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POWER AGE

Superhero Role-Playing

Version 1.1 by Ron D. McNiel


based on Adventure Game Engine rules written by Chris Pramas. You will need a copy of the
Fantasy AGE Basic Rulebook to make use of this document.

CREDITS

ARTWORK
Various artist, culled from around the Internet and used without permission, Ron McNiel
Cover artwork is the creation of Jerry Gaylord, who brought us some awesome work in the
Prowlers & Paragons Superhero RPG from Lakeside Games. It is used without permission.

DEDICATION
For Chris Pramas, Steve Kenson and the guys at Green Ronin Publishing, without them there
wouldn’t be a Dragon Age RPG Core Rulebook, a Fantasy AGE Basic Rulebook, or a Mutants
and Masterminds Hero’s Handbook, and for the fans of the AGE system Communities, who keep
it all going.
A very Special Thanks to Bob Kane, Jack Kirby, Stan Lee, Joe Shuster & Jerry Siegal
Thanks for creating a new mythology of our time and reminding us that we can all be heroes.
To My Mom & Dad
Thank you for showing me what a true hero was.

PLAYTESTERS
Ron and Kati McNiel, Dakota and Jakob King, James Greenway, Lewis Walker, Leander
Medina, and Grady C. Mobley

COPYRIGHT NOTICE
Dragon Age RPG Core Rulebook, Fantasy AGE Basic Rulebook, and Mutants & Masterminds
Hero’s Handbook is © 2015 Green Ronin Publishing, LLC. All rights reserved. Reference to
other copyrighted material in no way constitutes a challenge to the respective copyright holders
of that material.
CONTENTS

INTRODUCTION 3 CHAPTER 4: Equipment 109


CHAPTER 1: Character Creation 4 Starting Funds 109
Making a Character in 9 Easy Steps 4 Social Class 109
Character Concept 4 Descriptions 109
Abilities 5 Starting Equipment 110
Origins 5 Gadgets & Equipment 110
Accident 7 Gadgets 110
Alien 8 Inventing 111
Endowment 9 Equipment 112
Experiment 10 Vehicles 124
Mutant 11 Operating a Vehicle 124
Training 12 Chase Rules 124
Powers Random Tables 13 Vehicle Combat 125
Classes 19 Example Vehicles 125
Class Modifications 19 Customizing Vehicles 128
Expert 20 CHAPTER 5: Hero Points 129
Finishing Touches 24 Awarding Hero Points 129
Health 24 Using Hero Points 130
Defense 24 Gaining Villain Points 131
Speed 24 Atoning for Villain Points 131
Power Points 24 CHAPTER 6: Citizens 132
Motivations 25
Motivation Descriptions 25
Drawbacks & Complications 25
CHAPTER 2: Focuses, Talents, &
Specializations 27
Ability Focuses 27
Talents 30
Specializations 41
CHAPTER 3: Powers 53
Powers 53
Gaining Powers 53
Power Points 53
Activating Powers 53
Regaining Power Points 54
Power 54
Power Stunts 54

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INTRODUCTION

DESIGNER’S PREFACE
The rules you now hold in your hands are for those of you who are interested in using the AGE
system for superheroes. This is by no means a full fledge translation of any one superhero
roleplaying game.
My goal with this book is to provide a way for the fans of the AGE system to have a world for
basic comic book style of games.

INTRODUCTION
Who hasn’t wanted to be a superhero at one time or another? Who hasn’t wanted superstrength,
invulnerability, or-most of all-the power to fly?
Superheroes have been a major part of our culture for generations. They have become a kind of
modern mythology, of heroes and villains with powers and abilities beyond those of ordinary
men, locked in a never-ending battle of good versus evil.
Superheroes have been a part of the world of roleplaying for quite some time, too. It’s been
decades since the release of the first superhero roleplaying games, which allowed players to
create their own heroes and tell stories of their battles against the forces of evil.
Now with this book Power AGE, it allows you to use one of the gaming industries top gaming
system (ok, quickly rising systems) to simulate or take games a step further with a limitless
number of adventures where you play the supeheroes.

POWER AGE
Since this is a superhero setting, there are some rules modifications and additions that must be
applied to the Fantasy AGE rules to reflect the nature of Power AGE. The key thing to
understand about this setting is that modern and superhero elements live side by side. This
supplement shows you how to modify the Fantasy AGE rules to reflect this reality, provides you
with some fun new options, and includes selection of new talents and weapons. Unless otherwise
stated, assume everything in the Fantasy AGE Basic Rulebook is still valid.

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CHAPTER 1: CHARACTER CREATION

CHARACTER CREATION
Making a character is straightforward. This can be completed within the nine steps laid before
you in the Fantasy AGE Basic Rulebook.. The only exception is for the building of a superhero, I
suggest using Option 2: Buying Abilities. This gives the players total power over their starting
abilities, also because most of the Talents require a set Ability rank before it can be purchased.
The other basic process of character creation remains the same. Although, Power AGE offers six
different Origin Categories: Accident, Alien, Endowment, Experiment, Mutant, and Training in
place of Races and Social Class/Backgrounds.

MAKING A CHARACTER IN 9 EASY STEPS


As mentioned above, but altered to represent the superheroic nature of creating a character.
1. Create a Character Concept. This is a rough idea of the sort of character you’d like to
play.
2. Buying Abilities. These are your character’s core physical and mental attributes.
3. Determine or Choose a Origin. This is where your character starts and provides how
they became a hero.
4. Determine or Choose Powers. This is where you determine what types of powers your
character starts with.
5. Determine or Choose a Class. This is your character’s calling in life. You can random
roll or choose; Expert, Rogue, or Warrior.
6. Pick Starting Equipment. Your character needs gear before they start their adventures
(found in Chapter: Four).
7. Calculate Defense, Speed, Power, and Power Points. All four are very important in
combat and power usage.
8. Pick a Name, a Motivation, and Choose at least Two Drawbacks. Every hero needs a
good name, a motivation, and they often have drawbacks due to being heroes.
9. Choose goals and character ties. They help give your character personality.

CONCEPT
Before you get started, consider what sort of hero you want to create. What are the hero’s basic
abilities? What are their powers? What’s their origin? You can draw inspiration from your
favorite characters from comic books, television, or movies.
Jot down a few notes about the sort of hero you’d prefer to play, which will help guide you
through character creation.

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ABILITIES
Your character is defined by nine Abilities:
• Accuracy– represents your character’s physical precision and skill with finesse and
ranged weapons.
• Communication– covers your character’s social skills, personal interactions, and ability
to deal with others.
• Constitution– is your character’s fortitude and resistance to harm.
• Dexterity– encompasses your character’s agility, hand-eye coordination, and quickness.
• Fighting– is your skill at combat with heavier weapons.
• Intelligence– is a measure of your character’s smarts, knowledge, and education.
• Perception– covers all the senses and the ability to interpret sensory data.
• Strength– is your character’s physical prowess.
• Willpower– encompasses mental toughness, discipline and confidence.

Your character’s abilities start at 0 and you get ten advancements to increase them. Each
advancement you spend raises an ability by 1, but no ability can be greater than 3. You must
spend all ten advancements. Origins and powers then modify these starting ratings as well.
During play your abilities can increase as you gain experience and learn how to better harness
your natural aptitudes.

ORIGINS
What’s the origin of your hero’s powers? It can be anything from a character born with the
potential for powers to someone granted them by an accident–exposure to a strange meteor,
radiation, genetic engineering, or any of countless similar encounters. Each Origin also lists
several types of origins that can bring the character’s powers to life.

DESCRIPTORS
Descriptors help bring a collection of effects to life, differentiating them from similar (or even
identical) configurations and making them into distinct powers. Although descriptors don’t
always have significant game effects in Power AGE, they’re perhaps the most important element
in providing color and character to the powers of the heroes and villains.
Descriptors do have some affect on game play. In particular, descriptors often govern how certain
effects interact with each other, serving as convenient shorthand to help define an effect’s
parameters.

Origin- A descriptor may relate to the origin of a power, where it comes from or what granted it
to the character.

Source- A power’s source differs from its origin in that the origin is where the potential or ability
to use the power comes from.

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The third step in character creation is your character’s origin. Roll once on the following table:

ORIGINS
2D6 Roll ORIGIN

2-4 Training
5-6 Experiment
7 Accident
8-9 Mutant
10 Alien
11-12 Endowment

• Accident– Perhaps the most common origin. The hero gains powers accidentally from
exposure to some force like radiation, chemicals, unleashed mystic energies, being struck
by lightning, and so forth. Accidents are often one-time events, although sometimes there
is an effort to re-create an accident to deliberately make super-beings.
• Alien– A hero may be a member of an alien race with unusual powers compared to
humans. Either all members of the race have similar powers or particular conditions grant
them powers while on Earth. “Aliens” also include mystical beings from other
dimensions, from angels and demons to elementals and actual gods, as well as mortal
half-breeds descended from them.
• Endowment– Some outside force grants the hero powers. This might be a godlike higher
power, a secret organization that hands out powerful devices, a mysterious wizard, or
something similar.
• Experiment– Some heroes gain powers from deliberate effort, such as a scientific or
mystical technique for transforming someone into a super-being. Like accidents,
experiments are often impossible to duplicate. The hero may be a willing volunteer or a
victim chosen to test out the technique.
• Mutant– Sometimes called a Metahuman, a hero may simply be born “different,” with
the genetic potential for super-powers. These latent powers typically emerge in a time of
stress, especially the changes brought on by puberty, although they might also appear as a
result of an accident (combining the accident and mutant origins).
• Training– Some heroes acquire powers through hard work and training, whether physical
discipline, studying esoteric martial arts techniques, meditation and introspection to
unlock hidden mental powers, or mastering the arts of magic. This training is typically
arduous and not everyone has what it takes to accomplish it.

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ACCIDENT
Perhaps the most common origin. The hero gains powers accidentally from exposure to some
force like radiation, chemicals, unleashed mystic energies, being struck by lightning, and so
forth. Accidents are often one-time events, although sometimes there is an effort to re-create an
accident to deliberately make super-beings.

EXPOSURES
CHEM ICAL:You’ve been altered by some interaction with chemicals.
ENERGY:You’re body has been altered by being exposed to various energy types.
RADIOACTIVE: You were exposed to radiation that has altered your body.

PLAYING ACCIDENTAL HEROES


If you gained your abilities from an accident, modify your character as follows:
• Add 1 to your Constitution ability.
• Pick one of the following ability focuses: Constitution (Stamina) or Intelligence
(Research).
• You can speak and read your Native Language.
• Roll twice on the Accident Benefits table for additional benefits. Roll 2d6 and add them
together. If you get the same result twice, re-roll until you get something different.

ACCIDENT BENEFITS
2d6 Roll Benefits
2 +1 Communication
3-4 Focus: Perception (Seeing)
5 Focus: Accuracy (Brawling)
6 Focus: Communication (Persuasion)
7-8 +1 Intelligence
9 Focus: Willpower (Self-Discipline)
10-11 Focus: Intelligence (Science)
12 +1 Willpower

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ALIEN
A hero may be a member of an alien race with unusual powers compared to humans. Either all
members of the race have similar powers or particular conditions grant them powers while on
Earth. “Aliens” also include mystical beings from other dimensions, from angels and demons to
elementals and actual gods, as well as mortal half-breeds descended from them.

ALIEN TYPES
You hail from one of the many alien races from throughout the galaxy.
COSM IC:
EXTRA DIM ENSIONAL: You hail from another dimension.
TECHNOLOGICAL: You hail from an alien race that gain their abilities through their superior tech.

PLAYING A ALIEN
If you choose to play a alien, modify your character as follows:
• Add 1 to your Strength ability.
• Pick one of the following ability focuses: Intelligence (Cultures) or Constitution
(Stamina).
• You can speak and read your Native Language.
• Roll twice on the Alien Benefits table for additional benefits. Roll 2d6 and add them
together. If you get the same result twice, re-roll until you get something different.

ALIEN BENEFITS
2d6 Roll Benefits
2 +1 Constitution
3-4 Focus: Dexterity (Stealth)
5 Focus: Perception (Searching)
6 Focus: Intelligence (Navigation)
7-8 +1 Dexterity
9 Focus: Willpower (Courage)
10-11 Focus: Communication (Etiquette)
12 +1 Fighting

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ENDOWMENT
Some outside force grants the hero powers. This might be a godlike higher power, a secret
organization that hands out powerful devices, a mysterious wizard, or something similar.

SOURCES OF ENDOWMENT
DIVINE: You’ve been granted with divine blessings, whether it’s a weapon of power or divine
abilities.
COSM IC: You’ve been gifted with cosmic power, be it a item of power or cosmic power has been
bestowed upon you.
EXTRA DIM ENSIONAL: A being from another dimension has granted you a mantle of power or
has bestowed powers upon you.

PLAYING A ENDOWED
If were given your abilities by an outside agent, modify your character as follows:
• Add 1 to your Intelligence ability.
• Pick one of the following ability focuses: Communication (Bargaining) or Perception
(Empathy).
• You can speak and read your Native Language.
• Roll twice on the Endowment Benefits table for additional benefits. Roll 2d6 and add
them together. If you get the same result twice, re-roll until you get something different.

ENDOWMENT BENEFITS
2d6 Roll Benefits
2 +1 Willpower
3-4 Focus: Intelligence (Evaluation)
5 Focus: Dexterity (Initiative)
6 Focus: Communication (Persuasion)
7-8 +1 Constitution
9 Focus: Willpower (Self-Discipline)
10-11 Focus: Intelligence (Archeology)
12 +1 Perception

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EXPERIMENT
Some heroes gain powers from deliberate effort, such as a scientific or mystical technique for
transforming someone into a super-being. Like accidents, experiments are often impossible to
duplicate. The hero may be a willing volunteer or a victim chosen to test out the technique.

EXPERIMENTS
GENETIC : You have been genetically altered through experimentation of various DNA.
M ILITARY : You either volunteered for experimentation or you have been secretly experimented
on by a military faction or government.
TECHNOLOGICAL: You have been altered with technological advancements, whether it be
cybernetics or by nano-technology.

PLAYING A EXPERIMENT
If you gained your abilities through experimentation, modify your character as follows:
• Add 1 to your Constitution ability.
• Pick one of the following ability focuses: Intelligence (Military) or Strength (Might).
• You can speak and read your Native Language.
• Roll twice on the Experiment Benefits table for additional benefits. Roll 2d6 and add
them together. If you get the same result twice, re-roll until you get something different.

EXPERIMENT BENEFITS
2d6 Roll Benefits
2 +1 Dexterity
3-4 Focus: Dexterity (Acrobatics)
5 Focus: Perception (Hearing)
6 Focus: Accuracy (Brawling)
7-8 +1 Strength
9 Focus: Willpower (Courage)
10-11 Focus: Communication (Leadership)
12 +1 Fighting

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MUTANT
Sometimes called a Metahuman, a hero may simply be born “different,” with the genetic potential
for super-powers. These latent powers typically emerge in a time of stress, especially the changes
brought on by puberty, although they might also appear as a result of an accident (combining the
accident and mutant origins).

TYPE OF MUTANT
BREED : The hero’s parents were Mutants, as were any number of preceding generations.
INDUCED : The hero started life as a Normal Human, “then something happened.” As a result of a
freak happenstance, the hero has been physically and genetically altered..
RANDOM : The hero was born to Normal Humans, but a freak twist of genetic fate made them a
mutant from birth. This is the most common Mutant.

PLAYING A MUTANT
If you gained your abilities from a mutation, modify your character as follows:
• Add 1 to your Fighting ability.
• Pick one of the following ability focuses: Intelligence (Research) or Perception
(Empathy).
• You can speak and read your Native Language.
• Roll twice on the Mutant Benefits table for additional benefits. Roll 2d6 and add them
together. If you get the same result twice, re-roll until you get something different.

MUTANT BENEFITS
2d6 Roll Benefits
2 +1 Strength
3-4 Focus: Willpower (Courage)
5 Focus: Perception (Hearing)
6 Focus: Communication (Disguise)
7-8 +1 Constitution
9 Focus: Dexterity (Stealth)
10-11 Focus: Intelligence (Genetics)
12 +1 Willpower

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TRAINING
Some heroes acquire powers through hard work and training, whether physical discipline,
studying esoteric martial arts techniques, meditation and introspection to unlock hidden mental
powers, or mastering the arts of magic. This training is typically arduous and not everyone has
what it takes to accomplish it.

TYPE OF TRAINING
M ENTAL: You’ve spent countless hours in meditation to unlock hidden mental powers.
M YSTICAL: Through countless study of esoteric occult tomes, you’ve manage to master the
magical arts.
PHYSICAL: Through physical discipline or studying martial arts techniques, you have honed your
body into a weapon.

PLAYING A TRAINED HERO


If you gained your abilities through hard work whether its physical, mental or mystical, modify
your character as follows:
• Add 1 to one ability of your choice.
• Pick one ability focuses of your choice to represent the arduous training your hero does.
• You can speak and read your Native Language.
• Roll twice on the Training Benefits table for additional benefits. Roll 2d6 and add them
together. If you get the same result twice, re-roll until you get something different.

TRAINING BENEFITS
2d6 Roll Benefits
2 +1 Strength
3-4 Focus: Dexterity (Acrobatics)
5 Focus: Intelligence (Research)
6 Focus: Accuracy (Handguns)
7-8 +1 Intelligence
9 Focus: Willpower (Courage)
10-11 Focus: Constitution (Stamina)
12 +1 Fighting

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POWERS
Although some heroes and villains rely solely on their abilities, ability focuses, and talents, most
are set apart by their superhuman powers.
Powers put the “super” into superhero characters. Powers are a powerful force in Power AGE. It
allows characters to lift tanks, fly through the air, throw lightning from their hands, shoot lasers
from their eyes, or any number of other amazing things.
To determine the number of powers a hero possesses, roll on the following table:

POWERS
2D6 Roll NUMBER OF POWERS
2-4 2
5-7 3
8-10 4
11-12 5

Once you’ve determined the number of powers, roll for each power on the following tables to
determine the character’s specific powers.
If you roll more than one of the same type of power (such as movement, offensive, etc.) You may
choose to re-roll to select a different type.
If you roll the same power twice you may elect to either increase the power’s degree by 1 (to
Journeyman) or roll again to select another power.
First roll to determine the power’s type:

POWER CATEGORIES
2D6 Roll POWER TYPE
2-3 Alteration
4-6 Control
6 Defense
7 Mental
8 Movement
9-10 Offensive
11-12 Sensory

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Then roll on the appropriate table to determine the exact power. A power listed with a asterisk (*)
counts two power choices. If a power is also listed with a number sign (#), it has a separate table
to roll on. If you only have one power choice left, roll again.

ALTERATION POWERS
1D6 Roll 1D6 Roll POWER
1-2 1 Ability Boost
2 Ability Increase
3 Alter-Ego
4 Alternate Form
5 Aquatic
6 Superstrength
3-4 1 Blending
2 Density Increase
3 Duplication*
4 Extra Limbs
5 Growth
6 Invisibility
5-6 1 Material Duplication*
2 Phasing
3 Power Duplication*
4 Shape-Shift
5 Shrinking
6 Stretching

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CONTROL POWERS
1D6 Roll 1D6 Roll POWER
1-2 1-4 Elemental Control* (#)
5-6 Magic Control* (#)
3-4 1-3 Telekinesis
4 Animation
5 Plant Control*
6 Probability Control*
5-6 1-2 Healing*
3-4 Power Nullification*
5-6 Time Control*

ELEMENTAL CONTROL POWERS


2D6 Roll CONTROL TYPE
1 Air Control
2 Darkness Control
3 Earth Control
4 Electrical Control
5 Fire Control
6 Gravity Control
7 Ice Control
8 Light Control
9 Magnetic Control
10 Radiation Control
11 Water Control
12 Weather Control

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MAGIC CONTROL
1D6 Roll MAGIC TYPE
1 Creation
2-3 Entropy
4-5 Primal
6 Spirit

DEFENSIVE POWERS
1D6 Roll 1D6 Roll POWER
1-2 1-2 Absorption
3-4 Armor
5 Force Field
6 Immortality*
5-6 1 Invulnerability*
2 Life Support
3-4 Regeneration
5-6 Resistance

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MENTAL POWERS
1D6 Roll 1D6 Roll POWER
1-2 1-2 Animal Control
3-4 Astral Projection*
5 Emotion Control
6 Illusion
5-6 1 Mental Blast
2 Mind Control*
3-4 Mind Shield
5-6 Telepathy

MOVEMENT POWERS
1D6 Roll 1D6 Roll POWER
1-4 1-2 Flight
3-4 Superspeed
5 Swinging
6 Teleportation*
5-6 1 Burrowing
2 Dimensional Travel
3-4 Leaping
5-6 Wall-Crawling

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OFFENSIVE POWERS
1D6 Roll 1D6 Roll POWER
1-3 1 Affliction
2 Binding
3-4 Blast
5-6 Strike
4-6 1 Aura
2-3 Fast Attack
4 Life Drain
5-6 Paralyze

SENSORY POWERS
1D6 Roll 1D6 Roll POWER
1-3 1-2 Detection
3 ESP
4-6 Supersenses
4-6 1-2 Danger Senses
3 Interface
4 Postcognition
5-6 Precognition
5-6 Resistance

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CLASSES
If the Origin is where you got your powers, then class is what you’ve become. Classes are
frameworks for your hero’s advancement. You have your choice of three: expert, rogue, and
warrior. If you want a character that is a scholar, then play a expert. If you want a character that is
sneaky, play a rogue. If you want a character that can fight, play a warrior.
The classes are quite broad by design. Your class helps define what your character can do. Your
character starts at level 1, which means that they are a novice hero. As characters defend society
and battle villains, they gain experience points, they’ll go up in level and get access to new
powers.
If you would like to add a little randomness to choosing a class, roll on the following table:

CLASSES
1D6 Roll CLASS
1-2 Warrior
3-4 Expert
5-6 Rogue

CLASS DESCRIPTIONS
Each class determines certain key features of your character. The class descriptions are exactly the
same as they are in the Fantasy AGE Basic Rulebook with some minor adjustments to represent
the super-hero setting being used here. The adjustments will be listed here, but you will need a
copy of the Fantasy AGE Basic Rulebook for the Rogue and Warrior Classes.

CLASS MODIFICATIONS
Modify the Rogue and Warrior classes in Power AGE as follows:
• Rogues and Warriors may become a Novice in a Power in place of their normal Talent
advancement.
• Starting weapon groups for rogues are : Brawling, Handguns, Light Blades, either Long
Guns or Bows, Staves, and Thrown Weapons.
• Starting weapon groups for warriors are: Brawling, plus four of the following: Artillery,
Automatics, Axes, Bludgeoning, Bows, Handguns, Heavy Blades, Light Blades, Long
Guns, Spears, or Staves.
• Warriors add Firearms Weapon Style to their list of available starting talents.
• If you are a warrior, your starting armor is a Undercover Vest.
• Rogues and Warriors start play with a number of Power Points equal to 10 + Willpower +
1d6. You may be required to spend power points to power your powers. See the Magic
Points in the Fantasy AGE Basic Rulebook, they have been renamed for this supplement.
• Starting Speed for each class is equal to 10 + Dexterity (minus armor penalty if
applicable).

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EXPERT
The Expert represents characters who solve most of their problems with brain power: writers,
scholars, doctors, professors, scientists, detectives, librarians, etc. That isn’t to say that they are
useless in a fight, however. Experts gain extra focuses and powers to help control combat due to
their knowledge.
Most of the capabilities of an Expert come from their expertise in and knowledge of their chosen
field, which enhances their use of Intelligence focuses in various ways throughout their career. So
its is a good idea to select this focus as soon as possible. They also gain Intelligence focuses in
later levels making them far more skilled than a rogue or a warrior.
As an expert you are a master of brain power. You should stay away from melee combat (although
this isn’t always the case) and use your focuses to help your allies and communicate with them
about weaknesses that you may have discovered through research about your enemies.
The expert is the most knowledgeable of the classes. If you want to be the most intellectual
character, then expert is the best choice, as the class provides the most focuses.
Like Rogues and Warriors, Experts gain specializations as they level up, allowing them to focus
their skills in various ways.

PRIM ARY ABILITIES: Communication, Intelligence, Perception, and Willpower

SECONDARY ABILITIES: Accuracy, Constitution, Dexterity, Fighting, and Strength

STARTING HEALTH: 20 + Constitution + 1d6

STARTING POW ER POINTS: 10 + Willpower + 1d6

W EAPON GROUPS: Brawling, plus two others.

CLASS POWERS
Experts gain the following powers at the specified level.

LEVEL 1

STARTING FOCUS: You choose a focus from one of your Primary Abilities. This is the beginning
stages of the Expert.

STARTING TALENTS: You become Novice in Contacts, and a Novice in two talents of your
choice.

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LEVEL 2

STUNT BONUS: You become more adept at searching for clues and information. You can perform
the Speedy Search stunt for 1 SP instead of the usual 2.

LEVEL 3

NEW TALENT: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 4

NEW SPECIALIZATION: You may choose one specialization for your class. You gain the Novice
degree of its specialization talent.

LEVEL 5

NEW TALENT: You become a Novice in a new talent or gain a degree in a talent you already have.

AREA OF EXPERTISE: Choose one focus that you already possess from your Primary Abilities and
increase your bonus with that focus to +3 (instead of the +2 it was before). This is your Expert
focus.

LEVEL 6

NEW SPECIALIZATION TALENT: You gain the Journeyman degree in the specialization talent you
gained at level 4.

JACK OF ALL TRADES: You can perform the Resources at Hand stunt for 2 SPs instead of the
usual 4.

LEVEL 7

NEW TALENT: You become a Novice in a new talent or gain a degree in a talent you already have.

NEW ABILITY FOCUS: You now gain one new ability focus from the Intelligence ability.

LEVEL 8

NEW SPECIALIZATION TALENT: You gain the Master degree in the specialization talent you
gained at level 4.

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NEW W EAPON GROUP: You learn a new weapon group of your choice.

LEVEL 9

NEW TALENT: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 10

M ASTER EXPERT: You can now perform a test relating to your area of expertise in half the normal
time.

LEVEL 11

NEW TALENT: You become a Novice in a new talent or gain a degree in a talent you already have.

NEW ABILITY FOCUS: You gain one new ability focus from the Intelligence ability.

LEVEL 12

NEW SPECIALIZATION: You may choose one new specialization for your class. You gain the
Novice degree of its specialization talent.

LEVEL 13

NEW TALENT: You become a Novice in a new talent or gain a degree in a talent you already have.

STUNT BONUS: You have become so attentive that you can learn more through examination. You
can use the Object Of Your Attention stunt for 2 SPs instead of the usual 3.

LEVEL 14

NEW SPECIALIZATION TALENT: You gain the Journeyman degree in the specialization talent you
gained at level 12.

LEVEL 15

NEW TALENT: You become a Novice in a new talent or gain a degree in a talent you already have.

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LEVEL 16

NEW SPECIALIZATION TALENT: You gain the Master degree in the specialization talent you
gained at level 12.

NEW W EAPON GROUP: You learn a new weapon group of your choice.

LEVEL 17

NEW TALENT: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 18

STUNT BONUS: You have become so impressive with your expert knowledge that you can leave a
target stunned and dumbfounded. You can use the Stunned Silence stunt for 2 SP instead of the
usual 3.

LEVEL 19

NEW TALENT: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 20

EPIC EXPERT: Pick one type of stunt (combat, exploration, or roleplaying). You gain a +1 bonus
when generating stunt points of that type.

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FINISHING TOUCHES
There are three final numbers you need to calculate for your character: Health, Defense, and
Speed.

HEALTH
Health is a measure of your character’s fitness and welling being. You calculate Health as follows:

STARTING HEALTH
EXPERT: 20 + Constitution +1d6

ROGUE: 25 + Constitution + 1d6

W ARRIOR: 30 + Constitution + 1d6

GAINING LEVELS
Your character’s health increases each level you obtain. You gain 1d6 + Constitution at levels 1-
10, and just your Constitution ability at levels 11-20 (minimum of 1)

DEFENSE
Defense measures how hard it is to hit your character in combat. The higher the Defense, the
better You calculate Defense as follows:
DEFENSE
10 + Dexterity + Shield Bonus (if applicable)

SPEED
Speed measures gait and quickness of foot. Basically, your character can move up to a number of
yards equal to Speed when taking a move action. You calculate Speed as follows:

SPEED
10 + Dexterity - Armor Penalty (if applicable)

POWER POINTS
Power Points represent the raw energy that your character generates to activate their fantastic
powers. You calculate Power Points as follows:

POWER POINTS
10 + Willpower + 1d6

POWER
POW ER is the measure of superhuman might your character has. You calculate POW ER as
follows:
POWER
10 + Willpower + Power Focus (if applicable)

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MOTIVATIONS
Every hero requires a Motivation, which is the driving purpose behind the character’s decision to
be a hero and fight crime. Five basic Motivations exist for heroes in the Power AGE: Upholding
the Good, Responsibility of Power, Seeking Justice, Thrill of Adventure, and Unwanted Power.
Characters can possess one (and only one) of these Motivations.
Motivations also help you play your character with consistency, making them true to the concept
that you have chosen for them. Often times, a GM will use the characters’ motivations to guide
the story along.

The following descriptions provide information on each Motivation:


• Upholding the Good– A character with this motivation believes steadfastly in traditional
moral values: compassion, justice, truthfulness, and a resolute faith in society’s laws.
• Responsibility of Power– A character with this motivation realizes that he is no longer
ordinary, accepting that with great power comes great responsibility and will generally
uphold the laws of society, realizing that he is an example to others and that such power
demands a more disciplined lifestyle than they might have chosen.
• Seeking Justice– A character with this motivation will ignore anything which interferes
with a quest. The hero will willingly subvert society’s laws, some of which he believes
will help protect criminals. He will seek out a criminal at whatever social level the
criminal exists, matching deed for deed, violence with violence.
• Thrill of Adventure– A character with this motivation takes extreme chances in combat
and enjoys every minute of it. Sometimes overestimating his abilities and people will often
consider him flippant and occasionally ridiculous. Yet he will never abandon a friend or
run from a fight and enjoys the fame that comes from being a hero.
• Unwanted Power– A character with this motivation was created by accident or at the
whim of others. This hero in no way desires such powers and abilities, the possession of
which brings severe personal consequences. This is the reluctant hero, one who would
gladly return to his former life.

DRAWBACKS & COMPLICATIONS


Comic books are full of storylines involving personal complications and drawbacks, and players
are encouraged to come up with some for their heroes.
Choose at least two drawbacks or complications for your hero. You can take as many drawbacks
as you wish, although the GM may set limits for the sake of being able to keep track of them all.
The following list is by no means a complete list of all the possible drawbacks or complications
that exist.
Possible Drawbacks and Complications, include:
• Accident– You cause or suffer some sort of accident. Perhaps a stray blast damages a
nearby building, or a innocent bystander is injured. Often times the hero feels guilty for the
accident.
• Addiction– You need something, whether for physical or psychological reasons and will
go out of your way to satisfy your addiction.
• Disability– You are limited by a particular disability, such as being blind, deaf, or

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paraplegic. Many “disabled” heroes have powers or compensations for disabilities.
• Enemy– You have an enemy, or enemies, trying to do you harm. Having an enemy causes
particular problems for you.
• Fame– you’re a public figure, known almost everywhere you go, hounded by the media,
swamped by fans and well-wishers.
• Hatred– You have an irrational hatred of something leading you to actively oppose the
object of your dislike in some way.
• Honor– You have a strong personal code of honor. Generally this means you won’t take
unfair advantage of opponents or use trickery, but you can define your exact terms of your
code with the GM.
• Identity– Heroes often maintain secret identities, creating various complications as they
try to keep them secret from friends, families, and enemies alike.
• Obsession– you’re obsessed with a particular suject and pursue it to the exclusion of all
else.
• Phobia– You’re irrationally afraid of something. When confronted with it you have to
fight to control your fear, causing you to hesitate, flee, or act irrationally.
• Power Loss– certain circumstances cause some or all of your powers to fail or stop
working, or rob you of them altogether. This is slightly different than a Limitation that
affects your power, see powers section.
• Prejudice– You are a part of a minority group subject to the prejudices of others, which
creates problems.
• Quirk– Complications can often come from various personality quirks: Likes, dislikes,
hobbies, neuroses, and so forth.
• Relationship– The important people in a hero’s life are a source of strength, but they can
also complicate matters especially trying to maintain duel identities.
• Reputation– You have a bad reputation, affecting what others may think of you.
• Responsibility– You have various demands on your time and attention. Job, family, etc.
• Rivalry– You feel a strong sense of competition with a person or a group and have to do
your best to outdo them at every opportunity.
• Secret– You have something potentially damaging or embarrassing you’re hiding from the
world.
• Temper– certain things just set you off. When you lose your temper you lash out at
whatever provoked you.
• Weakness– Some things hurt you, badly. You might have a weakness that overcomes your
normal defenses.

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CHAPTER 2: FOCUSES, TALENTS, & SPECIALIZATIONS

Focuses, talents, and specializations are the building blocks for your character. All provide ways
to make your character unique.
Your character starts with focuses and talents through the process of character creation, and will
earn more by gaining levels in play. Ability focuses are usually gained through origins, class, and
talents. Talents are usually gained through class alone. There are items, however, that can grant
both focuses and talents. Focuses and talents provide game system benefits, but they also give you
convenient back-story hooks.
Specializations provide a further way to customize your character but as they represent advanced
techniques you do not start with any at level 1. You get access to them through your class and
each one opens up a special talent that is off-limits to other characters. They help distinguish your
character from others of the same class as well as making them more effective.
Focuses and talents work the same in Power AGE as they do in Fantasy Age, however they have
different names or different requirements. This is of course because of the ability for classes to
learn much broader talents in a modern training environment.

ABILITY FOCUSES
A focus is an area of expertise within the larger ability. If you have an ability focus when making
tests you add a +2 bonus to total rolled on 3D6.
Here’s a complete list of focuses in the core game and a few new ones. You may draw inspiration
from other AGE books for focuses.

ACCURACY FOCUSES
Automatics: Proficiency with weapons from the Automatics Weapon Group.
Blast: Using the power with the same name.
Bows: Proficiency with weapons from the Bows Weapon Group.
Brawling: Proficiency with weapons from the Brawling Weapon Group.
Dueling: Proficiency with weapons from the Dueling Weapon Group.
Grenades: Making ranged attacks with grenades.
Handguns: Proficiency with weapons from the Handgun Weapon Group.
Light Blades: Proficiency with weapons from the Light Blades Weapon Group.
Long Guns: Proficiency with weapons from the Long Guns Weapon Group.
Staves: Proficiency with weapons from the Staves Weapon Group.
Thrown Weapons: Proficiency with weapons from the Thrown Weapons Group.

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COMMUNICATION FOCUSES
Animal Handling: Interacting with and caring for animals.
Bargaining: Negotiating with others and making deals.
Deception: Lying to and tricking those less mentally adept then you.
Disguise: Making yourself look like someone else or a different class of person.
Etiquette: Knowing the social niceties of various cultures.
Gambling: Playing games of chance and profiting from them.
Investigation: Interviewing people for information and finding and deciphering clues.
Leadership: Guiding, directing, and inspiring others.
Performance: Entertaining an audience with an artistic talent.
Persuasion: Convincing others to agree with you.
Seduction: Making winning moves in the game of love.

CONSTITUTION FOCUSES
Drinking: Consuming large quantities of alcohol and avoiding the aftereffects.
Running: Moving quickly in both short sprints and long distance hauls.
Stamina: Enduring fatigue, disease, and privation.
Swimming: Moving through the water and staying afloat.

DEXTERITY FOCUSES
Acrobatics: Executing gymnastic, balancing, and tumbling maneuvers.
Art: Ability to draw, paint or sculpt.
Calligraphy: Writing with artful penmanship.
Crafting: Making items with manual skills, like woodworking, sculpting, leather working,
glassblowing, etc.
Driving: Maneuvering a ground vehicle or a powered water craft with a wheel.
Initiative: Acting quickly in tense situations.
Legerdemain: Using sleight of hand to trick others, hide things, and pick pockets.
Lock Picking: Opening manual locks without using keys.
Piloting: Maneuvering an air vehicle.
Riding: Directing a mount such as a horse or pony.
Security: Opening electronic locks and bypassing alarms without proper credentials or keys.
Stealth: Sneaking about quietly and out of sight.
Traps: Detecting and disarming traps and other mechanical devices.

FIGHTING FOCUSES
Axes: Proficiency with weapons from the Axe Weapon Group.
Bludgeons: Proficiency with weapons from the Bludgeons Weapon Group.
Heavy Blades: Proficiency with weapons from the Heavy Blades Weapon Group.
Lances: Proficiency with weapons from the Lance Weapon Group
Polearms: Proficiency with weapons from the Polearms Weapon Group.

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Spears: Proficiency with weapons from the Spears Weapon Group.

INTELLIGENCE FOCUSES
Agriculture: Knowledge of and practical skill in farming. Includes botany and weather
prediction.
Arcana (Various): There is a separate focus for each arcana and only magic trained characters
can take these focuses.
Arcane Lore: Knowing about magic and its traditions.
Archeology: Knowing about ancient cultures and architecture.
Brewing: Making ale, alcohol, mead, and other concoctions.
Cartography: Making and reading maps.
Computers: Knowing how to program and get obscure information from a computer and / or the
internet.
Cryptography: Creating and deciphering codes and ciphers.
Cultures: Knowing the traditions and beliefs of various cultures.
Demolitions: Making and disarming explosives, including finding ideal points to place them.
Engineering Knowing the practicalities of construction, building, and inventing.
Evaluation: Determining the value of goods and objects of value.
History: Knowing important events and people from the past.
Law: Knowing the laws of your home country, countries abroad and the world.
Medicine: Aiding the ill and wounded, including diagnosis, treatment and surgery.
Music: Knowing musical traditions and songs.
Nature: Knowing natural flora and fauna.
Navigation: Planning and following a route from one place to another.
Occult Lore: Knowledge about the truth of the supernatural world and monsters.
Physical Science: Knowing about chemistry, physics, and math.
Religion: Knowledge of the world’s religions, including tenets, goals and traditions of various
faiths.
Research: Making a systematic investigation, usually using records, archives, and books.
Social Science: Knowing about philosophy, psychiatry, sociology, and the workings of the human
mind.
Streetwise: Knowing about the layout of urban areas, who to talk to and how to survive on the
streets.
Survival: Knowing about the wilderness. Including how to obtain edible food, water, and shelter.
Tactics: Knowledge of strategy, tactics and best applications of the same in history.
Technology: Knowing how to use and repair mechanical and electrical devices.
Writing: Expressing yourself with the written word.

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PERCEPTION FOCUSES
Artillery: Proficiency with weapons from the Artillery Weapon Group.
Detect (various powers): The ability to use a specific detection power.
Empathy: Discerning the feelings and emotions of others.
Hearing: Using your auditory sense.
Photography: Taking effective or artistic photographs.
Searching: Finding things that are hidden or obscured.
Seeing: Using your visual sense.
Smelling: Using your olfactory sense.
Tasting: Using your gustatory sense.
Touching: Using your tactile sense.
Tracking: Following tracks and other signs of passage.

STRENGTH FOCUSES
Climbing: Scaling walls and other vertical obstacles..
Driving: Directing and guiding carts and carriages.
Intimidation: Overawing others with physical presence and threats.
Jumping: Springing and leaping.
Might: Performing feats of raw power, such as lifting or holding up heavy objects.
Smithing: Forging items made of metal, from weapons to jewerly.

WILLPOWER FOCUSES
Courage: Overcoming fear in the face of adversity.
Faith: Driving inner strength through spiritual or moral belief.
Morale: Maintaining good spirits and confidence in yourself or your group.
Self-Discipline: Focusing your mental energy or controlling your impulses and emotions.

TALENTS
Your character has areas of natural aptitude and / or special training called talents. They provide a
way to customize your character that goes beyond origins and class. Choosing your talents is thus
an important part of developing your character.
The Talents in Power AGE have the exact same effects as in the Fantasy AGE Basic Rulebook, it
will have (Same) written behind the name, although requirements are repeated to minimize
flipping between documents.

ALCHEMY (Same)
Classes: Expert, Rogue, and Warrior
Requirement: You must have a Intelligence 2 or higher.

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ACE PILOT
Classes: Expert, Rogue, and Warrior
Requirements: You must have the Dexterity (Piloting) focus and Perception 2 or higher.
You have learned how to maneuver air vehicles with superb skill and agility.

NOVICE: You can control a vehicle in fast motion without fear of injury. Lower penalties for
dangerous maneuvers by 2.

JOURNEYM AN: You gain +1 to Dexterity (Piloting) tests to perform tricks with a vehicle. You add
+1 to Defense while behind the stick.

M ASTER: You gain +2 to Defense while behind the stick. You may also re-roll a failed Dexterity
(Piloting) test, but you must keep the result of the second roll.

ANIMAL COMPANION
Classes: Expert, Rogue, and Warrior
Requirements: None.
You have gained an exceptional pet that travels with you on your adventures.

NOVICE: You have a pet that is loyal to you. It is trained with average skill, and you can use
simple one-word commands. Otherwise it acts on its own.

JOURNEYM AN: Your pet can follow more unusual commands, and is also more impressive than
most of its species. The pet gains 2 ability points to be assigned to one of the following abilities;
Communication, Constitution, Intelligence, Dexterity, Perception or Willpower.

M ASTER: Your pet is like another character, you can communicate with it on a level that borders
on a supernatural ability to talk to animals. Its also an exceptional specimen of its type. It gains +1
to any ability.

ANIMAL TRAINING (Same)


Classes: Expert, Rogue, and Warrior
Requirements: None.

ARMOR TRAINING (Same)


Classes: Expert and Warrior
Requirements: None.

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ARCHERY STYLE (Same)
Classes: Rogue and Warrior
Requirements: You must be trained in the Bows Weapon Group.

BOXING STYLE
Classes: Expert, Rogue, and Warrior
Requirements: You must have a Strength and Constitution 2 or higher.
You have attained signature skill in the sweet science of fisticuffs.

NOVICE: The power of your attacks forces foes to give ground. You can move a target 1 yard in
any direction when you hit with a punch.

JOURNEYM AN: You have a devastating punch. You can perform the Mighty Blow
stunt for 1 SP instead of the usual 2 when fighting without a weapon.

M ASTER: Your blows are truly amazing. When fighting without a weapon you gain the ability to
re-roll your damage rolls. You have to keep the result of the second roll.

CAROUSING (Same)
Classes: Expert, Rogue, and Warrior
Requirements: You must have a Communication and Constitution 1 or higher.

COMBAT TRAINING
Classes: Expert, Rogue, and Warrior
Requirements: You must have a Accuracy, Fighting or Strength 2 or higher.
You have trained extensively in the ways of combat. This could be through any means of training,
from military to paramilitary, or you have an inborn natural affinity in combat and combat
situations.

NOVICE: You gain three Weapon Groups of your choice to represent your training in weaponry.

JOURNEYM AN: You’ve trained so intensely that you now receive a +1 bonus to all combat
oriented actions.

M ASTER: You’re a combat veteran. You always spend one less Stunt Point when using any
combat stunts, to a minimum of 1. You also receive a +1 bonus to recall the vital statistics and
important quirks of practically all known commercially available weapons.

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COMMAND (Same)
Classes: Expert and Warrior
Requirements: You must have a Communication 2 or higher.

CONTACTS (Same)
Classes: Expert, Rogue, and Warrior
Requirements: You must have a Communication 1 or higher.

CRACK DRIVER
Classes: Expert, Rogue, and Warrior
Requirements: You must have the Dexterity (Driving) focus and Perception 2 or higher.
You have learned how to maneuver a car with superb skill and agility.

NOVICE: You can control a vehicle in fast motion without fear of injury. Lower penalties for
dangerous maneuvers by 2.

JOURNEYM AN: You gain +1 to Dexterity (Driving) tests to perform tricks with a vehicle. You add
+1 to Defense while behind the wheel.

M ASTER: You gain +2 to Defense while behind the wheel. You may also re-roll a failed Dexterity
(Driving) test, but you must keep the result of the second roll.

DIRTY FIGHTING STYLE


Classes: Expert, Rogue, and Warrior
Requirements: You must have a Dexterity 2 or higher.
You are practiced at underhanded maneuvers in combat.

NOVICE: When attacking an unsuspecting target, you gain an additional +1d6 damage on your
initial strike in melee combat.

JOURNEYM AN: You can daze an opponent by throwing dirt in their eyes. If you connect with the
attack, they must succeed at a TN 15 Dexterity (Initiative) test or be blinded. You deal no damage
with a successful attack, but the target cannot see, and suffers a -2 to all actions requiring vision
for a number of rounds equal to your Stunt Die.

M ASTER: You are particularly good at hitting vulnerable areas on an opponent. When you hit with
a melee attack, you have the option of doing no damage but instead forcing the target to make a
successful TN 13 Constitution (Stamina) test or be reduced to taking only a single minor action
for a number of rounds equal to your Stunt Die.

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DUEL WEAPON STYLE (Same)
Classes: Rogue and Warrior
Requirements: You must have a Dexterity 2 or higher.

EQUIPMENT
Classes: Expert, Rogue, and Warrior
Requirements: You must have a Communication 2 or higher and Intelligence (Engineering or
Technology).
You have access to useful equipment that the average person might not have easy access to, such
as weapons, body armor, or specialized professional equipment.

NOVICE: You gain access to items that are somewhat hard to get, or rather expensive. You gain 10
points for minor equipment; such as weapons, body armor, vehicle modifications, premium
medical kits, night vision goggles, full camping gear, burglary tools, expensive tool kits, and
personal computers.

JOURNEYM AN: You gain access to equipment that is usually illegal for civilians, but may be
issued to elite law enforcement agencies, an average soldier, licenced superhero, or a government
spy. This is 2 major items such as machine guns, tactical armor, and grenade launchers. Major
equipment can also include quite expensive but commercially available such as a workshop, car,
truck, or motorcycle.

M ASTER: You gain access to an exotic, usually portable piece of equipment that directly that
serves as a useful tool or weapon. This represents advanced technology.

FAITHFUL
Classes: Expert, Rogue, and Warrior
Requirements: You must have a Willpower 2 or higher and the Willpower (Faith) focus..
You have a rock solid faith, and use it as a resource to resist the pressures of misfortune, the evils
of men, and the supernatural.

NOVICE: You can draw on your belief to succeed when things look bleak. Lower all penalties
related to being affected by Fear, or emotional distress due to loss by 1.

JOURNEYM AN: You are capable of resisting Persuasion (Seduction) and supernatural attacks that
are resisted by Willpower (Self-Discipline) with Willpower (Faith) instead.

M ASTER: Your faith is infectious, and all allies within 30 yards of you gain +4 to all fear tests.

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FIREARMS WEAPON STYLE
Classes: Expert, Rogue, and Warrior
Requirements: You must be trained in the Handgun or Long Guns Weapon Group
Handling a firearm is second nature.

NOVICE: Its hard to get the drop on you. Once per round you can use a Ready action with a
firearm as a free action.

JOURNEYM AN: Enemies that get close to you regret it. When shooting at a target at short range,
you inflict +1 damage.

M ASTER: You can get the most out of each shot. When shooting a firearm, you can perform the
Dual Strike stunt for 3 stunt points instead of the usual 4.

FOCUSED HUNTER
Classes: Expert, Rogue, and Warrior
Requirements: You must have a Constitution 2 or higher.
You have turned a grudge into a talent and are without peer at hunting down and bringing a
particular enemy to justice.

NOVICE: Choose a specific type of enemy (criminals, politicians, villains, etc.). That enemy
cannot easily escape your notice. You gain a +1 hidden bonus whenever using Perception
(Tracking) on such a target.

JOURNEYM AN: Now you have gained an insight into how your enemy thinks, and gain a +1 bonus
on any roll to recognize their handiwork.

M ASTER: You have become your enemy’s worst nightmare. You always spend one less Stunt
Point when using Piercing Attack, Mighty Blow or Lethal Blow against your chosen foe, to a
minimum of 1.

GRIFTER
Classes: Rogue
Requirements: You must have a Communication 2 or higher.
You are exceptionally equipped to convincingly lie to almost anyone.

NOVICE: You are particularly convincing when you first encounter your mark. You gain + 1 to all
Communications tests against a chosen target when you first encounter them. You must announce
your target and intention to the GM.

35
JOURNEYM AN: You can tell when you are being played. The GM gives you a hidden bonus of +2
on Perception (Empathy) tests versus Communication (Deceit).

M ASTER: You make a lasting impression whenever you play a role. Anyone reencountering you
who did not see through your role, automatically believes your previous deception without your
needing to retest.

HENCHMEN (Villains only)


Classes: Expert, Rogue, and Warrior
Requirements: You must have a Communication 2 or higher and Communication
(Leadership).
You control henchmen who are always eager to carry out your commands, and asks very little in
return. They always aim to please, even at their own expense.

NOVICE: You control a number of henchmen equal to your Communication ability. They are not
warriors, but may get in the way of an enemy, or fight in self-defense, but will never attack.

JOURNEYM AN: Your henchmen will take up arms at the request of their master. When henchmen
are ordered to attack, they perform stunts for 1 less SP than normal.

M ASTER: You control a number of henchmen equal to double your Communication ability. They
will fight for you and distract your opponents.

HIGHLY SKILLED
Classes: Expert, Rogue, and Warrior
Requirements: You must have a Intelligence 2 or higher.
You are exceptionally skilled or better trained than the ordinary person.

NOVICE: You gain one additional ability focus from one of your primary abilities. This is on top
of any other ability focuses that you have gained.

JOURNEYM AN: You can pick one of your existing ability focuses and receive a +3 bonus in place
of the +2 bonus normally gained.

M ASTER: You gain two additional ability focuses. These can be from either your primary or
secondary abilities.

HORSEMANSHIP (Same)
Classes: Expert, Rogue, and Warrior
Requirements: You must have the Dexterity (Riding) focus.

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INTRIGUE (Same)
Classes: Expert, Rogue, and Warrior
Requirements: You must have a Communication 2 or higher.

LINGUISTICS (Same; replaced with modern languages)


Classes: Expert, Rogue, and Warrior
Requirements: You must have a Intelligence 1 or higher.

LORE (Same)
Classes: Expert, Rogue, and Warrior
Requirements: You must have a Intelligence 2 or higher.
Note: Can be applied to Agriculture, Arcane, Archeology, Cultures, History, Law, Music, Occult,
Religion, Physical Science or Social Science tests.

MARKSMAN
Classes: Expert, Rogue, and Warrior
Requirements: You must be trained in Bows, Handguns, or Long Guns.
You have potent accuracy with ranged weapons.

NOVICE: When you take the aim action while using a ranged weapon, you gain a +2 bonus on
your attack instead of a +1.

JOURNEYM AN: You can reload a bow or firearm that requires a Minor action with a free action,
or a Major action with a Minor action.

M ASTER: You have become your enemy’s worst nightmare. You always spend one less Stunt
Point when using Piercing Attack, Mighty Blow or Lethal Blow against your chosen foe, to a
minimum of 1.

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MARTIAL ARTS (HARD) STYLE
Classes: Expert, Rogue, and Warrior
Requirements: You must have a Strength and Constitution 2 or higher and training in the
Brawling Group..
You have trained to use your body to meet force with force.

NOVICE: You have trained your body to resist damage. You gain a natural Armor Rating equal to
half of your Constitution ability (rounded down).

JOURNEYM AN: You can strike devastating blows with your attacks. You can perform the Mighty
Blow stunt for 1 stunt point instead of the usual 2 while fighting in this style.

M ASTER: When fighting in this style, you can choose to re-roll your damage, but you must keep
the results of the second roll.

MARTIAL ARTS (SOFT) STYLE


Classes: Expert, Rogue, and Warrior
Requirements: You must have a Accuracy and Dexterity 2 or higher and training in the
Brawling Group.
You have trained your body to flow with unity and calmness.

NOVICE: Your swiftness allows you to avoid most incoming attacks with ease. When attacked you
receive a +2 bonus to Defense.

JOURNEYM AN: Your strikes are fluid and precise. You can perform the Pierce Armor stunt for 1
stunt point instead of the usual 2 while fighting while in this style.

M ASTER: You know how to fight several enemies at once. Opponents making unarmed attacks
against you never gain a bonus on their attack rolls for outnumbering you.

MEDICINE (Same; refer to CHIRURGY)


Classes: Expert, Rogue, and Warrior
Requirements: You must have a Intelligence (Medicine) focus.

MOUNTED COMBAT STYLE (Same)


Classes: Warrior
Requirements: You must have a Dexterity (Riding) focus.

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MUSIC (Same)
Classes: Expert, Rogue, and Warrior
Requirements: You must have Communication (Performance) focus or Intelligence (Music
Lore) focus.

OBSERVATION (Same)
Classes: Expert, Rogue, and Warrior
Requirements: You must have a Perception 2 or higher.

ORATORY (Same)
Classes: Expert, Rogue, and Warrior
Requirements: You must have a Communication (Persuasion) focus.

POLE WEAPON STYLE (Same)


Classes: Warrior
Requirements: You must have been trained in the Polearms Weapon Group or the Spear
Weapon Group.

QUICK REFLEXES (Same)


Classes: Expert, Rogue, and Warrior
Requirements: You must have a Dexterity 2 or higher.

SCOUTING (Same)
Classes: Rogue
Requirements: You must have a Dexterity 2 or higher.

SHIELD WEAPON STYLE


Classes: Warrior
Requirements: You must have a Accuracy and Strength 2 or higher and Bludgeons Weapons
Group.
You have developed a specialized fighting style that incorporates Shields as weapons.

NOVICE: You can use shields of all shapes and sizes. You treat shields as Bludgeon weapons that
deal 1D6 + 1 damage.

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JOURNEYM AN: You know how to throw your shield and use it as a ranged weapon. Your shield
now has a long range of 12 yards.

M ASTER: You and your shield are as one. You are able to ricochet your shield off multiple targets
and even return it back to you. When using your shield as a thrown weapon, you can use the Dual
Strike stunt for 3 SP instead of the usual 4. You can use this stunt multiple times.

SIDEKICK
Classes: Expert, Rogue, and Warrior
Requirements: You must be at least Level 4 and have a Communication 2 or higher and
Willpower (Morale).
You have trained a sidekick who serves as a companion, complete with their own skills and
abilities. They often use their abilities to aid a hero in their adventure.

NOVICE: You gain a sidekick that is equal to a Level 1 character. This character is oftentimes a
NPC.

JOURNEYM AN: When you and your sidekick work together on one specific Test you generate one
additional stunt point than normal.

M ASTER: You have progressed your sidekick’s training. At this point the sidekick’s active class
level is equal to half your Class (rounded for sidekick’s favor) level.

SINGLE WEAPON STYLE (Same)


Classes: Rogue and Warrior
Requirements: You must have a Perception 2 or higher.

SURVIVAL INSTINCT
Classes: Expert, Rogue, and Warrior
Requirements: You must be trained in Bows, Handguns, or Long Guns.
Your friends may have called you lucky in the past, or you may be really perceptive, but
regardless horrible accidents and pitfalls rarely occur to you.

NOVICE: When you fail a Perception test related to ambush or being attacked while unawares, you
may re-roll the test but must keep the second result.

JOURNEYM AN: When you fail a Dexterity test related to falling or becoming trapped, you may
re-roll the test but must keep the second result.

M ASTER: Once per session, you may re-roll any test, but must keep the second result.

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THIEVERY (Same)
Classes: Expert and Rogue
Requirements: You must have a Dexterity 2 or higher.
Notes: May be applied to Dexterity (Security) also.

THROWN WEAPON STYLE (Same)


Classes: Expert, Rogue, and Warrior
Requirements: You must be trained in the Axes Weapon Group, Light Blades Weapon Group,
or Spears Weapon Group.

TWO-HANDED STYLE (Same)


Classes: Warrior
Requirements: You must have a Strength 2 or higher and training in the Axes, Bludgeons,
Heavy, Polearms, or Spear Weapon Group.

UNARMED STYLE (Same)


Classes: Expert, Rogue, and Warrior
Requirements: You must be trained in the Brawling Weapon Group

WEAPON AND SHIELD STYLE (Same)


Classes: Warrior
Requirements: You must have a Strength 2 or higher.

SPECIALIZATIONS
A specialization is another way to customize your character and focus your class. You get access
to specializations through your class. You can take a specialization for the first time at level 4.
That grants you the Novice degree in the appropriate specializations talent. You gain Journeyman
degree at level 6 and master degree at level 8; this is the only way to gain new degrees in
specialization talents.
You can take a second specialization at level 12, with further degrees at levels 14 and 16. Any of
the specializations in the Fantasy AGE Basic Rulebook can be used with minor alterations.
The Specializations in Power AGE have the exact same effects as in the Fantasy AGE Basic
Rulebook, it will have (Same) written behind the name, although requirements are repeated to
minimize flipping between documents. There may be some alterations to represent a modern
superheroic setting.

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ARCANE SCHOLAR (Same)
Classes: Expert
Requirements: Intelligence 3 or higher and Intelligence (Arcane Lore).

ASSASSIN (Same)
Classes: Rogue
Requirements: Dexterity and Intelligence 2 or higher.

BERSERKER (Same)
Classes: Warrior
Requirements: Strength and Willpower 2 or higher.

CAT BURGLAR
Classes: Rogue
Requirements: Dexterity and Perception 2 or higher and Thievery (Novice).
Not every thief can be a cat burglar. It takes agility, resourcefulness, and a deft hand. They are
ghosts who bypass security, often without anyone becoming the wiser until the worth of a
valuable is put in questioned and examined up close.

NOVICE: You rarely trip alarms, even when rapidly placing your feet and hands. If you fail a
Dexterity (Acrobatics) test, you can re-roll it, but must keep the result of the second roll.

JOURNEYM AN: You have become known for quick entry and egress. You can make a Dexterity
(Stealth) test in half the normal time.

M ASTER: Now you are an enigma. You gain a +1 bonus when using Dexterity (Stealth) or
Dexterity (Legerdemain) to cover your tracks.

CRIME FIGHTER
Classes: Expert, Rogue, and Warrior
Requirements: Strength and Intelligence 2 or higher and Strength (Intimidation).
Crime Fighters are generally normal men or women who’ve trained for years to become
physically and mentally prepared to be heroes.

NOVICE: You always generate 1 extra stunt point when you roll doubles while attacking
criminals.

JOURNEYM AN: You gain a +2 bonus to all opposed tests to track, detect or outwit criminals.

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M ASTER: You have become your enemy’s worst nightmare. You always spend one less Stunt
Point when using Piercing Attack, Mighty Blow or Lethal Blow against criminals, to a minimum
of 1.

CRIME LORD (Villains only)


Classes: Expert, Rogue, and Warrior
Requirements: Constitution and Strength 2 or higher, and Intelligence (Streetwise).
The mobster, gangster, gunrunner, drug dealer, career bank robber or other underworld figure can
eventually reach the Crime Lord status, often times referred to “KINGPIN.” This person is not a
Thug, he’s a force to be reckoned with or appeased. There are numerous fields or criminal
activity, but when it comes to made men, it’s always about how they deal with others not about
the differences in their illicit businesses.
You’ve learned to control the underworld, not just survive it.

NOVICE: You have learned from the best how to achieve dominance over those around you. You
gain the ability to perform the Stunned Silence stunt for free.

JOURNEYM AN: You’ve dabbled in just about every form of crime. You receive a +1 bonus to all
Communication (Bargaining, Deception, Gambling, or Persuasion) tests.

M ASTER: You can call in a favor once per story. This is automatic if the favor is an easy or
moderate expenditure of resources or effort for the person who owes you.

DARK AVENGER
Classes: Rogue
Requirements: Dexterity 3 or higher and both Communication (Deception) and Dexterity
(Stealth).
You are able to move unseen through the shadows and use an opponent’s fears against them. You
take psychological intimidation to the next level.

NOVICE: You are a master of stealth. With an active action, you gain a +1 bonus to Dexterity
(Stealth) and Communication (Deception) tests. Opponents also find it difficult to land telling
blows against you. They suffer a -1 penalty on damage rolls when making melee or ranged attacks
against you. You can leave the shadows with a free action.

JOURNEYM AN: You confuse and misdirect opponents so they attack imaginary enemies. While in
the shadows you can perform the decoy combat stunt for 2 SP. Make a Dexterity (Stealth) test and
note the test result. Until your next turn, anyone attempting to target you with a ranged or melee
attack must beat your test result with a Perception (Seeing) test. Those who fail still make their
attack (thus using an action) but miss automatically.

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M ASTER: You know how to choose the perfect moment to strike. When you strike from the
shadows you can add your Intelligence to your damage.

DETECTIVE
Classes: Expert
Requirements: Communication and Perception 2 or higher and Communication (Investigation)
or Perception (Searching).
Detectives are keenly observant individuals with the ability to calculate probabilities, and link
logical clues in complex webs leading to the bottom of any mystery. This includes consulting
detectives and forensic investigators, private eyes and police detectives.

NOVICE: Your discerning eye picks out clues among mundane surroundings. You gain a +1 bonus
on all Perception tests when valuable information is at stake.

JOURNEYM AN: People find it hard to lie when you interrogate them. Anyone who opposes one of
your Communication (Investigation) tests with Communication (Deceit) suffers a -1 penalty.

M ASTER: You gain a +1 bonus to Communication (Investigation) test when questioning a target
of interest. You may also re-roll a failed Communication (Investigation) test, but you must keep
the result of the second roll.

DUELIST (Same)
Classes: Rogue
Requirements: Accuracy and Dexterity 2 or higher, and Dual Weapon Style (Novice).

ELEMENTALIST (Same; with minor adjustments)


Classes: Expert, Rogue, and Warrior
Requirements: You must have one of the following Elemental Control powers: Air, Earth,
Fire, Ice, or Water.

ENERGY CONTROLLER
Classes: Expert, Rogue, and Warrior
Requirements: You must have one of the following Elemental Control powers: Darkness,
Electrical, Gravity, Light,Magnetic, or Radiation.
This Specialization works just as the Elementalist does but change the control powers.

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EXPLORER
Classes: Expert, Rogue, and Warrior
Requirements: Intelligence and Perception 3 or higher.
Explorers yearn to discover new lands, cultures and people. They are adaptable and never satisfied
with staying in one place for long.

NOVICE: You have a knack for finding your way. You gain a +1 bonus to all Intelligence
(Cartography), Intelligence (Navigation), and Perception (Searching) tests when trying to find or
follow a path, directions, or read a map.

JOURNEYM AN: Your travels have made you resourceful. You can perform the Resources at Hand
stunt for 3 SP instead of the usual 4.

M ASTER: Traveling far has made you a quick learner. You can learn a new language in half the
normal time it usually takes, and can “get by” in only a week or so. You gain a +1 bonus to all
Intelligence (Cultures) and Intelligence (Navigation) tests when in a new region or country you
have never been to before.

GADGETEER
Classes: Expert and Rogue
Requirements: Intelligence 3 or higher and Intelligence (Research) or Intelligence
(Technology).
Gadgeteers use powerful devices of some kind to augment their own abilities, such as jet packs
and blaster, theme gadgets to power armors. Versatility is the gadgeteer’s greatest strength.

NOVICE: You can make a number of gadgets equal to your Intelligence ability per day that can
have the effects of one power (Novice only). You can carry up to your Intelligence in gadgets at
any given time. The gadgets’ effects function as the powers’ effects but Intelligence ability is used
in place of Willpower ability when determining the gadget’s POW ER.

JOURNEYM AN: You have a sharp mind– You gain the Intelligence (Engineering) focus if you
don’t already have it. At this level it is possible to create powerful gadgets, such as Power Armor.

M ASTER: You can create a number of gadgets equal to double your Intelligence ability. You may
also re-roll a failed Intelligence (Engineering or Technology) test, but you must keep the result of
the second roll.

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GAMBLER
Classes: Rogue
Requirements: Intelligence 2 or higher and Communication (Gambling).
Lady luck is your love and muse. You travel from casino to casino, town to town always looking
for an easy mark and an exciting game of chance.

Lady Luck has given you her blessing and it’s come in handy. When you fail a
NOVICE:
Communication (Gambling) test, you can re-roll and keep the higher result. You also gain a +2 to
Communication (Deception) tests.

JOURNEYM AN: Games of chance, and the type of people they attract has taught you that you need
to keep a stiff upper lip in the toughest situations. Your cool and collective demeanor makes you
hard to read. Any target attempting to make a Strength (Intimidation) test or Perception (Empathy)
test against you suffers a -2 penalty to their roll.

M ASTER: You carry an Ace up your sleeve. You receive a +2 bonus to your Dexterity
(Legerdemain) test when trying to trick someone. Your winning smile also comes in handy.
Whenever you win a game and rolled doubles on your Communication (Gambling) test, the pot is
actually 2d6 x 2 dollars more than originally stated.

GUARDIAN (Same)
Classes: Warrior
Requirements: Constitution and Dexterity 2 or higher and the Weapon and Shield Style
(Novice).

HACKER
Classes: Expert and Rogue
Requirements: Intelligence 2 or higher and Intelligence (Computers).
You understand computers and their inner workings much more than most. You have an unlimited
amount of information at your fingertips.

NOVICE: Your ability to sift through actual data is incredible. If you fail a Intelligence (Computer)
test when trying to break code or trying to encrypt your own, you can re-roll but must keep the
second roll.

JOURNEYM AN: Your ability to manipulate data is amazing. You receive a +2 bonus to your
Intelligence (Computer) test when manipulating data and information.

M ASTER: The sheer amount of information in your head or stored on your hard drive is
staggering. Roll 1d6, on a 5 or 6, you are able to retrieve information instantly.

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INVESTIGATIVE REPORTER
Classes: Expert and Rogue
Requirements: Communication and Perception 2 or higher and Intelligence (Writing) or
Perception (Photography).
You have learned how to dig out news and how to cast the facts in a light that maintains its
relevance and power.

NOVICE: You can easily infiltrate most large organizations with a clever disguise. Average
opponents only get to test to see through your disguise if you are found in a compromising
situation.

JOURNEYM AN: You can use the Speedy Search stunt for 1 SP and the Object of Your Attention
stunt for 2 SP.

M ASTER: Your work can move people long after other works are no longer considered relevant.
Your writing or photographs will remain moving, relevant and powerful for a number of months
beyond the month of publication equal to your roll’s Stunt Die.

KNIGHT (Same)
Classes: Warrior
Requirements: Strength and Dexterity 2 or higher and the Mounted Combat Style (Novice).

MARTIAL ARTIST
Classes: Warrior
Requirements: Dexterity and Perception of 2 or higher.
You have attained mastery of your own mind and body and fighting technique.

NOVICE: Your knowledge of fighting allows you to see openings and weaknesses in opponents.
When fighting one on one you generate 1 additional stunt point. You can choose do 1d6 +
Willpower ability to unarmed damage instead of your Strength ability.

JOURNEYM AN: You have attained a knowledge of yourself that allows you to suppress fears. You
may always choose to make a Willpower (Self-Discipline) test instead of Willpower (Courage or
Morale) tests.

M ASTER: You have mastered your knowledge of your fighting techniques and anatomy. This
makes your attacks deadly. You enjoy a +1 bonus on all Intelligence (Medicine) tests. You may
add your Perception ability to melee damage. Alternatively, you can choose to deal no damage on
a hit and instead cause a target to lose a round of Actions.

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MEDIA PERSONALITY
Classes: Rogue
Requirements: Communication of 3 or higher and Communication (Performance).
You are a media personality, whether an actor, news anchor, or a politician, you’re good at getting
people to recognize you and getting strangers to do what you want.

NOVICE: You are famous. The GM decides whether your fame / notoriety is known by NPCs you
meet, and what response they will have to your presence. Those who react favorably can be
persuaded to your goals more easily, and this represents a +1 bonus to interaction tests. Those
opposed to you give you a -1 penalty unless your prove their expectations wrong.

JOURNEYM AN: You’ve gotten good at making inroads with other powerful people. Once per
story, if you can reach one of your friends in high places, you get an automatic favor. The favor
will not fall outside of your contact’s area of influence.

M ASTER: You are so famous that few bar your way , no matter what they think about you. People
who attempt to oppose you, will suffer a -1 penalty to any interaction test made against you.

MIRACLE WORKER (Same)


Classes: Expert
Requirements: Intelligence and Willpower 2 or higher and Magic Control (Creation; Novice).

MYSTIC
Classes: Expert
Requirements: Intelligence and Willpower 2 or higher and Intelligence (Arcane or Occult
Lore) and Magic Control (Novice).
You command vast magical powers and use them to defend the Earth from otherworldly threats.
Sometimes called the “Sorcerer Supreme.”

NOVICE: You gain a special Range Attack that damages foes with a blast of mystical energy. The
blast has a range of 32 yards and inflicts 2d6 + Willpower damage. It requires no power points to
make this attack. This is a upgraded blast from the one gained through Magic Control.

JOURNEYM AN: You can “cast” as a Minor Action and gain a +3 bonus to Strain tests. When you
activate your spell, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You can cast a spell after hitting a foe with a arcane blast. This is a stunt that costs 3 SP
and the spell you cast cannot have a power point cost greater than 3. A casting roll is required as
usual.

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PARAGON
Classes: Expert and Warrior
Requirements: Strength and Willpower 3 or higher and Strength (Intimidation) or Willpower
(Courage).
You are the quintessential superhero, not just because of your chiseled physique and clean cut-
looks, but because as a Paragon you constantly exude a quiet confidence that tells people things
will be alright. You are the greatest of heroes and far beyond the abilities of ordinary people.

NOVICE: Your presence cannot be ignored and intimidates your opponents, all enemies within 12
yards of you gain a -1 penalty to all attack rolls on their next turn.

JOURNEYM AN: You presence can inspire your allies. They gain a +1 Defense and a +1 on
Willpower (Courage) tests while your present.

M ASTER: Your presence challenges opponents. You always spend one less SP when using the
Threaten stunt.

POLITICIAN
Classes: Expert, Rogue, and Warrior
Requirements: Communication 3 or higher and Communication (Persuasion).
You are a person who is professionally involved in politics, especially as a holder of or a
candidate for an elected office.

NOVICE: You have mastered the art of public speaking. As an amazing orator and know how to
capture the audience’s attention. All Roleplaying stunts are reduced by one SP, minimum of 1
when speaking.

JOURNEYM AN: You’re pretty influential and your reputation precedes you. When making an
advanced Test dealing with Communication, you treat the threshold as if one degree less than the
GM stated.

M ASTER: You are so persuasive that you have become a cult of personality and know how to twist
another’s words around to better suit your goals. When someone is making a Communication
ability test against you, you can make them re-roll the test and take the lower of the two results.

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SCIENTIST
Classes: Expert
Requirements: Intelligence 2 or higher and Intelligence (Biological, Physical, or Social
Science).
You are a person who is engaged in and has expert knowledge of a science, especially a biological
or physical science, or you use scientific methods.

NOVICE: You have a wide knowledge of scientific methods and practice. If you fail an
Intelligence (Science) test, you can re-roll it, but must keep the results of the second roll.

JOURNEYM AN: Your knowledge of your science is deep. When making a Intelligence (Science)
test, you gain a +2 bonus to all tests related to your Science.

M ASTER: You understand the ties between scientific methods. You gain a +1 bonus to
Intelligence (Science) test when attempting a scientific method of another science.

SHARPSHOOTER (Same)
Classes: Rogue
Requirements: Dexterity and Perception 2 or higher and either Archery Style (Novice) or
Thrown Weapon Style (Novice)

SOLDIER
Classes: Warrior
Requirements: Intelligence 2 or higher and Intelligence (Biological, Physical, or Social
Science).
Soldiers view their occupation as a way of life. Even soldiers who have left the military still carry
the lifestyle of a soldier with them, often relying on their discipline, training, and experience.

NOVICE: You react quickly in combat and are able to shift the tide of battle with your quick
reflexes. You can use the Lightning Attack stunt for 2 SP instead of the usual 3.

JOURNEYM AN: You are able to survey and make sense of the chaos on the battlefield and make
tactical decisions. You make a Intelligence (Military) or Perception (Seeing) test vs TN: 15, if
successful you can give your squad or one ally within 5 yards a +2 bonus to all attacks and
defenses for one round.

M ASTER: You know how to take full advantage of combat. When you make a melee or ranged
attack, you can take up to a -3 penalty to attack rolls and in return receive up to a +3 bonus to
damage or take up to a -3 penalty to damage and receive up to a +3 bonus to your attack roll.

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SPY
Classes: Rogue
Requirements: Communication and Perception 2 or higher.
Spies are masters of information gathering, employing a variety of techniques to achieve their
goals.

NOVICE: You are skilled in the arts of deception and intrigue. Choose one ability focus from the
following: Communication (Deception), Communication (Disguise), Communication
(Investigation), or Intelligence (Cryptography). You may re-roll a failed test, but must keep the
result of the second roll.

JOURNEYM AN: Your mind is capable of picking out unusual patterns and connections between
things. You can perform the Object of your Attention stunt for 2 SP instead of the usual 3.

M ASTER: You are not who you seem to be. You can adopt an assumed identity (or alias) and gain
a +1 bonus to all Communication (Deception and Disguise) tests when using the assumed identity.
It takes a minimum of 15 minutes to assume an identity. You can have a number of identities
equal to your Communication ability.

SURGEON
Classes: Expert
Requirements: Intelligence 3 or higher and Medicine (Novice).
You are a surgeon, with the skill to improvise when necessary.

NOVICE: You are especially skilled in trauma management, and when applying first aid to a dying
character, you gain a +1 bonus to your Intelligence (Medicine) test.

JOURNEYM AN: You are well-versed in battlefield medicine and conduct surgery in the field and
only suffer a -1 penalty to your Intelligence (Medicine) test, rather than the -2 or -3 that comes
from lacking proper tools and a sterile environment.

M ASTER: Your knowledge of anatomy is amazing and you gain a +1 bonus to all Intelligence tests
that deal with analyzing bodies, alive or dead, physical condition, and mutations or aberrations.

SWASHBUCKLER (Same)
Classes: Rogue
Requirements: Dexterity 2 or higher and Dexterity (Acrobatics).

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WEAPON MASTER
Classes: Warrior
Requirements: Accuracy or Fighting 2 or higher and Single Weapon Style (Novice).
You are armed with a single favorite weapon, you are deadly with all manner of arms, from the
most modern firearms to the oldest of all weapons, the thrown rock and clinched fist. You are
never unarmed.

NOVICE: Pick one weapon you have mastered. While fighting with this weapon your attacks are
so powerful that you can fling opponents back and knock them off their feet. You can perform the
Knock Prone stunt for 1 SP instead of the usual 2. Additionally, you may push the target directly
away from you 2 yards before applying the knockdown.

JOURNEYM AN: When wielding your chosen weapon, you can perform the Dual Strike stunt for 3
SP instead of the usual 4 and you can buy this stunt multiple times to affect two additional targets.

M ASTER: You and your weapon of choice are as one. When wielding your chosen weapon, you
can choose to re-roll your damage, but you must keep the results of the second roll.

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CHAPTER 3: POWERS

POWERS
Although some heroes and villains rely solely on their abilities, ability focuses, and talents, most
are set apart by their superhuman powers.
Powers put the “super” into superhero characters. Powers are a powerful force in Power AGE. It
allows characters to lift tanks, fly through the air, throw lightning from their hands, shoot lasers
from their eyes, or any number of other amazing things.

POWER CATEGORIES AND POWERS


Heroes gain their powers through their Origin chosen at character creation, each of which
corresponds to one category. Powers are divided up into seven power categories: Alteration,
Control, Defensive, Mental, Movement, Offensive, and Sensory.

POWER FOCUSES
There are various ability focuses that correspond to each power. They act just like other focuses,
but also apply to a very important secondary statistic for superheroes, Power.

GAINING POWERS
If a character starts with an origin that grants powers, they gain the Novice degree in two power
categories. A superhero can gain more powers as they level by choosing to bypass the gaining a
NEW TALENT to become Novice in a power category or gain a new degree in one they already
have.

POWER POINTS
A superhero uses a form of raw energy that they generate to activate powers. The amount of
power a superhero has available at any given time is measured in power points (abbreviated PP).
The more you have, the more powers you can activate. If you run out of power points, you can’t
activate powers until you get some back.
At Level 1 superheroes start the game with power points equal to 10 + Willpower + 1d6 and add
Willpower + 1d6 more every time they gain a level, up to Level 10. From Level 11 to 20,
superheroes gain power points equal to their Willpower only.
Each power has a cost in power points. This must be paid when the Activate action is taken,
regardless of whether the power works or not.

ACTIVATING POWERS
Like abilities, some powers have levels from Novice to Master similar to normal Talents. Also,
like abilities, powers are activated by making a successful activation roll and spending the
required number of power points. A activation roll is simply a Willpower ability test. There are
ability focuses that corresponds to each power, so add these to activation rolls as appropriate.
ACTIVATION ROLL = 3D6 + W ILLPOW ER +
ABILITY FOCUS (IF APPLICABLE)

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If your activation roll equals to or exceeds the power’s target number (TN), you successfully
activate the power. If not, the power fizzles and you refer to the Power Mishaps table. Either way,
you must spend the required power points.
Some powers make use of the Stunt Die, so it’s a good idea to leave the dice as they fall until the
power is totally resolved.

REGAINING POWER POINTS


A superhero can regain spent power points by resting. For each full hour of rest and /or
meditation, you get back 1d6 + Willpower power points. If you manage 8 hours of uninterrupted
rest and / or meditation, you get back all of your power points.

POWER
For many powers, making a successful activation roll is all you need to worry about. Make it and
the power works as intended. Sometimes, however, you must overcome the natural resistance of
the target before the power takes effect. POW ER is the measure of your superhuman might; certain
powers allow the target(s) to test against POW ER to resist or at least offset the power’s effects.

POW ER = 10 + WILLPOW ER +
POW ER FOCUS (IF APPLICABLE)

POWER STUNTS
Each power has a standard effect, but if you do an exceptional job activating it to manipulate it to
get even more impressive results. This is known as a power stunt.
If you make a successful activation roll and get doubles on any of the dice, you can perform one or
more power stunts in addition to the power’s normal effect. You receive a number of stunt points
(SP) equal to the Stunt Die and must use them right away to perform stunts.
Once you have decided on what power stunts you want to use, you can narrate their effects. You
can perform a given stunt once in a round.

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POWER STUNTS
SP COST POW ER STUNT

1-3 POW ER BOOST: Increase the might of your POW ER by 1 per stunt point spent,
to a maximum of 3.

2 SKILLFUL POW ER: Reduce the power point cost of the power by 1.
This can reduce PP cost to 0.

2 M IGHTY POW ER: If the power does damage, one target of the power of your choice takes an
extra d6 damage.

3 LASTING POW ER: If the power has a duration beyond instantaneous, it remains in effect twice
as long with no additional PP cost. Powers that last until the end of the encounter are extended by
1d6 minutes instead.

3 KNOCKBACK: Your attack hits so hard that you send the target 1d6 yards backwards. If they hit
solid objects they take an additional 1d6 damage.

3 POW ER SHIELD: You use the residual energy of the power activating to set up a temporary
protective shield. You gain a +2 bonus to Defense until the beginning of your next turn.

4 FAST ACTIVATION: After you resolve this power, you can immediately activate another power.
The second power must have a activation time of a major action or a minor action. If you roll
doubles on this activation roll, you do not get anymore stunt points.

4 IM POSING POW ER: The effect of the power is much more dramatic than usual. Until the
beginning of your next turn, anyone attempting to make an attack against you must make a
successful W illpower (Courage) test. The target number (TN) is 10 + your W illpower ability. Those
who fail must take a move or Defend action instead.

4 SPLIT POW ER: If the power affects only one target, you can have it affect two, so long as the
second target is within the power’s range and no more than 6 yards from the original target. There
is no additional PP cost. Targets test against the power separately.

5 DISRUPT POW ER: In addition to its normal effects, your power is so powerful that it may disrupt
another power effect on the target. Roll an immediate test of your W illpower (Power) vs. the
POW ER of any one effect on the target. Success removes the effect. Doubles on the test do not
generate stunt points.

5 LETHAL POW ER: If the Power does damage, one target of the power takes an extra 2d6 damage.
Alternatively, all targets of the power take an additional 1d6 damage.

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POWER MISHAPS
When activating any power, if the activation roll fails, a Power Mishap occurs.
The outcome of the mishap is based on the activation’s Stunt Die. Consult the Power Mishaps
table for details.
The GM is always free to impose additional or special power mishaps results based on the
circumstances: location, weather, environment, type of power attempted, and so forth, particularly
for a Misfire result.

POWER MISHAPS
STUNT M ISHAP RESULT
DIE

1 NO EFFECT: You suffer no ill effect other than the power failing and consuming the power
points.

2 POW ER DRAIN: You loose power points equal to twice the power’s original cost in addition to
the initial cost paid.

3 POW ER BURN: You loose a number of Health points equal to twice the power’s original cost.

4 BACKLASH: The shock of the mishap leaves you unable to activate any powers for 1d6 rounds.

5 M ISFIRE: The power effect occurs, but targets an ally rather than an enemy (or vice versa) or
has the opposite of the intended effect. The GM determines the particulars of the misfire.

6 POW ER BURST: The power creates a burst that affects all individual within 2 yards doing 1d6
damage to all.

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POWER FORMAT
Powers in Power AGE have the following format.
• POWER NAME: What the power is called. Of course individual heroes or villains might
call a certain effect something different to make powers more personal or for special
effect.
• POWER TYPE: There are four types of powers – attack, defense, enhancement, and
utility – and each power falls into one of these categories.
• PP COST: This tells you how many power points (PP) it takes to activate the power.
• ACTIVATION TIME: It can take anywhere from a few moments to a few hours to
activate a power. This entry tells you how long it takes to activate this one.
• TARGET NUMBER: You activation roll must meet or beat this number for you to
successfully activate the power.
• TEST: Some powers require tests from the target, often against your POW ER . This entry
details the type of test the power requires, if any. The effects of the test are specified in the
description. Oftentimes a successful test has one effect and a failed test a different one.
• DESCRIPTION: This entry explains what the power does in detail. Armor protects
against any damage inflicted as normal unless it is noted as penetrating damage (in which
case, ignores armor altogether.

ALTERATION POWERS
These powers alter the character’s body in some fashion.
ABILITY BOOST
POWER TYPE: Utility PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
Unlike Ability Increase, this power is a temporary boost to any one ability (chosen when the
power is selected). Ability Boost is actually a power group of nine powers, one for each ability:
Accuracy Boost, Communication Boost, Constitution Boost, Dexterity Boost, and so forth.
Therefore this power can be taken multiple times.

NOVICE: Once per round, you can double the chosen ability’s score for a number of rounds equal
to your Willpower ability. Then the boosted ability’s score is reduced to 1 lower than its normal
level for 1d6 rounds as it recovers. If the selected ability is Dexterity or Constitution, then your
character’s Defense and Speed or Health Points are boosted temporarily as well.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: Your ability can be doubled for a number of rounds equal to double your Willpower
ability. When the ability reverts back to its normal level, it is no longer reduced by 1.

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ABILITY INCREASE
POWER TYPE: Utility PP COST: N/A; Special
ACTIVATION TIME: Permanent TARGET NUMBER: N/A
TEST: None
When this power is selected, you must select one ability to receive the permanent increase. Ability
Increase is actually a group of nine powers, one for each ability as with Ability Boost. Each time
this power is taken subtract 1d6 permanently from your power point total.

NOVICE: You permanently increase the chosen ability’s score with a +2 bonus.

JOURNEYM AN: You have developed a better understanding of your power. You permanently
increase the chosen ability’s score +4 instead of the +2 bonus of Novice.

M ASTER: With this degree in ability increase, you permanently increase the chosen ability’s score
+6 instead of the previous degrees of +2 or +4.

ALTER-EGO
REQUIREMENTS: You must have the GM’s permission to pick this power. It allows a
player to create two different alter-egos with two different classes, etc.
POWER TYPE: Utility PP COST: Special
ACTIVATION TIME: Major Action TARGET NUMBER: 10
TEST: None
You can transform into an entirely different alternate character! With the GM’s approval create a
second character as your Alter-Ego. The new character automatically loses one Power at character
creation from his number of powers rolled
If you simply have a “ordinary” human identity with no powers, then the cost to switch forms is
reduced to 2, you also loose any powers while in this form.

NOVICE: You ability to switch egos costs 6 (3 for stressed change) power points. When the
character is emotionally stressed (angered, afraid, or scared) you must make a Willpower (Self-
Discipline) vs your POW ER to resist the change.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You are no longer bound by uncontrollable change. You can make a Intelligence vs
Power to gain access to the other identity’s ability focuses and the Novice degree in one of their
Talents for 1d6 rounds.

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ALTERNATE FORM
POWER TYPE: Utility / Defense PP COST: 4
ACTIVATION TIME: Minor Action TARGET NUMBER: 12
TEST: None
You can transform into a form other than flesh and blood, selected from the list below.
Each type of Alternate Form is a power group, so you have Electrical Form, Fire Form, Gaseous
Form, Metal Form, Water Form, and so forth, as individual powers.

ENERGY You transform into energy (choose electricity, fire, light, radiation, etc.) When in
energy form you can do such things as:
• Jump into power lines and travel through them at your normal speed. (Electricity)
• You can create a small flame in your hand. The flame can’t be used in combat but can
ignite flammable objects by touch. (Fire)
• Move at the speed of light. (Light)
• Cause radiation burns and sickness. (Radiation)

GASEOUS You transform into a cloud of gas. You can flow through any opening that’s not
airtight and move through the air at your normal speed.

LIQUID You can transform into a liquid like water. While in liquid form you can flow like
water, running through cracks and other small spaces.

SOLID You transform into a dense material like metal or stone. Your strength ability
doubles while in solid form.

NOVICE: You can use the base abilities without spending power points. These powers are
consider to be separate from any other powers selected.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: While transformed you possess the properties of the material and gain a Armor Rating
equal to double your Willpower ability. You can also increase your damage when attacking in
melee attacks (punching with fists of steel, igniting things while in fire form, etc.). You add +2 to
the damage dealt.

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AQUATIC
POWER TYPE: Utility PP COST: 4
ACTIVATION TIME: Minor Action TARGET NUMBER: 10
TEST: None
You are equally suited to living and moving underwater and on land.

NOVICE: You can breathe normally underwater and your Dexterity and Perception abilities are
effectively 2 points higher when submerged, as well , you can swim equal to your normal Speed.
You also suffer no penalties for moving, attacking, or otherwise operating underwater.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You become one with the water. You add +1 to your Defense while submerged. You
may also re-roll a failed Constitution (Swimming) test, but you must keep the result of the second
roll. Your underwater speed is now double your Speed.

BLENDING
POWER TYPE: Utility PP COST: 3
ACTIVATION TIME: Minor Action TARGET NUMBER: 10
TEST: Perception (Seeing) vs. POW ER
Your body, as well as worn or carried items, can change color, allowing you to blend into your
surroundings. This is similar to Invisibility, except it is easier to detect; anyone actively searching
for you makes a Perception (Seeing) vs POW ER .

NOVICE: You can blend in with your surroundings. This gives you a +2 bonus to any Dexterity
(Stealth) tests based on hiding or avoiding being seen.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You become one with your surroundings. You add an additional +1 to all Dexterity
(Stealth) tests. You may also re-roll a failed Dexterity (Stealth) test, but you must keep the result
of the second roll.

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DENSITY INCREASE
POWER TYPE: Utility / Defense PP COST: 4+
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You can control your body’s density, increasing it to become heavier, stronger, and tougher, but
slower. Your increased density lasts for a number of turns equal to your Constitution ability, you
can maintain the increased weight for each additional PP spent beyond the first 4.

NOVICE: When your power is active, your Strength ability is doubled and you gain an Armor
Rating equal to your Constitution ability. However, your Dexterity and Speed are reduced by 1
due to your weight doubling.

JOURNEYM AN: Your Strength ability triples and your Armor Rating is equal to double your
Constitution ability. However, your Dexterity and Speed are reduced by 3 due to your weight
tripling.

M ASTER: Your Strength ability quadruples and your Armor Rating is equal to triple your
Constitution ability. However, your Dexterity and Speed are reduced by 4 due to your increased
weight.

DUPLICATION
REQUIREMENTS: 2 power slots.
POWER TYPE: Utility PP COST: 5+
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You can produce one or more independent, self-aware duplicates of yourself. The duplicate is not
under your control, but will act in a manner consistent with you. Duplicates only remain in
existence for a limited time, usually for a single round or long enough to complete a task.

NOVICE: You can create a number of duplicates equal to your Willpower ability. You can
mentally communicate with each duplicate up to a number of yards equal to your Communication
ability. You can extend the power’s duration when you activate it by spending 2 PP per additional
round you would like to have them around.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You can create a number of duplicates equal to your Willpower ability doubled. You
can mentally communicate with each duplicate up to a number of miles equal to your
Communication ability.

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EXTRA LIMBS
POWER TYPE: Utility PP COST: N/A; Special
ACTIVATION TIME: Permanent TARGET NUMBER: N/A
TEST: None
You have extra manipulative limbs, such as arms, tentacles, or even prehensile hair or tail. Each
time this power is taken, reduce your permanent power points by 1d6.

NOVICE: You have one additional limb that functions exactly like your normal limbs. You must
choose what form the extra limb takes (prehensile hair or tail, arms, and tentacles are some
suggestions).

JOURNEYM AN: You have two additional limbs (must be the same type) that functions exactly like
your normal limbs. You gain one additional major action per round.

M ASTER: You have four additional limbs (must be the same type) that functions exactly like your
normal limbs. You gain two additional major actions per round.

GROWTH
POWER TYPE: Utility / Defense PP COST: 4+
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You can temporarily increase your size, gaining strength and toughness at the cost of becoming
easier to notice and hit. Your size increase lasts for a number of turns equal to your Constitution
ability, you can maintain the increased height for each additional PP spent beyond the first 4.

NOVICE: When your power is active, your Strength ability is doubled and you gain an Armor
Rating equal to your Constitution ability. However, your Defense is reduced by 1 due to your size
increase. Your height ranges from 9 to 21 feet tall.

JOURNEYM AN: Your height now ranges from 24 to 30 feet tall and your Strength ability triples
and your Armor Rating is equal to double your Constitution ability. However, your Defense is
now reduced by 2 due to your size increase.

M ASTER: You can reach great heights with your mastery over growth, you now have the ability to
grow up to 120 feet tall and your Strength ability quadruples and your Armor Rating is equal to
triple your Constitution ability. However, your Defense is reduced by 3 due to your increased
height.

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INVISIBILITY
POWER TYPE: Utility PP COST: 6+
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: Perception (Seeing) vs. POW ER
You can become invisible. This is similar to Blending, but potent. Sound, scent, heavy rain, and
similar methods can still give away your presence and location; anyone actively searching for you
makes a Perception (Seeing) vs POW ER .

NOVICE: You become invisible. This gives you a +3 bonus to any Dexterity (Stealth) tests based
on hiding or avoiding being seen. You can attempt to turn objects or even other characters
invisible by touching them. Make a Invisibility test vs Difficulty 14.You must also spend 3
additional PP.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You have mastered your ability to become invisible. You add an additional +2 to all
Dexterity (Stealth) tests. You may also re-roll a failed Dexterity (Stealth) test, but you must keep
the result of the second roll.

MATERIAL DUPLICATION
REQUIREMENTS: 2 power slots.
POWER TYPE: Utility / Defense PP COST: 5+
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
By touching a substance or energy you can take on its properties like the Alternate Form power,
except you can assume different alternate forms, but only by touching the appropriate material or
energy first.

NOVICE: You can take on the properties of various substances or energy, simply by touching it.
(Touching a steel door, your Strength ability can be enhanced up to 8 and you receive a Armor
Rating equal to steel, which is 8.)Your material duplication lasts for a number of turns equal to
your Constitution ability, this can be maintained for each additional PP spent to keep the
properties.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: If you choose to take no actions during combat except duplicate the properties of an
incoming attack, you become immune to that attack and take on its form. If you are hit with

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multiple attacks in a round, you choose which (if any) you duplicate. Attacks with no material or
energy qualities–such as Life Drain or Mental Blast–are impossible to duplicate.

MATERIAL STRENGTHS
STRENGTH LEVEL MATERIAL
0 Paper
1 Plastic
2 Aluminum
3 Wood
4 Brick
5 Concrete
6 Stone
7 Iron
8 Steel
9 Diamond
10 Super-alloys

PHASING
REQUIREMENTS: You must have a Constitution 3 or higher.
POWER TYPE: Utility / Defense PP COST: 4+
ACTIVATION TIME: Major Action TARGET NUMBER: 14
TEST: None
You can become less substantial, transforming into ectoplasm, altering your density or atomic
valence, or perhaps phasing out of the physical world in some fashion. You can maintain your
“phase” for a number of turns equal to your Constitution ability, you can maintain this state for
each additional PP spent beyond the first 4.

NOVICE: When your power is active, you gain immunity to physical attacks and can pass
harmlessly through solid objects. However, you’re also unable to physically affect the world while
you are out-of-phase, although you can still use mental powers, and they may be used on you.

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JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You can use an offensive power you possess to affect the physical world while you are
out-of-phase. However, you must choose some effect that works on you even while your phasing.

POWER DUPLICATION
REQUIREMENTS: 2 power slots.
POWER TYPE: Utility PP COST: 10+
ACTIVATION TIME: Major Action TARGET NUMBER: 14
TEST: Willpower (Power Duplication) vs. Their POW ER .
By touching another character, you can duplicate their powers and use them yourself. You must
make a Willpower (Power Duplication) test vs. the target’s POW ER rating. If you are successful,
then you gain the target’s powers. Although you can only gain their Degree in targeted powers if
you have the same Degree of power duplication.

NOVICE: You gain one of the target’s powers up to your Degree of power duplication. Your
power duplication lasts for a number of turns equal to your Willpower ability, you can extend the
power duplication time for an additional 2 PP per round..

JOURNEYM AN: You gain all of the target’s powers up to your Degree of power duplication. Your
power duplication lasts for a number of turns equal to your Willpower ability, you can extend the
power duplication time for an additional 4 PP.

M ASTER: You can now duplicate several targets up to your Perception ability. Each additional
target costs and additional 5 PPs. Your power duplication lasts for a number of turns equal to
double your Willpower ability, you can extend the power duplication time for an additional 6 PP
per target duplicated.

SHAPE SHIFT
REQUIREMENTS: 2 power slots.
POWER TYPE: Utility PP COST: 3-8+
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You can transform into other things (animals, humanoids, or objects; one must be chosen at
character creation) although you retain your mental abilities. You gain the physical properties of
the assumed form, up to your Willpower ability. Turning into other people doesn’t grant you their
powers, however. For that, see Power Duplication. If convincingly imitating a particular form,
make a Communication (Disguise) test vs. Perception (Searching).

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NOVICE: You can take on the appearance of the assumed form for 3 PP for a number of rounds
equal to your Constitution ability. You can extend the power for the cost of 1PP per additional
round.
• Animals–you can change into any animal but retain your mass and general size.
• Humanoid–you can change into anyone you have seen in person.
• Objects–you can change into any object but retain your mass and general size.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1. You may also re-roll a
failed Communication (Disguise) test, but you must keep the result of the second roll.

M ASTER: You can take on the appearance of the assumed form for 8 PP for a number of rounds
equal to double your Constitution ability. You can extend the power for the cost of 4PP per
additional round.
• Animals–you can change into any animal, gaining their mass and general size.
• Humanoid–you can change into anyone you have seen, whether it be a picture or tv
screen.
• Objects–you can change into any object, gaining their mass and general size.

SHRINKING
POWER TYPE: Utility / Defense PP COST: 4+
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You can temporarily decrease your size. When using Shrinking, your Strength ability remains
unaffected. You also gain a modifier as a bonus to Defense and Attacks against normal-sized
opponents. Your size decrease lasts for a number of turns equal to your Constitution ability, you
can maintain the decreased height for the cost of 2 PP per additional round.

NOVICE: When your power is active, your Strength ability is unaffected and you gain a +2 to your
Defense and attacks. Your can shrink down to 1-2 feet tall.

JOURNEYM AN: You can now shrink down to 3-6 inches tall and you gain a +3 to your Defense
and attacks. You also gain the 3 SP Growth Momentum stunt bonus, the ability to rapidly enlarge
under a target adding 1d6 +2 bonus to your damage.

M ASTER: You can reduce your size below that visible to the naked eye effect, down to the
microscopic or even atomic or sub-atomic levels. You essentially exist in a separate “world” on
another scale. You no longer interact directly with the larger world and your Strength ability is
limited to interacting with things at the same scale.

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STRETCHING
POWER TYPE: Utility / Defense PP COST: 4
ACTIVATION TIME: Minor Action TARGET NUMBER: 12
TEST: None
You can stretch your body and/or limbs to extend your reach, allowing you to make melee attacks
at a great distances. You also gain a Armor Rating equal to your Constitution ability.

NOVICE: You have the ability to extend your limbs equal to double your Constitution ability in
distance. You also gain a +2 to Strength ability when you have grappled an opponent and have
wrapped them up in your arms.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You have mastered your stretching power allowing you the ability to extend your limbs
equal to triple your Constitution ability in distance. You may also re-roll a failed Strength (Might)
test, but you must keep the result of the second roll.

SUPERSTRENGTH
POWER TYPE: Utility PP COST: N/A; Special
ACTIVATION TIME: Permanent TARGET NUMBER: N/A
TEST: None
You have superstrength. Each degree grants you an estimated amount of weight you can lift and a
Strength based damage modifier. When this power is taken, permanently reduce your total Power
Points by 1d6.

NOVICE: You have incredible strength with the capability of lifting up to 10 tons. You gain a +2
modifier to Strength based damages.

JOURNEYM AN: You have amazing strength with the capability of lifting up to 50 tons. You gain a
+4 modifier to Strength based damages.

M ASTER: Your strength is unearthly and near limitless. You can lift up to 100+ tons easily. You
gain a +6 modifier to Strength based damages.

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CONTROL POWERS
Control powers provide control over different energies, elements, forces, or materials.

ANIMATION
POWER TYPE: Utility PP COST: 12
ACTIVATION TIME: Major Action TARGET NUMBER: 15
TEST: None
You can endow inanimate objects with the ability to move and act on your command. Objects
have Strength and Constitution abilities equal to their material strength, Accuracy and Dexterity
abilities of 1. They have no mental abilities. They remain animate for a number of rounds equal to
your Willpower ability, or until you end the power.

NOVICE: You can animate a number of objects equal to your Willpower ability. You can extend
the power’s duration when you activate it by spending 2 PP per additional round you would like to
have the objects to be animated.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You can animate a number of objects equal to your Willpower ability doubled. You
may also re-roll a failed Animation test, but must keep the result of the second roll.

ELEMENTAL CONTROL
REQUIREMENTS: 2 power slots.
POWER TYPE: Varies PP COST: Varies
ACTIVATION TIME: Varies TARGET NUMBER: Varies
TEST: Varies
This power group includes abilities to control different elements. Each type constitutes a separate
power: Air Control, Darkness Control, Earth Control, Electrical Control, Fire Control, Gravity
Control, Ice Control, Light Control, Magnetic Control, Radiation Control, Water Control, and
Weather Control.
Choose one of the listed options when you take this power.
You can only manipulate an existing source of the element; you do not possess the ability to
spontaneously create it. The GM may limit your effective power level based on the amount of the
element available for you to control it.
Some Elemental Control powers can be simulated by taking the equivalent Arcana from the
Fantasy AGE Rulebook. Some of the available elemental controls will be inserted in this section.

Also the degrees of Novice, Journeyman, and Master will be used from those arcana and the
elemental control power listed here..

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• Air Control–You can manipulate winds to attack, create protective barriers, move objects,
etc.–refer to Air Arcana, Fantasy AGE Rulebook, page 68.
• Darkness Control–You can manipulate darkness and shadows to blind opponents, block
sources of light, etc.– refer to Shadow Arcana, Fantasy AGE Rulebook, page 75.
• Earth Control–You can manipulate the ground to attack, create walls of earth, armor,
move objects.–refer to Earth Arcana, Fantasy AGE Rulebook, page 69.
• Electrical Control–You can manipulate electricity to attack--refer to Lightning Arcana,
Fantasy AGE Rulebook, page 73.
• Fire Control– You can manipulate fire to attack, increase or decrease the temperate flame,
create a wall of fire.– refer to Fire Arcana, Fantasy AGE Rulebook, page 71.
• Water Control–You can manipulate water to attack, create walls of water that act as
armor, move objects.– refer to Water Arcana, Fantasy AGE Rulebook, page 75.
• Weather Control– You can manipulate the weather. Choose two spells from Air Arcana
and two spells from Lightning Arcana;– refer to Air and Lightning Arcana, Fantasy AGE
Rulebook, pages 68 and 73.

GRAVITY CONTROL
You can manipulate gravity to make things lighter or heavier, create gravitic shields, move
objects.

NOVICE: You learn how to manipulate gravity and can activate the powers Gravitic Blast and
Gravitational Field..

JOURNEYM AN: You have developed a better understanding of your ability to manipulate gravity.
You can activate the power Gravitic Shield . You also gain the focus Intelligence (Gravity
Control).

M ASTER: You have mastered your ability to manipulate gravity. You can now activate the
Gravitokinesis power and can also choose one power stunt you can perform for -1 SP when
activating Gravity Control powers.

GRAVITIC BLAST
POWER TYPE: Attack PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: Constitution (Stamina) vs. POW ER.
Concussive force erupts from your outstretched hands, striking any visible targets within 20 yards
of you. Anyone caught in the blast suffers 2d6 + Willpower damage and must make a successful
Constitution (Stamina) vs. POW ER or be knocked prone. Subjects who make a successful
Constitution (Stamina) test vs. POW ER only suffer 1d6 + Willpower damage.

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GRAVITATIONAL FIELD
POWER TYPE: Attack PP COST: 6
ACTIVATION TIME: Major Action TARGET NUMBER: 15
TEST: Strength (Might) vs. POW ER.
You send out waves of raw gravity that pull enemies towards the ground. You can target a number
of enemies up to your Willpower ability who are within 8 yards of you. Each target must make a
successful Strength (Might) test vs. POW ER or be knocked prone. Targets that fail the roll and get
1, 2, or 3 on their Stunt Die also take penetrating damage equal to half your Willpower ability as
the gravity increases.

GRAVITIC SHIELD
POWER TYPE: Defense PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You create a gravitic shield around you that deflects attacks. For one round, your Defense
becomes equal to your POW ER (10 + Willpower + Focus). You can extend the power’s effect
when you activate it by spending 1 PP per additional round you would like it to last.

GRAVITOKINESIS
POWER TYPE: Utility PP COST: 8+
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
By manipulating the gravity around an object, you can move an object weighing no more than 10
x your POW ER up to 5 yards per round by concentrating on it up to a number of rounds equal to
your Willpower ability, or until you either cease concentration or lose the object. If the object is
being held or controlled by an opponent, the opponent can negate the effect on an object it
possesses with a successful Strength (Might) test vs. POW ER ; if the object is being controlled by
you and an opponent attempts to gain control of it, the opponent must make a successful Strength
(Might) test vs. POW ER to gain control of it. The object can be moved vertically, horizontally, or
in both directions. An object cannot be moved more than 15 yards x your Willpower ability away
from you, else the object falls or stops.

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ICE CONTROL
You can manipulate ice to attack, create protective barriers, weapons of ice, blizzards, and move
objects.

NOVICE: You learn how to manipulate ice and can activate the powers Winter’s Grasp and Ice
Daggers.

JOURNEYM AN: You have developed a better understanding of your ability to manipulate ice. You
can activate the power Cone of Cold. You also gain the focus Intelligence (Ice Control).

M ASTER: You have mastered your ability to manipulate ice. You can now activate the Blizzard
power and can also choose one power stunt you can perform for -1 SP when activating Ice Control
powers.

WINTER’S GRASP
POWER TYPE: Attack PP COST: 3
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: Constitution (Stamina) vs. POW ER.
You envelop a visible target within 20 yards of you in a cloud of frost and ice that lasts a number
of rounds equal to your Intelligence. The round you cast it, winter’s grasp inflicts 1d6 penetrating
damage. While the power is in effect, the target must make a Constitution (Stamina) test vs. your
POW ER at the start of each of his turns. If successful, the power ends. If the test is failed, the
target takes 1d6 penetrating damage and suffers a cumulative –2 penalty to Speed. Those killed by
winter’s grasp are frozen solid.

ICE DAGGERS
POWER TYPE: Attack PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
Shards of ice bursts from your hands and speeds toward the target of your choice within 20 yards.
It inflicts 1d6+1 penetrating damage.

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ICE BLAST
POWER TYPE: Attack PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: Constitution (Stamina) vs. POW ER.
You project a blast of freezing air from your outstretched hands that is 2 yards wide and 8 yards
long. Anyone caught in the blast suffers 2d6 + Intelligence penetrating damage and a –10 penalty
to Speed for a number of rounds equal to half your Intelligence. Subjects who make a successful
Constitution (Stamina) test vs. POW ER only suffer 1d6 + Intelligence penetrating damage and a –5
penalty to their Speed for the same round.

BLIZZARD
POWER TYPE: Attack PP COST: 20+
ACTIVATION TIME: Major Action TARGET NUMBER: 15
TEST: Dexterity (Acrobatics) vs. POW ER.
This power conjures forth a blizzard with a 5-yard radius, centered anywhere within 50 yards.
Anyone in its howling winds takes 2d6 + Intelligence penetrating damage and must succeed at a
Dexterity (Acrobatics) test vs. your POW ER or slip and fall prone on the accumulating ice. Targets
that start their turn in the blizzard take an additional 1d6 penetrating damage and must make an
immediate test to avoid falling prone. All melee attacks made into or from the blizzard suffer a –2
penalty, all such ranged attacks suffer a –5 penalty. This power normally lasts for one round but
for 10 PP, paid at the start of your subsequent turns as a free action, you may extend the duration
by an additional round.

LIGHT CONTROL
You can manipulate light to attack, blind opponents, movement, etc.

NOVICE: You learn how to manipulate light and can activate the powers Searing Light and
Sunburst.

JOURNEYM AN: You have developed a better understanding of your ability to manipulate light.
You can activate the power Wall of Light. You also gain the focus Intelligence (Light Control).

M ASTER: You have mastered your ability to manipulate ice. You can now activate the Radiant
Step power and can also choose one power stunt you can perform for -1 SP when activating Ice
Control powers.

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SEARING LIGHT
POWER TYPE: Attack PP COST: 3
ACTIVATION TIME: Major Action TARGET NUMBER: 10
TEST: None
A beam of radiant light bursts from your hands and speeds toward the target of your choice within
20 yards, inflicting 1d6 +1 penetrating damage.

SUNBURST
POWER TYPE: Enhancement PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 10
TEST: None
You increase the luminescence in a 6 yard by 6 yard are within 30 yards of you for 5 minutes.
Anyone in the area receives a -2 penalty on Dexterity (Stealth) tests. There must already be some
natural light present or the power does not work.

WALL OF LIGHT
POWER TYPE: Utility PP COST: 6
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You create a wall of dazzling yellow-white light within 30 yards of you that is 10 yards long, 2
yards wide, and 4 yards tall. The wall does not impede movement in any way, but it does block all
sight. Entering such brilliant light is disconcerting, so those moving through it halve their Speed
(rounded down) for the round.

RADIANT STEP
POWER TYPE: Utility PP COST: 8
ACTIVATION TIME: Major Action TARGET NUMBER: 14
TEST: None
Using this power you can transport instantly from one illuminated area to another within 50 yards
of you that you can see. To others it looks like you bursted into a thousand shimmering shards and
re-emerge elsewhere.

MAGNETIC CONTROL
You can manipulate ferrous metals to attack, create walls of metal that act as armor, move
metallic objects, etc.

NOVICE: You learn how to manipulate ferrous items and can activate the powers Magnetic Blast

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and Magnetic Field..

JOURNEYM AN: You have developed a better understanding of your ability to manipulate
magnetism. You can activate the power Magnetokinesis . You also gain the focus Intelligence
(Magnetic Control).

M ASTER: You have mastered your ability to manipulate magnetism. You can now activate the
Magnetic Storm power and can also choose one power stunt you can perform for -1 SP when
activating Magnetic Control powers.

MAGNETIC BLAST
POWER TYPE: Attack PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: Constitution (Stamina) vs. POW ER.
Magnetic force erupts from your outstretched hands, striking any visible targets within 20 yards of
you. Anyone caught in the blast suffers 2d6 + Willpower damage and must make a successful
Constitution (Stamina) vs. POW ER or be knocked prone. Subjects who make a successful
Constitution (Stamina) test vs. POW ER only suffer 1d6 + Willpower damage.

MAGNETIC FIELD
POWER TYPE: Defense PP COST: 6
ACTIVATION TIME: Major Action TARGET NUMBER: 15
TEST: Strength (Might) vs. POW ER.
This power surrounds you with a magnetic field that pushes foes with away from you. Every
round, at the end of your turn, beginning on the round you activated the power, a wave of
magnetic pulses surge out. Enemies within 6 yards must make a successful Strength (Might) vs.
POW ER or be pushed 4 yards away from you and knocked prone. To maintain this power you must
spend 1 PP at the start of each of your turns, even on the rounds when no wave pulses out. You
may not activate this power twice in order to generate a wave each round.

MAGNETOKINESIS
POWER TYPE: Utility PP COST: 6+
ACTIVATION TIME: Major Action TARGET NUMBER: 14
TEST: None
By manipulating the magnetic field around a metallic object, you can move an object weighing no
more than 10 x your POW ER up to 5 yards per round by concentrating on it up to a number of
rounds equal to your Willpower ability, or until you either cease concentration or lose the object.
If the object is being held or controlled by an opponent, the opponent can negate the effect on an
object it possesses with a successful Strength (Might) test vs. POW ER ; if the object is being

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controlled by you and an opponent attempts to gain control of it, the opponent must make a
successful Strength (Might) test vs. POW ER to gain control of it. The object can be moved
vertically, horizontally, or in both directions. An object cannot be moved more than 15 yards x
your Willpower ability away from you, else the object falls or stops.

MAGNETIC STORM
POWER TYPE: Attack PP COST: 10
ACTIVATION TIME: Major Action TARGET NUMBER: 15
TEST: Dexterity (Acrobatics) vs. POW ER.
You create an explosive magnetic storm with all in-range ferrous objects weighing no more than
10 + your POW ER , with a 4-yard radius anywhere within 50 yards of you. Anyone caught in the
area takes 3d6 + Willpower damage and may be knocked prone, if anyone moves through the area
affected by the storm has a -5 penalty to speed.

RADIATION CONTROL
You can manipulate radiation to attack, weaken, and sicken them.

NOVICE: You learn how to manipulate radiation and can activate the powers Weakness and
Radiation Blast.

JOURNEYM AN: You have developed a better understanding of your ability to manipulate
radiation. You can activate the power Miasma. You also gain the focus Intelligence (Radiation
Control).

M ASTER: You have mastered your ability to manipulate radiation. You can now activate the
Radiation Cloud power and can also choose one power stunt you can perform for -1 SP when
activating Radiation Control powers.

WEAKNESS
POWER TYPE: Attack PP COST: 6
ACTIVATION TIME: Major Action TARGET NUMBER: 13
TEST: Constitution (Stamina) vs. POW ER.
Your power drains a visible enemy within 20 yards of energy, making them slower and more
sluggish. The target suffers a -1 penalty to Strength and Dexterity and a -5 penalty to Speed for a
number of rounds equal to the activation roll’s Stunt Die. If the target makes a successful
Constitution (Stamina) test vs. POW ER , they only suffer the Speed penalty.

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RADIATION BLAST
POWER TYPE: Attack PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: Dexterity (Acrobatics) vs. POW ER.
Radioactive fire erupts from your outstretched hands, burning nearby targets. The radiation blast
is 8 yards long and 2 yards wide. Anyone hit by the blast takes 2d6 +1 damage. Targets that make
a successful Dexterity (Acrobatics) test vs. POW ER only take 1d6+1 damage.

MIASMA
POWER TYPE: Attack PP COST: 8
ACTIVATION TIME: Major Action TARGET NUMBER: 15
TEST: Constitution (Stamina) vs. POW ER.
A sickly green mist radiates out along the ground from your feet. All enemies within 10 yards of
you at the start of their turns must make a Constitution (Stamina) test vs. POWER or suffer a -2
penalty to Defense and a -2 penalty to all attacks. Subjects must make this test each turn they
begin in the miasma or upon entering the miasma. This power lasts one round unless you extend
its duration another round by spending 2 PP as a free action at the start of your subsequent turns.

RADIATION CLOUD
POWER TYPE: Attack PP COST: 12+
ACTIVATION TIME: Major Action TARGET NUMBER: 15
TEST: Constitution (Stamina) vs. POW ER.
You unleash a cloud of radioactive energy with a 5-yard radius centered anywhere within 50
yards. Anyone, be it ally or enemy, who enters the cloud or starts their turn in it suffers 3d6 +
Willpower penetrating damage. Targets who make a successful Constitution (Stamina) test vs.
POW ER only suffer 2d6 penetrating damage. This power normally lasts for one round but for 10
PPs, paid at the start of your subsequent turns as a free action, you may extend the duration by an
additional round.

OTHER CONTROL POWERS


These are powers not covered under the Elemental Control power.
MENTAL CONTROL
HEALING
REQUIREMENTS: 2 power slots.
POWER TYPE: Varies PP COST: Varies
ACTIVATION TIME: Varies TARGET NUMBER: Varies
TEST: Varies

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You can restore lost Health to others that you touch.
At the GM’s discretion, Healing may be able to eliminate the effects of some diseases and toxins–
apart from simply restoring Health.
Healing can be simulated by taking the equivalent Healing Arcana from the Fantasy AGE
Rulebook. Also the degrees of Novice, Journeyman, and Master will be used from the Healing
Arcana.

MAGIC
REQUIREMENTS: 2 power slots.
POWER TYPE: Varies PP COST: Varies
ACTIVATION TIME: Varies TARGET NUMBER: Varies
TEST: Varies
You have received some form of Magical Training that allows you to cast spells. As a result of
this training, you receive a arcane device that can be used as a focus for magical energy. Its
primary use is the channeling of a special ranged attack known as a Arcane Blast that damages
foes with a blast of magical energy (range: 16 yards and inflicts 1d6 + Willpower damage).
The training allows a magic user to start with one magic talent and three spells. As you level, you
may choose a new spell in place of a New Talent, or New Power Talent.
Also they receive Magic Points instead of Power Points and SPELLPOW ER replaces POW ER . They
are determined the same.
There are four types of Magic Talents to pick from (although Magic Talents aren’t necessary to
purchase spells):
• Creation Magic– Understanding the secrets of creation.
• Entropy Magic– Understanding the secrets of entropy.
• Primal Magic– Understanding the secrets of primal.
• Spirit Magic– Understanding the secrets of spirit.
For more information on playing a mage, magic and spells, refer to the Dragon AGE Rulebook.
AL CONTROL
PLANT CONTROL
REQUIREMENTS: 2 power slots.
POWER TYPE: Varies PP COST: Varies
ACTIVATION TIME: Varies TARGET NUMBER: Varies
TEST: Varies
You can control plants within extended range, forcing them to twist and turn and using them to
wrestle, attack opponents, or regrow them.
Plant Control can be simulated by taking the equivalent Wood Arcana from the Fantasy AGE
Rulebook. Also the degrees of Novice, Journeyman, and Master will be used from the Wood
Arcana.

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POWER NULLIFICATION
REQUIREMENTS: 2 power slots.
POWER TYPE: Utility PP COST: 10
ACTIVATION TIME: Major Action TARGET NUMBER: 15
TEST: Willpower (Power Nullification) vs. Their POW ER .
By touching another character, you can nullify their powers and their effects. You must make a
Willpower (Power Nullification) test vs. the target’s POW ER rating. If you are successful, then
you nullify the target’s powers. Although you can only nullify their Degree in targeted powers if
you have the same Degree of power nullification.

NOVICE: You nullify one of the target’s powers up to your Degree of power nullification. Your
power nullification lasts for a number of turns equal to your Willpower ability, you can extend the
power nullification time for an additional 2 PP per round..

JOURNEYM AN: You nullify all of the target’s powers up to your Degree of power nullification.
Your power nullification lasts for a number of turns equal to your Willpower ability, you can
extend the power nullification time for an additional 4 PP.

M ASTER: You can now nullify several targets up to your Perception ability. Each additional target
costs and additional 5 PP. Your power nullification lasts for a number of turns equal to double
your Willpower ability, you can extend the power nullification time for an additional 6 PP per
target nullified.
MENTAL CONTROL
PROBABILITY CONTROL
REQUIREMENTS: 2 power slots.
POWER TYPE: Varies PP COST: Varies
ACTIVATION TIME: Varies TARGET NUMBER: Varies
TEST: Varies
You can exert some influence over random chance.
Probability Control can be simulated by taking the equivalent Fate Arcana from the Fantasy AGE
Rulebook. Also the degrees of Novice, Journeyman, and Master will be used from the Fate
Arcana.

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TELEKINESIS
POWER TYPE: Utility PP COST: 6+
ACTIVATION TIME: Major Action TARGET NUMBER: 14
TEST: None
You have the ability to move objects in visual range without touching them. You also have the
ability to create telekinetic force blasts and telekinetic force field.

NOVICE: You can lift and move an object weighing no more than 10 x your POW ER up to 5 yards
per round by concentrating on it up to a number of rounds equal to your Willpower ability, or until
you either cease concentration or lose the object. If the object is being held or controlled by an
opponent, the opponent can negate the effect on an object it possesses with a successful Strength
(Might) test vs. POW ER.

JOURNEYM AN: You have developed a better understanding of your power. You can use your
telekinesis to produce telekinetic force bolts that do 1d6 + Willpower ability damage and the
target must make a successful Constitution (Stamina) vs. POW ER or be knocked back Willpower
ability in yards.

M ASTER: Not only have you mastered telekinesis, you have also developed the ability to use your
telekinesis to form a telekinetic force shield that adds half your Willpower ability to your Defense
for one round. You can extend the duration of protection by spending 3 PP per additional round
you would like it to last.

TIME CONTROL
You can speed up or slow down the flow of time.

NOVICE: You learn how to manipulate time and can activate the powers Haste and Slow.

JOURNEYM AN: You have developed a better understanding of your ability to manipulate time.
You can activate the power Blink. You also gain the focus Intelligence (Time Control).

M ASTER: You have mastered your ability to manipulate time You can now activate the Ebb and
Flow power and can also choose one power stunt you can perform for -1 SP when activating Time
Control powers.

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HASTE
POWER TYPE: Enhancement PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You cause time to flow faster around a number of targets equal to your Willpower ability within
10 yards of you, causing targets to seemingly move faster than those around them. This extra
speed grants them a +1 bonus to all attack rolls, a +1 bonus to Defense, doubles the target’s
Speed, and a +1 bonus to ability tests involving physical activity. These bonuses last a number of
rounds equal to your Willpower ability or until the end of the encounter.

SLOW
POWER TYPE: Attack PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: Dexterity (Initiative) vs. POW ER.
You cause time to flow slower around a number of targets equal to your Willpower ability within
10 yards of you, causing targets to seemingly move slower than those around them. A slowed
target suffers a -1 bonus to all attack rolls, a -1 bonus to Defense, halves the target’s Speed, and a
-1 bonus to ability tests involving physical activity. These penalties last a number of rounds equal
to your Willpower ability or until the end of the encounter.

BLINK
POWER TYPE: Utility PP COST: 7
ACTIVATION TIME: Major Action TARGET NUMBER: 14
TEST: None.
You cause time to speed up and slow down around you, looking as though you’re flickering in and
out of reality very quickly and at random. Anyone attempting to target you with an attack or
power must first make a Perception (Seeing) test (TN: 14) in order to target you with an attack or
power, blinking out of existence at the last possible moment.
Any physical attacks that targets an opponent that do not require an attack roll or attacks and
powers that affect an area can still affect you, requiring you to make a successful Dexterity
(Initiative) test against a TN: of 14 minus your Willpower ability in order to avoid them.

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EBB & FLOW
POWER TYPE: Attack PP COST: 9
ACTIVATION TIME: Major Action TARGET NUMBER: 16
TEST: Willpower (Self-Discipline) vs. POW ER.
Your power allows you to twist time around any creature, causing them to either gain or lose
actions. When you activate this power, you get a total number of points equal to your Stunt Die
+1. For the remainder of the encounter, you can spend 1 point to either grant a target within 20
yards an additional Minor Action or cause a target to lose their next Minor Action. For 2 points
you can grant a target within 20 yards an additional Major Action or cause a target to lose their
next Major Action. The target may resist ths each time it is targeted by making a successful
Willpower (Self-Discipline) vs. POW ER. You may only try to affect a target once per round.

DEFENSIVE POWERS
These powers protect the character in various ways. The most common defensive devices are suits
of armor and shields, although they may include various belts, bracers, or other items providing a
defensive power.

ABSORPTION
POWER TYPE: Defense PP COST: N/A; Special
ACTIVATION TIME: Major Action* TARGET NUMBER: N/A
TEST: None
You are resistant to damage inflicted by a specific element or energy type that must be chosen at
character creation. You receive a Armor Rating equal to your Constitution ability versus the
specific element or energy type chosen. This represents their ability to absorb the damage
inflicted, the amount of damage reduced is used to replenish your Power Points up its original
total before any were spent on powers. This power can be selected multiple times, each
representing a new energy type absorbed.
When this power is taken (for each new energy type), permanently reduce your total Power Points
by 1d6.

NOVICE: You can choose to use absorbed energy to boost one Ability (selected at character
creation) temporarily (in place of replenishing Power Points) equal to half the damage reduced.

JOURNEYM AN: You have developed a better understanding of your power. On your next turn after
absorbing damage, you can use the absorbed energy as a attack (in place of replenishing Power
Points) that does 1d6 + Willpower ability damage. *Treat as a Major Action and does not require
power points to be spent.

M ASTER: You instantly get back an amount of Health equal to damage absorbed + Willpower, up
to your maximum Health. This can be used in place of replenishing Power Points.

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ARMOR
POWER TYPE: Defense PP COST: N/A; Special
ACTIVATION TIME: Permanent TARGET NUMBER: N/A
TEST: None
You are highly resistant to physical and energy damage. Each degree of this power provides a
numeric value, known as the Armor Rating. When you take damage in combat, you subtract the
armor rating before losing Health. This applies each time you are hit. Certain attacks can bypass
the effects of armor. They inflict what is called penetrating damage, which ignores armor
altogether. Armor offers no protection against penetrating damage.
When this power is taken permanently reduce your total Power Points by 1d6.

NOVICE: Your body has a density equal to a brick wall, making you Bulletproof. You can endure
attacks from street-level weaponry, such as knives, chains, bats and small caliber guns. Your
Armor Rating is 5; allowing you to reduce 5 points of damage from all physical and energy
attacks.

JOURNEYM AN: Your body has a density equal to Steel. You can withstand high impact explosives
that could demolish a reinforced concrete bunker. Your Armor Rating is 10; allowing you to
reduce 10 points of damage from all physical and energy attacks.

M ASTER: Your body has a density ranging from Titanium to Diamond hardness, making you
nearly invulnerable. You can easily withstand anti-tank fire. Your Armor Rating is 20; allowing
you to reduce 20 points of damage from all physical and energy attacks.

FORCE FIELD
POWER TYPE: Defense PP COST: 5+
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You have the ability to generate a personal force field that protects you from taking damage.

NOVICE: You create a force field around you that deflects attacks. You may add half your
Willpower ability (rounded down) to your Defense for one round. You can extend the power’s
effect when you activate it by spending 1 PP per additional round you would like it to last.

JOURNEYM AN: You have developed a better understanding of your power. You create a force
field around you that deflects attacks. For one round, your Defense becomes equal to your POW ER
(10 + Willpower + Focus). You can extend the power’s effect when you activate it by spending 3
PP per additional round you would like it to last.

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M ASTER: You surround a subject within 25 yards (which may be yourself) with a protective field
of energy that absorbs all damage that would otherwise affect its target. This force field lasts for
one round. During that time, the subject is completely immune to damage. Powers and other
effects that do not cause direct damage still affect the subject normally. You can extend the
power’s effect when you activate it by spending 4 PP per additional round you would like it to
last.

IMMORTALITY
REQUIREMENTS: 2 power slots.
POWER TYPE: Defense PP COST: N/A; Special
ACTIVATION TIME: Permanent TARGET NUMBER: N/A
TEST: None
You do not age and cannot die. You still suffer damage, even to the point of death, but you can
recover from having your Health reduced to 0. Your body slowly regenerates lost parts so, short of
atomizing you or exposing you to a constant source of damage (in a volcano or the heart of a star,
for example), you’ll always come back eventually.
If your Health is reduced to 0 (or any time you “die” and recover), you lose most of your current
Power Points and must accumulate more as you level.
When this power is taken, permanently reduce your total Power Points by 1d6.

NOVICE: If you are ever reduced to 0 Health and “die,” you lose half of your current Power Points
and it takes you 1d3 months to come back.

JOURNEYM AN: If you are ever reduced to 0 Health and “die,” you lose a third of your current
Power Points and it takes you 1d3 weeks to come back.

M ASTER: If you are ever reduced to 0 Health and “die,” you lose a fourth of your current Power
Points and it takes you 1d3 days to come back.

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INVULNERABILITY
REQUIREMENTS: 2 power slots.
POWER TYPE: Defense PP COST: N/A; Special
ACTIVATION TIME: Permanent TARGET NUMBER: N/A
TEST: None
With this power, you are often nigh unstoppable until your weakness is discovered, or you’re put
in a vulnerable position. To reflect this, you possess a Invulnerability Rating. This rating is the
total amount of reduction you apply to all normal incoming attacks, including your natural Armor
Rating. Although you have a separate Armor Rating for anything that applies only to attacks that
bypass you specific invulnerability.

Invulnerability by itself is not a defense against penetrating attacks, nor does it ignore the Pierce
Armor stunt, but some characters with Invulnerability also have specific immunities to certain
types of damage that would be considered penetrating. See the Resistance power.
It is mandatory that you take one weakness that can bypass your Invulnerability.
When this power is taken permanently reduce your total Power Points by 1d6.

NOVICE: You are capable of withstanding most damage. Your Invulnerability Rating is 10; thus
all damage your receive is reduce by 10 points except damage from you weakness, which
bypasses your Invulnerability Rating.

JOURNEYM AN: You are virtually indestructible and can withstand most damage. Your
Invulnerability Rating is 20; thus all damage you receive is reduced by 20 points except damage
from your weakness, which bypasses your Invulnerability Rating.

M ASTER: You are impervious to most damage. Your Invulnerability Rating is 30; thus all damage
you receive is reduced by 30 points except damage from your weakness, which bypasses your
Invulnerability Rating.

LIFE SUPPORT
POWER TYPE: Utility PP COST: N/A; Special
ACTIVATION TIME: Permanent TARGET NUMBER: N/A
TEST: None
You can ignore certain physical needs like breathing, eating, or sleeping. Life Support does not
provide protection against damaging attacks, for that see Resistence following.
When this power is taken permanently reduce your total Power Points by 1d6.

NOVICE: You may choose three needs that you can ignore with this degree of Life Support.

JOURNEYM AN: You may choose three additional needs that you can ignore with this degree of

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Life Support.

M ASTER: You may choose four additional needs that you can ignore with this degree of Life
Support. By this degree of Life Support you automatically ignore them all.

Choose needs that you can ignore from the list below:
• Cold (atmospheric or environmental low temperatures)
• Breathing (you don’t need to breathe at all)
• Eating (including thirst and the need to eliminate waste)
• Heat (atmospheric or environmental high temperatures)
• Pathogens (atmospheric or environmental disease)
• Pressure (you can survive extremely high pressures)
• Radiation (atmospheric or environmental radiation levels)
• Sleeping (although not fatigue from exertion)
• Toxins (atmospheric or environmental toxins)
• Vacuum (you can survive extremely low pressures)

REGENERATION
POWER TYPE: Utility PP COST: N/A; Special
ACTIVATION TIME: Permanent TARGET NUMBER: N/A
TEST: None
This power allows you to accelerate your natural recuperative powers, enabling you to regenerate
damage at extreme rates.
When this power is taken permanently reduce your total Power Points by 1d6.

NOVICE: Your wounds recover at a phenomenal rate. Cuts, scrapes, and minor injuries heal in a
matter of minutes. You regenerate 1d6 + Constitution ability in Health per round.

JOURNEYM AN: Your recuperative powers continually accelerate. Grievous wounds close and
broken bones knit together in no time. Your regenerate 2d6 + Constitution ability in Health per
round.

M ASTER: You’ve mastered you regenerative abilities. Grievous wounds close, broken bones knit
together and damaged organs heal in no time. Your regenerate 3d6 + Constitution ability in Health
per round.

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RESISTANCE
POWER TYPE: Defense PP COST: N/A; Special
ACTIVATION TIME: Permanent TARGET NUMBER: N/A
TEST: None
You are especially resistant to a particular type of effect. When that effect is used on you, it has
less an effect then it would on someone else that doesn’t have the resistance. This power can be
purchased multiple times, each time its purchased it represents a new resistance.
When this power is taken permanently, reduce your total Power Points by 1d6.

NOVICE: You are resistant to a particular type of effect from the list below, that must be chosen at
character creation. You receive a Resistance Rating equal to your Constitution ability. This rating
reduces the effect’s damage.

JOURNEYM AN: You have developed a better understanding of your power. As a result, you now
receive a Defense bonus equal to double your Constitution ability. This bonus represents the
increased resistance to a particular type of effect.

M ASTER: You have reached a level of resistance that makes you immune to the particular type of
effect that you chose at character creation.

You must choose one of the following effects:


Afflictions, Binding, Blinding, Cold, Corrosives, Electricity, Heat, Magical Attacks, Mental
Attacks, or Radiation.

MENTAL POWERS
Mental powers influence the minds of others, or tap into the psionic potential of the mind.

ANIMAL CONTROL
POWER TYPE: Utility PP COST: 3+
ACTIVATION TIME: Major Action TARGET NUMBER: 10
TEST: Willpower (Self-Discipline) vs. POW ER
You can communicate with and control animals. You forge a psychic bond with a intelligent
animal, gaining the ability to control them. Choose the type of animal affected from the following:
Avian, Canines, Felines, Insects, Mammals, Reptiles, or Sea Creatures.

NOVICE: You have gained limited access to its senses and limited communication. The creature is
not under your complete control but you gain +1 to Communication (Leadership) and (Persuasion)
when working with a creature you have forged a mind link with. You can maintain psychic
connections with a total number of creatures equal to half your Intelligence ability. The creature
can shake of the link at any time by succeeding at a Willpower (Self-Discipline) test vs. POW ER .

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JOURNEYM AN: You have gained more access to its senses and limited communication. The
creature is not under your complete control yet, but you gain +2 to Communication (Leadership)
and (Persuasion) when working with a creature you have forged a mind link with. You can
maintain psychic connections with a total number of creatures equal to your Intelligence ability.
The creature can shake of the link at any time by succeeding at a Willpower (Self-Discipline) test
vs. POW ER .

M ASTER: You mentally control the actions of the creature up to 20 yards for a number of rounds
equal to the Stunt Die. You can force the creature to perform almost any action you wish, within
the limits of its abilities. The creature can shake of the link at any time by succeeding at a
Willpower (Self-Discipline) test vs. POW ER.

ASTRAL PROJECTION
REQUIREMENTS: 2 power slots.
POWER TYPE: Utility PP COST: 8+
ACTIVATION TIME: Major Action TARGET NUMBER: 15
TEST: None
You can separate your astral form from your physical body, allowing it to travel elsewhere. Your
body remains in a coma-like state, although you are aware of any harming befalling of it. Should
your body perish while your astral form is away, you remain tapped in astral form.

NOVICE: Your astral form can observe, but not affect the physical world and cannot be detected
by physical means, although Astral Detection and Telepathy reveal it. While in this form you
ignore the effects of terrain and can “float” at half your normal Speed. You gain immunity to
physical attacks and can pass harmlessly through solid objects.

JOURNEYM AN: You can use mental powers against non-astral beings, but with a -2 penalty to
attack. You powers work normally against other astral beings. You can “fly” at your normal Speed
while in astral form.

M ASTER: You have mastered your astral form allowing you to travel into other dimensions linked
to the astral plane like the Dimension Travel power at your normal Speed. You have also
developed a Astral Detection power.

EMOTION CONTROL
POWER TYPE: Attack PP COST: 3-8
ACTIVATION TIME: Major/Minor Action TARGET NUMBER: 12
TEST: Willpower (Courage or Self-Discipline) vs. POW ER .
You can exert a kind of “Mind Control,” influencing how a target feels rather than acts. To
influence someone with Emotion Control, they must be in visual range.

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NOVICE: You can sense the mood of any intelligent being within 6 yards of you as a minor action.
You can instill a single emotion in the target at a time. The target must succeed in a Willpower
(Courage or Self-Discipline; depending on emotion) test vs. POW ER or succumb to the emotion
being instilled, see list below. You can extend the power for the cost of 3PP per additional round.

JOURNEYM AN: You have developed a better understanding of your power. You can instill a
single emotion in a number of targets equal to your Communication ability. The targets must
succeed in a Willpower (Courage or Self-Discipline; depending on emotion) test vs. POW ER or
succumb to the emotion being instilled. It cost 5 PP to activate this power to instill the emotion,
see list below.

M ASTER: You have mastered your power. You can instill a single emotion in a number of targets
equal to double your Communication ability. The targets must succeed in a Willpower (Courage
or Self-Discipline; depending on emotion) test vs. POW ER or succumb to the emotion being
instilled. It cost 8 PP to activate this power to instill the emotions, see list below.

Emotions
• Doubt– Beset with doubt, the target always acts last (despite Initiative).
• Fear– Filled terror, the target either flees or cowers, if unable to do so.
• Hate– The target is filled with hatred towards a subject great enough to attack it.
• Love– The target loves a subject and will help and defend it as much as possible.
• Pleasure– So filled with good and pleasurable feelings, the target just sits around and does
nothing.
• Respect– Instilled with great regard for a subject, the target will do anything as possible to
assist them.
• Sadness– Overwhelmed with sadness and despair, the subject can’t do anything.

ILLUSION
POWER TYPE: Attack PP COST: 7
ACTIVATION TIME: Major Action TARGET NUMBER: 15
TEST: Perception (Hearing, Seeing, or Smelling) vs. POW ER.
You can project false sensory impressions into other minds, creating very realistic hallucinations.
Your power has no effect on non-intelligent machines like cameras, microphones, or other
sensors. Targets treat your illusions as real unless they have some reason to disbelieve them.
Although illusions can fool others, they still have no effect on the physical world unless the target
believes them.

NOVICE: You project, in the mind of a subject within 30 yards, an optical, auditory, and olfactory
hallucination that can appear to be no wider or taller than your Willpower ability in yards. Add
additional targets for 5 PP each. Targets must succeed at a Perception (Hearing, Seeing, or

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Smelling) test vs. POW ER. To realize the illusory nature of the sight. “Touching” the hallucination
automatically reveals the ruse but does not end the power unless you want it to. The Hallucination
last for as long as you spend free actions to concentrate on it.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You project, in the mind of a subject within 50 yards, an optical, auditory, and olfactory
hallucination that can appear to be no wider or taller than double your Willpower ability in yards.
Add additional targets for 5 PP each. Targets must succeed at a Perception (Hearing, Seeing, or
Smelling) test vs. POW ER. To realize the illusory nature of the sight. “Touching” the hallucination
automatically reveals the ruse but does not end the power unless you want it to. The Hallucination
last for as long as you spend free actions to concentrate on it.

MENTAL BLAST
POWER TYPE: Attack PP COST: 3-5
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: Willpower (Self-Discipline) or Strength (Might) vs. POW ER .
You can strike other minds within visual range with blasts of mental “force.”

NOVICE : You mental blast one visible target within 10 yards. A target that makes a successful
Willpower (Self-Discipline) vs. POW ER is stunned and suffers a -1 penalty on all ability tests until
the beginning of your next turn. A target that fails the test suffers the same penalty and cannot
take any actions on their next turn.

JOURNEYM AN : You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER : You create a blast of mental force with a 2 yard radius that only you can see. Those
caught in the blast are knocked prone and cannot take a major action on their next turn. Targets
that make a successful Strength (Might) test vs. POW ER are only knocked prone. In either case,
any prepared actions are lost. This blast does 1d6 + Willpower ability damage and costs 5 PP.

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MIND CONTROL
REQUIREMENTS: 2 power slots.
POWER TYPE: Attack PP COST: 6
ACTIVATION TIME: Major Action TARGET NUMBER: 15
TEST: Willpower (Self-Discipline) vs. POW ER
You can take over the minds of others. A target of mind control must be within visual range.

NOVICE: The target is not under your complete control yet, but you gain +2 to Communication
(Leadership) and (Persuasion) when influencing them to do your bidding. The target can break the
control at any time by succeeding at a Willpower (Self-Discipline) test vs. POW ER.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You mentally control the actions of the creature up to 20 yards for a number of rounds
equal to the Stunt Die. You can force the subject to perform almost any action you wish, within
the limits of their abilities. The subject can attempt to break the control at any time by succeeding
at a Willpower (Self-Discipline) test vs. POW ER.

MIND SHIELD
POWER TYPE: Defense PP COST: 5
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You have a mental shield protecting you from outside influences.

NOVICE: You receive a Mental Shield equal to your Willpower ability. This rating reduces the
effect’s of mental damage. You also gain a +1 bonus to Willpower (Self-Discipline) vs.
Opponent’s POW ER .

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You have reached a level of resistance that makes you immune to mental attacks, such
as mind blast, telepathy, mind control, etc.

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TELEPATHY
POWER TYPE: Utility PP COST: 5
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You can read the minds of others and transmit your thoughts to them.

NOVICE: As you are activating this power, you gain an mental sense of intelligent creatures within
a number of yards equal to 50 x Willpower ability. You gain information about these intelligent
creatures: presence, general direction, and race. You can prolong the power with 1PP for each
round after the first.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You read the surface thoughts of a target creature within 50 yards. Mind reading does
not allow an invasive search for information. Only direct surface thoughts are readable, although
if the target succeeds at a Willpower (Self-Discipline) test vs. POW ER , none of the target's
thoughts are accessible.

MOVEMENT POWERS
Movement powers allow characters to move and get around in a number of different ways. Some
of the movement powers are the hallmark of favored superheros from the comics or movies.

BURROWING
POWER TYPE: Utility PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You can travel swiftly through the earth by burrowing a tunnel. You use your Strength and
Constitution abilities to do the burrowing. Normally tunnels you make will collapse within 1d6
turns of your passage at a specific spot. The exception is the tunnel within 10 feet of your
location, this allows you to occasionally stop. The tunnel never collapses on you, unless it meets
with a higher intensity of force, such as explosives and vibrations.

NOVICE: You burrow into the earth under your feet and reappear anywhere within 30 yards,
erupting from below without warning. This is not teleportation; you are traveling through the
ground. There must be uninterrupted earth between your starting and ending points.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

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M ASTER: You burrow into the earth or stone under your feet and reappear anywhere within 30
miles, erupting from below without warning. There must be uninterrupted earth or stone between
your starting and ending points.

DIMENSIONAL TRAVEL
POWER TYPE: Utility PP COST: 6
ACTIVATION TIME: Minor Action TARGET NUMBER: 15
TEST: None
You can travel into a number of other Dimensions. By definition, these dimensions are separate
planes of existence that parallel each other without connecting.

NOVICE: You can move instantly from your home dimension and one other, such as Asgard,
Heaven, Hell, alternate Earth, etc.

JOURNEYM AN: You have developed a better understanding of your power. You can move
between any of a related group of dimensions (mystical dimensions, alien dimensions, etc.) When
you activate your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER:You have mastered your ability to travel through dimensions. You can travel to any
Dimension and carry up to 50 lbs of additional material with you.

FLIGHT
POWER TYPE: Utility PP COST: 4
ACTIVATION TIME: Major/Minor Action TARGET NUMBER: 12
TEST: None
You can fly through the air, including hovering in place. Most forms of flight also allow travel
underwater at Speed rating. The method used to achieve flight can vary greatly: wings, paranormal
power, rotors, rockets, anti-gravity, psionic levitation, magic or some other method.
Flight by itself does not allow you to survive in outer space, but does provide you with the ability
to move through it. When flying you can use the following actions each turn: Circle, Dive, Fly,
Fly High (see Fantasy AGE, page 38), and Hover.

NOVICE: You are able to fly freely in any direction through air or in space with a Speed equal to
your normal Speed + Willpower ability. You also gain a +2 bonus to Defense when flying due to
aerial maneuvering.

JOURNEYM AN: You have developed a better understanding of your power. You are able to fly
freely in any direction through air or in space with a Speed equal to your Speed doubled +
Willpower ability. You also gain a +4 bonus to Defense when flying due to aerial maneuvering.

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M ASTER: You have mastered your power. You are able to reach speeds up to Mach 1or higher for
a number of turns equal to your Constitution ability. This costs an additional 8 PP to achieve. You
are no longer able to be targeted moving at these great speeds.

LEAPING
POWER TYPE: Utility PP COST: 3
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You can make prodigious leaps, far more than even a skilled Athlete. Sometimes you may need to
make a Dexterity (Acrobatics) test vs TN: 12 to check your landing if it is not a simple landing.

NOVICE: You can jump across great distances. You jump 6 yards vertically and 12 yards
horizontally. This is a standing jump, but a running jump would be 24 yards horizontally. You can
also make a Strength (Jumping) test vs. TN: 10 to increase your jumping range by the number on
the Stunt Die rolled.

JOURNEYM AN: You have developed a better understanding of your power. You jump 12 yards
vertically and 24 yards horizontally. This is a standing jump, but a running jump would be 48
yards horizontally. You can also make a Strength (Jumping) test vs. TN: 10 to increase your
jumping range by the number on the Stunt Die rolled.

M ASTER: You have mastered your ability to jump across great distances, you now jump 24 miles
vertically and 48 miles horizontally. This is a standing jump, but a running jump would be 100
miles horizontally. You can also make a Strength (Jumping) test vs. TN: 10 to increase your
jumping range by the number on the Stunt Die rolled.

SUPERSPEED
POWER TYPE: Utility PP COST: 5
ACTIVATION TIME: Major Action TARGET NUMBER: 15
TEST: None
You can move at superhuman speeds. You can still interact with the world while moving at
superhuman speeds. This means that you will not run into buildings along city streets because you
can perceive them early enough and make sharp turns to avoid them. You also can read books
quickly, write at incredible speeds, and perform normal chores and activities at enhanced rates.

NOVICE : You perform physical actions faster than humanly possible. Superspeed grants you a +1
bonus to Initiative rolls as well as all attack rolls, +1 to Defense, doubles your normal Speed,
treats the Lightning Attack stunt as having a cost of 2 SP, and may buy the stunt multiple times to
make extra attacks in one round (none of these extra attacks can generate stunt points), and a +1
bonus to ability tests involving physical activity. These bonuses last a number of rounds equal to

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your Willpower or until the end of the encounter.

JOURNEYM AN : You have developed a better understanding of your power. Superspeed now
grants you a +2 bonus to Initiative rolls as well as all attack rolls, +2 to Defense, triples your
normal Speed in miles, treats the Lightning Attack stunt as having a cost of 1 SP, and may buy the
stunt multiple times to make extra attacks in one round (none of these extra attacks can generate
stunt points), and a +2 bonus to ability tests involving physical activity. These bonuses last a
number of rounds equal to double your Willpower or until the end of the encounter.

M ASTER : You have mastered your Superspeed. You gain a +4 bonus to Initiative rolls, attack
rolls, Defense, and your Speed is quadrupled, can move up to mach 1. You can make a number of
extra attacks equal to the Stunt Die. You also gain a +4 bonus to ability tests involving physical
activity.

SWINGING
POWER TYPE: Utility PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You can swing along on a line or cable; this might be a self-generated webbing or lines of force,
or a device like a grappling gun or lasso. You can create a snare / swing line capable of holding a
number of pounds equal to your weight plus 20 times your Willpower ability.

NOVICE: You can swing at your normal Speed. You also gain a +2 bonus to Defense when
swinging due to acrobatic maneuvering.

JOURNEYM AN: You can swing at double your Speed. You also gain a +4 bonus to Defense when
swinging due to acrobatic maneuvering.

M ASTER: You can swing at triple your Speed. You also gain a +6 bonus to Defense when
swinging due to acrobatic maneuvering.

TELEPORTATION
REQUIREMENTS: 2 power slots.
POWER TYPE: Utility PP COST: 4+
ACTIVATION TIME: Major Action TARGET NUMBER: 15
TEST: Dexterity (Acrobatics) or Constitution (Stamina) vs. POW ER.
You can move instantly from one place to place without crossing the distance in between,
although you retain your position and relative velocity when you teleport. Unwilling passengers
get to make a Dexterity (Acrobatics) test vs. POW ER to avoid being taken along. First time
travelers (or used as an attack) must make a Constitution (Stamina) test vs. POW ER , successful

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tests are dazed for 1d6 rounds suffering a -1 penalty on all ability tests until they recover. A target
that fails the test cannot take any actions until they recover.

NOVICE: You can teleport a number of yards equal to 12 + your Speed. You can only teleport to
the places you can accurately sense or know especially well (in the GM’s judgement).You may
have one person teleport with you for an additional 2 PP, but you suffer a -1 penalty to all tests.

JOURNEYM AN: You have developed a better understanding of your power. You can now teleport
longer distances. You teleport a number of miles equal to 12 + your Speed. If you can see your
destination there is no test, but if you cannot see your destination you must make a Perception
(Seeing) test (TN: 13) or suffer a Mishap (see the Mishap Table). You may teleport a number of
people equal to your Willpower ability for an additional 2 PP per person and no longer suffer any
penalties for doing so.

M ASTER: You have mastered teleportation and can teleport virtually anywhere you may be
familiar with, without worry. You may also teleport a number of people equal to double your
Willpower ability.

WALL-CRAWLING
POWER TYPE: Utility PP COST: 3
ACTIVATION TIME: Minor Action TARGET NUMBER: 10
TEST: None
You can climb walls and ceilings with no chance of falling, moving across vertically and upside-
down. If moving across a particularly slick or slippery surface you must make a Dexterity
(Acrobatics) test (TN:13) to avoid falling, on successful test you suffer a -1 penalty to Strength
(Climbing) tests, failure means you fall and suffer 1d6 damage per foot.

NOVICE: You can walk on any surface as if it were normal ground. You move at half your normal
Speed. You gain a +1 to Strength (Climbing) tests.

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1. You now move at your
normal speed.

M ASTER: You have mastered this power and no longer have to spend Power Points. You can walk
on other surfaces at double your Speed.. You gain a +3 to Strength (Climbing) tests.

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OFFENSIVE POWERS
Offensive powers allow you to make different sorts of attacks. They require an attack roll and
damage, hinder, or otherwise harm their target in some fashion.

AFFLICTION
POWER TYPE: Attack PP COST: 5
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: Constitution (Stamina) vs. POW ER.
You can cause a fast-acting affliction – like a disease or toxin – by touching a target. This allows
you to impose some debilitating condition or conditions on a target by making a melee attack.
You must choose one affliction when you take this power.

NOVICE: Your affliction dazes and confuses the target leaving them vulnerable to attack. The
target must make a Constitution (Stamina) test vs. your POW ER . If the target is successful they
only suffer -1 penalty on all ability tests until the beginning of your next turn. A target who fails
the test is disabled for 1d3 rounds and can take no actions and loses the Dexterity bonus to their
Defense.

JOURNEYM AN: Your affliction weakens a target making them slower and more sluggish. The
target suffers a -2 penalty to Strength and Dexterity abilities and a -5 penalty to Speed for a
number of rounds equal to the activation roll’s Stunt Die. If the target makes a successful
Constitution (Stamina) test vs. your POW ER , they only suffer the Speed penalty.

M ASTER: Your affliction is so powerful that it can leave targets paralyzed. A target failing a
Constitution (Stamina) test vs. your Power is paralyzed, completely unable to move, while
successful test means the target’s Speed is cut by one-quarter (rounded in the target’s favor). Both
effects last for the rest of the encounter. A paralyzed target gets a new test at the start of their turn
each round. Their Defense is drastically reduced. They have a Defense of 7 and can take no
actions.

AURA
POWER TYPE: Enhancement PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 10
TEST: None
You can surround yourself with a damaging effect like fire, raw energy, electricity, sharp spines,
or acid. Choose the effect of your Aura when you gain this power. Anything touching you suffers
damage; this includes anyone attacking you unarmed (or their weapon if they attack with one). If
you deliberately touch a target, they suffer your Aura’s damage.

NOVICE: Any adjacent enemy that makes a melee attack against you takes 2 penetrating damage.

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This lasts for a number of minutes equal to your Willpower.

JOURNEYM AN: You have developed a better understanding of your power. This works just like
the Novice degree with the following adjustments, your aura now does 4 penetrating damage and
lasts a number of turns equal to double your Willpower.

M ASTER: You have mastered your ability to travel through dimensions. You now can keep your
aura activated as long as you’d like. It now does 6 penetrating damage.

BINDING
POWER TYPE: Attack PP COST: 5
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: Strength (Might) vs. POW ER
You can project an attack that binds or traps the target such as glue, ice, mud, webbing, or the
like. You can use the binds to catch onto things and pull them to you rather than you to them with
a successful Accuracy ability test (TN:10).

NOVICE: You send out these lines that can be used to pull enemies towards you. You can target a
number of enemies up to your Willpower who are each within 8 yards of you. Each target must
make a successful Strength (Might) test vs. your POW ER. or be pulled adjacent to you (or as close
to adjacent as terrain and objects allow). Targets that fail the roll and get 1,2, or 3 on their Stunt
Die also take penetrating damage equal to half your Willpower as the snares lash and squeeze.
The snare lasts a number of turns equal to your Willpower ability.

JOURNEYM AN: You can target a number of enemies up to double your Willpower who are each
within 16 yards of you. The snare lasts a number of turns equal to double your Willpower ability.

M ASTER: You have mastered your power and can target a number of enemies up to triple your
Willpower who are each within 32 yards of you. The snare lasts a number of turns equal to triple
your Willpower ability.

BLAST
POWER TYPE: Attack PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You can make a damaging ranged attack. It might be a blast of energy, a projectile (arrow, bullet,
throwing blade, etc.), or some similar effect. Choose the effect of your blast when you pick this
power and determine if the blast does bashing or lethal damage. You make a special Ranged
Attack that damages foes with a blast of damage. This is resolved like a normal Ranged Attack (so
stunts are possible), but the attack roll is an Accuracy (Blast) test.

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NOVICE: A blast erupts from your body (eyes, hands, head, chest, etc.) and has a range of 16 yards
and inflicts 1d6 + Willpower damage.

JOURNEYM AN: You have developed a better understanding of your power. Your blast now has a
range of 32 yards and inflicts 2d6 + Willpower damage. You treat the Knock Prone stunt as
having a cost of 1 SP.

M ASTER:You have mastered your blast. Your blast now has a range of 64 yards and inflicts 3d6 +
Willpower damage. You treat the Mighty Blow stunt as having a cost of 1 SP.

FAST ATTACK
POWER TYPE: Attack PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You can attack more than once per turn, the number of attacks is based on what degree you have
of this power. You must make each attack separately.

NOVICE: You attack faster than humanly possible at times. You have the capability to attack more
than once. You can make 2 attacks.

JOURNEYM AN : You have developed a better understanding of your power. While your not quite
as fast as a character with superspeed, you’re still a whirling dervish in combat. You can make 3
attacks.

M ASTER :You have mastered your Power. You gain a +2 bonus to Initiative rolls and attack rolls.
You can make four attacks.

LIFE DRAIN
POWER TYPE: Attack PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: Constitution (Stamina) vs. POWER.
You can drain a target’s life-force and heal yourself with their energy. This is considered a dark
power and should be used with caution.

NOVICE: You suck the life energy out of a target that you have touched to heal yourself. The
target takes 1d6 + Willpower penetrating damage and you are healed by the same amount. Note
this only heals damage you have suffered; it doesn’t give you bonus Health above your normal
amount. If the target makes a successful Constitution (Stamina) test vs. your Power, the
penetrating damage is only 1d6.

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JOURNEYM AN: You have developed a better understanding of your power. This degree functions
exactly like the Novice version of this power, but your range can be extended up to 10 yards. Your
target takes 2d6 + Willpower penetrating damage.

M ASTER: You have mastered your power. You are able to extend this power’s range up to 20
yards. Your target takes 3d6 + Willpower penetrating damage.

PARALYZE
POWER TYPE: Attack PP COST: 5
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: Constitution (Stamina) vs. POWER.
Your touch can render opponents unable to move.

NOVICE: When you touch a target they must make a Constitution (Stamina) test vs. Power. If the
target fails they are paralyzed, completely unable to move, while a successful test means the
target’s Speed is cut by one-quarter (rounded in the target’s favor). Both effects last for the rest of
the encounter. Paralyzed targets lose their Dexterity bonus to their Defense and can take no
actions

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You have mastered this power. You lockdown a single target within 30 yards unless
they succeed on a Constitution (Stamina) vs. POW ER . The target’s Defense is reduced to 7 and
they may take no actions on their turn.

STRIKE
POWER TYPE: Attack PP COST: 4
ACTIVATION TIME: Major Action TARGET NUMBER: 10
TEST: None
You have some sort of close combat attack like claws, spines, or a melee weapon of sort. Choose
the effect of your strike and whether or not it’ll be a bashing or lethal when you take this power.

NOVICE: You are a efficient striker. Your attack does 1d6 + Strength damage.

JOURNEYM AN: You have trained intensely with your strike and have increased your damage.
Your attack now does 2d6 + Strength damage. You can treat the Mighty Blow stunt as having a
cost of 1 SP.

M ASTER: Your attack is devastating. Each time you make a successful melee attack your attack

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does 3d6 + Strength damage. You treat the Pierce Armor stunt as having a cost of 1 SP.

SENSORY POWERS
One or more of your senses are improved, or you have additional sensory abilities beyond the
normal five senses. Sensory powers expand or enhance the character’s senses in various ways.

DANGER SENSE
POWER TYPE: Utility PP COST: N/A; Special
ACTIVATION TIME: Permanent TARGET NUMBER: N/A
TEST: None
You have a special sense of danger, moments before it strikes. When this power is taken
permanently, reduce your total Power Points by 1d6.

NOVICE: You gain a +1 bonus to your Defense and attack rolls. You can also make a Perception
ability test vs. the attack total to avoid the attack altogether.

JOURNEYM AN: You now gain a +2 bonus to your Defense and attack rolls. You treat the
Defensive Stance stunt as having a cost of 1SP.

M ASTER: You have mastered your ability to sense danger and react accordingly. You gain a +4
bonus to Defense and attack rolls. You treat the Seize the Initiative stunt as having a cost of 2 SP.

DETECTION
POWER TYPE: Utility PP COST: 3
ACTIVATION TIME: Minor Action TARGET NUMBER: 12
TEST: None
You have the ability to detect a specific form of energy, power, or presence with a range equal to
your Perception ability. The power may be purchased multiple times, each time representing a
new detection.

NOVICE: You gain a +2 bonus to Perception (Detection) tests involving your chosen form of
detection. You treat the That Makes Me Wonder stunt as having a cost of 2 SP.

JOURNEYM AN: You have developed a better understanding of your power. You gain a +4 bonus
to Perception (Detection) tests involving your chosen form of detection. You treat the Object of
Your Attention stunt as having a cost of 2 SP.

M ASTER: You have mastered your ability to detect a specific form of detection. You gain a +6
bonus to Perception (Detection) tests. You treat the Upper Hand stunt as having a cost of 3SP.

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Select one type of Detection from the following list:
• Cosmic– You can detect cosmic-level beings, cosmic energy, and universe-affecting
events.
• Emotion– You can detect emotional states or particular emotions like fear or love.
• Energy– You can detect different types of energy and follow energy traits. You can
identify different energy types with a Perception ability test.
• Magic– You can detect magical energy–spells, artifacts, those with the ability to use
magic, etc.
• Magnetic– You can detect magnetic fields–including uses of Magnetic Control.
• Power– You can detect the use of certain powers–when a power is used or someone
possesses a power, such as a mutant or mental powers.
• Radiation– You can detect radioactive energy and sources of radiation, including uses of
Radiation Control.
• Spirit– You can detect spiritual activity–such as ghost or astral forms.

The above is by no means a complete listing of available detection powers. Players wanting a
form of detection not listed here are encouraged to discuss the idea with their GM.
When a subject is deliberately trying to hide from you, you must make a Perception (Detection)
test vs. their POW ER to stay hidden.

ESP
POWER TYPE: Utility PP COST: 6
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You have ESP–Extra-Sensory Perception–allowing you to perceive things in distant locations as if
you were actually present.

NOVICE: You concentrate on what you are trying to notice and search for things in the location,
make a Perception (Seeing) test (TN: 12). If you succeed, you see the area you were concentrating
on and everything within your Perception ability in yards surrounding it as if through a camera
lens.

JOURNEYM AN: You have a better understanding of your power. You use this power as you did at
Novice degree, but you see the area you were concentrating on and everything within double your
Perception ability in miles.

M ASTER: You have mastered your power and it works as it did in previous degrees, but not only
can you see within triple your Perception ability in miles, you have the capability to see into other
dimensions.

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INTERFACE
POWER TYPE: Utility PP COST: 6
ACTIVATION TIME: Major Action TARGET NUMBER: 12
TEST: None
You can access information from and interface with computers at visual range. If you use this
ability against intelligent computer systems, including self-aware robots, this power works like
Telepathy (see Telepathy).

NOVICE: You gain a +2 bonus to Intelligence (Computer) test (TN:10-15; based on firewalls or
system defenses).

JOURNEYM AN: You have developed a better understanding of your power. When you activate
your power, its cost in power points is reduced by 1, to a minimum of 1.

M ASTER: You gain a +4 bonus to Intelligence (Computer) tests. You gain interface with a number
of computers equal to double your Willpower ability.

POSTCOGNITION
POWER TYPE: Utility PP COST: 6
ACTIVATION TIME: Major Action TARGET NUMBER: 14
TEST: None
You can perceive things that happened in the past. You must touch a place or object in order to
sense its past and make a Perception (Postcognition) test versus a difficulty based on how obscure
and distant in the past the information is. During this test, your normal (present-day) senses do not
work while you’re using postcognition; your awareness is focused on the past.

NOVICE : You pick up vague information associated with the subject and time that may or may not
be accurate.

JOURNEYM AN : You have developed a better understanding of your power. You pick up strong
feelings or impressions associated with the subject and time.

M ASTER : You have mastered your Power. The information gained is near complete knowledge of
a particular past event as if you were actually present.

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Difficulty Time
Routine (7) A day
Easy (9) A few days
Average (11) Weeks
Challenging (13) Months
Hard (15) Season (four months)
Formidable (17) Half a year
Imposing (19) A year
Nigh Impossible (21) More than a year

PRECOGNITION
POWER TYPE: Utility PP COST: 6
ACTIVATION TIME: Major Action TARGET NUMBER: 14
TEST: None
You can receive visions of what may happen in the future. Sometimes these visions come
unbidden, provided by the GM as plot hooks or helpful hints. A deliberate attempt at Precognition
requires a Perception (Precognition) test rolled secretly by the GM against versus a difficulty
based on how obscure and distant in the future events the information is. This power works like
Postcognition, refer to Difficulty chart above.

NOVICE : You pick up vague information associated with the subject and time that may or may not
be accurate.

JOURNEYM AN : You have developed a better understanding of your power. You pick up strong
feelings or impressions associated with the subject and time.

M ASTER : You have mastered your Power. The information gained is near complete knowledge of
a particular future event as if you were actually present.

Difficulty Time
Routine (7) A day
Easy (9) A few days
Average (11) Weeks
Challenging (13) Months
Hard (15) Season (four months)
Formidable (17) Half a year
Imposing (19) A year
Nigh Impossible (21) More than a year

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SUPERSENSES
POWER TYPE: Utility PP COST: N/A; Special
ACTIVATION TIME: Permanent TARGET NUMBER: N/A
TEST: None
You have enhanced or extraordinary sensory abilities. Each degree grants you one of the
following abilities. You can take this power multiple times with each new purchase one new
ability (or move a degree up). When this power is taken permanently reduce your total Power
Points by 1d6.

NOVICE: You have more than just the five normal senses; this gives you a new sensory ability like
infravision, radar, sonar, or x-ray vision. Discuss the details of the new sensory abilities with the
GM.

JOURNEYM AN: You have developed a better understanding of your power. Your senses are
considered enhanced and you gain a +1 bonus to Perception ability tests using a particular sense,
like Enhanced Vision, Enhanced Hearing, etc.

M ASTER: You have mastered this power. You effectively reduce the relative range to sense
something by your Perception ability. You also gain a +2 bonus to Perception ability tests using
your supersenses.

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BONUSES AND LIMITATIONS
Bonuses and Limitations are special modifiers which may be attached to powers to increase or
decrease the effectiveness of the powers. Each Bonus and Limitation has a cost that modifies (by
2 or 3 points) the Power Point expenditures needed to activate the power. This is by no means a
complete list of all available Bonuses and Limitations. If you have a particular idea, check with
your GM and together come up with a Power Point cost that is increased or reduced. Generally, as
a rule of thumb, it is suggested that the increase and decrease be no more/less than 2 or 3.

BONUSES
Bonuses enhance effects by increasing the Power Point costs for activating powers. The following
section lists available Bonuses, starting with the Bonuses’s name, along with a brief description of
what it does, and lastly the Power Point increases.

ACCURATE
An effect with this Bonus is especially accurate; you gain a +2 bonus to your Accuracy ability
when making a ranged attack. This Bonus raises the costs of the attached power by 2 additional
Power Points.

AREA EFFECT
This Bonus allows an effect that normally works on a single target to affect an area. No attack test
is needed; the effect simply fills the designated area.
It applies only to powers, such as Blast, that do not already have an area of effect.
Everyone (friend or foe) within a 10 yard radius of the effect is affected. This Bonus raises the
costs of the attached power by 3 additional Power Points. For example, a “Area” Blast would cost
7 Power Points instead of the normal 4.

BURNING
This Bonus is typically applied to an offensive power, but it is appropriate for a few other types of
powers as well. A Burning attack inflicts normal damage when it first hits, but it continues to
“burn” the target on subsequent turns. The target of a Burning attack automatically takes 2
penetrating damage for a number of minutes equal to your Willpower ability. This Bonus raises
the costs of the attached power by 2 additional Power Points.

CLOUD
This Bonus allows a hero to generate an attack in the form of a cloud of gas or energy. It fills an
area equal to a 5 yard radius that lingers for one round after the duration expires (affecting any
targets in the area or those that move through it). Targets take 2 penetrating damage while they
remain inside the cloud. This Bonus raises the costs of the attached power by 2 additional Power
Points.

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CONTAGIOUS
This Bonus works on both the target and anyone coming into contact with the target for a number
of rounds equal to your Willpower ability. New targets resist with a Constitution (Stamina) test vs
your POW ER . If they fail then they also become contagious, and the effect lingers until all traces
of it have been eliminated or its duration expires. Targets are affected by the attached power as
normal. This Bonus raises the costs of attached powers by 3 additional Power Points.

EXPLOSION
This Bonus is similar to Area Effect, but works differently– it covers a bigger area, but its effect
decreases gradually over that distance. A power with Explosion inflicts full damage at “ground
zero” of the attack. Everyone within a 2 yard radius of the explosion (friend or foe) takes damage.
However, for every 3 yards after ground zero subtract one from the total damage applied. When
the damage reaches zero, the Explosion has reached its maximum radius. This Bonus raises the
costs of the attached power by 3 additional Power Points.

HOMING
This Bonus allows a homing attack to “lock on” to its target and follow it no matter where it tries
to move. The attack suffers no penalties or modifiers for range (although it cannot move beyond
double your Perception ability; this is its maximum range). You make your attack as normal. This
Bonus raises the costs of the attached power by 2 additional Power Points.

IMPERVIOUS
This Bonus is for Defensive powers, such as Armor and counters Armor Piercing attacks (for
example, the Pierce Armor stunt). Powers with this Bonus receive their full Rating when resisting
damage. This Bonus raises the costs of the attached power by 2 additional Power Points.

INCURABLE
Powers such as Healing and Regeneration cannot be used to heal the damage caused by and effect
with this Bonus; the target must recover at normal rate. This Bonus raises the costs of the attached
power by 3 additional Power Points.

PENETRATING DAMAGE
This Bonus effect allows your power to bypass the effects of armor. Penetrating damage ignores
armor altogether. Armor offers no protection against penetrating damage. This only applies to
powers that do not already have penetrating attacks. This Bonus raises the costs of the attached
power by 3 additional Power Points.

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LIMITATIONS
Limitations reduce the effect of powers. This also alters the Power Point Costs of powers being
activated. The following section lists available Limitations, starting with the Limitation’s name,
followed by a brief description of each Limitation, and the reduced Power Point costs.

DAMAGING
This Limitation is attached to a power that causes you damage with each use. Your power does
1d3 damage every time you use it. This damage ignores Defensive powers that you have, although
it can be healed or regenerated normally. This Limitation reduces costs of the attached power by 3
Power Points.

DIMINISHED RANGE
This Limitation reduces the power’s range by half (rounded down). For example, the range of a
Blast is generally 16 yards, with this Limitation it is reduce by half, making it’s maximum range
of 8 yards. This Limitation reduces the costs of the attached power by 2 Power Points. For
example, Blast normally costs 4 Power Points, with this Limitation it only costs 2 Power Points to
activate.

FATIGUING
This Limitation causes fatigue every time you use the attached power. You can recover normally,
but until you do, you suffer a -2 penalty to all actions until you have rested. This Limitation
reduces costs of the attached power by 3 Power Points.

LINKED
This Limitation is tied to 2 different powers. You cannot activate one without activating the other.
You must make an activation test for each power, if you fail to activate either one of the powers
linked then they do not activate and the Power Points are spent as usual. This Limitation reduces
the costs of the attached powers (linked powers) by 2 Power Points.

NOTICEABLE
Powers with this Limitation are noticeable in some sort of way. You must choose a noticeable
display for the effect. Some examples are, Armor may look like plates, rock, or even metal bands,
Telepathy may have a aura that can be seen as they communicate with others, flyers may have
wings, etc, this adds flavor, but at the same time a target knows when a power is being used or the
character isn’t normal. This Limitation reduces the costs of the attached powers by 2 Power
Points.

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POWER ALWAYS ON
This Limitation prohibits a power or effect from ever being turned off by the Character. Whether
its eye beams, a elemental fiery form, or telepathy, regardless the power is always on. This can
only be applied to powers that do not already have a Permanent description. This Limitation has
no normal effect on Power Points other than a permanent 1d3 reduction. The upside is that you
never have to spend Power Points on that power.

POWER RESTRICTION
This Limitation prohibits a power to function against a specified class of objects or under a
general condition (could be that it needs recharging, or it doesn’t work against a specific color or
it may only work at nighttime). The object or condition which restricts a Character’s power must
be specified when this Limitation is taken. This Limitation reduces the costs of the attached
powers by 3 Power Points. This can be taken several times to exhibit multiple restrictions.

REMOVABLE
This Limitation allows for powers or effects to be “taken away” from you, removing your access
to the effects until you regain it. Typically, this means a power resides in an object called a gadget,
which someone else can remove. There are two versions of this Limitation, one means your
character must be stunned and defenseless before removal, the other can be achieved with a
Disarm stunt. This Limitation has two reductions, one reduces the cost by 2 Power Points
(Unconsciousness), the other can be removed with a successful Strength (Might) test or by the
Disarm stunt, this reduces cost by 3 Power Points.

TOUCH ONLY
This Limitation cause a power with a Normal or greater Range to have its effective range reduced
to that of a Touch. A character with this Limitation must make a unarmed attack to use their
power. This Limitation reduces the costs of the attached power by 3 Power Points.

WEAKENING
This Limitation is attached to a power that causes you to weaken with each use. Your power
drains 1d3 from a specific Ability (must be specified when this Limitation is taken) every time
you use it. This ignores Defensive powers that you have, although it can be healed or regenerated
normally. This Limitation reduces costs of the attached power by 3 Power Points.

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CHAPTER 4: EQUIPMENT

Your character has many types of equipment to choose from, all of which can be found in this
chapter. Starting characters get free equipment during character creation that make getting started
easy. During the course of play, though, your character will have the chance to earn (or steal!)
Money, and buy or gain access to additional equipment. In this chapter you’ll find details on
armor, weapons, clothing., foodstuffs, and miscellaneous goods and services. The prices presented
are typical, but vary widely depending on the setting.

STARTING FUNDS
All characters need stuff. Weapons, armor, etc. Each character receives 3d6 x 100 dollars to start
with, that is added to the amount they receive from their Social Class. Equipment can be found in
the Weapons, Armor and General Equipment sections.

SOCIAL CLASS
1D6 Roll SOCIAL CLASS STARTING FUNDS
1 Outsider $270
2-3 Lower Class $450
4-5 Middle Class $900
6 Upper Class $1800

SOCIAL CLASS DESCRIPTIONS


• Outsider– They own nothing but what they can carry and often make a living doing
whatever they need to survive.
• Lower Class– Those who handle backbreaking labor or work at jobs that pay little more
than room and board.
• Middle Class– The lucky few who have well-paying jobs or benefit from families who
can support them.
• Upper Class– The wealthiest and most connected of all the classes. The people from this
class are rich, important, well-known, and Superior in every way.

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STARTING EQUIPMENT
Player characters do not generally start the hero careers with much to their names. In play your
character will have a chance to get better equipment but must start with the basics. Think of better
gear as something to aspire to.

Characters begin play with the following:


• Portable means of Communication (laptop, cell phone, or smart phone).
• A backpack or purse or some sort of bag.
• Clothing (including costume) befitting your back story and social class.
• One weapon of choice (limited by law or availability) or if you come up with a good
concealment idea.
• One vehicle of choice befitting your back story and social class.

Make sure you pick weapons from weapon groups your character knows. Otherwise, you’ll suffer
penalties when you wield them, and there will be little point in carrying the weapons around. Your
character gets a starting fund with which to buy additional gear. You’ll also want to write down
your armor’s Armor Rating on your character sheet. This is a measure of the armor’s protection
and you’ll need to know that during combat.

GADGETS & EQUIPMENT


What would a superhero world be without the sleek vehicles and high-tech toys that so many of
the costumed characters wield. From high-tech blaster rifles to anti-grav belts, Power Armor, and
teleportation devices, heroes and villains develop all manner of gadgets. It would be incomplete
with out mention.
The following section provides quick and simple rules that help you and Gamemasters create a
plethora of equipment, weapons and vehicles with which you outfit your character, aiding them in
their battles against crime (or their efforts to do crime). The equipment listed in the following is
intended to be used along with the Equipment Talent (see page 32). This section will also help
you in creating more powerful items known as Gadgets, such as Power Armor.
Gadget reflects supertech items that are exceedingly difficult to create. Equipment, however, may
be high-tech or incredibly expensive, but are within the ability of modern science.

GADGETS
Gadgets are items that provide a particular power effect or set of effects. Gadgets are creations of
advance science, typically.
Generally speaking, gadgets are powers with the Removable flaw applied to them. This means
that the powers are an external aspect to the character and if the gadget is taken away they loose
their ability to use them.
Just like powers, gadgets cost power points (reduced some by the Removable flaw) to use. These
power points are determined from the character that uses the gadget, they “donate” their power
points to fuel the items. This also helps keep things balanced between powers and gadgets that use
power effects. The gadget becomes a part of the character’s abilities. If the gadget is lost, stolen,

110
or destroyed, the character can replace it, given time, since the gadget is considered a permanent
part of the character.

POWER ARMOR (Gadget)


A common staple of comic books is the power armor. It is an advanced suit of technological
armor, giving the wearer various powers. Power armor commonly use the following powers:
• Armor: This is the foundation power for a power armor. Regardless of the material (armor
plating, metallic mesh, flexible ballistic material or some other advanced tech. The power
armor protects you from damage.
• Attacks: Power armors are typically equipped with some kind of weapon or weapons.
• Sealed Systems: Life support is often used to represent protection from the environment
or other hazards.
• Movement: After defense and offense, the power armor allows the wearer to get around
such as anti-gravity repulsion (Flight) or turbines for underwater activity.
• Sensors: Power armors are often equipped with a suite of sensors providing senses. This
can be dark vision, radio, GPS, or ultra-hearing.
• Strength: A power armor may have servos in them used to enhanced the wearer’s strength
for lifting purposes.

COSTUMES (Gadget)
In the world of superheroes, they were signature costumes that help define them. Most of these
costumes are made out of unique or unusual materials much tougher than they appear, allowing
them to provide some form of protection.
Costumes in comic books are often immune to the wearer’s powers as well. They don’t burn, tear,
rip, or suffer damage.
Normally, it would not cost any power points since everyone has it. The GM could possibly
require you to purchase the Equipment Talent or spend a good amount of cash to gain a “super”
suit.

INVENTING
First the inventor or gadgeteer must design the invention. To create inventions, or temporary
gadgets, the inventor defines its effects and its cost in power points as well.

DESIGN TESTS
First, the inventor must design the gadget. This is a Intelligence (Engineering) test (TN: 10).
Designing a gadget require’s an hour’s work per power added to the gadget (maximum of 5).

DESIGN = 3D6 + INTELLIGENCE +


ENGINEERING ABILITY FOCUS

If the test is successful, you have a design for the gadget. If the test was a failure, there is a design
flaw of some sorts.

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CONSTRUCTION TESTS
Once the design is in-hand, the character can construct the gadget. This requires up to four hours
of work per power included (maximum of 5), so a gadget with five equivalent powers would take
about 20 hours to construct.
When the construction is complete, the inventor must make an Intelligence (Engineering) test
(TN: 15).
CONSTRUCTION = 3D6 + INTELLIGENCE +
ENGINEERING ABILITY FOCUS

Success means the gadget is complete and functional. Failure simply means that the gadget does
not work.

EQUIPMENT
In addition to their amazing gadgets, characters often make use of various mundane equipment–
ordinary things found in the real world– ranging from a simple set of tools to cell phones, laptops,
and common appliances.

ELECTRONICS
Computers and electronics are common in the modern world. These pieces of equipment are
affected by electricity, radiation , and powerful magnetic fields, which can short them out, they are
also minor pieces of equipment.

ELECTRONICS
ITEM WEIGHT COST
Camera (Digital; 24-36 images) 1 lb $40-200
Camera (Film) 2 lbs $80
Cell Phone - $100
Smart Phone - $500
Commlink - -
Computer (Desktop) 30 lbs $600
Computer (Laptop) 5 lbs $750
Audio Recorder 1 lb $30
Video Camera 2 lbs $100

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CRIMINAL GEAR
This equipment is most often used by criminals or to catch criminals, this are also minor pieces of
equipment.

CRIMINAL GEAR
ITEM WEIGHT COST
Handcuffs 1 lb $75
Lock Picks (10) - $70
Lock Release Gun 2 lbs $100
Restraints 1 lb $40

SURVEILLANCE GEAR
Heroes often use surveillance gear to keep tabs on criminals and their activities. These are minor
pieces of equipment.

SURVEILLANCE GEAR
ITEM WEIGHT COST
Binoculars 2 lbs $55
Conciliable Microphone - $80
Mini-Tracer - $500
Night Vision Goggles (Small) 1 lb $750
Parabolic Microphone 4 lbs $250

113
SURVIVAL GEAR
Heroes often use survival gear to aid them with survival and emergencies. These are minor pieces
of equipment.

SURVIVAL GEAR
ITEM WEIGHT COST
Backpack (Hiking/Military) 3 lbs $75
Camouflage Clothing 2 lbs $100
Canteen 2 lbs $20
Climbing Gear 10 lbs $150
Compass - $30
Flares (5) 5 lbs $20
Flash Goggles 2 lbs $150
Flashlight 1 lb $30
Fire Extinguisher 5 lbs $60
First Aid Kit 3 lbs $30
Gas Mask 3 lbs $550
GPS 1 lb $150
Multi-Tool 1 lb $25
Re-breather 2 lbs $250
Rope (150 yds) 12 lbs $30
SCUBA Gear 35 lbs $1200

ITEM DESCRIPTIONS
Backpack – Backpacks come in general sizes; Messenger Bags are an over the shoulder bag that
holds roughly 10 pounds of equipment. Day Packs are standard backpacks, the kind most college
students carry and they can hold up to 30 pounds of equipment. Military/Hiking packs are heavy
duty and designed to carry up to 70 pounds of equipments.
Binoculars – Binoculars are great for seeing things from a distance.
Canteen – The average canteen can hold enough water for one person, for one day before needing
to be refilled.

114
Climbing Gear – A kit containing pitons, a rock hammer and climbers chalk. Climbing gear
provides a +2 bonus to any Athletics (Climb) tests and possess enough items for 10 climbs,
regardless of the distance climbed.
Compass – An invaluable item for navigation. Compasses always point North, however, they are
susceptible to magnetic interference or areas with a high concentration of iron.
First Aid Kit – Packed with bandages, slings, minor medications and other medical gear for
treating injuries during an emergency. First Aid Kits come with enough supplies for 10 uses.
Flares – Flares provide weak illumination with a radius of 4 yards and in darkness, can easily be
seen from up to 100 yards away. Since flares burn with an actual flame they are capable of
igniting highly flammable substances.
Flashlight – Flashlights provide great illumination in a 20 yard cone and in darkness, can easily
be seen from 1/4 mile away. Unfortunately flashlights are only effective in one direction, leaving
the area to the left, right and behind of the flashlight holder in shadowy darkness.
Floodlight – Floodlamps provide great illumination in a 60 yard cone and in darkness, can easily
be seen from 1 mile away. Unfortunately flashlights are only effective in one direction, leaving the
area to the left, right and behind of the flashlight holder in shadowy darkness.
Lockpicks – Lockpicks are used for opening locks to which you do not possess a key. While there
are innocent and perfectly legal uses for them, carrying them in most states is still considered
illegal. For further rules see Picking Locks in the Overcoming Obstacles section.
Phone – Cellular phones have become a necessity for most people. Standard flip-style phones can
be used to make phone calls and send 140 character text messages. Newer, Smart Phones are
capable of making calls, sending text messages, going on the internet and a host of other activities
through the use of small software applications (called apps).
Portable Computer – Notebook computers have become common and extremely affordable and
possess processing power far superior to their counterparts of even just a few years ago. Their
primary uses are internet surfing and email, but they are useful for hundreds of other applications.
Restraints – Be they strong plastic zip ties or chains, restraints are used to restrict the movement
of someone, typically against their will.
Rope – Standard rope available just about anywhere. It comes in bundles of 150 yards.
Watch – They tell time, have programmable alarms and come in digital or analog styles.

115
UTILITY BELTS
A common piece of equipment for crime fighters and espionage agents is the utility belt: a
collection of useful tools and equipment in a compact carrying case.

SAMPLE UTILITY BELT


ITEM EFFECTS

Tear Gas Pellets -2 to all tests


Bolos -2 to Dexterity Tests
Boomerangs 1d6
Explosives 2d6*
Cutting Torch 2 penetrating damage
Flash-Bangs 1d6*
Power Knuckles 1d6+2
Smoke Pellets impenetrable smoke
*see Fantasy Age Rulebook-rules on Grenades.

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ARMOR
ARMOR TYPE ARMOR ARMOR COST
RATING PENALTY
MODERN ARMOR
Leather Jacket Lgt 2 -0 $120
Light Undercover Shirt Lgt 3 -0 $275
Undercover Vest Lgt 3 -1 $275
Bulletproof Vest Lgt 4 -2 $350
Conciliable Vest Med 5 -3 $500
Light Duty Vest Med 6 -4 $650
Tactical Vest Med 7 -5 $900
SWAT Armor Hvy 8 -6 $1200
Motorcycle Helmet (Open)* Lgt 1 -0 $75
Motorcycle Helmet (Full)* Lgt 2 -1 $150
*Can be worn in addition to other armors. Armor Rating Stacks.

ARMOR
ARMOR TYPE ARMOR ARMOR COST
RATING PENALTY
HIGH-TECH ARMOR
Scout Armor Lgt 4 -0 $900
Light Battle Armor Lgt 6 -2 $1200
Heavy Battle Armor Hvy 8 -3 $1500

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ARMOR
ARMOR TYPE ARMOR ARMOR COST
RATING PENALTY
MEDIEVAL ARMOR
Light Leather Lgt 3 -0 $150
Heavy Leather Hvy 4 -1 $300
Light Mail Lgt 5 -2 $500
Heavy Mail Hvy 7 -3 $750
Light Plate Lgt 8 -4 $1000
Heavy Plate Hvy 10 -5 $1500

SHIELDS
ITEM SHIELD BONUS COST
MODERN SHIELDS
Ballistic Shield +3 $550
Makeshift Shield +1 $0
Riot Shield +2 $550
MEDIEVAL SHIELDS
Light Shield +1 $75
Medium Shield +2 $150
Heavy Shield +3 $325

118
MELEE
WEAPON DAMAGE MIN. COST
STR.
Unarmed 1d3 - -
Improvised Weapon 1d6-1 - -
Axe 1d6+4 1 $70
Battle Axe 2d6 1 $150
Baseball Bat, Metal 1d6+2 - $40
Baseball Bat, Wood 1d6+1 - $20
Brass Knuckles 1d6 -1 $30
Chain 1d6+3 2 $30
Chainsaw 3d6+3 3 $90
Knife 1d6+1 -1 $55
Long Sword 2d6 1 $150
Mace 2d6 2 $150
Nightstick, Collapsible 1d6+2 - $55
Nightstick, Wooden 1d6+2 - $40
Short Sword 1d6+2 1 $75
Throwing Weapons (Blades & Boomerangs) 1d6 - $55
Two-Handed Sword 3d6 3 $300

MELEE WEAPON DESCRIPTIONS


Axe – The axe is an implement that has been used for millennia to shape, split and cut wood. It
also makes a descent weapon.
Battle Axe – A battle axe is an axe specifically designed for combat. Battle axes were specialized
versions of utility axes. Many were suitable for use in one hand, while others were larger and were
deployed two-handed.
Baseball Bat, Metal – A baseball bat is a smooth metal club used in the sport of baseball to hit
the ball after it is thrown by the pitcher. Modern bats are complex objects. It is carved or
constructed very carefully to allow for a quick, balanced swing while providing power. This also
makes it an effective weapon.

119
Baseball Bat, Wooden – A baseball bat is a smooth wooden club used in the sport of baseball to
hit the ball after it is thrown by the pitcher. Modern bats are complex objects. It is carved or
constructed very carefully to allow for a quick, balanced swing while providing power. This also
makes it an effective weapon.
Brass Knuckles – Brass knuckles are weapons used in hand-to-hand combat. Brass knuckles are
pieces of metal shaped to fit around the knuckles. Despite their name, they are usually made of
steel. When fighting with Brass Knuckles you are treated as fighting bare handed.
Chain – A chain is a series of connected links which are typically made of metal. Chains provide
their wielder with 4 yards of reach. When using a chain a character can use the Knock Prone stunt
for 1 less SP than usual.
Chainsaw – A chainsaw is a portable mechanical saw, powered by electricity, compressed air,
hydraulic power, or most commonly a two-stroke engine. It is used in activities such as tree
felling. The problem is that chainsaws are heavy and their constant vibration makes them
unwieldy weapons. After each combat the wielder must make a TN 11 Constitution (Stamina) test
or take a -2 to all physical activities.
Improvised Weapon – Improvised weapons consist of just about anything a character can pick
up. A table leg, a chair, a meat mallet, a computer monitor, etc. Improvised weapons are items that
aren’t meant to be weapons and break after only a few uses. An improvised weapons only lasts
1d6-3 (minimum 1) turns before it breaks and becomes useless.
Knife – A knife is a cutting tool with a cutting edge or blade, hand-held or otherwise, with or
without a handle.
Long Sword – A long sword is a type of European sword characterized as having a cruciform hilt
with a grip for one or two handed use and a straight double-edged blade.
Mace – A mace is a blunt weapon, a type of club or virge—that uses a heavy head on the end of a
handle to deliver powerful blows. A mace typically consists of a strong, heavy, wooden or metal
shaft, often reinforced with metal, featuring a head made of stone, copper, bronze, iron, or steel.
Nightstick, Collapsible – A Nightstick is essentially a club of less than arm’s length made of
wood, plastic, or metal. They are carried for forced compliance and self-defense by
law-enforcement officers, correctional staff, security-industry employees and (less often) military
personnel. These collapsible metal versions allow for a +2 bonus to any Dexterity (Legerdemain)
tests to conceal the weapon from observation when collapsed.
Nightstick, Wooden – A Nightstick is essentially a club of less than arm’s length made of wood,
plastic, or metal. They are carried for forced compliance and self-defense by law-enforcement
officers, correctional staff, security-industry employees and (less often) military personnel.
Short Sword – Typically reserved for weapons shorter than a long sword, but longer than a
dagger, but is essentially used in the same way.
Staff – A Quarterstaff is a traditional European pole weapon and a technique of stick fighting,
especially as in use in England during the Early Modern period.
Two-Handed Sword – The two-handed sword was a specialized and effective infantry weapon,
and was recognized as such in the fifteenth and sixteenth centuries.

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RANGED

W EAPON DAM AGE M IN STR RANGE CLIP RELOAD COST

HANDGUNS
(ACCURACY)
Holdout Pistol 1d6+6 -1 6 yds 4 Minor $300
Light Handgun 2d6+3 0 25 yds 12 Minor $500
Light Revolver 2d6 1 25 yds 6 Major $350
Heavy Handgun 2d6+6 1 20 yds 10 Minor $800
Heavy Revolver 2d6+2 2 30 yds 5 Major $650
LONG GUNS
(ACCURACY)
Hunting Rifle 2d6+3 1 125 yds 7 Minor $450
Sniper Rifle 3d6 2 300 yds 1 Major $2000
Sawed-Off Shotgun 3d6+3 2 5 yds* 2 Major $300
Shotgun 3d6+3 1 25 yds* 5 Major $300
AUTOMATICS
(ACCURACY)
Light SMG 2d6+1 0 20 yds 12 Minor $950
Heavy SMG 2d6+3 1 30 yds 10 Minor $1100
Assault Rifle 2d6+6 2 100 yds 20 Minor $1500
Light Machine Gun 3d6 3 150 yds 20 Minor $2500
*Shotguns are +1d6 damage within Melee Range, but -1d6 damage at Long Range.

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RANGED

W EAPON DAM AGE M IN STR RANGE CLIP RELOAD COST

HIGH-TECH
BLASTERS
(ACCURACY)
Holdout Blaster Pistol 1d6 - 8 yds 10 Free $600
Light Blaster Pistol 1d6+2 - 10 yds 10 Free $900
Heavy Blaster Pistol 2d6 0 8 yds 10 Free $1200
HIGH-TECH LONG
BLASTERS
(ACCURACY)
Blaster Carbine 2d6+2 0 24 yds 10 Free $1200
Blaster Rifle 3d6 1 30 yds 20 Free $2000
Blaster Sweeper 2d6 0 6 yds* 10 Free $1500
*Sweepers: You make one attack roll vs Defense of all targets within 6 yds long and 2 yds wide.

RANGED

W EAPON DAM AGE M IN STR RANGE CLIP RELOAD COST

TRADITIONAL
Crossbow 2d6+1 1 30 yds N/A Major $150
Javelin (3) 1d6+3 1 8 yds N/A Minor $80
Longbow, Composite 1d6+3 1 40 yds N/A Minor $120
Longbow, Traditional 1d6+3 2 40 yds N/A Minor $100
Throwing Axe (5) 1d6+2 1 4 yds N/A Minor $75
Throwing Knives (5) 1d6 1 6 yds N/A Minor $65

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RANGED WEAPON DESCRIPTIONS
Assault Rifle – An assault rifle is a selective fire (selective between automatic, semi-automatic,
and burst fire) rifle that uses an intermediate cartridge and a detachable magazine. One a Burst fire
setting the weapon deals +1 damage, but takes a -1 to attack rolls. On automatic the weapon deals
+2 damage, but takes a -2 to attack rolls.
Crossbow – A crossbow is a weapon consisting of a bow mounted on a stock that shoots
projectiles, often called bolts or quarrels. A crossbow comes with 10 bolts.
Handgun ( or Blaster), Light – A common handgun, light pistols are found in the hands of
police officers and criminals alike.
Handgun (or Blaster), Heavy – A high-caliber handgun, heavy pistols are usually used by those
who want a lot of stopping power.
Holdout (or Blaster) Pistol – A small, pocket-sized pistol or any other handgun of small caliber,
suitable for concealed carry in either a front or rear pocket of a pair of trousers, or in an coat
pocket.
Hunting (or Blaster) Rifle – A rifle is a firearm designed to be fired from the shoulder, with a
barrel that has a helical groove or pattern of grooves cut into the barrel walls.
Javelin – A javelin is a light spear designed primarily to be thrown, historically as a ranged
weapon, but today predominantly for sport.
Longbow, Composite – A composite bow is designed for use by the modern hunter. Made of
high composite fiberglass with built in pulleys, using a modern long bow is very easy.
Longbow, Traditional – A traditional longbow is a powerful type of medieval longbow used for
hunting and as a weapon in medieval warfare.
Machine Gun – A machine gun is a fully automatic mounted or portable firearm, usually
designed to fire bullets in quick succession from an ammunition belt or magazine, typically at a
rate of several hundred rounds per minute.
Shotgun – A shotgun is a firearm that is usually designed to be fired from the shoulder, which
uses the energy of a fixed shell to fire a number of small spherical pellets called shot, or a solid
projectile called a slug.
Sniper Rifle – A sniper rifle is a precision-rifle used to ensure more accurate placement of bullets
at longer ranges than other small arms. A typical sniper rifle is built for optimal levels of
accuracy, fitted with a telescopic sight and chambered for a military center-fire cartridge. Sniper
rifles are really only effective at long range. On any target closer than 20 yards they receive a -4
penalty to all attack rolls.
Sub-Machine Gun (or Blaster) – A submachine gun (SMG) is an automatic carbine, designed to
fire pistol cartridges. It combines the automatic fire of a machine gun with the cartridge of a
pistol.
Throwing Axe – A throwing axe is an axe that is used primarily as a missile weapon. Usually,
they are thrown in an overhand motion (much like throwing a baseball) in a manner that causes
the axe to rotate as it travels through the air.
Throwing Knife – A throwing knife is a knife that is specially designed and weighted so that it
can be thrown effectively. They are a distinct category from ordinary knives. Throwing knives are
used by many cultures around the world, and as such different tactics for throwing them have been

123
developed, as have different shapes and forms of throwing knives.

WEAPON ACCESSORIES
ITEM EFFECTS

Laser Sight +2 to all Accuracy tests


Stun Ammo as usual, but non-lethal damage
Suppressor muffles the noise of ballistic
weapons
Targeting Scope +2 bonus on attack roll

VEHICLES
Vehicles have their own statistics: Defense, Speed, Handling, Travel Rate, Structure and Armor.
Some of these are rated as bonuses or penalties, which would apply to tests, while others are
simply numbers.

OPERATING A VEHICLE
When operating a vehicle, heroes automatically know enough to get from place to place if nothing
interferes. It is unlikely that a quarterback knows how to fly a helicopter, but for the purpose of
the story, the character is capable of the feat. The player however is free to decide that they cannot
because of their character’s backstory.
Regardless, it is only important to bother with operation tests when the consequences are there, or
circumstances increase the difficulty. In this case, the Handling modifier is applied to the
appropriate maneuvering test. Dexterity (Driving) for land vehicles and speed boats, and Dexterity
(Piloting) for air vehicles.
The travel rate of the vehicle is the basic cruising speed, and has nothing to do with how fast the
vehicle accelerates, or whether it is particularly quick for a vehicle of its basic type. That is
reflected in the Speed ability. It is however, a good measure for figuring out how long a journey
will take, or whether a particular foe can be outrun.

CHASE RULES
When engaged in a chase, compare the Travel Rate of the vehicles involved. If one vehicle has a
significantly higher Travel Rate, then it can easily leave behind all the other vehicles, or it can
easily keep up. When they are evenly matched, it comes down to a maneuvering check modified
by vehicle Speed.
The only way to shake a vehicle with a better Travel Rate is to best the operator in a maneuvering
check modified by Handling. This is an alternative in a chase with evenly matched vehicles as
well, but requires terrain to be effective.

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VEHICLE COMBAT
As far as Armor and Structure go, vehicles take damage just like people do, except that they cease
to function at Structure 0. A mechanic has to apply repairs before it would begin to function again.
However, there are two important rules.
People obscured from outside the vehicle are protected by the vehicle’s body. They cannot be
attacked directly in normal circumstances until the vehicle’s Structure drops to 0. If the vehicle
has windows, attackers can choose to apply the Pierce Armor stunt to the occupants instead of to
the vehicle’s vulnerable spots.
Even in this case, the occupants receive the benefit of half the vehicle’s Armor rating, as if they
were using the vehicle as their own armor and had been struck by the Pierce Armor attack
themselves.
A Vehicle’s unmodified Defense is equal to 12 minus any modifier for size (a truck is -1, a small
plane is -2, a large plane is -3, a large ship is -4), plus its Handling and Speed ratings (or subtract
if they are negative).

EXAMPLE VEHICLES

MOTORCYCLE (Land)
DEFENSE 15
HANDLING +1
SPEED +2
TRAVEL RATE 100 mph
STRUCTURE 20
ARMOR RATING 7

AUTOMOBILE (Land)
DEFENSE 12
HANDLING -1
SPEED +1
TRAVEL RATE 100 mph
STRUCTURE 40
ARMOR RATING 10

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SPORTS CAR (Land)
DEFENSE 14
HANDLING +0
SPEED +2
TRAVEL RATE 100 mph
STRUCTURE 25
ARMOR RATING 10

PICKUP TRUCK (Land)


DEFENSE 10
HANDLING -1
SPEED +0
TRAVEL RATE 100 mph
STRUCTURE 55
ARMOR RATING 12

DELIVERY TRUCK (Land)


DEFENSE 9
HANDLING -1
SPEED -1
TRAVEL RATE 100 mph
STRUCTURE 60
ARMOR RATING 10

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HELICOPTER (Air)
DEFENSE 11
HANDLING +2
SPEED +1
TRAVEL RATE 100 mph
STRUCTURE 50
ARMOR RATING 10

PROP PLANE (Air)


DEFENSE 12
HANDLING +1
SPEED +0
TRAVEL RATE 200 mph
STRUCTURE 50
ARMOR RATING 8

COMMUTER JET (Air)


DEFENSE 15
HANDLING +1
SPEED +2
TRAVEL RATE 100 mph
STRUCTURE 20
ARMOR RATING 7

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FREIGHTER (Sea)
DEFENSE 7
HANDLING -1
SPEED +0
TRAVEL RATE 30 mph
STRUCTURE 50
ARMOR RATING 14

CUSTOMIZING VEHICLES
Certain things are considered “standard” on any vehicle. These include seating, safety harnesses or
seat belts, heating and air-conditioning, radio receiver, headlights, and similar things with little or
no impact on gameplay. Accessories are “optional equipment” for vehicles and are considered
minor equipment (see Equipment Talent).

ACCESSORIES
Alarm– The vehicle has an alarm system that goes off when unauthorized access or activation
attempt is made. A Dexterity (Security) test (TN:15) to overcome the alarm.
Caltrops– A vehicle may be equipped with a dispenser for caltrops, spikes meant to damage tires.
Activating the dispenser is a minor action. Caltrops automatically blow out tires of ordinary
vehicles that run over them.
Hidden Compartments– The vehicle has hidden compartments or cargo areas holding up to a
tenth of the vehicle’s loads. A Perception (Searching) test (TN:15), if successful allows the
searcher to find the hidden compartments.
Navigation System– The vehicle is equipped with a navigation system that grants a +1 bonus to
Intelligence (Navigation) tests.
Oil Slick– The vehicle can release an oil slick, covering a 6 yard by 6 yard area and forcing the
driver of a pursuing vehicle to make a Dexterity (Driving) test (TN:15) to retain control of the
vehicle. Releasing the oil slick is a minor action.
Remote Control– The vehicle’s owner can operate it remotely using a transmitter and control
device. Remotely controlling a vehicle is a minor action (oftentimes a Move action).

A vehicle can have powers of its own, usually reflecting the vehicle’s systems. Refer to the gadget
section earlier on in this chapter. Remember to check with your GM to make sure a specific power
can be used as a Gadget. Some examples are Armor (provides armor increase), cloaking device
(blending power), and weapon systems (Blast or any offensive power could work).

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CHAPTER 5: HERO POINTS

Whether it’s luck, talent, or sheer determination, heroes have something setting them apart from
everyone else, allowing them to perform amazing feats under the most difficult circumstances.
There are moments in any struggle that influence the outcome. Just a few die rolls decide each of
these critical moments, and while failure is always a possibility, true heroes find a way to succeed,
despite the odds. Hero Points represent this potential for greatness. They give heroes the chance to
succeed even when the dice turn against them.
Hero Points are only awarded to player characters. NPCs, animal companions, familiars, cohorts,
and mounts do not receive hero points. Unlike other points in the game, hero points do not renew
over time or with rest. Once spent, they are gone forever. Hero Points are awarded as a character
gains levels or whenever a character accomplishes a truly heroic feat. The GM is the final arbiter
on the award and use of hero points.

AWARDING HERO POINTS


In comic books stories, heroes often confront the villain (s) and deal with various setbacks.
Perhaps the villain defeats them in the first couple of scenes. Maybe one or more of the heroes
overcome a personal problem.
Each character begins play with one hero point, regardless of their level. Players can use various
tokens (poker chips, glass beads, pennies, etc.) to keep track of their hero points, handing them
over to the GM when they spend them. The GM can likewise give out tokens when awarding hero
points to the players. In addition, whenever a character gains a level, they earn an additional hero
point. Aside from these basic rules, awarding additional hero points is up to the GM. The
following options are just some of the ways that a GM might award additional hero points.

Character Story– GMs can award a hero point for the completion of a written character
backstory. This reward encourages players to take an active roll in the history of the game. In
addition, the GM can use this backstory to generate a pivotal moment for your character
concerning his past. When this key event is resolved, the GM can reward another hero point.
Alternatively, the GM might award a hero point for painting a miniature or drawing a character
portrait in the likeness of your character, helping the rest of the group visualize your hero.

Character Motivations, Drawbacks, and Complications– Heroes often have drawbacks or


complications that hinder them in some way, whether it’s a family, job, secret identity, or even a
dark secret, they must handle these things with care. Many times the hero’s motivation can hinder
them as well. When these motivations, drawbacks, or complications are used during the session
and are properly roleplayed, the GM can award you a hero point.

Completing Plot Arcs– The GM might award a hero point to each of the PCs who were involved
in completing a major chapter or arc in the campaign story. These hero points are awarded at the
conclusion of the arc if the PCs were successful or advanced the story in a meaningful way.

129
Heroic Acts– Whenever a character performs an exceptionally heroic act, she can be awarded a
hero point. This might include rescuing children from a burning building despite being terribly
wounded. It does not have to be related to combat. Note that a hero point should only be awarded
if the PC involved did not spend a hero point to accomplish the task.
If a character spends a hero point when performing a heroic act, the point is regained at the end of
the session, and the hero gains an additional hero point.
However, if the character spends the hero point on an action that is not heroic but not villainous,
only one point is regained.

Maximum Hero Points– Characters can have no more than 10 hero points at any one time.
Excess hero points are lost.

USING HERO POINTS


Hero Points can be spent at any time and do not require an action to use (although the actions they
modify consume part of your character’s turn as normal). You cannot spend more than one hero
point during a single turn of combat. Whenever a hero point is spent, it can have any one of the
following effects.

Bonus– A hero point grants you a +2 bonus to any die roll – this can be applied before or after
any die roll has been made. You can use a hero point to grant this bonus to another character, as
long as you are in the same location and your character can reasonably affect the outcome of the
roll (such as distracting a villain, shouting words of encouragement, or otherwise aiding another
with the check).

Extra Action– You can spend a hero point on your turn to gain an additional major and minor
action this turn.

Inspiration– If you feel stuck at one point in the adventure, you can spend a hero point and
petition the GM for a hint about what to do next. If the GM feels that there is no information to be
gained, the hero point is not spent.

Instant Counter– You can spend a hero point to attempt to counter a power used against you as a
free action.

Recover– You can spend a hero point to recover faster. A hero point allows you to immediately
get back an amount of Health equal to (Constitution x 2) + Willpower.

Re-roll– You may spend a hero point to re-roll any die roll you just made. You must take the
results of the second roll, even if it is worse.

Change a Die– You may spend a hero point to change the face of one die, including the Stunt
Die, to any number.

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Cheat Death– A character can spend 2 hero points to cheat death. How this plays out is up to the
GM, but generally the character is left alive, with negative hit points but stable. For example, a
character is about to be slain by a critical hit from a villain’s blast. If the character spends 2 hero
points, the GM decides that the blast hit the hero’s armor, reducing the damage enough to prevent
him from being killed, and that he made his stabilization roll at the end of his turn. The character
can spend hero points in this way to prevent the death of a family member, animal companion, or
even another player’s character, or any NPCs.

Acquire Something Unique– A character can spend a hero point to acquire some unique item —
if more than one hero point is spent it might even be magical or a gadget. There should be some
sort of narrative attached to acquiring this item.

Plot Twist– A character can spend a hero point to adjust the ongoing narrative in some fashion.

Stunts– Hero points can also be used in a similar fashion as Stunt Points. This is up to the
individual GM on whether or not this is something they can use hero points for.

Learn a Language– A character with the Linguistics Talent may spend a hero point to learn a
language to which they have had exposure.

GAINING VILLAIN POINTS


A code of honor and sense of justice go along way with being a hero. Those who ignore these
ideals erode something from their heroic nature, represented by villain points.
A hero begins play with one hero point and no villain points. A hero point can be spent for any
action, including villainous ones. If it is spent this way, the hero point is lost permanently and the
character gains a villain point.
Characters also gain villain points by committing villainous acts, regardless of whether they spent
hero points to do them.
Villain points work in the same way as hero points, except that they can be used only to commit a
villainous acts. If the character spends a villain point while committing a villainous act, they
regains the villain point and gets one additional one at the end of the session. If a character
acquires 10 or more villain points, they become a villain, and the character is no longer usable by
the player. Whenever, a character is about to commit a villainous act, the GM must warn them,
giving them the opportunity to reconsider their action.

ATONING FOR VILLAIN POINTS


A character may atone for villain points by being a true hero. For every session the character
completes without performing a villainous act and without spending hero points, the character
atones for one villain point.

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CHAPTER 6: CITIZENS

Although comic book stories are about the struggle between heroes and villains, they feature many
important supporting characters, from a hero’s loved ones and co-workers to petty criminals, legal
and political authorities, and countless innocent citizens in need of a hero’s aid. GMs should give
some thought to the supporting cast of a series, starting with any responsibilities the heroes might
have.
This chapter provides a number of typical citizens in a superhero setting. GMs should feel free to
modify them as needed to suit the particular character and adventure. This chapter also provides a
few common animals that can be used for Shapeshifting, Summoning, or Controlling.

CIVILIANS
BYSTANDER
ABILITIES (FOCUSES)

ACCURACY 0, COMMUNICATION 0, CONSTITUTION 0, DEXTERITY 0,


FIGHTING 0, INTELLIGENCE 0 (Cultures), PERCEPTION 0 (Seeing), STRENGTH 0,
WILLPOWER 0
EQUIPMENT: Cell Phone
The bystander represents the everyday people that populate the world. The sort of character a
villain or other criminal might take hostage or otherwise endanger.

REPORTER
ABILITIES (FOCUSES)

ACCURACY 0, COMMUNICATION 2 (Deception, Persuasion), CONSTITUTION 0,


DEXTERITY 0, FIGHTING 0, INTELLIGENCE 0 (Cultures, Writing), PERCEPTION 2
(Photography), STRENGTH 0, WILLPOWER 0
TALENTS: Contacts
EQUIPMENT: Camera, computer, digital recorder, smart phone.
In a world filled with heroes and villains, there are always reporters around to get the latest story,
or just get in the way.

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SCIENTIST
ABILITIES (FOCUSES)

ACCURACY 0, COMMUNICATION 0, CONSTITUTION 0, DEXTERITY 1,


FIGHTING 0, INTELLIGENCE 4 (Cultures, Physical or Social Sciences), PERCEPTION 1
(Seeing), STRENGTH 0, WILLPOWER 0
TALENTS: Lore (Pick a Science)
EQUIPMENT: Camera, smart phone.
Scientists are specialists in their chosen field. This template can be used as anything from an
archeologist to zoologist, or for anything with a lot of knowledge about a particular subject, such
as a professor.

PUBLIC SERVANTS
GOVERNMENT AGENT
ABILITIES (FOCUSES)

ACCURACY 1 (Brawling, Handguns), COMMUNICATION 2 (Deception, Investigation,


Persuasion), CONSTITUTION 1, DEXTERITY 1, FIGHTING 0, INTELLIGENCE 0
(Computers), PERCEPTION 2 (Seeing), STRENGTH 1, WILLPOWER 2 (Self-Discipline)
TALENTS: Contacts, Equipment, Intrigue
EQUIPMENT: Camera, cell phone, computer, handcuffs, light handgun, and a undercover
vest.
SPEED: 11, HEALTH: 17, DEFENSE: 11, ARMOR RATING: 3
WEAPONS: Light Handgun +3 (2d6+5 damage), Unarmed +3 (1d3+1 damage)
Government agents include members of organizations like the FBI, CIA, DEA, and ATF. Agents
are well-rounded with a good selection of focuses and combat abilities.

POLICE CHIEF
ABILITIES (FOCUSES)

ACCURACY 1 (Brawling, Handguns), COMMUNICATION 3 (Investigation, Leadership),


CONSTITUTION 0, DEXTERITY 1, FIGHTING 0, INTELLIGENCE 2 (Computers,
Law, Streetwise), PERCEPTION 3 (Seeing, Searching), STRENGTH 0, WILLPOWER 1
(Morale, Self-Discipline)
TALENTS: Command, Contacts
EQUIPMENT: cell phone, handcuffs, and light handgun.
SPEED: 11, HEALTH: 15, DEFENSE: 11, ARMOR RATING: 0
WEAPONS: Light Handgun +3 (2d6+6 damage)
The police chief can be a hero’s greatest ally or worst enemy. They may be dedicated public
servants or crooked politicians on the take.

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POLICE OFFICER
ABILITIES (FOCUSES)

ACCURACY 2 (Brawling, Handguns, Staves), COMMUNICATION 2 (Investigation,


Persuasion), CONSTITUTION 2 (Stamina), DEXTERITY 2 (Driving), FIGHTING 0,
INTELLIGENCE 0 (Computers, Law, Streetwise), PERCEPTION 2 (Seeing, Searching),
STRENGTH 1, WILLPOWER 1 (Courage, Self-Discipline)
TALENTS: Contacts, Equipment
EQUIPMENT: Bulletproof Vest, cell phone, handcuffs, light handgun, and a nightstick.
SPEED: 12, HEALTH: 15, DEFENSE: 12, ARMOR RATING: 4
WEAPONS: Light Handgun +4 (2d6+5 damage), Nightstick +4 (1d6+3 damage), Unarmed +4
(1d3+1 damage)
This covers your primarily uniformed beat cops.

SWAT OFFICER
ABILITIES (FOCUSES)

ACCURACY 4 (Automatics, Brawling, Handguns, Staves), COMMUNICATION 2


(Investigation, Persuasion), CONSTITUTION 2 (Stamina), DEXTERITY 2 (Driving,
Stealth), FIGHTING 2, INTELLIGENCE 0 (Computers, Law, Streetwise, Tactics),
PERCEPTION 1 (Seeing, Searching), STRENGTH 2, WILLPOWER 2 (Courage, Self-
Discipline)
TALENTS: Armor Training, Combat Training, Contacts, Equipment
EQUIPMENT: SWAT Armor, cell phone, handcuffs, light handgun, light submachine gun,
and a nightstick.
SPEED: 12, HEALTH: 17, DEFENSE: 12, ARMOR RATING: 8
WEAPONS: Light Handgun +4 (2d6+5 damage), Light Submachine Gun +6 (2d6+2 damage)
Nightstick +4 (1d6+3 damage), Unarmed +4 (1d3+1 damage)
SWAT squads are made up of police officers with special training in squad-level tactics and
weapon-use. They deal with serious criminal threats, including super-powered criminals.

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TRAINED COMBATANTS
MILITANT
ABILITIES (FOCUSES)

ACCURACY 1 (Brawling, Light Blades), COMMUNICATION 1 (Deception),


CONSTITUTION 1, DEXTERITY 1 (Stealth), FIGHTING 1, INTELLIGENCE 1
(Computers, Demolitions), PERCEPTION 1 (Seeing), STRENGTH 1 (Intimidation),
WILLPOWER 1 (Courage)
TALENTS: Combat Training, Contacts, and Equipment.
EQUIPMENT: Cell phone, computer, light handgun, and any other pieces of equipment as
needed.
SPEED: 11, HEALTH: 15, DEFENSE: 11, ARMOR RATING: 3
WEAPONS: Light Handgun +2 (2d6+4 damage)
These represent any sort of militant from militia members to terrorists– anyone who’s trained and
ready to kill or die for their cause.

SOLDIER
ABILITIES (FOCUSES)

ACCURACY 3 (Automatics, Brawling, Handguns, Light Blades), COMMUNICATION 2,


CONSTITUTION 2 (Stamina), DEXTERITY 2 (Driving, Stealth), FIGHTING 2,
INTELLIGENCE 0 (Tactics), PERCEPTION 1 (Seeing, Searching), STRENGTH 2,
WILLPOWER 2 (Courage, Self-Discipline)
TALENTS: Armor Training, Combat Training, Contacts, Equipment
EQUIPMENT: Assault rifle, knife, light handgun, and tactical vest.
SPEED: 12, HEALTH: 17, DEFENSE: 12, ARMOR RATING: 7
WEAPONS: Assault Rifle +5 (2d6+7 damage), Knife +5 (1d6+3 damage), Unarmed +6
(1d3+2 damage)
This covers the typical infantryman or enlisted soldier.

135
UNDERWORLD TYPES
CRIME LORD
ABILITIES (FOCUSES)

ACCURACY 0 (Brawling, Handguns), COMMUNICATION 2 (Bargaining, Deception,


Persuasion), CONSTITUTION 2, DEXTERITY 0, FIGHTING 0, INTELLIGENCE 3
(Computers, Streetwise), PERCEPTION 2 (Seeing), STRENGTH 2 (Intimidation),
WILLPOWER 2 (Self-Discipline)
TALENTS: Contacts, Equipment, Henchmen
EQUIPMENT: Bulletproof Vest, cell phone, computer, heavy handgun.
SPEED: 10, HEALTH: 15, DEFENSE: 10, ARMOR RATING: 4
WEAPONS: Heavy Handgun +2 (2d6+8 damage), Unarmed +2 (1d3+2 damage)
Sitting on top of the criminal underworld are the crime lords. These men and women who’ve
come up through the ranks run the show. Physically a crime lord is no match for a hero, but their
connections, resources, and knowledge of the underworld can be problematic. The crime lord
listed here are the fairly small fish.

CRIMINAL
ABILITIES (FOCUSES)

ACCURACY 2 (Brawling, Handguns), COMMUNICATION 1 (Deception, Persuasion),


CONSTITUTION 2, DEXTERITY 1 (Stealth), FIGHTING 0, INTELLIGENCE 0
(Computers, Streetwise), PERCEPTION 0 (Seeing), STRENGTH 1 (Intimidation, Might),
WILLPOWER 1 (Self-Discipline)
TALENTS: Contacts, Equipment
EQUIPMENT: Cell phone, knife, leather jacket, and light handgun.
SPEED: 11, HEALTH: 15, DEFENSE: 11, ARMOR RATING: 2
WEAPONS: Light Handgun +4 (2d6+3 damage), Unarmed +4 (1d3+1 damage)
This represents the run-of-the-mill career criminals.

STREET INFORMANT
ABILITIES (FOCUSES)

ACCURACY 1, COMMUNICATION 2 (Deception, Persuasion), CONSTITUTION 0,


DEXTERITY 1 (Stealth), FIGHTING 0, INTELLIGENCE 1 (Cultures, Streetwise),
PERCEPTION 1 (Hearing, Seeing), STRENGTH 0, WILLPOWER 1 (Courage)
TALENTS: Contacts
EQUIPMENT: Cell phone, leather jacket, and light handgun.
SPEED: 11, HEALTH: 12, DEFENSE: 11, ARMOR RATING: 2
WEAPONS: Light Handgun +1 (2d6+3 damage), Unarmed +1 (1d3 damage)

136
The eyes and ears of the underworld. They aren’t usually involved in anything illegal, but they
know what’s going on.

THUG
ABILITIES (FOCUSES)

ACCURACY 2 (Brawling, Handguns, Light Blades), COMMUNICATION 1,


CONSTITUTION 2, DEXTERITY 1 (Stealth), FIGHTING 2, INTELLIGENCE 0
(Computers, Streetwise), PERCEPTION 1 (Seeing, Searching), STRENGTH 1 (Intimidation,
Might), WILLPOWER 1 (Self-Discipline)
TALENTS: Contacts, Equipment
EQUIPMENT: Cell phone, knife, leather jacket, and light handgun.
SPEED: 11, HEALTH: 15, DEFENSE: 11, ARMOR RATING: 2
WEAPONS: Light Handgun +4 (2d6+4 damage), Unarmed +4 (1d3+1 damage)
Thugs can be muggers, gangsters, gang members, and even henchmen for villains. They can also
be used as bodyguards, security guards, or hired muscle.

ANIMALS
The sample animals presented here are provided as references for shapeshifters and heroes who
can summon or control animals.

APE
ABILITIES (FOCUSES)

ACCURACY 1 (Brawling), COMMUNICATION -1, CONSTITUTION 2, DEXTERITY


3, FIGHTING 2, INTELLIGENCE 0, PERCEPTION 2 (Smelling), STRENGTH 3
(Climbing), WILLPOWER 1
SPEED: 11, HEALTH: 35, DEFENSE: 10, ARMOR RATING: 0
POWERS: Low-Light Vision
MELEE: Fist +3 (1d6+3 damage), Bite +2 (1d3+3)
FAVORED STUNTS: Mighty Blow and Seize the Initiative.

137
BIG CATS (JAGUAR, LEOPARD, LION, and TIGER)
ABILITIES (FOCUSES)

ACCURACY 2 (Bite), COMMUNICATION -2, CONSTITUTION 3 (Running),


DEXTERITY 3 (Stealth), FIGHTING 3 (Claws), INTELLIGENCE 0, PERCEPTION 2
(Smelling, Tracking), STRENGTH 4 (Climbing, Jumping), WILLPOWER 2 (Courage)
SPEED: 14, HEALTH: 35, DEFENSE: 14, ARMOR RATING: 0
POWERS: Blending (Some big cats can blend in with their surroundings), Low-Light Vision
MELEE: Bite +4 (1d6+7 damage), Claws +5 (2d6+4)
FAVORED STUNTS: Lethal Blow, Lightning Attack, and Pounce (Same as Knock Prone).

BIRDS OF PREY (EAGLES, FALCONS, HAWKS, and OWLS etc.)


ABILITIES (FOCUSES)

ACCURACY 2 (Bite), COMMUNICATION 0, CONSTITUTION 2 (Flying),


DEXTERITY 3, FIGHTING 1 (Talons), INTELLIGENCE 0, PERCEPTION 3 (Searching,
Seeing), STRENGTH 1, WILLPOWER 1 (Courage)
SPEED: 13 (Fly: 30), HEALTH: 35, DEFENSE: 13, ARMOR RATING: 0
POWERS: Extended Vision, Flight, Low-Light Vision
MELEE: Bite +4 (1d6+4 damage), Talons +3 (1d6+4)
FAVORED STUNTS: Lightning Attack and Lethal Blow

WOLF
ABILITIES (FOCUSES)

ACCURACY 3 (Bite), COMMUNICATION 0, CONSTITUTION 2 (Running),


DEXTERITY 2 (Stealth), FIGHTING 1, INTELLIGENCE 0, PERCEPTION 2 (Hearing,
Smelling, Tracking), STRENGTH 2 (Jumping), WILLPOWER 1
SPEED: 15, HEALTH: 25, DEFENSE: 14, ARMOR RATING: 0
POWERS: Acute Smell, Low-Light Vision
MELEE: Bite +5 (1d6+5 damage)
FAVORED STUNTS: Knock Prone, Pack Tactics

138
THANK YOU
I really look forward to your feed back, thoughts, suggestions, and dislikes.

Remember...

EXCELSIOR!

139

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