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Gravitational Dispersive Corpus Power

Template
Total Points: 503
Basic Attributes (-240 points)

Strength​ ​(​ST​): 4 (-60 points)


Dexterity​ ​(​DX​): 8 (-40 points)
Intelligence​ ​(​IQ​): 6 (-80 points)
Health​ ​(​HT​): 4 (-60 points)

Secondary Characteristics (-1 point)

Damage​ ​(​Dmg​): ​Thrust​ ​1d -5; ​Swing​ 1


​ d -4

Basic Lift​ ​(​BL​): 3.2 lbs.

Hit Points​ ​(​HP​): 4 +1 (2 points) =5, major wound 3

Limb​ (arm [-2], leg [-2], wing, striker, or prehensile tail): Injury over ​HP​ (5)/2 =3 (cripple), 6
(destroy)

Extremity​ (hand [-4], foot [-4], tail, fin, or extraneous head): Injury over ​HP​ (5)/3 =2 (cripple), 4
(destroy)

Eye​ (-9): Injury over ​HP​ ​(5)/10 =1 (cripple), 2 (destroy)

Less than ⅓ (≤1) ​HP​: ½ ​Move​ (2 yards/second) and ​Dodge​ (3 +3 [retreat] =6).

0 ​HP​ or less (0 to -49): Succeed at a ​HT​ roll every turn at -1/5 ​HP​ below 0 to remain conscious,
unless Doing Nothing and not attempting any defense rolls.

-1× ​HP​ ​(-5): Succeed at an immediate ​HT​ roll or die. Roll again at -2× (-10), -3× (-15) and -4×
(-20) ​HP​.

-5× ​HP​ ​(-25): Die immediately.

-10× ​HP​ (​ -50): Total body destruction, if this makes sense given the source of damage.
Will​: 6
Perception​ ​(​Per​): 6

Fatigue Points​ ​(​FP​): 4 -1 (-3 points) =3

Less than ⅓ (≤0) ​FP​: ½ ​Move​ (2 yards/second), ​Dodge​ (3 +3 [retreat] =6) and ​ST​ (2) [round up].
Does not affect ​ST​-based qualities such as ​HP​ a
​ nd ​Dmg​.

0 ​FP​ or less: Each additional ​FP​ lost also causes 1 ​HP​ ​of injury. To do anything besides talk or
rest, make a ​Will​ ​roll; in combat, roll before each maneuver other than Do Nothing. Can act
normally on a success; collapse incapacitated on a failure and can do nothing until recovery to
positive ​FP​. Make an immediate ​HT​ roll on a critical failure. Suffer a heart attack on a failure.

-1× ​FP​ (-3): Fall unconscious. While unconscious, recover lost ​FP​ at the same rate as for normal
rest. Awaken when positive ​FP​ is reached. ​FP​ can never fall below this level. After this stage, any
FP​ cost comes off ​HP​ instead!

Basic Speed​: 3
Dodge​: 6 +3 (retreat) =9

Basic Move​: 3 yards/second (step 1 yard/second)


air​ Move​: 6 yards/second (step 1 yard/second)
space​ Move​: 6 yards/second (step 1 yard/second)
water​ Move​: 0 yards/second

No Encumbrance (0): 3.2 lbs.; 3 yards/second; 6 +3 (retreat) =9

Light Encumbrance (1): 6.4 lbs.; 2 yards/second; 5 +3 (retreat) =8

Medium Encumbrance (2): 9.6 lbs.; 1 yards/second; 4 +3 (retreat) =7

Heavy Encumbrance (3); 19.2 lbs.; 1 yards/second; 3 +3 (retreat) =6

Extra-Heavy Encumbrance (4): 32 lbs.; 1 yards/second; 2 +3 (retreat) =5

Build (0 points)

Height​: 4’ 9”

Weight​: 90 lbs.
Size Modifier​ (​SM​): 0

Advantages (755 points)

Energy Reserve​ (Elemental) ​619​; 372 points: ​3 points/​ ​ER​.

Special Modifiers (-80%)


Abilities Only​: ​ER​ can only pay the basic ​FP​ costs of own abilities. It’s of no use for extra effort or
stunts. ​-10%.​

Special Recharge​; -70%: ​ER​ doesn't recharge over time. It only recharges via ​DR​ with
Absorption​, ​Leech​, the ​Steal Energy​ ​spell etc. Incompatible with S ​ r ​-80%
​ low Recharge​. ​-70% o
if the energy bleeds away at the rate of 1 point/second.

No No Sense of Smell/Taste​ ​(Physical); 5 points: Possessor lacks ​No Sense of Smell/Taste​.

Limitations (-10%)
Accessibility​ (​only while NOT using ​Doesn't Breathe​ [N
​ ull Respirator​])​ : ​-10%.​

Gravitational Dispersive Corpus 

Elemental
Body composed of gravitational force.

619 (maintain 313) ​FP 


358 +20 (talent) =378 points

Gravitational Dispersive Corpus​ T​ alent​ ​(Mental) ​4​; 20 points: ​5 points​/level.

Gravitational Dispersive Corpus​ A


​ BILITIES 

Permeable Conversive Coating 


Damage Resistance​ (​ Exotic, Physical)​ ​108​; 108 points: Possessor’s body itself has a ​Damage 
Resistance​ score. Subtract this from the damage done by any physical or energy attack after the
DR​ of artificial armor (possessor can normally wear armor over natural ​DR​) but before multiplying
the injury for damage type. By default, natural ​DR​ does not protect the possessor’s eyes (or
windows, if possessor is a vehicle) or help against purely mental attacks, such as telepathy. ​5
points​/level.

Special Enhancements (+220%)


Absorption​ (​can raise any trait​); +100%: Possessor can absorb damage and use it to enhance
his abilities. Each point of ​DR​ stops one point of damage and turns it into one character point
that the possessor can use to improve traits (anything but skills) temporarily. The possessor
stores these points in a “battery” with capacity equal to ​DR​ (e.g., ​DR​ 10 gives a 10-point battery).
Once this battery is full, each point of ​DR​ will still stop one point of damage, but will not convert it
into a character point. The possessor does not have to use stored points immediately, but he
cannot reallocate points once used. The possessor loses absorbed points – unused ones first –
at the rate of one point/second. The possessor loses enhanced abilities as the points drain
away. (Exception: If the possessor is missing ​HP​ or ​FP​, he can heal himself. Restoring one ​HP
drains 2 stored points immediately; restoring one ​FP​ drains 3 points. Such healing is permanent.
Only ​HP​ or ​FP​ in excess of the possessor’s usual scores drain away.) The possessor cannot
absorb damage from his own ​ST​ or attack abilities. ​+80%​ if absorbed points can only enhance
one trait (determined when the possessor’s player creates him) or can only heal; ​+100%​ if the
possessor can raise any trait.

Hardened 6​; 120%: Each level of ​Hardened​ reduces the armor divisor of an attack by one step.
These steps are, in order: “ignores ​DR​,” 100, 10, 5, 3, 2, and 1 (no divisor). +​20%​/level.

Special Limitations (-80%)


Can’t Wear Armor​: ​-40%​.

Tough Skin​: By default, ​Damage Resistance​ is “hard”: armor plate, chitin, etc. With this limitation,
possessor’s ​DR​ is merely tough skin. Any effect that requires a scratch (e.g., poison) or skin
contact (e.g., electrical shock or ​Pressure Points​ skill) affects the possessor if the attack carrying
it penetrates the ​DR​ of any armor he is wearing – even if it does exactly 0 damage! The
possessor’s natural ​DR​, being living tissue, provides no protection at all against such attacks.
This limitation includes all the effects of the ​Flexible​ limitation; the possessor cannot take both.
It is mutually incompatible with ​Force Field​. ​-40%​.

Enhancements (+50%)
Reflexive​: For defenses that take a second to activate, senses that require a second of
concentration (e.g. ​Detect​), and anything the GM feels serve a purpose similar to either. Allows
ability to switch itself on – under attack if a defense, in the presence of something “interesting” if
a sense – without a Ready or Concentrate maneuver. If this normally requires a success roll,
activation requires a roll at -4; otherwise it's automatic. Successful activation also wakes the
possessor up if he’s asleep. ​Reflexive ​counts as a level of ​Reduced Time​ when ability is used
consciously. Incompatible with ​Active Defense​, ​Always On ​and ​Usually On​. ​+40%.​

Switchable​: This enhancement only exists for physiological features (e.g., ​Claws​), defenses,
and other traits that are normally “always on.” It allows the switching of the advantage off and on
with a Ready maneuver. Specify whether it switches on or off – or remains in its current state,
whatever that is – when user is knocked out. Can’t add ​Switchable​ to an advantage that lists
special modifiers that enables turning it off and on, regardless of whether own ability has those
modifiers. If an advantage notes ​Switchable​ as a special enhancement with a different value,
use that value instead. ​Switchable​ isn’t permitted on meta-traits, either. To get a switchable
meta-trait, buy an ​Alternate Form​. ​+10%.​

Limitations (-270%)
Costs Fatigue 49​; -245%: ​-5%​/​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP
cost must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost
(49) must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as
many ​FP​ (round up) [25] need to be paid/minute to keep the ability active. If continuing effect
only lasts one second, and cost must be paid to maintain it every second, double the value of
the limitation to ​-10%​/​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+0%​. ​Power turns 
against user​: ​-5%.​ ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%​. 

Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%​; up to 8
hours, ​-5%​; up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%;​ up
to 1 month, ​-25%;​ greater than 1 month, ​-30%​. On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Nuisance Effect​ (​makes user obvious, limiting stealth and attracting enemies​ [low humming
that increases in frequency and volume when the user is struck accompanied by visual
distortions {“ripples”} that radiate from the point of impact]); -5%: User’s ability has a “side effect”
that causes him serious inconvenience. The GM must approve this limitation and determine its
value in each case, and should ruthlessly forbid effects that are abusive or that do not genuinely
limit the ability’s value. A few guidelines (a given trait can have more than one of these
drawbacks): • User’s ability earns a reaction penalty from those around him. Perhaps it makes
him look disgusting, or requires him to perform some sort of distressing ritual. ​-5%​/-1 to
reactions (maximum -4). • User’s ability makes him obvious, limiting stealth and attracting
enemies. ​-5%.​ • User’s ability physically inconveniences him – it attracts stinging insects,
causes his armor to rust, makes him ravenously hungry, etc. ​-5%​. The user cannot take a
valuable power as a ​Nuisance Effect​. For instance, “kills everyone within a mile” is not an
acceptable ​Nuisance Effect​! Neither can he claim a limitation for a harmless nuisance. If the
user’s ​Terror​ advantage attracts gerbils instead of frightening them, this is amusing but not a
limitation.
Precise Mass Perceptor 
Detect​ (Exotic, Mental/Physical; ​Very Common​ [matter]); 6 points: User can detect a specific
substance or condition, even when it is shielded from the five human senses. This requires one
second of concentration, after which the GM will secretly make a Sense roll for him. The range
modifiers from the Size and Speed/Range Table apply. User may buy a special ​Acute Sense​ to
improve the roll, thereby increasing his effective range. On a success, the GM tells user the
direction to the nearest significant source of the substance, and give him a clue as to the
quantity present. On a failure, he senses nothing. Detect also includes the ability to analyze
what the user detects. This requires an ​IQ​ roll; the better the roll, the more precise the details.
For instance, if he had ​Detect​ (​Common​ [metal]), he could tell gold from iron on a successful ​IQ
roll, and might learn details – such as whether the gold is in the form of ore or bars, and its
precise purity – on a critical success. The base cost of ​Detect​ is as follows: ​Rare​ (sorceresses,
fire magic, zombies, gold, radar, radio): ​5 points​. ​Occasional​ (spellcasters, magic, undead,
precious metal, electric fields, magnetic fields, radar and radio): ​10 points.​ ​Common​ (humans,
supernatural phenomena, supernatural beings, metal, electric and magnetic fields): ​20 points.​
Very Common​ (all life, all supernatural phenomena and beings, all minerals, all energy): ​30
points.​ Note that the ability to detect certain phenomena can often justify other advantages. For
instance, ​Detect​ (​Occasional​ [magnetic fields]) could explain A
​ bsolute Direction​.

Special Enhancements (+100%)


Precise​: On a successful Sense roll, user also learns the distance to whatever he detects.
+100%​.

Enhancements (+220%)
Cosmic​ (​ability other than an attack or a defense​): Cannot be blocked by “jamming” abilities
(e.g. ​Obscure​). ​+50%​.

Long-Range 2​ (​two step more favourable​ [no penalties]); +100%: ​+50%​/level. User’s ranged
ability uses a better class of range penalties than usual. From worst to best, these classes are
-1/yard like a Regular spell, the Size and Speed/Range Table, Long-Distance Modifiers, and no
penalties at all. Each level of ​Long-Range​ makes the penalties one step more favorable. The
ability's ​½D​ and ​Max​ range don’t change; use ​Increased Range​ or ​Reduced Range​ for that.
Long-Range​ affects the cost of ​Follow-Up​.

Reflexive​: For defenses that take a second to activate, senses that require a second of
concentration (e.g. ​Detect​), and anything the GM feels serve a purpose similar to either. Allows
ability to switch itself on – under attack if a defense, in the presence of something “interesting” if
a sense – without a Ready or Concentrate maneuver. If this normally requires a success roll,
activation requires a roll at -4; otherwise it's automatic. Successful activation also wakes the
possessor up if he’s asleep. ​Reflexive ​counts as a level of ​Reduced Time​ when ability is used
consciously. Incompatible with ​Active Defense​, ​Always On ​and ​Usually On​. ​+40%.​

Reliable​ ​6​; +30%: ​+5%/​ +1 (+6) bonus.


Limitations (-400%)
Costs Fatigue 72​; -360%: ​-5%​/​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP
cost must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost
(72) must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as
many ​FP​ (round up) [36] need to be paid/minute to keep the ability active. If continuing effect
only lasts one second, and cost must be paid to maintain it every second, double the value of
the limitation to ​-10%​/​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+0%​. ​Power turns 
against user​: ​-5%.​ ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%;​ up to 8
hours, ​-5%​; up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%;​ up
to 1 month, ​-25%;​ greater than 1 month, ​-30%​. On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Visible​ (​visible sensory ability​ [light nearby user and in between the user and the source of
gravity he is currently focusing this ability on seems to warp and distort with a tendency of
flowing towards himself]); -10%: Ability has a manifestation that makes it plainly obvious to
everyone nearby. The effects and value depend on the underlying advantage: A
communication, influence, information, or sensory ability that would otherwise have no visible
effect – such as ​Clairsentience​ or M ​ ind Reading​ – generates an attention grabbing effect
(shimmering ray, floating eye, etc.) that gives away the fact that subject is being affected or
observed. This makes subtlety impossible (if it doesn’t, it’s not a limitation). ​-10%​. An ability that
allows physical attacks might qualify if it’s normally invisible and largely unavoidable; e.g.,
Telekinesis​. In addition to the effects above, target gets an unpenalized defense roll to avoid the
attack. ​-20%​.

Null Respirator 
Doesn't Breathe​ ​(Exotic, Physical); 4 points: Do not breathe or require oxygen. Choking and
strangulation cannot harm (or silence!) self. Immune to inhaled toxins. Still affected by contact
poisons, pressure, and vacuum; take ​Sealed​, ​Pressure Support​, and ​Vacuum Support​ ​respectively,
to resist those threats.
Enhancements (+60%)
Link​ (​cannot be used separately​) [with ​Injury Tolerance​ ​{​Diffuse​} ❴​Corporeal Dispersal​❵, ​Injury 
Tolerance​ {​No Eyes​} ❴​Glowing Oculars​❵, and ​Resistant​ ​{metabolic hazards} ❴​Empowered Fortitude​❵];
+10%: Can use two or more advantages simultaneously, as if they were a single ability. For
+10%​, the abilities are permanently linked into a single power, and must be used together –
they cannot be used separately. For ​+20%​, they can also be used separately. This
enhancement must be added to all abilities to be linked. If two attacks are linked into one and
given identical ​Malf.​, ​½D​, ​Max​, A​ cc​, R
​ oF​, ​Shots​, and ​Recoil​, treat them as a single attack with one
attack roll but separate rolls for damage. This is not the same as the ​Follow-Up​ enhancement!

Reflexive​: For defenses that take a second to activate, senses that require a second of
concentration (e.g. ​Detect​), and anything the GM feels serve a purpose similar to either. Allows
ability to switch itself on – under attack if a defense, in the presence of something “interesting” if
a sense – without a Ready or Concentrate maneuver. If this normally requires a success roll,
activation requires a roll at -4; otherwise it's automatic. Successful activation also wakes the
possessor up if he’s asleep. ​Reflexive ​counts as a level of ​Reduced Time​ when ability is used
consciously. Incompatible with ​Active Defense​, ​Always On ​and ​Usually On​. ​+40%.​

Switchable​: This enhancement only exists for physiological features (e.g., ​Claws​), defenses,
and other traits that are normally “always on.” It allows the switching of the advantage off and on
with a Ready maneuver. Specify whether it switches on or off – or remains in its current state,
whatever that is – when user is knocked out. Can’t add ​Switchable​ to an advantage that lists
special modifiers that enables turning it off and on, regardless of whether own ability has those
modifiers. If an advantage notes ​Switchable​ as a special enhancement with a different value,
use that value instead. ​Switchable​ isn’t permitted on meta-traits, either. To get a switchable
meta-trait, buy an ​Alternate Form​. ​+10%.​

Limitations (-140%)
Costs Fatigue 24​; -120%: ​-5%/​ ​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost (24)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP​ (round up) [12] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to ​-10%/​ ​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+0%​. ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  
Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%;​ up to 8
hours, ​-5%;​ up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%;​ up
to 1 month, ​-25%;​ greater than 1 month, ​-30%​. On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Null Repast Enabler 


Doesn't Eat or Drink​ (Exotic, Physical); 7 points: Possessor does not require food, water, or fuel.
His body is powered in some other manner: solar power, ambient magical energy, etc. A
sufficiently rare energy source might qualify him for ​Dependency​.

Limitations (-30%)
Accessibility​ (​only while using ​Resistant​ [metabolic hazards] {​Empowered Fortitude​}​): ​-10%.​

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+0%​. ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Null Repose Enabler 


Doesn't Sleep​ (Exotic, Physical); 4 points: Posessor does not have to sleep at all. He can ignore
all ill effects from missed nights of rest.

Enhancements (+50%)
Reflexive​: For defenses that take a second to activate, senses that require a second of
concentration (e.g. ​Detect​), and anything the GM feels serve a purpose similar to either. Allows
ability to switch itself on – under attack if a defense, in the presence of something “interesting” if
a sense – without a Ready or Concentrate maneuver. If this normally requires a success roll,
activation requires a roll at -4; otherwise it's automatic. Successful activation also wakes the
possessor up if he’s asleep. ​Reflexive ​counts as a level of ​Reduced Time​ when ability is used
consciously. Incompatible with ​Active Defense​, ​Always On ​and ​Usually On​. ​+40%.​

Switchable​: This enhancement only exists for physiological features (e.g., ​Claws​), defenses,
and other traits that are normally “always on.” It allows the switching of the advantage off and on
with a Ready maneuver. Specify whether it switches on or off – or remains in its current state,
whatever that is – when user is knocked out. Can’t add ​Switchable​ to an advantage that lists
special modifiers that enables turning it off and on, regardless of whether own ability has those
modifiers. If an advantage notes ​Switchable​ as a special enhancement with a different value,
use that value instead. ​Switchable​ isn’t permitted on meta-traits, either. To get a switchable
meta-trait, buy an ​Alternate Form​. ​+10%.​

Limitations (-130%)
Accessibility​ (​only while using ​Resistant​ [metabolic hazards] {​Empowered Fortitude​}​): ​-10%.​

Costs Fatigue 20​; -100%: ​-5%/​ ​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost (20)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP​ (round up) [10] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to ​-10%/​ ​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+0%​. ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%;​ up to 8
hours, ​-5%;​ up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%;​ up
to 1 month, ​-25%;​ greater than 1 month, ​-30%​. On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Empowered Atmospheric Motilizer 


Enhanced ​Move​ (Exotic, Physical; ​Air)​ 3 ​ ​; 12 points: ​20 points​/level. Possessor can really move!
Each level of ​Enhanced ​Move​ doubles (×8) [64] his top speed (8) in one environment: ​Air​, ​Ground​,
Space,​ or ​Water​. He may also take a half-level of ​Enhanced ​Move​, either alone or with any whole
number of levels; this costs 10 points and multiplies ​Move​ by 1.5. Possessor’s multiplied ​Move​ is
his top speed. Record it in parentheses after his ​Enhanced ​Move​ trait; for instance, he could write
“​Enhanced ​Move​ (​Ground)​ ​4​ (128).” The possessor can always choose to accept a slightly lower
top speed if he wants his speed to match that of a real-world or fictional creature or vehicle with
a known top speed. This does not give him back any points. ​Enhanced ​Move​ does not affect ​Basic 
Speed​, ​Basic Move​, or ​Dodge​. Its benefits apply only when moving along a relatively straight, smooth
course. It does have some defensive value, however: those who attack the possessor with
ranged attacks must take his speed into account when calculating speed/range modifiers. Most
forms of ​Enhanced ​Move​ have prerequisites. ​Enhanced ​Move​ (​Water)​ requires ​Amphibious​ or
Aquatic.​ ​Enhanced ​Move​ (​Air​) requires ​Flight​. ​Enhanced ​Move​ (​Space)​ requires ​Flight​ with the ​Space
Flight​ or ​Newtonian Space ​Flight​ enhancement, and affects movement in space – not airspeed.
To move faster in air and in space, buy both ​Enhanced ​Move​ (​Air)​ and ​Enhanced ​Move​ (​Space)​ . 

Enhancements (+100%)
Cosmic​ (​complete maneuverability)​ : Possessor is exempt from control rolls and can turn on a
dime, without concern for acceleration. Because this affects even non-enhanced ​Move​, he must
take this on both ​Enhanced ​Move​ and the underlying movement ability (e.g. ​Amphibious​ or ​Flight​).
+50%.​

Cosmic​ (​instantaneous acceleration)​ : Possessor can go from a standing start to top speed, or
vice-versa, in a single Move maneuver. This does not allow him to make hairpin turns at full
speed (use ​Cosmic​ [​complete maneuverability]​ for that), but he can approach a point at full
speed, stop and change facing, then zoom away on his next turn. ​+50%.​

Limitations (-180%)
Accessibility​ (​only while using ​Improved G-Tolerance​ [​Gravity Mitigator​])​ : ​-10%.​

Costs Fatigue 30​; -150%: ​-5%/​ ​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost (30)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP​ (round up) [15] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to ​-10%/​ ​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+0%​. ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%;​ up to 8
hours, ​-5%;​ up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%;​ up
to 1 month, ​-25%;​ greater than 1 month, ​-30%​. On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Empowered Exoatmospheric Motilizer 


Enhanced ​Move​ (Exotic, Physical; ​Space)​ 3
​ ​; 12 points: ​20 points​/level. Possessor can really
move! Each level of ​Enhanced ​Move​ doubles (×8) [64] his top speed (8) in one environment: ​Air,​
Ground,​ ​Space,​ or ​Water​. He may also take a half-level of ​Enhanced ​Move​, either alone or with
any whole number of levels; this costs 10 points and multiplies ​Move​ by 1.5. Possessor’s
multiplied ​Move​ is his top speed. Record it in parentheses after his ​Enhanced ​Move​ trait; for
instance, he could write “​Enhanced ​Move​ (​Ground)​ ​4​ (128).” The possessor can always choose to
accept a slightly lower top speed if he wants his speed to match that of a real-world or fictional
creature or vehicle with a known top speed. This does not give him back any points. ​Enhanced 
Move​ does not affect ​Basic Speed​, B ​ asic Move​, or ​Dodge​. Its benefits apply only when moving along a
relatively straight, smooth course. It does have some defensive value, however: those who
attack the possessor with ranged attacks must take his speed into account when calculating
speed/range modifiers. Most forms of ​Enhanced M ​ ove​ have prerequisites. ​Enhanced M ​ ove​ (​Water)​
requires ​Amphibious​ or ​Aquatic​. ​Enhanced ​Move​ (​Air​) requires ​Flight​. ​Enhanced M​ ove​ (​Space​)
requires ​Flight​ with the ​Space ​Flight​ or N ​ ewtonian Space ​Flight​ enhancement, and affects
movement in space – not airspeed. To move faster in air and in space, buy both ​Enhanced ​Move
(​Air​) and ​Enhanced ​Move​ (​Space)​ .

Enhancements (+100%)
Cosmic​ (​complete maneuverability)​ : Possessor is exempt from control rolls and can turn on a
dime, without concern for acceleration. Because this affects even non-enhanced ​Move​, he must
take this on both ​Enhanced ​Move​ and the underlying movement ability (e.g. ​Amphibious​ or ​Flight​).
+50%.​

Cosmic​ (​instantaneous acceleration)​ : Possessor can go from a standing start to top speed, or
vice-versa, in a single Move maneuver. This does not allow him to make hairpin turns at full
speed (use ​Cosmic​ [​complete maneuverability]​ for that), but he can approach a point at full
speed, stop and change facing, then zoom away on his next turn. ​+50%.​

Limitations (-180%)
Accessibility​ (​only while using ​Improved G-Tolerance​ [​Gravity Mitigator​])​ : ​-10%.​

Costs Fatigue 30​; -150%: ​-5%/​ ​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost (30)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP​ (round up) [15] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to ​-10%/​ ​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+0%​. ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  
Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%;​ up to 8
hours, ​-5%;​ up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%;​ up
to 1 month, ​-25%;​ greater than 1 month, ​-30%​. On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Transatmospheric Motilizer 
Flight​ (Exotic, Physical); 8 points: Possessor can fly. The “default” is full-fledged, self-powered
flight without wings or gliding surfaces. This works at any altitude where there is still significant
atmosphere – but in the upper atmosphere, he'll need a way to survive in very thin, cold air
(e.g., ​Doesn't Breathe​ and ​Temperature Tolerance​). He cannot fly in a trace atmosphere or
vacuum. His flight ​Move​ is ​Basic Speed​ ×2 (drop all fractions) [6]. As explained in Move in Other
Environments, he can adjust this for ±2 points per ±1 yard/second. For very high speeds, take
Enhanced ​Move​ (​Air​). If he does not have any of the ​Controlled Gliding​, ​Gliding​, ​Lighter Than
Air​, ​Small Wings​, ​Space ​Flight​ Only​, or ​Winged ​Flight​ limitations, he can also “fly” at
half-speed (3) underwater. ​Flight​ includes the ability to hover at ​Move​ 0 as well. ​Flight​ does not
confer the ability to do complex acrobatics and tight turns; for that, buy ​Aerobatic​ skill. ​Flight​ skill
improves endurance. Most of the above assumptions can be altered through special modifiers.

Special Enhancements (+50%)


Space ​Flight​: Can fly in space or a vacuum (such as on the moon). ​Space​ ​Move​ is ​Basic Speed​ ×2
[6]. If the ability to accelerate constantly to reach a higher top speed, like a rocket, is desired,
buy ​Enhanced ​Move​ (​Space​). This will allow acceleration or deceleration each turn by an amount
equal to own space ​Move​, up to own enhanced top speed. For a “realistic” space move that
allows accelerating indefinitely in a vacuum (up to the speed of light), ​Enhanced ​Move​ (​Space​)
25​-​27​ is needed. This is incompatible with all other special modifiers except ​Space ​Flight​ Only​.
+50%.​

Enhancements (+50%)
Cosmic​ (​complete maneuverability)​ : Possessor is exempt from control rolls and can turn on a
dime, without concern for acceleration. Because this affects even non-enhanced ​Move​, he must
take this on both ​Enhanced ​Move​ and the underlying movement ability (e.g. ​Amphibious​ or ​Flight​).
+50%.​

Limitations (-180%)
Accessibility​ (​only while using ​Improved G-Tolerance​ [​Gravity Mitigator​])​ : ​-10%.​
Costs Fatigue 29​; -145%: ​-5%/​ ​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost (29)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP​ (round up) [15] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to ​-10%/​ ​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%;​ up to 8
hours, ​-5%;​ up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%​; up
to 1 month, ​-25%;​ greater than 1 month, ​-30%​. On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Nuisance Effect​ (​makes user obvious, limiting stealth and attracting enemies​ [“wings” of black
translucent energy with “wingspan” of twice user’s height sprouts from his back]); -5%: User’s
ability has a “side effect” that causes him serious inconvenience. The GM must approve this
limitation and determine its value in each case, and should ruthlessly forbid effects that are
abusive or that do not genuinely limit the ability’s value. A few guidelines (a given trait can have
more than one of these drawbacks): • User’s ability earns a reaction penalty from those around
him. Perhaps it makes him look disgusting, or requires him to perform some sort of distressing
ritual. ​-5%/​ -1 to reactions (maximum -4). • User’s ability makes him obvious, limiting stealth and
attracting enemies. ​-5%.​ • User’s ability physically inconveniences him – it attracts stinging
insects, causes his armor to rust, makes him ravenously hungry, etc. ​-5%.​ The user cannot take
a valuable power as a ​Nuisance Effect​. For instance, “kills everyone within a mile” is not an
acceptable ​Nuisance Effect​! Neither can he claim a limitation for a harmless nuisance. If the
user’s ​Terror​ advantage attracts gerbils instead of frightening them, this is amusing but not a
limitation.

Gravitational Field Adapter 


G-Experience​ (Mental) ​All​; 7 points: Experienced in working in one or more gravitational fields
other than own native one, and own reflexes adapt quickly to the way objects move and fall in
those fields. Suffer only half the usual ​DX​ penalty for different gravity. In situations where low
gravity would make a task easier, roll at full ​DX​, plus the bonus for low gravity, plus an extra +1.
For instance, if a normal person would get +2 to catch a ball in low gravity, you would get +3.
This trait costs ​1 point/​ gravity field experienced in. For instance, an Earth native who works on
the moon might have ​G-Experience​ ​0.16G​. To enjoy the benefits of ​G-Experience​ in all gravity
fields, buy ​G-Experience​ ​All​ for ​10 points.​

Limitations (-30%)
Accessibility​ (​only while using ​Improved G-Tolerance​ [E​ xpanded Native Gravity​])​ : ​-10%.​

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ ​Immediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Empowered Tenacity 
Hard to Subdue​ (Physical) ​21​; 9 points: ​2 points/​ level. +1/level (+21) to ​HT​ rolls to avoid
unconsciousness – whether as a result of injury, drugs or ultra-tech weapons – and to resist
supernatural abilities that cause unconsciousness.

Enhancements (+100%)
Cosmic​ (​defense or countermeasure​): Defensive trait provides it's usual benefits against
offensive abilities modified with the ​Cosmic ​enhancement. ​+50%.​

Reflexive​: For defenses that take a second to activate, senses that require a second of
concentration (e.g. ​Detect​), and anything the GM feels serve a purpose similar to either. Allows
ability to switch itself on – under attack if a defense, in the presence of something “interesting” if
a sense – without a Ready or Concentrate maneuver. If this normally requires a success roll,
activation requires a roll at -4; otherwise it's automatic. Successful activation also wakes the
possessor up if he’s asleep. ​Reflexive ​counts as a level of ​Reduced Time​ when ability is used
consciously. Incompatible with ​Active Defense​, ​Always On ​and ​Usually On​. ​+40%​.

Switchable​: This enhancement only exists for physiological features (e.g., ​Claws​), defenses,
and other traits that are normally “always on.” It allows the switching of the advantage off and on
with a Ready maneuver. Specify whether it switches on or off – or remains in its current state,
whatever that is – when user is knocked out. Can’t add ​Switchable​ to an advantage that lists
special modifiers that enables turning it off and on, regardless of whether own ability has those
modifiers. If an advantage notes ​Switchable​ as a special enhancement with a different value,
use that value instead. ​Switchable​ isn’t permitted on meta-traits, either. To get a switchable
meta-trait, buy an ​Alternate Form.​ ​+10%​.
Limitations (-180%)
Costs Fatigue 32​; -160%: ​-5%​/​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost (32)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP​ (round up) [16] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to ​-10%​/​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ ​Immediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%;​ up to 8
hours, ​-5%;​ up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%​; up
to 1 month, ​-25%;​ greater than 1 month, ​-30%​. On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Expanded Native Gravity 


Improved G-Tolerance​ (Physical) ​10G increment​; 5 points: Can function under a wide range of
gravities. For a normal human, the penalties for non-native gravity accrue in increments of 0.2G.
A larger increment costs points: ​5 points​ for 0.3G, ​10 points​ for 0.5G, ​15 points​ for 1G, 2
​ 0 points
for 5G, and ​25 points​ for 10G. Normal humans are limited to ​10 points​ in this trait.

Enhancements (+100%)
Cosmic​ (​defense or countermeasure​): Defensive trait provides it's usual benefits against
offensive abilities modified with the ​Cosmic ​enhancement. ​+50%.​

Reflexive​: For defenses that take a second to activate, senses that require a second of
concentration (e.g. ​Detect​), and anything the GM feels serve a purpose similar to either. Allows
ability to switch itself on – under attack if a defense, in the presence of something “interesting” if
a sense – without a Ready or Concentrate maneuver. If this normally requires a success roll,
activation requires a roll at -4; otherwise it's automatic. Successful activation also wakes the
possessor up if he’s asleep. ​Reflexive ​counts as a level of ​Reduced Time​ when ability is used
consciously. Incompatible with ​Active Defense​, ​Always On ​and ​Usually On​. ​+40%​.
Switchable​: This enhancement only exists for physiological features (e.g., ​Claws​), defenses,
and other traits that are normally “always on.” It allows the switching of the advantage off and on
with a Ready maneuver. Specify whether it switches on or off – or remains in its current state,
whatever that is – when user is knocked out. Can’t add ​Switchable​ to an advantage that lists
special modifiers that enables turning it off and on, regardless of whether own ability has those
modifiers. If an advantage notes ​Switchable​ as a special enhancement with a different value,
use that value instead. ​Switchable​ isn’t permitted on meta-traits, either. To get a switchable
meta-trait, buy an ​Alternate Form.​ ​+10%​.

Limitations (-180%)
Costs Fatigue 31​; -155%: ​-5%​/​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost (31)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP​ (round up) [16] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to ​-10%​/​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ ​Immediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%;​ up to 8
hours, ​-5%;​ up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%​; up
to 1 month, ​-25%;​ greater than 1 month, ​-30%​. On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Nuisance Effect​ (​makes user obvious, limiting stealth and attracting enemies​ [light distorts
around user]); -5%: User’s ability has a “side effect” that causes him serious inconvenience. The
GM must approve this limitation and determine its value in each case, and should ruthlessly
forbid effects that are abusive or that do not genuinely limit the ability’s value. A few guidelines
(a given trait can have more than one of these drawbacks): • User’s ability earns a reaction
penalty from those around him. Perhaps it makes him look disgusting, or requires him to
perform some sort of distressing ritual. ​-5%​/-1 to reactions (maximum -4). • User’s ability makes
him obvious, limiting stealth and attracting enemies. ​-5%.​ • User’s ability physically
inconveniences him – it attracts stinging insects, causes his armor to rust, makes him
ravenously hungry, etc. ​-5%.​ The user cannot take a valuable power as a ​Nuisance Effect​. For
instance, “kills everyone within a mile” is not an acceptable ​Nuisance Effect​! Neither can he
claim a limitation for a harmless nuisance. If the user’s ​Terror​ advantage attracts gerbils instead
of frightening them, this is amusing but not a limitation.

Dispersive Toughening 
Injury Tolerance​ (​ Exotic, Physical; ​Damage Reduction)​ ; 20 points: Divide injury suffered by 4
after subtracting ​DR​ from damage and applying wounding modifiers. ​100​ ​points.​

Special Limitations (-20%)


Limited​: ​Damage Reduction​ only applies to large-area injury. ​-20%.​

Enhancements (+50%)
Reflexive​: For defenses that take a second to activate, senses that require a second of
concentration (e.g. ​Detect​), and anything the GM feels serve a purpose similar to either. Allows
ability to switch itself on – under attack if a defense, in the presence of something “interesting” if
a sense – without a Ready or Concentrate maneuver. If this normally requires a success roll,
activation requires a roll at -4; otherwise it's automatic. Successful activation also wakes the
possessor up if he’s asleep. ​Reflexive ​counts as a level of ​Reduced Time​ when ability is used
consciously. Incompatible with ​Active Defense​, ​Always On ​and ​Usually On​. ​+40%​.

Switchable​: This enhancement only exists for physiological features (e.g., ​Claws​), defenses,
and other traits that are normally “always on.” It allows the switching of the advantage off and on
with a Ready maneuver. Specify whether it switches on or off – or remains in its current state,
whatever that is – when user is knocked out. Can’t add ​Switchable​ to an advantage that lists
special modifiers that enables turning it off and on, regardless of whether own ability has those
modifiers. If an advantage notes ​Switchable​ as a special enhancement with a different value,
use that value instead. ​Switchable​ isn’t permitted on meta-traits, either. To get a switchable
meta-trait, buy an ​Alternate Form.​ ​+10%​.

Limitations (-110%)
Accessibility​ (​only while using ​Damage Resistance​ [​Permeable Conversive Coating​]​): ​-10%​.

Costs Fatigue 15​; -75%: ​-5%/​ ​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost (15)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP​ (round up) [8] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to ​-10%​/​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ ​Immediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%;​ up to 8
hours, ​-5%;​ up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%​; up
to 1 month, ​-25%;​ greater than 1 month, ​-30%​. On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Nuisance Effect​ (​makes user obvious, limiting stealth and attracting enemies​ [low humming
that increases in frequency and volume when the user is struck accompanied by visual
distortions {“ripples”} that radiate from the point of impact); -5%: User’s ability has a “side effect”
that causes him serious inconvenience. The GM must approve this limitation and determine its
value in each case, and should ruthlessly forbid effects that are abusive or that do not genuinely
limit the ability’s value. A few guidelines (a given trait can have more than one of these
drawbacks): • User’s ability earns a reaction penalty from those around him. Perhaps it makes
him look disgusting, or requires him to perform some sort of distressing ritual. ​-5%/​ -1 to
reactions (maximum -4). • User’s ability makes him obvious, limiting stealth and attracting
enemies. ​-5%.​ • User’s ability physically inconveniences him – it attracts stinging insects,
causes his armor to rust, makes him ravenously hungry, etc. ​-5%.​ The user cannot take a
valuable power as a ​Nuisance Effect​. For instance, “kills everyone within a mile” is not an
acceptable ​Nuisance Effect​! Neither can he claim a limitation for a harmless nuisance. If the
user’s ​Terror​ advantage attracts gerbils instead of frightening them, this is amusing but not a
limitation.

Corporeal Dispersal 
Injury Tolerance​ (​ Exotic, Physical; ​Diffuse​); 20 points: Impaling and piercing attacks of any size
never do more than 1 ​HP​ point of injury, regardless of penetrating damage. Other attacks can
never do more than 2 ​HP​ of injury. Area-Effect, Cone and Explosion​ a ​ ttacks are exceptions and
cause normal injury. Includes ​Injury Tolerance​ (​ [Exotic, Physical; ​No Blood​]: Do not bleed,
unaffected by blood-borne toxins, and immune to attacks that rely on cutting off blood to part of
own body. ​5 points​.), ​Injury Tolerance​ ​([Exotic, Physical; N​ o Brain​]: Treat blows to the skull or
eye as blows to the face [an eye injury can still cripple that eye]. ​5 points.​ ) and ​Injury Tolerance
([Exotic, Physical; ​No Vitals]​ : Treat hits to the vitals or groin as torso hits. ​5 points​.). ​100 points.​

Enhancements (+60%)
Link​ (​cannot be used separately)​ [with ​Doesn't Breathe​ {​Null Respirator​}, ​Injury Tolerance​ {​No
Eyes}​ ❴​Glowing Oculars​❵, and ​Resistant​ {​ metabolic hazards} ❴​Empowered Fortitude​❵]; +10%: Can use
two or more advantages simultaneously, as if they were a single ability. For ​+10%​, the abilities
are permanently linked into a single power, and must be used together – they cannot be used
separately. For ​+20%,​ they can also be used separately. This enhancement must be added to
all abilities to be linked. If two attacks are linked into one and given identical ​Malf.​, ​½D​, ​Max​, ​Acc​,
RoF​, ​Shots​, and ​Recoil​, treat them as a single attack with one attack roll but separate rolls for
damage. This is not the same as the ​Follow-Up​ enhancement!

Reflexive​: For defenses that take a second to activate, senses that require a second of
concentration (e.g. ​Detect​), and anything the GM feels serve a purpose similar to either. Allows
ability to switch itself on – under attack if a defense, in the presence of something “interesting” if
a sense – without a Ready or Concentrate maneuver. If this normally requires a success roll,
activation requires a roll at -4; otherwise it's automatic. Successful activation also wakes the
possessor up if he’s asleep. ​Reflexive ​counts as a level of ​Reduced Time​ when ability is used
consciously. Incompatible with ​Active Defense​, ​Always On ​and ​Usually On​. ​+40%​.

Switchable​: This enhancement only exists for physiological features (e.g., ​Claws​), defenses,
and other traits that are normally “always on.” It allows the switching of the advantage off and on
with a Ready maneuver. Specify whether it switches on or off – or remains in its current state,
whatever that is – when user is knocked out. Can’t add ​Switchable​ to an advantage that lists
special modifiers that enables turning it off and on, regardless of whether own ability has those
modifiers. If an advantage notes ​Switchable​ as a special enhancement with a different value,
use that value instead. ​Switchable​ isn’t permitted on meta-traits, either. To get a switchable
meta-trait, buy an ​Alternate Form.​ ​+10%​.

Limitations (-140%)
Costs Fatigue 23​; -115%: ​-5%​/​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost (23)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP​ (round up) [12] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to ​-10%​/​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ ​Immediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%;​ up to 8
hours, ​-5%;​ up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%​; up
to 1 month, ​-25%;​ greater than 1 month, ​-30%​. On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Nuisance Effect​ (​makes user obvious, limiting stealth and attracting enemies​ [user’s body
becomes composed of cohesive gravitational force]); -5%: User’s ability has a “side effect” that
causes him serious inconvenience. The GM must approve this limitation and determine its value
in each case, and should ruthlessly forbid effects that are abusive or that do not genuinely limit
the ability’s value. A few guidelines (a given trait can have more than one of these drawbacks): •
User’s ability earns a reaction penalty from those around him. Perhaps it makes him look
disgusting, or requires him to perform some sort of distressing ritual. ​-5%/​ -1 to reactions
(maximum -4). • User’s ability makes him obvious, limiting stealth and attracting enemies. ​-5%.​ •
User’s ability physically inconveniences him – it attracts stinging insects, causes his armor to
rust, makes him ravenously hungry, etc. ​-5%​. The user cannot take a valuable power as a
Nuisance Effect​. For instance, “kills everyone within a mile” is not an acceptable ​Nuisance
Effect​! Neither can he claim a limitation for a harmless nuisance. If the user’s ​Terror​ advantage
attracts gerbils instead of frightening them, this is amusing but not a limitation.

Glowing Oculars 
Injury Tolerance​ ​(Exotic, Physical; ​No Eyes)​ ; 7 points: Lack eyes or other vulnerable optics, but
can somehow see despite this (unless suffering from ​Blindness​). No eyes to be attacked. Also
immune to blinding attacks. ​5 points​.

Enhancements (+60%)
Link​ (​cannot be used separately)​ [with ​Doesn't Breathe​ {​Null Respirator​}, ​Injury Tolerance​ {​ ​Diffuse}​
❴​Corporeal Dispersal​❵, and ​Resistant​ ​{metabolic hazards} ❴​Empowered Fortitude​❵]; +10%: Can use two
or more advantages simultaneously, as if they were a single ability. For ​+10%​, the abilities are
permanently linked into a single power, and must be used together – they cannot be used
separately. For ​+20%,​ they can also be used separately. This enhancement must be added to
all abilities to be linked. If two attacks are linked into one and given identical ​Malf.​, ​½D​, ​Max​, ​Acc​,
RoF​, ​Shots​, and ​Recoil​, treat them as a single attack with one attack roll but separate rolls for
damage. This is not the same as the ​Follow-Up​ enhancement!

Reflexive​: For defenses that take a second to activate, senses that require a second of
concentration (e.g. ​Detect​), and anything the GM feels serve a purpose similar to either. Allows
ability to switch itself on – under attack if a defense, in the presence of something “interesting” if
a sense – without a Ready or Concentrate maneuver. If this normally requires a success roll,
activation requires a roll at -4; otherwise it's automatic. Successful activation also wakes the
possessor up if he’s asleep. ​Reflexive ​counts as a level of ​Reduced Time​ when ability is used
consciously. Incompatible with ​Active Defense​, ​Always On ​and ​Usually On​. ​+40%​.

Switchable​: This enhancement only exists for physiological features (e.g., ​Claws​), defenses,
and other traits that are normally “always on.” It allows the switching of the advantage off and on
with a Ready maneuver. Specify whether it switches on or off – or remains in its current state,
whatever that is – when user is knocked out. Can’t add ​Switchable​ to an advantage that lists
special modifiers that enables turning it off and on, regardless of whether own ability has those
modifiers. If an advantage notes ​Switchable​ as a special enhancement with a different value,
use that value instead. ​Switchable​ isn’t permitted on meta-traits, either. To get a switchable
meta-trait, buy an ​Alternate Form.​ ​+10%​.

Limitations (-25%)
Gravitational Dispersive Corpus​ ​power modifier (-20%)
Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ ​Immediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Nuisance Effect​ (​makes user obvious, limiting stealth and attracting enemies​ [user’s “eyes”
glow]); -5%: User’s ability has a “side effect” that causes him serious inconvenience. The GM
must approve this limitation and determine its value in each case, and should ruthlessly forbid
effects that are abusive or that do not genuinely limit the ability’s value. A few guidelines (a
given trait can have more than one of these drawbacks): • User’s ability earns a reaction penalty
from those around him. Perhaps it makes him look disgusting, or requires him to perform some
sort of distressing ritual. ​-5%/​ -1 to reactions (maximum -4). • User’s ability makes him obvious,
limiting stealth and attracting enemies. ​-5%.​ • User’s ability physically inconveniences him – it
attracts stinging insects, causes his armor to rust, makes him ravenously hungry, etc. ​-5%.​ The
user cannot take a valuable power as a ​Nuisance Effect​. For instance, “kills everyone within a
mile” is not an acceptable ​Nuisance Effect​! Neither can he claim a limitation for a harmless
nuisance. If the user’s ​Terror​ advantage attracts gerbils instead of frightening them, this is
amusing but not a limitation.

Disintegrator Coating, Default Strike 


Innate Attack​ ​(Exotic, Physical; ​corrosion​)​ ​1d cor​ (ignores ​DR​);​ ​Reach​ ​C​; 2 points:
Corrosion ​(​cor​):​ ​Reduce target's ​DR​ by 1/5 points of basic ​Dmg​. ​10 points/​ level.
Partial Dice​: 1d. ​10 points​.

Enhancements (+670%)
Affects Insubstantial​: ​+20%.​

Aura​: Attack affects anyone touching (​Reach​ C) or touched by self. Aura affects weapons that
strike self. Can switch aura on at the start of own turn. Must be taken in conjunction with ​Melee
Attack ​at the ​-30%​ level (​Reach​ C
​ ), and cannot claim the extra ​-5%​ for “cannot parry” - an aura
cannot parry in the first place. ​+80%​.

Cosmic ​(​attack with a lingering special effect)​ : Unstoppable ​Cyclic​ damage. ​+100%.​
Cosmic​ (​irresistible attack​): Ignores ​DR​. ​+300%​.

Cyclic​ (​1x 1-second cycle​); +100%:​ ​Only available for ​Innate Attack​ that inflict burning,
corrosion, fatigue, or toxic damage. Must specify a reasonably common set of circumstances
that halt any further damage from the attack. Details are up to the GM. ​+100%​ (1-second
interval) +​100%/​ cycle after the first.

Reliable​ ​10​; +50%: ​+5%​/+1 (+10) bonus.

Underwater​: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid. This
enhancement lets an attack work underwater at 1/10 range. ​+20%.​

Limitations (-750%)
Accessibility​ (​only on the first 28 seconds of every 60-second cycle starting from the second
user’s ​ER​ [Elemental] starts ​Regenerating​ ​after the expenditure of 619 or 313 points for the first
time since the last time it reached 313 points or more​ ​[only applies to activation,​ ​ not
maintenance] {​ works 46.666666666666666% of the time}): ​-20%​.

Accessibility​ (​only while using ​Damage Resistance​ [​Permeable Conversive Coating​]​): ​-10%​.

Always On​: Physically inconvenient. ​-20%​.

Costs Fatigue 130​; -650%: ​-5%/​ ​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP
cost (130) must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP
cost must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as
many ​FP​ (round up) [65] need to be paid/minute to keep the ability active. If continuing effect
only lasts one second, and cost must be paid to maintain it every second, double the value of
the limitation to ​-10%​/​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ ​Immediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Melee Attack​ (​Reach​ C)​ ; -30%: Attack functions as a melee weapon. It has no range, but allows
the attacker to parry, use Rapid Strike, Feint, etc. It lacks ​Malf.​, ​½D​, ​Max​, ​Acc​, ​RoF​, ​Shots​, and ​Recoil
statistics, and may not have any enhancement or limitation that modifies these statistics.
Instead, it has a ​Reach​ statistic. ​Reach​ C, -​ 30%​; ​Reach​ 1 or 2, ​-25%​; ​Reach​ C, 1, or 1, 2, or 2, 3,
-20%;​ ​Reach​ 1-4 (like a whip), ​-15%.​ If the attack cannot parry, it is worth an extra -5%.

Anti-Compression Coating 
Pressure Support​ 3 ​ ​ (Exotic, Physical); 10 points: Every character has a “native pressure.” For
ordinary humans, this is the pressure of Earth’s atmosphere (“1 atmosphere”). A native pressure
other than 1 atmosphere is a 0-point feature, but if able to survive for a prolonged period of time
at a wide range of pressures, it is an advantage. This trait comes in three levels: ​Pressure 
Support​ ​1​: Can survive at pressures between own native pressure and 10 times that. (This
would enable a human to survive on most of Earth’s continental shelves.) ​5 points.​ ​Pressure 
Support​ ​2​: Can withstand pressures between own native pressure and 100 times that. (This
would enable a human to survive anywhere in Earth’s oceans, save the deepest trenches.) ​10
points​. ​Pressure Support​ 3​ ​: Immune to the effects of high pressure. ​15 points​. ​Pressure Support
lets own body stay at a constant internal pressure with respect to a constant and uniform
external pressure. This protects against attacks that manipulate ambient pressure or crush the
entire body, but provides no defense against localized or transient pressure changes. In
particular, ​Pressure Support​ does not reduce or prevent damage from crushing attacks or
explosions of any kind. Those with ​Pressure Support​ often have the ​Sealed​ advantage, but this is
not required.

Limitations (-35%)
Accessibility​ (​only while using ​Resistant​ [metabolic hazards] {​Empowered Fortitude​}​): ​-10%.​

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ ​Immediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Nuisance Effect​ (​makes user obvious, limiting stealth and attracting enemies​ [light distorts
around user]); -5%: User’s ability has a “side effect” that causes him serious inconvenience. The
GM must approve this limitation and determine its value in each case, and should ruthlessly
forbid effects that are abusive or that do not genuinely limit the ability’s value. A few guidelines
(a given trait can have more than one of these drawbacks): • User’s ability earns a reaction
penalty from those around him. Perhaps it makes him look disgusting, or requires him to
perform some sort of distressing ritual. ​-5%​/-1 to reactions (maximum -4). • User’s ability makes
him obvious, limiting stealth and attracting enemies. ​-5%.​ • User’s ability physically
inconveniences him – it attracts stinging insects, causes his armor to rust, makes him
ravenously hungry, etc. ​-5%.​ The user cannot take a valuable power as a ​Nuisance Effect​. For
instance, “kills everyone within a mile” is not an acceptable ​Nuisance Effect​! Neither can he
claim a limitation for a harmless nuisance. If the user’s ​Terror​ advantage attracts gerbils instead
of frightening them, this is amusing but not a limitation.

Anti-Radiation Coating 
Radiation Tolerance​ (Exotic, Physical) ​divisor 2​; 6 points: Own cells or circuits are resistant to
radiation. The cost of this advantage depends on the divisor of the effective dose of radiation
received – after dividing by the ​Protection Factor​ (​PF​) of artificial protection such as armor. Divisor 2
cost ​5 points;​ divisor 5, ​10 points​; divisor 10, ​15 points;​ divisor 20, ​20 points​; divisor 50, ​25
points​; divisor 100, ​30 points​; divisor 200, ​35 points​; divisor 500, ​40 points;​ divisor 1,000, ​45
points​.

Enhancements (+50%)
Cosmic​ (​defense or countermeasure​); +50%: Defensive trait provides it's usual benefits against
offensive abilities modified with the ​Cosmic ​enhancement.

Limitations (-35%)
Accessibility​ (​only while using ​Resistant​ [metabolic hazards] {​Empowered Fortitude​}​): ​-10%.​

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ ​Immediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Nuisance Effect​ (​makes user obvious, limiting stealth and attracting enemies​ [light distorts
around user]); -5%: User’s ability has a “side effect” that causes him serious inconvenience. The
GM must approve this limitation and determine its value in each case, and should ruthlessly
forbid effects that are abusive or that do not genuinely limit the ability’s value. A few guidelines
(a given trait can have more than one of these drawbacks): • User’s ability earns a reaction
penalty from those around him. Perhaps it makes him look disgusting, or requires him to
perform some sort of distressing ritual. ​-5%​/-1 to reactions (maximum -4). • User’s ability makes
him obvious, limiting stealth and attracting enemies. ​-5%.​ • User’s ability physically
inconveniences him – it attracts stinging insects, causes his armor to rust, makes him
ravenously hungry, etc. ​-5%.​ The user cannot take a valuable power as a ​Nuisance Effect​. For
instance, “kills everyone within a mile” is not an acceptable ​Nuisance Effect​! Neither can he
claim a limitation for a harmless nuisance. If the user’s ​Terror​ advantage attracts gerbils instead
of frightening them, this is amusing but not a limitation.

Empowered Anti-Cyclic Resurgence 


Regeneration​ (Exotic, Physical) ​Extreme​ (burning, corrosion, and/or toxic damage; lost ​ER​; lost
FP​); 30 points: Includes ​Rapid Healing​ ​Rapid Healing​ (​ Physical; +5 to effective ​HT​ for purpose of
rolls to recover lost ​HP​ o
​ r get over a crippling injury.) at no extra cost. Recovers 10 ​HP​/second.
150 points​.

Enhancements (+300%)
Cosmic​ (​ability other than an attack or a defense​): Recovers even unrecoverable ​HP​ ​or ​FP​ (​ as
appropriate)​ ​loss such as those due to ​Cyclic ​attacks. ​+50%.​
Energy Reserve​ Recovery​: Only for ​Fast​ or better ​Regeneration​. Regain lost ​ER​ at the same rate
as recovering lost ​HP​. +​100%​.

Fatigue ​Recovery​: Only for ​Fast​ or better ​Regeneration​. Regain lost ​FP​ at the same rate as
recovering lost ​HP​. +​100%​.

Reflexive​: For defenses that take a second to activate, senses that require a second of
concentration (e.g. ​Detect​), and anything the GM feels serve a purpose similar to either. Allows
ability to switch itself on – under attack if a defense, in the presence of something “interesting” if
a sense – without a Ready or Concentrate maneuver. If this normally requires a success roll,
activation requires a roll at -4; otherwise it's automatic. Successful activation also wakes the
possessor up if he’s asleep. ​Reflexive ​counts as a level of ​Reduced Time​ when ability is used
consciously. Incompatible with ​Active Defense​, ​Always On ​and ​Usually On​. ​+40%​.

Switchable​: This enhancement only exists for physiological features (e.g., ​Claws​), defenses,
and other traits that are normally “always on.” It allows the switching of the advantage off and on
with a Ready maneuver. Specify whether it switches on or off – or remains in its current state,
whatever that is – when user is knocked out. Can’t add ​Switchable​ to an advantage that lists
special modifiers that enables turning it off and on, regardless of whether own ability has those
modifiers. If an advantage notes ​Switchable​ as a special enhancement with a different value,
use that value instead. ​Switchable​ isn’t permitted on meta-traits, either. To get a switchable
meta-trait, buy an ​Alternate Form.​ ​+10%​.

Limitations (-280%)
Accessibility​ (​only recovers ​HP​ lost to burning, corrosion, and/or toxic damage​ [works 30% of
the time]): ​-30%​.

Accessibility​ (​only while using ​Damage Resistance​ [​Permeable Conversive Coating​]​): ​-10%​.

Costs Fatigue 64​; -320%: ​-5%​/​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost (64)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP​ (round up) [32] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to ​-10%​/​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ ​Immediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  
Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%;​ up to 8
hours, ​-5%;​ up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%​; up
to 1 month, ​-25%;​ greater than 1 month, ​-30%​. On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Empowered Fortitude 
Resistant​ ​(Physical; ​Very Common ​[metabolic hazards]) ​Immunity​; 6 points: Possessor is
naturally resistant (or even immune) to noxious items and substances that are not direct,
physical attacks. This gives a bonus on all ​HT​ rolls to resist incapacitation or injury from such
things. The bonus from ​Resistant​ applies to all rolls to resist noxious effects within a particular
category – usually some combination of disease, poison and environmental syndromes (altitude
sickness, the bends, space sickness, etc.). It also applies to rolls to resist attacks that use these
effects. This includes ​Afflictions​ ​with one of B
​ lood Agent​, ​Contact Agent​, ​Follow-Up​, or
Respiratory Agent​, or ​Innate Attacks​ ​that have such modifiers and inflict toxic or fatigue
damage. ​Resistant​ d​ oes not protect against effects that ​Damage Resistance​ or ​Protected Sense
either stop or provide a ​HT​ bonus to resist. This includes ​Afflictions​ and ​Innate Attacks​ t​ hat do not
have any of the modifiers given above. The base cost for ​Resistant​ depends on the rarity of the
effects it counteracts: ​Very Common:​ A broad category within the noxious items described
above. Example: Metabolic Hazards (all threats that only affect the living, including all disease
and poison, plus such syndromes as altitude sickness, bends, seasickness, and jet lag). ​30
points​. ​Common​: A group of related items encountered as often in nature as in an attack, or
some other suitably broad subset of “​Very Common​.” Example: Poison (all toxins, but not
asphyxiants or corrosives) or Sickness (all diseases and environmental syndromes). ​15 points​.
Occasional​: A group of closely related items more often encountered in nature than as a
deliberate attack, or a subset of a “​Common​” group. Examples: Disease (all bacteria, viruses,
fungus infections, etc.) or Ingested Poison. ​10 points.​ ​Rare:​ A specific item or environmental
syndrome, or a subset of an “​Occasional”​ group. Examples: Acceleration (blackouts due to
extreme G-forces), Altitude Sickness, Bends (decompression sickness), Seasickness, or Space
Sickness; Nanomachines. ​5 points.​ Multiply base cost to reflect the possessor’s degree of
resistance: Possessor is totally immune to all noxious effects, and never have to make
resistance rolls (write this as “Immunity” on his character sheet): ×1. Possessor has +8 to all ​HT
rolls to resist: ×½. Possessor has +3 to all ​HT​ rolls to resist: ×⅓. Drop all fractions from the final
cost.

Enhancements (+60%)
Link​ (​cannot be used separately)​ [with ​Doesn't Breathe​ {​Null Respirator​}, ​Injury Tolerance​ {​ ​Diffuse}​
❴​Corporeal Dispersal​❵, and ​Injury Tolerance​ {​No Eyes}​ ❴​Glowing Oculars​❵]; +10%: Can use two or
more advantages simultaneously, as if they were a single ability. For ​+10%,​ the abilities are
permanently linked into a single power, and must be used together – they cannot be used
separately. For ​+20%,​ they can also be used separately. This enhancement must be added to
all abilities to be linked. If two attacks are linked into one and given identical ​Malf.​, ​½D​, ​Max​, ​Acc​,
RoF​, ​Shots​, and ​Recoil​, treat them as a single attack with one attack roll but separate rolls for
damage. This is not the same as the ​Follow-Up​ enhancement!

Reflexive​: For defenses that take a second to activate, senses that require a second of
concentration (e.g. ​Detect​), and anything the GM feels serve a purpose similar to either. Allows
ability to switch itself on – under attack if a defense, in the presence of something “interesting” if
a sense – without a Ready or Concentrate maneuver. If this normally requires a success roll,
activation requires a roll at -4; otherwise it's automatic. Successful activation also wakes the
possessor up if he’s asleep. ​Reflexive ​counts as a level of ​Reduced Time​ when ability is used
consciously. Incompatible with ​Active Defense​, ​Always On ​and ​Usually On​. ​+40%​.

Switchable​: This enhancement only exists for physiological features (e.g., ​Claws​), defenses,
and other traits that are normally “always on.” It allows the switching of the advantage off and on
with a Ready maneuver. Specify whether it switches on or off – or remains in its current state,
whatever that is – when user is knocked out. Can’t add ​Switchable​ to an advantage that lists
special modifiers that enables turning it off and on, regardless of whether own ability has those
modifiers. If an advantage notes ​Switchable​ as a special enhancement with a different value,
use that value instead. ​Switchable​ isn’t permitted on meta-traits, either. To get a switchable
meta-trait, buy an ​Alternate Form.​ ​+10%​.

Limitations (-140%)
​ espiratory Agent​ [works 75% of
Accessibility​ (​doesn't protect against effects modified with R
the time]): ​-10%​.

Costs Fatigue 21​; -105%: ​-5%​/​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost (21)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP​ (round up) [11] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to ​-10%​/​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ ​Immediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%;​ up to 8
hours, ​-5%;​ up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%​; up
to 1 month, ​-25%;​ greater than 1 month, ​-30%​. On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Nuisance Effect​ (​makes user obvious, limiting stealth and attracting enemies​ [light distorts
around user]); -5%: User’s ability has a “side effect” that causes him serious inconvenience. The
GM must approve this limitation and determine its value in each case, and should ruthlessly
forbid effects that are abusive or that do not genuinely limit the ability’s value. A few guidelines
(a given trait can have more than one of these drawbacks): • User’s ability earns a reaction
penalty from those around him. Perhaps it makes him look disgusting, or requires him to
perform some sort of distressing ritual. ​-5%​/-1 to reactions (maximum -4). • User’s ability makes
him obvious, limiting stealth and attracting enemies. ​-5%.​ • User’s ability physically
inconveniences him – it attracts stinging insects, causes his armor to rust, makes him
ravenously hungry, etc. ​-5%.​ The user cannot take a valuable power as a ​Nuisance Effect​. For
instance, “kills everyone within a mile” is not an acceptable ​Nuisance Effect​! Neither can he
claim a limitation for a harmless nuisance. If the user’s ​Terror​ advantage attracts gerbils instead
of frightening them, this is amusing but not a limitation.

Expanded Native Heat and Cold Zone 


Temperature Tolerance​ (Physical) ​302​; 61 points: ​1 point/​ level: Every character has a
temperature “comfort zone” within which he suffers no ill effects (such as ​FP​ or ​HP​ loss) due to
heat or cold. For ordinary humans, this zone is 55° wide and falls between 35° and 90°. For
nonhumans, the zone can be centered anywhere, but this is a 0-point feature for a zone no
larger than 55°. A larger zone is an advantage. Each level of ​Temperature Tolerance​ adds ​HT​ (4)
degrees (1,208) to own comfort zone, distributed in any way between the “cold” (35° -495°
=-460°) and “hot” (90° +713° =803°) ends of the zone. ​Temperature Tolerance​ confers no special
resistance to attacks by fire or ice unless the only damage is a result of a rise or fall in the
ambient temperature. In particular, it doesn't help if own body temperature is being manipulated.
In a realistic campaign, the GM should limit normal humans to ​Temperature Tolerance​ ​1​ or ​2​.
However, high levels of this trait are likely for nonhumans with fur or a heavy layer of fat.

Enhancements (+100%)
Cosmic​ (​defense or countermeasure​); +50%: Defensive trait provides it's usual benefits against
offensive abilities modified with the ​Cosmic ​enhancement.

Reflexive​: For defenses that take a second to activate, senses that require a second of
concentration (e.g. ​Detect​), and anything the GM feels serve a purpose similar to either. Allows
ability to switch itself on – under attack if a defense, in the presence of something “interesting” if
a sense – without a Ready or Concentrate maneuver. If this normally requires a success roll,
activation requires a roll at -4; otherwise it's automatic. Successful activation also wakes the
possessor up if he’s asleep. ​Reflexive ​counts as a level of ​Reduced Time​ when ability is used
consciously. Incompatible with ​Active Defense​, ​Always On ​and ​Usually On​. ​+40%.​

Switchable​: This enhancement only exists for physiological features (e.g., ​Claws​), defenses,
and other traits that are normally “always on.” It allows the switching of the advantage off and on
with a Ready maneuver. Specify whether it switches on or off – or remains in its current state,
whatever that is – when user is knocked out. Can’t add ​Switchable​ to an advantage that lists
special modifiers that enables turning it off and on, regardless of whether own ability has those
modifiers. If an advantage notes ​Switchable​ as a special enhancement with a different value,
use that value instead. ​Switchable​ isn’t permitted on meta-traits, either. To get a switchable
meta-trait, buy an ​Alternate Form.​ ​+10%​.

Limitations (-180%)
Accessibility​ (​only while using ​Resistant​ [metabolic hazards] {​Empowered Fortitude​})​ : ​-10%.​

Costs Fatigue 29​; -145%: ​-5%​/​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost (29)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP​ (round up) [15] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to ​-10%​/​FP​.

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ ​Immediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%;​ up to 8
hours, ​-5%;​ up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%​; up
to 1 month, ​-25%;​ greater than 1 month, ​-30%.​ On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Nuisance Effect​ (​makes user obvious, limiting stealth and attracting enemies​ [light distorts
around user]); -5%: User’s ability has a “side effect” that causes him serious inconvenience. The
GM must approve this limitation and determine its value in each case, and should ruthlessly
forbid effects that are abusive or that do not genuinely limit the ability’s value. A few guidelines
(a given trait can have more than one of these drawbacks): • User’s ability earns a reaction
penalty from those around him. Perhaps it makes him look disgusting, or requires him to
perform some sort of distressing ritual. ​-5%/​ -1 to reactions (maximum -4). • User’s ability makes
him obvious, limiting stealth and attracting enemies. ​-5%.​ • User’s ability physically
inconveniences him – it attracts stinging insects, causes his armor to rust, makes him
ravenously hungry, etc. ​-5%​. The user cannot take a valuable power as a ​Nuisance Effect​. For
instance, “kills everyone within a mile” is not an acceptable ​Nuisance Effect​! Neither can he
claim a limitation for a harmless nuisance. If the user’s ​Terror​ advantage attracts gerbils instead
of frightening them, this is amusing but not a limitation.

Empowered Resilience 
Unkillable​ (Exotic, Physical) ​1​; 10 points: Never need to make a H
​ T​ roll to stay alive due to injury.
Survive (and function, if conscious) down to -10× ​HP​, at which point body is physically destroyed
and death occurs. Heal at usual rate, modified by ​Regeneration​ (​ if any). Crippled limbs heal,
severed limbs are gone unless ​Regrowth​ ​is possessed. ​50 points.​

Enhancements (+50%)
Reflexive​: For defenses that take a second to activate, senses that require a second of
concentration (e.g. ​Detect​), and anything the GM feels serve a purpose similar to either. Allows
ability to switch itself on – under attack if a defense, in the presence of something “interesting” if
a sense – without a Ready or Concentrate maneuver. If this normally requires a success roll,
activation requires a roll at -4; otherwise it's automatic. Successful activation also wakes the
possessor up if he’s asleep. ​Reflexive ​counts as a level of ​Reduced Time​ when ability is used
consciously. Incompatible with ​Active Defense​, ​Always On ​and ​Usually On​. ​+40%.​

Switchable​: This enhancement only exists for physiological features (e.g., ​Claws​), defenses,
and other traits that are normally “always on.” It allows the switching of the advantage off and on
with a Ready maneuver. Specify whether it switches on or off – or remains in its current state,
whatever that is – when user is knocked out. Can’t add ​Switchable​ to an advantage that lists
special modifiers that enables turning it off and on, regardless of whether own ability has those
modifiers. If an advantage notes ​Switchable​ as a special enhancement with a different value,
use that value instead. ​Switchable​ isn’t permitted on meta-traits, either. To get a switchable
meta-trait, buy an ​Alternate Form.​ ​+10%.​

Limitations (-130%)
Accessibility​ (​only while using ​Damage Resistance​ [​Permeable Conversive Coating​])​ : ​-10%.​

Costs Fatigue 20​; -100%: ​-5%/​ ​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost (20)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP​ (round up) [10] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to ​-10%​/​FP​.
Gravitational Dispersive Corpus​ ​power modifier (-20%)
Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ ​Immediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Minimum Duration​ (​less than 1 hour​ [1 minute]); -0%: Available only for switchable abilities that
would – in the GM’s opinion – seriously inconvenience user if he couldn’t deactivate them at will.
Ability must stay “on” for a certain period of time once activated; it can’t be shut off before this
time is up. ​Minimum Duration​ can never exceed ​Maximum Duration​ (if any). The limitation’s
value depends on the minimum amount of time ability stays on: less than 1 hour, ​-0%;​ up to 8
hours, ​-5%​; up to 12 hours (or one night), ​-10%​; up to 24 hours, ​-15%​; up to 1 week, ​-20%​; up
to 1 month, ​-25%​; greater than 1 month, ​-30%.​ On an advantage that allows ​Always On​, this
limitation is worth at most -5% less than ​Always On​; e.g., if ​Always On​ is -20%, ​Minimum
Duration​ can’t go beyond -15%.

Anti-Decompression Coating 
Vacuum Support​ (Exotic, Physical); 4 points: Immune to deleterious effects associated with
vacuum and decompression. This advantage does not provide an air supply; buy ​Doesn't Breathe
for that. Those with ​Vacuum Support​ usually have the ​Sealed​ advantage, and often have ​Radiation 
Tolerance​ and ​Temperature Tolerance​, but none of these traits are required.

Limitations (-35%)
Accessibility​ (​only while using ​Resistant​ [metabolic hazards] {​Empowered Fortitude​})​ : ​-10%.​

Gravitational Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ ​Immediately: ​+0%.​ ​Power turns 
against user​: ​-5%​. ​Restoration requires​: A month out of adventuring, or sacrifices worth a month’s
income; a major quest; or serious harm (4d injury, crippling, or an incapacitating affliction): ​-5%.​  

Nuisance Effect​ (​makes user obvious, limiting stealth and attracting enemies​ [light distorts
around user]); -5%: User’s ability has a “side effect” that causes him serious inconvenience. The
GM must approve this limitation and determine its value in each case, and should ruthlessly
forbid effects that are abusive or that do not genuinely limit the ability’s value. A few guidelines
(a given trait can have more than one of these drawbacks): • User’s ability earns a reaction
penalty from those around him. Perhaps it makes him look disgusting, or requires him to
perform some sort of distressing ritual. ​-5%/​ -1 to reactions (maximum -4). • User’s ability makes
him obvious, limiting stealth and attracting enemies. ​-5%.​ • User’s ability physically
inconveniences him – it attracts stinging insects, causes his armor to rust, makes him
ravenously hungry, etc. ​-5%​. The user cannot take a valuable power as a ​Nuisance Effect​. For
instance, “kills everyone within a mile” is not an acceptable ​Nuisance Effect​! Neither can he
claim a limitation for a harmless nuisance. If the user’s ​Terror​ advantage attracts gerbils instead
of frightening them, this is amusing but not a limitation.

Perks (4 points)

No Degeneration in Zero-G​ (Exotic); 1 point: Races that evolved in a gravity field suffer from a slow
loss of bone density when they live in microgravity or zero gravity. Without special exercises or
treatments, they must roll vs. ​HT​ every six months. Failure indicates a loss of one point of ​ST​;
critical failure gives ​Vulnerability​ (Crushing ×2) [-30 points]. This perk grants immunity to these
rolls.

Nonprotective Clothing​; 1 point: The strict definition of ​Can't Wear Armor​, as a limitation on ​DR​,
forbids wearing any form of clothing: the subject has to go naked! With this perk, a hero with this
limitation can still wear a costume or clothing. His garments have no ​DR​ or any other function
that protects against damage, such as ​Damage Reduction​; their function is to preserve his
decency, hide his secret identity, and give him pockets. (At the GM’s discretion, they can protect
him from harmful environmental conditions such as vacuum or cold.) This perk is legitimate
even in realistic campaigns. In silly campaigns, a hero might wear a full suit of body armor – and
still get no extra ​DR​ from it; it would be purely a fashion statement.

No Visible Damage​* (Exotic); 1 point; ​Prerequisite:​ ​Unkillable​: Regardless of possessor's injuries,


he don’t look wounded until he reaches -10× ​HP​. He can be crippled, but his limbs can’t be
amputated and his eyes can’t be put out – crippling injury leaves them in place but
nonfunctional.

Sanitized Metabolism​ (Exotic); 1 point: Possessor is totally clean. His body produces minimal,
sanitized waste products, and he never suffers from bad breath, excessive perspiration, or
unsightly skin problems. This gives -1 to attempts to track him by scent and +1 to reaction rolls
in close confines (cramped spaceships, submarines, elevators, etc.).

Disadvantages (-15 points)

Code of Honor​ (​ Mental; ​Informal ​Code​ that applies all time​ [​Legendran Code of Chivalry​]​); -10 points:
The subject takes pride in a set of principles that he follows at all times. The specifics can vary,
but they always involve “honorable” behavior. He will do nearly anything – perhaps even risk
death – to avoid the label “dishonorable” (whatever that means). The subject must do more than
pay lip service to a set of principles to get points for a ​Code of Honor​. He must be a true follower
of the Code! This is a disadvantage because it often requires dangerous – if not reckless
behavior. Furthermore, he can often be forced into unfair situations, because his foes know he
is honorable. ​Code of Honor​ is not the same as ​Duty​ or ​Sense of Duty​. A samurai or British
grenadier marches into battle against fearful odds out of duty, not for his personal honor (though
of course he would lose honor by fleeing). The risks the subject takes for his honor are solely on
his own account. The point value of a particular ​Code of Honor​ depends on how much trouble it is
liable to get the subject into and how arbitrary and irrational its requirements are. An informal
Code​ that applies only among the subject’s peers is worth ​-5 points.​ A formal ​Code​ that applies
only among peers, or an informal one that applies all the time, is worth ​-10 points​. A formal ​Code
that applies all the time, or that requires suicide if broken, is worth ​-15 points.​ The GM has the
final say! ​Informal ​Code​ that applies all time (​ ​Legendran Code of Chivalry​): In combat, never use
“dirty tricks” (e.g. liquid in the face), ​Stealth​ (surprise), superior numbers, or sabotage opponents
in any way (e.g. stealing his weapon before combat). Never attack opponents in a
disadvantaged condition (minors, invalids, unarmed etc.). Note that creating an advantage
through superior skill or power (e.g. disarming or breaking an opponent’s weapon in combat) is
permissible.

No Sense of Smell/Taste​ (​ Physical); -5 points: Unable to detect hazards that ordinary people spot
quickly. Need never worry about skunks, and can always eat what is set before self.

Skills (0 points)

Acrobatics​ (​ ​Aerobatics​) ​2​ +4 (​Gravitational Dispersive Corpus​ T​ alent​ ​4​) =6


DX​ 8 -6 (0 points)/Hard
Default​: ​DX​ -6.
This is the ability to perform gymnastic stunts, roll, take falls, etc. This can be handy on an
adventure, as tightrope walking, human pyramids, and trapeze swinging all have useful
applications. Each trick requires a separate skill roll, at whatever penalties the GM sees fit. If
user is performing stunts on a moving vehicle or mount, roll against the lower of ​Acrobatics​ and
the appropriate ​Driving​ or ​Riding​ skill. User may substitute an ​Acrobatics​ roll for a ​DX​ roll in any
attempt to jump, roll, avoid falling down, etc. As well, he may attempt an Acrobatic Dodge in
combat – a jump or roll that avoids an attack in a flashy way (see Acrobatic Dodge). Finally, a
successful ​Acrobatics​ roll will reduce the effective distance of any fall by five yards. Two special
versions of ​Acrobatics​ are also available: ​Aerobatics​: The ability to execute tight turns, loops,
power dives, etc. in flight. User must be able to fly to learn this skill – although how he fly
(magic, wings, jet pack, etc.) is irrelevant. Natural fliers might find flight to be as effortless as
humans find walking, but they must still learn ​Aerobatics​ in order to engage in complex
acrobatics. Add +2 to skill if user has ​3D Spatial Sense​. ​Aquabatics:​ The ability to engage in
underwater acrobatics. ​Prerequisites​: ​Swimming​, or the ​Amphibious​ advantage or the A ​ quatic
disadvantage. ​Acrobatics​, ​Aerobatics,​ and ​Aquabatics​ default to one another at -4. Add +1 to
these three skills if you have ​Perfect Balance​.

Flight​ ​-1​ +4 (​Gravitational Dispersive Corpus​ ​Talent​ ​4​) =3


HT​ 4 -5 =-1 (0 points)/Average
Default​: ​HT​ -5.
Prerequisite​: ​Flight​ advantage.
This skill represents training for endurance flying. Use the better of ​Flight​ or ​HT​ when rolling to
avoid fatigue due to flying. When traveling long distances, a successful ​Flight​ roll increases the
distance traveled by 20%. If a group of fliers is traveling together, all must make the ​Flight​ roll in
order to get the increased distance.

Weapons

Blunt Teeth​ ​(​DX​) 8 (​Brawling​ or​ ​DX​): ​Dmg​ ​thr -1 (1d -6) cr; ​Reach​ C
​ ; ​Parry​ No

Kick​ ​(​DX​) 8 -1 =6 (​Brawling​ ​-2, ​Karate​ ​-2 or ​DX​ ​-2): ​Dmg​ ​thr (1d -5) cr; ​Reach​ C
​ , 1; ​Parry​ ​No; Miss, roll
vs. ​DX​ to avoid falling.

Punch​ ​(​DX​) 8 (​Boxing​, ​Brawling​, ​Karate​ ​or​ ​DX​): ​Dmg​ ​thr -1 (1d -6) cr; ​Reach​ ​C; ​Parry​ 7 +1 (retreat) =8

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