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Advanced FASERIP
Advanced FASERIP
FASERIP
More O
p t
More S ions!
Issue uper!
2
By Gurbintroll Games
2 – Introduction
Advanced
FASERIP
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/
(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
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.
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.
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
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
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
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
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
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.
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.
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.
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.
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:
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:
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
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.
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.
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
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.
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
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
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.
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.
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):
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.
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Telekinesis
You are able to manipulate matter within standard range,
moving it about and even throwing it. Use your power rank as
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.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content
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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.
The Villainomicon, Copyright 2010, Adamant Entertainment, Authors Steve Kenson, G.M. Skarka, Walt Ciechanowski, Morgan Davie,
and Theron Bretz
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.
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.
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.
F AS E R I P
Fighting Agility Strength Endurance Reason Intuition Psyche
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 – – –