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Advanced

FASERIP
More O
p t
More S ions!
Issue uper!
2

By Gurbintroll Games
2 – Introduction
Advanced
FASERIP

© 2023 Gurbintroll Games

All text in this work, including the names “FASERIP” and “Advanced FASERIP”, is hereby designated as Open Content.

Cover art is copyright Vector Freebie, used under their Terms of Use.

All internal art in this work is confirmed by the Digital Comic Museum to be in the Public Domain.
https://digitalcomicmuseum.com/

Thanks to Tanner and Sofia for your support!

(v1.02)
Table of Contents
Introduction ......................................................................................6 Getting Better .............................................................................. 49
Why FASERIP? ......................................................................................................................6 Healing ........................................................................................................................................49
Why Advanced? ....................................................................................................................6 Character Improvement...........................................................................................49
So What’s New? ....................................................................................................................6
Equipment & Bases .................................................................. 53
The Basic System ..........................................................................8 Equipment ............................................................................................................................... 53
Ranks And Values ...............................................................................................................8 Bases ............................................................................................................................................55
Character Ability Ranks................................................................................................8 Robots and AI..................................................................................................................... 59
Rank Shifts .................................................................................................................................9
Dice ....................................................................................................................................................9 Allies and Enemies .....................................................................61
Feats ..................................................................................................................................................9 Supporting Cast .................................................................................................................61
Working Together ............................................................................................................10 Bystanders ...............................................................................................................................61
Combatants............................................................................................................................ 62
Character Creation .................................................................... 11 Animals....................................................................................................................................... 62
Character Basics ...............................................................................................................11
Campaign Rank ..................................................................................................................11 Running the Game .................................................................... 64
Step by Step............................................................................................................................11 Choosing a Setting ........................................................................................................ 64
Step 1: Hero Type .............................................................................................................11 Starting a Campaign ................................................................................................... 64
Step 2: Base Powers ...................................................................................................... 12 Comfort and Safety ......................................................................................................66
Step 3: Power Modifiers ............................................................................................ 18 Random Scenario Seeds .........................................................................................67
Step 4: Ability Ranks .....................................................................................................19 Troupe Play (Optional) ...............................................................................................67
Step 5: Hero Type Bonus ........................................................................................ 21
Step 6: Benefits .................................................................................................................. 21 Power Descriptions ....................................................................72
Step 7: Weakness ............................................................................................................ 25 Ability Boost ........................................................................................................................... 74
Step 8: Origin Story ...................................................................................................... 26 Ability Increase ..................................................................................................................75
Step 9: Finishing Touches .......................................................................................27 Absorption................................................................................................................................75
Hero Archetypes .............................................................................................................. 28 Adaptation ................................................................................................................................75
Affliction......................................................................................................................................75
Combat ..............................................................................................30 Air Control ...............................................................................................................................76
Combat Basics ...................................................................................................................30 Alter Ego....................................................................................................................................76
Rounds And Actions .....................................................................................................30 Alteration Ray .......................................................................................................................77
Areas And Movement .................................................................................................30 Animal Mimicry..................................................................................................................77
Attacking An Opponent ............................................................................................ 32 Aquatic .........................................................................................................................................77
Unusual Attacks .................................................................................................................33 Astral Projection ................................................................................................................77
Defensive Actions .............................................................................................................34 Aura.................................................................................................................................................78
Weapons ................................................................................................................................... 36 Binding ........................................................................................................................................78
Attack Modifiers................................................................................................................ 36 Blast ................................................................................................................................................78
Damage ......................................................................................................................................37 Burrowing .................................................................................................................................78
Special Effects .....................................................................................................................37 Cold Control...........................................................................................................................78
Vehicles in Combat ....................................................................................................... 39 Corrosion ..................................................................................................................................79
Danger Sense ......................................................................................................................79
The Environment ........................................................................ 40 Darkness Control .............................................................................................................79
Environmental Interaction....................................................................................40 Dazzle............................................................................................................................................79
Weight & Material Strength.................................................................................40 Density.......................................................................................................................................... 81
Damage From Objects ............................................................................................... 41 Detection.................................................................................................................................... 81
Speed ............................................................................................................................................ 41 Dimensional Travel ......................................................................................................... 81
Falling ...........................................................................................................................................42 Dimensionality .................................................................................................................... 82
Drowning ...................................................................................................................................42 Dream Control ................................................................................................................... 82
Duplication .............................................................................................................................. 82
Karma ..................................................................................................44 Earth Control ........................................................................................................................83
What is Karma? .................................................................................................................44 Electrical Control .............................................................................................................83
Gaining and Losing Karma...................................................................................44 Emotion Control ................................................................................................................83
Weaknesses ........................................................................................................................... 45 Empowerment .....................................................................................................................84
Pushing Your Limits ..................................................................................................... 45 Energy Drain.........................................................................................................................84
Ensuring Success............................................................................................................ 46 Energy Form .........................................................................................................................84
Surviving Lethal Injuries ..........................................................................................47 Environmental Awareness ......................................................................................84
Power Stunts ..........................................................................................................................48 ESP ................................................................................................................................................. 85
Karma Pools ..........................................................................................................................48 Evolution ................................................................................................................................... 85
Villains & Karma ...............................................................................................................48 Explosive Form .................................................................................................................. 86
Extra Body Parts.............................................................................................................. 86

4 – Table of Contents
Fast Attack .............................................................................................................................. 86 Probability Control ...................................................................................................... 102
Fire Control ........................................................................................................................... 86 Radiation Control ......................................................................................................... 102
Flight ..............................................................................................................................................87 Reality Alteration ........................................................................................................... 102
Fluid Form ...............................................................................................................................87 Reflection .............................................................................................................................. 102
Force Control .......................................................................................................................87 Regeneration..................................................................................................................... 102
Force Field ............................................................................................................................. 88 Resistance ............................................................................................................................ 103
Friction Control................................................................................................................. 89 Servant..................................................................................................................................... 103
Gadgets...................................................................................................................................... 89 Shadow Form ................................................................................................................... 104
Gaseous Form .................................................................................................................... 89 Shrinking ............................................................................................................................... 104
Gestalt ......................................................................................................................................... 89 Solid Form ...........................................................................................................................105
Gravity Control ..................................................................................................................90 Sonic Control....................................................................................................................105
Growth.........................................................................................................................................90 Sorcery ....................................................................................................................................105
Healing .......................................................................................................................................90 Spatial Control ................................................................................................................106
Images .........................................................................................................................................91 Spinning .................................................................................................................................106
Immortality .............................................................................................................................91 Spirit Control ....................................................................................................................106
Interface ................................................................................................................................... 92 Stretching ............................................................................................................................. 108
Invisibility ................................................................................................................................. 92 Strike.......................................................................................................................................... 108
Invulnerability ..................................................................................................................... 92 Stunning ................................................................................................................................. 108
Leaping....................................................................................................................................... 92 Super Senses .................................................................................................................... 108
Life Support ........................................................................................................................... 92 Super Speed ...................................................................................................................... 109
Light Control .........................................................................................................................94 Swinging ................................................................................................................................. 109
Machine Control ...............................................................................................................94 Telekinesis ............................................................................................................................ 109
Magnetic Control ............................................................................................................ 95 Telepathy ................................................................................................................................110
Material Mimicry ............................................................................................................. 95 Teleportation.......................................................................................................................110
Mental Blast .......................................................................................................................... 95 Time Control ....................................................................................................................... 111
Mental Illusions ................................................................................................................. 95 Transformation ................................................................................................................. 111
Mind Control ........................................................................................................................ 96 Transmutation....................................................................................................................112
Mind Shield.............................................................................................................................97 Vibration Control ............................................................................................................112
Nemesis ......................................................................................................................................97 Wall Crawling ......................................................................................................................113
Phasing........................................................................................................................................97 Water Control .....................................................................................................................113
Plant Control ........................................................................................................................ 98 Weather Control ..............................................................................................................113
Plant Mimicry ...................................................................................................................... 98
Postcognition ........................................................................................................................ 98 Open Game License ................................................................114
Power Boost .......................................................................................................................... 98
Power Combination....................................................................................................... 99 Index ..................................................................................................116
Power Mimicry ................................................................................................................... 99
Power Suppression ......................................................................................................101 Reference Tables........................................................................118
Precognition........................................................................................................................101

Table of Contents – 5
Introduction
Welcome to Advanced FASERIP. This is a table-top role-play-
— people have given me useful feedback about the game. A new
ing game of super heroes and super villains. I’m assuming edition is a chance to incorporate these ideas and this feed-
that if you’re reading this then you’re already familiar both back.
with the super hero genre and with table-top role-playing
games, so neither will get a long introduction here. However, there is also a second reason for producing a new
version of the game – and that is that the artwork that I used
Why FASERIP? in the original game was licensed under a strictly non-com-
This game is an example of what is known in the RPG hobby mercial license, and this meant that while I was able to give
as a retro-clone. Rather than being an attempt to create a new away the game in electronic form I was never able to produce
experience for its players, it instead attempts to emulate the a proper printed version.
experience of playing an older (and long out of print) game.
In this case, a game from the ‘80s. Unfortunately, much as I This new edition remedies that situation.
would like to give credit to the original game that this game
emulates, the license under which I am releasing this emula- Having talked about the reason for producing a new edition
tion prevents me from mentioning its trademarked name. of the game, there is also the question of why this new version
is called Advanced FASERIP rather than just FASERIP 2E or
Retro-clones work by replicating the game mechanics of an something similar.
older game (which are not subject to copyright law) without
replicating the artistic presentation and trade dress of the The reason for this it twofold. Firstly, it’s because this new ver-
game (both of which are subject to copyright law). Since the sion is more complex in some aspects than the first version,
experience of playing a role-playing game is mostly a product and so it doesn’t make it obsolete. People wanting the added
of its mechanics rather than the way those mechanics are complexity (don’t worry, it’s not over the top) can have this
presented, this allows the retro-clone to provide players with version and people wanting the simpler game can still have
the experience that an old and hard to acquire game would the other version. Naming it as a “second” edition implies that
give them without the players having to seek out old and worn the first is out-of-date, which is not the case.
second hand copies (or even illegally scanned electronic files)
in order to acquire the rules of that game. And secondly, the original game upon which this game is
based came in two versions, a basic version and an advanced
The rules of this game are not an exact replica of the rules of version, so calling this an advanced version too seems to be a
the game that it is emulating. While the majority of them are nice call-back.
the same there are some differences. The main differences
are that this game uses a different list of super powers and So What’s New?
that it has a different method of generating characters. How- This list is not exhaustive, as various additional minor tweaks
ever, in play, the game retains the feel of the original game and changes have also been made, but the main changes in
that it is emulating. this new edition are:

So why call it FASERIP then? The term FASERIP has special — Building Rules: Advanced FASERIP includes rules for
meaning to people who played the original game that is being building bases, devices, and robots.
emulated by this one while not being officially connected with — Character Generation: FASERIP had a random character
that game in any way. I therefore chose to use it as the name generation system based on a push-your-luck mechanic.
for this game in order to make it immediately recognisable by Advanced FASERIP has an entirely new points-based sys-
those in the know. If you don’t recognise the name then don’t tem which lets you build exactly the hero you want and
worry; you can enjoy this game on its own merits with no makes your hero type matter. However, it also comes with
knowledge of the original game at all. alternate rules for randomly generating characters and
with character templates to use for inspiration or guidance.
So whether you’re already a fan of the original game or a new — Combat: Advanced FASERIP expands the combat rules,
convert who hasn’t encountered it before, welcome to formalising defensive actions and adding rules for vehicles
FASERIP; and I hope you have as much fun playing it as I in combat.
have had writing it! — Edges and Flaws: Flexibilities and Limitations on powers
have been renamed to Edges and Flaws, and a lot of new
Why Advanced? ones have been added, including generic edges and flaws
I originally wrote the FASERIP game in 2015, which at the that you can take on almost any power.
time of me writing this is eight years ago. In those eight years, — GM Advice: A chapter of GM advice has been added, in-
the game has not had a second edition because it has not cluding optional rules for troupe play where everyone takes
needed one. After all, the rules it emulates are from the 1980s turns running episodes of a shared campaign.
so if they’re still good after thirty years then another eight isn’t — Karma: The Karma system has been re-balanced. In Ad-
going to suddenly invalidate them. vanced FASERIP you are generally awarded less Karma,
but power stunts and advancements require less practice
However, since writing FASERIP I have had other ideas that I to acquire.
have wanted to include but been unable to. Also, various

6 – Introduction
— Powers: FASERIP had various powers that were simply col- — Power Extensions: Alternate Powers have been renamed to
lections of other sub-powers. For the sake of clarity, Ad- Power Extensions and the rules for them and how they
vanced FASERIP gets rid of these and promotes the interact with their base power have been clarified.
various sub-powers to powers in their own right. — Weaknesses: Advanced FASERIP introduces Weaknesses
that can hinder your character but can earn you extra
Karma if you overcome them.

Introduction – 7
The Basic System
Ranks And Values The scale of ranks is split into four sections. Firstly there are
Most things in FASERIP are measured using a scale of named the basic ranks (Terrible to World Class). These ranks are
ranks which have roughly geometrically increasing values. generally on a human scale. Most normal people will have
These ranks and their corresponding values are shown in the abilities that are Average, and only the occasional Olympic
table on this page, and they are also printed on the reference athlete or genius would have an ability as high as World Class.
table on the back cover of the book.
After these are a set of ranks that are distinctly beyond nor-
When one of these ranks is used, it is normally referred to by mal human capabilities. These are the superhuman ranks
its full name, but occasionally it may be referred to in an ab- (Fantastic to Phenomenal). Most super heroes operate within
breviated form and followed by its value in brackets; for ex- this set of ranks when performing the activities they are best
ample something with a rank of World Class may sometimes at, although they may well have normal human ranks in areas
be referred to as Wc[30]. outside their specialities.

Although the rank system gives an absolute number for each Beyond the superhuman ranks are a set of shift ranks (Single-
rank, real life is not that ordered. In reality, things don’t always Shift to Triple-Shift). It is rare for something to be directly
fit into neat slots of identical value. Therefore when the rank measured at one of these ranks, although it is not uncommon
system is used to represent actual measurements such as for superhuman ranks to be shifted into this range.
speeds, weights, material strengths, and so forth it does so in
a relatively abstract way; with a couple of examples being At the top end of the scale, there are also three cosmic ranks
given for each rank rather than the values for each of those (Planetary, Stellar and Cosmic). These cosmic ranks are there
ranks being converted directly into exact speeds, weights, etc. for things that have truly stupendous amounts of power, and
are usually well outside the range of even the strongest of su-
Examples of speeds, weights, material strengths, and so forth perheroes. However, they may sometimes be used to represent
corresponding to each rank can be found in tables in relevant an “invulnerable” material or for comparing the relative ability
sections of the rules. Those tables are also collected at the of gods or other cosmic entities.
back of the book in a handy appendix.
Finally, at the two extremes of the scale are Zero representing
Rank Values Table a total absence of an ability and Infinite representing an abil-
Rank Index Rank Name Rank Value ity of unlimited power.
0 Zero Zr[0] Character Ability Ranks
1 Terrible Te[2] Usually, each player will control a single character in the
game, telling the game master (GM) how that character is
2 Bad Bd[4]
acting and what that character is intending to do (the player
3 Average Av[6] says what their character is intending to do rather than nar-
4 Decent Dc[10] rating what they have actually done since the character’s ac-
tion might not work out as intended). These characters are the
5 Great Gt[20] main protagonists of the story that is being created, and are
6 World Class Wc[30] called PCs.
7 Fantastic Fa[40]
The GM controls the other characters that the PCs interact
8 Astounding As[50] with; ranging from minor bit-parts that the PCs meet once to
9 Wondrous Wo[75] recurring villains, allies and contacts. These characters are
collectively referred to as NPCs. Generally both PCs and NPCs,
10 Phenomenal Ph[100]
even NPCs who are animals, robots, or some other strange
11 Single-Shift Ss[150] type of being, work using the same rules and game mechan-
12 Double-Shift Ds[200] ics.
13 Triple-Shift Ts[500] The capabilities of characters are generally measured by two
14 Planetary Pl[1000] sets of values, both of which are measured on the rank scale.
15 Stellar St[3000] The first set of values is a set of ability ranks. There are seven
of these, Fighting, Agility, Strength, Endurance, Reason, Intu-
16 Cosmic Co[5000] ition, and Psyche, and it is from the initials of these seven abil-
17 Infinite In[–] ity ranks from which FASERIP gets its name. All characters
have these, whether mundane or super powered. Each of a
As well as a value, each rank also has an index. Rank index is character’s abilities is measured with a particular rank on the
rarely used in these rules, and most things work on the value scale.
of a rank rather than its index. The game will make it clear
when the rank index should be used. In addition to these seven, characters will also have a Wealth
score and a Fame score, measured on the same scale, as their

8 – The Basic System


ability ranks, and two pools of points that are used during play: mathematical formula needed to crack the password of a
Health and Karma. All of these are described in more detail in computer system in order to cancel a nuclear launch might
the Character Creation chapter. require a Feat of Reason. There are two types of feat used in
the game, and both types require a roll of the dice in order to
The second set of values is a set of power ranks. Characters determine whether or not the feat has been successful and in
only have these if they have super powers, and again each of some cases also how successful the feat has been.
these is measured with a particular rank on the scale.
The first type of feat is a Simple Feat. This is the most com-
Rank Shifts mon type of feat and is used in most situations where the odds
Often, a rank will be modified by something. This may be the of success are based solely or primarily on the rank of the
action of a super power, or it may be something more ability or power being used to attempt the feat. To determine
mundane such as favourable or unfavourable conditions. the success of a simple feat, roll the dice and look on the
When a rank is modified, this is known as a Rank Shift. Rank universal chart on the back cover of this book.
shifts can be positive (which increase the rank) or negative
(which decrease the rank), and it is possible for more than The table shows the scale of ranks across the top from left to
one shift to be applied to a rank at once. right and results of the dice roll down the left hand side. To
find the level of success, look down the column for the rank
Rank shifts are usually denoted in this book by their direction being used for the feat until you find the row for the dice result.
and number, for example “+1 RS” means an increase of one The colour of the entry in that row and column indicates the
rank, whereas “–2 RS” means a decrease of two ranks. Rank level of success.
shifts are usually cumulative, and all rank shifts that apply in
a particular situation should be added together and combined — Fail: If the entry is White then the feat has failed.
into a single total rank shift before being applied to the rank — Bronze: If the entry is Bronze then the feat has succeeded,
in question. but only just. It will have the minimum effect that a success
on the feat could have.
There are four important limitations to always bear in mind — Silver: If the entry is Silver then the feat has succeeded
when applying rank shifts: with room to spare. Often this will have no additional effect
over and above the effect that a Bronze success would
— Always apply shifts to the rank itself, not the value; for ex- have had, but sometimes (depending on the type of feat
ample if something would normally have a rank of As[50] being attempted) a Silver success will grant additional ef-
and has –3 RS, the resulting rank is Gt[20], not As[47]. fect over and above the basic success.
— No rank can ever be shifted below Zero. — Gold: If the entry is Gold then the feat has succeeded with
— Ranks of Triple-Shift or lower can’t be shifted above Triple- ease. A Gold success will generally have the maximum ef-
Shift. fect that a success on the feat could have.
— Ranks of Planetary or higher can’t be shifted at all.
When something requires a simple feat in order to succeed,
Example: Monkey Nut, the sinister simian sorcerer, normally the rules will normally indicate what effect each type of suc-
has a Fantastic Strength, and will therefore do 40 damage in cess will have.
unarmed combat each time he hits his opponent. However,
when he eats a banana he gets a +1 RS to his Strength rank, If a simple feat is required for something and you are not told
giving him Astounding Strength. Therefore, after eating a ba- what the effect of each level of success is, assume that a Fail
nana he will do 50 damage in unarmed combat each time he results in the feat failing and that any other colour results in
hits his opponent. the feat succeeding with no additional effect other than basic
success (although you can still use the colour as a guide when
Dice narrating what happens).
All dice rolls in FASERIP are percentile rolls, in which you roll
two ten-sided dice to produce a number between 1 and 100. Example: Physique is fighting against Monkey Nut. With both
You can find ten-sided dice at your local hobby shop or buy of them being strong brawlers, they are in hand to hand com-
them online. Usually, you will get two of them in a set (along bat. Physique throws a punch at Monkey Nut, attempting to
with a bunch of other dice of different sizes), one of which will knock him out. In order to successfully hit her nemesis,
contain the numbers 0–9, and the other will contain the num- Physique must succeed in a simple Feat of Fighting.
bers 00–90.
Physique’s player rolls the dice and gets a 72. Checking the
When you roll the dice, you roll both together and simply add universal chart on the back cover of the book, she sees that a
the two results. For example, if you roll a 40 and a 7 then your result of 72 with Physique’s World Class Fighting ability is a
result is 47. The only exception to this is that if you roll Silver result.
a 00 and a 0 then this is a roll of 100, not a roll of 0.
A Silver result when attacking an opponent with a blunt melee
Feats attack such as a punch indicates that the attack has hit the
Ranks are not just used for their numeric values. They are also opponent, and the opponent takes damage and has possibly
used to determine whether or not a character is successful in been slammed.
a particular activity. For example, breaking down a wall will
require a Feat of Strength and working out the complex

The Basic System – 9


Had the result of the roll merely been 62, the result would have
just been Bronze. The attack would still have hit and damaged
Monkey Nut but there wouldn’t be the possibility to also slam
him. If the result of the roll had been 35 or less, Physique
would have failed to hit Monkey Nut at all.

The second type of feat is called a Ranked Feat and is used


in situations where the odds of success are largely based on
an outside measure rather than on the rank of the ability be-
ing used in the feat. A ranked feat is distinguished from a
simple feat in two ways.

Firstly, a ranked feat doesn’t have different degrees of success; Working Together
when making a ranked feat, you either succeed or fail rather Sometimes two or more people will work together to do some-
than potentially succeeding with extra effect. thing. For example, two people could try to lift something that
is too heavy for either to lift on their own, or two scientists
Secondly, a ranked feat has a difficulty; which is measured on could work together to invent something.
the standard rank scale.
In these cases, the person with the highest rank is considered
For example, trying to control someone’s mind with your Mind to be the primary person involved (and this person will be the
Control super power is a ranked feat. Unlike a simple feat, one who rolls the ranked feat if one is needed) and their rank
there aren’t different degrees of success; the mind control is then modified by the rank of their helper based on the
either works or it doesn’t. Also unlike a simple feat the difficulty helper’s rank compared to the primary person’s rank.
of controlling someone’s mind is not fixed – it depends on the
target’s Psyche . — Same Rank: +2 RS to primary person’s rank
— One Rank Lower: +1 RS to primary person’s rank
When attempting a ranked feat, you roll the dice and check
the ability being used for the feat as normal. However, instead Having a third or fourth person help will generally make the
of the colour representing the degree of success it just repres- task feel a bit easier but not make a large enough difference
ents a simple success or failure depending on how your ability to result in an increase the effective rank being used.
rank compares with the difficulty rank.
In the case where a large number of participants are working
— If your ability is more than one rank lower than the diffi- together, you may have to estimate the cumulative effect of
culty of the feat, you cannot succeed. their teamwork. Such situations tend to be more of a narrative
— If your ability is exactly one rank lower than the difficulty device than something that needs to be rolled or judged.
of the feat, you succeed only if you roll a Gold result.
— If your ability is the same rank as the difficulty of the feat, Example: Physique and Captain Steel have been alerted to a
you succeed if you roll a Silver result or better. beached whale. Unfortunately, it will take Astounding Strength
— If your ability is exactly one rank higher than the difficulty to get the whale back into the water, and Physique’s Strength
of the feat, you succeed if you roll a Bronze result or better. is only Fantastic.
— If your ability is more than one rank higher than the diffi-
culty of the feat, you automatically succeed and do not However, Captain Steel has World Class Strength, only one
need to roll. rank below Fantastic. With Captain Steel’s help, their com-
bined strength is Astounding – enough to manoeuvre the
Example: Having been slammed clear across the car park by whale back into the water to the applause of the gathered
Physique, Monkey Nut is in a bit of a pickle. However, he’s still beach-goers.
got at least one trick up his sleeve. Picking himself up off the
floor and turning to face Physique, he attempts to take control
of her using his mind control helmet.

In order to do this, Monkey Nut must succeed in a ranked


Feat of Psyche, pitting his Psyche against hers. Because Mon-
key Nut has Fantastic Psyche and Physique only has World
Class Psyche, Monkey Nut’s target for the feat is one rank
lower than his power rank and he therefore only needs a
Bronze result to temporarily take control of Physique’s mind.
The GM rolls the dice for Monkey Nut and rolls a 77. This is a
Silver result, which is more than enough for Monkey Nut to
successfully take control of Physique. In fact it would still have
succeeded even if Physique had had Fantastic Psyche.

10 – The Basic System


Character Creation
Character Basics Step 1: Hero Type
A character in FASERIP is defined by a number of features, Some super powered characters were simply born with their
and these features are determined by the player in a number powers through some quirk of genetics. Some were born as
of steps during the creation of that character. normal people and acquired their powers in an accident or an
experiment; or through advanced training or equipment of
Example: Andrew is starting a new campaign, and Sofia needs some kind. Others were born on another world or in another
to create a character to play in it. Throughout this chapter we dimension. Still others weren’t born at all but were artificially
will follow Sofia’s creation of her super hero character using created.
these rules.
FASERIP splits characters up into six broad types. You must
Campaign Rank choose a hero type as the first step of character generation
Before you can generate a character, you must know the cam- and this choice of hero type drives the rest of the character
paign rank that the character will be generated for. The cam- generation process.
paign rank is set by the GM and serves as a rough measure
of the power of the character. The six hero types are:

Characters created using the same campaign rank won’t all Artificial
be cookie-cutters of each other, but they will be close enough The character was not born, but created. Maybe they are a
in power level to operate in the same super team effectively. robot or android, or maybe they are some kind of golem or
You won’t accidentally get one character who is strictly street- even an undead creature.
level and another who is cosmically powered in the same team.
Heroes with the Artificial origin start with fewer super powers
The default campaign rank is World Class, which means that than other characters, but make up for this by gaining +2 RS
super heroes are significantly better than normal people (the to their Strength rank after generating their ability ranks,
“average” super hero is as agile as an Olympic gymnast and gaining the Life Support power at campaign rank for free.
as smart as a Nobel laureate) but not completely untouchable
when it comes to non-super agents and criminals. Birthright
The character was either born with their powers or born with
Example: Andrew declares that his campaign will use the de- the potential to have powers which then later manifested
fault campaign rank of World Class. themselves, possibly at puberty or at a time of great stress.
While this origin is usually used for characters who’s powers
Step by Step stem from genetic mutations, it can also be used for charac-
Creating a character is done in a number of steps. Generally, ters with other power types such as having natural magical or
it’s easier to perform these steps in the order in which they psychic powers due to being born when the stars were right,
are given in this book, because later steps might modify things or possessing some mystical bloodline.
that were done in earlier steps and therefore doing them out
of order can result in confusion about the exact numbers and Heroes who have the Birthright origin have more points to
ranks that the character should have. spend on super powers than other characters.

However, that doesn’t mean that you shouldn’t think about fu- Gimmick
ture steps when doing a character. For example, just because The character’s powers come from items of one kind or an-
you generate your character’s ability ranks and origin story other. These may be technological devices, magical items, cos-
after you have generated their powers doesn’t mean you can’t mic focuses, or any other type of item, but whatever they are
already have ideas for both of those in the back of your mind the powers are in the items, not the character themselves.
when choosing which powers to take.
The character may have invented and built the items them-
The nine steps of character generation are: selves or may have acquired them via some other means.

— Step 1: Hero Type Heroes with the Gimmick origin have fewer powers than other
— Step 2: Base Powers characters, but make up for this by being able to increase the
— Step 3: Power Modifiers rank of any one of their mental abilities (Reason, Intuition or
— Step 4: Ability Ranks Psyche) by +2 RS after generating ability ranks; and if they
— Step 5: Hero Type Bonus chose to take the Resistance (Damage) power they may
— Step 6: Benefits choose for it to be a battle-suit.
— Step 7: Weakness
— Step 8: Origin Story If a hero with the Gimmick option chooses to have a battle-
— Step 9: Finishing Touches suit they gain +1 RS to each of their physical ability ranks
(Fighting, Agility, Strength, and Endurance) while wearing the
battle-suit but –1 RS to each of their physical ability ranks
while not wearing it.

Character Creation – 11
Hero Types Table
Die Roll Hero Type Powers Ability Ranks Benefits Special
01–05 Artificial 9 points 21 points 4 points +2 RS Strength, Life Support
06–30 Birthright 15 points 21 points 4 points
31–55 Gimmick 12 points 21 points 8 points +2 RS any mental, Battlesuit
56–65 Trained 6 points 25 points 12 points
66–90 Transformed 13 points 23 points 4 points
91–100 Visitor 12 points 27 points 4 points

Trained

The character’s powers come as the result of intensive train- Power/Ability Cost Table
ing, possibly self taught or possibly after studying under a Points Rank
secret master or similar. This is a common origin for cos-
tumed vigilantes, martial artists, and magicians. 1 point Decent
2 points Great
Heroes with the Trained origin have the fewest points to spend
3 points World Class
on super powers, but make up for this by having a large num-
ber of points to spend on ability ranks and benefits. 5 points Fantastic
8 points Astounding
Transformed
The character was born a normal human, but some incident Example: Sofia decides that she wants to play an elemental
transformed them into their heroic self. They may have been construct made of pure force, which means that she will be
in an experiment (either deliberately or reluctantly) or their using the artificial hero type, She notes down that she will
powers may simply be the result of a bizarre accident. have 9 points to spend on powers, 21 points to spend on ability
ranks, 2 points to spend on benefits, and that she will be
Heroes with the Transformed origin have slightly more points adding +2 RS to her Strength and gaining the Life Support
to spend on both super powers and ability ranks, but this is power.
generally the most average hero type for players who do not
want their characters pushed in any particular direction. Step 2: Base Powers
While anyone may be very strong, normal people simply can’t
Visitor fly or shoot lasers from their eyes or turn into diamond or
The character is from another place. Maybe they are an alien anything weird like that. Just like abilities, each power has a
from another planet, or maybe they are a supernatural being rank, and the rank indicates how good the power is at what it
from another dimension. Depending on exactly where they are does. Depending on the individual power this may represent
from, their powers may be of almost any type. movement speed, damage, difficulty to resist, duration, or any
other variable factor. The specific ways in which rank affects
Heroes who have the Visitor origin have the most points to each power is given in that power’s specific power description,
spend on ability ranks. in the Power Descriptions chapter.

Selecting a Hero Type The hero type that you have chosen will provide you with a
You may freely choose which hero type your character has. number of points with which to buy super powers. Each power
Select one from the Hero Types Table (the die roll column is you buy will cost you between one and eight powers, depend-
just there in case you can’t decide and wish to choose ran- ing on the rank at which you buy it.
domly) and note down how many points you have to spend in
each of the other steps. If you have a specific character idea Powers bought at the campaign rank cost 3 points, with
in mind for whom the point values above do not fit, then with powers –1 RS and –2 RS from that costing 2 and 1 points
GM approval you can use a hero type for your character that respectively, and powers +1 RS and +2 RS from that cost-
does not match their actual origin. ing 5 and 8 points. The Power/Ability Cost table shows these
costs assuming that you are using the default campaign rank
of World Class.

If you are using a higher or lower campaign rank you should


increase or decrease the rank that you get for each point cost
accordingly. For example, if your campaign rank is Decent
then you should shift the ranks in the table up by two, so
that 1 point buys you a power at Bad rank, 2 points buys you
a power at Average rank, 3 points buys you a power at Decent
rank, 5 points buys you a power at Great rank, and 8 points
buys you a power at World Class rank.

Character
12 – Character
Creation
Creation
– 12

Personal Powers Table
Die Roll Power Choice Common Power Extensions
01–02 Ability Boost Ability
03–05 Ability Increase Ability
06–07 Alter Ego
08–11 Animal Mimicry
12–18 Aura Damage Type Blast, Energy Control, Flight, Life Support, Resistance
19–24 Density Phasing
25 Dimensionality Dimensions
26–30 Energy Form Energy Type Energy Control
31 Evolution
32–33 Explosive Form Teleport
34–37 Extra Body Parts Type
38–42 Fast Attack
43–47 Fluid Form
48–51 Gaseous Form
52–58 Growth Shrinking
59–62 Material Mimicry Adaption, Growth, Shrinking, Transformation
63 Nemesis Danger Sense, Detection (Powers)
64–67 Plant Mimicry Plant Control
68–70 Power Mimicry Detection (Powers), Nemesis
71–75 Shadow Form
76–82 Shrinking Growth
83–88 Solid Form
89–93 Stretching Dimensionality, Flight, Fluid Form, Resistance, Transformation
Transformation Fluid Form, Solid Form, Gaseous Form, Growth, Shrinking, Stretching,
94–100 Target Type Power Mimicry

Movement Powers Table


Die Roll Power Choice Common Power Extensions
01–06 Burrowing
07–26 Flight
27–38 Leaping
39–48 Phasing
49–53 Spinning Air Control, Fast Attack, Flight, Super Senses, Super Speed
54–67 Super Speed Air Control, Fast Attack, Phasing, Regeneration, Spinning, Vibration Control
68–77 Swinging
78–89 Teleportation
90–100 Wall Crawling

Sensory Powers Table


Die Roll Power Choice Common Power Extensions
01–20 Danger Sense Ability Rank
21–42 Detection Type
Environmental
43–57 Awareness Mind Control, Plant Control, Precognition, Postcognition, Weather Control
58–68 ESP
69–100 Super Senses Senses

Character Creation – 13

Ambient Powers Table
Die Roll Power Choice Common Power Extensions
Air Control Affliction, Blast, Flight, Force Field, Resistance, Servant, Super Senses,
01–06 Weather Control
07–13 Cold Control Absorption, Affliction, Aura, Binding, Blast, Fire Control, Resistance
Darkness Control Absorption, Blast, Dazzle, Emotion Control, Energy Drain, Flight,
14–17 Force Field, Resistance, Servant, Super Senses, Teleport
18–22 Earth Control Binding, Burrowing, Force Field, Gravity Control, Resistance, Servant
Electrical Control Ability Boost, Absorption, Aura, Flight, Machine Control, Resistance,
23–30 Super Speed, Teleport
31–38 Fire Control Absorption, Affliction, Aura, Blast, Dazzle, Flight, Resistance, Servant, Strike
39–42 Force Control Blast, Binding, Strike
43–44 Friction Control Binding, Binding Resistance, Dazzle, Fire Control, Wall Crawling
45–47 Gravity Control Ability Boost, Blast, Flight, Force Field, Super Senses, Telekinesis
48–51 Images Dazzle, Duplication, Invisibility, Mental Illusions
Light Control Absorption, Energy Form, Blast, Darkness Control, Flight, Force Field,
52–56 Healing, Images, Invisibility, Resistance, Strike
57–58 Machine Control Gadgets, Interface
Magnetic Control Binding, Blast, Detection (Magnetic), Flight, Machine Control,
59–63 Power Nullification, Super Senses, Telekinesis
64–65 Plant Control Affliction, Binding, Life Support, Plant Mimicry, Servant, Teleport
66 Probability Control
Radiation Control Absorption, Affliction, Aura, Dazzle, Fire Control, Flight, Force Field,
67–68 Power Nullification
69 Servant
Sonic Control Absorption, Blast, Corrosion, Energy Form, Flight, Force Field, Images,
70–74 Mind Control, Resistance, Super Senses
75–76 Spatial Control Duplication, Growth, Shrinking, Stretching, Super Speed, Teleport
77–82 Telekinesis Blast, Flight, Force Control, Force Field
83 Time Control Duplication, Fast Attack, Precognition, Postcognition, Stunning, Super Speed
84 Transmutation Servant, Alteration Ray
Vibration Control Absorption, Burrowing, Corrosion, Dimensional Travel, Flight, Force Field,
85–88 Phasing, Power Nullification, Resistance, Sonic Control, Super Senses
89–93 Water Control Affliction, Aquatic, Cold Control, Servant, Weather Control
Weather Control Affliction, Air Control, Blast, Cold Control, Darkness Control, Fire Control,
94–100 Flight, Life Support, Resistance

Survival Powers Table


Die Roll Power Choice Common Power Extensions
01–06 Absorption Damage Type
07–09 Adaption Environmental Awareness, Regeneration, Resistance
10–14 Aquatic Environmental Awareness, Leaping, Servant
15–30 Force Field
31 Immortality Regeneration, Resistance
32–36 Invisibility Alteration Ray
37–54 Life Support Types
55–68 Mind Shield
69–71 Reflection
72–75 Regeneration Immortality
76–100 Resistance Dmg./Power Type

Character
14 – Character
Creation
Creation
– 14

Targeted Powers Table
Die Roll Power Choice Common Power Extensions
01–06 Affliction Energy Drain
07–10 Alteration Ray Type Varies
11–18 Binding
19–32 Blast Damage
33–37 Corrosion Resistance
38–43 Dazzle Sense Resistance
44–48 Emotion Control Ability Boost
49 Empowerment
50–52 Energy Drain
Healing Adaption, Affliction, Alteration Ray, Energy Drain, Power Nullification,
53–54 Resistance
55–59 Interface Machine Control
60–65 Mental Blast
66–70 Mental Illusions Dazzle, Images, Invisibility, Mental Blast, Mind Control
71–73 Mind Control Ability Boost, Invisibility
74–75 Power Boost Empowerment
76–80 Power Suppression Energy Drain
81–89 Strike
90–95 Stunning
Telepathy Detection (Emotion), Detection (Powers), ESP, Invisibility, Mental Blast,
96–100 Mental Illusions, Mind Control, Mind Shield, Super Senses

Esoteric Powers Table (Check with GM before using)


Die Roll Power Choice Common Power Extensions
01–05 Astral Projection Dimensional Travel, Dream Control, Super Senses (Spirit Sight)
06–17 Dimensional Travel Teleport
18–20 Dream Control Astral Projection, Mental Illusions, Telepathy
21–28 Duplication
29–32 Gestalt Mind Shield
33–47 Gadgets
48–50 Invulnerability Dmg./Power Type
51–53 Postcognition
54–57 Power Combination Powers
58–62 Precognition Danger Sense, Probability Control, Time Control
63–72 Reality Alteration Partial Stunts
73–94 Sorcery
Spirit Control Astral Projection, Energy Drain, Power Suppression, Servant,
95–100 Super Senses (Spirit Sight)

Character Creation – 15
In such cases, the GM is advised to make a pre-adjusted copy Firstly, she chooses Great Teleportation in order to give her
of the table for players to use, rather than making the players some movement capability. This costs 2 points leaving her with
adjust their costs on the fly. four.

However, for most campaigns, the campaign rank will be Since her idea is that her character will be comprised of a
World Class and the table will not need adjusting. sentient bubble of force, she decides to get World Class Invis-
ibility. This costs another 3 points, so she now only has a single
Choosing Powers point left – enough to get a power at Decent rank.
Providing you have the points for it, you can freely choose
super powers from any of the tables in this chapter other than Looking through the other powers, Sofia decides that she
the Esoteric Powers table. For example you could wants Decent Super Senses. This power forces her to pick a
spend 3 points to get World Class Flight or 5 points to get number of senses equal to the power index of her power. De-
Fantastic Mental Illusions. cent power rank has an index of 4, so she needs to pick four
senses. She chooses Circular Vision, Directional Sense, Spatial
Other than the powers on the Esoteric Powers table, there is Sense, and Telelocation.
no difference between the powers on different tables. They are
merely split into roughly themed groups for convenience. Sim- Sofia has now spent all 9 of her points.
ilarly, the die roll column on each table is merely for conveni-
ence so that you can roll for inspiration if you like. However, Choosing Balanced Powers
rolling is entirely optional. While you are free to spend your points how you like and
choose any powers, it is important to consider the balance
Some powers force you to make a choice when you take the between having a small number of very powerful super powers
power. For example, the Blast power lets you fire some kind of and having a larger number of weak powers.
missile attack (usually a blast of energy of some kind, but it
could also be a physical missile) at your opponents. You must Similarly, you should consider how much variety there is in the
choose what type of damage the attack will do. Powers that powers you are buying.
require a choice in this manner are indicated on the table, and
for more detail about each choice you should look up the While the exact number of powers you get will depend on your
power in the Power Descriptions chapter. hero type and the number of points you have to spend on
them, you are advised to follow these guidelines.
Additionally, many powers let you take other powers as exten-
sions to them. Extensions are ways in which you can use a — Don’t take more than one power at higher than campaign
power in a way that does something different, replicating an- rank.
other power. For example, the Gravity Control power has Flight — Make sure not all your powers are below campaign rank.
as a possible extension because you can learn to use Gravity — Make sure you have powers from multiple tables to make
Control to lift yourself off the ground and fly. your character more versatile.

Common extensions for many powers are listed in the tables, These are only guidelines, not hard rules, so you are free to
to give you ideas on how you will be able to extend your go against them; but you should be aware of them so that if
powers in step 3 of character creation (and after character you don’t follow them you are conscious that you are making
creation as described in the Getting Better chapter). a character that might be badly balanced.

If the power extensions listed for a particular power pique your Example: Sofia’s character fits most of these guidelines. The
interest, you are advised to read the power’s description in the GM is slightly concerned that she has not taken any offensive
Power Descriptions chapter for full details of how the listed powers, but she assures him that she is going to do so in the
extensions work with the power. Sometimes an extension is next step by taking the Blast power extension on her Force
assumed to have a particular flaw or type. For example the Control.
Flight power is listed here as an potential extension of the
Stretching power. However, checking the details in the Power Esoteric Powers
Descriptions chapter shows that when extending the Stretch- Although powers on the Esoteric Powers table can be bought
ing power to fly it only stretches (pun intended) to gliding, not like any other, you should consult your GM before buying one.
to full flying. Again, the listings here are a guideline only and While not necessarily more powerful than other super powers,
you should consult the Power Descriptions chapter for full de- the powers on this table all have the potential to disrupt the
tails. game, and therefore you might want to avoid using them (or
your GM might not want them used).
Example: Sofia immediately chooses the Force Control power
for her character, and spends 3 points to get it at World Class None of the potential problems introduced by these powers
(which is the campaign rank). This leaves her with six points, are insurmountable, and they are all playable; but you might
enough for another two other powers at similar rank. need an agreement beforehand about how (and how often)
they will be used.
However, rather than going for two more powers at the same
rank, Sofia decides to go for three more powers at lower — Astral Projection: If one hero is able to astrally project and
ranks. the other heroes aren’t, this can lead to long stretches of

16 – Character Creation
the game when the astrally projecting hero is taking up all you can use the Random Power Ranks Table as a quick way to
of the GM’s time and the other players are getting bored. select a point distribution for your hero type.
— Dimensional Travel: This power relies on there being an
established set of alternate dimensions that can be trav- This table assumes that your GM is using the default Cam-
elled to in the GM’s setting. This might not be the case. paign Rank of World Class. If your GM is using a higher or
— Dream Control: If one hero is able to control or travel into lower Campaign Rank than that, you will need to adjust all the
dreams and the other heroes aren’t, this can lead to long listed ranks up or down my one or more rank shifts.
stretches of the game when the dream controlling hero is
taking up all of the GM’s time and the other players are Example: Miles is also creating a character for Andrew’s cam-
getting bored. paign, but would rather roll a completely random character.
— Duplication: A hero who can split up into multiple forms
can end up needing to take a combat action for each of Firstly, he rolls to see what hero type his character has, and
those forms when there is a fight, and this can slow fights gets a 23, indicating that his character has the Birthright hero
down to a crawl and give that hero’s player far more of the type. Rolling on the Random Power Ranks Table, Miles gets
spotlight than other players. a 26 – his character will have one power at Astounding rank,
— Gestalt: If two player characters form a gestalt controlled two powers at World Class rank, and one power at Decent
by one player, the other player might end up with long rank.
stretches of the game where they have nothing to do and
get bored. If he had chosen to buy powers rather than rolling randomly,
— Gadgets: This power requires the player of the hero that one Astounding power, two World Class powers, and one De-
has it to be able to come up with ideas of what other power cent power would have cost 15 points; the normal number of
they would like it to emulate during the game, and this can points that a Birthright character is given to spend on powers.
slow the game down while they look through the book try-
ing to decide what sort of gadget to make. To determine which table to roll on for each power, roll on the
— Invulnerability: While it is flavourful and fitting for some Power Types Table once for each power, and then roll on the
heroes to be invulnerable to a particular type of damage table for powers of that type to determine the exact power.
or power, being invulnerable to too broad a range of dam-
age or effects can be unbalancing, and all requests to take To avoid randomly rolling a character with lots of redundant
this power should be carefully considered by the GM. powers of the same type, if you roll a type for a power that you
— Postcognition: If the GM and players are intending to play have already used, roll again until you get a type that you have
an investigative game this power can short-circuit such in- not yet used.
vestigations, ruining the fun.
— Power Combination: The GM should review which power Example: Miles’ first power is at Astounding rank. Rolling on
effects are being put together to ensure that the particular the Power Types Table he gets a 35, so this is a movement
combination of power effects chosen is not unbalanced. power. Rolling an 08 on the Movement Powers Table indicates
— Precognition: If the GM and players are intending to play that this power is Flight, and therefore his character has
an investigative game this power can short-circuit such in- Astounding Flight.
vestigations, ruining the fun.
— Reality Alteration: This power requires the player of the For the first of his two World Class powers he rolls a 75 on the
hero that has it to be able to come up with ideas of what Power Types Table – a survival power; and rolls a 39 on the
other power they would like it to emulate during the game, Survival Powers table resulting in World Class Life Support.
and this can slow the game down while they look through
the book trying to decide what sort effect to produce. For the other World Class power he rolls a 30 on the Power
— Sorcery: This power requires the player of the hero that Types Table. This would give him another movement power, a
has it to be able to come up with ideas of what other power type of power that he already has, and so he re-rolls and gets
they would like it to emulate during the game, and this can a 46. This is an ambient power, and a roll of 56 on the Ambient
slow the game down while they look through the book try- Powers Table reveals it to be World Class Light Control.
ing to decide what sort of spell to cast.
— Spirit Control: This power relies on there being spirits in Finally, he rolls for his Decent power. His first three rolls
the GM’s setting. This might not be the case. (59, 29, and 18) are all rejected as being types of power he
already has, but his fourth roll, 02, is a new type – a personal
Random Power Generation power. Rolling a 36 on the Personal Powers Table gives him
The system above assumes that you are going to choose your Decent Extra Body Parts.
powers and their ranks. However, you may prefer to roll en-
tirely randomly to see what powers you get. Although he wants to generate a random character, Miles feels
that the Extra Body Parts really doesn’t fit with the rest of the
If this is the case, roll on the Random Power Ranks Table to powers he’s rolled, so he re-rolls it on the Personal Powers
see how many powers you get and what ranks they are. table; getting a 76, Shrinking.

These ranks always add up to the same number and strength He now has Astounding Flight, World Class Life Support, World
of ranks that you would have got spending points yourself, they Class Light Control, and Decent Shrinking.
just represent a number of pre-defined point distributions.
This means that even if you don’t want to roll powers randomly

Character Creation – 17
Random Power Ranks Table (Optional)
Roll Artificial Birthright Gimmick Trained Transformed Visitor
1 x Astounding 1 x Astounding 1 x Astounding 1 x Astounding
1 x Astounding 1 x Fantastic
01–12 2 x World Class 1 x World Class 1 x World Class 1 x World Class
1 x Decent 1 x Decent
1 x Decent 1 x Decent 1 x Great 1 x Decent
1 x Fantastic 1 x Astounding 1 x Fantastic
1 x Astounding 1 x Fantastic 1 x Astounding
13–29 1 x World Class 2 x World Class 2 x World Class
2 x Great 1 x Decent 2 x Great
1 x Decent 1 x Decent 1 x Great
1 x Fantastic 1 x Fantastic 1 x Fantastic 1 x Fantastic
1 x Fantastic
30–50 3 x World Class 2 x World Class 2 x World Class 2 x World Class 2 x World Class
2 x Great 1 x Decent 1 x Decent 1 x Great 1 x Decent
1 x Fantastic 1 x Fantastic 1 x Fantastic 1 x Fantastic
51–71 3 x World Class 3 x World Class 1 x World Class 2 x World Class 1 x World Class 1 x World Class
1 x Decent 2 x Great 3 x Decent 2 x Great
2 x World Class 1 x Fantastic 1 x World Class 1 x Fantastic
4 x World Class
72–88 1 x Great 5 x World Class 3 x Great 1 x Great 3 x Great
1 x Decent
1 x Decent 1 x Decent 1 x Decent 1 x Decent
1 x World Class
1 x World Class 3 x World Class
89–100 5 x World Class 4 x World Class 1 x Great 4 x World Class
3 x Great 2 x Great
1 x Decent

Power Types Table (Optional) Applying Edges and Flaws


Die Roll Power Type Once you have finished determining your powers, you may ap-
ply edges and flaws to them. While you may already have spe-
01–15 Personal Powers cific edges or flaws in mind when you choose a power, you
16–35 Movement Powers should wait until you have finished spending all your points
buying base powers before applying the edges or flaws. This is
36–45 Sensory Powers
because edges and flaws can change the rank of a power, and
46–65 Ambient Powers this can get confusing if you have not yet finished spending
66–80 Survival Powers points and may wish to alter the number of points you have
allocated to the power.
81–100 Targeted Powers
Check the full descriptions of each of your powers in the
Step 3: Power Modifiers Power Descriptions chapter to ensure that you know how they
Super powers are not all equal. Two characters might have the work. The descriptions in that chapter include a list of edges
same power, and might even have it to the same power rank. and flaws for each power, usually including potential power
However, one of them might have a much more flexible ver- extensions.
sion of the power that can be used in clever ways in which the
other more limited version can’t. You are free to modify your powers by adding edges and flaws
to them (including power extensions) at this time. However,
By default, all powers are acquired in a fairly average form. each edge or flaw that you take on a power must be balanced
Each power is described in the Power Descriptions chapter, by doing one of the following:
and these descriptions show how each power usually works
and what it usually does. However, the majority of powers come — Taking an edge and a flaw together, with the flaw being
with suggested edges and flaws. By adding edges and flaws to taken on a power that has the same or higher rank as the
a power, the power can be personalised to fit the character power that is getting the edge (they can both be on the
better, and also give the character more flexibility and unique- same power).
ness. — Taking an edge and a –1 RS together, with the rank shift
being taken on a power that has the same or higher rank
However, it is never compulsory to add an edge and/or flaw to as the power that is getting the edge (they can both be on
a power. There is nothing wrong with having a character whose the same power).
powers are “by the book”. The character won’t be weaker or — Taking a flaw and a +1 RS together, with the rank shift being
inferior to a character who has edges and/or flaws on their taken on a power that has the same or lower rank as the
powers. power that is getting the flaw (they can both be on the
same power, unless that power is already higher rank than
Power Extensions are a special type of edge that can be taken. any other power you have).
A power extension allows the power to be used in a way that
emulates a different power. The emulated power is always con- The additional power gained by extending a power can be
sidered to be at the same rank as the power that is being used given edges and flaws just like any other power. However, a
for the emulation and is considered to be part of that power power extension is always the same rank as the power it is
for purposes of things that boost or inhibit the power rather extending, so you can’t modify the rank on an extension in
than a second independent power. exchange for edges and flaws taken on other powers.

18 – Character Creation
If you take an edge that is a power extension and the power Step 4: Ability Ranks
extension comes with a built-in flaw, then the built-in flaw can- Each character has seven ability ranks which show the char-
not be used to offset the edge that you are taking. Neither can acter’s level of prowess in different areas. In each case, a typ-
it be used to offset a new edge given to the power extension. ical (not super powered) person would have a rank of Average,
and anything that is Fantastic or higher is considered to be
Example: Sofia wishes to add the Blast power extension to her super-human, and counts as a power (which means that it can
Force Control power. This gives her the Blast power at the be used for power stunts). The seven abilities are:
same rank as her Force Control power (World Class), and
anything that enhances or nullifies her Force Control will en- Fighting
hance or nullify her Blast alongside it. A character’s Fighting rank shows how good they are in hand
to hand combat and combat with melee weapons. It is most
She pays for this power extension by taking the Chameleon often used in combat where your character will be required to
flaw on her Invisibility power – while her character is trans- succeed in Feats of Fighting in order to hit your opponents.
parent, they are not entirely invisible. Your Fighting rank also contributes to your Health pool, since
being better at fighting enables you to better avoid incoming
Sofia is allowed to do this because her Invisibility power is the attacks.
same rank as her Force Control power. She would not have
been allowed to pay for her Blast power extension by taking a Agility
flaw on her Teleportation power, because that is only Great A character’s Agility rank shows how agile, graceful and dex-
rank. terous they are. It may be used when a character needs to
perform some kind of acrobatic or gymnastic feat, but Feats
of Agility are most commonly used to determine the level of
success of any ranged attacks that your character makes.
Your Agility rank also contributes to your Health pool, since a
high Agility enables you to better avoid incoming attacks and
turn solid hits into glancing blows.

Strength
A character’s Strength rank is pretty straightforward: it shows
how physically strong they are. It is used when a character
tries to lift a heavy item or break through something that is
tough, and its associated rank value is used as the base
amount of damage done when your character hits someone
in unarmed combat. The value associated with a character’s
Strength rank also contributes to their Health pool, since
stronger characters are able to shrug off or deflect more
blows.

Endurance
A character’s Endurance rank shows how tough they are.
Characters with high Endurance ranks are able to better resist
the special effects of particularly strong attacks, and are less
likely to succumb to certain powers. The rank value associated
with your character’s Endurance rank also contributes to their
Health pool, since the tougher they are the harder they are to
take out in combat.

Reason
A character’s Reason rank shows how intelligent they are when
it comes to logical deduction and invention. Feats of Reason
are rarely used, and Reason is mostly a guide to role-playing
your character. However, a high Reason rank can be used to
perform many imaginative power stunts involving the inven-
tion of things (often accompanied by suitable technobabble).

Intuition
A character’s Intuition rank shows how intelligent they are
when it comes to intuitive thinking, inspiration and perceptive-
ness. It can also be a weak indicator of how lucky someone is.
Feats of Intuition are used when a character needs to spot
something out of the ordinary such as a death trap or an am-
bush (these feats are usually made against a static rank set by
the GM).

Character Creation – 19
Random Ability Ranks Table (Optional)
Roll Artificial Birthright Gimmick Trained Transformed Visitor
1 x Astounding 1 x Astounding 1 x Astounding 1 x Astounding
2 x Astounding 2 x Astounding
1 x Fantastic 1 x Fantastic 1 x Fantastic 1 x Fantastic
1 x World Class 2 x World Class
1–15 1 x World Class 1 x World Class 1 x World Class 2 x World Class
2 x Great 2 x Great
1 x Great 1 x Great 1 x Great 1 x Great
2 x Decent 1 x Decent
3 x Decent 3 x Decent 3 x Decent 2 x Decent
1 x Astounding 1 x Astounding
1 x Astounding 1 x Astounding 1 x Astounding 1 x Fantastic 3 x Fantastic 2 x Fantastic
3 x World Class 3 x World Class 3 x World Class
16–35 3 x World Class 2 x World Class 2 x World Class
1 x Great 1 x Great 1 x Great 1 x Great 2 x Decent 1 x Great
2 x Decent 2 x Decent 2 x Decent 1 x Decent 1 x Decent
1 x Astounding
2 x Fantastic 2 x Fantastic 2 x Fantastic 3 x Fantastic 3 x Fantastic 2 x Fantastic
36–65 3 x World Class 3 x World Class 3 x World Class 3 x World Class 4 x Great 1 x World Class
2 x Decent 2 x Decent 2 x Decent 1 x Decent 3 x Great

2 x Fantastic 2 x Fantastic 2 x Fantastic 3 x Fantastic 2 x Fantastic 4 x Fantastic


66–85 1 x World Class 1 x World Class 1 x World Class 2 x World Class 3 x World Class 1 x World Class
4 x Great 4 x Great 4 x Great 2 x Great 2 x Great 2 x Great

1 x Fantastic 1 x Fantastic 1 x Fantastic 2 x Fantastic 1 x Fantastic 3 x Fantastic


86–100 4 x World Class 4 x World Class 4 x World Class 5 x World Class 6 x World Class 4 x World Class
2 x Great 2 x Great 2 x Great

Psyche This leaves her with World Class Fighting, Fantastic Agility,
A character’s Psyche rank shows their strength of mind and Great Strength, World Class Endurance, Great Reason, World
their willpower. It also shows their resistance to pain and the Class Intuition, and World Class Psyche.
ability to carry on despite hardship. It is often used in feats
involving mental powers. Feats of Psyche are used when per- Random Ability Rank Generation
forming actions using mental super powers. Just like with powers, you may wish to generate your ability
scores randomly rather than spend points on them.
Generating Ability Ranks
Ability ranks are generated in the same manner as super To do this, roll on the Random Ability Ranks Table to determine
powers – by spending points on them. The Hero Types Table what ability ranks you have to distribute.
shows how many points each hero type gets to spend on abil-
ity ranks. As with generating random power ranks, these ranks always
add up to the same number and strength of ranks that you
Ability ranks have the same cost as powers, based on the cam- would have got spending points yourself, they just represent a
paign rank of the game. The only difference between buying number of pre-defined point distributions. This means that
ability ranks and buying powers is that you must spend at least even if you don’t want to roll ability ranks randomly you can
one point on each of the seven ability rank. It is not possible use the Random Ability Ranks Table as a quick way to select a
for a character to be missing an ability rank. point distribution for your hero type.

Example: Sofia has 21 points to spend on ability ranks, and she This table assumes that your GM is using the default Cam-
must spend at least one point on each ability rank. paign Rank of World Class. If your GM is using a higher or
lower Campaign Rank than that, you will need to adjust all the
She starts by simply making all seven ability ranks World listed ranks up or down my one or more rank shifts.
Class, since that conveniently costs 21 points, and then decides
what she should increase and what she should decrease ac- Once you have generated the list of ability ranks from the
cordingly. table, you can either select which of the seven abilities you
wish to use each of those ranks for or use the Random Ability
Looking at her powers, she realises that she is going to need Table to help you decide on the order.
Agility to accurately shoot her force bolts and Intuition for her
telelocation, so she increases her Agility to Fantastic. This Obviously each ability only has a single rank, so it may take a
costs five points instead of three, so she has to claw back two number of re-rolls to avoid duplicates.
points from other ability ranks. Not wanting to drop her Intu-
ition, she drops her Strength and Reason both down to Great. Example: Miles is still generating his character at random, and
he rolls on the Random Ability Ranks Table to determine what
ability ranks his character will have.

20 – Character Creation
Random Ability Table (Optional) She chooses not needing to breathe, sleep, or eat, and being
Die Roll Ability immune to ambient vacuum, pathogens, and cold.
01–14 Fighting
Step 6: Benefits
15–28 Agility The hero type that you have chosen for your character
29–42 Strength provides you with a number of points to spend on benefits.
43–58 Endurance Each point may be spent on one of the following (each of
which is described in more detail below):
59–72 Reason
73–86 Intuition — Wealth: You gain a +1 RS to your Wealth rank.
87–100 Psyche — Fame: You gain +1 RS to your Fame rank.
— Specialities: You gain a speciality of your choice (this may
be the same one twice).
Miles rolls a 76, and given that his character has the Birthright — Contacts: You gain a contact.
hero type, this means that he will have two Fantastic abilities,
one World Class ability, and four Great abilities. You may acquire the same benefit more than once.

Rolling on the Random Ability Table for each of these ranks in Example: Sofia’s character has the artificial hero type, so she
turn, Miles gets a 23 on his first roll, so he has Fantastic Agil- starts with four points to spend on benefits.
ity, and a 77 on his second roll, giving him Fantastic Intuition.
His third roll is a 26, which is Agility again so he re-rolls it and Wealth
gets a 51, giving him World Class Endurance. Your character’s Wealth rank shows how much money and
resources they have access to, and consequently it shows the
Since the rest of his ability ranks are all the same, Miles kind of lifestyle that they can afford. Just like ability ranks,
doesn’t need to roll for them. He notes that his character has Wealth is measured on the standard rank table, and each rank
Great Fighting, Great Strength, Great Reason, and Great has a default lifestyle associated with it.
Psyche.
All super heroes are assumed to start with Average Wealth
Miles is happy with these ability ranks, because he sees the unless they have spent any of their benefit points on rank
Fantastic Agility complementing his character’s Astounding shifts to improve their Wealth rank.
Flight nicely, making him an agile flyer. Combining this with
his shrinking and his ability to dazzle people by controlling It is possible to start with less than Average Wealth if that fits
light, Miles decides that his hero is going to be called Firefly. your character’s origin story, and each rank of Wealth that you
sacrifice in this manner gives you an extra bonus point to
Step 5: Hero Type Bonus spend on Fame, specialities, or contacts.
Most characters can skip this step, but characters with either
the artificial or the gimmick hero type need to perform an Example: Since Sofia’s character is an artificial being that has
additional step after having bought their ability ranks. no need of food or housing, she decides that it will simply
wander and have no material possessions of any kind – at
— Artificial: Increase your Strength by two ranks. Give your- least at the start of the game.
self the Life Support power at campaign rank.
— Gimmick: Increase either your Reason, Intuition, or Psyche She therefore drops its Wealth down from Average to Zero,
by two ranks (your choice of which). If you have the Res- and gains another three points to spend on other benefits,
istance (Damage) power, you may choose to have this bringing her to a total of seven points.
power represent a battlesuit. If you do this, then you
gain +1 RS to each of your physical ability ranks (Fighting, Fame
Agility, Strength, Endurance) while wearing your battlesuit Your Fame is, rather obviously, a measure of how famous and
and –1 RS to each of your physical ability ranks while not popular you are. Like Wealth, it is not one of your ability ranks
wearing your battlesuit. These changes do affect your but is still measured on the rank scale. As a starting character,
Health score, and damage carries over between the two you will begin with Zero Fame since no-one has heard of you.
(yes, this does mean that sometimes you are relying on However, if you have spare benefit points you may spend them
your battlesuit to keep you conscious and will fall over if on rank shifts in Fame so that it starts higher than this.
you take it off). This does not count as an edge or flaw to
the power. Unlike other ranks, Fame may actually go “negative” in that it
is possible to be actively infamous rather than simply un-
Example: Because Sofia chose the artificial hero type for her known. If you want your character to start with Infamy rather
character, she gets a +2 RS to her Strength; taking it from than Fame, possibly due to a misunderstanding that is part of
Great to Fantastic. their origin story, you can gain ranks of Infamy. However, you
do not get additional benefit points for doing this.
She also gets the Life Support power at World Class. This
power requires her to decide on what types of life support she Example: Sofia wants to save the rest of her benefit points and
has, and she gets six types because World Class has a rank chooses not to spend any on Fame, so her character has the
index of 6. default Fame of Zero – no-one has heard of them yet.

Character Creation – 21
Lifestyle Table
Wealth Rank Lifestyle
Zero Destitute. On the streets and starving or begging. Alternately living in the wilds and hunting and
scavenging.
Terrible Poor. Only income is benefits or charity. Living in rented rooms and probably struggling with the
rent and bills.
Bad Minimum wage income. Living in a rented apartment or house share. Surviving from week to week,
but unable to afford luxuries. Uses public transport, or has a wreck of a car.
Average Salaried income at the lower end of the scale. Owns a small house, and can afford a few luxuries.
Runs a second hand car.
Decent Solidly middle class income. Owns a nice family house and can afford regular luxuries and holidays.
Runs a new car.
Great Upper middle class. Has a profession rather than a job, or possibly a small inheritance. Owns a large
house and can afford regular foreign holidays. Owns a new luxury car.
World Class Upper class. Owns more than one house or owns a mansion. Owns or runs a large business or a
portfolio of small businesses; or has inherited a title and lands.
Fantastic Super-rich. Owns a number of large businesses or a major corporation. Has multiple properties,
possibly a small tropical island. Travels by yacht and corporate jet.
Astounding Royalty. Owns a small country or equivalent. Lives in luxury.

Wondrous Ultra-rich. Owns a mega-corporation or medium country, or is a billionaire socialite.

Phenomenal or higher Owns and rules a large country.

Planetary or higher Owns and rules an entire dimension.

Specialities succeeds. How often you use this simpler option is something
Specialities are mundane but useful talents, and they are a way that your group should agree on – some prefer simpler games
to show that your character is very good at a particular activity and others prefer more detail.
or knowledgeable in a particular area. Specialities are not su-
per powers, and many will likely be possessed by mundane Similarly, having a speciality can also include a social status.
characters as well as heroes. For example someone with the Law speciality is likely to be
licensed to practice law; someone with the Pilot speciality will
A speciality normally gives you a +1 RS to one of your ability be a licensed pilot; and someone with a Science speciality is
ranks when you are attempting something related to that spe- likely to have a doctorate or similar formal qualification. In all
ciality. When you acquire a speciality, you may freely choose cases this is optional and you can take a speciality and as-
which speciality your character has, and you may choose to sume that your character is self-taught and has no formal re-
have the same speciality more than once (in which case cognition of their ability.
the +1 RS bonuses add together up to a maximum bonus
of +3 RS). If a speciality increases your ability rank in a particular area
to Fantastic or higher, that counts as a power and the ability
The Specialities Table shows a list of all the specialities, and can be used for power stunts relevant to the speciality.
gives optional die rolls for each in case you can’t decide and
you wish to roll randomly for a speciality instead of choosing Acrobatics
one. Remember that rolling is completely optional and you You gain +1 RS to your Agility rank when it is used in Feats of
may choose your specialities if you prefer. Agility involving acrobatics.

Some specialities require you to choose a particular type of Aerial Combat


thing to be specialised with, for example if you have the “Art” Opponents have a –1 RS penalty to their Fighting and Agility
specialisation you need to decide what type of art your char- ranks when they are making Feats of Fighting or Feats of
acter creates. In these cases, if you pick (or roll) the same Agility to attack you while you are flying or gliding through the
speciality more than once you may choose whether your mul- air.
tiple specialities are of the same type or of different types.
Art (choose type)
If you want to cut down on the amount of time that is spent You gain +1 RS to your Agility and Intuition ranks when they
rolling dice in your game, in many noncombat or otherwise are used in Feats of Agility and Feats of Intuition to create
safe situations the GM may simply decide that a character works of art of a particular kind. You must choose the type of
with a relevant speciality automatically succeeds at an action art when you choose this speciality; for example: painting,
because they know what they’re doing. This avoids slowing the sculpting, photography.
game down by determining an exact difficulty for the feat re-
quired for the task and then rolling to see if the character

22 – Character Creation
Specialities Table Criminology
Die Roll Speciality You gain a +1 RS to your Reason and Intuition ranks when
01–05 Acrobatics they are used in Feats of Intuition to gather information from
a crime scene or Feats of Reason to know about criminals
06–08 Aerial Combat and criminal behaviour.
09–11 Art (choose type)
12–14 Athletics Driving
You gain a +1 RS to your Agility rank when it is used in Feats
15–16 Business of Agility to drive land or sea vehicles.
17–19 Computers
20–24 Criminology Electronics
You gain a +1 RS to your Reason rank when it is used in Feats
25–27 Driving of Reason to analyse, build, and repair electronic devices. This
28–30 Electronics does not apply when using electronic weapons to attack in
combat.
31–35 Investigation
36–38 Iron Will Investigation
39–41 Languages You gain a +1 RS to your Reason and Psyche ranks when they
are used in Feats of Reason to acquire information from re-
42–44 Law search, or Feats of Psyche to acquire information on the
45–49 Leadership street.
50–54 Martial Arts
Iron Will
55–60 Medicine You gain a +1 RS to your Psyche rank when it is used as the
61–62 Mechanics difficulty for the ranked Feat of Psyche which is made by op-
ponents who are trying to use mental super powers against
63–65 Military you.
66–68 Occult
69–70 Perform (choose type) Languages
All characters are assumed to be able to speak, read and write
71–73 Pilot a number of languages equal to their Reason rank value di-
74–76 Power Use (choose type) vided by five (rounded to the nearest whole number).
77–78 Psychiatry
Characters with Terrible Reason can speak one language but
79–84 Science (choose type) cannot read or write. When determining how many languages
85–86 Slight of Hand your character knows, you gain a +1 RS to your Reason rank
before dividing it.
87–89 Stealth
90–92 Underwater Combat Law
93–97 Weapons (choose type) You gain a +1 RS to your Reason rank when it is used in Feats
of Reason to know or to practice law.
98–100 Wrestling
Leadership
Athletics When you are in a super team and you are acknowledged to
You gain a +1 RS to your Agility rank, Strength rank and En- be the leader of the team by the rest of the team members,
durance rank when they are used to perform actions associ- any Karma that you donate to the team’s Karma pool adds one
ated with athletics; for example: Feats of Strength for climbing Karma to the pool per Karma you donate, rather than the
and jumping, Feats of Agility for acrobatics, horse-riding and usual one Karma per two that you donate.
gymnastics, and Feats of Endurance for swimming and dis-
tance running. This does not apply to attacks in combat. Martial Arts
You gain a +1 RS to your Fighting rank when making Feats of
Business Fighting to hit people in unarmed melee combat (except for
You gain a +1 RS to your Reason rank when it is used in Feats wrestling, which has its own speciality).
of Reason to determine knowledge about or skill with financial
and business related issues. Additionally, when you successfully hit someone in unarmed
melee combat, you may choose to use your Fighting rank in-
Computers stead of your Strength rank when determining whether or not
You gain a +1 RS to your Reason rank when it is used in Feats your opponent is Stunned or Slammed. See the Combat
of Reason to determine knowledge about or skill with com- chapter for more details of stunning and slamming.
puters and computer programs.
Medicine
When you treat an injured or sick patient, that patient re-
ceives +1 RS to their Endurance rank when it is used in order

Character Creation – 23
to determine how quickly they recover. See the Getting Better Pilot
chapter for more details on injuries and how Endurance rank You gain a +1 RS to your Agility rank when it is used in Feats
affects characters’ recovery from damage. of Agility to drive air/space vehicles.

Mechanics Power Use (choose type)


You gain a +1 RS to your Reason rank when it is used in Feats You gain a +1 RS to feats made with any ability which are as-
of Reason to analyse, build, and repair mechanical devices. sociated with a particular one of your powers, chosen by you
This does not apply when using mechanical devices to attack when you acquire this speciality. This rank shift does not affect
in combat. the actual rank of the power nor any numerical values associ-
ated with it (for example damage). It only applies to Feats of
Military ability that you use in conjunction with the power such as at-
You gain a +1 RS to your Reason rank when it is used in Feats tack rolls.
of Reason to determine knowledge about or skill with military
organisation, tactics, equipment, codes of warfare, and capab- Psychiatry
ilities. You gain a +1 RS to your Reason rank when it is used in Feats
of Reason to determine your character’s knowledge of (or skill
Occult with) psychiatry, psychology and other mental health issues.
You gain a +1 RS to your Reason rank when it is used in Feats You also receive a +1 RS to your Intuition rank when it is used
of Reason to determine knowledge about or skill with magic, in Feats of Intuition to determine whether you can recognise
occultism, religious rites and practises, and the supernatural. that someone is under the influence of a mental power.

Perform (choose type) Science (choose type)


You gain a +1 RS to your Agility and Intuition ranks when they You gain a +1 RS to your Reason rank when it is used in Feats
are used in Feats of Agility or Feats of Intuition to determine of Reason to determine your character’s knowledge about or
your skill with a particular type of artistic performance. You skill with a particular branch of science. You must choose the
also gain a +1 RS to your Reason when it is used in Feats of branch of science with which your character is skilled; for ex-
Reason to determine knowledge about your chosen type of ample biology, chemistry, or physics. If the GM agrees, you
artistic performance and its practitioners. You must choose can also take this speciality and apply it to something that
the type of performance when you choose this speciality; for would be a pseudo-science in the real world but which may
example: singing, piano playing, dancing, acting. actually work (with the benefit of super powers) in the game
world, such as alchemy, parapsychology, or animal magnetism.

24 – Character Creation
Sleight of Hand Because of this, she decides that her character will have both
You gain a +1 RS to your Agility rank when it is used in Feats Homeless and Criminal contacts that she can call on for fa-
of Agility to determine success in when your character per- vours or information, and spends her last two benefit points
forms sleight of hand manoeuvres such as stealing, palming, on these.
swapping or hiding small objects or suddenly producing small
objects from hidden pockets. Step 7: Weakness
Some super heroes have a weakness. Maybe there’s some
Stealth substance that takes away their powers or maybe there’s
You gain a +1 RS to your Agility rank when it is used in Feats something that most people can do that they can’t.
of Agility for hiding or sneaking.
You do not have to have a weakness, but if you do choose to
Underwater Combat have one then each time it comes into play (it must materially
Opponents have a –1 RS penalty to their Fighting and Agility affect things: for example making your character fail where
ranks when they are making Feats of Fighting or Feats of they would otherwise have succeeded) and your character
Agility to attack you while you are underwater or swimming. achieves their goal in spite of this, they will be given an award
Additionally, you do not take the normal –1 RS penalty to ac- of Karma as compensation.
tions (including attacks) while underwater.
The Karma chapter has more details on how this works, but
Weapons (choose type) for now here are the different types of weakness you can take:
You gain a +1 RS to your Fighting or Agility rank (whichever
is appropriate) when making Feats of Fighting or Feats of — Allergy: There is a substance that weakens you (–2 RS to
Agility in order to attack with your chosen type of weapon. You all ability and power ranks) when you are exposed to it.
must choose the type of weapon your character is skilled with; — Code: There is a supernatural restriction on your beha-
for example swords, pistols, shuriken, shields. If you choose to viour that prevents you from acting in a certain way (if you
be skilled with shields, you gain the rank shift only when you are an artificial hero such as an android then this might
are trying to bash someone with a shield or throw it at be due to your programming rather than having a super-
someone. It does not improve your defence. natural origin).
— Dependent: You have a dependent such as an aged relative
Wrestling or a child that you must look after and who keeps getting
You gain a +1 RS to your Fighting and Strength ranks when accidentally involved in your heroics.
you make Feats of Fighting or Feats of Strength to either try — Disability: You have a physical or mental disability of some
to grapple someone, break out of a grapple, or escape from kind. Always discuss the disability you wish your character
a grapple. This does not increase the amount of damage you to have with the rest of the group before taking this weak-
can do to someone when grappling them. ness, and ensure that you will play the character respect-
fully and neither fetishise, trivialise, nor poke fun at the
Example: After reducing her character’s Wealth rank to Zero, disability in an offensive manner.
Sofia now has seven points to spend on other benefits. She — Distinctive Form: You have a very distinctive appearance
decides to spend five of them on specialities, getting Stealth, that can’t be easily disguised in order to let you blend in
once, Iron Will twice, and Investigation twice. Because she and appear to be a mundane human.
chose the Iron Will and Investigation specialities twice each, — Focus*: Your powers all rely on a battlesuit or similar and
they will each give her +2 RS rather than just +1 RS. if you are caught without it you do not have access to them.
— Hunted: You are being hunted by a powerful villain or vil-
Contacts lainous organisation due to some event in your origin story.
Contacts are people or organisations that your character is — Limited Target*: None of your powers work against a par-
friendly with and who can provide your character with inform- ticular type of opponent.
ation or help you out in emergencies. — Power Inhibitor*: There is a substance that stops your
powers from working when it is nearby.
These contacts can range from established super heroes to — Secret Identity: You have a secret identity that you must
government organisations to military groups or corporations. maintain.
You can even have super villains or criminal organisations as — Uncontrolled Change*: You have two forms, one of which
contacts, although as a super hero you obviously need to be is a normal human form and the other is your powered
careful how closely you associate yourself with such groups. super hero form. While you can normally change between
forms at will, a particular circumstance (an emotional state,
Example: By now, Sofia has a pretty good idea of who her presence of a specific substance, a phase of the moon,
character is. They are a force construct created by someone etc.) will force you to roll a Gold success on a Feat of
in order to seek out a person they were searching for (she Psyche to avoid changing to the other form.
hasn’t decided on the exact circumstances yet) that gained — Vulnerability: Powers with a certain power source or dam-
self-awareness and independence. Since they have no mater- age type gets +2 RS to its ranks when determining their
ial needs, and nowhere to live they have been living on the effect on you.
streets and helping to protect and look after the homeless
community. The weaknesses marked with an asterisk (Focus, Limited Tar-
get, Power Inhibitor, and Uncontrolled Change) can be partic-
ularly debilitating for a super hero since they can make them

Character Creation – 25
unable to use any powers in certain situations, and should certain sources. For example, a sorcerer may be able to use
therefore be taken with care. a “Dispel Magic” to suppress powers with the Magic source or
a mutation detector may be able to detect characters with at
You may take more than one weakness if there is more than least one power that has the Genetic Mutation source.
one that fits your character and their origin story. However,
you are advised to take no more than two or three at a max- Although each power may only have a single source, charac-
imum otherwise you may find that they force your character ters may have different powers from different sources, and the
into the spotlight too much, pushing other players and their player may choose the source for each of their character’s
characters out. powers. For example, the player of an alien character may
decide that their character’s flight power has an innate source
With the GM’s agreement you can take a unique weakness not (because their species naturally have wings) but that their
mentioned here, but in his case you will have to work together character’s other powers all have the Science! source (be-
to determine how it works. cause they represent devices that run on alien technology).

The GM must approve all weaknesses, since they may involve The possible sources for a power are:
substances, power sources, people, or groups that the GM was
not intending to included in their campaign. Cosmic
The cosmic power source is not widely understood, even
Similarly, a lot of the weaknesses are very reliant on the GM amongst heroes. It seems to somehow be an energy inherent
introducing a particular element into a scenario. For example in the cosmos, and tends to be associated with the most
it’s up to the GM how often a character’s dependent gets en- powerful of beings who are able to shape reality on a whim. It
tangled in the plot and how often a character who is vulner- is often associated with distortions of space and time. Because
able to fire ends up facing fire-using opponents. The GM and of the immense magnitude of power inherent in the cosmic
players should come to an understanding during character power source, it is not possible to declare that a power of lower
creation about how often weaknesses are expected to crop up; rank than Astounding has this source.
too little and they may as well not exist, and too much and they
can become stale and boring (especially for the other players Divine
in the group). The divine power source is used for powers that are derived
from so-called “upper” dimensions, such as Heaven, Nirvana,
Example: Since Sofia has already decided that her character Asgard, Tian, and so forth. It is up to each GM to decide which
is an androgynous force construct of some kind, it makes dimensions of this type exist in their campaign setting. Some
sense that they would be very distinctive in appearance. Given settings have a plethora of other dimensions. Beings using this
the chameleon ability that her character has, she decides that power source are usually considered to be “good”, but excep-
they look like a translucent human made of glass or similar tions do exist.
material.
Genetic Mutation
To represent this, she gives them the Distinctive Form weak- The genetic mutation power source is for powers with an un-
ness, having a distinctive look that can’t easily be disguised. usual biological origin. These powers arise from an unusual
Any time this hinders them but they succeed despite the genetic structure, the DNA of which seems to twist through
hindrance, they will earn some Karma as compensation. more than three dimensions. This structure is occasionally
found in humans, and even more occasionally found in other
Step 8: Origin Story animals or even plants. Some aliens also have genetic muta-
Every super hero needs an origin story of where they come tions that operate in the same way.
from and how they got their powers, ranging from a simple “I
was born this way” to a complex back-story that includes con- The majority of heroes with powers that have the genetic
tacts and potential rivals or nemeses for the GM to include in mutation source have origin stories in which they were simply
the campaign. born with the powers or their powers kicked in at puberty.
However, it is also quite common for those with an origin story
However, regardless of how complex or simple your hero’s ori- containing some kind of transformation (such as an accident
gin story is, you need to decide what the source of their powers in a science lab) since many transformations in this sort of
is. origin story are actually described as activation of an other-
wise undiscovered genetic mutation. In fact, the genetic muta-
Power Sources tion source is quite often the default source for characters
Powers can come from a variety of sources and can have whose origin story doesn’t fit their powers to any other source
been acquired by a variety of means; largely this will depend easily.
on the character’s origin. It’s quite possible for two characters
to have similar powers but be very different characters with Infernal
very different origins. However, all super powers (including The infernal source is very similar to the divine source, except
ability ranks of Fantastic or higher) in FASERIP are classified that it is for powers which stem from the “lower” dimensions,
as having a Source. such as Hell, Sheol, Limbo, Niflheim, Jahannam, and so forth.
As with divine dimensions, it is up to each GM to decide which
These sources have no effect on the powers themselves, but dimensions of this type exist in their campaign. Beings using
things that alter powers may only be able to alter powers from

26 – Character Creation
this power source are often seen as “evil”, but exceptions do gained cybernetic implants or the equivalent that use the Sci-
exist. ence! source without being independent devices. The fact that
the unique designs of maverick scientists tend to never get
Innate past the prototype stage and into mass production is some-
The innate source is for powers that are not really super thing that baffles more mainstream scientists (who often also
powers as such. For example, if a character is a winged alien, simply don’t understand the advanced theories behind such
their ability to fly is not a power as such but simply a natural designs). For some reason, the advanced hi-tech inventions
consequence of the fact that they have wings. Similarly, not never seem replicable when not hand-built by their inventors.
needing to breathe is a natural consequence of being a robot. There are many hypotheses as to why this might be so.

Such innate powers cannot normally be disrupted or cancelled The Science! power source is always spelled with a capital ‘S’
by outside forces such as the use of other powers, but neither and an exclamation mark to show that it is comic-book tech-
can they be boosted. However, sometimes these powers may nobabble rather than real science. Characters using Science!
be physically restrained. to do things should not be restricted to what is actually pos-
sible using real world science.
Powers should only rarely have the innate source, and it should
only when possession of that type of power could be con- Example: Sofia knows that her character is some kind of force
sidered “natural”. GMs should particularly watch out for play- projection that gained self-awareness and independence from
ers who are trying to justify clearly unnatural powers as its creator, but does not yet know who or what made it. After
“Innate” solely to avoid the chance of them being drained or reading through the various power sources, she decides that
nullified. In particular, it is harder to justify higher ranking her character was the psychic projection of a super villain with
powers as being innate. mental powers, created to hunt down one of the villain’s en-
emies and therefore all her powers will have the psychic
Magic source.
The magic source stems from arcane spells, rituals, practices
and items. Magical powers of all types (voodoo, hermetic sor- Andrew informs Sofia that a psychic projection of a person is
cery, geomancy, qi manipulation, shamanism, and so forth) often called a tulpa, and she like the name and decides to use
are all considered to be derived from the same power source, it for her character – her character is Tulpa, a free-willed
even if the practitioners of the different magical styles have psychic projection that has gained independence from the
little in common; and such powers are generally interchange- mind that created it.
able (for example a power that drains magical abilities is likely
to work equally well on abilities powered by hermetic sorcery Andrew is happy to add a powerful villainous mentalist to his
as it does on abilities powered by qi manipulation). setting, and asks Sofia if she wants to have input into the vil-
lain’s character. Sofia is happy for Andrew to create the villain
At high ranks, magic is almost indistinguishable from cosmic himself, and the two agree that while Tulpa does not know who
power, and to further muddy the waters many divine or in- created them and their creator does not know that they acci-
fernal beings have powers with the magic source as well as dentally created Tulpa – they think that the thought form they
powers based on their dimension of origin. created dissipated after performing its task – Tulpa and their
creator will immediately recognise each other if they ever
Psychic meet.
The psychic source is used for powers which are derived from
mental strength and willpower. These powers are distinct from Sofia fills in a bit more of Tulpa’s background, deciding that
magic in that they generally just take an act of thought to use after they became independent they had no home to go to,
rather than any kind of spell or ritual. Although most psychic although since they do not have any physical needs this was
powers are mental in nature, there is not always a strict one- not a problem for them. Given their rather unique look that
to-one correspondence between the two. Many mental powers draws attention, they have been keeping a low profile staying
are actually magical in nature or the result of genetic muta- with the city’s homeless population, and have been secretly
tions, and often psychic powers will have physical manifesta- protecting that population from those who would exploit them.
tions (usually in the form of force fields and telekinetic
abilities). Step 9: Finishing Touches
Your character is now almost ready for play. There are just a
Science! couple more things to sort out.
The Science! power source is for powers that are derived from
beyond-cutting-edge science and technology. In most cam- Health
paigns there are many brilliant (or mad, but the line between Add together the four values corresponding to your charac-
the two is very blurred) scientists who have made break- ter’s Fighting, Agility, Strength, and Endurance ability ranks.
throughs which are far beyond that of mainstream academia The total value of these four ranks is your Health score. For
and who have put these breakthroughs to use developing example if you have a Fighting of Wc[30], an Agility of Wc[30],
powerful devices. a Strength of Fa[40] and an Endurance of Wc[30] you will
have a total Health score of 30 + 30 + 40 + 30 = 130 points.
Science! based powers are usually based on devices of one
kind or another, whether invented by a brilliant human or an Your Health pool is a pool of points which is equal to your
advanced alien. However, occasionally a character will have Health score when you are fresh and healthy. These points are

Character Creation – 27
used up when you are hurt (usually, but not always, this is as Hero Archetypes
a result of being hit in combat). Any damage that you take is If you struggle with analysis paralysis when faced with the
subtracted directly from your Health pool, and if your Health choice of what powers to take and how to make your charac-
pool is ever reduced to zero or less you are in big trouble. You ter, but you don’t want the potential chaos that a completely
are unconscious and, depending on the nature of the damage randomly generated character can introduce, you can use a
you took, you may even be dying. archetype.

Example: Tulpa has World Class Fighting (which has a rank Pick one of the archetypes listed below as a starting point for
value of 30), Fantastic Agility (with a rank value of 40), Fant- your inspiration, and adapt it to get a character you are happy
astic Strength (with a rank value of 40), and World Class En- with.
durance (with a rank value of 30). She therefore
has 30 + 40 + 40 + 30 = 140 Health. This is above average, and Each archetype contains a choice of hero type and some
when combined with the defence that their Force Field power power choices that go well together to form the basis of a
gives them means that Tulpa will be able to take a lot of pun- character type often seen in super hero comics and movies.
ishment before going down.
These archetypes are entirely optional, and are there just to
Karma spark your imagination. You are entirely free to ignore them,
Add together the three values corresponding to your charac- or deviate from them. Don’t feel, for example, that just because
ter’s Reason, Intuition and Psyche ability ranks. The total value the speedster archetype lists Birthright and Visitor as potential
of these three ranks is your initial Karma score. For example hero types you can’t base your character on the speedster
if you have a Reason of Fa[40], an Intuition of Gt[20] and a archetype but with a different hero type.
Psyche of Wc[30] you will have a total Karma score
of 40 + 20 + 30 = 90 points. Your Karma score does not have Battlesuit
a pool of points associated with it like your Health score, al- Characters with battlesuits are almost always from the Gim-
though it will change frequently during play. mick hero type, having invented their battlesuits. However, you
do get the occasional alien in a bio-tech encounter suit.
Example: Tulpa has Great Reason (which has a rank value
of 20), World Class Intuition (which has a rank value of 30), — Hero Type: Gimmick or Visitor
and World Class Psyche (which has a rank value of 30). She — Main Power: Resistance
therefore has 20 + 30 + 30 = 80 Karma. This is a slightly below — Other Powers: Blast, Flight, Binding, Dazzle, Life Support,
average Karma score for a starting character, but Sofia is not or Super Senses
worried as she knows that she can easily earn more Karma
through play. Brick
The brick is big and powerful, relying on brute force to hit hard
Your character is now almost ready. You need to determine rather than flashy powers. Bricks tend to have a distinctive
mundane details like your character’s name, secret identity (if look, but will often only be in that form some of the time,
any), costume details, and any equipment they carry around. spending the rest of their time as a normal human. Bricks are
commonly the result of an accident of some kind, rather than
Generally, you are free to choose these sorts of detail, al- being born that way.
though in the case of equipment you need to be reasonably
realistic in terms of the bulkiness, expense, and availability of — Hero Type: Transformed
what you want your character to have on them. — Main Power: Resistance, high Strength
— Other Powers: Regeneration, Leaping, Alter Ego, or Density
Use your Wealth rank as a guide to the sort of equipment and
possessions your character will be able to afford. However, if Crime Fighter
your super powers are Science! based and rely on specific Crime fighters are similar to pulp detectives, using mostly their
devices to function (for example a battlesuit or an alien amu- Intuition and skill to solve crime, though they may occasion-
let) you are assumed to possess those specific items even if ally use gadgets or specialised tools. Most crime fighters de-
they would otherwise be out of your price range. velop their skills through intense training.

Many of the super powers you might possess are very de- — Hero Type: Trained
structive to normal clothing, particularly those involving the — Main Power: Swinging
transformation of your character’s body or anything that sur- — Other Powers: Gadgets, Flight (Glide only) or Danger
rounds your character’s body in any kind of energy. Sense

If you have this sort of power, you can either assume that your Demigod
costume is made from Morphic Fabric (a special hi-tech fab- This character could be a supernatural being or simply a
ric that changes as you change) or that your powers include powerful alien, but it doesn’t really make a difference. They are
some kind of in-built protection for your costume. simply naturally better than humans.

Example: Sofia finds this bit particularly easy, since Tulpa has — Hero Type: Visitor
no material possessions at all, not even any clothing. They are — Main Power: Flight, Resistance, or Blast
just an androgynous humanoid figure made of pure force.

28 – Character Creation
— Other Powers: Immortality, Super Senses, Empowerment, want, possibly in the middle of a combat. This is why the Sor-
or Life Support cery power is on the esoteric powers list.

Elementalist — Hero Type: Gimmick or Trained


An Elementalist has power over a single element, and this — Main Power: Sorcery
power is normally flashy and spectacular. Most elementalists — Other Powers: Blast, Flight, Force Field, Stunning, Telekin-
tend to be born that way. esis, or Teleportation

— Hero Type: Birthright Ninja


— Main Power: Fire Control, Cold Control, Electricity Control, The ninja is a martial artist who relies on skill rather than
or Light Control powers. They will often use gadgets and weapons to supple-
— Other Powers: Aura, Blast, Flight, Energy Form ment their training, although often they will have a single
character-defining supernatural ability.
Gadgeteer
With a gadget or device for every occasion, gadgeteers make — Hero Type: Trained
whatever power they need for the situation at hand. Gadget- — Main Power: Strike, Super Senses, Invisibility, Teleport or
eers can be tricky to play, due to the player needing to be able Phasing
to think what power they want, possibly in the middle of a com- — Other Powers: Stunning, Fast Attack, or Danger Sense
bat. This is why the Gadgets power is on the esoteric powers
list. Speedster
The speedster darts from place to place, not necessarily hit-
— Hero Type: Gimmick ting hard, but hitting often and avoiding damage.
— Main Power: Gadgets
— Other Powers: Machine Control or Interface — Hero Type: Birthright or Visitor
— Main Power: Super Speed
Mentalist — Other Powers: Fast Attack, Friction Control, or Danger
Coming from a variety of different hero types, mentalists tend Sense
to have powers of the mind rather than physical attacks.
Warrior
— Hero Type: Birthright, Gimmick, or Transformed Warriors have a wide variety of skills at their disposal. Many
— Main Power: Mental Blast, Telepathy, or Telekinesis warriors tend to embody the traits of animals, such as the fe-
— Other Powers: ESP, Mental Illusions, Mind Control, Force rocity of a wolverine or the acrobatics of an arachnid.
Control, or Mind Shield
— Hero Type: Transformed or Trained
Metamorph — Main Power: Leaping, Resistance
The metamorph is a super hero whose body does unusual — Other Powers: Aquatic, Swinging, Strike, or Regeneration
things. Artificial heroes are often metamorphs, since their ar-
tificial bodies may be able to do things that human bodies Weapon Master
can’t, and human metamorphs are often that way due to some Weapon Masters undergo intense training to specialise in us-
kind of transformative experience. ing a specific weapon, which could be anything from a bow
with trick arrows to a mystical sword.
— Hero Type: Artificial or Transformed
— Main Power: Stretching, Growth, Shrinking, Density, Phas- — Hero Type: Trained
ing, Solid Form, or Transformation — Main Power: Strike or Blast
— Other Powers: Material Mimicry, Fluid Form, Gaseous — Other Powers: Danger Sense, Gadgets, or Fast Attack
Form, Strike, Corrosion
Weird
Mimic The weird is able to manipulate some aspect of the world
Mimics may be able to mimic powers, animals, or something around them in a way that defies physics and which are usu-
else. Many mimic powers have side effects for the user or tar- ally used to trap or catch foes rather than directly hurting
get, or users have no control over their powers. These traits them. Characters like this have usually gained their powers
are normally represented by taking flaws on their powers. from some kind of genetic mutation, although some will have
undergone a transformative experience.
— Hero Type: Birthright or Transformed
— Main Power: Power Mimicry — Hero Type: Birthright or Transformed
— Other Powers: Animal Mimicry, Plant Mimicry or Material — Main Power: Gravity Control, Spatial Control, Time Control,
Mimicry Telekinesis, or Transmutation
— Other Powers: Phasing, Teleport, Flight, Affliction, or Bind-
Mystic ing
Mystics harness arcane energies to stop crime, usually either
through mystical artifacts or through an intricate knowledge
of magic and sorcerous realms. Mystics can be tricky to play,
due to the player needing to be able to think what power they

Character Creation – 29
Combat
Combat Basics Think of it like weeks: if something that takes three weeks be-
Super heroes are constantly getting into fights. Even those “re- gins on a Thursday, it will last until the end of the week, for two
luctant heroes” who aren’t particularly belligerent or aggress- whole weeks, and then until the Thursday of the week after. It
ive somehow always seem to end up in situations where they won’t stop exactly on a weekend because weeks – like
need to fight to protect themselves or their loved ones. Combat rounds – can be measured starting at any point.
therefore plays a major part in this game.
Areas And Movement
Although in real life combat is a messy affair with lots of things Just like time being measured in rounds, movement and dis-
happening at once, for game purposes it is convenient to split tance are measured in areas. An area is a location of
it up into short periods of time and to handle each person’s around 200 to 400 square feet, or around 20 to 30 square
action or actions within each of those periods in turn. Simil- metres (that’s not an exact conversion, but those sizes are
arly, even in a simple fist fight, people don’t simply stand still approximate anyway; and an individual area can be smaller or
and hit each other. They are constantly shifting and moving larger than that size range) and which is one story high. Gen-
around. Therefore rather than trying to measure exact dis- erally this will mean that when indoors one room or corridor
tances between combatants to the nearest foot or metre it is is usually a single area. However larger rooms or outdoor loc-
convenient to just split the terrain in which fights are occur- ations may comprise of two or more areas. When drawing a
ring into a number of discrete areas. sketch map for the players, the GM should usually try to divide
larger spaces into areas using obvious geographic or archi-
Rounds And Actions tectural features rather than worrying about trying to get each
During combat, time is split into rounds. Each round is a few area absolutely identical in size.
seconds of time. If it’s necessary to count a number of rounds
before something happens, such as a time bomb going off, During a fight, characters are assumed to be moving around
assume that on average each round is 6 seconds long, but within the area that they are in, rather than standing in one
there’s no need to be overly strict about every round being place. Therefore anyone in an area can make melee attacks
exactly that length. If someone wants to do something that against anyone else in the same area without needing to
would take anywhere from about 4–10 seconds then it’s some- spend their actions moving. Ranged attacks can also be made
thing that can be done in a single round. against people in the same area or in any other area that can
be seen from that area. Again, the fact that people are usually
During a round, each combatant can take one action. This moving around means that exact positioning and line of sight
action will very often be an attack or the use of a power of calculations are not needed. The GM may make exceptions to
some kind, but might instead be moving from one area to this when someone is trying to start a fight by sniping with a
another or performing some other action that can be done in ranged attack. The target may be stationary (for example sit-
about 4–10 seconds. While theoretically everyone is actually ting at a desk) and therefore not be in line of sight even if the
acting at the same time, you should resolve each person’s ac- area they are in can be seen.
tion in turn.
Running
To determine the order of actions, use the following guidelines: As their action, characters can move to a different area from
the one they started in. The distance a character can normally
— The person or group that throws the first punch (and move on foot during a single action depends on the type of
thereby starts the fight) gets to go first. Then the second character:
group takes their actions. Then the round ends and a new
round starts with the initiative returning back to the first — A person with restricted movement or speed (the elderly
group who can take their actions again, and so forth. and infirm, children, people who are crawling) can move
— Within a group, the order of actions doesn’t matter as long only a single area in an action.
as it is consistent from round to round. For player charac- — Normal people can move up to two areas in an action.
ters the best way to do this is to simply go round the table — Super heroes and villains can move up to three areas in
in a clockwise manner resolving each character’s action in an action.
turn. Similarly, the GM almost certainly has a list of the
characters on the other team and can simply run down the If you’re unsure about which category something falls into (for
list each turn. example if they’re a robot or they’re an animal) you can op-
tionally use their Endurance rank as a guide. Those with Ter-
Because of the cyclic nature of things, anything that has a rible Endurance or less move one area; those with Bad
duration measured in rounds should be counted from the ac- Endurance to Great Endurance move two areas; and those
tion in which it begins to the same action in a future round. who have World Class Endurance or greater can move three
For example if someone uses a power that lasts for “4 rounds” areas. For simplicity, player character heroes should always be
when activated, the power will come to an end at the end of able to move three areas even if they have Great Endurance
that same person’s action in the fourth round after it was ac- or less (unless they’ve been grappled or restrained in some
tivated. manner, of course!)

30 – Combat
Combat – 31
Swimming The effect that the attack has will depend on the result of this
Characters who can swim (all player characters are assumed feat, ranging from Snowball simply missing Fire Phantom to
to be able to swim unless they’ve explicitly put something in Fire Phantom being possibly stunned and possibly slammed
their origin story saying that they can’t) can move one area backwards into an adjacent area by the force of the blow.
in an action.
Blunt Melee
Climbing Melee attacks that are with a blunt weapon (this includes un-
Characters can climb a single story in a round. Normally no armed melee attacks) have the following effects depending on
check is required for this, although in unusual circumstances the level of success:
the GM may require a Feat of Agility to climb a particularly
sheer or slippery surface. — White: The attack misses
— Bronze: The attack hits, doing normal damage to the tar-
Leaping get.
For most normal people, leaping about won’t get you out of — Silver: The attack hits, doing normal damage and possibly
the area you are in, and isn’t a viable form of movement. How- slamming the target.
ever, particularly strong individuals can leap larger distances. — Gold: The attack hits, doing normal damage and possibly
slamming and possibly stunning the target.
— Characters with a Decent Strength or higher can leap into
an adjacent area. Lethal Melee
— Characters with a Fantastic Strength or higher can leap Melee attacks with a sharp weapon such as a sword or claws
over a single area or up a single story onto a roof. (this includes melee attacks using a melee weapon made from
— Characters with a Wondrous Strength or higher can leap energy) have the following effects depending on the level of
over two areas or up two stories onto a roof. success:
— Characters with a Single-Shift Strength or higher can leap
over three areas or up three stories onto a roof, plus an — White: The attack misses
additional area or story for each rank above Single-Shift. — Bronze: The attack hits, doing normal damage to the tar-
get.
Other Movement — Silver: The attack hits, doing normal damage and possibly
Super powers which provide alternate methods of movement stunning the target.
have their own speeds and restrictions, and these are de- — Gold: The attack hits, doing normal damage and possibly
scribed in the descriptions of the powers in the Power Descrip- stunning and possibly killing the target.
tions chapter.
Blunt Thrown
Attacking An Opponent Ranged attacks involving the throwing of a blunt object (this
The most common form of action in combat will be to simply includes most improvised attacks involving throwing objects)
attack an opponent. This may be as simple as punching them, have the following effects depending on the level of success:
or it may involve shooting them or firing blasts of cosmic en-
ergy at them. — White: The attack misses
— Bronze: The attack hits, doing normal damage to the tar-
All these types of physical attack are resolved in the same way: get.
— Silver: The attack hits, doing normal damage to the target.
— If the attack is in melee, make a Feat of Fighting. — Gold: The attack hits, doing normal damage and possibly
— If the attack is at range, make a Feat of Agility. stunning the target.

The exact results of the attack depend on the level of success Lethal Thrown
that the attacker gets, and the type of attack being made. In Ranged attacks involving the throwing of a sharp weapon (this
most of these cases, a White result will be a miss, a Bronze includes throwing knives and shuriken) have the following ef-
result will be a simple hit that does damage without any special fects depending on the level of success:
effects, and a Silver or Gold result will be a hit that does dam-
age and also possibly does one or more special effects. In — White: The attack misses
each case below, the effects are explained in more detail in — Bronze: The attack hits, doing normal damage to the tar-
the Damage section later in this chapter. get.
— Silver: The attack hits, doing normal damage and possibly
Example: Snowball has confronted his nemesis, the murderous stunning the target.
vigilante Fire Phantom, in an attempt to bring him to justice. — Gold: The attack hits, doing normal damage and possibly
Fire Phantom isn’t inclined to come quietly and a fight breaks stunning and possibly killing the target.
out. Snowball transforms his body to super-dense ice and uses
the Wondrous Strength that this gives him to punch Fire Blunt Projectile
Phantom. Punching someone is a blunt melee attack, and so Ranged attacks using a non-sharp projectile (this includes
Snowball will need to make a Feat of Fighting in order to most force blasts and shots using “mercy bullets” or blunted
resolve it. arrows) have the following effects depending on the level of
success:

32 – Combat
— White: The attack misses
— Bronze: The attack hits, doing normal damage to the tar-
get.
— Silver: The attack hits, doing normal damage to the target.
— Gold: The attack hits, doing normal damage and possibly
stunning the target.

Lethal Projectile
Ranged attacks that use a lethal projectile (this includes nor-
mal bullets and arrows, and some energy blasts) have the fol-
lowing effects depending on the level of success:

— White: The attack misses


— Bronze: The attack hits, doing normal damage to the tar- — White: No effect. They still have the item.
get. — Bronze: Your opponent still has the item. However if both
— Silver: The attack hits, doing normal damage to the target. you and your opponent have a Strength rank greater than
— Gold: The attack hits, doing normal damage and possibly the material strength of the object, it breaks in the struggle.
killing the target. — Silver: You have snatched the item from your opponent
and you now hold it. However if both you and your oppon-
Example: Fire Phantom retaliates against Snowball by shoot- ent have a Strength rank greater than the material
ing gouts of flame from his eyes at him. In game terms, this strength of the object, it breaks in the struggle.
is the Blast power, and counts as a lethal projectile. In order — Gold: You have snatched the item from your opponent
to hit his opponent, Fire Phantom must make a Feat of Agility, cleanly, with no chance of it breaking.
and the result will depend on the level of success rolled on that
feat; ranging from the attack missing to the attack hitting and Trick Shots
potentially killing Snowball. Sometimes you don’t want to simply hurt someone. You want
to do something more complex. Maybe you want to fire an
Unusual Attacks arrow to hit the lever that will let you out of the death trap.
Although most normal situations will involve one of the above Maybe you want to bounce your energy beam off the wall to
types of attack, sometimes someone will want to do something indirectly hit someone who you can see behind a transparent
a bit more unusual. As with the normal attack types, the effects force-field. Maybe you want to avoid your opponent’s shield
of these attacks are explained in more detail in the Damage when attacking them. Maybe you want to leave a set of bullet
section later in this chapter. holes in the wall spelling your name.

Charging In all these cases, you can use a trick shot. A trick shot is
Normally, moving from one area to another area and attack- resolved in exactly the same way as a normal attack, except
ing must be done as two separate actions. However, if you des- that it has the following results depending on the level of suc-
perately want to hit someone in another area immediately (or cess:
if you are more concerned with pushing them than with dam-
aging them) you can make a charging attack. A charging at- — White: The attack misses.
tack lets you both move and attack in the same action. The — Bronze: The attack misses.
attack is likely to be less accurate, but if it hits it’s more likely — Silver: The attack hits, doing normal damage to the target
to knock the opponent over or back. but not doing the special effect it would normally do on a
Silver success.
When making a charge attack against an opponent, you first — Gold: The attack hits, doing normal damage to the target,
move into their area; and then make either a Feat of Fighting plus whatever special effect the attack would normally do
or a Feat of Endurance – you use whichever of your Endur- on a Gold success.
ance and Fighting ranks is the lower. The attack has the fol-
lowing effects depending on the level of success: Grappling
Sometimes you don’t want to actually hurt someone, just re-
— White: The attack misses strain them. In this case you may use a grappling attack. To
— Bronze: The attack hits, doing normal damage and possibly make a grappling attack, you must be in the same area as
slamming the target. your opponent. Make a Feat of Fighting. The attack has the
— Silver: The attack hits, doing normal damage and possibly following results depending on the level of success:
slamming the target.
— Gold: The attack hits, doing normal damage and possibly — White: The attack misses
slamming and possibly stunning the target. — Bronze: The attack hits, doing no damage but putting your
opponent in a partial hold.
Snatching — Silver: The attack hits, doing no damage but putting your
If someone else is holding onto an item and you want to opponent in a full hold.
snatch it from them, you need to make a Feat of Strength. The — Gold: The attack hits, doing no damage but putting your
snatch attempt has the following results depending on the level opponent in a full hold. You may also crush your opponent
of success: if you desire.

Combat – 33
If you already have a partial hold on your opponent, you may Breaking Out
roll a new grappling feat in your next action in an attempt to If you’re big and strong, but your Fighting isn’t up to the job
improve the hold. of escaping a hold, you can try to simply break your way out
of it using brute force. To try to break out of a hold, make a
If this improvement attempt fails, you do not lose the existing Feat of Strength. Note that you don’t get the normal –2 RS
partial hold. You can’t maintain a hold on an opponent if you penalty to actions taken while held when you do this. The
are stunned or slammed, or if an opponent successfully gets breakout attempt has the following results depending on the
you in a partial hold or full hold. Other actions may also force level of success:
you to let go of your opponent, but this must be judged on a
case-by-case basis. — White: No effect. You’re still held.
— Bronze: If you were only in a partial hold, you have broken
Example: Snowball tries to grapple Fire Phantom to prevent out of it.
him from escaping. In order to do this, he makes a Feat of — Silver: You have broken out of the hold.
Fighting. Rolling a Bronze result on the feat, Snowball man- — Gold: You have casually shrugged off the hold. You have
ages to get Fire Phantom in a partial hold. Fire Phantom is broken out of it and this has not taken an action, so you
held by Snowball but is not completely immobile. are free to do something else this round.

Fire Phantom can now no longer move unless he is strong Defensive Actions
enough to carry Snowball (which he is not, since Snowball’s While most of the time you will be trying to attack your oppon-
super-dense ice form is too heavy) and any action that he ent in combat, attack is the best form of defence after all,
tries to perform will be at a –2 RS penalty unless it is an at- sometimes you will find that there is a tactical advantage in
tempt to escape or break out of the hold that Snowball has defending yourself or someone else from attack instead.
him in.
Because of the nature of defensive actions, they must happen
Crushing as a reaction to something that happens on someone else’s
If you already have your opponent in a full hold, you may turn rather than being something you do on your turn. Be-
crush them as your action without needing to roll the dice. cause of this, you can use a defensive action when it is not
Crushing inflicts your Strength rank value as damage to your your turn. However, you must then skip your next action, hav-
opponent. This damage is reduced by armour (but not shields) ing used it in advance.
and does no other special effect.
Additionally, you can only use one of these actions between
Escaping turns. Once you’ve used one of them you can’t use another
Okay, so someone’s just used the grappling rules above to get until you’ve “paid for” the first by skipping a regular action.
you in a hold. Now what? Well, you can always try to wriggle
out of it and escape. Trying to wriggle out of a hold takes an Dodging
action (usually – see below). To attempt to escape a hold in The simplest way to defend yourself is to not get hit. While you
this way, make a Feat of Fighting. Note that you don’t get the are always assumed to be moving around and trying not to get
normal –2 RS penalty to actions taken while held when you do hit, dodging represents a more concerted effort – giving up
make this attempt. The escape attempt has the following res- on any attempt to get in an attack of your own in favour of
ults depending on the level of success: putting all your efforts into avoiding your enemies’ attacks.

— White: No effect. You’re still held. To dodge, make a Feat of Agility or a Feat of Fighting (your
— Bronze: If you were only in a partial hold, you have es- choice) when someone aims an attack at you. You must decide
caped it. whether or not to dodge after the attack has been announced
— Silver: You have escaped the hold. but before it has been resolved. This attack and all other phys-
— Gold: You have casually slipped out of the hold. You have ical attacks that target you before your next action take a pen-
escaped it and this has not taken an action, so you are free alty to the Fighting or Agility rank of the person making the
to do something else this round. attack based on the success of your feat.

Example: Fire Phantom is nowhere near strong enough to — White: The attacks take no penalty.
break out of Snowball’s grapple by brute force, so he tries to — Bronze: The attacks take a –2 RS penalty.
wriggle out of the partial hold instead. This is an escape action, — Silver: The attacks take a –4 RS penalty.
and requires a Feat of Fighting on Fire Phantom’s part (well, — Gold: The attacks take a –6 RS penalty.
technically on the GM’s part since he is an NPC). Rolling in-
credibly well, Fire Phantom gets a Gold result! Not only has he These penalties only apply to attacks that are aimed at you.
managed to escape Snowball’s grasp, he has done so quickly Mental attacks and powers which do not need to be aimed are
enough that it has not used up his action for the turn. unaffected by your dodge and operate with no penalty.

Fire Phantom takes the opportunity to blast Snowball with jets Blocking
of fire from his eyes once more. Instead of using your Agility to avoid an attack, you may wish
to use your Strength to deflect or block the attack. You may
wait to see whether or not an attack has been successful be-
fore deciding whether or not to block it. Make a Feat of

34 – Combat
Strength when you are attacked, and count your Strength as Note that while using a normal or improvised shield is free and
armour based on the success of your feat. does not require you to use an action in advance, grabbing an
item to quickly use as an improvised shield does still require
— White: Gain Strength –6 RS as armour. an action to be used in advance.
— Bronze: Gain Strength –4 RS as armour.
— Silver: Gain Strength as –2 RS as armour. Catching
— Gold: Gain Strength +1 RS as armour. Rather than merely blocking an attack, if you wish to stop an
object from hitting you when thrown or fired at you, or you
This armour is applied independently of whatever other ar- wish to stop a falling object from hitting the floor, you can try
mour you have, but it only applies for the individual attack that to actively catch it.
you are blocking.
If you are trying to catch an object that has been thrown or
You may only block physical attacks. Energy attacks and fired at you, you must attempt the catch after the attack is
powers that are not aimed cannot be blocked in this manner. announced, but before it is resolved. To catch an object, you
need to make a Feat of Agility. However, your Agility rank
Note that the block action is only used if you are trying to takes a penalty based on the speed of the object you’re trying
block with your bare hands or parry with an offensive weapon. to catch, as listed below. If this penalty would take your Agility
If you are trying to block with a shield (whether designed for below Zero, you have no chance of catching the object and
that purpose or improvised) you use the shield action instead. may not even attempt the Feat of Agility:

Shielding — Falling object = No penalty


Shielding is a special case of blocking, used when you have an — Object thrown with force = –3 RS Agility penalty
actual shield in your hand or a large object that you can use — Arrow or similar = –5 RS Agility penalty
as an improvised shield. — Bullet = –7 RS Agility penalty

Unlike a normal block, using a shield is free – it does not The catching attempt has the following results depending on
require you to use your next action in advance. You do not the level of success:
need to make any kind of feat to use a shield, it is just assumed
to protect you and provide either its material strength or your — White: You have failed to catch the item, but you have got
Strength (whichever is lower) as armour. yourself in the way. If the item was aimed at you, the worst
result it can get when the attack is resolved is a Bronze
However, a shield only counts as partial armour, and an op- success.
ponent may perform a trick shot to bypass your shield. — Bronze: You catch the object awkwardly. If the object was
falling, either you or the object must take the falling dam-
If the object you are using to shield yourself is designed and age. If the object was thrown or fired at you, either you or
manufactured to be a shield, then any surplus damage above the object must take the damage it would have done had
its material strength simply goes through. However, if the ob- it hit you normally. In either case, you choose whether the
ject you are using to shield yourself is an improvised shield it damage is applied to the object or yourself.
will break if the incoming damage is greater than its material — Silver: You catch the object smoothly and neither of you
strength, although it will still protect you by reducing the dam- take damage.
age by its material strength if this is the case. — Gold: You catch the object smoothly and neither of you
take damage.

Combat – 35
Interposing In the rare case where you are using an improvised weapon
Being heroic is all about defending the innocent, and there such as a delicate ice sculpture that is large but not particu-
may come a time when you need to do that literally by throw- larly strong (so that its material strength is much less than the
ing yourself in the way and taking a bullet (or sword, or punch, Strength rank required to lift it) the improvised weapon will
or laser blast) for them. always break when you hit something with it and you are lim-
ited to doing the material strength of the object in damage as
If you are trying to throw yourself in front of someone being described above.
attacked in order to take the attack yourself, you must be in
the same area as that person and you must declare that you Example: A sword has an Average weight, and therefore it re-
are making the attempt to interpose yourself after the attack quires a character with an Average Strength in order to be
has been announced but before it has been resolved. To inter- able to wield it and hit people with it. However, because a sword
pose yourself in front of someone else in order to take an is much more than just a lump of metal – it’s specifically de-
attack intended for them, you need to make a Feat of Agility, signed for use as a weapon – it has a Decent minimum dam-
with the following results depending on the level of success: age. Therefore a person of Average Strength who wields a
sword will do Decent damage with it rather than the Average
— White: You miss your chance and the attack is resolved damage that they would do just punching people (and they
against the original target as normal. would also do lethal melee attacks rather than blunt melee
— Bronze: You have got yourself in the way. The attack is re- attacks while doing so).
solved against you, and the worst result it can get is a
Bronze success. A character with Great Strength would be able to do Great
— Silver: You have interposed yourself. The attack is resolved damage with the sword, because they are able to wield it more
normally, but against you instead of against the original forcefully. This is no more damage than they could do punch-
target. ing people, but the fact that it is lethal and may therefore be
— Gold: You have interposed yourself. The attack is resolved able to kill people might be a reason to use the sword.
normally, but against you instead of against the original
target. However, a sword only has Great material strength because
although it’s made of steel it’s rather thin. This means that a
Weapons character with World Class Strength or higher won’t be able
While most heroes and villains fight unarmed using formal to apply all their strength when hitting people with a sword.
martial arts or less formal street fighting techniques, some use They have the choice of either pulling their blows or breaking
weapons. Even those who do usually fight unarmed may occa- the sword. In either case they will only do Great lethal damage
sionally improvise by picking something up and hitting their with it.
opponents with it or throwing it at them. When you are using
a weapon, you normally do your Strength rank number as Large Improvised Weapons
damage just as with an unarmed attack, but the damage type If a weapon is particularly large, such as when you swing a
(lethal or blunt) depends on the weapon’s nature. tree at people or throw a caravan at people, you may be able
to target everyone in an area with the attack rather than just
Weapons are inherently more dangerous than unarmed at- a single person. In this case, aiming the attack is more difficult
tacks in the hands of non-super powered people. Therefore and you take a – 3 RS on the ability rank that you are using
every weapon has a minimum damage rank and you always for the attack. If you throw a large improvised weapon, it will
do at least this minimum damage with the weapon even if your potentially hit everyone in the target area. If you swing it in
Strength is lower. melee, it will potentially hit everyone in your area except your-
self. You can’t be selective about targets with such a large ob-
For improvised weapons the minimum damage rank will be its ject.
material strength –1 RS, but this will only be relevant if the
material strength of the weapon is significantly higher than the Attack Modifiers
Strength needed to lift it, which is likely the case with small There are often situations in combat that make it easier or
items made of hard substances. more difficult for people to make attacks. Some examples fol-
low, but this is by no means an exhaustive list of all possible
However, weapons that have been designed to hit things may modifiers:
be more dangerous than other miscellaneous objects of their
weight because of their shape, leverage, and sharp pointy bits. — Surprise Attack: If the defender is unaware of the attack,
The minimum damage for many such weapons is listed in the the attacker gets a +1 RS to whichever ability they are using
Allies, Enemies & Equipment chapter. to attack.
— Readied Attack: If the attacker has an attack readied at the
If your Strength rank is higher than the material strength of start of the fight (for example a knife at the defender’s
the weapon, you are likely to break the weapon when you hit throat or a gun at their head), they get a +3 RS to
something with it or throw it with full force. It is up to you whichever ability they are using to attack.
whether you break the weapon in this manner or whether you — Moving Target: If the defender spent the entirety of their
rein in your Strength and pull your blow. Whichever you do, last action moving rather than attacking, the attacker gets
this limits you to doing only as much damage as the weapon’s a –1 RS to whichever ability they are using to attack. This
material strength. doesn’t apply if the defender spent their action doing a
charge attack.

36 – Combat
— Cover: If the defender has partial cover to hide behind apply to a superhero who has taken a limit on their Resistance
(such as a table or a low wall) the attacker gets a –1 RS to super power. In these cases, the armour protects you as nor-
their Agility when making a ranged attack. If the defender mal, but an opponent may make a trick shot in order to by-
has got some full cover to hide behind (such as when they pass your armour and hit you in an unprotected spot.
are peeking around the corner of a building) the attacker
gets a –2 RS to their Agility when making ranged attacks. Shields
If the attacker is willing to shoot through the cover, the Shields are a special form of partial armour that stacks on top
defender does not get this bonus to their Agility but the of normal armour. They have a rank value that adds to the
cover counts as additional armour for the defender in- rank value of any armour you are wearing (note that it is the
stead. two values that stack, not the two ranks). However, because
— Unseen: If the attacker cannot be seen, they get a +2 RS shields must be held in the way of a blow to be effective, they
to whichever ability they are using to attack with. Similarly are limited by your strength. Therefore the rank value of a
if the defender cannot be seen, the attacker gets a –2 RS shield is equal to the base rank value for the shield’s material
to whichever ability they are using to attack with. strength or your Strength rank value, whichever is lower.
— Dodging: If the defender performed the dodge action on
their last turn, the attacker gets anywhere from no penalty If no purpose-built shield is to hand, super heroes and villains
to a –6 RS depending on the level of success of the dodge will often pick up or tear off bits of scenery, vehicles, or other
action. large solid objects to block incoming attacks with. Treat these
as shields, except that if the material strength of the object
Damage being used to block is exceeded by an attack the object will
Although some exotic attacks such as weakness rays may af- break.
fect the person hit in a different manner, the most common
effect of a successful attack is normal physical damage. Each Also, shields may only be used to defend against attacks. They
attack will have a damage rank, the rank value of which indic- do not provide protection from environmental damage such
ates the maximum amount of damage that it does if it hits as walking through a fire, falling, or being slammed against a
(you can always pull your punches and do less than maximum surface.
damage unless you are using a power and have taken a flaw
that forces you to do maximum effect). As shields only count as partial armour, they may be bypassed
using a trick shot just like any other partial armour. If your
Normally, the amount of damage done by the attack is simply opponent is wearing partial armour and is also using a shield
subtracted from the amount of Health that the defender has (for example a police officer may be equipped with both a stab
in their Health pool. If the defender still has Health left after vest and a riot shield) then you must choose which to bypass
this then they are still in the fight. If they haven’t, then they when performing a trick shot. You cannot bypass them both
have been knocked out, and may start to die from their injur- at the same time.
ies. Your character’s Health pool can never go negative. If you
take more damage than you have remaining Health left then Special Effects
you will simply run out and have zero Health left. Most types of attack are capable of doing special effects as
well as simple damage. Generally these special effects can be
Armour applied only on a Silver or Gold success. These effects include
Some characters will be protected from damage by some kind knocking your opponent over or back, stunning them, causing
of armour. In the case of mundane characters such as police lethal wounds, and so forth. Each type of attack described
or thugs, this is likely to involve wearing physical armour such earlier in this chapter listed the special effects that it can do
as a bulletproof vest or a stab vest. Super-powered heroes and at the different levels of success, and the exact details of those
villains have multi-purpose battlesuits or powered armour or special effects are described below:
may even have force field generators that put up a defensive
barrier. Some unusual characters may just have naturally Slam
tough skin or flesh. In all these cases, the intent is the same. If you are hit by an attack which can slam you and your ar-
By having or wearing a protective layer, the character will take mour rank value is not greater than the amount of damage
less damage from incoming attacks. that you have taken (i.e. either some damage gets past your
armour or your armour exactly cancels the damage), you may
Armour works in a very simple manner. If you have armour of have been slammed. To check if you have been slammed,
any kind, then when you take damage you reduce the amount make a Feat of Strength. The slam has the following effect
of damage you take by the rank value of the armour you have depending on the result:
before subtracting the remaining damage from your Health.
If the rank value of your armour is greater than the amount — White: You have been knocked backwards two areas less
of incoming damage, then you simply take no damage from than the distance the attacker could throw you (minimum
the attack. of 1 area) into adjacent areas of the attacker’s choice. Ad-
ditionally you fall over and must spend your next action
Partial Armour recovering and getting to your feet.
Some characters may wear armour that protects their vitals — Bronze: You have been knocked to the floor. You have
but does not fully cover them. This is most likely to apply to fallen over and you must take a –1 RS penalty to your next
mundane characters such as police in riot gear or mercenar- action as you must do it while getting to your feet.
ies wearing ballistic vests. However, it may also occasionally — Silver: You have not been slammed.

Combat – 37
— Gold: You have not been slammed. this means that he has been knocked back into an adjacent
area of Snowball’s choice.
In the case of a White result, it is possible that you will take
additional damage due to the forced movement pushing you Since they are fighting in an alleyway, Snowball chooses to
into a hazardous position. For example you could have been knock Fire Phantom against the wall of an adjacent building.
knocked off the roof of a building by the slam or over the edge The building has a normal brick wall, which has an Astounding
of a cliff, in which case you will fall. material strength. Unfortunately, this is not enough to stop Fire
Phantom as the rank value of the Astounding rank (50) is less
If your opponent knocks you back into a wall or into a similar than the damage that Fire Phantom took (75). Therefore Fire
solid mass, then compare the amount of damage you took to Phantom takes a further 50 damage (reduced to 30 by his
the material strength rank value of the wall. If the damage is Great armour) as he is punched through the wall.
greater you break through the wall, otherwise you stop when
you hit it. In either case, you take additional damage equal to Fire Phantom has now taken a total of 85 damage from the
the original damage or the wall’s material strength, whichever attack, and he is lying buried under a pile of bricks and rubble
is lower. This damage may be reduced by your armour as nor- inside the building, where he must spend his next action
mal (but not by a shield). climbing out.

Although the attacker gets the choice of which adjacent area Fire Phantom is not having a good time, and is really wishing
you are knocked back into, it is not possible to aim your knock he hadn’t run into Snowball today!
back any more precisely than this unless the slam is the result
of a Silver success on a trick shot. For example you can’t be Stun
deliberately knocked back into an ally. If you are hit by an attack which can stun you, and your ar-
mour rank value is not greater than the amount of damage
Example: Snowball hits Fire Phantom once more, and this time that you have taken (i.e. either some damage gets past your
he gets a Silver result on his Feat of Fighting. The attack armour or your armour exactly cancels the damage), you may
therefore does damage to Fire Phantom equal to the rank have been stunned. To check whether you have been stunned,
value of Snowball’s Strength, which is 75 (since Snowball has make a Feat of Endurance. The stun has the following effect
Wondrous Strength) and possibly slams him. depending on the result:

The first thing that happens is that the damage is reduced by — White: You have been knocked unconscious by the blow.
Fire Phantom’s armour. Luckily for Fire Phantom, he does Your Health pool is reduced to 0, but you do not start dy-
have armour. Unfortunately, even though his armour is Great, ing.
this is nowhere near enough to stop Snowball’s punch. The — Bronze: You have been stunned and you lose your next
armour reduces the damage by its rank value (i.e. 20), leav- action. You are also unable to take “out of turn” actions
ing 55 damage remaining. Fire Phantom’s Health pool is such as dodging until after your lost action was supposed
therefore reduced by 55 points. to happen.
— Silver: You have not been stunned.
Because the hit was a potential slam and it did enough dam- — Gold: You have not been stunned.
age to get past his armour, Fire Phantom checks to see
whether he has been slammed. He does this by trying to make Kill
a Feat of Strength. Fire Phantom only has Great Strength, If you are hit by an attack which can kill you, and your armour
and he rolls a White result on the feat. Unfortunately for him, rank value is not greater than the amount of damage that you
take (i.e. either some damage gets past your armour or your

38 – Combat
armour exactly cancels the damage), you may have a mortal You can delay this Endurance loss for a round at any time
wound. To check if you have been dealt a lethal blow, make a (including before you have lost your first rank) by spend-
Feat of Endurance. The kill has the following effect depending ing 50 Karma, or you can stop it completely by spend-
on the result: ing 200 Karma (in which case you are still unconscious but no
longer dying).
— White: You have been dealt a lethal blow. Your Health is
immediately reduced to 0 and you are knocked uncon- If you have no Karma, one of your allies (or a sympathetic
scious by the blow and start dying. bystander) can stop the dying process by spending an action
— Bronze: Your Health is immediately reduced to 0 and you to give you emergency first aid (no roll is needed for this).
are knocked unconscious by the blow, but you do not start
dying. Vehicles in Combat
— Silver: You have not been killed. Vehicles will normally provide partial armour to their occu-
— Gold: You have not been killed. pants based on what they are made of, although sometimes
this will not be the case. Motorcycles, jet-skis, and similar leave
Partial Hold their rider exposed and therefore provide no protection, and
If your opponent has achieved a partial hold on you, you may some tanks or armoured vehicles provide full armour to those
not move away from them and any action you perform other inside them.
than trying to escape or break the hold takes a –2 RS penalty.
If you are strong enough to carry your opponent (even with Under normal circumstances, it is not necessary to make
the –2 RS penalty to your Strength), you may still move while Feats of Agility to keep control of a vehicle. However, if you
in a partial hold. This results in you dragging your attacker wish to ram someone you need to make such a feat to target
along with you. them as if with any other blunt melee attack.

Full Hold Vehicles do not have independent health scores. Instead, they
If your opponent has achieved a full hold on you, then you can be breached based on their material strength if you want
may not try to perform any action other than an attempt to to break in or break out. This will create a hole in the vehicle,
escape or break the hold. You may not move while in a full but not necessarily destroy it. However, an attack on a vehicle
hold. may also damage it to the point that it no longer works by
getting a special effect on the vehicle.
Unconsciousness And Dying
When taking damage, you will fall unconscious under one of If an attack against a vehicle gets a potential stun, slam, or kill
three circumstances: result, rather than the vehicle needing to make a Feat of
Strength or Feat of Endurance to avoid the effects, the person
— Your Health pool is reduced to 0 controlling it needs to make a Feat of Agility instead.
— You failed the Feat of Endurance against a stunning attack.
— You got less than a Silver success in the Feat of Endurance The results of failing those feats in a vehicle are as follows:
against of a killing attack.
Slam Against Vehicle
In any of these three cases, your Health pool cannot be re- — White: The vehicle flips or rolls, ending up on its roof or
duced below 0. Even if the damage you took would be enough back.
to take it below 0 it stops there. If you have been knocked — Bronze: The vehicle skids or stalls, coming to a stop but still
unconscious you will remain that way for a few minutes. If it usable.
really matters you can roll a single ten sided dice to see how — Silver: The vehicle is still under control.
many, but usually it will be sufficient to just say “until the end — Gold: The vehicle is still under control.
of the fight” for simplicity.
Stun Against Vehicle
After this time, you will “sleep it off” for a few hours. During this — White: The vehicle is stopped, and must be adjusted before
period you won’t wake up spontaneously unless you make a it can be used again.
Feat of Intuition in order to do so and get a Gold result (and — Bronze: The vehicle is out of control and will travel in a
you can only attempt this once during your unconsciousness, straight line at its current speed next turn, possibly crash-
at a dramatically appropriate point), but you still can be ing. The controller of the vehicle can either spend that turn
awoken by anything that would normally wake a sleeping per- regaining control or bail out and abandon the vehicle.
son such as pain or a loud noise. Again, the exact duration — Silver: The vehicle is still under control.
probably won’t matter, but you can roll a single ten sided dice — Gold: The vehicle is still under control.
to see how many hours you stay out for if it makes a differ-
ence. Kill Against Vehicle
— White: The vehicle is stopped, and must undergo major re-
If you have been knocked unconscious by having your Health pairs before it can be used again.
pool reduced to 0 by an edged weapon or by failing the Feat — Bronze: The vehicle is stopped, and must be adjusted be-
of Endurance against a killing attack, you are also dying. While fore it can be used again.
dying, you temporarily lose a rank of Endurance per round on — Silver: The vehicle is still under control.
your action until you reach Zero Endurance, at which point — Gold: The vehicle is still under control.
you are dead.

Combat – 39
The Environment
Environmental Interaction of objects of comparable weight and mass are given in the
As well as interacting with other characters in a combat situ- Weight & Material Strength Table.
ations, characters will also frequently interact with the world
around them in a variety of ways; whether this is by breaking To determine the weight of (and therefore also the Strength
things, by lifting things, or by simply moving around for peri- rank needed to lift) an object that isn’t on the table, simply
ods that are longer than a combat round. compare it to the examples and assign it a rank equal to those
objects on the table that you judge to be most similar in
Things in the world, whether inanimate objects, vehicles, nat- weight.
ural phenomena or other living beings, are all measured using
the same scale of ranks that the abilities of characters are Generally, you should assume that a character can slowly push
measured by. This makes most interaction simple to determ- or pull something one rank heavier than that which they can
ine. lift, and can throw (or wield as a weapon) something one rank
lighter than that which they can lift. For each rank that the
— Is the character strong enough to lift the car? Compare object is lighter than you can lift, you can throw it one area in
the character’s Strength with the car’s weight. distance.
— Can the character’s motorbike outpace the jeep? Compare
the motorbike’s speed with the jeep’s speed. The material strength of an item works in exactly the same
way as its weight, although this time it shows the amount of
And so forth. Strength (or damage) needed to break the item.

Weight & Material Strength If this value is less than the item’s own weight then picking up
Most material objects have two properties that determine how the item by exerting force on a portion of it will cause that
tough the object is. Firstly they have a weight, which is based portion to break away from the rest of the item rather than
on their mass and determines the Strength rank needed to causing the whole item to be lifted.
pick them up. Secondly they have a material strength which is
based on a combination of the material from which they are Depending on the nature of the campaign as agreed by the
made, their size, and their shape. GM and the players, some superpowers such as magical
spells, tractor beams, or telekinetic powers may be able to
Since Strength ranks aren’t exact measures (there is much avoid this limitation by acting on the whole item at once rather
variation within each rank), the weights of objects have similar than lifting it by exerting force on a single portion of it.
amounts of variation within each rank. Exact weights or
masses for each rank are not given; instead some examples

Weight & Material Strength Table


Rank Weight Examples Material Strength Examples
Terrible Toddler, Chair, Badger, Large cat Cardboard box
Bad Child, Dog Glass window, Bottle
Average Full suitcase, Adolescent, Sheep Plasterboard wall
Decent Washing machine, One adult Internal door, Broom handle
Great Motorcycle, Two adults, Leopard External door, Wooden wall, Chair
World Class Grand Piano, Three adults, Horse Concrete paving slab
Fantastic Small car, Hippopotamus Corrugated iron sheeting, Toughened safety glass
Astounding Lorry, Bulldozer, Private jet, Elephant, Dinosaur Asphalt pavement, Brick wall
Wondrous Tank, Train locomotive, Fishing boat, Humpback whale Steel plating, Iron girder
Phenomenal Passenger jet, Space shuttle, Blue whale Tank armour, Stone wall
Single-Shift Jumbo jet, House Boulder
Double-Shift Submarine, Passenger ferry *
Triple-Shift Frigate, Nuclear reactor, Rocket *
Planetary Skyscraper, Aircraft carrier, Oil rig *
Stellar Mountain, Town *
Cosmic City, Moon *
Infinite Planet, Star *
* Your campaign may include fictional materials with these extreme strengths

40 – The Environment
Damage Table
Rank Damage Examples
Terrible Stick*
Bad Kitchen knife*, Dagger*, Falling one story
Average Baseball/cricket bat*, Hammer*, Machete*, Camp fire
Decent Axe*, Sword*, Arrow, Falling three storeys
Great Normal calibre pistol or rifle, House fire
World Class Machine gun or sniper rifle, Blaster pistol or rifle, Falling five storeys
Fantastic Hand grenade, Ballista, Chemical fire
Astounding Stick of dynamite, Siege catapult, Cannon, Heavy blaster, Falling ten storeys
Wondrous Mortar shell, Rocket propelled grenade, Trebuchet
Phenomenal Anti-tank shell, Falling twenty or more storeys, Immersion in lava
Single-Shift Battleship shell, Starship mounted ion cannon
Double-Shift Cruise missile
Triple-Shift ICBM
Planetary Nuclear warhead, Meteor strike
Stellar Anti-matter torpedo
Cosmic Asteroid strike, Mass driver
Infinite Supernova
* Melee weapons may do more than listed damage in the hands of a strong wielder. See the Combat chapter for more details.

The material strength of a solid block of a particular substance to damage a wooden wall. Sure, the axe will chip the wall or
is not necessarily indicative of the material strength of an item maybe even embed itself in it, but this won’t significantly dam-
made from the substance, since the shape and thickness of age the wall. It certainly won’t break or destroy it in just that
the item may be more important than its exact composition. one hit. However, given plenty of time that same person with
the same axe could easily demolish the wall completely and
For example although a solid ingot of aluminium would be far reduce it to firewood. The GM and players should agree on
too tough for a person of Average Strength to bend or break, what is and is not sensible when it comes to the accumulation
a sheet of aluminium foil is easily torn by such a person. of lesser damage in this manner.

Because of this, the material strengths of objects are given in The amount of damage done by a variety of different natural
the form of examples of actual items rather than as strict and artificial things is shown in the Damage Table.
measurements based on raw materials. These examples can
be also be found in the Weight & Material Strength Table. Speed
The speed of anything, whether a creature, vehicle or natural
Damage From Objects phenomenon, is also measured using the standard rank scale.
Although the damage caused by physical attacks from charac- Unlike weight, material strength and damage which are
ters will depend on their Strength rank, characters can also strongly interlinked; speed is mostly independent of other vari-
be damaged by other things – from weapons to environmental ables and is mostly used in simple comparisons to see which
effects. of two things is quicker.

These sources of damage are ranked using the same standard Because of the large difference between the nature of land/
rank system as Strength and material strength scores, and water based movement and the nature of flight, there is a sep-
correspond to them. For example a stick of dynamite does arate scale of ranks for each of the two forms of movement.
Astounding damage, so it is able to blow a hole in an Astound- It is important when comparing the speed of two objects to
ing material strength item such as a brick wall. make sure you are comparing like with like and only compare
two land/water speeds with each other or two air/space
Note that the material strength and damage table both as- speeds with each other. In other words, something moving at
sume a single instance of damage in a quick time period such World Class land speed is not moving the same speed as
as a round of combat. If the damage is applied repeatedly to something moving at World Class air speed.
an item over a longer period of time then the damage may be
able to break or destroy the item even though the item’s ma- If you do need to directly compare a land speed with an air
terial strength is higher than the rank of the damage. speed, a good rule of thumb is that a ground speed rank of
less than Planetary is roughly equivalent to an air speed with
For example, in the hands of a person of Average Strength, a half as many ranks (not half the rank value). For example, a
blow with an axe will do Decent damage which is not enough van driving flat-out has a land speed of World Class which is

The Environment – 41
Speed Table
Rank Land/Sea Speed Examples Air Speed Examples
Terrible Child, Snake, Mouse Pigeon, Chicken
Bad Adult, Bear, Cat, Kangaroo Swallow, Goose
Average Wolf, Horse, Shark, Bicycle, Town Traffic Zeppelin
Decent Antelope, Lion, Moped, Motor boat World war one biplane
Great Cheetah, Sailfish, Lorry, Motorway traffic Eagle
World Class Van, Hovercraft Peregrine falcon
Fantastic Speedboat Helicopter
Astounding Jeep World war two fighter plane
Wondrous Family car Modern propeller-driven plane
Phenomenal Rally car Passenger jet
Single-Shift Arrow, Generic sports car Speed of sound, Mach 1
Double-Shift Performance car Bullet
Triple-Shift Formula one car Modern supersonic jet
Planetary Jet propelled car Orbiting space shuttle, Comet
Stellar Speed of sound Speed of light
Cosmic Bullet Warp speed
Infinite – Teleportation
roughly the same speed as a zeppelin flying at top speed (an movement rules in the Combat chapter for leaping ability) plus
air speed of Average). As with all the other measures in this an additional storey.
chapter, the Speed Table shows examples for each rank rather
than fixed numbers. Note that the speeds shown here are for Landing on something soft may decrease the damage taken
long distance movement. For movement on a round-by-round by a number of ranks, and actively diving rather than merely
basis see the Combat chapter. falling may increase the speed of the diver. In either case,
these factors are very subjective and should be agreed by the
Falling GM and players on a case by case basis.
Characters who fall accelerate rapidly due to gravity for the
first few seconds and then fall at a constant speed after that, Drowning
once they have achieved terminal velocity. Most super heroes, with the exception of those with certain
Life Support or Aquatic super powers, need air to breathe and
Characters who fall fewer than twenty storeys will still be accel- will suffocate or drown if they do not have access to it. In both
erating when they hit the ground, and the damage they take cases (suffocation and drowning) the game mechanism for
when hitting the ground will therefore vary depending on how how this works is the same.
far they have fallen. Values for falls of one storey, three storeys,
five storeys and ten storeys are all listed in the Damage Table A character can voluntarily hold their breath for a number of
earlier in this chapter. combat rounds equal to their Endurance rank value, providing
they do not run or fight or otherwise exert themselves. Char-
A character who falls twenty storeys or more will be travelling acters who do exert themselves in this manner can only hold
at terminal velocity, so the damage is always the same whether their breath for a tenth of that time.
they have fallen twenty storeys or fifty storeys (again, this is
marked in the Damage Table earlier in this chapter). If a character is unable to hold their breath any longer, but
still has no access to breathable air – for example if they are
Falling is a remarkably quick form of movement, and charac- drowning – then they must make a Feat of Endurance each
ters have little time to perform any other activities while falling round and get at least a Bronze result. Once they fail a Feat
unless they are falling truly huge distances such as from of Endurance by getting a White result, they fall unconscious
planes. and start dying in a similar manner to when they have failed
a Feat of Endurance against a killing attack.
A fall of up to forty storeys (around 150 metres or yards) will
take place within the space of a single round and characters If your character is dying by suffocation or drowning in this
falling longer distances will fall around 250 metres or yards manner, you may spend 50 Karma to delay the process for a
per round after that initial round of acceleration (for refer- round, just like you can when your character is dying from
ence purposes, this is a Great air speed). lethal damage, but you can’t spend 200 Karma to stop the
process. On the bright side, your character will automatically
If a character jumps down, they may reduce the effective fall- stop dying once they have access to breathable air once more.
ing distance by the amount they can leap upwards (see the

42 – The Environment
The Environment – 43
Karma
What is Karma? As the heroes try to stop the theft, a fight breaks out during
Doing good deeds is its own reward, but the universe helps out which the meson cannon is accidentally damaged and it ex-
too. Characters have a score called Karma, which is used to plodes, triggering a partial collapse of the building that it is in.
show how heroic they have been. Karma is accrued by doing Realising that their scheme has been foiled, Doctor Apoca-
heroic (or simply good) deeds, and can then be spent to get lypse and The Brute use the explosion as cover to try to es-
“lucky” breaks. Whether this Karma is representative of a su- cape.
pernatural force, a fundamental principle, or merely the mor-
ale and self confidence of the individual is deliberately left Mesmerist and Captain Steel both give chase to the two villains
ambiguous in these rules. In your individual campaign, it and attempt to capture them, while Physique remains behind
might represent any combination of those three or even using her Great Strength to hold up the remains of the build-
something else completely. ing so that the various scientists and other government per-
sonnel inside have chance to escape.
In any case, Karma is not designed to be an in-character re-
source. Although characters will gain, spend and occasionally Mesmerist is easily able to use his hypnotism powers to inca-
lose Karma; this is tracked by the players and the characters’ pacitate and capture The Brute, but although Captain Steel
Karma scores are purely out-of-character measures. It is the pushes the thrusters on his battle armour to their limit he is
player controlling each character (or the GM in the case of unfortunately not able to keep up with Doctor Apocalypse, who
NPCs) that decides whether or not to spend Karma on some- escapes to plot his revenge on the meddling heroes.
thing that the character is doing, rather than that decision
being something that the character makes within the game. At the end of the session, the GM totals up the amount of
Within the game world, Karma (if it exists at all) is not some- Karma that the heroes receive for their actions. They preven-
thing that is measurable. ted a major crime, which is worth 4 Karma; and defeated Doc-
tor Apocalypse and The Brute. Since Doctor Apocalypse’s best
Gaining and Losing Karma power is his Astounding Force Control he is worth 10 Karma,
Your character will gain Karma for doing good deeds, and lose and The Brute is worth a whopping 15 Karma for his Wondrous
it doing the opposite. While most good deeds will be heroic in Strength.
nature and performed by your character while they are acting
as a super hero, some of them may be performed by your Arresting the villains would be worth an additional 2 Karma
character when they are in their everyday life or when in their (half of the 4 Karma award for the crime that they were com-
secret identity. The timing of such events doesn’t matter. What mitting). But because only one of the villains was captured
is important is that you do them, not what costume you’re rather than both of them, the GM decides to only award half
wearing at the time or whether anyone’s watching. of this – so that’s another 1 Karma.

Karma gains for preventing crimes, arresting perpetrators, de- Finally, Physique saved a large number of people from the
feating villains, and rescuing people should be shared out collapsing building. These are worth 4 Karma each, but be-
equally amongst all the characters who are present and help- cause there were more than five of them this is capped
ing out with the situation (rounding any fractions up). For ex- at 20 Karma for the whole group. The total Karma awards for
ample if two heroes defeat a villain while a third rescues three the group for foiling this attempted theft are therefore:
bystanders, add up the Karma gains for everything and divide
it evenly. Don’t start giving different amounts to the different Stopping the crime: +4
characters depending on the exact role they played in the
situation. Arresting one of two perpetrators: +1

Karma losses, on the other hand, should never be shared out. Defeating Doctor Apocalypse: +10
These should always be given to individual characters for their
actions. However, you need to be sensible with this. If three Defeating The Brute: +15
heroes get a call saying that there is a minor crime in pro-
gress and they decide that two of them should go and try to Rescuing more than five people: +20
prevent it while the third does something different but equally
important, the third hero should not be penalised for “permit- Total: 50 Karma
ting” the crime to occur. They saw their team-mates going to
deal with it and decided that it was a proportional response This Karma award is split equally amongst the three heroes
capable of stopping the crime. because they were all involved in the incident, even though
only Physique rescued people and only Mesmerist successfully
Example: Mesmerist, Captain Steel and Physique have been arrested a villain. The heroes therefore get 50/3 = 17 Karma
alerted to a super villain attack on a government facility that each, plus the normal per-session individual award of 5 Karma,
stores an advanced prototype of a meson cannon. Upon arriv- for a total of 22 Karma.
ing, they discover that Doctor Apocalypse is trying to steal the
cannon with the help of The Brute.

44 – Karma
Karma Gains & Losses Table
Deed Karma
General per-session award +5
Prevent/interrupt minor crime +1*
Prevent/interrupt major crime +4*
Prevent/interrupt violent crime +6*
Prevent/Interrupt local conspiracy +6*
Prevent/interrupt national conspiracy +8*
Prevent/interrupt global conspiracy +10*
Arrest perpetrators or crime +½ gain for preventing crime (minimum +1)*
Rescue people +4 per person (maximum +20)*
Destroying property –1 per area
Permit a crime to occur –½ gain for preventing crime
Commit a crime –2 x gain for preventing similar crime
Public humiliation/defeat –8
Kill someone (accidentally or deliberately) Lose all remaining Karma
Allow someone to sacrifice themselves for the greater good –10
Make and keep a personal commitment +1
Fail a personal commitment –1
General act of charity +2 to +8
Use Infamy to intimidate people –1
*Shared between all involved
The way each weakness qualifies you for bonus Karma is
shown in the Overcoming Weakness Table.

Note that for a weakness to count, especially for the more sub-
jective weaknesses like a Code or Distinctive Features, it must
actually cause a problem for it to count. For example subduing
and capturing a super villain alive doesn’t count as overcom-
ing a Code that doesn’t let you kill if there was never a ques-
tion of you killing them in the first place. Such a code would
only count if you actively have to go out of your way to save
their life from some kind of collateral damage or mishap that
took place when you were fighting even though doing so would
put you at risk or give them a tactical advantage over you.

The GM should be firm but fair when determining whether or


not a weakness has actually made things harder. For example,
a Limited Target weakness that means a hero’s powers do not
Weaknesses affect children would count as making things harder if it
Characters who have weaknesses will sometimes find that means that they are unable to use their Telekinesis to lift a
those weaknesses get in the way of what they want to do. After child out of harm’s way and they must find another way to
all, that’s the whole point of taking a weakness. However, al- rescue the child instead; but most certainly does not count as
though some people see a weakness as a role-playing oppor- making things harder if the hero uses it as an excuse to use
tunity, FASERIP also rewards weaknesses with Karma. indiscriminate area-effect attacks into areas that contain chil-
dren safe in the knowledge that they will not be damaged by
To clarify, you don’t get awarded Karma for having a weakness the attacks.
or for it hampering you. Karma is about rewarding heroism
and success, not failure. However, if you push past or overcome Pushing Your Limits
your weakness and succeed in what you are doing despite the Whenever you are about to do a static comparison of one of
weakness making it harder, then you will receive more Karma your ability or power ranks with someone or something, or you
than you would had you not had to do so. Note that this is not are about to use the rank value of one of your ability or power
for simply succeeding on a check despite a penalty, but for ranks for something, you can spend 50 Karma in order to get
succeeding in an overall goal (e.g. the prevention of a crime) a temporary +1 RS bonus to the rank you are about to com-
in which your weakness made it harder for you.

Karma – 45
Overcoming Weaknesses Table
Weakness Karma
Allergy +1 Karma if you succeeded in a heroic deed during which you were exposed to the substance to which
you are allergic and it making things more difficult for you.
Code +1 Karma if you succeed in a heroic deed despite your code forcing you to put yourself at a
disadvantage while doing it.
Dependent +1 Karma for succeeding in a heroic deed in which your dependent was involved and their involvement
made things more difficult for you.
Disability +1 Karma for succeeding in a heroic deed in which your disability made things more difficult for you.

Distinctive Form +1 Karma if you succeed in a heroic deed in which the inability to go unrecognised made things more
difficult for you.
Focus +2 Karma if you succeed in a heroic deed during which at some point you did not have your focus
(and therefore powers) available and this made things more difficult for you.
Hunted +1 Karma if you succeed in a heroic deed that was made more difficult for you due to the interference
or appearance of representatives of the person or group that are hunting you.
Limited Target +2 Karma if you succeed in a heroic deed during which your inability to use your powers on a
particular type of target made things more difficult for you.
Power Inhibitor +2 Karma if you succeeded in a heroic deed during which you were exposed to the substance that
prevents your powers from working and it making things more difficult for you.
Secret Identity +1 Karma if you succeed in a heroic deed in which the necessity of keeping your identity secret made
things more difficult for you.
Uncontrolled Change +2 Karma for succeeding in a heroic deed during which you had an accidental change (in either
direction) that made things more difficult for you.
Vulnerability +1 Karma if you succeeded in a heroic deed during which powers that exploit your vulnerability were
used on you and it made things more difficult for you.

pare or use. This rank shift obeys all the normal rules of rank Ensuring Success
shifts. When you are about to perform a feat using one of your ability
or power ranks, you can spend Karma in order to guarantee
For example, if you are about to try to lift something very a minimum level of success. This can be done in both simple
heavy you can spend 50 Karma in order to get a +1 RS bonus feats and ranked feats.
to your Strength rank; or if you are trying to fly fast enough
to catch someone you can spend 50 Karma in order to get You must announce that you are spending Karma on the feat
a +1 RS bonus to your flight power. before rolling the dice, and then if the result of your roll is less
than the level of success you have asked for, you spend an
You can’t push your limits when you are performing a feat amount of Karma equal to the difference between the value
using one of your ability ranks, such as when attacking you rolled and the minimum value needed to achieve the de-
someone or defending against an attack. You can only do it sired result.
when you are about to do a static comparison or to use the
rank value. So you can push your limits when applying your Once you have declared that you are spending Karma on the
Strength rank to do damage with a melee attack or a thrown feat, you must spend a minimum of 10 Karma even if your roll
attack. Similarly, you can push your limits when applying your was good enough that you achieved the desired result natur-
armour rank to reduce incoming damage. ally or it was less than ten points away from such a result.

In all cases, the rank shifts for pushing your limits stack with Example: While Captain Steel is chasing Doctor Apocalypse,
the rank shifts for any specialities you have that might apply Mesmerist tries to subdue The Brute. Unfortunately, although
in the situation at hand; and you can only push the limits of The Brute doesn’t have strong mental defences, Mesmerist
powers and abilities that you possess. If you don’t actually pos- knows that he’s a tough cookie and will be difficult to take
sess the Flight power, you can’t push the limits of your “Zero down. Seeing that he will only have one chance to hit The
Flight” in order to temporarily acquire a Terrible flight speed. Brute with his Mental Blast before the creature dives into the
sea and escapes, Mesmerist therefore spends Karma in order
Example: Captain Steel has Fantastic flight, which is powered to ensure that his attack will achieve a Gold result.
by the thrusters in his battle suit. After the fight at the govern-
ment facility he is chasing Doctor Apocalypse through the Rolling the Feat of Psyche for his attack, Mesmerist gets a 72.
skies as Doctor Apocalypse tries to flee. Because his Fantastic With his Fantastic Psyche, this is a Silver result. Good, but not
air speed isn’t good enough, Captain Steel pushes his flight good enough. Mesmerist spends the Karma needed to in-
power. He spends 50 Karma, and he is temporarily treated as crease the roll to 91, the minimum roll needed to achieve a
having Astounding Flight. This is enough to start gaining on Gold result. This is enough to do a stun result to The Brute as
Doctor Apocalypse, but to Captain Steel’s dismay the Doctor well as damage, and Mesmerist hopes that The Brute will fail
reaches a private jet that was circling, and as soon as he’s his Feat of Endurance and go down, or at the very least only
inside the jet screams off into the distance. achieve a Bronze success on it – which will leave him stunned.

46 – Karma
In rare circumstances, you may wish to guarantee a maximum cess rather than to increase it. Just like guaranteeing a min-
level of success on a feat that you roll rather than a minimum imum level of success, this costs a minimum of 10 Karma.
level, for example you may wish to hit someone with a lethal
attack without the chance of rolling a Gold result and there- Surviving Lethal Injuries
fore inflicting a killing blow. If you have been knocked unconscious by having your Health
pool reduced to 0 by an edged weapon or by failing the Feat
This works in the same way as guaranteeing a minimum level of Endurance against a killing attack, you are also dying. While
of success, except that the amount of Karma spent is the dying, you temporarily lose a rank of Endurance per round on
amount needed to reduce the roll to the desired level of suc- your action until you reach Zero Endurance, at which point

Karma – 47
you are dead. You can delay this Endurance loss for a round Obviously, it may be wise for you to spend Karma on this feat
at any time (including before you have lost your first rank) by to ensure a particular level of success as with any other feat,
spending 50 Karma, or you can stop it completely by spend- since otherwise a White result will mean that the 50 Karma
ing 200 Karma (in which case you are still unconscious but no you spent to attempt the power stunt in the first place will have
longer dying). been wasted. This is not compulsory, however, and you don’t
have to do this if you are feeling lucky or if you are short on
If you don’t have 200 Karma to spend, and no-one gets to you Karma and can’t afford to spend anything over the bare min-
in time to save your life, you can spend 100 Karma to invoke imum needed to attempt the power stunt.
“They never found the body”. In this case, your character ap-
pears to have been killed but for some reason the body can’t Karma Pools
be found. After a suitable period, the duration of which needs Characters who work together regularly, for example as part
to be agreed with the GM to fit the style of the campaign, your of a super team, are able to combine their Karma into a team
character will reappear, having cheated death in some way. Karma pool. This is a central reserve of Karma that any team
This is often a good excuse for a change of costume or even member can use. Any member of the team can donate any
to revisit character generation and come back with an entirely amount of Karma to the team’s Karma pool at any time, with
new set of powers. the pool gaining one point of Karma for every two points that
are donated to it. However, this is a one-way process. There is
Power Stunts no way to extract Karma back from the Karma pool once it
Sometimes you may want to use one of your powers in a way has been donated, not even if you leave the team or if the
that you can’t normally use it. In these situations you may team disbands.
spend 50 Karma to make a single attempt to use your power
in that way. This could be using the power with an edge that Any character who is a member of the team may spend
you don’t have (including a power extension), or without a flaw Karma from the team’s Karma pool as if it were their own
that it normally has, or it could be using the power in an ima- Karma. This can be done unilaterally and it does not require
ginative way order to emulate a different power that isn’t nor- permission from any of the rest of the team (although it’s gen-
mally a power extension of your power. In any case, the novel erally considered polite to ask the other players before doing
use of your power is called a power stunt. so!) When spending a significant amount of Karma, you can
split it and spend some of your own and some from the team’s
In order to perform a power stunt you must first explain to the Karma pool in order to make up the total.
GM which power you’re using and how you’re intending to use
it. At this point the GM may object if you’re trying to get away If any member of the team takes a Karma loss for their ac-
with too much, but as a general guideline using a listed edge tions, they do not have the choice to take the loss from the
that you don’t normally possess or replicating a different team’s Karma pool. They must take the loss from their own
power at the same rank as the power you’re using should be personal Karma instead. However, if the character’s personal
acceptable unless there’s a very good reason why not. If the Karma is not sufficient to pay the loss then they must pay what
GM isn’t happy with your intended use of your power, you they can and the remainder of the loss is paid from their
should discuss the issue and come to a compromise that team’s Karma pool. In cases where a character has killed
everyone is satisfied with. someone and must therefore lose all their Karma, the team
Karma pool loses all its Karma as well. Friends don’t let friends
Once you know what you want to do, you spend the 50 Karma kill people!
in order to make the attempt, and then roll a Feat of Power
using the rank of power that you’re attempting the stunt with: Villains & Karma
Karma is designed for use as a player resource. NPCs such as
— White: You failed to use your power in the novel way that super villains do not use the rules for gaining and losing
you wanted. Karma. This is partly because it isn’t practical for the GM to
— Bronze: If you have successfully performed this power track Karma for dozens of NPCs whose lives outside the times
stunt at least twice before, you are able to successfully use when they’re encountering the PCs are poorly defined at best;
your power in the novel way that you wanted. Otherwise, and partly because the mechanics are designed to have char-
your control of the power is not full and results in a side- acters being rewarded for good deeds and heroic actions and
effect chosen by the GM. The side effect should be some- penalised for the opposite, which is a bad fit for villains.
thing that lessens the usefulness of what you are doing
without nullifying it completely, and only applies to this in- Instead, the GM should simply assume that when a villain is
dividual instance of trying to use your power in this way. encountered they have an amount of Karma to spend equal to
— Silver: If you have successfully performed this power stunt that which a starting character with their characteristics would
at least once before, you are able to successfully use your have – an amount equal to the sum of the rank values of their
power in the novel way that you wanted. Otherwise, your Reason, Intuition and Psyche.
control of the power is not full and results in a side-effect
chosen by the GM. The side effect should be something Villains can spend this limited amount of Karma to push their
that lessens the usefulness of what you are doing without powers and ensure success on dice rolls, but they don’t need
nullifying it completely, and only applies to this individual to spend it to attempt power stunts. They can attempt them for
instance of trying to use your power in this way. free.
— Gold: You are able to successfully use your power in the
novel way that you wanted, with no side effects.

48 – Karma
Getting Better
Healing ability or power permanently increases to the next higher rank
While the high-action parts of being a superhero, such as and you erase all the marks accumulated so far on that power
fighting super villains, preventing crime, and rescuing people or ability.
are exciting, they are also very dangerous. Super heroes are
often injured in the course of their activities, and recovering If the power that was pushed or ensured success with was a
from such injuries may take time. power extension, the check goes to its parent power. Power
extensions are tied to their parent power’s rank and never
Health Loss change in rank independently.
Minor injuries and fatigue, which are represented by loss of
Health, disappear quickly. Usually it is safe to assume that Remember that if this increase takes an ability from World
after a half day or more – such as after a night’s rest – all Class to Fantastic, that ability now counts as a power. This
characters will have returned to their maximum Health values. means that you can start using it to perform power stunts.
It is generally not necessary to work out exactly how much of
their lost Health they recover immediately after combat and Example: Tulpa has the Blast power as a power extension of
how much after each subsequent hour unless time is of the their World Class Force Control.
essence and they must dash from situation to situation without
adequate time to rest. If it is important to determine how much During a session, Sofia spends 50 Karma to push Tulpa’s Blast
Health your character has recovered after a short length of power to do extra damage. Rather than adding a check dir-
time, work out the amount using the following two rules: ectly to Tulpa’s Blast, as she would if it weren’t a power exten-
sion, she adds a check to their Force Control instead since this
After a fight or action scene has ended, spending five minutes is the parent power of their Blast.
resting and attending to minor injuries will let you recover
Health points equal to your Endurance rank value. If you have This is her sixth check on Tulpa’s Force Control, and since she
the Medicine speciality (or whichever person is tending your needs six checks to increase it (World Class has a rank value
injuries has it) then you get +1 RS to your Endurance rank of 30, and 30/5 = 6) Tulpa’s Force Control is now increased
when determining how much Health you recover. to Fantastic. Their Blasts will now do Fantastic damage, since
their Blast power always uses its parent’s rank.
Each hour (of in-game time, not real time) during which you
don’t have any fights or action scenes you will recover Health Broadening Powers
points equal to your Endurance rank value. If you have the Each time you spend Karma to perform a power stunt with
Medicine speciality (or whichever person is tending your injur- one of your powers and the power stunt succeeds, make a
ies has it) then you get +1 RS to your Endurance rank when note of the stunt on your character sheet and put a mark or
determining how much Health you recover. check next to it. When you have acquired three marks next to
the same power stunt, that stunt becomes part of your stand-
Endurance Loss ard power suite and can be automatically performed without
If you have been more severely injured, and have lost Endur- needing to spend Karma and perform a power stunt each time
ance ranks, these take much longer to heal. If you remain you wish to do so. Once you have established the power stunt
active, you recover one lost Endurance rank per week. If you reliably in this manner, erase the marks next to it on your
take it easy (this doesn’t necessarily mean that you have to be character sheet.
bedridden, but it does mean not exerting yourself, such as not
getting into fights and not pushing your abilities) and you are Example: Tulpa pushes herself to teleport a longer distance
under the care of someone with the Medicine speciality then than they normally do, spending Karma to temporarily use the
you recover one lost Endurance rank per day. Long Range edge on that power even though it’s an edge that
they don’t normally have.
Character Improvement
In general, superheroes don’t improve that much over the Sofia writes down on Tulpa’s character sheet that they have
course of a campaign. Generally, the superpowers that your done an “Edge: Long Range” power stunt and puts a single
hero has acquired are likely to remain relatively static rather mark next to it because it’s the first time Tulpa has done this.
than starting weak and growing greatly in strength. However,
a small amount of increase is possible, and you can learn new If, over the course of the campaign, Tulpa pushes themselves
tricks and techniques that let you use your existing powers in in this way twice more, getting a total of three checks against
more versatile ways. the power stunt, their Teleportation power will permanently
gain the Long Range edge and they will no longer need to
Improving Ability & Power Ranks perform a power stunt to use that edge.
Each time you spend Karma to push your limits during a com-
parison or to spend Karma to ensure success in a feat, put a Improving Wealth
mark or check next to the ability or power that you used in Your Wealth rank is improved in a very similar way to your
that feat or comparison. When you have acquired a number ability ranks. That is, each time you spend Karma in order to
of marks next to an ability or power equal to that ability or ensure success on a Feat of Wealth you put a mark or check
power’s current rank value divided by five (rounded up), that next to it, and after you have gained a number of these marks

Getting Better – 49
your Wealth will increase by one rank and you should erase Unlike most of the other measures in the game, it is possible
all the marks from your character sheet. However, increasing for your Fame rank to actually go below Zero. If you have Zero
your Wealth is quicker than increasing your powers and abil- Fame and you should lose a mark because you just lost Karma
ities. You only need to get a number of marks equal to one publicly, instead you gain Zero Infamy and a single mark on
tenth of your current Wealth rank value (rounded up) to in- your character sheet along with it.
crease it.
Infamy is basically the opposite of Fame; rather than indicat-
Improving Fame ing how much people will co-operate with you because they
Gaining Fame is a matter of impressing people by doing good respect you, it shows how much people will co-operate with you
deeds. Obviously, these deeds need to be done in the public because they fear you. Naturally, most villains will have Infamy
view. Even saving the world won’t make you famous if no-one rather than Fame.
knows that you’ve done it!
If you have Infamy, the methods of gaining and losing it are
Each time you gain Karma for doing good deeds in public put the same as those for gaining and losing Fame, except that
a mark or check on your character sheet next to your Fame. the shifts in rank are reversed. You gain marks each time you
When you have a number of these marks equal to your cur- lose Karma for a public act, and lose marks each time you
rent Fame rank value, your Fame rank increases by one and gain Karma for a public act. As with Fame, if you lose your last
you erase all the marks. mark you decrease your Infamy rank and immediately add
marks equal to half the rank value of your new Infamy rank.
Gaining Karma for things that you do out of the public eye or
for things that you do in your secret identity don’t count to- If your Infamy reaches Zero and you should lose a mark be-
wards improving your Fame, and you do not add marks for cause you have just gained Karma publicly, instead you gain
these. Similarly, spending Karma to ensure success in Feats of Zero Fame and a single mark on your character sheet along
Fame used to persuade people to help or co-operate with you with it.
does not count towards improving your Fame.
Example: White King, having just found out about the magical
Example: After a short career as a super hero, Tulpa has man- nature of his inheritance, has decided to turn his hand to
aged to get a Fame of Bad, with three check marks against it. heroics. Unfortunately his first foray into the world of super
When a fire breaks out at a local cinema, Tulpa helps with the heroes resulted in a humiliating defeat, and this reduced his
rescue effort and is seen saving a number of people from the Fame from Zero with no checks to having Zero Infamy with
burning building. Tulpa gains Karma for saving the people, one check.
and because this was done in public they also gain a mark
against their Fame. This is their fourth mark, and since their All is not lost, but he will need to impress the public a couple
Fame is currently Bad with a rank value of 4, Sofia increases of times before he can start getting their support.
Tulpa’s Fame to Average and erases all the check marks.
Building Devices
However, fame is a fickle thing, and you can easily lose it as It is common for super heroes (particularly those with a sci-
well as gain it, should the public turn against you. Each time entific bent – although sometimes people may want to build
you lose Karma for doing something in public, you must re- magical or cosmic devices if they have that sort of origin) to
move a mark from the Fame rank on your character sheet. If build powered devices. These are items that are above and
you have no marks left, reduce your Fame by one rank and beyond the sort of equipment that can be simply bought, and
immediately add a number of marks equal to half the rank which usually have super powers. These devices range from
value of your new Fame rank. mind control helmets to teleportation devices to magic wands
and amulets or even vehicles and powered armour.
Example: Tulpa is not having a good time. While fighting Mon-
key Nut, they manage to bring down a building with careless These are best handled as a kind of long term power stunt.
use of their Blast power. While no-one was hurt, lots of people The character who wishes to build this sort of device must
saw it happen, and to make things worse the sinister simian have an ability rank high enough to count as a power (i.e. have
manages to defeat Tulpa and escape. an ability rank of Fantastic or more) in the relevant ability for
the type of power source the device will use. Most of the time
In total, Tulpa ends up losing Karma for both the public defeat this will be their Reason ability rank, but depending on their
and the property destruction. Because all this happened to- particular origin some characters may be able to substitute
gether, it only counts as a single Karma loss, but even so Sofia Intuition or Psyche instead.
has to remove one of the checks from the Fame score on
Tulpa’s character sheet. Your character must also have suitable facilities and resources
with which to create their invention. This will often simply mean
Because Tulpa’s Fame has only just increased to Average, that the character has a suitable workshop or laboratory, but
there are no checks on it. Unfortunately this means that there might be extenuating circumstances. For example if the
Tulpa’s Fame drops to Bad once more, although at least Sofia characters are stuck on a desert island away from their home
gets to add two check marks to it, so it’s half-way back to being city then having a workshop at home won’t help.
Average once more.

50 – Getting Better
Character Improvement Table
Improvement Requirement
New edge on a power or ability Perform a power stunt for that edge 3 times
Improve power or ability rank Push or ensure success (rank value / 5) times
Improve Wealth Ensure success (rank value / 10) times
Gain Fame or reduce Infamy Gain Karma publicly (rank value) times
Gain a new speciality Study to use the speciality 3 times
Invent a powered device Prototype the device 3 times
Gain a contact Ensure success getting them to help you 3 times

The rank of the power that the device will have is limited to the In order to create a device, the character must first devote an
lower of the characters ability rank used for the invention and extended period of game time to research and invention.
the rank of the laboratory/workshop in which they worked. There are no hard and fast rules about this, but normally
around a month would be reasonable. Obviously, time spent
Example: Captain Steel is trying to invent a psychic interfer- away from the lab will delay things accordingly.
ence helmet that will give its wearer the Mind Shield power.
Captain Steel’s Reason is Astounding, so he is smart enough At the end of the period, and this should almost always be
to invent an item that does this. However, the only workshop timed to occur at the start of a session so that it causes the
he has access to is a Decent rank workshop. Unfortunately, minimum amount of disruption to the game, the player
while he could invent an Astounding Mind Shield helmet given spends 50 Karma in order to attempt the power stunt and rolls
the resources and equipment, with the tools he has he will only for the stunt as normal. If the stunt is a success, the character
be able to create a Decent Mind Shield helmet. has managed to build a prototype device that they can use
once in that session before it needs re-calibrating, re-power-
Captain Steel could really do with a better workshop. ing, repairing, or otherwise maintaining.

Once the character has used the prototype once, or once the
session has ended (whichever comes first), the prototype is no
longer functional.

From this point on, each time the character wishes to get the
prototype to work again they will need to repeat the power
stunt (including spending another 50 Karma). However, if the
character still has their original prototype they don’t need to
spend more time in the lab to do this. They can simply adjust
and improve the existing prototype in the field. If the prototype
has been lost or destroyed, then the character will need to
spend another week building a new and improved version be-
fore they can try again.

As with other power stunts, the player should make a note of


the invention in their list of power stunts and each time the
device has been successfully tried the player should put a
mark next to the note. When the note has acquired three
marks the device is considered to be working reliably and
counts as a new power for the character just like normal char-
acter improvement.

If a character wants to invent a device that has multiple


powers, each power needs to be added separately using the
same process. Depending on the nature of the powers and the
device, this may mean that the device is not usable until all the
powers have been successfully tested.

Gaining Entirely New Powers (Optional)


Optionally, if the GM agrees that this fits a character’s origin
and power source, you can use the rules for building a device
to let a character acquire a new super power in a form that
isn’t a device and isn’t a power extension of one of their exist-
ing powers. For example a scientist character could perform
a series of extended gene therapy treatments on themselves

Getting Better – 51
in order to unlock a previously latent power with the genetic spend 50 Karma to make the attempt and must achieve a
mutation source; or a magical character could spend time Gold result on the feat for this to work. It then takes another
studying in order to research a new spell. In both these cases, week of study and practise before you can attempt a similar
access to a learning and experimentation resource is still re- power stunt to gain the use of the speciality again in a differ-
quired – a genetics lab in the case of the mutation and an ent situation in which it would give you its advantage or benefit.
occult library in the case of the spell.
Each time you perform this power stunt to successfully gain
Gaining Specialities the use of the speciality, make a mark or check on your char-
Like building a device, studying and practising to learn a new acter sheet. When you have three marks, you have successfully
speciality is something that must be done over an extended mastered the speciality and may now use it without needing to
period of time. However, unlike building a device, you don’t perform power stunts or spend Karma.
need to have a relevant ability rank of Fantastic or higher in
order to be able to learn a new speciality for it. After spending Gaining Contacts
an in-game month studying and practising, you then need to Whenever you spend Karma in order to ensure success when
have an opportunity in which having the speciality would give persuading someone who is not yet one of your contacts to
you its advantage or benefit. help you out by providing you with assistance or resources,
make a note of their name along with a mark or check on
When this opportunity arises, you may perform a power stunt your character sheet. When you have accrued three of these
(using whichever ability or power is most appropriate to the marks for the same named individual, that individual becomes
speciality) in order to be able to gain the use of the speciality a new contact.
in that one situation. As normal with power stunts you must

52 – Getting Better
Equipment & Bases
Equipment With only Average Wealth, she can’t afford to buy a sniper rifle
When super heroes use equipment regularly, it is normally even if she rolls a Gold result. She simply can’t scrape together
part of their powers and often has capabilities way beyond that enough money to pay a Great cost. However, since a knife has
of normal off-the-shelf tools. However, sometimes you need only a Terrible cost, she can automatically buy one without
values for relatively mundane equipment such as guns or ar- needing to roll a Feat of Wealth, and therefore buying a knife
mour. When that mugger pulls a gun on you, you need to know won’t cause her to be at a –1 RS penalty to further purchases
how much damage it will do. in the same month.

Note that although the default version of many of the weapons The items listed in the various equipment tables in this chapter
are listed here as doing lethal damage, if a character has a are obviously only a small sample of all the equipment that
similar weapon as part of a super power it can be assumed to can be acquired by a character. However, they include the
be a specially modified version that does blunt damage in- most common items that might be carried and/or used by
stead, for example a gun could be modified to fire “mercy supporting cast such as the police, army, and criminals and
rounds” or a bow could fire blunt arrows. goons.

In order to be able to purchase a piece of equipment, you Ranged weapons have Standard Range based on their dam-
must succeed in a ranked Feat of Wealth with the target being age rank.
the cost of the equipment. You get a –1 RS penalty to your
effective Wealth rank for each previous purchase within the For more details about how weapons and armour work in
same game month when making this feat, unless you are combat, see the Combat chapter.
making purchases for which your feat would be automatically
successful – that is, purchases where the cost is at least two Esoteric Technologies
ranks lower than your Wealth rank. As well as the mundane equipment that is available to every-
one, this chapter also lists esoteric equipment. This is equip-
Example: The Scarlet Pimpernel has Average Wealth. This ment that – at least at the time of writing – is still in the
means that she probably owns a small house, runs her own realms of science fiction when it comes to the real world.
car, and can afford a few luxuries. With this Wealth rank she
can buy a new pistol if she gets a Silver success on her Feat It is up to the GM how much of this equipment to include in
of Wealth. their campaign on a case-by-case basis. Including none of it
will result in a campaign world very much like the real world,
If she only gets a Bronze success or lower then she can’t af- but that might seem unrealistic compared to the number of
ford to purchase the pistol this month, and must wait till next technology-based super heroes that are running around in
month and try again to see if her budget will stretch far the campaign.
enough to buy it. If she does manage to buy the pistol, then
any further purchases she tries to make this month will be at If there are characters flying around in battlesuits and blast-
a –1 RS penalty. ing each other with force beams, or using obscure physics to
shrink themselves or teleport around, why have none of these

Weapons Table
Item Cost Material Strength Damage Notes
Knife Terrible Great Bad Lethal melee/thrown
Baseball bat Bad Decent Average Blunt melee
Nightstick Average Great Average Blunt melee
Pistol Average Decent Great Lethal projectile
Assault rifle Decent Decent World Class Lethal projectile
Bow Decent Decent Decent Lethal projectile
Crossbow Decent Great Decent Lethal projectile
Dynamite stick Decent Bad Astounding Lethal thrown to area
Hand grenade Decent Average Fantastic Lethal thrown to area
Shotgun Decent Decent Great Lethal projectile
Sword Decent Great Decent Lethal melee
Flamethrower Great Decent Fantastic Lethal projectile (fire)
Rocket launcher Great Decent Phenomenal Single shot lethal thrown to area
Sniper rifle Great Decent World Class Lethal projectile

Equipment & Bases – 53


Armour Table
Item Cost Resistance Notes
Riot shield Average Great Partial armour
Stab vest Decent Average Partial armour
Ballistic armour Great Decent Partial armour
Fireproof suit Great Great Protects from fire/heat only
Anti-rad suit World Class Fantastic Protects from radiation only

Spy Gear Table


Item Cost Notes
Bugging device Average Requires World Class Feat of Intuition to spot, internet connected
Handcuffs Average Counts as a Fantastic Strength partial hold when worn
Tracking device Average Reports its GPS location via internet
Earpiece radio Decent Allows team communication
Night-vision goggles Decent Sees in dark
Smoke grenade Decent Reduces visibility in a single area to nothing
Spy camera Decent Requires Great Feat of Intuition to spot, internet connected
Grappling gun Great Grapple line has Fantastic material strength
Scuba gear Great Self-contained breathing for an hour

scientific breakthroughs made it into the public domain? Or at the campaign or magic is not known to exist by the general
least into the domain of government operatives and illicit public then there are unlikely to be things like nullification
black-market purchases? bands or anti-magic cuffs because there is no reason for
people to invent them.
On the other hand, if the world is full of shrink rays, blaster
pistols, stim packs, and teleporters then it can start to feel There’s no single correct answer when it comes to how much
more like a soft science fiction world than the real world. comic-book technology is included in a campaign, and it is up
to the GM and players to find their comfort spot with it.
Too much esoteric equipment can also tread on the toes of
super heroes. A hero who can fly is less special when anyone Don’t forget that even if the various esoteric items aren’t avail-
can buy a jet-pack, and a hero who can shoot force beams is able to the public or to special forces, some particularly rich
less special when everyone is wielding laser cannons. or powerful super villains might have equipped their goons
with them. If this is the case, then the GM is advised to make
It also very much depends on the nature of the GM’s setting, them unreliable and/or unstable, so they work only when the
of course. In a setting where magic is known to exist and all plot demands it and their lack of regular use by the police or
super heroes are magical in origin most of the technological other forces after having been confiscated from the villains is
devices won’t be a good fit, but some of them might have ma- hand-waved away; and players are advised to roll with this for
gical equivalents. Similarly, if there are no genetic mutants in the sake of game balance and campaign integrity.

54 – Equipment & Bases


Vehicle Table
Item Cost Notes
Bicycle Average Average land speed
Moped Average Decent land speed
Motorcycle Decent Fantastic land speed
Family car Great Wondrous land speed
Jeep Great Astounding land speed
Motor boat Great Decent water speed
Autogyro World Class Decent air speed
Speedboat World Class Fantastic water speed
Sports car World Class Single-Shift land speed
Light Aircraft Fantastic Wondrous air speed
Luxury yacht Fantastic Great water speed
Tank Fantastic Great land speed, gun does Phenomenal damage
Corporate jet Astounding Phenomenal air speed
Helicopter Astounding Fantastic air speed
Space shuttle Wondrous Triple-Shift air speed (Planetary air speed when in space)

Esoteric Technologies Table (All Optional)


Item Cost Notes
Jet-pack Great Great flight speed, with 2 hours fuel
Blaster rifle World Class Does World Class blunt projectile damage
Bulletproof clothes World Class Great Resistance, partial armour, look like normal clothes
Chameleon Mask World Class Wearer looks exactly like target, requires World Class Feat of Intuition to detect
Personal force field World Class Provides Decent Resistance, powered by a belt pack
Stun pistol World Class Does Great rank Stunning on target
Universal translator World Class Translates any language
As handcuffs, but also provide World Class Power Suppression to powers with the
Anti-magic cuffs Fantastic magic power source
Freeze ray Fantastic Does Great rank Binding on target
As handcuffs, but also provide World Class Power Suppression to powers with the
Nullification bands Fantastic genetic mutation power source
Stim-pack Fantastic Heals 30 damage. Not safe to use more than once per person per day
Shrink Ray Astounding Does Great rank Shrinking on target
Stasis Pod Astounding Keeps contents frozen so no time passes for them
Teleport booth Wondrous 100 mile range, but only to specific paired teleport booth
Hyperdrive Double-Shift Gives a space shuttle Cosmic air speed when in space
Stargate Triple-Shift Interstellar range, but only to partner stargate

Bases but might be a budget that the heroes can spend making their
Most super heroes will start their careers working from their own base.
home (or in some case their parents’ basement). However,
once they get going they will typically want to acquire some Failing that, though, the heroes are going to have to fund their
kind of headquarters or base for themselves or for the super own base. Let’s hope that at least one of them is a billionaire
team that they belong to. dilettante in their secret identity!

In some campaigns the GM will give the heroes use of a base Pooling Resources
thanks to either government sponsorship, a philanthropist, or Many large purchases like bases are out of reach of the
some other resource-rich entity wanting to support them. In Wealth of a single hero, and therefore a group of heroes might
other campaigns this might not be the use of an existing base want to pool their resources to try to buy something that none
of them could afford individually. To do this, simply add the

Equipment & Bases – 55


Base Locations Table
Location Cost Size Notes
Cottage Decent 3 areas Located in the countryside, away from the nearest town or city.
1 bed apartment Great 2 areas Assumed to be in a moderate area; Decent cost if in a run-down area.
Small house Great 5 areas In a suburb or a smaller town.
Medium house World Class 8 areas In a suburb or a smaller town.
Office World Class 4 areas In a city centre or commercial zone.
Small warehouse World Class 10 areas In a commercial zone outside the city centre or near a town.
Storefront World Class 3 areas Anywhere in a city or town.
Large house Fantastic 12 areas In a suburb or a smaller town.
Luxury yacht Fantastic 4 areas Great water speed.
Medium warehouse Fantastic 20 areas In a commercial zone outside the city centre or near a town.
Office suite Fantastic 6 areas In a city centre or commercial zone, or in a town.
Small factory Fantastic 15 areas In an industrial zone on the outskirts of a city or town.
4 floor office Astounding 48 areas In a city centre or commercial zone.
Large warehouse Astounding 30 areas In a commercial zone outside the city centre or near a town.
Medium factory Astounding 30 areas In an industrial zone on the outskirts of a city.
Office floor Astounding 12 areas In a city centre or commercial zone, or in a town.
Small manor Astounding 18 areas On the edge of a town or city.
8 floor office Wondrous 96 areas In a city centre or commercial zone.
Large factory Wondrous 45 areas In an industrial zone on the outskirts of a city.
Large manor Wondrous 24 areas Close to a town.
Mansion Wondrous 36 areas Located in the countryside, away from the nearest town or city.
Passenger ship Wondrous 24 areas Can dock in only larger ports.
Private airfield Wondrous 50 areas Located away from the nearest town or city. Only 20 areas are indoors.
12 floor office Phenomenal 144 areas In a city centre.
20 floor office Single-Shift 240 areas In a city centre.
Flying carrier Double-Shift 30 areas Fantastic air speed.
Undersea dome Double-Shift 40 areas On the continental shelf, off the coast.
Orbital station Triple-Shift 25 areas In geosynchronous orbit, around 20,000 miles (32,000 km) high.

rank values of each of their Wealth ranks (after adding any While not exactly a billionaire playboy, Captain Steel is the
negative rank shifts for previous major purchases in the same wealthiest of the group with Great Wealth. Paradox has Decent
month) and then convert that back into a Wealth rank, round- Wealth, whereas Firefly’s Wealth is only Average and Tulpa has
ing down any left-over value. Zero Wealth. Adding up the rank values for these, we
get 20+10+6+0 = 36. This isn’t quite enough to be Fantastic
Only the person who contributed the most Wealth (or one of (which would have needed a total of 40) so between them they
them if there are more than one) can spend Karma to ensure have an effective pooled Wealth of World Class.
success on a Feat of Wealth using the pooled resources, al-
though that Karma can come from a Karma pool to which that Location, Location, Location
person belongs. The first thing to think about when wanting to acquire a base
is where it should be. Having a base in an orbiting space sta-
If the pooled resources are used to successfully make a tion might be cool and all, but even without taking the enorm-
ranked Feat of Wealth in order to purchase something, then ous expense into consideration such a base would be highly
each person who contributed to the pool takes the –1 RS pen- impractical for most hero teams who would not easily be able
alty to their Wealth for the rest of the month, not just the per- to travel to and from the base in a hurry.
son who rolled the feat.
Even a more mundane base has pros and cons depending on
Example: Tulpa and Firefly have joined up with Captain Steel where it is. A base in the middle of the city is going to be very
and Paradox to form a super team. Deciding that they need handy for responding to anything happening in that city, but
some kind of shared headquarters they decide to build them- if it is large and hard to disguise as something more mundane
selves a base. (or even if it is publicly listed) then not only is it at risk from

56 – Equipment & Bases


revenge attacks from villains but it may also put the surround- Unfortunately city centre locations are expensive, so the group
ing city blocks at risk. compromise and find a medium warehouse in a commercial
zone in the city. It’s not ideally placed, but it is at least in the
Most of these considerations are things that need to be ex- city itself and it is as large a building as they are going to be
plored within the campaign rather than things that can have able to afford.
specific rules attached to them. However, the players and GM
should make sure they are on the same page when it comes Buying and converting the warehouse will require a Gold result
to the location of a base. If the players are expecting their on a Feat of Wealth based on the World Class pooled Wealth
base to be simply somewhere they go back to between scen- that the group have, and that feat will need to be made by
arios and largely gets hand-waved, and the GM is expecting Captain Steel, since he contributed the most. The players all
the base to be a prominent part of the campaign (or vice agree that Captain Steel should spend Karma from their
versa), then everyone is going to end up frustrated. Karma pool to ensure that Gold result, since this is an import-
ant thing for them to have.
The second important thing to consider when choosing a loc-
ation for a base is its cost. For simplicity, we are assuming that Mundane Base Contents
buying an existing building to adapt into a base and paying Much of a base will consist of the sort of rooms that any home
for a new base to be built from scratch will have similar costs. or office would contain – bedrooms, bathroom, kitchens, con-
ference rooms, and so forth. These mundane rooms do not
Although the size of a potential base will generally increase the need to be purchased separately, as their cost is considered
more you pay for it, it is not always the case that more expens- to be part of the cost of the base itself. However, their size does
ive means larger. The location of a base affects its cost as need to be taken into account since the base will only hold so
much as its size does. You can get more base for your money much. You can’t fit six bedrooms, a gymnasium, and an indoor
if you’re willing to convert a disused factory in an industrial swimming pool into a small cottage in the woods, for example.
park outside the city than you can if you insist on having an
office block in the city centre. When deciding on your base’s contents, you may wish to draw
a plan or map of your base. This is not always necessary, as
The costs of various bases and their sizes (measured in areas) for some campaigns it might be enough to know that you have
are shown in the Base Location Table, along with notes about enough bedrooms for everyone and you have a shared kit-
their locations. chen, but if you are likely to have action scenes take place in
your base then it might be better to have a floor-plan showing
Example: Since most of the group have no long-range move- what is where and how it is divided up into areas.
ment powers, they want their base to be in or near the city
centre, so they start looking for suitable locations. If you do draw a map of your base, don’t worry too much if
the logistics of fitting the rooms together means that you end

Equipment & Bases – 57


up with a few areas representing connecting corridors and — Garage: A room for parking a single car or similar vehicle,
stairs and the like. These areas are generally “free” and are with space for repair work to be carried out. Takes a single
not counted against the size of the building. area.
— Hangar: A large room for parking a single helicopter or
Some typical rooms or areas that a base might contain are light aircraft, with space for repair work to be carried out.
listed below. Note that the sizes given are minimum sizes, and Takes two areas.
that if you particularly want to you can make a room bigger — Massive Hangar: An extremely large room for parking a
than it needs to be. These are not the only mundane rooms a corporate jet or space shuttle, with space for repair work
base might contain. You are free to add rooms that aren’t on to be carried out. Takes four areas.
this list:
Example: Captain Steel is used to living to a middle-class
— Simple Bedroom: A normal bedroom will normally take up standard, so he wants the base to be reasonably luxurious. He
a single area, whether it is for one person, a couple, or two starts his design with four deluxe bedrooms, one for each
roomies with bunk beds. hero, taking up a total of eight areas. He adds to this an addi-
— Shared Bathroom: A separate bathroom, larger than its tional deluxe bedroom and two normal bedrooms for guests,
en-suite equivalent. This shared bathroom takes up a single taking the space needed to twelve areas.
area and can support up to six people.
— Simple Apartment: A bedroom, bathroom, and kitchenette Adding a kitchen, and a lounge takes up another two areas,
area suitable for one or two people that takes up two areas. leaving only six left in the building.
— Deluxe Bedroom: A larger bedroom for one or two people
with fancy furnishings and an en-suite bathroom that takes Not wanting to use up additional room unnecessarily, Captain
up two areas. Steel decides not to have a dedicated dining room, but instead
— Barracks: A communal sleeping room taking up three adds a conference room and a twin garage. Between the two,
areas, where up to twelve people can sleep in bunk beds. they take up three of the remaining six areas leaving three
— Full Kitchen: A full size kitchen that can support up to six empty “spare room” areas for future development.
people. It takes up a single area.
— Commercial Kitchen: A large kitchen similar to that in a Research Rooms
restaurant that can support up to sixty people. Including a As well as the things that come “free” with the cost of a base,
walk-in refrigerated larder, this kitchen takes up three there are additional rooms and systems that can be added but
areas. which have their own cost such as rooms containing expensive
— Living Room: A living room or lounge for relaxation and research equipment.
socialising takes up a single area and can fit six people
comfortably. When including these in a base they should be bought separ-
— Dining Room: A dining room with a table for up to eight ately (and due to the penalty for making multiple large pur-
people takes up a single area. chases in the same month, they can be added to the base
— Mess Hall: A four area large dining area for communal after it has been built to avoid having to pay for everything at
eating that can support up to sixty people. once).
— Lecture Theatre: A room for addressing large groups, such
as press conferences or minions, with a podium and seat- — Workshop: Technological based heroes can use a work-
ing for an audience of thirty. The podium can be swapped shop to develop new devices. The cost of the workshop is
for a stage or cinema screen for entertainment purposes. equal to its rank, and it takes up one area if its rank is
Takes up two areas. World Class or less or two if its rank is Fantastic or higher.
— Conference Room: A simple room with a table and chairs See the Getting Better chapter for how workshops are
for up to twelve people, that takes up a single area. Also used.
includes video conferencing facilities. — Laboratory: Science (and Science!) based heroes can use
— Private Office: Takes a single area, and contains a desk a laboratory to experiment and develop new powers. The
with chairs for one person to work at. cost of the laboratory is equal to its rank, and it takes up
— Server Room: A room kept cool for optimal performance one area if its rank is World Class or less or two if its rank
of computer servers. Takes one area. is Fantastic or higher. Separate laboratories are needed
— Gymnasium: A room for mundane training and keeping fit. for separate branches of science (e.g. biology, chemistry).
Contains a variety of equipment and can handle twelve See the Getting Better chapter for how laboratories are
people training together. Takes two areas. used.
— Swimming Pool: An indoor heated swimming pool that — Arcane Library: Magic based heroes can use an arcane
takes up two areas. Can be used for keeping fit or just for library to research and develop new spells. The cost of the
leisure. library is equal to its rank, and it takes up one area if its
— Generator Room: If the base is to be self-sufficient for rank is World Class or less or two if its rank is Fantastic or
power, rather than depending on the normal power grid, a higher. See the Getting Better chapter for how libraries are
generator room, taking a single area, is useful. Depending used.
on how often the base gets damaged or attacked, having
a back-up generator room might also be useful. Characters with other power sources (divine, infernal, psychic,
— Security Room: A room taking up a single area in which a cosmic) will have similar rooms that they can use to enhance
person can monitor security video feeds and control elec- their powers, but these rooms will be more varied based on
tronic locks or even base defences, the individual hero. They might include chapels or temples,

58 – Equipment & Bases


reflecting rooms, crystal chambers, and so forth. In any case,
they should follow the same cost and size as the three types
listed above and are used in the same way.

Example: While none of the other heroes have particular need


of a research room, Captain Steel wishes to have a workshop
so that he can develop new powers and add-ons for his battle-
suit.

He won’t be able to afford one immediately after the group


bought the base, because that drained his resources for the
month, but the a couple of months later when his finances
have recovered (and he has earned more Karma) he rolls an-
other Feat of Wealth, this time just using his own Wealth, and
is able to purchase the equipment for a World Class workshop.

With his Astounding Reason and his World Class workshop,


Captain Steel will now be able to start to develop new World
Class ranked powers to add to his battlesuit, although it will still
be a slow and Karma-intensive process to do so.

Security Systems
All bases come with simple security such as locks on doors
and windows, but that is not enough when villains can break
through walls or teleport right into your conference room.

Basic security systems such as a set of security cameras and


alarms can be assumed, but if the base is going to be defen-
ded more strongly than this then the following options are
available:

— Armoured Walls: A single room or the base’s perimeter can


be armoured beyond the normal material strength that the
building would have (which will usually range from Bad for
a normal window to Astounding for a brick wall). The cost — Force Fields protecting the walls from intruders Phasing or
for a single room or for the perimeter is equal to the ma- Teleporting through the walls.
terial strength to which it should be reinforced. — An artificial gravity generator that uses Gravity Control to
— Gun Emplacements: More for intimidation than actual de- allow for zero-G training (or to provide gravity in an orbit-
fence, since you probably don’t want to shoot most in- ing base).
truders, the cost of having gun emplacements in an area — Engines that use the Flight power to turn the base into a
is equal to the rank of damage they do (maximum of World vehicle (possibly with the Space Flight edge to turn it into
Class). The Agility rank used to fire the guns is the same a spaceship).
as their damage rank. Gun emplacements can be modified — A regeneration chamber that uses the Healing power to
to fire “mercy rounds” that do blunt instead of lethal dam- help its users recover from injury more quickly.
age, for those who don’t wish to kill. — Some variety of Super Senses or Detection power to en-
hance the base’s security cameras.
Super Powered Bases — A cloaking device to give the base Invisibility.
It is possible to add rooms or systems to a base that are the — A Teleportation device to bring people into and out of the
equivalent of super powers. Unlike more mundane rooms and base from a fixed (or possibly mobile, in a vehicle) destin-
systems these are not bought (unless they’re already available ation.
in the campaign setting as esoteric equipment) and instead — Webbing or foam jets that use Binding to trap intruders
they must be invented using the rules for creating devices in without harming them.
the Getting Better chapter.
Each device-equivalent can either affect a single room within
Since there is such a variety of powers and power sources, it’s the base or affect the outer perimeter of the base, whichever
not possible to list all the different things that could be added is more appropriate for the power.
to a base in this way. However, here are some examples:
Robots and AI
— A shared virtual reality room that uses the Mental Images Building a robot or an artificial intelligence is done as if build-
power to place the people in it into artificial training or ing a device that has the Servant power, except as noted below.
recreational scenarios.
— A security system that uses the Blast power on intruders. Normally, the Servant power gives you a temporary servant
with abilities that match a pre-determined template and that

Equipment & Bases – 59


only lasts for standard duration, and creating a device with the Example: Grease Monkey, the heroic inventor, wishes to create
Servant power would create you a device capable of producing a robot to look after her lab while she’s away. She starts with
such a temporary servant each time it is activated. the robotic body. Because she has Fantastic Reason and ac-
cess to a Fantastic rank workshop, she is able to create a
When putting the Servant power into a device, you can instead robot that is similar to the Fantastic rank of the Servant power.
choose for the device itself to be the servant, in which case it
has a permanent duration rather than being short-lived but Fantastic rank has a rank index of 7, so Grease Monkey’s
you can’t simply re-activate it to create another. robot will have 4x7=28 points to split between its four physical
ability scores and any powers that Grease Monkey wants to
Normally the Servant power gives you a number of points give it; with no individual rank above Fantastic.
equal to four times the rank index of your power rank to dis-
tribute amongst the four physical ability ranks (Fighting, Agil- Grease Monkey decides to give her robot Decent Fighting,
ity, Strength, Endurance) and any powers you wish the servant Great Agility, Fantastic Strength, and Great Endurance, which
to have. comes to a total of 21 points, leaving her another 7 points to
give the robot a single power at Fantastic rank or maybe a
This will create a robot that is capable of following direct or- power at Decent rank and a second power at Great rank.
ders (either given to it or pre-programmed) but which is un-
able to cope with novel situations or unexpected occurrences. She decides that having the robot able to shrink itself and
other things would be really handy for maintenance of hard to
If you want to give the robot problem-solving capabilities, you access areas and components, so gives it Decent Shrinking
can either assign some of the points to a Reason ability rank and Great Alteration Ray (Shrinking).
or create an artificial intelligence and put it into the robot to
control it. As with any device, it takes Grease Monkey three prototypes
(each made with a power stunt of her Reason ability) before
Note that a robot with a Reason ability rank has no Intuition she is able to make a working robot with those abilities.
or Psyche and does not have a mind, an imagination, or free
will. Its Reason score is just there to determine how well it can Since she decided not to give the robot any Reason (in the
solve problems. short term she will control it remotely and in the longer term
she’s planning on putting an artificial intelligence into it) the
A robot automatically has the Life Support power at Great robot will not be able to solve problems or interpret unusual
rank, meaning that it does not need to eat, drink, breathe, or situations. It will just unimaginatively do what it has been told
sleep and it is immune to pathogens and toxins. However, a to do, oblivious to any situational reasons why that might not
robot does need to be powered – usually by electricity. be a good idea.

You can remove the need for power by swapping it for either Later, when she has more Karma to spend on the power stunts,
the need to eat and drink (the robot is powered by consuming Grease Monkey creates an artificial intelligence to put into her
fuel in the form of food) or the need to sleep (the robot draws robot.
ambient power but needs to go into recharge mode periodic-
ally). This works in the same way as the robot body. This time she
has 21 points to put into mental ability ranks and powers. She
Artificial intelligences are created separately from robots, al- gives the artificial intelligence World Class Reason, Decent In-
though once made an artificial intelligence and a robot body tuition, Great Psyche, and a World Class Interface power so
can be combined into a single unit. that it can talk to her other computers and devices.

Creating an artificial intelligence is similar to creating a robot Initially, the artificial intelligence lives only in Grease Monkey’s
in that it is a special case of using the Servant power. However, computer, but after three power stunt prototypes to get it work-
instead of assigning points to the four physical ability ranks ing properly she declares it finished and transfers the circuitry
you assign them to the three mental ability ranks (Reason, that forms its brain into the robot body.
Intuition, and Psyche).
The robot is now a fully sentient character with all seven ability
Because there are only three mental abilities, not four, you scores and three powers.
only get three times your power rank index when creating an
artificial intelligence. It is strong enough to lift a small car, able to shrink down
to 33cm (1’) tall, able to shrink other targets, and able to re-
Also, because the artificial intelligence has no physical form motely access other computers. It has its own personality,
any powers you give it using those points must be mental imagination, and free will.
powers or similar powers that do not require a physical form
to use.

Unlike a robot, an artificial intelligence is fully sapient and has


a mind, an imagination, and free will. It is effectively a player
character (or NPC) in its own right.

60 – Equipment & Bases


Allies and Enemies
Supporting Cast — +2 RS if the target benefits by co-operating.
As well as the various super heroes and super villains that will — –3 RS if co-operating will be dangerous for the target.
appear in games, there will often be times when supporting — –2 RS if the hero is requesting an item and it’s likely to be
cast is needed. This could be anything from innocent bystand- destroyed or otherwise not returned.
ers to police or army units, to crack ninja teams or trained — –2 RS if the hero is requesting an item or service that will
mercenaries. be expensive for the target.
— –3 RS if the hero is requesting an item that is of unique
Heroes will interact with supporting cast in a number of ways, value to the target.
most of which should be simply role-played out. However, when
a player wishes to use their Fame to get an NPC to co-operate If these rank shifts due to what the hero is asking reduce the
with them or help them simply because of who they are, the hero’s Fame or Infamy rank to below Zero, the request for
player should make a Feat of Fame to see what the result is. co-operation is automatically refused even if the hero gets a
Gold result.
— White: The NPC does not want to give you what you want.
They may turn you down politely or rudely depending on Bystanders
how friendly they are. These are the normal people who might be standing around
— Bronze: If the NPC is one of your contacts or has a similar in a bank when it gets robbed or walking along the street
reason to be friendly, they will give you what you want. when an alien ship lands in front of them. They’re not trained
Strangers will ignore you or turn you down. or experienced in combat, and they will almost certainly flee
— Silver: Contacts, friendly NPCs, other heroes, or bystanders or cower if a big fight between heroes and villains starts kick-
witnessing a fight with villains will give you what you want. ing off. Having said that, they do make good hostages and the
Villains or strangers approached out of the blue will turn like.
you down.
— Gold: Anyone except an enemy whom you are actively Child
fighting will give you what you want. Enemies whom you are — Terrible Fighting
actively fighting, unless they are your personal nemesis, will — Average Agility
at least pause to hear you out (although negotiations will — Bad Strength
still need to be role-played out) unless they suspect a trap. — Bad Endurance
— Bad Reason
— Bad Intuition
— Terrible Psyche
— 16 Health
— 10 Karma

This represents an average child of around ten to twelve years


old. Younger children are likely to have correspondingly lower
ability scores. If children get caught in crossfire, given their
low Health score, it’s usually easier to simply say that they will
be incapacitated by any attack of Decent rank or greater or
by any two attacks of lesser rank, rather than tracking their
Health exactly.

Adult
— Average Fighting
— Average Agility
— Average Strength
— Average Endurance
— Average Reason
— Average Intuition
If the hero has Infamy rather than Fame, this can still be used — Average Psyche
in a Feat of Infamy with the same results as listed above. How- — 24 Health
ever, since this represent intimidating the NPC into helping you — 18 Karma
because they are scared of you rather than persuading them
to help you because they respect you, using a Feat of Infamy This represents a fairly average adult; a desk jockey or couch
rather than a Feat of Fame will earn you a Karma penalty. potato. Particularly capable or incapable adults will vary from
this norm, of course. Although not combatants, adults are likely
The GM may wish to apply rank shifts to the hero’s Fame or to fight if they feel they have no choice. Because of their low
Infamy if what they are asking for is dangerous or expensive. Health score, it’s usually easier to simply say that an average
Use the examples below as a guide (apply all that are relev- person will be incapacitated by any attack of Great rank or
ant):

Allies and Enemies – 61


greater; by two Decent rank attacks; or by any four attacks of
lower rank, rather than tracking their Health score exactly.

Combatants
Of course, not everyone is a super hero or a simple bystander.
Many villains will employ thugs and mercenaries, and there
are police and army working on the side of law. These people
are far more competent in a fight than the average bystander,
and may be equipped and trained with weapons.

Police Officer Ninja


— Decent Fighting — Great Fighting
— Average Agility — Great Agility
— Decent Strength — Decent Strength
— Decent Endurance — Decent Endurance
— Average Reason — Average Reason
— Decent Intuition — Average Intuition
— Decent Psyche — Decent Psyche
— 36 Health — 60 Health
— 26 Karma — 22 Karma
— Specialities: Criminology I — Specialities: Stealth II, Weapon (sword) I

Depending on where you are in the world, a police officer will Ninja are generally found as infiltrators or assassins, employed
be armed with a nightstick, pistol, or both, and may be dressed when stealth is required and greater skill than a goon is
in a stab vest or similar. Special units may also use a riot needed. Because of this, ninja usually work alone or in small
shield. groups rather than appearing with a villain. A ninja will usually
carry various devices to create distractions and aid climbing
Soldier and escape, and will usually wield a sword. It is rare in the
— Great Fighting extreme for a ninja to use a gun.
— Decent Agility
— Decent Strength Gang Leader
— Decent Endurance — Decent Fighting
— Average Reason — Average Agility
— Decent Intuition — Great Strength
— Great Psyche — Great Endurance
— 50 Health — Decent Reason
— 36 Karma — Average Intuition
— Specialities: Weapons (guns) I — Decent Psyche
— 56 Health
Soldiers will normally use a pistol and/or an assault rifle, and — 26 Karma
wear ballistic armour or similar. They will not normally carry — Specialities: Criminology I, Law I
grenades or other heavier weaponry except in a war zone.
Gang leaders, as the name suggests, are the leaders of gangs
Goon of goons. They may be working for their own benefit, or they
— Decent Fighting may be working for a super villain. When working for a super
— Average Agility villain, gang leaders are equally likely to be found accompany-
— Decent Strength ing the villain’s goons and acting as a bodyguard and minder
— Decent Endurance for the villain themselves. Gang leaders are usually armed with
— Average Reason a pistol, even in countries with strict gun control, but may
— Average Intuition sometimes wield an exotic weapon that does the equivalent of
— Decent Psyche an offensive super power at Great or even World Class rank.
— 36 Health
— 22 Karma Animals
— Specialities: Martial Arts I Animals often make an appearance in super hero stories,
whether as loyal sidekicks, the trained attack beasts of villains,
Goons are your average gang member or minion for a super or simply as escaped zoo creatures. There are many more
villain. Depending on where you are in the world (and who they types of animal than can be listed here, but these are some of
are working for – some villains like their goons to be themed the more common types that are met by heroes
to match their own identity) they will be armed with a night-
stick or a pistol. Rarely they might be given an exotic weapon Crocodile/Alligator
that does the equivalent of the Blast power at Great or even — Average Fighting
World Class rank. — Bad Agility
— Great Strength

62 – Allies and Enemies


— Great Endurance assumes that it is one of the heavier types of cat. For a chee-
— Terrible Reason tah, increase the Super Speed to Great, and decrease the
— Bad Intuition Strength and Strike power by –1 RS each.
— Decent Psyche
— 50 Health Shark
— 16 Karma — Average Fighting
— Powers: Bad Resistance, Great Strike, Average Aquatic — Zero Agility
— World Class Strength
Crocodiles and alligators are occasionally found in sewers, or — World Class Endurance
at least they are in comic books. You might rarely find a giant — Terrible Reason
or mutant alligator with better ability scores than those listed — Average Intuition
here. — World Class Psyche
— 66 Health
Gorilla — 38 Karma
— Bad Fighting — Powers: Average Aquatic, Bad Resistance, Fantastic Strike
— Bad Agility
— Fantastic Strength Sharks are always a favourite of villains for putting in death
— World Class Endurance traps, moats and the like. The shark shown here is a big one,
— Bad Reason such as a tiger shark or great white shark. Note that the
— Average Intuition shark’s Zero Agility only means the shark can’t move around
— Decent Psyche on land. When it is in water, which will be the case most of the
— 78 Health time, its Average Aquatic power gives it an effective Agility of
— 20 Karma Average.
— Powers: Bad Resistance
Tyrannosaurus Rex
Gorillas, and apes in general, are a regular feature of super — Great Fighting
hero stories. The ability scores listed above are for a typical — Bad Agility
gorilla. However, those met by super heroes are often super- — Fantastic Strength
intelligent or specially trained, and so they are likely to have — Fantastic Endurance
powers or ability scores beyond those listed here. — Bad Reason
— Average Intuition
Hawk — World Class Psyche
— Average Fighting — 104 Health
— Great Agility — 40 Karma
— Terrible Strength — Powers: Average Resistance, Astounding Strike, Decent Su-
— Terrible Endurance per Speed
— Bad Reason
— Fantastic Intuition Normally only found as the result of genetic engineering, mad
— Average Psyche science, or the denizen of a “lost world”; extinct dinosaurs like
— 30 Health a tyrannosaurus rex are formidable beasts that can challenge
— 50 Karma even super heroes. These ability scores could also be used for
— Powers: World Class Flight a large herbivorous dinosaur, in which case the Strike power
would represent horns, spikes, or a powerful whip-like tail.
Hawks are often found as companions or spies for heroes and
villains alike. Although their small size and weak physical abil- Wolf/Dog
ities make them of limited use in a fight, their fast flight speed, — Average Fighting
their keen senses, and their Great Agility make them excellent — Average Agility
at spotting things and escaping. — Average Strength
— Decent Endurance
Lion/Tiger/Panther — Bad Reason
— Decent Fighting — Decent Intuition
— Average Agility — Decent Psyche
— Great Strength — 28 Health
— Great Endurance — 24 Karma
— Bad Reason — Powers: Decent Strike, Average Super Speed
— Decent Intuition
— Great Psyche Wolves are a favourite companion animal for both heroes and
— 56 Health villains. These ability scores can also be used for large guard
— 34 Karma dogs of the type likely to be found guarding secret research
— Powers: Decent Super Speed, World Class Strike facilities, but they’re not intended to represent smaller do-
mestic dogs or lap dogs. Smaller dogs would lose the Strike
The abilities here are for a big cat of the sort that might have power and take a –1 RS penalty on their Strength and Endur-
escaped from a circus and be loose on the rampage. This ance.

Allies and Enemies – 63


Running the Game
Choosing a Setting amples) that could potentially change society in subtle or
Most super hero media is set in a setting approximating our not so subtle ways. Going further afield, your setting may
real world, except with super powered individuals. However, be entirely futuristic in tone with starships and space travel.
even with this in mind there can be a large difference in set- It might even go the other way and be a historical cam-
ting from on super hero story to another. paign where people in a past time period gain super
powers.
When deciding on a setting for your game, the first thing to
do is to decide whether you want to set your game in an es- Starting a Campaign
tablished franchise, use a pre-published setting, or create your Before starting your campaign, it’s best to have some discus-
own setting. sion with your players about a few topics before jumping
straight in with character creation and starting to play. Usually
When using an established franchise, things are relatively this sort of discussion is had what is jokingly referred to as
straightforward. The franchise will already have a selection of “session zero” of the campaign – i.e., a special game session
heroes and villains whose abilities and powers you can adapt before the first actual session of the campaign. It doesn’t have
to the FASERIP system; and will probably already come with to be this formal and have a special session set aside for dis-
a selection of places, aliens, dimensions, and even cosmic en- cussions; it can be done piecemeal on the run up to the start
tities that the characters can interact with. Which power of the game or combined with a character generation session.
sources exist should also be apparent from the established
franchise. Campaign Genre
It’s a good idea to talk to your players about what sort of
Using a pre-published setting is likely even easier, as it will genre or genres the campaign will have before it starts to en-
almost certainly come with a roster of characters and the vari- sure that everyone is on board with that style and that the
ous bits of setting information you need will be presented in players can bear it in mind when creating characters. Is it
the setting as published rather than needing you to glean going to be high action? Full of romance and concentrating
them from other media. on the personal lives of the heroes? Will it be grim and gritty
or full of slapstick shenanigans?
However, if you are creating your own supers setting, you need
to think about what to include and what not to include. Here The genre of the campaign will have a big impact on your
are a few things that you might want to consider: players’ enjoyment of it and their buy-in to it. There’s nothing
inherently wrong with any kind of campaign, but you need to
— Power Sources: Is there a single power source that powers make sure everyone is on the same page when it comes to
all super powers, for example magic or some kind of alien character generation and expected role-playing behaviour.
tech or genetic mutation, or are they powered by a variety
of sources? Most larger settings include multiple power A character who doesn’t fit the campaign’s genre can be en-
sources, but for a smaller setting a single source can tertaining if done well, but can also be jarring and ruin the
sometimes make for a more coherent setting. experience for others at the table, so you need to make sure
— Dimensions: Some powers assume that there are multiple everyone’s happy with the tone and genre the campaign is
dimensions or parallel worlds to which you can travel and going to take and the types of characters that are expected to
from which you can come. Do these exist in your setting, be playing in it.
and if so what dimensions are there?
— Spirits: The Spirit Control power assumes that spirits of A character acting as comic relief in an otherwise serious
some kind (nature spirits, ghosts, or whatever) exist in the campaign can work well; as can a dour foil for the other char-
setting. Again, the presence or absence of these is some- acters to bounce off in a silly campaign. But equally either sort
thing you should decide in advance so you can determine of character can very easily become too much and undermine
whether or not that power is suitable for use. the campaign’s tone.
— Aliens: Many supers settings include alien races of one
kind or another. What alien races will your setting include, Another thing to look out for is “lone wolf” characters who
and are the general public aware that these alien races don’t work well with others or who won’t be interested in pur-
exist and sometimes visit Earth? suing whatever goals or plot leads the campaign provides.
— Hidden Peoples: Similar to aliens, some supers setting have While these sorts of characters can work well in fiction, they
unknown groups coming from unusual places on Earth. are not well suited for a game that is inherently one of social
Often these are aquatic groups from Lemuria, Mu, Atlantis, co-operation. You should be prepared to veto such characters
or some similar undersea realm; but sometimes they will or ask for them to be changed to characters that will have a
be fey from some kind of faerie realm (which, of course, reason to hang around with the rest of the group and work
can overlap with the questions about dimensions and ali- with them.
ens).
— Technology Level: Most settings will be set in an approxim- A good way to do this is to ask each player to give their char-
ation of the modern world with the technology that exists acter a connection to one or more of the other player char-
in this world. However, your setting could include some “su- acters as part of their back-story; that way the characters have
per science” (see the Equipment chapter for some ex- a built-in reason to work together as a group.

64 – Running the Game


Railroad versus Sandbox Again, either is fine and it’s likely that your campaign will fall
As with genre and tone, there is no correct approach to how somewhere between the two extremes, but it’s important that
open the campaign will be; but again it needs to be something everyone is happy with where the campaign will sit on this
that you and your players agree on. Some groups prefer cam- spectrum.
paigns with a strong plot for the players to follow, and others
prefer campaigns where the players have to be pro-active in Trying to lead the players and their characters along a pre-
finding things for their characters to get involved in. determined plot can be frustrating for players who want more
freedom; and leaving players and their characters to follow
Super hero campaigns by their nature tend to be reactive in their own interests and motivations can be equally frustrating
that the heroes are usually reacting to crimes, threats, inva- for players who want to be given an adventure path to follow.
sions, and so on, but even then there is a lot of scope for
variation when it comes to how much the characters are ex- Something that ties into this is character origin and backstory.
pected to simply respond to what the GM throws at them and Some players like to write long backstories about who their
how much they are expected to pro-actively investigate and character is and what they did before they became a super
find connections between events and decide what they should hero, peppering those backstories and their origin story with
be doing with the GM reacting to their actions. family members, nemeses, and rivals that they hope the GM

Running the Game – 65


Random Scenario Seeds Table
Roll Action Target Complication
01–05 Attack Artifact Accidental
06–10 Capture Celebrity Alien
11–15 Conquer City Artificial
16–20 Control Country Back from the Dead
21–25 Create Creature Duplicate
26–30 Destroy Enemy Fake
31–35 Eliminate Government Family
36–40 Escape Head of State For the Greater Good
41–45 Extort Hero Genetic Mutation
46–50 Infiltrate Invention Hunted
51–55 Manipulate Loved One Industrial Accident
56–60 Murder Object International
61–65 Possess People Magic
66–70 Ransom Power Natural Disaster
71–75 Rob Resource Nemesis
76–80 Seize Rival Prison
81–85 Steal Team Retired
86–90 Study Treasure Revenge
91–95 Hide Wealth Simian
96–100 Empower World Willing
will include in the campaign and its plot. Others prefer a more Similarly, your players might have strong views about particu-
tabula rasa approach where their starting characters have lar topics that they take very seriously and they may not like
little in the way of backstory and the important things that seeing those topics treated in a sensationalist or trivial man-
happen to them are things that happen in the game rather ner or used as fodder to evoke cheap drama (or, worse, cheap
than before the game starts. humour).

Even if a player writes an extensive back-story, that doesn’t You should give your players the opportunity to let you know,
necessarily mean that they want you to incorporate elements privately if necessary, if there are any subjects or situations
from it (particularly characters from it) into the campaign. that they do not want to be included in the campaign; and if
there are then you should take this seriously and not include
Some players write a backstory for their character purely to those subjects or situations.
inform their role-playing and do not want the GM to take parts
of that backstory and shoehorn them into the plot of the cam- This is particularly important in a super hero game where
paign – especially if doing so would mean characters from there are all sorts of powers, such as mind control and emo-
that backstory end up getting killed by GM fiat or turned tional manipulation, that can come uncomfortably close to the
secretly villainous for the sake of drama. Similarly, some GMs techniques used by real-world manipulators and abusers.
enjoy tying their players’ backstories into their plots and oth-
ers may not. Similarly, super hero games can often include hostage situ-
ations or fights with large amounts of collateral damage in
While there is no correct answer, it’s important to make sure which innocents can be threatened or harmed.
that everyone knows where they stand on this point and no-
one’s expectations for the campaign are going to be contra- However, often a player won’t think of something that they
dicted, and you don’t get either players waiting in vain for their might find upsetting in advance or won’t want to bring the
characters’ backstories to come into play or players surprised subject up unnecessarily if it wasn’t going to be part of the
when things from their backstories are introduced into the game anyway; so there is always the possibility that a subject
campaign in a way they never intended. will come up unexpectedly once the game has started or the
possibility that you might think that you are steering clear of
Comfort and Safety a touchy subject but a player thinks you’re straying too close
Something that it is very important to address in a “session to it for comfort.
zero” or before the campaign starts is the comfort boundaries
of your players. There may be particular subjects or situations While there is nothing specifically built into the rules of Ad-
that have a traumatic history for one or more players and vanced FASERIP to deal with this situation (other than this
bringing them up in a game can be painful for them. advice), there are a variety of safety tools available to help

66 – Running the Game


handle this sort of thing, the most well-known being the “X Of course, you don’t have to roll at all. Merely reading the
Card” and “Lines and Veils”, either of which is easily found by entries in the table might give you an idea.
your online search engine of choice.
Example: Andrew hasn’t had chance to prepare anything for
I recommend that you check them out, even if you think you the game session that will happen the following day, and he’s
probably won’t need them. Someone else at your table might. starting to panic. He decides to roll on the Random Scenario
Seeds table for inspiration.
On the subject of players being surprised, pulling a “bait and
switch” where a campaign starts in one genre and then unex- He rolls a 74 for action, meaning someone wants to rob some-
pectedly switches to another is a very thorny topic. where; 26 for target, meaning someone wants to rob an en-
emy; and 43 for complication, meaning that genetic mutation
Some players are fine with it, and some hate it, and it has the is involved somehow.
issue that the players signed up to play the genre that the
campaign was described as, rather than the one it was secretly Putting together “genetic mutation” and “rob”, Andrew decides
going to be changed into. that someone is going to try to steal genetic material from a
bio-lab, and in the process there’s going to be an accident in
It also runs into problems if the players created characters which various lab workers and guards are mutated into dan-
that are designed to fit into the initial genre and are wholly gerous abominations.
unsuitable for the genre introduced later.
Thinking about how to work “enemy” into that, he decides that
My advice would be not to attempt this unless you are both the person trying to rob the lab is going to be a disgruntled
sure that the players are fans of both genres and have flagged ex-employee.
at the start of the campaign that the game will change and
characters need to be flexible (you don’t need to go into exact Going a step further, Andrew spins the following narrative.
details of the change, so some suspense can be maintained).
The employee was a scientist from the lab who was fired for
Random Scenario Seeds unethical research practices, but who took some of his gene
Sometimes you may be stuck for an idea for a scenario, or formula with him when he left and used it on himself. This gave
need to come up with something at short notice. The Random him super powers (Andrew makes a note to create the scient-
Scenario Seeds Table can give you a seed to inspire you, which ist as a new villain character) and now he wants to use his
you can then expand into a scenario or even the basis for a powers to break into the lab in order to steal both the rest of
campaign. his formula (so that he can further mutate himself and give
himself stronger powers) and his research notes (so no-one
Simply roll on the table three times, once in each column, and else can replicate his formula).
then combine the results in a way that fits your campaign.
The robbery will go wrong and various people will be exposed
Obviously not every possible combination will make sense. For to the formula in an uncontrolled manner, mutating into ab-
example you might roll that aliens are involved in a campaign ominations, and in the resulting chaos the research notes will
that doesn’t include aliens. If you get something like that you be destroyed.
should re-roll (or maybe decide that now is the time to intro-
duce aliens into the setting!) Andrew also notes that there are a few ways this scenario
could be followed up.

Perhaps the research wasn’t really destroyed and it will resur-


face later in the hands of someone else.

And perhaps the villain will discover that they have a connec-
tion to the abominations and they are able to control them,
and will therefore later try to break them out of where they’re
being held or try to make some more.

After a handful of dice rolls and a few minutes thought, Andrew


not only has a scenario for tomorrow’s game, but he also has
seeds for a couple of follow-up scenarios that can be inserted
into the campaign later.

These follow-up scenarios will help give a sense of continuity


to the campaign as events follow on from each other in a
seemingly natural manner.

Troupe Play (Optional)


The standard way to play Advanced FASERIP is for one person
to be the GM and the other people in the game to play a

Running the Game – 67


single character each. However, that is not the only way the These characters can be more niche than the main charac-
game can be played. Troupe play (named after a theatre ters, since they will only be played occasionally, so it’s okay for
troupe) is an alternate method of play in which everyone takes them to have weirder powers and maybe power sources that
turns acting as the GM and everyone has at least one char- make them good as contacts. For example, in a setting that
acter. doesn’t have much magic a magical character makes an ideal
secondary character who can be consulted or brought in
Example: Andrew, Sofia, and Miles have decided that for their when their expertise is required but who is normally off doing
next campaign they will use troupe play. This means that they their own thing and not part of the normal team.
will share the GM role, taking it in turns to run the game and
they will all have characters to play. Each of these secondary characters should have some kind of
connection to one of the main heroes of the kind that would
Setting up Troupe Play justify that main hero calling on them for assistance (or vice
The default of troupe play is that the campaign centres around versa). Each player should pick one of the other players, and
an organisation that has both super powered individuals and make their secondary character as a friend, relative, mentor,
non-powered agents working for it; and the first thing you ally, or other contact of that player’s main character.
need to do as a group is come up with what this organisation
is, who funds it, and what its remit is. Some questions to get These secondary characters are no less powerful than the
you thinking about the organisation are listed below: main characters – they are created using the same campaign
rank – but they do not have the resources of the organisation
— Is the scope of the organisation local, national, or interna- to back them up.
tional?
— Is the organisation government funded? If so, how much Finally, each player should create a non-powered agent who
independence does it have? works for the organisation. Rather than creating these as full
— Does the organisation have formal law enforcement characters, simply take either the Police Officer or Soldier
powers? statistics, give them +1 RS to an ability (you can roll this ran-
— Does the organisation have a specific remit, for example domly using the table in the Character Creation chapter if you
dealing with super powered criminals or dealing with ali- like), and give them an additional speciality.
ens?
— Is the organisation a government secret, or is it publicly Obviously, the organisation will have many more agents than
known? this working for it, but these named agents are the ones who,
if this were a TV show or movie, would have a speaking part.
You don’t have to know everything about your organisation at Their increased ability and additional speciality also help them
this stage, because you can come back and tweak things as stand out as being the more competent and experienced
people have ideas. agents, the ones who lead teams or are trusted with solo mis-
sions.
Deciding on the nature of the organisation will help you decide
on the overall nature of the setting, and vice versa. Example: Andrew, Sofia, and Miles each create themselves a
main super hero. Because of the setting they’ve agreed on,
Once you have the organisation established, or at least the they are all going to have magical heroes.
bare bones of it that you can flesh out later, it’s time to create
characters. For the primary characters who are PSI special agents, An-
drew creates Dr Lassetter, who is able to transform into a
Example: The group decide that they want to play in a setting werewolf with animal control and hypnotism powers; Sofia cre-
where there is much more supernatural activity than in the ates Ashwitch, a sorceress with fire powers; and Miles creates
real world. While there will be no aliens, genetic mutants, or The Gargoyle, an animated statue who flies and who is tough
science based super heroes, there will be a large number of and strong.
supernatural creatures and magical heroes – and the player
characters will be PSI agents working for the Paranormal As secondary characters, Andrew creates Ramiel, a renegade
Studies Institute; protecting people from magical monsters daemon looking for redemption who was originally summoned
and malevolent users of magic. by Ashwitch; Sofia creates Sister Hyde, the alchemist who
brought The Gargoyle to life; and Miles creates Lucille, a ghost
Troupe Characters who has worked with Dr Lassetter in the past. None of these
Firstly, everyone creates a super hero who is part of the or- are PSI agents, but they each have an existing relationship
ganisations hero roster. These are the main characters, the with one of the main heroes.
heroes that you are going to be playing most of the time, and
obviously they should be the sort of characters who would join Finally Andrew, Sofia, and Miles each create a standard PSI
an organisation of the type you are creating. agent based on the soldier template, and they agree that in-
stead of being armed with a gun the agents should be armed
Once everyone has their main hero, everyone also creates a with magic silver swords that can hurt supernatural creatures.
second super hero who is going to be a contact of the organ-
isation but not part of it. Additional World-building
Now that you have your characters, each player needs to con-
tribute some additional material to the setting.

68 – Running the Game


Firstly, each player needs to choose another player (not the
Nemesis Table
one their secondary character has a connection to), and cre- Roll Nemesis Type
ate a nemesis for that player’s main hero. The type of nemesis 01–15 Antagonist
should be rolled on the Nemesis Table, with the following res-
ults: 16–40 Rival
41–70 Opposite
— Antagonist: The theme of the nemesis is unconnected to 71–100 Reflection
the theme of the hero. They merely have some kind of
shared past history that has brought them into conflict. The The setting elements prompted by this table don’t have to be
nemesis should be created as a normal character. fully fleshed out at this stage, but each player should at least
— Rival: The nemesis is of the same hero type to the hero, have an idea of what they will be.
and (if possible) acquired their powers in the same way
that the hero did. For example, they may have trained to- Some of these setting elements are best shared with the group
gether, have been created by the same creator, have got and discussed so that everyone is happy with them, but others
their powers from the same accident, be from the same may be best kept secret until they enter the game, as finding
planet, been business rivals working in a similar field, or be out what they are (and that they exist at all) can be part of the
genetically related. Other than hero type, the rest of the campaign. However, you need to be careful with this. If you are
nemesis should be created as a normal character. adding a setting element that is going to be kept secret you
— Opposite: The nemesis has powers that directly oppose need to be sure that it will be something that the other players
those of the hero. For example a hero using fire powers will be happy with and that it won’t result in upheaval of the
may be opposed by a nemesis who uses cold or water whole campaign and result in a bait-and-switch to another
powers. Create the nemesis as normal, except deliberately genre entirely.
choose powers for them that oppose those of the hero.
— Reflection: The nemesis has powers that match those of Example: Andrew rolls first, and gets an 01 and a 49, meaning
the hero. For example a hero who uses sonic powers may he should come up with an alien race and a criminal organ-
have a reflection who also uses sonic powers. Create the isation. Since the group have already decided that there will
nemesis as normal, except deliberately choose powers for be no aliens in the setting, he re-rolls and gets a 55 – a law
them that strongly overlap with those of the hero. enforcement agency.

Example: Miles goes first, and since he created the secondary


hero for Andrew he needs to create a nemesis for Ashwitch,
Sofia’s character. Rolling on the Nemesis Table he gets an 80.

Therefore Ashwitch’s nemesis will be a character with fire


powers similar to hers. Miles decides that a fire imp would be
fun, and creates Pusflame – a pyromaniac demon of arson
who slipped through when Ashwitch was trying to summon
something else and who has delighted in plaguing her ever
since.

Sofia is next, and she is creating a nemesis for Dr Lassetter.


She rolls a 35 on the Nemesis Table, meaning that Dr Lasset-
ter’s nemesis is a rival – a character of the same type.

Since Dr Lassetter is a werewolf, and Andrew hasn’t included


anything about the werewolf who originally bit him in his back-
story, Sofia decides to use her. She creates Siobhan, a vicious
predator of a werewolf who wishes to rule all the werewolves in
the area and resents Dr Lassetter for refusing to fall under her
will.

Andrew is last, to create a nemesis for The Gargoyle, and he


rolls a 52 on the Nemesis Table.

The Gargoyle’s nemesis will be someone who is the opposite


to their tough physicality, and Andrew decides to create The
Red Warlock, a magician with mental powers who wishes to
take control of The Gargoyle and use him as muscle.

Secondly, each player should create two additional setting ele-


ments by rolling on the Setting Elements Table twice. The
entries on the Setting Elements Table are loose writing
prompts intended to spark your imagination.

Running the Game – 69


Sofia rolls a 10, meaning there is something special about the Setting Elements Table
armed forces in the setting, and an 08, indicating that there Roll Setting Element
are ancient secrets. She immediately starts coming up with 01–03 Alien Race
ideas for the ancient secrets, as it’s easy to fit in the setting,
but is unsure about the armed forces, especially since Andrew 04–06 Alternate Species
is already creating a special law enforcement agency. 07–09 Ancient Secrets
10–12 Armed Forces
After some thought she decides to re-roll the 10, and this time
she gets a 76. There will be a persecuted group in the setting, 13–15 Artificial Intelligence
and she decides to make it a particular type of supernatural 16–18 Conspiracy Theory
creature. With the group’s approval (especially Andrew’s since
19–21 Cosmic Entities
he is playing a werewolf character) she decides that were-
wolves are persecuted and discriminated against because 22–24 Family Ties
people don’t trust them. 25–27 Government Supers
Miles’ first roll is a 39, so he needs to come up with a major 28–30 High Society
corporation. He decides to have this a corporation that is ex- 31–33 Historical Legacy
ploiting supernatural creatures in some way but says he needs 34–36 Lost World
time to work out the details – and the others agree that it will
be fun if they don’t actually know what the corporation is up 37–39 Major Corporation
to until they find out in character. 40–42 Monsters
43–45 Mysteries of the Mind
His second roll is an 84, meaning there is some kind of super
prison. The idea of a special prison designed to hold supernat- 46–48 Occult Entities
ural creatures seems to fit the setting well, and Miles notes to 49–51 Organisation (Criminal)
himself that the corporation he is designing will be secretly
using the prisoners in some way. 52–54 Organisation (High Tech)
55–57 Organisation (Law Enforcement)
Finishing the Setup 58–60 Organisation (Occult)
By this point everyone should have three player characters; a
main super hero belonging to the organisation, a secondary 61–63 Organisation (Space)
super hero who is connected to the main super hero of a 64–66 Organisation (Super-Spy)
second player and will occasionally “guest star” in the cam-
67–69 Organisation (Terror)
paign, and a non-powered agent belonging to the organisa-
tion. 70–72 Other Dimensions
73–75 Pantheon
Additionally, each player will also have a non-player character
who acts as a nemesis to the main super hero of a third player, 76–78 Persecution
and should have at least the bare bones of two setting ele- 79–81 Power Politics
ments. 82–84 Super-Prison
At this point the organisation that the characters work for can 85–87 Super-School
be finalised, as there may have been something introduced in 88–90 Super-Science
the heroes or the setting elements that pushes it in a particu-
91–93 Technotopia
lar creative direction.
94–96 Unearthly Artifacts
It is usually a good idea at stage for the group to communally 97–99 Villainous Nation
create a base of operations for the heroes (which may or may
not also be the headquarters of the organisation, depending 100 Other or Re-Roll
on its scale).Obviously the budget and location of the base will
depend very much on the nature of the organisation. Running Troupe Play
Once you have set up a campaign that will be using troupe
Example: The group agree that PSI will be a national organ- play, it plays like any other campaign, except that it doesn’t
isation that just covers the United Kingdom, and that there will have a single GM who sets up what is happening.
be equivalent organisations in other countries.
Instead, each player will set up individual scenarios and plots
They decide that PSI will have its headquarters in London, but of their own. These scenarios and plots may involve the setting
with three or four other premises in other parts of the country elements and villain that the player “owns”, but do not always
for better coverage. Specifically, the heroes will be based in a have to do so. A player should vary between generic plots and
Scottish castle near Edinburgh. Since as castle isn’t in the scenarios and those involving the elements they have owner-
Base Locations Table in the Equipment and Bases chapter ship of in order not to overdo the things they own.
they agree that a Mansion is the closest equivalent, and An-
drew volunteers to design the base and its facilities.

70 – Running the Game


These scenarios and plots should be made so that they can Since Dr Lassetter is unavailable, when the episode starts with
be broken into sections each corresponding to a single comic Ashwitch getting as tip-off that some werewolves are being
issue or a single TV episode that are only one to two sessions held in a facility in Fife she calls on Ramiel, Andrew’s second-
long (and the generic ones might sometimes only be com- ary character, for help.
prised of a single episode), and players should take it in turns
to GM one of their episodes. Ownership of Characters
One thing that can come up quite often in troupe play is the
The episodes should be GMed in roughly chronological order, ownership of non-player characters and setting elements.
which means that the turn taking does not have to be strict. There will often be times when common sense demands that
It’s okay if some players take more turns as GM than others a non-player character that was created by one player for
do, providing everyone is happy with the arrangement. their episodes is consulted or visited or otherwise needs to
appear in an episode that is being run by a different GM. This
When each GM starts an episode, the assumption is that their can, of course, include the nemeses of main heroes.
characters will not take part in it – they are assumed to be
busy doing other things. Obviously this can sometimes stretch In these cases, there are basically three approaches that you
credibility, and it’s fine for a GM to treat one of their own can take, and which one you choose will depend on the spe-
player characters as an NPC temporarily and have them have cific situation:
a quick conversation with another player character to provide
some information or a plot hook, but you should definitely — The GM who “owns” the NPC vetoes their appearance in
avoid the situation where a GM has one of their own player this episode because they know that at this point in one of
characters taking an active part in their own scenario. that GM’s own plot-lines the NPC is off doing something
else and would not be around.
Example: It is Miles’ turn to GM, and he is intending to start a — The GM who “owns” the NPC acts as a sort of co-GM and
plot-line in which researchers at a subsidiary of the Hartley plays the NPC in the scenes that they are in.
Trust (which is what he named the corporation he created as — The GM who is running the episode runs the NPC as they
part of the campaign set-up) are trying to capture werewolves were one of their own NPCs.
in order to study them and try to come up with some kind of
hybrid super-soldier. Obviously, this will depend very much on the NPC in question
and the situation in which they are being used. Players will
Since Miles will be GMing this episode, his characters – The need to be flexible about things and you may wish to make it
Gargoyle and Lucille – will not be part of the investigation into known in advance that particular NPCs are off-limits or that
the plot. It will likely be Dr Lassetter and Ashwitch that get particular NPCs have been created to act as unimportant re-
involved. curring characters who can pop up in the episodes of others
without issue.
Sometimes a GM’s episode will involve the main heroes of all
the other players, but this is not always the case. Sometimes Example: In a previous episode run by Sofia, she had intro-
some of the main heroes may be unavailable because the duced the character of Nightshade, a criminal who uses the
episode is happening at the same time (game time, that is, not powers granted by a collection of magical talismans to commit
real time) as the episode run by the previous GM so the her- crimes.
oes who were in that previous episode are not available. Sim-
ilarly if a GM ends their episode on a cliffhanger with one or Miles is looking for someone who could provide the tip-off to
more characters missing in action or elsewhere or a period Ashwitch, and thinks that Nightshade is a good candidate,
of time then those characters won’t be available for the epis- since he is a thief who, while often on the wrong side of the
odes run by other GMs until those characters are back. law, has had dealings with PSI before.

This is the reason for the secondary heroes and the agent Miles wants to have Nightshade hired by the facility to locate
characters. A particular GM’s episode might involve the main werewolves for them, and in doing so he has run afoul of
heroes of only half the players at the table, and having some Siobhan, Dr Lassetter’s nemesis. Siobhan is now hunting him,
secondary heroes and/or agents get involved in the episode and he can run to PSI for help.
instead makes sure that everyone always has a character to
play. There is no issue with Miles getting Siobhan involved in his
plot in this manner, since Siobhan is one of his NPCs, but since
Obviously flexibility is the key, and you will need to find a bal- Nightshade is one of Sofia’s NPCs he needs to quickly check
ance that is right for your group. with her first to see if he can use him. Sofia might have other
plans for Nightshade that Miles doesn’t know about.
Example: Miles has already introduced his plot-line, and it is
on his third episode involving it. Previously, Dr Lassetter and
Ashwitch had been following up leads and getting closer to the
heart of the story, but this time Sofia had just been GMing
before him and her episode had ended with Dr Lassetter in
Paris fighting vampires.

Running the Game – 71


Power Descriptions
Standard Power Parameters Table
Rank Rank Index Rank Value Range Duration
Zero 0 0 – –
Terrible 1 2 Touch 1 Round
Bad 2 4 Same Area 1 Round
Average 3 6 1 Area 2 Rounds
Decent 4 10 3 Areas 3 Rounds
Great 5 20 5 Areas 4 Rounds
World Class 6 30 7 Areas 5 Rounds
Fantastic 7 40 10 Areas 8 Rounds
Astounding 8 50 20 Areas (½ Mile) 10 Rounds (1 Minute)
Wondrous 9 75 1 Mile 1½ Minutes
Phenomenal 10 100 1½ Miles 2 Minutes
Single-Shift 11 150 2 Miles 5 Minutes
Double-Shift 12 200 4 Miles 15 Minutes
Triple-Shift 13 500 10 Miles 1 Hour
Planetary 14 1000 100 Miles 1 Day
Stellar 15 3000 10,000 Miles 1 Week
Cosmic 16 5000 1,000,000 Miles 1 Year
Infinite 17 – Unlimited Forever

This chapter contains descriptions of each super power. Each Nonstandard Edges and Flaws
one has a basic description of the power as it is when picked Although each power comes with a standard list of edges and
as part of the character generation process, and this is fol- flaws that may be applied to the power, you are not restricted
lowed by a list of edges and flaws that can change the way the to using just those suggested. If the GM agrees, you can apply
power works (sometimes drastically). any edge or flaw to any power; including those that you have
invented yourself.
Using a Power
Most of the time, switching a power on takes a single action However, everyone should be careful to make sure that they
and must be done on your own turn. However, some powers fully understand the implications of the edge or flaw that is
can be used instantly (especially if they have a particular being suggested, and that it stays within the spirit of the game.
edge) and some are always on.
For example a flaw that doesn’t actually limit the power be-
Once on, some will remain in effect until switched off; some cause of the way the character uses that power shouldn’t be
will only last for a short duration; some may require concen- allowed, and neither should an edge that is much more power-
tration (and so will deactivate if you’re stunned, slammed or ful than simply adding a power extension to the character’s
knocked unconscious, or you activate another power that also repertoire would be.
requires concentration); and some simply work instantly and
have no duration. Some example non-standard edges that can be applied to al-
most any power include:
Most of the time, the power description itself should tell you
everything that you need to know. If in doubt, assume that the — Affects Willing: A power that would normally work only on
power takes a single action to switch on and no action to yourself can also be used on willing targets that you touch.
switch off again, and that it stays on indefinitely until switched — Affects Non-Standard Target: Your power affects one type
off again. of target that would normally be immune to this type of
power.
Standard Range & Duration — Area Effect: A power that can be used at range affects all
Many powers act at a range or only last for a short time be- targets in a single area rather than a just single target. If
fore fading. In some cases, the power description itself will tell the power needs you to make a feat to get it to affect a
you how long the power lasts or what the power’s range is. target, make the feat separately against each target in the
Generally this will simply be based on the power’s rank. The area.
standard range and standard duration of powers at different — Broadcast: A visual, sonic, or mental power can be trans-
ranks are given in the Standard Power Parameters Table. mitted through broadcast media, allowing you to affect

72 – Power Descriptions
Power Descriptions – 73
people who watch or listen to the broadcast. This only af- take the Flight power as an edge. When you take a complete
fects live broadcasts, not pre-recorded messages. power as an edge in this manner, it is known as a power ex-
— Contagious: A power that has a lasting effect on a target tension and it obeys a few special rules – regardless of
becomes contagious. If anyone touches the target while it whether it was acquired during character creation or as the
is under the power’s effect you may make whatever feat result of a power stunt.
you normally need to affect someone in order to bring the
toucher under the power’s effect too. The power extension is always at the same rank as the parent
— Defensive: You can use the power to evade or block incom- power, and it only increases in rank when the parent power
ing attacks by using its power rank instead of your Agility does so. It can’t be increased on its own due to repeated
when dodging or instead of your Strength when blocking pushes.
(whichever is more appropriate for the power).
— Piercing: Any resistance to the power’s effect or similar de- Anything that modifies the parent power, such as the use of
fence is reduced by –3 RS before being applied to the the Power Nullification power, affects all power extensions
power. along with the parent. Yes, this means that if the parent power
— Ranged: A power that normally requires touch can be used is nullified then all its power extensions are nullified too.
at standard range instead. If the power required a Feat of
Fighting to hit its target, it now requires a Feat of Agility Power extensions can have their own edges, flaws, and power
instead. stunts, and this can include having power extensions of their
own. In this case, the parent power of each of the power ex-
Some example non-standard flaws that can be applied to al- tensions is the one they were all originally derived from.
most any power include:
Ability Boost
— Always On: A power that could normally be turned on and You are able to temporarily boost one of your ability scores.
off is instead always on and cannot be turned off. Choose one ability score for the power to affect. When you use
— Concentration: A power that would otherwise last for a dur- this power, that ability score is temporarily increased to the
ation will end early if you stop concentrating on it, You can rank at which you have this power (or, if your ability score is
only concentrate on one power at a time, and taking dam- already the same rank as this power or higher, it boosts it by
age or being affected by another power will break your a single rank). This boost takes your action to activate and
concentration unless you can succeed in a Feat of Psyche. then lasts for standard duration. After the boost wears off, your
— Disarmable: Your power is in an item (a weapon or device) ability score drops to one rank lower than its non-boosted
that can be snatched from you in combat or taken from level for standard duration and you can’t re-apply the boost
you if you are captured. until this has worn off.
— Draining: After each time you use your power, you must
succeed on a Feat of Power or lose 20 Health. This loss Ability Boost Edges
can not be blocked by other powers or resistances, and — Affects Others: You can use this power to increase the abil-
can knock you unconscious and even make you start dying. ity of someone you touch, not just yourself.
— Easily Blocked: Your power is blocked by a common sub- — Concentration: Your boost lasts as long as you concentrate
stance (iron, wood, anything coloured red, or a similar cat- (being stunned or slammed will break your concentration,
egory of items) and doesn’t work on something made of, but normal damage won’t).
or protected by, that substance. — Extra Ability: You can boost an additional ability. Choose
— Exhausts: After each time you use your power, you must the additional ability when you acquire this edge. You can
succeed on a Feat of Power or the power is exhausted and take this edge multiple times to boost more abilities.
cannot be used again until the following session. — Instant: You can use this power without taking an action to
— Full Power: A power that could normally be used at a lesser do so (although you can still only activate it once per
level can only be used at full strength or nothing. round).
— Inflexible: You can not perform power stunts with this — Power Boost: Instead of boosting one or more ability
power. scores, you boost one or more powers that either share a
— Limited Target Type: Your power only works on a limited special effect (e.g. cold powers) or a power source (e.g.
range of targets (animals, robots, undead, or a similar tar- genetic mutations).
get group). — Ranged: You can increase the ability of someone at stand-
— Touch: A power that would normally work at standard ard range rather than needing to touch them (you must
range instead requires you to touch its target. already have Affect Others).
— Unreliable: A power that would normally work automatically
instead only works if you succeed in a Feat of Power when Ability Boost Flaws
trying to use it. — Ablative: The boosted ability score is reduced by one rank
— Winds Down: Each time you use your power in a given ses- per round until it reaches its normal level, at which point
sion it takes a cumulative –1 RS. When it reaches a rank the boost is considered to have worn off.
of Zero, you can no longer use it until it is recharged. — Emotion Based: You can only activate your boost when you
feel a particular emotion (e.g. fear, anger).
Power Extensions — Exclusive: You can’t use any other powers while your boost
Although most edges simply enhance the potency or the is active.
scope of application of a power, some edges simulate a new — Immunity: Your boost doesn’t affect yourself (this only
power. For example, if you have the Air Control power, you can makes sense if you also have Affects Others).

74 – Power Descriptions
Ability Increase Adaption Edges
One of your abilities is permanently increased to either the — Affects Others: You can use this power to adapt someone
rank of this power or its existing rank +2 RS, whichever is you touch to your environment, not just yourself.
higher. This power cannot increase the rank of an ability bey- — Defensive: You can adapt to protect yourself from attacks.
ond Phenomenal. You must choose the ability when you ac- After taking damage from an attack you can spend your
quire this power. next action adapting to temporarily gain an appropriate
defensive power (usually Resistance) to future attacks of
Absorption the same type. The adaption lasts until you re-adapt to
You can absorb a single type of damage (blunt, lethal or one something else. If your adaption power is Instant then you
energy type). Incoming attacks of that type have their damage can adapt to the incoming attack as it hits (and therefore
reduced by your rank value for this power after any of your be protected immediately) but you can still only change
resistances are applied, as if this power were armour. If you your type of adaption once per round.
have both Absorption and armour or resistance, reduce the — Instant: You adapt instantly as soon as you encounter the
damage by your armour/resistance first and then by your Ab- new environment. This still does not protect you from at-
sorption. You may then use the energy that you have absorbed tacks, only from environmental damage.
in one of three different ways (choose one when you acquire
this power): Adaption Flaws
— Exclusive: You can’t use any other powers while your adap-
— Ability Boost: You are affected by the incoming damage as tion is active.
if using the Ability Boost power at a rank with a rank value — Temporary: Your adaption only lasts for standard duration
that matches the amount of damage absorbed. You must even if you remain in the environment longer than that.
choose the ability when you choose this option.
— Healing: You regain an amount of Health equal to the Adaption Power Extensions
amount of damage you absorbed. This can’t take you — Environmental Awareness: You can gain the Environmental
above your normal Health score; it can only heal damage. Awareness power as a power extension.
— Retaliation: On your next action you can choose to fire a — Regeneration: You can gain the Regeneration power as a
Blast attack of the same damage type and rank that you power extension.
absorbed. If you choose not to fire the attack, the energy — Resistance: You can gain the Resistance power as a power
dissipates harmlessly. extension.

Absorption Edges Affliction


— Broad: You can absorb either all types of energy damage By spending an action you can make a melee attack against
or all types of physical damage. an opponent that does no damage and does no special effects
— Extra Ability: When you use absorbed energy to boost an but which, if it hits, afflicts them with a fast-acting degenerative
ability, it boosts two abilities. You must choose the second condition such as a toxin, a curse, a disease, or a temporary
ability when you acquire this edge. ageing effect. Before each of your target’s subsequent actions,
— Extra Health: When you use absorbed energy to heal, you they must make a Feat of Endurance, with the following res-
can heal up to twice your normal Health. Extra Health ults:
above your normal total disappears after the end of the
fight. — White: The target takes your Affliction rank value as dam-
— Extra Option: Choose another of the three options when age, and must repeat the feat before their next action.
you acquire this edge. Each time you absorb energy you — Bronze: The target takes no damage, but must repeat the
may pick which option to use. feat before their next action.
— Silver: The target takes no damage and the Affliction ends.
Adaptation — Gold: The target takes no damage and the Affliction ends.
When you enter an unusual environment, you spend the first
round adapting your body to it. This temporarily gives you an Affliction damage can’t be reduced by normal Resistance
appropriate power at the same rank as this power, which lasts (Damage), only by Resistance (Affliction). If your target has
until you leave the environment again. For example if exposed the Regeneration power, they may substitute their Regenera-
to lava you will gain Resistance (Heat); or if plunged into water tion power rank for their Endurance rank when rolling the
you will gain Aquatic; or if locked in a freezer you will gain feats. If your target drops to zero Health as a direct result of
Resistance (Cold); or if thrown out of an airlock into space you this power they fall unconscious and begin to lose Endurance
will gain Life Support. ranks as if reduced to zero Health by a lethal attack. This En-
durance loss can be stopped by any of the normal means.
This power will not protect you from attacks, only from envir-
onmental effects: although in the case of things like temperat- Affliction Edges
ure or radiation extremes you may be coincidentally protected — Ageing: Your Affliction temporarily adds or subtracts a
from damage caused by the same type of energy due to your number of years equal to your power rank value to the age
adaption. Similarly, you are not protected during the round in of the target for standard duration. A target may not be
which you are adapting, so you may take damage from the reduced in age below that of a baby, and will not die of old
environment during that round. age even if their age is increased beyond a normal
lifespan.

Power Descriptions – 75
— Area Effect: You may afflict everyone in an area at once — Flight: You may choose the Flight power as a power exten-
(you can’t selectively avoid certain targets). sion.
— Aura: You can use your Affliction on anyone who touches — Force Field: You may choose the Force Field power as a
you as well as those you touch. power extension.
— Contagious: Anyone who touches (or is touched by) your — Resistance: You may choose Resistance (Cold), Resistance
target before the Affliction has run its course is also afflic- (Pressure) or Resistance (Gas) as a power extension.
ted. — Servant: You may choose the Servant power as a power
— Lasting: The damage done by your Affliction only heals at extension, representing your ability to summon an air ele-
a tenth of the normal rate. It can still be cured by the Re- mental.
generation and Healing powers normally. — Super Senses: You may choose the Super Senses (Spatial
— Immunity: You are immune to your own Affliction. Sense) power as a power extension, representing your abil-
— Mind Control: You can choose (at the time of attack) that ity to detect air currents.
each time your Affliction would damage its target, instead — Weather Control: You may choose the Weather Control
the target is affected for their action as if you had used the power as a power extension.
Mind Control power (of equal rank to this power).
— Ranged: You may afflict someone with a ranged attack in- Alter Ego
stead of a melee attack. You have two forms, each of which has independent ability
— Reversible: You can stop your Affliction prematurely at will, scores and powers. Create a second character of the same
before it has run its course. hero type but three fewer points to spend on powers than they
— Transforming: If you reduce your target to zero Health with would otherwise have to represent your Alter Ego.
this power, they will be affected as if you used the Trans-
formation power on them. Choose what type of transform- It takes a single action to switch between your two forms, and
ation happens when you acquire this edge. any Health lost in one form is also lost in the other. This may
mean that at times it is not safe to switch forms without imme-
Affliction Flaws diately falling unconscious due to having zero Health. Falling
— Ablative: The Affliction strength is reduced by one rank per unconscious in this manner does not make you start losing
round until it reaches Zero, at which point the Affliction Endurance ranks unless you were already losing Endurance
ends even if the target hasn’t managed to throw it off. ranks before you switched.
— Always On: Every time you touch someone, you afflict them
whether you want to or not. Whenever you switch back to your primary form after having
— Slow: The Affliction only affects the target once per day or spent time in a secondary form, you must spend at least as
once per week (your choice), rather than once per round. long in your primary form before you can switch to a second-
Your target will not naturally heal back the damage done ary form again. Should you have more than one secondary
by the Affliction until it has run its course (although the form (due to taking an edge), you can’t switch directly from
Regeneration and Healing powers work as normal). one secondary form to another without reverting to your
primary form in-between.
Affliction Power Extensions
— Energy Drain: You can gain the Energy Drain power as a Alter Ego Edges
power extension. — Additional Form: You have an additional secondary form,
also made with three fewer points to spend on powers than
Air Control your primary form has. You may take this edge more than
You can control the air, pushing things around with winds that once.
have a Strength equal to your power rank. — Instant Change: It does not take an action to switch form.
— Random Forms: Your secondary form is randomly gener-
Air Control Edges ated each time you switch to it, so you never know what
— Bubble: You can create a bubble of fresh air that keeps out powers and ability scores you’ll be getting. However, in ex-
gasses, smoke, and water. The bubble can be any size from
personal to filling the area that you are in.
— Vacuum: You can remove the air from the area in which
you are, leaving a vacuum. If you maintain this vacuum, it
acts as a power rank Affliction (suffocation) to all within the
area. When you stop the effect and let the air rush back in,
all in the area must roll to avoid being slammed and you
must roll a Dazzle attack (against hearing) against each
target in the area.

Air Control Power Extensions


— Affliction: You may choose the Affliction power as a power
extension, representing your ability to suffocate people by
sucking the air from them.
— Blast: You may choose the Blast power as a power exten-
sion, representing your ability to fire air blasts.

76 – Power Descriptions
change for this your primary form loses all powers other exact track of which particular types of animal your hero
than this Alter Ego power when you acquire this edge. has seen; just assume they’ve seen all common types of
animal, and that only truly exotic animals (like dinosaurs
Alteration Ray or animals from alien planets) remain unknown to them
You may make a ranged attack to project a ray that does no unless seen during the campaign.
damage and no special effects to its target but affects it in one — Extra Animal: You can mimic a second animal at the same
of the following six ways (choose when you acquire this power): time as the first, gaining two ability scores or powers at
once. You may take this edge more than once, and each
— Density: Your target is affected as if they had the Density time you do it lets you mimic an additional animal.
power at a rank equal to this power’s rank.
— Growth: Your target is affected as if they had the Growth Animal Mimicry Flaws
power at a rank equal to this power’s rank. — Close Range: You can only mimic an animal that is within
— Invisibility: Your target is affected as if they had the Invis- standard range of you.
ibility power at a rank equal to this power’s rank. — One Type: You can only mimic one type of animal. This
— Phasing: Your target is affected as if they had the Phasing may be a class of animal, such as mammals or birds; or it
power at a rank equal to this power’s rank. may be animals from one type of habitat, such as sea
— Shrinking: Your target is affected as if they had the Shrink- creatures or jungle creatures.
ing power at a rank equal to this power’s rank. — Preparation: It takes you an action to mimic an animal and
— Transformation: Your target is affected as if they had the acquire a trait, rather than it being instant.
Transformation power at a rank equal to this power’s rank
(choose the type of transformation when you acquire this Aquatic
power). You can breathe underwater as well as in the air, and while you
are underwater your Agility and Intuition are increased to the
In any of the above cases, the target has no control over the power rank of this power if they are not already at an equal
new power that they have suddenly acquired. Each of the or higher rank. You can also swim through water and other
powers will affect them at full strength for standard duration. liquids at your power rank water speed and you are immune
to the effects of high water pressure.
Alteration Ray Edges
— Offensive: You may choose to only give your target the bad Aquatic Edges
parts of their power, not the good parts; for example Dens- — Aquatic Strength: Your Fighting and Strength ranks are
ity or Growth will fail to increase your target’s Strength, also increased, along with your Agility and Intuition, while
Shrinking makes your target lose Strength; and Trans- you are underwater.
formation makes your target transform mentally as well as
physically. Aquatic Flaws
— Only One: You can either breathe underwater or gain the
Alteration Ray Flaws swim speed and Agility/Intuition bonus. Choose which
— Offensive Only: You may only use the offensive form of this when you acquire this flaw.
power, not the normal form (requires Offensive). — Water Breather: You can only breathe underwater, and suf-
— Touch: You must touch your target in a melee attack to focate in air.
affect them rather than being able to use this power at
range. Aquatic Power Extensions
— Environmental Awareness: You may choose the Environ-
Alteration Ray Power Extensions mental Awareness power (limited to only in water) as a
— Varies: You may choose the personal version of whichever power extension.
ray you have as a power extension. — Leaping: You may choose the Leaping power (limited to
only out of water) as a power extension.
Animal Mimicry — Servant: You may choose the Servant power (limited to
You are able to mimic the abilities and traits of animals, for aquatic creatures only) as a power extension.
example gaining the speed of a cheetah or the Strength of a
gorilla or the vision of a hawk. You may only mimic one animal Astral Projection
at a time, and there must be an animal of the type you wish You can separate your mind from your body, leaving your
to mimic within sight of you. body in a temporary coma. Your mind has Flight and Phasing
at the same power rank as this power, and can’t affect the
It takes no time to mimic an animal or to switch which type of physical world in any way. Your mind is not detectable except
animal you are mimicking. While mimicking an animal, you by Telepathy and Super Senses (Spirit Sight), and is only vul-
gain one ability score or power that the animal has, either to nerable to mental attacks and powers.
the rank at which the animal has it or to your power rank,
whichever is lower. In turn, you may use mental attacks and powers on others, but
with a –2 RS to all aspects of their effectiveness if the targets
Animal Mimicry Edges are not also astrally projecting. Astrally projected people can
— Animal Memory: You do not have to be able to see an an- see and affect each other normally. You are aware of any
imal in order to mimic it, but you do have to have seen one harm that happens to your body while you are away from it,
at some time in the past. Don’t bother trying to keep an

Power Descriptions – 77
and if your body is killed you are trapped in astral form Binding Edges
forever. — Area Effect: You can bind everyone in an area at once. You
can’t select to bind some targets but not others.
Astral Projection Power Extensions — Contagious: Anyone who touches or is touched by your
— Dimensional Travel: You may choose the Dimensional Binding also gets bound by it.
Travel power as a power extension, enabling you to travel — Intangible: Your binding is not a physical object and can
to other dimensions while in astral form. not be damaged by attacks. It may still be broken out of
— Dream Control: You may choose the Dream Control power or escaped from normally.
as a power extension. — Reversible: You can dismiss your Binding on one or more
— Spirit Sight: You may choose the Super Senses (Spirit of its targets at will, rather than having to wait for them to
Sight) power as a power extension. either break out of it or be rescued from it.

Aura Binding Flaws


You can surround yourself with a damaging aura (comprised — Blocked: Your Binding requires you to have free movement
of any energy or physical damage type, but you must choose in order to aim it. You can’t use it while you are grappled.
the type when you acquire this power). It takes an action to — Floored: Your Binding sticks people to the floor and pre-
activate your aura but it can be deactivated at will. Anyone and vents them from moving, but does not otherwise entangle
anything that touches you or that you touch while your aura is them or prevent them acting.
active must take damage equal to the rank value of this power.
Blast
Hitting someone with your aura up does Strength +1 RS dam- You can shoot a damaging effect at standard range. When you
age or aura rank damage whichever is higher. acquire this power, choose whether the effect is thrown or a
missile, whether it is blunt or lethal, and what type of damage
Aura Edges it does (it can do any type of physical or energy damage).
— Broad: You can put up an aura of any type of energy. You Your blast inflicts damage equal to its power rank value.
must choose the type when you activate the aura and can’t
change it without re-activating it. Blast Edges
— Contagious: Not only does anyone who touches you (or — Affects X: Choose one type of opponent who would nor-
whom you touch) take damage, anyone who is touching mally be immune to your blast (e.g. astrally projecting or
them at the same time takes damage as well. gaseous). Your blast affects that type of opponent normally.
— Partial: Each time you activate or deactivate your aura, you — Area Effect: You can choose to blast everyone in an area
can decide which parts of your body to add it to or remove at once. You can’t select individual targets to be spared
it from; for example you could leave the bottom of your feet your blast.
free when covering the rest of yourself so you don’t dam- — Broad: You can choose the type of damage that your blast
age a floor, or drop the aura from one hand leaving it free does each time you shoot it, and whether it is blunt or
so you can pick something up without damaging it. lethal.
— Disintegration: Targets that are destroyed (or killed) by
Aura Flaws your blast vanish utterly leaving no traces behind.
— Always On: Your aura is always on and you can’t turn it off.
This is incompatible with Partial, as that would allow you to Blast Flaws
turn off parts of your aura. — Area Effect Only: If you have Area Effect, you can only use
your blast for area effect attacks, not for single targets.
Aura Power Extensions — Blocked: Your blast requires you to have free movement in
— Blast: You may choose the Blast power (of the same dam- order to aim it. You can’t use it while you are grappled.
age type as your aura) as a power extension. — Full Strength: You can’t use your blast at anything other
— Energy Control: You may choose the Energy Control than full power.
power (of the same energy type as your aura) as a power
extension. Burrowing
— Flight: You may choose the Flight power as a power exten- You can burrow through the ground, walls, or other large ob-
sion. jects at your normal movement speed, choosing whether or
— Life Support: You may choose the Life Support power as a not to leave an open tunnel behind you. You can burrow
power extension. through any material which has a material strength that is less
— Resistance: You may choose the Resistance power (to the than or equal to your burrowing rank.
same damage type as your aura) as a power extension.
Burrowing Flaws
Binding — Single Substance: You can only burrow through one type
You can make grappling attacks at standard range, using a of substance, for example sand or ice.
Feat of Agility instead of the normal Feat of Fighting. Be-
cause of its stickiness, anyone trying to move while partially Cold Control
entangled must be able to drag a weight equal to your power You can reduce temperatures and control cold within standard
rank (at the normal –2 RS to Strength). The binding has a range. Choose one of the edges below for free when you ac-
material strength equal to its power rank. quire this power.

78 – Power Descriptions
Cold Control Edges Corrosion Flaws
— Black Ice: You can make surfaces slippery with a thin layer — Emotion Sensitive: You can only corrode creatures that
of ice. This makes an area within range slippery for stand- are experiencing a particular emotion (hate, fear, love, etc.)
ard duration, forcing everyone who tries to stand or walk — One Material Only: You can only corrode one type of ma-
through the area to succeed in a Feat of Agility or fall over terial (flesh, wood, metal, stone, etc.)
(treat as a Slam result).
— Ice Ramps: You can create ice ramps that you can skate Corrosion Power Extensions
on, giving you the equivalent of Terrible Flight. — Resistance: You may take the Resistance (Corrosion)
— Ice Sculpture: You can create objects (walls, bridges, stairs) power as a power extension.
out of ice with material strength equal to your power rank.
To trap someone in a cage of ice, you must succeed in a Danger Sense
Feat of Cold Control. You are able to sense danger before it strikes. You may use
your Danger Sense rank instead of whichever other ability you
Cold Control Power Extensions would use to avoid being surprised or ambushed, or to dodge,
— Absorption: You may choose the Absorption (Heat or Cold) to interpose yourself in front of someone, or to catch an object
power as a power extension. that has been thrown at you.
— Affliction: You may choose the Affliction power as a power
extension, to represent freezing people. Darkness Control
— Aura: You may choose the Aura (Cold) power as a power You can create patches of darkness, darkening any area
extension. within standard range to anywhere from slightly shadowy to
— Binding: You may choose the Binding power as a power utterly black. The darkness lasts until you dismiss it or until
extension. you’re knocked out or stunned. Darkness in super hero set-
— Blast: You may choose the Blast (Cold or Ice) power as a tings is often treated as not just the absence of light but as a
power extension. substance in its own right that can take on solid forms.
— Fire Control: You may choose the Fire Control power (with
the Heat Only flaw) as a power extension. Darkness Control Edges
— Resistance: You may choose the Resistance power, either — Shadow Constructs: You can create objects (walls, bridges,
Resistance (Cold) or Resistance (Heat), or Resistance stairs) out of solid darkness with material strength equal to
(Damage) to represent ice armour as a power extension. your power rank. To trap someone in a cage of darkness,
you must succeed in a Feat of Darkness Control.
Corrosion — Shadow Illusions: You can create and animate three di-
You can damage people and weaken or destroy objects with mensional but immaterial shapes from darkness. These
a corrosive attack. Against opponents, this is resolved as a shapes have a material strength of Zero and are immune
melee attack that does damage equal to its power rank value to everything except light based attacks.
when it hits. The target of the attack then takes half that
amount of damage again at the start of your action for each Darkness Control Power Extensions
of the next two rounds, unless they do something to stop the — Absorption: You may choose the Absorption (Light) power
Corrosion effect. as a power extension.
— Blast: You may choose the Blast power as a power exten-
Against inanimate objects, reduce the material strength of the sion.
object by a number of rank shifts equal to your power rank — Dazzle: You may choose the Dazzle power as a power ex-
index. If this reduces the object’s material strength to Zero, the tension.
object crumbles to dust or is reduced to slurry. Note that if the — Emotion Control: You may choose the Emotion Control
object is supporting weight then the reduction in material power (limited to fear only) as a power extension.
strength might be enough to cause it to collapse before this — Energy Drain: You may choose the Energy Drain power as
point, if the new strength isn’t enough to support the weight a power extension.
placed on it. — Flight: You may choose the Flight power as a power exten-
sion.
Corrosion Edges — Force Field: You may choose the Force Field power as a
— Burst: You can corrode everything in an area at once. You power extension.
can’t make exceptions for particular targets in the area. — Resistance: You may choose either Resistance (Light) or
— Contagious: Anything touching something that is being Resistance (Dark) as a power extension.
corroded by your power will also start to corrode. — Servant: You may choose the Servant power as a power
— Long Lasting: Your Corrosion lasts for four rounds instead extension, representing your ability to animate shadows.
of two rounds. — Super Senses: You may choose the Super Senses (Infravi-
— Matter Eater: Your Corrosion ability is limited to inside sion) power as a power extension.
your mouth. In order to attack opponents you must bite — Teleport: You may choose the Teleport power (with the
them, but in exchange this lets you eat anything that has Transmit: Darkness flaw) as a power extension.
a material strength less than or equal to your Corrosion
power rank. This makes you immune to anything you eat Dazzle
(e.g. poisons or live grenades). You can produce an affect that dazzles one of the senses of a
— Ranged: You can corrode things with a ranged attack at target within standard range. You must choose which of the
standard range. target’s senses (sight, hearing, smell, taste, feel, balance, or a

Power Descriptions – 79
80 – Power Descriptions
sensory super power like Danger Sense or a Detection power) With the GM’s agreement, you can sense something not on
when you acquire this power. To use this power, roll a Feat of the list:
Agility, (this is an attack which may be dodged) with the fol-
lowing results: — Emotion: You can sense the emotional states of others.
— Energy: You can detect a particular type of energy and
— White: You missed. follow energy trails.
— Bronze: You dazzle your target for one round. — Magnetic: You can sense magnetic fields and use of the
— Silver: You dazzle your target for standard duration. Magnetic Control power.
— Gold: You dazzle your target for standard duration. — Power Source: You can sense the use of powers from one
of the power sources (Cosmic, Divine, Genetic Mutation,
While dazzled, the target takes a –2 RS penalty on all feats Infernal, Magic, Psychic, or Science!) Choose the type of
that require use of the dazzled sense, and automatically fails power source when you acquire this power.
any Feats of Intuition which involve the sense which has been — Radiation: You can sense radioactivity and the use of Ra-
dazzled. diation Control powers.

Dazzle Edges Detection Flaws


— Burst: You can dazzle everyone in an area at the same — Normal Sense: Your Detection is tied into a normal sense
time. You can’t choose to exclude some targets from the (for example you can see divine auras or hear magnetism).
dazzle effect. If the normal sense is dazzled or blinded then so is your
— Contagious: Anyone who touches or is touched by a Detection power.
dazzled target becomes dazzled themselves.
— Extra Sense: You dazzle two senses at once (choose the Dimensional Travel
additional sense when you acquire this edge). This doesn’t You may travel to other dimensions at will. The exact variety
increase the penalty your opponent takes, but it does and nature of dimensions that exist will depend on the cam-
broaden the range of activities for which they take it. paign or setting. When travelling to a dimension you have
travelled to before, you always arrive back at the point from
Dazzle Flaws which you last left it. Travelling to a familiar dimension you
— Touch: You can’t dazzle at range. You must touch your op- have visited before is automatically successful, but travelling to
ponent to dazzle them. Substitute a Feat of Fighting for the a previously unvisited dimension requires a Feat of Dimen-
Feat of Agility. sional Travel with the following results:

Dazzle Power Extensions — White: You remain where you are.


— Resistance: You may choose the Resistance (Dazzle) power — Bronze: You arrive at your intended destination, but are
as a power extension. Stunned upon arrival.
— Silver: You arrive at your intended destination.
Density — Gold: You arrive at your intended destination.
You can increase your density, thereby increasing your mass
while retaining the same size. While you have increased dens- Dimensional Travel Edges
ity, your Strength rank increases to your power rank or your — Hammerspace: You have access to a tiny “pocket” dimen-
normal Strength rank +1 RS, whichever is greater; and you sion about the size of a walk-in wardrobe. You can’t travel
acquire the Resistance power at the same rank as your Dens- there yourself, but you can send unattended objects that
ity power. Similarly, your weight increases to your power rank you are holding there and summon them back to your
or by +1 RS, whichever is greater. However your Agility de- hand. You can’t send any item there if it is alive, if it weighs
creases by the same number of rank shifts that you increased more than you can carry, or if it is attached to or held by
your Strength by. something else.
— Pocket Dimension: You have access to a small “pocket” di-
If this decreases your Agility to Zero, you can’t move. You do mension that you can use as a hideout, home, or simply a
not have to increase your density to the maximum possible. storage area. The pocket dimension is no larger than a
You can use this power at less than full strength in order to large house and only contains things that you take there
retain more Agility (or to prevent yourself from crashing yourself.
through floors!) — ‘Porting Travel: If you have both the Teleport power and
the Dimensional Travel power, you may use both together
Density Edges in order to arrive at your destination dimension within tele-
— Agile: Your increased density does not decrease your Agil- portation range of the point from which you last left it.
ity. — Reliable: You always arrive at your intended destination,
without needing to succeed in a Feat of Dimensional
Density Power Extensions Travel.
— Phasing: You may choose the Phasing power as a power
extension. Dimensional Travel Flaws
— Single Destination: You can only travel to and from a
Detection single other dimension, chosen at when you acquire this
You have the ability to sense a type of energy or power. When power.
you acquire this power, choose a type of sense from the list.

Power Descriptions – 81
Dimensional Travel Power Extensions permanently harmed while inside their dream. If you are
— Teleport: You may choose the Teleport power as a power knocked unconscious or “killed” then you will be ejected
extension. from the dream. If they are knocked unconscious or
“killed” then they will wake up and you will be ejected from
Dimensionality the dream as it ends. In either case, neither of you will be
You can alter the number of dimensions that your body occu- harmed.
pies. When you acquire this power, choose two of the options — Sleep: You may make a target within standard range fall
adjacent to 3D (i.e. 1D & 2D, 2D & 4D, or 4D & 5D). You can asleep and start dreaming by making a mental attack and
alter your body into either of those forms, and your abilities succeeding in a ranked Feat of Psyche against your tar-
are based on your current form: get’s Psyche. The sleep is totally natural, and the target will
awaken if disturbed as they would normally.
— 0D: You occupy a single mathematical point with no size.
You can take no actions and can’t move, but you are com- Dream Control Flaws
pletely invisible and can only be affected by things that — Only While Sleeping: You may only use your Dream Con-
affect your spirit or mind. trol while you are asleep yourself, projecting your own
— 1D: You occupy an infinitely thin line in space. You have the dream at your target.
equivalent of the Invisibility power at the same rank as
your Dimensionality; and you can move through any open- Dream Control Power Extensions
ing and slip through the gaps between atoms in any — Astral Projection: You may choose the Astral Projection
mundane material, but cannot move through force fields. power as a power extension.
However, your Strength rank temporarily drops to Zero — Mental Illusions: You may choose the Mental Illusions
(this doesn’t affect your Health). power as a power extension.
— 2D: You are entirely flat, having height and width but no — Telepathy: You may also choose the Telepathy power as a
depth like a cardboard cut-out of yourself. You can slide power extension.
through any gap or crack wide enough to fit your width,
and by turning sideways to an observer and remaining Duplication
motionless you have the equivalent of the Invisibility power You may create free willed duplicates of yourself that can op-
at your power rank against that observer. erate independently. You may make a number of duplicates
— 3D: You have your normal abilities and powers. equal to your power rank index, and it takes two consecutive
— 4D: Your Strength increases to your power rank (or actions to create each duplicate.
by +1 RS if it is already greater than or equal to your power
rank) and you can see “around” objects in the fourth di- Your duplicates have all your abilities and powers except for
mension giving you the equivalent of Penetration Vision at the Duplication power, but all abilities and powers they have
your power rank. Similarly, you can move “around” objects are limited to a maximum of your Duplication rank.
in the fourth dimension giving you the equivalent of Phas-
ing at your power rank. Duplicates that are knocked unconscious or killed disappear
— 5D: You gain the equivalent of the Time Control power at until you re-create them. If the real you is knocked uncon-
your power rank. scious or killed then all duplicates vanish. You and your duplic-
— 6D: You gain the Dimensional Travel power at your power ates share a common pool of Karma, which any of you can
rank. use (or lose!) However, you have no special mental link with
your duplicates and can only communicate with them via nor-
Dimensionality Edges mal means. You are not aware of what they experience, and
— Extra Form: You can use two other dimensional forms ad- when a duplicate disappears or you re-absorb it you do not
jacent to the ones you can already have. Choose the forms gain its memories.
when you acquire this edge. You can take this edge more
than once. Duplication Edges
— Slice: When in 2D form, you can use your limbs as ultra- — Healing: If you re-absorb a duplicate instead of simply dis-
sharp blades, gaining the equivalent of the Strike power missing it, you are healed by half the amount of Health that
(doing lethal damage) at your power rank. the duplicate has remaining.
— Horde: You may produce all your duplicates at once, rather
Dream Control than needing to produce them one at a time.
You can control your own dreams, choosing what you dream — Mind Link: You can communicate with any of your duplic-
about. Also, you can project scenes into the dreams of any ates mentally. You do not share memories or senses, but
sleeping individual within standard range. The projection is can talk in two-way conversation.
one way, in that you can’t read what they’re dreaming about; — Quick Duplication: You can create a single duplicate in
only impose your own dreams on them. only one action instead of requiring two consecutive ac-
tions.
Dream Control Edges — Reactive Duplication: You can create a single duplicate in-
— Dream Travel: You may physically enter the dreams of a stantly when you take damage.
sleeping person within range, and interact with the things — Transfer: If the “real” you is knocked unconscious or killed,
in those dreams as if they were real. You use your Psyche your duplicates do not disappear. Instead, you disappear
rank instead of your Strength rank while you are inside and one of your duplicates (chosen at random) gains the
someone’s dreams. Neither you nor the dreamer can be Duplication power and becomes the “real” you.

82 – Power Descriptions
Duplication Flaws — Resistance: You may choose the Resistance (Earth) as a
— Anatomical Separation: Instead of creating full duplicates, power extension.
you split off parts of your body. For example you can re- — Servant: You may choose the Servant power as a power
move a hand or a leg. You can split off as many separate extension, representing your ability to summon an earth
parts as you would normally be able to create duplicates. elemental.
Parts act independently and only have the movement and
sensory capabilities that those body parts would normally Electrical Control
have, although you can combine multiple parts (for ex- You can create and control electricity within standard range.
ample putting a hand and eye together so that it can both You are able to use shoot bolts of electricity as if using the
move and see). If a body part is destroyed before it can Blast power at your power rank. You may direct this attack
re-join the rest of you, you will re-grow it. through conductive objects, in which case anyone touching the
— Feedback: If any of your duplicates are stunned, the real object is targeted by the attack. You can also recharge elec-
you is also stunned. trical devices.
— Illusionary Duplicates: Your duplicates are mere illusions,
able to distract and communicate but unable to interact Electrical Control Edges
physically with the world. However, you gain Quick Duplica- — Brownout: You can shut down all electric devices in an
tion and Horde for free. area within standard range for standard duration. This will
— Living Duplicates: Any duplicate that is knocked uncon- include most modern technology and may include many
scious doesn’t disappear. It remains unconscious and robots or devices that have the Science! source.
either recovers or dies normally. If a duplicate dies, you
permanently lose one rank in this power. Electrical Control Flaws
— Single Duplicate: You may only have one duplicate in exist- — No Range: You can only control electricity by touch, not at
ence at once. range.
— Source: You can manipulate existing electricity, but cannot
Earth Control generate it yourself.
You have the ability to manipulate and shape natural earth
and stone within standard range. You can make shapes and Electrical Control Power Extensions
simple items from this material, with your power rank acting — Ability Boost: You may choose the Ability Boost (Strength)
as Strength to determine how much you can move. This ability power as a power extension.
does not stretch to refined substances such as concrete, metal, — Absorption: You may choose the Absorption (Electricity)
glass or plastic. power as a power extension.
— Aura: You may choose the Aura (Electricity) power as a
Earth Control Edges power extension.
— Earthquake: You may cause an earthquake, doing power — Flight: You may choose the Flight power as a power exten-
rank damage to all people and structures within standard sion.
range. — Machine Control: You may choose the Machine Control
— Lava Control: You can cause any rock in standard range power as a power extension.
to melt into lava. You retain control over the molten rock, — Resistance: You may choose the Resistance (Electricity)
and can project it as a Blast attack doing power rank dam- power as a power extension.
age. If you use this ability on a creature made of stone, — Super Speed: You may choose the Super Speed power as
treat it like a ranged version of the Affliction power. a power extension.
— Metal Control: Your power works on refined metal as well — Teleport: You may choose the Teleport power (with the
as natural stone and earth. Transmit: Conductors flaw) as a power extension.
— Tremor: You can send a targeted tremor through the earth
to a target at standard range, who must roll to avoid being Emotion Control
slammed. You can control the emotions of others. To affect an individual
— Wave: You may raise pillars or waves or earth that you can within standard range, you must make a successful ranked
ride, giving you the equivalent of Terrible Flight. Feat of Emotion Control against your opponent’s Psyche. If
you succeed in your feat, your target gains the emotion of your
Earth Control Flaws choice.
— Grounded: Your earth control works at –3 RS when you are
not touching the ground. Once you have successfully given your target the emotion of
your choice, they keep it for standard duration, or until you
Earth Control Power Extensions release them, or until the emotion would lead them to do
— Binding: You may choose the Binding power as a power something they would otherwise be strongly opposed to doing,
extension. at which point they may make a Feat of Psyche. Success
— Burrowing: You may also choose the Burrowing power as means that they perform the act they would otherwise be op-
a power extension. posed to. Failure means that they break out of your emotion
— Force Field: You may choose the Force Field power as a control. You may inflict any of the following emotions on your
power extension, representing your ability to shield things target:
with earth and rock.
— Gravity Control: You may choose the Gravity Control — Doubt: Your target is unsure of themselves and cannot
power as a power extension. spend Karma to ensure success or boost abilities.

Power Descriptions – 83
— Fear: Your target flees or, if unable to flee, cowers and uses amount of Health. This can take you above your normal max-
defensive abilities only. imum Health, but only by as much as your power rank value.
— Hate: Your target is filled with hatred for the subject of your If you are over your normal maximum Health, you lose the
choice and will attempt to attack and destroy it. excess after standard duration. Opponents drained down to
— Love: Your target is filled with love for the subject of your zero Health are unconscious but in no danger of dying.
choice and will attempt to defend it against any perceived
attack or insult. Energy Drain Edges
— Pleasure: Your target is filled with bliss, and will sit around — Ability Drain: You drain one of the target’s Ability Scores
doing nothing unless directly attacked. rather than their Health. The points are drained from your
— Respect: Your target is filled with respect for the subject of opponent’s rank value, and their ability is treated as being
your choice and will attempt to assist and aid it. the highest rank that is less than or equal to its new value.
— Sadness: Your target is filled with despair and will sit After standard duration, your opponent gains +1 RS to their
around doing nothing unless directly attacked. drained ability per round until it is back at full strength. The
energy that you have drained still increases your Health as
Emotion Control Flaws normal.
— Single Emotion: You may only inflict one emotion on your — Contagious: Anyone touching the target that you drain en-
targets, chosen at the time you acquire this flaw. ergy from will also have their energy drained if you suc-
— Pheromones: Your control is maintained by pheromones in ceed at a Feat of Energy Drain. You gain the Health from
the air, and can be protected against by relevant Life Sup- all drained targets, but your maximum does not increase.
port or Air Control powers. — Infectious: Anyone who is killed by your Life Drain will re-
— Random: You cannot control which emotion your target will turn from the dead as an energy drainer like yourself, un-
feel. The emotion is chosen randomly from the list above. der your mental command.
— Influence: Until your target has recovered from your drain,
Emotion Control Power Extensions you may speak to them telepathically and use the Mind
— Ability Boost: You may choose the Ability Boost power (with Control power on them at the same rank as your Energy
the Affects Others edge) as a power extension. Drain power.
— Life Drain: Opponents drained all the way to zero Health
Empowerment start dying as if reduced to zero Health by a lethal attack.
By touching a target and spending an action, you can tempor- — Ranged: You can drain the energy from people at range.
arily give that target one or more super powers. The super
powers that you give out usually have the same Power Source Energy Form
as your Empowerment power. You get a number of rank shifts You can transform your body into coherent energy of one
equal to your power rank index, and you may give your target type or another. It takes an action for you to transform into
as many powers as you like, but each one starts at rank Zero this form, but you can revert back to your normal form in-
and must use one or more of those rank shifts to improve it stantly. You have the Flight power at the same rank of this one,
from there (you can’t actually give someone a power with a and you are immune to physical damage. You cannot use your
rank of Zero). The powers that you give someone last as long Strength while in energy form, and can’t affect physical ob-
as you concentrate, and then a further standard duration after jects. You gain no special protection from your type of energy
that. You may withdraw the powers from someone at any time. while in this form.

Empowerment Edges Energy Form Edges


— Ranged: You may empower someone at standard range — Broad: You can change into any type of energy. Note that
rather than needing to touch them. in all cases you remain coherent and self-contained, so
turning into exotic or highly radiating energy doesn’t give
Empowerment Flaws you any special ability or power.
— One Type: You may empower people with only a single type — Instant: You can use this power without taking an action to
of power, for example mental powers or energy control do so (although you can still only activate it once per
powers or copies of your own powers. round).
— Transferal: Instead of giving people new powers, you give
them yours. Treat this as if they had used the Power Mim- Energy Form Power Extensions
icry power on you with the Power Theft edge, except that — Energy Control: You may choose the Control power of the
you can choose which powers they steal and which they same type of energy that you become (for example if you
don’t steal. become light you could choose the Light Control power) as
— Uncontrolled: Your subjects don’t have full control over the a power extension.
powers you give them. Whenever they try to use them in a
stressful situation such as in combat, they must make a Environmental Awareness
Feat of Power. If they fail then the power goes off at ran- You have an awareness of the natural environment around
dom rather than how they intended it to work. you, being able to sense things like movement, atmosphere,
weather, presence of life, presence of pollutants, and so forth.
Energy Drain You may try to sense one of these factors in your current en-
You can drain energy from a target by touching them. If you vironment (a single biome within a radius of standard range)
succeed at a Feat of Fighting, your opponent loses Health by rolling a Feat of Environmental Awareness with the follow-
equal to your power rank value, and you gain the same ing results:

84 – Power Descriptions
— White: You are unable to get the answer for this environ- rank, except that you only see into the dimension rather
ment, and you may ask no more questions about it. than actually travelling to it.
— Bronze: Your question is answered, but you may ask no
more questions about this same environment in the next ESP Flaws
day. — Proxy: You are not able to project your senses into an open
— Silver: Your question is answered, but you may ask no space. You must piggy-back them onto the senses of a
more questions about this same environment in the next person or animal you can see instead. Your sensory point
hour. moves with that person or animal as they move.
— Gold: Your question is answered, and you may ask further — Single Sense: You are only able to project a single sense,
questions about this environment. chosen when you acquire this power. Your other senses
work normally from your current location.
Environmental Awareness Flaws
— One Environment: Your environmental control only works Evolution
in one type of environment. You have the ability to shift your body into both an “evolved”
— Symbiosis: You are linked to the environment you are in, form and a “devolved” form. This is comic book evolution, not
and when it is damaged you must resist the damage as if realistic evolution, so your devolved form is strong but dim and
it were a Stun? result on an attack (you do not take the your evolved form is smart but puny. Typically, the devolved
actual damage, just the potential stunning effect). form would look like a hairy cave person and the evolved form
would be a large headed bald person. However, they can look
Environmental Awareness Power Extensions different if you prefer (choose what they look like when you
— Mind Control: You may choose the Mind Control power acquire this power).
(limited to animals only) as a power extension.
— Plant Control: You may choose the Plant Control power as While you are in a devolved state, you have a Terrible Reason
a power extension. and your Strength becomes equal to either your power rank
— Postcognition: You may choose the Postcognition power or your normal Strength +1 RS (whichever is higher). Addition-
(limited to getting environmental information only) as a ally you also gain one of the following benefits (choose which
power extension. one you get when you acquire this power):
— Precognition: You may choose the Precognition power
(limited to getting environmental information only) as a — Two appropriate specialities
power extension. — Mind Shield at power rank
— Weather Control: You may choose the Weather Control — Strike at power rank
power as a power extension. — Prehensile toes (treat as the Extra Arms version of Extra
Body Parts).
ESP — You can add an additional ability from the list as an edge.
You have extra-sensory perception and are able to use your
senses as if you were at any location within standard range, While you are in your evolved state, you have Terrible Strength
even through walls and other obstacles. Once established, your and your Reason is equal to either your power rank or your
sensory point may move as if it had Terrible Flight. Looking normal Reason +1 RS (whichever is higher). Additionally you
through your sensory point overrides your normal senses, so also gain one of the following benefits (choose which one you
you can’t see and hear what is going on around you except get when you acquire this power):
from that point.
— Two appropriate specialities
ESP Edges — One sensory or mental power at your power rank.
— Dimensional: You are able to peer into other dimensions. — You can add an additional ability from the list as an edge.
Treat your ESP rank as if it were a Dimensional Travel

Power Descriptions – 85
Evolution Edges Extra Body Parts Edges
— Ascended: You can evolve further into an energy being. — Detachable: Your extra body parts can be removed and
This is as if you had the Energy Form power and the you can mentally control them within standard range.
Telekinesis power at power rank. — Stretching: Your extra body parts can elongate as if you
— Primordial: You can devolve further into a primordial form, had the Stretching power at power rank.
which is basically a human-sized blob of protoplasm. Your
Reason and Psyche are both reduced to Terrible, but you Fast Attack
gain the Stretching, Resistance and Corrosion powers at You are able to make attacks much more often than a normal
power rank. person at the cost of their accuracy. This may be due to your
— Summoning: Instead of you becoming devolved or evolved, speed or it may be due to having lots of appendages with
you summon a devolved or evolved version of yourself as which you can make attacks. Your Fast Attack rank shows how
if using the Duplication power. many attacks you can make in a single round.
— Usable on Others: You can evolve or devolve other people
you touch. Against an unwilling target you must succeed in Each round you have a number of rank shifts equal to your
a Feat of Evolution. The power ends if the recipient is power rank index. This is how many rank shifts you can use
stunned or knocked unconscious or concentrates for an per round. You may make as many attacks as you like in a
action and manages to succeed a Feat of Psyche. Once round, but each starts at rank Zero and must use one or more
standard duration has passed, the target may voluntarily rank shifts to improve it from there (you can’t actually make
revert back to normal at any time. attacks with a rank of Zero). No attack can have enough of
— Variable: You can choose which ability you get each time these rank shifts added to it to take it above your normal
you evolve or devolve. Fighting or Agility rank (whichever you would normally use for
the attack), although rank shifts from other sources may take
Evolution Flaws attacks above that limit.
— Single Direction: You can either become evolved or de-
volved, but not both. Choose which form is available when For example, if you have Astounding Fast Attack and Great
you acquire this flaw. Fighting, you have +8 RS to use each round (because the rank
index for Astounding is 8). You could therefore make two at-
Explosive Form tacks at Decent (using four rank shifts for each one); or you
You can explode as an action, making the equivalent of either could make two attacks at Average and another at Bad (using
a lethal or blunt melee attack against everyone in your area. three rank shifts on each of the first two and two on the third).
You use an Feat of Explosive Form for the attack rather than You couldn’t, however, make an attack at Fantastic and an-
a normal melee attack roll. Your attack does your rank in other at Terrible because you are limited by your Fighting
damage to everything and everyone it hits. After your attack, score to a maximum of Great for any individual attack.
you are immune to all damage until you reform. Reforming
takes an action, and you can delay this for up to standard Fire Control
duration. You must reform in the same area that you exploded You are able to control fire. You can start fires that burn at
in, or an adjacent one that is not separated from it by an your power rank intensity, and boost existing fire to that rank.
airtight seal. You can also extinguish fires of up to your power rank intensity
(and reduce the intensity of more powerful fires by rank shift-
Explosive Form Power Extensions ing them down by a number of rank shifts equal to the rank
— Teleport: You may choose the Teleport power as a power index of your fire control power).
extension, enabling you to reform anywhere within tele-
portation range, including through an airtight seal. Fire Control Edges
— Fire Shapes: You may create complex shapes from fire.
Extra Body Parts The shapes are stable and have no material strength but
You have extra body parts that a normal person doesn’t have. do power rank damage to those who touch or push
Choose one of the parts from the list below when you acquire through them. To trap someone in a cage of flame, you
this power (you may pick additional parts from the list as must succeed in a Feat of Agility.
edges): — Hellfire: Your fire is infernal hellfire rather than normal
fire. You can use it to “burn” someone’s spirit (the equival-
— Chitin: You have a hardened shell giving you Damage Re- ent of the Mental Blast power at your power rank) and you
duction at power rank. may get other power extensions such as summoning
— Claws: You have the Strike power at power rank. demons.
— Extra Arms: You have either the Fast Attack power or the — Personal Immunity: You are immune to your own fire (but
Ability Increase (Strength) power at power rank. not other fires).
— Extra Legs: You move at a land speed equal to your power — Smoke: You can produce thick but harmless smoke in an
rank, and have Leaping at power rank. area within standard range, reducing visibility in the area
— Tail: You can use your tail as if it were an extra arm and down to nothing.
you gain the Fast Attack power at power rank.
— Tentacles: You have tentacles (or prehensile hair) with Fire Control Flaws
power rank Strength. The tentacles or hair automatically — Full Strength: You can’t use your fire at anything other
have the Stretching edge, without you needing to take it. than full power.
— Wings: You have Flight at power rank.

86 – Power Descriptions
— Heat Only: You may manipulate and create heat only, not Fluid Form
open flames. You can transform your body into either a liquid or a mass of
— Source: You need an open source of flame to draw fire tiny particles such as nanites or sand. It takes an action for
from. you to transform into this form, but you can revert back to
your normal form instantly. You have Resistance (Damage)
Fire Control Power Extensions and Stretching at the same rank as this one.
— Absorption: You may choose the Absorption (Fire) power
as a power extension. Fluid Form Edges
— Affliction: You may choose the Affliction (Heat) power as a — Broad: You can change into any type of fluid. Note that in
power extension. all cases you remain coherent and self-contained, so turn-
— Aura: You may choose the Aura (Fire) power as a power ing into exotic or highly reactive fluid doesn’t give you any
extension. special ability or power.
— Blast: You may choose the Blast (Fire) power as a power — Instant: You can use this power without taking an action to
extension. do so (although you can still only activate it once per
— Dazzle: You may choose the Dazzle power as a power ex- round).
tension.
— Flight: You may choose the Flight power as a power exten- Force Control
sion. You can generate a bubble of force around yourself that
— Resistance: You may choose the Resistance (Fire) power provides Resistance (Damage) equal to your power rank. The
as a power extension. bubble of force lasts until you dismiss it or until you are
— Servant: You may choose the Servant power as a power stunned or knocked out.
extension, representing your ability to summon a fire ele-
mental. Force Control Edges
— Strike: You may choose the Strike power as a power exten- — Area Defence: You can project your bubble of force around
sion, representing your ability to create weapons of flame. the entire area that you are in, protecting all in the area
from incoming attacks originating outside the area.
Flight — Affects Others: You can project your bubble of force
You are able to fly at an air speed equal to your power rank. around others within standard range in order to protect
them.
Flight Edges — Energy Containment: If you successfully dodge against an
— Space Flight: When in space, you can fly at a speed of energy attack with a power rank less than or equal to that
Cosmic. of your Force Control, you can contain the energy in a
bubble of force and then release it as a future action in a
Flight Flaws direction of your choice.
— Restrainable: Your flight is powered by wings or similar, — Fine Tuning: You can “tune” your force bubble to allow
and you can’t fly while in a partial or full hold. through some kinds of energy or matter but not others.
— Gliding: You are limited to gliding in a generally downward — Force Constructs: You can create objects (walls, bridges,
direction. You can’t fly upwards except in swoops. stairs) out of force with material strength equal to your

Power Descriptions – 87
power rank. To trap someone in a cage of force, you must Force Field
succeed in a Feat of Force Control. You can generate a force field around yourself that works as
— Force Foam: Instead of a single bubble, you can fill the Resistance (Damage) at power rank. The force field drops
area you are in with a foamy mass of tiny bubbles that act when you’re stunned or knocked unconscious and must be
as a shock absorbent, reducing damage from falling and re-generated.
vehicle crashes by power rank.
— Force Wave: You can create a wave of force that you can Additionally, your force field is able to protect you from any
travel on, giving you the equivalent of Terrible Flight. power that relies on touch to work. Subtract your force field’s
— Suffocation: You can create force bubbles around oppon- rank value from the rank value of the incoming power (as if it
ents to cut off their air supply. This is the equivalent of were armour against incoming damage) and convert the re-
using the Affliction power on them. maining rank value back into a rank (rounding down) to de-
— Transparent: Your force constructs and bubbles are invis- termine how much the incoming power affects you.
ible (although the effects of them are still visible).
Force Field Flaws
Force Control Power Extensions — Ablative: Your force field is reduced one rank in effective-
— Binding: You may choose the Binding power as a power ness each time that it partially or wholly stops an incoming
extension. power or attack. You must spend an action to put it back
— Blast: You may choose the Blast power as a power exten- up in order for it to regain its full strength.
sion. — Exclusive: You can’t use any other powers while your force
— Strike: You may choose the Strike power as a power exten- field is active.
sion.

88 – Power Descriptions
Friction Control Gadget Edges
You can control the amount of friction between objects at — Instant: You can make a new gadget instantly, although
standard range. You can make any Feats of athletics or acro- you must still take apart your previous gadget to do so.
batics made to hold on to something or climb something — Reliable: Your gadgets automatically work until the end of
easier or more difficult by a number of rank shifts equal to the session (or until you take them apart to make some-
your power rank index. Also you can make an area within thing new) without you needing to make a Feat of Gadgets.
range slippery for standard duration, forcing everyone who
tries to stand or walk through the area to succeed in a Feat Gadgets Flaws
of Agility or fall over (treat as a Slam result). — Limited Rank: You may not invent gadgets with a higher
power rank than your Reason rank (this flaw can only be
Friction Control Edges taken if your Reason rank is less than your Gadgets power
— Seize Up: You can disable a machine with a weight less rank).
than your power rank by forcing its internal moving parts — One Type: You are only able to emulate one type of power
to seize up. Against sentient machines such as robots, this with your gadgets, for example movement powers or fire
works as if using a ranged version of the Affliction power. powers.

Friction Control Power Extensions Gaseous Form


— Binding: You may choose to take the Binding power (with You can transform your body into a type of gas or vapour. It
the Floored flaw) as a power extension, to represent mak- takes an action for you to transform into this form, but you can
ing people stick to the floor. revert back to your normal form instantly. You gain Terrible
— Dazzle: You may choose to take the Dazzle power (against Flight and can seep through any none-airtight gap. You are
sight) as a power extension, to represent sticking people’s also immune to physical attacks except for those that would
eyes closed. disperse a cloud.
— Fire Control: You may take the Fire Control power as a
power extension, to represent control of friction-caused Gaseous Form Edges
heat. — Broad: You can change into any type of gas. Note that in
— Resistance (Binding): You may take the Resistance (Bind- all cases you remain coherent and self-contained, so turn-
ing) power as a power extension. ing into exotic or highly reactive gas doesn’t give you any
— Wall Crawling: You may take the Wall-Crawling power as a special ability or power.
power extension. — Instant: You can use this power without taking an action to
do so (although you can still only activate it once per
Gadgets round).
You are able to create gadgets that can be used by you or lent
to others for their use. These can be technological devices, Gestalt
magic items, cosmic power crystals, or another form of item Your heroic form is created by the coming together of more
appropriate to your character. Making a gadget takes a single than one person. When you acquire this power, generate a
action, and you must have access to whatever specialised number of different component characters (at least two, no
source material you use to create your gadgets. If you are more than five). Each character should have their own ability
deprived of your source materials or you are restrained in scores, although none of them can have an ability score with
some manner you can’t make gadgets. When you wish to a higher rank than your power rank, and none of them should
make a gadget, make a Feat of Gadgets. The possible results be given powers.
are as follows:
The component characters act independently of each other,
— White: You have failed to make the gadget. You can’t try to and when they are in the same area they can each spend an
make another gadget containing the same power this ses- action (these actions must be consecutive) in order to join
sion unless you spend 50 Karma to do so. together to form the gestalt form. Each ability score of your
— Bronze: You have made the gadget but it will only work gestalt form is either the score for that ability that you origin-
once before needing repairing or recharging. ally generated or the highest of the scores for that ability that
— Silver: You have made the gadget, and it will work for the any of your component characters has. Your gestalt form also
rest of the session before needing repairing or recharging. has all your other super powers.
— Gold: You have made the gadget, and it will work for the
rest of the session before needing repairing or recharging. When in gestalt form, one of your component characters (this
is usually the one who initiated the merge, but it could option-
You may only have one gadget at a time, but you can canni- ally always be the same “leader”) is “in charge” and your
balise your existing gadget in order to make a new one. gestalt form has the specialities and personality of that char-
acter.
However, if you perform a power stunt, you may make an ad-
ditional gadget using the same rules. These additional gadgets Any damage that has been taken by any of the component
follow the normal rules of power stunts in that when you have characters is not transferred to your gestalt form when they
made the same one three times, you acquire it as a new per- merge, but damage taken by your gestalt form is shared out
manent super power. amongst your component forms when you split up once more.
Normally your gestalt form is visibly different from your com-
ponent characters.

Power Descriptions – 89
Gestalt Edges Growth Table
— Disguised: Your gestalt form can look like any one of your Rank Height Bonus
component characters, chosen at the time of merge. Terrible 3m +1 RS
— Instant: Your gestalt form can form instantly instead of
taking an action from each of your component characters. Bad 4m +1 RS
— Mind Link: Your component characters have a constant Average 5m +1 RS
mental link through which they can talk to each other while Decent 6m +1 RS
not merged.
— Mind Shift: While in gestalt form, you can switch which Great 7m +1 RS
component character is “in control” of the form as an ac- World Class 8m +2 RS
tion. Any mental effects on a character no longer in con- Fantastic 9m +2 RS
trol don’t affect your gestalt form, and your gestalt form’s
Specialities and personality shift to those of the newly con- Astounding 12m +2 RS
trolling component character. Wondrous 20m +2 RS
— Powered Components: Each of your component characters
has a single one of your gestalt form’s super powers other Phenomenal 30m +3 RS
than this one. Each must have a different power (and Single-Shift 40m +3 RS
therefore you can’t have more component characters than Double-Shift 60m +3 RS
you have other powers).
— Ranged: Your component characters don’t have to be in Triple-Shift 100m +5 RS
the same area to form your gestalt form. Planetary 500m +7 RS
Stellar 1,000m +9 RS
Gestalt Power Extensions
— Mind Shield: You may choose to take the Mind Shield Cosmic 2,000m +11 RS
power as a power extension. Infinite Unlimited +13 RS
Gravity Control Growth Flaws
You can control the force of gravity at standard range. You — All or Nothing: You must grow to your full size when you
can increase or decrease the power of gravity by your power grow. You can’t choose to grow to a lesser height.
rank in an area within range. Decreasing the power of gravity
temporarily gives everyone in the area the Leaping power at Growth Power Extensions
the same rank as your Gravity Control. — Shrinking: You may choose to take the Shrinking power as
a power extension.
Increasing the power or gravity makes Feats of Strength and
Feats of Agility more difficult by a number of rank shifts equal Healing
to your power rank index. The effective ranks of Flight and You are able to heal others of their injuries by touching them
Leaping powers are also decreased by the same number of (although you can’t heal your own injuries this way). You can
rank shifts. use this power twice per day on an given individual by simply
spending an action to do so, but if you wish to heal someone
Gravity Control Power Extensions again after that (in the same day) you must spend 50 Karma
— Ability Boost: You may choose the Ability Boost (Strength) in order to do so.
power as a power extension.
— Blast: You may choose the Blast power (gravity blasts) as Each time you heal someone, they regain an amount of
a power extension. Health equal to your power rank value, but this can’t take them
— Flight: You may choose the Flight power as a power exten- above their normal Health total. Additionally, healing someone
sion. may also restore the Endurance ranks that they has lost after
— Force Field: You may choose the Force Field power as a being reduced to zero Health. To do this, make a Feat of Heal-
power extension. ing. The possible results are as follows:
— Super Senses: You may choose the Super Senses (sense
gravity) power as a power extension. — White: Your target stops dying, but doesn’t regain any En-
— Telekinesis: You may choose the Telekinesis power as a durance ranks. You lose an Endurance rank as if you were
power extension. dying.
— Bronze: Your target stops dying, and regains an Endurance
Growth rank. You lose an Endurance rank as if you were dying.
You can grow to a large size. It takes a single action to grow, — Silver: Your target stops dying, and regains an Endurance
but returning to normal size is instant. When grown, your rank.
Strength rank increases to your power rank (or your existing — Gold: Your target stops dying, and regains an Endurance
Strength rank +1 RS, whichever is greater), and you gain the rank.
Resistance (Damage) power at your power rank.
If you do not wish to risk over-exerting yourself and losing an
However, your size makes it easier for people to hit you, so any Endurance rank, you can choose to limit your healing on a
physically aimed attack against you gets a bonus as shown on case by case basis to restoring Health only.
the Growth table.

90 – Power Descriptions
Healing Edges encounter unless someone does something to physically
— Cure: You may use your Healing power to cure poison or demonstrate their illusionary nature.
disease, or remove the effects of the Affliction power from
someone. In any of these cases, to do so requires success Targets who believe your illusions to be real will take damage
in a ranked Feat of Healing against is the strength of the from them, although these attacks can’t kill anyone. Someone
disease or poison or the power rank of the Affliction power. who “dies” as a result of your attacks is only unconscious. Al-
— Grafting: You may graft new biological parts onto people. though your illusions may hurt people who believe them to be
These may have been taken from other beings or may real, they are not solid and can’t affect inanimate objects in a
have been grown. The surgery takes hours to perform, and physical manner. For example, you couldn’t create an illusion-
effectively gives the subject the Extra Body Parts power at ary bridge and expect it to support weight or create an illu-
your power rank. sionary fire and expect it to burn things.
— Reliable: When restoring Endurance ranks, you do not
need to make a Feat of Healing. You automatically stop Images Edges
them dying and they regain an Endurance rank. — Playback: You are able to create an illusion in advance that
— Resurrection: You may bring the dead back to life. To do plays back when a person enters an area. The playback
so, you must succeed in a ranked Feat of Healing, where can last for as long as the person stays in the area. If you
the difficulty is the length of time that the person has been create mental illusions, you can choose to only activate the
dead expressed as a standard duration rank (rounded up). illusion for specific minds that you are familiar with or to
If you fail in the feat you can’t bring the person back: re- activate it for everyone.
trying won’t work. Trying to bring the dead back to life is
draining for you. Whether your attempt succeeds or not, Images Flaws
you must immediately succeed in a Feat of Healing or lose — Single Sense: Your images are limited to a single sense
an Endurance rank as if you were dying. When you bring (visual, auditory, or smell).
someone back to life, their Endurance becomes Terrible,
and they will continue to recover back to their usual En- Images Power Extensions
durance at normal rates. — Dazzle: You may choose to take the Dazzle power as a
— Self: You can heal yourself using your power, providing you power extension.
are conscious. The normal twice per day limit applies. — Duplication: You may choose to take the Duplication power
(with the Illusionary Duplicates flaw) as a power extension.
Healing Flaws — Invisibility: You may choose to take the Invisibility power
— Empathic: Whenever you heal someone, you lose the as a power extension.
amount of Health they just gained. — Mental Illusions: You may choose to take the Mental Illu-
— Succor: You can only use your Healing to restore Health, sions power as a power extension.
not lost Endurance ranks. — Mind Control: You may choose to take the Mind Control
power (with the Hypnosis flaw) as a power extension
Healing Power Extensions
— Adaption: You may choose to take the Adaption power with Immortality
the Affects Others edge as a power extension. You are immortal. You don’t age, and you can’t be perman-
— Affliction: You may choose to take the Affliction power as ently killed. You still suffer damage normally, but when your
a power extension. Endurance rank reaches Zero you don’t die; you are uncon-
— Alteration Ray: You may choose to take the Alteration Ray scious until you’ve healed naturally. Even if you are atomised
(Transforming Ray) as a power extension. or disintegrated, you will still eventually get better.
— Energy Drain: You may choose to take the Energy Drain
power as a power extension. Being placed in an environment that provides you with con-
— Power Nullification: You may choose to take the Power Nul- stant damage (for example being fired into the Sun) may
lification power (to biological powers) as a power extension. delay your return, but eventually you will come back by some
— Resistance: You may choose to take the Resistance power means. For example if you are fired into the Sun, sooner or
(to biological attacks) as a power extension. later an atom of yours will be fired out in a solar flare and you
can start regenerating from there.
Images
You are able to create illusionary sensory emanations of light, Of course, this may be a small comfort if it means that your
sound, smell, and so forth. Your illusions are limited to existing character won’t return until millennia or even aeons after the
within standard range, but they can be observed by anyone campaign has ended. Because of this, your group should work
who can observe their location (regardless of sentience) and together with the GM to contrive a way for your character to
they show up on cameras, microphones and the like. come back in a reasonable time frame.

All targets and sensors will automatically treat your illusions as Because of its nature, the Immortality power is an all-or-noth-
if they were real, although sentient targets may have a reason ing ability, and does not use its power rank except for when
to suspect that they are illusions. When a target gets suspi- something is trying to nullify, steal, or otherwise manipulate
cious, they may try to succeed in a ranked Feat of Intuition the power itself.
against your Images rank in order to see the illusion for what
it is. If they fail, they may not re-try during the same combat/

Power Descriptions – 91
Immortality Edges Interface Flaws
— Suspended Animation: You may shut down your body at — Touch: You can only access computers by touching them,
any time. All biological functions cease and you appear to although you can still directly access their memory and
be dead to all tests, except for the fact that your body still data without needing to go through their user interface to
heals at its normal rate. You do not need to eat, drink or get to it.
breathe while you are in suspended animation. You can
choose to revive after a particular length of time or you Interface Power Extensions
can choose to be revived when disturbed by a particular — Machine Control: You may choose to take the Machine
kind of stimulus (or both). Control power as a power extension.

Immortality Flaws Invisibility


— Achilles Heel: Choose one particular type of damage or You become invisible, along with everything you are carrying
attack that can bypass your Immortality and kill you per- and wearing. Under normal circumstances you will remain
manently. completely undetected, but sometimes (in smoke or rain, or if
— Suspended Animation Only: If you have the Suspended An- you’re fighting, or if someone is otherwise alerted to your
imation edge, this power may only used for that, and may presence) people may be able to spot your location if they
not be used to otherwise keep you alive. succeed in a ranked Feat of Intuition against your Invisibility
rank. People who have detected you can keep tracking you
Immortality Power Extensions until you go out of sight, and can target you with direct attacks
— Regeneration: You may choose to take the Regeneration at a –2 RS penalty. People who haven’t can’t target you with
power as a power extension. direct attacks at all.
— Resistance: You may choose to take the Resistance power
as a power extension. Invisibility Flaws
— Chameleon: Your invisibility isn’t perfect, and everyone who
Interface looks in your direction may make Feat of Intuition in or-
You are able to access the memory of non-sentient computers der to see you, even if they don’t suspect that you are there.
within standard range. The data you read may still be encryp- — Displacer: Your image isn’t gone completely, it’s just dis-
ted, but you can read a perfect copy of it without leaving any placed to somewhere else in Standard range.
trace of tampering or intrusion. Additionally, you can operate — Sensors Only: Your invisibility does not fool sentient beings,
the user interface of any non-sentient computer within range but it will mask you from cameras and other sensors.
without needing to approach or touch it. When used against — Sentients Only: Your invisibility does not fool cameras and
sentient computers, your power acts as if you have the Tele- other sensors, but it will mask you from sentient beings.
pathy power at your power rank.
Invisibility Power Extensions
When you are physically using a computer, you use the higher — Alteration Ray: You may choose to take the Alteration Ray
of your Reason (plus appropriate specialities) or your power (Invisibility Ray) power as a power extension.
rank.
Invulnerability
Interface Edges You are invulnerable to one type of damage or effect except
— Haywire: You can make as many non-sentient computers in the most extreme cases. Choose a specific type of damage
as you like within range go haywire and act as if they were (e.g. fire, radiation, cold, force, physical) or a power (e.g. Mind
“crazy” for standard duration. You can’t control their exact Control, Dazzle, Mental Blast, Images, Emotion Control). You
actions, but you can leave them to it without needing to be have Planetary rank Resistance to that type of damage or that
in communication with them. power.
— Network: You can interface with multiple machines within
range at the same time, transferring data and files from Because of its nature, the Invulnerability power is an all-or-
one to another as if they were networked. nothing ability, and does not use its power rank except for
— Upload: You can project your mind into a non-sentient when something is trying to nullify, steal, or otherwise manip-
computer, effectively possessing it. Your body enters a tem- ulate the power itself.
porary coma while your mind is gone. You are aware of
any harm that happens to your body while you are away Invulnerability Flaws
from it, and if your body is killed you are trapped inside the — Exception: One particular power source (e.g. magic, divine,
computer forever. While inside the computer, you can com- cosmic) is not blocked by your invulnerability and you take
pletely control it (regardless of what people using the user full effect from powers with that power source.
interface try to do) and if the computer has any mobile
parts such as being in control of a robot body you can Leaping
operate those parts as if they were your own body. When You are able to leap huge distances. A single leap will take you
used on a non-sentient computer, this works automatically anywhere within standard range.
as above. When you try to use this power against a sentient
computer, it works in exactly the same way as using the Life Support
Mind Control power with the Possession edge. You are able to go without many of the needs of normal
people, and are able to survive in places in which normal
people wouldn’t be able to. When you acquire this power,

92 – Power Descriptions
Power Descriptions – 93
choose a number of options equal to your power rank index — Force Field: You may choose the Force Field power as a
from the following list: power extension.
— Healing: You may choose the Healing power as a power
— Breathing: You don’t need to breathe. extension.
— Cold: Atmospheric or environmental low temperature — Images: You may choose the Images power (visual only)
doesn’t affect you. as a power extension.
— Eating: You do not need to eat or drink. — Invisibility: You may choose the Invisibility power as a
— Heat: Atmospheric or environmental high temperature power extension.
doesn’t affect you. — Resistance: You may choose the Resistance power (to
— Pathogens: You are immune to mundane diseases. Dazzle, Light or Dark) as a power extension.
— Pressure: You can survive extremely high pressure without — Strike: You may choose the Strike power as a power exten-
ill effects. sion.
— Radiation: You are not affected by ambient radiation.
— Sleep: You do not need to sleep, although you still physic- Machine Control
ally tire and may need to rest. You are able to control machines within standard range, an-
— Toxins: You are immune to mundane poisons. imating their moving parts. Controlling a non-sentient ma-
— Vacuum: Low pressure environments don’t affect you. chine is automatically successful, and it animates with a
Strength rank equal to its material strength and with Fighting
In none of these cases are you protected from damaging and Agility ranks equal to your power rank.
powers. For example protection from environmental heat won’t
reduce the damage you take from a Blast of fire, and immunity The movement speed of the machine depends on its shape
to toxins won’t protect you from someone’s Affliction power. In and appendages, and is left to the GM to decide. If the ma-
order to survive in space, you must have at least Decent power chine already has a Strength score, use that instead of its ma-
rank, and take the Breathing, Cold, Radiation, and Vacuum op- terial strength.
tions.
If you try to control a sentient machine, or a machine that is
Life Support Edges being controlled cybernetically by a sentient creature (such as
— Full: You have all the options, not just a limited number a set of powered armour which is currently being worn), treat
based on your power rank. this power as if it were the Mind Control power being used at
your power rank.
Light Control
You can produce and control light within standard range. This Machine Control Edges
allows you to make Dazzle attacks against the sight of an op- — Assembly: You may cause scrap metal, rubbish, or other
ponent within that range. junk to form itself into a machine that is capable of being
animated by succeeding in a Feat of Machine Control.
Light Control Edges — Broadcast: You do not need to be able to see the machine
— Light Constructs: You can create objects (walls, bridges, physically. It is enough to be able to see it over a video
stairs) out of solid light with material strength equal to your feed.
power rank. To trap someone in a cage of light, you must — Conversion: You can reshape and convert a machine into
succeed in a Feat of Light Control. a different type of machine by succeeding in a Feat of
Machine Control, for example converting a car into a ro-
Light Control Flaws botic humanoid figure or converting a boat into a plane.
— Colour Control: You can’t create light, only control the col- The machine retains its material strength (you don’t actu-
our (and transparency) of objects. This still allows you to ally transmute the material it’s made from) but it can be
Dazzle foes (by changing the colour of their eyes), and it given a power suitable to its new form at your power rank.
allows you to use the Resistance, Invisibility, and Illusion
power extensions; but you must still buy them as edges as Machine Control Flaws
normal. It also allows you to choose the Mind Control — Feedback: When a machine that you are controlling is des-
power (using hypnotic patterns) as a power extension, troyed, you are stunned.
bought as an additional edge. — Powered Only: You can only control a machine if it has a
power source. You can’t control machines that are un-
Light Control Power Extensions plugged or out of fuel.
— Absorption: You may choose the Absorption (Light) power — Single Type: You can only control one type of machine (for
as a power extension. example cars or clockwork devices).
— Blast: You may choose the Blast power as a power exten- — Touch Only: You can only start to control a machine by
sion. touching it (although once it is active you can make it move
— Darkness Control: You may choose the Darkness Control away from yourself).
power as a power extension.
— Energy Form: You may choose the Energy Form power as Machine Control Power Extensions
a power extension. — Gadgets: You may also choose to take the Gadgets power
— Flight: You may choose the Flight power as a power exten- as a power extension.
sion. — Interface: You may also choose to take the Interface power
as a power extension.

94 – Power Descriptions
Material Mimicry Edges
— Instant: You can transform instantly without needing to
take an action to do so. However, you are still only able to
transform as a response to one attack per round.
— Rapid Response: You can transform to multiple incoming
attacks of different materials in the same round, ending the
round needing to spend your next action to complete your
mimicry of material of the last attack that hit you.

Material Mimicry Flaws


— One Type: You can only transform into either matter or
energy, chosen when you acquire this flaw, rather than be-
ing able to transform into both.

Material Mimicry Power Extensions


— Adaption: You may choose to take the Adaption power as
a power extension.
— Growth: You may choose to take the Growth power as a
power extension, with the flaw that you can only grow to
Magnetic Control the size of an object you touch.
You can control magnetic fields and magnetism. This allows — Shrinking: You may choose to take the Shrinking power as
you to move metal objects within standard range as if you had a power extension, with the flaw that you can only grow to
the Telekinesis power at your power rank. the size of an object you touch.
— Transformation: You may choose to take the Transforma-
Magnetic Control Power Extensions tion (Objects) power as a power extension, with the flaw
— Binding: You may choose the Binding power as a power that you can only transform into the form of an object you
extension. touch.
— Blast: You may choose the Blast power (shooting metal
projectiles using magnetic force) as a power extension. Mental Blast
— Energy Detection: You may choose the Detection (energy You are able to attack the minds of others with mental force.
or magnetism) power as a power extension. Treat the attack as if it were a blunt projectile, except that it
— Flight: You may choose the Flight power as a power exten- uses a Feat of Psyche for the attack rather than a Feat of
sion. Agility.
— Force Field: You may choose the Force Field power as a
power extension. Mental Blast Edges
— Machine Control: You may choose the Machine Control — Area Effect: You may attack everyone in a single area
power as a power extension. within standard range at once. You may not choose to hit
— Power Nullification: You may choose the Power Nullifica- some targets but not others.
tion power (Limited to electrical powers) as a power exten- — Stun: You may attack to stun your opponent instead of
sion. hurting them. Your attack still uses a Feat of Psyche but
— Super Senses: You may choose the Super Senses (Direc- the results are now:
tion Sense) power as a power extension.
— Telekinesis: You may choose the Telekinesis power as a — White: Your target is unaffected by your attack.
power extension. — Bronze: Your target takes no damage but is potentially
slammed by the attack.
Material Mimicry — Silver: Your target takes no damage, but is potentially
You are able to take on the properties of any substance or stunned by the attack.
energy by touching it. Normally it takes an action to take on — Gold: Your target takes no damage, but is potentially
the properties of something you touch, although when you are stunned by the attack.
hit by an incoming physical or energy attack you can choose
to spend your next action in advance changing to the form of Mental Blast Flaws
the thing that has just hit you. — Stun Only: You may not attempt to damage people with
your mental blasts. You may only perform stunning attacks
You take no damage from the attack, but must use your next (this requires you to have acquired the Stun edge).
action to complete the mimicry. You therefore can’t do this to
more than one attack per round, and you can’t do it if you are Mental Illusions
already in the form of the incoming attack. You are able to create illusions in the minds of your targets.
All targets of your choice within standard range will observe
While you are mimicking the properties of a material or en- your illusion with all their senses as if it were really there, no
ergy, you effectively have the relevant Solid/Liquid/Energy matter how far away the illusion appears to be. However, your
Form power for that substance. illusions are not picked up by cameras, microphones or non-
sentient robots.

Power Descriptions – 95
Sentient targets will automatically treat your illusions as if they Mind Control Edges
were real unless they have a reason to suspect that they are — Amnesia: Your thralls do not remember the actions that
illusions. When a target gets suspicious, they may try to suc- they take while under your control. Neither do they re-
ceed in a ranked Feat of Intuition against your Illusion rank member the instructions that you give them.
in order to see the illusion for what it is. If they fail, they may — Merge: You physically enter into or merge with your thrall
not re-try during the same combat/encounter unless someone in some manner when you take control of them, and are
does something to physically demonstrate their illusionary ejected from them when your control ends. You can talk to
nature. your thrall while you are inside them.
— Memory Modification: You may make a ranked Feat of
Targets who believe your illusions to be real will take damage Mind Control against your thrall’s Psyche in order to at-
from them, although these attacks can’t kill anyone. Someone tempt to modify your thrall’s memory. You may give your
who “dies” as a result of your attacks is only unconscious. thrall false memories using this ability or alter or remove
their memories of actual events, although you can’t go fish-
Although your illusions may hurt people who believe them to ing around for memories. You must know what the
be real, they are not solid and can’t affect inanimate objects memories are that you are trying to modify. If your know-
in a physical manner. For example, you couldn’t create an il- ledge of their memories is inaccurate, the inconsistency
lusionary bridge and expect it to support weight or create an this introduces may alert your thrall (once they are no
illusionary fire and expect it to burn things. longer under your control) to the fact that their memories
aren’t reliable.
Mental Illusions Edges — Mindlink: You can talk to your thralls telepathically (includ-
— Playback: You are able to create an illusion in advance that ing the sending of or clarification of orders) regardless of
plays back when a person enters an area. The playback the distance between you, and may perceive through a
can last for as long as the person stays in the area. If you thrall’s senses by concentrating.
create mental illusions, you can choose to only activate the — Possession: You project your mind into your thrall when
illusion for specific minds that you are familiar with or to taking control, effectively possessing them. You perceive
activate it for everyone. through your thrall’s senses, and may spend your own
Karma on their actions. However, your body enters a tem-
Mental Illusions Power Extensions porary coma while your mind is gone. You are aware of
— Dazzle: You may choose to take the Dazzle power as a any harm that happens to your body while you are away
power extension. from it, and if your body is killed you are trapped inside
— Images: You may choose to take the Images power as a your thrall and will die if your control of them ends in any
power extension. way other than you leaving them in order to possess an-
— Invisibility: You may choose to take the Invisibility power other body.
(sentients only) as a power extension.
— Mental Blast: You may choose to take the Mental Blast Mind Control Flaws
power as a power extension. — Eye Contact: You must make eye contact with your target
— Mind Control: You may choose to take the Mind Control in order to establish control of them. In a combat situation
power as a power extension. where your target is trying to avoid eye contact, you must
succeed in a Feat of Agility to establish eye contact before
Mind Control making your ranked Feat of Mind Control against your
You can control other people’s minds. To affect an individual opponent’s Psyche. Both feats happen in the same action.
within standard range, you must make a successful ranked — Hypnosis: You may give a single command to your thrall
Feat of Mind Control against your opponent’s Psyche. If you as you establish mental control of them, and they will con-
succeed, your target’s actions become under your control. tinue to obey it for the duration of your control, but you
Once you have successfully taken control of your target, they may not give them further instructions without using your
remain under your control for standard duration, or until you power on them anew.
release them, or until the mind control would lead them to do — Mind Swap: You must have the Possession edge to take this
something they would otherwise be strongly opposed to doing, flaw. While you are inside your thrall’s body, your body is
at which point they may make a Feat of Psyche. Failure means not comatose. Instead, your thrall is trapped in your body.
that they perform the act they would otherwise be opposed to. They have access to your other powers while in your body,
Success means that they break out of your control. although they may not know how to activate them.
— Obvious: Your thralls are visually distinct in some way, for
You are given no special communication abilities, and must example they may have glowing eyes or mystical writing on
give your thralls actual instructions in a mutually comprehens- their body or noticeably jerky movements.
ible language. This will usually be verbal instructions, but writ- — One Type: You may only control one type of thrall, for ex-
ten instructions or even miming what you want them to do will ample animals only or men only or mutants only.
work in a pinch. Your thralls will willingly obey what they per- — Pheromones: Your power works through pheromones that
ceive to be the spirit of these instructions rather than trying your target must be able to smell in order for you to estab-
to twist their intent while following them to the letter, although lish control.
if the instructions are ambiguous there’s no guarantee that — Undead Control: You may only control undead creatures.
their perception of the spirit of them will be completely accur- However, you may control mindless undead that would oth-
ate. erwise be immune to mental powers.

96 – Power Descriptions
Mind Control Power Extensions Phasing
— Ability Boost: You may choose to take the Ability Boost You can become insubstantial, able to pass through energy
power as a power extension, either for yourself or with an and solid matter as if it were not there. While you are in your
edge to allow it to work on your thralls. phased state, you are completely unaffected by the physical
— Invisibility: You may choose the Invisibility power (with the world, being immune to all physical and energy attacks. How-
Sentients Only flaw) as a power extension. ever, you are similarly unable to affect the physical world in
any way.
Mind Shield
You are protected against mental powers. Subtract your mind The only thing that can block you is a force field. In order to
shield’s rank value from the rank value of the incoming mental pass through a force field you must succeed in a ranked Feat
power (as if it were armour against incoming damage). If of Phasing against the Force Field’s rank.
there is no incoming power left, your mind shield has protec-
ted you fully and the power has no effect. If there is power left, You may still be affected by mental powers while phased, and
convert that remaining value back to a rank by taking the you may still use mental powers. However, any mental power
highest rank that is less than or equal to the value, and that that you use is limited to your phasing power rank. When you
new rank is the effective rank of the incoming power. return to your solid state, energy gasses and liquids will part
to make room for you, but solids won’t.
Mind Shield Edges
— Affects Others: Anyone touching you is also protected by If you return to your solid state while partially or fully over-
your mind shield. lapped with a solid object you will be pushed out to the nearest
— Area Effect: Everyone in your area is protected by your open space large enough to contain you. This does you no
mind shield (requires Affects Others edge). harm.
— Retribution: Anyone trying to break through your mind
shield loses Health equal to its rank value. Because air goes straight through you while you are phased,
you can’t breathe while phased. Therefore unless you have
Nemesis some kind of Life Support you can only remain phased for as
If you take an action to analyse an opponent or threat that long as you can hold your breath.
you can observe (this is not necessarily conscious analysis, it
may be subconscious; although it still requires an action of Phasing Edges
observation) you may spend your next action adapting to ac- — Affects Physical: Apply this edge to another power (or to
quire the single power (or an edge for one of your existing your Strength) rather than to this power. You are able to
powers) best suited to countering that opponent or threat. use that power to affect the physical world while you are
phased, although it is limited in rank to your phasing power
The GM should choose the power or edge, placing emphasis rank.
on thematic opposition to your threat or opponent if possible. — Float: You have Terrible Flight while phased.
It should have a maximum rank equal to your power rank, — Life Support: While you are phased, you have the equival-
although depending on the power it may come at a lesser ent of the Life Support power with the Full edge.
rank in order to leave room for edges that make it a better fit. — Partial: You may phase parts of your body while leaving
Your power disappears after the opponent or threat has been other parts in the physical world.
neutralised or when you analyse a different opponent. — Passengers: When you phase, you may take others that you
are touching with you. If you and your passengers separ-
Nemesis Edges ate, they are immediately returned to their normal solid
— Instant: You acquire your temporary power during the ac- state.
tion in which you analyse your opponent rather than need- — Phase Disruption: By partially dephasing inside someone
ing to spend a second action to do so. you may make a melee attack that is resolved as if you had
— Second Power: You also gain a second power suited to the Stunning power at your power rank.
countering your opponent or threat, or a free edge on the — Phase Inversion: You may cause inanimate objects (or
first power that you gain. You may acquire this edge more parts of them) within standard range to be temporarily
than once, and each time you do it gives you an additional phased for standard duration. While temporarily phased,
power or free edge with which to counter your opponent the objects remain stationary and anything else can pass
or threat. through them.
— Phasing Strike: You can quickly dephase at the start of
Nemesis Flaws your action, perform an action in the physical world, and
— Overload: If you are fighting more than one opponent at then begin to phase once more at the end of your action.
once, your Nemesis power becomes overloaded and is un- You are vulnerable to attacks between the end of your ac-
able to produce an effective counter-power. tion and the start of your next action, but you may use your
Phasing rank instead of your Agility rank if you try to
Nemesis Power Extensions dodge those attacks.
— Danger Sense: You may choose to take the Danger Sense — Scrambling: If you move through an electronic device while
power as a power extension. phased, you can attempt to scramble it. If you succeed on
— Detection: You may choose to take the Detection (Powers) a Feat of Phasing the electronics inside the machine will
power as a power extension. be temporarily scrambled and the machine will either mal-
function randomly or shut down (your choice) for standard

Power Descriptions – 97
duration. If the machine is sentient, treat this as if it were
Postcognition Table
the Phase Disruption edge. Rank Time
Terrible Up to a day
Plant Control
You can control plants, giving them a basic awareness and Bad Up to three days
mobility. You can control any plant with physical ability scores Average Up to a week
equal to or less than your power rank, effectively using the Decent Up to two weeks
Mind Control power on it.
Great Up to a month
Plant Control Edges World Class Up to two months
— Fungus Control: You may control fungi as well as plants. Fantastic Up to four months
— Plant Growth: You may grow a giant version of a plant with
physical ability scores equal to your power rank from a Astounding Up to six months
normal plant (even a single seed) in an action. Wondrous Up to a year
— Plant Postcognition: You may gather information from
plants about anything that has happened to them (and Phenomenal Up to two years
anyone who has interacted with them) in the past. Single-Shift Up to five years
Double-Shift Up to ten years
Plant Control Flaws
— Feedback: If a plant under your control is stunned, so are Triple-Shift Up to twenty years
you. Planetary Up to a hundred years
— One Type: You may only control one type of plant (trees, Stellar Up to ten thousand years
flowers, vines, root vegetables, etc.).
Cosmic Up to a million years
Plant Control Power Extensions Infinite Up to the age of the universe
— Affliction: You may choose the Affliction power as a power
extension, representing your ability to produce plant toxins. — Bronze: You get a vague impression of the strongest emo-
— Binding: You may choose the Binding power as a power tion or feeling associated with the object or place at the
extension. approximate time you are examining.
— Life Support: You may choose the Life Support power — Silver: You get a detailed impression of all the emotions or
(photosynthesis) as a power extension. feelings associated with the object or place at the approx-
— Plant Mimicry: You may choose the Plant Mimicry power imate time you are examining.
as a power extension. — Gold: You get a brief vision of what happened in the place
— Servant: You may choose the Servant power as a power or to the object at the approximate time you are examin-
extension. ing.
— Teleport: You may choose the Teleport power (with the
Transmit: Plants flaw) as a power extension. The maximum distance into the past that you are able to see
is based on your Postcognition rank. In all cases, the incident
Plant Mimicry that you get the feelings or vision about is the most intense or
You are able to mimic the powers and abilities of plants. You significant one that happened at approximately the time you
may mimic any type of plant, and temporarily acquire a power are examining to within around a +/– 25% margin. So for ex-
similar to that of the plant. ample if you try to glean what happened in an area four days
ago, you would get the most intense or significant thing that
For example you could mimic a tree to get Solid Form (Wood), happened between three and five days ago.
or mimic a poisonous plant to get Affliction, or mimic any
green plant to get Life Support (photosynthesis). Power Boost
You are able to boost the powers of those you touch. When
Plant Mimicry Power Extensions you touch someone and spend an action, one of their powers
— Plant Control: You may choose to take the Plant Control (chosen by you) is increased by a number of rank shifts of
power as a power extension. your choosing. Your Power Boost power is decreased by the
same number of rank shifts. You can’t do this if it would reduce
Postcognition your Power Boost below Zero, and rank shifts that increase
You are able to sense emotions and view events that your target’s power above Triple-Shift are wasted.
happened in the past, either centred on an object that you are
touching or centred on the area in which you are. The boost lasts as long as you concentrate (you don’t need to
keep touching them), and you don’t get your Power Boost
Looking into the past requires you to succeed in a Feat of ranks back until the boosted power returns to normal. If your
Postcognition. The results of your feat determine what hap- boost takes your target’s power rank above their Psyche rank,
pens: their power becomes too intense for them to control properly
and if they try to use it in a stressful situation such as in com-
— White: You feel nothing. You may not try to use your post- bat, they must make a Feat of Power. If they fail then the
cognition on the same area/object again. power goes off at random rather than how they intended it to
work.

98 – Power Descriptions
Power Boost Edges Power Combination Flaws
— Ranged: You may boost the powers of others at standard — All or Nothing: If any effect that requires a ranked Feat of
range instead of needing to touch them. Power to work fails to work, the entire power fails to work.
You can only take this flaw if at least one of the power’s
Power Boost Flaws effects requires such a feat.
— Constant Contact: You must keep touching your target for
the whole duration of the boost, not just when you activate Power Combination Power Extensions
it. — Effect: You may choose to take any of this power’s indi-
— One Type: You may only boost one type of power, for ex- vidual effects as a power extension.
ample fire powers or powers with the Infernal Power
Source. Power Mimicry
If you spend an action touching another individual, you can
Power Boost Power Extensions then spend your following action mimicking their powers. You
— Empowerment: You may choose to take the Empowerment temporarily gain all the powers that they have at either the
power as a power extension. rank at which they have them or your power rank, whichever
is lower. You retain these powers until you either mimic those
Power Combination of someone else or you become unconscious.
You have a power that has more than one effect simultan-
eously, for example a laser beam that both hurts and blinds Power Mimicry Edges
its target or ray that both shrinks its target and makes it invis- — Mechanical Mimicry: You may mimic the powers of
ible. devices, robots and computers, as well as of individuals.
— Mental Mimicry: You also acquire bits of the memories and
When you acquire this power, choose two other powers. When knowledge of the people you touch, allowing you to imitate
you use this power it has the effect of both of those powers them more easily. You don’t have conscious access to all
simultaneously, but each is treated as having a rank that is the their memories and knowledge, so you can’t simply sift
rank of this power with a –2 RS. For example, if you have an through it all, but if prompted (for example by someone
Astounding laser beam power, it might act as if it were a sim- asking you a question) a relevant bit of knowledge will
ultaneously a World Class Blast and a World Class Dazzle. come to the surface allowing you to answer the question as
they would.
If any of the effects that this power has requires a Feat of — Power Memory: After you have mimicked a particular
Fighting or a Feat of Agility to target an opponent then it is power, you may remember it and mimic it again later
only made once for the entire power, and the entire power without needing the original target of the mimicry to be
misses or hits its target based on that single feat. present. You may only remember a number of powers
equal to your Power Mimicry rank index at once, although
However, if any of the effects of the power requires a ranked you can forget one to make room for a new one.
Feat of Power to affect its target, these feats are made separ- — Power Theft: Your target loses their powers as you steal
ately for each effect that requires it. them rather than simply mimicking them. You gain their
powers as normal (to the rank at which they have them or
It is not possible (without an appropriate edge) to use this to your power rank, whichever is lowest), and your target
power to do only one of the effects in isolation, without the reduces each power by taking its rank index and subtract-
other effects also taking place. ing the rank index of the rank at which you mimicked it.
The powers that you have stolen each drain from you at a
Note that the effects of the power are not independent powers rate of one rank per round, and your target regains each
and may not have their individual power ranks adjusted. In- of their stolen powers at a rate of one rank per round. If
stead, anything that affects power ranks such as Power Boost you lose the stolen powers by stealing from someone else
or Power Suppression or pushing the power, affects the rank or being knocked unconscious, your target doesn’t get
of the Power Combination as a whole; and then the rank of their powers back early. If you steal from the same target
the individual effects is recalculated based on the adjusted again while you still have some of their powers, the steals
Power Combination rank. are cumulative; although you can never go above your
power rank with any stolen power.
Power Combination Edges — Residual Absorption: You can mimic a power by draining
— Additional Effect: The power has an additional effect when the residual traces of energy left after someone has used
used, chosen when you acquire this edge. You may acquire it. To do so, you must touch an object that they used their
this edge more than once, adding an additional effect each power on or be in the place in which they used it. You may
time. only do this within standard duration of them having used
— Emphasis: Each time you use this power, you can choose the power, and this duration is measured based on their
to emphasise one effect over the others. The effect you power rank, not your power rank.
emphasise gets only a –1 RS, while the other effects each — Ranged: You may mimic powers within Standard range,
get a –3 RS. rather than needing touch.
— Partial: When you use this power, you can choose to for it — Specialities: When you mimic someone’s powers, you also
to do only one effect rather than every effect. However, the mimic their Specialities.
single effect is still at the normal –2 RS. — Transformation: Each time you mimic another individual’s
powers you also mimic their appearance. This works like

Power Descriptions – 99
100 – Power Descriptions
the Transformation power, with whichever sub-power is Power Suppression Flaws
most suitable for their body type. — One Type: You are only able to suppress one type of power,
such as radiation powers or powers with the Genetic Muta-
Power Mimicry Flaws tion source.
— Abilities: You mimic your target’s ability scores rather than — Overload: If your opponent’s power is too strong for you to
their powers. If you acquire this flaw a second time then completely suppress it, you must succeed in a Feat of En-
you only mimic a single ability score of your target (chosen durance or be stunned.
at the time you acquire the flaw).
— One Source: You may only mimic powers from a single Power Suppression Power Extensions
Power Source (e.g. only Genetic Mutations or only Divine — Energy Drain: You may choose to take the Energy Drain
powers). power as a power extension.
— Override: Your own powers are overridden by your target’s
powers. You can’t use any of your own powers while you Precognition
are mimicking someone else’s. This includes not being able You get flashes of inspiration or even visions of future events.
to switch to mimicking a second person until you’ve lost the Mostly these come at random, and should be given to you by
powers from your first target. the GM when they think it appropriate; being as detailed or
— Personality Mimicry: When you absorb someone’s powers, vague as the GM thinks that they should be. Should you try to
you must succeed in a Feat of Psyche or also absorb their “force” a vision about the place you are in or a person or
personality. Treat this as if you were under the Mind Con- object that you are touching; you should roll a Feat of Precog-
trol power for the duration of having their powers. nition. The results are:
— Specialities Only: You only copy the target’s specialities, not
their powers (requires the Specialities edge). — White: You get nothing.
— Weakness Mimicry: When you absorb someone’s powers, — Bronze: You get an inspired prophecy, and the GM should
you also gain any weakness they have. give you a cryptic clue about the future event.
— Silver: You are able to get a flash of inspiration that gives
Power Mimicry Power Extensions you direct information about the future event, such as a
— Detection: You may choose to take the Detection (Powers) name or the image of someone’s face.
power as a power extension. — Gold: You have a detailed vision in which you see future
— Nemesis: You may choose to take the Nemesis power as a events clearly, but not necessarily with context.
power extension.
In all cases, the future is what would happen if you do nothing.
Power Suppression Should you actually act on your precognitive information,
You are able to suppress the powers of another individual at things may turn out differently. Somewhat ironically, this
standard range. You must succeed in a Feat of Agility to target means that if you want to be prepared for what will happen,
your opponent. If you do so, choose one of your target’s doing your best to ignore the precognitive information (be-
powers. Subtract your Power Suppression’s rank value from cause acting on it may change things in ways you can’t pre-
the rank value of their power (as if it were armour against dict) may be for the best.
incoming damage). If there is now no opponent’s power left,
your suppression has completely suppressed their power. If Additionally, after you have performed any action, if you are
there is some power left, convert that value back to a rank unhappy with the results of that action you may
(rounding down), and that new rank is the effective rank of spend 50 Karma in order to make a Feat of Precognition. If
their power. Your target recovers their power at one rank shift you get at least a Silver result, you may declare that you didn’t
per round, until it is back at its normal value once more. actually take the action; you merely got a premonition about
what would happen if you did. You may take back the action
Power Suppression Edges and its results, and perform a different action instead. Note
— All Powers: Your suppression works against all your oppon- that if you have a premonition in this way and then repeat the
ent’s powers simultaneously. same action anyway you will get exactly the same result that
— Area Effect: You may suppress the powers of everyone in you got the first time. You can’t simply use this as a way to
an area. repeat the same action in the hope to get a better roll.
— Haywire: You may choose to make your target’s lose con-
trol of their power instead of reducing its intensity. This Precognition Flaws
lasts for standard duration, and whenever they try to use — No Control: You can’t “force” a vision. You only get them
their power in a stressful situation such as in combat dur- when the GM gives you one. You may still have premoni-
ing that time, they make a Feat of Power. If they fail then tions as normal.
the power goes off at random rather than how they inten- — Objects Only: You may only have visions about objects, not
ded it to work. locations or people.
— Sustained: You may concentrate in order to keep your tar- — One Subject: You only have visions about one subject (ac-
get’s power suppressed. Your target’s power doesn’t start cidents, deaths, natural disasters, etc.)
to return until after you finish concentrating. — People Only: You may only have visions about people, not
locations or objects.
— Sleeping: Your visions manifest themselves as prophetic
dreams. This power only works when you are sleeping, and
you can’t have premonitions; only prophetic visions.

Power Descriptions – 101


Precognition Power Extensions — Flight: You may choose the Flight power as a power exten-
— Danger Sense: You may choose to take the Danger Sense sion.
power as a power extension. — Force Field: You may choose the Force Field power as a
— Probability Control: You may choose to take the Probability power extension.
Control power as a power extension. — Power Nullification: You may choose the Power Nullifica-
— Time Control: You may choose to take the Time Control tion power (flawed to powers with the Genetic Mutation
power as a power extension. power source) as a power extension.

Probability Control Reality Alteration


You can control the probability of events, making unlikely You have the ability to alter reality. This power does nothing
things happen regularly. You get a number of probability on its own, but every other super power is available as a power
points per session equal to your power rank index. Any unused extension to it. When you acquire this power, choose three
points are lost at the end of the session, not carried over. other powers and give yourself two marks towards acquiring
each of those powers via the use of Power Stunts.
When you acquire this power, you must decide whether you
cause good look for yourself or bad luck for others. If you Reality Alteration Flaws
have good luck for yourself, you can spend a probability point — Exception: One type of object or person cannot be altered
to either contrive a coincidence beneficial to yourself or swap by you, and is immune to any power stunts or power exten-
the tens and units dice after rolling the dice for any feat in sions derived from this power.
which you do not spend Karma to guarantee a particular res- — One Type: You are only able to emulate one type of power
ult. Similarly if you have bad luck for others you can spend a with your Reality Alteration, for example movement powers
probability point to either contrive a coincidence detrimental or fire powers.
to an opponent or swap the tens and units dice after an op- — Preparation: You must spend a round attuning to reality
ponent rolls the dice for any feat in which they do not spend before attempting to perform a power stunt with this power.
Karma to guarantee a particular result.
Reflection
The GM has final say over whether a contrived coincidence is You are able to reflect physical and energy attacks that would
acceptable, but if the GM rejects your suggested coincidence otherwise have hit you back at your attacker. To reflect an at-
you do not need to spend the probability point. tack, you must make a Feat of Reflection (after it has been
established that the attack hit you). The effects of your reflec-
Probability Control Edges tion depend on your level of success:
— Both Types: You can create both good luck for yourself
and bad luck for your opponents. However, you still only get — White: You are hit and affected by the attack as normal.
a single pool of Probability Points to share between the two. — Bronze: You are able to deflect the attack harmlessly, and
it does not affect you.
Probability Control Flaws — Silver: You are able to reflect the attack directly back at
— Jinx: Whenever you use either good or bad luck, a random your attacker, who is then affected by their own attack.
ally suffers the effect of bad luck the following round in a — Gold: You are able to reflect the attack directly back at
manner of the GM’s choosing. your attacker, who is then affected by their own attack.

Radiation Control Reflection Edges


You can generate and control high energy radiation. This can — Aimed: You are able to reflect attacks onto a different tar-
range from gamma waves to exotic “comic book” radiation. get instead of just back at the attacker. The attack does not
You can project beams of radiation as if using the Blast power automatically hit a secondary target and must aim the at-
at your power rank. tack at the target as if you had made the attack yourself.
— Mental Reflection: You are able to reflect mental attacks
Radiation Control Edges as well as physical and energy ones.
— Area Effect: You can choose to blast everyone in an area
at once. You can’t select individual targets to be spared Reflection Flaws
your blast. — No Targeting: You are able to deflect attacks harmlessly
away but not reflect them back on your attacker. A Silver
Radiation Control Power Extensions or Gold result on your Feat of Reflection counts as a
— Absorption: You may choose the Absorption (Radiation) Bronze result for you.
power as a power extension. — Limited Type: You are only able to reflect one type of at-
— Affliction: You may choose the Affliction (Radiation Sick- tack (e.g. physical, fire, radiation).
ness) power as a power extension. — Mental Only: You are only able to reflect mental attacks,
— Aura: You may choose the Aura (Radiation) power as a not physical and energy ones. You must already have the
power extension. Mental Reflection edge.
— Dazzle: You may choose the Dazzle (Sight) power as a
power extension. Regeneration
— Fire Control: You may choose the Fire Control power (with You recover from injuries very quickly. You recover an amount
the Heat Only flaw) as a power extension. of Health equal to a tenth of your power rank value per round.
If your power rank value doesn’t divide by ten exactly, then you

102 – Power Descriptions


should keep track of the fractional points of Health, rather The above are only examples of possible Resistance types, and
than rounding them. When you have been injured to the point with the agreement of the GM you can have Resistance to a
of losing Endurance ranks, you recover additional Endurance different type of power instead. In some cases there may be
ranks equal to a tenth of your power rank value each time you an overlap between damage and other powers, for example
recover them (normally per week if you aren’t hospitalised, but Resistance (Fire) will protect you from being damaged by fire,
per day if you are: see the Getting Better chapter for more but also from fire-based afflictions.
details).
If your Resistance is against a type of power other than one
Regeneration Edges that directly causes Health damage, it works in a slightly dif-
— Regrowth: You are able to regrow severed limbs, or re-at- ferent way. You subtract your Resistance’s rank value from the
tach them if they are still present. rank value of the incoming power (as if it were armour against
incoming damage). If there is no incoming power left, then
Regeneration Power Extensions your Resistance has protected you and you are unaffected. If
— Immortality: You may choose to take the Immortality there is incoming power left, convert that value back to a rank,
power as a power extension. rounding down, and that new rank is the effective rank of the
incoming power that affects you.
Resistance
You are resistant to a particular type of effect, which you must Resistance Flaws
choose when you acquire this power. The most common type — Health Only: Your Resistance (Damage) or similar Resist-
of Resistance is Resistance (Damage), which acts as armour, ance that reduces damage of a particular type reduces the
reducing the amount of damage done by physical and energy Health loss you take from attacks, but does not protect you
attacks by your power rank value. If a character has Resist- from being slammed or stunned.
ance without a specific effect listed, it should be assumed to — One Type: Your Resistance protects you against a much
be Resistance (Damage). smaller range or powers than it would otherwise, for ex-
ample Resistance (Dazzle) that only protects against sonic
If you prefer, you can have your Resistance work against a Dazzle powers, or Mind Shield that only protects against
different type of power, for example: Mind Control.
— Partial Armour: If your Resistance power is against a type
— Resistance (Affliction) of attack which must be aimed, your opponents can bypass
— Resistance (Binding) this Resistance with a Trick Shot.
— Resistance (Dazzle)
— Resistance (Detection) Servant
— Resistance (Power Suppression) You are able to summon a servant of some kind to help you.
You must work out your servant’s capabilities when you ac-
Note that Resistance (Mental) would be identical to the Mind quire this power.
Shield power, and that power should be used for resistance to
mental attacks and powers. The default template for your servant is that it has physical
ability scores (Fighting, Agility, Strength and Endurance) at

Power Descriptions – 103


Zero. You can then apply four times your power rank index as mon your sidekick to you or mentally command them and
rank shifts to the template’s physical ability scores. You must must rely on normal methods of communication and
apply at least one rank shift to each score; you may not leave transport to get them to where you want them to be. If your
any ability scores at Zero. sidekick dies, it takes a week to acquire a replacement.
— Source: Your servants are animated from some source
You may also apply some of these rank shifts to super powers. material rather than simply appearing. You must have the
For this purpose, assume that every power you wish your tem- relevant source material in order to animate them.
plate to have starts at Zero before you start applying these
rank shifts. Shadow Form
You can transform your body into a flat silhouette. It takes an
None of your servant’s ability scores or powers may be of action for you to transform into this form, but you can revert
greater rank than your Servant rank. back to your normal form instantly. You are immune to phys-
ical attacks and gain the abilities of the 2D form of the Dimen-
Your servant has no autonomy, and simply obeys your mental sional Control power.
commands without question. It is not sentient, and has no
mental ability scores (Reason, Intuition or Psyche). Similarly, Additionally you have the Wall-Crawling power with the same
it has no Karma. If you wish to be able to summon more than rank as this one and you have the Invisibility power (Limited
one servant, you may withhold some of the rank shifts used to to shadowy and dark areas) also with the same rank. However,
create the template. For each rank shift you withhold, you can you cannot use your Strength while in shadow form, and can’t
summon an additional servant. However, you are still limited to affect physical objects. Also, all light based attacks that hit you
summoning only one per action. do a “Stun?” result in addition to whatever other results they
do.
It takes an action to summon a servant, and it appears any-
where within standard range (but only where there is enough Shadow Form Edges
space for it to fit). You must concentrate in order to control it, — Instant: You can use this power without taking an action to
and when you cease concentrating it will continue to obey its do so (although you can still only activate it once per
last order for standard duration before disappearing once round).
more. You may re-gain control of a servant (and keep it
around) by concentrating on it once more. You can also will Shrinking
it to disappear before the duration is up as a free action. You can shrink down to a small size. While you are shrunk,
your Strength rank remains at its normal level. However, your
Servant Edges smaller size makes you more difficult to hit, giving any attacks
— Enhanced: The template for your summoned creature is physically aimed at you a penalty as shown in the Shrinking
built from your power rank times five rank shifts rather Table.
than your power rank times four. You may take this edge
more than once, and it increases the multiplier by one
each time.
— Instant: Summoning your servant takes no time, although Shrinking Table
you can still only summon it when it is your action and you Rank Height Penalty
can still only summon one per round.
— Multiple: If you withheld Rank Shifts in order to be able to Terrible 1.33 m –
summon multiple servants, you may summon them all at Bad 1m –
the same time. Average 0.66 m –
— Sensory Link: While concentrating on one of your servants
to control it, you may perceive through its senses. Decent 33 cm –1 RS
— Variable: You may summon different types of servant (i.e. Great 13 cm –1 RS
servants that use different templates) providing they all
World Class 7.5 cm –2 RS
match a theme and you have the templates created and
approved in advance (you should not make a fight scene Fantastic 2.5 cm –2 RS
grind to a halt while you look through the book trying to Astounding 0.5 cm –3 RS
decide what powers to give a servant).
Wondrous 1 mm –3 RS
Servant Flaws Phenomenal 0.1 mm –3 RS
— Feedback: Whenever one of your servants is stunned, so Single-Shift (See text) Can’t fight
are you.
— Sidekick: Instead of summoning a servant each time you Double-Shift (See text) Can’t fight
need one, you have a loyal companion that is permanently Triple-Shift (See text) Can’t fight
there. The plus side is that your sidekick has intelligence
Planetary (See text) Can’t fight
and free will, so it can act on its own without you needing
to give it instructions. You get an additional three points Stellar (See text) Can’t fight
per power rank index when constructing the sidekick, but Cosmic (See text) Can’t fight
you must buy mental ability scores (Reason, Intuition and
Psyche) as well as physical ones. You are unable to sum- Infinite (See text) Can’t fight

104 – Power Descriptions


At ranks above Single-Shift, there are two options, and which Sonic Control Power Extensions
one you have will depend on the setting. If the GM includes — Absorption: You may choose the Absorption (Sound) power
these realms in their campaign setting, you may slip “between as a power extension.
the cracks” in the universe and appear in a parallel dimension — Blast: You may choose the Blast (Sound) power as a power
known as a microverse in which you appear to be normal extension.
sized (and which you leave by switching off your shrinking). — Corrosion: You may choose the Corrosion power (Limited
Alternately, you can shrink down so far that you disappear, as to glass and crystalline objects) as a power extension.
if you were in the 0D form of Dimensionality. — Energy Form: You may choose the Energy Form (Sound)
power as a power extension.
Shrinking Edges — Flight: You may choose the Flight power as a power exten-
— Growth Momentum: If you grow back to normal size while sion.
hitting someone, you may apply the negative rank shifts — Force Field: You may choose the Force Field power as a
that would normally affect people who attack you while you power extension.
are shrunk as positive rank shifts to your Strength for that — Illusions: You may choose the Illusions power (Limited to
hit. If you grow from Single-Shift or smaller, which would sounds) as a power extension.
normally be too small to engage in fighting, you get +3 RS — Mind Control: You may choose the Mind Control power, to
to your Strength for the hit. represent your use of hypnotic sounds.
— Resistance: You may choose the Resistance (Sound) power
Shrinking Flaws as a power extension.
— All or Nothing: You must shrink to your smallest size when — Super Senses: You may choose the Super Senses (Spatial
you grow. You can’t choose to shrink to an intermediate Sense) power as a power extension, to represent sonar.
size.
— Reduced Strength: Your Strength rank diminishes propor- Sorcery
tionally as your size diminishes. Each rank of shrinking that You have the ability to cast spells via incantation and gesture.
you apply gives you a: 1 RS to your Strength Rank until you This power is most often associated with the Magic power
grow back to normal once more. source, but it can be derived from other sources, particularly
mystical ones such as Cosmic, Divine or Infernal power.
Shrinking Power Extensions
— Growth: You may choose to take the Growth power as a By spending an action and succeeding in a Feat of Sorcery,
power extension. you may invoke a spell that replicates any other super power.
You must then cast the spell (i.e. use the power that the spell
Solid Form emulates) on the action immediately after invoking it, or you
You can transform your body into a solid material like wood, lose it. After a single use, you lose the spell anyway.
stone or diamond. It takes an action for you to transform into
this form, but you can revert back to your normal form in- However, there is no penalty for not invoking the spell once
stantly. Your Strength is increased to the greater of your gained or for failing the feat to invoke it, other than the wasted
power rank and your existing Strength +1 RS, and you have time.
Resistance (Damage) at the same rank as this power.
You must be able to speak incantations and gesture in order
Solid Form Edges to invoke a spell, and therefore if you are restrained you are
— Broad: You can change into any type of that solid material. unable to do so.
Note that in all cases you remain coherent and self-con-
tained, so turning into exotic or highly reactive solids Non-instantaneous spells normally last for standard duration
doesn’t give you any special ability or power. although when not in combat you can extend their duration
— Instant: You can use this power without taking an action to by concentrating.
do so (although you can still only activate it once per
round). Sorcery Edges
— Power Words: You do not need to have a hand free to cast
Sonic Control spells, you can do so while bound or restrained as long as
You can control and generate sound within standard range. you can still speak.
This gives you an ability to deafen people within range as if — Quick Casting: You can invoke and cast a spell in the same
using the Dazzle power. action.
— Psychic Magic: You can invoking and cast spells that rep-
Sonic Control Edges licate a mental or sensory powers using thought alone, and
— Mimic: You can exactly reproduce any sound you hear, en- do not need to have a free hand or speak to do so.
abling you to mimic voices, alarms, and other sounds.
— Ventriloquism: You can throw your voice, making it appear Sorcery Flaws
to come from any place in standard range. — Limited Rank: You may not cast spells above your Psyche
rank (this flaw can only be taken if your Psyche is less than
Sonic Control Flaws your sorcery power rank).
— Full Power: You can only use your sonic abilities at full — One Type: You may only cast spells that replicate a partic-
power. ular type of power, such as fire spells or transformation
spells.

Power Descriptions – 105


— Ritual Magic: Invoking a spell takes an entire minute, — Flight: You may choose to take the Flight power as a power
rather than a single action. extension.
— Super Senses: You may choose to take the Super Senses
Spatial Control (Circular Vision) power as a power extension.
You can shape and manipulate space within standard range. — Super Speed: You may choose to take the Super Speed
You can twist space in an area within range causing everyone power as a power extension.
in the area except yourself to succeed in a Feat of Intuition
or become disoriented and lose their next action. Instead, you Spirit Control
may target a single individual within standard range and they You are able to control ethereal spirits, such as faeries, ghosts,
must succeed in a Feat of Agility or be flipped over and fall and whatever similar creatures exist in the setting. If the spirits
(treat it as a Slam). are non-sentient, you can automatically control them. If the
spirits are sentient, treat this power as if it were the Mind Con-
Spatial Control Edges trol power at your power rank.
— Defence: You may use your Spatial Control rank instead of
your Agility or Fighting rank when escaping from grapples, Spirit Control Edges
catching objects, interposing yourself in front of someone, — Deny Death: You may trap a spirit in a body that is dying,
or dodging. keeping the body barely alive until you release it or the
— Spatial Anchor: You may harden an area against spatial body is healed.
manipulation by others, causing any use of Dimensionality, — Forced Possession: You may force a spirit that you cur-
Dimensional Travel, Spatial Control, or Teleport to succeed rently control into a body. This works in the same way as
in a ranked feat against your Spatial Control rank in order using Mind Control with the Possession edge, except that
to work. it is the controlled spirit that possesses the target, not you.
— Spatial Disruption: You can partially fold an object or per- You maintain control of the spirit while it controls the body,
son within range in on itself, causing it damage (treat if hit and if your control of it runs out first it may choose
by the Corrosion power at your power rank). whether to leave the body or remain until forcibly removed.
— Incarnation Memory: You are able to communicate with
Spatial Control Power Extensions your past and future incarnations, passing each other in-
— Duplication: You may choose the Duplication power as a formation. Spend 50 Karma to do so, and have the GM
power extension. give you a piece of useful information.
— Growth: You may choose the Growth power as a power — Puppetry: If you have a bit of someone’s body (such as a
extension. lock of hair or a fingernail clipping) you may use your
— Shrinking: You may choose the Shrinking power as a Spirit Control to control them at –2 RS.
power extension. — Spirit Trap: By succeeding in a ranked Feat of Spirit Con-
— Stretching: You may choose the Stretching power as a trol against your target’s Psyche, you can trap a spirit in a
power extension. pocket dimension controlled by you. You may communic-
— Super Speed: You may choose the Super Speed power as ate with your trapped spirits and are immune to any at-
a power extension. tempts by them to dominate or possess you. If you become
— Teleport: You may choose the Teleport power as a power unconscious, each trapped spirit may escape the pocket
extension. dimension by getting a Gold result on a Feat of Psyche. If
you die, all your trapped spirits automatically escape.
Spinning — Spirit Ward: You may ward an area against spirits for
You are able to spin around at high speed while retaining the standard duration. Spirits can’t enter the warded area un-
ability to see, hear and talk normally. This gives you Resistance less they can succeed in ranked Feat of Psyche against
(Binding) at your power rank, and you may substitute your your Spirit Control rank.
Spinning for your Strength when making or escaping grap-
pling attacks or striking opponents in melee. Spirit Control Flaws
— Edge Only: You may only use one of the edges for this
Spinning Edges power (chosen when you acquire this flaw, and you must
— Drill: By spinning on the spot, you may drill downwards as acquire the edge separately), not the main power itself.
if you had the Burrowing power at your power rank. — Exorcism: Your control over spirits only extends to two
— Missile Storm: By throwing missiles in all directions as you commands; for them to relinquish control of a body they
spin, you may make a thrown weapon attack against every- are possessing, and for them to leave the universe and re-
one in your area. turn to whatever realm they come from.
— Tornado: You can generate and fling a miniature tornado — One Type: You may only control one type of spirit, such as
at an opponent. Treat this as a ranged attack that does no ghosts.
damage but potentially slams anyone it hits. — Ritual Control: Using this power takes an entire minute,
rather than a single action.
Spinning Power Extensions
— Air Control: You may choose to take the Air Control power Spirit Control Power Extensions
as a power extension. — Astral Projection: You may choose to take the Astral Pro-
— Fast Attack: You may choose to take the Fast Attack power jection power as a power extension.
as a power extension. — Energy Drain: You may choose to take the Energy Drain
power as a power extension.

106 – Power Descriptions


Power Descriptions – 107
— Power Suppression: You may choose to take the Power to physical attacks, such as Astral Projection, Phasing, or
Suppression power (limited to Spirit Control and Mind Energy Form. Choose the power against which your attacks
Control) as a power extension. work when you acquire this edge. You may acquire this
— Servant: You may choose to take the Servant power (with edge more than once.
the Source flaw) as a power extension, to represent your — Both Types: You may do both lethal and blunt damage with
ability to create undead. your strikes. Choose which type of damage each time you
— Spirit Sight: You may choose to take the Super Senses make an attack.
(Spirit Sight) as a power extension.
Stunning
Stretching You are able to stun opponents within standard range, leaving
You may stretch and deform your body and limbs, allowing them temporarily unable to act. You must succeed in a Feat
you to reach and attack things in areas adjacent to your own. of Agility to target your opponent, with the following results:
Any action taken in another area has all associated ranks lim-
ited by your Stretching power rank, for example when trying — White: Your target is unaffected by your attack.
to hit someone, you attack with the lower of your Fighting or — Bronze: Your target takes no damage but is potentially
Stretching and use the lower of your Strength and Stretching slammed by the attack.
for damage. — Silver: Your target takes no damage, but is potentially
stunned by the attack.
Stretching Edges — Gold: Your target takes no damage, but is potentially
— Bouncing: You may roll into a ball and bounce, giving you stunned by the attack.
the equivalent of the Leaping power at your power rank.
— Hardening: You may enlarge and harden your fists, en- Stunning Edges
abling you to do your Stretching rank value rather than — Area Effect: Your stunning attack works on everyone in
your Strength rank value as damage in melee. your area at once.
— Net: You may use your Stretching rank value rather than — Contagious: If anyone touches or is touched by a stunned
your Agility rank value when trying to catch things. opponent, check to see if you stun them too.

Stretching Flaws Super Senses


— Inflation: Your power is limited to inflating yourself like a You have better senses than a normal person, or additional
beach ball. You gain the Bouncing and Resistance edges senses that a normal person doesn’t have. When you acquire
for free, but can’t use any others and can’t use the basic this power, you get a number of points equal to its rank index.
power ability. Each point can either be used to gain a Speciality for Feats
— Limbs Only: You don’t have full body edge. You can only of Intuition using a particular sense, or used to give you one
stretch your limbs. You can’t use any other edges on this of the options from the following list:
power, not even as the result of a Power Stunt.
— Slow Recovery: After stretching your limbs it takes you an — Circular Vision: You can see all around you, having no
action for them to return to normal length, giving oppon- blind spots (not even above or below you).
ents in areas into which you stretched an opportunity to — Communication: You are able to communicate through an
attack you as you retreat from those areas. unusual medium such as being able to produce radio sig-
nals, telephone signals, or television signals.
Stretching Power Extensions — Comprehend Languages: You are able to understand and
— Dimensionality: You may choose to take the Dimensionality communicate in any language, whether written, spoken, or
power (possibly Limited to 2D only) as a power extension. more exotic.
— Flight: You may choose to take the Flight power (with the — Dimensional Sense: You are able to innately tell what di-
Gliding flaw) as a power extension. mension you are on.
— Fluid Form: You may choose to take the Fluid Form power — Direction Sense: You never get lost, and are always able to
as a power extension. perfectly retrace your steps back to any location you have
— Resistance: You may choose to take the Resistance power visited.
(either to Binding or to Damage) as a power extension. — Infravision: You are able to see heat sources, allowing you
— Transformation: You may take the Transformation power to see in the dark, providing you’re looking at things that
(to any form, but with the Disguise and Tell flaws) as a are warmer or cooler than their surroundings.
power extension. — Microscopic Vision: You are able to see as if using a power-
ful microscope.
Strike — Penetration Vision: You are able to see through solid ob-
You have spines, thorns, claws, or a melee weapon with which jects as if they are transparent. Choose one type of mater-
you can attack people. You may decide when you acquire this ial through which you are unable to see.
power whether it is a lethal attack or a blunt attack. If you — Spatial Sense: You are aware of the shape of your sur-
choose to do a blunt attack, you may increase the rank of this roundings even if you can’t see them. This could be by
power to your Strength +1 RS if it is lower. radar, sonar, or something else.
— Spirit Sight: You are able to see spirits and people who are
Strike Edges using Astral Projection.
— Affects X: Your strikes affect opponents who are using a — Telelocation: You are able to locate individuals that are
particular super power that normally makes them immune known to you, wherever in the world they are. To locate

108 – Power Descriptions


someone, make a Feat of Super Senses, with the following Super Speed Edges
results: — Defending: You may use your Super Speed rank instead of
your Agility rank when dodging, catching things, and inter-
— White: You fail to locate the individual. posing yourself in front of attacks.
— Bronze: You locate the individual, providing they are a — Passengers: Those who you touch can keep up with you
close friend. while you run at super speed. If you let go of someone, they
— Silver: You locate the individual, providing they’re an ac- smoothly slow down to their normal running speed.
quaintance whom you have met a few times. — Surface Speed: You may use your speed and momentum
— Gold: You locate the individual if they are a friend or ac- to run across the surface of liquids or up walls.
quaintance, or if you have a tissue sample (a hair, a vial of
blood, some dandruff, etc.) Super Speed Power Extensions
— Air Control: You may choose to take the Air Control power
— Telescopic Vision: You are able to see as if using a powerful as a power extension.
telescope. — Fast Attack: You may choose to take the Fast Attack power
— Time Sense: You always know exactly what time it is and as a power extension.
can track the passing of time with incredible accuracy. — Phasing: You may choose to take the Phasing power as a
— Tracking Sense: You are able to follow tracks and scent power extension.
trails. The GM may require a Feat of Intuition if the trail — Regeneration: You may choose to take the Regeneration
is particularly difficult to follow. power as a power extension.
— True Sight: You are able to see the true form of any per- — Spinning: You may choose to take the Spinning power as
son. This lets you see through any disguise or transforma- a power extension.
tion. — Vibration Control: You may choose to take the Vibration
— Ultraviolet Vision: You are able to see in UV light. This al- Control power as a power extension.
lows you to see outside at night by moonlight and starlight.
Swinging
Super Senses Flaws You are able to swing along a line or cable. This may be fired
— Reduced Sense: Although you have a better sense in one from a device such as a grappling gun or it may be produced
area, you are deficient in another. Choose one sense with by yourself such as webbing or lines of force. Your lines have
which you get a –2 RS penalty to all Feats of Intuition. a material strength equal to your power rank. You may use
your power rank instead of your Agility when performing
Super Speed Feats of acrobatics using your line. You may also use your line
You can move at incredible speeds. You can run at a land to perform the Snatch manoeuvre at standard range, using
speed based on your power rank. your power rank instead of your Strength.

Telekinesis
You are able to manipulate matter within standard range,
moving it about and even throwing it. Use your power rank as

Power Descriptions – 109


who do not possess the Telepathy power themselves can only
talk via you, not directly to each other. If you connect to the
mind of someone else with the Telepathy power, they may read
your thoughts just as you can read theirs. You must succeed
in a Feat of Intuition to spot that they are trying to do this,
and if you then succeed in a ranked Feat of Telepathy against
their Telepathy rank you can block their thought reading and
only transmit to them what you want to transmit to them.

Telepathy Edges
— Mind Probe: You may dig into someone’s memories for
specific information while you are in telepathic contact with
them. You must know what you are searching for; you can’t
simply go fishing. If the target knows the information, you
must succeed in a ranked Feat of Telepathy against their
Psyche to extract it.
— Psychic Healing: You may repair psychic damage to
someone with whom you are in telepathic contact. This
works like the Healing power at your power rank but is
limited to damage taken from mental sources (Illusions,
Mental blasts, some Stuns, etc.).
— Psychic Weapon: You are able to create a melee weapon
out of psychic energy. You wield it using your Fighting abil-
ity as normal, but it does power rank damage and by-
passes your opponent’s armour or Damage Reduction as
the effective Strength rank to show how much you can move, if it were a Mental Blast.
and use your Psyche as your effective Agility rank if you need
to throw something or perform a delicate manoeuvre with Telepathy Flaws
something. — Animals Only: You may only make telepathic contact with
animals. Since they have no verbal thoughts, communica-
Telekinesis Flaws tion is limited to pictures.
— Whole Objects Only: You may move whole objects with your — Empathy: You may only detect a target’s emotions and in-
telekinesis, but can’t move partial objects. So you could tentions, not their verbal thoughts.
pick up a car, but not open its door (you can’t manipulate
the handle) or pull a lever. Telepathy Power Extensions
— Emotion Detection: You may choose to take the Detection
Telekinesis Power Extensions (Emotions) power as a power extension.
— Blast: You may choose to take the Blast power as a power — ESP: You may choose to take the ESP power (with the
extension. Proxy flaw) as a power extension.
— Flight: You may choose to take the Flight power as a power — Invisibility: You may also choose to take the Invisibility
extension. power (with the Sentients Only flaw) as a power extension.
— Force Control: You may choose to take the Force Control — Mental Blast: You may choose to take the Mental Blast
power as a power extension. power as a power extension.
— Force Field: You may choose to take the Force Field power — Mental Illusions: You may choose to take the Mental Illu-
as a power extension. sions power as a power extension.
— Mind Control: You may choose to take the Mind Control
Telepathy power as a power extension.
You are able to mentally communicate with others, reading — Mind Shield: You may choose to take the Mind Shield
their thoughts and projecting your own thoughts at them. Your power as a power extension.
targets must be in standard range when you make contact — Power Detection: You may choose to take the Detection
with them, but they may move out of that range without break- (Powers) power (limited to mental powers only) as a power
ing contact. If your target is unwilling, you must succeed in a extension.
ranked Feat of Telepathy against their Psyche in order to es- — Super Senses: You may choose to take the Super Senses
tablish the connection. You can only read surface verbal (Telelocation) power as a power extension.
thoughts while using your Telepathy, not memories, subcon-
scious thoughts or feelings. People will generally express Teleportation
verbal thoughts in their native language, although fluent You are able to move between two points without physically
speakers of a local tongue may switch to thinking in that lan- crossing the distance between them. You may teleport to any-
guage. where in standard range, although if you don’t have line of
sight to your destination you must either teleport by dead
You can have a simultaneous mental conversation with as reckoning or be teleporting to a place you are familiar with.
many people as your power rank index, although it takes an You can teleport straight through solid objects regardless of
action to add each person with the group. Those in the group their material strength but not through Force Fields.

110 – Power Descriptions


When you arrive at your destination, you must succeed in a ard duration. During that time the target can’t be affected,
Feat of Teleportation or be stunned for your next action. altered or harmed by any means (although they can be
picked up and moved to a different location) and no time
Liquids, gasses and energy will part to accommodate your ap- passes for them (so ongoing effects such as Afflictions or
pearance, but if you accidentally or deliberately attempt to loss of Endurance ranks are paused for the duration). The
teleport into a solid object then you will be bounced back to target is unaware for the duration of the power, although if
where you teleported from and the object automatically makes they are unwilling they can subconsciously attempt a Feat
an attack on you as if using the Stunning power at a rank of Psyche each round to break out of the stasis.
equal to its material strength. — Time Travel: You can travel to the past or the future. You
can travel up to your power rank value in decades, and are
Teleport Edges accurate to within approximately a year either side of your
— Defensive: You can use your Teleportation rank instead of intended destination. It is up to the GM and their cam-
your Agility rank when dodging an attack. paign how things like predestination, paradox, and chan-
— Displacement: If you teleport into a solid object, you may ging history work.
make a Feat of Teleportation. If you succeed, instead of
bouncing back you swap places with the object. If the ob- Time Control Power Extensions
ject is particularly large (and non-sentient) you might only — Duplication: You may choose to take the Duplication power
swap places with a you-shaped piece of it. as a power extension.
— Flurry: You may very quickly teleport around your area — Fast Attack: You may choose to take the Fast Attack power
hitting people as you go. Treat this as having the Fast At- as a power extension.
tack power at your power rank. — Precognition: You may choose to take the Precognition
— Gate: Instead of moving the new location, you create a power as a power extension.
gate between the two locations. The gate will stay open for — Postcognition: You may choose to take the Postcognition
standard duration or until you will it closed, and while it is power as a power extension.
open anyone can pass through in either direction. Energy, — Stunning: You may choose to take the Stunning power as
gasses, and fluids won’t pass through the gate unless a power extension.
someone actively brings them through. — Super Speed: You may choose to take the Super Speed
— Long Range: If you take an action to prepare before taking power as a power extension.
your action to teleport, you may teleport forty times your
normal range (this means a range normally measured in Transformation
areas would now be measured in miles). However, you now You are able to transform your shape into that of something
need a Gold result in your Feat of Teleportation to avoid or someone else. You gain the abilities and traits of the thing
being stunned when you arrive. you are transforming into, with all abilities capped at your
— Penetrating: You may teleport through a Force Field by power rank (or your existing rank in that ability if greater).
succeeding in a ranked Feat of Teleportation against the Whatever you transform into must be approximately your own
Force Field’s rank. Failure has no consequences other than size, within around 50% either way. You are able to do one of
the wasted action. the following three types of transformation (choose one when
— Safe: You are never stunned as a result of a teleport. you acquire this power):
— Summoning: If you succeed in a Feat of Teleportation
against someone or something within your normal teleport — Animals: You are able to transform into any kind of animal
range, you can summon them to yourself. or into an anthropomorphic version of any kind of animal.
While in animal form you gain the physical abilities of the
Teleport Flaws animal type (ability scores, senses, attacks and movement
— Location Specific: You may only teleport to certain specific capabilities), but retain your own mental abilities and the
locations, as agreed with the GM when you acquire this ability to talk (unless you transform into an animal without
flaw. a mouth). In anthropomorphic animal form you gain the
— Transmit: You may only teleport through a particular me- senses, attacks and movement capabilities of the animal
dium, for example through electrical cables or from but retain your own ability scores, with the exception of one
shadow to shadow. You must always enter and exit through physical score appropriate to the type of animal which is
your chosen medium. raised to your power rank.
— Trouble-seeker: You subconsciously detect dangerous situ- — Humanoids: You are able to transform into other hu-
ations and will automatically teleport to them. You normally manoid forms, effectively perfectly imitating another per-
get a round’s warning that you’re about to teleport in this son including their clothing and voice. You are a close
manner. enough match to fool fingerprint checks, retina scans,
voice-print analysis, and even DNA tests. However, you re-
Time Control tain your own ability scores and you do not gain any of the
You can control and manipulate time and its affect on things super powers of the person you are imitating.
within standard range. When you acquire this power, you gain — Objects: You are able to transform into nonliving objects;
one edge or power extension for free. or plants, anything from a baseball bat to a car to a cactus.
You gain the physical characteristics of the object, includ-
Time Control Edges ing material strength and any movement capabilities, but
— Suspended Animation: You can put yourself or a target retain your own mind. If the type of object that you have
within standard range into suspended animation for stand- transformed into has no movement capability of its own,

Power Descriptions – 111


you can wriggle or shuffle at Terrible land speed but can’t herently dangerous form, such as antimatter or a critical mass
effectively fight. You can still see and hear, even without of a radioactive element although other mundane con-
eyes and ears, but you can only speak if you form a mouth sequences of the change in material still apply as normal.
on yourself somewhere; which might give you away. Most of the above limits of the power may be overcome using
the edges below:
Transformation Edges
— Extra Type: You can transform into a second type of thing, Transmutation Edges
chosen when you acquire this edge. You may take this edge — Affliction: You may change the composition of the air
again to be able to transform into all three types of thing. (either by changing something into a poisonous gas or
— Instant: It does not take an action to transform into some- changing the oxygen into something else) as if using the
thing. Affliction power at your power rank against everyone in the
same area as the transformed gas.
Transformation Flaws — Explosive: You may transmute matter into an explosive
— Disguise: Your transformation is cosmetic only. You do not form that will explode as if using the Blast power at your
gain any of the abilities of the thing you have transformed power rank against everyone in the same area as the
into. transformed object.
— Mute: You can’t speak while in nonhuman forms. You may — Ranged: You may transmute matter at standard range in-
only make the normal sounds that your form would be able stead of needing to touch it.
to make. This doesn’t allow you to communicate meaning- — Stability: Instead of changing the material that an object
fully with other animals if you are in animal form, since you is made from, you can hold that material stable. This will
do not understand the noises you are making. prevent it from undergoing any chemical reactions. For
— One Type: You can only transform into a small subset of example you could prevent an acid from dissolving any-
the forms available for your type of transformation, for ex- thing or prevent something in a fire from burning. This will
ample being able to transform only into fish or only into also prevent the object from undergoing radioactive decay.
cars. If you take this flaw a second time, you only have a Stabilising a material is not permanent, and lasts only while
single other form that you can transform into. you maintain the power.
— Tell: When transformed, it’s still obvious that it’s you. For
example you might not change colour from your normal Transmutation Flaws
costume, or your face might always be visible in whatever — Limited Mass: You are only able to affect objects with Ter-
form you take. rible weight or less, regardless of your power rank.
— One State: You are only able to transmute one state of
Transformation Power Extensions matter (solids, liquids, or gases).
— Fluid Form: You may choose to take the Fluid Form power — Single Result: Whatever the source material, you are only
as a power extension. able to transmute things into a single transmuted compos-
— Gaseous Form: You may choose to take the Gaseous Form ition, chosen when you acquire this flaw.
power as a power extension. — Temporary: Your transmutation effects only last for stand-
— Growth: You may choose to take the Growth power as a ard duration.
power extension.
— Power Mimicry: You may also choose to take the Power Transmutation Power Extensions
Mimicry power as a power extension. — Servant: You may choose to take the Servant power as a
— Shrinking: You may choose to take the Shrinking power as power extension, representing your ability to transform
a power extension. matter into an animated form.
— Solid Form: You may choose to take the Solid Form power — Transforming Ray: You may choose to take the Alteration
as a power extension. Ray (Transforming Ray) power as a power extension.
— Stretching: You may choose to take the Stretching power
as a power extension. Vibration Control
You are able to produce and control vibrations outside the
Transmutation range of sound. You can project beams of vibration as if using
You can transform matter from one substance to another by the Blast power at your power rank.
touch, changing the atoms that make it up into different types
of atom. Vibration Control Edges
— Earthquake: You may cause an earthquake, doing power
This doesn’t affect living creatures or sentient robots, and you rank damage to all people and structures within standard
do not alter the form of the matter, only its composition. You range.
can’t use this power to make living creatures or animate the — Gremlins: You may scramble the functionality of a machine
matter you transmute, and you can only transmute whole ob- by vibrating its internal workings. If you use this against a
jects, not parts of objects. sentient machine, treat it as a use of the Affliction power
with the Ranged edge.
Objects that you transmute cannot be more massive than you — Safe Cracking: You may open locks and safes by causing
would be able to lift using your power rank instead of Strength the internal mechanisms to vibrate. You must succeed with
in either their original or transmuted state. The transformation a Feat of Vibration Control to open a lock.
is permanent, and your subconscious control of your power
stops you from transmuting something into an unstable or in-

112 – Power Descriptions


— Tremor: You can send a targeted tremor through the earth — Propulsion: You are able to produce isolated currents that
to a target at standard range, who must make a Feat of propel objects or vehicles in the water at your power rank
Strength to avoid being slammed. speed.
— Vertigo: You can vibrate a target, upsetting their balance — Tsunami: If you spend two continuous actions, you are able
and forcing them to make a roll to avoid being stunned. to produce a huge wave from a suitable water source that
— Vibrating Palm: You may vibrate your body when making acts as a Blast attack at your power rank affecting all in a
an unarmed strike against an opponent. This makes it do single area within standard range.
your power rank in damage (or your Strength +1 RS if that — Water Walking: You can walk on water as if it were solid.
is greater than your power rank).
— Vibroblade: You may cause a blade you wield to vibrate. Water Control Flaws
This makes it do your power rank in damage (or its normal — Source: You are unable to create water. You can only move
damage +1 RS if that is greater than your power rank). or shape existing water.
— Submerged: If you are not at least waist deep in water, this
Vibration Control Power Extensions power works at –3 RS to its power rank.
— Absorption: You may choose the Absorption (Vibrations)
power as a power extension. Water Control Power Extensions
— Burrowing: You may also choose the Burrowing power as — Affliction: You may also choose the Affliction power as a
a power extension. power extension, representing your ability to manipulate
— Corrosion: You may choose the Corrosion power (ranged, the water in peoples’ lungs in order to drown them.
but Limited to glass and crystalline objects) as a power — Aquatic: You may choose the Aquatic power as a power
extension. extension.
— Dimensional Travel: You may choose the Dimensional — Cold Control: You may choose the Cold Control power (ice
Travel power as a power extension. only) as a power extension.
— Flight: You may choose the Flight power as a power exten- — Servant: You may choose the Servant power as a power
sion. extension, representing your ability to summon a water
— Force Field: You may choose the Force Field power as a elemental.
power extension. — Weather Control: You may choose the Weather Control
— Phasing: You may choose the Phasing power as a power power as a power extension.
extension.
— Power Nullification: You may choose the Power Nullifica- Weather Control
tion (flawed to sonic or vibration powers) as a power exten- You are able to control the weather, including rain, winds,
sion. snow, and storms. You can change the weather in the area you
— Resistance: You may choose either the Resistance (Bind- are in and all adjacent areas to any natural weather type.
ing) or Resistance (Vibration) power as a power extension.
— Sonic Control: You may choose the Sonic Control power as You are also able to predict the weather for the next week by
a power extension. making a Feat of Weather Control.
— Super Senses: You may choose the Super Senses (Spatial
Sense) power as a power extension. Weather Control Flaws
— Outdoors Only: When you are indoors or underground,
Wall Crawling with no open windows or doors that lead directly outside
You are able to cling to any surface, even ceilings. You grip from the area you are in, you suffer a –3 RS to your power
the surface with a Strength equal to your power rank, for pur- rank.
poses of someone trying to pull you off it or when trying to
cling to a surface while carrying a great weight. Weather Control Power Extensions
— Affliction: You may choose the Affliction power as a power
Note that even if you have a high power rank, the surface itself extension, representing your ability to chill or heat a target.
might break when subject to too much force, leaving you — Air Control: You may choose the Air Control power as a
clinging to a bit of it that has broken off. power extension.
— Blast: You may choose the Blast power (using hail stones
Water Control or lightning) as a power extension.
You are able to create, move or shape a quantity of water — Cold Control: You may also choose the Cold Control power
within standard range that weighs no more than a weight equi- as a power extension.
valent to your power rank. — Darkness Control: You may choose the Darkness Control
power as a power extension, representing your control of
Water Control Edges fog.
— Dehydration: You are able to destroy an amount of water — Fire Control: You may choose the Fire Control power (with
within standard range that weighs no more than a weight the Heat Only flaw) as a power extension.
equivalent to your power rank. If you target a person with — Flight: You may choose the Flight power as a power exten-
this power, the effects are as if you had used the Affliction sion.
power on them at your power rank. — Life Support: You may choose the Life Support power
— Melting: You are able to convert an amount of ice or snow (heat, cold, or lack of air only) as a power extension.
within range that weighs no more than a weight equivalent — Resistance: You may choose the Resistance (Weather)
to your power tank into liquid water. power as a power extension.

Power Descriptions – 113


Open Game License
Designation of Open Content
All text in this game (with the exception of the license below) is Open Game Content, released under the following license: Open
Game License Version 1.0A. The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc (“Wizards”). All Rights Reserved.

Open Game License Version 1.0A


1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”De-
rivative Material” means copyrighted material including derivative works and translations (including into other computer lan-
guages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
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broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhance-
ment over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any
work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product
Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts;
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tions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names
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tions, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any
other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which
specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used
by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Con-
tributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative
Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions
may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that
Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
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indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open
Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that
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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing
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9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any author-
ized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this
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10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

114 – Open Game License


11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless
You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the
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13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
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14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.

15 COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Fudge System Reference Document Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O’Sullivan and Ann Dupuis, with
additional material by Peter Bonney, Deird’Re Brooks, Reimer Behrends, Shawn Garbett, Steven Hammond, Ed Heil, Bernard
Hsiung, Sedge Lewis, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Anthony Roberson, Andy Skinner, Stephan Szabo,
John Ughrin, Dmitri Zagidulin.

FATE (Fantastic Adventures in Tabletop Entertainment), Copyright 2003 by Evil Hat Productions LLC; Authors Robert Donoghue
and Fred Hicks.

Spirit of the Century, Copyright 2006, Evil Hat Productions LLC. Authors Robert Donoghue, Fred Hicks and Leonard Balsera.

ICONS, Copyright 2010, Steve Kenson, author Steve Kenson.

The Villainomicon, Copyright 2010, Adamant Entertainment, Authors Steve Kenson, G.M. Skarka, Walt Ciechanowski, Morgan Davie,
and Theron Bretz

Great Power, Copyright 2013, Ad Infinitum Adventures, Author: Steve Kenson

Advanced FASERIP, Copyright 2023, Gurbintroll Games

Open Game License – 115


Index
A Combatants 62 FASERIP 6, 8
Ability 49 Computers (Speciality) 23 Fast Attack (Power) 86
Ability Boost (Power) 74 Contacts 21, 25, 52 Feat 9–10
Ability Increase (Power) 75 Corrosion (Power) 79 Fighting (Ability Rank) 19
Ability Ranks 8, 19–20 Cosmic (Power Source) 26 Fire Control (Power) 86
Absorption (Power) 75 Crime Fighter (Hero Archetype) 28 Flaw 18, 72
Acrobatics (Speciality) 22 Criminology (Speciality) 23 Flight (Power) 87
Actions 30 Crocodile 62 Fluid Form (Power) 87
Adaptation (Power) 75 Crushing 34 Focus (Weakness) 25
Adult 61 Force Control (Power) 87
Aerial Combat (Speciality) 22 D Force Field (Power) 88
Affliction (Power) 75 Damage 37 Friction Control (Power) 89
Agility (Ability Rank) 19 Danger Sense (Power) 79 Full Hold 39
Air Control (Power) 76 Darkness Control (Power) 79
Allergy (Weakness) 25 Dazzle (Power) 79 G
Alligator 62 Defensive Actions 34 Gadgeteer (Hero Archetype) 29
Alter Ego (Power) 76 Demigod (Hero Archetype) 28 Gadgets (Power) 89
Alteration Ray (Power) 77 Density (Power) 81 Gang Leader 62
Animal Mimicry (Power) 77 Dependent (Weakness) 25 Gaseous Form (Power) 89
Animals 62 Detection (Power) 81 Genetic Mutation (Power Source) 26
Aquatic (Power) 77 Devices 50 Genre 64
Areas 30 Dice 9 Gestalt (Power) 89
Armour 37, 54 Dimensional Travel (Power) 81 Gimmick 21
Art (Speciality) 22 Dimensionality (Power) 82 Gimmick (Hero Type) 11
Artificial 21 Disability (Weakness) 25 Goon 62
Artificial (Hero Type) 11 Distinctive Form (Weakness) 25 Gorilla 63
Artificial Intelligence 59 Divine (Power Source) 26 Grappling 33
Astral Projection (Power) 77 Dodging 34 Gravity Control (Power) 90
Athletics (Speciality) 23 Dog 63 Growth (Power) 90
Attack Modifiers 36 Dream Control (Power) 82
Attacking 32, 36 Driving (Speciality) 23 H
Aura (Power) 78 Drowning 42 Hawk 63
Duplication (Power) 82 Healing 49
B Dying 39, 47 Healing (Power) 90
Bases 55 Health 9, 27, 37, 39, 49
Battle-suit 11 E Hero Archetypes 28
Battlesuit (Hero Archetype) 28 Earth Control (Power) 83 Hero Type 11–12, 21
Binding (Power) 78 Edge 18, 72 Hold 39
Birthright (Hero Type) 11 Electronics (Speciality) 23 Hunted (Weakness) 25
Blast (Power) 78 Elementalist (Hero Archetype) 29
Blocking 34 Emotion Control (Power) 83 I
Blunt Melee 32 Empowerment (Power) 84 Images (Power) 91
Blunt Projectile 32 Endurance (Ability Rank) 19 Immortality (Power) 91
Blunt Thrown 32 Endurance Loss 39, 49 Improvised Weapons 36
Breaking Out 34 Energy Drain (Power) 84 Infamy 50, 61
Brick (Hero Archetype) 28 Energy Form (Power) 84 Infernal (Power Source) 26
Broadening Powers 49 Ensuring Success 46 Innate (Power Source) 27
Burrowing (Power) 78 Environmental Awareness (Power) 84 Interface (Power) 92
Business (Speciality) 23 Equipment 28, 53 Interposing 36
Bystanders 61 Escaping 34 Intuition (Ability Rank) 19
Esoteric Powers 16 Investigation (Speciality) 23
C Esoteric Technologies 53 Invisibility (Power) 92
Campaign Rank 11–12, 17 ESP (Power) 85 Invulnerability (Power) 92
Catching 35 Evolution (Power) 85 Iron Will (Speciality) 23
Charging 33 Explosive Form (Power) 86
Child 61 Extra Body Parts (Power) 86 K
Climbing 32 Karma 9, 28, 39, 44–46, 48, 49, 51–52
Code (Weakness) 25 F Karma Pool 48
Cold Control (Power) 78 Falling 42 Kill 38
Combat 30 Fame 8, 21, 50, 61

116 – Index
L Power Extension 18, 74 Spirit Control (Power) 106
Languages (Speciality) 23 Power Inhibitor (Weakness) 25 Spy Gear 54
Large Improvised Weapons 36 Power Mimicry (Power) 99 Standard Duration 72
Law (Speciality) 23 Power Modifiers 18 Standard Range 72
Leadership (Speciality) 23 Power Source 26, 64 Stealth (Speciality) 25
Leaping 32 Power Stunt 48 Strength (Ability Rank) 19
Leaping (Power) 92 Power Suppression (Power) 101 Stretching (Power) 108
Lethal Melee 32 Power Use (Speciality) 24 Strike (Power) 108
Lethal Projectile 33 Powers 12, 16, 49, 51, 72 Stun 38
Lethal Thrown 32 Precognition (Power) 101 Stunning (Power) 108
License 6 Probability Control (Power) 102 Super Powered Bases 59
Life Support (Power) 92 Psyche (Ability Rank) 20 Super Senses (Power) 108
Light Control (Power) 94 Psychiatry (Speciality) 24 Super Speed (Power) 109
Limited Target (Weakness) 25 Psychic (Power Source) 27 Supporting Cast 61
Lion 63 Pushing Your Limits 45 Swimming 32
Swinging (Power) 109
M R
Machine Control (Power) 94 Radiation Control (Power) 102 T
Magic (Power Source) 27 Rank Index 8 Teamwork 10
Magnetic Control (Power) 95 Rank Name 8 Telekinesis (Power) 109
Martial Arts (Speciality) 23 Rank Shift 9 Telepathy (Power) 110
Material Mimicry (Power) 95 Rank Value 8 Teleportation (Power) 110
Material Strength 36, 40 Ranked Feat 10 Tiger 63
Mechanics (Speciality) 24 Ranks 8 Time Control (Power) 111
Medicine (Speciality) 23 Reality Alteration (Power) 102 Trained (Hero Type) 12
Mental Blast (Power) 95 Reason (Ability Rank) 19 Transformation (Power) 111
Mental Illusions (Power) 95 Reflection (Power) 102 Transformed (Hero Type) 12
Mentalist (Hero Archetype) 29 Regeneration (Power) 102 Transmutation (Power) 112
Metamorph (Hero Archetype) 29 Research 58 Trick Shots 33
Military (Speciality) 24 Resistance (Power) 103 Troupe Play 67
Mimic (Hero Archetype) 29 Robots 59 Tyrannosaurus Rex 63
Mind Control (Power) 96 Rounds 30
Mind Shield (Power) 97 Running 30 U
Movement 30 unconscious 47
Mystic (Hero Archetype) 29 S Unconsciousness 39
Safety 66 Uncontrolled Change (Weakness) 25
N Science (Speciality) 24 Underwater Combat (Speciality) 25
Nemesis (Power) 97 Science! (Power Source) 27
Nemesis (Troupe Play) 69 Secret Identity (Weakness) 25 V
Ninja 62 Security Systems 59 Vehicles 39
Ninja (Hero Archetype) 29 Servant (Power) 103 Vibration Control (Power) 112
Shadow Form (Power) 104 Visitor (Hero Type) 12
O Shark 63 Vulnerability (Weakness) 25
Occult (Speciality) 24 Shielding 35
Origin Story 26, 65 Shields 35, 37 W
Shrinking (Power) 104 Wall Crawling (Power) 113
P Simple Feat 9 Warrior (Hero Archetype) 29
Panther 63 Slam 37 Water Control (Power) 113
Partial Armour 37 Sleight of Hand (Speciality) 25 Weakness 25
Partial Hold 39 Snatching 33 Weaknesses 45
Perform (Speciality) 24 Soldier 62 Wealth 8, 21, 28, 49, 53, 55
Phasing (Power) 97 Solid Form (Power) 105 Weapon Master (Hero Archetype) 29
Pilot (Speciality) 24 Sonic Control (Power) 105 Weapons 36, 53
Plant Control (Power) 98 Sorcery (Power) 105 Weapons (Speciality) 25
Plant Mimicry (Power) 98 Spatial Control (Power) 106 Weather Control (Power) 113
Police Officer 62 Special Effects 37 Weight 40
Pooling Resources 55 Specialities 21–22, 52 Weird (Hero Archetype) 29
Postcognition (Power) 98 Speed 41 Wolf 63
Power Boost (Power) 98 Speedster (Hero Archetype) 29 Wrestling (Speciality) 25
Power Combination (Power) 99 Spinning (Power) 106

Index – 117
Reference Tables
Standard Power Parameters Table
Rank Rank Index Rank Value Range Duration
Zero 0 0 – –
Terrible 1 2 Touch 1 Round
Bad 2 4 Same Area 1 Round
Average 3 6 1 Area 2 Rounds
Decent 4 10 3 Areas 3 Rounds
Great 5 20 5 Areas 4 Rounds
World Class 6 30 7 Areas 5 Rounds
Fantastic 7 40 10 Areas 8 Rounds
Astounding 8 50 20 Areas (½ Mile) 10 Rounds (1 Minute)
Wondrous 9 75 1 Mile 1½ Minutes
Phenomenal 10 100 1½ Miles 2 Minutes
Single-Shift 11 150 2 Miles 5 Minutes
Double-Shift 12 200 4 Miles 15 Minutes
Triple-Shift 13 500 10 Miles 1 Hour
Planetary 14 1000 100 Miles 1 Day
Stellar 15 3000 10,000 Miles 1 Week
Cosmic 16 5000 1,000,000 Miles 1 Year
Infinite 17 – Unlimited Forever

Lifestyle Table
Wealth Rank Lifestyle
Zero Destitute. On the streets and starving or begging. Alternately living in the wilds and hunting and
scavenging.
Terrible Poor. Only income is benefits or charity. Living in rented rooms and probably struggling with the
rent and bills.
Bad Minimum wage income. Living in a rented apartment or house share. Surviving from week to week,
but unable to afford luxuries. Uses public transport, or has a wreck of a car.
Average Salaried income at the lower end of the scale. Owns a small house, and can afford a few luxuries.
Runs a second hand car.
Decent Solidly middle class income. Owns a nice family house and can afford regular luxuries and holidays.
Runs a new car.
Great Upper middle class. Has a profession rather than a job, or possibly a small inheritance. Owns a large
house and can afford regular foreign holidays. Owns a new luxury car.
World Class Upper class. Owns more than one house or owns a mansion. Owns or runs a large business or a
portfolio of small businesses; or has inherited a title and lands.
Fantastic Super-rich. Owns a number of large businesses or a major corporation. Has multiple properties,
possibly a small tropical island. Travels by yacht and corporate jet.
Astounding Royalty. Owns a small country or equivalent. Lives in luxury.

Wondrous Ultra-rich. Owns a mega-corporation or medium country, or is a billionaire socialite.

Phenomenal or higher Owns and rules a large country.

Planetary or higher Owns and rules an entire dimension.

118 – Reference Tables


Weight & Material Strength Table
Rank Weight Examples Material Strength Examples
Terrible Toddler, Chair, Badger, Large cat Cardboard box
Bad Child, Dog Glass window, Bottle
Average Full suitcase, Adolescent, Sheep Plasterboard wall
Decent Washing machine, One adult Internal door, Broom handle
Great Motorcycle, Two adults, Leopard External door, Wooden wall, Chair
World Class Grand Piano, Three adults, Horse Concrete paving slab
Fantastic Small car, Hippopotamus Corrugated iron sheeting, Toughened safety glass
Astounding Lorry, Bulldozer, Private jet, Elephant, Dinosaur Asphalt pavement, Brick wall
Wondrous Tank, Train locomotive, Fishing boat, Humpback whale Steel plating, Iron girder
Phenomenal Passenger jet, Space shuttle, Blue whale Tank armour, Stone wall
Single-Shift Jumbo jet, House Boulder
Double-Shift Submarine, Passenger ferry *
Triple-Shift Frigate, Nuclear reactor, Rocket *
Planetary Skyscraper, Aircraft carrier, Oil rig *
Stellar Mountain, Town *
Cosmic City, Moon *
Infinite Planet, Star *
* Your campaign may include fictional materials with these extreme strengths

Damage Table
Rank Damage Examples
Terrible Stick*
Bad Kitchen knife*, Dagger*, Falling one story
Average Baseball/cricket bat*, Hammer*, Machete*, Camp fire
Decent Axe*, Sword*, Arrow, Falling three storeys
Great Normal calibre pistol or rifle, House fire
World Class Machine gun or sniper rifle, Blaster pistol or rifle, Falling five storeys
Fantastic Hand grenade, Ballista, Chemical fire
Astounding Stick of dynamite, Siege catapult, Cannon, Heavy blaster, Falling ten storeys
Wondrous Mortar shell, Rocket propelled grenade, Trebuchet
Phenomenal Anti-tank shell, Falling twenty or more storeys, Immersion in lava
Single-Shift Battleship shell, Starship mounted ion cannon
Double-Shift Cruise missile
Triple-Shift ICBM
Planetary Nuclear warhead, Meteor strike
Stellar Anti-matter torpedo
Cosmic Asteroid strike, Mass driver
Infinite Supernova
* Melee weapons may do more than listed damage in the hands of a strong wielder. See the Combat chapter for more details.

Reference Tables – 119


Speed Table
Rank Land/Sea Speed Examples Air Speed Examples
Terrible Child, Snake, Mouse Pigeon, Chicken
Bad Adult, Bear, Cat, Kangaroo Swallow, Goose
Average Wolf, Horse, Shark, Bicycle, Town Traffic Zeppelin
Decent Antelope, Lion, Moped, Motor boat World war one biplane
Great Cheetah, Sailfish, Lorry, Motorway traffic Eagle
World Class Van, Hovercraft Peregrine falcon
Fantastic Speedboat Helicopter
Astounding Jeep World war two fighter plane
Wondrous Family car Modern propeller-driven plane
Phenomenal Rally car Passenger jet
Single-Shift Arrow, Generic sports car Speed of sound, Mach 1
Double-Shift Performance car Bullet
Triple-Shift Formula one car Modern supersonic jet
Planetary Jet propelled car Orbiting space shuttle, Comet
Stellar Speed of sound Speed of light
Cosmic Bullet Warp speed
Infinite – Teleportation

Karma Gains & Losses Table


Deed Karma
General per-session award +5
Prevent/interrupt minor crime +1*
Prevent/interrupt major crime +4*
Prevent/interrupt violent crime +6*
Prevent/Interrupt local conspiracy +6*
Prevent/interrupt national conspiracy +8*
Prevent/interrupt global conspiracy +10*
Arrest perpetrators or crime +½ gain for preventing crime (minimum +1)*
Rescue people +4 per person (maximum +20)*
Destroying property –1 per area
Permit a crime to occur –½ gain for preventing crime
Commit a crime –2 x gain for preventing similar crime
Public humiliation/defeat –8
Kill someone (accidentally or deliberately) Lose all remaining Karma
Allow someone to sacrifice themselves for the greater good –10
Make and keep a personal commitment +1
Fail a personal commitment –1
General act of charity +2 to +8
Use Infamy to intimidate people –1
*Shared between all involved

120 – Reference Tables


Overcoming Weaknesses Table
Weakness Karma
Allergy +1 Karma if you succeeded in a heroic deed during which you were exposed to the substance to which
you are allergic and it making things more difficult for you.
Code +1 Karma if you succeed in a heroic deed despite your code forcing you to put yourself at a
disadvantage while doing it.
Dependent +1 Karma for succeeding in a heroic deed in which your dependent was involved and their involvement
made things more difficult for you.
Disability +1 Karma for succeeding in a heroic deed in which your disability made things more difficult for you.

Distinctive Form +1 Karma if you succeed in a heroic deed in which the inability to go unrecognised made things more
difficult for you.
Focus +2 Karma if you succeed in a heroic deed during which at some point you did not have your focus
(and therefore powers) available and this made things more difficult for you.
Hunted +1 Karma if you succeed in a heroic deed that was made more difficult for you due to the interference
or appearance of representatives of the person or group that are hunting you.
Limited Target +2 Karma if you succeed in a heroic deed during which your inability to use your powers on a
particular type of target made things more difficult for you.
Power Inhibitor +2 Karma if you succeeded in a heroic deed during which you were exposed to the substance that
prevents your powers from working and it making things more difficult for you.
Secret Identity +1 Karma if you succeed in a heroic deed in which the necessity of keeping your identity secret made
things more difficult for you.
Uncontrolled Change +2 Karma for succeeding in a heroic deed during which you had an accidental change (in either
direction) that made things more difficult for you.
Vulnerability +1 Karma if you succeeded in a heroic deed during which powers that exploit your vulnerability were
used on you and it made things more difficult for you.

Character Improvement Table


Improvement Requirement
New edge on a power or ability Perform a power stunt for that edge 3 times
Improve power or ability rank Push or ensure success (rank value / 5) times
Improve Wealth Ensure success (rank value / 10) times
Gain Fame or reduce Infamy Gain Karma publicly (rank value) times
Gain a new speciality Study to use the speciality 3 times
Invent a powered device Prototype the device 3 times
Gain a contact Ensure success getting them to help you 3 times

Reference Tables – 121


Character Name: Player Name:

F AS E R I P
Fighting Agility Strength Endurance Reason Intuition Psyche

Health Contacts Specialities

Karma

Wealth

Fame Weakness

Powers
Ze Te Ba Av Dc Gt Wc Fa As Wo Ph Ss Ds Ts Pl St Co In
0 2 4 6 10 20 30 40 50 75 100 150 200 500 1000 3000 5000 –
01
02–03
04–06
07–10
11–15
16–20
21–25
26–30
31–35
36–40
41–45
46–50
51–55
56–60
61–65
66–70
71–75
76–80
81–85
86–90
91–94
95–97
98–99
100
Blunt Lethal Blunt Lethal Blunt Lethal Charge Trick Break Inter-
Shot Grapple Escape Snatch Block Dodge Catch Slam? Stun? Kill?
Melee Melee Thrown Thrown Proj Proj Out pose
Ft Ft Ag Ag Ag Ag Ft/En Varies Ft Ft St St St Ft/Ag Ag Ag St En En
Miss Miss Miss Miss Miss Miss Miss Miss Miss Held Held Miss –6 RS No Hit No Back Unc. Dying
Hit Hit Hit Hit Hit Hit Slam? Miss Partial Partial Partial M/Brk? –4 RS –2 RS Damage Autohit Down Stun Unc.
Slam? Stun? Hit Stun? Hit Hit Slam? Hit Full Full Full S/Brk? –2 RS –4 RS Caught Yes – – –
Stun? Kill? Stun? Kill? Stun? Kill? Stun? Special Crush Free Free Snatch +1 RS –6 RS Caught Yes – – –

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