TEXT: WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  Page 1
  WILD TALENTS
  Superhero Roleplaying in a World Gone Mad
  ©2002 Dennis Detwiller, Greg Stolze and Kenneth Hite
  with Christopher Shy
  “A regiment bursts into flames, and the soldiers are torches. Horses snort smoke from the
  combustion of their entrails. Reinforcements are smashed under cliffs that are teleported
  from the Rocky Mountains. The snatch of Niagara Falls--it pours upon the battlefield. The
  little poltergeist girls reach for their wads of chewing gum."
  -Charles Fort, WILD TALENTS
  The Dawn of the Super-Age
  In 1936 the Nazi Super-Man Der Flieger floated into the Berlin Stadium and lit the torch of the XI
  Olympiad, igniting with it, the dawn of the  “Super-Age.” At first, the world labored under the
  delusion that the Flying-Man was the product of Nazi Eugenics, but when others who could do
  the impossible began to appear around the world, it became apparent the powers of these
  “Talents” were not physical at all. These men and women could change reality with the power of the
  mind alone.
  During the war, two hundred and fifty thousand Talents fought and died on all sides, but
  their power was limited––they could only change reality in consistent and very specific ways.
  Most died before they realized the limit of their abilities, while some survived and fought on,
  relying on their Talents only when absolutely necessary. The great equalizer was the fact that
  Talents could sense, and counteract the abilities of their kind.
  Not surprisingly, the war was a bloodbath for the Talents. They were sent in first, and they
  died first, to save the people they loved.
  With victory in Europe and the Pacific, and the vindication of the ideals of the Allies, a new
  age of peace and prosperity seemed ready to flood across the world. But no one suspected that
  the Talents were just the first, fledgling steps of the human mind finally let loose from the prison
  of “reality.” There was something more in store for the world.
  The age of Wild Talents had arrived.
  XXXBEGIN BOXED TEXTXXX
  *What is WILD TALENTS?
  WILD TALENTS is a divergent future for the world of GODLIKE––in it, after World War II,
  Talents become even more powerful than their predecessors, able to change reality with their
  powers while remaining immune to the interference of other Talents. These new Talents are far
  more dangerous and powerful than those who fought in the war, consequently, their effect on
  world history is that much greater. That’s where you come in…
  With this book, you will construct your own divergent timeline for the GODLIKE universe, or
  build a super-heroic world of your own creation––from scratch. Kenneth Hite (Suppressed
  Transmissions, GURPS Cabal, Nephilim,) alternate historian extraordinaire has assembled a guide
  to building, maintaining and running your own individual GODLIKE world tailored to fit your
  own tastes. With it, you construct the future of your own super-heroic universe, populated with
  characters, events and plots of your own devising.
  Everything you need to play is in this one book––like GODLIKE, WILD TALENTS is a game
  unto itself, completely independent of any other books in the line. While it’s not necessary to own
  the GODLIKE core rulebook, it does gives a clear timeline covering the beginning of the “Super-
  Age”(though a condensed history is included in this book as well,) and can give a great amount
  of detail and ideas to any WILD TALENTS campaign. Alternatively, if you want to start from
  scratch, WILD TALENTS has been designed to help you formulate the basic ideas you’ll need to
  come up with a fun campaign background for your own world of superheroes.
  WILD TALENTS does not mark the end of the “official” future of the GODLIKE universe.
  Two other games are in the works, which will update the GODLIKE timeline into the 1980’s.
  GHOSTS: Superhero Roleplaying in a World on the Brink 1946-1975 posits a future filled with
  parahuman spies fighting to keep the Cold War, cold, and TEENAGERS+: Superhero Roleplaying
  
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  at the Toliver School for the Ethical Use of Parahuman Abilities 1980-1984, places the characters in a
  high school made especially for Talent teenagers. The two, WILD TALENTS and Ghosts and
  Teenagers+ are completely separate. If you want to build your own world populated by
  superheroes, WILD TALENTS is for you, but if you want to play in an established campaign
  background for GODLIKE after WWII, try Ghosts or Teenagers+.
  There’s a lot more to come folks.
  XXXEND BOXED TEXTXXX
  “Can WILD TALENTS be Used for My Own Superhero game?”
  Yes! WILD TALENTS has been extensively researched and play-tested to allow you to create and
  run nearly any comic-book character… Aliens, Cyborgs, Mystics, Mutants, Godlings and nearly
  every other sort of superhero type is covered (in detail) all in this one book––along with the rules
  necessary to cover nearly any eventuality...
  Using the svelte engine of the GODLIKE system, WILD TALENTS allows you to resolve
  super-human combat instantly and realistically, without pages and pages of paperwork! 
  What You Need to Play WILD TALENTS
  Little is needed to play WILD TALENTS besides the main rulebook. The most important
  requirement is an adequate supply of ten-sided dice. While you can play WILD TALENTS with as
  little as one ten-sided die, (and a good memory!) it’s recommended that at least 20 ten-sided dice
  be used. This will allow (in most situations) several players to roll at once to determine the
  outcome of random events.
  A supply of scratch paper and pencils is also important, for keeping notes, drawing maps or
  drawing pictures on.
  Players will need a photocopy of the WILD TALENTS character sheet provided in the back of
  the book (on page xx,) where they will maintain the Statistics, powers and possessions of their
  individual characters. The GM will need any information, maps or Statistics he has prepared for
  the adventure at hand, as well.
  Besides these things, all the players need to bring to the table are their imaginations.
  Oh, and one more thing, while you don’t need to do this, you can check out the GODLIKE
  website at www.godlikerpg.com for a whole slew of characters, new rules and an active
  discussion list about the game!
  A Word of Thanks
  I’d like to thank all the people who’ve made GODLIKE a success––those gamers out there who
  spent time (and money) on my ideas. I’d also like to thank the ever-patient Greg Stolze, the
  erudite Kenneth Hite, and the blinding talent of Christopher Shy, for all their hard work on this
  book. If you like what you find here, support them! Check out Ken’s weekly column on Pyramid
  Online Magazine  (www.sjgames.com/pyramid) and Chris Shy’s marvelous website
  (www.studioronin.com).
   Again, thanks everybody!
  Glossary of Terms
  The following terms appear frequently in the WILD TALENTS rulebook. Their definitions are
  provided below for your convenience.
  Archetype: An Archetype is a general idea of a character’s nature. In game terms, it is a
  conglomeration of super-powers, which defines the character, and is bought at a reduced cost.
  For example, an extraterrestrial from Zeta Reticuli would have the Archetype: Alien. While an
  android would have the Archetype: Artificial.
  Area: Weapons with the Area quality do extra damage when they hit, and specifically do damage
  to everyone within a particular area. The Area dice are added to the dice pool only after the
  attack succeeds. A grenade, mortar or artillery shell has an Area rating.
  Heavy Armor: A number from 1-10 that reduces the damage rolled against a target. This number
  reflects the amount of damage an object or person can absorb before being injured. A tank, suit of
  super-armor or a concrete bunker all have Heavy Armor. Mystical, Alien and superhuman
  created objects can have Heavy Armor ratings higher than 10.
  Body: This Statistic measures how big, strong and tough the character is. 1 indicates a sickly man,
  2 is the human average and 5 would be a professional bodybuilder. 5 is the maximum score for a
  normal human.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
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  Base Will: A secondary Statistic that is determined by adding a PCs Cool and Command
  Statistics together. Base Will is the measure of the character’s willpower, and determines how
  much Will the character starts with. Base Will cannot be lost or gained, except by normal
  advancement. Base Will should not be confused with Will. Will is an up to the moment measure
  of the PC’s self-belief that changes as he’s rewarded or penalized for successes or failures within
  the game.
  Brains: This Statistic measures how smart the character is. 1 indicates a dimwit, 2 is the human
  average and 5 would be the smartest human to ever live. 5 is the maximum score for a normal
  human.
  Combat Round: An arbitrary unit of time used to divide combat into individual actions. It is
  generally enough time to take a swing at someone, shoot a gun or dodge an attack.
  Command: This Statistic measures the force of the characters charisma, charm and authority. 1
  indicates a social idiot, 2 is the human average and the President would have a Command of 5. 5
  is the maximum score for a normal human.
  Cool: This Statistic measures the character’s ability to handle and not crack under pressure. 1
  indicates a panicky individual, 2 is the human average and 5 would be a trained combat veteran.
  5 is the maximum score for a normal human.
  Coordination: This Statistic measures the character’s ability to control and maneuver their body.
  1 indicates a klutz, 2 is the human average and 5 would be a professional gymnast. 5 is the
  maximum score for a normal human.
  Dice Pool: The number of ten-sided dice rolled to determine the success or failure of an action.
  The number of dice rolled is determined by the governing Statistic, Skill, Talent, Hyperstat or
  Hyperskill as decided by the GM. There are never more than 10 dice in any dice pool at any given
  time. A dice pool of 6 die would be listed in the following manner: ”6d.”
  Difficulty: A number rating (1-10) as determined by the GM that is the minimum height (see Tall
  Set) of the number in a match to succeed at a task. To succeed at a difficult task, not only must a
  match be made, but a match of a minimum Difficulty rating number must be made in the dice’s
  height. Otherwise, the task does not succeed.
  Dynamic Contests: A contest of Statistics, Skills, Talents, Hyperstats or Hyperskills between two
  PC’s or the PC and an NPC or some other active element in the game. The GM determines the
  governing Statistic, and both the attacker and the defender roll the appropriate dice pools.
  Whoever rolls higher (see height) wins the contest, while whomever rolls wider (see width)
  finishes first. Running a race against others or playing chess-are all dynamic contests.
  Extra: An Extra is a special advantage possessed by a super-power, which expands its usefulness
  and increases its cost during character creation.
  Flaw: A Flaw is a limitation possessed by a super-power, which restricts its usefulness and
  decreases its cost during character creation.
  Game Moderator (GM): The Game Moderator is responsible for the upkeep of the story, the
  resolution of events within the game that are uncertain, and an up to the moment description of
  just what is happening to the PCs within the adventure. The GM is the narrator and shaper of the
  story that the PCs act in.
  Gobbling or Gobble Dice: A way to use dice in combat while defending. They Gobble dice from
  an opposing attack set, effectively negating it. Gobble dice are rolled normally and matches are
  looked for. The height (see height) of the match indicates the highest number the Gobble Die can
  affect in the opposing set, while the width (see width) indicates the number of dice the Gobble
  Dice can eat out of the opposing set.
  Hard Die: A Hard Die is a die in a dice pool that is always counted as a 10. It is never rolled. 2
  Hard Die would be listed in Statistics in the following manner: ”2hd.”
  Hyperskills: Hyperskills are Skills that have been altered by super-human powers that allow
  them to have ratings higher than the human maximum Skill rating of 5. A character with a Pistol
  Skill of 9 would be said to have a Hyperskill in Pistol.
  Hyperstats: Hyperstats are Statistics that have been altered by super-human powers that allow
  them to have ratings higher than the human maximum of 5. A character with a Body of 8 would
  be said to have a Hyperstat in Body.
  Matches: Matches are dice within a rolled dice pool whose numbers match each other. For
  example if you rolled 8 dice and got 8, 10, 10, 6, 2, 3, 3, 3, 10, you would have two matches-3 tens
  (3x10) and 3 threes (3x3). A match in a dice pool indicates some level of success.
  Non-Player Character (NPC): NPCs are characters played and maintained by the GM. They
  represent those characters not being played by the Players. Anyone who is not a PC, is by default,
  an NPC, and is the responsibility of the GM.
  
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  Penetration: Penetration weapons are designed to go through Heavy Armor. If a weapon with
  the Penetration quality hits a target with Heavy Armor, the Heavy Armor is reduced by the
  Penetration quality number of the weapon and the width of the result permanently. A LAW
  Rocket, armor piercing bullet or a micron-wide monowire blade are examples of Penetrating
  weapons.
  Player Character (PC): A PC is a character created and controlled by a player. The player is
  responsible for the actions, personality and beliefs of the PC in the game.
  Sense: This Statistic measures the character’s ability to process information through his or her
  five senses. 1 indicates someone completely oblivious to their surroundings, 2 is the human
  average and 5 would be the equivalent of Sherlock Holmes. 5 is the maximum score for a normal
  human.
  Skills: Skills are learned abilities that are rated, just like Statistics, with a number from 1 to 5
  designating how good the PC is at that particular Skill. Each Skill is governed by the Statistic that
  suits it (i.e. Biology is a Brains Skill, Dodge is a Coordination Skill). When using a Skill a PC adds
  the Skill rating to its governing Statistic to determine the number of dice in his dice pool. For
  example, Bob has Coordination of 4 and a Pistol Skill of 4, when rolling against his Pistol Skill to
  try and shoot someone Bob rolls 8d.
  Slow: A weapon that is Slow is just what it sounds like. If you want to fire it, you have to spend a
  number of rounds equal to its Slow rating to prepare it. Many heavy weapons such as cannons,
  “Bazookas” or mortars are Slow weapons. Some weapons are just Slow when you have to reload
  them…
  Spray: Spray weapons are those that fire multiple times, or that have some other factor that
  makes it easy to aim at many targets. They were built to make extra attacks. Consequently, any
  multiple attacks made with a spray weapon take no extra action dice pool penalties and the spray
  rating is added to the dice pool when attacking. Submachine guns and machine guns are
  examples of Spray weapons.
  Squishy Rolls: A squishy roll is an optional rule that allows a Player to alter die rolls up or down
  any level in height as long as its width remains equivalent to the original roll. For example 5
  eights could be changed to 4 nines or 3 tens.
  Static Contests: A contest of Statistics, Skills, Talents, Hyperstats or Hyperskills between a PC
  and something to be overcome in the adventure which is not a PC or NPC or an active element in
  the story. The GM determines the governing Statistic, and the PC then rolls the appropriate dice
  pool. Height determines degree of success, and width, how long it takes to complete. Knocking
  down a door, overcoming an illness or landing a plane are all static contests.
  Statistics: Statistics are the six basic characteristics that all PC’s begin with. They are Body,
  Coordination, Brains, Cool, Sense and Command. A normal human has Statistics that range from
  1-5. This number represents the number of ten-sided dice rolled when testing that particular
  Statistic in a contest. Only super-humans can have Statistics over 5.
  Talent: A Talent is a superpower that allows the PC or NPC to perform impossible actions such
  as flying or turning metal to ice. It is used here as a generic term for “super-power”.
  Tall Set: A tall set is a number of die in a dice pool that match, and are 6 or higher. Any dice pool
  that has a match of 6 or higher is considered a tall set. Height determines how significant a
  success was had in any action. A tall set is listed in Statistics in the following manner: ”2x9,”
  which indicates that 2 nines were rolled.
  Wide Set: A wide set is a number of die in a dice pool of 3 or more that match. Any dice pool that
  has 3 or more matches is considered a wide set. Width determines how quickly, if at all, an action
  is accomplished. A wide match is listed in Statistics in the following manner: “4x5,” which
  indicates that 4 fives were rolled.
  Wiggle Die: A Wiggle Die is a die in a dice pool that can be made to be any number between 1-
  10, as chosen by the PC to make matching sets after the rest of the dice in the appropriate dice
  pool are rolled. Like Hard Dice, Wiggle Dice are used to model Talent powers. 2 Wiggle Die
  would be listed in Statistics in the following manner: ”2wd.”
  
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  The Cardinal Rule(s)
  The game mechanics in WILD TALENTS are there to use when two requirements have been
  fulfilled. First, the outcome of an attempted character action is in doubt. Second, the action has to
  matter to the plot of the game.
  If an action is trivially easy, there’s no point in rolling for it. A game in which every action –
  lacing your boots, making coffee, reading the paper – has to be rolled for would be ludicrously
  tedious. Similarly, if you try something impossible (“I’m going to shoot down the sun!”) there’s
  no point in rolling because no matter how well you roll, it still isn’t going to happen.
  On the other hand, there are all kinds of actions that are in doubt which just don’t matter to
  the overall game at all. Maybe you want to show up one of your fellow PCs by winning a game of
  chess. Sure, you could both roll a couple times to see who plays better – but unless you’re doing it
  as an excuse for in-character bonding, or to get used to the mechanics, what’s the point? You’re
  just going to leave the other players drumming their fingers while you posture at the chess table.
  In short, don’t roll unless the GM asks you to roll. Sometimes he may not allow you to roll for
  something you thought you should be able to do, but just play along and trust his judgment.
  After all, he knows what’s coming next and you don’t.
  Every attempt to do something is represented by a number of ten-sided dice. The more dice
  you roll, the better your chances of success. If you only roll one die, there is no chance of success.
  If you somehow rolled eleven dice or more, there would be no chance of failure. However, you
  can never roll more than ten dice. That’s important, so I’m going to say it again:
  Under no circumstances do you roll more than ten dice.
  The number of dice you roll is known as a dice pool. (If you’ve played Vampire: The
  Masquerade or Legend of the Five Rings, you’re already familiar with the concept). You usually find
  the number of dice in your pool by adding together a Statistic and a Skill.
  Statistics represent your inborn or developed general abilities – things like how strong you
  are, how well you remember things, and how well you keep your head in a crisis.
  Skills are particular applications of your Statistics– things you’ve learned how to do in the
  course of your life, like shoot a rifle or crack a code. Besides Stats and Skills, there are three other
  types of scores specific to superhumans: Hyperstats (superhuman level Stats), Hyperskills
  (superhuman level Skills) and Miracles (superhuman powers which allow you to do the
  impossible, like breathing fire or teleporting). There’s more on those later. Since all dice pools
  pretty much work the same, for now, let’s focus on Stats and Skills…
  Suppose, then, that Hawk is trying to punch a bank-robber in the face. The Stat governing
  face punching is Body, and Hawk’s Body is 2. The Skill of face punching is Brawl, and Hawk’s
  Brawl Skill is also 2. He has four dice in his dice pool.
  When you roll, you want to rack up matches. You get a match when two or more dice turn
  up the same number. So, if Hawk’s player comes up with 2,2,9,8, he lands a punch on his
  opponent. If he rolls 1,2,4,5, he misses.
  There are some tweaks and details that make the system a little more complicated, but
  mostly, you just roll a number of dice equal to a Stat plus a Skill and look for matches. Getting
  more matches and higher numbers is generally better.
  XXX BEGIN BOXED TEXT XXX
   A Note for Novices
  WILD TALENTS uses ten-sided dice to determine success or failure. A ten-sided die is
  abbreviated “d10.” If you’re rolling five of them, it’s abbreviated 5d.
  Most d10s are numbered 0,1,2,3,4,5,6,7,8,9. Other games use that 0 as an actual zero, but for
  WILD TALENTS, it’s a ten. (Or you can just buy dice that have the number 10 printed on them).
  Yeah, it’s kind of a hassle, but that’s just the way many d10s are made.
  Round Down, Okay?
  On a similar note, many powers, dice mechanics and abilities tell you to divide points or dice
  totals, which sometimes leaves you with numbers like 1.5, 2.6 and such... When determining the
  new total you always round down. I’ve seen some nasty in-game fights brew over this simple fact,
  so, now you’re forewarned, and no one can say “Well it doesn’t say anything about it in the
  book…”
  XXX END BOXED TEXT XXX
  XXX BEGIN BOXED TEXT XXX
  
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   La Belle Curve
  The larger your dice pool, the better your chances are of getting a match. To make this explicit,
  here’s a rough guide to your chances of getting a match (or multiple matches) depending on how
  many dice you roll.
  Bell Curve Table
  Rough Odds of Getting
  Size of Dice Pool
  One or More Matches
  1
  0%
  2
  10%
  3
  28%
  4
  50%
  5
  70%
  6
  85%
  7
  93%
  8
  98%
  9
  99.6%
  10
  99.9%
  That’s a chunky graph there. A seven-die pool is quite reliable, and raising a pool from 8 to 10
  isn’t going to give nearly the payoff that raising it from 3 to 5 is. Just thought you’d like to know.
  Of course, these are just your chances of getting any success. If you need to get something
  done fast (speed is reflected by the number of dice that match in your set) a pair of ones might
  not do it. Similarly, difficult tasks (those that exclude certain low successes) are substantially
  harder.
  XXX END BOXED TEXT XXX
  Dice Types
  WILD TALENT’s dice system uses one basic die type and two dice tricks (but only one kind of
  die, the d10, for both). Each of these dice tricks is significantly different in its abilities. The basic
  d10 is used to resolve most actions, while the other two dice types are used (usually) to resolve
  superhuman activities.
  Superhuman powers work like everything else in the game: You roll a set number of dice and
  look for matches. However, given that possessing a super-power means that you have the ability
  to make the impossible happen, there are two dice tricks used to model powers. They’re called
  Hard Dice and Wiggle Dice.
  Hard Dice: A Hard Die is a die in a dice pool that is always a 10. You don’t roll it. It’s just
  automatically a ten. If you have a dice pool with two or more Hard Dice, you always succeed
  (and succeed dramatically) at simple tasks using that Skill or Stat (unless of course, you are
  opposed by someone who has more 10s in their dice pool). Like every other die, Hard Dice count
  towards the ten-die maximum.
  Wiggle Dice: A Wiggle Die is like a wild card in poker. You can assign any number to this die
  after you’ve rolled the other dice in the pool. This is even better than a Hard Die, because any
  simple roll with a Wiggle Die succeeds, and if you have two Wiggle Dice, you can choose any
  height for that success. Like every other die, Wiggle Dice count towards the ten-die maximum.
  Example: Suppose you have 4 regular dice and one Wiggle Die in your pool. You roll 1,6,8,10.
  Normally that would be a failure. But you can take your Wiggle Die and make it a ten as
  well, giving you a pair of tens. On the other hand, if you later roll 1,4,4,8, you have a choice.
  You can either make the Wiggle Die an eight (giving you a higher match if you want a better
  success) or make it a four (giving you a quicker action with a trio instead of just a pair).
  Stats
  There are six stats, which measure all of a character’s general capabilities. For humans they’re
  rated from 1 to 5. One is dismal, while five is the human maximum (of course, superhumans and
  alien species can have stats higher than five). The normal human average is 2, with 3 being
  
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  exceptional. There are two kinds of stats: those governing Physical Capabilities –– Body,
  Coordination, and Sense –– and Mental Capabilities –– Brains, Command, and Cool.
  Body
  This is a measure of how big, strong and tough you are. A character with a high Body can lift
  more, take more punishment, and run faster than someone with a low Body. Note that the
  bonuses listed on the Body Stat Table are not cumulative.   
  Body Stat Table
  Rank
  Tested Lift
                                              Bonus
  1
  100-210 lbs.
  –
  2
  210-250 lbs. –
  3
  250-370 lbs.
  +1 wound box to Torso; +1 Shock to hand-to-hand attacks.
  4
  370-500 lbs.            +1 wound box to Torso and each Arm; +1 Shock to hand-to-hand attacks.
  5
  500-800 lbs.
  +1 wound box to Torso and each limb (Human Limit); +2 Shock to hand-
  to-hand attacks.
  6
  800 lbs. – 1 ton
  +1 wound box to Torso and each limb; hand-to-hand attack does Killing
  damage.
  7
  1–2 tons
  +1 wound box to Torso and each limb; hand-to-hand attack does Killing
  damage. +1 Killing in hand-to-hand attacks.
  8
  2–4 tons
             +1 wound box to Torso and each limb; +2 Killing to hand-to-hand attacks.
  9
  4–6 tons
  +1 wound box to Torso and each limb; +3 Killing to hand-to-hand attacks.
  10
  6–10 tons
             +1 wound box to Torso and each limb; +4 Killing to hand-to-hand attacks.
  Tested Lift is weight in a range where, if you try to lift it, you might fail, so lifting that much
  weight requires a successful Body roll. Lifting a heavier weight is generally impossible. Any
  weight in a lesser category can be lifted without a roll under non-combat situations. For example,
  someone with Body 6 has to roll a match to pick up something that weighs 900 pounds, but he
  can lift 600 pounds automatically and has no chance of lifting two tons.
  If you want to throw something 6 yards or so horizontally, you can do so if it’s two categories
  lower than your Body rank. (For example, if you’ve got Body 7, you can pick up something that
  weighs 700 pounds and throw it 6 yards). Every level you drop increases the throw distance by 6
  yards. (Thus, our Body 7 superhuman could throw a 220-pound man a good 24 yards). If you’re
  throwing it straight up, halve the distance – the 220-pound man is only going 12 yards vertically.
  If you need to know how fast a character can run, assume that it’s 10 yards plus twice their
  Body per round. This may be adjusted upward if conditions are good (wind’s at their back,
  they’re running unencumbered on a level road) or downward if they’re bad (running over
  rubble, carrying a load, starting from a dead stop, or if they’re injured). If a character has an
  injured leg, it’s 5 yards plus Body. If both legs are injured, it’s just their Body score.
  Body Recap Table
  Body Score                    Running                  Broad Jump           Running Leap
  1                           12 yards per round                1 yard                      2.5 yards
  2                           14 yards per round                2 yards                    4 yards
  3                           16 yards per round                3 yards                     5 yards
  4                           18 yards per round                3 yards                     5.5 yards
  5                           20 yards per round                4 yards                     7 yards
  6                           22 yards per round                5 yards                      9 yards
  7                           24 yards per round                6 yards                     12 yards
  8                           26 yards per round                8 yards                     16 yards
  9                           28 yards per round                18 yards                   36 yards
  10                         30 yards per round                30 yards                   90 yards
  Coordination
  This is a rough gauge of how well you control and maneuver your body. Someone with good
  Coordination is going to be a better shot, a better dart player and a better driver than someone
  whose Coordination is poor.
  
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  Sense
  We experience the world through the mediation of our five senses -– sight, hearing, taste, touch
  and smell. Someone with a high Sense score has keen hearing, clear vision and has a better shot at
  noticing that funny burnt-almond odor right before eating the poisoned date. Someone with little
  Sense is nearsighted, hard of hearing and generally oblivious to his surroundings.
  Brains
  Brains measures your natural intellect. Someone with a high Brains Stat has a better memory,
  quicker math skills and a better grasp of abstract concepts than someone without.
  For every point of Brains above 2, you get an extra Will point with which to buy skills (see
  Building a Superhuman Character in WILD TALENTS on page xx for more details). However,
  you can only spend these points on Brains skills.
  Command
  People with high Command scores are natural leaders. Call it what you will -– charisma,
  personal magnetism or leadership -– people who have it dominate conversations, sway opinions
  and get listened to in a crisis.
  Command is not necessarily a measure of physical good looks (though if you want to have a
  good looking character, a high Command is one way to represent that). It’s more a sense of
  confidence and personal intensity. Even if she’s not sure of herself, a woman with high
  Command always seems sure of herself.
  Command combines with Cool to form a character’s starting Base Will.
  Cool
  Some people panic in a crisis. Some freeze, some choke…and some just cope with it and do what
  needs to be done. It’s not a matter of intelligence or willpower: Some people have it, some don’t.
  In any event, Cool is the ability to remain un-cracked under pressure, deal with unpleasant
  realities (like combat, for example), and get the job done.
  Cool combines with Command to form a character’s starting Will.
  Hyperstats
  Hyperstats are regular Statistics, such as Body, Coordination or Brains, exaggerated to previously
  unachievable, superhuman levels. They’re modeled by buying either Hard Dice, Wiggle Dice or
  more regular dice to add to your Stat.
  To determine the total level of your Hyperstat, add the dice of your Hyperstat to the dice of
  the Statistic of the same name. If for some reason your Hyperstat fails, you lose those extra dice.
  Example: Tom Thumb has a Hyperstat in Body of 2hd. His regular Body is 2d. When he uses
  his Body dice pool it’s 2d+2hd. If his power fails, he only rolls his regular Body of 2d…
  Since almost all characters must have a regular Stat that the Hyperstat is built upon, you can only
  use so many Hyperstat Dice, after all, your normal Stat has to go somewhere. So this is the rule:
  base Stats must be rolled along with Hyperstat dice ––�you cannot “chuck them out” in lieu of
  better dice.
  Example: Marcus has Hypebody 10hd, and a regular Body Stat of 4d. When he rolls his Body
  score, his Stat is counted as 4d+6hd (since 10 is the maximum in any pool, the last 4hd are
  out). Why did Marcus bother to buy those extra 4hd in Body? I don’t know, ask Marcus…
  XXX BEGIN BOXED TEXT XXX
  Stat Examples
  Stat Level                          Ability Level                                              Example
  1 
  Pathetic                          (Body) Becomes easily exhausted
  2 
  Average              (Coordination) Can play a decent game of darts
  3 
  Above average                (Sense) Possesses perfect pitch
  4 
  Superior               (Brains) Can formulate differential equations
         5                                      Exceptional             (Cool) Can withstand torture for months
  6                                      Super-Human (Command) Can convince nearly anyone of anything
  
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         7                                      Extraordinary           (Body) Capable of lifting an economy car
         8                                      Astonishing
           (Coordination) Capable of dodging bullets
  9                                      Unparalleled                 (Sense) Can read by touch alone
  10
      Supreme       (Brains) Can predict the future through thought alone
  XXX END BOXED TEXT XXX
  Will: The Brief Version
  The Will Trait is covered in depth in at the end of the powers section, starting on page xx. But, in
  brief, it’s a measure of the peculiar strength of personality that fuels superhuman powers.
  Whether it comes from the drive to avenge your parent’s wrongful death, or the power of an
  alien device fueling your super-human body, Will simply reflects how far your character can go
  before giving in to defeat.
  Your character has a Base Will rating (equal to his Cool+Command stats) which reflects his
  usual level of determination, but Will Points (which start equal to Base Will) can rise and fall as
  the character gains (or loses) confidence in himself and his powers. If you have a lot of Will, your
  powers are more reliable. If your Will is low, your abilities may fail you when you need them
  most.
  Normal people don’t have fluctuating Will points, only a Base Will statistic.
  Skills
  Where your Stats measure your innate abilities, Skills represent the payoff of a learning effort.
  Someone may have a great deal of innate coordination, but if he’s never been behind the wheel of
  a car, he’s probably not a safe driver. Pure talent only takes you so far: Hard work and study is
  also needed for success in most endeavors.
  A Skill of 2 is considered average –– added with an average governing Stat, this places most
  average dice pools at 4d.
  Quantifying Skills
  Skills are simple concepts, and (most) should be easily described in one sentence. For example,
  the Skill “Radar Operation” could be described as “The ability to operate radar equipment.” Does
  “Radar Operation” allow its user to repair radar sets as well as operate them? That’s up to the
  GM to decide. His say is final. However, most likely, if it’s not contained in the description, the
  Skill doesn’t cover it.
  Maximum Skill Levels
  Normal humans are limited to 5 as a maximum rating in any Skill. So the maximum a human can
  have in any Stat+Skill is 10d (of course this would represent someone who dedicated his entire
  life in study of a particular Skill).
  Superhumans are a little different. They can have Skills higher than 5, but they must be
  bought as Hyperskills, superhuman levels in otherwise mundane skills.
  What if I Don’t Have
  the Right Skill?
  Not every character is going to have every Skill. Sometimes a character may try to do something
  he’s never done before. Your GM may allow a roll or not, depending on the circumstances and
  common sense. If your character doesn’t have the Brawl Skill, there’s nothing to stop him from
  taking a swing at someone. In that case, you can just roll Body. After all, hitting is not a very
  sophisticated action.
  On the other hand, if your character doesn’t have a given Language Skill, your GM would be
  well within his rights not to let you roll. It doesn’t matter how smart you are, if you don’t parle
  Français, you’re not going to get it.
  XXX BEGIN BOXED TEXT XXX
   Do-It-Yourself Skills
  It’s possible that your character concept involves a Skill that’s not listed here because it’s highly
  specialized or esoteric. If that’s the case, you can just ask your GM to let you write it in under an
  
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  appropriate Stat. If, for instance, your character is a rodeo clown he presumably has a
  “Horseback Riding” Skill, probably under Coordination.
  This is not a license to try to create broad, over-arching skills that let you do everything.
  (“Yeah, and I should be able to roll my ‘Police Chief’ Skill for Driving, Pistol, Computer Use and
  Criminology.”) Your GM knows best and if he says no, deal with it.
  XXX END BOXED TEXT XXX
  Body Skills
  Athletics-You can pick up any sport and do a passable job at it, even if you’ve never played it
  before.
  Brawling-You are a bruiser, and know how to attack with your hands, feet and head.
  Endurance-You can pace yourself, hold your breath, run, or resist the ill effects of environment
  longer than most people.
  Health-You eat well, have a strong metabolism, and are resistant to disease.
  Punch-Pulling – On a successful roll, you reduce the damage from your hand-to-hand attack
  from Killing to Shock. Note: Your Punch-Pulling Skill is rolled in place of your Brawling Skill,
  and it cannot be higher than your Brawling Skill.
  Run-You are well versed at running, and can sprint for short distances, or run for long distances
  without tiring.
  Swim-You are a strong swimmer, and can float on your back in the water.
  Throw-You can throw hand held objects farther than most people your size.
  Coordination Skills
  Acrobatics- You are a skilled gymnast and can complete flips, rolls and handsprings.
  Bow- You know how to fire and maintain bows.
  Dodge- You are adept at getting out of the way of attacks and danger.
  Driving (Type)- You can drive a particular type of vehicle, such as a bicycle or car.
  Escape Artist- You are skilled at escaping ropes, handcuffs and other restraint devices.
  Forgery- You can forge documents. Note: Your Forgery Skill cannot be higher than your Forgery
  Expert Skill.
  Machinegun (MG)- You can fire, repair, clean and maintain machineguns.
  Martial Arts- See page xx for an in-depth description of Martial Arts.
  Pilot (Type)-You can pilot a particular type of airborne vehicle, such as a plane or blimp.
  Pick Pocket-You are skilled at sleight of hand and are capable of stealing jewelry, wallets and
  other personal effects off people without their knowledge.
  Pistol-You can fire, repair, clean and maintain pistols.
  Rifle- You can fire, repair, clean and maintain rifles.
  Sailing (Type)-You can pilot a particular type of sea-borne vehicle, such as a sailboat, destroyer
  or kayak.
  Stealth- You are light on your feet and know how to remain out of sight.
  Submachine gun (SMG)- You can fire, repair, clean and maintain submachine guns.
  Sense Skills
  Hearing-Your hearing is keener than the average person.
  Sight-Your eyesight is keener than the average person.
  Smell-Your sense of smell is keener than the average person.
  Taste- Your sense of taste is keener than the average person.
  Touch-Your sense of touch is keener than the average person.
  Brains Skills
  Computer Use- You are skilled in the use of computers.
  Computer Technology- You can repair and program computers.
  Criminology- You can, given a certain amount of study, profile and track criminals by the
  evidence they leave behind.
  Cryptography-You have a working knowledge of codes, ciphers and encryption techniques.
  Education-You were a bookworm in school and know all manner of basic facts about math,
  science, grammar and social studies.
  Electronics- You can repair, use or build electronics without electrocuting yourself.
  First Aid-With the proper equipment, you can treat wounds in the field -- as long as they don’t
  require surgery.
  
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  Forgery Expert- You can spot counterfeit documents.
  Hacking- You are skilled at breaking through electronic defenses on computers. Your Hacking
  Skill can never be higher than your Computer Technology Skill.
  Language (Type)-You can speak, read and write a particular language type.
  Mechanics (Type)-You can repair, use or build machinery of a particular type.
  Medicine- You can treat illness and wounds through surgery if you have access to the proper
  equipment. Note: Your Medicine Skill cannot ever be higher than your First Aid Skill. If you
  don’t know First Aid, you can’t learn Medicine.
  Navigation (Land)-You can navigate using a map and compass or by dead reckoning on the
  ground.
  Navigation (Sea/Air)- You can navigate by map, timing and instrumentation, or by astrogation.
  Survival (Type)- You are aware of the dangers and pitfalls of a certain type of environment, and
  can live there for extended periods.
  Tactics-You are versed in the arts of war, and know how to use terrain, manpower and
  equipment to its maximum effect on the battlefield.
  Command Skills
  Inspire- You can cause people to feel optimistic, despite any fears they might harbor.
  Intimidation- You can cause a person to fear you through physical or psychological threats.
  Leadership-You can effectively direct those under your command, even under fire.
  Perform (Type)-You have an entertaining Skill and the confidence to perform it in front of large
  groups.
  Seduction- You’re skilled at attracting a member of a targeted sex.
  Cool Skills
  Bluff- You can bullshit your way through most situations, though any falsehood you tell will not
  be believed for very long.
  Lie-You can contrive convincing falsehoods that are often believed until evidence to the contrary
  is discovered.
  Mental Stability-You are not easily shocked, and have a psyche which can function even in
  stressful or grotesque situations.
  Resist- You are more resistant to psychological and physical forms of coercion (such as torture,
  telepathic attack or brainwashing) than the average man.
  Hyperskills
  Hyperskills are normal skills increased to inhuman levels of accuracy or speed. Having
  superhuman levels of a given Skill does not expand what you can do with the Skill. It just
  expands how well you can use it. Hyperskills are modeled either by buying Hard Dice, Wiggle
  Dice or more Regular Dice to add to your normal dice pool (or all at once).
  To determine the total level of your Hyperskill, add the dice of your Hyperskill to the dice of
  the determining Statistic of that Skill.
  Example: The Razor Arrow has a Bow Hyperskill of +2wd. When firing a bow, her dice pool
  is her Coordination of 5, plus her regular Bow Skill of 2d, plus her Hyperskill of 2wd, for a
  total of 7d+2wd. If her Hyperskill fails, her Bow Skill dice pool drops to 7d.
  Skills are built upon their governing Stat, and Hyperskills are built upon the Skill, so you can
  only use so many Hyperskill dice, after all, your normal Stat and Skill have to go somewhere, and
  10d is the maximum in any pool. So this is the rule: the base Stat (or Hyperstat)+Skill must be
  rolled along with the Hyperskill––�you cannot “chuck them out” in lieu of better dice.
  Example: Ula has a Hyperskill in Brawling at 10wd. His normal Body is 4d and his normal
  Brawling skill is 3d. When he rolls his Body+Brawling Hyperskill, his dice pool is counted as
  5d+5wd (since 10 is the maximum in any pool, the last 5wd are out). Why did Ula bother to
  buy those extra 4wd in the Brawling Hyperskill? I don’t know, ask Ula…
  XXX BEGIN BOXED TEXT XXX
  
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  Skill Examples
  Skill Dice                       Ability Level                                              Example
  1 
                               Pathetic                               (Swimming) Will most likely drown
          2                                  Average                          (Throw) Can throw a football thirty yards
         3                           Above average          (Hearing) Can detect a bug on the phone line
         4                              Superior                       (Chess) Nationally ranked Chess Champion
         5                              Exceptional                 (Bluff) Can bluff his way into a Military Facility
  6                           Super-Human      (Intimidate) Can bully the heavyweight boxing champion
         7                           Extraordinary     (Jump) Can leap from limb to limb forty feet up in a tree
         8                             Astonishing
                  (Catch) Can catch arrows in mid-air
  9                             Unparalleled                   (Sight) Can see in near-complete darkness
        10                              Supreme                     (Education) Can teach any subject from memory
  Note: The above Skill Examples are just flat examples of a Skill level –– not a Skill with an
  associated Stat.
  XXX END BOXED TEXT XXX
  Resolution
  You know what Skills are, what Stats are, what a dice pool is. You’ve got the fundamentals.
  Here’s how you put them together and interpret the results of a given roll.
  The goal of a roll is to get matching sets –- that is, you want two or more of the dice to turn up
  the same number. If that happens, you succeed. That’s the bare bones of the system. However,
  there are a few nuances to success. Specifically, each matching set has height and width.
  A tall (that is high) set is one that has very high numbers –- a pair of 8’s or a pair of 10’s is a
  tall set. A wide set is one where a lot of the dice turned up the same number –- a set of four 2’s is
  very wide, as is a set of four 9’s.
  There’s shorthand for results, and it’s written as (width x height). It looks like math, but all
  that means is that if you rolled eight ten-sided dice (8d, remember?) and got three tens, the result
  would be written 3x10.
  Here are some examples.
  •
  You roll 5d and they come up 1,3,5,9,9. The result is 2x9. This is a tall result, but not a
  wide one.
  •
  You roll 8d and get 1,5,6,7,8,8,8,0. The result is 3x8. This result is both tall and wide.
  •
  You roll 7d and it turns up 1,1,1,1,2,6,8. The result is 4x1. This is a very wide result, but
  it’s short.
  •
  You roll 5d and get 1,1,2,6,7. The result is 2x1. This is a narrow and short result –- in fact,
  it’s the minimum success possible.
  Width and height both have implications to your success. (Exactly what they mean depends on
  what you’re trying to do). If you’re competing against another person who is consciously trying
  to confound or surpass you, that’s a dynamic contest. If you’re struggling against an inanimate
  object or situation, it’s a static contest because the situation isn’t actively changing in response to
  your actions.
  Running a race, getting into a knife fight, playing chess, interrogating someone for
  information or lying to someone who interrogates you –- these are all dynamic contests. In a
  dynamic contest, you’re rolling against someone else’s roll.
  Climbing a wall, fighting off an infection, fixing a jeep, flying a plane –- these are all static
  contests. In these situations, you’re just rolling in a vacuum and trying to get a match.
  XXX BEGIN BOXED TEXT XXX
  Squishy Rolls or Gritty Rolls
  The standard system for WILD TALENTS assumes that what you roll is what you roll, period.
  (The exception is Wiggle Dice, but they’re a special case). Rolls are gritty –- each die is its
  particular self and it doesn’t change. It is possible, however, to adjust this rules-set and change
  the results rather dramatically. You do this by making outcomes squishy.
  If a roll is squishy, it means that you can raise an outcome’s height by lowering its width, and
  vice versa. For example, if you had a squishy 4x4, you could make it a 3x5 or a 2x6 –- as long as
  
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  the total of the width and height are the same, it’s kosher. You could also make that same 4x4 into
  a 5x3, a 6x2 or a 7x1.
  In static contests, squishy rolls give the player the option of taking longer at a task to do it
  better or, conversely, of sacrificing quality when time is of the essence. In dynamic contests, it
  allows players to sacrifice timing for effect, and vice versa. (This can have a particularly
  important effect in combat) You squish the dice immediately after rolling them, not during the
  resolution phase of combat.
  In no event can the width of a roll be squished beneath 2. If that happens, the roll is no longer
  a success. It also cannot be squished above 10. Finally, once you start to squish a roll, the other
  dice in the pool are thrown out.
  Example: Hawk rolls 1,3,8,8,9,9. His result is 2x9. He can make that a 3x8 or a 4x7 if he wants
  –- but if he squishes it down to 3x8, he cannot then add it to the naturally rolled 8s in his
  pool. If he could do that, then he could take that 4x8 and turn it into 2x10. Once you do that,
  you might as well just add all the dice together and give it to the highest total.
  Squishy rolls change the tone of the game, because they put much more control over the degree
  and type of success into the hands of the players. The game tilts a little more to the "heroic
  action” side of the scale and away from the "violent realism” end. It becomes more like Spiderman
  and less like Watchmen. But if this is what you’re looking for, no problem right?
  For a four-color comic flavored game, allow every character to squish rolls at will.
  For a somewhat cinematic game in which the characters are special and larger than life, allow
  PCs and superhumans to squish rolls, but don’t let anyone else do it.
  For a somewhat realistic game, allow squishing, but only by a single step upward or
  downward - 3x3 could become 2x4 or 4x2, but not 5x1.
  For a very realistic game don’t allow any squishing at all. This is also the simplest option.
  XXXEND BOXED TEXT XXX
  Static Contests
  In a static contest, height determines your degree of success, while width determines how quickly
  you get it done. 
  Some static contests are simple, and the question of time doesn’t enter into it. If you’re
  fighting off an illness with a Body + Health roll, for example, there really isn’t a question of
  quickness: You either get sick or you don’t. In that case, you can simply ignore the width of the
  roll. If you get even a single pair, you stay healthy.
  Time
  For more complicated contests, where time is a factor, your GM may simply decide what “sounds
  about right” for the time a task takes as determined by the width of the roll. If you want a general
  guideline, however, it works like this:
  First, the GM decides what the time scale is, be it days, hours, minutes or combat rounds. (A
  combat round is a very abstract term, but, generally, it’s a couple seconds –- about as much time
  as it takes you to take a shot or make a good attempt at diving for cover) For example, fixing a car
  is probably going to take hours. Decoding and interpreting a lengthy and complicated criminal
  plan is going to take days. Stripping and repairing a motion sensor is going to take minutes,
  while running across a courtyard takes rounds.
  Once the scale is determined, you make the relevant roll –- Brains+Mechanics to fix the car,
  Body+Running to bolt across the courtyard, Brains+Criminology to figure out a master criminal’s
  next target. If the roll is a success, the width is subtracted from 5 to find out how many units of
  time it takes to complete the task. For example, if the Brains+Mechanics result was 2x3, it takes
  three hours to fix the car –- five minus the width (2) equals three. If the Body+Running result was
  3x7, it takes two rounds to get across the courtyard (5-3=2). If the Brains+Criminology outcome
  was 4x2, it only takes one day to figure out the criminal’s plan.
  No matter how wide you roll, however, a task always takes one unit of time. If you somehow
  manage to get a result six wide or wider, the job still takes one day/hour/minute or round.
  Difficulty
  The height element of the roll determines how well you perform the task. As with time,
  sometimes this doesn’t matter. For instance, if you’re trying to knock a door down, there are
  
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  really only two possible outcomes: Either it breaks or it doesn’t. It probably doesn’t matter that
  you broke it down with grace, elegance and aplomb.
  However, with some tasks it’s nice to have gradients of success. If you’re landing a plane in a
  storm and you get a really short roll on your Coordination+Pilot Skill, your GM may decide that
  the plane is slightly damaged from the rough landing. Alternately, the height of your
  Cool+Seduction roll may determine whether you look suave and devastating, or whether you
  have to really make a fool of yourself to make an impression.
  Finally, your GM may set minimum heights for certain tasks. If a door is really, really thick,
  for example, he may decide that a Body+Brawl match that isn’t 5 or higher is insufficient to get
  through. If an aroma is somewhat subtle, she may decide that your match has to be at least a 2 on
  your Sense+Smell roll. If a task has this kind of minimum required height, that’s called its
  Difficulty. Fittingly, only particularly hard tasks should have a Difficulty. A Difficulty rating of 2
  is for something that’s just a bit trickier than usual. A Difficulty of 4 is fairly complicated, while a
  Difficulty of 7 or 8 is very difficult indeed (unless the character is going to have more than one try
  at it). A Difficulty of 10 is almost impossible.
  XXX BEGIN BOXED TEXT XXX
  Taking Your Time
  You can, if not under threat of attack, choose to take your time at a problematic task to reduce its
  Difficulty (as long as it’s not physical). Every unit of time spent concentrating or working on the
  problem reduces the Difficulty of the roll by one. Physical tasks with a Difficulty rating, like
  breaking down a door or jumping from a swaying dock to a moving boat, may not be bought
  down in this manner. After all, sitting around and staring at a door isn’t going to make it any
  easier to bust down.
  Example: Tricia is working on breaking a computer code with a Difficulty of 8. She has
  Brains+Hacking at 6d, and the GM determines the time scale for cracking the code is
  measured in days. She spends eight days considering the problem, reducing the Difficulty to
  0, and rolls her 6d getting a 2x4. So it takes her 5-2+8=11 days to crack the code.
       Of course, if the information contained in the code reveals plans to blow-up the White
  House in two days time, Tricia will be 9 days too late to stop it…
  XXX END BOXED TEXT XXX
  Skills and Difficulty
  Difficulty is applied to skilled actions normally, but there is one exception –– when a character
  attempts to do something which would usually require a Skill, but hopes to succeed on a Stat
  alone. For example, if you had a 7d in Coordination and you wanted to swing around on some
  parallel bars to impress someone, you should be able to, right? I mean, you are superhumanly
  agile? Well, the answer is: sometimes… Of course you should be able to swing around on the
  bars in a fashion that is impressive, but would you be able to complete a carefully controlled
  gymnastics routine? Probably not, unless you had some time to practice ––�and that’s all a Skill is,
  really.
  No matter how naturally adept you are at something, Skills are very important. To reflect
  this, unskilled actions have a Difficulty rating assigned to them, which reflects the Skill level
  usually necessary to attempt such an action. The Skill level of the action determines the initial
  Difficulty ––�for example, if you wanted to jump a car over a 20’ chasm with only a high
  Coordination but no Driving skill, that would be something only a driver with a Skill of 5 could
  possibly attempt –– so your initial Difficulty would be 5. Got it? Use the listings under Skill
  Examples on page xx to set the Difficulty.
  Example: Sidhe has a Coordination of 6d, but no Pistol Skill. The chips are down and Sidhe is
  forced to use a pistol to shoot a crook. Even though his Coordination is superhuman, he must
  beat a Difficulty of 2 to succeed with the pistol shot ––�since shooting someone is a pretty
  average maneuver. If Sidhe was attempting to shoot two people, that would be an above
  average attempt, and would have a Difficulty of 3.
  Dynamic Contests
  The essential difference between a static contest and a dynamic contest is simply this: In a static
  contest, you just roll and if you get a matching set that beats the Difficulty (if any) you succeed. In
  
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  a dynamic contest, you aren’t just rolling in a vacuum. You’re rolling against the other fellow’s
  roll. Nonetheless, dynamic contests don’t have to be terribly complicated. Simply put, the highest
  set wins, and the widest set finishes first.
  Now, which is more important depends on the nature of the contest. If it’s a foot race, width
  (that is, speed) matters. A racer who won with 4x2 and outran someone who rolled 2x10 might be
  gasping and spitting up at the end, while the loser has the breath to politely congratulate the
  winner on his victory. With similar results in a car race, the winner with the wide but short result
  may have damaged his car, while the loser played it slow and steady and did not (aphorisms
  aside) win the race.
  On the other hand, if time is no object the victor may simply be the contestant with the
  highest roll. In a chess match, for instance, someone who rolls 2x10 beats the fellow who rolled
  4x4. The 4x4 player moved more decisively, but not as wisely.
  If none of the competitors rolls a match of any sort, it’s up to the GM to decide what that
  means. It could mean that neither one of them completed the task. They may have to roll again to
  keep going –- if it’s something difficult like a race up a slippery mud hill in the rain. On the other
  hand, if it’s a simple task, he may just award the victory to whoever got the single highest result
  on a die.
  Finally, it’s possible for dynamic contests to end in a tie. If this happens, again, the GM
  decides the most appropriate way to resolve it. Maybe he just asks for a re-roll. Maybe the contest
  is deemed a tie. Or maybe the task is incomplete and the two have to continue competing.
  Example: Cochoran wants information about the Screaming Skulls’ next move, and is
  interrogating one of his henchman. Cochoran has Command+Intimidation at 6d and the thug
  tries to deceive him with Cool+Lie of 6d. Cochoran rolls a 2x9 and the thug rolls 2x4. Since
  his roll was taller, Cochoran bullies the thug into spilling the beans…
  Example: Mass Master wants to convince the police chief to move the witness from the hotel
  to the police station before the hitman strikes, while Sgt. Murdoch tries to convince the chief
  to keep the witness where he is. Time is running out. Both of them are talking at once, and
  both of them roll Command+Leadership.
        Mass Master’s dice pool is 6d, while Murdoch’s is 5d. Mass Master gets a 3x5. Murdoch
  gets a 2x7. While Murdoch’s argument is better, Mass Master gets her point across faster.
  Maybe the chief is in such a hurry that he’ll prefer Mass Master’s slick case to Murdoch’s
  well-reasoned argument.
  Cooperation
  Cooperating on static contests is pretty simple. All the characters involved just combine their dice
  pools, up to a maximum of 10 dice. You can also do this in dynamic contests if timing doesn’t
  matter.
  If the contest is dynamic and time matters, it gets a little more complicated, but not much.
  The people working together roll separately. If only one gets a set and the other has that number
  in his pool, he can add it. If both get sets, they use the tallest roll but the lowest width (because
  the faster guy has to wait for the slower one to catch up and help him).
  Multiple Actions and Multiple Sets
  Astute readers may have noticed that in some examples, the dice pools yield multiple sets. For
  example, if I roll 5d and get 1,1,1,0,0, then I actually have two sets – 3x1 and 2x10. Which one is
  the right one to use?
  The answer is that I can use whichever I prefer, but I can’t use both. If my character is
  running a race, I’m going to pick 3x1. If it’s something where quality is more important than
  speed, I’ll pick the tens.
  The only exception to this is when a player wants to do two things at the same time. Suppose
  I want to drive a car past someone and shoot him from the driver’s side window? Or suppose I
  want to climb an exposed wall while staying out of sight?
  These are difficult and unlikely stunts: Be aware that they’re almost impossible to do if your
  character doesn’t have (1) a really big dice pool or (2) superhuman powers that make it easier.
  With that in mind, here’s how you do two things at once.
  You figure out the dice pools for both tasks. If I’m driving and shooting, the two pools are
  Coordination+Drive and Coordination+Pistol. I’ll be rolling the smaller of the two pools.
  
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  Furthermore, I roll one die less than I normally would (because, after all, my attention is divided).
  Then, if I get two sets, I can assign one set to each task.
  Example: Hawk is fighting off a thug while attempting to disarm a bomb. His
  Body+Brawling dice pool is 7d while his Brains+Electronics dice pool is 8d. The pool is
  Brawling is the lower one so he rolls that –– with a 1 die penalty. He rolls 6d, hoping to
  somehow get 2 matches. As it is, he only gets a 2, 7, 7, 8 and a 9, for a single 2x7 match. He
  assigns the match to Brawling, to stave off the thug’s attack. The GM decides Hawk saw the
  thug’s crowbar coming at him and blocked it, but dropped his tools. The bomb continues its
  countdown…
  If Hawk had been blessed with absurdly high dice pools –- say, 9 dice in each –- he would have
  had a much better chance. Rolling 8 dice (with the 1 die penalty, remember) he could get
  4,6,6,6,7,9,0,0 – giving him two sets. With 3x6 he disarms the bomb in two rounds, and with the
  2x10, he knocks the thug unconscious with a vicious jab.
  If your character gets an exceptionally wide single success –- meaning four dice or more turn
  up the same –- he can split that into two successes. In Hawk’s case, if he’d gotten a 5x1 result, he
  could have made it into a 3x1 and a 2x1 to succeed (barely) at both tasks.
  It’s possible to try to do three things at once as well. The same mechanics apply: Figure out
  the lowest die pool, use that, and take a penalty. But the penalty isn’t just one die, it’s one die per
  extra task. The standard “doing two things at once” penalty is a single die because I’m trying to
  do one extra thing. If I try to do three things at once, that’s two extra actions. My die pool is
  reduced by two dice. If I was crazy enough to try to do four things at once, there is no possible
  way I can succeed –- even if my dice pools for all the tasks were 10 (the maximum possible), the
  three die penalty would make it impossible to get four sets (unless you have a score higher than
  10d).
  If you’re allowing players to squish results (see page xx), it’s necessary to put another
  restriction on multiple tasks: The results of these rolls cannot be squished, at all.
  Finally, it’s impossible to do static tasks at the same time if they’re done on different time
  scales -- for example, fixing a jeep (done on the scale of hours) and field stripping a rifle (done on
  the scale of minutes). You can’t combine them, because the most time you could need to strip the
  rifle (five minutes) is insignificant compared to the least time it’ll take you to fix the jeep (one
  hour).
  XXXBEGIN BOXED TEXTXXX
  Which Die Do I Lose and Which Dice Pool Do I Roll?
  Sometimes when penalties are applied for multiple actions or other outré activities, it’s not at all
  clear which dice are dropped from the pool, or even which pool is to be rolled. If you are trying a
  multiple action –– say Dodging and shooting –– and you have 3hd in one and 2d+1wd in the
  other, which die is dropped, and which dice pool is rolled? Good question.
  The answer is dice are always dropped in this order: Hard Dice first, then regular dice and
  then Wiggle Dice (they’re expensive for a reason!) If the smaller pool still has special dice, they
  may be used normally. But here’s the catch: you can only use the Hard and Wiggle Dice from
  your pool for the Skill or Stat from which they came. If any special dice are left over after you
  have a successful set in its native pool, you may assign them to the other task as well.
  Example:  Telemachus has 9d in Coordination+Dodge and 7d+2wd Coordination+Pistol, and
  he wants to use both in one round. He loses 1d from his 7d+2wd, rolls 6d, and assigns the
  2wd normally, as long as he uses them for the Pistol and not the Dodge. If he had 3wd, he
  could assign 2wd to the Pistol, and used the last Wiggle Die on his Dodge as well.
  Example:  Jailbird has Body+Brawling of 5+3hd and a Command+Intimidation of 9d. She
  wants to smash a table and threaten a guard at the same time. She drops a Hard Die from he
  Body+Brawl, uses the 2hd to smash the table, and rolls the remaining 5d for a match in
  Intimidation.
  Example:  Gordon has 6d+3wd in Coordination+Stealth, and 9d in Body+Running, and
  wants to do both at once. He drops a single die from his Coordination+Stealth, assigns the 2
  Wiggle Die to his Stealth set as a 2x10, rolls his 5d for a 2x3 and assigns the last Wiggle Die as
  a 3. In the end, his two sets look like this: a 2x10 for Stealth (which used 2 of the Wiggle Dice)
  and a 3x3 for the Running (which used one of the Wiggle Die).
  
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  XXXEND BOXED TEXTXXX
  Combat
  Combat is complicated and dangerous. Therefore, there are a few refinements to the rules that
  come into play specifically when people are trying very hard to hurt one another.
  One issue to get out of the way is the question of time. Violence happens very, very quickly.
  If you’ve ever been in a wrestling match, you know that five minutes feels like eternity.
  Gunfights, being that much quicker and deadlier, are proportionately faster.
  To simulate this in a way that gives you a chance to make some decisions, combat in WILD
  TALENTS is broken up into combat rounds. There is no given measurement for how long a
  combat round lasts: It’s an abstraction. It’s “however long it takes the slowest person in the fight
  to try one thing.” Once everyone involved has tried something, the round is over and it’s time to
  do something else.
  Combat Round Breakdown
  Each combat round is broken down into three phases: declaration, roll and resolution. In order,
  here’s what those mean.
  1) Declare
  Each person in the fight describes his character’s action. The person with the lowest Sense score
  has to say what he’s doing first. This is because people with higher Sense scores are more aware
  of what’s going on in the fight and are better able to respond to what’s going on around them. (I
  personally recommend that the players sit around the table in order, from lowest Sense to
  highest, so that they can just go around in order with the GM interrupting when NPCs are acting)
  If two people have the same Sense score, the NPC declares first. If two PCs have the same Sense
  score, use the Sight Skill as a tiebreaker. Or just roll for it.
  When you’re declaring what you want to do in combat, make it short and specific. This
  doesn’t mean you can’t make it dramatic. “I smash the guy in the face” is the same action as “I’m
  glad you emptied your gun at me, ‘cause now it’ll be warm when you eat it!” but one is a little
  more engaging. If you’re doing something special –- dodging, doing two things at once, making a
  called shot, helping someone else with what they’re doing –- say so now.
  2) Roll
  Everyone rolls the appropriate dice pool–- usually a Miracle, Hyperstat or Hyperskill,
  Coordination+Dodge or Body+Brawl. If you’re squishing a dice result (see page xx) or picking a
  Martial Arts maneuver (see page xx), do it now.
  3) Resolve
  The widest result gets resolved first. If two sets are equally wide, the tallest goes first (if two rolls
  are exactly the same, it remains up to the GM to decide what happens).
  When an attack hits, it immediately does damage, but superhumans who wish to “buy off”
  damage (see page xx) can do so now. Anyone suffering damage –- either Shock or Killing –- in
  combat loses a die out of his highest set! (Why? Because being stabbed or shot is very, very
  distracting) If someone’s highest set is only a pair, that action is effectively foiled by the loss of a
  single die (unless, of course, he’s got a second set as a backup).
  If you’re making a dodge roll, it only works on attacks that happen after your Dodge. That is,
  attacks that are narrower, or attacks that are equally narrow but not higher. After all, if the attack
  is wider (or equally wide and higher), it happened before you had a chance to react.
  Attacks do damage, depending on several factors. Dodges avoid damage. Since both of these
  are important, they get their own headings. But by and large, that’s all there is to a combat round.
  Everyone says what they’re doing, they roll, the widest sets go first, and then the whole thing
  starts over.
  Damage
  So far, the system is fairly simple. You roll a bunch of dice and look for matches. If you get
  matches, that’s good. More matches and higher numbers are better.
  
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  The damage system adds a little sophistication to this, but not too much. Damage in WILD
  TALENTS is pretty specific. When you are hit, you’ll know exactly where and how much it stings.
  Types of Damage
  There is a world of difference between being punched in the gut and being stabbed there. A
  punch aches, it bruises, but unless you are severely pummeled for a long time, it’s unlikely that
  you’re going to suffer any severe harm. Being stabbed (or worse, shot) is entirely different. Your
  internal organs are being re-arranged and exposed to all kinds of germs, viruses and pollutants.
  Damage that penetrates the skin is serious.
  Therefore, in WILD TALENTS there are two types of damage: Shock damage and Killing
  damage. Shock damage shakes you up and can be very dangerous in the short term, but you can
  shake it off fairly easily. Killing damage is just what it sounds like: damage that can end your life.
  On your character sheet, you’ll see a silhouette of a human form with a bunch of boxes on its
  arms, legs, torso and head. Each box represents a hit point. If you get hit in the arm for two points
  of damage, you mark off two boxes. If those two points of damage are Shock, you just put a
  single diagonal line through the boxes. If they’re Killing damage, you put two lines in an X. It’s
  important to know what kind of damage you’ve taken, because Killing damage is so much
  slower to heal and much more dangerous.
  When your head fills with Shock damage, you pass out. When your torso fills with Shock
  damage, your Body and Coordination are both effectively reduced by 4 for the purposes of
  making rolls. (This effect cannot drop either Stat below 1) When a limb is filled with Shock
  damage, you can’t use it until it recovers.
  Example: The Brick has Body 8 and Brawl 2. Normally he rolls 10d when he’s trying to hit
  someone. When his torso is filled with Shock damage, his Body becomes 4 for the purposes of
  rolling dice. He doesn’t lose his extra wound boxes, he still does Killing damage if he hits,
  and he can still lift a ton without a roll. However, if he tries to hit someone or lift something
  in his Tested Lift range, he only rolls 6d.
  It is possible for Shock damage to become Killing damage. Once all the boxes in any hit location
  are filled up (either with all Shock damage, or with a mixture), any further Shock damage
  becomes Killing damage.
  Example: The Justifier and Zero have been beating on one another. The Justifier has managed
  to fill up all five boxes on Zero’s left arm with Shock damage. Zero can’t use his left arm for
  the rest of this fight. The Justifier rolls another Body+Brawl and gets a result of 2x6 –- two
  more points of Shock to the right arm. But because that arm is so bruised and weakened,
  those two points become Killing damage. If she hits that arm again, those points become
  Killing damage as well.
  Once an outside hit location (that is, any hit location that is not the torso) is filled up with Killing
  damage, any further damage to that location goes right into the torso, which is when things get
  really dangerous.
  XXX BEGIN BOXED TEXT XXX
  Die Hard
  Game Masters who want to extend the shelf lives of characters a bit, without going all the way to
  the excesses of squishing rolls (see page xx), can have characters increase the number of damage
  boxes per hit location. So, instead of 2 Shock points equaling 1 Killing point of damage, it
  becomes a 3 to 1 ratio (or even 4 to 1). This change will keep your characters kicking a bit longer.
  XXX END BOXED TEXT XXX
  Damage Location
  Given the choice between having someone stomp on my foot and having them stomp on my face,
  I’ll pick the foot every time. The location of an injury matters. Because it matters, that poor little
  damage silhouette on the character sheet has numbers on each of its limbs. The number rolled on
  a successful attack indicates where that attack hit. Thus, if you roll a higher number, you’re much
  closer to killing your opponent. The hit results are as follows (the numbers next to them represent
  how many hit boxes are located in each location on the damage silhouette):
  
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  Damage Location Table
  Roll
                 Hit Location
  1
                          Left leg (5)
  2
                 Right leg (5)
  3-4                        Left arm (5)
  5-6
                 Right arm (5)
  7-9                         Torso (10)
  10
                     Head (4)
  Once all the boxes in either a character’s head or torso are filled up with Killing damage, that
  character is dead. It doesn’t matter if he still has a bunch in his arms and legs -- they’re no good
  without guts and brains. Once all the boxes in the head are filled with Shock damage, the
  character is unconscious.
  If all the boxes on a character’s limb are filled with Killing damage, two things happen:
  1) That limb is seriously damaged and will never, ever be as good again. Depending on how
  merciless your GM is feeling (and on where the damage came from), the limb might be all the
  way off. On the other hand, it might just lose a wound box permanently and be a little stiff
  when the rain is coming.
  2) Much more important –- any more damage that goes to that hit location moves straight
  into the torso. If you want to be bloody-minded about it, you can think of your arms and legs
  as armor that protect your lungs, heart and spinal cord.
  XXX BEGIN BOXED TEXT XXX
  Using Hard Dice and Wiggle Dice in the Game
  Since these two dice types are exceptions to the regular dice rules, they deserve a careful
  examination. Let’s have a look at Hard Dice first.
  Hard Dice are always a 10, so naturally if you have 2hd in anything, you always achieve a
  dramatic success. But what happens when you use Hard Dice in combat? Since it’s always a 10,
  do you always hit the target in the head? Can you make called shots with Hard Dice?
  The answer is that multiple Hard Dice always hit (unless they’re dodged or blocked). If you
  can see the target (even a hit location which is not the head), you can hit the target. However,
  when you hit it, the attack is counted as an attack towards the head for the sake of damage only. The
  GM might say you hit the target in the arm, or the leg or the torso, and describe the hit in that
  way, but the damage is still counted towards the head. So the answer is no, you cannot choose to
  make a called shot with Hard Dice, because even if you do, the attack is counted as a hit to the
  head for damage purposes. When attacking an object, consider it an attack against the weakest
  part of the object (that means the attack acts as if it’s hitting the hit location with the lowest
  Heavy Armor rating, while inflicting damage on the head ––�despite any armor it might have).
  Hard Dice lack finesse, but they’re deadly.
  There is one way around the Hard Dice hit location conundrum however. If your Hard Dice
  are in an attack dice pool along with other regular dice, you can discard the Hard Dice and try to
  hit with the regular dice as per a normal attack.
  When using Hard Dice in non-combat situations, they become much more basic. With 2hd in
  any Skill, you are able to at least match the ability of anyone with the same Skill (but not
  necessarily the speed).
  Wiggle Dice are much more versatile. With 2 Wiggle Dice, you can hit any hit location you
  choose (you must see the location you want to hit, however). Also, Wiggle Dice are much more
  “friendly” towards regular dice in the same dice pool. Since you can choose what a Wiggle die
  becomes after the roll, you can match it to whatever matches you already have in your regular
  set. Hard Dice are much harder to use in normal dice sets, since unless a regular die in that pool
  comes up a 10, it’s useless. Wiggle Dice are very useful as well when it comes to multiple actions.
  If you split your dice pool that has 2 Wiggle Dice and 3 regular dice, even with the 1d penalty
  you can always succeed at those two actions.
  The utility of Wiggle Dice increases in non-combat situations. In a dynamic contest, they
  become very useful because you declare what you want the Wiggle Die to be after all the dice are
  rolled. So you can look at what your opponent rolled and beat it, by any amount if you have 2wd
  or more in your set (unless it’s a set of 10, then you could just match it). Since Wiggle Dice are
  
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  much more friendly towards regular dice, you can usually choose to have a tall or wide set
  (sometimes both). With Hard Dice, it’s usually only a tall set. In combat, the difference between a
  match of 2 dice and a match of 3 dice is huge. Wiggle Dice have the advantage over Hard Dice, as
  width and not height determines initiative.
  Hard Dice are blunt, Wiggle Dice are skillful.
  XXX END BOXED TEXT XXX
  Getting Better
  Damage is nasty stuff, so you’re naturally wondering how you can get rid of it. If it’s Shock
  damage, it’s pretty easy. At the end of a fight, half the Shock damage taken during that particular
  combat just evaporates (round down).
  You can also heal Shock damage with long-term rest and relaxation. Every game day after a
  good night’s rest you can make a Body+Health roll. If it succeeds, you shake off a number of
  Shock damage points equal to the width of the roll.
  Example: After getting knocked down an elevator shaft, the Wreck has two points of Shock
  damage on every limb –– each arm and leg, his head and torso. After he gets up and shakes
  the rubble off, he recovers one point in each hit location.
  The next day he rolls his 10d Body+Health and gets a 3x5 –– successfully shaking off 3
  points of Shock damage, returning his head, torso and one arm to normal. It’s good to be a
  superhuman!
  Example: The Wreck takes a shot to the head from an overhanded manhole cover, flung by
  an enraged android. He suffers 3 Killing and 3 Shock to the head (usually enough to kill even
  the most resilient human, but luckily, the Wreck has 7 hit location boxes in his head!)
            After the Wreck deals with the pesky android, he gains back 1 Shock point to his head.
  The next day he rolls his Body+Health pool and fails to get a match, so he walks around with
  a sore head for the day. The next morning he rolls his Body+Health again and gets a 2x2,
  successfully shaking off the remaining Shock damage.
  For normal humans, Killing damage takes considerably longer to heal. It can only be healed by
  long recuperation or by medical attention. “Medical attention” means an operation in a hospital,
  not your buddy putting on a splint and making a Brains+First Aid roll.
  Every time a character gets an operation or real medical treatment, the doctor rolls
  Brains+Medicine. The width of the roll determines the length of the operation, as usual. The
  height of the roll determines how many points of Killing damage are converted to Shock damage
  within a given limb.
  Example: The intrepid reporter Scotty has three points of Killing damage in his broken left
  leg and five points of Killing damage from shrapnel in his torso from his tangle with the End
  Gang. The doctor decides the shrapnel is more dangerous and decides to go after that. He has
  6d in his Brains+Medicine die pool, and his outcome is 2x5. So, after a three-hour operation,
  all the damage in the torso is now Shock damage. However, the leg is still badly hurt,
  because it hasn’t really been treated.
  One point of Killing damage is turned into 1 point of Shock damage per week of complete
  rest.
  Superhumans, on the other hand, have the capacity to even heal Killing damage. The way it’s
  done is simple, first, all Shock damage must be healed (if you are suffering from even a point of
  Shock damage, you cannot attempt to heal Killing damage), then on a successful Body+Health
  roll with a width of 3 or a height of 5 or more, a point of Killing is healed. (If you roll both a
  width of 3+ and a Height of 5+, you gain back 2 Killing points).
  Example: The Wreck is still suffering from 3 Killing points of damage to his head. He rolls his
  Body+Health and gets a 3x3, so he successfully heals 1 point of Killing damage, leaving him
  with 2 Killing left in his head, and a slight headache. Not bad for someone who took a
  manhole cover to the face.
  XXXBEGIN BOXED TEXTXXX
  
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  Shaking it Off…
  In the world of four-color heroes, superhumans have the habit of shaking off attacks that would
  reduce a normal human to a stain on the rug. To reflect this, if the GM wishes, superhumans can
  “shake off” damage by spending Will points at a 1 Will point to 1 point of Killing damage ratio
  (you can buy off Shock as well, but only 2 at a time –– if you blow a Will point to buy off a single
  Shock point, you can, but it’s a losing proposition). How you “explain away” this damage is up
  to you –– whether you side-step the machine gun blast with your inhuman speed or just wade
  through it really doesn’t matter, what does matter is this –– you spend the Will points and you
  are unaffected by the attack (that is, you don’t suffer any damage and do not lose dice out of any
  successes you might have). This does not reflect some sort of super-healing, but the very nature
  of the superhero ––– the ability to wade through danger unharmed… Once you take the damage
  however, it may not be bought off –– you have to heal normally to get rid of it.
  Unconsciousness is a different matter. Superhumans knocked unconscious in combat can
  come-to the next round if they spend half their Will and make a successful Body+Endurance roll.
  If they fail, they lose the Will points and remain unconscious. It’s an expensive transaction, but if
  the fate of the world is riding on the next few seconds, it’s worth it…
  XXXEND BOXED TEXTXXX
  Dying
  Any time a character’s head or torso is completely filled with Killing damage, that character is
  dead. No Medicine or First Aid rolls can avert this. Once that final box is filled in, that’s it.
  Gunfire
  The nasty thing about having someone shoot at you is that, once the bullet’s in flight, there’s not
  much you can do about it. Bullets are fast: People are slow. Consequently, the first clue many
  people get that they’re being shot at is the sensation of high-velocity lead plowing a furrow
  through their flesh.
  To represent this unpleasant reality, shooting a gun in WILD TALENTS is a static contest. The
  guy you’re shooting at has no way to interfere with your attack (unless he sees you and starts
  toward cover before you fire). Simply make that Coordination+Rifle (or Pistol) roll and, if you get
  a match, you hit your target.
  If you’ve already read the Damage section, you know that the height of your roll determines
  the location of the hit. Roll a set of ones and you hit the other fellow in the leg. Roll tens and you
  put it in his head. The width of the roll determines how many boxes get checked off and the
  timing of your action.
  By and large, that’s how it works. However, in order to keep every fight from stagnating into
  endless repetitions of “I shoot him. I shoot him. I shoot him,” we’re providing some tactical
  options that change your chances and results a little bit. These actions must be decided during
  the declaration phase of combat. You can’t roll and then decide you want to make a called shot.
  Aiming
  This is a very common action: By taking your time and sighting carefully, you improve your
  chances of hitting. To represent this in the mechanics, for every combat round you spend
  squinting down the barrel at the target, you can add one die to your pool. You cannot take any
  other action while aiming, and you cannot add more than two dice in this fashion.
  Called Shots
  The default roll assumes a shot at the center of mass, that is, the torso. However, what happens if
  you want to shoot someone in the leg?
  This is known as a called shot. Because it’s trickier than an ordinary shot, you have to take
  one die out of your pool before you roll. Then take one of the dice that remains and set it to the
  number you want. If you’re aiming for his right arm, set it to a five or a six. If you’re
  headhunting, set it to ten.
  Example: Fugue can only see the face of the sniper as he fires at the presidential candidate, so
  he aims his Power-Blast at the assassin’s head. Normally his Power-Blast dice pool would be
  6d, but because he’s making a called shot, it’s reduced to 5d. He then sets one die aside on
  “10,” the hit locations he’s hoping to hit. He rolls the remaining 4d and gets a 10, 7, 7, and a 1.
  
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  The rolled 10 joins up with his called shot 10, making a 2x10 hit! Fugue’s power-blast hits the
  assassin in the head!
  Example: The Justifier wants to stop a criminal from escaping by wounding him in the leg as
  he flees the crime scene. The Justifier’s Coordination+Pistol is 5d, so she drops a die, sets
  another die to 2 (the right leg) and rolls the remaining 3d. She gets all 7’s, accidentally putting
  the bullet in the criminal’s torso instead. On the plus side, the crook does stop running.
  Note that the number you picked has to come up, not just the location. Suppose, for example, you
  have a 3d pool and you’re making a called shot to the arm. You discard one die, set the other die
  to 3 (a location on the left arm) and roll the final die. Even if the die you roll comes up 4 (which is
  still on the left arm) it’s not a hit. It only hits if you get another 3.
  This is why it doesn’t make much sense to do a called shot to the torso: Your chances of
  hitting the torso are better with the extra die in your pool than they are with the called shot. The
  exception to this is if you’re trying to shoot a particular target on someone’s torso –- like the fuel
  tank on a flamethrower, or the mystic amulet that’s driving her crazy. In that case, do a called
  shot for hit location 9. If you roll a match for it, you hit that small target (in addition to doing
  damage to the torso).
  XXX BEGIN BOXED TEXT SECTIONS XXX
   A Word on Cover
  Sometimes you’ll be shooting at someone who is hiding, protected or otherwise harder to hit. The
  full rules for cover are on page xx under the heading “Cover”, but here’s a basic breakdown of
  how it works: If someone is in a ditch or standing behind a waist high wall, shots that would
  have hit the concealed area hit the cover instead. If someone is shooting at you from a foxhole
  with only their head and arms showing, your shots at them miss unless the hit location is the
  head or one of their arms. It’s much like making any other static roll with a Difficulty rating, only
  in this case particular numbers are excluded.
  XXX END BOXED TEXT XXX
  Multiple Shots
  Sometimes you want to fire more than one shot at someone (or at more than one person). This is
  simply handled by the multiple action rules (see Multiple Actions on page xx). You drop a die
  out of your Coordination+Pistol or Rifle roll and hope to get two sets.
  You cannot combine this trick with aiming or with a called shot. If you spend a turn aiming
  and decide to take a multiple shot the next turn, the extra die from aiming does not apply.
  Range
  The default gunshot or ranged weapons roll assumes medium range, and because the system is
  fairly grainy “medium range” covers a lot, and it differs from weapon to weapon.
  •
  At close range add another die to your pool.
  •
  At medium range your dice pool is unaffected.
  •
  At long range reduce your dice pool by one.
  •
  At anything farther than long range, you have to make a Sense+Sight roll to even have a
  chance of hitting, and then make an ordinary long range roll.
  Sniper
  Any time you shoot at someone who doesn’t know he’s being fired on, you can add one die to
  your die pool in addition to any aiming bonuses you take. It’s one of the big bonuses of shooting
  at someone who isn’t screaming, dodging, running around or firing back.
  Hand-to-Hand
  Rolling around in the mud with someone who wants you dead is a lot more confusing than
  calmly drilling him from a hundred yards out with a well-placed gunshot. Hand-to-hand combat
  is, in its own way, much more intimidating than gunplay.
  Mechanically, fighting hand-to-hand (armed or not) is a dynamic contest, with the vague
  goal being “Get the upper hand in this fight.” All the fighters who have declared involvement
  
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  roll dice. As with all combat, the widest set is resolved first. That person’s attack goes off
  flawlessly. If he does damage his opponent loses a die out of his highest set. The next widest roll
  goes next, and so forth. This does mean that someone who rolled low can still injure an opponent
  who rolled higher -- as long as his set is wide enough to still be a set after losing a die, or as long
  as he didn’t get hit. This is a bit different from the usual dynamic contest, but that’s why hand-to-
  hand gets a section of its own.
  The dynamics don’t change if the person you’re attacking is doing something other than
  fighting hand-to-hand. If he’s got a gun and you’re unarmed, his action is probably going to be a
  gunshot at you while you try to grab the gun away. In this case, you’d better hope your attack is
  wide enough to spoil his shot.
  As with firearms, the width of the roll determines how many levels of damage hand-to-hand
  attacks inflict, while the height determines location.
  Example: Mr. Misfit and the Juggler are ganging up on Stone. Misfit lobs an economy car-
  sized fist at Stone rolling his Body+Brawl of 10d, while the Juggler kicks at Stone at the same
  time with his Body+Brawling of 8d. Stone is returning the favor aiming a shot at the Misfit
  with a Body+Brawl of 10d.
        Misfit rolls a 3x8, Juggler a 3x5 and Stone a 4x9! It goes down like this: Stone wallops Mr.
  Misfit with a hit to the chest (causing Misfit to lose 1 point of width), Juggler kicks stone in
  the right arm, then Misfit hits Stone in the torso.
  XXX BEGIN BOXED TEXT XXX
  Hyperbody in Hand-to-Hand Combat
  Characters with Hyperbody (that is a Body Stat of 6 or more) are able to cause a devastating
  amount of damage in hand-to-hand combat, but this exceptional physical strength does not
  necessarily make them especially swift in combat. To reflect this, the width of a hand-to-hand
  attack roll (for initiative purposes) by someone with Hyperbody is limited at maximum to his
  Coordination score. However the width of the damage of a successful hit does not change.
  Example: The Brick has a Hyperbody+Brawling of 10d, and he swings at his arch-nemesis,
  scoring a 5x9! Since the Brick’s Coordination is 3, though, his attack is timed as if it was only
  a 3 width, not a 5. If he hits, he still does damage as though his width was 5.
  If you want your Hyperbody character to be just as swift in combat as he is strong, please see the
  Killing Machine Extra on page xx.
  XXX END BOXED TEXT XXX
  Called Shots
  A called shot –– that is, trying to hit one specific part of the body –– is handled just as it is with
  firearms. Throw one die away from your dice pool, set another one to the hit location you’re
  hoping for, and roll the remaining dice. Thus, if your dice pool is 4d, you only actually roll two
  dice –– one gets lost in the aiming and one gets set to your chosen location.
  Knockouts
  To knock someone out, just use called shots (see above) to the head. Once his head fills with
  Shock damage, the target’s unconscious. But be careful, if the head fills with Killing damage,
  that’s it, the target is dead.
  Multiple Attacks
  Attacking more than one person is done just like any multiple action (see Multiple Actions on
  page xx). Reduce your Body+Brawl pool by 1 and hope you get two sets.
  Strangling
  Smothering, choking and drowning are all pretty much the same thing: Someone can’t breathe
  until he passes out and (often) dies. The cause of death is lack of oxygen. If your character tries to
  choke someone with his bare hands, do it as a called shot to the head. If you succeed, you only do
  a single point of Shock damage. However, you continue doing one level of Shock damage to the
  head per round, automatically, until one of the following things happens:
  
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  •
  You declare that you’re doing something else.
  •
  You take damage from any source.
  •
  The guy you’re choking escapes by beating your Body+Brawl roll.
  Unlike most Shock damage, all damage from choking comes back at the end of the fight (if you
  survive, of course).
  That’s choking. Strangling is actually different: If something closes off the blood vessels to the
  brain, unconsciousness and death come on much quicker. It’s possible (with training) to strangle
  someone with your bare hands or you can get the same effect by using a scarf, a rope or any other
  handy garrote.
  Thus, if someone tries to strangle with a cord, it works just like a choke, only it does two
  ranks of Shock damage per round. Characters with the Martial Arts Skill can strangle with their
  bare hands.
  Pinning
  The standard hand-to-hand attack is a punch, kick, stab or slash. Many fights start out with a
  standing exchange of blows, but end with both people on the ground wrestling.
  If you want to take someone down, say you’re doing it in your declaration phase. If you
  succeed, you only do a single point of Shock damage to the indicated location, but the person
  you’ve knocked down loses a successful die out of his highest match even if he has some sort of
  armor that protects from Shock damage. (After all, it’s hard to deliver a strong punch when
  you’re being knocked on your keister) Furthermore, if you successfully take someone down, that
  person is pinned until he escapes.
  People who are pinned cannot dodge or take cover and cannot attack anyone except the
  person who pinned them. Furthermore, any hand-to-hand attacks made on a pinned person are
  made with an extra die in the pool because of their reduced mobility.
  A person who is pinned remains pinned until one of three things happens.
  •
  You declare that you’re doing something else.
  •
  You get killed or are knocked out.
  •
  The guy you’re pinning beats you with a Body+Brawl roll.
  While you’re pinning someone, you can start choking him with any successful Body+Brawl --
  not the called shot required when standing.
  Disarming
  If someone’s coming at you with a weapon, you’re probably going to want to take the weapon
  away from him. Good luck. Make a called shot to the arm holding the weapon. If you succeed,
  you do no damage but you get the weapon away from him.
  If the weapon has an edge or a point, take a point of Killing damage to whichever limb you’re
  using to disarm. If that seems harsh, remember that there’s nothing to grab it by but the pointy
  bits. For a more skilled approach to disarming see Martial Arts on page xx.
  Aiming
  You cannot aim while making a hand-to-hand attack unless you are surprising a target and you
  make a called shot. If you do this, you make the regular called shot without any penalty.
  Example: Marcus wants to strike a guard in the head. He can only do this if he’s sneaking up
  behind the guard. He has a Body+Brawl dice pool of 6d, places a die at 10 and rolls a 3, 4, 1, 2
  and 10 with the remaining five. Thus, he strikes the guard in the head for 2 points of Shock
  damage. If the guard and Marcus had been in hand-to-hand combat, however, he would not
  have had the leisure to aim, and would have had to make a standard called shot with a 1d
  penalty.
  Dodging
  Most people don’t like being hit, stabbed or strangled. They therefore dodge when others try to
  harm them. Here’s how “getting the hell out of the way” works in WILD TALENTS.
  
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  There are basically two ways to get clear, though both are handled with a
  Coordination+Dodge roll. One is when you’re trying to dive for cover in general, to protect
  yourself from long distance attacks. This is explained below, under “Cover.” The other way is
  when you’re trying to avoid a perceptible hand-to-hand attack -- something like a kick or a tackle
  or a blow from a club.
  During the declaration phase of combat, you indicate that you want to block, duck, dive for
  cover or otherwise shield yourself from a perceived source of injury. Roll Coordination+Dodge.
  Width and then height determine who goes first, as always. If an attack roll is wider than your
  dodge roll, you can’t dodge it. If both the attack and dodge are exactly the same width and height,
  it remains up to the GM to decide what happens.
  Any matching dice in your pool become “Gobble Dice.” Each Gobble Die can take a die
  whose result is equal or lesser out of an attacking set. You can dodge any number of attacks –– no
  multiple actions penalty applies to the roll, no matter how many separate attacks are aimed at
  you. (This mechanic is also used for defensive applications of certain super-powers).
  Example: Adam and Mark are engaged in a knife fight, and Adam knows his buddy Steve is
  breaking down a door to come in and help him. He figures he just needs to keep Mark from
  gutting him until Steve arrives, and then they can double team. Accordingly, he decides he’s
  going to Dodge while Mark attacks.
       Their first combat round, Mark rolls his 6d Body+Brawl, while Adam rolls his 6d
  Coordination+Dodge. Mark’s result is 2x5 - normally a hit. Adam, however, rolls 2x6. Using
  one of his Gobble Dice, he reduces Mark’s result to 1x5 - a failure.
       Next round, Steve bursts through the door but can’t attack, and Adam is still dodging.
  This time Mark’s result is 2x9 and Adam gets 2x3. Since their results are equal in width, the
  taller set goes first -- Mark shanks Adam. Ouch.
       Now it’s Mark’s turn to make a 7d Coordination+Dodge roll against Adam and Steve,
  both of whom have 5d Body+Brawl pools. Adam gets a 3x2 and Steve gets a 2x4, both of
  which should be solid hits - but Mark rolls well and gets a 3x4 (since his roll is as wide and
  taller than Adam’s 3x2, his dodge goes first). With those three Gobble Dice, he can take one
  out of Steve’s set (ruining it) and two out of Adam’s set (ruining that). If he’d only had a pair
  instead of a set, he would have still been able to ruin Steve’s set, but Adam would have hit.
  But Adam’s hit would only be two wide instead of three wide, which is still an improvement.
  Martial Arts
  The Martial Arts Skill in WILD TALENTS is much more versatile than a simple Coordination
  Skill. You don’t roll it –– you roll your usual Body+Brawl pool, but on a success, you can use
  your Martial Arts rating to change your attack or dodge in certain ways. Martial Arts cannot be
  purchased as a Hyperskill, since, technically, you never roll it. Characters with the Martial Arts
  Skill can do one of the following each turn:
  • Make called shots in hand-to-hand combat at no penalty.
  • Increase the width of their success for TIMING ONLY by their Martial Arts rating.
  • Add Shock damage equal to their Martial Arts rating to a successful attack (this remains
  Shock even if you have a Hyperbody Stat).
  • Raise the width of their success for all purposes by half their Martial Arts rating, rounding
  down.
  • Raise the height of their roll by half their Martial Arts rating, rounding down.
  Note: Keep in mind, to use any of these effects the character must succeed in the initial roll --
  without this initial success, these options are not available. It’s perfectly possible to have
  someone with low Brawl and high Martial Arts. That indicates someone with a lot of
  theoretical practice and training, but little down ‘n’ dirty experience. Such people rarely hit,
  but when they do –- ouch!
  Example: The Boomerang has Martial Arts 5. He attacks a henchman with his
  Body+Brawling Skill of 7d and rolls 3x10. He can choose between: increasing his timing
  width by 5 (his MA rating); adding 5 shock points of damage to his attack; raising the
  width for success and damage by 2; or raising the height of his roll by 2 (though in this
  case, his height is already 10, the maximum).
  
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  Cover
  Instead of ducking an attack, you may choose to dive for cover behind something that’s tough
  enough to stop a bullet -- something like a wall, a tank or a car engine. These objects have Heavy
  Armor qualities (see Heavy Armor on page xx). This is usually the only option for dodging
  gunfire or explosives, unless you have a super-power that allows you to see a bullet as it’s
  coming at you, and the speed necessary to dodge it. Normal folks just leap for cover and hope for
  the best.
  If you take this option, it doesn’t do you any good against hand-to-hand attacks, since a fist
  fighter is already in your face and able to take a swing at you. However, if you get behind cover
  before someone shoots at you, it can make up for an awful lot of kicks to your shins.
  Here’s how it works. During the declaration phase, you say you’re taking cover -- making
  sure that the GM understands what you’re hiding behind and so forth. Then you roll your
  Coordination+Dodge. The order of action goes off normally. The height of your roll interacts
  with the quality of your cover to determine how much of you is hidden. As a general rule, the
  GM can judge this on his own, but some guidelines follow.
  Taking Cover Table
  Roll                          Cover is tiny      Cover is okay
      Cover is great
  1-3                              Hide one limb
     Hide three limbs
      Hide five limbs
  4-7                             Hide two limbs      Hide four limbs
     Completely hidden
  8-10
                          Hide three limbs       Hide five limbs
     Completely hidden
  (GMs -- You really don’t need to bother with consulting this chart in the heat of combat. It’s just
  to give you the idea that a good roll isn’t going to save you if all you have to hide behind is a
  skinny sapling, while even a poor roll is good if you’re diving into a bank vault)
  If you successfully take cover, you can position a number of limbs so that they can’t get shot.
  The number depends on how well you rolled and how good the cover is. If (for example) your
  cover is good -- like the corner of a building -- and you roll 3x2 on your Coordination+Dodge roll,
  you can hide three of your limbs. If you choose to hide your head, torso and left leg, any gunshot
  that would hit those areas (that is, any set that came up x10, x7-9 or x1) does nothing. However,
  gunshots that came up x2-6 hit a leg or arm. (The contortions needed to protect the torso while
  leaving both arms and a leg exposed are left as an exercise for the player and GM)
  The lovely thing about cover is that it protects you for the rest of the combat, until one of
  three things happens.
  • You break cover.
  • Someone else attacks you from a different direction (and even then, the cover still protects
  you from the original direction).
  • The cover itself is destroyed or removed.
  If you spend another round hiding (that is, you declare that you’re trying to get further
  protected) you can make another Coordination+Dodge roll. If this roll is better than your first
  one, you can take that result and hide more limbs. If the roll isn’t as good, you can keep the
  original one.
  Once you’re covered, you can act (at a distance) from that cover. If you want to shoot, you
  will have to reveal at least one arm and your head. Same if you want to throw something, unless
  you’re using the cover fire rules (see Gunfire on page xx).
  For more on cover, see Heavy Armor on page xx.
  Armor
  There are basically two kinds of armor. There’s light armor -- that is, armor light enough that you
  can pick it up and carry it with you -- and there’s heavy armor. Heavy armor acts like cover,
  though many vehicles with heavy armor can move under their own power.
  Light armor works in two stages. First, all Shock damage taken from an attack is reduced to a
  single point. Second, a number of points of Killing damage equal to the rating of the armor are
  turned into Shock damage.
  Example: Captain Murdoch takes a 3x10 pistol shot to the head. Normally that would be
  lights out for Murdoch -- 3 levels of Killing and 3 levels of Shock. But he’s wearing a steel
  
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  helmet rated at Light Armor 2. First off, those three levels of Shock are reduced to 1. (It
  would be the same if he’d taken 2 Shock to the head, or 5, or 10) Next, two of those three
  Killing levels are turned into Shock as well. In total, he takes 1 Killing and 3 Shock -- enough
  to knock him out, but he’ll come around pretty quick.
  Penetrating weapons (see Penetration on page xx) automatically breach light armor if they hit.
  Heavy Armor
  Heavy Armor is stuff like thick steel plate. It works very simply: every point of Heavy Armor
  reduces the damage (both Killing and Shock) of a successful attack by that amount.
  Example: The Vault has Heavy Armor 5, and is shot in the face with a rifle for 6 Killing and 6
  Shock points of damage –– due to his Heavy Armor however, only 1 point of Killing and 1
  point of Shock get through. Kind of almost makes you feel sorry for the guy with the rifle
  huh?
  Sample Armor Ratings Table
  Armor Type
              Armor Rating
  Riot Helmet                      4 LAR (Head)
  Kevlar Vest
                 5 LAR (Torso)
  Plate Armor                      7 LAR (All Hit Locations)
  1” Wood Wall 
        1 LAR
  6” Wood Wall 
        1 HAR
  .25” of Aluminum            1 HAR
  Sandbag
        1 HAR
  1” Concrete Wall
         2 HAR
  .25” of Titanium                3 HAR
  Bullet Proof Glass             5 HAR
  3” of Steel Plate                 8 HAR
  15’ of dirt                            50 HAR
  Reinforced Bunker            70 HAR
  M-1 Tank                           10 to 8 HAR
  12’ of Concrete                  288 HAR
  Roswell Saucer Debris     75 HAR
  Neutron Star                      1000 HAR
  Penetrating weapons counteract Heavy Armor. They reduce Heavy Armor ratings permanently,
  and are described on page xx.
  XXX BEGIN BOXED TEXT XXX
  Exotic, Alien or Supernatural Materials
  Certain very rare substances created by nature, Alien cultures, superhuman Gadgeteers, or
  mystical forces can exceed the normal earthly 1-10 Heavy Armor limit (of course, Earthly
  substances can be piled on top of each other to create a layered effect, giving them totals over 10).
  Exotic, Alien or Supernatural materials can be much more resistant to damage than
  conventional substances. Treat them just like normal Heavy Armor, except their values can
  exceed 10. Otherwise, they operate normally. For more on these types of substances, please see
  the power Heavy Armor on page xx.
  XXX END BOXED TEXT XXX
  Murder
  All these attack rules make the reasonable assumption that the other fellow doesn’t want to get
  hit and is doing his best to avoid it. There are some times, however, that an individual can’t avoid
  what’s coming.
  If your GM is doing his job, your PCs should never have to face a situation where they’re
  going to get killed and there’s nothing they can do about it. (After all, as the main characters it
  makes for a bad game if they become helpless and die) This doesn’t mean your characters have
  ludicrous plot immunity. If you make a forward charge on the evil Overlord’s sanctum
  sanctorum with your Boy Scout knife, don’t expect the GM to put on kid gloves. Similarly, if you
  
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  pull some blockhead maneuver that delivers you directly into the power of your nemesis, don’t
  be surprised if he drills you in the skull with a pistol instead of saying “Ach, Captain Torpedo.
  Only you vill understand ze brilliance of my plan… ”
  On the other hand, there are going to be situations in which your character has others at his
  mercy. Could be you’re friends with a superhuman who can paralyze people. It could be that
  someone surrendered to you, but you have no safe way to keep him imprisoned. It could be that
  you got in a lucky shot and knocked the guy out with one punch. He’s helpless. Do you want to
  kill him?
  If the answer is “yes,” don’t bother with any combat rolls. An armed man firing into a
  motionless body at point blank range does not have a measurable chance of failure. Same thing
  for a guy with a knife, or even a heavy pair of boots.
  Weapons
  Every attack uses a weapon. Different weapons do different amounts of damage, as well as
  different types of damage. (That’s the difference between being hit with a sap and being stabbed
  with a sword). The categories of weapon are pretty broad: Each weapon lists the type of damage
  done (Shock, Killing or a mix of both) and how much.
  The damage location is always based on the height of the roll.
  The damage amount is always based on the width of the roll. Usually it’s “width+X” where X
  is some number. If you’re striking with a club, for example, it does width+2 damage, and the
  damage is Shock. If you roll 3x5, it does 5 wound points (3 = the width, +2 for the bonus) to your
  target’s right arm.
  Following is a list of the standard weapons that do normal damage.
  Standard Weapons Table
  Attack                                                                    Damage
  Fists and Feet
  Width in Shock (or Killing if the attacker’s Body is equal to or greater than 6)
  Short Truncheon,
  Bottle, Brass Knuckles                                  Width+1 in Shock
  Club                                                               Width+2 in Shock
  Piano Wire                           As strangling (see p. xx), but damage is Killing
  Small Knife
                                Width in Shock + 1 Killing
  Trench Knife, Shovel                                    Width in Killing
  Axe, Spear, Saber
                                    Width+1 in Killing
  Compound Bow                                          Width+2 in Killing
  Grenade        Width+1 in Killing and Shock +Area dice. All targets in10 yards take 2 Shock 
                                                                    to all hit locations.
  Anti-Tank Rocket       Width+1 in Killing and Shock +Area dice. All targets in10 yards take 2
                                                                  Shock to all hit locations.
  Pistol                                                   Width in Killing and Shock
  Laser Pistol                                                 Width+2 in Killing
  Plasma Pistol                                       Width+1 in Killing and Shock
  Stun Gun                                    Width+1 in Shock to every hit location
  Carbine 
                      Width +1 in Killing, width in Shock
  Shotgun     (Shot) Width+1 in Killing and Shock+Spray dice (slug) Width+4 in Killing and Shock
  Submachine gun
                Width in Killing and Shock+Spray Dice
  Long Rifle
                       Width +2 in Killing and Shock
  Laser Rifle                                               Width+3 in Killing
  Plasma Rifle                                       Width+2 in Killing and Shock
  Assault Rifle                             Width+2 in Killing and Shock+Spray Dice
  Machinegun
                        Width+2 in Killing and in Shock+Spray Dice
  XXXBEGIN BOXED TEXTXXX
  Hyperbody and Hand-to-hand Weapons
  Individuals with a Hyperbody score in excess of 6+ have a hell of a time using a normal hand-to-
  hand weapon in combat –– for one, they’re a bit too strong to swing anything less than solid steel
  without shattering it. Anything made of wood (or which has a handle made of wood) instantly
  shatters when used by a Hyperbody of 6+ as a weapon.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  Page 29
  Hyperbody’s with a score of 8+ cannot even use steel weapons without bending them out of
  shape or shattering them.
  To determine the damage when a Hyperbody uses such a weapon, simple tack a single point
  of Killing onto the normal Hyperbody attack. Bent or shattered weapons cannot be used to
  attack. So for most Hyperbody’s a single swing with a conventional weapon is all they get…
  XXXEND BOXED TEXTXXX
  Weapon Qualities
  Some weapons have particular abilities that make them more effective against particular targets.
  For instance, a hand grenade explodes, making it more dangerous to multiple targets. A
  machinegun sprays out a stream of lead that can hit an individual many times in a single second.
  A LAW Rocket is designed to penetrate armor and remove cover.
  Rather than provide separate rules for each and every weapon ever created, special weapon
  abilities are abstracted into five qualities. A weapon’s rating in its quality determines how
  effective it is at its designated task. Many weapons have more than one quality, of course.
  Area
  Most weapons with the Area quality do extra damage when they hit, and specifically do damage
  to everyone within a particular area. This is represented by rolling for locations and assigning
  extra damage. For instance, if a weapon has the quality “Area 3,” three extra dice are rolled once
  the weapon hits (but only if the weapon hits). Everyone within 10 yards of the impact zone takes
  a point of Killing damage to each location rolled on those three dice. The person at ground zero --
  that is, the target for the attack -- takes damage as rolled on top of the hits from the Area dice.
  In addition, everyone in the area of effect takes two points of Shock damage to every hit
  location.
  Exceptionally huge Area weapons (such as nuclear, alien or  mystical weaponry) sometimes
  inflict their Area rating in Hard Dice –– decimating anything living in their radius. Such weapons
  often affect much larger impact zones than smaller more conventional weaponry –– the details of
  such weaponry is left to the GM to decide.
  It should be noted that cover and armor protect normally against Area weapons.
  Example: The Justifier heaves a grenade (Area 3) into the middle of a gang’s hideout. She
  rolls a 3x6, hitting her main target –– the gang’s leader. The grenade detonates, causing 4
  points of Killing and Shock to the target’s right arm, blowing it off. Three Area dice are then
  thrown (scoring a 10, 2 and a 1), and everyone within 10 yards takes a point of Killing to their
  head (10), right leg (2) and left leg (1). In addition, all targets within 10 yards take 2 Shock
  points of damage to every hit location. In short, the entire gang is severely injured.
  Burn
  The Burn quality differs from other weapon qualities in that it has no number rating associated
  with it. Instead, targets hit by the Burn attack are also on fire.
  When a Burn weapon strikes, it does its normal damage –- which is often quite low, usually a
  single level of Killing damage. However, in addition to that damage, every limb except the head
  takes a level of Shock damage, and all those limbs are also on fire. (If the weapon’s attack roll
  came up 10s, the head is also on fire). People who are set on fire have to make Cool+Mental
  Stability rolls to avoid panicking.
  Charging a Burn weapon is also very intimidating. GMs may require a Cool+Mental Stability
  roll to do so.
  Burning limbs take one point of Shock damage every turn until the fire is out. Most fire-based
  military weapons use a sticky fuel that is particularly difficult to extinguish. Typically, only full
  immersion or lack of oxygen will do it. For more information on fire effects, see page xx.
  Weapons with both Burn and Area qualities have a different sort of Area effect. Normally,
  Area attacks do a great deal of Shock damage and also inflict Killing damage on the rolled
  locations. Area burns are less instantly traumatic: Affected targets only take one point of Shock
  damage to each rolled location. They take no Killing damage (unless the affected limb was
  already full of Shock) and they receive no damage at all to areas that don’t get rolled. However,
  those areas that do come up on the Area dice are on fire.
  
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  Example: The Human Lighter’s Coordination+Flamethrower pool is 5d and his weapon has
  Area 2. Four soldiers are charging at him, and he aims for the one in the middle. Rolling
  2,3,4,5 and 10, he fails. His GM considers rolling Cool+Mental Stability for the charging
  soldiers, but decides it would interrupt the flow of the game. However, they do hesitate long
  enough to give the Human Lighter another chance next round.
  This time the Human Lighter hits the middle soldier with a pair of eights. That soldier
  takes a level of Killing damage to his torso, and all his hit locations are on fire except his
  head. The Human Lighter now gets to roll his two Area dice. They both come up 3’s,
  indicating a hit to the arm. The other three soldiers now have one arm on fire apiece. Now
  they all have to make Cool+Mental Stability rolls. Only one of them makes it. That soldier is
  able to think clearly enough to run back towards a ditch, while the other three panic and
  fruitlessly scream or swat at the flames.
  Spray
  Spray weapons are those that fire multiple times, or that have some other factor that makes it
  easy to aim at many targets (like a shotgun firing shot). They were built to make extra attacks.
  Consequently, any multiple attacks (see page xx) made with a spray weapon take no extra action
  dice pool penalties. Instead, a number of dice equal to the weapon’s spray rating are added to the
  pool. The extra dice are not added if a single attack is made (that is, you opt to fire one bullet) but
  they are added if you make multiple attacks against a single target. The sole exception is the
  shotgun, which fires multiple projectiles all at once (see page xx for more details).
  Example: Holden normally has 4 dice in his Coordination+Rifle pool. Firing a submachine
  gun with Spray 3, he adds 3 dice, giving him a 7d pool. The weapon does Width in Killing
  and in Shock. As three mooks charge him, he decides to try to mow all of them down. He
  rolls seven dice, getting 2,2,2,6,7,8,8. He assigns the 3x2 to the first attacker. This does 3
  Killing and 3 Shock to that attacker’s right leg, destroying it completely. He then assigns the
  two 8’s to the next attacker, doing 2 Killing and 2 Shock to that man’s torso.
  If you are performing multiple actions (say, firing a Spray weapon and diving for cover) Spray
  weapons give another advantage –– you still roll the lower of the two sets, but you don’t lose a
  die.
  Spray Definitions Table
  Rounds Per Minute                 Spray Number
  300 rpm
                           1
  400 rpm                                               2
  500 rpm
                           2
  600 rpm
                                  3
  700 rpm
                           3
  800 rpm
                                  4
  900 rpm
                           4
  1000 rpm
                                  5
  1200 rpm
                          5
  1500 rpm
                                 6
  Slow
  If you want to fire a weapon that is Slow, you have to spend a number of actions equal to its Slow
  rating to prepare it. Thus, it can only be fired once in a number of rounds equal to its Slow rating
  plus one.
  If the weapon is already prepared, you can fire it on the first action, but after that, it’s going
  to take time to reload (or cool down, or whatever). For instance, a Tear Gas Gun is Slow 1. It can
  only be fired once every two actions. If your Tear Gas Gun is already loaded, you can fire it on
  the first turn of a fight, but after that, it’s going to take you an action of loading before you can
  fire it again.
  
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  Penetration
  Penetration weapons are designed to go through Heavy Armor (see page xx). If a weapon with
  the Penetration quality hits a target with Heavy Armor, the Heavy Armor is reduced by the
  Penetration rating of the weapon.
  If a weapon has both Area and Penetration qualities, the Area damage is not applied like
  Penetration damage. Instead, the Area effect is applied after the Penetration. If the Penetration
  didn’t get through a particular batch of Heavy Armor, the people protected by that Armor aren’t
  hit. People outside the armored enclosure, however, are still hit with the Area damage. So are
  people inside if the Penetration does get through.
  Example: Bruiser shoulders a LAW rocket and fires it at the Destroyer robot smashing up
  downtown. Bruiser rolls his Coordination+Anti-Tank Rocket of 7d and gets a 2x8, a hit to the
  Robot’s torso! The LAW has a Penetration of 8 and the robot has a Heavy Armor rating of 6,
  so the LAW round punches through the chest plate (whose Heavy Armor eats up 6 points
  from the Penetration) and impacts on the inside of the Robot’s back, expending its last 2
  points of Penetration.
  The round explodes in the robot’s chest, causing 8d Area damage. The Destroyer robot
  keels over in the street, smoke pouring from its chest.
  Area/Penetration Chart
  Explosive Type
                    Area    Penetration
  Stick of Dynamite
                      2
              0
  Pineapple Grenade MK2   
      3                 2
  LAW Rocket Round                   
  8
             8
  35 cm Shell
                              10
             10
  Low Yield Neutron Weapon       10hd          200
  10 Megaton Nuclear Blast            40hd         350
  Special Weapons
  Machinegun
  A machinegun is a weapon of mass destruction designed to stop troops from rushing forward by
  blanketing them with bullets. Most machineguns fill the air with a 500 to 1000 rounds per minute,
  cutting down almost everything in their line of fire.
  Machineguns are usually fixed weapons, heavy and awkward (though there are some man-
  portable models like the M-60). For most, unless it’s mounted on a vehicle, it’s not mobile.
  Machineguns are Spray weapons (see Spray on page xx to see exactly what that means). Most
  machine guns do Width+2 points of Killing and Shock damage for each successful hit.
  The number of machinegun rounds used each attack is equal to the dice pool rolled. This
  goes both ways: If a machinegun is low on ammo, it reduces the dice pool. This can even reduce
  the dice pool beneath the Stat+Skill rating, because these weapons are usually not designed for
  single-shot accuracy.
  Example: The Justifier lets loose a barrage from her M-60 at the Silver Scarab. The M-60 has a
  Spray rating of 5, and the Justifier’s Coordination+MG is 5d, so she attacks with a total of
  10d. She rolls a3x4, 2x5 and a 2x7, hitting the Scarab in the left arm (the 3x4), the right arm
  (the 2x5) and the torso (the 2x7).
  Submachine Gun
  A submachine gun is a smaller and more portable version of the machinegun. When fired fully
  automatic it is not very accurate.
  SMGs have Spray ratings, as described on page xx. Each successful hit does Width points of
  Killing and Shock to the hit location.
  When on full automatic, the weapon fires a number of bullets equal to the number of dice in
  the attacker’s pool. Note that some submachine guns cannot be fired at less than fully automatic
  fire. If your SMG is low on ammunition, it may reduce the weapon’s Spray rating. (For instance,
  if you only have five rounds left, you can’t use the Spray rating to increase your dice pool above
  five) Unlike the heavier machineguns, SMGs don’t suffer as much when single rounds are fired.
  If you’re firing a single shot, just roll Coordination+Rifle or Submachine gun. If you’re firing
  
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  multiple rounds, but don’t have enough for the full Spray+Stat+Skill pool, the maximum limit on
  your die pool is either your Stat+Skill pool or the number of rounds left in the weapon --
  whichever is higher.
  Example: Christof’s Coordination+SMG pool is 3d. He has a SMG with Spray 3. If the gun is
  full of bullets, he rolls 6d (Coordination+SMG+Spray). If his SMG is down to four rounds, his
  dice pool is down to 4d -- still better than his usual die pool, but he’s not getting the full
  Spray benefit. If there are only two rounds, he still rolls 3d -- the baseline amount he gets
  from his Stat and Skill.
  Shotgun
  A shotgun is a weapon designed to fling thousands of pellets at a target in a spray, enabling
  either the firer to hit more than one target at one time, or to hit a target easily without aiming.
  Most shotguns can either fire buckshot –– thousands of pellets at once  –– or slugs, a single huge
  bullet.
  Shotguns firing shot inflict width+1 in Killing and Spray dice damage. The major advantage
  to firing shot is that you gain a Spray bonus when doing so, dependant on how many individual
  pellets are fired. At medium and long range, shotgun attacks with shot are –2d to hit.
  Shotguns firing slugs cause a huge amount of damage and are devastating at close range, but
  have no Spray bonus. A shotgun firing a slug causes width+4 in Killing damage to the affected
  hit location. Normal range and multiple actions apply to a shotgun firing slugs.
  Example: A thug opens up on the Flicker with a shotgun. The thug has a
  Coordination+Shotgun pool of 6d, and the shotgun has a Spray rating of 5. He’s at short-
  range, so he gains an additional +1d to his attack for a total of 10d. The Flicker attempts to
  dodge with a 7d dodge pool. The thug rolls 2x7, 2x6 and 2x2 and the Flicker rolls a 2x1,
  failing his dodge. The Flicker is hit for 3 points of Killing and Shock to the torso (the 2x7), 3
  points of Killing and Shock to the left arm (the 2x6), and 3 points of Killing and Shock to the
  left leg (the 2x2).
  Throwing Rocks and Debris
  Throwing a rock or debris at someone requires a Body+Throw roll and it does width in Shock
  damage. No big deal. However, when somebody strong enough to lift a tank throws a
  cinderblock at you, it suddenly becomes a lot more of a problem. To avoid a mess of calculation
  based on the weight of the object and its distance, WILD TALENTS uses a quick fix: The damage
  from a big missile equals either the width of the roll or half the thrower’s Body (rounded down)
  in Shock damage to the hit location rolled. Furthermore, if the thrower has Body 6+, such throw
  attacks do Killing and Shock instead of just Shock damage.
  XXX BEGIN BOXED TEXT XXX
  Getting Hit by Someone who can Lift a Truck…
  …is not fun. Characters with a Hyperstat in Body can cause catastrophic damage with even a
  “tap” to the chin of an opponent. What happens when a super-strong opponent hits someone
  who can take such abuse without being instantly killed? The answer is knockback.
  Knockback is the wonderful art of sending your opponent flying through the air, sometimes
  dozens of yards with a single punch, kick or power-blast. It works like this: If you’re struck by
  someone with a Hyperstat in Body, or with an attack power of 6d or more, you’re knocked back.
  This happens even if your Armor reduced the damage of the attack to 0 width –– after all the
  energy has to go somewhere!
  Knockback is treated exactly the same as if your opponent were throwing you (see Body on
  page xx). Basically, if your weight is two categories less than his tested lift, he can knock you back
  6 yards or so. Every category lower than two increases the distance of the knockback by 6 yards.
  Example: Mr. Muscles hits the Bronze Man with his Hyperbody of 9d and rolls a 3x10. The
  Bronze Man weighs 700 lbs, which is 4 categories lower than Mr. Muscles tested lift. That
  means the Bronze Man is knocked back 18 yards by Mr. Muscles’ punch.
  If there’s something to arrest your untoward flight through the air (like say, a skyscraper,
  innocent bystander, or economy car), you take damage as if you had fallen that distance (see
  
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  Falling on page xx) and that object was the ground. Both you and the target you collide with
  suffer this damage. If you have a higher Armor rating than the object you collide with, you still
  take the damage, and continue right through it.
  If you are knocked more than 6 yards, during that round, you can attempt to make a
  Coordination roll to find your feet before you hit (along with any relevant Skill like Acrobatics). If
  you make this roll, you land on your feet and take the knockback damage to your legs only. If
  you have Heavy Armor, it reduces this damage normally.
  Example: The Bronze Man, who has Heavy Armor 1, is thrown back 9 yards by Mr. Muscles
  punch, where he hits the stone wall of a department store, which has a Light Armor rating of
  7. But he still has 9 yards to go! The Bronze Man has been flung 9 yards into rock –– the
  equivalent of falling 9 yards onto hard stone. He tries to roll his Coordination of 3d to land on
  his feet but fails with a 1, 3, and a 9.
  A 9 yard uncontrolled fall onto stone inflicts4 points of Killing damage to every hit
  location on the Bronze Man’s body –– fortunately, the Bronze Man has Heavy Armor 1, so 1
  Killing point of damage is discarded and he suffers 3 Killing to each hit location.
  Coming to a skidding halt inside the ruins of the department store, the Bronze Man gets
  up, shakes himself off, and crawls back through the gaping hole in the wall to continue the
  fight.
  XXX END BOXED TEXT XXX
  Other Sources of Harm
  In WILD TALENTS, if the bad guys don’t get you, the frostbite, car wrecks or other untoward
  events probably will. Various terrible things that can happen to your character are covered in
  detail below.
  Electrocution
  Electrical hazards have a dice pool representing how dangerous they are, rated on a scale of 1-10.
  This goes from a nine-volt battery (1 die) to a thunderbolt (10 dice). When a PC is zapped, just
  roll the electric pool as a static contest. If a match comes up, the PC takes Shock damage equal to
  the width of the roll. However, the hit location is not determined by the height of the roll, but
  rather by the circumstances. If the PC is poking at wires with a stick, the Shock starts in his arm.
  If he’s hit by lightning, it either starts in his head or in the highest point of his body. (If he’s lucky,
  he had a hand raised)
  Electric damage doesn’t stay in one place, though. Specifically, it starts wherever it made
  contact, and then goes to the ground through the shortest route. So, if you grab both ends of a
  live wire with one hand, you only take damage in that one arm. But if you grab an end in each
  hand, the jolt travels from one hand, up the arm, through the torso, and out the other arm, doing
  the same damage to all three locations. If you only grab one end, the juice goes down the arm,
  through the torso, and out the closest leg. If you are hit by lightning, it goes straight down your
  head, through your torso and out one or both legs. (This is why lightning victims sometimes have
  their shoes blown off)
  That’s what happens with a one-time shock, like a bolt of lightning or sticking your finger in
  a light socket to blow the circuit breaker. It does damage, you go “Ouch!” and that’s it. But what
  if it’s a steady current? That’s a bit nastier. In that case, you have to make a static Body roll to let
  go. If the roll fails, your muscles have locked shut on the current source and you get juiced again
  -- meaning, the GM rolls the electric dice pool again. This is repeated until (1) you make your
  Body roll,  (2) someone knocks you free or (3) you die and there’s no point rolling damage any
  more.
  What’s more, if you’re soaking wet, the electric pool has one of its dice turned into a Wiggle
  Die (see Wiggle Dice on page xx for details).
  Example: Jane is running through the rain when she gets hit by lightning. The GM figures it
  was a 7d bolt, so he rolls 6d and keeps one as a Wiggle Die because Jane is drenched. He rolls
  2, 4, 5, 3, 2 and 3. He’s got two pair, and it doesn’t really matter which he picks: He can add
  the Wiggle Die to get a result 3 wide. Jane takes 3 points of Shock to her head, 3 to her torso
  and three to one leg.
  
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  Example: Renard gets thrown into a mass of high voltage wires in the middle of an electrical
  plant. It’s a 10d hazard. The first round the GM rolls and gets 1, 2, 4, 4, 6, 6, 7, 8, 9, and 10 --
  not a bad roll for ten dice, the best pair is a measly 2x6. However, because he’s completely
  entangled, the GM decides he takes the damage to every location except his head. Renard
  rolls his 3 Body to try to let go and doesn’t get a match. Next round, he’s stuck twitching in
  the wires and the GM rolls again. This time it’s 1, 2, 3, 3, 5, 6, 7, 7, 7 and 10 - three levels of
  Shock to every location. Lucky for him, one of his buddies knocks him out of the wires with a
  broom, so he gets by with just five Shock to every location except his head.
  Falling
  Any time you fall more than 2 yards, there’s a chance of injury. The type of damage depends on
  what you hit. The degree of damage depends on your height. The location of the damage
  depends on how well you control your fall.
  You take only Shock damage if you land on something forgiving –- soft ground, water, or an
  awning. You also take Shock damage if something breaks your fall on the way down. (People
  have survived falling out of airplanes by crashing through pine branches and landing on snow).
  If you fall more than 7 yards or land on hard-packed earth, rocks, metal or cement, you take
  Killing damage instead of Shock.
  For every 2 yards fallen, you take a point of damage to each relevant area.
  While falling, you may make one Coordination roll. If you have a Skill that relates specifically
  to falling, absorbing impact, or controlling your body in midair, you may add that Skill. (Relevant
  skills would be Martial Arts, Acrobatics, Parachuting, Diving and the like) If that roll succeeds,
  you land well and take damage only to your legs. If that roll fails, you land badly and take
  damage to every hit location.
  Example: Scotty jumps out a second-story window, trying to leap into an open window
  across the alley. He misses and falls 5 yards to the cobblestones below. He rolls his
  Coordination (3d) and gets 1,7 and 9 –- no match. He falls badly, taking damage to every
  location. Since he landed on stone, it’s Killing damage. But since it’s a short fall –- under 6
  yards–- it’s only one point to each location. He’s badly bruised, but he can get up and run
  away.
  Example: Stone throws the Juggler off a building into the canal 20 yards below. The Juggler
  has studied Acrobatics and knows how to take a fall properly. He rolls his
  Coordination+Acrobatics and gets a pair of 2s. He lands well, taking damage only to his legs.
  Landing in water is only Shock damage. Still, 20 yards is a long fall –- the Juggler takes six
  points of Shock to each leg.
  The exception to these rules is, of course, using a parachute. Parachutes are only effective on falls
  of 400 yards or farther. With a successful Coordination+Parachute roll, a paratrooper only takes a
  point of Shock to each leg, no matter how far he fell. Even if the roll fails, the fall is treated as if it
  was a 6 yard fall.
  Drowning
  Drowning is what happens when you run out of air underwater or in some other airless
  environment. A character can hold his breath for a number of minutes equal to his Body divided
  by 2 (rounded down). After that grace period, the character must roll Body+Endurance each
  round to keep from inhaling water.
  Each combat round after the first roll, the character loses a die from his Body+Endurance dice
  pool. When his dice pool drops to 1 or he can’t make a match, he inhales water and starts dying.
  Each round of drowning inflicts 1 Killing point of damage to the torso and 1 point of Shock to
  the head. When the head is filled with Shock damage, the subject is unconscious, and when the
  head fills with Killing damage, the subject is dead.
  Cold
  In most cases, extended exposure without any access to a heated environment is lethal. Wetness
  only compounds the problem.
  You have a grace period equal to your Body in days if you’re in reasonable (but cold) shelter.
  The Body grace period drops to hours if you’re well dressed but out in the open. If you’re not
  
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  wearing cold-weather gear and in you’re in subzero temperatures, the Body grace period drops
  to minutes.
  After the grace period runs out, you start taking Shock damage to your arms and legs -- one
  point per limb every five minutes. When your arms and legs are filled with Shock damage, you
  start taking Shock damage to your torso and head as well, the same amount at the same rate.
  Your arms and legs continue to fill with damage, but it’s now (of course) Killing damage.
  If the temperatures are extremely cold -- forty below or worse -- you take this damage every
  minute instead of every five minutes. This accelerated rate is also used if you’ve gotten soaked
  and don’t have a chance to dry yourself before your clothes can freeze.
  That’s not all: For every night you spend in a subzero environment without the chance to
  heat up, you lose half your Will.
  Example: The Justifier has been abandoned in Antarctica by her arch-nemesis Zero. Our hero
  has a Body of 3, so she can spend three days in freezing conditions with cover, or three hours
  without considering all the nastiness of damage from the extreme cold. When that time is up,
  however, the Justifier begins to freeze, and fast.
  Every five minutes, she takes a point of Shock damage to each arm and leg. She has about a
  half an hour to get some warmth before her legs are filled with Shock. If she can’t do it, she
  starts taking Killing damage to her limbs from frostbite -- one point of it every five minutes.
  Meanwhile, her torso and head begin to freeze. She has twenty minutes before she passes out
  (five minutes times the four damage boxes in her head). After that, it’s another twenty
  minutes before she’s dead.
  Fire
  If a limb catches on fire, that limb takes a point of Shock damage every round. Once a limb has
  filled up with Killing damage, the flame spreads to the torso. If it matters, once the torso fills with
  flame-induced Killing damage, the fire spreads to every other hit location.
  Fire incites panic, and burning people have to make a Cool+Mental Stability roll in order to
  avoid panic. If you fail, you fruitlessly swat the flames, spreading them to other hit locations at
  the rate of one every round until you succeed at a Cool+Mental Stability roll.
  If you’re on fire and you make your Cool+Mental Stability roll, you’re almost certainly going
  to make dousing it your top priority. If there’s a sufficient quantity of water nearby, you don’t
  need to roll. During the declare phase, you simply state that you’re putting out the fire. If it’s
  imperative to know the timing, make a Coordination+Dodge roll and treat it like you’re diving
  for cover. (If the water is at the bottom of a ditch, you might well get some cover in the process)
  If there’s no water, you can also extinguish flames by rolling on the ground. This is less
  certain than using water: Make a Coordination+Dodge roll. If it fails, the flames remain. If it
  succeeds, the fire goes out.
  Regardless of which technique you use, the fire on all hit locations is doused in a single
  action. It doesn’t matter if one arm is on fire, or your whole body: Dropping and rolling puts it all
  out –- if you make the appropriate roll.
  If your head catches on fire, you’re in real trouble. Not only are you in danger of dying in
  eight turns, even if you survive, you’re effectively blind for the next five minutes.
  Flamethrowers use particularly sticky fuel, which makes their flames harder to douse. Often,
  if you are hit by a flamethrower, simply dumping water on it won’t work. Neither will rolling on
  the ground, unless it’s extremely muddy. Only submersion or a complete lack of oxygen can put
  out sticky fuel (treat this as a Difficulty rating of 4, for the purposes of extinguishing the flames).
  Car Wrecks and Other Crashes
  How fast were you going when you hit? This is the most important factor in determining the
  effect of a crash. Other things matter as well of course. Were you secured into your seat? Did you
  know you were going to crash and have time to brace yourself before you hit?
  Wrecks are a dynamic contest between your Body +Endurance and a Difficulty number.
  Overcome the Difficulty number, and you survive the crash, more or less.
  Start With a Base Difficulty number:
  Boat Wrecks: Base Difficulty Number 3
  Car Wrecks: Base Difficulty Number 3
  Plane Wrecks: Base Difficulty Number 5
  
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  First add 1 to the Difficulty number:
  •
  For every 10 mph over 20 mph you were traveling.
  •
  If you were on a dirt road.
  •
  If you have no driving Skill appropriate to the vehicle.
  •
  If your vehicle was damaged in combat.
  •
  If you had no restraining device to keep you in the vehicle.
  Note: The maximum Difficulty number possible is 10. All additional modifiers past 10 are
  discarded.
  Then Subtract 1 from the Difficulty number:
  •
  If you have a moment to prepare for the crash.
  •
  If you have a Skill in excess of 2 for the vehicle you are crashing.
  •
  If you are a passenger, or are secured in the back of the vehicle.
  If you fail the roll, every hit location on your body is filled with Shock damage. In addition, you
  take the Difficulty number of the crash in Shock damage to the hit location that matches the
  Difficulty number.
  If you make the roll, you take twice the Difficulty of the crash in Shock damage. You may
  spread this around hit locations as you wish.
  Example: The Pulse is trying to land his wrecked aircraft before it falls apart in mid-air. The
  base Difficulty number for a plane crash is 5. Pulse has managed to slow down his airspeed
  to 150 mph, which is 130 mph more than 20 mph, giving him a 10 max Difficulty number (if
  totals above 10 were counted, he would have had an 18, but since everything past 10 is
  discarded, it’s just a 10). Pulse is then able to subtract 2 from that Difficulty number since he
  has a moment to prepare and he has a Skill in excess of 2 for the vehicle.
  So his Difficulty number is 8. Pulse rolls his 3d of Body and gets a 4, 4 and a 1, a 2x4. Since
  Pulse failed to overcome the Difficulty number, every hit location fills with Shock. He also
  takes eight more points of Shock to hit location 8 –- his torso. Since his torso is already full of
  Shock, this becomes Killing damage. Pulse is bleeding, unconscious and near death -- only
  two more points of Shock to his torso are needed to kill him.
  Character Advancement
  Developing your character is half the fun of a roleplaying game. Like real people, roleplaying
  characters improve over time, getting better at skills, statistics or even super-powers. A character
  that began the game as a neophyte crime fighter could develop over several game sessions into
  the scourge of the underworld.
  Two things let you advance your character: experience points and Will points. Experience
  points are rewards given at the end of a game session. They represent how well your character
  did at the trials and tribulations of the game. Will points (not Base Will points, but plain old Will
  points) are the fuel of superhuman abilities. In addition to powering the use of super-powers,
  they can also be cashed in to expand upon existing super-powers.
  There are two different times you can increase your character’s abilities:
  1) In-Game Development: You can develop your character while actually playing the game by
  increasing a Stat, Skill, super-power or Base Will total with the expenditure of Will or experience
  points. This change is instantaneous. However, you can only increase a single score (Stat, Skill,
  Hyperstat, Hyperskill, Miracle, or Base Will points) by 1 point per game.
  Example: The Justifier has 6 experience points, and she’s in the middle of a firefight. Her Skill
  in Rifle is 3, and she decides it would be nice to have a Rifle Skill of 4. So she spends 3
  experience points and raises her Rifle Skill to 4. The change is instantaneous. Even though
  she has 3 more experience points, she could not raise any other Skill, Stat or power during the
  same game session.
  2) After-Game Development: The second type of advancement takes place after the game session
  has ended. It’s the same as in-game development, in that you increase a Stat, Skill, super-power
  or Base Will total by spending Will points or experience points. However, any amount of
  
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  advancement is possible in after game advancement. If you have the points and the rules allow it,
  you can advance it any number of points.
  Example: After a game the Justifier has 9 experience points and 20 Will points, and she wants
  to increase her Coordination from 2 to 3 and her Skill in Demolitions from 3 to 4. Increasing a
  Stat costs 3 times the Stat’s new level, so it costs him (3x3=) 9 experience points to change her
  Coordination from 2 to 3. If she had bought this change in game, she would have had to wait
  until after the game or the next game session to increase anything else. But since this is after
  game, she can also improve her Demolitions Skill at the cost of 10 Will moving it from 3 to 4,
  as well as anything else she can afford to change.
  In after-game development, you can learn entirely new Skills. You simply buy that first rank of
  the Skill, pay the appropriate costs, and you’re good to go. There is, however, one catch: Your
  GM has to give approval, based on his judgment that your character has had an opportunity to
  learn that Skill. This is just common sense. If you haven’t been studying Swahili and no one’s
  been teaching you Swahili, there’s no reason you should be able to spend experience points and
  suddenly know Swahili. The same thing goes for everything from fixing radios to swimming.
  Some Skills can be learned without teachers (fist fighting and rock climbing spring immediately
  to mind), so if your GM thinks you’ve learned enough in the school of hard knocks, he might let
  you buy simple Skills like that without formal study or education.
  Increasing existing superhuman abilities is pretty much the same as increasing Statistics and
  Skills: see page xx for more details. Gaining completely new powers is a bit more difficult; for a
  more in-depth look, see Gaining New Powers on page xx.
  Gaining Experience Points
  Every time a player shows up and plays in the game, his character earns a single experience
  point.
  At the end of each session, the GM can distribute one experience point as he sees fit. Usually
  it’s given to the player who stayed in character, had the best ideas or who otherwise supported
  everyone else’s good time. It is, of course, also possible for the GM to give out this bonus
  experience to the character that seems weakest so that he can catch up with the others.
  Finally, the players all vote and a third experience point every session is distributed
  democratically. Please eschew “politicking” for votes. (“You vote for me this session, I’ll vote for
  you next one!”) In cases of a tie, the point is not awarded.
  Gaining Will Points
  Will points are gained in game play when superhumans clash or act heroically or with ingenuity.
  These are the same Will points which power the paranormal abilities of superhumans, and which
  reflect personal focus or drive. They are gained, and lost, far more often than experience points
  (for more details on how Will points are gained or lost see page xx). The Game Master determines
  the maximum amount of Will points a superhuman may possess in the game.
  What You Can Raise and When
  Skills can be raised 1 point at the cost of 3 experience points or by spending 10 Will points. But
  experience can only take you so far. Skills can only be increased beyond 4 by spending Will
  points instead of experience points. Skills can be raised during a game (but only one Skill by 1
  point) or after it (any number of skills by any number of points). Skills cannot be raised past 5
  (when it’s past that level, it’s a Hyperskill and has to be paid for at Hyperskill prices).
  Stats can be raised 1 point at the cost of 3 times its new level (thus, increasing your Brains from 2
  to 3 costs 9 experience points) or by spending 20 Will points, but like skills, experience can only
  take you so far. Stats can only be increased beyond 4 by spending Will points instead of
  experience points. Stats can be raised during a game (but only one Stat by 1 point) or after it (any
  number of stats by any number of points). Stats cannot be raised past 5 (when it’s past that level,
  it’s a Hyperstat).
  Miracles, Hyperskills or Hyperstats can be raised by paying twice the appropriate cost per die in
  Will points. The cost of an individual Miracle is calculated just as it is for a starting character.
  (That is, if you paid 5 Will points for 1d of a Teleportation power, then the fourth, eighth or
  
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  twentieth die in that Miracle costs 10 Will points). To transform regular dice in a power into Hard
  Dice or Wiggle Dice, see Buying (and Promoting) Dice on page xx for more details.
  Base Will can be raised 1 point at the cost of 30 Will points. You can’t do this out of game,
  however. (Otherwise, you could just say “In the time since my last mission, I spent 30 Will to
  increase my Base Will to 7, then waited three weeks until I was back up to full strength, then
  spent 30 Will to raise it to 8, waited three weeks again, and so forth, until now when my Base Will
  is 11 and I’m currently at 30 Will points so....” Sorry, nice try, but improving your Base Will can
  only be done during game play). Increasing Base Will is a gamble. Since you are doing it in the
  thick of the game, and since Will points are so hard to gain back, increasing your Base Will by 1
  point while losing 20 Will points is a big risk.
  Advanced Weapons Damage
  Several different cartridge types are used around the world, each with its own special
  characteristics. If you want to keep the game simple, just stick to the basic weapons table, that
  way, a rifle, no matter what type, does the same amount of damage. If you’re interested in more
  realism, these weapons charts should provide it.
  To determine the Penetration or other special qualities of an individual weapon please
  consider the following chart, and compare it to the type of ammunition used by the weapon in
  question, then simply add the modifiers to the base damage of the weapon as listed.
  Cartridge
  Extra Damage*/Penetration†/Spray Rating
  .30 Inch (7.62 mm)
                   +1/0/0
  5.56 mm NATO                                0/0/0
  9mm
                                               +1/0/0
  9mm Parrabellum
                  +1/0/0
  .357 Magnum                                    +3/1/0
  .38 Special Revolver Round            +1/0/0
  .44 Magnum                                      +2/1/0
  .45 ACP                                
     +1/0/0
  .50 AE                                                  +2/1/0
  .50 Inch AP (12.7 mm)
                    +2/1/0
  .50 Inch SLAP                                     +4/2/0
  .50 BMG                                               +4/3/0
  10 gauge Shotgun (slug)                   +4/1/0
  10 gauge Shotgun (shot)                     0/0/5
  12 gauge Shotgun (slug)                   +2/0/0
  12 gauge Shotgun (shot)                    0/0/3
  Pistols
  Weapon                                                     Ammo       Capacity      Weight     Range Close/Max (yds.)
  M-9 Semiautomatic Pistol                         9mm      15 rounds        2.5 lbs               25/50 yards
  Glock 17 9mm Semi-Automatic Pistol 9mm Para  17 rounds      2.75 lbs              20/45 yards
  .45 M1911A Automatic Pistol
             .45 ACP
  7 rounds          2.5 lbs
           18/34 yards
  Smith and Wesson Revolver
       .38 Special              6
              2.5 lbs
           19/36 yards
  “Bulldog” .44 Police Revolver               .44 mm              6                 2.5 lbs                12/24 yards
  Taurus 605 .357 Magnum Revolver      .357 ball            5               2.25 lbs              25/50 yards
  Desert Eagle                                              .50 AE               7               3.75 lbs              50/100 yards
  Rifles
  Rifle
                                              Ammo      Capacity
  Weight               Close/Max Range
  Barrett M82A1 .50 BMG Rifle      .50 BMG     10 rounds      28.75 lbs                  200/1500 yards
  Shotguns
  Weapon                                               Ammo              Capacity      Weight     Range Close/Max (yds.)
  Pump Action 10-                 10 gauge slug or shot            5              10.5 lbs                15/30 yards*
  Gauge Shotgun
  
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  Pump Action 12-                 12 gauge slug or shot            8               9.95 lbs                15/30 yards*
  Gauge Shotgun
  Joint Service Combat Shotgun   12 gauge slug or shot   6                8.5 lbs                  20/50 yards*
  *Ranges for slug ammunition are doubled.
  Submachine guns
  Submachine gun
  Spray Rating
  Ammo       Capacity   Weight
  Close/Max Range
  Heckler & Koch MP5              0/4             9mm Para   30 rounds    6.47 lbs       30/60 yards
  Assault Rifles
  Rifle
                     Spray Rating                Ammo      Capacity
  Weight Close/Max Range
  M16A2                            0/4                5.56 mm NATO      30 rounds      8.9 lbs   100 (30)/800 (200)
  AK-47                              0/3                         7.62 mm        30 rounds      10 lbs     100 (30)/1,000 (150)
  Machine Guns
  Machinegun
  Spray Rating   Ammo
  Capacity       Weight
  Close/Max Range
  M-249 SAW                 4     5.56 mm NATO 350 rounds      16.3 lbs         500/3000 yards
  M-240B                       3/4           7.62 mm   500 rounds     27.6 lbs          100/1100 yards
  M60E3                        0/2           7.62 mm    300 rounds    18.75 lbs        200/3000 yards
  Anti-Tank Weapons
  Anti-Tank Rocket
  Weight         Penetration/Area Rating
  Close/Max Range
  Dragon Weapon System  33.9 lbs                       15/9                             100/1000 yards
  AT-4                                    14.75 lbs                      9/8                             20/300 yards
  LAW                                    5.5 lbs                         8/8                              20/250 yards
  High-Tech Weapons
  Weapon                 Penetration     Ammo   Capacity         Weight      Close/Max Range
  Laser Rifle                      10                  --        10 shots              7 lbs         500/3000 yards
  Laser Pistol                      6                  --         5 shots                1 lb           155/350 yards
  Plasma Rifle        2 (Area 3+Burn)    --         12 shots              9 lbs           50/150 yards
  Plasma Pistol        1 (Area 1+Burn)    --         6 shots              1 lb             10/30 yards
  
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  Page 40
  Building a Superhuman Character in WILD
  TALENTS
  Building a character for WILD TALENTS is easy. First, the Game Master sets a Will Point total
  (determining how many points you have to spend on your character). Then you decide on a
  character concept, assign points to Stats and Skills, construct (or choose) your powers, and finish
  the whole thing off by calculating your character’s Base Will.
  XXXBEGIN BOXED TEXTXXX
  Choosing a Power Level
  The Game Master determines the power level of the WILD TALENTS game you’re playing by
  setting the number of Will Points you can spend on your character. Before you begin building the
  character, consult your GM and find out how powerful your superhuman can be…
  Number of Will Points                               Level of Play
  100 points                                                   Gritty, “Realistic” Heroes
  200 points                                                        Capable Superhumans
  250 points                                                        Four-Color Warriors
  300 points                                                       Earth Shaking Entities
  350 points                                                      Protectors of the Galaxy
  400 points                                                     Sentinels of the Universe
  Setting Some Limits
  Players will immediately build the quickest, strongest and deadliest characters they can afford to
  construct –– but this often curbs the development of characters and kills the game. I mean, if you
  begin the game with 10hd in Energy Blast, there’s not much left for you to do except slag people,
  right?
  A good GM sets limits before character creation –– Since they reflect personal tastes, these,
  for the most part, are up to you as GM to create. Some suggestions follow:
  • Limit the amount of Hard and Wiggle dice available during character creation.
  • Eliminate Hard and Wiggle dice altogether during character creation –– they may still be
  gained in-game, but can’t be bought out of the gate –– you have to develop them.
  • Limit the amount of Will points able to be spent on Stats/Powers/Skills.
  • Set a maximum amount of dice for Stats (“You can have a maximum of 20d in Stats, total”).
  • Require a minimum amount of points spent on Skills.
  • Require a coherent explanation for the super-powers and abilities a character possesses.
  (“What do you mean you are able to teleport, eat any object and fly? How did that happen?”)
  • Require a minimum Base Will score (or, in the case of Artificials, a minimum Will Battery
  score).
  • Set a point ceiling on the amount of Will points which can be spent on super-powers.
  XXXEND BOXED TEXTXXX
  Statistics
  You can buy 1 point in any of your Statistics for 2 Will points, but only up to level 5. Past that, it
  becomes a Hyperstat, and must be bought as such (see Hyperstats on page xx). Buy Stats as you
  like, but keep in mind the division between Stats and Hyperstats begins at level 6 and upward.
  To have a Stat at level 6 or higher you must pay Hyperstat prices. You must have at least 1 point
  in each Stat, unless you are an Alien (or some other non-human species which does not possess a
  certain Stat, see the Alien Archetype on page xx).
  It is quite possible to have a normal human-level Stat with a Hyperstat die thrown into the
  mix, like having a Body of 2 with a Wiggle Die (this example would cost 4 points for the Body
  and 12 points for the Wiggle Die).
  Keep in mind that Hyperstats are “stacked” on top of your regular Stats, so buying more than
  ten minus your Stat in a single Hyperstat is a waste (unless you’re going for Hyperstats higher
  than 10d, see page xx for more details).
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
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  Stat Cost (Levels 1 to 5)                                     Hyperstat Cost (6+)
  2 points per regular die                     3 points per die, 6 per Hard Die, 12 per Wiggle Die
  Skills
  You can buy 1 point in any Skill for 1 Will point. Skills can only be bought up to level 5 before
  you start paying for it as a Hyperskill (see Hyperskills on page xx). Buy Skills from the list on
  page xx. or create Skills as you like, but keep in mind the division between Skills and Hyperskills
  begins at level 6 and upward. To have a Skill at level 6 or higher, you must pay Hyperskill prices.
  It is quite possible to have a normal human-level Skill with a Hyperskill die thrown into the
  mix, like having a Pistol Skill of 2 with two Hard Dice thrown in (this example would cost 2
  points for the Skill and 8 points for the Hard Dice).
  Keep in mind that Hypeskills are “stacked” on top of your regular Stat+Skill, so buying more
  than ten minus your Stat+Skill in a single Hyperskill is a waste (unless you’re going for
  Hyperskills higher than 10d, see page xx for more details).
  Characters automatically have their native language at Brains Skill level, at no cost.
  Skill Cost (Levels 1 to 5)                                     Hyperskill Cost (6+)
  1 point per regular die                     2 point per die, 4 per Hard Die, 8 per Wiggle Die
  Base Will: The Skinny
  Most characters have a Base Will rating (equal to the Cool+Command Stats) which reflects his or
  her usual confidence level, but Will Points (which start the game equal to Base Will) can rise and
  fall as the character gains (or loses) confidence in his powers. If you have a lot of Will, your
  powers are more reliable and you are more resistant to attack. If your Will is low, your abilities
  may fail you when you need them most.
  Whatever Will points are left over after building your character can be spent to raise your
  Base Will at a 1 to 1 ratio during character creation. Base Will is important because it reflects the
  level your Will rises back to naturally, if it is reduced. If you are playing a normal Human, you
  have no fluctuating Will total, only a Base Will score. Some Alien races and Artificial life forms,
  despite being superhuman, have no Will points at all.
  Keep in mind that if you spend too much on Base Will during character creation, you’ll have
  that much less Will to buy powers with, and whatever advantage your Base Will might grant
  you, without powers you’ll have a hard time earning new Will points during game play…
  Super-powers in WILD TALENTS
  There are three types of super-powers (well, there are hundreds or even thousands of super-
  powers; but they all fit into three general categories).
  First, there are Hyperstats. These are simply normal human qualities like intelligence or
  physical strength exaggerated to superhuman levels. The game mechanics cover these by simply
  adding levels to your normal Stats, or by making dice in normal Stats Hard or Wiggle Dice.
  Next, there are Hyperskills. Like Hyperstats, these are modeled by adding extra or special dice
  to ordinary skills. They’re just more specific (and therefore cheaper) than Hyperstats.
  Finally, there are Miracles. These are the uncanny powers that normal people just cannot do:
  It’s a difference of kind, not of degree. Anyone can lift some weight: Someone with a Body
  Hyperstat can just do a lot more of it. Similarly, someone with a medicine Hyperskill is just much
  more reliable at surgery than someone with a normal medicine Skill. However, no ordinary
  person can turn invisible or change metal into ice. Those are Miracles.
  Superhumans
  superhuman
  \Su`per*hu"man\, a. Above or beyond what is human; sometimes, divine; as, superhuman strength;
  superhuman wisdom.
  Webster's Revised Unabridged Dictionary
  The term superhuman covers a lot of distance in the world of the comic book–– anything more
  capable than humanity is, by its very nature, superhuman. Aliens, Artificial life forms, Godlings,
  
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  Mutants, Super-normals, are all superhuman. Defining your character as simply “superhuman”
  in WILD TALENTS no longer cuts the mustard… What kind of superhuman?
  XXXBEGIN BOXED TEXTXXX
  Talents from GODLIKE and WILD TALENTS
  WILD TALENTS can be used as either an expansion for the world of GODLIKE, or as a superhero
  game all its own. GODLIKE: Superhero Roleplaying in a World on Fire: 1936-1946 posits the existence
  of only one type of Archetypical superhuman: the Talent. Talents are people who can do the
  impossible, warping time, space and reality with the power of their mind alone.
  Talents were, initially at least, limited in their impact on the world –– they could detect and
  counteract each other’s abilities and very effectively cancelled each other out. Then Wild Talents
  –– Talents immune to detection and counteraction by others of their kind –– arrived, throwing
  the world in new and bizarre directions. If you choose to play in a GODLIKE WILD TALENTS
  campaign, where that future goes is up to you (see page xx for more details on building your
  own world of superheroes).
  Wild Talents are effectively super-powerful versions of their predecessors, and should be
  built using the character creation section of this book. Wild Talents are immune to Will contests.
  Even more significant, Wild Talents actually change the world, their bodies and physical
  constants, and some can do so permanently.   
  The core rulebook for GODLIKE extensively details the beginning of the “Super-Age,” and
  the superhuman-filled war that followed. It can give a very solid starting departure point for
  GMs who don’t wish to construct their own world from scratch.
  For more details on Wild Talents in the GODLIKE universe, please see Part Four: A World
  Gone Mad on page xx.
  XXXEND BOXED TEXTXXX
  Common Superhuman Archetypes
  Several common Archetypes make up the vast array of superheroes seen in the comic books. The
  Super-normal, the Alien, the Mystic…Sometimes, comic book characters are a combination of
  two or even three of these Archetypes put together. Feel free to build your own, or ignore them
  altogether.
  Each Archetype is simply a conglomeration of super-powers totaled to a Will point cost.
  Sometimes the Archetype comes with a one-time benefit, (like a free language Skill at Brains
  level) or a lasting benefit (like the ability to buy powers at a reduced cost or permission to build
  anachronistic devices). Buy the package and you have all the powers, Hyperstats, Hyperskills
  and benefits, listed under that Archetype. You want to be an Alien?  Spend 20 points for the
  package and go to town –– you’re an alien.
  The major advantage of the Archetype is that it usually reduces the cost of buying powers. A
  power “Attached” to the Archetype (that is, any ability or power inherent to the Archetype) is
  cheaper to buy than a normal power. The Attached Flaw (see page xx. for details) reduces the
  cost of any power attached to an Archetype by –1/-2/-4 (if you have multiple Archetypes, you
  can only take this Flaw once per power). Since most powers are there because of the Archetype
  (for example the Godling has Heavy Armor because he’s a Godling) most powers are Attached to
  the Archetype.
  It is possible to have multiple Archetypes, like Alien Godling, Super-Normal Anachronist, as
  long as you pay for both Archetypes.
  Archetypes are only the foundation on which your character is built, in other words, you still
  have to choose Stats, Skills and super-powers, before he, she or it, is complete.
  Also, keep in mind that you need not take an Archetype unless the GM requires you to
  ––�often, Archetypes are an effective game balance tool, allowing players who take more focused
  powers to stack up against players who take more versatile ones. If the GM decides there are no
  Archetypes in the game, everyone is simply assumed to be a “generic superhuman” –– with a
  fluctuating Will Stat. It is recommended that if Archetypes are not used by one player, they
  should be discarded altogether ––�since this disparity will soon lead to imbalance.
  XXXBEGIN BOXED TEXTXXX
  Building Your Own Archetypes
  Archetypes are very easy to construct. Simply assemble the powers or Skills you want the
  Archetype to have, add up the cost, and you’re off to a good start. Some Archetype ability costs
  
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  are a bit difficult to figure out, so we’ve very clearly outlined them here. How much does it cost
  for an Archetype to allow the “Attached” Flaw? How about Customizable Stats? How about the
  ability to do something no one else in the world can do? Check the chart below:
  Ability                                                                              Additional Point Cost to the Archetype
  Powers may be Attached to the Archetype                                                           5 points
  No Will                                                                                                                        5 points
  Customizable Stats                                                                                                     10 points
  Unique Ability or Condition (Equivalent to Anachronist, Mystic or Mutant) 30 points
  Sometimes it helps to round the Archetype down to an even number, just to give the players a
  break. After all, if they’re blowing a ton of points on an Archetype, who’s really going to worry
  about 1 or 2 Will points? It’s also sometimes easier to remember a point cost if it’s simple even
  number. For instance, the Alien Archetype would be 22 points if we didn’t round it down, but it’s
  much easier to remember an even 20, than 22.
  In addition, though some costs (like Skills calculated by halving Stats) should vary from
  character to character, for ease of calculation, just go with a flat cost –– trust me, if it shaves time
  off character creation at the expense of 1 or 2 Will points –– it’s worth it.
  XXXEND BOXED TEXTXXX
  Alien (20 points)
  You are a member of a non-human race (this Archetype is also good for designing mythical
  creatures and fantasy races as well). Just how Alien you want to be remains up to you to decide.
  Keep in mind that being too alien can be a problem, especially when things like oxygen burn your
  skin, blind you or otherwise interfere with you living… Unless of course you’re playing in a
  game set on another planet.
  Will points are treated normally for Aliens, but Stats are another matter. An Ulon-crustacean
  from Proxima V may not even understand the concept of Cool, much less have a Cool Stat. How
  do you calculate Base Will if an Alien doesn’t have a Cool or even a Command Stat? Any Stat that
  does not fit your Alien’s race can be dropped, and the points can be spent elsewhere. If Cool and
  Command are dropped, then you had better spend some of your starting Will on buying up your
  Base Will, otherwise, you have none! (If you do have 0 Will, character advancement is treated just
  as with Artificials, see page xx. for more details).
  Because you’re not human, you are able to choose your hit locations during character creation.
  Want three legs? Your brain in your torso? Or to be a 12 foot slug? No problem. You are allotted
  34 hit location boxes to build your hit location silhouette (the same as an average human). Box
  out your body as you like (see Customizable Hit Locations on page xx. for more details).
  Other modifications such as Heavy Armor, more Hit Location boxes, new Perception powers
  and individual Hyperskills and Hyperstats must be bought regularly, though they may be
  “Attached” to the Alien Archetype see page xx for more details.
  Benefits:
  Customizable: Stats (see above)
  Customizable: 34 Hit Location Boxes (see page xx.)
  Skill: Native Language at Brains level
  Skill: One Human Language at Brains-1 Level
  XXXBEGIN BOXED TEXTXXX
  “But I don’t have a Body Score…”
  Roleplaying an Alien can lead to some very interesting rules questions. Since Aliens can choose
  to drop Stats which are integral to the game, what impact does this have on gameplay? Here are
  some guidelines for dealing with Alien Stats:
  • Aliens who don’t possess a Body Stat are immaterial and as such cannot interact with the
  physical world in any way, this includes any super-powers they possess ––�even mental ones. To
  interact with the world, they must purchase an Alternate Form through which they act
  ––�whether this is a host human body or a robot form doesn’t matter, what does matter is that an
  Alien with no body and no power to bridge the gap between the ether and the earth are
  effectively unplayable. Any Body checks made against an Alien with no Body are made against
  either their Alternate Form dice pool or the appropriate power.
  
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  • Aliens who don’t possess a Coordination Stat are completely immobile, unless they purchase a
  super-power that can transport them, or have a buddy to carry them around.
  •Aliens who don’t possess a Sense Stat are completely oblivious to the world, and cannot act or
  react to any stimulus. Unless they purchase a super-power that can somehow observe the world,
  they are effectively deaf, dumb and blind.
  • Aliens who don’t possess a Brains Stat are unplayable ––�you must have a Brains Stat –– even
  if you are an Alien.
  • Aliens who don’t possess a Cool Stat are completely immune to emotional stimulus, and are
  incapable of following even the simplest emotional cues. Such a creature might open fire on a six-
  year-old child because  “it bared its teeth in a threatening manner…” Such creatures are
  completely immune to Cool+Mental Stability checks.
  • Aliens who don’t possess a Command Stat have trouble not only understanding authority, but
  sometimes the entire concept of authority. For whatever reason the concept of leader and follower
  are completely lost on them.
  XXXEND BOXED TEXTXXX
  Artificial (20 Points)
  You are not natural. Someone or something made you. Whether you’re a robot or biological
  android doesn’t really matter. Most Artificials are made in an unconscious imitation of their
  creator’s race. Most Human Artificials have hit locations like a human, but are not always human
  like.
  The major benefit (and drawback) of being an Artificial is that you have no Will points. No
  points may be spent on Base Will, and your Cool and Command are not added up to determine
  your Will, because, well, you have none. This renders you completely immune to psychic attacks
  like Telepathy, torture or other forms of psychological coercion. It also allows you to use your
  powers indefinitely (since your Will does not exist, it cannot technically reach zero) though you
  may not spend Will to expand the effectiveness of a power. If you possess an ability that requires
  Will to activate, you may activate the power, but only at the minimum level possible.
  Having no Will is not as bad as it seems. On one hand, you are immune to emotions and
  other disturbing human baggage –– you simply “don’t get” such things. On the other hand, you
  are incapable of developing regularly, because you can never have any Will points to spend to
  raise your scores.
  How do Artificials develop then? Besides gaining Experience points (which work normally),
  Artificials need help. Artificials can only develop normally with the help of other superhumans
  who gift them Will points. Whether this reflects a friend who teaches you about social interaction,
  or a Gadgeteer who builds a reflex amplifier for your central processor doesn’t really matter.  If
  someone who has the Will points spends them on you, your Stats, Skills and Miracles can
  improve.  There’s a catch, though: The guy spending the Will decides on the improvement.  After
  all, he’s the one installing the flamethrower in your chest.  The corollary to this catch is that he
  can’t give you anything that’s not his to give.  Someone with Martial Arts 4 can’t teach an
  Artificial to have Martial Arts 5.  And unless the tinkerer is a Hyperbrain or a Gadgeteer, he
  probably can’t give you new Miracle powers (on the upside, if you are associated with such
  people, gaining new powers is much easier for you than a normal superhuman).
  Because you’re not human, you are able to choose your hit locations during character creation.
  Want five legs? Your brain in your right leg? Want to split your Brain into four parts and spread
  them about your body so it’s hard to knock you out? No problem. You are allotted 34 hit location
  boxes to build you hit location silhouette (the same as an average human). Box out your body as
  you like (see Customizable Hit Locations on page xx. for more details).
  Other modifications such as Heavy Armor, extra Hit Location boxes, new Perception powers
  and individual Hyperskills and Hyperstats must be bought regularly, though they may be
  “Attached” to the Artificial Archetype see page xx for more details.
  Benefits:
  Customizable: 34 Hit Location Boxes (see page xx.)
  No Will
  Anachronist (30 Points)
  You are a scientist –– a little bit Einstein, a little bit Edison, with a dash of Tesla mixed in for
  flavor. Locked in your laboratory for all hours, you can construct devices that beggar the
  
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  imagination of the world’s most accomplished scientist –– but the world wouldn’t understand
  your creations.
  With this Archetype, your character can build devices like jetpacks, laser-rifles and other
  machines beyond the realm of modern science. Whether you actually have the Gadgeteering
  super-power or a Hyperbrains Stat, it is a license to spend Will on constructing Anachronistic
  devices during game-play (such devices are super-powers linked to items, built using the rules
  found on page xx). The Anachronist Archetype is only your license to create anachronistic tech,
  not the ability to make anachronistic tech. It represents your lab resources –your access to the rare
  materials and tools needed to build, say, that De-Evolution Chamber you always wanted.  The
  powers to actually build it, as they say, are each sold separately (see Gadgeteering on page xx. and
  Hyperbrains on page xx. for more details).
  Because you are an Anachronist, you have a fluctuating Will statistic, like other
  superhumans.
  Unlike some other Archetypes, no powers may be “Attached” to the Anachronist Archetype
  –– any other power you possess (including the super-power that allows you to construct
  anachronistic machinery) is bought at normal cost.
  The two free Skills (Identify and Disassemble Technology) allow you to identify and
  disassemble even the most bizarre devices, on this, or any other planet. The Disassemble Skill is
  especially useful –– if you come upon another Gadgeteer’s device, and you successfully make
  your Skill roll, you can disassemble it and gain the Will points used to construct it, adding them
  to your Will pool.
  For more details on the impact of Anachronists in the game, see Part Five: Super-Tech on
  page xx.
  Benefits:
  Permitted to Construct Anachronistic Devices
  Skill: Identify Technology at Brains level
  Skill: Disassemble Technology at Brains/2 level
  XXXBEGINBOXEDTEXTXXX
  Artificial Anachronist
  It’s possible to have an Artificial Anachronist character, if you want to spend the 50 Will to buy
  both Archetypes.  You get the benefits of both Archetypes –– and as a bonus, your “Disassemble
  Technology” Skill is at your Brains level, instead of half your Brains level.
  Unlike most Artificials, Artificial Anachronists can gain Will on their own – but only by
  Disassembling Gadgets for the Will points used in their creation.  You can spend Will points from
  such deconstructions only to improve Skills, Stats or Miracles that the device could perform.  In
  essence, by taking apart others’ works, you’re able to incorporate their advances into yourself.
  Example:  Crusher Einstein, an Artificial Anachronist, disassembles a laser pistol that has 10
  Will points in it.  Since the weapon was duplicating the Harm miracle, Crusher Einstein can
  gain the Harm miracle if he builds a laser onto his chassis.  Spending 10 Will points, he now
  has 2d in Harm.  He could not spend those 10 Will points on Flight or Stats or anything else.
  If an Artificial Anachronist is given Will by another character, that character decides how that
  Will is spent, as is usual for Artificials.  Artificial Anachronists who are actually building things
  are limited to copying.  They cannot truly innovate.
  XXXEND BOXED TEXTXXX
  Godling (60 Points)
  You’re not the God, but a god, surely. You are (at least) related to a divine entity of some sort, and
  have been exiled to spend your unnaturally long-life in the mortal realms. While you’re not
  indestructible, you are certainly more resilient than most residents of the mortal realm. You have
  50 Hit Location boxes to assign to your damage silhouette and a Heavy Armor rating of 1 on all
  locations (these may be increased normally).
  You also possess a benefit most mortals don’t have –– an Indomitable Will. Your Will can
  never fall below 1, no matter the circumstance. If your Godling body is ever pushed to the brink
  of death, you have one last chance of escape not available to most mortals –– you can dissipate
  your earthly form and return at a random time in the future, resurrected in perfect health ––�with
  only your Base Will.
  
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  New powers, Extra Hit Location boxes, Hyperstats and Hyperskills are bought normally,
  though they may be “Attached” to the Godling Archetype at reduced cost (see page xx for more
  details).
  Benefits:
  Customizable: 50 Hit Location Boxes (see above)
  Super-Power: Heavy Armor 1 on all locations
  Super-Power: Second Chance 1(see page xx)
  Super-Power: Indomitable Will 1(see page xx)
  Human+ (10 Points)
  You are a human modified by science to be something more. Whatever the doctors (or accident)
  did to you, it gave you powers beyond the human norm, and left you searching for a reason to go
  on. What do you do with the powers now that you have them? Perhaps the agency that created
  you is still looking for you…
  Humans+ can have nearly any super-power, and it remains up to you to decide precisely
  what your brush with science did to you. However, you never would have survived the
  experiment if it wasn’t for your iron will, so you automatically gain +6 Base Will points (for the
  cost of 5). You are most definitely superhuman, so you have a fluctuating Will total.
  New powers, Hyperstats and Hyperskills may be “Attached” to the Human+ Archetype see
  page xx for more details.
  Benefits:
  Will Bonus: 6 extra Base Will Points
  Mutant (35 Points)
  You are the next phase of human evolution. Whether this represents some sort of radiation
  induced change, or a beneficial genetic mutation matters very little –– you are physiologically
  different from normal humans.
  The evolutionary advancements you possess remain up to you to decide, but being a Mutant
  does have its benefits. Since you are a superhuman, you have a Base Will and fluctuating Will
  Stat. In addition, all super-powers are bought at an automatic reduction of –1/-2/-4 Will points.
  Count this as a Flaw called “Physical Mutation”, see page xx for details. In addition, Mutants’
  powers, Hyperstats and Hyperskills may be “Attached” to the Mutant Archetype, see page xx for
  more details.
  This reduces the cost of many mutant powers drastically –– the downside is that you’re
  recognizably different from the rest of humanity, and can be easily identified as a Mutant. Some
  mutants are visibly different – transparent skin, huge glowing eyes, metallic purple hair and so
  forth.  Others can only be identified as mutants by technologies like DNA tests and Geiger
  counters. Either way, if the authorities capture and identify you, your superheroic days are
  over…
  Benefits:
  Reduced Super-power Cost: -2/-4/-8 Will points from any super-power (this includes both the
  Attached to Mutant Archetype and Physical Mutation Flaw).
  Mystic (30 Points)
  You have discovered the secrets of magic. With the power of your Will you can breach the mortal
  realm and focus mystical energies to create numerous superhuman effects. You are a mystical
  gadgeteer, capable of creating super-powers by constructing “spells” –– super-abilities which are
  only usable once. See Mystical Manipulation on page xx. for more details. The Mystic Archetype
  is only your license to create mystical spell effects, not the ability to create mystical spell effects.
  The powers, like those of Anachronist, are each sold separately.
  Unlike some other Archetypes, no powers may be “Attached” to the Mystic Archetype –– any
  other power you possess (including the super-power that allows you to create mystical spell
  effects) is bought at normal cost.
  Your transition from a normal human to a superhuman was caused by your discovery of the
  world of the supernatural –– since that time, like “normal” superhumans, you have a fluctuating
  Will Stat.
  In addition, you can buy a single mystical Artifact at reduced cost during character creation
  (you build this device just like a normal super-powered Gadget), with any number of powers.
  
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  Whether it is the lost diamond of Atlantis or the Shard of T’sharr, doesn’t really matter –– this
  mystical device possess super-powers that you may use. (See Unique Focus on page xx. for more
  details).
  Benefits:
  Permitted to Create Mystical Spell Effects.
  Reduced Super-power Cost: -3/-6/-12 for one Unique Focus (this includes
  both the Mystic’s reduced cost and the Unique Focus Flaw cost).
  Super-normal (5 Points)
  You are exceptional at one or more skills –– so exceptional you are considered superhuman by
  the rank and file of humanity. Whether your obsession is guns, bows or criminology (or all of the
  above), you have that Skill in spades, and are able to buy Hard, Wiggle Dice and dice and scores
  above 5 in any Skill, despite being an otherwise normal human.
  Note that by being a normal human, you have no fluctuating Will Stat (unless you have
  another Archetype as well), only a Base Will. Advancement, then, can only be accomplished
  through Experience points, not Will points. There are some exceptions, however: Will points you
  gain during game play may be spent on your Hyperskills and buying off damage or super-
  attacks, but nothing else. You gain Will points from heroic actions normally, as well as rolling
  10’s on any Hyperskill roll. Being exceptional (though not truly superhuman) does have other
  perks –– as a Super-normal you may purchase any level of the following super-powers (and the
  following powers only): Indomitable Will, Second Chance and Will Battery.
  Hyperskills may be Attached to the Super-normal Archetype.
  You are also able to buy any number of Gadgets during character creation as Unique Foci or
  Restorable Foci (see page xx. for more details), which can possess any super-power. You don’t
  need to be a Gadgeteer or even make a roll, simply build a super-power normally, link it to an
  item, spend the points, and you have your jetpack, laser rifle or sonic stunner.
  Benefits:
  Able to buy Hyperskills despite being a normal human.
  Can purchase any number of Gadgets during Character creation.
  Will: The Superhuman Fuel
  The focus of the game is Will, the indefinable trait that drives superhumans forward. Some
  superhumans (such as Artificials and some Aliens) have no Will at all. Other superhumans like
  Godlings and Humans+ have an inordinate amount of Will. Normal humans have no fluctuating
  Will total, just a Base Will Stat.
  Will reflects the superhuman’s drive, resilience and power of self-belief. It is neither a wholly
  physical or mental trait, but a conglomeration of both. When your Will plummets to 0, every
  superhuman power you possess is cut in half, (this includes non-dice pool powers like Heavy
  Armor, Extra Tough and Go First). In addition, Hard Dice and Wiggle Dice in your super-powers
  become regular dice that must be rolled. But don’t worry, your Will total eventually rises back up
  to Base Will levels, given enough rest…. that is, if you survive that long.
  What Will is good for:
  •
  Your super-powers are cut in half if your Will reaches 0 (unless you have no Will to begin
  with, that is). In addition, all Hard Dice and Wiggle Dice become regular dice until your Will
  score becomes positive.
  •
  You can spend a point to “buy off” a point of Killing damage from any incoming attack (see
  page xx).
  • You can spend a point to “buy off” a point of width from a Telepathic attack.
  • You can spend a point to negate any instant kill attack (such as Disintegrate).
  • You can risk half your Will if knocked unconscious to make a Body+Endurance roll to come-to.
  If you fail, you remain unconscious and lose the Will points.
  •Whenever you use any superhuman ability, you must risk a point of Will (See Gaining Will and
  Losing Will, below). If you succeed at activating the power, you do not lose that Will point; if you
  fail, that Will point is lost.
  • Many super-powers cost Will points to activate and use, as described under each individual
  power description.
  • You can use Will for character advancement (see Character Advancement on page xx).
  
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  Gaining Will
  Your Will rating increases by 1 point whenever one of the following occurs:
  •
  You roll a 10 while successfully using one of your powers. Hard and Wiggle Dice do not
  count for this: It must be a naturally rolled 10 (this may seem unfair to those with Hard or Wiggle
  Dice, but since they succeed so much more often when they attempt an action, they tend to make
  Will points back in other ways).
  • You roll matching 10’s on any normal (that is, non-super) dice pool and use them successfully
  in the game.
  •
  You wake up after a good night’s sleep and your current Will is less than your Base Will.
  •
  You successfully accomplish a non-combat goal (GM’s discretion).
  •
  At the GM’s discretion, you may get a point of Will when you do something particularly
  spectacular and gratifying  (if all the players cheer, you’ve probably made this one), or when you
  do something that really seems to boost your character’s self-image.
  • You voluntarily place yourself in harm’s way to protect another being.
  Your Will rating increases by multiple Will points whenever one of the following events occur:
  •
  You subdue or kill another superhuman in combat. If you do this, you gain his Base Will Stat
  in Will points. (Note that killing is not necessary for the reward; it’s the breaking of the enemy’s
  Will to fight that matters). This total is divided by all superhumans who helped subdue the
  superhuman.
  •
  Your power saves a person’s life directly. If you do this, you gain that person’s Base Will Stat
  in Will points. (Your GM may choose to double this reward in the event that you save a civilian
  non-combatant). If you save multiple people at once, you are awarded the highest Base Will from
  the group.
  • If you’re a Gadgeteer and you successfully disassemble another Gadgeteer’s device, you gain
  the Will point cost for that device.
  • If you’re a Mystic and you “unweave” a magic item, you gain the point of Base Will stored
  within it. You must be a Mystic and choose to unweave the item to gain the Base Will Point, if
  you simply destroy the item, the Base Will point in it is lost.
  Losing Will
  In addition to spending it, your Will rating decreases whenever one of the following things
  occurs:
  •
  If you fail a Cool+Mental Stability roll, you lose half your Will.
  •
  If a personal tragedy occurs in your life (i.e. a friend dies violently etc…) you lose half your
  Will.
  •
  If you fail to activate a super-power, you lose a point of Will.
  •
  If you attempt and fail to save someone with your power, you lose their Base Will score in
  Will points.
  •
  If you are subdued in combat by another superhuman or enemy, you lose half your Will.
  XXX BEGIN BOXED TEXT XXX
  The Will Ceiling
  The GM can set a “Will Ceiling” before the beginning of game play, which indicates the
  maximum amount of Will a PC can have at one time in the game. For example, if the Will Ceiling
  was 50 points, I could never have more than 50 Will points. Anything gained past that is
  automatically lost.
  Usually, a good Will Ceiling is the Power Level two lower than what the PCs are playing in.
  For example, if the PCs were playing in a 300 Will Point game (Earth Shaking Entities), their Will
  Ceiling would be 200 points (two levels lower than them).
  Note that Will totals change drastically during dramatic game play, and even the most Will
  rich character can suddenly find half (or more) of his Will gone after a single traumatic event.
  
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  If the GM chooses not to set a Will Ceiling, then there is no limit to the amount of Will points
  a PC can collect.
  XXX END BOXED TEXT XXX
  The Gourmet or Cafeteria Approach
  There are two ways to set up the super-powers for your character: there’s the cafeteria approach
  and the gourmet approach.
  The cafeteria approach is the easiest. You look at all the powers listed in this book and you
  buy the ones you want, modifying them with Extras (which expand their use) or Flaws (which
  restrict their use), as you see fit. It’s easy, it’s quick, you don’t argue and the stuff is all there in
  black and white.
  The gourmet approach is more complex, but it allows you to make up any reasonable ability
  a superhuman might have. Want to be able to remove the property of inertia from objects, or
  change the color of any object you can see? Talk it over with your GM, figure out a reasonable set
  of costs and buy it. This involves a lot of subjectivity on the part of you and your GM, so be a
  good sport if he won’t give you everything you want. Think of it as the price you pay for creative
  control. See Miracles for the Gourmet on page xx for more details on the Gourmet approach to
  power construction.
  Buying (and Promoting) Dice for Super-Powers
  The dice, in order of cost (and notably, usefulness in achieving success in the game), are as
  follows:
  Least Powerful
  Most Powerful
  Basic d10>
  Hard Dice>
  Wiggle Dice
  When you purchase your character’s super-powers at the outset, it’s pretty straightforward. You
  work out the cost of your powers, and then simply buy the dice you want (up to your point
  limit). Bear in mind that you really should leave some points unspent to put into your Base Will,
  or you’re not going have much Will to spend to begin with.
  Example: Let’s say you want to buy 3 normal dice (3d) and 2 Hard Dice (2hd) in Invisibility
  for your character. The Base cost of Invisibility is 4/8/16… or 4 Will points per die, 8 Will
  points per Hard Die, and 16 Will points per Wiggle Die. Assuming you have the points, all
  you do is spend 3x4=12 points for your 3 regular dice, then spend 2x8=16 points for your
  Hard Dice (If you wanted a Wiggle Die to go with it, just pay 16 more points and it’s yours).
  The grand total would be 12+16=28 Will Points.
  Now, say you’ve been playing a while, and you want to improve your Invisibility. Want to buy
  more dice? No big deal –– spend twice the basic cost per die and the regular dice are yours. But
  say you want to promote your Hard Dice to Wiggle Dice, or regular dice to Hard Dice? Here’s
  how: all you do is find the difference between the dice’s costs, double it, and pay the Will. To
  promote your two Hard Dice up to Wiggle (in the above example), you look at the cost for Hard
  Dice, 8 points; and the cost for Wiggle, which is 16 points. So you’d have to pay 16 points apiece
  for the two Hard Dice in your pool to become wiggling, or 32 points altogether. The same goes
  for promoting regular dice to Hard Dice; just pay twice the difference (this almost always works
  out to be the cost of the Wiggle Die in the same power).
  XXX BEGIN BOXED TEXT XXX
  Is 10 Dice the Uppermost Limit?
  The quick answer is yes –– because if you roll more than 10d, you cannot fail but to get a match,
  and games are no fun without even the slightest possibility of failure.
  However, this does not mean you can’t have Miracles, Stats or Skills that cause damage and
  effects higher than 10d, only that you never roll more than 10d. There are two distinct options for
  players who want to be stronger, faster and more powerful than the 10 dice limit. You may want
  to skip ahead to Building a Superhuman Character in WILD TALENTS on page xx, for a detailed
  
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  breakdown of how to buy and modify powers first ––�otherwise, skip this section and come back
  to it later.
  Buying More than 10 Dice
  So you want Superman-level fights where buildings are thrown about, tanks are used as shields
  and just two combatants level entire city blocks? No problem.
  You’ll remember the strictest rule in WILD TALENTS is you can never roll more than 10d at
  any time. This doesn’t mean you can’t buy more than 10 dice in a super-power. What’s the use of
  buying more than 10 dice if they’re never going to be rolled? Good question.
  Dice above 10 increase your ability with Hyperstats, Miracles and Hyperskills. For example,
  someone with 12d in Body is stronger than someone with a 10d in Body. To find out the increase
  in range, size or strength of any Miracle, Hyperstat or Hyperskill, simply multiply every variable
  of the power (i.e. how much matter you can Teleport, your damage bonus, the number of hit
  boxes recovered after combat, how many animals you can Control etc…) by the extra dice above
  10.
  When your Hyperstat or Hyperskill exceeds 10d on its own, you are so powerful you discard
  the base Stat or Skill it is built upon.
  Example: Harper has Hyperbody at 12d. This means he can lift a maximum of 20 tons and
  punches with a +8 Killing damage modifier. The extra 2d above 10 doubles Harper’s
  maximum lift from 10 to 20 tons and doubles his damage bonus from +4 to +8. If he had a
  13d Hyperbody, his maximum lift would be 30 tons and his damage bonus would be +12…
  The important question is how you represent this difference if you never roll the dice? Easy:
  You never roll more than 10d, but each die above 10 offsets any penalties you may incur. (If you
  have 11d, you can only offset penalties with that extra die ––�otherwise it’s the same as 10d).
  Example: Tristan has a Hyperskill in Brawl of 14d. He wants to attack four different targets in
  one round with his power. No one ever rolls more than 10d, but Tristan’s 4d extra offsets the
  –4d penalty for his multiple attacks. He gets to roll 10d and look for 4 sets.
  There is a major limitation to this power however –– though you may take Flaws for the power
  you buy up to 10d, dice over 10d must be bought at full price, even if that power is Attached to
  an Archetype (see page xx. for more details).
  Example: The Slider has a Hypercoordination of 13d, with the Flaw Direct Feed, which
  reduces his power cost –2/-4/-8. But this reduction only counts on the first 10d of the
  Hypercoordination(making its cost 10 points), the last 3d, though they suffer from the same
  Flaw, cost full price (9 points).
  Scaling Power Levels
  Do you want your superhuman powers to be extremely powerful without buying more than 10d?
  The solution is simple, pay twice as much for the Hyperstat or Miracle, and everything about it is
  twice as powerful. Pay three times as much and everything about it is three times as powerful.
  Get it? (Hyperskills, since they are so limited, don’t really require this modification).
  Example: Buying 8d in Hyperbody at 6 Will points per die (instead of the usual 3 Will points
  per die), doubles the effectiveness of the Hyperstat. In other words, with this 8d (at double the
  cost) the tested lift is 4 to 8 tons (as opposed to 2 to 4 tons for a normal 8d). In addition, the
  character gains +2 wound boxes to his torso and limbs (instead of +1), and 4 extra points of
  Shock are shaken off after each combat (instead of 2). He punches have an automatic
  Penetration rating of 4, he can broad jump 16 yards (instead of just Body in yards), and leap 8
  yards vertically (instead of half that).
  There are several limitations however –– the entire Hyperstat and Miracle must be purchased
  this way (not the Stat it is built upon, just the Hyperstat). In other words, you can’t buy just one
  or two dice in this manner, and the rest at regular cost. The whole power has to be purchased this
  way (Hard Dice, Wiggle Dice and all). In addition, although the power can have Flaws, the Flaws
  can only reduce the initial cost of the dice, not the multiplied total. Even if that power is Attached
  to an Archetype the cost is not reduced (see page xx. for more details).   
  
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  Example:  Kineda has Telekinesis at 8d x5 with the Flaw Expensive, which reduces the cost
  –1/-2/-4. Since TK costs 5/10/20, he pays only 4/8/16 for the initial 8d (total 32 points). But
  when it comes to the multiplier, the cost is considered 5/10/20. He already has a single
  multiple of TK, so the x5 pump costs 40 (8d at 5 points a piece) points x 5 =200 points.
  Kineda’s full TK power costs 232 points (32 points for the first 8d and 200 points for the
  x5 modifier). It can lift 20 tons, and causes 5 points of Killing damage on a successful attack
  roll.
  XXX END BOXED TEXT XXX
  Hyperstats
  Hyperstats are a little more expensive than Hyperskills because they’re more broadly applicable.
  They’re regular statistics such as Body, Coordination or Brains exaggerated to previously
  unachievable levels. Any Stat that exceeds 5 or has Hard Dice or Wiggle Dice in it is a Hyperstat.
  For a breakdown of each level of an individual Hyperstat see page xx.   
  To determine the total level of your Hyperstat, add the dice of your Hyperstat to the dice of
  the Stat of the same name. If your power fails, your Hyperstat vanishes, leaving the Stat at its
  base level (this is a good way to simulate the loss of powers which are removable, like mutant
  powers or mystical abilities).
  Flaws can only be applied to a Hyperstat, not the cost of the regular underlying Stat.
  Hyperstats Table
  Die Type
  Point Cost to Purchase
  Each Die
  3
  Each Hard Die
  6
  Each Wiggle Die
   12
  Hyperskills
  Hyperskills are normal Skills increased to inhuman levels of accuracy or speed.
  Having superhuman-sized levels of a given Skill does not expand what you can do with the
  Skill. It just expands how well you can use it.
  There is one special case, and that’s when you have a very high Hyperskill and you’re using
  that Skill twice in a given time period. (The most common example would be that you have a
  Hyperskill in Brawl and you’re trying to hit two people instead of one. Or it could be that you’ve
  got two phone lines and you’re using a Hyperskill in Leadership to give commands to two
  different groups in two different situations). Ordinarily, you’d lose a die out of the pool and try
  to make two pair. If you have the Skill (Brawl or Leadership, in those examples) at 7+, you don’t
  take the one die penalty. This only works when you’re doing the same thing twice, or when
  you’re combining two superhuman-sized Skills.
  Hyperskills Table
  Die Type
  Point Cost to Purchase
  Each Die
  2
  Each Hard Die                4
  Each Wiggle Die
  8
  Example: Razor Arrow has Coordination 3, Dodge 2 and Bow 7. If she decides to shoot two
  people in a round with her bow, she rolls 10d and looks for two pair. If she tries to attack one
  thug and then dodge, she rolls the smaller dice pool (Coordination+Dodge, 5 dice) with a 1-
  die penalty. If she had Dodge 7, she could attack once and dodge rolling 10 dice, because
  both of those Skills are at a very high level.
  Miracles
  Since there’s no skill for “Shoot Fire Out Of Your Mouth,” what do you do if that’s your character
  concept?
  Easy. You create a Miracle called “Shoot Fire” and buy dice in it with your Will points. Since
  shooting fire is really only a variation on “Harm,” you buy up the ability with the guidelines for
  that power.
  
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  The downside of Miracle powers is that there’s no Stat that governs (for instance) the ability
  to change into an animal. So, your dice pool is equal to your Miracle Skill and that’s all. It’s
  probably a good idea to buy at least two dice, though some powers are useful with only a single
  die.
  Miracles for the Gourmet
  Not all Miracle powers are created equal, of course, and there are always those who like to come
  up with their own ideas rather than to pick from a list. The ability to change into a wolf is clearly
  inferior to the ability to change into any type of animal at all. To figure out the cost of a Miracle,
  you need to figure how powerful, versatile and reliable it is. Thus, powers can have up four basic
  qualities: Attacks, Defends, Robust and Useful Outside of Combat.
  Powers can further be modified with Extras (which expand its usefulness and increase its
  cost), and Flaws, (which restrict its usefulness and reduce its cost). These details are described
  below, so for now, let’s look at the base costs.
  The math for powers works out like this:
  To begin with, buy the basic dice for the ability:
  Miracle Table: Purchase Cost
  Die Type
  Point Cost to Purchase
  Each Die
  1
  Each Hard Die
   2
  Each Wiggle Die
  4
  Then determine the qualities the power has and add those costs to the base cost.
  Miracle Table: Quality Cost
  Quality                                   Cost per Die      Hard Die         Wiggle
  Attacks?
                      +1                    +2                     +4
  Defends?
   
                      +1                    +2                     +4
  Is it Robust?
   
                      +1
             +2                     +4
  Useful outside combat?                  +1
       +2                    +4
  Example: You’re designing a power that Defends, is Robust, and Useful Outside of Combat.
  The math looks like this: Base cost is 1/2/4 for the dice themselves; add in another 1/2/4 for
  Defends, another 1/2/4 for Robust, and finally 1/2/4 for Useful Outside of Combat. This all
  adds up to 4 points for a Regular Die, 8 points for a Hard Die, and 16 points per Wiggle Die.
  Got it?
  Let’s say you want to buy 2 regular dice (2d), 1 Hard Die (1hd), and 1 Wiggle Die (1wd)
  in the above power. Since the power’s Base Point Cost is 4/8/16, it’s easy: 2 regular dice cost
  a total of 8 points. 1hd costs 8 points for another 8 points to the cost, and finally, 1wd costs 16
  points, naturally. The final cost is: 8+8+16=32 points in all.
  Qualities
  Here’s what those qualities mean.
  Attacks?
  This is self-explanatory. If the power, by itself, does damage or increases your ability to do
  damage, it’s an attack power.
  Defends?
  Again, this is pretty simple. Does the power make you better able to survive attacks, either by
  making you harder to kill or harder to hit in the first place? If so, it’s a defense power and it
  allows you to use the dice pool of the power to “Gobble” dice from an attacking set (for more
  details, see Using Powers Defensively on page xx).
  
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  Robust?
  A power is Robust when it’s difficult for others to interfere with its operation. If there are no
  significant limitations to when or how you can use a power, it’s Robust. A power may have many
  different levels of robustness, or lack thereof. Each Extra bought for the power increases its
  robustness; each Flaw taken lessens its robustness.
  Example: Michael wants his character to be able to create invisible “Psychic Artifacts,”
  telekinetic devices that imitate real-world items like guns and such. He chooses the super-
  power Psychic Artifact that has the Qualities of Attacks, Defends, Robust and Useful Outside
  of Combat; this gives it a point cost (including the base dice cost of 1/2/4) of 5/10/20. Pretty
  expensive. Michael decides to cut down the cost by making his power usable only when in a
  state of deep concentration –– making it far less useful, and far less Robust…
  Robust also gives your power a little more resilience in the face of damage (see Super-powers,
  Concentration, and Damage on page xx for more details). When you take damage while using a
  Robust power, it doesn’t automatically fail unless you are knocked unconscious.
  Useful Outside of Combat?
  This is a bit of a catch-all. If it doesn’t attack and doesn’t defend, it probably gets a point here.
  Otherwise, there’s not really much reason for the power to exist, is there?
  Example: Levitation is Useful Outside of Combat, but unless it’s very fast (which would be a
  different power), it confers no spectacular attack or defense abilities. Having levitation that
  doesn’t depend on some particular activation quirk - for example, only being able to levitate
  while holding your breath - makes the ability Robust. Therefore, with two qualities
  (including the base point cost of 1/2/4), Useful Outside of Combat and Robust, levitation
  costs 3 Will Points per die, or a Point Cost of 3/6/12.
  Individual campaigns and individual GMs are going to have different opinions about when a
  power becomes an “attack” or a “defense” or when it’s “useful outside combat.”
  Here’s an easier breakdown that takes into account the cost of each die and the power
  qualities. These are the costs when you’re buying a die cold. Don’t use these when you’re
  promoting a die you already have.
  Quality Table
  Qualities
  per Die
  per Hard Die
  per WiggleDie
  Only Attacks
  2
  4
  8
  Only Defends
  2
  4
  8
  Only Robust
  2
  4
  8
  Only Useful Outside Combat
  2
   4
  8
  Attacks and Defends
  3
  6
  12
  A&D and UOC
  4
  8
  16
  A&D&UOC and Robust
  5
  10
  20
  Extras
  Extras are additions to your power that expand its usefulness. For example, making your
  lightning attack armor piercing would make it more useful in combat. That’s an Extra; it raises
  the cost per die since it expands the power’s usefulness. You can have any number of Extras,
  provided you can afford them with the number of Will points provided during character
  creation.
  The simplest way to create new Extras is to negotiate with your GM by sharing concepts and
  settling on a few ideas. Or you can determine just what the new Extra allows the ability to do and
  add the appropriate quality costs from the Miracle qualities table. To use the example above of an
  armor piercing lightning attack, this would be like the addition of a new “Attacks” quality (since
  it can now effect a broader class of targets) and would add an extra +1 per die, +2 per Hard Die
  and +4 per Wiggle Die.
  These point costs are cumulative. So, generally speaking, the more Extras a power has, the
  more expensive it becomes.
  If you use the Scaling Power Levels option on page xx, Extras are always added into the dice
  cost before multiplying the power to determine its final cost.
  
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  Some sample Extras, to get you started, include the following...
  Always On (+1/+2/+4)
  Your power is on all the time. This is especially useful for defensive powers, since it means that
  you’re protected against surprise attacks. The major drawback is, of course, that you can’t
  consciously shut it off.
  Archetype Assassin (+1/+2/+4)
  Your power is particularly effective against one of the Archetypes, for whatever reason. Perhaps
  your biological spores are more deadly against Aliens. Maybe your Electro-Bolt does extra
  damage to Artificials. Maybe calling your sword “Godkiller” isn’t hyperbole. In any event, when
  you’re attacking targets of your chosen Archetype, your attacks gain Penetration 2 and do an
  extra point of the appropriate type of damage.
  Doubler (+2/+4/+8)
  When activated, this Extra doubles all your power’s effects without doubling the Will costs (if
  there are any). The downside is, you take a point of Shock damage to the head (or to one of your
  brain boxes, if you’re non-humanoid) each round you use it. This Shock damage must be healed
  with bed rest, it is not ‘shaken off’ at the end of combat.
  If you fill your head (or whatever) with Shock damage, you fall unconscious and lose all your
  Will points.
  Endless (+1/+2/+4)
  The power may be used indefinitely. Once successfully activated it may remain on until such a
  time that you become distracted or injured. (If the power does not really require an up to the
  minute conscious control, such as levitation, the power can remain on even when you are asleep!)
  If you are invisible, you can stay invisible without any effort. If you can fly, you can stay in the air
  for days, weeks or even months.
  If the power has a Will cost, you must pay it each time you turn the power on, but otherwise,
  you only pay it once.
  Engulf (+5/+10/+20)
  Your attack power inflicts its damage on all the hit locations on a target – when you successfully
  hit the target, that is.
  Friendly Fire (+2/+4/+8)
  This Extra is a godsend in close combat. Your power affects only your enemies, not friendlies or
  neutral parties on the battlefield. Whether this means your attack zigzags around a good-guy and
  then hits the enemy, or passes straight through a friendly without any effect, remains up to you.
  Killing Machine (+1/+2/+4)
  This Extra is a very particular one for the Hyperbody Hyperstat. With this Extra, your hand-to-
  hand attacks are not limited to your Coordination score in width. For instance, if you had
  Coordination of 3 and a Hyperbody of 10d, and you rolled a 5x8, you’d usually be limited to a
  width of 3 for initiative purposes –– but with this Extra, your width would be 5…
  Locked On (+4/+8/+16)
  Your attack power “locks” onto any target you can see with a single successful attack roll. From
  that point on, unless you choose to roll again, you may hit that target over and over again in the
  same place for the same amount of damage as your initial roll –– as long as you can see it.
  Lifter (+2/+4/+8)
  Your power can lift or move much more weight than usual, ten times as much for each level
  purchased (for example, to lift 100 times as much weight, you’d take Lifter 2 for a +4/+8/+16
  cost). If you have Hyperbody and one level of Lifter, you can lift ten times as much weight as
  someone with your level of Hyperbody, buy it again and multiply you maximum lift by 10
  again... Damage and other effects associated with the power do not change. This Extra only
  affects powers that lift (such as Telekinesis or Hyperbody), not those that Transform, Transmute
  Disintegrate or Transport.
  
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  No Inertia (+2/+4/+8)
  This allows the power to cancel inertia on its target. For example, a Hyperbody superhuman
  could use his great strength to stop an oncoming truck without being knocked back or even
  needing a grip; his touch would cancel the momentum of the truck at the instant of contact. This
  effect only lasts as long as the superhuman is touching the object.
  No Leverage (+2/+4/+8)
  This Extra makes the power require no purchase or actual leverage to gain a hold on an object.
  This has the effect of negating considerations of bulk, size or support; a superhuman with this
  Extra on his Hyperbody could grab the corner of a tank and flip it over, even though his mass is
  much, much too small to affect the tank. This effect only lasts as long as the superhuman is
  touching the object.
  No Upward Limit (+2/+4/+8)
  The power has no upward limit. You can potentially lift, Teleport, Transform or otherwise affect
  any amount of material or number of people. Every 5 Will you spend doubles the limits on your
  power. However, this doubling lasts only one combat round for every 5 Will points spent.
  Example: You have a Body of 10 with a No Upward Limit Extra. You attempt to lift a tank
  that weighs 40 tons, but your Body score only allows 10 tons to be lifted. You spend 10 Will
  points – 5 to double your limit to 20 tons, then another 5 to double that to 40. You can lift the
  tank for two rounds. If you spent 20 Will, two more doublings would let you lift 160 tons for
  four rounds.
  No Weight (+2/+4/+8)
  This Extra renders the subject of your power effectively weightless. A superhuman with a Body
  Stat of 8 (with the Extra of No Weight) who was lifting a car, could carry that car anywhere as if it
  weighed nothing, nor would it have any effect on the supporting surface he was walking on!
  Imagine a superhuman picking up a tank, then leaping onto a boat with it… without sinking the
  boat. This effect only lasts as long as the superhuman is touching the object.
  Reflexive (+2/+4/+8)
  Your power reacts to dangerous conditions automatically given a bare minimum of stimulus.
  Direct observation is not necessary on your part. It is enough to know you are in danger, the
  power does the rest. For example: Telekinesis automatically activates to deflect bullets because
  your subconscious mind hears the gun cock a second before it is fired.
  When under surprise attack (if you have this Extra and the Defends quality), you get a free
  defensive roll at –1d against that incoming attack.
  Unconscious (+1/+2/+4)
  Your power works to protect you even if you are unconscious or asleep. You may not like what it
  does, but it attempts to keep you alive in situations it deems dangerous. The exact outcome of
  such incidents is up to the GM to decide. Of course, you can use it normally when you want to.
  Flaws
  One way to reduce the cost of your power is to restrict its use. Telekinesis is a power with four
  qualities (Attacks, Defends, Useful Outside of Combat, Robust), so it costs 5 points per die.
  Telekinesis that only works when your shadow falls on the object has a restriction: It is less
  Robust; it now costs only 4 Will points per die. If you limit it further - saying that the strength of
  the telekinesis depends on the size of the shadow - then the power is even less Robust, which can
  make it cheaper still. The next sentence is the most important one in the Flaws description, yet
  somehow it seems to get overlooked, so I’ll put it in bold: Flaws can only modify dice to a
  minimum cost of 1 point per die, 2 points per Hard Die and 4 points per Wiggle Die.
  The simplest way to create new Flaws is to negotiate with your GM. Or, you can determine
  just what the new Flaw prevents the ability from doing and subtract the appropriate quality costs
  from the Miracle qualities table. Generally, the more flawed a power is, the cheaper it becomes.
  Often Flaws simply offset the qualities that make a power expensive. (If a power only works
  when the superhuman is emotionally tranquil, that gets rid of the “Attacks” and “Defends”
  qualities right there). These minuses are cumulative.
  Some sample Flaws to get you started include the following
  
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  Allergy (Variable)
  You are Allergic to some substance –– exposure to it is enough to incapacitate, or if powerful
  enough even kill you. To determine the point reduction of your Flaw consider the following:
  Commonality of Substance                                                                      Incapacitates/Kills
  Substance in common (grass, air, people) –3/-6/-12                                       (-1/-2/-4) (-2/-4/-8)
  Substance is rare (diamonds, chlorine) –2/-4/-8
  Substance is exceptionally rare (an alien ore, Neutronium) –1/-2/-4
  If you have a power that is Always On, this Flaw must be attached to that power. When you are
  exposed to an Incapacitating Allergy you suffer 1 point of Shock to your torso per combat round
  when you come within 10 feet of the substance for as long as you are exposed to it. If your torso
  is filled with Shock, all your physical Stats are reduced by 4 for the sake of rolling only.
  If you are exposed to a Killing Allergy, the same effect occurs, except you suffer a point of
  Killing to your torso per round of exposure, and all your physical Stats are reduced to 2 for
  purposes of rolling.
  Example: The Raven has a Killing Allergy to raw iron (this counts as a common substance
  –3/-6/-12, and it’s Killing for an additional –2/-4/-8, for a total of –5/-10/-20.) When
  exposed to raw iron, the Raven takes 1 Killing point of damage to her torso per round, and all
  her physical Stats are reduced to 2 until she can escape the area of effect.
  Attach (-1/-2/-4)
  Your power is linked to another power, and cannot be used unless that other power is also being
  used. For example if your Super Speed is attached to Flight, you can only use Super Speed while
  flying. The reason this is a significant Flaw is that if the main power fails (due to Will problems or
  injury), the attached power fails as well, automatically.
  There are two limitations to this Flaw. For one, the main power must have all the Qualities
  found in the attached powers, or else it cannot be attached at all –– the one exception is when you
  choose to Attach a power to an Archetype. Any power, Hyperstat and Hyperskill can be
  Attached to an Archetype.
  Example:  Raven has the Miracle Flight with the Qualities Defends, Robust and Useful
  Outside of Combat. She can’t Attach a power to it which Attacks, since the main power does
  not have the Attacks Quality. She can Attach any power to it which Defends, is Robust or
  Useful Outside of Combat (or all three) to her Flight Miracle, since her Flight Miracle has
  those Qualities. If Raven was a Godling however, she could Attach any power to her Godling
  Archetype.
  The second is a power can only be Attached once. That is, you cannot Attach a Miracle to your
  Archetype and then another Miracle, it’s one or the other.
  Backfires (-2/-4/-8)
  Every time you use the power, you take a point of Killing damage to your torso (or whatever
  you’re using as your core Hit Location).
  Can’t Hurt People (-2/-4/-8)
  Your power can’t target people at all –– superhumans are included in this restriction, but Aliens,
  Artificials and other non-humans are not (unless you have become acclimatized to them).
  Direct Feed (-2/-4/-8)
  You lose the Width of your power’s activation roll from your Will point total. The better you roll,
  the more you lose. If your power is just a point total (like Heavy Armor or Go First) you lose that
  number from your Will total every time it is used.
  
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  Expensive (-1/-2/-4)
  Instead of risking an initial Will point to activate the power you have to spend a point of Will. If
  you fail at your activation roll, you lose 2 points of Will (the one you spent, and one for failing to
  activate the power).
  Full Power Only (-1/-2/-4)
  You can fly super fast, but drop out of the air when you attempt to slow down even a little bit.
  (Landing is a bitch). You can punch through a brick wall, but you tend to rip car doors off just
  getting in and out of a vehicle. This Flaw only works on powers where is would be a Flaw, so no,
  you can’t take it for powers like Heavy Armor or other powers where full power only would be
  an advantage. As usual, the GM has the final say.
  Glow (-1/-2/-4)
  When you use your powers, your body glows for the Width of the activation roll in rounds (in
  combat) or minutes (outside of combat). While you’re asking yourself why this is a Flaw,
  consider the following question: Who would you shoot at first, the regular guy on the street or
  the glowing guy?
  Go Last (-2/-4/-8)
  Your power, no matter what you roll, always goes last in combat.
  If/Then (-1/-2/-4)
  Your power’s activation is linked to the success of another Miracle, Hyperskill, or Stat, and
  cannot be used unless that other power successfully hits its target –– if it fails, the power does not
  activate. For example if you had an 8d Harm Power If/Then linked to your Body+Brawling Skill,
  your Harm power would only activate on a successful Body+Brawling roll.
  On a success, the If/Then super-power’s dice pool is thrown during the Resolve phase of
  combat (just like Area dice). This means that once it activated it effectively can’t be Dodged (since
  everyone would have rolled their Coordination+Dodge already) but don’t worry, the activator
  (that is the Miracle, Hyperskill or Stat it is linked to) can be Dodged normally in combat.
  Loopy (-2/-4/-8)
  After you activate your power, you can’t take another action for five minutes, or until you make a
  successful Cool+Mental Stability roll. Your power disorients and confuses you –– without this
  successful roll, you wander around in a stupor…
  Loud (-1/-2/-4)
  Your power makes an incredible and quite distinctive racket, audible for many hundreds of
  yards.
  Mental Strain (-2/-4/-8)
  Every time you use your power, you take a point of Shock damage to your head (or to one of
  your brain boxes). If you use it too much, you’re knocked unconscious. This Shock damage is
  healed only with a successful roll against Body (it is not “shaken off” like most other Shock
  damage).
  Mystical Weakness (-2/-4/-8)
  You are susceptible to magical attack while using your power. All damage from mystical sources
  automatically breaches whatever armor you might have, and does maximum damage –– if it hits,
  that is. You can only take this Flaw once, and if you have a power that is “Always On,” you must
  take it for that power (so that your “Mystical Weakness” is Always On as well).
  Nervous Habit (-1/-2/-4)
  The power will not work unless you can perform some physical or mental ritual (i.e. wringing
  your hands, reciting a poem in your head). Nothing you do can change this. No ritual=no power.
  No Physical Change (-1/-2/-4)
  The power, despite what it appears to do, causes no physical changes in your body or the
  environment. If you are invisible, you are only invisible in the minds of those who might observe
  you. If you “turn into” a wolf, you still leave behind human footprints.
  
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  Peace of Mind (-2/-4/-8)
  You must be in a certain mental state to use the power (i.e. angry, scared or happy). The GM
  judges your mental state. If you are not in your particular mental state, your power does not
  work.
  Physical Mutation (-1/-2/-4)
  Your powers are the product of a genetic mutation. Your body and physiology are different
  because of this. In other words, your powers are most definitely physical (i.e. if you’re a
  superhuman bruiser, you’re a hulking giant, if you’re a mutant psychic, your brain is abnormally
  large). This is a Flaw because if science gets its hands on you, dissection is a likely outcome…
  Psychic Signature (-1/-2/-4)
  Whatever power you possess leaves an obvious and permanent psychic signature behind. With
  this signature, any psychic with the appropriate power can locate you and lock on to your mind
  automatically (as long as you are in range). Of course, you can resist such attacks normally.
  Restorable Focus (-1/-2/-4)
  Your power is housed in a difficult to obtain object. If your Restorable Focus is destroyed, the
  power that it contains is unusable until a Focus similar to it can be obtained –– the power is not
  gone, only inaccessible. To reflect the difficulty in finding an exact enough match to replace your
  Focus, the GM may require you to expend up to half the Will points of the power lost in the
  destruction of the Focus. Once these points are spent, you have located a replacement Focus and
  can use your power normally again.
  Shocking! (-3/-6/-12)
  Whatever damage your power causes, you take it as Shock damage to your body (on whatever
  hit location the attack emerges from). If you hit a target for 3 Shock and 3 Killing points of
  damage with a burst of energy from your arms, you would suffer 6 Shock points of damage to
  your arms.
  Short Duration (-1/-2/-4)
  The effect of the power wears off after a number of combat rounds equal to the width of the
  activation roll. (Obviously, you can’t take this with super-powers that have permanent effects. If
  you take this with an attack power, all the damage it does vanishes after the time’s up. Characters
  “killed” by a short-duration attack were really only unconscious).
  Shy (-3/-6/-12)
  The power does not work in the presence of anybody. You must be alone and unobserved to use
  it.
  Slow (-1/-2/-4)
  This Flaw can be taken multiple times; each time it is taken, it extends the time necessary to use
  your power by 1. In combat, this is measured in rounds; non-combat, in minutes.
  Susceptibility (-2/-4/-8)
  You are susceptible to some sort of item, element or attack while using your power. All damage
  from that source automatically breaches whatever armor you have, and does maximum damage
  (that is, as long as it gets a single set, all the other dice in the pool are counted as sets)–– if it hits,
  that is. You can only take this Flaw once, and if you have a power that is “Always On,” you must
  take it for that power (so that your “Susceptibility” is Always On as well).
  Uncontrollable (-3/-6/-12)
  The power has a mind of its own. Once activated with a successful roll, the GM determines what
  the power does, or does not do. You can shut it off, but only on another successful roll that beats
  the activation roll. Here’s the kicker: If you have Hard Dice you have to roll them. Unless they come
  up 10’s the power continues to randomly flail about. Wiggle Dice work normally.
  
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  Uneven (-2/-4/-8)
  Your power sometimes becomes weak for no discernable reason, at the GM’s discretion. It
  doesn’t fail, just loses matches out of its set to a minimum success.
  Unique Focus (-2/-4/-8)
  Your power is housed in a unique object. If that object is destroyed, the power that it contains is
  gone forever. This is a good Flaw with which to model unique Gadgets and mystical objects. You
  can only take this Flaw on an object that, if destroyed, (obviously) cannot be recreated at all.
  Gadgeteers and Mystics may take this Flaw on items they are constructing, but if they do so, and
  the device is destroyed, they may never build that particular arrangement of powers, Extras and
  Flaws again.
  XXXBEGIN BOXED TEXTXXX
  Miracles and Power Stunts
  If you wish to keep complexity in your game to a minimum, you can just roll against the Miracle
  dice pool for any use of your super-power to determine its level of success, or you can add Power
  Stunts to your game.
  Often Miracles are very general powers that can accomplish different things. For example,
  telekinesis is useful in many situations. With it, you might hold an attacker at bay, pry open a
  door, or contain an explosion. Using a Power Stunt, you can specialize in a particular application
  of a super-power. When you use your Miracle for a basic task (i.e. you try to lift something with
  telekinesis,) you simply roll your Miracle’s dice pool. But if you want to do something specialized
  and you have a Power Stunt that covers such an action, you roll the Power Stunt Skill level in
  addition to your Miracle dice pool. Power stunts are like Skills for superhuman abilities.
  In some cases, Power Stunts apply even when it doesn’t seem to make sense. A superhuman
  might, for example, take a Power Stunt governing fine telekinetic manipulation. If that
  superhuman simply wanted to pick up the whole telephone, he would roll his base pool.
  However, if he wanted to pick up the receiver and dial it, he would roll his base pool plus his
  Power Stunt. This means he would have a better chance of accomplishing the more complicated
  task. Why is this? Possibly, it has something to do with the mental focus of the superhuman
  phenomenon. Imagining the task in the detail required to dial might focus the superhuman’s
  attention more firmly than the vague desire to simply lift the phone.
  Example: Raptor has a 7d Area Harm attack and is trapped in a cave in along with some
  hikers. Although he remains immune to the effects of his own power, Raptor is concerned
  that his energy blast will kill the people trapped in the cave with him if he attempts to clear
  the rubble. But Raptor has a Hot Hands Power Stunt at 3d which allows him to activate his
  power to the point where his hands become blisteringly hot, without the full explosive effects
  of his power activating. Raptor places his hands on the boulders, rolls his5d Area Harm+3d
  Hot Hands stunt and gets a 3x5 –– the boulder begins to melt under his touch.
  What is the difference between a Power Stunt and an Extra? Good question. A Power Stunt is
  something learned through practice with a power; an Extra is an inherent trait of the power. Also,
  Power Stunts tend to be very specific, while Extras tend to be very general. Power stunts never
  allow you to develop a new power; they only allow you to use your existing power in new ways
  through practice.
  In rules terms, this means Power Stunts are bought with experience points, instead of with
  Will points. You can only buy Power Stunts with experience, so you can’t start play knowing
  them. Power Stunts, like normal Skills cannot be bought past level 5.
  Like Skills, Power Stunts are connected to an individual Hyperstat, Hyperskill or Miracle and
  may only be used with that particular Hyperstat, Hyperskill or Miracle.
  Example Power Stunts
  A few example Power Stunts are provided below to get you started.
  Fine Control
  Add the Fine Control Power Stunt to your Miracle dice pool when you are attempting to limit the
  effects of your power; whether reducing damage, speed, or any other effect of that ability. If you
  successfully match, you can discard any amount of damage, speed or effect your power
  produces.
  
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  Focus
  For every round you pause to concentrate on your power, you can add one of your Focus dice to
  the roll.
  No Pressure
  When using your power under friendly circumstances, free of any pressure, you add your No
  Pressure pool to your Miracle dice pool. This reflects the joy you find using your power when
  your life is not on the line. Combat or stress of any type negates the possibility of using this
  Power Stunt.
  Under Pressure
  You’ve grown accustomed of pushing your power to its very limits when under stress. When in
  combat, add your Under Pressure dice pool to your Miracle dice pool. However, only the
  adrenaline of severe stress allows you to push your power limits, and this ability cannot be used
  without it.
  XXXEND BOXED TEXTXXX
  Fifty-Four Pick Up
  The following 54 powers are “cafeteria” style Miracles, ones you can pick and choose ready-
  made. This is useful for those of you who don’t want to construct your own powers, or who want
  to get some ideas on how powers are built before setting pencil to paper.
  As presented, these Miracles are in their most basic form. Feel free to modify them by
  removing or adding Qualities, Extras and Flaws as you see fit. The examples listed with each
  power are by no means the only Qualities, Extras, Flaws available with the power, please make
  up your own!
  Absorption
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Absorption Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die
        5
  Each Hard Die                10
  Each Wiggle Die              20
  Absorption is a very useful power: It allows you to store and use the qualities of a certain
  substance or energy type without suffering any ill effects. With all four qualities, Absorption is
  extremely powerful. Choose what your Absorption covers from the chart below and modify its
  cost accordingly:
  Absorption Table: Type Costs
  Cost Addition
  Die/Hard/Wiggle      Frequency
                      Absorption Covers (Pick One):
  +5/+10/+20          All the Time:  Any type of attack or substance (psychic, energy, physical, any
  substance etc…)
  +4/+8/+10      Common: A single class of attack or substance (energy only, metal only etc…)
  +2/+4/+8          Regular: A narrow class of attack or substance (guns only, concrete only etc…)
  +0/+0/+0  Uncommon: A very narrow class of attack or substance (radiation only, cyanide only
  etc…)
  Absorption with the Attacks quality allows you to “release” an absorbed attack back at an enemy
  with a successful Absorption dice pool roll. If you have Wiggle Dice in your Absorption pool,
  you can choose to release any level of the attack you absorbed.
  The Defends quality allows you to both absorb a specific incoming type of attack (determined
  at Character creation), and dissipate it without harm to your body. You can store the attack in
  you indefinitely, until you choose to release it, dissipate it, or you are hit by another attack.
  
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  The Useful Outside of Combat quality allows you to absorb the qualities of a substance (like
  absorbing the Heavy Armor of concrete or the resiliency of Rubber). On a successful roll against
  your power, expend 1 point of Will for each point of the quality gained. For example, if you
  Absorbed the qualities of 3” thick Steel Plate, which has a Heavy Armor rating of 6, you’d have to
  spend 6 Will points and make a successful Absorption roll to gain Heavy Armor 6. These
  qualities last for a number of minutes equal to the width of your Absorption roll.
  Example: The Sponge wants some insurance before tangling with the minions of the
  Destroyer of Worlds, so he grabs on to a National Guard tank, and absorbs the armor plate
  with a 3x8 roll. The Armor has a Heavy Armor rating of 9, and the Sponge spends 9 Will. For
  the next 3 minutes, his entire body has Heavy Armor 9.
  The Robust quality allows you to use your Absorption under nearly any conditions.
  Using Absorption defensively works as a defensive Gobble, just like Dodge –– you must
  announce during declaration that you’re choosing to Absorb an attack, and you cannot do
  anything else that round unless you take a multiple actions penalty. When you’re hit by any
  physical attack, roll your Absorption. If you beat the width of the attack, or match the width and
  beat or match the height, you successfully absorb the attack. If not, you’re hit normally. Write
  down the width and height of the attacking roll, because when you release the attack, you use
  that result instead of your roll to determine the speed and damage of the Absorbed attack.
  Example: Unfortunately, four minutes later, the Sponge is struck by a Destroyer Robot for a
  3x10 attack. He makes his Absorption roll handily with a 4x10, successfully absorbing the
  immense kinetic attack, like, well, a sponge.
  The next round he rolls his Absorption of 9d to release the attack back on the robot, and
  succeeds with a 2x5. But, since he’s releasing the Destroyer’s attack from the previous round,
  his attack is counted as a 3x10, not a 2x5. If the Sponge had any Wiggle Dice in his
  Absorption pool, he could choose to release any attack from 3x10 downward –– in other
  words, he could control how much energy would be released.
  There is one exception to this declare first defensive Gobble rule and it’s this –– if you have a
  Wiggle die (or dice) in Absorption, your power automatically kicks in when you’re hit by a
  phenomena covered by your power. This is better than the “Always On” Extra in that the power
  only activates when necessary –– it knows when you’re under an appropriate attack and reacts
  automatically… It also allows you to perform multiple actions and still use your power –– though
  normal penalties still apply.
  Example: If the Sponge is hit with an attack and doesn’t declare during that round he’s
  attempting to absorb it, he takes damage, even if his power would usually negate it. If the
  Sponge had even a single Wiggle die in his Absorption power, however, his ability would
  automatically activate to absorb any attack covered by his power.
  Extras
  To the Limit (+2/+4/+8): If an incoming attack exceeds the height or width of your Absorption
  roll, you can, at the cost of 4 Will points per point of height or width, buy up your roll, to make
  your Absorption Gobble succeed.
  Flaws
  Unconscious Release (-2/-4/-8): The width of your Absorption Gobble indicates how many
  combat rounds you can “hold in” the absorbed attack. After that, if releases, inflicting its damage
  on everyone within 10 yards.
  Aces
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Ace Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die
        5
  Each Hard Die                10
  
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  Each Wiggle Die
        20
  You are stupidly lucky. Things just tend to go your way. If you so choose, you can roll your Aces
  dice pool in addition to the normal dice pool for any of your actions; be it a Skill, Stat or power
  (the 10 dice maximum still applies of course). You may then choose the dice you wish from both
  pools and combine them into one matching set. Furthermore, you can decide whether to add
  your Aces dice after you see what you’ve already rolled.
  Now for the bad part: Aces is expensive; sometimes very expensive. Every Aces die thrown
  costs 1 Will point, every Aces Hard Die thrown costs 2 Will points, and every Aces Wiggle Die
  thrown costs 4 Will points. No action supported by the Aces power ever yields a Will reward, no
  matter the circumstances. So even if you roll a 10 with your Aces, you don’t get the 1 Will point
  reward you would normally get for the use of almost any other power.
  You may, if you wish, roll only part of your Aces pool. For instance, if you’re trying to
  conserve Will, you might only spend 1 Will to roll a single die, instead of rolling all the Aces dice
  at your disposal.
  Example: The Shriek has Aces at 4d and Body+Brawl of 3d. She swings at Zero and rolls an 8,
  7, 6 and a 3- a miss. She then rolls her Aces and gets a 7, 5, 1 and a 1. She takes the 7 from the
  Aces and combines it with the 7 of her Brawling roll. What was once a miss is now a hit in
  Zero’s right arm – at the cost of 4 Will points.
  Extras
  Contagious (+4/+8/+16): If you wish, friendlies within 10 feet of you roll your Aces total with
  their actions as well. However, the Will costs for each type of die thrown are multiplied by the
  number of people affected. That is, if you and your two friends all add 3 Aces dice, the total Will
  cost is 9 Will – 3 for your three dice, and 3 for each of the dice sets added to your friends. You can
  pick and choose who gets the bonuses and who doesn’t.
  Flamboyant (+1/+2/+4): Your power acts in dramatic and very noticeable ways. You dodge
  superhuman attacks by tripping a second before you’re decapitated, or capture criminals by
  accidentally knocking them unconscious when kicking a door open. Keep in mind, because of
  this superhuman streak of luck, it’s obvious to anyone seeing you perform these actions that you
  are a superhuman –– this is why it’s an Extra, it’s a bit intimidating to fight someone who seems
  to be able to cause the worst possible outcome to occur for his enemies.
  Force of Will (+2/+4/+8): You can focus your Aces power on someone else to affect the outcome
  of a dice pool roll. Concentrate for a round, spend 5 Will and the person or event you choose gets
  to pick and choose from your Aces total after they roll their dice pool. You must still pay normal
  Will costs as per the Aces power above.
  Insanely Lucky (+4/+8/+16): If you roll a 10 in your Aces pool, you add another die to your Aces
  pool. As many 10s are rolled, that’s how many more dice you get to roll in your Aces pool to
  choose from. (Ten remains the maximum number of dice for any dice pool). The extra dice gained
  from rolling tens don’t cost extra Will points. If you have Hard and Wiggle Dice in your pool,
  they still function normally (that is, to see if your Aces power succeeds) but, in addition, you may
  roll them as well–– if they come up as a 10, roll another die.
  Flaws
  Limited Height (-1/-2/-4): You can only make sets of a maximum height of 6 using your Aces.
  Any matches higher than 6 are demoted to sixes.
  Limited Width (-1/-2/-4): You can only make sets of a maximum width of 3 using your Aces. Any
  matches wider than three, and the excess matches are discarded.
  Affinity
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Affinity Table: Can Defend
  Die Type
  Point Cost to Purchase
  
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  Each Die
        5
  Each Hard Die                 10
  Each Wiggle Die
        20
  You are especially at home in a certain type of environment or element not usually comfortable
  (or even survivable) to humans. In addition to not suffering any ill effects from such an
  environment or element, you may actually perform better in such conditions. With a successful
  roll, you can add another die to all actions taken in such an environment. Pick one type of
  Affinity and buy dice in it considering the following chart to determine its cost.
  Affinity Table: Type Costs
  Cost Addition
  Die/Hard/Wiggle      Frequency
                      Affinity for (Pick One):
  +4/+8/+16             All the Time:
  Changeable Affinity: Natural Affinity to any environment.
  +2/+4/+8
           Common:                        Water, Desert, Forest
  +1/+2/+4
           Regular:                          Jungle, Arctic, Marsh
  +0/+0/+0
          Uncommon: Inside a fire, subjected to extreme cold, submerged
                                                                               in earth, deep space.
  Under normal circumstances, you don’t even need to roll to see if your Affinity protects you;
  when you’re exposed to your Affinity, your super-power automatically kicks in. If you have an
  Affinity to any environment, you can only protect yourself against one type of danger at a time
  (for example, if you were submerged 2 miles under the ocean, you could choose to protect
  yourself from drowning or being crushed at depth, but not both). Switching a Changeable Affinity
  between environments takes one combat round and a successful roll (but turning it on initially is
  automatic).
  When subjected to the environment or element covered by your Affinity, roll against your
  dice pool. On a successful match, you gain a +1d to all actions while in it. This effect lasts as long
  as you are subjected to your Affinity (or until your power fails). In other words, protection from
  harm is automatic, but you have to roll to get the bonus.
  Extras
  Affinity Sense (+1/+2/+4): You can “sense” the presence of people or living beings within your
  Affinity while you are immersed in it. This has a range of up to a mile away.
  Your Element (+2/+4/+8): If you make a successful roll against your Affinity while in your
  element, you gain +2d to any action, instead of a +1d. You may buy this Extra multiple times.
  (Buy it twice, you get +3d, three times +4d, etc…)
  Sharing is Caring (+5/+10/+20): You can grant your Affinity to a single subject with a touch. This
  Affinity lasts for the width of your Miracle roll in minutes.
  Flaws
  Give or Take (-1/-2/-4): Your power works normally, but you must roll a success or it fails to
  activate, even when you are exposed to your Affinity. No success=no Affinity (and that usually
  equals damage). If you have Hard or Wiggle Dice in your Affinity dice pool, you cannot take this
  Flaw.
  Addiction (-1/-2/-4): Not only do you like your Affinity, you need it. If you go a day without
  exposure to your Affinity, you must make a Cool+Mental Stability roll. If you succeed, you can
  wait one more day, if you fail subtract 1d from all actions until you feed your addiction.
  Alert
  Qualities
  Defends, Robust, Useful Outside of Combat.
  Alert Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die
                 4
  
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  Each Hard Die                  8
  Each Wiggle Die               16
  Your power can alert you to the presence of danger. You may use it to detect the possibility of
  attack in a given situation by concentrating for one round and rolling your Alert dice pool. If you
  fail, the power cannot be used again to determine the danger level of that same situation or
  location for about 12-24 hours.
  Example: The Seer wants to determine whether the team is in danger if they enter an
  abandoned manufacturing plant. He pauses for a moment and concentrates on the building,
  then rolls his 3d Alert, getting a 7, 5 and a 2 –– failing. He has no feeling either way on the
  subject. There may or may not be danger in the plant.
       Seer cannot use his Alert again in regards to anything to do with that particular plant for
  the rest of the day. If he wanted to use it to determine if something else was dangerous,
  however, he could.
  To determine the extent of the success of an Alert roll, consult the following chart to determine
  the result:
  Alert Table
  Type of Roll
                                                     Result
  Success
                          A general feeling of danger is indicated.
  Roll is wide  Time remaining before the danger is indicated in general terms (seconds,
                                                                     minutes, hours).
  Roll is tall      General power level of attack indicated in general terms (one villain, a whole
                                                                  gang, an alien army etc…)
  Roll is tall and wide            Both time and power level are indicated.
  Multiple Rolled 10s
  General power level, direction and time of danger is indicated.
  Extras
  Detailed (+2/+4/+8): With a successful roll, your power gives you a detailed idea of the danger
  facing you. Although certain details elude you, (the names and faces of your assailants), other
  details are quite clear, such as their armament, placement and level of preparation.
  Automatic (+2/+4/+8): Your power works when danger is present. A round before you are
  attacked, you automatically get to roll against your power.
  Flaws
  Dreams (-2/-4/-8): The power only works in your sleep, the night before an attack. You only
  receive a “bad feeling” the next day about some specific location, nothing more, despite the
  width or height of the roll.
  Alternate Form
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Alternate Form Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die
                5
  Each Hard Die                 10
  Each Wiggle Die                20
  In addition to your normal body, you have a single alternate form you can assume when you
  activate your power. Exactly what that form is, remains up to you, but it can be almost anything:
  a body of stone, an animal, a paper dragon. Unlike Transform (see page xx.), forms assumed with
  this power are wholly convincing and unique.
  You must design your Alternate Form along with your character during character creation.
  Any ability possessed by the Alternate Form (like Flight for instance) must be purchased at the
  normal cost minus the “Attached” Flaw.
  
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  To change into your Alternate Form, simply make a successful roll with your power dice
  pool. You remain in the Alternate Form for as long as you like, until you fall asleep or
  unconscious, or until that form is damaged past its resiliency limit.
  Attacks against the form only hurt it, not your normal human body. The form must heal
  separately or remain damaged. To heal, you must remain in the form until all the damage is
  healed normally. Otherwise, when you change, the damage is still there. If your other form takes
  enough damage to kill it, you return to your normal shape (to change back to your Alternate
  Form after it has been “killed” requires the expenditure of 30 Will points).
  Once an Alternate Form is designed, it cannot change, except through normal character
  development. You may Attach any number of Miracles, Hyperstats, Hyperskills, Flaws or Extras
  to an Alternate Form.
  Regardless of how your form appears, its Stats are your Stats. It has no abilities except yours
  – unless particular Hyperstats, Hyperskills or Miracles are purchased separately. It also doesn’t
  matter how big your form is; unless you buy extra Body or additional health boxes with Extra
  Tough, it’s as easy to kill as a normal human. Conversely, it doesn’t matter how small your Form
  is; it’s no easier to kill. However, in no instance can your base Alternate Form be smaller than a
  hummingbird or larger than a small elephant (See Transform on page xx for a guide of how large
  or small your Alternate Form can be). If you want to be able to grow or shrink your Alternate
  Form, you need to get Size Shift also (see page xx for more details). Since your Alternate Form
  never changes after character creation, assume that the number of dice in your starting pool
  determines how big (or small) your Form can be.
  Example: Stacy wants her character’s Alternate Form to be a cloud of green energy,
  something immune to physical attack, nearly invisible and able to slip through the smallest
  cracks.
       First, she has to buy the dice pool that allows her to change. Alternate Form’s Point Cost is
  5/10/20, but she wants to knock the price down a bit. To reduce the cost, she decides on the
  Flaws Nervous Habit (Must Clap Hands) (-1/-2/-4) and Mental Strain (-2/-4/-8), which
  reduces the cost to 2/4/8. She buys 2hd in Alternate Form for 8 points.
       Next are the powers that make her Green Mist immaterial, and nearly invisible.
  Insubstantiality costs 4/8/16 to begin with, and she modifies it with the Extras: Breather
  (+2/+4/+8), Phaser (+1/+2/+4), along with the Flaws Attached to Alternate Form (-1/-2/-4),
  Cannot Hear (-1/-2/-4), Maximum Limit: 20 Rounds (-2/-4/-8), for a final cost of 3/6/12. She
  buys 2hd in Insubstantiality for 12 points and can now become an insubstantial green gas at
  will.
       Next comes the “nearly invisible” part. She buys Fade at 6d (cost 3/6/12) with the Flaw
  Attached to Alternate Form (-1/-2/-4), so her cost for Fade is 12 points.
       For 24 Will Points for powers, Stacy’s character “The Mist” is born…
  Extras
  Quick-Change (+1/+2/+4): When you change into your Alternate Form, your equipment and
  clothing vanish instantly and return the moment you revert to your regular form.
  Flaws
  Matter Eater (-1/-2/-4): (Note: You can only take this Flaw if your Alternate Form is larger than
  your natural form). When you transform, small objects vanish to make up for the mass of your
  Alternate Form. Anything less than 1 lb within 10 yards is affected, and is gone forever when you
  change –– this effect does not “absorb” living creatures.
  Bind
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Bind Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die
                5
  Each Hard Die                10
  Each Wiggle Die              20
  
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  Your power can constrict a target, limiting its mobility. Whether you create a sticky webbing or a
  telekinetic rope to Bind the target makes no difference; the result is the same-your target is
  bound. Concentrate one round, make a successful roll against your power, and Bind a single
  target (or split your dice pool between multiple targets to Bind them, and drop one die, just like a
  normal multiple action).
  With your power, you can strangle, pin or disarm any target within vision range (see the
  strangle, pinning and disarming rules under Hand-to-hand on page xx for more details). To
  break free, your target must make a dynamic Body roll against your Bind power. This is a little
  different from a standard pin. Normally, the contest is Body+Brawl. However, since you’re not
  holding them with your arms and legs, it’s purely a matter of strength. You can maintain a Bind
  on a number of targets equal to the number of dice in your Bind dice pool.
  Furthermore, when using Bind to take away edged or pointed weapons, you do not take
  damage during the disarm. For the purposes of strangling, Bind is treated like a garrote.
  Example: Paul has Bind at 6d (his power creates a pink sticky substance he calls “goop”), and
  he sees a guard armed with a submachine gun before the guard sees him. Paul wishes to
  disarm the guard with his goop, so he makes a called shot against the guard’s arm. Since it is
  a called shot, Paul drops 1d from his 6d Bind, and places another die at 6 (the hit location of
  the arm holding the gun). This leaves him with 4d to roll. He rolls a 1, 9, 1 and a 6. A hit on
  the right arm! The submachine gun is encased in goop and is useless. If the guard wishes to
  break the gun free of the goop, he must defeat Paul’s Bind with his Body in a dynamic
  contest.
  Example: Paul wants to strangle a guard with his goop. He makes a called shot against the
  guard’s head, so he drops 1d from his pool and places another die at 10 (his target, the head
  of the guard). This leaves him with 4d to roll. He rolls and hits with a 2x10. The guard takes 1
  point of Killing damage to the head immediately, and continues to do so every round until he
  dies or until he wins a dynamic contest between his Body and Paul’s Bind.
  Extras
  Unlimited (+2/+4/+8): The number of targets you can Bind is not limited by the amount of dice in
  your dice pool. You are still limited by the multiple actions rule, however.
  Flaws
  Poof (-2/-4/-8): Look away from your targets even for a second and the Bind you have on them
  immediately vanishes.
  Limited (-2/-4/-8): You only have your Bind dice pool x 10 number of shots with your Bind. After
  that, you must spend a Will point per die thrown to “refill” your Bind dice pool.
  Example: The Spinner had Bind of 8d, and the Limited Flaw, so he only has 80 uses of Bind
  before he runs out. After that he must spend 8 Will points to “restore” his power to 80 uses.
  Block
  Qualities
  Defends, Robust.
  Block Table: Defensive Power
  Die Type
  Point Cost to Purchase
  Each Die
                  3
  Each Hard Die                   6
  Each Wiggle Die                 12
  You can stop a single attack with your power. It can be any type of individual attack – a machete,
  a bullet or a punch - but you cannot affect Area attacks such as fire or gas, or attacks composed of
  many smaller attacks, like explosives. No one can have more than a single dice pool for Block, but
  how your Block works is up to you. Whether you use Telekinesis, a super-strong arm or beams
  from your eyes to deflect the attack matters very little. You must pause in movement to
  successfully attempt to Block.
  
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  You can only use your Block if you know you are in danger of being attacked and if you can
  see the attacker. In other words, you could Block a rifle attack by a man standing and shooting at
  you, but not a surprise sniper shot.
  Block is always defensive, so it Gobbles dice from the opposing attack.
  Extras
  Blind Block (+2/+4/+8): Your power automatically intercepts the strongest attack coming at you
  in any round, and even works in the dark.
  Flaws
  Linked to a Hit Location (-1/-2/-4): Your power is linked only to a single hit location such as your
  left arm, torso, or leg. Only that limb or location can utilize your Block power. If you can’t bring
  that limb to bear, you can’t use your ability.  If your natural form has only one hit location, you
  can’t take this flaw.
  Break
  Qualities
  Attacks, Robust, Useful Outside of Combat.
  Break Table: Cannot Defend
  Die Type
  Point Cost to Purchase
  Each Die
                4
  Each Hard Die              
   8
  Each Wiggle Die              16
  You can puncture or break things that should not be within the realm of human ability to break.
  Break is very similar in effect to high Body attacks, and to Harm with the Penetration Extra.
  The difference is that Break is much narrower in focus. The ability to shred armor is just one
  advantage of a high Body Hyperstat, and penetrating Harm is typically done at a distance. Being
  narrower, Break is consequently stronger.
  Whenever you roll Break successfully against an armored target, you reduce that target’s
  Heavy Armor by a number of levels equal to your Break die pool.
  Example: Loki has 6d in Break. He walks up to a building with Heavy Armor 5. If he rolls a
  success, he can punch straight through the wall.
  Against soft targets like human beings, even a single die of Break is sufficient to turn Shock
  damage from hand-to-hand attacks into Killing damage. You do not need to roll to get this effect.
  Extras
  Control (+1/+2/+4): You can choose the level of Penetration you achieve with Break. If you roll
  successfully you can discard any number of damage or Penetration points you wish.
  Flaws
  Picky (-1/-2/-4): The power works only against a single type of armor, such as steel plate, concrete
  or such. It works against nothing else.
  Variable (-1/-2/-4):  When you successfully strike armor, instead of doing Penetration damage
  equal to your pool, you do it equal to the width of your roll.
  Example:  Loki hits a Jugger-Bot with 10 points of Heavy Armor on it.  With an unflawed 6d
  Break pool, he reduces the Jugger-Bot’s armor to 4 points.  If he has the “variable” flaw, the
  amount he reduces it depends on the width of his roll.  If he rolled a 3x3, it has 7 points left.
  If he rolls a 2x8, it has 8 points left.
  Containment
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  
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  Containment Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die
                  5
  Each Hard Die                  10
  Each Wiggle Die                 20
  With your power, you can isolate and separate certain elements or forces. Whether it represents
  an inherent control over a type of chemical or a telekinetic shield is no matter, the effect is the
  same: you contain something in a limited area through your willpower alone.
  Containment differs from Block in that it cannot stop sudden incoming attacks such as bullets
  or knives. If given sufficient time to react, it could stop such attacks. Think of it as a mental shield,
  built through concentration, while Block is a defensive reflex. Containment is treated as a
  dynamic contest between the power and the element, object or being it is trying to contain.
  With Containment, a superhuman might be able to isolate an explosion in an area, protecting
  those outside his shield; stop an oncoming wave of water; block a fusillade of bullets (by making
  a shield before you are fired at); keep one soldier separate from another; or contain a cloud of
  poisonous gas. The shield is a singular uncomplicated object that cannot have more than six
  sides. Containment lasts a number of minutes equal to the width of the roll. Expending Will
  points may extend this duration. For each Will point spent, the duration extends by one minute.
  To stop or contain objects in motion, you must overcome the object’s size in a dynamic
  contest.
  General Containment (which allows you to keep nearly anything separate from anything
  else) is very expensive. When dealing with non-dynamic contests, Containment is limited in how
  much weight it can affect in much the same way Teleportation is (see Teleportation on page xx).
  Containment Table: Weight Limits
  # of DieWeight Affected
  2
  <210 pounds
  3
  210-250 pounds
  4
  250-370 pounds
  5
  370-500 pounds
  6
  500-800 pounds
  7
  800 pounds-1 ton
  8
  1-2 tons
  9
  2-4 tons
  10
  4-10 tons+
  By limiting what your Containment power can be used against (by adding Flaws or removing
  Qualities), you can bring the cost down considerably.
  Example: Der Schild wants to contain the explosion of a grenade with her Containment power
  of 7d. The attacker rolls his Coordination+Grenade of 3d and gets a 6, 6, 6. Since the attack
  hits, he then rolls the Area dice of the grenade and gets a 8, 4 and a 1.Der Schild rolls her 7d
  and gets a 7, 7, 7, 7, 10, 1 and a 2. Her roll is both wider and taller than the roll of the attacker.
  She successfully contains the blast with an invisible shield. However, if she had rolled a 2x7,
  the grenade would have gone off before her power could contain it because the attack roll
  was wider.
  Example: Barb wants to keep an attack dog away from her with her power. She rolls her
  Containment of 4d against the dog’s 2d Body. Barb rolls a 9, 7, 7 and a 6. The dog rolls a 6
  and a 5. Barb’s telekinetic shield keeps the dog at bay.
  Example: Michael wants to block an oncoming boulder with his 7d of Containment. He
  concentrates for a turn and rolls 5,5,5,7,2, 2 and a 4. He succeeds in forming a shield against
  the rock with 3x5 and the rock rolls 7d (for its weight), and gets a 2x4. The boulder weighs 1
  ton and Michael can affect 1 to 2 tons with his power. It rebounds off the mental shield and
  rolls harmlessly away. If the boulder had beat Michael in the dynamic contest, it would have
  burst through the shield and squished him flat.
  
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  Extras
  Actual Physical Boundary (+2/+4/+8): Your power generates a real physical boundary, such as a
  wall, a container or another real object to contain materials within. Once created, these containers
  remain behind for the number of minutes equal to the width of your roll, and then they vanish.
  Flaws
  No liquids or gas (-1/-2/-4): Your power cannot contain liquids or gas.
  Control
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Control Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                              5
  Each Hard Die                  10
  Each Wiggle Die                20
  You can manipulate a particular phenomena, element or life form with your power. You can
  increase or decrease physical phenomena, change the states of particular elements, or dictate the
  action of a particular creature through the force of your will alone.
  First, you must pick what you can control. Consider the following chart to determine your
  powers cost.
  Control Table: Frequency & Control
  Cost Addition                           Frequency            Control of (Pick One):
  Die/Hard/Wiggle
  +4/+8/+16
                   All the Time:
     Air Pressure, Temperature,
                                                     Humidity, Gravity, Light.
  +2/+4/+8
                       Common:
              Electricity, Common
                                           elements (iron, carbon etc.), Animals
  +1/+2/+4
                       Regular:  Plants, Particular Animals (includes humans),
                                                                   Metabolisms.
  +0/+0/+0
                      Uncommon: Radioactive Decay, Chlorine Gas, Tritium
  Phenomena are general physical effects, such as temperature, gravity, light and humidity. You
  can control them by concentrating one round and making a successful match. You can control the
  phenomenon as long as it’s within sight range. You can affect individual objects and precise
  areas. The width of the roll indicates how many minutes the effect of your power lasts.
  This write up is meant to give general guidelines for what will be a specific power. In terms
  of the game, the ability “Control (Rats)” is very different from “Control (Atmospheric Pressure)”.
  To keep things simple, there are some guidelines for the rules effects of Control.
  Regarding Living Things: Control is not any sort of mind control; instead, it controls bodies.
  In the example of the rats, there is no contact with the rats’ brains; they still make rat noises and
  do rat things unless forced otherwise. Keep this in mind if humans are chosen; they act as their
  Controller directs, but it’s clear that they are not willing, and may even express their
  bewilderment!
  If you use Control to make a circumstance more or less dangerous, a successful Control roll
  lets you raise or lower the damage from a single source. You can increase or decrease it by the
  width of your roll.
  Example: Pulse has Control (Heat) at 5d. When his arm catches fire, he turns the heat down
  on it. Normally he’d take a point of Shock damage every round, but if he can roll
  successfully, he takes no damage. When an enemy catches fire, however, Pulse can turn up
  the heat. If he rolls a 2x match, he can cause the flames to inflict 2 more levels of the
  appropriate type of damage. The height of the roll does not matter, in this instance.
  Example: Raven has Control (Ravens) at 6d. When she’s in an area where ravens are
  common, she can whistle an army of hundreds of ravens and send them into battle against
  her enemies. Given the correct environment (like a city dump or other places ravens
  
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  congregate), she can simply roll his 6d and allocate matches as Killing damage. If an enemy
  attacks under the same conditions, the Raven can use her power defensively by ordering her
  raven army to protect her. In this instance, she can use her dice pool to form Gobble Dice, as
  her raven minions harass and distract the enemy.
  Sometimes your ability doesn’t have the potential to actually harm or protect someone; Instead,
  it’s just making things more or less convenient. In those situations, you can raise or lower a
  relevant Stat by the width of your roll. If a Stat is reduced to 0, the target can still make rolls, but
  only with his skills. Reducing a Stat to –1 renders the subject unconscious until the effect is
  removed.
  Example: Pulse is interrogating a thug, hoping to make him crack, so he turns up the thug’s
  body temperature. He rolls a 3x9 success, and the GM subtracts 3 from the thugs’ Cool Stat.
  Overcome with uncontrollable sweating and thirst, the thug is now a much easier nut to
  crack.
  Example: Pulse has fallen into an icy river and is suffering from hypothermia. The GM
  decides he’s already taken 2 Shock to every hit location from the cold, but Pulse rolls against
  his power to turn up his own body temperature, and gets a 3x9. The GM decides that this
  increases his Body back up to its natural rating of 3, restoring his ability to resist the cold for 3
  more hours –– effectively eliminating the dip in the icy river altogether.
  Extras
  Precise Control (+1/+2/+4): Your power can Control elements, phenomena or life forms in an
  extremely precise manner. For example, you could remove the oxygen from a single test tube,
  distort the passage of light through a lens, or cause a rat’s leg to move independently of its own
  body.
  Flaws
  Blanket Control (-2/-4/-8): When you use your power, you expose yourself to the same effects.
  (You may only take this Flaw if you control something that is harmful to human beings).
  Create
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Create Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                                5
  Each Hard Die                    10
  Each Wiggle Die                  20
  You can create phenomena, elements or complex chemical forms from nothing with your power,
  but only those phenomena, elements of complex chemicals you have personally experienced or
  touched. If you wish to be able to affect already existing matter, elements or phenomena, see the
  Transmutation or Control Miracles. Create differs from those two powers -– it instead
  manufactures such things from nowhere. Living things may not be created through super-
  powers, but items that once were living (such as oil, wood or fossils) can be created.
  Create is generally used for making large chunks of uncomplicated matter.  You could make
  gold bars or stone walls or a crudely carved statue, but anything with tooled moving parts –– a
  gun, a car, a toaster –– is too sophisticated to simply be “poofed” into existence with Create. If
  that’s what you want, try Psychic Artifact (on page xx) instead.  That creates machines from
  nothing, but you can’t make nearly as much matter as you can with Create.
  First, you must pick what you can create. Consider the following chart to determine your
  power’s cost.
  Create Table: Type of Creation
  Cost Addition                            
  Create Power Governs (Pick One):
  Die/Hard/Wiggle
  +4/+8/+16                        Anything non-living you wish to create.
  
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  +2/+4/+8  Complex chemical forms (foods, for example, or medicines), heavy elements,
                             generally useful and versatile forces like gravity, light, or heat.
  +1/+2/+4
               Simple chemical forms (hydrogen peroxide, etc).
  +0/+0/+0      A single type of phenomena, element or chemical, or one simple and narrowly
                                                              useful phenomenon.
  Like Control, this is a general outline of what is (in actual play) a specific power. The same
  guidelines apply. If you’re helping or hindering someone (but not actually harming him) you can
  raise or lower a Stat by the width of your roll. If you’re doing actual damage with your power,
  the rule of thumb is that it does Width in Killing. (Individual GMs may, at their discretion, make
  this Shock damage for less harmful phenomena). The effects of Create last one minute for each
  match in the set.
  Example: Mass Master has Create Gravity at 6d. When trying to pull a truck off a compatriot
  she creates gravity focused on a building by the vehicle. With a 3x success, she can increase
  her Body by 3 for the purposes of lifting the truck. It may or may not be sufficient, depending
  on who she has helping her. Certainly, a lot of leaves, loose gravel and other detritus are
  going to be sucked up against the building, however.
  Example: If Mass Master decides to hurt someone with her power –– by banging him up
  against the ceiling, for example –– she can make a standard attack roll. She gets 2x8. The
  target “falls” up into the ceiling, cracking his shoulder and back for two points of Killing
  damage. He’s also stuck there for two minutes, held up by a force with the equivalent of
  Body 2.
  The bigger your dice pool, the more matter (or whatever) you can create. The upward limit
  comes either from volume or from mass, whichever is smaller. Someone with 5d in Create Matter
  who wanted to create some lead plate would be able to make 30 pounds of it, since that amount
  is certainly less than 20 cubic feet. If that same 5d power wanted to create a volume of oxygen in
  a burning house to make it explode, he’d only be able to make 20 cubic feet, since 30 pounds of
  oxygen would occupy a much greater volume than that.
  Create Table: Amount of Mass/Volume
  Dice Pool
  Maximum Mass     Maximum Volume
  1
  2 pound
                      1 cubic foot
  2
  5 pounds                     2 cubic feet
  3
  10 pounds                    5 cubic feet
  4
  15 pounds                   10 cubic feet
  5
  30 pounds                   20 cubic feet
  6
  65 pounds                   50 cubic feet
  7
  130 pounds                 100 cubic feet
  8
  250 pounds                  200 cubic feet
  9
  500 pounds                   400 cubic feet
  10
  1000 pounds
              800 cubic feet
  At the expenditure of 10 Will and another successful roll against your power, you can make the
  created element permanent. If you do this, it lasts until it’s used up or destroyed.
  Extras
  Duplicate (+2/+4/+8): Any object you touch (and which your power could create), you can
  automatically produce with a successful roll. The duplicate appears exact, but if it is a duplicate
  of a mechanical device, does not work.
  Flaws
  Greedy (-1/-2/-4): Every time you use your power, you lose Will points equal to the width of your
  activation roll. When the element, phenomenon or complex chemical form disappears, the Will
  points lost are regained.
  XXXBEGIN BOXED TEXTXXX
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
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  “I Create ANTIMATTER!”
  Players, being the predictable entities they are, will attempt to abuse every avenue of a game
  open to abuse ––�it is up to the GM to check such game destroying activity. The rules can only
  draw a boundary within which the players are supposed to act ––�not enforce such a boundary.
  This dirty task remains up to the GM.
  What do you do when a player attempts to twist the rules to his favor? The easiest thing is to
  give him or her what they want, and then nail them with repercussions they never dreamed of
  for such an action. When the superhuman the Creator materialized a radioactive rod to subdue
  the giant Android in Central Park, he never imagined that three quarters of the trees within the
  park would perish, or the dozens or lawsuits filed against him, or the Greenpeace activists
  chanting death threats outside of his super-fortress… The bigger and more brash the player
  action, the more and greater repercussions it can create.
  In short, if a player fires one across your bow, don’t sit down and take it, think it out and
  come out with something nasty to curb such behavior in the future… A civil suit, bad press or an
  innocent’s death can do much to stop brash and outrageous super-activity.
  XXXEND BOXED TEXTXXX
  Customizable Hit Locations
  Qualities
  Robust, Useful Outside of Combat.
  Customizable Hit Locations Table: Cannot Defend
  Point Cost to Purchase
  10 Points
  At character creation, you can rearrange your hit location damage silhouette (see page xx) to your
  liking. Want to have four legs? Your brain split up into parts and spread about your body? No
  problem. You have 34 hit location boxes to assign to your form (the same as an average human)
  –– once they’re assigned, that’s your form for good (unless you buy one of the Extras below).
  Pretty simple, huh? There are some rules to give you a better idea of what is, and what is not
  possible with this power:
  • All 10 hit locations must be assigned (if, for example you’re a giant slug with only one giant
  torso, it just means that your torso is hit locations 1-10.)
  • If you buy Heavy Armor, it is split between your hit locations normally –– so 1 point of
  Heavy Armor still costs 7 Will per level if you have ten hit locations, eight or like a normal
  human, six.
  • You cannot have more than 10 hit locations. Split the numbers between the limbs as
  needed. If you have more than 10 limbs, assign the available numbers to the biggest and most
  important limbs.
  • One of your hit location numbers must be assigned as the “core” (for example, hit locations
  7-9 is the “core” on a human). When the core location is filled with Shock damage, your
  character takes the penalties humans take when their torso is filled with Shock.  When your
  core fills with Killing damage, your character dies.  Whenever another limb is filled with
  Killing damage and gets hit again, the overflow damage goes into the core.
  •Four of your boxes have to be “brain boxes.”  When those four boxes – wherever they’re
  located – get filled with Shock, you pass out. If they fill with Killing, you die. It’s a good idea
  to highlight those brain boxes in a different color so that you remember.
  •Strangling and garrotes don’t work on you, period.
  • At the GM’s discretion, Martial Artists may not be able to use certain enhanced attacks
  against you.  Punches and kicks can still be pumped up with the Martial Arts Skill, but stuff
  like throws and joint lock submission holds only work on those with a human anatomy.
  Unless, of course, the attacker is a member of your race.
  •If your brain boxes are mixed with non-brain boxes, they always take damage last when
  their location is hit.
  Example: Octobot VIII has eight legs (hit locations 1-8) and a torso (locations 9-10).  The torso
  (which serves as the core) has 10 hit boxes.  Each leg has 3 boxes, and on four of the legs one
  of those boxes is a brain box.  One of those is location 2.  When Leg 2 gets hit for two points of
  
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  Shock damage, the non-brain boxes get marked first.  When another point of Shock damage
  does into location 2, that particular brain box is Shocked.
  Extras
  Modular (+10 points): Your hit locations are modular, able to be attached and detached at will.
  Want to switch your arm with one of your legs? No problem. While a limb is detached, it is inert,
  and only works when reattached. During game play, you can change your hit location numbers,
  by shifting your body parts around into new configurations. Each movement takes 1 combat
  round.
  Globular (+15 points): You are a protoplasmic blob, and can “grow” pseudopodic limbs at will.
  If you have this Extra, your core must contain all hit locations (1-10). You must mark your four
  Brain boxes clearly on your character sheet. If these boxes are filled with Shock damage, you are
  knocked unconscious.
  When you grow a limb (which takes 1 round) it gains a single hit location number and box
  per round of growth. This Extra does not give you the ability to do more than one thing at once, if
  you want to be able to use multiple pseudopods at once, please buy and attach the Multiple
  Actions super-power (see page xx).
  In addition, any one of your brain boxes can “split off” from your body, abandoning it in case
  of gross physical damage (only one can do so, however, the rest die along with the body). When
  you do so, you lose all Will points except 1. You then heal your hit boxes back, up to your normal
  level, as per the Getting Better rules on page xx.
  Dampen
  Qualities
  Robust, Useful Outside of Combat.
  Dampen Table: Cannot Defend
  Die Type
  Point Cost to Purchase
  Each Die                                3
  Each Hard Die                    6
  Each Wiggle Die                  12
  You can dampen (or even eliminate) one type of physical phenomena with your power. Gravity,
  sound, inertia, electricity, radioactive decay, the chemical reaction of fire, you name it; you can
  slow it or stop it, but it must be happening first. For example, you could not “dampen cold” to
  create heat, since cold material is technically already “damped.” You could make it colder,
  however. Some types of Dampen can be used defensively (for example: dampening the inertia of
  a hail of bullets causes the bullets to drop; dampening the chemical reaction of a flamethrower
  attack renders it a simple spray of jelly, etc). Dampen with the “Defends” Quality costs 4 per die,
  8 per Hard Die and 16 per Wiggle Die.
  Some types of Dampen can be used to attack as well (for example dampening the chemical
  reactions within the metabolism of an organism can kill it, dampening the electrical impulses in
  an organism can cause it to have a seizure, etc). Dampen with Attack costs 4 per die, 8 per Hard
  Die and 16 per Wiggle Die. Dampen with both Attack and Defends (along with Useful Outside of
  Combat and Robust) costs 5 per die, 10 per Hard Die, and 20 per Wiggle Die.
   How much you spend on the power determines how many different types of physical
  phenomena you can affect.
  Dampen Table: Affected Types
  Cost Addition                          Dampen Power Governs (Pick One):
  Die/Hard/Wiggle
  +4/+8/+16
                 Any physical reaction you wish to dampen.
  +2/+4/+8
   Three useful linked reactions. Gravity, inertia, electricity, etc.
  +1/+2/+4
                 Two linked reactions. Sound, vibration, etc.
  +0/+0/+0
                               A single type of reaction.
  Physical reactions dampened are not restored to their former state once the power stops acting on
  it (unless that would be the normal effect). For example, if a superhuman dampened heat in a
  
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  room, after the power stopped, the room would return to normal temperature, but if he
  dampened the magnetic portions of a radio, it would not be restored after the power ceased.
  Dampen only works within range of sight on a specific target, or in a general sphere or
  influence around you. This sphere of influence is equal to the dice pool of the power in yards.
  If used to Defend, the power Gobbles just like any other defensive power (see Using Powers
  Defensively on page xx). Like Create and Control, the guideline for Dampen is that the width of
  the roll is treated as damage if the power is used to attack. If it’s used to help someone, the width
  is added to a Stat. If used to impair, the width is removed from a Stat.
  Extras
  Contagious Dampen (+3/+6/+12): Anything or anyone touching the object you have affected with
  your Dampen (or anything or anyone entering your Dampen area of effect) is attacked with your
  Dampen dice for free, with the same effect.
  Example: Thug #1 goes to pick up his electrically dampened buddy who has been hit with a
  6d Contagious Dampen. When he touches his compatriot, he is attacked by a 6d Dampen,
  even though the superhuman that did it is not present.
  Flaws
  Struggle (-2/-4/-8): You must roll each combat round to maintain your Dampen effect. Any
  distractions automatically cancel your Dampen attack.
  Deadly
  Qualities
  Attacks, Robust
  Deadly Table: Cannot Defend
  Level Point Cost to Purchase
  Each Level               3
  This is Go First’s big, nasty, older brother. Whenever you do damage with an attack (super-
  powered or not), your instinctive knowledge of the most vulnerable areas of the body (or your
  psychic pain amplification, or your mystically targeted plague germs) ensures that your attack
  seeks out the weakest points of an enemy's body. For each level of Deadly, such physical attacks
  do an extra level of Killing damage to the area struck.
  You cannot apply these extra levels when making attacks that have Spray, Burn or Area
  effects. But gunshots, eyebeams and slaps to the face are all amplified.
  Extras
  One Step Down (+1): You can automatically switch your Deadly from Killing to Shock damage.
  Just in case you want to knock the thug out, not take his head off.
  Dead Ringer
  Qualities
  Robust, Useful Outside of Combat.
  Dead Ringer Table: Cannot Defend
  Die Type
  Point Cost to Purchase
  Each Die                             3
  Each Hard Die                 6
  Each Wiggle Die                12
  You can perfectly imitate a person’s physical form. If you can touch the subject, even for a
  second, then you can change into a perfect replica of that individual, right down to the smallest
  unseen details (including birthmarks, moles, etc). This transformation lasts as long as you wish,
  until you choose to change back or take damage and fail a roll to maintain the illusion.
  This transformation does not endow you with any memories or knowledge the target has,
  but as far as looks and voice are concerned, you are identical down to the smallest detail. You
  pass any physical tests of your new identity with ease. Your urine, blood type and fingerprints
  
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  are identical to the target, and your voice is a perfect match. The only thing missing is any
  infirmities the target may suffer from, although your new form imitates such infirmities
  cosmetically. (Tests for such diseases reveal nothing, however). Clothing and equipment are not
  imitated.
  In addition, if the transformation is trans-gender, you gain any and all new organs, which
  function normally. Offspring created in such a strange union are yours, genetically speaking, not
  those of the target imitated. If you are carrying a fetus and must revert to your base form, and
  that form is not female, the fetus is lost. It must be carried to term without interruption.
  You may attempt a second and simpler level of Dead Ringer if you cannot touch the subject,
  but can still see her. By studying an individual at a distance, or studying photographs of a
  subject, you may attempt a basic physical change to imitate that individual. To do this you must
  overcome the Difficulty number indicated by how long you have studied the subject.
  Dead Ringer Table: Study Time
  Difficulty      How Long the Individual has Been Studied
  Rating
  Easy (2)                                   Months
  Medium (5)                              Weeks
  Hard (8)                                     Days
  This simpler form of imitation only reworks your face (and the subject’s voice, if you’ve heard
  that as well). It only generally changes your body to match what could be seen in your
  observation. Organs do not change, nor your blood and urine. Fingerprints and other unseen
  details do not match the subject.
  You can store a number of remembered forms equal to your Brains statistic. Shifting forms
  takes a round of concentration and a successful die roll. These memorized forms can be discarded
  and stored as needed, as long as there are no more forms than your Brains total.
  In game terms, this power is more limited than it seems. It is only possible to duplicate
  humans, not animals or other organic forms. Dead Ringer is only cosmetic in nature. Despite
  physical changes in blood and body shape, your statistics do not change to match those of the
  target; they remain at your normal levels. Oh, and before you ask: no, you can’t duplicate super-
  abilities (unless you buy the “Super-Duper” Extra below).
  Extras
  Animal Magic (+2/+4/+8): Not only can you duplicate humans, but you can copy animals as well,
  but you can only shrink to half your size or grow to double it. You gain no special abilities
  inherent to your assumed animal form, and the change is only superficial and cosmetic.
  Super-Duper (+6/+12/+24): You can copy super-powers, as long as they are physiological in
  nature (in other words, as long as the person you’re touching possesses an ability and it’s not a
  Gadget or mystical effect). When you copy a superhuman (you must touch them and transform
  into them to do so) you gain all their powers. However, you cannot “remember” the super-
  powers. If you are forced to resume your own shape, or if you take another form, the super-
  powers are gone.
  Library (+1/+2/+4): You can remember a form by buying it normally as a Skill. This Skill is added
  to your Dead Ringer Dice when trying to assume that form only.
  Flaws
  Absolute Duplication (-1/-2/-4): Once you change out of a form, you cannot return to it until you
  touch the person again. You cannot remember previous forms. This includes your own: If you
  wish to resume your original appearance, you must reconstruct it from photographs. Nuances
  like fingerprints are lost forever. This does have the upside that you can never be forced to
  resume your “true” form.
  Slow Change (-1/-2/-4): This Flaw can be taken multiple times; each time it is taken, it bumps up
  the time frame needed to change.  Normally, you can assume a new form in a few combat
  rounds.  If you take this flaw once, it takes you minutes to change.  If you take it twice, it becomes
  hours.  If you take it three times, transforming takes days.
  
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  Vampiric (-2/-4/-8): You must taste the blood of the target you wish to duplicate. Sight-only
  duplication is not possible.
  Detection
  Qualities
  Defends, Robust, Useful Outside of Combat.
  Detection Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                      4
  Each Hard Die         8
  Each Wiggle Die        16
  You can detect specific objects or phenomenon at a distance. With an especially tall or wide roll,
  you can differentiate between specifics of the objects or phenomena to extreme levels, denoting
  location and orientation of the target or targets.
  For example: with a successful roll against your Detect power, you could divine the number
  of superhumans within a set range; and on a wide or tall roll, locate their exact orientation and
  location on a map of the area. This detection gives you only a static image of the one moment you
  use your power, and does not update the vision of the situation as those targets move or change
  position. If you are in visual range of the objects you are attempting to detect, they become plain
  to you despite any camouflage or obfuscation.
  This represents the most general form of Detection. Other, far more limited (and far less
  expensive) versions of Detection exist which only detect very specific objects or phenomena.
  Consider the chart below to determine the cost of your power
  Note: Costs are subtracted from the base cost, determined on what the Detection power can
  perceive. See below.
  Detection Table: Type of Detection
  Cost Subtraction
  Die/Hard/Wiggle
                       Detection Power Covers (Pick One):
  Base Cost
                                         Anything you wish to detect
  -1/-2/-4          Areas of enemy action, danger, other unspecific non-physical phenomena
  -2/-4/-8     A certain type of vehicle, a certain type of element or creature, any class of object
    or creature, for example birds, rocks or cars.
  -4/-8/-16
     A single extremely specific type of object or phenomena, for example only frogs,
                                                                   lead, or bleach.
  The number of dice in your pool determines the range of your Detection power. You can use
  your Detection power within any range beneath your dice pool level. Consider the chart below to
  determine the maximum range of your Detection power.
  Detection Table: Range of Detection
  # of Die      Automatic Range
  Tested Range
  2 
                     10 yards                   100 yards
  3
                     20 yards                     200 yards
  4
                     40 yards                    400 yards
  5
                    100 yards             
  1000 yards
  6
                    200 yards                       1 mile
  7
                    400 yards                       3 miles
  8
                    1000 yards                     6 miles
  9
                        1 mile                       10 miles
  10
                       3 miles                      30 miles
  You can use Detection without a roll, if you’re detecting within your listed Automatic Range. If
  you want to look farther, you need a successful roll. The limit on rolled checks is your Tested
  Range. Past that, forget it.
  
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  The level of success achieved in your roll determines how well you detect your targets.
  Consider the following chart to determine the quality of your success.
  Detection Table: Success of Detection
  Type of Roll
                                                               Result
  A Success
                                            A definite knowledge that a target-
  or Automatic Use                                           exists within the area.
  Roll is wide                                        A general idea that multiple targets-
                                                       exist(s) in the area is indicated. Nothing else.
  Roll is tall                               The number of targets in the area is indicated. Nothing else.
  Roll is tall and wide                       Both number and location of targets is indicated.
  Multiple Rolled 10’s Number and location is indicated as well as general orientation of targets,
      
                     or other specifics (whether it is an enemy tank, a poplar tree, or a German swan).
  Example: Salish has Detection at 10d, and he can detect enemies at a maximum distance of 30
  miles. He wants to detect if there are any enemies in a building right in front of him. If it’s
  within 3 miles, he can automatically scan the building. However, he must roll against his dice
  pool anyway, even though he automatically succeeds, to determine the level of success of his
  detection. He rolls a 2x7, a tall roll. His power indicates that 6 thugs are in the building, but
  their exact location is not indicated.
  Extras
  Tracking Detection (+2/+4/+8): You can choose a single target you’ve successfully scanned and
  maintain an up to the minute track on just where that target is (until it leaves your radius of
  Detection of course).
  Flaws
  Blind Spots (-2/-4/-8): Your power does not work in certain areas. The exact nature of your
  limitation is up to you and your GM to decide. Perhaps you can’t detect things in complete
  darkness, or things inside of buildings.
  See It First (-3/-6/-9): You can only detect objects you have directly seen before. Photos, drawing
  or any other reproduction of the object do not help. You must see it to track it.
  Disintegration
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Disintegration Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                      5
  Each Hard Die          10
  Each Wiggle Die         20
  You can destroy objects utterly, effectively erasing them from existence with the use of your
  power. You must touch the object in question, and you can only disintegrate whole objects. If
  something is disintegrated, it is gone… forever.
  Erasing stationary objects isn’t complicated. Touch it, roll a success, and it’s gone. There are
  limits, however, to how much you can vaporize at once. The bigger your dice pool, the more
  matter you can disintegrate.
  Disintegration Table: Weight Affected
  Dice Pool
  Maximum Weight
  2
                    30 pounds
  3
                   100 pounds
  4
                    300 pounds
  5
                   500 pounds
  6
                 1000 pounds
  7
                 1200 pounds
  
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  8
                 1500 pounds
  9
                       1 ton
  10
                       2 tons
  Destroying a moving object (including people) is considerably more difficult. You have to touch
  it, and you have to use the power on it. The most common way to do this in combat is with a
  multiple action. Use the smaller of the two relevant pools (Body+Brawl or Disintegrate), remove
  a die and roll for two matches.
  Example: The Eraser has Disintegrate 6 and a 5d Body+Brawl pool. She wants to vaporize a
  robot who’s well within her thousand pound limit. She lunges in and tries to hit it,
  concentrating on disintegrating it if she makes contact. She only rolls 4 dice, however – her
  5d Body+Brawl pool, reduced by one because she’s trying to fight and use a power
  simultaneously.
  The other way to do it is to first use the Pinning rules on page xx. Once the target is pinned, you
  can apply Disintegration at your leisure.
  Example: The Eraser, fed up with failure, tries to pin the robot. This time she rolls her full
  Body+Brawl pool and gets a pair of 3’s. The android’s 4d Coordination+Dodge roll fails, so
  it’s pinned. Next turn, the Eraser tries to disintegrate it with her 6d, while the robot rolls its
  4d Body+Brawl to escape. Both of them fail their rolls, so they’re still stuck in the same
  situation. They make the same rolls a second time, and this time the Eraser gets a pair of 8s.
  Scratch one violent contraption…
  There’s an additional complication when trying to Disintegrate living beings. You must spend
  Will points equal to your target’s Base Will in order to erase him or her.  You spend this Will
  whether you succeed or not. Any superhuman targeted by a Disintegrate attack may negate the
  attack by expending a single point of Will.
  Example: The Eraser gets past the robot and now has to confront one of his enemy’s human
  minions.  Deleting a living being isn’t the same as wiping out a pile of metal, so once she pins
  the henchman, she has to spend 3 Will (the henchman’s Base Will) in order to try and negate
  him.  As it happens, she fails her roll: The Will is gone, but she does not lose another point of
  Will for failing her roll.
  There is no Will cost for Disintegrating nonliving material, including materials created by other
  superhumans. Disintegration can be used to “pop” the stuff created by the Create super-power
  without the usual cost of a Will point.
  Extras
  No Touch (+2/+4/+8): You do not need to touch an object to disintegrate it. You can make
  disintegration attacks as solo actions.
  Piecemeal (+2/+4/+8): You can disintegrate select pieces of objects, a tire from a car, a turret from
  a tank, an arm from a human being. Ouch. Treat this as an Called Shot to the specific hit location
  targeted (see Called Shots on page xx. for more details).
  Flaws
  Non-organic (-2/-4/-8): You can only disintegrate non-living things. Plants, animals and people
  are outside your power’s ability to affect.
  Extra Tough
  Qualities
  Robust, Useful Outside of Combat.
  Extra Tough Table: Cannot Defend
  1 Wound Box (For 6 Hit Locations)                                Point Cost to Purchase
  1 Extra Tough Wound Box (For 6 Hit Locations)                          7
  
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  This is a very simple power. For every 7 Will points you spend, you gain 1 wound box for six hit
  locations you choose during character creation. These wound boxes take damage normally,
  recover Shock normally and heal normally. You may buy a single Extra Tough box for any hit
  location for 2 Will points, if you wish.
  The costs listed above assume that Extra Tough includes the Always On Extra. If you have to
  consciously turn on your Extra Tough, it only costs 1 point per level.
  Extra
  Extra Limb (+5 per extra limb): Buy a single Extra Tough box and this Extra, and you have a
  fully functional extra limb that can be used normally, whether it’s an extra arm, leg or a tail,
  doesn’t really matter. This does not give you the ability to use all your limbs at once, so the
  multiple action penalties still apply.  When it comes to rolled hit locations, additional limbs
  gained with this extra are considered part of your torso or your body core. If you take a hit to
  your core location, you can decide if it hit your extra limb first or last.
  Fade
  Qualities
  Robust, Useful Outside of Combat.
  Fade Table: Cannot Defend
  Die Type
  Point Cost to Purchase
  Each Die                      3
  Each Hard Die          6
  Each Wiggle Die        12
  You can become transparent to the point that, if you hold still or move slowly, you may not be
  seen. At a distance, in darkness and in foggy conditions, or on backgrounds rich in color or
  patterns, you may even be nearly invisible.
  Concentrate one round, roll your dice and get a match, and you (and any equipment or
  clothing on your body) fade into the background. When you Fade, write down the level of your
  success; you might need it later. It indicates how transparent you’ve become. When you’re trying
  to hide or sneak past people, you roll your Coordination+Stealth as normal; anyone trying to spot
  you must beat the height of your Fade roll as a Difficulty. Even if you’re out in the open, any roll
  to spot you has your Fade level as a Difficulty. If you move too quickly, you become visible as a
  blur of color. Here’s how it’s handled, remember you wrote down you level of success for your
  Fade roll? If you make any roll while Faded of a higher width than your Fade roll, you become
  visible as a blur of color –– and anyone can see you.
  Once you are spotted Fade does not let you roll Gobble Dice as a defense. You’re still visible –
  just less visible. If someone has successfully spotted you, he can shoot at you without penalty. If
  you get behind cover, however, you might be able to sneak out of it before he notices.
  You remain faded until you sleep, turn it off, or until you’re forced out of it by damage.
  Extras
  Flicker (+1/+2/+4): By fading in and out of focus rapidly, you make it harder to follow your
  moves in combat. If you have this Extra, you can roll Fade and use the results as Gobble Dice –
  but only against hand-to-hand attacks.
  No Blur (+1/+2/+4): You remain faded, and no telltale blur is visible when you move.
  Flaws
  Visible up close (-1/-2/-4): Your Fade power is only effective at a distance of more than 10 feet;
  otherwise, you’re completely visible, albeit very transparent.
  Fetch
  Qualities
  Attacks, Robust, Useful Outside of Combat.
  Fetch Table: Cannot Defend
  Die Type
  Point Cost to Purchase
  
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  Each Die                         4
  Each Hard Die             8
  Each Wiggle Die            16
  You can teleport objects. Concentrate one round, roll a match and poof! any object you can clearly
  see jumps into your hands. This power works just like teleport, but is much more limited in its
  applications. You cannot teleport living things, and you can only teleport things into your hands,
  not away from them. You cannot teleport sections of an object (for instance, you could not Fetch
  the trigger of a gun, only the whole gun) just complete objects. You must have a clear view of the
  object you wish to Fetch, and then concentrate for one round; on a successful roll, the object
  jumps to your hand, covering the space between instantly.
  You can Fetch stuff you could normally lift as if your Fetch rating was a Body rating.
  Fetch Table: Weight Affected
  Fetch Rating
  Amount Fetched
  2
                   210–250 pounds
  3
                   250–370 pounds
  4
                   370–500 pounds
  5
                   500–800 pounds
  6
                  800 pounds–1 ton
  7
                         1–2 tons
  8
                         2–4 tons
  9
                         4–6 tons
  10
                        6–10 tons
  Extras
  Cornucopia (+2/+4/+8): You can “tag” up to your Body limit in weight of objects that you can
  Fetch to your hands from any distance or locale. You must roll each time you wish to do so. Want
  that gun you left at home? No problem, just tag it, and Fetch it after getting strip-searched.
  Wish it Away (+2/+4/+8): You can teleport items away exactly the same way you can teleport
  them to you. This is a very useful power for delivering explosives and other unwanted items into
  your enemies’ midst.
  Flaws
  Chain Lightning (-1/-2/-4): Whatever object you Fetch comes along with anything it is touching,
  up to your Body limit in weight. Fetch an enemies’ gun, and his holster, strap and clothes
  (anything touching the gun which is not living) come along as well. You can’t control this reflex.
  It always happens.
  Flight
  Qualities
  Defends, Robust, Useful Outside of Combat.
  Flight Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die
  4
  Each Hard Die
  8
  Each Wiggle Die
  16
  Roll a match and take to the air. It’s that simple. If you’re trying a difficult maneuver, roll again.
  Your movement rate flying depends on the size of your Flight pool – see the chart below (If you
  want to be substantially faster, buy Super Speed and attach it to your Flight Miracle). If you want
  to shoot a gun at someone while you’re flying, it’s a multiple action (see Part Two: Game
  Mechanics - Multiple Actions on page xx for more details) requiring you to roll either your
  Coordination+Pistol (or Rifle) Skill or your Flight pool (whichever is lower) at a one-die penalty.
  There is one exception ––�if you possess another super-power, you may use it at the same time as
  your Flight power, (as long as you are not attempting some sort of complicated maneuver) ––
  simply roll its normal dice pool, if you succeed, you can fly and use your power at the same time.
  
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  Flight Table: Top Speed
  Top Speed
  Top Speed
  Level                (Yards/Round)
  (Miles/Hour)
  2
  30
           20
  3
  45
                    35
  4
  60
           45
  5
  75
           55
  6
  90
           70
  7
     105
           80
  8
  120
           90
  9
  135
         100
  10
  150
         110
  Extras
  No Altitude Limit (+2/+4/+8): You require no air or heating equipment to fly at extreme
  altitudes. You still can’t survive outside Earth’s atmosphere, though.
  Space Capable (+3/+6/+12): (Note: If you have this Extra, you don’t need the No Altitude Limit
  Extra). You can fly through space without difficulty. This doesn’t mean you don’t need to breathe
  though!
  Flaws
  Running Start (-1/-2/-4): You need to take a running start of at least thirty feet before you take off.
  If you can’t run, you can’t fly.
  Gadgeteering
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Gadgeteering Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                        5
  Each Hard Die            10
  Each Wiggle Die         20
  Gadgeteering is the peculiar ability of some superhumans to build anachronistic machinery
  decades or even centuries ahead of the current scientific norm. This power represents either an
  idiot-savant like capability with machinery, or an aloof intuitive understanding of electronics, not
  some sort of hyper-intelligence. If you want to play a character who can build Gadgets because of
  an immense intellect, buy the Anachronist Archetype and a Hyperstat in Brains instead of this
  power (see page xx for more details on Hyperbrains).
  Gadgets may not be mass-produced –– they are assembled in too slipshod a manner, and even
  the Gadgeteer himself is often not sure just how it works exactly. If you wish to build devices that
  can be mass-produced, please buy Hyperbrains on page xx. While Gadgets may not be mass-
  produced, they can be handed out –– the Gadgeteer can construct a device and give it to anyone
  he likes, but since other Gadgeteers can disassemble it and steal the Will points embedded in it,
  this is sometimes a risky proposition. Once these Will points are imbibed in the Gadget, it is
  independent of the Gadgeteer (this means that if the Gadgeteers’ Will falls to 0, his Gadget’s dice
  pools are not cut in half).
  With the Gadgeteering super-power, you may create devices that imitate any super-power.
  On a successful roll and with access to proper materials, you can build devices that possess
  powers, such as Flight, Harm, or any other parahuman ability. The maximum score for each
  ability in your Gadget is your Gadgeteering power dice pool (and you can never buy dice types
  in a Gadget that you don’t possess in your Gadgeteering dice pool). Super-powers with point
  totals (such as Heavy Armor and Go First) can only be bought up to the level equivalent to your
  dice pool.
  
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  If you wish to make the item truly unique, you can take the Unique Focus Flaw (see page xx.)
  to reduce its cost. But keep in mind if that device is destroyed, you may never build that type of
  device (that is, the same set of Powers, Extras and Flaws) again. If you attempt to build a Unique
  Focus Gadget and fail, the effect is the same –– you may never build that type of Gadget again. If
  you do not take this Flaw, you can build the device over and over again –– as long as you spend
  the Will and make the roll each time.
  You buy dice pools in your devices with Will. There are five steps to building Gadgets.
  1) Conception
  What kind of power do you want your device to have?
  Example: Dr. Anthony Trask has Gadgeteering at 3 regular dice and 1 Wiggle Die (3d+1wd).
  He wants to build a jetpack capable of propelling him at about 45 MPH. The maximum score
  he could buy in such a device is 4d or 3 dice plus 1 Wiggle Die, since this is his Gadgeteering
  score. He decides not to take the Unique Focus Flaw for the device, because he wants to be
  able to build it over and over again.
  2) Design
  What does your device look like? How big and heavy is it? What is it made of? The size of the
  device adds a Difficulty rating to the construction of the device. The smaller and more portable it
  is, the more difficult it is to build; but the bigger it is, the longer it takes to build.
  Gadgeteering Table: Device Specifications
  Difficulty
  Rating                    Example                                                            Time to Build
  Easy (2)           Room-sized device (20–15 tons)                       5-Width in weeks
  Medium (3)     Vehicle-sized device (10–1 ton)
                        Width in days
  Hard (5)       
  Hand-held device or smaller (50 lbs.–10 oz).
       Width+10 in hours
  Example: Dr. Trask decides he wants his jetpack to be the size of a knapsack. Making
  equipment smaller assigns a specific Difficulty number to his attempt at creating the device
  (the GM determines that since it is small, the Difficulty is 5).
  3) Purchase
  How many Will points do you want to spend on the device? The point costs for super-powered
  Gadgets are the same as when they are bought during character creation. Divide the total number
  of Will points spent on the device by 20 (rounding down), and this factor is added to (or
  becomes) the Difficulty number. Difficulties may not be bought down on Gadgets as per the
  Taking Your Time rule on page xx unless you have a Hyperbrains Stat of 6 or higher.
  Example: Dr. Trask has a Will of 35 and his maximum dice pool per device is 4d. He can buy
  regular dice easily enough, and he can buy 1 Wiggle Die (since there is one in his dice pool),
  but no Hard Dice (since he has none in his Gadgeteering pool). He decides that he wants
  Flight with only the Robust and Useful Outside of Combat qualities, setting the base cost of
  Flight at 3/6/12. He decides to buy 3d+1wd in Flight, at a cost of 21 points. Since Trask is
  investing 21 points in his jetpack, he adds 1 (20/21=1.05, rounded down to 1) to his
  Difficulty, for a Difficulty of 6.
  4) Attempt
  Do you have access to the materials you need to make your device? Most Gadgeteers require
  laboratories or workshops with extensive access to heavy equipment and materials, which is
  represented by the Anachronist Archetype.  (Some, with the right Extra, can build a device out of
  anything). If so, you may then attempt to build the device. Roll your Gadgeteering dice pool. If
  you succeed by meeting or exceeding your Difficulty number, you successfully build the device.
  In addition, your Will is now reduced by the number of points you invested into the device, and
  that Will is gone forever (you cannot gain Will from disassembling your own devices). Note that
  you must have the Will necessary to build the device when you set to work, you can’t bank on
  having the Will when the device is done, instead you must have enough Will when you begin the
  process of creation.
  
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  If the attempt to create a device fails, all the Will spent to purchase the device is lost. This
  reflects the disappointment associated with failing to achieve a working prototype.
  Example: Dr. Trask rolls his Gadgeteering against the Difficulty of 6, and gets a 7, 7, and a 1.
  He decides to make his Wiggle Die a 7, so he has 3x7. He beats his Difficulty number of 6,
  and the device is created in 13 hours. He now has his jetpack, which has Flight at 3d+1wd, at
  a cost of 21 Will points, which can propel him about 45 mph.
  5) Use
  To use a Gadget, the creator, (or anyone using it) must roll its dice pool as per the description of
  the power. A success and it works, a failure and it fails. It’s that simple.
  Will points are gained normally by anyone using the device. If the super-power requires Will
  to function, it is drained from the point total of the device. When the device’s Will total hits 0, it
  ceases to function. A Gadgeteer may “recharge” the device with a successful Gadgeteering roll of
  Difficulty 4, by spending Will normally all over again on the device.
  Example: Trask wants to beat a hasty retreat with his jetpack from the roof of a building. He
  checks the description of the Flight Miracle on page xx. He rolls his 3d and gets a 2x2, making
  his Wiggle Die a 2, giving him a 3x2. Trask takes to the air in his jetpack!
  Gadgets have a number of hit location boxes in them equal the amount of Will expended in their
  creation divided by 10. Once these boxes are filled with Killing damage, the Gadget is destroyed
  permanently, and the Will points in it are lost. If the Gadget has a defensive power built into it
  (such as Heavy Armor) this must be overcome first before damage is inflicted on it.
  Example: Trask’s jetpack has 2 hit location boxes (21 Will spent on it, divided by 10). If the
  device is shot, or struck, and sustains 2 Killing points in damage, it is destroyed, and all Will
  in it is lost.
  As long as it’s not destroyed, a Gadget may be repaired by beating the device’s original Difficulty
  with a successful Gadgeteering roll. If the roll is successful, damage may be bought off at a 1 Will
  point to 1 point of damage (Killing and Shock) ratio.
  Example: Trask’s jetpack was damaged during the landing from his daring rooftop escape. It
  sustained 1 Killing and 1 Shock point of damage –– just one more Shock point and it’s
  destroyed. Trask rolls against the 6 Difficulty of the jetpack and successfully makes his roll
  with a 2x9 (thanks to his Wiggle Die). He then spends 2 Will points to buy off the 1 Killing
  point and 1 Shock point of damage. The jetpack is repaired.
  Modifying Gadgets is easy. Add up the new Will total of the Gadget, (if it costs more, you spend
  more, if it costs the less, you pay the same) make your Difficulty roll, spend the difference in Will,
  and it’s successfully changed. If you fail, you lose the Will.
  Example: Trask wants to add a burst of Super Speed to the jetpack, Attached to the Flight
  Miracle. Super Speed costs 4/8/16, but Trask reduces it with the Flaws Attached to Flight
  –1/-2/-4, and Short Duration –1/-2/-4, for a final cost of 2/4/8. With 3d in Super Speed, the
  jetpack now costs 27 points (the jetpack costs 21, and the Super Speed 6). The Difficulty for
  his roll is now 7, instead of 6 (because of the Will point increase). Trask succeeds, thanks to
  his Wiggle Die, spends 6 Will points, and the jetpack now has Super Speed as well as Flight.
  Gadgets may also be “assembled” into a single larger Gadget with numerous super-abilities (the
  classic example would be the power suit). To assemble multiple Gadgets together, each must be
  built separately, with one being the primary Gadget, and the other(s) being a secondary Gadget.
  The secondary Gadget must have the “Attached” quality linked to an Always On ability of the
  primary (if you are rebuilding an existing Gadget to Attach it to another, the points saved by
  using the Attached Flaw are not gained back). Secondary Gadgets cannot be used on their own,
  they require the primary Gadget to function. If the prime Gadget is destroyed, all secondary
  Gadgets attached to it are destroyed as well.
  To connect them, a separate roll against each device’s Difficulty must be made. If both
  succeed, the secondary is now attached to the primary.
  
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  Example: Trask wants to attach his jetpack to his MkV Power Armor. Trask first modifies the
  jetpack to have the “Attached” Flaw, reducing its cost to 20 points, and successfully makes
  the Difficulty roll with a 2x7 –– it’s now the secondary Gadget. Trask then rolls against the
  MkV Power Armor’s Difficulty of 10, and gets a 2x10.
  The jetpack is now Attached to the Always On Heavy Armor of the MkV Power Armor.
  If the armor fails, or is destroyed, the jetpack is gone as well. But on the upside, the Power
  Armor can now fly.
  Extras
  Fiddly Bits (+2/+4/+8): You can make your Gadgets out of common junk as long as you have
  access to a secure and well-lit work location.
  Jury Rig (+2/+4/+8): You can “Jury Rig” a Gadget, squeezing one last powerful use out of it, even
  if it is damaged or low on Will. On a successful Gadgeteering roll, you can get one last use out of
  a Gadget, doubling its powers for one round only at no Will cost (even if it requires one). After
  that, the Gadget is destroyed, and all Will in it is lost.
  Voila! (+5/+10/+20): You don’t need any materials to make your devices at all! Simply envision
  what you want to create, take the allotted time in concentration, make your roll, and it appears.
  Flaws
  Strenuous (-2/-4/-8): Each “session” of construction or design is so fatiguing that you take your
  Gadgeteering dice pool in Shock damage to your torso. (Half of this is not recovered after
  construction is done). This reflects the exertion of the endeavor.
  One of a Kind (-3/-6/-12): You can only create one type of Gadget, such as a ray gun, jetpack or
  telepathy helmet (you select which one power you can imitate when you create your character).
  Otherwise, your power operates normally. Keep in mind this doesn’t mean you have to take the
  same Flaws, Extras and Qualities for that power for every Gadget.
  XXXBEGIN BOXED TEXTXXX
  Gadgeteering in the Game
  The construction and design of super-powered Gadgets requires time and effort on the part of the
  Gadgeteer (usually), but it should not detract from game play. The last thing a GM wants is
  everyone sitting around in the middle of a game while the Gadgeteer designs a new Gadget,
  carefully totaling Will points. Instead, a good rule of thumb is that the PC running the Gadgeteer
  must design devices between game sessions. That is, the player must total all the Will points,
  Flaws and Extras for the Gadgets he wishes to build before he or she sits down to play the game.
  The GM can then allow him to roll to build his devices before the game begins, marking
  down his successes and failures, so that when the scenario begins, the Gadgeteer has a host of fun
  equipment to utilize, as well as the time to go out into the field to adventure.
  For more on anachronistic tech and its impact on game-play see Part Five: Super-Tech on
  page xx.
  XXXEND BOXED TEXTXXX
  Ghost
  Qualities
  Robust, Useful Outside of Combat.
  Ghost Table: Cannot Defend
  Die Type
  Point Cost to Purchase
  Each Die                        3
  Each Hard Die            6
  Each Wiggle Die          12
  You can project a ghostly form, which acts as a vehicle for your consciousness and all of your
  senses. Intangible and invisible, this ‘Ghost’ is not perceptible by humans.
  You must be in a safe, quiet location to use your power. On a successful roll, your Ghost form
  appears and may be used to spy on removed locales while your physical body remains behind.
  Your form only travels as fast as you can under normal conditions; so sending it to a distant
  
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  location requires a great deal of time (it cannot hitch rides on vehicles). The form can pass
  through physical objects with ease, but it cannot float or fly. If your physical form is disturbed
  while Ghosting, your Ghost form immediately dissipates, and your consciousness returns to your
  body.
  Extras
  Biological Duplicates (+3/+6/+12): Your Ghost forms is a physical, fragile biological duplicate of
  your own body. It can pick up, manipulate objects, and fire weapons. It uses your Body and
  Coordination for these tasks. Biological Duplicates can be seen and attacked. Any successful
  attack kills the duplicate. (This Extra is the same as “Physical” below, except when destroyed,
  “Biological Duplicates” leave behind a body…)
  Physical (+3/+6/+12): Your Ghost form can pick things up, manipulate objects, and fire weapons.
  It uses your Body and Coordination for these tasks. Physical Ghosts can be seen and attacked.
  Any successful attack dissipates the Ghost form.
  Disturbing (+1/+2/+4): If you wish, animals can sense you in your Ghost form. This is an Extra
  because you can affect distant locales (albeit in a limited manner) without fear of attack.
  Flaws
  Dream walk (-1/-2/-4): Your power only works when you are sleeping (in a safe and comfortable
  environment). Otherwise, it operates normally.
  Go First
  Attacks, Defends
  Go First Table: Can Defend
  Level           Point Cost to Purchase
  Each Level                  2
  Characters with this Miracle attack more quickly than other characters. For every level of Go
  First, you act in combat as if each match you roll was that many levels wider.
  Example: Ann has Go First 3. In combat, Ann says she is going to shoot her gun. She gets a
  2x4 result. Normally, anyone with a 3x or 4x result would go before Ann. But her Go First
  Miracle adds 3 to the width of his roll for purposes of initiative. Therefore, it’s timed as if
  she’d rolled 5x4, easily acting before anyone else. When it comes to doing damage, however,
  her shot is still considered a 2x4.
  Note that the effects of Go First “stack” with superhumanly high levels of Cool. If Curtis has Go
  First 2 and Cool 7, the width of his results are increased by 4 for the purposes of timing.
  Go First costs 2 point per level. There is no real benefit to be gained from Hard or Wiggle
  dice, since it’s never actually rolled.
  Using Go First for multiple actions makes things a little more complicated, but not much.
  When doing two or more things at once, split your Go First total between the actions, if it doesn’t
  split evenly, lump the extra point on one or the other ––�player’s choice.
  Example: Pulse is attempting to hit two guards at once. He has Go First 3. This means that
  both attacks get a point of Go First, and Pulse puts the last Go First point on his second
  punch, since that guard looks the biggest…
  Extras
  Combat Precognition (+2 per Level): You go first in combat because you can “see” what your
  opponent is going to do a second before he does it. If you’re reacting to an enemy’s action
  (dodging a blow or grabbing an arm as he tries to draw a gun) half of your Go First bonus
  (rounded up) also applies to the width of your roll.  You can only use this to defend.
  Example: Janice has Go First 3 with Combat Precognition.  In the first round of combat, she
  shoots at Marble Monster and rolls 2x3.  It’s timed like a 5x3, but only does damage as a 2x3.
  Next round, Marble Monster swings at her and she dodges.  She gets a 2x2 as her dodge
  
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  result.  It’s timed as a 5x2 (adding 3 for her Go First ability) and because she has Combat
  Precognition, it also Gobbles like a 4x2 (adding 2 to the width for half of her Go First ability).
  Flaws
  One use per Combat (-2 per Level): Your power only works in the first round per combat. After
  the initial adrenaline wears off, no dice. Until the next combat, anyway.
  Harm
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Harm Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                       5
  Each Hard Die            10
  Each Wiggle Die           20
  Whether it’s fiery breath, death rays from the eyes or crippling bolts of electricity, there are a lot
  of superhumans whose primary effect is this: They hurt the other guy. The easiest way to handle
  these attacks is to buy levels of the Harm Miracle. Harm attacks are resolved like pistol attacks,
  and they do width in Killing and width in Shock damage.
  Since Harm isn’t always the same kind of injury, there are some Extras you can buy for it.
  Once you pay for an Extra, however, any further dice you add to your Harm Miracle pool have
  that Extra. In other words, you don’t have to pay for each die you have in the pool: Buy the Extra
  once and you’ve got it for every Harm Die, forever. Of course, it bears mentioning that if you buy
  two different types of Harm Miracles for some reason, you’ll have to buy Extras for the different
  Harms separately. For example, If you’ve got an Ice Blast and a Heat Ray, then you’d have to buy
  two dice pools and two sets of Extras.
  Like all damage, Harm may be “bought off” by superhumans through the expenditure of
  Will points (see page xx for more details).
  Extras
  Area [Cost: 5 points per Area Die]: Your attack explodes upon impact, causing normal damage
  and damage for Area dice. If you successfully hit, throw the Area dice in additional damage
  against the target. Each Area die causes 1 point of Killing damage to the hit locations rolled for all
  targets within 10 yards. Everyone in range also takes 2 Shock points of damage to every hit
  location.
  Burn (+1/+2/+4): In addition to the normal damage caused by your attack, it also sets the target
  on fire as per the burn rules on page xx.
  Electrocuting (+2/+4/+8): Your Harm is electrical in nature, and in addition to inflicting width in
  Killing and Shock damage, the damage also goes to ground from the location struck (see
  Electrocution on page xx for more details).
  Penetrating [Cost: 3 points per Penetration point]: Your attack penetrates Heavy Armor just like
  anti-armor weaponry. Each level gives the attack the equivalent Penetration rating.
  Radius [Cost: 5 points per Radius rank]
  The power’s effect radiates outwards from you (and only you,) affecting its targets within the
  radius established.
  Radius Table: Maximum Distance
  Rank Maximum Distance
  1
  1 yard
  2
  5 yards
  3
  10 yards
  4
  50 yards
  5
  100 yards
  6
  250 yards
  
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  7
  500 yards
  8
  1000 yards
  9
  1 mile
  10
  10 miles
  Splash and Spread (+2/+4/+8): Your Harm not only hits the rolled location, it hits adjacent hit
  locations as well and spreads at the rate of 1 Shock point per round for the number of rounds
  equal to the width of the roll.
  Spray [Cost: +3 points]: Because it sprays like a machinegun, you take no penalty when making
  multiple attacks.  Unlike the Spray quality for machineguns and similar weapons, this Extra adds
  no dice to your pool.
  Vicious (+1/+2/+4): Your Harm does an additional level of Killing damage. You can buy the
  Vicious Extra multiple times to add further Killing levels.
  Flaws
  Graphic (-1/-2/-4): Your Harm destroys the target, crushing bones, spewing blood and bile and
  flaying flesh. Its effects are so graphic that it’s difficult to watch and sometimes, even difficult for
  you to use. While witnessing your handiwork, make a Cool+Mental Stability roll.
  Jumpy (-1/-2/-4): Whenever you’re startled, your power tends to go off unchecked. If something
  takes you by surprise - anything from a sudden loud noise to a sneak attack - make a
  Cool+Mental Stability roll. If it fails your power goes off in a random direction. It might hit one of
  your compatriots, it might discharge straight up into the air, it might even hit an enemy.
  Some GMs just determine this by deciding themselves. Some roll a single die with 1-2
  meaning it hit an ally, 3-8 meaning it went into an inanimate object or the air, and 9-10 meaning it
  actually went towards an enemy - if there’s one around. You cannot use your power in a directed
  fashion in the same round it goes off accidentally.
  Healing
  Qualities
  Robust, Useful Outside of Combat.
  Healing Table: Cannot Defend
  Die Type
  Point Cost to Purchase
  Each Die                         3
  Each Hard Die             6
  Each Wiggle Die           12
  You can facilitate the healing of damaged tissues in living creatures. The power is simple. With a
  successful roll, width in Killing and Shock damage is recovered by the target to one hit location of
  your choice.
  Healing has a dramatic effect on damaged tissues. This power can repair scarring, burns or
  other deformities, regenerating them completely. The bad news: it has no effect whatsoever on
  diseases.
  Extras
  Force of Will (+1/+2/+4): For every 5 Will points you put into an attempt to heal, you increase the
  width of the points healed by 1.
  Panacea (+2/+4/+8): You can heal any disease with a successful Healing roll against Difficult 5
  and the expenditure of 10 Will points.
  Flaws
  Empathic Healing (-1/-2/-4): Any damage left over on the target after you roll your healing
  attempt on them is automatically inflicted upon you as well. For example, if you healed all but 2
  points of Shock damage on a targets’ right arm, that damage would be instantly inflicted on your
  right arm as well. This damage is not shaken off, and must be recovered through normal healing
  rolls.
  
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  Leaves Scars (-1/-2/-4): Your power does not regenerate damaged tissues completely. While it
  heals Shock damage instantly without pain, there is scarring appropriate to the severity of the
  Killing damage suffered when the healing is done.
  Heavy Armor
  Qualities
  Defends, Robust.
  Heavy Armor Table: Defensive Power, Always On
  Point of Heavy Armor (For 6 Hit Locations) Point Cost to Purchase
  1
                                                                                    7 points
  For every 7 points you spend on this Miracle, you gain a point of Heavy Armor for six hit
  locations you choose during character creation. You may buy a single point for a single hit
  location for 2 points. All successful attacks made against areas defended by Heavy Armor
  automatically have their damage reduced by the amount of your Heavy Armor rating (both
  Killing and Shock). If their damage is reduced to 0 the attack fails.
  Weapons or attacks with a Penetration reduce your Heavy Armor by their Penetration rating,
  and then the damage is applied. If any Heavy Armor points remain, they work normally, and
  completely negate Area damage. If the damage is reduced to 0, the attack fails.
  Example: The Destroyer of Worlds has Heavy Armor 10 on all hit locations, and is attacked
  by a soldier with a LAW rocket. The soldier scores a 2x10 with a LAW rocket that has a
  Penetration of 8, reducing the Destroyer’s Heavy Armor to 2 for the attack. Since he still has
  Heavy Armor, the Area dice detonate harmlessly on him, and he doesn’t take the blanket 2
  points of Shock damage. The rocket ends up inflicting 3 Killing and Shock points of damage,
  only 1 Killing and 1 Shock of which get through the Heavy Armor 2. The next round, the
  Destroyer’s Heavy Armor is back up to 10, as he relentlessly wades forward into the clutch of
  helpless National Guardsmen.
  Extras
  Focus (+3 per Point of Heavy Armor): You can “focus” Heavy Armor points, by moving points
  around from hit location to hit location. For example, if you have three points total, you could put
  three points on your head, or one on your torso and each arm, or two on an arm and one on a leg.
  Each movement of any number of points takes 1 round.
  Hardened (+7 per Point of Heavy Armor): Your Heavy Armor is immune to the effects of
  Penetrating weapons. You can still be injured, however, if the damage of an attack overcomes
  your Heavy Armor rating –– but your power is never knocked down by the Penetration value of
  an attacking weapon.
  Penetrating weapons still hurt though! To reflect this –– every hit by a Penetrating weapon
  causes half its value in Shock damage to the affected hit location (this Shock damage can never
  become Killing). Even if you can absorb enough damage to reduce an armored tank to a piece of
  slag, it doesn’t mean you like to do it…
  Flaws
  Ablative (-3 per Point of Heavy Armor): Your power is permanently reduced by Penetration
  attacks. When your Heavy Armor is gone, you may spend Will to restore it at a one to one value.
  This Flaw may not be taken along with the Hardened Extra. This is a good Flaw to emulate Power
  Armor or Artificials’ bodies (though it is not mandatory).
  Will Drain (-3 per Point of Heavy Armor): The power eats Will at the cost of 1 point per combat
  round of active use.
  XXXBEGIN BOXED TEXTXXX
  “-1 Point?”
  How do you handle Flaws for powers like Go First and Heavy Armor when their point cost and
  Flaw cost are sometimes the same –– if you take One Use Per Combat on Go First does that make
  
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  the point cost 0? No. The Flaws for powers like Go First are there for you to buy-off Extras with.
  Their minimum cost, like those of all other powers is 1.
  In addition all Flaws only subtract their regular dice reduction from such Miracles. For
  example, the Flaw Nervous Habit reduces a power cost by –1/-2/-4, but when used on a Miracle
  which does not have dice scores, just  a point total, it only subtracts –1 point from the cost.
  For clarity’s sake, let’s try some examples:
  • If you buy 1 point of Heavy Armor for six hit locations with the Extra Hardened and the Will
  Drain Flaw it costs 7 points for the Heavy Armor, 7 points for the Hardened Extra and minus 3
  points for the Will Drain Flaw. Final Cost: 11 Will points.
  • If you buy 1 point of Hardened Heavy Armor in one hit location it costs 2 Will points for the
  point of Heavy Armor, plus 7 for the Hardened Extra. Final Cost:  9 Will points.
  • If you buy 6 points of Hardened Heavy Armor in six hit locations it costs 7 Will points for each
  point of Heavy Armor, plus 7 points for the Hardened Extra. Final Cost: 14 pointsx6= 84 points.
  • If you buy the same as above and Attach it to an Archetype, it reduces the 14 point initial cost
  to 13 (since Archetypes reduce powers –1/-2/-4). Final Cost: 13 points x6= 78 points.
  XXXEND BOXED TEXTXXX
  Immunity
  Qualities
  Defends, Useful Outside of Combat, Robust.
  Immunity Table: Always On, Defensive Power
  Die Type
  Point Cost to Purchase
  Each Die                       4
  Each Hard Die           8
  Each Wiggle Die          16
  One particular peril is substantially less perilous to you. Any time you take damage of that type,
  you ignore all Shock damage. All Killing damage is taken as Shock. Furthermore, the number of
  dice in your pool reduces the total amount of Killing damage you take.
  This power is usually not rolled when it operates, but you may need to roll to restart it after
  you take damage from another source (that is, not the source covered by your power). If damage
  that your Immunity protects you from manages to get through, you do not need to re-roll –– your
  power remains active.
  Immunity Table: Frequency & Type of Immunity
  Cost Addition                     Frequency
         Immunity to (Pick One):
  Die/Hard/Wiggle
  +4/+8/+16                        All the Time                  Any Attack
  +2/+4/+8                              Common: 
  Fire, Water, Kinetic
  +1/+2/+4
                                 Regular:
  Cold, Earth, Starvation, Thirst, Disease
  +0/+0/+0
                              Uncommon:      Acids, Poisons, Radiation
  Example: Harry “the Brick” Johanson has 3 dice and 1 Wiggle Die in Immunity to Kinetic
  Attacks. A thug opens up on him with a submachine gun, rolling 8d in four simultaneous
  attacks on the Brick. (Four pair are unlikely, but it could happen…and it would be a shame to
  only make three attacks when there’s no penalty because of the Spray). The submachine
  gunner gets three pair: 2x1, 2x4 and 2x8. His SMG does width in Shock and width in Killing.
  The Brick should take 2 Shock and 2 Killing apiece to his left arm, left leg and chest – a total
  of 6 Shock, 6 Killing. However, his Immunity removes all the Shock damage. The 6 points of
  Killing damage are turned into Shock, and 4 of those are ignored as well. The Brick walks
  through the hail of bullets with 1 point of Shock to each location struck.
  Next round, the Brick is hit by a radiation attack from an unseen super, and his power
  shuts down when he takes 5 Killing to all hit locations. The thug takes aim again as the Brick
  rolls to reactivate his Immunity power, while the incredulous thug makes the same 8d attack.
  The Brick rolls 8,8,7 and makes his Wiggle die an 8 too. The soldier fires again, and rolls three
  tens. Both of them had a 3x success, but since the gunner’s result is higher, he hits before the
  Brick can reactivate his power. Ouch.
  
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  Extras
  Shared (+2/+4/+8): A single human target you touch is conferred your Immunity as long as you
  remain in contact.
  Variable Immunity (+5/+10/+20): You must roll your power every time it is activated. The height
  of the roll indicates the number of Killing points defended against by your power. Shock damage
  is removed normally. (You cannot take this Extra with Hard or Wiggle dice in your pool).
  Unshaken (+2/+4/+8):  Your power never shuts off until you’re killed, even if you are
  unconscious.
  Flaws
  Perception-Based (-2/-4/-8): Your Immunity only works if you know an attack defended against
  by your Immunity is coming. Foreknowledge is necessary; otherwise, you take the damage.
  Indomitable Will
  Indomitable Will Table: Can Defend
  Level Point Cost to Purchase
  Each Point
  20
  For each level of this Miracle, you have a permanent point of Will, which can never be drained or
  lost. It only activates when your Will total reaches 0, so you can’t use it over and over again to
  “shield” your normal Will. These Will points are only good for in-game actions (like defending
  against Telepathic or physical attack), they may not be used for self-advancement, building Gadgets or
  using Mystical manipulation.
  This may seem like significant protection against physical attack, since supers can buy-off
  Killing damage with Will, and it is, to a point. If you possess a single Indomitable Will point (and
  it activates because you hit 0 Will) you can buy off 1 point of Killing damage per round
  indefinitely. Unfortunately, that single Will point does very little when you’re shot in the face for
  4 Shock and 6 Killing points of damage.
  You need normal Will points to increase your powers and Skills, build Gadgets and cast
  spells. Though it seem to run counter to their description, the Super-Normal Archetype may buy
  this power. Though they lack a fluctuating Will Stat, this power gives them an artificial “pool” of
  Will to draw from.
  Flaw
  Second Wind (-5 points): Your Indomitable Will is there, but must be activated to take effect. If
  you hit 0 Will, you must successfully make a Cool+Mental Stability roll to activate it. If you fail,
  your Will remains at 0 until you make a successful roll.
  Insubstantiality
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Insubstantiality Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                          5
  Each Hard Die              10
  Each Wiggle Die             20
  You can become immaterial. Roll a match and slip through any object as if it wasn’t there.
  Unfortunately, when you’re out of phase with the physical world, you cannot breathe, hear,
  speak or act upon any normal object or person physically, since your atoms do not interact with
  the solid world. Also, after a number of rounds of insubstantiality equal to your Body, you begin
  to asphyxiate (see Strangling on page xx for rules on strangulation) from lack of air.
  Although you are completely immaterial when phased, you can remain at ground level, or
  choose to sink into the ground at will.
  
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  You can also turn other objects you are holding insubstantial. You can render up to half your
  maximum lift in pounds (see page xx) insubstantial, for as many seconds as you can hold your
  breath on a successful roll. Once you release it, it immediately becomes material again.
  This makes it possible, with enough Body, to attack people by turning them insubstantial and
  then releasing the effect. This is a nasty attack, but not an easy one. Typically, you jump through
  your enemy, turning him insubstantial while you’re phased through him. He drops into the
  ground, becoming physical again when you pass out of him.
  This attack is a multiple action. Roll the either Body+Brawl or Insubstantial (whichever is
  lower) with a 1-die penalty. If you get two matches, the enemy takes Killing damage equal to
  Width+1 to both legs. (This damage is applied to the torso if he’s lying down, or the head, if you
  have him pinned and are strangling him).
  Extras
  Breather (+2/+4/+8): You can still breathe while insubstantial.
  Phaser (+1/+2/+4): Instead of half your Body score, use your Insubstantiality power dice pool to
  determine the maximum amount of weight you can render insubstantial.
  Sectional (+1/+2/+4): You can turn a single body part insubstantial while keeping the rest of your
  body solid.
  Flaws
  Naked (-1/-2/-4): Everything you are wearing or carrying drops off you the minute you become
  insubstantial.
  Sinker (-1/-2/-4): When you turn insubstantial, you sink into the ground. Better jump before you
  use your power and turn it off when you land…
  Invisibility
  Qualities
  Defends, Robust, Useful Outside of Combat.
  Invisibility Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                        4
  Each Hard Die             8
  Each Wiggle Die           16
  Roll a match and you disappear from view. Anyone trying to hit an invisible target loses two dice
  out of his dice pool (unless, of course, he has some non-visual way to track the target). Hard and
  Wiggle Dice are removed before normal dice. Furthermore, invisible attackers cannot be dodged,
  except by someone who has Sense 7+, Telepathy or a special Perception power that allows them
  see Invisible people.
  Your power warps light so that it passes through or around your body. You can turn the
  effect off whenever you want. You are required to roll again if your Will drops to 0, and, as usual,
  the power fails if you get hurt.
  There are a couple problems with actual invisibility, however. The primary problem is that if
  light can’t interact with your body, it can’t hit the rods and cones in your eyes. Completely
  invisible people are blind. (If you want to be invisible but still see, try buying an Extra like “See
  While Invisible.”)
  Extras
  See While Invisible (+1/+2/+4): You can see when invisible, despite the fact that your eyes are
  transparent to light.
  Flaws
  Tiring (-1/-2/-4): You gain a point of Shock damage to your torso for every minute you remain
  invisible. This damage is not shaken off after combat, and must be recovered through regular
  healing rolls.
  
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  Jinx
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Jinx Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                       5
  Each Hard Die           10
  Each Wiggle Die          20
  This is the opposite of Aces. Things just tend to go your way, but only insomuch as people or
  threats who oppose you have dismal luck. With it, you roll your Jinx Gobble dice pool and “eat”
  dice from any opposing dice pool. You can choose to roll your Jinx either before or after you see
  the other guy’s roll.
  Like Aces, Jinx is expensive. Every Jinx die thrown costs 1 Will point, every Jinx Hard Die
  thrown costs 2 Will points, and every Jinx Wiggle Die thrown costs 4 Will points. In addition, any
  action foiled by Jinx, but which helps you succeed, never yields a Will reward, no matter the
  circumstances. So, if you roll a 10 with your Jinx, you don’t get the 1 Will point reward you
  would normally get for the use of almost any other power.
  Example: A bank-robber shoots at Snake Eyes with a 2x8 hit from a shotgun. Snake Eyes
  throws her 4d Jinx and gets a 2x10 –– effectively Gobbling the bank-robbers shot, canceling
  the attack for the cost of 4 Will points. Even though Snake Eyes rolled 10’s however, she does
  not gain a Will reward. The GM decides the shotgun’s hammers slam down with a dry click,
  but the shells don’t fire. What bad luck!
  Extras
  Blanket Jinx (+4/+8/+16): Enemies within 20 yards all suffer from your Jinx power. But the Will
  costs for each type of die thrown are multiplied by the number of people affected.
  Flaws
  Unconscious (-1/-2/-4): The power is automatic, and cannot be turned on or off. In addition, it
  acts out on your subconscious impulses, inflicting its penalties on anyone you dislike or distrust
  like your little brother, your drill instructor or your parole officer. Will costs remain the same.
  Multiple Actions
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Multiple Actions Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                    5
  Each Hard Die        10
  Each Wiggle Die       20
  This is the power to do two (or more) things at once - or to do two things in such quick
  succession that they seem to happen at the same time.
  To make the mechanics and costs mesh smoothly, you get an additional full action in combat
  for every two levels you buy in this Miracle. You get to take two actions per round at level 2,
  three per round at level 4, four per round at level 6 and so on up to a whopping six per round at
  level 10. Events still occur in width order during combat however.
  This is a powerful effect, especially in combat: First, roll your Multiple Actions dice pool. If
  the power activates, you are able to attempt Multiple Actions for the rest of the combat –– but
  keep a note of the dice rolled, they could help you later. When your power is active, instead of
  dropping a die, rolling your lowest dice pool and looking for more than one set for multiple
  actions, you drop no dice, roll your highest pool and look for multiple sets. Even better, if you fail
  to find enough matches in your dice pool, you can grab loose dice from your Multiple Actions
  roll to help. If any loose dice from your Multiple Actions roll match loose dice in your dice pool,
  you can link them up to form a successful set. The major limiting factor is you can only grab dice
  
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  from your Multiple Actions dice pool one time per die. When you use it, it’s gone for that entire
  combat.
  Example: The Blur has Multiple Actions at 4d+1wd, allowing him to try three actions a
  round. He makes his Multiple Actions roll with a 9, 7, 1, and a 9, and wants to snatch the keys
  off a guards’ belt, punch him and side step a pistol shot from another guard.
  His dice pools are his Coordination to grab the keys (5d) his Body+Brawl to hit the guard
  (8d) and his Dodge (9d). Usually he would drop a die from his Coordination and roll, but
  since his Multiple Actions is active, he rolls against his Dodge of 9d and looks for three sets.
   He rolls a 8, 7, 6, 6, 5, 5, 4, 2, 1 –– getting two matches, but he needs one more, luckily, he
  has a 7 in his Multiple Actions roll. By linking that one up with the 7 from his roll, he makes
  an additional 2x7. So he assigns the 2x6 to key snatching, the 2x5 to the punch and 2x7 to the
  dodge. Since he used the 7 from his Multiple Actions roll, he only has the loose 1 left to use,
  in case he falls short again during this particular combat.
  You can also use this power in a similar manner to expand a single success to make it damn fast
  (either way, you can only roll this power once during each combat). Roll you Multiple Actions
  dice pool and then roll your normal dice pool. If you succeed at both, the width of your Multiple
  Actions roll can be added to your normal dice pool roll. Now for the downside –– each use of the
  power in this fashion costs 1 Will point per point of added width.
  Example: The Blur is facing a very dangerous thug with a machinegun, so he rolls his
  Multiple Actions power and gets a 2x10. He then rolls his Dodge of 9d and gets a 3x5. For
  that single Dodge, the Blur moves with an incredible 5x5 speed, instead of a 3x5 speed,
  because the width of his Multiple Actions roll is added to his Dodge. Blur loses 2 Will points
  for this exceptionally speedy action.
  The speed with which a multiple action superhuman can operate also reduces the time it takes to
  do things outside of combat. Remember how the speed of an action is determined by subtracting
  the width of the roll from 5? (That is, if you’re fixing a radio and you roll 3x2, it’s done in 2 hours,
  because 5-3 = 2) With multiple actions, you reduce that number automatically.
  Multiple Actions Table: Time Required
  Multiple
  Action Level
  Time Required
  0
                        5 minus Width
  1–2                       4 minus Width
  3–4                        3 minus Width
  5–6      Next lower time category, 10 minus Width
  7–8      Next lower time category, 6 minus Width
  9–10   Next lower time category, 3 minus Width
  When it says “Next lower time category,” here’s what that means: If you’re doing a task that
  would normally be measured in days, you can do it in hours. If you’re doing a task that would
  normally be measured in minutes, you can do it in combat rounds. (Combat round tasks can’t be
  compressed). As always, no task can be shortened to less than one unit of time.
  Flaws
  Blunt (-1/-2/-4): You can only complete tasks that don’t require complex or delicate maneuvering.
  You can punch, dodge, or kick, but not sew, sort or write at high speed.
  Mystical Manipulation
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Mystical Manipulation Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                        5
  Each Hard Die            10
  
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  Each Wiggle Die         20
  Mystical Manipulation is the ability to utilize the forces of magic to do your bidding.
  With the Mystical Manipulation super-power, you may create spells and magic items that
  imitate any super-power (you must first purchase the Mystic Archetype to possess this power
  however, see page xx for details). On a successful roll, you manifest spell effects that grant you
  any super-power, such as Flight, Harm, or any other superhuman ability, for a limited amount of
  time. The maximum score for any spell is your Mystical Manipulation power dice pool (and you
  can never buy dice types in a spell that you don’t possess in your Mystical Manipulation dice
  pool). Super-powers with point totals (such as Heavy Armor and Go First) can only be bought up
  to the level equivalent to your dice pool.
  Since Mystical Manipulation represents control of the external forces of magic, it has peculiar
  rules about its purchase. Magic always has a will of its own, after all –– to represent this, for
  every Hard Die you buy in Mystical Manipulation, you must buy 1 regular die, for every Wiggle
  Die, you must buy 2 regular dice.
  Example: Renaldo wants 2 Wiggle dice in Mystical Manipulation, but to do so, he must first
  buy 4 regular dice. If he wanted to buy 2 Hard Dice, he would have to buy 2 regular dice.
  You buy dice pools in your spells with Will. There are three steps to creating a new spell and
  utilizing it.
  1) Conception
  What kind of effect do you want the spell to have? Create it like a normal super-power with
  Flaws and Extras.
  Example: The Demimage Renaldo has Mystical Manipulation at 4 regular dice and 2 Wiggle
  Dice (4d+2wd). He wants to cast a spell to render himself invisible. The maximum dice pool
  the spell could have would be 6d or 4d plus 2 Wiggle Dice, since this is his Mystical
  Manipulation score. He decides on 6d in Invisibility that has a cost of 4/8/16, for a total cost
  of 20 Will points.
  2) Casting
  When you wish to activate the spell, roll against your Mystical Manipulation dice pool and find a
  matching set. If you fail, you lose the amount of Will equal to the number of dice in your Mystical
  Manipulation pool (6d = 6 Will). You must always throw all your Mystical Manipulation dice.
  If you succeed, your spell activates, and you have that super-power for width in rounds (in
  combat) or in minutes (outside of combat). This duration may be extended by 1 time unit at the
  expenditure of 1 Will point. When using the ability, roll its dice pool normally. Will is gained
  normally from using such powers.
  To determine the cost of the spell, you must consider the loose dice in your Mystical
  Manipulation roll (that is, any dice not in the matching set).
  • If all of them are odd, the full Will cost of the power is subtracted from Will
  • If most of them are odd, half the full Will cost of the power is subtracted you’re your Will
  • If most of them are even that number of dice is added to Will.
  • If all are even that number of dice is added to Will.
  • If odd and even are exactly the same, the spell costs no Will to cast at all.
  Example: The Demimage rolls against his Mystical Manipulation of 4d+2wd to cast the
  Invisibility spell, succeeding with a 3x10. The remaining dice in his set are 3, 4, 1, mostly
  odds, so he loses half the Will cost of the Invisibility spell, or 10 Will points. Now that the
  spell is active, Renaldo may roll against its 6d dice pool normally for the next 3 minutes as if
  he possessed the super-power.
  If you cast a spell successfully and find that you don’t have enough Will to pay the cost, the spell
  fails to manifest. You can, however, “burn” a Base Will point to manufacture 10 Will points to
  pay the cost. When you do so, that Base Will point is gone –– and must be replaced normally.
  
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  3) Re-casting
  Once you successfully cast a spell, if you wish, it becomes easier and safer to do so in the future.
  By expending experience points in a particularly useful spell, you can gain the ability to bump
  loose dice in the pool to suit you better. When you spend experience points on a Skill for your
  spell, you must successfully cast it. It costs two times the amount of the Skill level in experience
  points to gain a spell Skill (so if you want 1d, it’s 2 experience point, 2d, it’s 4 experience points
  etc…)
  When you roll you Mystical Manipulation to activate a spell, you can bump a number of
  loose dice from the roll equal to your spell Skill level.
  Example: Renaldo has cast his “Scrying Spell” (a version of “Detection”) successfully three
  times and has spent 6 experience points on it. He has a Scrying Skill of 3d –– this works only
  on that particular Scrying spell. He casts the Scrying Spell and rolls his 4d+2wd for a 2x4,
  leaving a 9, 1, 3, 4, mostly odds. But Renaldo knocks the 9 and 1 out, leaving a 3 and 4. Equal
  evens and odds, so the Scrying Spell costs no Will to activate.
  Mystics can also construct magic items, like enchanted swords, armor or wards. This is treated
  exactly the same as a normal spell, but the Mystic must invest a single Base Will point in each
  item made in addition to paying the full Will cost of the item. All magic items are Unique Foci (see
  page xx for more details). Magic items work just like Gadgets, but any Will gained using them is
  held within the object, and is not gained by the user.
  Example: The Knight utilizes a magic-sword with the super-ability to Penetrate Heavy
  Armor. It has a 6d attack and he rolls 2x10 with it. The magic-sword, not the Knight gains the
  Will point reward.
  Magic items have a number of hit location boxes in them equal to the amount of Will expended in
  their creation divided by 10. Once these boxes are filled with Killing damage, the magic-item is
  destroyed permanently, and the Will points (and Base Will point) in it are lost. If the magic-item
  has a defensive power built into it (such as Heavy Armor) this must be overcome first before
  damage is inflicted on it. However, magic artifacts only take damage when specifically targeted
  with an attack – or if (for some reason, like ignorance) their wielder uses them for some
  inappropriate task. You don’t really want to parry an attack with your mage staff.
  A Mystic may “unweave” any magic item with a successful Mystical Manipulation roll
  against Difficulty 4. If he does so, he gains the Base Will stored within it (but not the Will points
  used to construct it).
  Extra
  Flip-flop (+1/+2/+4): You can halve or double a single loose die in your Mystical Manipulation
  set –– often, this can be the difference between a steep Will cost, or no cost at all.
  Flaw
  Faust (-3/-6/-12): You’ve made a pact with the other side. Fail in your spell casting and the deal is
  sealed. Suffer your own Mystical Manipulation dice pool as an attack on every hit location of
  your body as it is wracked by ghostly fire. If you survive, the deal continues –– until you fail
  again, that is. (Note that if you’re struck while casting and your spell fails, you take the damage).
  XXXBEGIN BOXED TEXTXXX
  Mystical Manipulation in the Game
  Initially, Mystics will be at a disadvantage –– the occasional high cost of their fledgling spells will
  make it difficult to accrue and hold onto Will points. This is where the Unique Focus they are
  allowed to purchase at –3/-6/12 comes in –– this Mystical artifact can possess any number of
  powers and can be an effective balancing element in the game. In effect, it is a cheap way of
  buying normal super-powers with which the Mystic can adventure while developing a catalog of
  spells.
  Also, by imbuing the object with abilities such as Will Battery or Indomitable Will, the Mystic
  can keep his Will total positive longer.
  Eventually, as the Mystic begins to experiment with spells he will come into his own, and
  will be able to expand his power, Will total and abilities.
  XXXEND BOXED TEXTXXX
  
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  Nullification
  Qualities
  Attacks, Defends, Robust.
  Nullification Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die
                  3
  Each Hard Die                 6
  Each Wiggle Die
  12
  With your power, you can rob other superhumans of their super-abilities, sometimes
  permanently. Dependant on the level of your ability (as determined when you design the power)
  you can either temporarily weaken a single power, permanently damage a super-power,
  permanently remove a super-power, or completely destroy an Archetype (destroying all powers
  Attached to it as well).
  If there are no Archetypes in the game, treat it as an attack on superhumans, which, at the
  +6/+12/+24 level removes all powers, otherwise, it operates the same.
  Consider the following chart to determine the extent of your Nullification effect.
  Nullification Table:
  Cost Addition                                                 Type of Nullification
  Die/Hard/Wiggle   Nullification Power Governs –– Effect (Pick One from each Side and total
  the point cost):
  +6/+12/+24
                     All Archetypes ––Archetype destroyed on a successful roll.
  +5/+10/+20
                        Three Archetypes –– Super-power is permanently removed.
  +3/+6/+12
                                 Two Archetypes –– Super-power is damaged.
  +0/+0/+0
                         One Archetype –– Super-power is temporarily weakened.
  Example: Specs the Gadgeteer wants a Mutant Neutralizer ––�one that completely strips a
  mutant of his or her powers permanently. “One Archetype” costs nothing extra, so his
  initial dice cost is still 3/6/12. But “Archetype destroyed on a successful roll” costs
  +6/+12/+24, raising the cost to 9/18/36. If he wanted to buy a similar weapon which
  was only able to temporarily weaken a single mutant power, his dice would be base cost,
  or if he wanted to buy a weapon which would affect all Archetypes (+6/+12/+24) and
  destroy the Archetype targeted (+6/+12/+24) it would cost 15 points per die 30 points
  per Hard Die and 60 points per Wiggle Die. Got it?
  Your Nullification power only affects those who fall within the definition of your targeted
  Archetypes (for instance, Spec’s Mutant Neutralizer would do nothing if fired at a Godling). You
  must hit the target with a successful roll against your Nullification dice pool –– dodging works
  normally against Nullification. Once hit, depending on your Effect level, several different things
  can happen:
  The Super-Power is temporarily weakened: On a successful hit on your select Archetype by
  your Nullification power, all their super-power rolls are reduced by the width of your roll, for width
  number of hours. After that time, their power returns to normal.
  Example: Hawk is hit by a Nullification beam from Dr. Psychotic, who rolls a 4x2. All of
  Hawk’s super-powers are reduced by 4 points of width for the next 4 hours –– if that
  reduction drops a power’s width to 1 or 0, the power fails.
  The Super-Power is damaged: On a successful hit on your select Archetype by your Nullification
  power, a single super-power of theirs is permanently reduced by the width of your result. This
  effect may be “bought off” by the target at a 1 Will point to 1 point of width level, but only in the
  round the Nullification attack occurs –– after that, the lasting effects set in. Damaged powers may
  be “bought back up” by paying 1/2 their original cost in Will points. Once this Will is spent, the
  power returns to normal, until then, it remains damaged.
  
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  Example: Raven is hit by the Amulet of Kaa, which has a powerful Nullification effect
  against Mystics. The Amulet rolls a 2x10. The GM places a –2 width penalty on the
  Raven’s flight Miracle. Until she spends points equal to half the Will cost she spent to
  purchase the Miracle, 2 points of width are automatically subtracted from every Flight
  roll.
  The Super-power is permanently removed: On a successful hit on your select Archetype by your
  Nullification power, a single super-power of theirs is permanently removed if the target fails a
  Body+Endurance roll. Top to bottom ––�the power is just plain gone and cannot be recovered by
  spending Will.
  This effect may be negated by the target through the expenditure of 10 Will, but only in the
  round the Nullification attack occurs.
  Example: Nextman is hit by a Nullification beam targeting his Archetype. He’s out of
  Will points, so he attempts a Body+Endurance roll, but fails. The GM determines
  Nextman’s Hyperbody power is permanently gone.
  The Archetype is destroyed: On a successful hit on your select Archetype by your Nullification
  power, the target’s Archetype is completely destroyed, erasing every power and ability Attached
  to it. If the Archetype represents a racial type or species (such as the Alien Archetype) they
  remain that species, but all super-abilities are removed from it. The same thing goes for humans.
  The Archetype, and all powers Attached to it are gone forever.
  Creatures who only exist because they are Archetypes (such as Artificials and any others who
  are only a conglomeration of powers Attached to an Archetype with no standard form) are
  allowed a single Body+Endurance roll (or, for wholly immaterial beings a Brains roll), which
  must beat the height of the attack roll, or they are instantly killed.
  This effect may be negated by the target through the expenditure of half their Will points (if
  the target has no Will, tough luck), but only in the round the Nullification attack occurs.
  Example: Crusher Einstein, an Artificial Anachronist is targeted by the Null-Ray, a device
  which specifically destroys machine life. He’s hit with a 3x5 roll and rolls his
  Body+Endurance of 10d, succeeding with a 4x6. Covered in short-circuiting diodes,
  Crusher wades through the beam weapons’ blast, intent on eliminating its operator. If he
  had failed his Body roll, he would have been destroyed.
  Extras
  Archetype Sight (+2/+4/+8): Your power can identify those subject to your Nullification attack,
  despite any attempts at obfuscation. It can, however, only identify those Archetypes which are
  subject to your Nullification power –– not any others.
  Flaw
  Charge (-2/-4/-8): Each use of your Nullification power costs you 5 Will points. No Will points, no
  Nullification attack.
  Perception
  Qualities
  Robust, Useful Outside of Combat.
  Perception Table: Cannot Defend
  Die Type
  Point Cost to Purchase
  Each Die                          3
  Each Hard Die              6
  Each Wiggle Die             12
  You can discern stimuli outside of the range of human perception. Exactly, what kind of
  Perception you can employ remains up to you. If you wish to just have exceptional human
  senses, such as super-sharp hearing, smell or taste, simply buy a Hyperstat in Sense or an
  appropriate Hyperskill. Perception reflects a new sense, such as the ability to see x-rays, hear
  ultra-sonics or to feel heat sources at a distance. Each new Perception must be linked to a normal
  sense during character creation. For example, the ability to sense heat like a pit viper would be
  
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  attached to the Touch Sense, while the ability to “see” x-rays would be attached to Sight. To use
  your Perception power, the dice pool of the Perception is added to the Sense Skill and Statistic it
  is attached to. It takes one combat round to switch between your Perception and the normal
  sense.
  Example: Cassie has Perception: X-Rays, at 4d, which is attached to her Sight Skill. When she
  wishes to use it, she adds her Sense statistic of 2 to her Sight Skill of 2 and her Perception
  power of 4d for a total of 8d. This is only when she is using her special X-Ray sight.
  Pick a specific Perception from the list below to determine its cost.
  Perception Table: Type of Perception
  Cost Addition                            Perception Power Governs (Pick One):
  Die/Hard/Wiggle
  +4/+8/+16 You are able to choose what you wish to perceive and with what sense.
  +2/+4/+8
  Feelings, Intent or other non-physical phenomena. Magic.
  +1/+2/+4
  Ultra- or Sub-sonics, Heat Sources, Certain Gases, Life-forms. Superhumans.
  +0/+0/+0
  Radio waves, Radioactivity, X-Rays, etc.
  Perception only works within the range of the Sense to which it is linked. If you wish to have a
  far-reaching Perception that locates certain phenomena at a distance, please see the Detection
  power on page xx instead.
  Extras
  Superimposed (+1/+2/+4): Your new Perception is simply a layer piled on top of your old sense.
  If you have X-Ray vision, you can see through objects and see normally at the same time without
  penalty. You don’t have to take a round to switch between them.
  Flaws
  Sensitive (-1/-2/-4): If your Perception power is exposed to large levels of the phenomenon it is
  designed to detect, it overloads and ceases to work for the number of hours equal to the width of
  the roll.
  Precognition
  Qualities
  Robust, Useful Outside of Combat.
  Precognition Table: Cannot Defend
  Die Type
  Point Cost to Purchase
  Each Die                     3
  Each Hard Die         6
  Each Wiggle Die        12
  You can catch glimpses of the future with your power. The future seen is by no means
  “permanent,” and actions taken to change future events are quite effective. For instance, a vision
  of your own death in New York four days from now can be sidestepped by doing your
  damnedest not to be in New York on that day. The more you speak of your Precognitive visions
  to others, however, the less accurate the vision is. This reflects the change the vision has on your
  choices, and on the choices of others, and those choices’ effects on the world.
  Precogs, understandably, are often very tight-lipped about their positive visions.  They’ll talk
  your ear off about the negative ones, of course – and, when their dire predictions fail to
  materialize, it just makes people more skeptical about precognition.
  This power can work three different ways. First, you can attempt to see the future by
  voluntarily entering a trance. This is a fatiguing process; it costs you 5 Will points per die thrown,
  10 Will points per hard die thrown and 20 Will points per wiggle die thrown. Usually, in such a
  trance, a specific question or future event is the chosen subject of inquiry. Questions such as
  “When will the Destroyer attack?” or “What will happen to me at the World’s Fair?” are perfectly
  appropriate.
  
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  Secondly, the power may spontaneously activate when you are in or near an area that’s
  important to your future survival. This is at the GM’s discretion, but if this occurs, you lose 1 Will
  point per die thrown, 2 per Hard Die thrown and 4 per Wiggle Die thrown.
  Thirdly, the power may activate in your dreams, warning you of some impending event. In
  this case, the only Will lost is any Will which would have been gained from that night of sleep
  when the dice are thrown. Also, this third version of the power is far less reliable than the other
  two; no matter how well the roll is made, the vision always seems dreamy and indistinct.
  Consider the chart to below to determine the level of success of such attempts.
  Precognition Table: Type of Vision
  Type of Roll
                              Result
  Failure
  A brief vision of the future which may or may not be accurate.
  A Success
               A brief vision of a future event.
  Roll is wide Knowledge of the amount of time before a certain event occurs.
  Roll is tall
  Knowledge of who is involved in a particular event.
  Roll is tall and wide A vision of an event with both time and subjects clearly shown.
  Multiple Rolled 10s An extremely clear vision of the future, as if you had lived the moment
  already, all senses are represented.
  Extras
  Mothering (+1/+2/+4): In addition to warning you of impending danger to yourself, your power
  automatically “looks out” for your close friends and family as well.
  Flaws
  Static (-2/-4/-8): Your visions of the future consist of a single static image, and nothing more.
  Psychic Artifact
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Psychic Artifact Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die
  5
  Each Hard Die         10
  Each Wiggle Die        20
  With your power, you can create invisible psychic artifacts that mimic (at least physically), the
  abilities of common tools, weapons and equipment. At this most general level, the power allows
  you to create any sort of equipment, weapon or tool (since it has all four power qualities). For
  example, you could create a fully functional shovel, shield or even a pistol with the full Psychic
  Artifact power.
  If you want to have a more limited power, such as being able to only produce one particular
  type of weapon or piece of equipment, reduce the cost accordingly. For example, if you wish to
  be able to only produce a psychic lock-pick, you could remove the attacks, defends and robust
  qualities right there, reducing your cost to 2 per die, 4 per hard die and 8 per wiggle die.
  Psychic artifacts are limited by what their user understands. If you don’t have a profound
  understanding of how a radio works, you can’t make a psychic radio. If you don’t have the know
  how to field strip a rifle, you can’t make a psychic rifle. Consequently, if you don’t have at least
  two levels of Skill in a relevant field (Pistol to construct a pistol, Medicine to create an autoclave)
  you can’t make the object. Simple objects like shovels or swords don’t need a relevant Skill to be
  created.
  You cannot create animals or people with this power and the possible weight of the object
  created depends on your level of power.
  Psychic Artifact Table: Mass of Item
  Dice Pool
  Maximum Mass
  1
  2 pound
  2
  5 pounds
  3
  10 pounds
  
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  4
  15 pounds
  5
  30 pounds
  6
  65 pounds
  7
  130 pounds
  8
  250 pounds
  9
  500 pounds
  10
  1000 pounds
  Objects that produce light, heat or movement work normally, but usually not as well as a real
  object of the relevant type. If the object is a hand-to-hand weapon, it does damage per the
  relevant type. If the object deals damage at a distance, its damage rating can never exceed width
  in Killing, regardless of what sort of object it is - rifle, pistol, howitzer, whatever. Replicating a
  weapon that has Spray, Area or Penetration requires the expenditure of 2 Will for each point in
  the quality (if you plan to use those, you might do the work ahead of time on note cards, and
  show your GM).
  You cannot create some kind of chimerical hyper-weapon with Spray 3, Area 3 and
  Penetration 4 simply by making a psychic pistol and spending 20 Will (unless you’re imitating a
  Gadgeteer’s or Hyperbrain’s Gadget that you fully understand). If you want to make a Spray
  weapon, you have to make a Spray weapon with which you are familiar - that is, one from page
  xx.
  Psychic weapons never run out of ammo, and psychic vehicles never run out of gas.
  However, they rarely have the opportunity. The “shelf life” of a psychic artifact depends on how
  well you rolled. In combat, it lasts a number of rounds equal to the width of the roll. Outside of
  combat, it’s minutes. For each Will point you spend, you can increase its duration by 1 round or
  minute.
  You can easily create shields with this power - a sheet of metal plate is not hard to envision.
  Generally speaking, it takes about fifteen pounds to put 1 point of Heavy Armor on one hit
  location. A helmet with one point of Heavy Armor is a fifteen-pound helmet.
  Example: Mind’s Eye wants to make a psychic metal wall big enough provide cover for all six
  of her locations, and thick enough to provide two points of Heavy Armor. That much lead
  would weigh 180 pounds and would require a power of 8 to create.
  Psychic objects come into being touching your body. You cannot create a psychic boulder over
  someone’s head forty feet away. You could, however, make one in your hands and drop it off a
  bridge onto someone.
  Extras
  Extended Duration (+2/+4/+8): Instead of combat turns and non-combat minutes, your Artifacts
  last for widthx3 rounds in combat (if combat ends, the object remains) and hours out of combat.
  Levitating (+2/+4/+8): When your Psychic Artifacts manifest, they hover in the air nearby within
  Base Will in feet. You can operate them with your thoughts, using only your skills as normal (in
  other words, if you fire a levitating psychic rifle you roll only your Rifle Skill, not your
  Coordination+Rifle). You can control a number of artifacts equal to half your dice pool.
  Flaws
  Visible (-1/-2/-4): Your Psychic Artifacts are visible to normal humans. They don’t look quite real,
  instead looking like an idealized version of the object rendered in a translucent glass of any color
  you choose (if you don’t choose a color, they’re black).
  Rapport
  Qualities
  Useful Outside of Combat.
  Rapport Table: Cannot Defend
  Die Type
  Point Cost to Purchase
  Each Die                        2
  Each Hard Die            4
  Each Wiggle Die           8
  
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  You can tag a target with your mind, and in a state of deep concentration see them (or it), no
  matter where they go. You must be able to touch a target to create a Rapport. Once made, the
  Rapport is not broken until you wish it, until the subject dies or is destroyed, or until some other
  super-power is used to break the link. Once a target is lost, it can only be restored by another
  touch.
  For each die you have in your Rapport dice pool, you can tag one individual or object.
  The vision of the target is extremely vivid. You see everything from the target’s perspective,
  and in addition, you see the target as well. For some reason, there is no hearing possible through
  the rapport; sound cannot be perceived through the link.
  When a person linked to you with rapport dies violently, you suffer the equivalent amount of
  damage in Shock (but just Shock, not Killing) to the same body parts, even if you are currently
  not in a trance to observe them.
  Extras
  Multiple Targets (+1/+2/+4): Each time you take this Extra the number of targets you can tag is
  doubled.
  Permanent (+1/+2/+4): For 10 Will points you can make a permanent Rapport with a single subject
  –– you can break it off whenever you wish, but until the subject dies or you choose to break it, the
  Rapport remains in place.
  Two-way (+2/+4/+8): When you wish, you can cause the subject of your Rapport to sense you
  through the link, so that it is a two-way conduit.
  Flaws
  Emotional Rapport (-1/-2/-4): You can only link to people and objects when you have an
  overpowering emotional connection to them. Hate or love, it doesn’t matter (this is at the GM’s
  discretion). Your power cannot affect those towards whom you feel indifferent.
  Narrow Category (-1/-2/-4):  You can target either objects or people, but not both.
  Regeneration
  Qualities
  Robust, Useful Outside of Combat.
  Regeneration Table: Cannot Defend
  Die Type
  Point Cost to Purchase
  Each Die                       3
  Each Hard Die           6
  Each Wiggle Die          12
  Your power can restore your body to health despite gross physical damage (but you can only
  heal yourself, not others). If you are conscious, you can concentrate for one combat round and
  make a roll against your Regeneration dice pool. On a success, for each Will point spent, you
  regain the width of your roll in Killing points of damage to any part of your body that is injured.
  Alternately, a successful roll and a Will point can remove all Shock damage in all limbs.
  On a successful roll against your power you can even restore a permanently crippled limb to
  its former state at the cost of 5 Will points per limb (but it must be fully healed first to do so).
  Illnesses (even potentially fatal viruses or cancers) can be instantly healed at the expenditure
  of 1 Will point and a successful roll. Injuries may not be healed if you are unconscious or
  drugged.
  Regrowing a completely removed limb can be done, but it costs 5 Will and one point of Base
  Will. Decapitation is still a death sentence; you can’t regrow a severed head (or, for that matter, a
  severed body).
  Extras
  Automatic (+2/+4/+8): Your power activates and heals you (if you have Will Points available),
  regardless of your state of wakefulness; you regenerate even in a coma (you still need to roll).
  
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  Drugs are no obstacle, you just burn them out of your system. A Side Effect of this Extra is that
  you never get drunk again (for more than mere minutes, anyway).
  Re-growth (+1/+2/+4): Like a lizard, you can re-grow severed or destroyed limbs or organs.  If
  you take this Extra, you do not need to pay the Base Will cost such attempts usually require. The
  brain cannot regrow...
  Flaws
  Only Shock Damage (-2/-4/-8): You can only regenerate Shock damage with your Regeneration
  power, not Killing damage.
  Second Chance
  Second Chance Table: Can Defend
  Level Point     Cost to Purchase
  Each Level                   10
  You are exceptionally hard to kill. Whether this means you are effectively immortal and cannot
  be physically destroyed, or you are just resilient and very, very lucky, matters very little. You
  possess the ability to escape nearly any circumstance, by activating your Second Chance. Once it
  is used, it’s gone forever. You can only buy Second Chance at character creation, it cannot be
  bought during game play.
  There are two different applications of Second Chance. The first is when you simply wish to
  expediently get out of a problem, like when you’re facing two killer robots and the Destroyer is
  making his escape. Spend a Second Chance point and you get past the robots immediately and
  explain it away as you like. By spending your Second Chance you can effectively “skip” one
  battle, trap or difficulty completely. (GMs can veto this for particularly important or climactic
  events.  If the GM turns your Second Chance down, you still have it).
  The other use of Second Chance is to survive a mortal wound or an attack you could not
  otherwise survive. This application of Second Chance is much more limited. Spend your Second
  Chance point before your head or torso fills with Killing damage and you’re restored to full
  health. The point is gone and your character has a sudden and dramatic second wind.  Spend it
  after you die and your character, though thought dead, returns later at the GM’s discretion, with
  only a single Will point left.  Depending on the situation from which your character escaped, you
  may also get saddled with appropriate losses from Stats or Skills, amnesia, plot complications or
  similar soap-opera problems.
  Extra
  One Step Ahead (+30 per Point): Every time you use your Second Chance the next 10 Will points
  you earn automatically go into “refilling” it. When you earn 10 Will points, you have a new
  Second Chance point to spend.  While earning those 10 points, you cannot raise Stats, Skills or
  super-powers, and must wait until those 10 points are earned. This is the only way to gain new
  Second Chances during game play.
  Side Step
  Qualities
  Defends, Robust, Useful Outside of Combat.
  Side Step Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                    4
  Each Hard Die        8
  Each Wiggle Die       16
  With this ability, you can side step even the worst disaster or attack and make it look easy. This
  power reflects your ability to be in the right place at the right time by moving deliberately out of
  danger. Whether it is because you are super swift or sensitive, or can glimpse the future is no
  matter, the effect is the same. The explosion, sword or bullet misses you as you step past it. Of
  course, you must already know you are under attack to use this ability.
  Side Step is a defensive power, so its dice Gobble incoming attacks.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
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  Example: A thug fires a submachinegun at the Cheetah, who has Side Step at 6d. The thug
  rolls his SMG Skill and the weapon’s Spray rating, coming up with two pair — 2x9 and 2x8.
  The Cheetah rolls her Side Step and gets 2x10. The Side Step Gobbles out an 8 and a 9 from
  the attack, rendering it ineffective. The Cheetah walks right through the bullets unhurt.
  Anyone with Side Step can attempt to “lead” an attack towards another location – for instance,
  the thug’s knife pass misses you and hits his accomplice instead. If you attempt this, remove one
  die from your Side Step pool. Regular, then Hard Dice, then Wiggle Dice are removed first.
  There are two big disadvantages to Side Step. First, it’s an active power: If you’re using it,
  you can’t attack, unless you’re taking a multiple action. Second, it cannot protect from Area
  effects. If someone throws a grenade at the Cheetah, she can avoid the brunt of the attack by
  sidestepping the shrapnel, but if it goes off nearby, there is simply no safe place for her to step.
  She doesn’t take the width of the roll or the Area dice, but the Shock damage is still applied.
  Flaws
  Hand-to-Hand Only (-1/-2/-4): Your Side Step is useless against anything except hand–to-hand
  weapons.
  Sidekick
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Sidekick Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                     5
  Each Hard Die         10
  Each Wiggle Die        20
  You have a single invisible friend who follows your mental (or verbal) orders. The abilities that
  the Sidekick possesses are up to you. To determine Stats, divide the Sidekick dice pool between
  the Sidekick’s physical Body and Coordination (after inception, these Stats remain constant); the
  Sidekick’s other Stats (Sense, Brains, Command, and Cool) are the same as yours. If the Sidekick
  has any other super abilities, they must be purchased separately, using the Attach Flaw.
  Example: The Summoner has Sidekick at 6d. He describes it as a small winged demon. The
  Summoner gives the creature a 1d Body and a 5d Coordination. He wants his Sidekick to fly,
  so he must buy the Flight Miracle separately and Attach it to the Sidekick Miracle.
  Sidekicks are invisible (but can be visible if the Extra “Visible” is purchased for them) and all
  attacks against them are at -2 dice to hit (unless the attacker has a Sense Stat of 7+ or a special
  Perception power which allows him to see the Sidekick). Hits against Sidekicks are treated as a
  dynamic contest between the Sidekick power and the attack. If the attack succeeds, the Sidekick
  disappears and cannot be re-formed for one hour. In addition, you lose a point of Will. If your
  Sidekick has defensive powers Attached to it, those powers must be overcome as well as the
  Sidekick dice pool before it disappears.
  Example: The Summoner’s Homunculus is struck by a machine gun, which has a total attack
  dice pool of 7d. The attack is at -2d because the Sidekick is invisible. The attacker rolls 8,8,8,7
  and a 1, for a 3x8. The Sidekick defends with an 8, 8, 9, 5, 6 and a 10, a 2x8. The machine gun
  rips the Sidekick to shreds, and the Summoner loses 1 Will point. In one hour, he may make a
  roll to reform his Sidekick.
  Extras
  Second Pair of Eyes (+2/+4/+8): Not only can you create a Sidekick, you can see through its
  “eyes” as if they were your own. You must pause a combat round and concentrate to activate the
  link, and you are not able to do anything else while using it.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
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  Mutable (+5/+10/+20): Your Sidekick’s size is mutable, and it may shrink or grow as if your
  Sidekick dice were Transformation dice (see Transformation on page xx. for more details). While
  size may change, the Stats of your Sidekick do not. Shifting sizes takes one combat round.
  Visible (+1/+2/+4): Your Sidekick is visible.
  Flaws
  Bad Dog (-1/-2/-4): Your Sidekick has a mind of its own. Though it often listens to your
  instructions, it spends much of its time digging in the dirt, eating food and generally nosing
  about like an animal. To successfully command your Sidekick (if you are not in danger), you
  must make a dynamic Command + Leadership roll against your own power pool.  If the pool
  wins, your sidekick just doesn’t listen.
  Size Shift
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Size Shift Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die
                5
  Each Hard Die
            10
  Each Wiggle Die 
  20
  You can cause yourself or any object you can touch to grow or shrink –– including people. Touch
  the target, get a success, and the object grows or shrinks. This shift costs 1 Will point per die
  thrown (you can always choose to throw less dice). Objects and people remain in their new size-
  state for width in minutes, but only one object per touch is allowed to change. (This means if you
  shrink a soldier, only his body shrinks –– not his gun, clothes or helmet.) You must touch the
  specific target you wish to shift.
     Enlarged people gain the width of the success in the Size Shift roll to their Body score (to a
  maximum of 10, and these added dice are always regular dice, not Hard or Wiggle Dice), and
  lose that amount from their Coordination (to a minimum of 1), for as long as the shift remains. In
  addition, they gain the equivalent amount of Extra Damage boxes to every hit location for as long
  as the shift lasts. When the effect vanishes, these damage boxes vanish as well, along with any
  damage contained in those extra boxes. People shifted upward in size grow in multiples of the
  number of dice thrown. Objects are the same –– multiply their size and weight by number of dice
  thrown in a successful activation roll to determine their new size. (Optionally, if you want extra
  "realism" you can multiply height by the width and weight by the width cubed, to reflect the fact
  that volume changes on a different scale than height; see the Size Table.) All qualities of the object
  (Damage, Penetration, Heavy Armor, etc…) are multiplied by the width of the success to
  determine their new rating.
  Example: Tom throws his Size Shift of 7d to make himself grow, and gets a 10, 10, 10, 3, 4, 1,
  1, 5, 6 for a 3x10. He spends 7 Will, gains 3 points of Body (making his Body score 6d,) loses
  3d from his Coordination (making it 1d,) and gains 3 extra hit boxes to all six hit locations.
  Tom is usually 6’ tall, but his Size Shift has made him grow 7 times his normal size (equal to
  the number of dice thrown.) Tom is now 42’ tall, weighs 1260 lbs, can lift up to 1 ton and
  cause Killing damage with his hands, for 3 minutes. Oh, and he’s naked.
  Example: Tom throws his 7d Size Shift dice to make a tank grow to monstrous size. He gets a
  2x10, spends 7 points and the tank grows. It is now 7 times its size –– growing from 20 feet
  long and 10 tons to 140 long and 70 tons! Its Heavy Armor Rating of 6 is now 10 and it causes
  twice the amount of damage it usually would –– if someone was big enough to operate it,
  that is...
  Minimized people are treated the same as enlarged people, except they lose the width of the
  success from all their Body, Coordination, and any physical skills they try to use. Anyone
  minimized with more than a 7d Size Shift treats all attacks against them as if they were an attack
  on all hit locations simultaneously, because they are so small. In addition, Shock damage is
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  Page 105
  automatically counted as killing damage. This damage remains when the target reverts to normal
  size. Minimized objects are the same –– divide their size and weight by number of dice thrown in
  a successful activation roll to determine their new size. (Optionally, divide weight by width
  cubed.) Divide all qualities of the object by the width of the activation roll to determine their new
  rating.
  Example: Tom throws his Size Shift of 7d to shrink an thug to doll size. He gets a 4x6, spends
  7 Will, and the thug loses 4d from his Body and Coordination, reducing both to 1. The thug,
  usually 5’9” and 160 lbs is now about 10 inches tall and 22 pounds. The next round Tom
  stomps on him, rolling his Body+Brawl of 7d for a 2x10. Because of his tiny size, the thug
  suffers 2 Killing points of damage to every hit location, instead of only 2 Shock to his head.
  Optional Size Table:  Enlarged
  Width Height
  Weight
  2
  x2
  x8
  3
  x3
  x27
  4
  x4
  x64
  5
  x5
  x125
  6
  x6
  x216
  7
  x7
  x343
  8
  x8
  x512
  9
  x9
  x729
  10
  x10
  x1000
  Optional Size Table:  Minimized
  Width Height
  Weight
  2
  1/2
  1/8
  3
  1/3
  1/27
  4
  1/4
  1/64
  5
  1/5
  1/125
  6
  1/6
  1/216
  7
  1/7
  1/343
  8
  1/8
  1/512
  9
  1/9
  1/729
  10
  1/10
  1/1000
  Extras
  Bumping (+2/+4/+8): For every 2 extra Will points you dump into your activation roll, you bump
  your width up one level (this extra width does not add to the cost of the activation roll). You must
  choose how much you spend before your roll however. On a failure, Will points risked in such a
  manner are lost.
  Mighty Mouse (+2/+4/+8): When you are minimized, your Body and Coordination remain the
  same, and are not penalized. This includes Hyperstats.
  Everything at Once (+2/+4/+8): Your power affects an entire object –– if you target a person, you
  can Size Shift him, clothes and all, without individually targeting each item. This includes
  yourself.
  Flaws
  One or the Other (-2/-4/-8): You can only Size Shift in one direction, up or down, your pick.
  Self Only (-2/-4/-8): You can only Size Shift yourself –– not your clothes or equipment or
  weapons, just your body.
  Stun
  Qualities
  Attacks, Robust.
  Stun Table: Cannot Defend
  Die Type
  Point Cost to Purchase
  Each Die                      3
  Each Hard Die          6
  Each Wiggle Die         12
  Stun is a specialized form of Harm that only does Shock damage. Attacks made with Stun cause
  two times their width in Shock damage (and only Shock damage) to the hit location rolled on the
  attack dice. Shock damage caused by Stun does not ever become Killing damage, however.
  Instead, when a hit location is filled, leftover Stun damage goes into the torso or core.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  Example: Pulse has 6d in Stun. He cuts loose on a henchman, rolling a 3x6 result. That’s six
  points of Shock to his opponent’s arm, which has four wound boxes left on it. If this was
  normal Shock damage, the first four points would fill the boxes, the next two would become
  Killing damage. However, since this is specialized Stun damage, the first four points numb
  the arm, and the next two leak into the torso.
  Flaws
  Touch Only (-1/-2/-4): To use the power you must touch the subject. This is usually done as an
  extra action with a hand-to-hand attack. As a bonus, the hand-to-hand attack usually does
  damage too.
  Super Speed
  Qualities
  Defends, Robust, Useful Outside of Combat.
  Super Speed Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                          4
  Each Hard Die               8
  Each Wiggle Die             16
  This is the power to move really, really, fast - so fast that you’re a blur to the normal folks
  watching you. You also gain the power to survive that kind of high-speed movement without
  blacking out from lack of oxygen or getting windburn on your face. Super Speed does not mean
  the ability to perform intricate tasks quicker, or to do more things in a given span of time. If that’s
  what you’re after, see Multiple Actions on page xx. This is just the power to go damn fast, period.
  In practice, it’s much like flying a plane, driving a motorcycle or using some other vehicle to
  cover distance rapidly. It speeds up your movement, not your reaction time.
  Super Speed must be attached to a Stat, Skill or super-power. If you want to be a super fast
  flyer, attach it to the Flight Miracle. If you want to only cover ground rapidly, attach it to the
  Running Skill. If you want it to be a little more versatile, then attach it to Body, thus covering
  Running and Swimming.
  When you use the attached Skill (running, swimming, flying, tunneling through the earth),
  use the following chart to figure out your base speed, and then add twice your Body score. (If
  you’ve attached Super Speed to Body, you use these instead of the base 10 yards per round).
  Your Super Speed activates when you wish, on a successful roll of the attached Skill or Miracle,
  this is why it is possible to have only 1d in Super Speed (though, of course, you cannot use a 1d
  Super Speed as a defensive Gobble).
  People attempting to harm you when you’re using your Super Speed must beat your Super
  Speed dice pool as if it was a Difficulty number. If you’re moving faster than 7d, you cannot be
  physically targeted at all by anyone without a Hypersense or Perception Miracle of less than 7d.
  Super Speed Table: Rate of Travel
  Super Speed
  Yards/Round
  Miles/Hour
  0
                               10                         6.8
  1
                              110                       75
  2
                              220                        150
  3
                              330                       225
  4
                              440                         300
  5
                              550                        375
  6                                  670                         4571
  7
                               790                        540
  8                                  920                         620
  9
                             1030                         700
  10
                             1150             
          7852
  1 Faster than a .38 Special
  2 Mach I
  Just so you know, the speed of sound in air (near sea-level) is 760 mph—and almost every bullet
  has an airspeed between 1200 and 3000 yards a round.
  Extras
  No G’s (+2/+4/+8): You can turn on a dime despite your super speed without any ill effects.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  Flaws
  Slow Braking (-2/-4/-8): You require a full round of braking to stop safely. This means you also
  need enough space - if you’re zipping along at 900 yards/round, you need 900 yards of space to
  stop safely. If you don’t have enough room, you wipe out and take damage. For every 100
  yards/round you were moving, roll a die (up to the maximum of 10). Apply a point of Shock and
  a point of Killing damage from every die rolled to the relevant location.
  Example: Slow Braking Sally is rushing along at 700 yards a round when she realizes
  there’s a wall directly in front of her. She tries to stop, but there’s not enough space. She
  takes 7 dice of damage. Rolling 1,4,5,7,7,9 and 10, she takes a point of Shock and Killing to
  her left leg (1), one to each arm (the 4 and 5), three to her torso (7,7,9) and one to her head
  (10).
  Telekinesis
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Telekinesis Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                   5
  Each Hard Die        10
  Each Wiggle Die       20
  Telekinesis is the ability to move objects without touching them - you just look at the object and
  picture it moving through the air and, as if picked up by a ghostly hand, it moves - if you’re
  strong enough to lift it.
  To use Telekinesis, roll and get a match. The weight limit of your TK (as it’s nicknamed)
  depends on how many dice you have in the Miracle. The weight ratings are the same as they are
  for the Body Stat. Someone with three dice of Telekinesis can lift as much as someone with three
  dice of Body. (See Body on page xx). The only difference is that you always have to make a TK
  roll, even if you have eight dice and are only trying to lift a pistol.
  To attack someone with TK, simply make a dynamic roll of your TK vs. their Body Stat. For
  each point of width, you do a point of Shock damage. If you want to try to choke them, use the
  choking rules on page xx. but the same TK vs. Body roll still applies. These attacks can’t be
  dodged. If you use TK to pick up a weapon and use that against your target, the dynamic roll is
  TK vs. Body+Brawl or Coordination+Dodge (depending on what they’re doing). If you hit, you
  do half the normal damage with the weapon. If your TK is in excess of 7, you cause full damage
  as well as Killing damage instead of Shock.
  Telekinesis as written is expensive and not very reliable (as opposed to simply buying gobs
  of Body, say).  On the plus side, it’s invisible and impossible to physically restrain.
  Extras
  Touch (+1/+2/+4): Your telekinetic “hands” have a sense of touch equal to your Sense statistic (or
  Touch Skill, whichever is higher). This allows you to feel around with your power in the dark or
  outside of your range of vision. Note that you don’t roll Sense+Touch: You roll Sense or Touch.
  Flaws
  Clumsy (-1/-2/-4): If you’re trying to move an object with grace and finesse, you need to roll two
  sets of matches to avoid having it swoop around unpredictably or break in your telekinetic grasp.
  To place the object down carefully (without smashing it into the ground), or when “grabbing” a
  delicate object, you must beat a Difficulty number of 5.
  Weak (-1/-2/-4): No matter how many levels you take in TK, you are never able to lift more than
  100 pounds with it.
  Telepathy
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Telepathy Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die
                5
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  Each Hard Die
             10
  Each Wiggle Die 
  20
  You can read and transmit thoughts, attack a person’s mind, and even alter a target’s memories,
  feelings and emotions. As presented the ability has all four qualities, and is quite versatile (not to
  mention expensive!) This power has no effect at all on Artificial life forms or Aliens with no Will
  statistic, but affects normal humans and Super-normals who only have a Base Will Statistic. The
  number of dice in your pool determines the range of your power. Consider the following chart to
  determine your Telepathy’s range:
  Telepathy Table: Range
  # of Die            Range
  2 
                    100 yards
  3
                    200 yards
  4                       400 yards
  5
                   1000 yards
  6
                       1 mile
  7
                       3 miles
  8                           6 miles
  9
                       10 miles
  10
                       30 miles
  Telepathy with the “Attacks” quality allows you to attack targets with the power of your
  mind. On a successful roll of your Telepathy dice, you inflict width in Shock to the target’s head
  (or brain boxes). Such damage never becomes Killing, or spreads from the head (it also won’t
  “combine” with normal damage from another source). Superhumans attacked by Telepathy have
  a natural defense –– Will points may be spent to “buy off” the attack at a one Will point to 2
  Shock points ratio. If the target’s head is filled with Shock, they fall unconscious.
  Telepathy with the “Defends” quality allows you to side step incoming attacks. Defending
  against an incoming attack with Telepathy is easy. On a successful roll, (of a higher width than
  the incoming attack) you successfully read the mind of your attacker a split-second before the
  attack lands, and side step it… Attacks that can’t be side stepped, such as Area attacks, cannot be
  defended against in this manner. It also allows you to defend against mental attacks from other
  telepaths –– just roll your Telepathy dice pool as a Gobble attack against the attacking Telepath’s
  dice pool.
  Telepathy with the “Robust” quality allows it to be used under nearly any conditions ––
  while being shot at, pummeled, or otherwise under duress. Without the Robust quality, you must
  be in a quiet location, without any threatening stimulus nearby to use your Telepathy ––
  otherwise, it doesn’t work.
  Telepathy that is “Useful Outside of Combat” allows you to communicate with your power,
  both by reading and sending your thoughts to others. Telepathy bypasses all language and
  cultural barriers and allows the instantaneous transference of knowledge between two sentients
  (in game terms, nearly any amount of information can be transmitted or received in a single
  combat round as long as neither party resists the action). This just transmits factual information:
  You can’t use it to instantly teach Skills to people.  The smarter your receiver is, the more readily
  she can recall the information you sent: Basically treat it as if the person had read the information
  in a book.
  If you have the Attacks and Useful Outside of Combat qualities for Telepathy, you can
  tamper with the thoughts, memories and feelings of your target as well.  Here’s how it works:
  On a successful roll, a link is established between you and the target, and remains in place
  until you break the link, or the target successfully beats your Telepathy roll with a successful
  Cool+Mental Stability roll. Once the link is established, the target can resist every round.  You
  must roll to maintain the link every round as well.  The victim can fight your intrusion, either by
  attempting to beat your roll with a successful Cool+Mental Stability roll, or, if they’re a
  superhuman, by spending Will to “buy-off” your attack at a one Will point to one point of width
  ratio. If they beat you in a Cool+Mental Stability roll, or they buy off your entire effect with Will,
  the link is severed and must be re-established.
  As long as you’re linked, you can see what the target sees, hear what she hears – basically use
  all of her senses.  Don’t be surprised if she immediately looks away from sensitive data, however.
  Altering memories is difficult. To alter a single memory, you must first link with the target,
  then defeat their attempts to eject you (as described above).  Once you do that, you can erase a
  single memory (such as your facial appearance, or the codeword they need to get into the secret
  base) by spending a number of Will points equal to their Cool+Mental Stability.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  Example: Lois has 7d in Telepathy and wants to make Dr. Psychotic forget the way to his
  secret nerve gas lab. Lois rolls a 2x7 to establish a link, and Dr. Psychotic resists with his
  Cool+Mental Stability of 5d, getting a 3x4. Since Lois rolled higher, she locks on to the
  Doctor’s mind.
  Now she has to crush the Doc’s defenses, so she rolls her 7d again, scoring a 2x10, and the
  Doc rolls his Cool+Mental Stability in defense getting a 2x5, failing. Spending 5 Will, (an
  amount equal to his Cool+Mental Stability pool) Lois can tamper with surface memories.
  Instead of going to his secret lab, he winds up driving himself to the police station.
  While you can tamper with superficial memories – even important ones (“What was that
  stupid launch code?”) – you cannot mess with memories that are intrinsic to your target’s
  identity.  You can make him forget that today’s his anniversary, but you can’t erase his memories
  of being married.  You can make her think she drives a green Ford instead of a blue Chrysler, but
  you can’t convince her that she’s Napoleon Bonaparte.
  Another form of telepathic “attack” doesn’t really harm or change anything, but it sniffs out
  secrets that the target doesn’t want the telepath to know.  The system for this is the same as for
  changing memories, as above.  However, if the secret is particularly emotionally charged or
  important, the GM may assign a Difficulty number or simply decide that it cannot be dug out
  with Telepathy. Thus, getting the number to someone’s Swiss bank account is much easier than
  ferreting out Commander Morbid’s secret identity.  (Especially if learning that secret derails the
  GM’s plot ).
  Another complication is that peeking into people’s memories can be confusing and
  disturbing – especially if you’re looking for icky stuff in an icky mind.  If you succeed at
  rummaging around in someone’s psychological attic, your GM may ask for a Cool+Mental
  Stability check if you run into the bats in their belfry.  Just something to think about before you
  try to find out what the Destroyer of Worlds’ childhood was like.
  A more serious attack involves destroying an opponent’s Skills.  If you’re trying this, the Skill
  in question serves as Heavy Armor for the mind. In other words, for each point in the relevant
  Skill, the Telepathic attack is reduced by 1 point of width. This defense can be bought off by the
  Telepath at 1 Will point per Skill point –– this represents the effort of smashing through the
  natural defenses of the mind. Once this “armor” is breached (if necessary), the Skill can be erased
  at a cost of 5 Will per Skill point.  It’s possible to reduce a Skill without eradicating it entirely, of
  course.  When a Skill is “destroyed” in this manner, it’s gone forever.
  Example: After Dr. Psychotic escapes from jail, Lois decides she’s had enough. She’s going to
  erase his Chemistry Skill forever, permanently foiling his nerve gas plots. She rolls her 7d
  against his 5d and establishes a link, as before.  The next round, she rolls her 7d attack against
  his 5d defense and, once more, beats him with a 3x5.  However, he’s got a Chemistry Skill of
  4, which reduces her attack to a –1 width!  Spending 3 Will, she reduces his protection to 1.
  There’s still resistance, but since she still has a 2x5, she can wreck his Skill.  To destroy it
  utterly would cost 20 Will, in addition to the 3 she’s already spent.  She can’t afford that – but
  after putting in the effort to get into his slimy brain, she’s going to do some damage before
  she goes.  She spends 10 Will and permanently reduces his Chemistry Skill to 2.
  Stats and Miracles cannot be reduced with Telepathy.  At the GM’s discretion, Skills that
  primarily represent conditioning (rather than intellectual knowledge) may be impossible to erase.
  Extras
  Mole [+5 Points Per Level]: Your Telepathic attack is like a Penetrating weapon against an
  enemy’s mind. For each level of this Extra, your Telepathic assault is counted as having the
  equivalent Penetration value against the defender’s Skills. For example, if you were trying to
  erase a Skill of 6, and you had Mole at 6, you wouldn’t need to spend any points to buy off
  failures before reducing the Skill.
  Subtle (+3/+6/+8): Your Telepathic power is so subtle that the target needs to make a
  Cool+Mental Stability roll of Difficulty 3 to even know you’re there. Rewriting memories, or erasing
  Skills, is too blatant to hide.  You can still follow along with your victim’s senses and read all the
  memories you want however – as long as you don’t change anything.
  Ransack (+5/+10/+20): You can “ransack” a human mind. The round after linking to a target’s
  mind you can, on a successful roll, Telepathically shuffle their memories, Skills and thoughts
  around, leaving their Brains Stat and all intellectual Skills at –2d for the number of days equal to
  the width of your attack roll. After this time they return to normal, as their mind reorders itself.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  Flaws
  Merge (-2/-4/-8): Each round you are in a Telepathic link with a subject, you gain a Difficulty of 1
  to any Brains rolls you must make over the next 24 hours. This represents the jumble of memories
  and ideas that flood your mind through the link, confusing your usual quiet inner thoughts. You
  can buy-down this Difficulty by spending 3 Will points per point of Difficulty, if you don’t want
  to wait 24 hours –– whereupon the condition vanishes naturally.
  Calling Card (-2/-4/-8): Whenever you contact another mind telepathically, you unconsciously
  leave behind a “Calling Card” –– a brief sensation of your presence and personality, in the mind
  of the target. Other telepaths can clearly see this “Calling Card,” and, if you are in their
  Telepathic range, can target you without a roll.
  Teleportation
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Teleportation Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                           5
  Each Hard Die               10
  Each Wiggle Die               20
  This power allows you to instantaneously move objects (including yourself) from one point in
  space to another in zero time, without crossing the intervening space. Some superhumans with
  this ability can move many people at once; others can only transport themselves. There are
  teleporters who can cover huge distances, and some, only a few feet.
  The two limits to Teleportation are distance and mass. The more powerful and experienced a
  teleporter is, the more distance he can cover and the more mass he can move.
  Teleportation Table: Mass & Distance
  Dice Pool
  Maximum Mass     Maximum Distance
  2                            5 pounds                  10 miles
  3
                       10 pounds                     50 miles
  4
                        50 pounds                  100 miles
  5
                       100 pounds                   500 miles
  6
                       500 pounds                  1,000 miles
  7
                      1000 pounds                4,000 miles
  8
                           2 tons                       6,500 miles
  9
                           4 tons                      10,000 miles
  10
                           6 tons                       12,000 miles
  An important fact about Teleportation is that you can extend your range by cutting down on
  your Mass. For each step down the scale you take on Mass, you can extend your Maximum
  Distance by a step upwards, and vice versa.
  Example: Fernando has Teleportation 5 and wants to jump himself back to his old office in
  Padua. Normally, that’s a no-go - he weighs over 100 pounds. But he’s in Venice, less than
  fifty miles from Padua. Since he’s dropped the distance two categories, he can raise the mass
  two categories, to 1000 pounds. He can not only teleport himself, but several friends as well.
  If his target is Kiev, however, that’s a different matter. It’s close to a thousand miles,
  pushing his distance up one category. He could only send 50 pounds to Kiev - not enough to
  move himself, but certainly, he could teleport something useful. If he wanted to send a piece
  of paper with a message, (dropping the mass category to 1) he could send it anywhere
  familiar within 10,000 miles - pretty much anywhere in the world, except a 2,000 mile circle
  on the exact opposite side of the globe.
  Teleporting is a difficult business. It requires a clear picture in the head of its user of his desired
  destination (this means that the user must have previously visited the location he wishes to
  teleport to). Without a clear picture, a successful transport is not possible. Also, people or objects
  teleported must be in direct physical contact with the teleporter. (This works fine if a bunch of
  people hold hands, as long as the chain is unbroken). Portions of objects may not be teleported.
  When teleporters disappear, a loud crack (about as loud as a rifle shot) sounds. This is the air
  rushing in to fill the space the teleporter just vacated. The more Mass moved, the louder the
  boom.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  It’s fairly easy to attack with Teleportation. For instance, suppose there’s a sniper in a bell
  tower and you can’t get a good shot at him. Instead, put your hands on a burnt-out car and
  teleport it into the air six inches above the sniper’s nest. Gravity does the rest.
  Since this is all done by sight, even a weak teleporter has the potential to drop giant chunks
  of rubble (or grenades, for that matter) on any enemy he spots.
  To drop a rock, roll your Teleportation. Your opponent may make a Coordination+Dodge
  roll against falling rubble of this sort, if dodging is the action he declared. If your roll fails, the
  rock doesn’t move. If it succeeds, but his Coordination+Dodge is wider or higher, he takes no
  damage.
  Another popular Teleport attack is to grab an enemy and teleport him a good hundred feet
  up into the air. To do this, you have to either use a multiple action (rolling the lower of
  Body+Brawl and Teleport with a one die penalty, and getting two matches) or successfully pin
  your opponent until you can Teleport him. (See Pinning on page xx). If you do send him
  successfully, the normal falling rules apply. (See Falling on page xx).
  Extras
  Blind Teleportation (+3/+6/+12): You can teleport to a location never seen before, randomly.
  When you want, (that is, you can Teleport normally as well) your power finds a safe location and
  teleports you there. In this case, a “Safe Location” is defined as an area of solid ground that is not
  occupied by another object; it covers no other eventualities and you have no choice in the matter.
  You can only use this power if you’re personally going to that place -you can’t use it to send a
  ticking bomb somewhere unless you go along for the ride.  Keep in mind that you could wind up
  anywhere – a bank vault, the roof of a skyscraper, a janitor’s closet.  The wider your range, the
  more likely you are to wind up somewhere very safe but very distant.
  Global Range (+5/+10/+20): You never need to assign any of your teleport dice to range. You
  automatically have a 10d in range and never need to roll against it. You still must have
  previously seen the location you are traveling to, however. These Global Range dice cannot be
  used to increase your Mass capacity.
  Maximum Capacity (+5/+10/+20): You never need to assign any of your teleport dice to mass
  capacity. You automatically have a 10d in capacity and never need to roll against it. You still
  must touch all the objects you want to transport. These Maximum Capacity dice cannot be used
  to increase your Range.
  Silent (+2/+4/+8): There is no telltale loud report when you use your power.
  Flaws
  Disorientation (-1/-2/-4): Upon arrival you cannot act until you successfully make a Sense roll of
  Difficulty 3 or more, or until five minutes have passed. Furthermore, when teleporting something
  over someone as an attack, you must first make a successful Sense+Sight roll.
  Forced Attendance (-1/-2/-4): You cannot teleport anything unless you teleport yourself along
  with it. Thus, you can’t drop big rocks on people unless you’re willing to go with the rock
  yourself. You cannot take this Flaw if you’ve already taken the Self Only Flaw.
  Nothing Biological (-2/-4/-8): You cannot teleport anything biological (except yourself that is). If
  you attempt to move anything living, your Teleport automatically fails.
  Self Only (-3/-6/-12): You can only teleport yourself. No clothes, no glasses, no gear, no other
  people.
  Slow (-1/-2/-4): This Flaw can be taken multiple times; each time it is taken, it extends the time
  necessary to teleport by 1. In combat, this is measured in rounds; non-combat, in minutes. If
  someone catches you, it’s obvious that you’re a superhuman, with your body obviously fading
  away from this location. The good news: the side effect of your slowness is that you make a lot
  less noise. It won’t be silent (and air pressure still changes), but it’s quieter than that crack of
  thunder.
  Uncertain Arrival (-3/-6/-12): You can only take this Flaw if you already have the Self Only Flaw.
  You arrive at your destination up to 20 feet off the ground. Subtract the width x height of your
  teleport roll from 20 feet to determine how close to the ground you land. Any total higher than 20
  means you land on the ground. Otherwise, take falling damage equivalent from a drop from the
  height indicated. If you have Hard or Wiggle Dice and you take this Flaw, roll them upon arrival
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  and calculate normally ––�they work normally for the Teleportation, but must be rolled upon
  reentry. If you fail to get a match with your Hard or Wiggle dice, you fall the maximum distance.
  Example: Mira has Uncertain Arrival on her Teleport Miracle. She rolls a 7, 6, 6, 2 and a 1. A
  2x6 roll. She subtracts 2x6=12 feet from 20 feet. Leaving 6 feet to drop. With a successful
  Coordination roll, she lands on her feet and takes no damage.
  Example: Max has Uncertain Arrival on his Teleport Miracle of 3hd. He automatically
  teleports (thanks to the Hard Dice) but rolls them on reentry for a 3, 7 and a 9 ––�no match.
  Max falls 20 feet when he rematerializes.
  Thought Control: Command 7+
  (Cannot Defend) The effects of having Command at 7+ are described on page xx.
  Extras
  Buddy, Buddy (+1/+2/+4): No matter what you say, the target thinks you are a saint. He goes out
  of his way to help you, warn you or protect you from harm, even if you’re trying to convince him
  to kill himself.
  Non-verbal (+3/+6/+12): Simply by looking at the target (only the superhuman need see the
  target) you can make non-verbal assaults upon the victim’s autonomy. If the roll is successful,
  then your command is placed within the target’s mind. Language is not a barrier with non-verbal
  commands. It still takes the requisite time to wear an individual down, however.
  Flaws
  Eye Contact (-1/-2/-4): You must maintain complete and unbroken eye contact with the target;
  otherwise, your power doesn’t work.
  Thought Control: Projected Hallucination
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Thought Control Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                        5
  Each Hard Die            10
  Each Wiggle Die            20
  Projected Hallucination allows you to alter the perceptions of your target. With this ability, you
  might be able to convince a person that they’re talking to the President, or wrestling a boa
  constrictor. Many superhumans have this ability unconsciously, a reflex which projects a certain
  unconscious image. But this power represents the ability to deliberately control what the target
  sees, hears or feels. In effect, you can make the target see hear or feel anything you can imagine.
  This power has no effect whatsoever on Artificial Life forms or any other creature with no Will
  (normals of course, are affected).
  Illusions of this sort last a number of minutes equal to the width of the roll. In any event,
  projected hallucinations evaporate if the superhuman creating them stops concentrating. It is
  possible to dodge, use a power or dive for cover while concentrating.
  To actually convince someone a Projected Hallucination is real, roll your power dice pool as a
  dynamic contest against the individual’s Sense+Skill pool. (The Skill used to resist depends on
  what sort of hallucination you’re creating. If it’s simply the illusion that you’re wearing a
  different uniform, it’s Sense+Sight. If you just want to create the smell of gas fumes in the air, it’s
  Sense+Smell. If you want to create a realistic Dinosaur - the roars, the tremors in the ground, the
  smell- you roll against his Sense and whichever sense-related Skill is highest).
  If you’re merely trying to create distracting phenomena, without regard to making it realistic
  enough to persuade, make a static roll. If you succeed, the width of the roll reduces the width of
  any attack made through the illusion.
  Example: The Mirage has 2d and 2wd in Projected Hallucination. She and her friends are
  under attack by an enemy sniper. She creates the illusion of swirling blobs of brightly colored
  cloth between the attacker and herself. Obviously, the appearance of silent, blotchy color
  smears isn’t going to fool him, but it has a good chance of ruining his shot. She rolls and gets
  a 6 and a 4. She matches her two Wiggle Dice to the 6 for a 3x6 result. The sniper’s attacks
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  through the illusion are reduced by a width of 3 for the next three rounds, or until she stops
  concentrating.
  It’s also possible to create the illusion of agony - no visual or audio cues; it just feels like your arm
  (or whatever) is on fire. To do this, the superhuman simply rolls Projected Hallucination as an
  attack, making a called shot (see page xx) to the appropriate limb. If it succeeds, the target cannot
  use the targeted limb until the illusion wears off. If the limb is a leg, the victim can’t run on that
  leg. If it’s an arm, he can’t fire a weapon or attack with it. If it’s the torso, the person loses four
  dice from Body or Coordination (to a minimum Stat of 1) for purposes of rolled checks. (This
  works exactly like having one’s torso filled with Shock, as explained on page xx). If it’s the head,
  the person loses one die out of every successful match rolled until the illusion wears off.
  Extras
  Everybody Sees it (+3/+6/+12): Anybody present experiences the illusions you project. This
  includes you and your allies, so be careful before doing that blanket agony attack.
  Flaws
  Absolute Concentration (-2/-4/-8): You must hold completely still to use this power. Any
  distraction disrupts the illusion you are projecting.
  Time Fugue
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Time Fugue Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                       5
  Each Hard Die           10
  Each Wiggle Die          20
  You can freeze time for a single object or creature with your power. Everything smaller than the
  fugued object that is in direct contact with it is frozen as well. You must be able to see the object,
  and make a roll against your Time Fugue dice pool that beats a Difficulty number based on the
  size of the target. If you succeed, the object is frozen in time for a number of rounds equal to the
  width of your roll. You may extend this period at the cost of 1 Will point per round of additional
  Time Fugue. You remain immune to the effects of your own Time Fugue –– though you cannot
  change objects affected by it.
  Objects frozen with this power resume their former movement when the fugue ends (so
  frozen bullets continue along their normal path, falling people hit the ground, etc ). People in a
  fugue have no recollection of the time spent within it. Objects frozen in the fugue are unaffected
  by attacks, they remain frozen and untouchable (since time does not pass for them, nothing about
  them can change) until the fugue ends. You can fugue a number of objects equal to the number of
  dice in your Time Fugue dice pool at any given time.
  You can fugue multiple objects as long as they are clustered together, generally doing the
  same thing, and 2d under your weight limit. For example, if you had 3d in Time Fugue and you
  wanted to freeze oncoming buckshot from a shotgun blast, you could on a successful roll that
  beat the Shotgun’s width, since the buckshot are all traveling in a group at about the same speed
  and are less than 5lbs, two beneath your dice pool rating.
  The bigger and heavier an object is, the harder it is to fugue. Consider the following chart to
  determine the Difficulty for objects you attempt to fugue.
  The Difficulty can be reduced by 1 for a point of Will. You can spend Will to lower Difficulty
  after you roll.
  Time Fugue Table: Weight Affected
  Target Weight
  Difficulty
  5 pounds or less       1
  6–20 pounds
          2
  21–100 pounds
         3
  101–500 pounds         4
  501–1000 pounds     5
  1001 pounds–1 ton
  6
  1–2 tons                     7
  2–4 tons                     8
  4–6 tons                     9
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  6–10 tons+               10
  Example: Stopwatch has 8d in Time Fugue and he wants to freeze a truck plunging off a cliff.
  The GM gives the truck a Difficulty of 8, because it weighs between 2 and 4 tons. Stopwatch
  rolls his eight dice and gets 3x2 and 2x3. Normally, that would be a great roll, but given the
  high Difficulty, it’s just not enough. If Stopwatch wants to spend 5 Will, he can drop the
  Difficulty to 3 and freeze the truck for two rounds. Or he could spend 6 Will and freeze it for
  three rounds.
  Extras
  Vanish (+1/+2/+4): A fugued object or person doesn’t just freeze, it disappears from reality
  entirely. It cannot be seen, touched, or perceived in any fashion until it reappears.
  Flaws
  Touch Only (-2/-4/-8): Your power only works on objects or people you can touch.
  Transform
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Transform Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die                       5
  Each Hard Die           10
  Each Wiggle Die          20
  You can transform your body into any creature or object you have seen or can envision. With this
  power, you could turn into an eagle, a griffin or a four-post bed. The number of dice you have in
  your Transform dice pool indicates the size ranges of your transformed state. For instance, with
  2d, you could transform into anything from 25 pounds and 1 foot in size to 337 pounds and 14
  feet in size, while at 4d, you could transform into anything from 6 pounds and 3 inches in size to
  760 pounds and 30 feet in size. In other words, the greater your power dice pool, the greater the
  size range of the forms you can assume; both bigger and smaller.
  If you assume a smaller size, you gain a +1 die bonus to all Dodge rolls. If you assume a
  larger size, anyone attacking you gains a +1 die bonus to all attacking rolls.
  Transform Table: Size Range
                 Smallest Size                 Biggest Size
  # of Dice     (-1d to Hit)                     (+1d to Hit)
  2
                  25 lbs, 1 ft.                  337 lbs, 14 ft.
  3
         12 lbs, 11 in. (housecat) 500 lbs, 20 ft. (grizzly)
  4
                  6 lbs, 3 in.            760 lbs, 30 ft. (polar bear)
  5
                3 lbs, 1.5 in.                    1140 lbs, 45 ft.
  6
          1 lb, 1 in. (bluejay)               1700 lbs, 70 ft.
  7
              12 oz, 1 in.
                             1.1 tons
  8
              6 oz, 1/2 in.                            1.7 tons
  9 
               3 oz, 1/2 in.                          2.6 tons
  10
           1 oz, 1/4 in. (roach)   4 tons (small elephant)
  Becoming an inanimate object (with no abilities) like a rock or a chair is easy. Just roll your
  Transform dice pool, score a success, and poof, you become that object for a number of hours
  equal to the width of the roll (or until you wish to change back). Note that being in one of these
  forms means you can’t do a thing, not even hear or see… just sit and think. Any amount of
  damage taken during your Transformation (only when you become an inanimate object), causes
  you to revert to human form, though you can buy points in the Resiliency Extra; see below.
  Transforming into living creature (or a living creature with the appearance of an inanimate
  object, such as a chair with a mouth) is a little more complicated. Expend the number of Will
  points equal to the dice pool needed for that creature’s weight or size. (For example, turning into
  a housecat requires a Transformation pool of at least 3, so you must spend 3 Will to turn into a
  cat. Turning into an elephant requires a Transformation pool of 10, so you must spend 10 Will for
  that transformation). Roll all your Transform dice and, with a success, you become that creature
  for a number of hours equal to the width of the roll, or until you wish to revert to human form.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  When you Transform into a living creature, you assign your Body, Coordination and Sense
  Stats to any of those of the new form, as long as they are consistent with the size and build of the
  form. For instance, if you transformed into an elephant, it would make sense to assign your Stat
  points to Body and not Coordination (final ruling is at the GMs discretion, of course). In addition
  to being able to move your Stats, you can also assign your Transform power dice into Stat or Skill
  pools (Hard Dice and Wiggle Dice become regular dice when assigned). The highest Stat a form
  can have is equal to your power dice pool. So, at 4d, you could have a maximum score of 4 in any
  one Stat (the maximum, as always, is 10). If your new form is smaller than your normal form, you
  can only reduce your Body Stat (to a minimum of 1).  If it is bigger, you can increase the Body
  Stat or reduce it. Stats that are reduced decrease the cost of the form by 1 Will point per Stat
  point. The other 2 physical Stats, Sense and Coordination, can either be higher or lower. No
  amount of Stat reduction makes it possible to gain Will by transforming. You can reduce the Will
  cost to zero, but not to a negative number.
  Miracle-like abilities or skills in forms that are wholly physical (such as flight when wings are
  present, and the flying Skill for a bird) may be bought (temporarily for the duration of that form
  only) at the GM’s discretion, by assigning Transform power dice to them. Wholly supernatural
  powers (breathing fire, turning people to stone) are not possible (unless they are bought as a
  separate Miracle at character creation).
  Example: Ryuichi wants to become a dragon. He has 2hd+4d in Transform, so the maximum
  size that his dragon can be is 1700 lbs. He automatically succeeds because of his hard dice
  and spends 6 Will to fuel the transformation. Ryuichi has Body 3, Coordination 2, and a
  Sense 3, so he has 8 Stat points to assign to his dragon (plus his power dice, if he wishes).
  Ryuichi wants the dragon to be strong; so he places 4 points in Body, 2 in Coordination, and 2
  in Sense. He can then allocate six more points with his 6 Transform dice. He can’t have Body
  in excess of 6, so he just assigns 2 more points to each Stat. Final tally: Body 6, Coordination 4,
  Sense 4.
  Example: Ryuichi wants to become a large bird (about 6 pounds). This would require a
  minimum Transform dice pool of 4, so he has to pay 4 Will to make the change. He can only
  decrease his Body Stat, not increase it since the form is smaller than his native form. Ryuichi
  makes his Body 2d (-1), his Coordination 2, and his Sense 2 (-1). So, it costs him 4 points to
  transform, but he gets 2 of those 4 points back due to his Stat reductions. He places the 6d
  from his Transform dice pool into the Flight Miracle (since the form has wings), and he’s
  ready to go.
  Most forms have a free attack equal to their Body Stat. At the GM’s discretion, this attack can
  either be width in Shock or width in Killing and Shock damage. Any Stat reductions from Body
  are also subtracted from this attack.
  Example: Ryuichi in dragon form would have a bite attack equal to width of his Body roll in
  Killing and Shock damage. In bird form, he would only cause width in Shock damage on a
  successful Body roll on an attack — and he attacks with the reduced Body of his new form.
  (Wing buffets or a sharp peck with a beak just can’t compare with a dragon’s teeth…)
  Changing a form’s Body can cause a gain in wound boxes, but any other increase in wound boxes
  or Armor has to be bought with the appropriate Miracles. If you took damage in your altered
  form, you may change back with the same injuries. Extra wound boxes from Body disappear at
  the end of a transformation, regardless of whether they’re wounded or not.
  Example: Ryuichi the dragon has an extra wound box on every limb because of his increased
  Body Stat. In dragon form, he takes one point of Killing damage to his arm, leaving five
  unmarked boxes. When he changes back to human shape, he still has five unmarked boxes
  on that arm: The injured extra box went away when the increased Body did. If he took two
  points of Killing damage to that arm, when he changed back he’d still have one point of
  damage to the arm.
  Living forms you assume are extremely generic in their appearance. If you assume a human form
  other than your own, for instance, that form’s appearance is bland to the point of being creepy.
  Everything about the form is simple and average-and it’s always the same, no matter how many
  times you try to assume it. There are no signs of wear on the skin, no wrinkles, no distinctive
  features, it’s almost as if the form was newly born despite its apparent age. This “generic” effect
  is highly noticeable to anyone looking at you. Somehow, you just look wrong.
  Animal forms assumed also suffer from this effect, but it is much less noticeable to anyone
  not experienced with that type of animal-especially if that animal is exotic. For instance, if you
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  assumed the form of a lion, a normal Joe might not be able to tell the difference; but an
  experienced Safari guide would.
  Creatures wholly conjured out of the imagination (even those based on real creatures) just
  look plain fake, like a sculpture come to life. This doesn’t make them any less deadly, however.
  Extras
  Light Armor [2 points per rank]: For each rank you take, you gain a point of Light Armor for
  your Transformed forms. Any sort of Penetrating weapon pierces your Light Armor completely,
  unfortunately.
  Resiliency [1 point per rank]: For each rank of Resiliency you have, you can ignore 1 point of
  Killing damage taken in a Transformed state, for the purposes of reverting to human form only. You
  still take the damage; Resiliency only means you can continue to concentrate on your form past
  the pain of the injury.
  Sense While Transformed (+1/+2/+4 for each sense): With this Extra, you can use your human-
  level senses normally, regardless of what form you’ve assumed. Become a rock? You can hear or
  see (or whatever) normally, whether or not you have sense organs.
  Flaws
  Limited to Animate or Inanimate Forms (-1/-2/-4): You can only transform into animate or
  inanimate forms, you choose which at character creation. So you can either become animate
  things with abilities, or inanimate objects that sit around a lot.
  Limited by Species (-1/-2/-4): You can only become one species of animal; if you can only change
  into cats, then that’s it… though you could change as easily into a tiger as a housecat.
  Limited by Type (-1/-2/-4): You can only become one kind of inanimate object (when you assume
  those forms). So you can become any kind of furniture, any kind of rock (this includes statues!)
  and so on.
  Transmutation
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Transmutation Table: Can Defend
  Die Type Point Cost to Purchase
  Each Die                      5
  Each Hard Die          10
  Each Wiggle Die         20
  You can alter the atomic structure of objects, changing one type of substance into another –– but
  only to substances you are personally familiar with (i.e. you have a deep understanding of them,
  or have touched them). This power does not allow you to change the form of the target, only the
  substance it is made of. The target can be transformed into only one type of substance. With this
  power, you could turn a gun into acid, or a tank into gelatin, or a thug into stone. To transmute
  living creatures (including humans) you must spend a number of Will points equal to the target’s
  Base Will –– if you spend the Will and make the roll, they’re Transmuted. Superhumans have an
  additional defense, at the cost of 1 Will point they can cancel any Transmute attack against them.
  Concentrate for one round and succeed in a dynamic contest against your target (who gets to
  resist based on weight and what you want to transmute the target into, see tables below), and
  poof, it’s transmuted into that new substance.
  You must touch your target to Transmute it.
  Transmutation Table: Size of Target
  # of DiceWeight Affected
  2d 210–250 pounds
  3d 250–370 pounds
  4d 370–500 pounds
  5d 500–800 pounds
  6d 800 pounds–1 ton
  7d 1–2 tons
  8d 2–4 tons
  9d 4–6 tons
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  10d 6–10 tons
  Transmutation Table: Difficulty of Target
  Rating                                                      Example
  Easy (2) Substances are related (Transmute a metal into another metal)
  Medium (5) Substances are similar (Transmute water into hydraulic fluid)
  Hard (8) Substances are dissimilar (Transmute a person into salt)
  Example: Mixmaster wants to Transmute a murderer into a stone statue. Mixmaster has
  Transmute at 6d. The murderer weighs 220 lbs, so he defends at 2d. The GM decides that the
  Transmutation Mixmaster is attempting is Hard (flesh into stone), so she has a Difficulty
  rating of 8. Mixmaster rolls 9,9, 8, 8, 6, and 2. The murderer rolls a 10 and a 7. Poof! The
  criminal is now a stone statue. However, if Mixmaster had rolled 2x7, she would have failed
  because her Difficulty number was 8. Or, if the murderer had rolled 2x10, Mixmaster would
  have failed as well because 2x10 is a higher set than 2x9.
  Extras
  Selective Transmutation (+2/+4/+8): You can transmute less than one object with this Extra.
  Want to turn the tires of a truck to ash without affecting the truck itself? No problem. (Usually
  the GM sets a Difficulty number to “hit” the targeted zone).
  Flaws
  King Midas (-2/-4/-8): You can only transmute objects into one type of material, be it carbon
  peroxide, sand or even plastic. Instead of reducing the cost of the power, this Flaw removes the
  Difficulty rating. You still must roll against the target’s size, however.
  Limited Target (-1/-2/-4): You can only transmute objects of one type - for instance, you can
  change steel into gold or gasoline, but you can’t change any other substance. Instead of reducing
  the cost of the power, this Flaw removes the Difficulty rating. You still must roll against the
  target’s size, however.
  Unconventional Move
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Unconventional Move Table: Can Defend
  Die Type
  Point Cost to Purchase
  Each Die
      5
  Each Hard Die
  10
  Each Wiggle Die 20
  With your power, you have the power to move in an unconventional and very specific manner.
  For example, if your character dug through the ground like a giant mole, swung on webs like a
  spider, or rode on a sled made of ice, he would choose Unconventional Move as a power, and
  modify it to fit his needs.
  If you want to move super-fast with this ability, buy and attach Super Speed to it, otherwise
  consult the following table to determine your speed when using your ability.
  Unconventional Move Table: Top Speed
  Level (Yards/Round)
  (Miles/Hour)
  2
  15
                      10
  3
  22
                    17
  4
  30                      22
  5
  37
                    27
  6
  45                     35
  7
  52                    40
  8
  60                     45
  9
  67              
     50
  10
  75
                     55
  The default cost includes all four qualities, and allows you to:
  1) Use your power dice to Gobble in Defense (by moving out of the way of an attack).
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  2) To carry a single passenger along with you when you move (this is counted as an attack).
  3) To use your power in any location (this is the Robust quality).
  4) To use your power for things other than movement. For example, with webs, you might
  be able to construct a trap; by digging, you might be able to build an aqueduct, etc…
  (This is the Useful Outside of Combat quality).
  If you wish to modify the score so it’s cheaper, you can remove qualities. Some guidelines for
  building your own version are presented below.
  Unconventional movement powers that carry the user in the air or under the ground must be
  bought with the Defends quality (since it’s much more difficult to hit someone underground or
  above your head). Similarly, any power that can move yourself and others must have the Attacks
  quality (since you can snatch up other people with your power). Unconventional Movement
  powers that can be used under any condition must have the Robust quality, and powers that can
  do things other than move you must have the Useful Outside of Combat quality.
  Example: Butch has the ability to ride a wave of dirt like a surfer. His power has all the
  qualities and is rated 6d. This means he can move at about 35 MPH, block incoming attacks
  (by making the wave deflect them) and carry up to one extra person along with him on the
  ride, whether they like it or not (this is the Attacks quality). His power is usable under any
  conditions (Robust) and can be used to loosen dirt or collapse tunnels (the Useful Outside of
  Combat quality).
  Extras
  Multiple Passengers (+5 Per Passenger): You can snatch up multiple passengers in your
  movement power.
  Destructive (+1/+2/+4): Anyone in your power’s wake suffers the width or your activation roll in
  Shock damage. You can also aim to “hit” a target with your power with a successful roll.
  Flaws
  Straight Line (-1/-2/-4): You can only move in a straight line, when you stop, you must pause 1
  turn and then roll again to move in another direction.
  Set Distance (-1/-2/-4): You can only travel in set increments of distance (for example, the
  legendary “seven league boots”). Your power cannot travel less than that distance. In other
  words, if you start your power, you travel a minimum of that distance, no matter what you do.
  Clear Trail (-1/-2/-4): Your power leaves behind a very clear trail, easily followed by your
  enemies. What that trail is, is left up to you to determine, but it must be clearly visible to incur the
  reduction in cost.
  Will Battery
  Qualities
  Attacks, Defends, Robust, Useful Outside of Combat.
  Will Battery Table: Cannot Defend
  1 Point of Will Storage                                                          Point Cost to Purchase
  1 Point of Will Storage                                                                      5 points
  You can store a certain number of Will points in a protected battery of Will, which you can access
  in times of trouble. For every 5 Will points you spend, you gain a single Will point’s worth of
  storage in your Will battery. These Will points remain immune to the effects of emotional loss,
  defeat, and every other deleterious Will effect, as long as they are kept in the battery. To activate
  the battery, simply “turn it on” and your Will total jumps by the amount stored within the
  battery (all points in the battery are “activated” when you turn your battery on). You can turn the
  battery on any time. When these Will points are used up, you can refill the battery at a 2 Will
  points to 1 stored Will point ratio. Unlike your natural Will, your Will battery does not regenerate
  points over time ––�it must be refilled.
  Any incoming Will can be used to power the battery, and Will may be placed within it at any
  time.
  Any Archetype can possess a Will Battery, but they remain especially useful for Archetypes
  that normally have no Will, such as Super-normals and Artificials.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  Example: Crusher Einstein has a 10 point Will Battery –– his “back-up power source.”
  During a particularly nasty tangle with the End Gang, a disintegration ray hits him. He
  has no natural Will, because he is an Artificial, so he taps his battery. Suddenly, he has 10
  Will points to spend, and uses 1 of them to resist the effect of the disintegrator. He can do
  what he likes with the Will points, but if he tries to put them back in the battery, he does
  so at a 2 to 1 ratio, so only 4 Will points would make it back into the battery’s charge.
  Extras
  Selective (+2 per Point): You can choose how many points you drain from your battery. Instead
  of activating it and getting all the Will stored within, you can drain any number of points from it.
  Perpetual (+5 per Point): Your Will battery regenerates Will points, as long as there is at least 1
  Will point in it. If your Will battery is below full, for each day of rest, you gain a single point of
  Will in it until it reaches maximum.
  Flaws
  Fragile (-2 per Point): Your Will battery is subject to physical harm. Pick a single hit location. Any
  attack which hits it does the equivalent amount of damage in Will points. It can still be refilled
  normally, despite the damage.
  Example: Warhawk has a power-booster (his Will battery), which he wears on his back at
  hit location 9. He is shot in hit location 9 by a sniper, whose attack causes 4 Killing and 4
  Shock. In addition to this grevious damage, he loses 8 points of Will from his battery,
  leaving it with a single point of Will left in it.
  Ritual (-2 per Point): To refill your Will battery you must perform some sort of complex ritual.
  For every hour spent at ritual, you can pump 2 Will points into your battery (you must have the
  Will points to do so –– they’re not free). It is impossible to refill otherwise
  Hyperstats
  Here’s a breakdown of what the Hyperstats do, and the benefits incurred at each level. Secondary
  abilities listed at each level of a Hyperstat are not cumulative. When you buy a Hyperstat at a
  certain level, you only get the secondary abilities listed at that level, not the benefits of all lower
  levels as well.
  Hyperbody
  Characters with inhuman levels of Body can lift much greater weights than normal people
  (obviously). This ability seems to amplify the muscles of the body through unknown means,
  causing an increase in all muscle performance. Lungs, legs, arms, even the muscles of the mouth
  seem to enjoy an increased capacity which leads to some interesting and sometimes useful side
  effects.
  This is not to say that the ability (always) makes a person a rippling mass of muscles. Instead,
  some invisible force amplifies the muscles of the body, no matter how weak they are.
  The other advantage to having a Hyperstat in Body is that it boosts metabolism, health, and
  healing as well.
  Body 6 Secondary Abilities (Tested Lift 800 lbs to 1 Ton):
  •
  +1 wound box to your torso and each limb (arms and legs).
  •
  Punches and kicks cause Killing damage instead of Shock damage.
  •
  Ability to hit “strong” materials without damage.
  Note: This does not grant you any immunity to attacks made with such materials.
  Body 7 Secondary Abilities (Tested Lift 1 to 2 Tons):
  •
  +1 wound box to your torso and each limb (arms and legs).
  •
  Ability to hit “strong” materials without damage.
  •
  +1Killing point to hand-to-hand damage.
  •
  Punches and kicks cause Killing damage instead of Shock damage.
  •
  You gain an extra Shock point of damage back after each battle.
  Body 8 Secondary Abilities (Tested Lift 2 to 4 Tons):
  •
  +1 wound box to your torso and each limb (arms and legs).
  •
  Ability to hit “strong” materials without damage.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  •
  Punches and kicks cause Killing damage instead of Shock damage.
  •
  +2 Killing point to hand-to-hand damage.
  •
  You gain two extra points of Shock back on each limb after battle.
  •
  You can broad jump your Body distance in yards.
  •
  You can jump half your Body Stat in a vertical leap in yards.
  •
  You can shout so loud, you can shatter glass at a meter
  .
  Body 9 Secondary Abilities (Tested Lift 4 to 6 Tons):
  •
  +1 wound box to your torso and each limb (arms and legs).
  •
  Ability to hit “strong” materials without damage.
  •
  Punches and kicks cause Killing damage instead of Shock damage.
  •
  +3 Killing point to hand-to-hand damage.
  •      On a successful roll, you can breach Heavy Armor equal to half your Body Stat.
  •
  All Shock damage to each limb automatically evaporates after each battle.
  •
  You can broad jump double your Body distance in yards.
  •
  You can jump your Body Stat in a vertical leap in yards.
  •
  You can shout so loud, you can shatter glass at a meter.
  •
  You can exhale hard enough to inflate a truck tire.
  Body 10 Secondary Abilities (Tested Lift 6 to 10 Tons):
  •
  +1 wound box to your torso each limb (arms and legs).
  •
  Ability to hit “strong” materials without damage.
  •
  Punches and kicks cause Killing damage instead of Shock damage.
  •
  +4 Killing point to hand-to-hand damage.
  •
  On a successful roll, you can breach Heavy Armor equal to your Body Stat.
  •
  All Shock damage to your Body automatically evaporates after each battle.
  •
  You can broad jump triple your Body distance in yards.
  •
  You can jump twice your Body Stat in a vertical leap in yards.
  •
  You can shatter glass within sight range with a shout.
  XXXBEGIN BOXED TEXTXXX
  Using Your Hyperbody Penetration in Combat
  When you’re simply throwing a super-strong punch, you inflict damage normally –– if your
  damage overcomes the Heavy Armor of what you’re attacking, you inflict damage. But you
  might have noticed another notation ––� “On a successful roll, you can breach Heavy Armor
  equal to…” –– here’s what it means. If you want to pull an armored target apart with your bare
  hands, like a tank or concrete bunker ––�no problem, make your roll and you start to dig into it ––
  but if you want to rip into another superhuman with your full Penetration potential, it’s a little
  more difficult.
  To really rip into another super, you need to get a good grip, so first, you have to pin them
  (see Pinning on page xx). Once they’re down for one round you can make your Body roll to see if
  you Penetrate their Heavy Armor. Such attacks are devastating and often quite graphic to watch,
  especially if they’re inflicted on a normal (all watching such an act must make a successful
  Cool+Mental Stability check or lose half their Will).
  XXXEND BOXED TEXTXXX
  Hypercoordination
  Hypercoordinated superhumans are known for their inhuman speed, stealth and accuracy. This
  ability amplifies the response speed and control of muscles, causing an incredible increase in
  motor skills. This increase in response time of the muscles does not, however, mean an increase
  in the response time of the senses. The first step in avoiding an attack is to see it coming; so being
  hyper-swift is often not enough...
  Coordination 6 Secondary Abilities:
  •
  You are as agile as a chimpanzee.
  Coordination 7 Secondary Abilities:
  •
  You are as agile as a chimpanzee.
  •
  You can contort into any conceivable position.
  •
  You can dodge perceived gun attacks (see Using Powers Defensively on page xx).
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  Coordination 8 Secondary Abilities:
  •
  You climb so well, you appear to “stick” to walls.
  •
  You can dodge perceived gun attacks.
  •
  You can contort into any conceivable position.
  •
  You can catch fast objects in flight.
  •
  All perceived hand-to-hand attacks against you have their width reduced by 1.
  Coordination 9 Secondary Abilities:
  •
  You climb so well, you appear to “stick” to walls.
  •
  You can dodge perceived gun attacks.
  •
  You can contort into any conceivable position.
  •
  You can catch fast objects in flight.
  •
  All perceived hand-to-hand attacks against you have their width reduced by 2.
  Coordination 10 Secondary Abilities:
  •
  You climb so well, you appear to “stick” to walls.
  •
  You can control any muscle in your body.
  •
  You can dodge perceived gun attacks.
  •
  You can contort into any conceivable position.
  •
  You can catch fast objects in flight.
  •
  All perceived attacks against you have their width reduced by 2.
  XXXBEGIN BOXED TEXTXXX
  Using Your Hypercoordination in Combat
  Being super-swift is a godsend, but even a Hypercoordination score of 10d does not divorce you
  from the dangers of combat. Super-swift reflexes are reliant on super-swift senses, so you can
  only dodge attacks that you know are coming.
  Just because you are able to dodge bullets does not make you able to see bullets –– you’re just
  stepping out of the way of a weapon aimed at you very quickly.
  If you want to be able to see bullets in flight as well as dodge them, you must have a
  Hypersense or Perception score in excess of 7d. �If you have both a 7+ Hypercoordination and
  Hypersense, you can dance through the bullets, whether you can see the attack coming or not. Of
  course, normal dodge rules apply…
  XXXEND BOXED TEXTXXX
  Hypersense
  Characters with inhumanly high levels of Sense cannot detect things outside of the human range
  of perception, but can utilize those senses with a much higher level of accuracy, Skill and ability.
  For example with a Hyperstat in Sense, a character could differentiate between the components
  of a cacophony of sound. He could locate and separate every individual sound, noting each
  sounds’ direction, source and decibel level, but that same superhuman could not hear ultrasonic
  or subsonic sounds, since the human ear is not capable of detecting them. The same goes for
  sight, hearing, smell and touch. (If you are playing an Alien or Artificial with a different set of
  sensory organs, feel free to drop the Sense Stat altogether and buy a new one, see Perception on
  page xx for more details).
  A high Sense Hyperstat grants the character an inhumanly high level of perception, utilizing
  all five of his senses. If you wish to have a superhuman with a single sense that is superhuman,
  simply buy that individual sense Skill as a Hyperskill (see Hyperskills on page xx). Alternatively,
  if you wish to see, hear or sense something normally outside of the range of human perception
  (see x-rays or heat, hear sub-sonics etc) buy this as a separate Miracle (see Perception on page xx).
  Sense 6 Secondary Abilities:
  •
  Your senses are as sharp as an animal’s.
  Sense 7 Secondary Abilities:
  •
  Your senses are as sharp as an animal’s.
  •
  You are impossible to ambush under normal circumstances.
  •
  You can detect motion at a quarter mile or less, through hearing, sight or smell.
  Sense 8 Secondary Abilities:
  •
  Your senses are as sharp as an animal’s.
  •
  Under normal circumstances, it’s impossible to sneak up on you.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  •
  You can detect motion at half a mile, through hearing, sight or smell.
  •
  You can see in the dark.
  •
  You can identify targets by smell.
  •
  Your taste is so acute you can differentiate between chemicals in a mixture.
  •
  You can differentiate between dozens of sounds amidst a cacophony.
  •
  You can read printed materials by touch alone.
  Sense 9 Secondary Abilities:
  •
  Your senses are as sharp as an animal’s.
  •
  Under normal circumstances, it’s impossible to ambush you.
  •
  You can see in near absolute darkness.
  •
  You can detect a car’s motion at more than a mile through ground vibrations.
  •
  You can identify targets by smell at more than a mile and track by scent.
  •
  Your taste is so acute you can differentiate between chemicals in a mixture.
  •
  You can differentiate between dozens of sounds amidst a cacophony.
  •
  You can aim attacks using hearing alone as a guide at -1d.
  •
  You can read printed materials by touch alone.
  Sense 10 Secondary Abilities:
  •
  Your senses are as sharp as an animal’s.
  •
  It’s impossible to sneak up on you.
  •
  You can see in near absolute darkness.
  •
  You can attack invisible superhumans without penalty.
  •
  You see through camouflage and illusions automatically.
  •
  You can detect footsteps at more than a mile through ground vibrations.
  •
  You can identify targets by smell at more than a mile and track by scent.
  •
  Your taste is so acute you can differentiate between chemicals in a mixture.
  •
  You can differentiate between dozens of sounds amidst a cacophony.
  •
  You can aim firearm attacks using hearing alone as a guide at -1d.
  •
  You can read printed materials by touch alone.
  Hyperbrains
  Hyperbrainy characters are experts at memory, deduction, reasoning and learning. These
  superhumans are often so smart their deductions are beyond the abilities of the normal man to
  grasp. Their leaps in logic are often too bizarre for ordinary thinking to handle, and their
  assumptions are what we would call “breakthrough thinking,” except for the fact that they are so
  far out there, they might as well be gibberish.
  For every two points of Brains a character has above 6, he gets an additional experience point
  each session, representing his increased ability to learn new things and understand the best ways
  to improve himself. (Thus, a character with Brains 8 gets an extra experience point, while
  someone with Brains 10 gets two).
  Furthermore, anyone with Brains 5+ has photographic memory and total recall: Any second
  of his life can be recalled with perfect clarity. The complex pattern of figures in a Japanese book
  becomes as easily remembered as a square or a circle is to less powerful intellects.
  People with Brains in excess of 7 can calculate figures as fast as a modern computer.
  Role-playing hyperbrains can be a lot of fun. Invariably, they seem scatter-brained to
  normals, as their prodigious minds are often somewhere else wandering in some mental
  wonderland. However, when an intellectual problem surfaces, their power goes to work and all
  questions about their mental competence are put to rest.
  To play a Hyperbrain who can build high-tech machinery (anyone with a Brains Stat of 6 or
  more is eligible for this), you must also buy the Anachronist Archetype (see page xx for more
  details). Such devices are built exactly the same way as the super-power Gadgeteering, except the
  Hyperbrain substitutes his Hyperbrain Stat in the place of the Gadgeteering dice pool.  (Note that
  this means Will must be invested in devices.)  Since Hyperbrains are far more meticulous and
  careful than their Gadgeteering colleagues, devices built by them take much longer to construct.
  Unlike the hodge-podge devices of intuitive Gadgeteers, Hyperbrain creations are carefully
  constructed –– and along with the working prototype, the finished product has a clear schematic
  showing the steps necessary to build an exact duplicate.
  Unlike their intuitive Gadgeteer counterparts however, Hyperbrains can “buy down” the
  Difficulty of construction by taking an extra unit of time and spending 1 extra Will point per
  point of Difficulty, “considering” the necessities of construction. In addition, the creations of
  Hyperbrains can be mass-produced.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  Brains 5
  (Brains 5 is listed because it is possible for normal humans to have it)
  You have a photographic memory.
  Brains 5 Secondary Abilities:
  •
  You have photographic memory.
  •     +3 Will points to purchase Brains
  Skills with during character creation.
  Brains 6 Secondary Abilities:
  •
  You have a photographic memory.
  • 
  You can construct anachronistic machinery (with the purchase of the Anachronist Archetype
  see page xx).
  •     +4 Will points to purchase Brains Skills with during character creation
  Brains 7 Secondary Abilities:
  •
  You have a photographic memory.
  •      You can construct anachronistic machinery (with the purchase of the Anachronist
  Archetype).
  •
  You can calculate figures as fast as a supercomputer.
  •     +5 Will points to purchase Brains Skills with during character creation
  Brains 8 Secondary Abilities:
  •
  You have a photographic memory and can recall anything you have sensed.
  •      You can construct anachronistic machinery (with the purchase of the Anachronist
  Archetype).
  •
  You can make a nearly photographic drawing of anything you have seen.
  •     +1 experience point per session.
  •
  You can calculate figures as fast as a supercomputer.
  •     +6 Will points to purchase Brains Skills with during character creation.
  .
  Brains 9 Secondary Abilities:
  •
  You have a photographic memory and can recall anything you have sensed.
  •      You can construct anachronistic machinery (with the purchase of the Anachronist
  Archetype).
  •
  You can consider intellectual problems even while asleep.
  •
  You can make a nearly photographic drawing of anything you have seen.
  •
  +1 experience points per session.
  •
  You can calculate figures as fast as a supercomputer.
  •     +7 Will points to purchase Brains Skills with during character creation
  Brains 10 Secondary Abilities:
  •
  Your memory is flawless, and you recall everything with perfect clarity.
  •      You can construct anachronistic machinery (with the purchase of the Anachronist
  Archetype).
  •
  You can consider intellectual problems even while asleep.
  •
  You can make a nearly photographic drawing of anything you have seen.
  •
  +2 Experience points per session.
  •
  You can calculate figures as fast as a supercomputer.
  •     +8 Will points to purchase Brains Skills with during character creation
  Hypercommand
  This super-power scares world governments more than anything else. Hypercommand is more
  than simply powerful rhetorical skills. People listening to orators with Hypercommand often
  have lowered heart rates, decreased blink rates and other symptoms of hypnosis. Naturally,
  nothing scares a normal leader more than someone with parahuman charisma, who can make the
  most suicidal or irrational command seem attractive. These effects rarely last, and often fade over
  time, if the superhuman cannot continuously re-apply his Command Hyperstat attacks to the
  target.
  Unlike Hypercool, the Stat levels gained from Hypercommand do not provide additional
  Will.
  The primary limitation to Hypercommand is comprehension. A Chinese superhuman with
  Command 10 can’t even convince an American to untie his shoes if the American doesn’t
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  understand Chinese and the superhuman has no English. Similarly, individuals who have been
  deafened or who have no hearing cannot be swayed with high levels of Command. (See Thought
  Control on page xx. for more details).
  Command 6 Secondary Abilities:
  •
  You are amazingly persuasive in common conversation. People believe what you have to say.
  Command 7 Secondary Abilities:
  •
  You can convince anyone of anything in a matter of days.
  Command 8 Secondary Abilities:
  •
  You can convince crowds of anything in a matter of hours.
  Command 9 Secondary Abilities:
  •
  You can convince crowds of anything in a matter of minutes.
  •
  You can bark orders in a voice that causes a single subject to obey a simple command before
  he can consider the consequences of such an action.
  Note: You can bark orders in a voice so commanding that a single subject (if your power wins
  a dynamic contest against their Cool+Command) reacts and performs the action before he
  can even consider the consequences. These “reflex commands” must be relatively simple.
  “Shoot yourself!” would work, but “Make me some soup!” would not, since the second
  command would take some time to complete.
  Command 10 Secondary Abilities:
  •
  You can convince crowds of anything in less than a minute.
  •
  You can bark orders in a voice that causes a single subject to obey a simple command before
  he can consider the consequences of such an action.
  •
  You can instill your own indoctrination into targets in a few simple sentences.
  Note: At this level, you can bypass any indoctrination, training or resistance with ease. If you
  give an individual your undivided attention, you can instill your own indoctrination with
  simple sentences. This brainwashing can take less than a minute. You must however,
  overcome your targets’ Cool+Command in a dynamic contest with your Command
  Hyperstat.
  Hypercool
  Some of the subtlest superhumans are those whose powers are internal, not external. Characters
  who are inhumanly Cool seem eerily composed in almost any circumstance.
  For every point of Cool above 5, a character can add one level of width to all combat rolls, but
  only for the purpose of initiative. This increase does not affect damage.
  For every additional level of Cool purchased with Will points, the character gets an
  additional point of Base Will. (This does not hold true for Command, the other component of
  Base Will).
  Example: Ice has Cool 7. He rolls 2x3 while fighting someone. That roll is considered 4x3
  when it comes time to decide who struck first, but it’s still only 2x3 for damage.
  Cool 6 Secondary Abilities:
  •
  You can use the Cool Stat with the Skill Endurance instead of Body.
  •
  +1 Base Will point.
  •
  +1 Width to all combat rolls (only for initiative purposes).
  Cool 7 Secondary Abilities:
  •
  You can use the Cool Stat with the Skill Endurance instead of Body.
  •
  You never suffer any penalties due to distraction, noise, exhaustion or pain.
  •
  +2 Base Will points.
  •
  +2 Width to all combat rolls (only for initiative purposes).
  Cool 8 Secondary Abilities:
  •
  You can use the Cool Stat with the Skill Endurance instead of Body.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  •
  You never suffer any penalties due to distraction, noise, exhaustion or pain.
  •
  You are completely immune to pain.
  •
  +3 Base Will points.
  •
  +3 Width to all combat rolls (only for initiative purposes).
  Cool 9 Secondary Abilities:
  •
  You can use the Cool Stat with the Skill Endurance instead of Body.
  •
  You never suffer any penalties due to distraction, noise, exhaustion or pain.
  •
  You are completely immune to pain.
  •
  All your feelings are under your conscious control.
  •
  +4 Base Will points.
  •
  +4 Width to all combat rolls (only for initiative purposes).
  Cool 10 Secondary Abilities:
  •
  You can use the Cool Stat with the Skill Endurance instead of Body.
  •
  You never suffer any penalties due to distraction, noise, exhaustion or pain.
  •
  You are completely immune to pain.
  •
  All your feelings are under your conscious control.
  •
  Your autonomic system is under your conscious control.
  •
  +5 Base Will points.
  •
  +5 Width to all combat rolls (only for initiative purposes).
  Using Super-powers in the Game
  Using a super-power is as easy as concentrating for a moment. In game terms, to activate most
  powers, a character must make a successful roll on his power dice pool. On a match, the power
  manifests during the Resolution phase, on a failure, nothing happens and they lose 1 Will point.
  Some powers are always active, and require no such roll to activate. Defensive abilities such
  as Heavy Armor and others are simply usually always on, to protect the operator from harm.
  Bear in mind that any power that normally requires an activation roll can be made automatic,
  simply by purchasing the Always On Extra for it.
  Other powers are fickle, and are activated only by the operator’s subconscious. In this case,
  the power is activated and deactivated at the whim of the GM.
  Miracle Power Ranges
  Most Miracle powers listed (unless otherwise noted) work within sight range of the operator.
  Anything that can be seen can be affected by the power, unless some sort of Flaw limits the
  power, or the object affected is too large for the power to overcome. Other super-powers (such as
  transportation powers or other self-affecting powers such as Heavy Armor or passive psychic
  abilities) work only on or directly around the operator.
  Hyperskills and Hyperstats only work on the operator, of course (unless they are modified
  with some sort of Extra).
  Some powers have no limit to range. If a super-power has an effective range beyond sight
  range, it is usually listed under the description of the power and costs more Will points.
  Targeting Distant or Fast Moving Objects
  There’s a big difference between frying someone in front of you with a lightning bolt and trying
  to fry someone moving at Mach 1 a mile away. For this reason, there are some penalties when
  targeting distant or fast moving objects. Hitting fast moving targets is as easy as beating their
  width in combat. Want to hit a super-fast flyer? Beat his width with your attack roll and blammo,
  he gets it as long as you can see him. Hitting objects at range is the same as firing a gun at range (see
  page xx for more details.)
  What constitutes close, medium and long range remains up to the GM to decide.
  Super-powers, Concentration, and Damage
  It’s difficult to concentrate while bullets rip through your flesh, and most super-powers require
  concentration to work. Since superheroes seem to be shot at so much, it’s important to cover this
  eventuality.
  If your power has the “Robust” Quality and is active when damage hits you, it works
  regardless of damage, unless you are knocked unconscious. But all powers remain fragile during
  their initial “activation stage” –– someone who’s rolling to activate a power loses a die out of a
  match if he is hit in combat, even if that power is Robust. This is the combat standard rule –– get
  hit, lose a die out of your highest match (Wiggle and Hard Dice are removed first).
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  If a power is always active but does not have the Robust quality, it still may fail if the
  superhuman is injured. If a superhuman is using a power that doesn’t require a roll and he is hit,
  he does have to roll the relevant pool. If the roll fails, the power shuts down until a successful roll
  is made.
  Example: The Eagle is cruising along with her Flight Miracle of 6d when she’s hit by a
  machine gun burst. She rolls her pool to try to stay aloft, but with 1,5,6,7,8 and 9, she gets no
  matches and begins to fall. The GM rules that there’s another round before she impacts, but
  that the attacker gets another shot at her. Both the Eagle and her attacker roll. This time the
  Eagle gets a 2x2 match, but the gunner gets a 3x5 hit. Not only is this sufficient to blow off the
  Eagle’s right arm, it also knocks a die out of her match, making her Flight power fail. She
  plummets.
   Example: The Shredder’s Invisibility is Robust. He attempts to activate it to ditch a thug, so
  he throws 6d and gets a 2x4, while the thug tries to mow him down with a 4x3 roll on a
  pistol. The Shredder is hit! Despite the fact that his Invisibility is Robust, he loses a die out of
  his set, foiling it. His Invisibility fails to activate. The next round he activates his Invisibility
  with a successful 4x2 roll, while the thug rolls a 2x3 ––�firing into the wall as the Shredder
  vanishes.
  While his power is active, if the Shredder is damaged, it remains active, until he is
  knocked unconscious.
  Power Side Effects
  Some super-powers just naturally have side effects which may not directly affect game play, but
  which are very noticeable to those witnessing their use. For example, a superhuman who flies
  may project a beam of light from his legs as he jets through the air, while another who hurls balls
  of fire may have hands that burn while he is preparing to attack. These are not really significant
  enough to add cost to the Will point total of the power, though they may prove useful under
  certain limited circumstances. Some superhumans have no side effects to their powers at all.
  The superhuman with flaming hands may be able to light a fire with his fingers, while the
  flying one may be able to illuminate an area with his contrail. Imaginative players may come up
  with dozens of ways to use their side effects in a productive manner, but the GM can come up
  with even more ways to make those side effects deadly.
  Choose your side effects carefully; they’re free and they may be useful, but they might just
  come back to haunt you in the end.
  Using Powers Defensively
  Sometimes even powers that aren’t usually used to defend, such as Harm or Invisibility can be
  used defensively. To be able to use a power this way, it must have the “Defends” quality; without
  it, no defense is possible with that particular power.
  When a power is used in this way, the dice rolled in the power’s dice pool are read a little
  differently, with a dice mechanic called “Gobbling.” This is not a new dice type, such as Wiggle
  or Hard Dice, but a different way of working out the outcome of a dynamic contest between a
  defending power and an incoming attack.
  A super-power can be used in a defensive manner if the following circumstances are met:
  1) You know you are under attack: Your power may not be used to defend against attacks you
  don’t know are coming, unless that power is a defensive power with the Always On Extra.
  Example: Shellgame is skulking through a secret-base when a guard sneaks up behind him
  and drills him in the back with a machine gun burst. Shellgame’s telekinetic shields are
  useless against the attack because he had no idea it was coming.
  2) A weapon which hits you does not have a Penetration rating higher than your total power
  dice pool: Your power cannot deflect weapons with a higher Penetration rating than your power
  dice pool. If a weapon with a higher Penetration rating than your dice pool hits you, your defense
  automatically fails. This is only an eventuality to cover shields, Heavy Armor and other area
  defense powers, dodging such weapons with super-powers works normally without restriction.
  That is, if you can get out of the way using your power, this restriction does not apply.
  Example: Shellgame sees a guard readying a laser rifle, and raises one of his telekinetic
  shields with a Heavy Armor rating of 9 to block the shot. But the laser rifle has a Penetration
  rating of 15, so it automatically breaches Shellgame’s shield… If Shellgame had used his
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  power to sweep himself out of the way in a superhuman dodge and Gobbled from the enemy
  set, he could have rolled normally.
  If the above conditions can be met and the power can be used defensively, you can use your
  power dice pool to Gobble up dice from the opposing attacker’s set, hopefully negating the
  attack. This works just like dodging. See Dodging on page xx for more details.
  Example: Shellgame raises a shield to block an incoming pistol shot from a henchman. The
  henchman rolls a 2x3 and Shellgame (rolling against his TK) rolls a 4x3. Shellgame’s shield
  effectively foils the attack –– the bullet bounces off the TK shield. But if the henchman had
  rolled a 5x3, he would have fired before Shellgame could raise his shield, successfully hitting
  him.
  Hard Dice and Wiggle Dice are used normally in Gobbling.
  Example: Pulse has 2d+1hd+1wd in Energy Blast and a thug with a machine gun attacks him.
  The attacker rolls 5d (his Skill) +5d (for the machine gun’s Spray value) and gets two sets, a
  3x8 and a 4x7. Pulse wants to vaporize the bullets in the air with his energy blast, so he rolls
  his normal dice pool and gets a 7 and a 2. His hard die does not match, but he can make his
  wiggle die match it, giving him 2x10.
  Unfortunately, it doesn’t matter. Since the attacker’s sets are wider than Pulse’s, he is hit by
  both the 3x8 and 4x7 set.
  The biggest advantage to defensive gobbling is its utility against multiple opponents or multiple
  attacks.
  Example: The Cheetah is jumped by two pistol-wielding assassins and decides to use her
  inhuman speed to dodge the bullets. Both attackers rolled successes - a 2x5 and a 2x7
  respectively. The Cheetah rolls her defensive pool and gets a 2x8. All the moves are of equal
  width, so height serves as a timing tiebreaker. The Cheetah has two dice to Gobble with, so
  she can counteract one 5 out of the first pair and one 7 out of the second. Both sets are ruined
  and neither attacker hits.
  Hyperstats and Hyperskills can defend as Gobble Dice in the same manner, if the situation seems
  appropriate. For instance, trying to defend with a Hyperstat in Sense against a bullet attack is
  foolish (you may see the bullet quicker, but you can’t move quicker), while trying to defend with
  a Hyperstat in Coordination for the same attack makes sense (you are superhumanly swift and
  can maybe sidestep the shot, if you know it’s coming).
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  Gadgeteers vs. Hyperbrains
  An important distinction to make in a game filled with superhumanly advanced technology is
  the difference between Gadgets and Innovations. Gadgets are unique devices (that cannot be mass-
  produced), created in a mad frenzy of design by a super-powered being, while Innovations are
  devices (or theories) created through careful superhuman thought, testing of theories and the
  application of new scientific techniques (which may be mass-reproduced).
  This division in the game is simple –– Hyperbrains can create Innovations, while Gadgeteers
  can create Gadgets. The difference is more than a simple difference in degree. Often Gadgeteers
  know little or nothing about what they are making, except that they are making it, while
  Hyperbrains (of course) arrive at such inventions through careful thought.
  Gadgeteers have the advantage in speed –– they can create their unique devices in a much
  shorter time than Hyperbrains. Hyperbrains, on the other hand, have the advantage of
  understanding the full ramifications of their inventions, and can exploit them –– even selling the
  designs of their creations to the highest bidder (Gadgeteers can sell their devices as well, but
  unlike the Hyperbrains cannot sell the science behind those devices...).
  If you want, it is possible to have a character who is both a Hyperbrain and Gadgeteer,
  allowing both Gadgets and Innovations to be created.
  XXXBEGIN BOXED TEXTXXX
  Why the Anachronist Archetype?
  Both Gadgeteers and Hyperbrains who wish to construct super-tech must first purchase the
  Anachronist Archetype (see page xx). This expensive Archetype allows the PC to construct
  anachronistic technology decades or centuries ahead of the current scientific norm. It’s expensive
  for a reason –– Gadgeteers and Hyperbrains often have an advantage over the common
  superhuman. They can build any type of superpower into a device, and can amass wealth and
  prestige much quicker than the average man.
  This point cost is often an important balance in game play, allowing the other PCs to add
  extra superpowers, Will and Skills to their characters to make up the difference in ability.
  So, for the sake of balance, both Gadgeteers and Hyperbrains must buy the Anachronist
  Archetype if they wish to build their devices.
  XXXEND BOXED TEXTXXX
  Innovations
  Hyperbrains are smarter than any normal human. If a Thomas Edison or a Leonardo da Vinci
  could push the envelope of invention and engineering, why can’t a Hyperbrain tear through it
  entirely? The answer is, they can. But building a better light bulb isn’t as easy as it might seem.
  There’s a tricky balancing act when it comes to injecting heavy-duty science fiction artifacts
  into WILD TALENTS. On one hand, yeah, Hyperbrains are smarter. They should be able to invent
  stuff. On the other hand, the core of the game is superhumans doing the impossible. If any dumb
  joker with enough cash can go buy a star cruiser or a suit of power armor, it turns the game into
  something else entirely. So before you try to have your Hyperbrain invent an immortality drug or
  teleportation chamber, think about the impact it would have on the world at large (by which I
  mean the GM’s plans).
  Is your GM ready to give Joe Sixpack in the U.S., Clive Teacup in Great Britain, and Hoshi
  Sashimi in Japan, access to cheap, reliable teleportation? Probably not. With enough time, maybe.
  Which is why creating widespread innovations takes a lot of game time.
  Thus, the first thing you need to decide is whether your invention is a true innovation, or if it’s
  merely an improvement.
  Innovations are devices that perform things beyond the scope of accepted engineering. A
  thousand years ago, the musket was an innovation. A hundred years ago, it would be the TV set.
  It’s something that’s way, way ahead of its time –- something so outré that the effect usually
  requires a super-power. Stuff like invisibility, freezing time and making people get physically
  younger –- that’s innovation.
  An improvement, on the other hand, is like the amped-up version of an already-built
  invention. For example, making a normal weapon a Penetrating weapon, or giving it a Spray
  quality, is an improvement. Planes, cars and guns already exist. Making a better plane, car or gun
  is much simpler and faster than developing a new technology from scratch.
  Once you know just how far ahead of the curve you’re going, you have to figure out the scale
  of availability. After all, it’s a lot easier to build one supersonic helicopter than it is to
  revolutionize the entire field of aviation by making them a feasible mode of mass transit.  Thus,
  the second thing you need to decide about your innovation is this: Is it unique, is it proprietary or is
  it revolutionary?
  Here’s what those three things mean.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  A unique invention means you’re just building one and you cannot (for whatever reason)
  build more of them. The classic unique inventions are those built by Gadgeteers, or some objects
  that serve as unique foci (see page xx) for powers.
  A proprietary invention is one that could, in theory, be mass-produced in the hundreds or
  thousands –– but which is impractical for the mass market. The game limitation on proprietary
  inventions is that you can never build more than a hundred of them. That’s it. A hundred is
  plenty for a team of adventurers (or for an evil mastermind and his henchmen) but the device is
  too… expensive? Dangerous? Powerful?… too something to make by the truckload. Maybe you
  need an ultra-rare isotope to power it. Maybe you can only afford a hundred diamonds of the
  quality needed to focus your laser rifles. Maybe you’ll go bankrupt if you make more than that.
  Maybe you made a hundred prototypes and then did go bankrupt. In any event, that’s the limit.
  Revolutionary inventions are just what they sound like –- inventions so much better than
  what’s already out there that the market is begging for them. The TV, the jet plane, the wireless
  phone –- these are revolutionary inventions. Not all revolutionary inventions have to be that
  world-shaking, of course. A car engine that was 10% more efficient than Detroit’s standard is also
  revolutionary. So is a flechette pistol that weighs as much as a standard revolver, does the same
  amount of damage, but can be fired sixty times before you reload it. Revolutionary inventions are
  the sort of thing that make characters very rich –- and which can be found all over the world five
  years after hitting the market.
  Figure out what you want to do and how many of them you want to make, then consult the
  chart below. This gives you a rough idea of how much effort and time it’s going to take someone
  –- even a Hyperbrain –- to achieve it.
   
  Innovation        Improvement
   Unique
     Days
        Days
  Proprietary
    Months
        Weeks
  Revolutionary
     Years                     Months
  Creating Innovations
  There are two stages to creating an innovation: the Theory stage and the Construction stage. Each
  stage requires a roll and each stage requires some time.
  Theory
  The first step is to tell your GM what you’re trying to invent –- time machine, telepathy pill,
  bioengineered soft-drink dispenser, etc. Work out the full ramifications of your goal with the GM.
  (This is best done outside actual gaming time – show up early for a session, stay late, etc. Don’t
  hog the spotlight with your Antimatter Collider while the other players yawn and scratch
  themselves.)
  Innovations are very broad. After all, bioengineering something that exudes a yummy lemon-
  lime soda implies a level of knowledge that has many non-beverage applications. That sort of
  advanced gene-tweaking would let you produce plagues, crops or vaccines in addition to a
  baffling array of carbonated drinks.
  To take a less facetious example, consider the laser. The initial thought with phased beams of
  light is the laser rifle, but in fact, the laser is a key technology in communications, it’s used for
  range-finding and it powers your CD player –– it does a lot of things.
  Or consider a material that is as light and thin as a silk hankie, but which can stop a bullet
  like an inch of steel plate. We’ll call it “Detwilium.” The obvious application is Detwilium body
  armor. But now consider the gas mileage on a car made of the stuff. What’s the range like on a
  Detwilium bullet? How much faster would a jet plane be with a Detwilium frame and
  superstructure?
  If you just want to make a weird gadget that does one thing and that has no broader
  applications, go with the Gadgeteer power. If you use Hyperbrains to create an innovation –-
  even a unique one –- you get the ancillary devices whether you want them or not.
  Once you’ve listed out all the applications you and the GM can think of for your hoped-for
  discovery, figure out how much it would cost to buy it as a super-power. Specifically, calculate
  how much one Wiggle Die in that power would cost. (It’s almost certainly going to be 20 at the
  minimum –- depending on what your GM considers as “Extras,” possibly a lot more.)
  That number is your invention’s Base Complexity. It’s a measure of how far ahead of the tech
  curve it is and (therefore) how hard it’s going to be to make.
  Roll a dice pool consisting of your Brains score and a relevant Skill. (You must have a
  relevant Skill –- even someone with Brains 10 isn’t going to invent Detwilium without at least a
  passing knowledge of Metallurgy or Fabrication Science.)
  Formulating a theory is a risk. If you succeed, you don’t gain or lose any Will. But if you fail,
  the depression and disappointment costs you 5 Will.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  Once you succeed, you can deduct the width of your successful roll from the base
  complexity. The result –- the Final Complexity –- gives you an idea how much time a working
  prototype requires. No matter how well you roll and how simple your invention, you can never
  reduce the Final Complexity below 1.
  Note that succeeding at the roll doesn’t mean your theory is correct. It means it holds together
  and you understand it enough to test it in field conditions.
  Example: Professor Chrank believes that by “superpacking” the molecules of
  molybdenum and cesium, he can create Detwilium armor (as described above).
  Detwilium has all kinds of applications, so its Base Complexity is 20. He’s got Brains 5
  and Metallurgy 3, so he rolls 8d. With a pair of sixes, the Final Complexity for his
  Detwilium suit is 18.
  Construction
  Once you’ve got a theory, you can try to build a prototype. How long the prototype takes to build
  depends on how widespread the innovation will (eventually) be.
  • 
  If you’re after a unique device –- you’re missing sleep, making no notes, working on
  intuition, consulting none of your colleagues and generally creating in a wild frenzy –- it
  takes a number of days equal to the Final Complexity. They don’t have to be consecutive:
  You can take a couple days off to save Paris or a week to avert a nuclear catastrophe. But
  every day you do work on it costs you 5 Will. You really can’t do much else on a day
  when you’re working on such a hectic schedule. For every 10 Will you spend, you can
  knock a day off the time involved.
  • 
  If you’re building a proprietary device –- you’re cranking out a hundred of them, so the
  creation is repeatable, but each one is incredibly expensive and sophisticated –- then
  creation takes a number of months equal to the Final Complexity. For each month you
  spend working on it, you spend 10 Will. Unlike the near-fugue effort of creating a unique
  device, when you’re working on a proprietary innovation it’s assumed that you’re
  working on it part-time. A career as a heroic adventurer won’t set you back unless you’re
  away from the lab for more than half the month.
  • 
  If you’re creating a revolutionary device –- you’re getting venture capital, hiring (or
  learning) law to protect your patents, building a factory and setting up a corporation to
  produce the thing –- then it takes a number of years equal to the Final Complexity. As
  with a proprietary device, you spend 10 Will a month while working on it, and it’s okay
  for you to duck out for dinner with your wife now and then (or for that deadly
  showdown with Doctor Morbid). There’s no way to rush the production time.
  Only after the investment of time and Will is correct can you try the final proof of concept. Roll a
  pool of your Brains and the relevant Skill. If it fails –– sorry. It looked good on the drawing board,
  but the theory did not ‘prove out’ in testing.
  If it succeeds, the device works. Not only that, but you’ve got proof that your theory is
  substantially correct. That means that you can start making spin-off devices.
  Remember all the ramifications you and the GM thought up while brainstorming the device?
  The Base Complexity for those devices is calculated as if you were buying a Hard Die instead of a
  Wiggle Die –- if you’re making them at the same level of advancement, or at a lesser one. That
  means that if you make a revolutionary invention, you can build spinoffs at the revolutionary,
  proprietary and unique levels. If it’s a proprietary invention, you can build proprietary spinoffs,
  or unique ones. If you made a unique invention, you can only spin off other unique inventions.
  (Sorry, no making one unique invention and then creating a bunch of comparatively quick
  revolutions.)
  Example: Professor Chrank doesn’t just want to blow millions of dollars to create one
  Detwilium suit. He plans to produce thousands of Detwilium suits. (After all, with
  crazed super-villains running around, there’s certainly a market for affordable,
  comfortable armor.) Since this is a revolutionary goal, it’s going to take him 18 years to
  see proof of his process. For each of the 12 months of each year, he puts in 10 Will – 120
  Will a year. By the end of his development period he’s invested 2,160 Will points. At the
  end of that span, he rolls his Brains + Metallurgy (which has, in the interim, gone up to
  9d). If he gets any match, he can have his armor suits on the market next season. If he
  fails, he’s thrown millions of dollars and invaluable effort down a huge mental toilet.
       Assuming he succeeded, other Detwilium devices would be much easier to create,
  regardless of the level he wanted for them. A unique Detwilium jet would have a Base
  Complexity of 10 –- with a 4x wide roll and some hot coffee he could build that jet in six
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  days, for 30 Will. Or he could whip up a hundred Detwilium cannons in seven months
  with a 3x roll and 70 Will.
  Hyperbrains tend to be really, really protective of their inventions, because if a rival inventor gets
  her grimy mitts on a finished device, she can duplicate it without going through the theory stage
  at all: She just has to spend the Will and build with a Final Complexity of 10.  Note that the same
  limits to advancement level apply. If she steals a revolutionary device, she can make proprietary
  copies in months or a unique copy in days. But if she steals a unique device, she can only make
  one unique copy.
  XXXBEGIN BOXED TEXTXXX
  Unwanted Attentions…
  The life of someone responsible for a revolutionary breakthrough in science –– something on the
  level of the TV, jet airplane or the Salk Vaccine –– is sometimes not an easy one. There is money,
  of course, and prestige, but along with it, especially in our modern world, comes the unwanted
  attentions of the media.
  Being a superhero is difficult enough, without every major world news service tracking your
  every move thanks to your startling scientific breakthrough and vast wealth. How long do you
  think it would take CNN to uncover your secret double existence, especially if you were
  responsible for some of the greatest scientific achievements of the modern age? Imagine if Bill
  Gates was a superhero by night, would it be days or weeks before his secret was uncovered?
  So, choose carefully before unleashing your inventions on the world –– they may impact
  more upon your life than you can imagine.
  XXXEND BOXED TEXTXXX
  Improvements
  But why go through the hassle of reinventing the wheel when you can just take something that
  already exists and improve it? Improving an invention that’s already built and tested is a lot
  simpler than starting up from scratch.
  As with an innovation, you have to figure out the machine’s Complexity. Once you’ve got
  that, you just make one roll to start construction. The time and Will costs are the same at each
  level –– 5 Will/day on a daily scale for unique, 10 Will/month on a monthly scale for proprietary,
  10 Will/month on a yearly scale for revolutionary devices.
  The complexity of improving a device depends on what element of it you’re improving. For
  the purposes of WILD TALENTS, some features of a machine are critical, while others are fairly
  nugatory. It’s impossible to list every quality of every device, but the following examples should
  give you an idea of whether a given improvement is really potent or not.
  Critical Factors
  Nugatory Factors
  Vehicle Speed
  Vehicle Range
  Vehicle Maneuverability
  Vehicle Fuel Capacity
  Vehicle Armor
  Weapon Ammo Capacity
  Weapon Damage
  Weapon Spray Quality
  Weapon Penetration
  Weapon Area Quality
  If you’re improving a nugatory factor on a unique or proprietary device, it’s Complexity 1 to
  improve it tenfold. However, at the revolutionary level it’s Complexity 1 to improve a nugatory
  factor ten percent.
  The rationale for this is that it’s fairly simple to make a hyper-efficient engine if price is no
  object. Making a globally affordable hyper-efficient engine is an entirely different kettle of fish. The
  other rationale is that having one guy (or even a hundred) with planes that can circle the planet
  twice without refueling doesn’t have a huge impact on the GM’s setting. Having huge fleets of
  such planes –- commercial and military –- certainly would.
  A laundry list of typical improvements follows. Note that this is the complexity when the
  device in question suffers no other loss of use. Any schmoe can weld armor to a car if he’s willing
  to sacrifice speed and handling. It takes a genius to add armor without slowing it down or
  reducing its turning radius.
  • 
  Doubling a weapon’s damage = 100% improvement = Complexity 5
  • 
  Turning a weapon’s damage from all Shock to all Killing = 100% improvement =
  Complexity 5
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  • 
  Halving a weapon’s Slow rating (that is, doubling its speed) = 100% improvement =
  Complexity 5
  • 
  Halving a weapon’s weight and size = 100% improvement = Complexity 5
  • 
  Adding a +1 to a weapon’s damage = 60% improvement = Complexity 3
  • 
  Giving a non-Spray weapon the Spray quality = 100% improvement = Complexity 5
  • 
  Increasing a Spray weapon’s Spray rating by 1 = 60% improvement = Complexity 3
  • 
  Each added level of Penetration = 100% improvement = Complexity 5
  • 
  Adding the Burn quality = 160% improvement = Complexity 8
  • 
  Adding two levels of Light Armor to a vehicle = 20% improvement = Complexity 1
  • 
  Adding a level of Heavy Armor to an unarmored vehicle = 100% improvement =
  Complexity 5
  • 
  Increasing an armored vehicle’s Heavy Armor by 1 = 40% improvement = Complexity 2
  For factors that aren’t on this list (such as vehicle speed and maneuverability), assume that each
  20% improvement in performance adds 1 to the Complexity of the improvement.
  There is a catch to this sort of tinkering –- a very important catch. You cannot improve a
  machine that’s an improvement of another machine! That is, if you want to start out with a Colt 1911
  and give it Spray 2, that’s Complexity 8. If you want a Colt 1911 that has Spray 2 and Burn, you’re
  going to have to start with an unmodified pistol and build around Complexity 16. (Otherwise, it’s
  too quick and easy for an inventor to modify a pistol to give it Spray, then modify that
  modification for Burn, then modify the modified modification every couple days. By making
  multiple rolls for what’s essentially one invention, the time gets reduced radically. Sorry. That
  just doesn’t add up.  For example, if I wanted to add +3 to the damage of a unique pistol, it’s
  complexity 9.  With a width 2 roll, it takes me 7 days.  If I was able to do successive modifications,
  I could add +1 in one day if I got a width 2 roll, then add another +1 the next day with a width 2
  roll, and so forth.  This shortcut would let me get my +3 pistol in a third the time and with a third
  of the Will investment.  That’s why it’s cheating.  Sorry.)
  Example: Vigilante genius El Cráneo wants to make himself a suitably deadly, impressive and
  unique gun. He starts with an American .45 M1911. First and foremost, 7 shots are far too
  few: He wants to raise the ammo capacity to 70.
  (The GM asks El Cráneo’s player how he does this without raising the weight or size. The
  player provides some hand waving about how it now fires tiny, wadded up balls of barbed
  steel netting that expand through flesh when they hit. All the damage of a .45 shell at a tenth
  of the size. Good enough.)
  Next, El Cráneo wants his weapon to be able to punch through light armor, and to be able
  to hose down legions of enemy goons easily. Penetration 3 and Spray 3 sound about right to
  him.
  Adding it up, the final complexity comes out to…
  • 
  10x Ammo capacity = Complexity 1
  • 
  Add Spray = Complexity 5
  • 
  Increase Spray two ranks from 1 to 3 = Complexity 6
  • 
  Add Penetration 3 = Complexity 15
  The final Complexity for his supergun is 27. Rolling his Brains 2+1WD and his Gunsmithing
  1, El Cráneo gets a pair. He can build his supergun in 25 days –- if he’s willing to expend a
  total of 125 Will over that time.
  Lacking the Will to make such a weapon, El Cráneo goes back to the drawing board and
  decides to make two superguns. One (called Navaja) has the increased ammo and spray, and
  the other (Lanza) has just seven shots and Penetration 3. Navaja has a Complexity of 12, and
  Lanza has Complexity 15. He rolls for each weapon and gets a pair each time. He needs 10
  days and 50 Will to make Navaja, and 13 days and 65 Will to make Lanza. Still pricey, but it’s
  a lot easier to build one and use it to get the Will needed for the other.
  Note that El Cráneo (with Base Will 7) could decide to work on a weapon for a day, then
  wait five days until his Will regenerated on its own, then put in another day. In essence, he
  doesn’t need to be out performing heroic deeds to get Will –- if he doesn’t mind expanding
  his build time fivefold.
  Using Innovations and Improvements in the Game
  Using an innovation or improvement in the game is as easy as a Stat+Skill roll. Want to use a
  Hyperbrains’ Laser Pulse Rifle? Simple, roll your Coordination+Laser Rifle Skill. Don’t have a
  Laser Rifle Skill? Then just roll your Coordination… Never seen the device before and you want
  to activate it? Make a successful Brains roll, with a Difficulty equal to the inventor’s Brains Stat.
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  Then make your normal Skill roll… If you succeed at both, it activates, if you fail at the Brains
  roll, you can’t even find the “on” switch, much less the trigger…
  As you can see using Hyperbrain creations is a little bit more difficult than using those of
  Gadgeteers –– Gadgets are much more “self-regulating” and allow nearly anyone to use them ––
  while Hyperbrains devices are much more academic, and require a general knowledge of a
  similar device to properly use them.
  XXXBEGIN BOXED TEXTXXX
  Nest-Eggs
  There are some improvements that a Hyperbrain doesn’t even need to really think about ––
  they’re just obvious to anyone with ten-and-a-half-brains. Simply walking up the street will give
  a Hyperbrain thirty ideas that could make anyone a million dollars –– how to build a better door
  stop, a new way to package milk, a way to increase brake efficiency –– to most Hyperbrains these
  are just toss-away ideas, similar to the pointless thoughts that flitter through normal brains
  everyday –– except they’re money makers. Many Hyperbrains just jot them down and give them
  out to friends to make sure that their mother, second cousin or high-school sweetheart doesn’t
  have to worry about money for the rest of their life.
  If you’re playing a Hyperbrain and can come up with a Nest-Egg idea –– like mixing tuna
  and mayo in the can –– then you can immediately patent the idea and become fabulously rich. It’s
  that simple, no roll, no Will, to you it’s a no-brainer. The trick is, you have to clearly explain your
  idea to the GM, and it has to make sense. Sorry, no pseudo-scientific explanations –– if you can’t get
  your idea across to the GM, how are you going to get it across to the patent office?
  It remains up to the GM just how fabulously wealthy such an idea might make you, and as
  always, his say is final…
  XXXEND BOXED TEXTXXX
  Gadgets
  Gadgets are unique inventions created by a being with the super-power Gadgeteering (see page
  xx). They differ from Hyperbrain inventions in that they are created in a fugue –– Gadgeteers
  have no clue exactly how they create such things, only that they can create them. They are
  scientific advancements, but they are so complex and randomly assembled that even
  Hyperbrains have difficulty figuring them out.
  Gadgets are built just like normal powers, with Flaws and Extras, and when used (by
  anyone) the Gadget’s dice pool is rolled, instead of the Stat+Skill of the user.
  Gadgeteers are funny folk. They build devices in a frenzy, with little or no clear idea of how
  they are building what they’re building –– yet their creations work. Unlike the devices of
  Hyperbrains, Gadgets may never be reproduced, except by another Gadgeteer. Also, the Will
  used to create the Gadget is stored within the device and may be “stolen” by any other Gadgeteer
  or Hyperbrain who can successfully disassemble the device.
  For this, and many other reasons, Gadgeteers are very protective of their devices.
  Unique or Unique Focus?
  While creating a Gadget, a Gadgeteer may choose to utilize the Flaw Unique Focus (see page xx)
  to reduce its cost. While all Gadgeteer’s devices are unique, a device that is a Unique Focus
  represents something very special. If a Gadgeteer constructs a device that is a Unique Focus, he
  may never, ever build that device again if it is destroyed. That means he may never use that
  particular assemblage of Powers, Extras or Flaws in a Gadget again.
  Gadgets that are not Unique Foci can be reproduced normally if destroyed (that is, the
  Gadgeteer may construct a near perfect facsimile to the device ––�it may not look or work exactly
  the same, but it’s very close).
  While the Unique Focus Flaw does shave some Will points off the device cost, it is a very
  risky proposition, especially if the Gadget is particularly useful…
  Selling Gadgets
  Gadgeteers may make a significant living selling their unique creations. After all, their Gadgets
  can sometimes offer what a Hyperbrain creation cannot –– the ability to utilize a device without
  training. Since many Gadgets have Hard and Wiggle Dice in their dice pool, utilizing them
  successfully requires no Skill –– simply point and pull the trigger –– the device does the rest.
  Many, many Gadgeteers toil away in dark laboratories constructing ray-guns, teleportation
  belts and instant battle-droids, because, as one might imagine, there is a huge market for such
  creations in a world filled with super-beings. Humans in the possession of the right Gadget can
  fight on par with superhumans –– something which interests every major world government.
  Also, thugs need those plasma rifles to take out the intrepid hero, don’t they?
  
  WT v.5 ©2002 Dennis Detwiller and Greg Stolze
  XXXBEGIN BOXED TEXTXXX
  Gadgeteers Disassembling Hyperbrain Devices
  Since both Hyperbrains and Gadgeteers must possess the Anachronist Archetype to create their
  devices, they both possess the Identify and Disassemble Technology Skill. Hyperbrains gain Will
  normally by disassembling a Gadgeteer creation, but what happens when a Gadgeteer
  disassembles a Hyperbrain innovation or improvement?
  A Gadgeteer who successfully disassembles a Hyperbrain innovation gains the innovation’s
  Base Complexity in Will points. For an improvement, on a successful roll, the Gadgeteer gains
  half the Base Complexity in Will points.
  Notably, an innovation or improvement may only be disassembled once… You cannot just
  gather the 20 particle pistols you recovered from Dr. Skull and disassemble them one by one for
  the Will points in each –– only one particle pistol would yield a Will reward –– after that, the
  other 19 are junk.
  XXXEND BOXED TEXTXXX
  
SOURCE: textdata/thevault/Wild Talents/Wild Talents Corebook.pdf