what's in the way. It is detectable only by the minds of sentient beings, human and alien alike. Regardless of Origin, the feat Closed Mind grants a +2 to any save against this power. There are three kinds of telepathic contact: Broadcast, Converse, and Listen. Broadcast Activate: free; move action You can psychically "yell" and anyone in radius "hears" you (in their minds). In one move action, you can Broadcast anything you could say out loud in the same time. Converse Activate: free; use-activated (conversing) You essentially "talk" to someone or a group of people (up to six) as you would out loud, just inside your heads. You cannot hear thoughts that aren't deliberately sent to you, and others only hear the thoughts you send to them. Only willing participants are part of a Telepathic Conversation. Only one person in the Conversation needs to have Telepathy (he or she acts as a relay). Anyone at any time can simply cut off the connection, like hanging up a phone. You can carry on a Telepathic Conversation under any circumstance in which you could an out-loud conversation. Listen Activate: 1PP; move action Saving Throw: Will, Wisdom-based You monitor someone's mind for surface thoughts that flash past. Subjects get a Will save (as above). If they fail, you get a +20 on Sense Motive checks in any round in which you use the power. If they succeed, they block your attempt to Listen, but don't notice that you tried. If they succeed by more than 5, they notice your attempt and act accordingly.

Limitation: Decreased Strength Value: 1CP per level For every level of this limitation, decrease your Telekinetic Strength by -1. This limitation is incompatible with the Mental Muscle enhancement. Limitation: Elemental Telekinesis Value: 2CP Your Telekinesis affects only one of the four classical elements: Air, Earth, Fire, or Water. Earth and Water follow the same Strength/weight rules as normal Telekinesis. However, for Air and Fire, this limitation switches your carrying capacity from weight to volume. For every point of Elemental Telekinetic Strength above 10, you can manipulate about a cubic foot of air or fire. At Strength 10, you can manipulate anything less than 1 cubic foot. Earth objects must be either stone or dirt, and cannot be machined or processed by human hands. Rocks and stones are in; asphalt is out. Air includes volumes relatively pure air (NO2), and do not include other kinds of gasses Fire includes living flames. When you lift and carry them, they temporarily need no source. You maintain their fire with your will power. Finally, water includes volumes of relatively pure water (H2O), and no other kinds of liquid. Limitation: Magnetic Telekinesis Value: 3CP Your Telekinesis affects only ferrous metals. All other rules apply normally. Enhancement: Electro-Magnetic Pulse Cost: 4CP Prerequisite: Magnetic Telekinesis Activation: 2PP; standard action Area of Effect: 1-foot radius sphere Save: Fortitude, Wisdom By mentally activating a burst of random magnetic energy, you can potentially knock out electronic devices. You can create an EMP anywhere within the power's range, and the area of the effect is approximately a 1-foot-diameter sphere. The EMP itself provokes a save from the device (see above). If it fails, then the devices stops functioning for 1d4 rounds. If it fails by more than 10, then the device is non-functional until it is repaired (DC 20). If it passes, it is unaffected by your EMP. If you make an Electronics or Computer skill check (DC 15), you can identify the spot in a large machine that would knock out its primary memory, control mechanism, CPU, or other spot that would deactivate the whole machine. This skill check requires a standard action to observation the machine. You get a +2 bonus if you have the machine's schematics at hand or its internal systems are open to general view. You take a -2 penalty if its systems are unusual (an obscure make or a home-built design), or if the bulk of the exterior simply isn't visible. You need to have a general sense of the structure of the whole machine to identify its vulnerable point. The GM can, of course, raise or lower the DC in unusual circumstances.

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Chapter 5: Powers Enhancements Enhancement: Listen In Cost: 2CP Activate: 1PP; move action Saving Throw: Will If you are within range of a Telepathic Conversation, you get a free Sense Motive check (DC 15, not including the +20 bonus for Listening) to notice the conversation. If you succeed, you notice the Conversation happening and you can attempt to Listen to it, which prompts a Will save. The Will save is made by the participant with the highest Will modifier, and every member of the group can aids the roll (potentially adding +2 each). As with Listen, if they succeed, they block you but don't notice you. If they succeed by 5 or more, they do notice you. If they fail the save, you are now a participant in the conversation and hear all sent thoughts. You can send a thought of your own, of course, but that would blow your cover and the participants could all "hang up," if they so desired. Enhancement: Psychic Scream Cost: 2CP Saving Throw: Will, Charisma-based You can direct a psionic cacophony straight into a single target's mind and potentially render them stunned for 1d4 rounds. Targets get a Will save to resist the effects (as above). People who are stunned get no actions, drop anything they hold, lose their Dexterity bonus to Defence (if any), and take a -2 penalty to Defence for standing there like slack-jawed morons. Enhancement: Short-Term Reading Cost: 3CP Activate: 1PP per round; move action Sustain: move action You can dig past surface thoughts and examine a subject's memories and impressions. You have access to the subject's short-term memory (about the last week). You can call up what she had for breakfast or what conversations he had yesterday, for example, but not long-term memories like bank account numbers, childhood memories, or knowledge that's a result of schooling. In a move action, you can collect 4 specific pieces of information about a subject, which take the form of four questions you can ask the GM. You can ask each question after you hear the answer to the previous question, and thus tailor them to hone in on a particular piece of information, but every question you ask about the subject counts toward your total, including clarifications of previous questions. Enhancement: Long-Term Reading Cost: 3CP Prerequisite: Short-Term Reading Activate: 2PP; move action Sustain: move action You can dig past the short term and examine a subject's long-term memory to retrieve extremely personal information about the subject's life, like old phone numbers, the smell of a former lover, formative childhood experiences, or a book he or she has read. In a single move action, you can collect

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In a move action, you can collect 4 specific pieces of information about a subject, which take the form of four questions you can ask the GM. You can ask each question after you hear the answer to the previous question, and thus tailor them to hone in on a particular piece of information, but every question you ask about the subject counts toward your total, including clarifications of previous questions. Enhancement: Swift Action Telepathy Cost: 3CP You can use any of the various Listen or Broadcast modes of Telepathy as a swift action. Enhancement: Telepathic Influence Cost: 2CP per level Activate: 2PPs per level; standard action Save: Will, Wisdom-based You can attempt to influence anyone you can see within your Telepathy's range, as per the Diplomacy skill. Every level of the power grants one level of attitude shift (i.e., hostile, unfriendly, indifferent, friendly, helpful). Target's need to be both in range and line of sight. They get a Will save (see above). You can also combine this power with a normal Diplomacy check, in which case you both talk to someone and nudge their mind at the same time. Doing this grants a +10 circumstance bonus to your Diplomacy roll per level of the enhancement. Limitations Limitation: Empathy Value: 3CP Instead of hearing fully-formed, language-like thoughts, you sense only the emotions of your subjects. Broadly speaking, you can sense any emotion that has a single name, like fear, anxiety, anger, lust, happiness, contentment, or frustration. You cannot sense physical states like hunger, sleepiness, or arousal. All modes and enhancements function normally except that you are limited to sensing emotions. This limitation is incompatible with Monoglot because basic emotions aren't expressed in words. Limitation: Monoglot Value: 2CP Your Telepathy literally taps only into people's "inner monologues," therefore you hear them in whatever language they speak. If you don't speak that language, you won't be able to understand them. This limitation is incompatible with Empathy because basic emotions aren't expressed in words. TELEPORT [Power] Cost: varies Activate: 1PP; full-round action Range: varies You can vanish into thin air and reappear instantaneously in another location. You can Teleport yourself, equipment equal to your maximum load, and any animal companion of up to small size, assuming they are all touching you at the time you Teleport. You cannot Teleport other creatures or beings other than animals, even if they are unconscious and you carry them. If, however, a person or companion is small enough to fit into

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Chapter 5: Powers "Seen casually" means a site that you have seen several times, around a half-dozen, but you are not very familiar with it. "Viewed once" means a site that you have seen only once, or perhaps just a few times in passing. "Description" means that you only know the site based on someone's description, or by looking at detailed maps or blueprints. "Blind Teleport" means that you kinda know the site, but not really. Mostly, you cross your fingers and thumb your rabbit's foot. Teleporting to an open area or space within your field of vision requires no mishap check at all. Results of a Mishap Check "On Target" means you appear where you wanted to with no ill effects. "Off Target" means you appear safely a random distance away from the destination in a random direction. You can be up off-target by a factor of up to 50% of your total distance Teleported. To determine how off-target you are, roll 5d10. The result, as a percentage of your total Teleportation distance, is how far off-target you arrive. Determine what direction you are off of the target by 1d8 (1 is North, 2 is North-East, etc.). "Similar Area" means you wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place. If you attempt to go to a particular park, you might end up at a park on the other side of town. If you try to go to Disneyland, you could easily end up at Euro Disney. You cannot Teleport yourself any further off target than the distance that you can normally Teleport, of course. If there is no truly similar place within range, then you are "off target," but you can be up to 100% off-target. Roll d%. The result, as a percentage of your total Teleportation distance, is how far off-target you arrive. Determine what direction you are off of the target by 1d8 (1 is North, 2 is North-East, etc.). "Mishap" means you've been briefly "scrambled" by the Teleportation process. You suffer 2d6 points of nonlethal damage. This damage is not reduced or prevented by anything. You then arrive "off target," and will be dazed for 1d3 rounds upon arrival. You can combine Teleportation with Temportation to move through time and space simultaneously. Total the PP costs for both powers. Activation times don't stack. Therefore, if your activation time to Teleport were a standard action and your activation time to Temport were a full-round action, then a combined Telelport/Temport would take a full-round action. Enhancements Enhancement: Standard-Action Teleport Cost: 2CP You can Teleport as a standard action.

the average shirt or pants pocket, you can Teleport them, but only with the GM's permission. The cost of Teleport depends on Max. Range Cost the maximum distance (see table, 75 feet 6CP right). 12,000 miles is far enough to 300 feet 8CP effectively Teleport anywhere on the 1200 feet 10CP Earth, so we haven't included distances or costs beyond that. If you 1 mile 12CP really want to Teleport further, add 4 miles 14CP 100% to the distance for every 16 miles 16CP additional 2 CP, and have fun on 64 miles 18CP Mars. You must have a clear idea of the 250 miles 20CP location and layout of your destination 1,000 miles 22CP in order to Teleport there. You can't 24CP simply Teleport to a villain's lair if you 3,000 miles don't know where that lair is, what it 6,000 miles 26CP looks like, or what's in it. The clearer 9,000 miles 28CP your mental image of the destination, 12,000 miles 30CP the higher the chances the (Global) Teleportation will work. Areas of strong physical, paranormal, or mystical energies might make Teleportation hazardous or even impossible, at the GM's discretion. For example, a nuclear testing facility or a convergence of ley lines could reduce your chances of Teleporting accurately/safely. Mishap Check If you attempt to Teleport into a closed or hidden space, you must make a d20 roll (unmodified by anything), and check the table (above). There is a chance of a mishap or accident depending how familiar you are with the area into which you attempt to Teleport. Familiarity Within Sight Very Familiar Studied Carefully Seen Casually Viewed Once By Description Blind Teleport Mishap 1 1 1 1-2 1-4 Similar Area 1 2 2 2-3 2-3 5-7 Off Target 1 2 3 3-4 4-5 5-6 8 - 10 On Target 2 - 20 3 - 20 4 - 20 5 - 20 6 - 20 7 - 20 01/08/20

Familiarity "Within Sight" means that you can see the location with the naked eye or simple magnification devices (e.g., binoculars), but not electronic reproductions (e.g., life-feed television), to a maximum distance of 1 mile. "Very Familiar" means that you have been to the site often enough that it feels almost like home. "Studied carefully" means that you know the site well, either because you have been there often or you have used other means to study it directly, such as video surveillance.

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Chapter 5: Powers Enhancement: Blink Attack Cost: 2CP Prerequisite: Standard-Action Teleport Activate: 1PP; full-round action (special) Range: 75 feet, line of sight As a full-round action, you can make a Blink Attack, which means that you Teleport once, make a single mêlée attack, and then Teleport back to where you started. The Teleportation that follows your attack does not provoke an attack of opportunity. Enhancement: Full Blink Attack Cost: 2CP Prerequisite: Standard-Action Teleport, Blink Attack Activate: 2PPs; full-round action (special) Range: 75 feet, line of sight As a full-round action, you can Teleport, make a full-attack, and then Teleport again. The Teleportation that follows your attack does not provoke an attack of opportunity. Enhancement: Blink Blitz Cost: 2CP Prerequisites: Standard-Action Teleport, Blink Attack, Full Blink Attack Activate: 2PP per Teleport; full-round action (special) As part of a Full Blink Attack, you can now Teleport between individual attacks within your full-attack sequence, if you so choose. The Teleportations that follow your attacks do not provoke attacks of opportunity. Enhancement: Reflexive Teleport Cost: 3CP Prerequisite: Standard-Action Teleport Activate: 1PP; swift action If you retain your Dexterity bonus and are hit for physical damage (either by an attack or something that triggers a saving throw), you can make a Reflex save to instantly Teleport out of danger a split second before the damage occurs. You reappear in the same spot after the Reflexive Teleport, but avoid the damage entirely. The DC of the Reflex save equals either the attack roll or the save DC of the in-coming effect. You must declare your intention to invoke this enhancement after the hit is announced but before full damage is calculated. Enhancement: Safe Teleport Cost: 2CP You roll two twenty-sided dice whenever you have to roll a Mishap Check, and select the most favourable of the two rolls. Enhancement: Certain Teleport Cost: 3CP Prerequisite: Safe Teleport Activate: 1PP; full-round action By spending an additional 4PPs when you Teleport, you can travel to a closed or hidden space with no chance of a mishap. While you cannot use this to Teleport to a completely unknown location, like a villain's hidden base, you can Teleport to places you barely know anything about, such as a tiny village somewhere in Madagascar that you once saw in a postcard,

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without a mishap. You merely need to have some idea of where the target site is, and a vague notion of what it looks like. Enhancement: Teleport Other Cost: 3CP per level Activate: 1PP; full-round action Range: Touch For every level of this enhancement, you can take one medium-sized person with you when you Teleport. Large-sized people count as two Others, and Huge-sized as three Others, and so on. The additional person must be touching you when you Teleport. Limitations Limitation: Sight Teleport Only Value: 2CP You can Teleport only to places in your line of sight. Your "line of sight" can be enhanced by powers or mundane technology like binoculars, but you cannot Sight Teleport based on reproduced images, like a television signal or a web-cam. You cannot attempt any Teleport that would require a Mishap Check. This limitation is compatible with all enhancements and limitations of Teleportation, but obviously Safe Teleport and Certain Teleport will rarely apply. TEMPORT [Power] Cost: 5CP Activate: 1PP per hour; full-round action Range: self With this power, you can move from one moment in time to another that is forward in time. You must declare how far forward you want to Temport when you start. You can specify down to the minute, but you must pay 4PPs for every hour or portion thereof, even if you travel less than an hour forward. You arrive in the new time in the same physical spot that you left. You can combine Teleportation with Temportation to move through time and space simultaneously. Total the PP costs for both powers. Activation times don't stack. Therefore, if your Teleportation activation time were a standard action and your Temportation activation time were a full-round action, then a combined Teleport/Temport would take a full-round action only. Enhancements Enhancement: Day Temport Cost: 3CP Activate: 1PP per day; full-round action You can now Temport in days, instead of hours. If you travel less than a day forward, you must pay in hours, as with standard Temportation. Enhancement: Year Temport Cost: 4CP Prerequisite: Day Temport Activate: free; full-round action Sustain: 1PP per year You can now Temport in years, or portions thereof, instead of days, but you arrive at the same time of day that you left, unless you also expend PPs on an additional hourly jump. If you 135

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Chapter 5: Powers cannot go anywhere near your own ancestors for at least four generation backwards. You can, for example, have a coffee with your great-great-great-grandmother, but not your parents, grandparents, great-grandparents, or great-great-grandparents. Enhancement: Move-Action Temport Cost: 3CP You can now Temport as a move action. Enhancement: Reflexive Temport Cost: 3CP Prerequisite: Move-Action Temport Activate: 1PP; swift action If you retain your Dexterity bonus and are hit for physical damage (either by an attack or something that triggers a saving throw), you can make a Reflex save to instantly Temport a moment into the future just before the damage occurs. You reappear in the same spot after the Reflexive Temport. The DC of the Reflex save equals either the attack roll or the save DC of the in-coming effect. You must declare your intention to invoke this enhancement after the hit is announced but before full damage is calculated. Limitations Limitation: Temporal Stasis Value: 3CP Activation: 1PP per hour; full-round action Range: self You can place yourself in temporal stasis, effectively jumping forward in time but only subjectively. While you are in stasis, you remain motionless and essentially at the world's mercy. You are vulnerable to physical but not mental attacks, because your mind is effectively "off." Anybody attempting to connect to it will just hear the ocean. Your body is also in a state of biological suspension, thus you do not need to eat or breath and are unaffected by chemicals that would poison or anaesthetize you, though acids, corrosives, and other physical attacks still affect your body. Gases are never taken into your lungs, and poisons introduced to your body through darts or hypodermic needles, for example, have an effect only after you come out of the stasis. Your body can be carried, and as a standard action your limbs can be moved into a seating position or other postures. You do not age while in stasis. If you are killed while in temporal stasis, you technically haven't died yet because your body is outside of normal time and if your body can be fully repaired before you come out of it, you will live, though you'll feel sore as hell and not know why unless someone tells you. THICK-SKINNED [Trait] Cost: 10CP You are so tough that attacks that would normally inflict lethal damage on you, instead do only non-lethal damage. This does not include mundane energy damage or any form of Super attack (powers, spells, psi-powers, super-abilities, etc.). If you are rendered unconscious due to having taken too much non-lethal damage, you then start to take lethal damage as normal.

start at 10am and travel 3 years, 8 months forward, arriving at 6:30pm, you would have to pay 21PP (12PP for 3.5 years, 9PP for 8.5 hours). Enhancement: Temport Other Cost: 4CP Activate: 1PP per person; full-round action Range: Touch For every level of this enhancement, you can take one medium-sized person with you when you Temport. Large-sized people count as two Others, and Huge-sized as three Others, and so on. The additional person must be touching you when you Teleport. Enhancement: Time Stop Cost: 6CP Activate: 3PP; full-round action Sustain: swift action You can stop time and move freely while the world is frozen. Everything in the world still affects you as normal, including gases or in-place energy effects, as well as gravity or drowning. People around you are effectively helpless. Your body and objects you physically move, including our clothing, are all that you can effect. Energy, including that which you generate with your body, like an Energy Attack, does not function. Cars won't turn on. Computers only show what's on their screens, if they're on at all, and you cannot affect software while time stopped. Electrical switches of all kinds are functionless, for you. If you flip a switch while Time Stopped, the machine won't function until you start time again. Chemical reactions don't work, so matches or gas stoves won't light. Poisons don't activate outside of a pumping heart, so you can't poison anyone else, or rather, they won't be poisoned until you start time again. However, you can swallow chemicals and they will function in your body. Enhancement: Extended Time Stop Cost: 2CP per round Prerequisite: Time Stop You can now stay in stopped time for an extra round. You can take this enhancement twice, for a maximum of 3 rounds of Time Stop. Enhancement: Temport Backwards Cost: 8CP Activate: 1PP per year; full-round action You can now travel backward in time, but you cannot travel into your own timeline, which means you cannot meet yourself and you cannot interact directly with events that would influence your own life, such as meeting your parents. If you attempt to jump to a place that would influence your own life, you bounce back to your starting place, having expending your PPs as normal. The GM has final say on what constitutes a time that has an influence on your own life, but generally you cannot Temport backwards into the same physical setting (the same city, for example) that is within your own lifetime. You have to go past the date of your own birth to stay local. If you travel to a distant location with little or not influence on your own life, then you can travel within your own lifetime. You also you 136

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Chapter 5: Powers Enhancements Enhancement: Resistant Skin Cost: 3CP Mundane energy now causes only non-lethal damage to you, until you pass out from non-lethal damage. You still take lethal damage from Super attacks. Enhancement: Super Skin Cost: 7CP Prerequisites: Resistant Skin Super attacks now cause only non-lethal damage to you, until you pass out from non-lethal damage. The GM might still rule that particularly powerful attacks, like nuclear explosions or energy blasts from cosmic powers, still affect you, but very few mortally-generated effects can cause you lethal damage. Limitations Limitation: Power Value: 3CP Activate: free; swift action Your Thick Skin is now a power, which means you have to activate and sustain it (as above), and it can be affected by the metapowers. TURN UNDEAD [Power] Cost: 5CP Activate: 1PP; use-activated (attack) Range: 60 feet You have the ability to Turning Most Powerful repel or even destroy Check Undead Affected undead creatures by Result (Max HD) channelling positive energy 0 or lower your level -4 into an offensive attack. 1-3 your level -3 You turn the closest 4-6 your level -2 turnable undead first, and you can't turn undead that 7-9 your level -1 are more than 60 feet away 10 - 12 your level or that have total cover 13 - 15 your level +1 relative to you. You don't 16 - 18 your level +2 need line of sight to a target, but you do need a 19 - 21 your level +3 clear line of effect, a 22 or higher your level +4 straight, unblocked path between yourself and your target(s). First, roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). The table, below, gives you the hit dice of the most powerful undead you can affect, relative to your character level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table. If your turning check is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + your level + your Charisma modifier for turning damage. That's how many total hit dice of undead you can turn. If your Charisma score is average or low, it's possible (but unusual) to roll fewer Hit Dice of undead turned than indicated on your turning check. For instance, at 1st level with an average

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Charisma score, you could get a turning check result of 19 (your level +3, or 4 HD), which is enough to turn a wight, but then roll only 3 on his turning damage roll—not enough to turn that wight after all. You can skip over already turned undead that are still within range, so that you do not waste your turning capacity on them. Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can't approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect. If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn. Enhancements Enhancement: Extended Duration Cost: 3CP per level Extend the duration of your Turning effect by 5 rounds for each level of this enhancement. You can take this up to five times, for a maximum duration of 30 rounds (3 minutes). Enhancement: Extended Range Cost: 2CP per level Increase the range at which you can Turn by 30 feet for each level of this enhancement, to a maximum of three levels, which grants a range of 150 feet. Enhancement: Enhanced Turning Cost: 2CP per level Each level of this enhancement grants you a +2 bonus on your Charisma check to see how powerful an undead you can turn. You can take this up to three times, for a maximum bonus of +6. Enhancement: Increased Turning Cost: 3CP per level Increase your Turning Damage by 1d6 for each level of this enhancement. You can take this up to three times, for a maximum damage of 5d6 + your level + your Charisma modifier. Enhancement: Rebuke Undead Cost: 3CP You channel negative energy rather than positive energy, allowing you to rebuke or even control undead, rather than turning them. If you take this enhancement, you can no longer turn undead normally. It permanently changes the way you channel life energy. Instead of Turning undead, you now Rebuke them. Instead of destroying them, you can now Command them. A rebuked undead creature cowers as if in awe (attack rolls against the creature get a +2 bonus) but does not flee. This effect lasts 10 rounds. A commanded undead creature is under your mental control. You must take a standard action to deliver mental orders to undead that you command. At any one time, you can command a number of undead that, collectively, are 137

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Chapter 5: Powers You can see a faint aura around objects that use or radiate energy, such as electronics or batteries. This includes characters with Supertech powers, and most powered technological devices, but not just anything with an Origin. Limitations Limitation: Active Vision Value: 2CP Whenever you use any type of Unusual Vision, it has an activation cost of 1PP and a sustain cost of 1PP per round. You can combine this enhancement with Multiple Vision. In which case, your activation and sustain costs per round are 1PP for every mode you employ at a time. VACUUM ADAPTATION [Trait] Cost: 4CP Your body can withstand the hazards of de-pressurisation and vacuum exposure. You have total immunity to the physical dangers of decompression or exposure to a vacuum, such as that found in space. Your body maintains normal internal pressure no matter how thin the air is beyond your skin. This adaptation offers no protection against overpressure, such as that caused by the crushing depths of the ocean, nor does it supply you with oxygen. You can still asphyxiate if you do not have have either a breathable air supply, or the ability to forgo breathing entirely. WATER BREATHING [Trait] Cost: 4CP You can draw oxygen from water when submerged in it. If you are submerged in another liquid, you can breath providing there is oxygen in that liquid. If not, you'll drown just like an air-breather would. WEATHER MASTERY [Power] Cost: 2CP per level Activate: 1PP per level; standard action Sustain: per minute Range: 100 ft. radius (centred on you) For every level of this power, you can raise or lower the temperature by 10 degrees. Thus, you can turn a comfortably warm day (20ºC) into a sweater weather (10ºC), sweater weather into chilly weather (0ºC), chilly into freezing (-10ºC), and etc. Alternatively, you can turn a comfortably warm day (20ºC) into a hot day (30ºC), a hot day into blazing heat (40ºC), and blazing heat into Living On The Sun (50ºC), etc. The temperature shifts at a rate of 10ºC per round, but you can activate a radical shift in a single action. For example, you could lower the temperature by 30ºC in a single standard action and for the next three rounds, the temperature would lower by 10ºC on your turn. This power works only when you are outdoors or in an extremely large space, like a covered football field. You can take up to 5 levels of the power. Enhancements Enhancement: Clouds Cost: 1CP

equal to or less than your own level. You can relinquish command on any commanded undead creature or creatures in order to command new ones. All other enhancements affect Rebuking Undead normally. Rebuking Undead is always an evil act, for game purposes. UNUSUAL VISION [Power] Cost: special Activate: free; swift action Range: self You have the ability to see things not normally visible to the human eye. There is no base power or base price for Unusual Vision. You just buy enhancements. Shifting between forms of Unusual Vision requires a moment of effort and concentration in the form of a swift action. You can use only one form of Unusual Vision at a time. All forms allow you to see out to the full normal distance of your vision. This power is compatible with Super Senses, which can increase the distance to which your Unusual Vision functions. Enhancements Enhancement: Darkvision Cost: 5CP You can see in a complete absence of light. Enhancement: Inherent Vision Cost: 2CP Your Unusual Vision is now a trait. Enhancement: Low-Light Vision Cost: 3CP You can see in extremely low light. Enhancement: Multiple Vision Cost: 2CP You can see with every sort of vision you have at the same time. You do not need to switch between them, and the overlapping visuals do not distract or disorient you in any way. You can still turn specific types of vision on and off at will. Enhancement: See Invisible Cost: 4CP You can see invisible objects and creatures, such as those protected by the Invisibility spell or power. This power also works against Mental Invisibility. Enhancement: See Magic Cost: 3CP You can detect a faint aura around Mystically-augmented objects, around supernatural people, around anything with a Mystical Origin, and around characters under the lasting influence of a spell or spell-like power. Any power that would conceal the existence of such Mystical energy from the Detect Magic spell will also conceal it from this power. Enhancement: See Energy Cost: 3CP 138

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Chapter 5: Powers Activate: free; standard action Range: 500 ft. radius (overhead) You can create thick cloud cover directly overhead. Enhancement: Rain Cost: 4CP Prerequisite: Clouds Activate: 1PP; full-round action Range: 100 ft. radius (centred on you) You can create rain, but to do so, there must be clouds overhead, either natural clouds or clouds you create yourself. Rain reduces visibility and audibility ranges by half, resulting in a -4 penalty on Observe checks. It automatically extinguishes unprotected flames. Ranged weapon attacks are at a -4 penalty. Enhancement: Rainstorm Cost: 2CP Prerequisite: Clouds, Rain Activate: 1PP; full-round action Range: 100 ft. radius (centred on you) You can create rainstorms that all but destroy visibility and audibility, but to do so, there must be clouds overhead, either natural clouds or clouds you create yourself. In a Rainstorm, Observe checks take a -10 circumstance penalties and sight/hearing range is down to one-quarter. Ranged attacks suffer a -8 circumstance penalty, due to both bad visibility and the physical effect of the driving rain. Unprotected flames are immediately extinguished. Small, delicate objects can be smashed by the pounding rain drops. Single-pane windows are often smashed (at GM's discretion, for flavour). Enhancement: Snowstorm Cost: 5CP Prerequisite: Clouds Activate: 1PP; full-round Range: 100 ft. radius (centred on you) You can create thick, driving snow, but to do so, there must be clouds overhead and the temperature must be below freezing. These conditions can be natural or you can produce them yourself. Snowstorms reduce visibility ranges by three quarters, imposes a -8 circumstance penalty on Observe and Search checks. Snowstorms impose a -10 circumstance penalty to ranged attacks. They automatically extinguish unprotected flames. Enhancement: Blizzard Cost: 2CP Prerequisite: Clouds, Snow Activate: 1PP; full-round Range: 100 ft. radius (centred on you) You can create swirling, blinding, freezing snow, but to do so, there must be clouds overhead and the temperature must be below freezing. These conditions can be natural or you can produce them yourself. Visibility is reduced to one-quarter your normal range, but to see anything at all requires an Observe check (DC 15). Blizzards impose a -20 circumstance penalty to ranged attacks and automatically extinguishes unprotected flames. After one round, snow covers the ground and starts to freeze. Anyone walking on it must reduce their speed by half in order to walk without falling. Moving at full speed triggers a Reflex save (DC 15). Those who fail the save fall and land prone.

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Enhancement: Distant Weather Cost: 3CP The centre-point of the 100 ft. radius of your Weather Mastery can now be up to 500 feet away from you. Placing weather at a distance has no additional activation/sustain cost of its own. Your PP cost and activation time are the same as whatever Weather Mastery ability you use. Enhancement: Fast Temperature Shift Cost: 2CP per level Activate: free; standard action (see text) Range: n/a For every level of this power, you can change the temperature by up to 30ºC in a single standard action. You can take this power multiple times. Its effects stack. Enhancement: Fog Cost: 4CP Activate: 1PP; standard action Range: 20 ft. radius (centred on you) You can create fog, either as a low-lying cloud layer or a mist that rises from the ground, fog obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). Enhancement: Wind Cost: 5CP Activate: 1PP; standard action Range: special Save: Fortitude, Wisdom-based You can create a Wind Storm. Instead of a radius, Wind Storms take up a 40ft. x 40ft area, centred on you (unless you have the Distant Weather enhancement). You are unaffected by your own Wind. You must declare the direction of the wind when you activate this power. Wind Storms automatically extinguish any unprotected flames, and impose a -4 penalty to ranged weapon attacks and Observe checks. In addition, Wind Storms provoke a Fortitude save. Those who fail the save are knocked back 1d4 squares (1d4 x 5 feet) in the direction of the wind. Enhancement: Hurricane Cost: 5CP Activate: 2PP; standard action Range: speciality Save: Fortitude (DC +5), Wisdom-based You can create a hurricane. Instead of a radius, Hurricanes take up an 80ft. x 40ft area, centred on you (unless you have the Distant Weather enhancement). You are unaffected by your own Hurricane. You must declare the direction of the wind when you activate this power. Wind Storms automatically extinguish any unprotected flames, and impose a -8 circumstance penalty to ranged attacks from firearms or energy weapons (including powers), but thrown weapons or archaic projectiles (i.e., bows) 139

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Chapter 5: Powers Strand Strength The strength of your Webbing is expressed as an actual Strength score which doubles as the DC against which anyone who becomes entangled in your Webbing must roll to free themselves. A Strength of 16 means that you would need a Strength or Escape Artist roll of 16 or more to escape entanglement. Webbing Strength starts at 10 and every additional +2 costs 1CP. The maximum Strength for your Webbing is 30 (see table, below). That number is also used as a Strength score to determine the maximum drop strength, swing strength, and still strength of a single strand of Webbing (see table). "Drop strength" is how much weight the webbing can take without snapping if that weight were dropped from a height of 10 feet or more. "Swing strength" is the maximum load that a strand can support while swinging. "Still strength" is the maximum weight a rope can withstand while hanging still or dropped from less than 5 feet. The still strength is four times the drop strength, the swing strength is twice the drop strength, and the drop strength equals the heavy load of the Webbing's Strength score. Thus webbing with a strength of 16 has a drop strength of 230lbs, a swing strength of 460lbs, and a still strength of just under 1000lbs. Rope strengths start at 10 (for free) and cost 1CP per 2 points thereafter (1CP for a score of 12, 2CP for 14, and so on). Webbing can be used, generally speaking, for three purposes: Climbing and Swinging, Tripping and Entangling, and Disarming and Snagging Objects. You can use it any way you like. It's just organic rope, after all, but these three are the most common. Climbing and Swinging You can fire your Webbing at any solid surface and the far end will stick fast with a strength equal to the rope's Strength score. This requires a move action. Remember, though, that the wall itself might not be all that strong. Drywall won't support your weight, for example. Hitting something as large as a building does not normally require an attack roll. Hitting something any smaller than a major piece of architecture, or attempting to hit such a piece of architecture while falling through the air, requires a ranged touch attack. Large, fixed points generally have a natural Defence of 10, and that score rises as the target gets smaller. If the target is moving, it effectively gains a dodge bonus (determined by the GM). If you are falling in a controlled dive while making the attempt (i.e., you jump on purpose), you take a -4 to hit. If you are falling in an uncontrolled dive (i.e., you were pushed or thrown), then you take a -6. Any and all other penalties or bonuses to hit apply as normal. GMs have the ultimate say in the Defence score of the target. (For more rules pertaining to swinging, see Chapter 7: Combat and Movement.) Tripping and Entangling You can shoot your Webbing at opponents. This allows you to make ranged Trip attacks as if you were using a rope-like weapon, such as a whip. Making this kind of attack requires a standard action. The stickiness of the Webbing grants a +4 on your opposed test to Trip or Disarm. All rules for Trips and Disarms apply normally.

are useless. In addition, Hurricanes provoke a Fortitude save (standard DC +5). Those failing the save are knocked back 2d4 squares (2d4 x 5 feet) in the direction of the wind and take 2d6 non-lethal damage. WEBBING [Power] Cost: 4CP Activate: by level; standard action Range: varies This power allows you to spontaneously create natural, silken fibres, usually directly from your body, like a spider or silk-worm. You can project this webbing out, as if it were a liquid under great pressure. Once it dries, it forms organic rope. The PP cost for producing Webbing varies by Character Level (CL). You can make up to 50 ft. of Webbing per CL for free. Any additional length costs 1PP per 50 ft. For example, if you were 4th level, you could lift 200 ft. for free, but 300 ft. would cost 2PPs. You buy this power in two steps: first, the range increment, and second, strength. You can, in one round, produce a single strand of Webbing that is up to three times the length of your range increment and you can continue to do so indefinitely, creating one continuous strand. This costs 2PPs per round, unlike projecting Webbing at range. After about a half hour, Webbing dissolves on its own, it turns wispy and floats away on the breeze. It also tastes awful, so we don't recommend getting it in your mouth. Webbing is initially quite sticky, but after just a few moments, it dries in the air and becomes as smooth as silk. In fact, for all intents and purposes, it is silk. Shooting Webbing is, for all game purposes, a ranged attack, so you get a Dexterity bonus to hit, and you can apply feats that enhance attack rolls, like Weapon Specialization. Any enhancements to damage would be wasted on Webbing. Range Increment The range increment starts at 10 feet and every additional 10 feet costs 1CP. This is not the maximum length of webbing you can create, but the range increment for projecting it at range, either offensively or out of utility. The maximum range increment is 50 feet (see table, right). Range Increment 10 feet 20 feet 30 feet 40 feet 50 feet

Cost Free 1CP 2CP 3CP 4CP

Strength Score 10 12 14 16 18 20 22 24 140

Still Strength 400lb. 520lb. 700lb. 920lb. 1200lb. 1600lb. 2080lb. 2800lb.

Swing Strength 200lb. 260lb. 350lb. 460lb. 600lb. 800lb. 1040lb. 1400lb.

Drop Strength 100lb. 130lb. 175lb. 230lb. 300lb. 400lb. 520lb. 700lb.

CP Cost free 1CP 2CP 3CP 4CP 5CP 6CP 7CP

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Chapter 5: Powers You can also attempt to entangle people by covering them with so much Webbing that it hampers their movement. This requires a ranged touch attack. If the attack succeeds, target then get a Reflex save against your attack roll. Large targets get a +4 on their saving throws, and Huge targets get a +8. Targets larger than Huge are too big to be entangled by Webbing. Small targets get a -4 on their saving throws, and Fine creatures get a 8, but smaller than fine creatures simply slip between the threads of Webbing, so they cannot be entangled by it. Targets who succeed at their saving throw avoid being entangled, and targets who fail are entangled. Entangled people move at half speed, cannot run or charge, take a -2 penalty on attack rolls, and a -4 penalty on their Dexterity scores. On the targets' turn(s), they can use a standard action to attempt to break out of the Webbing, just the same as if they were grappled (i.e., either a Strength or an Escape Artist check). The DC of both checks equals your Webbing's Strength score (i.e., this is not an opposed Strength test). They can attempt to escape on every round in which they are entangled. (For rules pertaining to swinging in combat, see Chapter 7: Combat and Movement.) Disarming and Snagging Objects You can use Webbing to snag and retrieve objects that weigh up to half of your light load (yours, not your Webbing's). If your Webbing's drop strength is less than half your light load, then the strand will snap. In this case, your Webbing isn't as strong as you are. You can perform the Disarm manoeuvre in combat as per the standard rules (i.e., you and the target make opposed attack rolls). You now have their weapon on the end of your strand, and you can, as a move action, use a ranged touch attack against yourself to flip it into your hand. To snag an unattended object requires basically the same sequence: an attack roll (standard action) against the object and a ranged touch attack against yourself (move action) to catch it. You can leave an object on the end of the Webbing and use it as a make-shift sling, swinging the object on the end of the strand and letting go. This doubles the range increment of the object in question as a thrown weapon. You can also hit someone with whatever is on the end of the rope by swinging it into them. Your range is 15'. You cannot attack anyone further away or closer, and you have no threatened range (because the strand is just too slow). The damage is determined just like you would with any improvised weapon. In both cases, you must be proficient with some kind of rope/chain based weapon (spiked chain, whip, lasso, etc.) or else you take the standard penalty for non-proficiency (i.e., -4 to hit). Enhancements Enhancement: Improved Entangling Cost: 2CP Activate: free; use-activated (attack) Save: Reflex vs. Attack Roll When you make an entangling attack with your Webbing and your primary target fails their save, everyone in an adjacent squares must make Reflex saves, the DC of which are half your attack roll, and with the same results as a normal entangling attack. Because entangled targets are not actually anchored to anything but each other, they are effectively in one

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big involuntary grapple. The results of this arrangement can be damn funny. Enhancement: Voluminous Entangling Cost: 2CP Prerequisite: Improved Entangling Activate: 1PP per 10-foot cube; standard action Save: Reflex, Wisdom-based You can now spew out so much Webbing that you can fill an area in a single standard action. The volume equals one 10-foot cube per 10 feet of your range increment (NB: this is not the same as your range increment cubed). Every person in that area must save or be entangled. Enhancement: Standard-Action Snag Cost: 1CP Activate: free; use-activated (attack) You can snag objects in a single standard action. You must still roll to hit the object and then roll to hit yourself to catch it, as normal, but both of these rolls happen within a single standard action. You are encouraged but not required to say "yoink!" when you perform this manoeuvre. Enhancement: Web Net Cost: 3CP Activate: 1PP; use-activated (attack) You can now shoot out a wide cone of Webbing that spreads laterally, sticking fast to its surroundings, which forms a springy net to catch your, or someone else's, fall. This net has a maximum surface area of four 5-by-5-foot squares, but the shape will conform to the space in which it's thrown. It can be as thing as 5 feet on a side. You must have at least three anchor points or two wide surfaces to throw a net. For example, a Thrown Net between three trees would make a triangle, and one thrown into a tight alley (two walls) would make a rough square. Thus the area of the net depends partially on the surfaces to which it's stuck. You must actually hit the appropriate surfaces, just like shooting Webbing while falling. The Strength of your Webbing must be sufficient to catch whomever might fall onto it. If their weight exceeds the drop strength, then the net will snap into tatters. Finally, the surfaces to which the net is stuck must have the strength to take the weight (i.e., a sapling won't do). Anyone falling into your Web Net from more than 10 feet incurs its drop strength. Finally, once it springs into shape, the individual strands are no longer sticky, so people who fall into your Web Net are not entangled. Enhancement: Large Web Net Cost: 3CP Prerequisite: Web Net Activate: 1PP per full-round action; full-round action You can quickly spin and throw a Large Web Net. This requires more time (a full-round action), but covers an area equal to one 10-by-10-foot square for every 10 feet of your range increment (NB: this not the same as your range increment squared). If your range increment were 30 feet, for example, you could make three 10-by-10-feet squares. In all

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Chapter 5: Powers value in the game, not how hard it "should be" to achieve a certain effect by the reckoning of real-world physics or some such rationale. For example, flying at the speed of light is only 2CP because it's just not that useful in a game. Aside from sheer power level, flexibility is something else to take into account when pricing a power. A power that grants a specific bonus, a +2 to Defence for example, may be extremely useful but it's limited to that one thing. A power that the player can shape into many and various forms should be very expensive, like Force Field. The moment you put that kind of creativity in the player's hands, they will make something deadly out of it. This is not bad. Creativity is the soul of roleplaying games. It just needs to be expensive. Determine Power-Point Cost Power Point cost is usually just 1PP to activate and 1PP per round to sustain, but if the power grants an especially useful ability, feel free to raise it, but keep in mind that a 5th-level character, the default starting level of the game, will have only around 25 PPs, on average. It's perfectly reasonable that they can maintain a very strong power for only a few rounds. If the PP cost is 4PP per round, they will get only five or six rounds out of it before they need to rest and regenerate power points, and it'll be the only power they can use. The activation cost is often more costly than the Sustain. This is a way to avoid flicking the power on and off at a whim (if you want to avoid that). Getting the engine running can take more energy than keeping it running. Determine Activation/Sustain Times Finally, activation and sustain times are relatively standardised. Movement powers should require no PP cost. Skill enhancers should require no cost. Powers/effects that inflict damage or heal damage should have a cost by level. Otherwise, the PP activation will usually be 1PP, unless the power in question is very powerful and/or useful, in which case 2PPs or even 3PPs might be warranted. 4PPs is the absolutely maximum activation cost (not including enhancements), reserved for powers that are game-changing in scale or do extremely high amounts of damage (or healing). The activation time can be a standard action if you think someone should be able to use the power and attack in the same round, or a move action if you don't. Use a full-round action if the power ought to require a little more prep time and be a little less common in a fight. Sustainable powers should have a sustain time of "round/minute" or even "round/hour" if they're useful outside of fights only for long-term use. For example, Size Shift can be very useful outside of a fight, but only if you don't have to pay for it per round. The sustain cost, if applicable, is just the activation cost and a free action, unless you think that sustaining the power should require attention, in which case assign a swift, move, standard, or full-round action as you see fit.

other respects, a Large Web Net functions just like a normal Web Net.

Creating Powers
There is unfortunately no purely mathematical way to create a balanced power. Many factors have to be taken into account. Here are the guidelines that we used to create the super powers to begin with. If you or your GM want to invent a new one, follow these general guides and use your judgement. Be prepared to change the power after you've designed it and even used it in a game or two. If it seems to powerful in the game, then reign it in. If it seems useless, then beef it up. Don't Duplicate a Power The first question to ask yourself is if the power you want to create is already in the system. For example, there is no power called Claws because the Natural Weapons trait already does that. There is not Heat Vision because Energy Attack already does that. Similarly, there are powers you can get only by combination, which is on purpose. The powers do only what they say they can do. If you want a useful ability out of the game, you have to pay for it. The argument that, "with this power I should be able to do something else" is anathema to the philosophy of this system. By keeping the powers as separated as possible, the system provides both a great deal of flexibility and maintains fairness. In this system, you cannot for example take Fire Form and thus gain flight, flame strikes, heat resistance, etc. If you want to build a character with all those abilities, you have to pay for them individually. Making a power that simply combines several powers that are already in the game essentially breaks the system as it's designed, so don't do that. Look for Pre-Existing Versions The second question to ask is whether the ability you want is already in the SRDs somewhere. If it is, then you can probably cut and paste those rules, with a little tailoring. If the power you want is a spell, for example, you'll probably have an easier time designing it than if you're making it up from scratch.

Determine CP Cost Add all of the following up in order to get a rough estimate of a power's cost in CPs. Mêlée damage is reckoned at about 1CP per 1d6. A 30-foot Touch attack costs on average about 3CP. A range increment of 50 feet costs 2CP. There are many standardized prices for enhancements, like activation time increases and decreases (2CP per action), as well as reflexive shifts (3CP). Look through the enhancements to get an idea of what already has a price and use it if it's there. One full power is about 8 to 10CP. By a "full" power, we mean that it has some kind of debilitating effect in combat (damage, unconsciousness, etc.), or it achieves some useful effect either in or out of combat (avoiding obstacles, manipulating objects in a convenient way, etc.), and it has a That's about as specific as we can get with these guidelines. couple of useful enhancements loaded on to it. This is a very There is no formula to plug in and get a perfectly balanced rough estimate, of course. The base powers are often about 5CP power. You have to test it to know how it will behave in a game to start and then have options that raise the price further, but the and you have to be willing to alter it once you've tested it to more useful a power is, the more expensive you should make it. That point bears repeating: the measure of power's CP cost is its use make sure that it works and is fair. If, as a GM, you do find that 142 Phoenix v0.9

Chapter 5: Powers something is either too powerful or not powerful enough, you should just talk to the player and tweak it until it's not unbalancing the game any more. If, as a player, you realise that it's underpowered, then you have every right to ask if you can make it more on-par with your fellow players' abilities. If you realise it's overpowered, then it is your responsibility to suggest a way to limit it without ruining your fun. Table 5-3 Act Roll Consequences Succeed power activates normally Fail power does not activate Fail by 5 power is unusable until your next turn Fail by 10 power is not usable until the end of the encounter/scene/combat Fail by 30 power is not usable until the end of the game/session

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The Act Roll System (optional)
For some people, keeping track of Power Points is just too much of an annoyance to enjoy the game. The Act Roll system ("act" for "activation") is an optional rule that you can use if you're one of those people. In the Act Roll system, you don't have power points. Instead, you have an Act Score, expressed as a bonus like a Save or a BAB. Every power has a corresponding Act DC. Your Act Score is determined by your class (see Table 5-2 ). Your Act Score is not modified by any of your ability scores. The Act DC of any power is its total CP cost, including enhancements, limitations, and discounts. If your Act Bonus is equal to or greater than the Act DC, then you can manifest the power at will. If you build your character right, you could never have to make an Act Roll by making sure that your Act Score always equals or is greater than your various Act DCs. If the DC is higher than your Act Score, then you have to make an Activation Roll: d20 + Act Score vs. the Act DC. If you meet or beat the DC, then the power activates normally. If Table 5-2 Act Bonuses by Class and Level AdvenMartial MasterLevel Champ Sidekick turer Artist mind Progress Fair Poor Fair Fair Fair 1 +0 +0 +0 +0 +0 2 +1 +1 +1 +1 +1 3 +2 +1 +2 +2 +2 4 +3 +2 +3 +3 +3 5 +3 +2 +3 +3 +3 6 +4 +3 +4 +4 +4 7 +5 +3 +5 +5 +5 8 +6 +4 +6 +6 +6 9 +6 +4 +6 +6 +6 10 +7 +5 +7 +7 +7 11 +8 +5 +8 +8 +8 12 +9 +6 +9 +9 +9 13 +9 +6 +9 +9 +9 14 +10 +7 +10 +10 +10 15 +11 +7 +11 +11 +11 16 +12 +8 +12 +12 +12 17 +12 +8 +12 +12 +12 18 +13 +9 +13 +13 +13 19 +14 +9 +14 +14 +14 20 +15 +10 +15 +15 +15

you fail the roll, then the power does not go off. If you fail the roll by more than 5, then you suffer negative consequences (see table, below). As an additional optional rule, you can score a Crit on your Act Roll. If you roll a natural 20 and confirm the success, then you get a x2 multiplier on your damage or you increase your power's Save DC by +4 or you double the numerical effectiveness/value of the power's effect(s) (whichever the GM deems appropriate). There are a few changes you need to make to the game to make the Act Roll system work. Feats Remove the feat Hidden Power. Add the following feats: ACTIVATION, IMPROVED [General] You have deep reserves of spiritual energy.

Sleuth Poor +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10

Sneak Poor +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10

Socialite Thinker Poor +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 Good +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20

Soldier Poor +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10

Warrior Poor +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 143

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144 Benefit: Your Act Bonus improves by +2.

Chapter 5: Powers FOCUSED ACTIVATION, SUPREME [General] One of your powers is bonded to your very soul. Prerequisites: Focused Activation, Advanced Focused Activation, Character Level 12 Benefit: Your Act Rolls gain an additional +4 bonus with the power you picked for Focused Activation, for a total of +12. Special: You can take this feet multiple times. Each time, it affects a new power for which you have taken Advanced Focused Activation. Metapowers Change Power Leech to the following: POWER LEECH [Metapower] Cost: 2CP per level Activate: DC 2 per level; use-activated (attack) Range: touch Save: Fortitude, Constitution-based You can Leech other people's Act Bonus with a touch. You must hit your target with a touch attack to use this power. The touch attack requires precision and a small amount of concentration, so it cannot be an unarmed strike. You can use this power only once per round. Your target gets a Saving Throw to avoid the power's effects. If she fails, you Leech +2 Act Bonus point from her per level of the power. She loses that many points and you gain them. The effects last 5 rounds. You can take up to 5 levels of this power. Power Leech has no permanent effects. Enhancements Enhancement: Ranged Leech Cost: 3CP You can now Leech powers at a distance, using a ranged touch attack with a maximum range of 20 feet.

ACTIVATION, AWESOME [General] Your inner strength is unreal. Prerequisite: Improved Activation Benefit: Your Act Bonus improves by an additional +2, for a total of +4. ACTIVATION, SUPREME [General] You can move mountains with your force of will. Prerequisite: Improved Activation, Advanced Activation Benefit: Your Act Bonus improves by an additional +2, for a total of +6. FOCUSED ACTIVATION [General] You are skilled at activating a particular power. Benefit: Your Act Rolls gain a +4 bonus with one specific power. Special: You can take this feet multiple times. Each time, it affects a new power. FOCUSED ACTIVATION, AWESOME [General] You excel at activating one of your powers. Prerequisites: Focused Activation, Character Level 8 Benefit: Your Act Rolls gain an additional +4 bonus with the power you picked for Focused Activation, for a total of +8. Special: You can take this feet multiple times. Each time, it affects a new power for which you have taken Focused Activation.

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Chapter 6: F/X

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Chapter Contents
Chapter 6: F/X.....................................151
Mysticism........................................................... 151 0-Level Mystic Spells (Cantrips)....................151 1st-Level Mystic Spells...................................152 2nd-Level Mystic Spells.................................153 3rd-Level Mystic Spells.................................. 154 4th-Level Mystic Spells.................................. 154 5th-Level Mystic Spells.................................. 155 6th-Level Mystic Spells.................................. 156 7th-Level Mystic Spells.................................. 157 8th-Level Mystic Spells.................................. 158 9th-Level Mystic Spells.................................. 158 Mystical Armaments...........................................159 Mystic Armour Abilities..................................159 Animated..................................................... 159 Arrow Catching........................................... 159 Arrow Deflection.........................................159 Bashing........................................................ 159 Blinding....................................................... 159 Energy Resistance........................................159 Energy Resistance, Improved...................... 159 Energy Resistance, Greater..........................159 Etherealness.................................................160 Fortification................................................. 160 Ghost Touch.................................................160 Glamoured................................................... 160 Invulnerability............................................. 160 Reflecting.................................................... 160 Shadow........................................................ 160 Shadow, Improved....................................... 160 Shadow, Greater.......................................... 160 Silent Moves................................................160 Silent Moves, Improved..............................160 Silent Moves, Greater..................................160 Slick.............................................................160 Slick, Improved........................................... 160 Slick, Greater...............................................160 Spell Resistance...........................................161 Undead Controlling..................................... 161 Wild............................................................. 161 Mystic Weapon Abilities................................. 161 Bane.............................................................161 Brilliant Energy........................................... 161 Dancing........................................................161 Defending.................................................... 161 Disruption.................................................... 161 Distance....................................................... 161 Flaming........................................................161 Flaming Burst.............................................. 162 Frost.............................................................162 Ghost Touch.................................................162 Icy Burst...................................................... 162 Keen.............................................................162 Merciful....................................................... 162 Mighty Cleaving.......................................... 162 Returning..................................................... 162 Seeking........................................................ 162 Shock........................................................... 162 Shocking Burst............................................ 162 Speed........................................................... 163 Spell Storing................................................ 163 Thundering.................................................. 163 Throwing..................................................... 163 Vicious......................................................... 163 Vorpal...........................................................163 Wounding.....................................................163 Psionics............................................................... 163 1st-Level Psi-Powers.......................................163 2nd-Level Psi-Powers..................................... 164 3rd-Level Psi-Powers...................................... 165 4th-Level Psi-Powers...................................... 165 5th-Level Psi-Powers...................................... 165 6th-Level Psi-Powers...................................... 166 7th-Level Psi-Powers...................................... 166 8th-Level Psi-Powers...................................... 166 9th-Level Psi-Powers...................................... 166 Psionic Armaments............................................. 166 Psionic Armour Abilities................................. 166 Gleaming..................................................... 166 Power Resistance ........................................166 Quickness.................................................... 167 Radiant.........................................................167 Ranged......................................................... 167 Time Buttress...............................................167 Vanishing..................................................... 167 Psionic Weapon Abilities................................167 Bodyfeeder.................................................. 167 Collision...................................................... 167 Coup de Grace............................................. 167 Dislocator.................................................... 167 Dissipater..................................................... 167 Great Dislocator.............................................. 167 Lucky........................................................... 168 Mindcrusher.................................................168 Mindfeeder.................................................. 168 Power Storing.............................................. 168 Psibane.........................................................168 Psi-Power Storing........................................ 168 Psychokinetic...............................................168 Psychokinetic Burst..................................... 168 Soulbreaker..................................................169 Sundering.....................................................169 Suppression..................................................169 Teleporting...................................................169 Supertech Devices.............................................. 169 Super Equipment.............................................169 Activating Supertech.......................................169 Doohickies...................................................... 169 Ray Guns.........................................................169 Gizmos............................................................ 170 Superchemicals............................................... 170 Gadgets and Power Armour................................170 Supertech Arms and Armour...........................170 Supertech Armour Abilities.............................170 Appendages................................................. 170 Ballistic DR................................................. 170 Ballistic DR, Improved................................171 Ballistic DR, Greater................................... 171 Blunt DR......................................................171 Blunt DR, Improved.................................... 171 Blunt DR, Greater........................................171 Energy Resistance........................................171 Energy Resistance, Improved...................... 171 Energy Resistance, Greater..........................171 DR................................................................171 DR, Improved.............................................. 171 DR, Greater..................................................171 DR [Attack Type]........................................ 171 DR [Attack Type], Improved.......................171 DR [Attack Type], Greater..........................171 DR [Metal]...................................................171 DR [Metal], Improved................................. 171 DR [Metal], Greater.....................................171 DR [Stone]...................................................171 DR [Stone], Improved................................. 171 DR [Stone], Greater.....................................171 DR [Substance]............................................171 DR [Substance], Improved.......................... 172 DR [Substance], Greater..............................172 DR [Wood].................................................. 172 DR [Wood], Improved................................. 172 DR [Wood], Greater.................................... 72 1 Origin Resistance.........................................172 Origin Resistance, Improved....................... 172 Origin Resistance, Greater...........................172 Psi-Power Resistance...................................172 Psi-Power Resistance, Improved.................172 Psi-Power Resistance, Greater.....................172 Slashing DR.................................................172 Slashing DR, Improved............................... 172 Slashing DR, Greater...................................172 Piercing DR................................................ 172 Piercing DR , Improved...............................172 Piercing DR, Greater................................... 172 Spell Resistance...........................................172 Spell Resistance, Improved.........................172 Spell Resistance, Greater.............................172 Retractable................................................... 172 Supertech Weapon Abilities............................172 Energy Damage (melee).............................. 172 Energy Damage (ranged).............................173 Retractable................................................... 173

CHAPTER 6: F/X

This chapter has expanded information on F/X abilities that are not, properly speaking, powers: spells, psi-powers, and supertech devices. It also has some expanded rules for Item powers: Gadget, Power Armour, Esoteric Item, and Iconic Item.

these lists, please first seek your GM's permission, however, if for no other reason than that you don't want to unveil something in a game that she's never heard of. 0-Level Mystic Spells (Cantrips)

Mysticism
These lists are a combination of the Cleric, Druid, and Wizard/Sorcerer lists. We have complied the following lists for your convenience, but the power Mystic Spell-Casting in fact allows you to learn and cast any spell that's identified as part of the repertoire any of those four classes. For any spell outside of

Acid Splash: Orb deals 1d3 acid damage. Arcane Mark: Inscribes a personal rune (visible or invisible). Create Water: Creates 2 gallons/level of pure water. Cure Minor Wounds: Cures 1 point of damage. Dancing Lights: Creates torches or other lights. Daze: Humanoid creature of 4 HD or less loses next action. 145

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Chapter 6: F/X Endure Elements: Exist comfortably in hot or cold environments. Enlarge Person: Humanoid creature doubles in size. Entangle: Plants entangle everyone in 40-ft.-radius. Entropic Shield: Ranged attacks against you have 20% miss chance. Erase: Mundane or magical writing vanishes. Expeditious Retreat: Your speed increases by 30 ft. Faerie Fire: Outlines subjects with light, cancelling blur, concealment, and the like. Feather Fall: Objects or creatures fall slowly. Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. Goodberry: 2d4 berries each cure 1 HP (max 8 HP/24 hours). Grease: Makes 10-ft. square or one object slippery. Hide from Animals: Animals can't perceive one subject/level. Hide from Undead: Undead can't perceive one subject/level. Hold Portal: Holds door shut. Hypnotism: Fascinates 2d4 HD of creatures. Identify: Determines properties of magic item. Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). Jump: Subject gets bonus on Jump checks. Longstrider: Your speed increases by 10 ft. Mage Armour: Gives subject +4 armour bonus. Magic Aura: Alters object's magic aura. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. Magic Weapon: Weapon gains +1 bonus. Mount: Summons riding horse for 2 hours/level. Obscuring Mist: Fog surrounds you. Pass without Trace: One subject/level leaves no tracks. Produce Flame: 1d6 damage +1/level, touch or thrown. Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage. Reduce Person: Humanoid creature halves in size. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Sanctuary: Opponents can't attack you, and you can't attack. Shield of Faith: Aura grants +2 or higher deflection bonus. Shield: Invisible disc gives +4 to Defence, blocks magic missiles. Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level. Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). Silent Image: Creates minor illusion of your design. Sleep: Puts 4 HD of creatures into magical slumber. Speak with Animals: You can communicate with animals. Summon Monster I: Calls extraplanar creature to fight for you. Summon Nature's Ally I: Calls creature to fight. True Strike: +20 on your next attack roll.

Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or small object. Disrupt Undead: Deals 1d6 damage to one undead. Flare: Dazzles one creature (–1 penalty on attack rolls). Ghost Sound: Figment sounds. Guidance: +1 on one attack roll, saving throw, or skill check. Inflict Minor Wounds: Touch attack, 1 point of damage. Know Direction: You discern north. Light: Object shines like a torch. Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whispered conversation at distance. Open/Close: Opens or closes small or light things. Prestidigitation: Performs minor tricks. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Ray of Frost: Ray deals 1d3 cold damage. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws. Touch of Fatigue: Touch attack fatigues target. Virtue: Subject gains 1 temporary HP. 1st-Level Mystic Spells Alarm: Wards an area for 2 hours/level. Animate Rope: Makes a rope move at your command. Bane: Enemies take –1 on attack rolls and saves against fear. Bless Water: Makes holy water. Bless: Allies gain +1 on attack rolls and saves against fear. Burning Hands: 1d4/level fire damage (max 5d4). Calm Animals: Calms (2d4 + level) HD of animals. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Charm Animal: Makes one animal your friend. Charm Person: Makes one person your friend. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. Colour Spray: Knocks unconscious, blinds, and/or stuns weak creatures. Command: One subject obeys selected command for 1 round. Comprehend Languages: You understand all spoken and written languages. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Curse Water: Makes unholy water. Deathwatch: Reveals how near death subjects within 30 ft. are. Detect Animals or Plants: Detects kinds of animals or plants. Detect Secret Doors: Reveals hidden doors within 60 ft. Detect Snares and Pits: Reveals natural or primitive traps. Detect Undead: Reveals undead within 60 ft. Disguise Self: Changes your appearance. Divine Favour: You gain +1 per three levels on attack and damage rolls. Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.

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Chapter 6: F/X Unseen Servant: Invisible force obeys your commands. Ventriloquism: Throws voice for 1 min./level.

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2nd-Level Mystic Spells
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. Aid: +1 on attack rolls and saves against fear, 1d8 temporary HP +1/level (max +10). Alter Self: Assume form of a similar creature. Animal Messenger: Sends a Tiny animal to a specific place. Animal Trance: Fascinates 2d6 HD of animals. Arcane Lock: Magically locks a portal or chest. Augury: Learns whether an action will be good or bad. Barkskin: Grants +2 (or higher) enhancement to natural armour. Bear's Endurance: Subject gains +4 to Con for 1 min./level. Blindness/Deafness: Makes subject blinded or deafened. Blur: Attacks miss subject 20% of the time. Bull's Strength: Subject gains +4 to Str for 1 min./level. Calm Emotions: Calms creatures, negating emotion effects. Cat's Grace: Subject gains +4 to Dex for 1 min./level. Chill Metal: Cold metal damages those who touch it. Command Undead: Undead creature obeys your commands. Consecrate: Fills area with positive energy, making undead weaker. Continual Flame: Makes a permanent, heatless torch. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Darkness: 20-ft. radius of supernatural shadow. Darkvision: See 60 ft. in total darkness. Daze Monster: Living creature of 6 HD or less loses next action. Death Knell: Kills dying creature; you gain 1d8 temporary hp +2 to Str, and +1 level. Delay Poison: Stops poison from harming subject for 1 hour/level. Desecrate: Fills area with negative energy, making undead stronger. Detect Thoughts: Allows "listening" to surface thoughts. Eagle's Splendour: Subject gains +4 to Cha for 1 min./level. Enthral: Captivates all within 100 ft. + 10 ft./level. False Life: Gain 1d10 temporary hp +1/level (max +10). Find Traps: Notice traps as a rogue does. Fire Trap: Opened object deals 1d4 +1/level damage. Flame Blade: Touch attack deals 1d8 +1/two levels damage. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. Fog Cloud: Fog obscures vision. Fox's Cunning: Subject gains +4 Int for 1 min./level. Gentle Repose: Preserves one corpse. Ghoul Touch: Paralyses one subject, which exudes stench that makes those nearby sickened. Glitterdust: Blinds creatures, outlines invisible creatures. Gust of Wind: Blows away or knocks down smaller creatures. Heat Metal: Make metal so hot it damages those who touch it. Hideous Laughter: Subject loses actions for 1 round/level.

Hold Animal: Paralyses one animal for 1 round/level. Hold Person: Paralyses one humanoid for 1 round/level. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10). Invisibility: Subject is invisible for 1 min./level or until it attacks. Knock: Opens locked or magically sealed door. Levitate: Subject moves up and down at your direction. Locate Object: Senses direction toward object (specific or type). Magic Mouth: Speaks once when triggered. Make Whole: Repairs an object. Minor Image: As silent image, plus some sound. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). Misdirection: Misleads divinations for one creature or object. Obscure Object: Masks object against scrying. Owl's Wisdom: Subject gains +4 to Wis for 1 min./level. Phantom Trap: Makes item seem trapped. Protection from Arrows/Bullets: Subject immune to most ranged attacks. Pyrotechnics: Turns fire into blinding light or choking smoke. Reduce Animal: Shrinks one willing animal. Remove Paralysis: Frees one or more creatures from paralysis or slow effect. Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Rope Trick: As many as eight creatures hide in extradimensional space. Scare: Panics creatures of less than 6 HD. Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). See Invisibility: Reveals invisible creatures or objects. Shatter: Sonic vibration damages objects or crystalline creatures. Shield Other: You take half of subject's damage. Silence: Negates sound in 20-ft. radius. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. Spectral Hand: Creates disembodied glowing hand to deliver touch attacks. Spider Climb: Grants ability to walk on walls and ceilings. Spiritual Weapon: Magic weapon attacks on its own. Status: Monitors condition, position of allies. Summon Monster II: Calls extraplanar creature to fight for you. Summon Nature's Ally II: Calls creature to fight. Summon Swarm: Summons swarm of bats, rats, or spiders. Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. Tree Shape: You look exactly like a tree for 1 hour/level. Warp Wood: Bends wood (shaft, handle, door, plank). 147

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148 Web: Fills 20-ft.-radius spread with sticky spiderwebs. Whispering Wind: Sends a short message 1 mile/level. Wood Shape: Rearranges wooden objects to suit you. Zone of Truth: Subjects within range cannot lie.

Chapter 6: F/X Magic Vestment: Armour or shield gains +1 enhancement bonus per four levels. Magic Weapon, Greater: +1/four levels (max +5). Major Image: As silent image, plus sound, smell and thermal effects. Meld into Stone: You and your gear merge with stone. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Nondetection: Hides subject from divination, scrying. Obscure Object: Masks object against scrying. Phantom Steed: Magic horse appears for 1 hour/level. Plant Growth: Grows vegetation, improves crops. Poison: Touch deals 1d10 Con damage, repeats in 1 min. Prayer: Allies +1 bonus on most rolls, enemies –1 penalty. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Quench: Extinguishes non-magical fires or one magic item. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to Defence. Ray of Exhaustion: Ray makes subject exhausted. Remove Blindness/Deafness: Cures normal or magical conditions. Remove Curse: Frees object or person from curse. Remove Disease: Cures all diseases affecting subject. Searing Light: Ray deals 1d8/two levels damage, more against undead. Secret Page: Changes one page to hide its real content. Sepia Snake Sigil: Creates text symbol that immobilizes reader. Shrink Item: Object shrinks to one-sixteenth size. Sleet Storm: Hampers vision and movement. Slow: One subject/level takes only one action/round, –1 to Defence, reflex saves, and attack rolls. Snare: Creates a magic booby trap. Speak with Dead: Corpse answers one question/two levels. Speak with Plants: You can talk to normal plants and plant creatures. Spike Growth: Creatures in area take 1d4 damage, may be slowed. Stinking Cloud: Nauseating vapours, 1 round/level. Stone Shape: Sculpts stone into any shape. Suggestion: Compels subject to follow stated course of action. Summon Monster III: Calls extraplanar creature to fight for you. Summon Nature's Ally III: Calls creature to fight for you. Tiny Hut: Creates shelter for ten creatures. Tongues: Speak any language. Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp. Water Breathing: Subjects can breathe underwater. Water Walk: Subject treads on water as if solid. Wind Wall: Deflects arrows, smaller creatures, and gases.

3rd-Level Mystic Spells
Animate Dead: Creates undead skeletons and zombies. Arcane Sight: Magical auras become visible to you. Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. Blindness/Deafness: Makes subject blinded or deafened. Blink: You randomly vanish and reappear for 1 round/level. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Contagion: Infects subject with chosen disease. Continual Flame: Makes a permanent, heatless torch. Create Food and Water: Feeds three humans (or one horse) per level. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Daylight: 60-ft. radius of bright light. Deep Slumber: Puts 10 HD of creatures to sleep. Deeper Darkness: Object sheds supernatural shadow in 60ft. radius. Diminish Plants: Reduces size or blights growth of normal plants. Dispel Magic: Cancels spells and magical effects. Displacement: Attacks miss subject 50%. Dominate Animal: Subject animal obeys silent mental commands. Explosive Runes: Deals 6d6 damage when read. Fireball: 1d6 damage per level, 20-ft. radius. Flame Arrow: Arrows deal +1d6 fire damage. Fly: Subject flies at speed of 60 ft. Gaseous Form: Subject becomes insubstantial and can fly slowly. Gentle Repose: Preserves one corpse. Glyph of Warding: Inscription harms those who pass it. Halt Undead: Immobilizes undead for 1 round/level. Haste: One creature/level moves faster, +1 on attack rolls, Defence, and Reflex saves. Helping Hand: Ghostly hand leads subject to you. Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Hold Person: Paralyses one humanoid for 1 round/level. Illusory Script: Only intended reader can decipher. Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15). Invisibility Purge: Dispels invisibility within 5 ft./level. Invisibility Sphere: Makes everyone within 10 ft. invisible. Keen Edge: Doubles normal weapon's threat range. Lightning Bolt: Electricity deals 1d6/level damage. Locate Object: Senses direction toward object (specific or type). Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5). 148

4th-Level Mystic Spells
Air Walk: Subject treads on air as if solid (climb at 45degree angle). Animate Dead: Creates undead skeletons and zombies.

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Chapter 6: F/X Antiplant Shell: Keeps animated plants at bay. Arcane Eye: Invisible floating eye moves 30 ft./round. Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. Black Tentacles: Tentacles grapple all within 20 ft. spread. Blight: Withers one plant or deals 1d6/level damage to plant creature. Charm Monster: Makes monster believe it is your ally. Command Plants: Sway the actions of one or more plant creatures. Confusion: Subjects behave oddly for 1 round/level. Contagion: Infects subject with chosen disease. Control Water: Raises or lowers bodies of water. Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). Death Ward: Grants immunity to death spells and negative energy effects. Detect Scrying: Alerts you of magical eavesdropping. Dimension Door: Teleports you short distance. Dimensional Anchor: Bars extradimensional movement. Discern Lies: Reveals deliberate falsehoods. Dismissal: Forces a creature to return to native plane. Divination: Provides useful advice for specific proposed actions. Divine Power: You gain attack bonus, +6 to Str, and 1 HP/level. Enervation: Subject gains 1d4 negative levels. Enlarge Person, Mass: Enlarges several creatures. Fear: Subjects within cone flee for 1 round/level. Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold. Fire Trap: Opened object deals 1d4 damage +1/level. Flame Strike: Smite foes with divine fire (1d6/level damage). Freedom of Movement: Subject moves normally despite impediments. Geas, Lesser: Commands subject of 7 HD or less. Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. Globe of Invulnerability, Lesser: Stops 1st- through 3rdlevel spell effects. Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through. Imbue with Spell Ability: Transfer spells to subject. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20). Invisibility, Greater: As invisibility, but subject can attack and stay invisible. Locate Creature: Indicates direction to familiar creature. Magic Weapon, Greater: +1 bonus/four levels (max +5). Minor Creation: Creates one cloth or wood object. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.

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Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature. Poison: Touch deals 1d10 Con damage, repeats in 1 min. Polymorph: Gives one willing subject a new form. Rainbow Pattern: Lights fascinate 24 HD of creatures. Reduce Person, Mass: Reduces several creatures. Reincarnate: Brings dead subject back in a random body. Remove Curse: Frees object or person from curse. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Resilient Sphere: Force globe protects but traps one subject. Restoration: Restores level and ability score drains. Rusting Grasp: Your touch corrodes iron and alloys. Scrying: Spies on subject from a distance. Secure Shelter: Creates sturdy cottage. Sending: Delivers short message anywhere, instantly. Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real. Shout: Deafens all within cone and deals 5d6 sonic damage. Solid Fog: Blocks vision and slows movement. Spell Immunity: Subject is immune to one spell per four levels. Spike Stones: Creatures in area take 1d8 damage, may be slowed. Stone Shape: Sculpts stone into any shape. Stoneskin: Ignore 10 points of damage per attack. Summon Monster IV: Calls extraplanar creature to fight for you. Summon Nature's Ally IV: Calls creature to fight. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

5th-Level Mystic Spells
Animal Growth: One animal/two levels doubles in size. Atonement: Removes burden of misdeeds from subject. Awaken: Animal or tree gains human intellect. Baleful Polymorph: Transforms subject into harmless animal. Blight: Withers one plant or deals 1d6/level damage to plant creature. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Call Lightning Storm: As call lightning, but 5d6 damage per bolt. Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage. Command, Greater: As command, but affects one subject/level. Commune with Nature: Learn about terrain for 1 mile/level. Commune: Deity answers one yes-or-no question/level. Cone of Cold: 1d6/level cold damage. Contact Other Plane: Lets you ask question of extraplanar entity. Control Winds: Change wind direction and speed. Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. 149

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Chapter 6: F/X Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber. Telekinesis: Moves object, attacks creature, or hurls object or creature. Telepathic Bond: Link lets allies communicate. Teleport: Instantly transports you as far as 100 miles/level. Transmute Rock to Mud: Transforms two 10-ft. cubes per level. Tree Stride: Step from one tree to another far away. True Seeing: Lets you see all things as they really are. Unhallow: Designates location as unholy. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Wall of Force:Wall is immune to damage. Wall of Stone: Creates a stone wall that can be shaped. Wall of Thorns: Thorns damage anyone who tries to pass. Waves of Fatigue: Several targets become fatigued.

Death Ward: Grants immunity to all death spells and negative energy effects. Dismissal: Forces a creature to return to native plane. Disrupting Weapon: Mêlée weapon destroys undead. Dominate Person: Controls humanoid telepathically. Dream: Sends message to anyone sleeping. Fabricate: Transforms raw materials into finished items. False Vision: Fools scrying with an illusion. Feeblemind: Subject's Int and Cha drop to 1. Flame Strike: Smite foes with divine fire (1d6/level damage). Hallow: Designates location as holy. Hold Monster: As hold person, but any creature. Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures. Insect Plague: Locust swarms attack creatures. Interposing Hand: Hand provides cover against one opponent. Mage's Faithful Hound: Phantom dog can guard, attack. Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours. Magic Jar: Enables possession of another creature. Major Creation: As minor creation, plus stone and metal. Mark of Justice: Designates action that will trigger curse on subject. Mind Fog: Subjects in fog get –10 to Wis and Will checks. Mirage Arcana: As hallucinatory terrain, plus structures. Nightmare: Sends vision dealing 1d10 damage, fatigue. Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. Passwall: Creates passage through wood or stone wall. Permanency: Makes certain spells permanent. Persistent Image: As major image, but no concentration required. Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task. Plane Shift: As many as eight subjects travel to another plane. Prying Eyes: 1d4 +1/level floating eyes scout for you. Raise Dead: Restores life to subject who died as long as one day/level ago. Righteous Might: Your size increases, and you gain combat bonuses. Scrying: Spies on subject from a distance. Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will. Seeming: Changes appearance of one person per two levels. Sending: Delivers short message anywhere, instantly. Shadow Evocation: Mimics evocation below 5th level, but only 20% real. Slay Living: Touch attack kills subject. Spell Resistance: Subject gains SR 12 + level. Stoneskin: Ignore 10 points of damage per attack. Summon Monster V: Calls extraplanar creature to fight for you. Summon Nature's Ally V: Calls creature to fight. Symbol of Pain: Triggered rune wracks nearby creatures with pain.

6th-Level Mystic Spells
Acid Fog: Fog deals acid damage. Analyse Dweomer: Reveals magical aspects of subject. Animate Objects: Objects attack your foes. Antilife Shell: 10-ft.-radius field hedges out living creatures. Antimagic Field: Negates magic within 10 ft. Banishment: Banishes 2 HD/level of extraplanar creatures. Bear's Endurance, Mass: As bear's endurance, affects one subject/level. Blade Barrier: Wall of blades deals 1d6/level damage. Bull's Strength, Mass: As bull's strength, affects one subject per level. Cat's Grace, Mass: As cat's grace, affects one subject/level. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. Circle of Death: Kills 1d4/level HD of creatures. Contingency: Sets trigger condition for another spell. Control Water: Raises or lowers bodies of water. Create Undead: Creates ghouls, ghasts, mummies, or mohrgs. Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures. Disintegrate: Makes one creature or object vanish. Dispel Magic, Greater: As dispel magic, but +20 on check. Eagle's Splendour, Mass: As eagle's splendour, affects one subject/level. Eyebite: Target becomes panicked, sickened, and comatose. Find the Path: Shows most direct way to a location. Fire Seeds: Acorns and berries become grenades and bombs. Flesh to Stone: Turns subject creature into statue. Forbiddance: Blocks planar travel, damages creatures of different alignment. Forceful Hand: Hand pushes creatures away. Fox's Cunning, Mass: As fox's cunning, affects one subject/ level. Freezing Sphere: Freezes water or deals cold damage. Geas/Quest: As lesser geas, plus it affects any creature. Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.

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Chapter 6: F/X Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell. Guards and Wards: Array of magic effects protect area. Harm: Deals 10 points/level damage to target. Heal: Cures 10 points/level of damage, all diseases and mental conditions. Heroes' Feast: Food for one creature/level cures and grants combat bonuses. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures. Ironwood: Magic wood is strong as steel. Legend Lore: Lets you learn tales about a person, place, or thing. Liveoak: Oak becomes treant guardian. Mislead: Turns you invisible and creates illusory double. Move Earth: Digs trenches and build hills. Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level. Permanent Image: Includes sight, sound, and smell. Planar Ally: As lesser planar ally, but up to 12 HD. Planar Binding: As lesser planar binding, but up to 12 HD. Programmed Image: As major image, plus triggered by event. Repel Wood: Pushes away wooden objects. Repulsion: Creatures can't approach you. Shadow Walk: Step into shadow to travel rapidly. Spellstaff: Stores one spell in wooden quarterstaff. Stone Tell: Talk to natural or worked stone. Stone to Flesh: Restores petrified creature. Suggestion, Mass: As suggestion, plus one subject/level. Summon Monster VI: Calls extraplanar creature to fight for you. Summon Nature's Ally VI: Calls creature to fight. Symbol of Fear: Triggered rune panics nearby creatures. Symbol of Persuasion: Triggered rune charms nearby creatures. Transformation: You gain combat bonuses. Transport via Plants: Move instantly from one plant to another of the same kind. True Seeing: Lets you see all things as they really are. Undeath to Death: Destroys 1d4/level HD of undead (max 20d4). Veil: Changes appearance of group of creatures. Wall of Iron: 30 hp/four levels; can topple onto foes. Wall of Stone: Creates a stone wall that can be shaped. Wind Walk: You and your allies turn vaporous and travel fast. Word of Recall: Teleports you back to designated place.

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7th-Level Mystic Spells
Animate Plants: One or more plants animate and fight for you. Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects. Banishment: Banishes 2 HD/level of extraplanar creatures. Changestaff: Your staff becomes a treant on command.

Control Undead: Undead don't attack you while under your command. Control Weather: Changes weather in local area. Creeping Doom: Swarms of centipedes attack at your command. Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures. Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds. Destruction: Kills subject and destroys remains. Ethereal Jaunt: You become ethereal for 1 round/level. Finger of Death: Kills one subject. Fire Storm: Deals 1d6/level fire damage. Forcecage: Cube or cage of force imprisons all inside. Grasping Hand: Hand provides cover, pushes, or grapples. Heal: Cures 10 points/level of damage, all diseases and mental conditions. Hold Person, Mass: As hold person, but all within 30 ft. Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures. Insanity: Subject suffers continuous confusion. Instant Summons: Prepared object appears in your hand. Invisibility, Mass: As invisibility, but affects all in range. Limited Wish: Alters reality—within spell limits. Mage's Magnificent Mansion: Door leads to extradimensional mansion. Mage's Sword: Floating magic blade strikes opponents. Phase Door: Creates an invisible passage through wood or stone. Plane Shift: As many as eight subjects travel to another plane. Power Word Blind: Blinds creature with 200 hp or less. Prismatic Spray: Rays hit subjects with variety of effects. Project Image: Illusory double can talk and cast spells. Refuge: Alters item to transport its possessor to you. Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35). Repulsion: Creatures can't approach you. Restoration, Greater: As restoration, plus restores all levels and ability scores. Resurrection: Fully restore dead subject. Reverse Gravity: Objects and creatures fall upward. Scrying, Greater: As scrying, but faster and longer. Sequester: Subject is invisible to sight and scrying; renders creature comatose. Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real. Simulacrum: Creates partially real double of a creature. Spell Turning: Reflect 1d4+6 spell levels back at caster. Statue: Subject can become a statue at will. Summon Monster VII: Calls extraplanar creature to fight for you. Summon Nature's Ally VII: Calls creature to fight. Sunbeam: Beam blinds and deals 4d6 damage. Symbol of Stunning: Triggered rune stuns nearby creatures. Symbol of Weakness: Triggered rune weakens nearby creatures. Teleport Object: As teleport, but affects a touched object.

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Chapter 6: F/X Protection from Spells: Confers +8 resistance bonus. Prying Eyes, Greater: As prying eyes, but eyes have true seeing. Repel Metal or Stone: Pushes away metal and stone. Reverse Gravity: Objects and creatures fall upward. Scintillating Pattern: Twisting colours confuse, stun, or render unconscious. Screen: Illusion hides area from vision, scrying. Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real. Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. Spell Immunity, Greater: As spell immunity, but up to 8thlevel spells. Summon Monster VIII: Calls extraplanar creature to fight for you. Summon Nature's Ally VIII: Calls creature to fight. Sunburst: Blinds all within 10 ft., deals 6d6 damage. Symbol of Death: Triggered rune slays nearby creatures. Symbol of Insanity: Triggered rune renders nearby creatures insane. Sympathy: Object or location attracts certain creatures. Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically. Temporal Stasis: Puts subject into suspended animation. Trap the Soul: Imprisons subject within gem. Whirlwind: Cyclone deals damage and can pick up creatures. Word of Recall: Teleports you back to designated place.

Teleport, Greater: As teleport, but no range limit and no offtarget arrival. Transmute Metal to Wood: Metal within 40 ft. becomes wood. True Seeing: Lets you see all things as they really are. Vision: As legend lore, but quicker and strenuous. Waves of Exhaustion: Several targets become exhausted. Wind Walk: You and your allies turn vaporous and travel fast. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects. 8th-Level Mystic Spells Animal Shapes: One ally/level polymorphs into chosen animal. Antimagic Field: Negates magic within 10 ft. Antipathy: Object or location affected by spell repels certain creatures. Binding: Utilizes an array of techniques to imprison a creature. Charm Monster, Mass: As charm monster, but all within 30 ft. Clenched Fist: Large hand provides cover, pushes, or attacks your foes. Clone: Duplicate awakens when original dies. Control Plants: Control actions of one or more plant creatures. Create Greater Undead: Create shadows, wraiths, spectres, or devourers. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures. Demand: As sending, plus you can send suggestion. Dimensional Lock: Teleportation and interplanar travel blocked for one day/level. Discern Location: Reveals exact location of creature or object. Earthquake: Intense tremor shakes 80-ft.-radius. Finger of Death: Kills one subject. Fire Storm: Deals 1d6/level fire damage. Horrid Wilting: Deals 1d6/level damage within 30 ft. Incendiary Cloud: Cloud deals 4d6 fire damage/round. Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures. Iron Body: Your body becomes living iron. Irresistible Dance: Forces subject to dance. Maze: Traps subject in extradimensional maze. Mind Blank: Subject is immune to mental/emotional magic and scrying. Moment of Prescience: You gain insight bonus on single attack roll, check, or save. Planar Ally, Greater: As lesser planar ally, but up to 18 HD. Planar Binding, Greater: As lesser planar binding, but up to 18 HD. Polar Ray: Ranged touch attack deals 1d6/level cold damage. Polymorph Any Object: Changes any subject into anything else. Power Word Stun: Stuns creature with 150 hp or less. Prismatic Wall: Wall's colours have array of effects. 152

9th-Level Mystic Spells
Antipathy: Object or location affected by spell repels certain creatures. Astral Projection: Projects you and companions onto Astral Plane. Crushing Hand: Large hand provides cover, pushes, or crushes your foes. Dominate Monster: As dominate person, but any creature. Elemental Swarm: Summons multiple elementals. Energy Drain: Subject gains 2d4 negative levels. Etherealness: Travel to Ethereal Plane with companions. Foresight: "Sixth sense" warns of impending danger. Freedom: Releases creature from imprisonment. Gate: Connects two planes for travel or summoning. Heal, Mass: As heal, but with several subjects. Hold Monster, Mass: As hold monster, but all within 30 ft. Implosion: Kills one creature/round. Imprisonment: Entombs subject beneath the earth. Mage's Disjunction: Dispels magic, disenchants magic items. Meteor Swarm: Four exploding spheres each deal 6d6 fire damage. Miracle: Requests a deity's intercession. Power Word Kill: Kills one creature with 100 hp or less. Prismatic Sphere: As prismatic wall, but surrounds on all sides. Refuge: Alters item to transport its possessor to you. Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).

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Chapter 6: F/X Shades: As shadow conjuration, but up to 8th level and 80% real. Shambler: Summons 1d4+2 shambling mounds to fight for you. Shapechange: Transforms you into any creature, and change forms once per round. Soul Bind: Traps newly dead soul to prevent resurrection. Storm of Vengeance: Storm rains acid, lightning, and hail. Summon Monster IX: Calls extraplanar creature to fight for you. Summon Nature's Ally IX: Calls creature to fight. Sympathy: Object or location attracts certain creatures. Teleportation Circle: Circle teleports any creature inside to designated spot. Time Stop: You act freely for 1d4+1 rounds. True Resurrection: As resurrection, plus remains aren't needed. Wail of the Banshee: Kills one creature/level. Weird: As phantasmal killer, but affects all within 30 ft. Wish: As limited wish, but with fewer limits.

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against these weapons). The wielder can activate or deactivate this ability with a command word. Moderate abjuration; ECL 8th; Craft Mystic Armaments, entropic shield; Price +1 bonus. Arrow Deflection This shield protects the wielder as if he had the Deflect Arrows feat. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the weapon. He must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons, such as boulders hurled by giants or acid arrows, can't be deflected. Faint abjuration; ECL 5th; Craft Mystic Armaments, shield; Price +2 bonus. Bashing A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. (Only light and heavy shields can have this ability.) Moderate transmutation; ECL 8th; Craft Mystical Armaments, bull's strength; Price +1 bonus. Blinding A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Anyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds. Moderate evocation; ECL 7th; Craft Mystical Armaments, searing light; Price +1 bonus. Energy Resistance A suit of armour or a shield with this property normally has a colour and/or motif matching its energy type. Acid: metallic sheen. Cold: white or blue with fur trim. Electricity: yellow or blue with lightning. Fire: red or yellow with flames. Sonic/Concussive: extra-thick padding/plates. The armour absorbs the first 10 points of one type of energy damage per attack that the wearer would normally take (similar to the resist energy spell). Faint abjuration; ECL 3rd; Craft Mystical Armaments, resist energy; Price +4 bonus. Energy Resistance, Improved As energy resistance, except it absorbs the first 20 points of energy damage per attack. Moderate abjuration; ECL 7th; Craft Mystical Armaments, resist energy; Price +6 bonus. Energy Resistance, Greater As energy resistance, except it absorbs the first 30 points of energy damage per attack. Moderate abjuration; ECL 11th; Craft Mystical Armaments, resist energy; Price +8 bonus. 153

Mystical Armaments
The following weapon and armour special abilities are reprinted from other SRDs and altered slightly for the Phoenix game. This list is not exhaustive and with the GM's permission, you might be able to bring special abilities in from other published sources. These enhancements can be loaded into both Esoteric Items as well as Mystical items that you make yourself. Mystic Armour Abilities These abilities can be applied to armour, shields, or any other protective gear. Animated Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time. A character with an animated shield still takes any penalties associated with shield use, such as armour check penalty, arcane spell failure chance, and lack of proficiency. Strong transmutation; ECL 12th; Craft Mystic Armaments, animate objects; Price +2 bonus. Arrow Catching A shield with this ability attracts ranged weapons to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the shield's wearer diverts from its original target and targets the shield's bearer instead. (If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted.) Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shield's base Defence bonus are not diverted to the wearer (but the shield's increased Defence bonus still applies

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Etherealness On command, this ability allows the wearer of the armour to become ethereal (as the ethereal jaunt spell) once per day. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot become ethereal again that day. Strong transmutation; ECL 13th; Craft Mystical Armaments, ethereal jaunt; Price +7 bonus. Fortification This suit of armour or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Fortification Type Light Moderate Heavy Chance for Normal Damage 25% 75% 100% Base Price Modifier +1 bonus +3 bonus +5 bonus

Shadow This armour is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks. (The armour check penalty still applies normally.) Faint illusion; ECL 5th; Craft Mystical Armaments, invisibility; Price +2 bonus. Shadow, Improved As shadow, except it grants a +10 competence bonus on Hide checks. Moderate illusion; ECL 10th; Craft Mystical Armaments, invisibility; Price +3 bonus. Shadow, Greater As shadow, except it grants a +15 competence bonus on Hide checks. Moderate illusion; ECL 15th; Craft Mystical Armaments, invisibility; Price +4 bonus. Silent Moves This armour is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearer's Move Silently checks. (The armour check penalty still applies normally.) Faint illusion; ECL 5th; Craft Mystical Armaments, silence; Price +2 bonus. Silent Moves, Improved As silent moves, except it grants a +10 competence bonus on Move Silently checks. Moderate illusion; ECL 10th; Craft Mystical Armaments, silence; Price +3 bonus. Silent Moves, Greater As silent moves, except it grants a +15 competence bonus on Move Silently checks. Moderate illusion; ECL 15th; Craft Mystical Armaments, silence; Price +4 Slick Slick armour seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks. (The armour check penalty still applies normally.) Faint conjuration; ECL 4th; Craft Mystical Armaments, grease; Price +2 bonus. Slick, Improved As slick, except it grants a +10 competence bonus on Escape Artist checks. Moderate conjuration; ECL 10th; Craft Mystical Armaments, grease; Price +3 bonus. Slick, Greater As slick, except it grants a +15 competence bonus on Escape Artist checks. Moderate conjuration; ECL 15th; Craft Mystical Armaments, grease; Price +4 bonus.

Strong abjuration; ECL 13th; Craft Mystical Armaments, limited wish or miracle; Price varies (see above). Ghost Touch This armour or shield seems almost translucent. Both its enhancement bonus and its armour bonus count against the attacks of incorporeal creatures. It can be picked up, moved, and worn by incorporeal creatures at any time. Incorporeal creatures gain the armour or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects. Strong transmutation; ECL 15th; Craft Mystical Armaments, etherealness; Price +3 bonus. Glamoured A suit of armour with this ability appears normal. Upon command, the armour changes shape and form to assume the appearance of a normal set of clothing. The armour retains all its properties (including weight) when glamoured. Only a true seeing spell or similar effect reveals the true nature of the armour when disguised. Moderate illusion; ECL 10th; Craft Mystical Armaments, disguise self; Price +5 bonus. Invulnerability This suit of armour grants the wearer DR 5/Super. Strong abjuration and perhaps evocation (if miracle is used); ECL 18th; Craft Mystical Armaments, stoneskin, wish or miracle; Price +3 bonus. Reflecting This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell, psi-power, or ranged-use power back at its creator exactly like the spell turning spell. Strong abjuration; ECL 14th; Craft Mystical Armaments, spell turning; Price +5 bonus. 154

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Chapter 6: F/X Spell Resistance This grants the wearer a spell resistance score. Strong abjuration; ECL 15th; Craft Mystical Armaments, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19). Undead Controlling The wearer of a suit of armour or a shield with this property may control up to 26 HD of undead per day, as the control undead spell. At dawn each day, the wearer loses control of any undead still under his sway. Armour or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armour. Strong necromancy; ECL 13th; Craft Mystical Armaments, control undead; Price +7 bonus. Wild The wearer of a suit of armour or a shield with this ability preserves his armour bonus (and any enhancement bonus) while in a wild shape. armour and shields with this ability usually appear to be made covered in leaf patterns. While the wearer is in a wild shape, the armour cannot be seen. Moderate transmutation; ECL 9th; Craft Mystical Armaments, baleful polymorph; Price +3 bonus. Mystic Weapon Abilities These special abilities can be applied to weapons of all kinds, mêlée and ranged, as well as firearms, where applicable. Bane A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. Possible bane designations include, but are not limited to: animals, a specific humanoid species (other than human), magical animals, plants, the undead, cyborgs/robots, an Origin type, or a class. You cannot specify something subjective like, "people I don't like" or "wankers." You cannot specify "Human" because a Phoenix game, almost everyone is human. You cannot specify a gender, a race, a social class, or a sexual orientation because that would just be icky. Moderate conjuration; ECL 8th; Craft Magic Arms and Armour, summon monster I; Price +1 bonus. Brilliant Energy A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores non-living matter. Armour and shield bonuses to Defence (including any enhancement bonuses to that armour) do not count against it because the weapon passes through armour. Dexterity, deflection, dodge, natural armour, and other such bonuses still apply. A brilliant energy weapon cannot harm the undead, constructs, or objects. It does half damage to living machines, like androids and cyborgs, or alien life-forms made of inorganic material, like rock creatures

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or sentient clouds of blue gas. This property can be applied only to mêlée weapons, thrown weapons, and ammunition. Strong transmutation; ECL 16th; Craft Magic Arms and Armour, gaseous form, continual flame; Price +4 bonus. Dancing As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the wielder. At the end of 4 round, it drops. While dancing, it cannot make attacks of opportunity and the person who activated it is not considered armed unless they are otherwise armed. In all other respects, it is considered wielded or attended by the creature for all manoeuvres and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can't dance (attack on its own) again for 4 rounds. Strong transmutation; ECL 15th; Craft Magic Arms and Armour, animate objects; Price +4 bonus. Defending A defending weapon allows wielders to transfer some or all of its enhancement bonus to their Defence as a bonus that stacks with all others. As a free action, wielders can choose how to allocate the weapon's enhancement bonus at the start of their turn (i.e., before using the weapon), and the bonus to Defence lasts until their next turn. Moderate abjuration; ECL 8th; Craft Magic Arms and Armour, shield or shield of faith; Price +1 bonus. Disruption A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A weapon of disruption must be a bludgeoning weapon. Strong conjuration; ECL 14th; Craft Magic Arms and Armour, heal; Price +2 bonus. Distance This property can be placed only on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind. Moderate divination; ECL 6th; Craft Magic Arms and Armour, clairaudience/clairvoyance; Price +1 bonus. Flaming Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Moderate evocation; ECL 10th; Craft Magic Arms and Armour and flame blade, flame strike, or fireball; Price +1 bonus.

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Chapter 6: F/X Moderate transmutation; ECL 10th; Craft Magic Arms and Armour, keen edge; Price +1 bonus. Merciful The weapon deals an extra 1d6 points of damage, and all damage it deals is non-lethal damage. On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition. Faint conjuration; ECL 5th; Craft Magic Arms and Armour, cure light wounds; Price +1 bonus. Mighty Cleaving A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round. Moderate evocation; ECL 8th; Craft Magic Arms and Armour, divine power; Price +1 bonus. Returning This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown. Moderate transmutation; ECL 7th; Craft Magic Arms and Armour, telekinesis; Price +1 bonus. Seeking Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.) Strong divination; ECL 12th; Craft Magic Arms and Armour, true seeing; Price +1 bonus. Shock Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition. Moderate evocation; ECL 8th; Craft Magic Arms and Armour, call lightning or lightning bolt; Price +1 bonus. Shocking Burst A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of electricity damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy upon their

Flaming Burst A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit. Strong evocation; ECL 12th; Craft Magic Arms and Armour and flame blade, flame strike, or fireball; Price +2 bonus. Frost Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Moderate evocation; ECL 8th; Craft Magic Arms and Armour, chill metal or ice storm; Price +1 bonus. Ghost Touch A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder. Moderate conjuration; ECL 9th; Craft Magic Arms and Armour, plane shift; Price +1 bonus. Icy Burst An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit. Moderate evocation; ECL 10th; Craft Magic Arms and Armour, chill metal or ice storm; Price +2 bonus. Keen This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen. (If you roll this property randomly for an inappropriate weapon, re-roll.) This benefit doesn't stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).

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Chapter 6: F/X ammunition. Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit. Moderate evocation; ECL 10th; Craft Magic Arms and Armour, call lightning or lightning bolt; Price +2 bonus. Speed When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.) Moderate transmutation; ECL 7th; Craft Magic Arms and Armour, haste; Price +3 bonus. Spell Storing A spell storing weapon allows a you to store a single, target spell of up to 3rd level in the weapon. The casting time must be a standard action or faster. You do not have to have the ability to cast spells to use this weapon. Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it, but not the specific effects of the spell. A randomly rolled spell-storing weapon has a 50% chance to have a spell stored in it already. Strong evocation (plus aura of stored spell); ECL 12th; Craft Magic Arms and Armour, creator must be a caster of at least 12th level; Price +1 bonus. Moderate necromancy; ECL 9th; Craft Magic Arms and Armour, enervation; Price +1 bonus.

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Vorpal This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, re-roll.) Strong necromancy and transmutation; ECL 18th; Craft Magic Arms and Armour, circle of death, keen edge; Price +5 bonus. Wounding A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon. Moderate evocation; ECL 10th; Craft Magic Arms and Armour, mage’s sword; Price +2 bonus.

Psionics
These lists are a combination of the Psion/Wilder and Psionic Warrior lists. We have complied the following lists for your convenience, but the power Psionic Manifestation in fact allows you to learn and cast any psi-power that's identified as part of the repertoire any of those three classes. For any psi-power outside of these lists, please first seek your GM's permission, however, if for no other reason than that you don't want to unveil something in a game that she's never heard of. 1st-Level Psi-Powers

Thundering A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra Astral Traveller: Enable yourself or another to join an astral 3d8 points of sonic damage. Bows, crossbows, and slings so caravan-enabled trip. crafted bestow the sonic energy upon their ammunition. Attraction: Subject has an attraction you specify. Subjects dealt a critical hit by a thundering weapon must make a Biofeedback: Gain DR 2/–. DC 14 Fortitude save or be deafened permanently. Bite of the Wolf: Gain bite attack for 1d8 damage. Faint necromancy; ECL 5th; Craft Magic Arms and Armour, blindness/deafness; Bolt: You create a few enhanced short-lived bolts, arrows, or Price +1 bonus. bullets. Burst: Gain +10ft. to speed this round. Throwing Call to Mind: Gain additional Knowledge check with +4 This ability can only be placed on a mêlée weapon. A mêlée competence bonus. weapon crafted with this ability gains a range increment of 10 Call Weaponry: Create temporary weapon. feet and can be thrown by a wielder proficient in its normal use. Catfall: Instantly save yourself from a fall. Faint transmutation; ECL 5th; Craft Magic Arms and Chameleon: Gain +10 enhancement bonus on Hide checks. Armour, magic stone; Price +1 bonus. Claws of the Beast: Your hands become deadly claws. Compression: You grow smaller. Vicious Conceal Thoughts: You conceal your motives. When a vicious weapon strikes an opponent, it creates a Control Flames: Take control of nearby open flame. flash of disruptive energy that resonates between the opponent Control Light: Adjust ambient light levels. and the wielder. This energy deals an extra 2d6 points of Create Sound: Create the sound you desire. damage to the opponent and 1d6 points of damage to the wielder. Only mêlée weapons can be vicious. Phoenix v0.9

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Chapter 6: F/X 2nd-Level Psi-Powers Animal Affinity: Gain +4 enhancement to one ability. Biofeedback: Gain damage reduction 2/–. Body Adjustment: Heal 1d12 damage. Body Equilibrium: You can walk on nonsolid surfaces. Body Purification: Restore 2 points of ability damage. Cloud Mind: You erase knowledge of your presence from target's mind. Concealing Amorpha: Quasi-real membrane grants you concealment. Concussion Blast: Deal 1d6 force damage to target. Control Sound: Create very specific sounds. Darkvision, Psionic: See 60 ft. in total darkness. Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you. Dimension Swap: You and an ally switch positions. Dissolving Touch: Your touch deals 4d6 acid damage. Dissolving Weapon: Your weapon deals 4d6 acid damage. Ego Whip: Deal 1d4 Cha damage and daze for 1 round. Empathic Transfer: Transfer another's wounds to yourself. Energy Adaptation, Specified: Gain resistance 10 against one energy type. Energy Push: Deal 2d6 damage and knock subject back. Energy Stun: Deal 1d6 damage and stun target if it fails both saves. Feat Leech: Borrow another's psionic or metapsionic feats. Hustle: Instantly gain a move action. Id Insinuation: Swift tendrils of thought disrupt and confuse your target. Identify, Psionic: Learn the properties of a psionic item. Inflict Pain: Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes the save. Knock, Psionic: Opens locked or psionically sealed door. Levitate, Psionic: You move up and down, forward and back via mental support. Mental Disruption: Daze creatures within 10 feet for 1 round. Missive, Mass: You send a one-way telepathic message to an area. Painful Strike: Your natural weapons deal an extra 1d6 nonlethal damage. Prowess: Instantly gain another attack of opportunity. Psionic Lion's Charge: You can make full attack in same round you charge. Psionic Lock: Secure a door, chest, or portal. Psionic Scent: Gain the scent ability. Recall Agony: Foe takes 2d6 damage. Sense Link, Forced: Sense what subject senses. Share Pain: Willing subject takes some of your damage. Strength of My Enemy: Siphon away your enemy's strength and grow stronger. Sustenance: Go without food and water for one day. Swarm of Crystals: Crystal shards are sprayed forth doing 3d4 slashing damage. Thought Shield: Gain PR 13 against mind-affecting powers. Tongues, Psionic: You can communicate with intelligent creatures. Wall Walker: Grants ability to walk on walls and ceilings.

Crystal Shard: Ranged touch attack for 1d6 points of piercing damage. Daze, Psionic: Humanoid creature of 4 HD or less loses next action. Deceleration: Target's speed is halved. Déjà Vu: Your target repeats his last action. Demoralize: Enemies become shaken. Detect Psionics: You detect the presence of psionics. Disable: Subjects incorrectly believe they are disabled. Dissipating Touch: Touch deals 1d6 damage. Distract: Target gets –4 bonus on Listen, Search, Sense Motive, and Spot checks. Ecto Protection: An astral construct gains bonus against dismiss ectoplasm. Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors. Empathy: You know the subject's surface emotions. Empty Mind: Gain +2 on Will saves until your next action. Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage. Entangling Ectoplasm: You entangle a foe in sticky goo. Expansion: Become one size category larger. Far Hand: Move small objects at a limited distance. Float: Buoy yourself in water or other liquid. Force Screen: Invisible disc provides +4 shield bonus to Defence. Grease, Psionic: Makes 10-ft. square or one object slippery. Grip of Iron: Your iron grip gives +4 bonus on grapple checks. Hammer: Melee touch attack deals 1d8/round. Inertial Armour: Tangible field of force provides you with +4 armour bonus to Defence. Know Direction and Location: You discover where you are and what direction you face. Matter Agitation: You heat a creature or object. Metaphysical Claw: Your natural weapon gains +1 bonus. Metaphysical Weapon: Weapon gains +1 bonus. Mind Thrust: Deal 1d10 damage. Missive: Send a one-way telepathic message to subject. My Light: Your eyes emit 20-ft. cone of light. Precognition, Defensive: Gain +1 insight bonus to Defence and saving throws. Precognitionion, Offensive: Gain +1 insight bonus on your attack rolls. Prescience, Offensive: Gain +2 insight bonus on your damage rolls. Prevenom Armour: Your weapon is mildly venomous. Prevenom: Your claws gain a poison coating. Sense Link: You sense what the subject senses (single sense). Skate: Subject slides skilfully along the ground. Stomp: Subjects fall prone and take 1d4 nonlethal damage. Synesthete: You receive one kind of sense when another sense is stimulated. Telempathic Projection: Alter the subject's mood. Thicken Skin: Gain +1 enhancement bonus to your Defence for 10 min./level. Vigour: Gain 5 temporary hit points.

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3rd-Level Psi-Powers Body Purification: You restore 2 points of ability damage. Claws of the Vampire: Heal half of your claw's base damage. Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment. Danger Sense: Gain +4 bonus against traps. Darkvision, Psionic: See 60 ft. in total darkness. Dimension Slide: Teleports you very short distance. Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects. Dispel Psionics: Cancels psionic powers and effects. Duodimensional Claw: Increases your natural weapon's threat range. Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly. Empathic Feedback: When you are hit in melee, your attacker takes damage. Empathic Transfer, Hostile: Your touch transfers your hurt to another. Energy Bolt: Deal 5d6 energy damage in 120-ft. line. Energy Burst: Deal 5d6 energy damage in 40-ft. burst. Energy Retort: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round. Energy Wall: Create wall of your chosen energy type. Eradicate Invisibility: Negate invisibility in 50-ft. burst. Escape Detection: You become difficult to detect with clairsentience powers. Evade Burst: You take no damage from a burst on a successful Reflex save. Exhalation of the Black Dragon: Your acid breath deals 3d6 damage to a close target. Graft Weapon: Your hand is replaced seamlessly by your weapon. Keen Edge, Psionic: Doubles normal weapon's threat range. Mental Barrier: Gain +4 deflection bonus to Defence until your next action. Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power. Psionic Blast: Stun creatures in 30-ft. cone for 1 round. Share Pain, Forced: Unwilling subject takes some of your damage. Solicit Psicrystal: Your psicrystal takes over your concentration power. Telekinetic Force: Move an object with the sustained force of your mind. Telekinetic Thrust: Hurl objects with the force of your mind. Time Hop: Subject hops forward in time 1 round/level. Touchsight: Your telekinetic field tells you where everything is. Ubiquitous Vision: You have all-around vision. Vampiric Blade: You heal half of your base weapon damage. 4th-Level Psi-Powers Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis. Claw of Energy: Your claws deal additional energy damage.

Correspond: Hold mental conversation with another creature at any distance. Death Urge: Implant a self-destructive compulsion. Detect Remote Viewing: You know when others spy on you remotely. Dimension Door, Psionic: Teleports you short distance. Divination, Psionic: Provides useful advice for specific proposed action. Empathic Feedback: When you are hit in melee, your attacker takes damage. Energy Adaptation: Your body converts energy to harmless light. Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile. Immovability: You are almost impossible to move and gain DR 15/–. Inertial Barrier: Gain DR 5/–. Intellect Fortress: Those inside fortress take only half damage from all powers and psi-like abilities until your next action. Mindwipe: Subject's recent experiences wiped away, bestowing negative levels. Personality Parasite: Subject's mind calves self-antagonistic splinter personality for 1 round/level. Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round. Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels. Psychic Vampire. Touch attack drains 2 power points/level from foe. Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks. Telekinetic Manoeuvre: Telekinetically bull rush, disarm, grapple, or trip your target. Trace Teleport: Learn destination of subject's teleport. Truevenom Weapon: Your weapon is horribly poisonous. Truevenom: Your natural weapons are covered in horrible poison. Wall of Ectoplasm: You create a protective barrier. Weapon of Energy: Weapon deals additional energy damage. 5th-Level Psi-Powers Adapt Body: Your body automatically adapts to hostile environments. Adapt Body: Your body automatically adapts to hostile environments. Catapsi: Psychic static inhibits power manifestation. Ectoplasmic Shambler: Foglike predator deals 1 point of damage/two levels each round to an area. Incarnate: Make some powers permanent. Leech Field: Leech power points each time you make a saving throw. Major Creation, Psionic: As psionic minor creation, plus stone and metal. Metaconcert: Mental concert of two or more increases the total power of the participants. Oak Body: Your body becomes as hard as oak. Plane Shift, Psionic: Travel to other planes. 159

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Chapter 6: F/X 8th-Level Psi-Powers Bend Reality: Alters reality within power limits. Iron Body, Psionic: Your body becomes living iron. Matter Manipulation: Increase or decrease an object's base hardness by 5. Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing. Recall Death: Subject dies or takes 5d6 damage. Shadow Body: You become a living shadow (not the creature). Teleport, Psionic Greater: As psionic teleport, but no range limit and no off-target arrival. True Metabolism: You regenerate 10 hit points/round. 9th-Level Psi-Powers Affinity Field: Effects that affect you also affect others. Apopsi: You delete target's psionic powers. Assimilate: Incorporate creature into your own body. Etherealness, Psionic: Become ethereal for 1 min./level. Microcosm: Creature or creature lives forever more in world of his own imagination. Reality Revision: As bend reality, but fewer limits. Timeless Body: Ignore all harmful, and helpful, effects for 1 round.

Power Resistance: Grant PR equal to 12 + level. Psychic Crush: Brutally crush subject's mental essence, reducing subject to –1 hit points. Psychofeedback: Boost Str, Dex, or Con at the expense of one or more other scores. Shatter Mind Blank: Cancels target's mind blank effect. Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn. True Seeing, Psionic: See all things as they really are. 6th-Level Psi-Powers Aura Alteration: Repairs psyche or makes subject seem to be something it is not. Breath of the Black Dragon: Breathe acid for 11d6 damage. Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level. Co-opt Concentration: Take control of foe's concentration power. Contingency, Psionic: Sets trigger condition for another power. Disintegrate, Psionic: Turn one creature or object to dust. Dispelling Buffer: You are buffered from one dispel psionics effect. Form of Doom: You transform into a frightening tentacled beast. Fuse Flesh: Fuse subject's flesh, creating a helpless mass. Mind Blank, Personal: You are immune to scrying and mental effects. Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances. Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance. Retrieve: Teleport to your hand an item you can see. Suspend Life: Put yourself in a state akin to suspended animation. Temporal Acceleration: Your time frame accelerates for 1 round. 7th-Level Psi-Powers Decerebrate: Remove portion of subject's brain stem. Divert Teleport: Choose destination for another's teleport. Energy Conversion: Offensively channel energy you've absorbed. Energy Wave: Deal 13d4 damage of your chosen energy type in 120-ft. cone. Evade Burst: You take no damage from a burst on a successful Reflex save. Insanity: Subject is permanently confused. Mind Blank, Personal: You are immune to scrying and mental effects. Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save. Oak Body: Your body becomes as hard as oak. Phase Door, Psionic: Invisible passage through wood or stone. Sequester, Psionic: Subject invisible to sight and remote viewing; renders subject comatose. Ultrablast: Deal 13d6 damage in 15-ft. radius.

Psionic Armaments
The following weapon and armour special abilities are reprinted from other SRDs and altered slightly for the Phoenix game. This list is not exhaustive and with the GM's permission, you might be able to bring special abilities in from other published sources. These enhancements can be loaded into both Esoteric Items as well as Psionic items that you make yourself. . Psionic Armour Abilities These abilities can be applied to armour, shields, or any other protective gear. Gleaming This kind of Armour is usually made of crystal, though it doesn’t have to be. Gleams and flashes from the Armour give the wearer and his Armour a “fuzzy” appearance, granting the wearer concealment. Faint metacreativity; EML 5th; Craft Psionic Arms and Armour, concealing amorpha; Price +3 bonus. Power Resistance This kind of Armour or shield grants the wearer power resistance while it is worn. The power resistance can be 13, 15, 17, or 19, depending on the amount that was built into the Armour or shield. Moderate clairsentience; EML 9th; Craft Psionic Arms and Armour, power resistance; Price +2 bonus (PR 13); +3 bonus (PR 15); +4 bonus (PR 17); or +5 bonus (PR 19).

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Chapter 6: F/X Quickness This kind of Armour increases the wearer’s speed by 5 feet. Thus, a character whose normal speed in Armour is 20 feet moves 25 feet in Armour of quickness. Faint psychoportation; EML 4th; Craft Psionic Arms and Armour, burst; Price +1 bonus. Radiant The wearer of this kind of Armour gains resistance 10 against energy attacks (acid, cold, electricity, fire, or sonic). The Armour absorbs the first 10 points of damage dealt by any such attack, and this absorption causes it to radiate light for a number of rounds equal to the points of damage absorbed. This light is sufficient to illuminate a 60-foot-radius area. If the Armour absorbs more damage while it is radiating light, the newer radiant effect overlaps (does not stack with) the effect that was already in place. Moderate psychokinesis; EML 9th; Craft Psionic Arms and Armour; energy adaptation; Price +4 bonus. Ranged The wielder of a ranged shield can throw it in combat, with a range increment of 30 feet. While in the air, the shield is treated in all ways as a ranged weapon and cannot be blocked or grabbed except by those with appropriate feats. No matter the size of the wielder, a buckler or light shield deals 1d6 points of damage and a heavy one 1d8 points. (A tower shield cannot be created with this special ability.) The wielder’s Strength modifier and the shield’s enhancement bonus add to the base damage. A ranged shield flies through the air back to the creature that threw it. It returns to the wielder just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a ranged shield when it comes back is a free action. If the wielder can’t catch it, or if the wielder has moved since throwing it, the shield drops to the ground in the square from which it was thrown. Faint psychokinesis; EML 5th; Craft Psionic Arms and Armour, far hand; Price +1 bonus. Time Buttress This kind of shield gives the wielder a chance to avoid telling blows by using time itself as a shield. Once per day, the wielder can use timeless body as though manifesting the power. Strong psychoportation; EML 17th; Craft Psionic Arms and Armour, timeless body; Price +5 bonus. Vanishing On command, this suit of Armour or shield renders its wearer and all the wearer’s equipment invisible to the minds of others, as if he had manifested the power cloud mind. The wearer can use this ability twice per day. Faint psychokinesis; EML 5th; Craft Psionic Arms and Armour, cloud mind; Price +3 bonus. Psionic Weapon Abilities These special abilities can be applied to weapons of all kinds, mêlée and ranged, as well as firearms, where applicable.

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Bodyfeeder All feeder weapons have a special ability that functions only upon scoring a successful critical hit. A bodyfeeder weapon grants its wielder temporary hit points equal to the total damage dealt by a successful critical hit. These temporary hit points last for 10 minutes. Thus, if the wielder of a bodyfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary hit points from a previous critical hit, the wielder gains only the better of the two values: either his current number of temporary hit points, or the new influx of temporary hit points, whichever is higher. Strong psychometabolism; EML 12th; Craft Psionic Arms and Armour, claws of the vampire; Price +3 bonus. Collision Collision weapons psionically increase their own mass at the end point of each swing or shot. Such weapons deal an extra 5 points of damage on each successful strike, in addition to the weapon's enhancement bonus. Bows, crossbows, and slings bestow the extra damage upon their ammunition. Moderate metacreativity; EML 10th; Craft Psionic Arms and Armour, matter manipulation; Price +2 bonus. Coup de Grace Coup de grace weapons are exceptionally dangerous. On a successful critical hit, the foe must succeed on a DC 27 Will save or be paralyzed for 1 round. While this ability does work on creatures that are immune to extra damage from critical hits, it does not work on creatures without an Intelligence score. Bows, crossbows, and slings bestow this ability on their ammunition. Strong telepathy; EML 19th; Craft Psionic Arms and Armour, psionic dominate; Price +5 bonus. Dislocator The wielder of this kind of weapon can attempt to dislocate a designated foe up to three times per day. On a successful hit, the foe must succeed on a DC 17 Will save or be teleported 1–100 miles in a random direction. If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability on their ammunition. Strong psychoportation; EML 12th; Craft Psionic Arms and Armour, psionic teleport; Price +3 bonus. Dissipater This kind of weapon is devastating to creatures and objects composed of or originally formed from ectoplasm (such as astral constructs, walls of ectoplasm, creatures in ectoplasmic form, and items created using the metacreativity discipline). Against qualifying targets, a dissipater weapon ignores damage reduction and hardness, and treats all successful hits as critical hits. Strong metacreativity; EML 12th; Craft Psionic Arms and Armour, dismiss ectoplasm; Price +1 bonus. Great Dislocator The wielder of this kind of weapon can attempt to greatly dislocate a designated foe up to three times per day. On a successful hit, the foe must succeed on a DC 20 Will save or be 161

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Chapter 6: F/X randomly generated power storing weapon has a 50% chance to have a power stored in it already. Strong psychokinesis; EML 12th; Craft Psionic Arms and Armour, creator must be a manifester of at least 12th level; Price +1 bonus. Psibane A psibane weapon is crafted to oppose psionic beings. When used against such creatures, its effective enhancement bonus is 2 higher than its actual enhancement bonus. It deals an extra 2d6 points of damage against psionic opponents. It bestows one negative level on any psionic creature attempting to wield it. This negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way while the weapon is wielded. Psibane bows, crossbows, and slings bestow this ability upon their ammunition. Strong clairsentience; EML 15th; Craft Psionic Arms and Armour, bend reality; Price +2 bonus. Psi-Power Storing A psi-power storing weapon allows a you to store a single, targeted psi-power of up to 3rd level in the weapon. The manifesting time must be a standard action or faster. You do not have to have the ability to manifest psi-powers to use this weapon. Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately manifest the psi-power on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that manifesting from an item takes at least as long as manifesting that psi-power normally.) Once the psi-power has been manifested from the weapon, anyone who can manifest psipowers can channel any other targeted psi-power of up to 3 rd level into it. The weapon telepathically imparts to the wielder the name of the psi-power currently stored within it, but not the specific effects of that psi-power. A randomly rolled psi-power storing weapon has a 50% chance to have a psi-power stored in it already. Strong psychokinesis; EML 12th; Craft Psionic Arms and Armor, EEML 12th; Price +1 bonus. Psychokinetic Upon command, a psychokinetic weapon glows from the inside with lethal psionic energy. The energy does not harm the hands that hold the weapon. Such a weapon deals an extra 1d4 points of damage on a successful hit. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition. Moderate psychokinesis; EML 10th; Craft Psionic Arms and Armour, concussion blast; Price +1 bonus. Psychokinetic Burst This weapon functions as a psychokinetic weapon that also releases a blast of destructive psionic energy upon scoring a successful critical hit. In addition to the extra damage of the psychokinetic ability (see above), a psychokinetic burst weapon deals an extra 1d6 points of damage on a successful critical hit. If the weapon’s critical multiplier is x3, add 2d6 points of extra

cast into a random alternate plane of existence. If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability upon their ammunition. Strong psychoportation; EML 12th; Craft Psionic Arms and Armour, psionic plane shift; Price +4 bonus. Lucky A lucky weapon offers a second chance at success. Once per day, the wielder can re-roll a failed attack roll (whether a single attack or one in a series of multiple attacks) as a free action. The re-rolled attack uses the same bonuses or penalties as the missed roll. Moderate clairsentience; EML 8th; Craft Psionic Arms and Armour, fate of one; Price +1 bonus. Mindcrusher Any psionic creature struck in combat by a mindcrusher weapon loses a number of power points equal to half the amount of hit point damage the weapon deals (only the base damage of the weapon contributes to the power point loss; additional damage from high Strength or other sources does not cause additional power point loss). A psionic creature that is out of power points (or has none) must succeed on a DC 17 Will save or take 1d2 points of Wisdom damage. Strong psychometabolism; EML 12th; Craft Psionic Arms and Armour, psychic vampire; Price +2 bonus. Mindfeeder All feeder weapons have a special ability that functions only upon scoring a successful critical hit. A mindfeeder weapon grants its wielder temporary power points equal to the total damage dealt by a successful critical hit. These temporary power points last for 10 minutes. The wielder gains power points even if the target has none (effectively, its hit point damage is converted to power points). Constructs and undead are not subject to mindfeeder weapons. As with temporary hit points, temporary power points do not stack with each other; they overlap. Thus, if a mindfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary power points from a previous critical hit, the wielder gains only the better of the two values: either her current number of temporary power points, or the new influx of temporary power points, whichever is higher. Strong psychometabolism; EML 15th; Craft Psionic Arms and Armour, psychic vampire; Price +3 bonus. Power Storing A power storing weapon allows a manifester to store a single targeted power of up to 5 power points in the weapon. (The power must have a manifesting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately manifest the power on that creature as a swift action if the wielder desires. (This ability is an exception to the rule that manifesting a power from an item takes at least as long as manifesting that power normally.) Once the power is manifested, the weapon is empty, and a manifester can imbed any other targeted power of up to 5 power points into it. The weapon telepathically whispers to the wearer the name of the power currently stored within it. A

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Chapter 6: F/X damage instead, and if the multiplier is x4, add 3d6 points of extra damage. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition. Strong psychokinesis; EML 12th; Craft Psionic Arms and Armour, concussion blast; Price +2 bonus. Soulbreaker This weapon has a special ability that functions only upon scoring a successful critical hit. On a successful critical hit, a soulbreaker weapon bestows one negative level on the foe. One day after being struck, if the negative levels have not been purged, the subject must succeed on a DC 18 Fortitude save for each negative level or lose a character level. Strong telepathy; EML 12th; Craft Psionic Arms and Armour, mindwipe; Price +3 bonus. Sundering This kind of weapon allows a wielder to attack opponents’ weapons as if he had the Improved Sunder feat. Faint metacreativity; EML 5th; Craft Psionic Arms and Armour, Great Sunder, metaphysical weapon; Price +1 bonus. Suppression An opponent or object struck by this kind of weapon is subject to a targeted dispel psionics power. The wielder makes a power check (1d20 + 5 + manifester level, maximum +15) against a DC of 11 + the manifester level of the power to be dispelled. Bows, crossbows, and slings bestow this ability upon their ammunition, but can do so only three times per day. Moderate psychokinesis EML 10th; Craft Psionic Arms and Armour, dispel psionics; Price +2 bonus. Teleporting This ability can be imbedded only in weapons that can be thrown. A teleporting weapon returns through the Astral Plane to the creature that threw it. It teleports into the throwing creature’s empty hand in the round following the round when it was thrown, just before that creature’s turn. It is therefore ready to use again on that turn. Faint psychoportation; EML 5th; Craft Psionic Arms and Armour, psionic dimension door; Price +1 bonus.

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Webbing, but it doesn't actually have the same in-game numeric values and rules. There are four kind of Supertech devices that you can build yourself (Doohicky, Ray Gun, Gizmo, and Superchemical) and two that you buy as powers (Gadget and Power Armour). The first four are always Supertech in Origin, whereas Gadgets and Power Armour can be of any Origin. Metapowers can affect Supertech devices, but in limited ways, as indicated by the metapower descriptions. Power Leech doesn't work on Superchemicals, for example, because they don't have PPs, but it could work on a Ray Gun. On the other hand, Power Nullification or Duplication could work on all three because it acts directly on powers. Super Equipment Super equipment is any ordinary tool or device that's been suped-up with the Invent Super Equipment feat. Its bonus is an Enhancement and its Origin is Supertech, but for the most part is just imparts a bonus on a particular task. Anyone can use Super equipment. It is use-activated, which means that you just have to use it for what it's designed to do and you'll get the bonus to that task. Activating Supertech Doohickies, Ray Guns, and Gizmos all require the same basic steps to activate them. Superchemicals are slightly different, as noted in their description. The standard steps are (a) Fiddle With The Knobs, and then (b) Make It Go Boom. In order to do either of these things, you must have the power Supertech Invention or the skill Use Esoteric Device. Fiddle With The Knobs: Make a Supercraft skill check, the DC of which equals 10 + the base cost of the powers loaded into the device. Once you've done this, you know what power is in the device and how to activate it. Make It Go Boom: You must have the device in your hand. Activating a device provokes an attack of opportunity. The effect the device creates is exactly the same as if you'd activated the power that's loaded into it. All the specifics of its effects (enhancements/limitations, energy type, etc.) are determined when the device is built. You just push the buttons and it does its thing. Doohickies You can activate a Doohicky only once, and it is loaded with as single power. Doohickies are Supertech devices that just weren't built to last. They are usually the product of haste and lack of funds. After they are used, they are so shoddily made that they burn themselves out and become blackened little paperweights. Doohickies are fine-sized objects. They do not have a set shape but they are about the size of a pocket-watch or a cell phone. Doohickies are the Supertech equivalent of scrolls and roughly analogous to psi-stones. Ray Guns You can activate a Ray Gun multiple times, but it is loaded with only one power. Ray Guns are essentially reusable Doohickies. They are loaded with a particular power and have their own, internal power-point supply (up to 50PPs when 163

Supertech Devices
This section describes exactly how Supertech devices work. It also provides a list of of weapon/armour special abilities that you can use with the Invention feats. Supertech devices are essentially the magic items of the superhero world, but notice that they are not the same as theoretically possible but highly improbable/implausible superhero tools. Grapple-guns for example are kinda sorta plausible in the real world, but a webshooter isn't, even though they accomplish a very similar task. Of course, web-shooters could be invented any minute now. With technological innovation always on the increase, the line between the plausible and the Super is blurry. For the game purposes, Supertech devices replicate actual, written powers, whereas a mastercraft tool might just serve a similar purpose. A grapple-gun, for example, might have the same utility as

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first built). They can reproduce powers with a cost of up to 15CP. Ray Guns are the Supertech equivalent of wands and dorjes. Ray Guns don't have to look like guns, but most of them do. They can be space opera-style blaster pistols with radar-dishes on the end, or they can be little silver cylinders with a blue light at the tip. Their appearance is as varied as the fevered minds of the crazed inventors who make them. Regardless of their particular appearance, they're diminutive-sized, and about the same bulkiness as a light weapon. Gizmos You can activate a Gizmo multiple times and it has multiple powers loaded into it. They can have up to 200PPs loaded into them when created. Gizmos are bulkier than Ray Guns. They are small-sized and often take the appearance of a backpack, staff or stick, or hand-held object like an orb or just a big, funky-looking contraption. Every time you Fiddle With The Knobs on a Gizmo, you determine only one power and one activation. Gizmos are the Supertech equivalent of staves. Superchemicals Anyone can ingest or inject a Superchemical. It imbues a particular power when you ingest/inject it. Superchemicals are different than other Supertech devices. First, they are not actually "devices" at all. They are single-use formulae and drugcocktails that produce an effect that is exactly the same as a single power. The power must have a range of "self," but it can be a trait and/or have a duration. In this latter case, the Superchemical temporarily alters your body chemistry in such a way as to reproduce a certain anatomical effect. The duration of any Superchemical is 2d4 rounds, minutes, or hours, depending on the Sustain time(s) listed in the power. By default, they're 2d4 rounds in combat. Superchemicals are the Supertech equivalent of potions and roughly analogous to cognizance crystals. Superchemicals come in one of two forms, either a small vial of liquid (usually a seriously unnatural, neon colour, often slightly luminescent), or a large pill (also usually brightlycoloured). Liquid vials are fine-sized (e.g., a small test-tube with a stopper), and pills are usually in a small plastic container or baggy. Anyone can drink, swallow, or inject a Superchemical. However, you take a heck of a risk when you do that. You can't literally Fiddle With The Knobs of a Superchemical, but you can still attempt a Supercraft check to determine its power. Alternatively, if you've used a Superchemical with that particular power before, you can sip a small amount (or lick the pill) and the taste and sensation will be familiar to you. If you've never taken in before, then you won't recognise it.

Appearance: Gadgets have even more variety in their appearance than Ray Guns. They can look like anything at all, but the most common appearances are things like guns or sceptres (yes, usually phallic symbols). In game terms, Power Armour is a bunch of body-mounted Gadgets, with some armour plating built in. Power Armour can be just what its name implies, a suit of armour that's covered in little blinking lights, heat exhaust ports, and whirring motorized parts that are just visible between the plates. It can also be a gleaming, magical exo-skeleton, a strangely flexible secondskin of blue crystal, or a fluid, black symbiote creature that lives on your body and creeps everyone out. The possibilities are many. Anyone can use a Gadget or a suit of Power Armour. You do not need the Invent Supertech power or the Use Esoteric Device skill, however, you still have to Fiddle With The Knobs, just like Supertech devices. Gadgets and Power Armour do not provoke attacks of opportunity when they're activated. Finally, Gadgets or Power Armour do not normally have their own PP supply, so you expend your own PPs when you activate them. Power Armour requires Proficiency: Armour (powered) in order to wear it effectively (just like regular armour), but you can activate its powers if you've spent sufficient time Fiddling With The Knobs. You have to be wearing a suit of Power Armour to get its components to function. A forgiving GM might allow you to access a suit of Power Armour's powers by putting on a single piece, like one gauntlet or just the helm. Supertech Arms and Armour Super weapons and armour, like Super equipment, is any weapon or piece of protective gear that's been enhanced with the feats Invent Super Armour or Invent Super Weapons. They have Super bonuses to hit/damage or Defence. They can also have one of the abilities listed below. Their enhancements, powers, or abilities represent the use of space-aged materials, projected energy fields, or any other bizarre, bleeding-edge technology. Anyone can use Super weapons and armour. They just have to attack with the weapons or wear the protective gear. The bonuses are applied automatically. Supertech Armour Abilities Appendages This armour has two extra arms, complete with fully functional, three-fingered hands. The armour injects a series of mono-filaments into the wearer's spine such that the wearer can control the arms as if they were her own. All additional appendages are effectively "off-hands" for the purposes of fighting. CP 10, Appendages; Price +8. Ballistic DR This armour or shield has DR versus ballistic damage. It blocks the first 8 HPs of each ballistic attack. This DR is listed as "Ballistic DR 8 / Super." CP 5, Damage Reduction; Price +4.

Gadgets and Power Armour
Gadgets and Power Armour are, in truth, just a way to represent a certain kind of superpower, the kind that comes from a magic item or a piece of technology. They're not something that you can build yourself. Instead, you have to buy them with CPs. They do, however, have a few specific features 164

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Chapter 6: F/X Ballistic DR, Improved As Ballistic DR, but DR 13. CP 10, Damage Reduction; Price +6. Ballistic DR, Greater As Ballistic DR, but DR 16. CP 14, Damage Reduction; Price +8. Blunt DR This armour or shield has DR versus blunt damage. It blocks the first 8 HPs of each blunt attack. This DR is listed as "Blunt DR 8 / Super." CP 5, Damage Reduction; Price +4. Blunt DR, Improved As Blunt DR, but DR 13. CP 10, Supertech Invention, Damage Reduction; Price +6. Blunt DR, Greater As Blunt DR, but DR 16. CP 14, Damage Reduction; Price +8. Energy Resistance A suit of armour or a shield with this property normally has a faint, translucent energy shell that hangs a few centimetres from its surface, the colour of which corresponds to its energy type (acid: metallic, cold: red, electricity: matt grey, fire: blue, sonic/concussive: clear and cubic). The armour or shield blocks the first 10 HPs of one type of energy damage (acid, cold, electricity, heat, sonic/concussive) per attack (similar to the Resistance: Energy power). CP 4, Supertech Invention, Resistance: Energy; Price +4 bonus. Energy Resistance, Improved As Energy Resistance, except it absorbs the first 20 points of acid damage per attack. CP 8, Resistance: Energy; Price +6 bonus. Energy Resistance, Greater As Energy Resistance, except it absorbs the first 30 points of acid damage per attack. CP 12, Resistance: Energy; Price +8 bonus. DR This shield or armour grants the bearer DR 3/Super. It blocks the first 3 HPs worth of damage from all incoming attacks, except for energy or Super attacks (like the power DR). CP 6, Damage Reduction; Price +4. DR, Improved As DR, but DR 5/Super. CP 10, Damage Reduction; Price +6. DR, Greater As DR, but DR 7/Super. CP 16, Damage Reduction; Price +8.

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DR [Attack Type] This shield or armour grants the bearer DR 3 / [attack type], which means that it is vulnerable to ballistic, blunt, slashing, or piercing weapons. It blocks the first 3 HPs of damage from each attack except for: one of the four attack types, energy attacks, and Super attacks (i.e., just like the power Damage Reduction). CP 6, Damage Reduction; Price +4. DR [Attack Type], Improved As DR: Attack Type, but DR 6. CP 9, Damage Reduction; Price +6. DR [Attack Type], Greater As DR: Attack Type, but DR 8. CP 15, Damage Reduction; Price +8. DR [Metal] This shield or armour grants the bearer DR 8 / [metal]. It blocks the first 3 HPs of damage from all attacks except for: metal weapons/projectiles, energy attacks, and Super attacks (like the power DR). CP 5, Damage Reduction; Price +4. DR [Metal], Improved As DR: Metal, but DR 13. CP 10, Damage Reduction; Price +6. DR [Metal], Greater As DR: Metal, but DR 16. CP 14, Damage Reduction; Price +8. DR [Stone] This shield or armour grants the bearer DR 3 / [stone]. It blocks the first 3 HPs of damage from all attacks except for: stone weapons/projectiles, energy attacks, and Super attacks (like the power DR). CP 5, Damage Reduction; Price +4. DR [Stone], Improved As DR: Stone, but DR 6. CP 9, Damage Reduction; Price +6. DR [Stone], Greater As DR: Stone, but DR 8. CP 14, Damage Reduction; Price +8. DR [Substance] Your armour or shield grants DR / [substance], which means that the DR is vulnerable to a particular substance that is at least somewhat unusual in the creation of weapons. It blocks the first 3 HPs worth of damage from all incoming attacks except: its substance, energy, and Super attacks. Uncommon substances include: cold iron, plastic, a type of metal other than steel (silver, copper, bronze, etc.), a specific type of wood (i.e., oak, ash, maple, cedar, etc.), or a specific kind of stone (granite, shale, limestone). Choose only one uncommon. Substances other than those listed here can be "uncommon," but only with the GM's permission. Remember, the substance doesn't have to be unusual in general, just unusual in the manufacture of weapons. 165

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166 CP 6, Damage Reduction; Price +4. DR [Substance], Improved As DR: Substance, but DR 6. CP 9, Damage Reduction; Price +6. DR [Substance], Greater As DR: Substance, but DR 8. CP 15, Damage Reduction; Price +8.

Chapter 6: F/X CP 5, Damage Reduction; Price +4. Slashing DR, Improved As Slashing DR, but DR 13. CP 10, Damage Reduction; Price +6. Slashing DR, Greater As Slashing DR, but DR 16. CP 14, Damage Reduction; Price +8. Piercing DR This armour or shield has DR versus piercing damage. It blocks the first 8 HPs of each piercing attack. This DR is listed as "Piercing DR 8 / Super." CP 5, Damage Reduction; Price +4. Piercing DR , Improved As Piercing DR, but DR 13. CP 10, Damage Reduction; Price +6. Piercing DR, Greater As Piercing DR, but DR 16. CP 14, Damage Reduction; Price +8. Spell Resistance This armour or shield blocks spells. It usually has circuit boards and blinking lights covering the outside of it (fight magic with science, dammit!). The armour/shield grants a Spell Resistance rating of 11 (similar to the Resistance: Spell power). CP 5, Resistance: Spell; Price +4 bonus. Spell Resistance, Improved As Spell Resistance, except it grants PR 17. CP 11, Resistance: Spell; Price +6 bonus. Spell Resistance, Greater As Spell Resistance, except it grants PR 21. CP 15, Resistance: Spell; Price +8 bonus. Retractable This armour automatically retracts from your body, leaving you unarmoured at the touch of a button. Retracting or expanding your armour requires a move action only. Retracting your armour in combat provokes an attack of opportunity. You activate the retraction by hitting a button, switch, or key, or you can say a command word. Retracted armour is about the size of a heavy belt (or equivalent). CP 3CP, Size Shift, Price: +2 bonus. Supertech Weapon Abilities Energy Damage (melee) This weapon's business end either produces an energy effect or just is made of energy. This can include blade, faces, heads, or the like. Energy damage weapons do damage as one of the five energy types (acid, cold, electricity, heat, or sonic/concussive) and not as blunt, slashing, or piercing weapons. They automatically bypass DR that is vulnerable to energy. CP 2, Energy Attack, Price +1 bonus.

DR [Wood] This shield or armour grants the bearer DR 3 / [wood]. It blocks the first 3 HPs of damage from all attacks except for: wooden weapons/projectiles, energy attacks, and Super attacks (like the power DR). CP 5, Damage Reduction; Price +4. DR [Wood], Improved As DR: Wood, but DR 6. CP 9, Damage Reduction; Price +6. DR [Wood], Greater As DR: Wood, but DR 8. CP 14, Damage Reduction; Price +8. Origin Resistance This armour or shield blocks the effect of powers of all Origins, although it does not block spells or psi-powers. It usually has multi-coloured coating. The armour/shield grants a Power Resistance rating of 13 (similar to the Resistance: Power power). CP 5, Resistance: Origin; Price +4 bonus. Origin Resistance, Improved As Origin Resistance, except it grants PR 19. CP 11, Resistance: Origin; Price +6 bonus. Origin Resistance, Greater As Origin Resistance, except it grants PR 23. CP 15, Resistance: Origin; Price +8 bonus. Psi-Power Resistance This armour or shield blocks psi-powers. It usually has a crystalline shell. The armour/shield grants a Psi-Power Resistance rating of 11 (similar to the Resistance: Psi-Power power). CP 5, Resistance: Psi-Power; Price +4 bonus. Psi-Power Resistance, Improved As Psi-Power Resistance, except it grants PR 17. CP 11, Resistance: Psi-Power; Price +6 bonus. Psi-Power Resistance, Greater As Psi-Power Resistance, except it grants PR 21. CP 15, Resistance: Psi-Power; Price +8 bonus. Slashing DR This armour or shield has DR versus slashing damage. It blocks the first 8 HPs of each slashing attack. This DR is listed as "Slashing DR 8 / Super." 166

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Energy Damage (ranged) These kinds of weapons are sometimes ordinary firearms that have been converted, or they are a bit of Supertechnology that fell out of (or into!) the wrong hands. Either way, they fire one of the five energy types (acid, cold, electricity, heat, or sonic/concussive) instead of a standard projectile. They automatically bypass DR that is vulnerable to energy. The Purchase DC for this kind of weapon's ammo is +1 higher than its normal ammo and for the sake of narrative continuity, it requires that you have a supplier of exotic goods, like a mad-scientist or inventor type. Even if that person is a

good friend, scrabbling together the parts and custom-making the ammo still costs +1 to the Purchase DC. CP 2, Energy Attack, Price +1 Bonus Retractable This weapon can collapse, fold up, or otherwise make itself extremely scarce at the touch of a button. Any weapon that is two-handed or smaller is reducible to Fine-sized, about the weight and size of a TV remote or a wireless phone. CP 3, Size Shift, Price +1 bonus

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Chapter Contents
Chapter 7: Combat and Movement...169
Combat................................................................169 Building Damage................................................ 169 Building Damage by Floor..............................169 Table 7-3 Building Stats..................................170 Building Damage as a Whole..........................170 Damage Reduction..............................................170 Knockback.......................................................... 170 Non-Lethal Damage............................................171 Melee Attacks and Non-Lethal Damage.........171 Combat Manoeuvres...........................................171 Sunder and Disarm...................................... 171 Stapling........................................................171 Swinging Attacks.........................................171 Generic Firearms................................................ 172 Table 7-4 Generic Firearms.............................172 Firearm Types..................................................172 Rates of Fire.................................................... 173 Ammo Capacity.............................................. 173 Table 7-5 Generic Ammunition.......................173 Ammo Type.....................................................173 Size..................................................................173 Restriction....................................................... 174 Modifying Generic Firearms...........................174 Mastercraft...................................................174 Range........................................................... 174 Damage........................................................174 Ammo Capacity...........................................174 Body Armour...................................................... 174 Inserts.......................................................... 174 Helmets........................................................174 Plates............................................................174 Modifying Body Armour................................174 Lighter/Heavier............................................175 Table 7-6 Body Armour..................................175 Flexible........................................................ 175 Hardened/Softened...................................... 175 Conductive...................................................175 Ferrous......................................................... 175 Fragile..........................................................175 Low Melting Point.......................................175 Super Attacks...................................................... 175 Super Strength.................................................... 176 Table 7-1 Super Strength Stats........................ 176 Improvised Weapons....................................... 176 Table 7-7 Improvised Weapon Damage..........177 Slowing a Rolling Object................................ 177 Massive Damage.................................................177 Movement........................................................... 177 Super Speed........................................................ 177 Table 7-2 Running Speeds..............................178 Swinging............................................................. 178 Swinging as Movement...................................178 Jumping at the End of a Swing.......................179 Kicking Off in Mid-Swing.............................. 179 Continuous Swinging...................................... 179 Falling While Swinging.................................. 79 1 Swinging in Combat........................................180 Zero-Gravity....................................................... 180 Zero-G Combat............................................180

CHAPTER 7: COMBAT AND MOVEMENT

Combat
Most rules in d20 conveniently scale up, which makes it great for playing a superhero game, where everything is scaled up. However, when it comes to combat, there are a few things that need attending to in that scaling, so here they are, superhero combat rules (you know you've been waiting for this section!). The combat rules are in alphabetical order: Building Damage, Damage Reduction, Knockback, Non-Lethal Damage, Super Attacks, and Super Strength. But before we get to that, a word about violence and the modern world. It's easy to forget that in the kind of world where superheroes operate, most people aren't particularly accustomed to violence. When someone starts shooting, or crashes through a brick wall, most people are going to scream and run. You're different, of course. You run towards the smashing glass and gunfire, but that's part of what makes you a hero. Likewise, even those who might put themselves in the middle of violence, like street criminals, are only rarely capable of actually killing anyone. Beat them up, maybe, but not kill. The reason that most people do only non-lethal damage in combat is because they hold back, not just because they're not trained to do real damage. So as a superhero, it's partly up to you to judge when to use lethal and non-lethal force. There are no rules against lethal force, of course, and your gaming group will decide on the kind of atmosphere of violence that you're comfortable with. Combat is a big part of role-playing games, and we wouldn't dream of removing it. But the superhero genre is distinctly different than other RPG genres, like fantasy or espionage or war. Superheroes constantly have to work around innocent bystanders and pull their punches with street thugs. It's part of the genre that your characters will be so powerful that they have to pull their punches with regular humans in order to avoid killing them. You and your gaming group will have to decide how much of that kind of thing is expected in your game world, and how much the police, the government, and the public will be comfortable with

heroes who actually kill the bad guys. As always, it's ultimately up to you, but it is something to think about.

Building Damage
You can do damage to a building by simply attacking it. It's hard to miss a building, but your GM might insist on an attack roll under special circumstances (e.g., you're falling through the air, you've been drugged, etc.). Buildings have Hardness ratings based on what they're made of (wood, stone, steel, concrete, etc.), and they take only ¼ damage from piercing or ballistic attacks. Buildings are unaffected by non-lethal damage and are not vulnerable to critical hits or sneak attacks, but the Demolitions skills and Craft Structural do grant damage multipliers when attacking buildings (see Chapter 2: "Skills"). If you manage to do sufficient damage to a building, you can trigger a Fortitude save. GMs should exercise their judgement when it comes to damaging parts of a building that are purely decorative or do not bare any weight. Smashing a building's windows will not ever bring it down, for example, nor will tearing off all the gargoyles. If your ranged attacks miss someone who is standing in front of a building, then the attack strikes the building. If you are knocked back into a building, it can take cascading damage. If you and your opponent are both standing adjacent to a building and either of you misses with a mêlée attack, then that attack has a 50% chance of striking the building. Finally, if the reach of your mêlée attacks overlaps with a building and you miss someone who is standing adjacent to or in front of a building, then your attack has a 50% chance of hitting the building. You can avoid hitting buildings for with the feat Precise Strike (see Chapter 4: Feats). Ranged damage, however, is unavoidable. Buildings can take damage two ways: by floor or as a whole.

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170 Table 7-3 Building Stats Building Type

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Fortified: Bunker, Vault Sturdy: Bank, Headquarters, Library, Military Structure Underground: Subway Station, Sewer Institutional: Government Building, High School, Hospital Decorative: Temple (any), Museum Urban: Apartment, Office Tower, High-rise Industrial: Factory, Warehouse Large Residential: Mansion, Dormitory Small Residential: One- or Two-Story House Commercial: Barber/Salon, Boutique, Coffee Shop, Corner Store Temporary: Portable, Trailer Building Damage by Floor Average HPs per floor of various kinds of buildings are indicated on the table below. A two-floor house, for example, has 100 HPs. A building with a larger area can have more HPs, at the GM's discretion. Buildings can also have Hardness, as indicated by what they're made of (wood, stone, steel, etc.). When a single floor's HPs are reduced to zero, then that floor collapses. If you are inside the building and on a floor that collapses, you take Debris Damage (see Table 7-3). You get a Reflex save for half that damage (DC 15). If you are within a five-foot step of an exit (door, window, etc.) that takes you out of the building entirely, passing the Reflex save indicates that you leapt out of the building, so you take no damage at all. If you are on a floor other than the top and a higher floor falls on you, then your Reflex save also indicates whether you are pinned in the rubble. If you fail, you're pinned. For every round that you're pinned, you take 1d6 non-lethal damage. If you are rendered unconscious by this non-lethal damage, you must make a DC 15 Constitution check or start taking 1d6 damage per round. If you die, then at least you're already buried. If you have Improved Evasion and save for no damage, then you managed to find a pocket in the debris. If you are under more than one floor of a building, you have enough breathable air for about 4 hours (see suffocation rules). When a floor collapses, it and all the floors above it, if any, come crashing down on the floor below. Thus the Debris Damage of all the falling floors is applied to the floor below the collapsed floor. Building Damage as a Whole When a building takes damage as a whole, it has several Failure Thresholds. Every time the HPs are reduced by the equivalent of one floor's worth of HPs, the building has to roll a Fortitude save (DC 5, Table 7-3 for Fort bonuses). If the building fails this check, the whole building falls. The DC for the Fortitude save increases by +2 every time the building has to make this check.

Failure Threshold 150 130 100 80 80 70 70 60 50 40 25

Fortitude Bonus +10 +10 +5 +4 +2 +4 +2 +2 +2 +0 +0

Debris Damage (per floor) 14d6 12d6 10d6 8d6 8d6 7d6 7d6 6d6 5d6 4d6 3d6

Damage Reduction
Standard DR in Phoenix blocks mundane physical damage only. It does not block energy damage or Super attacks (which includes any attack with an Origin and any attack made with an Ability Score of 25 or more), all spells, psi-powers, and super powers, including those generated by items and devices. DR scores are written as three terms: what the DR blocks, the amount of reduction, and what the DR is vulnerable to. For example, "DR 10 / Super" is standard DR, as described above. A score of "mystical DR 15 / Super" blocks mystical damage up to 15 HPs per attack, but is vulnerable to all other Super attacks. Finally, a score of "supertech 12 / ballistic" indicates that the DR blocks attacks with a supertech Origin, but is vulnerable to bullets. Some DR has multiple vulnerabilities or multiple protection types. For example, "supertech, cosmic 10 / wood, slashing" indicates that the DR blocks supertech and cosmic attacks, but is vulnerable to wooden or slashing weapons. Adhering precisely to this notation formula is not as important as being very clear in your notes about what your DR does or doesn't protect you from.

Knockback
Knockback happens when you get hit by some big and blunt and sends you flying instead of just doing damage to you. Knockbacks are generally involuntary. A blunt attack made by someone with Super Strength and which does damage equal to or less than your Knockback Threshold provokes Knockback. Your Knockback Threshold is 10 + Strength modifier + Fortitude save. GMs might rule that a slashing attack with a particularly large weapon, like an over-sized axe, might provoke Knockback. If the damage of the attack meets or exceeds your Knockback Threshold, then you are Knocked Back. If you are Knocked Back, you take damage normally, but you are also thrown directly away from your attacker for a number of squares equal to 1/10th the damage of the attack (i.e., half the damage, in feet). If the damage is less than 10, then you are only Knocked Back within your square. If you have DR, then take that amount off of the damage before you calculate

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Chapter 7: Combat and Movement your Knockback distance. You incur attacks of opportunity while you sail through the air in this manner. You land prone at the appropriate distance, unless you roll a Reflex save, DC 15, in which case you land on your feet, or kip up, or something equally cool. People who are larger than Medium get an effective +4 size bonus to damage, but only for the purposes of calculating Knockback, and their Knockback Threshold is also +4. People who are smaller than Medium get a corresponding -4 size penalty to effective damage and to their Knockback Threshold. GMs can also rule that if the weapon itself is bigger than a Medium-sized person, then it might grant a +4 to effective damage. If you pass through someone else's square when you're Knocked Back, they must roll a Reflex Save (DC 15) to avoid being hit by you. If they fail, you slam into them and you roll 1d6 for every square you had left to travel. The two of you split that damage and must make another Reflex save (DC 15) to avoid end up on the ground, prone (as above). This is called Cascading Knockback. A GM who likes math could have you continue to cause Knockback as you fly through the air, but it's a lot of finicky numbers and there are only so many hours in the day. If you simply hit a wall or other fixed object during your Knockback, don't bother with the first Reflex save. You and the wall share the damage. Don't forget that the wall could have Hardness. If you're in the air, and you get Knocked Back, different things happen. Halve the distance if you are Knocked Back from below. Double the distance if you are Knocked Back from above. Don't change it if you are Knocked Back laterally. If you can fly or otherwise control your position in space, then you can halve the distance you are Knocked Back.

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strikes, but you take a -4 penalty to attack. This means that you attack with the "flat of the blade" or otherwise pull your punches. The feat Merciful Mauler can eliminate this penalty in most circumstances (see Chapter 4). You can also do lethal damage with non-lethal weapons, including unarmed strikes, but you again take a -4 penalty to attack.

Combat Manoeuvres
Sunder and Disarm These manoeuvres is not different in Phoenix, but we think it's important to remember all the things you can do with them other than just destroying someone's weapon or taking it away. Never forget that you can target items that someone is holding or wearing, so you can snatch a mobile phone or slash someone's belt off, for example. Superheroes do this kind of thing all the time. So do gunslingers (shooting things out of people's hands) and swashbucklers (slicing off clothing), and superheroes are damn closely related to both. You can also snatch away the detonator for the C4 that's been planted on the city dam, or you can smash the bottle of mystic potion that a villain drinks to gain her powers. Attacking the enemy and doing damage directly is not your only option. Destroying and/or taking props away can often resolve a fight. Stapling Stapling is when you pin someone to a wall or other surface by their clothes using a piercing weapon or a projectile that is more than a few inches long (i.e., arrow, bolt, throwing knife, etc.). The target must be wearing clothes that reasonably have some spare cloth to pin (i.e., no skin tights or form-fitting armour), and they must be standing in front of and adjacent to a surface that your weapon can pierce. To perform the Staple, you must be either in mêlée range or, with a projectile, within one range increment/30 feet (whichever is less), and you must hit the target's Touch AC. If you succeed, the target is Stapled to the wall or surface and has to either take a move action to remove the weapon that's Stapled them, or they can rip their clothes as a swift action, but they must make a DC 10 Strength check to free themselves. GMs might raise the DC of the Strength check if the clothing in question is particularly tough, like a biker jacket. Increase the DC of the Strength check by +2 for every additional staple. For example, if you use three attacks to throw three daggers at a target and Staple her to a wall, the Strength DC is 16. See the feat "Improved Stapling" for more options with this combat manoeuvre. Swinging Attacks You can attack as part of a swing action (see below, "Swinging"). All the swinging rules apply normally. You cannot make attacks with two-handed weapons because to wield them, you'd need to take your hands off the rope (unless you have more than two hands, of course), but you can make unarmed strikes with your free hand or your feet/legs. To perform a Swing Attack, first, you must take a move action and make a Tumble check to place yourself adjacent to the target. Second, you must take a standard action to kick the snot out of him (i.e., roll to hit, etc.). After your attack, you are still on the rope, but you can drop to the ground as a free action. By the 171

Non-Lethal Damage
Some attacks and effects are so superficial that, though they can knock you on your ass, they don't have any permanent effects. This is non-level damage. In Phoenix, unarmed strikes made by people without the proper training (i.e., the Combat Martial Arts feat) or without super-strength, both cause nonlethal damage. Some weapons and powers are specifically designed to do only non-lethal damage. Some other things, like heat or exhaustion, can cause non-lethal damage as well. Specific things that cause non-lethal damage will say so in their descriptions. When you take non-lethal damage, it does not reduce your Hit Points. Instead, subtract real damage from your total HPs, and and keep a running total of your non-lethal damage. When your non-lethal damage equals your current HP total, you become staggered, and when it exceeds your current HPs, you fall unconscious. This can happen either as a result of either taking so much non-lethal damage that it's more than your current HP total, or having your HPs reduced to below your current non-lethal damage. Melee Attacks and Non-Lethal Damage You can choose to do non-lethal damage with a mêlée weapon that normally deals lethal damage, including unarmed

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Chapter 7: Combat and Movement firearms. In brackets, after the generic name, is an example of the kind of gun that is included in the general category. For example, you can purchase a submachine gun can call it an Uzi, an MP5, or whatever you like. You can buy a heavy revolver and call it a Smith and Wesson .44 or a Colt Python, etc. Ultimately, the numbers are there to support your own creativity, not over-ride it with real-world details. You are, of course, free to use the makes and models of firearms in the standard d20 rules, just don't mix and match generic firearms with brand-name firearms. The two systems are not compatible. Firearm Types Handguns are firearms that you can fire comfortably with one hand, although using two hands is traditional. All handguns use P-type ammo. • Derringers are very small pistols with only two bullets loaded internally. They're extremely easy to hide. • Revolvers have a central barrel that rotates each fresh bullet into place. They either break at the top via a hinge just in front of the trigger, or the barrel swings out to the side. Revolvers usually have 6 chambers for bullets, but you can upgrade them to 9 or 12. • Autoloaders take box ammo that loads the handle. You reload them by simply replacing the magazine. Autoloaders use P-type ammo.

rules as written, this swing, Tumble, and attack are three separate, distinct actions, but you're of course free to say that you swing up to your target, performed a mid-air somersault and catch him under the chin with your heel before hitting the ground like a cat. Even the most mundane attack can be enhanced through description. You can also Spring Attack while swinging to strike your target in mid-swing. However, this incurs a -4 circumstance penalty to your Tumble check. If you fail the check, you can't get yourself to within mêlée range of your target. Finally, you can make a Swinging Charge. You get the standard -2 Defence and +2 to hit for a Charge, but you don't have to move in a straight line. Instead, your movement is determined by the arc of your swing.

Generic Firearms
The superhero genre is not overly preoccupied with firearms. They're a little too bland, not colourful or flashy enough in a world of heat vision and web shooters. Therefore, instead of the published material on firearms in d20, which attempts to somewhat accurately represent the products created by the modern firearms industry, Phoenix uses generic firearms that are more akin to fantasy games in which you buy a "long sword" or a "great axe," instead of a particular long sword created by a specific manufacturer, or a specific great axe made by a particular designer. Table 7-4, below, lists an array of generic Table 7-4 Generic Firearms Handguns Derringer (e.g., Baby Browning .22) Revolver, Light (e.g., Pathfinder .22) Revolver, Medium (e.g., Ruger Service Six ) Revolver, Heavy (e.g., Smith & Wesson .44) Autoloader, Light (e.g., Walther PPK) Autoloader, Medium (e.g., Glock 17) Autoloader, Heavy (e.g., Desert Eagle) Machine Pistol, Light (e.g., Skorpion) Machine Pistol, Heavy (e.g., Barretta 93R) Longarms Rifle, Light (e.g., Remington 700) Rifle, Medium (e.g., HK PSG1) Rifle, Heavy (e.g., Barrett Light Fifty) Shotgun, Bean-Bag Shotgun, Sawed-Off Shotgun, Autoloader Shotgun, Double-Barrel Shotgun, Heavy Submachine Gun (e.g., HK MP5, Uzi) Assault Rifle (e.g., AK-47) Exotic Firearms Machine Gun, Light (e.g., FN Minimi) Machine Gun, Medium (e.g., M60) Machine Gun, Heavy (e.g., M2HB) Rocket Launcher (e.g., M72A3 LAW) Grenade Launcher (e.g., M79) 172 Damage 2d4 2d4 2d6 2d8 2d4 2d6 2d8 2d4 2d6 2d8 2d10 2d12 2d8 NL 2d8 2d8 2d8 2d10 2d6 2d8 2d8 2d10 2d12 10d6 -

Range Rate of Ammo Ammo Size Weight PDC Restriction Increment Fire Capacity Type 10 ft. Single 2 int P1 tiny 1 lb. 14 Lic +1 20 ft. S 6 cyl P1 small 1 lb. 13 Lic +1 30 ft. S 6 cyl P2 small 2 lb. 14 Lic +1 40 ft. S 6 cyl P3 med 3 lb. 15 Lic +1 20 ft. S 10 box P1 small 1 lb. 15 Lic +1 30 ft. S 10 box P2 small 3 lb. 16 Lic +1 40 ft. S 10 box P3 med 4 lb. 17 Lic +1 30 ft. S, A 20 box P1 small 4 lb. 17 Res +2 40 ft. S, A 20 box P2 med 3 lb. 18 Res +2 90 ft. 90 ft. 120 ft. 20 ft. 10 ft. 30 ft. 30 ft. 30 ft. 50 ft. 80 ft. 80 ft. 100 ft. 120 ft. 150 ft. 70 ft. S S S S S S S S S, A S, A S, A A A 1 1 6 int 6 box 12 box 4 int 2 int 6 box 2 int 6 int 30 box 30 box 30 box linked linked 1 int 1 int L1 L2 L3 B Sl Sl Sl S2 P2 L1 L1 L2 L3 special special large 8 lb. large 16 lb. huge 35 lb. large 10 lb. med 4 lb. large 8 lb. large 8 lb. large 11 lb. large 7 lb. large 9 lb. large 12 lb. huge 22 lb. huge 75 lb. large 5 lb. large 7 lb. 14 22 24 16 15 16 15 17 18 18 19 21 22 15 14 Lic +1 Lic +1 Lic +1 Lic +1 Ill +4 Lic +1 Lic +1 Lic +1 Res +2 Res +2 Res +2 Res +2 Mil +3 Mil +3 Mil +3

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Machine Pistols are essentially the same as autoloaders, but they can switch between semi-auto and fully-automatic fire.

firearm (it auto-loads and fires bursts of bullets). Finally, "S, A" means that the weapon can switch from semi-automatic to fullyautomatic as a free action. Ammo Capacity Each gun has a maximum number of bullets it can carry, and a mechanical means to carry them. "Internal" firearms keep their bullets in the body of the weapon. "Cylinder" firearms keep their bullets in a rotating barrel. "Box" firearms keep their bullets in a pre-loaded magazine. Finally, "Linked" firearms take bullets that are linked to each other by small metal clips of 50 at a time. Reloading a box firearm or a cylinder firearm with a speed loader (a device that holds the bullets and slips them all in the barrel at once) takes a move action. Reloading the individual bullets into a cylinder or into an Internal firearm takes a fullround action. You can link two belts of linked ammunition to each other as a move action, and thus maintain uninterrupted fire. Ammo Type Ammunition breaks down into three types. The types are "P" for "pistol," "L" for "longarm," and "Sh" for "shot." Each of those types has three weights (1, 2, and 3) which correspond to the three levels of damage that that weapon does. Therefore, all pistols and submachine guns that do 2d6 damage take P2 ammunition. All longarms that do 2d8 damage take L1 ammunition. Shot are small containers of pellets, so when they fire, the pellets spread out in a wider area, but do less damage individually. As a result, it does -1 HPs for every range increment between the firer and the target. There are also two kinds of non-lethal rounds, Rubber bullets and Bean-Bag rounds. Rubber bullets (and variations thereon) have also been made of wood, wax, and most recently plastic. We use "rubber" as a generic term for any handgun round that's designed to be, as it were, less-than-lethal. You can purchase rubber bullets for any firearm that takes P-type ammo, and they do 2d6 non-lethal damage, except on a critical hit, in which case they do 2d6 lethal damage. Bean-Bag rounds are small pouches filled with lead balls. You must buy a special kind of Shotgun to fire Bean-Bag rounds, however, and they follow the same rules about lethality Table 7-5 Generic Ammunition Type/Weight Amount Pistol 1 50 Pistol 2 50 Pistol 3 50 Rubber 50 Longarm 1 20 Longarm 2 20 Longarm 3 20 Shot 1 10 Shot 2 10 Bean-Bag 10

Longarms are firearms that you can fire comfortably with both hands. You can fire them with one hand, but you take a -4 penalty. This isn't very realistic, but neither are superheroes. All longarms use L-type ammo, except Submachine Guns which use P-type. • Rifles have long barrels and fire single shots at a time. They are either internally loaded or take box ammo. Rifles use L-type ammo. • Shot Guns are basically the same a rifles, but they can fire rounds of shot (tiny steel balls) instead of bullets. The Double-Barrel Shotgun is an old favourite, and is "semiautomatic" because you can fire each barrel in rapid succession. The Sawed-Off Shotgun is usually illegal, but makes for a weapon that is easier to conceal, although it also drastically reduces the gun's range. Shotguns use Stype ammo. • Submachine Guns are mid-way between machine pistols and machine guns. They have fully-auto fire, and they require two hands to fire, but they use pistol rounds (Ptype ammo). • Assault Rifles are fully-automatic, require two-hands to fire properly, but are light enough that one person can operate them. Assault rifles use L-type ammo. Exotic firearms are weapons that require special training or finicky operation. Machine guns fall into this category because they are belt-fed and generally only used in military situations. Rocket and grenade launchers are exotic because they simply do not operate or fire like other firearms. • Machine Guns are fully-automatic rifles that are so heavy that they must be mounted to fire properly. If you are strong enough to lift one, you can attempt to fire a machine gun two-handed, but you take a -4 penalty to hit. If you are strong enough to life a machine gun with one hand, you can attempt to fire it one-handed, but you take a -8 penalty to hit. Machine guns use L-type Ammo. • Rocket Launchers literally launch self-propelled rockets. They're basically light plastic or fibre-glass tubes you can aim with. They are single-use items. The rocket destroys them after if fires. Rocket launchers use specialised, self-propelled rocket ammo. • Grenade Launchers shoot special grenades that are shaped like large bullets (see d20 rules for the kinds of grenades you can load into a Grenade Launcher). These simple weapons simply help you to get the grenade to a target. All other rules regarding attacking with grenades apply. Rates of Fire "1" means you must reload the weapon every time you fire it. It takes one round of ammunition at a time. "Single" means it requires manual action (i.e., cock the hammer, pull the bolt, etc.). "S" designates a semi-automatic weapon (it automatically loads the next bullet, usually through a slide, a spring-loaded magazine, or what have you). "A" indicates a fully-automatic

Damage 2d4 2d6 2d8 2d6 NL 2d8 2d10 2d12 2d8 2d10 2d8 NL

PDC 4 5 6 5 4 5 6 4 5 4 173

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Chapter 7: Combat and Movement number of bullets by 50% (which also increases weight by 25%), and pay +2 PDC for ammo to increase capacity by 100% (and weight by 50%).

as plastic rounds: 2d8 non-lethal, except on a critical hit, in which case they inflict 2d8 lethal. Size The size of firearms dictates how you grip them and who can comfortably do so. If you are the same size as your weapon, you can use that weapon in one hand. If the weapon is one size larger than you, then you need two hands. If the weapon is two sizes larger than you, then you need to either set the weapon on the ground to fire it, or use a mount (like a bipod). You can try to use a weapon that's a size too large for you in one hand (i.e., a medium-sized person with a large-sized firearm), but you take a -4 penalty to attack. You can also try to use a weapon that's two sizes too large in two hands (i.e., a medium-sized person holding a huge-sized weapon), but again, you take a -4 to attack. Finally, you can try to use a weapon two sizes too large for you in one hand (i.e., a medium-sized person with a huge weapon), but you take a -8 penalty to attack. With weapons that require a mount, you must take a fullround action to set the weapon in place, either flipping up a mount and positing the barrel, or lying down and firing the gun from a prone position. Restriction The restriction of a firearm refers to just how easy/legal it is to get your hands on. The modifiers in Table 7-4adjust the PDC of a weapon when you attempt to purchase it off of the Black Market. Bare in mind, however, that these restrictions refer to the United States, which has relatively lax gun laws compared to other Western nations. If your game is set in a nation with more strict gun laws, add +1 to all of the Restrictions. Modifying Generic Firearms You can also modify your guns, having them customised or doing it yourself, or just buying superior quality. Mastercraft These weapons gain a +1 Mastercraft bonus to attack and damage. Mastercraft weapons increase the PDC by +3. Range You can increase the range of your firearms by having the barrel elongated, for example. Pay +1 PDC to increase the range increments by +10 ft.. The maximum range increment for a handgun is 60 ft.. The maximum range increment for a longarm is 150 ft.. Damage You can increase the damage of your firearms by purchasing special bullets that either explode on impact (concussive), or flatten (slashing/piercing), or burn (heat/fire). Extra-damage ammo costs +1 PDC and increase the damage by +2 HPs. When you purchase the ammo, you must specify if the extra damage is concussive, heat-based, or slashing/piercing. Ammo Capacity You can purchase custom-made magazines or larger-thannormal revolvers that can carry more bullets than the off-theshelf version listed on Table 7-4. Pay +1 PDC to increase the 174

Body Armour
In addition to the protective gear listed in the SRDs, you can also purchase inserts (which slip under or into your clothing), helmets (which protect your head and face), and plates (which fit over your clothing), and thus offer you additional protection from physical injury. Some Body Armour is just re-purposed sporting goods (usually the plastic kind), but the rest is either military- or law-enforcement-grade gear that you purchase through surplus stores, mail-order, or have custom-made. In any event, the PDCs are as listed, and although it's a little weird for someone in the modern world to buy what amounts to armour, it's by no means illegal, thus there is no restriction modifier to your purchase DC. Inserts Inserts are small disks of plastic, ceramics, or metal that you affix to your clothing. The individual disks be very small and affixed to a mesh that is then sewn into clothing, or they can be larger and fit, individually, into special pockets. Meshes are flexible but more delicate, large disks are less flexible but more robust. For game purposes, there's no difference between the two. Helmets Helmets fit over the head and protect the skull and wrap around the face, thus protecting some of the most vital areas of the body. They are most typically designed for riding motorcycles or other open-air vehicles, but are also designed for some sporting events, like fencing. They always have some way of seeing out the front, either a hardened but clear polymer, a fine mesh, or even a traditional slatted "beaver," as found in medieval armour. Light Helmets impose a -2 penalty to Observe checks, and Heavy Helmets impose a -4. Plates Plates are form-fitting pieces of hardened material (metal, ceramic, polymers, etc.) that affix to the outside of your body, on top of your clothes, usually by straps, buckles, velcro, or some combination therefore. They most resemble "armour" in the traditional sense. Lower-Body plates cover the thighs, shins, and groin, and Upper-Body plates cover the chest, stomach, back and shoulders. Full-Plate covers all of the above, as well as the arms, and usually includes gloves and boots made of heavyduty materials. Modifying Body Armour You can buy slightly different kinds of body armour, which adjusts the PDC, as listed in the table. Almost all of the options translate to using better/poorer materials to make the armour (e.g., titanium instead of steel, household plastic instead of sophisticated polymers). In real terms, these kinds of armour are either custom made or home made, or of higher or lower quality. You cannot apply these modifications to protective gear found in the SRDs without your GM's explicit permission because those items have specific physical qualities already (such as being made of metal). You can combine any and all

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Chapter 7: Combat and Movement Table 7-6 Body Armour Insert, Light Insert, Medium Insert, Heavy Helmet, Light Helmet, Heavy Plates, Lower-Body Plates, Upper-Body Plate, Full-Body Modified Armour Heavy Light Ultra-Light Flexible Hardened Softened Conductive Ferrous Fragile Low Melting Point
1 2

175 Weight 3 lbs. 5 lbs. 7 lbs. 3 lbs. 5 lbs. 20 lbs. 20 lbs. 50 lbs. +50% -50% -75% PDC 12 13 14 14 15 17 17 23 -2 +2 +3 +1 +2 -2 -1 -1 -2 -1 Restriction

Equipment Non-Prof. Maximum Bonus Bonus Dexterity +1 +1 +8 +2 +1 +6 +3 +1 +6 +2 +1 +10 +3 +2 +8 +4 +2 +4 +4 +2 +4 +8 +3 +1 +1 -1 -21 +21 +41 +21 -

Armour Penalty -1 -2 -3 -1 -2 -4 -4 -6 -1 +1 -

Speed Modifier -10 ft. -10 ft.2 +10 ft.2 +10 ft.2 +10 ft.2 -

This number modifies the Maximum Dexterity of a pre-existing piece of body armour. This number adjusts the Speed Modifier of a pre-existing piece of body armour. It "adds" speed only to armour that reduces your speed.

modifications to body armour, except for Light and Ultra-Light, because the latter is just an improved version of the former. Lighter/Heavier This kind of body armour is made of materials of different weights but similar hardness. Adjust its Maximum Dexterity, Armour Penalty, and Speed Modifier accordingly. Flexible This kind of body armour is made of materials that can bend and flex but retain their protective qualities, such as meshes, textiles that become rigid on impact, or space-age variations on good old chain mail. Adjust the Maximum Dexterity of the armour as indicated. Hardened/Softened This kind of body armour is made of materials of different hardness/softness, but about the same weight. Reduce or increase its Equipment bonus to Defence as indicated. Conductive This kind of body armour conducts electricity. It is usually made of metal, but other materials are theoretically possible. Ferrous This kind of body armour is made of a metal that can be affected by magnetic fields. Fragile This kind of body armour is made of a material, like ceramics or certain plastics, that does not bend or dent but instead shatters when it takes a blow at the wrong angle and/or of sufficient strength. Every time you either (a) take a critical hit or (b) take 30 or more HPs of damage in a single blow, Fragile

body armour loses 1 point of protection. If this reduces the body armour to +0, then the damage effectively destroys it. It falls off your body in shards and chunks. Low Melting Point This kind of body armour is usually made of plastic, but it can also be certain kinds of metal. The most common lowmelting-point body armour is athletic padding (e.g., hockey, American football, etc.). Whenever it takes fire/heat damage of 30 HPs or more, it loses 1 point of protection. Whenever it takes electrical/ lightning damage of 50HPs or more, it loses 1 point of protection. This reduction is cumulative. If it reduces the body armour to +0 protection, then the armour has effectively melted right off of your body. It'll be a pain in the ass to clean up, I'll tell ya that.

Super Attacks
"Super" is the Phoenix equivalent of "magic." It's the catchall term for anything outside of the normal range of human ability. Any in-game effect that has an Origin is automatically Super. Any attack or effect that comes from an item—mystical, psionic, or supertech—is Super. Enhancements granted by Mastercraft tools or weapons are not Super, but those granted by Supercraft weapons are Super. Ability scores of 25 or more are Super. Therefore an attack aided by one of those scores, usually Strength or Dexterity, is Super as well. A rock (or a car) thrown by someone with a Dexterity of 27 is Super. A punch from someone with a Strength of 32 is Super. Like magic in standard d20 games, Super attacks in Phoenix automatically bypass DR. Similarly, anything or anyone normally only hit by magic weapons or attacks can be hit by Super attacks. 175

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Super Strength
Table 7-1 Super Strength Stats Strength Bonus Light Score 10 33 lb. 11 38 lb. 12 +1 43 lb. 13 +1 50 lb. 14 +2 58 lb. 15 +2 66 lb. 16 +3 76 lb. 17 +3 86 lb. 18 +4 100 lb. 19 +4 116 lb. 20 +5 133 lb. 21 +5 153 lb. 22 +6 173 lb. 23 +6 200 lb. 24 +7 233 lb. 25 +7 266 lb. 26 +8 306 lb. 27 +8 346 lb. 28 +9 400 lb. 29 +9 466 lb. 30 +10 532 lb. 31 +10 612 lb. 32 +11 692 lb. 33 +11 800 lb. 34 +12 932 lb. 35 +12 1,064 lb. 36 +13 1,224 lb. 37 +13 1,384 lb. 38 +14 1,600 lb. 39 +14 1,864 lb. 40 +15 2,128 lb. 41 +15 2,448 lb. 42 +16 2,768 lb. 43 +16 3,200 lb. 44 +17 3,728 lb. 45 +17 4,256 lb. 46 +18 4,896 lb. 47 +18 5,536 lb. 48 +19 6,400 lb. 49 +19 7,456 lb. 50 +20 8,512 lb. 51 +20 9,792 lb. 52 +21 11,072 lb. 53 +21 12,800 lb. 54 +22 14,912 lb. 55 +22 17,024 lb. 56 +23 19,584 lb. 57 +23 22,144 lb. 58 +24 25,600 lb. 59 +24 29,824 lb. 60 +25 34,048 lb. Super Strength mostly speaks for itself. You have a higher Strength score and your bonuses go up accordingly. Strength scores of 25 or above are Super, and 24 and below are not. Super Strength also automatically does lethal damage, whereas scores of 24 and below do not. Published sources tend not to list the encumbrance and loads for scores above 30, and because those are important for super fights, we calculated them for you (see Table 7-1). Improvised Weapons Super fights get a little nuts in comics, and so they should in Phoenix. Streets are ripped up. Cars a thrown. Buildings topple. Because Strengths scores can be well above the human range, the normal Improvised Weapons rules aren't always applicable. In Phoenix, you can use an improvised weapon, in mêlée or as a projectile, if it is less than your Light load. If it is less than half your light load, then you can wield it/throw it with hand. If you increase your loads through the power Mighty Lifting, then you do indeed increase the maximum weight of objects you can use as improvised weapons. If your improvised weapon is four or more size categories different than your own, in either direction, then you simply don't have the leverage or fine control to wield it like a weapon. A fine-sized hero trying to lift a car is going to have a hard time finding something to grab, even if she has the Strength to do it. A colossal-sized hero trying to throw a baseball will probably just crush it between thumb and forefinger. Over-sized weapons do damage according to Table 7-7 (previous page). The damage on this table has been adjusted upwards because superheroes are generically prone to hitting people with things that are lying around , so the damage potential should match that tendency. We've also added the size category "Ginormous" because Colossal just wasn't big enough. GMs can, of course, adjust the damage up or down depending on the circumstances. Objects that weigh significantly more than the average for their size, for example, might do more damage, and objects that are less heavy than the average for their size might do less. Also, objects that are more aerodynamic or easier to wield might do more damage, or vice-versa. As a rule of thumb, every 100 pounds of weight adds 1d6 damage. However, any players who whine, carry on, and generally makes asses of themselves about the weight of a thrown object in order to weasel their way into more damage should know that such behaviour is not appreciated by the GM. Thrown objects generally lose their kinetic energy when they hit their targets and fall to the ground, but if the object in question is more than twice the weight of the target, it will continue to fly along its vector for two range increments before it starts to plummet. An object that can roll, due to a round shape or sufficiently robust wheels, might continue for another range increment, but unless it lands on a slope or gets some other help, it will stop at that point. GMs are encouraged to eye-ball where such objects land and PCs are encouraged not to get too wrapped up in real-world physics. You can also throw objects in such a way that they spend most of their movement scraping along the ground. After one

Medium

Heavy

66 lb. 100 lb. 76 lb. 115 lb. 86 lb. 130 lb. 100 lb. 150 lb. 116 lb. 175 lb. 133 lb. 200 lb. 153 lb. 230 lb. 173 lb. 260 lb. 200 lb. 300 lb. 233 lb. 350 lb. 266 lb. 400 lb. 306 lb. 460 lb. 346 lb. 520 lb. 400 lb. 600 lb. 466 lb. 700 lb. 533 lb. 800 lb. 613 lb. 920 lb. 693 lb. 1,040 lb. 800 lb. 1,200 lb. 933 lb. 1,400 lb. 1,064 lb. 1,600 lb. 1,224 lb. 1,840 lb. 1,384 lb. 2,080 lb. 1,600 lb. 2,400 lb. 1,864 lb. 2,800 lb. 2,132 lb. 3,200 lb. 2,452 lb. 3,680 lb. 2,772 lb. 4,160 lb. 3,200 lb. 4,800 lb. 3,732 lb. 5,600 lb. 4,256 lb. 6,400 lb. 4,896 lb. 7,360 lb. 5,536 lb. 8,320 lb. 6,400 lb. 9,600 lb. 7,456 lb. 11,200 lb. 8,528 lb. 12,800 lb. 9,808 lb. 14,720 lb. 11,088 lb. 16,640 lb. 12,800 lb. 19,200 lb. 14,928 lb. 22,400 lb. 17,024 lb. 25,600 lb. 19,584 lb. 29,440 lb. 22,144 lb. 33,280 lb. 25,600 lb. 38,400 lb. 29,824 lb. 44,800 lb. 34,112 lb. 51,200 lb. 39,232 lb. 58,880 lb. 44,352 lb. 66,560 lb. 51,200 lb. 76,800 lb. 59,712 lb. 89,600 lb. 68,096 lb. 102,400 lb.

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Chapter 7: Combat and Movement Table 7-7 Improvised Weapon Damage Object Examples Size coin, ball-point pen, Fine computer mouse ashtray, CD case, Diminutive paperweight small rock, mug, Tiny screwdriver, wrench big rock, drill, helmet, Small fire extinguisher, flower pot brick, briefcase, bowling Medium ball, hockey stick, guitar garbage can, TV set, Large office chair, tire iron 10-foot ladder, mailbox, Huge oil barrel, park bench dumpster, pop machine, Gargantuan very small car pick-up truck, shed, Colossal telephone pole, 18-wheeler, private jet, Ginormous small building, hummer

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Weapon Damage 1 1d3 1d6 1d8 2d6 4d6 8d6 12d6 16d6

roll a Fortitude save against DC 15. If you failed that save, you would drop to -1HPs, stabilized. We've altered massive damage in Phoenix so that normal people drop pretty quickly (i.e., they're at -1HPs and stable), and heroes can avoid accidentally killing people because they're standard attacks do well in excess of how much the average person can take without dying.

Movement
Superheroes tend to travel by unusual means, mostly because they're cool, not always because they make sense. This section details three modes of movement: super speed, swinging, and Zero-Gravity.

Super Speed
Table 7-7 (next page) lists all the possible speeds at which you could move using Super Speed, if you start with a base speed of 30. This covers the majority of characters. Before you even look at this table, ask yourself if it's information you actually need to know, because if it's not, then don't bother. If you intend to use your flight or running speed to actually travel from place to place, especially during a game, then you'll want to know how fast you can move, but if you're concerned only with movement during combat, then just use your speed in feet per round. If you do consult the table, you'll want to make sure you know what you're looking for before you start because there are a lot of boxes with very small numbers. First, all speeds are listed in both miles per hour (mph) for our American friends and then in kilometres per hour (kph) for the rest of us. Second, the left-most column is the speed multiplier for when you are Running as a full-round action. This corresponds to the basic Super Speed power which increases only your Running multiplier. If you don't take any levels of Fast Move, then the first two columns are all you ever need to worry about. Just look up your "Running Multiplier" and then check the "Base Speed 30 ft" column. Now you know how fast you can Run. Record that number on your character sheet and you never need to look at this gawd-awful table again. If you took levels of Fast Move, however, you need to find your new base speed and cross-reference it to your Running Multiplier, if any. If you start with a Base Speed of 30 feet, for example, and then purchase 3 levels of Fast Move (x4), then your Base Speed would be 120 feet (30 ft. x4). If you also purchased a Running Multiplier of x12, then your full Running speed would be 1,440 feet per round, which works out to 175kph (109mph). You'd zoom past highway traffic. All of these calculations apply regardless of whether you're running, flying, driving, or swinging on a web-line. If you can go 120 feet as a move action while riding your bicycle, then you can travel at 22kph (16mph), for example. To get some real-world perspective, a Speed of 2880 ft. (90 ft. Hustle, x32 Run) is 327 mph/524 kph, which is just shy of the speed of sound,1 or Mach 1. So Mach 2, twice the speed of sound, is about 655mph/1047kph (90 ft. Hustle, x64). A Speed of 4,904,400 (300 ft. Hustle, x16348 Run) is 557,318 mph/
1 The speed of sound changes depending on air pressure and temperature, but this rule of thumb is good enough.

full range increment in the air, the object hits the ground and begins sliding, exactly as if it were affected by a knockback (see below). The thrower makes a damage roll for the object, and it travels half that distance in feet. If the object rolls or has wheels, it travels the full distance. Slowing a Rolling Object If you are in the path of a rolling object and you have Super Strength then you can try to hasten its deceleration. As a fullround action, you can plant your feet on the ground and grit your teeth. Every round, you roll a Strength check and reduce the object's remaining HPs/feet by that number. If you you are flying, you can use a full-round action to reduce the object's remaining HPs/feat by 1d6 per 100 pounds of you can lift. In either case, if you have the power Mighty Lifting, apply its modifier before you make your Strength check.

Massive Damage
Sometimes, an attack is so powerful that even if it doesn't reduce your HPs to zero, it's still so traumatic that your body just can't take it. This is massive damage. Phoenix uses a combination of the two published massive damage systems. Your massive damage threshold is either 50HPs, or it equals your Constitution score (not your modifier) multiplied by your total character levels, whichever is lower. If you take damage from a single attack that equals or exceeds your massive damage threshold, then you must make a Fortitude save against DC 15 or immediately drop to -1HPs, but stabilized. For example, if you were 3rd level and had a Constitution of 14, then your massive damage threshold would be 42. If a single attack were to do 42HPs or more, you would then be forced to

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178 Table 7-2 Running Speeds
Running 20 feet Multiplier (encumbered) 30 feet 60 feet (x2)

Chapter 7: Combat and Movement

90 feet (x3)

120 feet (x4)

150 feet (x5)

180 feet (x6)

210 feet (x7)

240 feet (x8)

270 feet (x9)

300 feet (x10)

x1 Hustle x4 Run x5 x8 x16 x32 x64 x128 x256 x512 x1024 x2048 x4096 x8192 x16348

2.3mph 3.6kph 7mph 11kph 9mph 15kph 18mph 29kph 36mph 58kph 73mph 116kph 145mph 233kph 291mph 465kph 582mph 931kph 1,164mph 1,862kph 2,327mph 3,724kph 4,655mph 7,447kph 9,309mph
14,895kph 18,618mph 29,789kph 37,155mph 59,447kph

3.4mph 5.5kph 10mph 16kph 14mph 22kph 27mph 44kph 55mph 87kph 109mph 175kph 218mph 349kph 436mph 698kph 873mph 1,396kph 1,745mph 2,793kph 3,491mph 5,585kph 6,982mph

6.8mph 10.9kph 20mph 33kph 27mph 44kph 55mph 87kph 109mph 175kph 218mph 349kph 436mph 698kph 873mph 1,396kph 1,745mph 2,793kph 3,491mph 5,585kph 6,982mph

10mph 16kph 31mph 49kph 41mph 65kph 82mph 131kph 164mph 262kph 327mph 524kph 655mph 1,047kph 1,309mph 2,095kph 2,618mph 4,189kph 5,236mph 8,378kph
10,473mph 16,756kph 20,945mph 33,513kph 41,891mph 67,025kph 83,782mph

14mph 22kph 41mph 65kph 55mph 87kph 109mph 175kph 218mph 349kph 436mph 698kph 873mph 1,396kph 1,745mph 2,793kph 3,491mph 5,585kph 6,982mph
11,171kph 13,964mph 22,342kph 27,927mph 44,684kph 55,855mph 89,367kph

17mph 27kph 51mph 82kph 68mph 109kph 136mph 218kph 273mph 436kph 545mph 873kph 1,091mph 1,745kph 2,182mph 3,491kph 4,364mph 6,982kph 8,727mph
13,964kph 17,455mph 27,927kph 34,909mph 55,855kph 69,818mph

20mph 33kph 61mph 98kph 82mph 131kph 164mph 262kph 327mph 524kph 655mph 1,047kph 1,309mph 2,095kph 2,618mph 4,189kph 5,236mph 8,378kph
10,473mph 16,756kph 20,945mph 33,513kph 41,891mph 67,025kph 83,782mph

24mph 38kph 72mph 115kph 95mph 153kph 191mph 305kph 382mph 611kph 764mph 1,222kph 1,527mph 2,444kph 3,055mph 4,887kph 6,109mph 9,775kph
12,218mph 19,549kph 24,436mph 39,098kph 48,873mph 78,196kph 97,745mph

27mph 44kph 82mph 131kph 109mph 175kph 218mph 349kph 436mph 698kph 873mph 1,396kph 1,745mph 2,793kph 3,491mph 5,585kph 6,982mph
11,171kph 13,964mph 22,342kph 27,927mph 44,684kph 55,855mph 89,367kph

31mph 49kph 92mph 147kph 123mph 196kph 245mph 393kph 491mph 785kph 982mph 1,571kph 1,964mph 3,142kph 3,927mph 6,284kph 7,855mph
12,567kph 15,709mph 25,135kph 31,418mph 50,269kph 62,836mph

34mph 55kph 102mph 164kph 136mph 218kph 273mph 436kph 545mph 873kph 1,091mph 1,745kph 2,182mph 3,491kph 4,364mph 6,982kph 8,727mph
13,964kph 17,455mph 27,927kph 34,909mph 55,855kph 69,818mph
111,709kph 139,636mph 223,418kph 279,273mph 446,836kph 557,318mph 891,709kph

100,538kph 11,171kph 125,673mph 13,964mph 201,076kph 22,342kph 251,345mph 27,927mph 402,153kph 44,684kph 55,732mph 111,464mph 167,195mph 222,927mph 278,659mph 334,391mph 390,123mph 445,855mph 501,586mph 89,171kph 178,342kph 267,513kph 356,684kph 445,855kph 535,025kph 624,196kph 713,367kph 802,538kph

11,171kph 13,964mph 22,342kph 111,709mph 27,927mph 111,709kph 134,051kph 156,393kph 178,735kph 44,684kph 111,709mph 139,636mph 167,564mph 195,491mph 223,418mph 55,855mph 89,367kph 134,051kph 178,735kph 223,418kph 268,102kph 312,785kph 357,469kph

891,709 kph, which is creeping up on 0.1 C, or 1/10th the speed of light. The idea that someone can move at these kinds of speeds by slapping their feet against the ground is, of course, ridiculous, but that's sort of the point, isn't it? If you have a Base Speed that's not on this table, then you must use the following formula: multiply your Base Speed by your Running speed, then divide by 8.8 to get your realworld speed in miles per hour. Take your MPH and multiply by 1.6 to find your KPH. If you have a non-standard base speed or you can sometimes move at different Base Speeds (for example if you can Size Shift), then please do all these calculations before you get to the gaming table. It's only polite.

Swinging as Movement Swinging on a rope is part of a move action, like jumping or climbing, but you swing twice as fast as your size and encumbrance would normally allow (NB: Super Speed does not increase swinging speed). If you swing for a distance of 30 feet, it counts as only 15 feet of your movement. To swing, you need a rope or other tether, like a strand of Webbing, that is connected more or less equidistant between your self and the spot you want to land on. You also need some room below you because the arc the swing will take you down before it goes up again. If it's pertinent (e.g., you might actually hit the ground), then you need an extra 5 feet downwards for every 25 of total swinging distance. A 50-foot swing requires about 10 feet of extra space below you, for example. If there isn't enough space, then you must make a Reflex save, DC 15, or you hit the ground and take falling damage as normal. If you make the save, then you hit the ground running. You can substitute a Tumble check for the Reflex save, at your discretion.

Swinging
Dangling on the end of a rope 20 stories in the air isn't the most prudent thing to do, usually, but it looks so damn cool that it's a major part of superhero comics. The in-game benefit of swinging is that you can cover a bigger distance than a jump, without nearly as much chance of falling to your pulpy death.

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Chapter 7: Combat and Movement To determine success or failure for the swing, make a Tumble check DC 14.2 The DC rises by +2 for every 5 feet out of true the swing is. "Out of true" means one of three things: (1) the start point and end point are at different heights, (2) you have to swing in a lateral arc (i.e., around instead of straight), or (3) the fixed point of the tether isn't equidistant between your start and end points. You also add +2 for every 50 pounds over a light load. Example: If the rope's fixed point were 5 feet closer to you than your target point or 5 feet to the left (so that you have to swing in an arc), the DC would be 12. If the end point of the swing were 10 feet higher than your starting point, the DC would be 14. If all three factors were out by 5 feet, then the DC would be 16. If all three were out by 10 feet, the DC would be 22. And so on. This can get to be a complicated set of calculations, so GMs are encouraged to eye-ball the DC. GMs are also encouraged to let 'flavour' swinging go without tedious checks. If it's just for show, to make the character look cool, then don't sweat it. If it's actually a risky manoeuvre, then enforce the rolls. If you succeed, you land on your target square, on your feet. If you fail the check, you land prone and take 1d6 nonlethal damage. This does not provoke an attack of opportunity, but standing up does. If you fail the check by more than 10, then you fall in mid-swing at a point to be determined randomly. Example: You're attempting to make a 50-foot swing with a fixed point 15 feet off of a straight line, 5 feet too close to you, and landing on a rooftop that is 10 higher than where you're standing. At +2 to the DC for every 5 feet out, that's a DC 24. Difficult, but not impossible. If you were to roll a 25, you would land clean. If you were to roll a 20, you would hit the ground like a sack of wheat, but you would just get the wind knocked out of you. If you were to roll a 10, you would fall right off the rope, into the traffic and soon-to-be traumatised bystanders, below. We hope you have clean underwear on (see Falling While Swinging, below). Jumping at the End of a Swing If you let go of the rope when it's more or less horizontal (at the end of your swing), you can make a Jump check as if you had a running start. You swing your body upward to achieve height, or throw it forward to achieve distance. Thus, you can swing across a chasm, let go of the rope at the other end, and make a fresh Jump check, all as part of the same move action. Kicking Off in Mid-Swing Although you cannot change your swinging trajectory in mid-swing, you can push off of a solid, anchored point, like swinging against the side of a building and kicking off of it. If you swing at an angle to the wall, you can make a Jump check as if you had a running start. The result of the check indicates how far along the arc of the swing you manage to get (i.e., how far you launch yourself away from the wall). If you swing straight into a wall, you can repel off of it as if you were making a Jump check without a running start. The distance, again, indicates how far you manage to get from the wall, along the arc
2 It's actually DC 10, but the rope always grants a +4 equipment bonus.

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of the rope's length. Swinging directly into a wall, however, causes the same amount of damage as falling, but you can reduce that damage just as you would a normal fall (i.e., through a Tumble check, or Catfalling). Continuous Swinging If you have Webbing, you can fire a fresh strand as a standard action each round. Thus, you can change direction by affixing a fresh strand to a new anchor point and letting go of the old strand. This whole chain requires a move action (swing) and a standard action (fire strand). If you're doing it as a form of movement, out of combat, you just need to make a single Tumble check, as part of your move action, with a base DC of 20. Failing means that you simply didn't manage to affix a second strand and you're still on your original strand. Failing by 10 or more means that you fall (see below, Falling While Swinging). At the end of this full-round action, you're again in mid-swing and ready to start the whole thing over again the next round. You pick a new direction in which to swing at the beginning of this full-round action. GMs are, of course, free to increase the DC for performing swings in difficult environments, like through a very skinny alley, between moving vehicles, or the like. In fact, it's worth noting that the GM always retains the right to increase DC's as she sees fit. If you're out of combat and swinging as a form of transportation, then you can make these Swinging checks once per minute instead of once per round. If your Tumble bonus is high enough that you're guaranteed success, then rolling isn't necessary because natural 1's are not automatic failures on skill checks. Lucky you! You can, in theory, keep swinging and switching ropes indefinitely. However, it is extremely tiring. Moving in this way is like running. Thus, you can keep swinging for a number of rounds equal to your Constitution score, but once those rounds are expended you must make a DC 10 Constitution check. The DC of this check increases by 1 every round until you fail or finally arrive wherever it is you're going in such a damn hurry. If you fail this check, you just don't have the energy for another swing and you must rest for 1 minute (10 rounds) to get your breath back. You can rest while hanging off of your rope, but every time the strand swings with you on it as dead weight, it looses 1 foot of distance and height at both ends, so after 10 rounds, you've lost a total of 20 feet (10 feet at each end). You can also climb down off of your rope, if that's an option, and rest on the ground for a mere 60 seconds. While resting, you are not at any penalties. You just don't have the energy to do any more swinging manoeuvres or to employ the Run action. Falling While Swinging If and when you fall off a rope, you fall at a slight angle in the direction in which you were swinging. For every 20 feet you fall downwards, you also drift 5 feet in the direction of your swing. If this causes you to impact a solid surface, like a building, then you take damage as if you'd fallen to that height, and then you start to fall straight down (i.e., you land in that same square). For example, you fall at 120 feet in the air and drift into a building after 40 feet, so you'd take damage as if 179

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Chapter 7: Combat and Movement example, there's no need to make any rolls. In combat or other dangerous situations in which timing is important, however, you must essentially throw yourself from one place to another, which requires either a ranged touch attack or a Tumble check (player's choice). You have a range increment of 30 feet and the DC for the attack/Tumble check equals the Defence score of the square you want to arrive on. An object or surface that takes up a five-foot square area has a Defence of 10, but a medium-sized object is Defence 14, a small object is Defence 18, and so on. You cannot Run in zero-G while throwing yourself around, unless you can Run as part of a flying move action. However, you do not automatically stop on a square. Instead, you have to land on a large surface or grab a fixed object to arrest your movement, which you can automatically do at the end of a single move action. If you take a double-move, however, you must make a Reflex save (DC equals 10 +2 per 10 feet of Tumble distance) to arrest your movement. If there is nothing to grab on to in that square, then you keep moving, involuntarily, at your movement rate. You can perform actions while you move, but you cannot perform move actions unless you can stop moving and make another Tumble check. Involuntary movement occurs at 30 feet per round and does not count against your movement. Zero-G Combat In space, everyone has a Knockback Threshold of 10, you do not need Super Strength to provoke Knockback, and Knockback distance applies to both your target and yourself (because of Newton's Second Law... look it up). If you can fly, your Knockback Threshold is unaffected, and you do not incur Knockback on yourself.

you'd fallen 40 feet. If and when you hit the ground at the end of that fall, you take damage from the whole fall: 120 feet. However, there is no need to calculate the exact number of feet you travel laterally unless the game calls for it. If, for example, you might drift next to a building that you could grab on to to keep from falling, then calculate your lateral movement, but if you're just spiralling through empty air, there's no need to burn the brain-cells doing the math. Swinging in Combat While you are swinging, you lose your Dexterity and dodge bonuses to Defence, but you are a rapidly-moving target, the same as if you were running, and therefore also get a +2 to your Defence. If you are hit for damage while in mid-swing (between rounds or by a Readied action), you must make a Fortitude save with a DC equal to the damage you took. If you fail, the pain and stress of the taking damage causes you to involuntarily let go of the rope. For Swinging attacks, see "New Combat Manoeuvres" (above)

Zero-Gravity
In Zero-G, all your attacks, Jump, and Tumble checks are at -4, unless you have the Astrobatics feat (see Chapter 4). You cannot perform a Run action in space, but if you can fly, then you can move freely as if every direction were "lateral" movement (i.e., there is no up or down). However, if your ability to fly relies on being in an atmosphere (i.e., Wings) and you're in the vacuum of space, then you're out of luck. If you can't fly, you move in zero-G environments by pushing off of one fixed point and "landing" on another. For mundane movement, just floating around inside a ship for

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Chapter Contents
Chapter 8: GMing............................... 181
Challenge Level.................................................. 181 Effective Character Level................................... 181 Superheroes and RPGs....................................... 81 1 Trashing the Scenery.......................................181 Handling Powerful PCs...................................... 182 The Blaster/Sniper....................................... 182 The Tanks.................................................... 182 The Flyer..................................................... 182 The Hidden Mystic/Psion............................ 182 The Speedster.............................................. 182 Villains Cheat.................................................. 183 Power Levels...................................................... 183 Street Level..................................................183 City Wide.....................................................183 National....................................................... 183 Global.......................................................... 183 Legendary.................................................... 183 Galactic........................................................183 Styles of Play...................................................... 183 Fun............................................................... 183 Galactic........................................................183 Gritty............................................................184 Pulp..............................................................184 Space Opera.................................................184 Wuxia...........................................................184 Putting It All Together.....................................184 Optional Rules.................................................... 184 The Awesome Bonus....................................... 185 CP Distribution Methods.................................185 Lump Sum................................................... 185 Front-Loaded............................................... 185 XP Debt....................................................... 185 The One-Shot...............................................185

CHAPTER 8: GMING

Most of the rules for running a game are in the SRDs, so this chapter details GMing rules specifically for the Phoenix system and/or specific to the superhero genre.

Challenge Level
Challenge Level is very easy to calculate with Phoenix characters. Simply divide their total CPs by 10 and then add that number to their level/HD (and potentially factor in their species/template Level Adjustment). That's all. Since Challenge Levels have no upper limit, you don't have to alter these numbers at all. You can even pit Phoenix characters against characters and monsters from other d20 games and the Challenge Levels should match up (although GMs should always keep an eye on those just to make sure).

Effective Character Level
When you calculate experience for a game, you need to use the PCs' Effective Character Levels (ECL), not their actual Character Levels (CL). Because the XP tables go only to 20, you can't just use the Challenge Level of the PCs. You have to calculate the Challenge Level and then halve it. Doing this keeps you from falling off the XP table and it normalises the players' earned XP to their level, but takes into account their powers. In most cases, PCs have 10CP per level, so you can just use their Character Levels, but if they end up uneven or you use a different CP distribution method (see below), then you can still calculate their ECL for the purposes of awarding XP. For example, a 5th-level character with 70CPs is effectively 6th level because: 5 + 7 = 12, and 12 / 2 = 6. That 5th-level character is effectively one level higher because she has more CPs than average.

by exceedingly poetic means. They might kills themselves using the tools of their own villainy, like falling into vat of noxious poisons they're about to dump into the city reservoir, or being chewed up in their own bizarre death machines. That's how fictional and cinematic heroes tend to prevail. RPG heroes, however, really like to win through the application of their own abilities, as opposed to dumb luck. They want all the work they put into making their characters to translate into clever, strategic, and heroic victories. The key, then, is to let them do so. Design your game around the PCs. Play to their strengths. Reward their cleverness and ingenuity. There's a certain resistance to doing this among a lot of GMs because it feels like you're holding yourself back or even coddling the players. There is certainly a time and a place for playing on the characters' weaknesses, but the point of the game is fun (not "winning"), and as a GM, a lot of the responsibility for that fun rests with you. When you design your big fights, don't leave only a single way to win. Don't force your players into a particular narrative path that you like. For every challenge in the game, an NPC or just an obstacle, make sure you can think of two or three ways that the players could get around it with the skills and powers that they already have. That way, you know that they're bound to think of their own way to do it (and the best moments for a GM are when the players think of things that are a complete surprise). But if there's only one way to win, then they're just playing a guessing-game with you, and that's not very much fun, is it? Trashing the Scenery One of the most identifiable aspects of combat in superhero comics is that stuff gets trashed. Cars are thrown back and forth. Streets are ripped to pieces. Buildings topple. That is exactly how a super fight should go. Just like a normal fight should destroy the room, a super fight should take down the neighbourhood. Wanton destruction is pretty much what we're going for, here. Don't underestimate just how much more exciting a fight is if you make sure to point out that you took out a phone booth with a missed kick, or that when you knocked back a villain, he went straight through a brick wall. Don't worry too much about the exact number of HPs it might take to do these things. The sets are expendable. They exist to make the fights more fun. Even a missed attack can be exciting if it's accompanied by a car blowing up, and missing is a lot less of a bummer if something cool happens.

Superheroes and RPGs
The biggest difference between the stories you've seen and read and the kinds of games players generally like, is in how the heroes win. In fiction, they often win by sheer luck, a holdover from deus ex machina stories in which the heroes prevail because they are favoured by the gods. This can happen by luckily finding exactly the right kind of weapon to defeat a particular monster, right there in the alley where the fight takes place. It can be a straight-forward "magic sword" story, in which the protagonist needs a particular item to defeat the villain, because no other attack affects it. Also, villains often go down

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Chapter 8: GMing point where they can't move. Toss one or two powerful attacks on there, and they can just wade into fights and nickel down the enemies at their leisure. Tanks are built to withstand all kinds of physical attack, so don't attack them physically. Hit them with chemical attacks, like sleeping gas or even good old tear gas. They're almost always fighter classes, though, so they'll have high Fortitude saves. If your gas attacks aren't working, hit them with mental attacks. A well-placed spell or psi-power can turn a team's biggest threat into it's biggest liability. Don't be afraid to take over people's minds and make them fight their team mates. It's a staple of comics. Use it. The Flyer Flyers aren't as much of a problem as they might seem like, but they can be annoying. A flying hero can ignore obstacles like buildings and walls. They just go over them. That's what makes Flight so useful. They can also stay totally out of range in a fight. Flying Blasters are particularly challenging. Much like you fight Blasters with Blasters, fight Flyers with Flyers. Just send a flying villain against the flying hero, and you can properly occupy it and thus even the odds. As for limiting their range of movement, flying is kinda useless in close quarters, so set a few fights in the sewers and see how much value they get out of that Flight power. The goal is not to kill them but to keep them guessing, keep them on their toes, keep them working to stay one step ahead so that their victories are always meaningful. The Hidden Mystic/Psion A smart spellcaster or psionicist stays well away from the fight, and emulates the Blaster in many ways. A really smart one doesn't even let others realized they're in the fight at all. If she sits in a parked car a block away from a fight or in a café on a second floor, over-looking the fight, she can wreak a lot of havoc and you'll never even know she's there. The solution here is to remember that anyone using powers is detectable. Power Detection is your friend. Surely, someone has realized that this team has a "silent member," so the next time they go up against that team, they'll be prepared. They'll sneak up on the little bastard, sitting in their comfy little café, and bonk them on the head. Judicious use of Metapowers can be a real help here, too. Suppressing or even stealing their powers really puts the shoe on the other foot. The Speedster Characters who are built for speed usually employ a particular strategy: run into combat, deliver a series of attacks in a single round (using Bonus Actions), and then run out of the combat entirely (using Spring Attack). Doing this almost guarantees that the speedster can never even be targeted, let alone hit. Simply running around a corner can keep them from taking damage at all. The solution to this is extremely simple. Sacrifice an action and Ready an attack against the speedster. No matter how fast a character moves, you can still Ready an action for "the next time that little bastard tries to kick me in the neck." Feel free to Ready the NPC's nastiest attack. Putting up a good fight makes the PC's victory that much sweeter.

This is also a great way to make your villains more threatening. Instead of "He tries to hit you with his eye-beams. He misses," say "He tries to hit you with his eye-beams, but you manage to dodge out of the way and he puts a hole in the wall behind you big enough to see the hair salon inside." More fun. More threatening. More rewarding when the PCs finally kick that villain's ass. You can also use destruction to your advantage by having villains threaten to destroy the homes and property of innocent people, and possibly put your heroes on the defensive. You'll want to decide on the violence level of your game to determine, for example, whether there are people on the bus that your villains use to pound the crap out of your heroes. It's also a common gag in superhero comics, for example, that buildings and cars that are destroyed in super fights are conveniently empty or abandoned.

Handling Powerful PCs
There are times when a particular player has struck on a character design that seems to be unstoppable, and despite what we just said about playing to your players' strengths, having no fear of defeat isn't nearly as much fun as facing a genuine threat and then defeating it. The key is the sense of accomplishment. Players don't get that from merely wandering through a story you've already determined the outcome of, and they also don't get it when they can tear through the story like wet cardboard. So here are a few standard "unbeatable" superhero archetypes and how to beat the snot out of them. The basic strategy is, instead of trying to attack the most powerful aspect of a character, you simply avoid it. This is a matter of lateral thinking. If they have a high DR score, find a kind of attack that doesn't rely on damage to defeat the character. DR, for example, is useless against grappling, and a grappled character can't do much of anything. A character with a hideously high Strength score might do disgusting amounts of damage per round, but only against things he can hit. Send an incorporeal villain against him, one who has some attacks she can use while incorporeal, and he's out of luck. Whatever they're strongest attack is, make a character who can barely be affected by it. Whatever their strongest defence strategy is, simply avoid it and use a different kind of attack. It's pretty simple once you get the knack of it. The Blaster/Sniper Blasters put all of their energy into striking from a distance, which usually means Energy Attacks, but they can also be fantastically skilled snipers. Blasters usually stay out of the fight and fire into it. They'll take secondary abilities like Hide skills, Flight, or Invisibility. Anything that keeps them from getting hit. Blasters are best taken out by other Blasters, NPCs who are better hidden and/or just out of firing range. Extending your NPC's range to the maximum can be just as helpful with Blasters as extending a mêlée fighter's reach. Also, a Blaster who can't see is useless. Blind him and he's just a target. The Tanks Tanks are characters who've pumped all their abilities into defence. They usually have extremely high Defence scores, DR coming out of their pours, and have layered on armour to the 182

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Chapter 8: GMing Villains Cheat The last thing to remember when facing players who seem to think they have the system all figured out is simple: villains cheat. That means that you should feel free to have them dangle old ladies and school-children off the edges of suspension bridges to get the upper hand on your heroes. Superheroes have to follow certain basic moral principles. Villains don't. There is a danger, of course, that the old ladies actually fall in the water, but instead of holding back, not actually dropping the ladies into the water, use it to up the ante. If you drop them, the heroes now have a search-and-rescue job on their hands, and then they have to do triage, and then they becomes an impromptu ambulance service, and on it goes. Meanwhile, the villain is long gone. In the same vein, allow villains to break the actual rules of the game every so often. Give them enhancements or even whole powers that aren't in the system. Allow them to do things that they're not supposed to be able to and don't feel that you have to make any excuses for it. Make a sniper whose bullets pass through DR, just because it'll scare the bejezuss out of the players. It's not cheating because as the GM, it's not your job to win. It's your job to make the game as fun as possible, and a big part of that is maintaining a threat level that gives the players a feeling of accomplishment. Don't go over-board, of course. If the players get the sense that they can't rely on the rules at all, they'll start to not have fun any more, but having one element in every game that's simply outside the rules is fine.

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recognized. You might even have honorary citizenship in other countries or be considered a "citizen of the world." Legendary Once you reach 150CP, you are a living force of myth, moving mountains and deciding the fate of the world. Your powers rival those of Hercules or the Monkey King. There are probably cults that worship you and great epics written about you (or the pop culture equivalent). Citizenship is a trivial matter. Galactic Beyond the 200CP range, worlds tremble at your anger. Your abilities are genuinely god-like. You treat the reaches of space or the dimensions of reality as your playground and you probably shed the last vestiges of humanity a long time ago.

Styles of Play
There are several sub-genres within superhero and pulp stories, and if you want to give your games a particular kind of feel, you can use one of them. They tend to match up with particular eras in comics, science fiction, and fantasy, but the actual era of the setting is entirely up to you. Fun Fun stories are the most commonly recognized sub-genre of superheroism. Nobody ever gets killed. Heroes and villains alike are just "knocked out" and always eventually wake up. Villains, though reviled by society, seem to go into and get out of jail without much explanation, and have a seemingly never-ending budget to build elaborate hide-outs and cartoony props. In Fun stories, the cops are never corrupt, the heroes' vigilante behaviour is never questioned, and general tone is downright silly. You can institute a rule that whenever someone would normally kill a character, they can instead bring that character to -1 hit points, stabilized. That way, people don't die but they are solidly defeated. You can also make a rule that, though nobody consciously knows it, guns simply don't hit people or do damage. People can be shot and killed in other places, foreign wars or tragic back-stories, but within the game, it just doesn't happen. Superheroes and supervillains realize this, on some dim level, and that's why they don't bother using guns. The most common Origins in Fun games are Supertech and Cosmic. Technology is, of course, a sign of the inevitable progress of humanity. It's the triumph of civilization over nature, a sign of our collective sophistication. By the same token, Cosmic origins are usually related to accidents with science in which radiation and nuclear energy is likely to grant powers, instead of, you know, leukaemia. Galactic Galactic stories put heroes out in space, dealing with entities so powerful, so primal, that they might as well be gods. Galactic stories aren't explained in terms of mysticism, and they're assumed to be based in science of a kind, but that science is so far beyond human knowledge that the whole feel of it becomes a sci-fi form of mythology. 183

Power Levels
If you choose to give out a different amount of CPs at character creation and/or per level, that has a effect on the general power level of the game. You are by no means required to give exactly the amounts described below, but they will give you a general idea of what to expect. Street Level For 20CP, you can buy a power and a few enhancements, a respectable Energy Attack, for example, a very good Flight package, or a single ability in the super range (25 or more). You could also forgo powers and buy an entire feat tree. Heroes of this power level patrol the city looking for muggers and are probably well-known in their neighbourhoods. City Wide For 40CP, you can buy two power suites, or really load up on feats. You're a major hero in a major city, taking on infamous crime bosses and occasionally getting national attention. National For 60CP, you can di