TEXT: 1
  By
  William Alfred Council
  Zephaniah Comics Online Gallery
   http://www.renderosity.com/gallery.ez?ByArtist=Yes&Artist=Glicion
  Heroic Visions Website:
  http://lulu.com/zephaniahcomics
  Zephaniah Comics Clothing, Posters, Mouse pads & More
  www.cafepress.com/zephaniahcomics
  E-Mail: ZephaniahComics@yahoo.com
  Email with us with questions or comments about the Heroic Visions RPG
  
  2
  Second Edition
  All Rights Reserved. Copyright   2006 William Alfred Council
  No part of this book may be reproduced, stored in a retrieval system or transmitted in any form or by any means,
  graphic, electronic, or mechanical, including photocopying, recording, taping or by any information storage or re-
  trieval system, without the permission in writing from the author.
  Published by:
  Zephaniah Comics
  1008½ B Santa Fe Ave SW
  Albuquerque, New Mexico 87105
   All characters in this book are fictitious. Any resemblance to actual persons, living or dead, is purely coincidental.
  Printed in the United States of America
  
  3
  Introduction � pg. 4
  Seekers � pg. 107
  Dark Slayer � pg. 125
  Body Type � pg. 8
  Alpha � pg. 108
  Day Break � pg. 126
  Origin � pg. 15
  Bridge � pg. 109
  Eliminator � pg. 127
  Primary Characteristics � pg. 17 
  Cassandra � pg. 110
  Gree-Nal � pg. 127
  Secondary Characteristics � pg. 18 
  Chemex � pg. 111
  Hell Strike � pg. 128
  Experience Points � pg. 19
  Disruptor � pg. 112
  Infiltrator � pg. 129
  Experience Levels � pg. 20
  Glicion � pg. 113
  Kuratos (Sgt.) - pg. 129
  Advantages � pg. 21
  Jael � pg. 114
  Ms. Miniature � pg. 130
  Traits � pg. 24
  Kinesis � pg. 115
  Quake � pg. 131
  Skills � pg. 38
  Manta � pg. 116
  Slash � pg. 131
  Powers � pg. 59
  Port � pg. 117
  Solar Wing � pg. 132
  Power Emission Points � pg. 79 
  Pulse � pg. 118
  Torrent � pg. 133
  Power Bonuses & Limitations � pg. 80 
  Razor-Wing � pg. 119
  Aliens � pg. 133
  Combat � pg. 83
  Seraph � pg. 120
  Monsters & Robots � pg. 136
  Movement � pg. 84
  Skink � pg. 121
  Glossary of Terms � pg. 139
  Fighting � pg. 86
  Snow Fighter � pg. 122
  Character Sheets � pg. 140
  Items � pg. 90
  Time Slip � pg. 123
  Order Forms�pg. 142
  Structural Ratings � pg. 92
  Vid � pg. 124
  Psionics � pg. 100
  Villains � pg. 125
  Game Mastering � pg. 106
  Banshee � pg. 125
  TTABLE
  ABLE OF
  OF C
   CONTENTS
  ONTENTS
  
  4
  IINTRODUCTION
  NTRODUCTION
  A role playing game is very different from traditional
  games like chess or checkers. With other games, the
  goal is straight forward - beat your opponent. The goal
  of a role playing game is primarily to have fun and sec-
  ondarily for your player characters to survive and defeat
  their adversaries. These adversaries are not the other
  player characters but characters known as NPC's (Non
  Player Characters) who are under the Game Master�s
  (otherwise known as GM) control. Role playing games
  are �cooperative;� the players work together as a group
  or a team and not against each other. The players learn
  the fundamentals of teamwork as they work to survive
  in worlds of their Game Master's intricate design. This
  means that there is no winning and losing in the conven-
  tional sense. The players win or lose as a group. The
  GM and the players both having a good time is the only
  �win� possible.
   
  Role playing is similar to the dramatic arts. A
  play has a director who sets the scene for the actors. The
  director has some control over how the actors will react.
  The actors implicitly follow the instructions of the direc-
  tor. This is not entirely true for role playing games; the
  players can be best described as improvisational actors.
  The director sets the scene and steps back to watch the
  action. The actors react to the plot within the parameters
  of their characters� personalities. This is what the play-
  ers do in a role playing game; they act out the role of
  their characters.
   
  When playing a role playing game, one person
  takes the part of both director and author. He or she is
  the Game Master. The GM describes the setting to the
  players. Each player creates his character including their
  powers, abilities and personality. The player makes up
  the snappy dialogue on the spot, trying to talk and act as
  his character would in the scenario. The GM takes the
  role of the supporting cast in the adventure. It is his job
  to breath life into the characters with whom the player
  characters interact.
   
  Prior to the evening�s adventure, the GM will
  either have purchased a pre-made module or created one
  of his own. A module serves as a rough outline of what
  is to happen in the adventure. This consists of scenes or
  scenarios with the general reactions of the characters
  that are under GM control. The art of Game Mastering
  manifests during the actual playing session. This is
  where the GM interprets the rules in the context of the
  players� actions. These actions are the meat of role-
  playing. The key to role-playing is the interaction be-
  tween GM and players.
  Equipment
  1. Two or more players, plus
  2. Game Master
  3. Dice: four 6 and 8-sided, two 4, 10, 12 and 20-sided
  4. Paper and pens for notes and maps
  5. Imagination
  Body Type and Construction Points
   
  Every Body Type yields a pre-determined
  amount of points. The GM has the final say on what
  Body Types are permissible in his campaign as well as
  the Construction Point Maximum. If a scenario deals
  with drug dealing Centaurs, the GM might not desire
  Cyborgs running around on his campaign world. Re-
  member the GM has the final say; it is her responsibility
  to make the game challenging and exciting for the play-
  ers. Body Types and Point Maximums are some of the
  tools that maintain game balance. The Zephaniah Com-
  ics Universe is rich in its diversity. It�s scope could very
  easily overwhelm. The GM will want to develop his
  own corner of the galaxy, one system at a time.
  Basic Personality
   
  All players should give some thought to the
  basic personality of their player character. In the comic
  books, it is a character�s personality that sells books and
  not his flashy powers. Super beings, like average citi-
  zens, have some moral (or immoral) code that they live
  by. This code dictates their actions on a case by case
  basis. This is not to be confused with the codes found in
  the Traits section. Those codes are partial. They do not
  include the full range of situations that a Player Charac-
  ter will become involved in.
   
  Skills are another aspect of character genera-
  tion. Beside reflecting the personality, skills give a char-
  acter a sense of being. It is helpful to know what your
  character can do in his down time. A Player Character,
  
  5
  or PC, can be anyone from a reporter for a leading news-
  paper to a college student struggling to both pass mid-
  terms and save the world in the same week.
  Goals
   
  What is the character�s goal in life? Some char-
  acters have goals related to their powers (to be the per-
  fect crime fighter or be on the cover of Person maga-
  zine) while others may have more ordinary goals (to put
  their children through school, to marry their childhood
  sweetheart or even to be a millionaire). Characters
  should state their goals and work toward them. Of
  course, goals can change as the character grows and
  develops!
   
  How does the character feel about public atten-
  tion? Supers may be loved or hated, but they are rarely
  ignored. Does she seek the limelight, tolerate it as a nec-
  essary evil, hide from the press or punch photographers?
  Will he sign autographs for children? For pretty girls?
  For the President? Put on shows for charity? Collect
  groupies? Kiss babies? Run for office? Do they act ex-
  troverted to cover their shyness? Think about how the
  heroes would react to all of this attention as well as what
  could bode for the extremely popular or unpopular char-
  acter?
  Appearance
   
  What is the character�s overall appearance?
  This includes the special effects of both major and mi-
  nor powers. It can be interesting to create a super being
  whose looks belies his abilities. A buffed fellow who
  looks like a tank might have a glass jaw or be the devel-
  oper of the latest Warp Drive. Worse, the scrawny old
  lady who is robbing the bank might have a strength of
  15 thanks to some radioactive Geritol or the like. Re-
  member, appearances can be deceiving.
   
  Although there are some random choices in
  Heroic Visions, the player�s goal is to create a complete
  super being. Player characters are more interesting and
  believable if their abilities work together. For instance, a
  being who could teleport, talk to animals and create daz-
  zling light flashes would be �legal� in game terms, but
  hard to explain or justify. A Player Character should not
  just be a bundle of powers and skills. Care should be
  taken in developing playable and exciting advantages
  and traits.
   
  The definition of a super ability gives its im-
  portant game effects: dice damage, area affected, range,
  and occasionally other effects. For each power, various
  side effects should be defined. All physical abilities are
  assumed to have an obvious (usually visual) effect,
  unless the No Obvious Effects Advantage is bought.
  Therefore, most force beams, missiles and so forth will
  be visible. (audible, or both) It's up to the player to de-
  termine whether his character�s laser is a steady green
  glow, a purple flash that makes a humming noise, or
  whatever else he can imagine. Psi powers have an effect
  that is obvious to other psionics (but nobody else). The
  advantage - No Obvious Effect would negate this.
  Costumes & Secret Identities
   
  The costume is an important part of a superbe-
  ing�s arsenal. On the basic level, a costume serves to
  identify the hero or heroine. That�s why it�s important
  for the player to come up with a rudimentary sketch of
  his character�s costume. Care should be taken to make a
  distinct costume. Do you recall how many comic book
  stories began with someone mistaking a character for a
  villain just because their costume were similar? We
  won�t mention the cases of deliberate impersonation.
  Some things are better left to the imagination.
   
  One of the last questions that the player must
  ask himself is whether or not the character has a Secret
  Identity. A Secret Identity means different things to dif-
  ferent heroes and villains. To some it�s a chance to be
  off duty and go about the normal routine for a while. For
  others, the secret identity allows the character access to
  important equipment, material or people that benefit him
  in his super identity. If one does not have a secret iden-
  tity, that character can never be truly off duty. This does
  not mean that everyone will recognize the hero but it's a
  guarantee that his arch foes will. Again, Heroic Visions
  is a system of choices. Experiment and play with differ-
  ent costumes and secret identities to find out what suits
  you and your player character.
  Super Teams
   
  In a one shot adventure, players will often form
  a diverse group of heroes or villains who just happen to
  be together. That�s all right for a short term basis but in
  a continuing campaign, the players will probably want
  to form a cohesive team.
   
  The interaction and internal conflicts within a
  team can lead to great role playing opportunities. If
  some members have a Code Vs. Killing and others do
  not, things could get sticky if some of the heroes get
  tired of being stalked by a powerful villain. This is one
  of the famous shades of grey through which a team has
  to go through.
   
  The super team also gives super beings a way
  to interact with society. Both friends and enemies can
  
  6
  reach them when they want to drop by for a chat or a
  small war.
  Team Creation and Origins
   
  When the characters are first created, the GM
  should give hints to the players about the type of cam-
  paign he wants to set up. In some cases, team members
  should have similar powers or origins. You know, like
  the P-Men, an outlaw band of psionic adventurers. In
  other cases, complimentary powers could be more inter-
  esting: one or two fliers, one or two combat monsters,
  one or two stalkers and or one or two espers.
   
  The team could be brought together by the
  same origin; for example, all of them could be teenage
  samurai dragons or a band of X-Criminals and so on.
  The powers could also be gained in the same origin (The
  classic exposure to some type of radiation mishap)
   
  Some teams are formed by having a common
  goal. Seekers came together to fight for a shared vision.
  Strike Force united to escape their enemies. The GM
  and the players should not have any challenges with
  coming up with Team Origins.
  Choosing A Name
   
  Every super team needs a name! Choose one
  that will identify your members and goals, be  easy to
  say, and look good in the papers. Care should be taken
  to create an original name. Life could get hectic if peo-
  ple start confusing y�all with the local villain group.
  Team Objective
   
  Every super team has a reason for being. There
  are many possibilities other than to merely fight crime.
  They include:
  Military Strike Force: A sponsored team that is makes
  surgical strikes against their enemies - Seekers
  To commit crime: This is not necessarily the sole prov-
  ince of villain groups. Remember that it is a society that
  decides what is a criminal. One example is the Renegade
  organization. They are viewed as villains by the Man-
  gian Empire yet they are the people�s champions.
  Espionage or Counter-Espionage: possibly political,
  corporate or paramilitary.
  To further some cause: Star Force - dedicated to main-
  taining law and order within the Gedaliah Confederation
  or X-Psi - dedicated to the control and/or elimination of
  all psionic beings.
  To help other supers in trouble: Arcadia PD�s Super
  Tactical Assault Team a.k.a. S.T.A.T.
  To earn money: as troubleshooters, mercenaries, assas-
  sins or paranormal investigators.
  Performers: probably, but not necessarily, utilizing their
  super abilities. One example could be a team of super
  powered rock stars.
  Team Rules
   
  Many teams will adopt certain rules or codes of
  conduct. These can cover anything from damage to pri-
  vate property; who gives the orders both in and out of
  combat; sharing the spoils of war; use of team property;
  and so on. These rules can either be in a written consti-
  tution or simply a loose agreement between friends.
  Team Property
   
  As a group develops; it will acquire property;
  transportation (it�s not too cool to have to rely on Mass
  Transit to get to the Mad Professor�s hideout); means of
  secure communication; a headquarters; a team bank ac-
  count; and so on.
  NPC Team Rules
   
  Depending on the team makeup, the Game
  Master may want to create one or two NPCs as extra
  members of the super group. These NPCs can serve sev-
  eral purposes:
  Extra firepower: especially if the team is small.
  Extra talents: providing useful skills or abilities that no
  PC has.
  A mouthpiece for the GM: for situations where a hint is
  needed to get the adventure back on track.
  Team Tactics
   
  A skilled team of warriors will develop various
  tactics to take advantage of their members abilities. Ex-
  ample of this include:
  Seeker Missile - A strong member hurling an acrobatic
  member at a distant foe or the Strike Force Omni Strike
  - all members perform a coordinated ranged attack
  against one foe. The more successful super teams invest
  some Construction Points into the Coordinating Attacks
  
  7
  Skill.
  Team Patron
   
  If the team has a powerful sponsor, that spon-
  sor should be taken as a Patron by each team member.
  The GM rolls once per game session to see if the Patron
  appears. A super team is, itself, a very powerful entity.
  A meaningful Patron for such a group might be a gov-
  ernment, a mega-corporation, an ultra powerful super or
  an extra dimensional creature or immortal.
  Team Enemies
   
  Remember to check to see if the team, as a
  group, has any particular foes that may be taken as a
  character Trait by all team members. This is determined
  by each member taking the same Hunted or Watched. It
  is permissible for some of the newer members, who ar-
  rive after the Hunted or Watched has been taken, not to
  have this group Trait.
  
  8
  BODY TYPE
   
  The first step in character generation is the selec-
  tion of your hero�s body type. The choice of body type
  will give you a basic idea of your hero�s height, weight,
  and Body Construction Points. These points will be used
  in the purchase of your stats, skills and powers. Finally,
  the body type will sometimes give you powers or skills
  free of charge. This means that you can spend your points
  on Power Ranks & Orders, Skills, or Primary Attributes.
  Die Roll
  Body Form
  01-20
  Normal Human
  21-25
  Induced Psi / Mutant
  26-30
  Random Psi / Mutant
  31-35
  Hereditary Psi / Mutant
  36-40
  Alien
  41-45
  Altered Human
  46-49
  Abnormal Chemistry
  50-52
  Mineral
  53-57
  Liquid
  58-60
  Ethereal
  61-65
  Demihuman
  66-70
  Mechanical
  71-75
  Angel / Demon
  76-79
  Immortal
  80-84
  Animal
  Body Type Chart
  85-89
  Vegetable
  90-93
  Gaseous
  94-95
  Energy
  96-00
  Changeling
  Alien Body Type Sub table
  01-03
  Onalogian
  04-10
  Aquatan
  11-17
  Lengardian
  18-25
  Newavian
  26-30
  Rakgarian
  31-33
  Galactic Knight
  34-40
  Restnomian
  41-46
  Taklonian
  47-52
  Thalarian
  53-58
  Vanguardian
  59-66
  Vorakian
  67-78
  Stzian
  79-85
  Lianid
  86-94
  Cigamite
  95-00
  Other Alien
  Die Roll
  Body Type
  01-10
  Centaur
  11-20
  Equiman
  21-30
  Faun
  31-40
  Avian
  41-50
  Lupinoid
  51-62
  Wyvernoid
  63-71
  Lamian
  72-85
  Merhuman
  86-94
  Felinoid
  Demihuman Body Type Sub Table
  95-00
  Other Demihuman
  Die Roll
  Body Type
  01-10
  Android
  11-18
  Exoskeleton�Cyborg
  19-31
  Mechanical Body Cyborg
  32-44
  Mechanical Augmented Cyborg
  45-60
  Human Robot
  61-72
  Usuform Robot
  73-88
  Metamorphic Robot
  Mechanical Body Type Sub Tables
  89-00
  Computer Robot
  Die Roll
  Body Type
  Abnormal Biochemistry:  The hero appears com-
  pletely normal but possesses a different chemical
  base. A key element in the body�s chemical makeup
  is replaced by another element. Frequent abnormali-
  ties include the elements: Silicon, Copper or Cobalt.
    
  Silicon based life has a body temperature
  40° lower than similar carbon-based life forms.
    
  Copper produces green blood whereas Co-
  balt produces blue blood.
  
  9
   
  Abnormal Humans face a series of problems.
  They must have specially synthesized foods that meet
  their new chemical makeup. These heroes can not give
  or receive blood transfusions or any surgical implants.
  One advantage that Abnormal Bio Chemical Beings
  have is that normal predators (both natural and super-
  natural) can not ingest them without becoming at least
  severely poisoned.
  Stats: St 4, Ag 1, Per 3, Ap 1, Sta 6, Con 3, In 3, Pre 6
  Weight: 5D6 x 12 pounds/Height: 5-7 ft.
  Hit Dice: 1D10
  BCPs: 120
  Altered Human: This is someone who started out as a
  normal human but later experienced some form of dra-
  matic change. The change affected the physical body but
  not the being�s DNA. Thus, the hero can not pass his
  powers to his descendants.
  Stats: St 2, Ag2, Per 2, AP 3, Sta. 3, Con 1, In 2, Pre 4
  Weight: 6D6 x 10 pounds/Height: 5-7 ft
  Hit Dice: 2D6
  BCPs: 105
  Android: This is an artificially created being which is
  virtually indistinguishable from a normal human. Only
  the most extensive analysis can tell the difference be-
  tween the two forms.
  (For Stats and BCPs refer to the Items Section)
  Angel/Demon: These beings are a group of immortals.
  They belong to the same family and are polar opposites.
  Angels/Demons are not Biblical angels or demons but
  have taken on the spiritual aspect of their namesake.
  They have dedicated their lives to either Jesus or to the
  god of this world.
  Stats: St 4, Ag 2, Per 3, Ap 5, Sta 4, Con 2, In 2, Pre 5
  Weight: 5D6 x 10 pounds/Height: 5-8 ft.
  Hit Dice: 2D10
  Powers:
  Demons: Fire Generation 1/3, Fire Immunity 1/3
  Angels: Wings 2/3, Energy (Celestial) Weapon 1/2
  BCPs: 145
  Avian: This body type comes in two basic forms: angels
  and harpies. The angelic avians resemble humans with
  wings sprouting from their shoulder blades. On  the
  other hand, harpies possess arms that are modified to
  serve as wings. Their feathered legs end in sharp claws.
  Both Avian types have Telescopic Vision 1/3
  Stats: (Both) St 2, Ag 3, Per 2, Ap 4, Sta 5, Con 2, In 2,
  Pre 2
  Weight: 5D8 x 10 pounds/Height: 5-7 ft.
  Hit Dice: 2D8
  Powers:
  (Angels) Wings 4/2
  (Harpies) Body Weaponry: Claws 1/3, Wings 1/3
  BCPs: 85
  Aquatan: The hero is from the planet Aquatus. This
  race has a mutant potential that is almost as high as
  Earth�s. Their complexion spans the various shades of
  blue.
  Stats: St 5, Ag 2, Per 3, Ap 2, Sta 4, Con 2, In 2, Pre 3
  Wgt: 6D6 x 10 pounds/Hgt: 4.5 to 6 ft.
  Hit Dice: 3D10
  Powers: Water Breathing 1/6, Swimming 1/5, Active
  Sonar 1/5
  BCPs: 80
  Centaur: Centaurs have a human head, torso and arms
  mated to the body of a horse. Centaurs of legend are
  viewed as either noble scholars or Boschian revelers.
  Centaurs possess the archery skill.
  Stats: St 6, Ag 2, Per 3, Ap 2, Sta 5, Con 4, In 2, Pre 3
  Wgt: 12D6 x 10 pounds/ Hgt: 6-8 ft
  Hit Dice: 3D10
  Powers: Running 1/3
  Skills: Archery 7
  BCPs: 70
  Changeling: This character has two options: 1) he is a
  secret changeling on the planet where he now resides or
  2) he dwells on a changeling home world. One such
  world is Cigam. These home worlds are almost un-
  known to any but changelings. He needs to decide on his
  base or preferred form. This is the form for which he
  will assign his �normal� stats. Most changelings have
  the Dark Secret Trait because they are scorned and
  feared almost universally throughout the cosmos. Beings
  don�t trust the highly flexible shape changing abilities of
  the changelings. Changelings differ from normal shape
  shifters in that they highlight their other powers while
  keeping their shape shifting abilities secret. There are far
  more changelings in the universe than they actually ap-
  pear to be.
  Stats: (purchased as desired)
  Weight: 5D6 x 10 pounds/Height: 5-7 ft.
  Hit Dice: 2D10
  Powers: Shape Change 2/4
  BCPs: 225
  Cigamite: These individuals hail from the mysterious
  planet of Cigam. Cigamites have a Heightened Presence
  and have limited resistance to Psionic Attacks. Further-
  more most Cigamites possess some degree of Psionic
  Power.
  Stats: St 2, Ag 2, Per 3, Ap 2, Sta 3, Con 3, In 2, Pre 5
  Weight: 7D6 x 10 pounds/Height: 5-7 ft
  Hit Dice: 2D8
  Powers: Resistance: Mental Attacks 1
  
  10
  BCPs: 90
  Computer: This robot doesn�t have a body per se. It is a
  computer entity. Stats are developed normally. Intelli-
  gence, Confidence and Personality are possessed by the
  computer entity. The other stats are possessed by a robot
  shell. The character can even power and empty robot
  body thus cloaking his true nature. It takes one round to
  leave such a body and travel along a circuit path.
  (See Devices Section)
  Cyborg: The character is part human and part machine.
  There are many different combinations of human to ma-
  chine parts and common sense should prevail. The GM
  and players should feel free to select the powers that
  best represent their character�s synthesis of man and
  machine.
  (See Devices Section)
  Energy Body: The hero is an energy being. The basic
  form can be any energy type in this book. The Energy
  Body can move at will in any direction and possesses an
  intensity that translates into hit points. At 0 hit points,
  the Energy Body will fall unconscious and temporarily
  dissipate (if the being is a shape shifter, he�ll return to
  his normal form). This character�s Order in Energy
  Body replaces Stamina when calculating their Healing
  Rate. Energy Bodies have the same characteristics as the
  energy upon which their composition is based. They can
  be contained within special storage units. This is the
  only documented way to immobilize this being. Energy
  Beings composed of visible wavelengths may create a
  ghost-like image of themselves. Characters striking an
  Energy Body in hand to hand combat will take damage
  as if they were blasted with an energy blast (unless the
  character is normally immune to that type of energy)
  Stats: (purchased as needed)
  Weight: nil / Height: varies
  Hit Dice: 2D10
  Powers: + 2 Order to any energy power
  BCPs: 240
  Equiman: These individuals possess horse legs in place
  of human ones. They have a horse�s mane and tail as
  well. An equiman is born from two equimen or from a
  centaur and a human mating. If they hide their lower
  extremities, equimen can pass as humans.
  Stats: St 3, Ag 4, Per 2, Ap 3, Sta 4, Con 1, In 2, Pre 3
  Weight: 6D6 x 12 pounds/Height: 5-8 ft
  Hit Dice: 3D6
  Powers: Running 1/2
  Traits: Distinctive Features (Hooves) Concealable with
  Disguise
  BCPs: 150
  Ethereal: The hero is an intangible disembodied spirit.
  He can be an actual ghost or belong to a race that only
  exists in this form. An ethereal can drift in any direction
  at will with a speed that equals his Confidence. He can
  also pass through any solid matter effortlessly. His visi-
  bility is totally subjected to his will; he can be invisible,
  translucent, transparent or opaque.
   
  If the ethereal is a ghost, his form resembles an
  idealized version of his old body. A ghost�s image is
  based on his self esteem. That�s why ghosts often appear
  as either incredibly beautiful or hideously ugly. Ghosts
  are immune to most physical attacks. They are only sus-
  ceptible to Mental attacks and especially vulnerable to
  powers that affect the spirit. Ethereals can be solid in
  other dimensions. In them, they are affected just like
  other solid life forms. In these dimensions, they are not
  subject to ethereal damaging powers like Will Drain.
  Stats: (purchased as desired)
  Weight: nil/Height: varies
  Hit Dice: 2D10
  Powers: Non Corporealness 1/3
  BCPs: 190
  Faun: These beings possess the hairy legs, short tail and
  horns of a goat. They are frequently confused with
  Equimen. Fauns tend to be very strong willed (some
  would say stubborn) which allows them to resist interro-
  gation. Fauns are fascinated with music and most are
  excellent musicians.
  Stats: St 4, Ag 2, Per 3, Ap 2, Sta 4, Con 5, In 2, Pre 5
  Weight: 8D6 x 12 pounds/Height:3-5 ft.
  Hit Dice: 4D6
  Advantages: Resistance 5
  Skills: Flute 3
  BCPs: 100
  Felinoid: These are human shaped cat beings. Their
  overall body shape is that of a human with fur covered
  skin. Felinoids have cat like faces. They all have a tail,
  sharp teeth, long pointed ears, and diamond pupils in
  their eyes. Felinoids have Infrared Vision and are skilled
  Trackers and Climbers.
  Stats: St 2, Ag 6, Per 3, Ap 5, Sta 5, Con 3, In 2, Pre 3
  Weight: 5D6 x 10 pounds/Height: 5-7 ft
  Hit Dice: 1D12
  Powers: Infrared Vision 1/3, Tracking Scent 1/2
  Skills: Climbing 5
  BCPs: 85
  Galactic Knight: The hero is a member of this prestig-
  ious Knight Order. Galactic Knights hail from the planet
  Fidelis and are an offshoot of the Universal Guardian
  Corps. Unlike the Corps, only Fidelians can be Galactic
  Knights.
  Stats: St 9, Ag 7, Per 5, Ap 2, Sta 7, Con 6, In 2, Pre 5
  
  11
  Weight: 6D6 x 10 pounds/Height: 5-6 ft
  Hit Dice: 5D10
  Advantages:  LS: Longevity, LS: Osmosis
  Powers: Resistance - Energy 1/9, Warp Flight 1/5,
  Adaption 1/5, Body Armor (Metallic) 1/8, Cosmic Navi-
  gation 1/2, Cosmic Energy Blast 1/10 (No Range Pen-
  alty), Spirit Armor 1/2, Regeneration 1/1
  Skills: Fidelis 1, KS: Universal Guardian Corps 1
  Traits: Code: Galactic Knight, Minor Intergalactic
  Reputation (40-): Galactic Knight (only when in Ar-
  mored Form)
  Origin: Galactic Knights do not roll on the Origin Chart
  but have received their powers through  �Endowment�
  +5D10 Construction Points
  Body Type Notes: Body Armor must be activated. It
  adds an additional 1 - 2 ft. to a Fidelian�s Height. En-
  ergy Resistance, Spirit and Body Armor are vulnerable
  to Psionic Attacks.
  BCPs: 65
  Hereditary Psionic/Mutant: This individual was born
  to either psychic or mutant parents. Furthermore, he
  could even have a lineage of super powered ancestors.
  These individuals often form communities away from
  civilization�s bright lights and excitement.
  Stats: St 2, Ag 2, Per 2, Ap 2, Sta 2, Con 3, In 2, Pre 3
  Weight: 5D6 x 10 pounds/Height: 5-8 ft
  Hit Dice: 1D10
  Powers: +1 Rank and +2 Order to primary power
  BCPs: 110
  Human Robot: This being is 100%  machine. There is
  flexibility in that they can choose how they want to pre-
  sent themselves to the world. Human robots can look
  robotic or wear synthetic skin which allow them to pass
  casual inspection. Robots can possess all types of
  heightened senses and gadgets. Note robots possess a
  power score and they regain power as per living beings.
  However, they can also tap into a power source and re-
  charge faster.
  (Please refer to Devices Section)
  Immortal: This is an immortal or a close relative of one
  that was worshiped in the past as a false god. Some im-
  mortals actively sought such worship but some were
  worshiped just through the population�s ignorance. The
  immortal is still a force to be reckoned with since he
  often possesses a multitude of powers and fantastic
  weapons.
  Stats: St 2, Ag 2, Per 3, Ap 5, Sta 5, Con 6, In 2, Pre 5
  Weight: 5D6 x 10 pounds/Height: 5-9 ft
  Hit Dice: 4D12
  Powers: Immortality
  BCPs: 250
  Induced Psionic/Mutant: The individual was a normal
  human until some catalyst gave him psychic or mutant
  abilities. They often appear distinct from humans.
  Stats: St 2, Ag 2, Per 2, Ap 1, Sta 3, Con 2, In 2, Pre 2
  Weight: 5D6 x 10 pounds/Height: 5-7 ft
  Hit Dice: 1D8
  Powers:+1 Order added to primary power
  BCPs: 120
  Gaseous: This character�s body is completely composed
  of gases, vapors, smoke and mist without any solid com-
  ponents above the molecular level. The Gaseous Body
  can maintain its integrity in winds that have a lower
  Order rating than their hit points. The being can move at
  will through any permeable substance. (It takes special
  advantages to move through a vacuum) The life form is
  immobilized when converted to a liquid or solid form.
  The being is undamaged just immobile. The Gaseous
  Body can be fatal if inhaled or he can form a symbiotic
  relationship with another being.
  Stats: (Purchased as desired)
  Weight: Nil/ Height: Varies
  Hit Dice: 4D8
  Powers: Gas Form: 2/5
  BCPs: 245
  Lamian: These are snake people. They and the Wyver-
  noid rarely communicate despite their common ancestry.
  Both of these races make their home on Cigam. Their
  legs have been replaced with a serpentine body although
  they have human arms. Their skin is covered in fine
  scales. Their scale color is depends on their Clan mem-
  bership. Lamians have lidless eyes and retractable fangs.
  Stats: St 3, Ag 4, Per 2, Ap 1, Sta 3, Con 4, In 2, Pre 4
  Weight: 4D6 x 10 pounds/Height: 5-8 ft
  Hit Dice: 1D12
  Powers: Poison Bite 1/4
  Skills: Escape Artist 3
  BCPs: 100
  Lengardian: The hero is from Lengard. These aliens
  possess super speed. It takes a Rank roll for them to do
  anything slow.
  Stats: St 2, Ag 3, Per 2, Ap 3, Sta 4, Con 2, In 3, Pre 2
  Weight: 5D8 x 10 pounds/Height: 6-8 ft.
  Hit Dice: 2D10
  Powers: Super Speed 5/5
  BCPs: 100
  Lianid: These winged aliens are not known for their
  great intellects. However, their legendary viciousness
  and stunning agility more than make up for it. Many
  Lianids have mastered the art of assassination.
  Stats: St 3, Ag 5, Per 2, Ap 1, Sta 5, Con 4, In 1, Pre 4
  Weight: 5D6 x 10 pounds/Height: 5-7 ft.
  
  12
  Hit Dice: 2D10
  Advantages: Simulate Death, Double-Jointed
  Powers: Wings 1/5, Claws 1/2
  BCPs: 80
  Liquid Being: The hero is made entirely of liquid. This
  allows the being to flow through anything that water
  could flow through. He can even climb vertical surfaces.
  Liquid Being can alter it�s density so that it�s permeable
  or impermeable. Our hero can lift things at one moment
  and bullets go through him the next. If the Liquid Being
  is frozen, he is completely immobilized until freed. Note
  that the Liquid Being does not take any damage, he sim-
  ply can�t move. Unfortunately, vaporization is not as
  pleasant. These attacks are often fatal to these beings.
  Swallowing this life form can be fatal if the Liquid Be-
  ing so chooses; otherwise they can have a symbiotic
  relationship. This being has a special form of the power:
  Energy Body. Rank measures skill and Order determines
  the maximum amount of liquid he can become. Use the
  Strength Chart to find the appropriate liquid volume. For
  example, a Liquid Being with an Order of 7 would have
  a maximum weight of  3.2 Tons. The Order rating is
  also used as a DFV when he attempts to let attacks pass
  through him. The DFV is based on 5/Power Order.
  Stats: (purchased as necessary)
  Weight: Order pounds /Height: varies
  Hit Dice: 2D10
  Powers: Liquid Body 1/3
  BCPs: 170
  Lupinoid: Lupinoids are human shaped canine beings.
  They are often confused with werewolves. Their body is
  covered with hair and their face has a definitive canine
  look. Lupinoids possess a tail, claws, big teeth and long
  pointed or floppy ears.
  Stats: St 3, Ag 2, Per 4, Ap 2, Sta 3, Con 4, In 3, Pre 4
  Weight: 6D6 x 10 pounds/Height: 5-7 ft
  Hit Dice: 2D10
  Powers: Tracking Scent 1/4
  BCPs: 95
  Merhuman: These are the amphibious cousins of the
  Lamians. They are often found on Cigam and Aquatus.
  Their body is human from the waist up; the rest is flexi-
  ble fish tail. Merhumans possess lungs and gills. Their
  amphibious nature only permits them to stay on land for
  a day.
  Stats: St 3, Ag 3, Per 3, Ap 4, Sta 2, Con 2, In 3, Pre 3
  Weight: 6D6 x 10 pounds/Height: 7-12 ft
  Hit Dice: 2D12
  Powers: Water Breathing 2/5
  Traits: Dependency - Water
  BCPs: 105
  Metamorphic Robot: This robot is able to change from
  one form into another one. These forms must generate
  different stats and powers. Yes, you can have a Clark
  Klang who can transform into Superbot. Roll 1D4. This
  is the number of forms the robot can shift into. Ortan V
  is one of the planets where sentient robots rule. Note
  that you can find all types of robots and cyborgs on this
  planet.
  (Refer to Devices Section)
  Mineral: The hero�s body is composed of solid materi-
  als that don�t normally support life. This permits a wide
  range of substances and appearances. Like the Abnormal
  Humans, Mineral Life does not have many natural ene-
  mies. He is immune to all poisons and diseases that
  would affect normals but would be vulnerable to attacks
  that would affect their skin (i.e. rust would hurt an iron
  man). The vice versa is also true, diseases that would
  affect Mineral Life would not affect a human. Mineral
  Life has the Unusual Looks Trait.
  Stats: St 4, Ag 2, Per 3, Ap 2, Sta 7, Con 3, In 2, Pre 5
  Wgt: 1D100 x 1D6 pounds/Hgt: 7-12 ft.
  Hit Dice: 4D10
  Powers: Body Armor 1/3
  BCPs: 110
  Newavian: These characters have a love for science.
  The average individual lives to take something apart,
  find out how it works, make some improvements, and
  finally put it back together again. Newavian Scientists
  are some of the galaxy�s best.
  Stats: St 2, Ag 2, Per 3, Ap 2, Sta 3, Con 3, In 10, Pre 2
  Weight: 5D6 x 10 pounds/Height: 5-7 ft
  Hit Dice: 1D10
  Advantages: Eidetic Memory
  Powers: Adaption 1/2
  BCPs: 85
  Normal Human: This individual registers as a human
  on any type of detection device. All powers do not leave
  a detectable alteration on his bio molecular structure.
  Stats: St 2, Ag 2, Per 2, Ap 2, Sta 2, Con 2, In 2, Pre 2
  Weight: 5D6 x 10 pounds/Height: 5-7 ft
  Hit Dice: 1D6
  BCPs: 145
  Onalogian: The being is from the planet Onalog. He
  must choose an element (Fire, Light, Air, Lightning, or
  Cold) that he can absorb. Onalogians are massively
  strong and their skin is a dense metal that ranges in color
  from silver to black. Knights from the planet wield an
  elemental weapon.
  Average Citizen
  Stats: St 11, Ag 5, Per 4, Ap 3, Sta 8, Con 6, In 2, Pre 6
  
  13
  Weight: 4D8 x 100 pounds/Height: 7-9 ft
  Hit Dice: 8D10
  Powers: Body Armor 1/8, Adaption 1/2, UV Vision 1/3,
  Infared Vision 1/3, Parabolic Hearing 1/6, Flight 1/4,
  Telescopic Vision 1/6, Energy Absorption 1/4
  BCPs: 35
  Onalogian Knight
  Stats: St 15, Ag 8, Per 5, Ap 3, Sta 10, Con 7, In 4, Pre 9
  Weight: 5D8 x 100 pounds /Height: 7-9 ft
  Hit Dice: 10D10
  Powers: Body Armor 1/10, Adaption 1/4, UV Vision
  1/3, Infrared Vision 1/4, Telescopic Vision 1/7, Para-
  bolic Hearing 1/7, Flight 1/4, Energy Absorption 1/10
  Equipment: Space Armor (Warp Flight 10, Resistance-
  Psionics 9), Elemental Weapon (See Onalogian Weap-
  ons in Devices Section)
  BCPs: 25
  Other Aliens: This category allows you to either use
  some of the other aliens from Adventure Modules and
  Supplements or create a new one with the GM�s help.
  BCPs: Varies
  Other Demihumans: The GM and the player are free to
  develop any new demihumans on their own. They can
  also add in other demihumans from future supplements.
  BCPs: Varies
  Rakgarian: These beings are born to fly. The planet
  Rakgar is experiencing a green house effect. As a result,
  these aliens have generated a wide range of flame re-
  lated powers. These beings lose all of their powers in the
  presence of Venonite.
  Stats: St 3, Ag 3, Per 2, Ap 2, Sta 4, Con 2, In 3, Pre 3
  Weight: 6D6 x 10 pounds/Height: 6-8 ft
  Hit Dice: 1D12
  Powers: Flight 2/17, Fire Generation 1/5, Adaption 1/3,
  Fire Control 1/5, Invulnerability 1/5, Radar Sense 1/4
  Trait: Powers are loss in the presence of Venonite
  BCPs: 110
  Random Psionic/Mutant: The hero was born to human
  parents. He is a different being born with super human
  powers. Random Psionics/Mutants have the genetic po-
  tential to give his powers to his descendants.
  Stats: St 2, Ag 2, Per 2, Ap 2, Sta 3, Con 2, In 2, Pre 2
  Wgt: 5D6 x 10 pounds/Hgt: 5-7 ft
  Hit Dice: 1D8
  Powers: +2 Order added to primary power
  BCPs: 110
  Retsnomian: The planet Retsnom is still untamed. It is a
  very brutal world where all types of monsters and beasts
  plaque the inhabitants. As a result, Retsnomians are
  some of the best warriors in the galaxy. They have per-
  fected a martial arts style that is clinically effective. All
  of these beings possess the skills: Fighting, Guerilla
  Tactics, and some form of weapon skill.
  St 5, Ag 6, Per 4, Ap 2, Sta 5, Con 6, In 2, Pre 4
  Wgt: 6D6 x 10 pounds/Hgt: 5 - 8 ft.
  Hit Dice: 4D10
  Skills: Fighting 4, Guerrilla Tactics 3, Weapon 3
  BCPs: 110
  Stzian: These aliens have heightened agility, strength,
  stamina, and personality as well as Telescopic Vision
  and Ultrasonic Hearing. With a complexion that spans
  the various hues of purple, the Stzians are considered
  exotic by many races. They are very passionate; almost
  to the point of single-mindedness.
  Stats: St 5, Ag 4, Per 5, Ap 3, Sta 4, Con 2, In 2, Pre 2
  Weight: 5D6 x 10 pounds/Height: 6-8 ft
  Hit Dice: 4D8
  Powers: Telescopic Vision 1/3, Ultrasonic Hearing 1/2
  BCPs: 80
  Taklonian: Taklonians have a black crystalline skin.
  Their world is medieval in flavor and they like it that
  way. Taklonians aren't afraid of technology; they just
  feel that it makes one soft and weak. All Taklonians
  possess Body Armor and Earth Control. These beings
  rival the legendary Elemental Knights for toughness.
  Stats: St 15, Ag 5, Per 7, Ap 5, Sta 10, Con 6, In 3, Pre 8
  Weight: 5D12 x 50 pounds/Height: 7-9 ft
  Hit Dice: 9D10
  Powers: Body Armor (Inorganic) 1/6, Earth Control 1/3
  Jael, was created using Other Alien Body Type
  
  14
  BCPs: 95
  Thalarian: Thalarians have an exotic beauty coupled
  with a painful innocence. Their native abilities of Adap-
  tion and Microscopic Vision has positioned them to cre-
  ate the Wayfarer�s Guild, one of the premier Space En-
  gineer Corps in the Gedaliah Confederation.
  Stats: St 2, Ag 3, Per 2, Ap 5, Sta 3, Con 2, In 2, Pre 3
  Weight: 4D8 x 10 pounds/Height: 5-8 ft
  Hit Dice: 2D8
  Powers: Shrink: 1/3, Microscopic Vision 1/2, Adaption
  1/1, Wings 1/3
  Traits: Innocence
  BCPs: 80
  Usuform Robots: This type of robot exemplifies form
  and function. For example, if the player uses fire genera-
  tion, the robot would be carrying a portable heat gun.
  The robot is designed to serve the specific purposes as
  dictated by power selection.
  (Refer to Devices Section)
  Vangaurdian: Vanguardians can see the whole electro-
  magnetic spectrum. This aids them in the use of their
  magnetic powers. Vanguardians are also excellent run-
  ners.
  Stats: 2, Ag 5, Per 2, Ap 4, Sta 5, Con 2, In 2, Pre 2
  Weight: 5D8 x 8 pounds/Height: 5-8 ft.
  Hit Dice: 1D10
  Powers: Spectrum Vision 1/3, Running 1/3, Magnetism
  1/2
  BCPs: 75
  Vegetable: The hero is an intelligent mobile plant. He is
  a man-shaped plant whose physiology is based on pho-
  tosynthesis. He gets all of his food from sunlight. Plant
  men have the following abilities: Solar Regeneration
  and Solar Sustenance.
  Stats: St 5, Ag 2, Per 3, Ap 1, Sta 4, Con 2, In 2, Pre 4
  Weight: 4D10 x 10 pounds/Hgt: 5-10 ft.
  Powers: Body Armor 1/3, Solar Sustenance 1/2, Solar
  Regeneration 1/4
  BCPs: 120
  Vorakian: These aliens main claim to fame is that they
  are extraordinarily blessed. They seem to prosper in any
  situation. They also have a knack for language transla-
  tion.
  Stats: St 2, Ag 6, Per 2, Ap 2, Sta 2, Con 3, In 2, Pre 3
  Hit Dice: 3D6
  Powers: Blessed 1/3, Comprehend Language 1/2
  Skills: Acrobatics 1
  BCPs: 85
  Wyvernoid: These beings have reptile wings sprouting
  from their shoulder blades. They appear as humanoid
  lizards. Wyvernoid scale colors range from yellow to
  blue to dark green. They have spotted coloration which
  serve to distinguish them from one another. They are
  habitually found on Cigam.
  Stats: St 3, Ag 4, Per 3, Ap 1, Sta 3, Con 2, In 2, Pre 4
  Hit Dice: 2D10
  Powers: Poison Bite 1/3, UV Vision 1/3, Wings 1/3
  BCPs: 95
  
  15
  ORIGIN
  The next step in character generation is determining the
  hero�s origin. Players should be very creative at this
  point. A random background table is included in this
  section to provide a creative spark. This is not a manda-
  tory roll. An Origin gives a hero/villain a sense of pur-
  poses by explaining how he came into being. A Techni-
  cal Mishap will have a different outlook on life than a
  Chosen One. Normal NPCs (Soldiers, Reporters, Taxi
  Cab Drivers and the like) do not roll on the Origin
  Chart. They receive 25 + 5D6 Construction Points to
  select their skills and advantages. Traits may be also
  selected to add both more points and greater character
  definition.
  Archaeological Origin: The character arose from the
  forces of the distant past. He could be anything from a
  pantheon�s minor immortal to having received an an-
  cient archaeological armor or weapon from an excava-
  tion site.
  Celestial Being: This character is a major force in the
  cosmos. Celestial Beings do not concern themselves
  with mundane planetary activities. They save a solar
  system, galaxy or universe every other weekend. This
  origin type is only permissible in a deep space or inter-
  galactic campaign.
  Chosen One: The character has been selected by some
  being or group to be their chosen one. This being then
  becomes the group�s champion. He will oftentimes find
  himself fighting for the causes and ideas that the group
  1D100
  Origin + Base Construction Points
  1D100
  Origin + Base Construction Points
  01-06
  No Extraordinary +50
  55
  Archaeological +10D100
  07-08
  (Roll 1D6 Times) +0
  56-59
  Personal Injury +10D10
  09-12
  Unexplained +1D10 x 10
  60-62
  Natal +5D10
  13-14
  Major Psionic +8D10 x 5
  63
  Personal Injury +10D100
  15
  Unexplained +2D10 x 100
  64-67
  Serendipitous +3D100
  16-17
  Natal +10D10
  68-70
  Creation +4D10 x 5
  18-19
  Maturity +8D20
  71
  Serendipitous +10D100
  20-21
  Self Achievement +9D20
  72-74
  Industrial Accident +20 x 1D6
  22-23
  Technical Mishap +4D100
  75-77
  Unexplained +6D10
  27-28
  Crime Victim +25 x 1D8
  79
  Industrial Accident +10D100
  29-30
  �Strange Stuff� +8D10 x 5
  80-83
  Scientific +20 x 1D8
  31
  Crime Victim +10D100
  84-86
  Self Achievement +8D10
  32-35
  Mutation +25D10
  87
  Scientific +1D100 x 10
  36-38
  Natal +5D10
  88-91
  Heroic Legacy +10D20
  39
  Mutation +8D100
  92-93
  Maturity +7D10
  40-43
  �Chosen One� +4D100
  94
  Heroic Legacy +1D100 x 9
  44-46
  Maturity +6D10
  95-96
  Endowment +10D100
  47
  �Chosen One� +10D100
  97
  Other World +5D100
  50-51
  Archaeological +10D10
  99
  Other World +10D100
  52-54
  Self Achievement +8D10
  100
  Celestial Being +1D100 x 1D10
  Player Character Origin Chart
  48-49
  Gift +5D10
  98
  Prototype +8D100
  24-26
  Prototype +6D10
  78
  Gift + 6D100
  
  16
  or being represents.
  Creation: The hero was born in the form he now has,
  that of an adult who possesses powers and/or abilities as
  determined by his body type. He has at least a low level
  contact with his �creator.�
  Crime Victim: This being was formed by tragedy.
  Some horrendous crime gave him his powers or the raw
  motivation to become a hero.
  Endowment: The hero was given his powers by some-
  one or something else. This covers people who can
  transform themselves by uttering �Shazoom� or stamp-
  ing a cane on the ground.
  Gift: The armor or device was a gift. The player and
  GM must determine whether the character knows who
  gave him the device. Depending on the giver, the gift
  could be anything from a short sword to a powerful suit
  of battle armor.
  Heroic Legacy: The hero comes from a long line of
  heroes. He is not the first to don the cape and the cowl.
  This can be both a blessing and a curse. People will
  compare him with his predecessor and he also inherits
  his forefather�s enemies. On the positive side, he is an
  established hero and is known and recognized by the
  general public and government officials.
  Industrial Accident: A technological mishap created
  this hero. Duplicating the same mishap will yield ran-
  dom results. What gave one being his powers could se-
  verely maim many others.
  Major Psionic: The hero is a major psionic being - born
  with a �veil� over his or her face. These are some of the
  most powerful psionics in the universe. Their �veil�
  gives them the following trait: Aura of Major Psionic.
  The detection range for all psionic detection devices is
  doubled. These individuals can also be tracked by the
  power Energy Detection regardless of their Power Or-
  ders.
  Maturity: The hero gained his powers after becoming
  an adult. Although his powers often manifested during
  childhood, they were not fully understood until adult-
  hood.
  Multiple Origin: This being�s origin was determined by
  a spectrum of influences. (Hence the multiple rolls on
  this table). He or she usually has a well defined sense of
  purpose.
  Mutation: Despite the body type, the character is the
  result of some mutation. This could be anything from a
  mutant from birth to a latent mutant who gained his
  powers later in life.
  Natal: The hero was born with powers and/or body
  type. As a result, he has at least a rudimentary under-
  standing of all his powers.
  No extraordinary origin: The hero�s origin is of little
  import. His Traits (moral traits and vices) determine his
  character. +5 bonus to his highest power Order.
  Other-world Origin: The hero is an alien from his
  adopted planet. This origin allows for the development
  of entirely new races that could even come from strange
  dimensions. An Other-world origin requires the player
  to create a rough sketch of what his homeworld is like.
  The amount of detail is left to Game Master�s discretion.
  This also entails the generation of average racial stats
  and powers.
  Personal Injury: The character gained his powers as a
  result of personal injury or to compensate for a disabil-
  ity. Examples could range from a blind accountant who
  fights crime with an uncanny radar sense to a cyborg
  warrior.
  Prototype: The device is a prototype meaning that it is
  the first of it�s kind. This means that repairing such a
  device could be challenging in that few people in the
  campaign would understand the inner workings of the
  device. The advantage of having a prototype device is
  that it can be cutting edge technology or beyond. Yes,
  this means  that an Earth hero can have a prototype ship
  that can put the Gedaliah Confederation�s S.C.A.T.s to
  shame!
  Scientific Origin: The hero was subjected to a con-
  trolled scientific experiment. This is the way most ar-
  mored heroes gained their abilities.
  Self-Achievement: The hero actively sought out a way
  to gain his powers. This is the way most vigilantes gain
  their abilities. Anyone that duplicates his hard work and
  dedication can gain similar abilities. Plus 1D4 Ranks to
  primary Power or Skill.
  Serendipitous Origin: The character gained his powers
  accidentally. This can be anything from being bombard
  with radiation to surviving an explosion. The character
  gained his powers in a markedly accidental way.
  �Strange Stuff�: The hero has received her powers as a
  result of exposure to �strange stuff� be it Beta Radiation
  while traveling on the space shuttle, to being bitten by a
  
  17
  radioactive chipmunk, or even being caught in a Radia-
  tion Bomb.
  Technical Mishap: The hero was caught in an experi-
  ment or procedure gone awry.  As a result, the hero
  gained powers that was totally unexpected. This is what
  happened to Force Gamma. One of High Tech�s weap-
  ons misfired. Boom! A new team is formed.
  Unexplained Origin: The hero doesn�t know at the start
  of play how he got his powers. There is usually some
  internal or external force that is keeping him from learn-
  ing his origin.
  PRIMARY CHARACTERISTICS
  Primary Characteristics are the eight main attributes
  used with Heroic Visions. The game uses logarithmic
  progression for the characteristics. This means that a
  character with Agility 4 is twice as agile as someone
  with a 3 Agility.
  Strength (St) - measures raw physical power. Strength
  determines how much a hero can lift as well as his base
  hand to hand damage. Glicion, a Lightning Knight from
  the planet Onalog, can lift over 10,000 tons with his 20
  strength. Strength costs 5 construction points per level
  above the body type base. The P.R. cost for each
  strength feat is 1.
  Agility (Ag) - measures dexterity and reaction time.
  Agility also determines initiative, bonus to dodge, and
  gives an offensive bonus to Physical Energy Blasts.
  Agility costs 4 Construction Points.
  Personality (Per) - measures the inner self. Personality
  complements Appearance. Personality is also one of the
  characteristics that help to determine power points. It is
  this stat that attracts a �beauty� to any �appearance�
  beast. Personality costs 4 Construction Points.
  Appearance (Ap) - measures physical beauty. This stat
  will give bonuses to various skills in both the espionage
  and infiltration categories. Appearance costs 3 Construc-
  tion Points.
  Stamina (Sta) - measures the physical condition and
  resistance to sickness and disease. Stamina is important
  for determining hit points and power points. The Hit
  Mod is multiplied by the Hit Dice to determine hit
  points. The Healing Mod contributes to determining
  your Healing Factor. Stamina costs 5 CPs per point.
  Confidence (Con) - measures one�s self esteem and
  determination. Confidence helps to determine will and
  power points. It is also the most important stat for psion-
  ics. Larynx�s 2 Confidence means that his self doubt
  will cause as much trouble for in a battle as his oppo-
  nent�s powers. Confidence Points costs 4 per Rank.
  Strength
  Carrying Capacity
  HTH
  1
  50 Pds (Sack of Grain)
  1D4
  2
  100 Pds. (Human Child)
  1D6
  3
  200 Pds. (Human Adult)
  1D8
  4
  400 Pds. (Lion)
  1D10
  5
  800 Pds. (10� High Tree)
  1D12
  6
  1600 Pds. (Grizzly Bear)
  3D6
  7
  3.2 Tons (Elephant)
  1D20
  8
  6.4 Tons (Semi-Truck)
  2D12
  9
  13 Tons (Light Tank)
  3D10
  10
  26 Tons (DC-9 Airplane)
  3D12
  11
  52 Tons (Battle Tank)
  2D20
  12
  105 Tons (Blue Whale)
  5D10
  13
  210 Tons (Boeing 747)
  3D20
  14
  425 Tons (C-5A Galaxy)
  7D10
  15
  850 Tons (Freighter)
  4D20
  16
  1.7 KTons (Destroyer)
  9D10
  17
  3.4 KTons (Small Building)
  5D20
  18
  7 KTons (Loaded Train)
  11D10
  19
  14 KTons
  6D20
  20
  28 KTons
  13D10
  
  18
  Intelligence (Int) - measures raw intellect. For robots &
  devices, Intelligence is a measure of storage capacity. It
  indicates how large a program it has or the maximum
  data amount it can manipulate. Intelligence costs 3 Con-
  struction Points.
  Presence (Pre) - measures will power and intimidation.
  Presence is the second stat that is used to determine a
  character�s beginning will points. Presence costs 3 Con-
  struction Points.
  SECONDARY CHARACTERISTICS
  Secondary Characteristics are determined using the Pri-
  mary Characteristics. These characteristics are Hit
  Points, Will Points, Power Points and Healing Rate.
  Secondary Characteristics deals largely with combat
  situations.
  Healing Rate - The Healing Rate determines how many
  hit points a character can regain after a night�s rest with-
  out medical attention. To determine the healing rate find
  the character's weight on the Strength Chart. For exam-
  ple, Cassandra weighs 140 pounds. It requires at least a
  3 Strength to lift 140 pounds. Multiply this number by
  the character�s Healing Factor as determined by his
  Stamina. This will yield a character�s base Healing Rate.
  Continuing with our earlier example, Cassandra has a 5
  Stamina with a Healing Mod of 0.4. 3.0 x 0.4 = 1.2. Cas-
  sandra's Healing Rate is 1.2. Certain powers or skills can
  affect this rate.
  Hit Points - Hit points represent how much damage a
  character can withstand before falling unconscious and
  ultimately dying.
  Hit Points = Stamina Mod x Hit Dice
  Power Points - Power points represent pure adrenalin.
  Every power requires some amount of bio energy to
  operate. At 0 power points, a character can opt to draw
  energy from either Will or Hit Points with the corre-
  sponding hazards. Burning either all of your Hit Points
  or Will Points can result in injuries ranging from slip-
  ping unconscious, falling into a coma or even brain
  damage. Power Points are regained at the rate of 1 per
  minute.
  Power  =  Str + Sta + Per + 5D6
  Will Points - Will Points are used to resist both paraly-
  sis and some mental attacks that drain will points instead
  of hit points. Will Points can not normally drop below 1
  except under extraordinary situations. A person with a
  Will of 1, although having a hard time motivating him-
  self, can still exercise free will. When Will Points drop
  below 1, the character is mentally and physically para-
  lyzed. Will Points serve as hit points in the 4th Dimen-
  sion. Will Points are normally regenerated at the rate  of
  1 per Day.
  Will Points = Con + Pre + Level
  Wealth�The last characteristic in Heroic Visions is
  Wealth. Wealth determines how much money the char-
  acter can gather up on a weekly basis. Wealth costs 7
  CPs per level.
  Wealth
  Weekly
  Monthly
   1 
   
  $25 
   
  $100
   2 
   
   
  $50 
   
  $200
   3 
   
  $100 
   
  $400
   4 
   
  $200 
   
  $800
   5 
   
  $400 
   
  $1600
   6 
   
  $800 
   
  $3200
  Stamina
  Hit Mod
  Healing Mod
  1
  .8
  .09
  2
  1.0
  .10
  3
  1.2
  .21
  4
  1.4
  .30
  5
  1.6
  .40
  6
  1.8
  .50
  7
  2.0
  .60
  8
  2.2
  .70
  9
  2.4
  .80
  10
  2.6
  .90
  11
  2.8
  1.00
  12
  3.0
  1.10
  13
  3.2
  1.20
  14
  3.4
  1.30
  15
  3.6
  1.40
  16
  3.8
  1.50
  17
  4.0
  1.60
  18
  4.2
  1.70
  19
  4.4
  1.80
  20
  4.6
  1.90
  
  19
  Exp. Points
  Action
  25
  Spend time with Family or DNPC
  20
  Danger Room Activity
  30
  Go Out on Nightly Patrol
  40�75
  Role Play Your Traits
  25
  Protect Innocent Civilians
  25
  Prevent Extensive Property Damage
  35�50
  Prevent a non-violent crime
  40�75
  Prevent a violent crime
  25
  Perform a skill
  25
  Futile but clever idea
  100
  Critical Idea, Plan or Action
  30�65
  Daring when required (Leaping in front of an oncoming car, diving off a building and so on.)
  30�65
  Carefully cautious when necessary (Not needlessly endangering innocents by firing into crowds
  and so on.)
  25�75
  Defeating a minor foe (Weaker than you are)
  75�100
  Defeating a major foe. (Equal to you)
  150�400
  Defeating a great foe (More Powerful than you)
  50�200
  Rescue Innocents from �Natural� Dangers (Fires, Flood, Accidents, Explosions, Earthquakes and
  so on.)
  25�75
  Rush people to the hospital
  50�100
  Protect secret identity (If hero has this disadvantage)
  75�250
  Stay in Character (if the hero is meek and shy, act like it and so on)
  50�100
  Deductive Reasoning
  75�450
  Good Role-playing Bonus
  -1000
  Killing an innocent bystander or allowing one to die when you could have helped.
  -500
  Killing a foe (Penalty can increase depending on how the villain was killed) Heroes do not kill
  their foes but seek to bring them to the proper authorities.
  EEXPERIENCE
  XPERIENCE P
   POINTS
  OINTS
  
  20
   7 
   
  $1600 
   
  $6400
   8 
   
  $3200 
   
  $12800
   9 
   
  $6400 
   
  $25600
  10 
   
  $12800 
   
  $51200
  11 
   
  $25600 
   
  $102400
  FINAL NOTES ON
  CHARACTER GENERATION
   
  As a matter of taste, what follows are optional
  rules that can help both the GM and players smooth out
  character generation. Everything in this section is op-
  tional: you can use some of these suggestions or none of
  them.
  1. Setting a limit on how high a character�s Order can
  rise above it�s initial level. This would mean a character
  can only become only so much more powerful. In con-
  trast, ranks could raise up ad infinitum.
  2. Set a limit on character body types: some GM�s have
  a clearly defined world. Some of the character body
  types would unbalance her campaign.
  3. Set a limit on powers and skills available to PCs: This
  allows the Game Master greater Player Character con-
  trol. The GM can create adventures that challenges yet
  not overwhelm the players. This is another good tactic
  for the beginning Game Master.
  LEVELS
   
  Besides having levels for skills and powers,
  Heroic Visions has overall character levels. These levels
  indicate how long the character has been adventuring.
  Adventuring experience plays an important roll in the
  calculation of a character's base OFV and DFV. Combat
  experience points are relative. What is a major menace
  to one character or team might be a minor menace to
  another group. This encourages players to encounter
  individuals that are on their power level or higher for
  combat. Construction and experience points are given
  out at the end of each gaming session. Game-Ending
  Construction Points usually average between 1 and 4
  points; although they can be more in extreme cases. The
  experience points are tallied toward the next level
  whereas the Construction Points can either be saved or
  spent immediately. This shows that a character is con-
  stantly growing and learning.
  Level
  Points
  Base
  OFV
  Base
  DFV
  Construction
  Points
  1
  0
  10
  15
  20
  2
  2000
  15
  20
  20
  3
  5000
  20
  25
  20
  4
  9000
  25
  30
  20
  5
  14000
  30
  35
  20
  6
  20000
  35
  40
  20
  7
  27000
  40
  45
  20
  8
  35000
  45
  50
  20
  9
  44000
  50
  55
  20
  10
  54000
  55
  65
  25
  11
  65000
  60
  65
  25
  12
  76000
  65
  70
  25
  13
  88000
  70
  75
  25
  14
  101000
  75
  80
  25
  15
  115000
  80
  85
  25
  Heroic Visions Levels
  
  21
  AADVANTAGES
  DVANTAGES
  Advantages are the inborn talents that the hero pos-
  sesses.  They can not be classified as a full fledge power
  because of their limited scope. A character�s advantages
  work to round out the hero by making him more fun to
  play.
  ABSOLUTE DIRECTION SENSE
   
  The character has an innate sense of direction.
  He can tell a direction without any visual clues. As well,
  the character can know his relative position to a surface.
  This will not automatically enable him to find his way
  out of a maze but he will always know which direction
  he�s facing.
  Cost: 4 CPs
  ABSOLUTE TIME SENSE
   
  The character can accurately gauge the time
  without external sources. His internal biological clock
  can feel what time it is.
  Cost: 3 CPs
  AMBIDEXTERITY
   
  The character has the ability to use either hand
  with no penalty.
  Cost: 3 CPs
  CHANGE HAIR COLOR
   
  The character can change their hair color at
  will.
  Cost: 5 CPs
  CHANGE SKIN TONE
   
  The character can alter their complexion at
  will.
  Cost: 5 CPs
  COMMON SENSE
   
  Any time you start to do something that the
  GM feels is stupid he rolls using your Intelligence as the
  Primary Modifier. (That�s +5 per point) A successful
  roll means he must warn you, �Hadn�t you better think
  about that?� This advantage allows an impulsive player
  to play a thoughtful character.
  Cost: 10 CPs
  CONNECTION
   
  A Connection is either a NPC or an organiza-
  tion that is friendly to the player who possesses this ad-
  vantage. The player and the GM must decide who the
  connection is before game play. Although it is an advan-
  tage, the Game Master can still have the player charac-
  ters rescue their precious contacts once in a while in the
  fashion of a Dependent NPC.
   
  A High Level Connection (15 pts) allows
  unique familiarity with an individual or contact with
  someone in the upper echelons of an organization.
   
  A Low Level Connection (10 pts) allows an
  acquaintance with an individual or contact with some-
  one low on the organization's totem pole. For example, a
  low level contact with the White House could be a new
  secret service agent that you remember from high
  school.
  Cost: 10 or 15 CPs
  DOUBLE JOINTED
   
  The character has loose joints which allow him
  or her to twist their body into abnormal shapes. This
  adds between +5 to +15 to such skills as Escape Artist,
  Contortions, Dance and Trickery. Furthermore, the char-
  acter can squeeze into places (suitcases and so forth)
  that other characters can not.
  Cost: 5 CPs
  EIDETIC MEMORY
   
  This advantage enables the character to remem-
  ber images that he has studied (including written pages)
  with nearly total recall. This doesn�t mean that the hero
  remembers everything that happens perfectly; nor does
  it mean that he does not forget facts over time. Eidetic
  Memory means that anything the character takes time to
  study will be remembered exactly. The hero does not
  gain any skills from the power but it does mean he can
  recall facts from books that he has read. The GM and the
  player should work out a book list for the character. This
  list can be expanded during campaign play by the player
  purchasing books from a book store or visiting the li-
  brary during �downtime.�
  Cost: 10 CPs
  FOLLOWERS
   
  The character has followers. This can be any-
  thing to a loyal pet, trusty robot or faithful sidekick. The
  Followers can not be more powerful than the hero (built
  
  22
  on a higher point total). Typically followers are normal
  humans that believe what the character represents and
  holds fast to the hero�s belief structure. The Follower
  must take the following trait: Loyal to hero. Further-
  more, followers are treated as NPCs under the GM�s
  control.
  Cost: 5 points for every 20 Follower CPs.
  HEADQUARTERS
   
  A character with this advantage begins her ca-
  reer with a serviceable headquarters. The character must
  choose the extent of the HQ (either Confined or Expan-
  sive) at the time that this advantage is purchased.
   
  A Confined HQ is a small building, apartment,
  or rented space located in a major city or population
  center. A basement HQs would count as Confined. An
  example of this type of HQ would be Force Five�s apart-
  ment in the Bedwin-Styles section of Arcadia City.
   
  An Expansive HQ is a well hidden, vast com-
  plex located in an isolated, difficult to reach area. Seek-
  ers  HQ, located underneath the Liberty Island Bridge, is
  an Expansive Headquarters.
  Cost: 15/25 CPs
  IMMUNITY TO DISEASE
   
  Your body naturally resists all disease organ-
  isms. You never catch an infection or disease
  �naturally.� If you are forcibly injected with a disease
  organism your body will throw it off immediately. Virus
  and fungus invasions are considered �diseases,� but lar-
  ger parasites (for example tapeworms) are not.
  Cost: 10 CPs
  INDEPENDENTLY FOCUSABLE EYES
   
  You can focus in two separate directions, al-
  lowing you, if ambidextrous to aim two weapons at once
  or to take full advantage of extra limbs. This advantage
  can be brought again for people with more than two
  eyes.
  Cost: 15 CPs
  INSTANT COSTUME
   
  The hero never needs to look for a phone
  booth. Well, at least not one to change clothes in. He can
  instantly change from his alter ego and back. Yes, this
  advantage will allow heroes to have multiple costumes.
  Cost: 5 CPs per costume
  INTUITION
   
  You usually guess right, that is about 95% of
  the time. When you are faced with a number of alterna-
  tives and no logical way to choose between them, you
  can use your intuition.
  Cost: 15 CPs
  LOCAL ENFORCEMENT POWERS
   
  You are an officer of the law with all of the
  accompanying rights, powers and restrictions. In some
  times and places this amounts to a license to kill; in
  other�s little more than the right to carry a badge and
  write parking tickets. The point cost is determined by
  the rights and privileges of the character's branch of law
  enforcement.
   
  Generally a police man with local jurisdiction
  has the ability to arrest suspected criminals, the right to
  perform searches with an appropriate warrant, and possi-
  bly the right to carry a concealed weapon. This costs 5
  points.
   
  Someone with national or international juris-
  diction or not obligated to respect the civil rights of oth-
  ers or free to engage in covert operations, or able to kill
  with relative impunity must pay 10 points.
   
  An officer with galactic jurisdiction must either
  pay 15 or 20 points depending on the extremes that they
  can go in the pursuit of justice. Star Force and Seekers
  have a 15 point advantage whereas Star Chameleons
  have 20 points in the Gedaliah Confederation�s space
  sector. (i.e. Star Chameleons are sanctioned to engage in
  covert operations, disrespect others civil rights and so
  on)
   
  Local Enforcement Powers usually go hand in
  hand with an appropriate Duty and/or Reputation Trait.
  Cost: 5/10/15/20 CPs
  LIGHT SLEEP
   
  This advantage is for people who are light
  sleepers. They are rarely surprised when asleep. For
  example, a sneak attack on our sleeping hero could be
  foiled by a Light Sleep. The Ranks in Light Sleep are
  subtracted from the villain�s Stealth Roll.
  Cost: 3 CPs per Rank
  LIFE SUPPORT - BREATHE
   
  The character can breathe in an unusual envi-
  ronment like underwater or methane gas. This advantage
  is different from the super power Adaption which pro-
  tects in a wide range of environments whereas Life Sup-
  port only works for one specified environment. For ex-
  ample, a character with LS - Vacuum would be cool in
  space but would have some severe challenges on the
  surface of Titan.
  Cost: 5 CPs
  LIFE SUPPORT - IMMORTALITY
   
  The character does not age.
  Cost: 25 CPs
  LIFE SUPPORT - LONGEVITY
   
  Your lifespan is naturally very long. This is not
  immortality but merely a lifespan that lasts centuries
  
  23
  instead of decades.
  Cost: 15 CPs
  LIFE SUPPORT - OSMOSIS
   
  The character does not need to eat, sleep or
  excrete.
  Cost: 10 CPs
  LIFE SUPPORT - SELF CONTAINED BREATH-
  ING
   
  The character does not need to breathe. Robots
  usually possess this advantage.
  Cost: 10 CPs
  MENTAL CALCULATOR
   
  The character has the innate ability to mentally
  perform mathematical operations with lightning speed.
  Cost: 3 CPs
  MILITARY RANK
   
  Military Rank reflects your position in a mili-
  tary or paramilitary organization. Each rank has author-
  ity over those of lower ranks - regardless of personal
  ability.
  Cost: 5/level
  Rank  0  - Recruit
  Rank  1  - Private
  Rank  2  - Private First Class
  Rank  3  - Corporal
  Rank  4  - Sergeant
  Rank  5  - Gunnery Sergeant
  Rank  6  - Master Gunnery Sergeant
  Rank  7  - Sergeant Major
  Rank  8  - Lieutenant
  Rank  9  - Captain
  Rank 10  - Major
  Rank 11 -  Lt. Colonel
  Rank 12 - Colonel
  Rank 13 -  General
  Rank 14 -  Major General
  Rank 15 -  Brigadier General
  MULTI-CONNECTION
   
  A character with this advantage has friends and
  potential friends nearly everywhere. A character with
  Multi-Connection is allowed to buy these connections
  during campaign play by paying the price for either a
  High or Low level Contact. See Connections for further
  details.
  Cost: 25 CPs
  NIGHT VISION
   
  Your eyes adapt rapidly to darkness. You can-
  not see in total darkness - but if you have any light at all,
  you can see fairly well. Whenever the GM exacts a pen-
  alty because of darkness, except for total or super pow-
  ered darkness, the penalty does not apply to you.
  Cost: 10 CPs
  PERFECT BALANCE
   
  You have no challenge keeping your footing
  under normal conditions. You can walk on tightropes,
  ledges, tree limbs or anything else without an Agility
  roll. If the surface is wet, slippery or otherwise unstable,
  you are at +30 on all rolls to keep on your feet. In com-
  bat you receive a +20 to any roll to keep your balance or
  avoid being knocked down. This advantage adds +5 to
  your Piloting and Acrobatics Skills.
  Cost: 20 CPs
  PERFECT PITCH
   
  The character can tell the exact pitch of a musi-
  cal note by listening. This doesn�t require a roll.
  Cost: 3 CPs
  POLARIZED EYES
   
  Your eyes adjust instantaneously to changing
  light conditions - from bright light to darkness. If you
  are caught in a bright flash of light, your eyes will auto-
  matically adjust so that the time that you are blinded or
  stunned will usually be just 2 turns. If you have other
  vision powers, you can use them in conjunction with this
  advantage.
  Cost: 10 CPs
  RESISTANCE
   
  This is the ability to resist paralysis and other
  attacks that affect Will Points through either prayer,
  meditation or sheer stubbornness. The cost is 1 point for
  each addition to Will.
  Cost: 5 per Will Point
  SENSITIVE TOUCH
   
  You can sense things with your fingertips that
  others aren�t sensitive enough to notice. Examples in-
  clude residual heat in a chair, faint vibrations on the
  floor as someone approaches, similarities or differences
  in two fabric pieces. Roll your Intelligence to success-
  fully use this talent.
  Cost: 10 CPs
  SILENT ASSISTANT
   
  A character with this advantage possesses an
  unknown aid who knows the Character�s secret identity
  and regularly assists in the Character�s personal and
  heroic life. The GM should work out the details as to
  who or what this Silent Assistant is; initially the Charac-
  ter doesn�t know who it is. It is quite feasible that the
  character be assisted by someone he or she doesn�t like
  or would normally accept help from.
  
  24
  Cost: 15 CPs
  SIMULATE DEATH
   
  The character can slow his metabolism down to
  a point where he appears completely dead. (This will not
  stand up against medical examination)
  Cost: 4 CPs
  SPEAK WITH ANIMAL
   
  This skill allows you to carry on a conversation
  with any land animal (including birds, reptiles and in-
  sects). How much you gain from the animal depends on
  its Intelligence, Reaction Roll to you, and the GM. Add
  +10 to the reaction roll if you�re offering food while
  you�re talking. In general, insects and other small crea-
  tures won�t be able to do more than convey emotions
  such as hunger or fear, while animals like chimpanzees
  or cats could hold reasonably intelligent conversations.
  Cost: 25 CPs
  SPEAK WITH FISH
   
  Works just like Speak with Animal, but only
  works with aquatic creatures. This includes whales, dol-
  phins, squids, frogs, crabs and other non-fish that live in
  the water.
  Cost: 20 CPs
  SPEAK WITH PLANTS
   
  This will allow you to get the most basic emo-
  tions from a plant. Large trees may have a higher Intelli-
  gence than the average ivy, at the GM�s whim. A plant
  might know how recently it was watered, or walked on,
  or something else that has a direct relationship to its well
  being but it would be unable to relate any overheard
  conversations.
  Cost: 15 CPs
  SPEED READING
   
  Speed Reading allows the character to read
  books and documents at up to 10 times faster than nor-
  mal. An average book that takes three hours to read
  would take only 20 minutes to read with this advantage.
  When combined with Eidetic Memory, the character can
  memorize documents as fast as he can turn pages.
  Cost: 5 CPs
  TRANSFORMATION
   
  The character has the majority of her powers in
  an alter ego. She must undergo a definite physical
  change when she uses her powers. The character appears
  completely normal until she makes her transformation.
  A Transformer needs to have two sets of attributes one
  for the normal form and the other for the super form. A
  change takes 1 turn to perform.
  Cost: 30 CPs
  UNUSUAL BACKGROUND
   
  This is a �catch-all� advantage that can be used
  whenever it is needed. For instance, if your parents were
  traveling merchants you could reasonable claim to have
  two or three �native� languages. But that is clearly an
  unusual background, which costs points.
   
  Similarly, if you have access to skills not avail-
  able to the people around you, that is Unusual. Unusual
  Background should be used any time a player comes up
  with a �character story� that would reasonably give him
  some special benefit.
   
  The GM may charge extra if he rules that the
  background is very unusual. �Raised by aliens� or
  �trained from birth by a mysterious snow ninja cult�
  might be considered �very unusual� in most game
  worlds.
  Cost: 10 or more points
  VOICE
   
  You have a naturally clear, resonant and attrac-
  tive voice. You get a permanent +10 bonus on all of the
  following skills: Bard, Diplomacy, Performance, Politi-
  cian, Sex Appeal and Singing. You also get a +10 on
  any reaction roll made by someone hearing your voice.
  Cost: 10 CPs
  TTRAITS
  RAITS
   
  Traits are part of what make a hero human.
  They work to limit powers, skills or the lifestyle of the
  hero thus making him more real for the player. Traits aid
  in making each character a distinct individual. One im-
  portant note�traits aren�t permanent. They can be
  bought off during campaign play. Finally, traits generate
  extra points for powers or skills.
  ABSENT-MINDEDNESS
   
  This is the classic trait for eccentric geniuses.
  You have difficulty paying attention to anything not of
  immediate interest. An absent minded person suffers a -
  25 penalty on any Intelligence roll except for a task that
  he is currently interested in and concentrating upon. If
  no engaging task or topic presents itself, his attention
  will drift to more interesting matters in five minutes; he
  will ignore his immediate surroundings until something
  catches his attention and brings him back.
   
  The absent-minded person may attempt to rivet
  his attention on a boring topic through sheer strength of
  will. To do so, he must make a Confidence roll (-10
  modifier) once every 5 minutes. �Boring topics� include
  guard duty, small-talk or other forms of meaningless
  conversation, repetitive manual tasks, driving on an
  empty highway and so on.
   
  Absent-minded individuals also tend to forget
  trivial tasks (like paying bills) and items (like car keys
  
  25
  and check books). Whenever it becomes important that
  an absent-minded character perform such a task or bring
  such an item, the GM should have him make an Intelli-
  gence roll. (-15 mod) On a failed roll, this detail slips his
  attention. For example, an absent-minded detective is in
  a shootout. He has been involved in gunplay earlier to-
  day, in which he fired 4 rounds, so the GM calls for an
  Intelligence roll. The detective fails his roll, discovering
  too late that he forgot to reload his weapon.
  Bonus: 15 CPs
  ACCIDENTAL CHANGE
   
  A character with this trait will accidentally
  change forms or identities with the proper stimulus. The
  GM will determine whether a situation is uncommon,
  common, or very common. The player has the option of
  deciding his chance to change.
  Bonus: 10 CPs
  ADDICTION
   
  You are addicted to a drug, which you must use
  daily or suffer the penalties of withdrawal (see below).
  The bonus for this trait depends on the nature of the
  drug addiction, as follows:
   
  Effects of Drugs. An incapacitating drug will
  render its user unconscious (or blissfully, uselessly
  drowsy) for about 2 hours. A stimulating drug will affect
  its user for the same period of time: the user thinks he is
  smarter but is temporarily at Int-3. However, he does
  have a +1 to Initiative. An hallucinogenic drug renders
  its user useless for work or combat, though he may be
  talkative or active. Some drugs have none of these ef-
  fects and some drugs have unique effects. Side effects
  are also possible: GMs are free to invent side effects for
  real or imaginary drugs.
   
  Withdrawal - Sometimes, voluntarily or other-
  wise, a drug user must try to abandon his addiction. This
  may happen if he is imprisoned, travels to a place where
  his drug is not available or just because he can�t afford
  it. Withdrawal is a painful process requiring two weeks
  (14 days) of successful Stamina or Confidence rolls
  daily depending on whether the drug is more addictive
  physically or mentally.
  Bonus: 10 CPs
  ALBINISM
   
  You have no natural body pigmentation; your
  hair and skin are pink-white, and your eyes are pink. An
  albino will always be remembered, and can never
  �naturally� blend into a crowd. Albinos must avoid di-
  rect sunlight, as they have no resistance to sunburn.
  Bonus: 10 CPs
  ALCOHOLISM
   
  You are an alcoholic. Alcohol is treated as an
  addiction (see above); it is expensive, incapacitating,
  and (usually) legal, so it would normally be a 10 pt ad-
  diction. But alcohol is insidious, because it is different
  from most addictions. Therefore, it is worth 15 pts, or 20
  if it is illegal.
   
  An alcoholic may, under normal circumstances,
  confine his drinking to the evenings, and therefore be
  able to function (for game purposes) normally. How-
  ever, any time an alcoholic is in the presence of alcohol,
  he must roll vs Confidence to avoid partaking. A failed
  roll means he goes on a �binge� lasting 2D4 hours, fol-
  lowed by a hangover which is twice as long, during
  which all stats are at -3. Alcoholics on a binge are char-
  acterized by sudden mood swings - from extreme friend-
  liness to extreme hostility and may attack their friends,
  talk too freely or make other mistakes.
   
  The other drawback of alcoholism is that it is
  hard to get rid of. Should an alcoholic character success-
  fully �withdraw,� he no longer needs to drink daily but
  he must still make a Confidence roll, at +20 whenever in
  the presence of alcohol. A failed roll does not reinstate
  the addiction, but does set off a binge. Three binges in a
  week will reinstate the addiction. Thus there is no nor-
  mal way for this addiction to be �bought off.�
  Bonus: 15/20 CPs
  ATTRACTED TO X
   
  The character is attracted to a person, object,
  food, sport, activity and so on. The character will do the
  activity or meet the person at least once every other ad-
  venture. He will become �slightly peeved� if the object
  of his affection is threatened or destroyed.
  Bonus: 10 CPs
  AURA OF X
   
  The character has a strong personal aura. The
  aura indicates to all exactly what the being is all about.
  For example, Star Angel has an Aura of Ultimate Good.
  No matter how he might alter his physical appearance,
  he can not change his aura. Characters will almost al-
  ways get a feeling that there�s something good about
  him. Psychics are usually more sensitive to auras.
  Bonus: 25 CPs
  AUTHORITY FIGURE
   
  This hero has a large group of people that heav-
  ily depend on him. This could be anything from a Ya-
  kuza Clan to the leader of a small country. An Authority
  Figure must place the needs of his dependents over his
  own best interests. These characters sometimes find
  themselves immersed in political entanglements.
  Bonus: 15 CPs
  BAD SIGHT
   
  The character is either nearsighted or far-
  
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  sighted; your choice. If you are near sighted, you can�t
  read small print and so on from more than a foot away,
  or road signs and so on at more than 10 yards away.
  When using a hand weapon you are at -10 to your skill
  rolls. When using a thrown or missile weapon, use the
  modifier appropriate to twice the actual target distance.
   
  If you are far sighted, you cannot read a book
  except with great difficulty (3x the normal time) and
  you are at -15 for any rank rolls dealing with close man-
  ual labor.
   
  If the character comes from a society which is
  able to compensate for his bad sight, he receives a bonus
  of +10.  Note that glasses or contact lenses can be lost,
  fogged or broken.
  Conversely if a character came from a society where
  nothing has been created to compensate his vision;  he�d
  receive a bonus of +25.
  Bonus: 10/25 CPs
  BAD TEMPER
   
  You are not in full control of your emotions. In
  any stressful situation, you must make a Presence roll. A
  failed roll means you lose your temper, and must insult,
  attack or otherwise act against the cause of the stress.
  Bonus: 10 CPs
  BARD
   
  The character is a Bard; a musician blessed
  with extraordinary abilities. Each Bard has a unique
  melody. Variations of a Bard�s personal melody plays
  whenever he uses any of his powers.  This melody can
  automatically be heard by other Bards in the area. Non-
  Bards might catch traces of music, GM�s option. How-
  ever, if a Bard is actively singing or playing an instru-
  ment his personal melody will blend with any tune that
  he is playing. The character must be careful not to at-
  tract the attention of the Azure Tenors; a group of Bards
  seeking to control the musical universe.
  Bonus: 10 CPs
  BERSERK
   
  A character with this trait tends to go berserk
  during periods of stress. Berserk characters can�t tell
  friends from foes and attack everyone that gets in their
  way. If one target is knocked out, the berserker will then
  attack the next nearest character. These characters attack
  to the full extent of their abilities and pull no punches.
   
  A character with the Berserk Trait must specify
  a set of situations that initiates the frenzy. This could be
  anything from the sight of blood, a primal scream or
  taking 5 hit points of damage. The character then de-
  cides how difficult it would be for him to recover from
  his mindless frenzy. He must then roll that number or
  less on percentile to see if he successfully recovers from
  his berserker frenzy. One recovery roll is allowed per
  round. The Game Master decides whether the situation
  is Uncommon, Common or Very Common.
   
  A lesser form of berserk can also be purchased:
  enraged. This yields the character half the bonus points
  of the Berserk trait. An enraged character only attacks
  the source of his anger with full force. Like berserk, he
  will not pull any punches and use the most devastating
  attacks conceivable.
  Bonus:  Uncommon -  
  10
   
  Common - 
   
  20
   
  Very Common -  30
   
  or ½ for Enraged
  BLINDNESS
   
  You cannot see at all. You suffer no extra pen-
  alties of any kind when operating in the dark! In unfa-
  miliar territory, you must travel very slowly and care-
  fully or be lead by a companion or guide animal. Many
  actions or abilities are impossible for the blind: common
  sense is a must.
   
  A blind character is at -30 on any combat skill.
  He can use hand weapons, but cannot aim a blow at any
  particular part of a foe�s body and cannot fire a missile
  weapon (except randomly, or at something so close that
  he can hear it). This assumes that the character is accus-
  tomed to blindness. Someone who suddenly loses his
  sight will fight at a -10 (this is in addition to the normal
  modifiers for being blind)
  Bonus: 50 CPs
  BLOODLUST
   
  You want to see your foes dead. You will go
  for killing blows in battle, put in an extra shot to make
  sure of a downed foe, attack guards you could have
  avoided and so on. A Presence roll is necessary to ac-
  cept a surrender, or even to take a prisoner under orders.
  Even in a non-combat situation, you will never forget
  that a foe is a foe.
   
  This may seem to be a truly evil trait, but many
  fictional heroes suffer from it. The character is not a
  fiend or a sadist; his animosity is limited to �legitimate
  enemies� whether thy are criminals, enemy soldiers,
  feuding clansmen or tavern scum. Often he does have a
  very good reason for feeling as he does. And, in a tavern
  brawl he would use his fists like anyone else.
   
  On the other hand, a gladiator or duelists with
  this trait would be very unpopular, and a policeman
  would soon be set up on charges.
  Bonus: 10 CPs
  BULLY
   
  You like to push people around whenever you
  can get away with it. Depending on your personality and
  position, this may take the form of physical attacks, in-
  tellectual harassment or social �cutting.� Make a Pres-
  
  27
  ence roll to avoid gross bullying when you know you
  shouldn�t - but to role-play your character properly, you
  should bully anybody you can. Since nobody likes a
  bully, others react to you at -10.
  Bonus: 10 CPs
  CANNOT HARM INNOCENTS
   
  This character may use deadly force only on a
  foe who is attempting to do him serious harm. Capture is
  not serious harm unless the character is under penalty of
  death. A being who Cannot Harm Innocents will never
  intentionally do anything that causes or even threatens
  injury to non-combatants, especially uninvolved nor-
  mals. If an innocent suffers harm, the character will be
  guilt ridden. (GM Option�apply modified version of
  Pacifism consequence when a character kills someone)
  Bonus: 10 CPs
  CHAMELEON MOOD CHANGE
   
  This hero changes color to match his emotional
  state. For example, when he is angered his entire body
  turns red. A Confidence Roll is necessary when attempt-
  ing not to change color.
  Bonus: 10 CPs
  CODE AGAINST KILLING
   
  This character holds life in high regard. He will
  not jeopardize anyone�s life. (yes, this even includes
  villains) Furthermore, he will vehemently strive to pre-
  vent or stop anyone around him from murder.
  Bonus: 20 CPs
  CODE: BUSHI
   
  This is the code of the Japanese warrior/
  retainer. Samurai had it; so did many ninja. The Bushido
  Code demands absolute obedience to one�s lord, even if
  he demands that the character kill himself or destroy all
  that he loves. This means that the samurai character will
  often be in a situation where his own goals conflict with
  those of his lord�s, and his psychological limitation de-
  mands he follow his lord�s dictate above his own.
   
  A cruel thing for a GM to do to a samurai char-
  acter would be to have him insulted or dishonored, but
  have his lord order him to leave the insulting character
  alone; the character is placed in a position where he will
  either have to kill himself or will have to wait, suffering
  from the insult and resulting loss of face, until his lord�s
  order is rescinded.
  Bonus: 20 CPs
  CODE: CHIVALRY
   
  This character believes wholeheartedly in the
  feudalistic code of chivalry. He will strive to save the
  innocent, avenge the helpless and protect damsels in
  distress. This code forbids him from striking a woman.
  Bonus: 20 CPs
  CODE: GUNSLINGER
   
  The character believes he is the best at what he
  does. If anyone doesn�t believe him or challenges him,
  this character will not rest until he has once again
  proven why he is the best.
  Bonus: 15 CPs
  CODE: HERO�S HONOR
   
  You must use your utmost efforts to uphold the
  law at all times. Not only will you intervene to stop any
  criminal activity you notice; you will also go out of your
  way to find crime to stop! (This is where the hero�s
  nightly patrol comes from) You must protect anyone
  weaker than yourself.
  Bonus: 15 CPs
  CODE: KNIGHT
   
  The character�s code of behavior demands that
  he right any wrongs he sees, correct any social injustice;
  keep any oaths of loyalty he takes, and meet all obliga-
  tions he accepts. Furthermore an individual with Code:
  Knight must always honor good people and spend all of
  his money on good deeds and worthy charities.
   
  Variations of this Code are used by such Orders
  as the Onalogian Elemental Knights and the Galactic
  Knights.
  Bonus: 25 CPs
  CODE: MONK
   
  This is the code of most monks. This code
  mandates that the character cannot initiate violence
  (though he can defend himself); he must remain celi-
  bate; he cannot eat red meat. Note that all of these codes
  can be taken by any character that wants to follow the
  code.
   
  For example, some alien monk orders follow a
  code for game play that is identical to this one.
  Bonus: 15 CPs
  CODE: SENSAI
   
  His code of behavior demands that he never
  refuse a challenge from another fighter. He can, if he
  chooses, answer a challenge by directing one of his stu-
  dents to meet the challenger; this is usually done to
  �screen� challengers so that the Sensai is only forced to
  fight the best challengers.
   
  Snow Fighter has this trait.
  Bonus: 15 CPs
  CODE: VILLAIN�S HONOR
   
  This is the appropriate code for anyone who is
  a criminal but not evil. You will never use your powers
  to cause physical harm, unless you are attacked first.
  
  28
  You will not steal from the poor and helpless.
  Bonus: +10 CPs
  COLOR BLINDNESS
   
  You cannot see any colors at all. In everyday
  life, this is merely a nuisance. The GM must note that
  there are many situations where Color Blindness is actu-
  ally baneful. You are advised to make this trait worth
  the bonus.
  Bonus: 10 CPs
  COMPULSIVE SHOPPER
   
  The character loves shopping. Every other ad-
  venture the character must make an attempt to go on a
  major shopping spree. A compulsive shopper doesn�t
  care whose money is doing the buying; it�s the sheer
  excitement of spending money.
  Bonus: 10 CPs
  CONCERN FOR THE POOR AND HOMELESS
   
  The character is a vocal homeless advocate.
  Concern for the underprivileged does not just lie on this
  character�s conscious; it is acted upon. She will seek to
  act upon her concerns at least once every other adven-
  ture. For example, a character with Concern for The
  Poor and Homeless could do such things like: work in a
  soup kitchen, distribute food and clothing, lobby for
  better housing and so on.
  Bonus: 15 CPs
  COWARD
   
  The words �Discretion is the better part of
  valor� are epitomized by this character. He will fight
  only when he positively cannot help himself. When he is
  forced to fight, he is ferocious. He receives a +3 Bonus
  to Rank. When escape is possible, he must take advan-
  tage of it.
  Bonus: 20 CPs
  CURIOSITY
  �
  �Curiosity killed the cat� never seems to regis-
  ter for this character. If there is a button that is labeled,
  �Don�t Touch,�  he will passionately want to know why
  he shouldn�t push the button. This character is often an
  explorer of the unknown.
  Bonus: 15 Cps
  DARK SECRET
   
  A character with this trait harbors some deep
  secret which must be protected at all costs. The Dark
  Secret must be specified at the selection of this trait.
  This secret must be large enough to effectively end the
  character�s career.
  Bonus: 25 CPs
  DEAFNESS
   
  You can hear nothing. Any information you
  receive must be communicated through sign language or
  written messages.
  Bonus: 20 CPs
  DEDICATION TO X
   
  The character is dedicated and will actively
  campaign for a cause. For example, Manta has Dedica-
  tion to the Preservation of Sea Life. She will go to ex-
  treme lengths to stop a company that was slaying endan-
  gered underwater species.
  Bonus: 10 CPs
  DEPENDENCY
   
  The character needs a substance, item or event
  to live. If he does not have this item, the character will
  start dying. There are two factors that determine the
  bonus for this trait. The scarcity of the substance and
  how often the character takes damage when deprived on
  that substance. For example, Liquid Lad has been away
  from the ocean for a day. He takes Order 1 Damage for
  each round he is away from water.
  Bonus:
  Uncommon -  
  15  Damage taken every Round -15
  Common -  
  10  Damage every minute -10
  Very Common -  5    Damage every hour - 5
  DEPENDENT NPC (DNPC)
   
  A character with this trait has a non-player
  friend, loved one, or associate that constantly gets in the
  way. Dependent Non Player Characters can be anyone
  from a frail old aunt to a nosey reporter friend, this per-
  son somehow manages to get into trouble or simply
  have trouble find him. The character must feel that he
  has to look out for them.
   
  Before play begins, the player must decide
  what are the general qualities of his DNPC. This is done
  under GM supervision. At the start of every adventure,
  the GM will check to see if the DNPC shows up in this
  scenario. Construction Points are gained based on how
  capable the DNPC is and how often she can appear in
  adventures.
  Bonus:
  Sickly or Weak DNPC -15  Freq. appears - 15
  Average DNPC - 10   
  Sometimes appears -10
  Capable DNPC -  5   
  Rarely appears -  5
  EARLY BIRD
   
  The character strives to always arrive either on
  time or preferably early for any event. Side effects of
  this Trait is that the character will be a chronic clock
  watcher, glancing at his watch at least once every half
  hour.
  Bonus: 5 CPs
  
  29
  ENJOYS USING POWER
   
  The character enjoys using her powers. She
  will strive to use her powers any time that she gets the
  chance. Yes, this does mean performing pranks and us-
  ing your powers in your secret ID.
  Bonus: 10 CPs
  EPILEPSY
   
  You are subject to seizures, during which your
  limbs tremble uncontrollably and you cannot speak or
  think clearly. Whenever you are in a tense situation, you
  must roll percentiles against your Stamina x 5. A failed
  roll will bring on a seizure that lasts for 1D10 minutes.
  Needless to say you can do nothing while experiencing a
  seizure and take 1D4 damage from the convulsions. If
  you have any type of phobia, exposure to the object of
  fear is a stressful situation and a roll needs to be made
  once every 10 minutes.
  Bonus: 30 CPs
  EUNUCH
   
  You (male characters only) have lost your man-
  hood, either through an accident or hostile action. You
  are immune to seduction and cannot seduce others.
  Bonus: 5 CPs
  EXILE
   
  A character with this trait has been ostracized
  from her native civilization and forced to remain in the
  local where she acts as a heroine. She may not engage in
  any social interaction with her homeland.
   
  A character who has voluntarily exiled herself
  receives 10 points whereas a character exiled against her
  will receives 15 points.
  Bonus: 10/15 CPs
  FANATICISM
   
  You believe very strongly in one country, relig-
  ion and so forth. It is more important to you than any-
  thing else. You might not die for it (depending on the
  degree of your personal bravery) but it is first in your
  life. If your country/religion/whatever requires obedi-
  ence to a certain code of behavior, you will follow the
  code rigidly. If it requires obedience to a leader, you will
  follow the leader with total loyalty. You must role-play
  your fanaticism.
   
  Note that fanatics do not have to be either
  mindless or evil. A glaring priest of Set, brandishing his
  bloody knife, is a fanatic. So is a kamikaze pilot, ex-
  changing himself for an aircraft carrier. So is a patriot
  who says, �Give me liberty or give me death!� Fanati-
  cism is a state of mind; it is what you are fanatic about
  that makes the difference.
  Bonus: 15 CPs
  FASHIONABLY LATE
   
  The character hates to wait for anything. If he
  does have to wait, he needs to make a Personality Roll
  to avoid causing a scene. He strives to always arrive
  Fashionably Late for any appointment. Fashionably Late
  is defined as Late but not Late enough to dramatically
  annoy the person who experiences this character�s late-
  ness.
  Bonus: 7 CPs.
  FAT
   
  You are unusually obese for your race. For +10
  points, determine weight normally for Body Type and
  then increase it by 50%. This give a character -5 on all
  reaction rolls. For +20 points, determine weight nor-
  mally and double it; this gives -10 on all reaction rolls.
  Normal clothes and armor will not fit you. You will also
  be at -15 to Disguise, or to Shadowing if you are trying
  to follow someone in a crowd.
  Bonus: 10/20 CPs
  FEAR
   
  The hero has an irrational fear. The fear�s in-
  tensity will determine how much of a bonus the hero
  receives for this trait. For example, Claustrophobia can
  be selected for each of three categories. A Mild Case (10
  pts) means that the character is inconvenienced by en-
  closed areas. A Severe Case (20 pts) will find the char-
  acter actively seeking to leave the area. They must find a
  way out. Confidence, Presence and Will are halved until
  free. The Extreme Case (30 pts) will find the character
  catatonic with his Confidence, Presence and Will re-
  duced to 1.
  Bonus: 10/20/30 CPs
  FLASHBACK
   
  Something so traumatic has happened in the
  character�s life that he or she has been psychologically
  scarred. His mind and soul have not worked through the
  trauma. The character needs to make a Confidence Roll
  at -25 to bring his mind back to the current situation.
  Furthermore, the character will have nightmares which
  replay the flashback. The GM decides when a flashback
  might occur and the character must make a Confidence
  Saving Throw to suppress a Flashback.
  Bonus: 25 CPs
  GLUTTONY
   
  You are overly fond of good food and drink.
  Given the chance, you must always burden yourself with
  extra provisions. You should never willingly miss a
  meal. Presented with a tempting morsel or good wine
  which for some reason you should resist, you must make
  a successful Presence Roll to do so. Gluttony is not a
  
  30
  terrible weakness, but by its nature it will soon be obvi-
  ous to everyone who meets you.
  Bonus: 5 CPs
  GREEDY
   
  This character cannot resist a money making
  scheme. He is constantly trying to get the most with
  minimum effort. A Greedy character will be loath to
  lend anyone anything unless he was given something he
  really wanted.
  Bonus: 15 CPs
  GULLIBLE
   
  A gullible person naturally believes everything
  he hears; he�ll swallow even the most ridiculous story, if
  it�s told with conviction. In order not to believe a lie-or
  an improbable truth, for that matter - you must roll
  against Intelligence.
  Bonus: 10 CPs
  HATRED OF BEING TOUCHED
   
  This character experienced some trauma in the
  past that caused them to have a Hatred of Being
  Touched. These characters are loathe to engage in physi-
  cal contact. This trait comes in three grades: Mild, Se-
  vere and Crippling. Like Shyness, this trait must be
  brought off one grade at a time.
   
  MILD: The character can endure contact for
  brief periods of time. He can tolerate hugs and other
  forms of contact. Note he will not initiate contact except
  on extreme circumstances. +10 Pts
   
  SEVERE: The character can not endure any
  contact. Will always stand off from others. If forced into
  contact, he or she will mentally shut down. They will go
  catatonic and must make a Personality roll to do any
  action while being touched. +15 Pts
   
  CRIPPLING: The character can not endure any
  contact. Will always stand off from others. This person
  becomes violent when touched. Let me say that again,
  Violent. He or she will use their powers to their fullest
  potential. A Personality Roll must be made for the attack
  to be halted. +20 pts
  Bonus: +10/15/20 CPs
  HATRED OF X
   
  The character has a Hatred of X. This hatred
  comes in three grades: Mild, Severe and Crippling. This
  trait must be brought off one level at a time. For exam-
  ple, Frostblind has a Hatred of the Mob & Mob-Related
  Activities. Depending on the degree of her Hatred; this
  will determine how narrow-minded she is in pursuit of
  her hatred. A mild hatred will mean that she will focus
  her time on opposing the Mob. This will be the focal
  point of her night patrols. If the Hatred is Severe she
  will slay all Mobsters whenever she encounters them.
  Finally, if the hatred is Crippling, this would be her pas-
  sion in life. She will slay Mobsters as above and she will
  terrorize any sympathizers and slay them if the mood
  strikes her. Furthermore, she will use any means neces-
  sary to achieve the destruction of the Mob.
  Bonus: +10/15/20 CPs
  HEMOPHILIA
   
  You are a �bleeder.� Even a small wound,
  unless well bandaged will not heal-and you may bleed to
  death. Any untreated wound will bleed at a rate equal to
  its original damage every minute. For example, an un-
  treated -2 hp wound is suffered, the character would lose
  another 2 hit points every minute until the wound is
  carefully bandaged.
   
  First Aid will be satisfactory to treat most
  wounds. However, any impaling wound will cause slow
  internal bleeding. Such a wound will do damage as
  above until it receives First Aid. It will continue to do
  damage equal to its original damage once per day until
  properly treated. Only a surgeon or psionic healer can
  cure this injury or restore the hit points lost to internal
  bleeding. If proper treatment is not available - you die.
  Bonus: 30 CPs
  HONESTY
   
  You MUST obey the law, and do your best to
  get others to do so as well. You are compulsive about it;
  this is essentially another type of Code of Honor. In an
  area with little or no law, you will not �go wild� you
  will act as though the laws of your home were in force.
  This is considered a trait, because it will often limit your
  options! Faced with unreasonable laws, you must roll vs.
  Intelligence with the �need� to break them and against
  Presence to avoid turning yourself in afterwards! If you
  ever behave dishonestly, the GM may penalize you for
  bad role-playing.
   
  You may fight (or even start a fight, if you do it
  in a legal way). You may even kill in a legal duel, or in
  self-defense - but you may never commit murder. You
  may steal if there is a great need, but only as a last re-
  sort, and you must attempt to pay back your victims
  later. If you are jailed for a crime you did not commit,
  but treated fairly and assured of a trial, you will not try
  to escape.
   
  You will always keep your word. (In a war,
  you may act �dishonestly� against an enemy but you
  will not be happy about it!) You will also assume that
  others are honest unless you know otherwise. Honesty
  also has its rewards. If you stay in one place long
  enough for your honesty to become known, GMs should
  allow you a +5 on any non-combat reaction roll, or a
  +15 if a question of truth or honor is actually involved.
  Bonus: 10 CPs
  
  31
  HONORABLE
   
  The character has his own well defined per-
  sonal code of honor. This could include such things as
  always keeping his word or never taking advantage of a
  situation. The main honor components must be decided
  during character generation.
  Bonus: 20 CPs
  HUNTED AND WATCHED
   
  A character with this trait is hunted by a person
  or a group. Taking hunted means that during adventures
  the Hunters can show up and attempt to do something
  nasty to the character. This can range from monitoring
  his activities, to interrogating him, and so on. The char-
  acter may or may not know why he is hunted. (player�s
  choice)
   
  The Construction Points a character gets from
  being hunted depends on how competent (dangerous)
  the Hunters are, what they will do with the character,
  and how actively they are looking for the character. The
  Construction Point bonus is listed on the Hunted table.
  First, the player chooses the ability of the Hunters to
  carry out their goals. If they intend to kill him, then
  these values should reflect their ability to beat him in
  combat. However, if they only intend to watch him,
  these values should reflect the ability to keep him under
  observation.
   
  Having set the Hunted�s capabilities, the player
  should next choose what the hunters will do when they
  catch up with him. Lastly, they choose how often the
  Hunters show up. Hunters are normally villains, but the
  character may be wanted by police for questioning, or
  sought after by a government for any of the above rea-
  sons. In a fantasy campaign, the Hunters could be the
  minions of an evil psionic or the King�s soldiers. Char-
  acter�s don�t get points for individuals or groups that
  begin Hunting them during the Campaign  - that goes
  along with being a hero.
  Bonus:
  Weaker than Character -  5 
  Freq. appears - 
  15
  As Powerful as Character -10 
  Sometimes apr - 10
  More Powerful than Character -15 Rarely appears -  5
  IMPULSIVENESS
   
  You hate talk and debate. You prefer action!
  When you are alone, you will act first and think later. In
  a group, when your friends want to stop and discuss
  something, you should put in your two cents quickly-if
  at all-and then do something. If it is absolutely necessary
  to wait and ponder, you must make a Presence roll to do
  so.
  Bonus: 10 CPs
  INDEPENDENT: LONER
   
  The character is a loner and values her solitude.
  She is also independent meaning that she enjoys doing
  things for herself. It takes this character some time to
  accept and relate to a team concept and structure. Even
  then the character is prone to taking time off from the
  group to enjoy being on her own.
  Bonus: 10 CPs
  IN LOVE WITH X
   
  This character is in love with a PC or NPC
  character. When their loved one is around, the character
  will strive to keep him/her from all hurt, harm and dan-
  ger.
  Bonus: 15 CPs
  INNOCENT
   
  A character with this trait is exceptionally na-
  ive of the ways of society and the wiles of mankind. An
  innocent character believes in the inherent goodness of
  all creatures and assumes that everyone feels as he does.
  He cannot understand evil or inconsiderate acts.
  Bonus: 10 CPs
  INTOLERANCE
   
  You dislike and distrust some (or all) people
  who are different from you. A thoroughly intolerant
  character (+10 pts) has a -15 Reaction to anyone not of
  his own race and/or class. On a  �good� reaction, he will
  tolerate the person and be as civil as possible (but will
  be stiff and cold toward him); on a �neutral� reaction he
  will tolerate him but make it plain in words and deeds
  that he doesn�t care to be around him and considers him
  inferior and/or offensive; on a worse reaction, he may
  attack or refuse to associate with the victim at all. Intol-
  erance directed at only one specified race or class is
  worth +5 for a commonly encountered victim to a +1 for
  a rare victim.
   
  Members of a disliked group will sense intoler-
  ance and will normally react to the intolerant person
  from -5 to -25. Intolerance may manifest itself in other
  ways as well. Religious Intolerance may take the form
  of a -15 reaction against those of a particular faith (+5)
  or to anyone not of your own faith (+10). On a �neutral�
  reaction or better, an intolerant person will attempt to
  convert unbelievers to his own faith.
  Bonus: 5/10 CPs
  JEALOUSY
   
  You have an automatic bad reaction toward
  anyone who seems smarter, more attractive or better off
  than you. You will resist any plan proposed by a �rival,�
  and will hate it if someone else is in the limelight. If an
  NPC is Jealous, the GM will subtract 10 to 20 pts from
  his reaction to the victim(s) of his jealousy.
  Bonus: 10 CPs
  
  32
  KLEPTOMANIA
   
  You are compelled to steal. Not necessarily
  things of value, but just anything that you can get your
  hands on. Whenever you are presented with a chance to
  steal, you must make a Presence roll, at up to -15 if the
  item is especially interesting to you (not necessarily
  valuable unless you are Poor or Greedy, just
  �interesting�). If you fail the roll, you must try to steal it.
  Stolen items may be kept or sold, but not returned or
  discarded.
  Bonus: 15 CPs
  LAME
   
  You have some degree of impaired mobility.
  The point bonus depends on the damage, as follows:
   
  Crippled leg: You have one bad leg; your Move
  is reduced by 3. You suffer a -15 penalty to use any
  physical skill that requires walking or running. This
  definitely includes all hand weapon skills and all martial
  arts (missile weapon ability is unimpaired). +15 Pts
   
  One leg: You have lost one leg. You are at a -
  30 penalty to use any physical skill that requires the use
  of your legs. You cannot run; using crutches or a peg
  leg, you have a maximum move of 2. +25 Pts
   
  Legless or paraplegic: You are confined to a
  wheelchair or wheeled platform. If you power it with
  your own hands, its Speed is your modified Strength
  attribute. (Carrying Capacity minus your weight plus the
  chair) For example, Mickey has 6 Strength and weighs
  1,000 pounds. Doing the calculation, Mickey can use a 5
  Strength to roll around the city. Alternately, you may be
  carried piggyback or on a stretcher. The GM should
  assess all reasonable penalties for this handicap. +35 Pts
  Bonus: +15/25/35 CPs
  LAZINESS
   
  You are violently averse to physical labor.
  Your chance of getting a raise or promotion in any job is
  halved. If you are self-employed your weekly income is
  halved. You must avoid work - especially hard work - at
  all costs.
  Bonus: +10 CPs
  LECHEROUSNESS
   
  You suffer from an unusually strong desire for
  romance. Whenever in more than the briefest contact
  with an attractive member of the opposite sex, you must
  roll vs. Presence at a -25 if the other person is pretty
  {Appearance 4}, or -50 if beautiful {Appearance 7 or
  higher}. A failed roll means that you must make a
  �pass,� using whatever wiles or skills you can bring to
  bear. You must them suffer the consequences of your
  actions, successful or not; physical retribution, jail, com-
  municable disease or (possibly) an adoring new friend.
   
  Unless the object of your affection is Very
  Handsome or Beautiful, you need not roll more than
  once a day to avoid making a pass. If a specific charac-
  ter turns you down very firmly (e.g. a black eye or an
  arrest for sexual harassment) the GM may allow you a
  bonus to further rolls. Note also that a Lecherous person
  may change his/her standards of attractiveness if no
  truly attractive members of the opposite sex are avail-
  able!
  Bonus: +15 CPs
  LOVE OF ADVENTURE
   
  The character thrives on activity. Quick to get
  bored with inactivity, this character loves to explore
  strange new areas and experience the bizarre. He is often
  away from home.
  Bonus: +15 CPs
  LOVE OF DANGER
   
  This character lives for the thrill and excite-
  ment of high speed chases, knock down drag out bar
  room brawls and just danger in general. The character is
  frequently bored with safe environments.
  Bonus: +15 CPs
  LOVES TO X
   
  This character loves to do something. This can
  be anything ranging from loving to fight one on one to
  loving to travel. This is a highly flexible Trait and can
  be used for a multitude of purposes. A character must
  pursue this love at least once per game session. For ex-
  ample, a character that Loves to Travel could be sight-
  seeing on a foreign planet or country or planning to take
  a trip. Or a person that Loves to Fight One on One could
  be enrolled in a wrestling, martial arts or boxing compe-
  tition. The GM and player needs to weigh the effect of a
  PC�s love on game play. For example Loves to Travel
  would be worth 5 CPs whereas Loves to Fight would be
  worth 10 CPs.
  Bonus: +5/10/15 CPs
  LOW PAIN THRESHOLD
   
  You are very sensitive to pain of all kinds. You
  always roll at -20 to resist physical torture. Whenever
  you take a wound, you must make a Will Roll to avoid
  crying out. Barbarians, soldiers, thugs and so on will
  react to you at -5 if they know that you have this Trait.
  Bonus: +10 CPs
  MEGALOMANIA
   
  You believe that you are a superman, or that
  you have been chosen for some great task, or that you
  are destined to conquer. You must start by taking the
  Fanatic Trait - but you are fanatic to yourself! You must
  choose some great goal - usually either conquest or the
  
  33
  completion of some fantastic task. You may let nothing
  stand in between you and this goal. You may attract
  followers who are also Fanatics; nobody else will enjoy
  hearing you talk about your brilliance and your great
  plans. Young or naive characters, and Fanatics looking
  for a new cause, will react to you at +10. Others will
  have a -10.
  Bonus: +10 CPs
  MISERLINESS
   
  You are concerned with holding onto the
  money that you have. You may be both greedy and mis-
  erly! You must make a Presence roll any time that you
  are required to spend money, and you must always hunt
  for the best deal possible. If the expenditure is large, the
  Presence Roll must be made at -25 (or even greater)
  penalty. A failed roll means that you will refuse to spend
  the money - or, if the money absolutely must be spent,
  you should haggle and complain interminably.
  Bonus: +10 CPs
  MISTRUST
   
  The character is thought to be the opposite of
  what he actually is. A hero with this trait will often be
  attacked by other heroes or law enforcement officials.
  (After all, he�s a wanted villain) With a villain, the op-
  posite is true.
  Bonus: +30 CPs
  MUTE
   
  You cannot speak. All your communications
  with others must be in writing, or with sign language.
  Bonus: +25 CPs
  NO COMPUNCTIONS ABOUT KILLING
   
  This character has no compunctions about kill-
  ing. That is not to say that he will kill when bored or
  depressed. It does mean that the character hasn�t a care
  about terminating a person. Killing is an option for this
  character. It is not the first one, but it is an option. For
  this character, it is not a question of the morality of kill-
  ing but when it should be done.
  Bonus: +15 CPs
  NO FINE MANIPULATION
   
  The character is physically shaped in such a
  manner that he can not do highly dexterous maneuvers
  with his extremities. This includes most animals and
  some humanoids.
  Bonus: +15 CPs
  NO SENSE OF HUMOR
   
  You never get any jokes or witty remarks.
  Players with no sense of humor take everything and eve-
  ryone seriously.
  Bonus: +15 CPs
  NO SENSE OF SMELL/TASTE (ANOSMIA)
   
  This is a rare affliction. You can smell and taste
  nothing. Thus, you are unable to detect certain habits
  that ordinary people can spot quickly.
  Bonus: +5 CPs
  ODIOUS PERSONAL HABITS
   
  You behave some or all of the time, in a fash-
  ion repugnant to others. The worse your behavior, the
  more bonus points. You may specify the behavior when
  the character is first created, you work the bonus out
  with the GM. Some samples: Body odor, constant
  scratching and tuneless humming might be worth +5 pts
  each. Constant bad puns, farting or spitting on the floor
  would be +10 pts each. +15 pt habits are possible but
  they must be truly gross.
   
  Note that certain sorts of disgusting behavior
  will not bother non-humans. A person with a constant
  drool will irritate other humans, but a Centaurian would-
  ��t notice and a troll might think it was cute.
  Bonus: 5/10/15 CPs
  ONE ARM
   
  You have lost an arm (or you were born with-
  out it). It is assumed that you lost the left arm if you
  were right-handed, or vice versa. You cannot use a
  sword and shield simultaneously, or any two-handed
  weapon, or do anything requiring two arms-GM�s ruling
  is final in case of argument.
  Bonus: + 20 CPs
  ONE EYE
   
  You have only one good eye; you must wear a
  glass eye, or cover your missing eye with a patch. You
  suffer a -15 on anything involving missile weapons,
  thrown objects, or driving any vehicle faster than a horse
  and buggy. You will also suffer a -5 on any reaction roll
  except with utterly alien creatures.
  Bonus: +15 CPs
  ONE HAND
   
  You have lost a hand; it may be replaced by an
  appropriate prosthetic (hook, mechanical grabber or
  bionic hand) A fully bionic replacement is just as good
  (or better) as the original, and is therefore worth no
  points. An obvious mechanical replacement will cost
  you -5 on all reaction rolls.
  Bonus: +15 CPs
  OVERCONFIDENCE
   
  The character sincerely believes that she can
  prevail against any and all odds. This character will
  charge into the Villain Convention in a wheelchair so
  
  34
  that she can bring them all to justice. These people also
  tend to get their teammates in trouble with them.
  Bonus: +15 CPs
  OVERWEIGHT
   
  You are not truly fat - just somewhat heavy for
  your race. Determine weight normally for Body Type
  and increase it by 30%. Overweight characters are +10
  bonus to their Swimming rolls. There are no other bo-
  nuses or penalties; you can easily get into clothes, and
  blend into a crowd, because many people are over-
  weight.
  Bonus: +5 CPs
  PACIFISM
   
  You are opposed to violence. This opposition
  can take three forms, each with its own point value.
   
  Total non violence is just that; you will not lift
  a hand against another intelligent creature, for any rea-
  son. You must do your non-violent best to discourage
  violent behavior in others too. You are free to defend
  yourself against attacks by animals, mosquitoes, etc. +30
  pts
   
  Self-defense only means that you will only
  fight to defend yourself or those in your care, using only
  as much force as may be necessary (no pre-emptive
  strikes allowed!) You must do your best to discourage
  others from starting fights. +15 CPs
   
  Cannot kill means that you may fight freely,
  and even start a fight, but you may never do anything
  that seems likely to kill another. This includes abandon-
  ing a wounded foe to �die on his own!� You must do
  your best to keep your companions from killing, too. If
  you do kill someone (or feel yourself responsible for a
  death), you immediately suffer a nervous breakdown.
  Roll 3D6 and be totally morose and useless for that
  many days. During this time, you must make a Presence
  roll to offer any sort of violence toward anyone, for any
  reason.
  Bonus: +15/30 CPs
  PARANOIA
   
  You are out of touch with reality. Specifically,
  you think that everyone is plotting against you. You will
  never trust anyone except old friends and you keep an
  eye on them, too, just in case. Other characters respond
  to paranoids at -10.
  Bonus: +10 CPs
  PRANKSTER
   
  No joke is too small for this character to try on
  some unsuspecting teammate. She can not understand
  why everyone is so annoyed with her constant jokes and
  pranks. After all laughter is the best medicine.
  Bonus: +10 CPs
  PRIDEFUL
   
  The character has a lot of personal pride. This
  often prevents him from accepting defeat and accepting
  others that are more powerful, intelligent and or talented
  than the character. He will almost never admit that he�s
  wrong because that�s a sign of weakness. A prideful
  individual can also relentlessly boast about his great
  abilities.
  Bonus: +15 CPs
  POWERLUST
   
  The character wants to be the most powerful
  character in the universe. This can be economically,
  physically, or whatever else the character fixates on as
  the key to their security. Powerlust individuals will seek
  whatever it takes to help them achieve their quest for
  ultimate power.
  Bonus: +20 CPs
  PSYCHOPATH
   
  The character is a psychopath; he or she has
  some mental dysfunction. Psychopaths, in  game terms,
  have Traits taken to extreme. This trait will cause the
  person to destroy people and property. Take for exam-
  ple, the Prankster Trait - a Psychopathic Prankster will
  slay people through jokes and pranks. A joy buzzer will
  electrocute his foes. The GM and the player will work
  together to decide what trait can become Psychopathic
  as well as the bonus points.
  Bonus: +20 CPs
  PUBLIC IDENTITY
   
  A character with this trait is a famous or widely
  publicized person like Kinesis. These heroes are never
  off duty. This could cause problems for the hero, his
  family or friends.
  Bonus: +10 CPs
  PYROMANIA
   
  You like watching fires! You love setting fires.
  For good role playing, you must never miss a chance to
  set a fire, or appreciate one you encounter. When abso-
  lutely necessary, make a Personality roll to override
  your love of flame.
  Bonus: 5 CPs
  REGISTER AS X ON X
   
  You have a distinctive feature which causes
  you to be detected by an X detector. For example, some
  mutants have this trait. Any Mutant detection roll re-
  ceives a +10 to the roll. Mutants that don�t have this trait
  need to be detected normally.
  Bonus: 5 CPs
  
  35
  REPUTATION
   
  The character has a reputation. He is known to
  a large group of individuals by this reputation. Some
  will believe and be impressed with reputation whereas
  others will want to scoff and challenge the hero�s repu-
  tation. Maintaining one�s reputation can be the source
  for many an adventure. This trait comes in three levels:
  Minor (+5), Major (+10) and Extreme (+15).
   
  Reputations are known by the individuals
  within certain circles on which the reputation hinges as
  well as those individuals that study about the group.
  This builds as well starting at Local (+5), Galactic (+10)
  and Intergalactic (+15). For example, Razor Wing, with
  a Galactic Reputation, has a chance to be recognized by
  all of the major warriors within the Gedaliah Confedera-
  tion. He can also be known by those who study about
  galactic warriors and takes the appropriate Knowledge
  Skill.
   
  A Minor Local Reputation means the character
  is known by an elite group of people. He or she is recog-
  nized on a percentile roll of 40 or less. Most people
  within the campaign universe will not know of the char-
  acter's reputation. An example of this is that a martial
  artist can take a Minor Reputation and be known by
  most of the Warriors or Martial Artists on his home-
  world. His reputation would lessen the farther he gets
  from his homeworld.
   
  A Major Galactic Reputation [recognized on a
  55 or less] means that the character is recognized by his
  peers on a galactic level. Remember that the more re-
  nown you are, the more people with Gunslinger Men-
  talities will want to try you and see if you are worthy of
  your galactic reputation. Glicion and Shadow Guard
  have Major Reputations.
   
  An Extreme Intergalactic Reputation means the
  character has a chance to be known anywhere within the
  campaign universe. Alpha has an extreme reputation as
  a Cosmic Being. Any significant player in the universe
  who rolls [80 or less] will recognize her. An individual
  that makes the roll will realize that she is a major power
  in the universe and will want to adjust their actions ac-
  cordingly.
   
  Note that these are just some of the combina-
  tions that are possible. It is possible for a local ninja to
  have an Extreme Local Reputation within his home-
  world or for a Celestial Being to have a Minor Interga-
  lactic Reputation. They are known throughout the gal-
  axy but not that well known.
  Bonus: +10/15/20/25/30 CPs
  RIVALRY
   
  A character with this trait is engaged in a
  heated rivalry. This rivalry can be either professional or
  romantic or a combination of the two. Rivalry rarely has
  a combat effect but does affect the character personally.
  The rival will constantly seek to upstage the character
  whenever possible. The PC hero must also do the same
  to his rival. What can lead to an interesting situation if
  on the day you have to save the world, your rival is
  making moves on your boyfriend.
  Bonus: +5 one/+10 Both
  SECRET IDENTITY
   
  The world at large doesn�t know that the char-
  acter is a hero and he wants to keep it that way. Secret
  Identity requires the hero to actively work at protecting
  his identity. This means no prodigious Strength feats
  when surprised as well as not blasting that annoying
  sibling in front of Aunt Sally.
  Bonus: +5 CPs
  SEEKS JUSTICE
   
  This character will ignore anything that gets in
  the way of a quest. This hero will willingly subvert soci-
  ety�s laws, especially those he feels protect the criminal.
  A Justice Seeker will seek out a criminal at whatever
  social level he exists, matching deed for deed, violence
  for violence.
  Bonus: +20 CPs
  SEEKS SOLITUDE
  The character likes moments of quiet contemplation. He
  is not a loner but finds quiet time essential to his well
  being. During each adventure the character will seek to
  arrange or keep his scheduled quiet time. Not getting
  this quiet time, the character�s performance will be hin-
  dered. He can be become grumpy, tired, irritable or
  some other effect until he gets the solitude that he needs.
  Bonus: 10 Cps
  SHYNESS
   
  You are uncomfortable around strangers. This
  trait comes in three grades: mild, Severe and Crippling.
  You must role-play your shyness! This trait is brought
  off one level at a time.
   
  Mild Shyness: Somewhat uncomfortable
  around strangers, especially assertive or attractive ones.
  -5 on any skill that requires you to deal with the public.
  +5 Pts
   
  Severe Shyness: Very uncomfortable around
  strangers, and tends to be quiet around friends. -10 on
  any skill that requires you to deal with the public, +10
  Pts
   
  Crippling Shyness: Avoids strangers whenever
  possible. Incapable of public speaking. May not learn
  any skill that involves dealing with the public. +15 Pts
  Bonus: +5/10/15 CPs
  SKINNY
  
  36
   
  You are notably underweight. After figuring
  your weight multiply it by 2/3. Normal clothes and ar-
  mor will not fit you and you will be at -10 to Disguise,
  or to Shadowing if you are trying to follow someone in a
  crowd.
  Bonus: +5 CPs
  SPLIT PERSONALITY
   
  You have at least two distinct personalities,
  each of which may have its own set of mental problems
  or behavior patterns. This allows you to have mental
  traits that would otherwise be incompatible.
   
  In any stress situation, the GM rolls against
  your Personality to maintain your control. No more than
  1 roll per hour is required. Any NPC who is aware of
  this problem will feel that you are strange, and will react
  at -20 to you.
   
  If your personalities are facets of a single
  �individual,� this is a 10 pt trait. If the personalities are
  largely unaware of each other, interpret their memories
  differently, and have different names, it is a 15 pt trait.
  Bonus: +10/15 CPs
  STRANGE APPEARANCE
   
  Given the nature of aliens and robots, a charac-
  ter must truly look strange to take this trait. He or she
  will usually have an appearance that is radically differ-
  ent from any other creature within the campaign uni-
  verse. Individuals will react poorly to the Strange Ap-
  pearance to the character receiving -10 to -50 to their
  reaction roll depending on how  different the Strange
  Appearance is from the viewer�s body type.
  Bonus: +15 CPs
  STUBBORNNESS
   
  You always want your own way. Make your-
  self generally hard to get along with - role-play it! Your
  friends will have to make a lot of Personality rolls to get
  you to go along with perfectly reasonable plans. Others
  react to you at -5.
  Bonus: +5 CPs
  STUTTERING
   
  You suffer from a stammer or other type of
  speech impediment, which the GM may require the
  player to act out. -10 on all reactions rolls where conver-
  sation is required and certain occupations and skills are
  impossible.
  Bonus: +10 CPs
  STYLE DISADVANTAGE
   
  A character can begin his or her career with
  this trait. Note that it is not limited to martial arts and
  can be used with any form of combat prowess. This trait
  assumes that the character is a famous warrior and there
  are people out there who are familiar with his combat
  tactics. During game play, all characters develop a �style
  disadvantage� so to speak but they receive no points for
  that. It�s an occupational hazard.
   
  The Style Disadvantage has three functions.
   
  First, any martial arts practitioner observing the
  character with Style Disadvantage will, with a simple
  Intelligence roll, recognize the style (unless its some
  strange, secret art, in which case he will recognize that
  fact). If the character does not have a Style Disadvan-
  tage, it takes a successful KS roll of the art being prac-
  ticed, or an Intelligence roll at -10, to recognize the style
  he is practicing.
   
  Second, since many marital arts styles and
  schools are enemies or competitors, the Style Disadvan-
  tage acts as a �Major Prejudice� factor to practitioners
  of the enemy style.
   
  Third, a character using the Analyze Style skill
  on a target with a Style Disadvantage receives a bonus
  to his skill roll.
  Bonus: +15 CPs
  SUSCEPTIBILITY
   
  The character is vulnerable to a certain power
  or effect. He or she will take damage and possibly die if
  exposed to that substance. Construction Points are gen-
  erated depending on how common the substance is and
  how often the character suffers 1D6 damage.
  Bonus:
  Uncommon -  
  15  
  Dam. taken every Round -15
  Common - 
   
  10 
  Dam. every minute - 
  10
  Very Common -  5  
  Dam. every hour -  
  5
  SUPERPATRIOT
   
  The hero believes in his country whether it�s
  right or wrong. This is the belief that the country/planet
  can and will reach the highest moral ideas.
  Bonus: +20 CPs
  TRUTHFULNESS
   
  You hate to tell a lie or you are just very bad at
  it. In order to keep silent about an uncomfortable truth
  (lying by omission), you must make a Personality Roll.
  To actually tell a falsehood, you must make a Personal-
  ity Roll at -25. A failed roll means you blurt out the
  truth, or stumble so much that your lie is obvious.
  Bonus: +5 CPs
  VENGEFUL
   
  This character will avenge a perceived insult or
  defeat to the full extent of his abilities. Furthermore, the
  character must avenge all insults to friends, family and
  protected parties in addition to himself. This is also
  known as the eye for an eye trait.
  Bonus: +25 CPs
  
  37
  VOW
   
  You have sworn an oath to do (or not to do)
  something. This trait is especially appropriate for
  knights, holy men and fanatics. Note that, whatever the
  vow is, it is very important to you. The precise value of
  a vow is up to the Game Master, but should be directly
  related to how much inconvenience it causes the charac-
  ter. Some examples:
   
  TRIVIAL VOW:  (+1)  Always wear red; never
  drink alcohol; treat all ladies with courtesy; pay 10% of
  your income to church
   
  MINOR VOW:  (+5)  Vow of silence during
  daylight hours; vegetarianism; chastity
   
  MAJOR VOW:  (+10)  Use no edged weapons;
  keep silent at all times; never sleep indoors; own no
  more than your horse can carry
   
  GREAT VOW:  (+15)  Never refuse any re-
  quest for aid; always fight with the wrong hand; hunt a
  given foe until you destroy him; challenge every knight
  to combat
   
  Most vows end after a specified time period.
  You must buy off the vow at the end of this period.
  Bonus: +1/5/10/15 CPs
  WEIRDNESS MAGNET
   
  Bizarre things always seem to happen when
  you are present. The alien that wants to meet a Terran
  will stop by your house. A portal that leads to another
  dimension is located in the closet of your new house. It
  must be stated that this is not lethal, just a minor/major
  inconvenience. You will never have a relaxing month at
  home. The weirdness magnet can even be beneficial at
  times.
  Bonus: +15 CPs
  WON�T SURRENDER
   
  The character will always fight to the best of
  his abilities. He views surrender as a cheap or cowardly
  way out of a situation. Losing isn�t important as long as
  the character knows that he did his best.
  Bonus: +20 CPs
  
  38
  SSKILLS
  KILLS
   
  Skills are the abilities that characters have
  learned. Given the proper training and effort anyone can
  learn any skill. This section deals with the basic skills
  and their point cost. Skills use open ended dice rolls to
  determine success. Each skill rank the character has
  yields him a +5 to the percentile die roll. For example
  Icarus with Rank 5 Swordsmanship adds a +25 modifier
  to his attack roll. If the roll exceeds 75, the skill has
  been used successfully. Unless otherwise stated Skills
  cost 3 Construction points per Rank.
  Skill Modifiers
   
  The Game Master should apply modifiers to
  the skill roll depending on the circumstances. These
  modifiers add either a + or - modifier to the open ended
  die roll. The use of modifiers bring a greater depth of
  play. Knowing that your auto repair skill will be more
  successful with an elaborate garage may just excite the
  character to build one.
   
  The following is a partial list of modifiers:
  Modifier 
   
  Circumstance
  +15 to + 25 
  Routine
  +5 to +15 
  Easy
  -5 to -15 
   
  Tough
  -15 to -35 
  A True Challenge
  -35 to -50 
  Really Difficult
  -50 or more 
  Sheer Folly
  +5   
  per order of Primary Stat
  +5 to +10 
  Character is familiar with the
   
   
  object of the skill roll
  +5 to +30 
  Using good equipment in
   
   
  connection with the skill roll
  -3 
   
  per opposing (skill/stat) order
  -5 to -35  
  Poor Working Conditions
  -5 to -45  
  Lack of proper equipment
  ABNORMAL PSYCHOLOGY
   
  This skill enables the character to recognize
  specific symptoms of mental illness,  and to classify
  these symptoms in order to diagnose a patient�s condi-
  tion. This skill does not involve any forms of treatment
  for the defined conditions, only the identification. To
  attempt to identify the illness, the player must make an
  percentile dice roll and add any modifiers to determine
  the total. A total of 75+ is a successful identification of
  the condition.
  Primary Stat: Intelligence
  ACCOUNTING
   
  Accounting is the ability to keep accurate re-
  cords of financial transactions. This skill would also be
  responsible for verifying financial records to discover
  mistakes, false entries, embezzlement and so on. A total
  of 75 indicates success. If the player is using accounting
  for embezzlement purposes, the total of his score over
  75 is the penalty applied to anyone investigating the
  records in search of mistakes or falsified data. Example:
  If a criminal gets a total roll of 168 that would be a pen-
  alty of �93 to anyone investigating his crime.
  Primary Stat: Intelligence
  ACROBATICS
   
  This skill allows a character to perform flips
  jumps and rolls like a circus acrobat. A hero can execute
  tricky acrobatic maneuvers by making a successful skill
  roll. Success is related to the difficulty of the attempted
  acrobatic task. High levels of acrobatics will actual al-
  low people to move through a snow storm...untouched.
  That�s what being a Snow Fighter is all about.
  Primary Stat: Agility
  ACROBATIC ATTACK
   
  This skill allows a character to make an attack
  at the end of an acrobatic maneuver. This allows the
  character to gain the bonuses to dodge that acrobatics
  give them and be an offensive force. This skill must be
  brought separately for each weapon category. (note: this
  includes bare handed attacks as well)
  Primary Stat: Agility
  ACROBATIC EVASION
   
  This is a bonus for evading an attack by using
  acrobatic routines. The individual may do nothing else
  while using this defense although an Acrobatic Attack
  could be attempted with a modifier of -30. Acrobatic
  Evasion adds it�s Ranks to the character's DFV.
  Primary Stat: (Agility + Stamina)/2
  Cost: 2 per Rank
  
  39
  ACTING
   
  Acting allows a character to alter his physical
  mannerisms and speech patterns in order to appear like
  someone else. This can also used to devise and portray
  new or different identities.
  Primary Stat: Personality
  ADMINISTRATION
   
  Bonus for functioning successfully within any
  entity where record keeping, personnel interaction and
  bureaucracy is present. This skill can be useful in at-
  tempts to gain public offices and applying for govern-
  ment power.
  Primary Stat: Intelligence
  ADVERTISING
   
  Bonus for successfully marketing a product or
  service. Must be developed separately for each culture
  encountered.
  Primary Stat: Confidence
  AERIAL ACROBATICS
  A character with this skill is very flexible in flight. He is
  able to twist and manipulate his body with finesse. Ae-
  rial Acrobatics will give a hero a distinct advantage in
  aerial combat. Each Rank of Aerial Acrobatics gives
  him a +2 to his DFV.
  Cost: 3 per Rank
  Primary Stat: Agility
  AERIAL ACROBATICS - EVASION
  The character can receive DFV bonuses when using this
  skill in combat. Aerial Acrobatics - Evasion requires
  substantial air space to be used. The character is darting
  and zipping trying to keep out of harm�s way.
  Cost: 4 per Rank
  Primary Stat: Agility
  AERODYNAMICS
   
  This skill enables the character to determine the
  effects of different mediums on objects/crafts passing
  through them. This includes the determination of ma-
  neuver penalties for piloting and what level of damage
  may be sustained from structural stress. This skill is
  applicable in both gaseous and liquid mediums. Aerody-
  namics may be used to design or modify a craft�s shape
  to reduce strain and improve maneuverability.
  Primary Stat: Intelligence
  AGRICULTURE
   
  This skill involves growing crops in large
  quantities. It can also be used for determining possible
  hazards to the crops, nutrients, fertilizers, pest control-
  ling agents, etc.  for proper growth. This skill does not
  include the use of farm equipment.
  Primary Stat: Intelligence
  ANALYZE FIGHTING STYLE
   
  This skill requires that the character observe
  the target fighting for at least one full turn. This skill
  allows the character to assess the an enemy�s fighting
  ability. The higher the roll yields more information
  about the enemy�s fighting style in relation to the char-
  acter.
  Primary Stat: Confidence
  ANIMAL HANDLING
   
  The character can care for a particular type of
  animal. This includes the basics: feeding, bedding, hob-
  bling etc. The skill is developed separately for each type
  of animal.
  Primary Stat: Personality
  Cost: 2 per Rank
  ANIMAL HEALING
   
  Bonus for administering medical aid to injured
  animals.
  Primary Stat: Intelligence
  ANIMAL TRAINING
   
  Bonus for training a particular type of animal.
  Although this basically tames an animal,  if the animal is
  smart enough he can do some truly amazing feats.
  Primary Stat: Personality
  ANTHROPOLOGY
   
  Linguistic trends, customs, habits and cultural
  trends of any known races and cultures. This must be
  brought separately for each planet.
  Primary Stat: Intelligence
  APPRAISAL
   
  Bonus for determining or estimating the value
  of an object or goods other than armor, metal, stones or
  weapons.
  Primary Stat: Intelligence
  AQUATICS
   
  Bonus for the use and maintenance of underwa-
  ter survival gear. This skill can be used for equipment
  involving other liquid mediums. This skill must be de-
  veloped for each medium.
  Primary Stat: Intelligence
  ARCHAEOLOGY
   
  This bonus applies to obtaining information
  from, and about historical remains, whether they be ru-
  ins, bones, odds and ends  etc. Normally this skill ap-
  plies to very complicated research which takes a lot of
  time and wide uses of intuition. This skill is used to de-
  
  40
  termine how old objects are, or where sites may be, as
  well as the possible use of objects found in ruins and
  eventually leading to an understanding of the culture
  within the area.
  Primary Stat: Intelligence
  ARCHITECTURE
   
  This skill encompasses two areas of architec-
  ture. The first is the recognition of architectural styles of
  construction and design. An percentile die roll will de-
  termine success or failure. The second is the designing
  of buildings and other structures.
  Primary Stat: Intelligence
  ARMOR DESIGN
   
  Bonus for the design, development and con-
  struction of both suits of powered and non-powered ar-
  mor. This is relative to a planet�s Tech level. A person
  back in the 1500�s could construct a suit of armor but it
  would be hard pressed to match up with a suit of today�s
  powered armor as exemplified by Pulse and the mem-
  bers of S.T.A.T.
  Primary Stat: Intelligence
  ARMOR EVALUATION
   
  This is a bonus for determining the value and
  quality of armor. This skill must be executed success-
  fully before a suit of armor can be repaired.
  Primary Stat: Intelligence
  Cost: 2 per Rank
  ARMOR REPAIR
   
  Bonus for the repair of damage to both pow-
  ered and non-powered suits of armor.
  Primary Stat: Intelligence
  ART COMMERCIAL
   
  Bonus for designing the appearance of products
  or displays in order to make them appeal to the general
  target group in the market.
  Primary Stats: (Intelligence + Agility)/2
  ART HISTORY
   
  Bonus for recognizing famous works of art,
  their artist, and the date on which they were created.
  This must be selected for each planet of familiarity.
  Primary Stat: Intelligence
  ASTRONOMY
   
  Bonus for stellar analysis and survey. This skill
  could be used to obtain information on stars, planets,
  moons, etc. This skill would aid someone if they were
  shipwrecked on a desolate planet. Although they could-
  ��t leave, at least they�ll know where they are located.
  Primary Stat: Intelligence
  ASTROPHYSICS
   
  This skill encompasses the operation of space
  and particles in it on a theoretical and mechanical level.
  It can be used to determine the effects of objects in
  space and the possible results of their interaction. It may
  be used to determine gravitational fields and the effects
  they and similar forces have on objects in space. This
  does not include black holes, quasars  etc.
  Primary Stat: Intelligence
  ATMOSPHERIC PILOT
   
  Like the riding skill, ranks must be developed
  separately for each type of atmospheric craft. One skill
  rank allows basic understanding of the controls; subse-
  quent ranks are used for maneuvering.
  Primary Stat: Agility
  Cost: 2 per Rank
  ATTUNEMENT
   
  This skill enables a character to use the musical
  or psychic abilities of any item. Note that there are two
  known types of attunement: psionic and bardic. If a
  character wants to be able to do both he needs to buy
  this skill twice. In order to operate the item, the wielder
  of the item must make an attunement roll. Note one can-
  not teach others to use an �item�, because it is a personal
  experience between the individual and the item. It is
  never the same. The GM can deem that certain abilities
  do not require attunement rolls.
  Primary Stat: Confidence
  AUDIOVISUALS
   
  Bonus for the use of holographic projections,
  audio players, film projectors, etc. for educational pur-
  poses. This skill includes troubleshooting, and presenta-
  tion organization for best results.
  Primary Stat: Intelligence
  AUTOPSY
   
  Bonus for determining in-depth information
  concerning dead bodies. Such information may include
  determining the exact causes of death when numerous
  injuries are present on the body,  or what type of weapon
  was used to cause a specific injury.
  Primary Stat: Intelligence
  BASIC ELECTRONICS
  This skill gives a character general knowledge of Elec-
  tronics. She is not as skilled as a person with the Elec-
  tronics skill but she is able to perform basic tasks with
  this skill.
  Cost: 2 per Rank
  Primary Stat: Intelligence
  
  41
  BASIC MATHEMATICS
   
  Bonus for calculating distances, angles and
  applying basic principles of physics to a given situation
  (i.e. determining the angle of reflected light, the rate of
  fall of a given grade, or the difficulty of a climb without
  approaching or touching the obstacle).
  Primary Stat: Intelligence
  BASIC SCIENCE
  A character with this skill has a introductory level
  knowledge of Physics, Geology, Biology and Chemis-
  try. Basic Science allows a character to have a general
  science background without having to specialize in a
  particular scientific discipline.
  Cost: 2 per Rank
  Primary Stat: Intelligence
  BEGGING
   
  Bonus for eliciting a sympathetic response
  from the person being begged to.
  Primary Stat: Presence
  Cost: 2 per Rank
  BICYCLING
   
  This bonus is applied to all maneuvers for pi-
  loting vehicles operated by manual power. Each vehicle
  type must be developed as a separate skill.
  Primary Stat: Agility
  BILLIARDS
   
  Bonus for setting up and making billiard shots
  whether they are straight or trick shots. However, differ-
  ent forms of billiards, must be developed separately.
  Primary Stats: (Confidence + Agility)/2
  BIOCHEMISTRY
   
  Understanding and analysis of basic biochemis-
  try and genetics for the life forms of a specified planet.
  Primary Stat: Intelligence
  BIOLOGY
   
  Bonus for the application of the most basic
  concepts in the biological sciences. This is the founda-
  tion for all of the higher branches of biology and must
  be purchased first. This skill enables the determination
  of the kingdom to which a creature belongs. (animal,
  plant, fungus, bacteria etc.) It also includes some knowl-
  edge of anatomy and basic cell structure.
  Primary Stat: Intelligence
  Cost : 2 per Rank
  BODY DEVELOPMENT
   
  This skill gives a character another 1D6 to hit
  points each time this skill is selected.
  Primary Stat: Stamina
  Cost: 5 per Rank
  BOOKING
   
  Bonus for arranging and maintaining of profit-
  able betting on a large scale. This skill also includes the
  ability to set odds  and handle the incoming bets so as to
  have the money to cover all bets.
  Primary Stats: (Intelligence + Presence)/2
  BOTANY
   
  Botany is the research in taxonomical varia-
  tions of plant forms and the ability to place new forms
  into a proper taxonomical category. This skill includes
  the recognition, and the identification of the major plant
  forms from the researched area, region and climate.
  Primary Stat: Intelligence
  BRAWLING
   
  Bonus for using non-weapon implements as a
  weapon (chairs, tables, broken bottles, battle ships and
  the sort) as a weapon.
  Primary Stat: Strength
  BRIBERY
   
  The character knows how to approach, treat
  and handle subjects selected for a bribe. Higher levels
  indicates greater skill in knowing when and how much
  to bribe an individual.
  Primary Stat: Presence
  BUGGING
   
  Bugging is the ability to properly implant and
  operate listening  visual or other sensing devices. With a
  successful roll  the player has properly placed micro-
  phones or cameras and will get a good sound and recep-
  tion from the area. Concealment is a complementary
  skill to this one. You may get good reception from your
  bug but it also needs to be concealed to yield the juiciest
  information.
  Primary Stat: Intelligence
  BUILD TRAP
  Basic Traps can be built with this skill at Ranks 1-3,
  these include pit, snares, tripwires and deadfalls. The
  higher a character�s Build Traps skill, the more compli-
  cated a trap he can create.
  Primary Stat: Agility
  BUSINESS LAW
   
  Bonus for the applications of laws to business
  orientated situations. These include such things as: what
  constitutes a valid and legally binding contract, breach
  of contract, negligence, liability for claims, general laws
  of trade, etc. The knowledge of possible penalties for
  breaking such laws is also covered in this skill. This
  
  42
  skill must be developed separately for each alien culture.
  One could major in Gedaliah Confederation Business
  Law but this would not have any dealing on Earth since
  they do not recognize the Gedaliah Confederation Gov-
  ernment.
  Primary Stat: Intelligence
  CAMOUFLAGE
   
  Bonus in hiding or concealing an item or an-
  other person by using the natural features of the sur-
  rounding environment.
  Primary Stat: Agility
  CANON
   
  Bonus for the performance of religious ceremo-
  nies and practices in the fashion deemed proper by one�s
  faith.
  Primary Stat: Confidence
  CAVING
   
  Bonus for the determination of the natural
  course and the lay of a cave or cavern (passage or cham-
  ber). Bonus when attempting an unassisted maneuver in
  a cave. It may also be used with or without signs, and
  recognition of what may be considered hazardous condi-
  tions, and what to do in case of a cave-in.
  Primary Stat: Confidence
  CERAMICS
  A wide range of pottery work can be produced with this
  skill. A Rank higher than 3 indicates professional level
  expertise with Ceramics.
  Primary Stat: Agility
  CHEMISTRY
   
  Bonus for identifying and mixing various
  chemical substances. This skill can be used to create
  assortment of gases and compounds. This skilled is
  called Alchemy in some societies. For game purposes
  they are one and the same.
  Primary Stat: Intelligence
  CHRISTIAN LIVING
  The character has not only studied the Bible but she is
  also putting its principles into practice on a daily basis.
  Primary Stat: Personality
  CIVIL ENGINEERING
   
  This bonus is applied to all maneuvers involv-
  ing the design and modification of public utilities. This
  may include water works, power distribution, roadways,
  parks, etc. Such a skill is used to handle the needs of
  communities of any size.
  Primary Stat: Intelligence
  CIVIL LAW
   
  Bonus for the application of those laws dealing
  with the rights of the individual (the private citizen).
  This skill may be used to settle dispute, or to determine
  what the citizen is entitled to when his rights are vio-
  lated by another member of the state, or an established
  organization. This skill must be developed differently
  for each specific culture.
  Primary Stat: Intelligence
  CLERICAL
  The character is proficient and basic skills of an admin-
  istrative assistant. He is able to handle telephones, mail
  merge lists for personalized form letters, and the thou-
  sands of other things that this skill encompasses.
  Primary Stat: Confidence
  CLIMBING
   
  Climbing allows the character to scale unusu-
  ally difficult walls  trees and buildings. These surfaces
  can not be frictionless. Frictionless surfaces make climb-
  ing impossible.
  Primary Stat: Agility
  COMPARATIVE RELIGION
   
  Bonus for the recognition and identification of
  similarities and differences of various religions within a
  category (Christianity, Buddhism, primitive tribes, Mu-
  hammadism, etc.). Each category must be developed
  separately, but includes a general scope of the common
  religions falling into them.
  Primary Stat: Intelligence
  COMPUTER ENGINEERING
   
  This skill includes the design aspects of com-
  puter systems. This includes a focus on hardware devel-
  opment with some limited facets of software engineer-
  ing and the creation of new computer languages. This
  skill also includes the designing and modification of
  new logic and memory systems.
  Primary Stat: Intelligence
  COMPUTER HACKING
   
  Bonus for the illegal doctoring of computer
  files for the benefit or disadvantage of a specified party.
  The skill allows one to break codes, gaining illegal ac-
  cess, and altering records without a trace. The Success
  roll - 75 is the penalty for anyone trying to track him
  down.
  Primary Stat: Intelligence
  COMPUTER OPERATION
   
  This skill means the character knows general
  computer operation. He knows how to turn the system
  on, sort through various databases and use some of the
  
  43
  more popular programs.
  Primary Stat: Intelligence
  Cost: 2 per Rank
  COMPUTER PROGRAMMING
   
  This skill allows the character to skillfully pro-
  gram in a popular computer language like Java, Assem-
  bly Language or Visual Basic. This skill needs to be
  taken separately for each desired language.
  Primary Stat: Intelligence
  COMPUTER TAPPING
   
  Bonus for accessing a currently active com-
  puter and monitoring all of the procedures which occur
  through the unit. This does not include any alterations of
  data within the computer being monitored. The activities
  being observed may be recorded through the computer
  which the character is using for monitoring purposes.
  Primary Stat: (Confidence + Intelligence)/2
  COMPUTER TECHNOLOGY
   
  This skill deals with computer programming
  and repairs. This skill is used to repair damaged or mal-
  functioning memory systems.
  Primary Stat: Intelligence
  Cost: 2 per Rank
  CONCEALMENT
   
  This is the ability to hide things as well as un-
  cover other�s hidden articles.
  Primary Stat: Agility
  CONTORTIONS
   
  This is skill with manipulating one�s body in
  order to move through small openings or to absorb sud-
  den crushing impacts (other than falls). Contortions can
  help to escape from bonds, etc.
  Primary Stat: Agility
  COOK
   
  Bonus when attempting to prepare an edible
  meal, detecting bad food, or preparing or neutralizing
  dangerous herbs and food ingredients. More ambitious
  meals will requiring a higher Rank to be successful.
  Primary Stat: Intelligence
  CORPORATE MANAGEMENT
   
  This skill involves the management of a place
  of business. This includes knowledge of paperwork,
  payroll, pricing, profits, and the structure of the corpora-
  tion and how it works. Ordering merchandise, keeping
  records of all transactions, and keeping inventory are
  some possible uses.
  Primary Stats: (Confidence + Intelligence)/2
  COSMETOLOGY
   
  Bonus for the use of cosmetics to improve or
  worsen one�s appearance. However, this skill would not
  be used for the purposes of disguise. Cosmetology
  would be used to increase a PC�s Appearance (GM has
  the final say as how much an improvement Cosmetology
  can yield) or to cover markings such as bruises and
  scars.
  Primary Stat: Presence
  COUNTERFEITING
   
  This skill includes the ability to reproduce offi-
  cial currency, as well as falsify Bank Records, credit
  cards, card data and so forth.
  Primary Stats: (Agility + Intelligence)/2
  CRIMINAL INVESTIGATION
   
  Bonus for the use of investigative procedures to
  obtain information about a crime. This includes all
  methods used by law enforcement agencies, whether
  they are general or technical procedures. Some examples
  include fingerprinting, close observation, piecing to-
  gether clues, comparison of criminal records, etc. This
  includes the ability to recognize evidence, if it is admis-
  sible in a court of law, if it has been obtained in a legal
  fashion, and so on.
  Primary Stat: Intelligence
  CRIMINAL LAW
   
  Bonus for knowledge of those laws dealing
  with criminal defense and prosecution. Knowledge of
  legal punishments for crime and possible criminal nego-
  tiations are covered in this skill. This skill must be
  brought for each individual culture.
  Primary Stats: (Presence + Intelligence + Confidence)/3
  CRIMINAL PSYCHOLOGY
   
  This branch of psychology deals with criminal
  behavior. With this skill a character may study a crimi-
  nal�s behavior individually to determine what his next
  move might be, or he may go by statistical standards. It
  is an understanding of how the criminal mind operates
  and how to predict its next move.
  Primary Stats: (Intelligence + Confidence)/2
  CRYPTOGRAPHY
   
  Skill in recognizing, designing, and cracking
  secret codes and messages.
  Primary Stat: Intelligence
  CYBERNETIC ENGINEERING
   
  Bonus for the design and modification of ro-
  botic systems, robots, androids, bionic limbs, etc. and
  their components. This skill may be modified due to
  lack of necessary equipment.
  
  44
  Primary Stat: Intelligence
  CYBERNETIC TECHNICS
   
  Bonus for the maintenance, repairs, and con-
  struction (from blueprints) of robots and androids as
  well as bionic body parts. This skill encompasses all
  aspects of robots, androids, and bionics, including me-
  chanical, power supply, electronic systems, and com-
  puters.
  Primary Stat: Agility
  DANCE
   
  This skill represents practice in the art of
  dance. It is also used to create new dances.
  Primary Stat: Agility
  DATA PROCESSING
  This specialized computer skill reflects a character�s
  ability to manage, sort, manipulate and display data.
  Data Processing deals with a wide range of databases.
  Primary Stat: Intelligence
  DATA RETRIEVAL
  This computer skill allows the character to accurately
  search through either a computer or network to find spe-
  cific information.
  Primary Stat: Intelligence
  DEDUCTION
   
  The art of taking several facts and leaping to an
  unobvious conclusion. This is the classic detective skill.
  Primary Stat: (Presence and Confidence)/2
  DEMOLITIONS
   
  This is the ability to set and diffuse explosive
  devices. This skill covers general knowledge of explo-
  sives and their capabilities.
  Primary Stat: Intelligence
  DETECT TRAPS
   
  Bonus for detecting inanimate traps and am-
  bushes.
  Primary Stat: Personality
  DIPLOMACY
   
  This skill involves operating successfully in a
  complex, bureaucratic foreign environment, such as a
  foreign royal court, or any other large government struc-
  ture. Tact, negotiation and deceit are all facets of diplo-
  macy. Used for conducting business between nations.
  Bonus for using the proper protocol in an unfamiliar
  situation and impressing a person in authority. This ap-
  plies to situations ranging from an audience with the
  President to an involuntary meeting with the leader of an
  organized crime syndicate.
  Primary Stats: Presence + Personality
  DISARM TRAP
   
  Bonus in identifying and disarming inanimate
  traps.
  Primary Stat: Agility
  DISGUISE
   
  Disguise is the ability to change a character�s
  appearance through makeup, costumes, body language,
  and facial expression. This skill involves the application
  of cosmetics and the use of props. Disguise and Acting
  are required to successfully emulate someone.
  Primary Stat: Confidence
  DIVING
   
  Bonus for controlled falling maneuvers.
  Primary Stats: (Confidence + Agility)/2
  DOGMA
   
  This skill rank bonus governs how much the
  character knows about the beliefs about a specific relig-
  ion. This skill does not make the character religious, it is
  only knowledge of the beliefs and how a specific relig-
  ion may respond to certain subject matters.
  Primary Stat: Presence
  DRAFTING
   
  Bonus for the creation of detailed technical
  drawings of an item, object or structure. (blue prints)
  This is not freehand drawing.
  Primary Stat: Agility
  DRIVE CAR
  This skill includes most 4-wheel vehicles including
  trucks and buses. OFV and DFV modifiers are created
  with this skill for using cars in combat situations.
  Primary Stat: Agility
  DRIVE MOTORCYCLE
  The character can successfully perform basic maneuvers
  on a two-wheeled vehicles which include choppers, mo-
  peds and scooters.
  Primary Stat: Agility
  DRUG THERAPY
   
  Bonus for the use of pharmaceuticals in the
  treatment of illness and/or injury. This skill includes the
  determination of the amount of a pharmaceutical needed
  and how long a period it must be taken to clear up the
  affliction. Improper use of this skill could result in trag-
  edy, including addiction, worse health conditions, side
  effects, and possibly death.
  Primary Stat: Personality
  
  45
  DRUG TOLERANCE
   
  Bonus for resisting the effects of any one type
  of intoxicant, poison, or other chemical substance. Drug
  Tolerance must be developed separately for each type of
  drug.
  Primary Stat: Stamina
  DRUG TRAFFIC
   
  This skill facilitates the procuring of, and safe
  transport of illegal pharmaceuticals in large quantities.
  This skill includes the knowledge of transport laws and
  standard methods of search used by authorities, and pos-
  sibly ways of remaining undetected.
  Primary Stats: (Intelligence + Presence)/2
  ECOLOGY
   
  Bonus for studying a specific environment and
  for the gathering of information. This data can then be
  used for the determination of current conditions and
  possible future conditions (i.e. species populations, nu-
  trient quantities per meter cubed, erosion factors, species
  fluctuation, migration, etc.)
  Primary Stat: Intelligence
  EDUCATION
   
  This skill allows the individual to teach another
  character a skill he currently possesses.
  Primary Stats: (Personality + Presence)/2
  ELECTRICAL ENGINEER
   
  Characters can diagnose and locate electrical
  problems. It is also possible to design electrical equip-
  ment.
  Primary Stat: Intelligence
  ELECTRONIC COUNTER MEASURES
   
  Similar to Electronic Warfare, this skill deals
  with the interference and jamming of local communica-
  tion or remote transmissions. This skill includes knowl-
  edge of different forms of short range radio communica-
  tion and what might interfere with the different forms.
  (i.e. magnetic fields might interfere with one form but
  not another) and how strong the disrupting medium must
  be to get the desired results.
  Primary Stat: Intelligence
  ELECTRONIC DIAGNOSIS
   
  Bonus for determining what is wrong with a
  defective piece of electronic equipment. This skill does
  not provide the character with the knowledge to repair
  malfunctioning or damaged equipment.
  Cost: 2 per Rank
  Primary Stat: Intelligence
  ELECTRONIC ENGINEERING
   
  Bonus for design and modification of the elec-
  tronic systems used for ship stealth, and electronic war-
  fare. Each type of Electronic Engineering must be devel-
  oped separately.
  Fiber Optics/Laser Communications Technology: De-
  sign of those devices using light for communication
  purposes.
  Liquid Crystal Technology: Design of LCD screens and
  display consoles.
  Microelectronics: Design of miniature electronic de-
  vices and components.
  Micro frequency Modulation: Design of such in-system
  communication devices.
  Tachyon Particle Communications: Design of interstel-
  lar communication devices which tachyon particle
  beams as carriers.
  Primary Stat: Intelligence
  ELECTRONIC SURVEILLANCE
   
  Bonus for the use and placement of electronic
  devices for monitoring and recording activities in an
  area beyond visual range. This skill also allows the de-
  tection and deactivation of such equipment, as well as
  methods for �fooling� them. This skill also includes
  such maneuvers as tapping into communication lines for
  monitoring communication activity.
  Primary Stat: Confidence
  ELECTRONIC TECHNICS
   
  Bonus for the repair and maintenance of elec-
  tronic equipment. Some examples are:
  Electronic Warfare: maintenance of equipment used for
  ship stealth and electronic warfare.
  Fiber Optics/Laser Communication: maintenance of
  communication systems using light as a carrier.
  General Electronics: maintenance of such devices as
  scanners, sensors, panels, consoles, circuit boards, etc.
  As long as they do not require another area of expertise.
  Micro frequency Communication: maintenance of mi-
  cro frequency equipment.
  Tachyon Particle Beam Communications: maintenance
  and repair of the equipment used for tachyon beam com-
  munications.
  Primary Stat: Intelligence
  ELECTRONIC WARFARE
   
  Bonus for the uses of electronic warfare and
  ship stealth equipment.
  Primary Stat: Intelligence
  ENVIRONMENTAL ENGINEERING
   
  Bonus for the study of the stability of an envi-
  ronment and how to recreate its conditions in a con-
  trolled setting. This skill includes the use of environ-
  mental devices/machinery to sustain an artificial envi-
  
  46
  ronment. With the use of this skill a researcher may also
  design a complete environment from scratch, and deter-
  mine how to make it self-sustaining. Be advised, such a
  feat would be very complex.
  Primary Stat: Intelligence
  ESCAPE ARTIST
   
  This skill allows a character to escape from
  different forms of confinement. Stage Magicians often
  excel at this skill. Examples include slipping off ropes or
  handcuffs or escaping from a locked room or a burning
  car wreck.
  Primary Stat: Confidence
  EVIDENCE DISPERSAL
   
  Bonus for retrieving and properly disposing of
  evidence at the scene of a crime. This is usually done
  after one has committed a crime, or if the character is
  attempting to cover for someone else, to conceal the
  evidence before the authorities can find it.
  Primary Stat: Personality
  FALSIFICATION
   
  Bonus for the creation of false but believable
  records from scratch. This may be anything from a false
  ID card to the lease on a piece of real estate. This skill
  could be used to change testimonial records, and misrep-
  resent facts as a couple of examples. Certain devices
  may be obtained to aid in the reproduction, such as com-
  puter programs.
  Primary Stat: Personality
  FASHION
   
  Bonus for designing fashionable clothes as well
  as keeping up with the current trends in fashion.
  Primary Stats: (Personality + Agility)/2
  FASTING
   
  The character has studied how to safely go long
  periods of time without food. Fasting works to cleanse
  the body of toxic waste buildup. A successful fast will
  grant a temporary increase in Will Points. Each Fasting
  Rank gives the character a 10% chance to gain 1D6 ad-
  ditional Will Points. Fasting ranks above 10 may be
  necessary to aid characters in fending off truly malig-
  nant illnesses.
  Primary Stats: (Personality + Presence)/2
  Cost: 4 per Rank
  FIGHTING
   
  This is skill with in hand to hand combat. Note
  this skill is for characters that have taught themselves a
  fighting technique. Once a fighter opens a school of
  teaching his techniques become known as a martial art.
  Primary Stats: (Strength + Agility)/2
  FINANCE
   
  Bonus for making financial investments in the
  stock market and making profits from them. This skill
  also includes knowledge of banking, loans and money
  management. This skill has an initial modifier of -15 to -
  35 due to the uncontrollable conditions of the stock mar-
  ket.
  Primary Stats: (Intelligence+Confidence+Personality)/3
  FIRST AID
   
  Bonus for the applications of emergency aid or
  treatment (limited to type of creature), such as attempts
  to halt or slow bleeding or damaging deterioration. This
  skill also includes the use of emergency techniques such
  as cardio-pulmonary resuscitation and splinting broken
  bones. Note: this skill is primarily used in the field with-
  out the benefits of a proper medical facility, or elaborate
  equipment.
  Primary Stat: Confidence
  FISH
   
  These are the fundamental methods of the re-
  laxing sport of fishing. Areas of knowledge include the
  use of lures, baits, poles, lines, and the cleaning and
  preparation of fish for eating.
   Primary Stat: Confidence
  FLETCHING
   
  Fletching allows for construction of arrows out
  of available wood, metal, papers and/or feathers. Higher
  Ranks are required to make sophisticated arrows.
  Primary Stat: Agility
  FOOD PROCESSING
   
  Bonus for the preparation of large quantities of
  nutritional material for eating, or for preservation by any
  number of methods (freezing, vacuum packing, addition
  of preservatives, etc.) This skill also includes the pro-
  duction of synthetic nutritional substitutes.
  Primary Stat: Intelligence
  FORAGING
   
  Bonus chance of finding any local source of
  potable water or edible plants or animals. Include basic
  food acquisition such as gathering or fishing. This skill
  can be taken for different environments like Underwater,
  Artic, Wilderness, Desert and so forth.
  Primary Stats: (Confidence + Personality)/2
  FORGERY
   
  The ability to duplicate official documents.
  signatures  seals and so on.
  Primary Stat: (Intelligence + Agility)/2
  
  47
  GAMBLING
   
  Bonus when playing any game with a signifi-
  cant element of �luck.� Also includes cheating as a form
  of improving one�s luck at any game.
  Primary Stat: Confidence
  GENETICS
   
  This skill is an advanced understanding of ge-
  netic principles, not simply genetic influences. This skill
  encompasses the ability to construct breeding patterns
  and match pairs of entities to achieve specific goals and
  to reinforce specified genetic trends.
  Primary Stat: Intelligence
  GENETIC TECHNICS
   
  This skill involves the actual alteration of exist-
  ing gene patterns and abilities as opposed to the breed-
  ing science (Genetics). The skill covers all methods of
  inducing genetic manipulation (i.e. bombardment of a
  specific radiation to perform a specified desired muta-
  tion) This skill also covers the creation of replicants and
  clones through the use of genetic-controlling equipment.
  Primary Stat: Intelligence
  GIMICKRY
   
  Bonus for making plans for an uncommon or
  not yet invented item. The character does not receive
  materials or other essentials for the production of items,
  he must gather them before his gimmick can be built.
  Primary Stat: Intelligence
  GUERRILLA TACTICS
   
  bonus for the use of tactics involving quiet sub-
  version by small units (usually 5 member fire teams).
  Usually these groups fight intermittently, spending the
  rest of the time hiding out from authorities. An example
  of this skill might be the assault on a prison camp to
  rescue comrades. Such an attempt would involve the
  development of stages of assault, direction of attack,
  prime targets, timing action and synchronizing it with
  other�s activity, etc.
  Primary Stat: (Intelligence and Personality)/2
  GYMNASTIC EVENTS
   
  Bonus for performing gymnastic events for
  oneself, audiences, or for general maneuvers. This skill
  can be used for gymnastic maneuvers on gymnasium
  equipment, or on similar structures. Each event must be
  developed separately. (They include uneven bars, paral-
  lel bars, the rings, etc)
  Primary Stat: Agility
  HEALTH CARE
   
  Bonus for recognizing conditions that are good
  and bad for one�s health and what the effects may be
  over time. This skill also covers the recognition of nutri-
  tional value of foods, and what amount of nutritional
  intake is required for proper health. This skill may also
  be used for the development of diet techniques for
  weight control, and so on.
  Primary Stat: Personality
  HEAVY MACHINE OPERATOR
   
  Bonus for the use of heavy machinery such as
  factory equipment (multi-ton presses, fork lifts, loaders,
  cranes, bulldozers, etc.).
  Primary Stat: Agility
  HERALDRY
   
  Bonus for designing or recognizing a particular
  heraldic crest. Separate cultures or organizations must
  be developed separately.
  Primary Stat: Intelligence
  HERB LORE
   
  Bonus for recognizing, identifying, and using
  herbs with special properties (medicinal, toxic, euphoric,
  etc.). This skill must be regional and per plant. Thus
  characters would need to have herb lore that is specific
  to their planet or country.
  Primary Stat: Confidence
  HIGH SOCIETY
   
  This skill enables a character to function prop-
  erly within the high brow society. This ranges from
  knowing what clothes to wear, how to speak, table man-
  ners and so forth. This skill will need to be developed
  separately for each culture that the character would like
  to be skilled with social interaction. A failed High Soci-
  ety roll means that the character has made some gross
  social error that attracts almost everyone�s attention.
  Primary Stats: (Confidence + Presence)/2
  HISTORY
   
  This is the study of a specific period of history.
  When choosing this skill  the player must be specific as
  to what area of history that is studied. The more specific
  the period the greater detail that the Game Master will
  tell the player when this skill is used successfully.
  Primary Stats: (Intelligence + Confidence)/2
  HORTICULTURE
   
  Bonus for growing flowers, fruits, fungi, and
  vegetables. Basically speaking this is a gardening skill
  which deals with plants on a small scale.
  Primary Stat: Personality
  HOSTILE/ALIEN ENVIRONMENTS
   
  The bonus for this skill is added to a charac-
  ter�s offensive, defensive or maneuver bonus under
  
  48
  given conditions. Each environment must be developed
  separately and learned as an individual skill. The follow-
  ing is a partial listing:
  ARCTIC REGIONS: North pole/ South pole conditions
  tundra  etc.
  EXTREMELY POWERFUL GRAVITY
  FIRE PLANES: dimensions that is based on fire
  UNDERWATER: either fresh or salt water  etc.
  VACUUM: outer space, airless  etc.
  Primary Stat: (Presence + Stamina)/2
  IMPERSONATION
   
  This skill enables a person to impersonate an-
  other person or type. This means the person must have a
  rudimentary (if not comprehensive) knowledge of the
  person or general type of personnel that he is imperson-
  ating. This is likely to include a knowledge of enemy/
  subject of impersonation, military procedure, dress,
  command, and rank and will usually require fluency in
  the language. This means the character can convincingly
  impersonate a general type of person/soldier/advisor by
  accurate disguise, proper action and language.
  Primary Stat: Presence
  INTERIOR DESIGN
   
  Bonus for the design and rearrangement of liv-
  ing conditions for greater comfort. This skill also in-
  cludes choosing colors best suited for lighting condi-
  tions, mood setting, etc. Furniture selection and arrange-
  ment for emphasizing different periods and styles, and
  combining it with the house�s design for best effects.
  This skill also includes remodeling knowledge.
  Primary Stat: Personality
  INTERNAL MEDICINE
   
  Bonus for the study and treatment of non-
  surgical constitutional diseases. This would include the
  identification and practice of therapeutic methods for the
  diseases of internal organs without the use of surgery.
  Primary Stat: Intelligence
  JOURNALISM
   
  Bonus for writing and presentation of informa-
  tion in a direct, accurate, and understandable format,
  consisting of facts and occurrences. This form of writing
  spends little time on analysis and interpretation. Journal-
  ism consists of the collecting, writing, editing, and pub-
  lishing of materials for news and articles. Such writing
  may be on any topic provided the research materials are
  available for finding the necessary facts.
  Primary Stats: (Personality+Intelligence)/2
  JUGGLING
   
  Bonus for tossing up objects and manipulating
  them in such a manner to keep them in the air.
  Primary Stat: Agility
  JUMPING
   
  Bonus for jumping maneuvers either running or
  from a standing position.
  Primary Stats: (Strength+Agility)/2
  KNOWLEDGE SKILLS
   
  These skills include knowledge of certain
  groups  places  people and things. This category may be
  broken down into four separate groups:  Groups, People,
  Places and Things. These categories can help determine
  what Knowledge a character should buy.
  Area Knowledge
   
  This gives the character thorough knowledge of
  an area  ranging from an individual street in a city to a
  planet to even a space sector. For larger areas, this skill
  gives a character knowledge of the geography, major
  planets (cities), politics, economy and so on of that area
  or country. A map, computer program or reference
  book, should he happen to have one, can add from +5 to
  +15 to his skill roll. An unsuccessful roll means the
  character doesn�t know the answer to that particular
  question about his Area Knowledge.
  Knowledge Skill - Group
   
  These would be different organizations or cul-
  tures. Examples would be Knowledge of the Gedaliah
  Confederation, Royal Court or even the Arcadia City
  Police Department. This gives the character thorough
  knowledge of a culture or organization, including such
  things as the appropriate gestures, customs, taboos, re-
  quirements and protocols.
  Knowledge Skill - People
   
  This would be Knowledge of a type of person
  or even a single person. For instance, a character could
  have a Knowledge Skill for Psionics, or Espers, or Mor-
  ganna. Such knowledge would tell the character about
  individuals or (more generally) how such people would
  react to different situations (like being interrogated or
  offered money).
  Knowledge Skill - Things
   
  This category of knowledge would be anything
  that doesn�t fall into any of the other categories. Exam-
  ples include Alien Statues, Trees, History, Video
  Games, Philosophy, Religion, Skateboards, Politics, Tax
  Evasion, Role Playing Games and so on.
  Primary Stat: Intelligence
  LABOR RELATIONS
   
  Bonus for interacting with members of a work
  force, and relating to work conditions. The bonus of this
  
  49
  skill is also used for resolving conflicts between the
  workers and management. Getting each side to see the
  other�s side of the argument, and developing a solution
  acceptable by both groups. Each culture must be devel-
  oped as a separate skill.
  Primary Stats: (Presence+Intelligence)/2
  LANCING
   
  Bonus for using complex lancing (mounted)
  maneuvers such as tilting, skewering rings in a tourney,
  etc. This skill also includes the determination of what
  trees would make a good lance and how to prepare a tree
  to be made into a lance.
  Primary Stats: (Strength+Agility)/2
  LASER COMMUNICATION
   
  This skill provides the character with an in
  depth knowledge of laser communication systems.
  Primary Stat: Intelligence
  LAW ENFORCEMENT
   
  Bonus applicable for making a proper and le-
  gally binding arrest which will hold up in a court of law.
  Use of this skill successfully will allow a character to
  avoid entrapment, or technicalities which may lead to
  the subject�s release from custody. This skill rank bonus
  may be applied to the use of arresting and restraining
  devices such as handcuffs, restraining fields, etc. This
  skill must be developed separately for different cultures.
  Primary Stats: (Confidence/Presence/Personality)/3
  LEADERSHIP
   
  This is the ability of an individual to effectively
  lead a group of people through various situations. The
  fundamentals are based on understanding another�s
  strengths and weaknesses and helping the group to
  achieve the desired goal in spite of the respective
  strengths and weaknesses. Ranks in leadership are used
  for a skill roll at the beginning of a leadership situation.
  (ex. beginning of a battle) If the leader succeeds in his
  roll  his team gets +3 Ranks to all task-related skills and
  powers for the duration of the task. (In combat the task
  is to beat up on the other guy)
  Primary Stat: Personality
  Cost: +5 per Rank
  LIE PERCEPTION
   
  Bonus for determining if one is being lied to.
  However, acting skill on the part of the liar is a negative
  modifier for the perception attempt.
  Primary Stats: (Intelligence+Personality)/2
  LIP READING
   
  Bonus for reading lips and sign language. Lip
  Reading is only possible with languages that the reader
  knows and then only up to the known skill rank. Line of
  sight must be maintained with the subject�s mouth. Skill
  is halved for reading the lips of creatures not of the same
  general type (i.e. human, reptile, avian and so forth)
  Primary Stat: Intelligence
  LOCKLORE
   
  Bonus for recognizing and identifying major
  forms of locks and similar devices.
  Primary Stat: Intelligence
  MACHINATION
   
  This skill aids in the building and using a ma-
  chine that already exists and to which the character has
  been generally introduced. It is necessary to have the
  appropriate skills to build the machine. Each type of
  machine must be learned as a separate skill.
  Primary Stats: (Confidence + Agility)/2
  Cost: 2 per Rank
  MAPPING
   
  Bonus for using and making maps. This skill is
  also used for surveying and geography.
  Primary Stat: Intelligence
  MARINE BIOLOGY
  The character has studied the fauna that exist in his
  planet�s marine environment. This skill must be devel-
  oped separately for each planet. Marine Biology allows
  a character to make a skill roll to see if he can remember
  a fact, pattern or preference of a marine creature.
  Primary Stat: Intelligence
  MARTIAL ARTS
   
  The Character knows rudimentary steps in self
  defense. Ranks in this skill applies to improvement in
  your martial prowess.
  Primary Stat: (Agility + Confidence)/2
  MECHANICAL ENGINEERING
   
  This skill involves the design and modification
  of mechanical systems involving moving parts. This
  excludes those areas specifically covered by another
  branch of Engineering. This skill must be developed
  separately for each mechanical field. Some examples
  are:
  Aircraft Engineering: the design of the mechanical as-
  pects of different types of aircrafts, engines, flaps, land-
  ing gear, etc.
  Combustion Engine Engineering: This is the design
  and modification of engines using mechanical parts
  forced into motion by the controlled combustion of
  highly flammable substances.
  General Mechanical Engineering: This involves the
  design of mechanical pieces and devices that are not
  
  50
  directly vehicle oriented. This skill focuses on parts and
  pieces that when put together correctly become a me-
  chanical device.
  Starship Engineering: The design of effective starships
  by size, fuel requirements, maneuverability, power re-
  quirements, etc.
  Primary Stats: (Agility + Intelligence)/2
  MECHANICAL TECHNICS
   
  The repair of machines involving moving parts
  excluding those devices covered by other technical
  skills. This skill must be developed by each separate
  knowledge field. Any form of Engineering that would fit
  under MECHANICAL ENGINEERING can be repaired
  under this skill.
  Primary Stats: (Agility + Intelligence)/2
  MEDICAL DIAGNOSIS
   
  Bonus for understanding basic anatomy and
  overall physiology of sentient races as well as determin-
  ing their medical condition. This skill must be learned
  separately for each alien race.
  Primary Stats: (Personality + Intelligence)/2
  MEDICAL ENGINEERING
   
  This skill aids in the modification and design of
  medical tools and equipment. Medical Engineering cov-
  ers various fields extending from surgical instruments to
  artificial limbs and life preservation units. Although this
  includes other technical skills such as electronics, com-
  puters,  and mechanics - this skill focuses on the appli-
  cation of such knowledge for medical devices and sys-
  tems. As with all Engineering skills, there is a separate
  skill for each branch of Engineering.
  Autodoc Engineering: The design or modification of
  large scanner systems which feed into medical com-
  puters for automatic diagnostic and treatment sugges-
  tions.
  Bionic Engineering: Although bionics may primarily
  fall under cybernetics, this area should be used for the
  design and modification of fittings to the body and intra-
  neural plugs which allows for a direct hookup to the
  nervous system.
  Primary Stats: (Personality + Intelligence)/2
  MEDICAL PRACTICE
   
  Bonus when attempting to perform operative
  procedures, including the use of both surgical and stan-
  dard medical equipment.
  Primary Stats: (Agility + Personality)/2
  MEDICAL SCIENCES
   
  this is a skill used to develop specialty areas of
  expertise and research ability within the medical fields.
  Each of these must be developed separately.
  Anesthesiology: This deals with the application of phar-
  maceuticals to induce a partial or complete reduction in
  pain.
  Audiology: This research deals with the study of the
  inner ear and its mode of operation.
  Histology: The study of the identification of different
  tissues of the body or plants as well as their structure or
  function.
  Immunology: The study of the immune system and its
  operation.
  Paristology: The study of parasitic organisms and their
  relationship with their host. This would not include bac-
  teria and viruses.
  Pathology: The study of diseases, their mode of infec-
  tion, stages of progress, levels of virulence, contagion
  factor, and mode of transmission.
  Psionic Study: Study of the activities of the brain during
  psionic activity  and how to manipulate them.
  Primary Stats: (Intelligence + Confidence)/2
  MEDICAL TECHNICS
   
  Essentially �field medicine� and the use of
  equipment designed for emergency medical treatment
  and relatively minor field operations.
  Primary Stats: (Personality+Confidence)/2
  METALLURGY
   
  This skill deals with the elemental structure and
  analysis of metals, including pure samples and alloys.
  This skill is used to design new alloys on a theoretical
  basis, as well as their manufacture. It is the knowledge
  of metal and their properties, provided by this skill,
  which allows intimate understanding of their properties
  in bulk and at the atomic level. Such knowledge allows
  analysis through the use of some fairly basic chemical
  procedures.
  Primary Stat: Intelligence
  MIDWIFERY
   
  Bonus for delivering and caring for newborn
  infants without the aid of technologically advanced
  medical equipment.
  Primary Stats: (Personality+Confidence)/2
  MILITARY ORGANIZATION
   
  Bonus for organization of a military force and
  not the actual deployment in battle which is tactics. In-
  cludes knowledge of how to billet and supply a unit,
  post a fire watch, close order drill and so on. Some sam-
  ple military organizations include:
  Aerial Forces: Air Cavalry, aerial assault forces, etc.
  Ground Forces: Infantry, cavalry, or other similar unit
  types.
  Marine Forces: Marine, merchant marine, or other simi-
  
  51
  lar unit types. Viewed by some as a country�s 911 force.
  Naval Forces: Sea, ocean, or other similar water unit
  types.
  Stellar Forces: Planetary orbit, solar system patrols, or
  other similar unit types.
  Primary Stat: Intelligence
  MIMERY
   
  Bonus for imitating various types of actions.
  Mimery enhances one�s flexibility and will give the
  character bonuses for contortions or escape artist.
  Primary Stat: Agility
  MNEMONICS
   
  Bonus for recalling information.
  Primary Stat: Personality
  MUSIC
   
  Bonus for effectively writing music which
  other musicians can understand and use.
  Primary Stat: Agility
  MUSIC HISTORY
  Music History is general knowledge skill. A character
  with this skill would know information about his
  planet�s musical history. Knowledge Skill Ranks in
  more specialized musical history areas would greatly aid
  a character with this skill.
  Primary Stat: Intelligence
  MUSIC TECHNOLOGY
   
  Bonus for performing non-electronic repairs on
  music instruments. This may be anything from replacing
  a string, reassembling the body of an instrument, to re-
  pairing valves. Each instrument must be developed sepa-
  rately.
  Primary Stat: Agility
  NAVIGATION
   
  This skill aids the character in determining
  proper directions and distances when using a map in
  conjunction with various directional aids such as a com-
  pass, landmarks, the stars, etc. This skill can be used on
  both land and water. It must be developed separately for
  each planet where it is to be used.
  Primary Stats: (Agility + Confidence)/2
  NUCLEAR PHYSICS
   
  Bonus for research involving the study of those
  forces, reactions, and internal structure of atomic nuclei.
  This skill would also be used for manipulating atoms for
  desired results such as electrical power through the use
  of reactors, and to predict the results of an atomic reac-
  tion.
  Primary Stat: Intelligence
  OCEANOGRAPHY
   
  Bonus for the study of oceans and their phe-
  nomena. This would include the interaction of different
  forms of life, nutrient fluctuations, tidal cycles and
  forces, ocean water composition, etc. Since oceans on
  different planets are going to differ dramatically, this
  skill must be developed on each world where it is to be
  used.
  Primary Stat: Intelligence
  OPTIC SYSTEMS
   
  Training covers a wide variety of optic systems
  from video to optical enhancement devices  to laser op-
  tics. The character will understand the meaning of opti-
  cal readings, recording  transmissions, and use of special
  equipment like thermo-imagers, passive light intensifi-
  ers , infrared, ultraviolet  etc.
  Primary Stat: Intelligence
  ORGANIZED CRIME
   
  Bonus applicable for organization of a criminal
  operation under the cover of a legitimate organization.
  This skill typically covers the working of the criminal
  underworld, how and why it works. This would include
  knowledge of its structure, and how to access the organi-
  zation without appearing suspicious.
  Primary Stat: Presence
  PAINTING
   
  Bonus for painting an object or picture. This
  skill may also used for artistic skills involving stencil-
  ing, inking, rendering  etc.
  Primary Stat: Personality
  PERSUASION
   
  Bonus for speaking quickly, convincingly and
  confusingly in order to convince an individual  to do
  something they don�t want to do. (They defend against
  this skill with their Will Points.)
  Primary Stat: Presence
  PHARMACEUTICALS
   
  Bonus for the recognition, identification, and
  knowledge of the effects produced by pharmaceuticals.
  This does not include the proper use and safety meas-
  ures required for drugs.
  Primary Stat: Intelligence
  PHOTOGRAPHY
   
  Bonus for taking pictures with non-
  sophisticated equipment or under unusual and difficult
  circumstances (poor lighting,  high speed objects, ob-
  jects currently out of phase, photographic representa-
  tions of energy fields  etc.) However  some of these at-
  
  52
  tempts will undoubtedly require special equipment. The
  skill also covers the ability to develop pictures from
  different film types. This skill must be developed sepa-
  rately for still photography and video forms of photogra-
  phy as well as 3D (holographic) photography and any
  other specific categories which might be available.
  Primary Stats: (Personality + Confidence)/2
  PHYSICS
   
  This skill gives a bonus for understanding
  force, energy, etc. With the use of this skill, a character
  may determine the results of force and energy on one
  another and on objects (e.g., gravity, maximum velocity,
  impact and drag on course alteration).
  Primary Stat: Intelligence
  PICK POCKET
   
  This skill gives the character bonuses to lift
  small items from individuals or areas without alerting
  anyone.
  Primary Stat: Agility
  PICK LOCKS
   
  This skill gives bonuses to defeating tumbler
  class locks.
  Primary Stat: Agility
  PILOT AIRPLANE
  The character can pilot both single and two prop planes
  with this skill.
  Primary Stat: Agility
  PILOT JET
  This skill allows the character to fly all types of jets
  from Leer Jets to DC-10's. The GM will assign penalties
  depending on what type of jets the character received his
  training. The GM could also deem that each type of Jet
  would need to be learned separately.
  Primary Stat: Agility
  PILOT MOTORBOAT
  The character can pilot a motor boat on the open seas.
  Primary Stat: Agility
  PILOT SUBMARINE
  The character can pilot all submersible vessels with this
  skill.
  Primary Stat: Agility
  PLANT LORE
   
  Bonus for the recognition and treatment of dif-
  ferent forms of plant life. This skill is also useful with
  the Herbal Medicine skill; it gives an additional bonus
  toward locating rare herbs.
  Primary Stat: Intelligence
  PLANETOLOGY
   
  A general science embracing the fields of geol-
  ogy, meteorological and geographic analysis in a planet-
  wide context, concentrating on sweeping environmental
  systems. Some possible examples of research would be
  planet formation, various stages of development, shift-
  ing of continental plates, determination of age, etc.
  Primary Stat: Intelligence
  POISON LORE
   
  Bonus for recognizing and identifying poisons,
  as well as knowledge of proper usage techniques.
  Primary Stats: (Intelligence+Agility)/2
  POISON PERCEPTION
   
  Bonus for perceiving the presence of poison in
  or on an item or object.
  Primary Stat: Confidence
  POLE VAULTING
   
  Bonus for handling a pole to surmount or cross
  over an obstacle.
  Primary Stats: (Strength+Agility)/2
  POLITICAL SCIENCE
   
  Bonus for the ability to influence, guide, or
  even take over the control of a government. This skill
  also includes all the knowledge of the structure of a gov-
  ernment, where the levels of power within the govern-
  ment rests, methods of getting into office, etc. This skill
  must be developed for each type of government
  (Capitalism, Socialism, Communism, etc.) and each
  separate culture.
  Primary Stats: (Presence+Intelligence)/2
  POOL
  The Pool skill allows the character to successfully per-
  form the basic techniques and maneuvers within a pool
  game. (Other styles can be created using the Billiards
  Skill)
  Primary Stat: Agility
  POWER DEVELOPMENT
   
  This skill gives a character another 1D6 of
  power points each time this skill is selected.
  Primary Stat: Confidence
  Cost: 5 per Rank
  PRAYER
   
  Prayer is a dialog with God. It is through prayer
  that a character can regain confidence, composure and
  focus. Power Points are regained twice as fast while a
  character is praying. A successful Prayer Skill roll is
  required before the character can gain this benefit. A
  
  53
  successful prayer will also replenish 1 Will Point.
  Primary Stat: Personality
  Cost: 4 per Rank
  PROPAGANDA
   
  Influencing others through indirect means,
  rather than direct speech. Includes such ideas as starting
  rumors, as well as designing large media campaigns.
  Primary Stat: Intelligence
  PROSELYTISM
   
  Bonus for the ability to influence another per-
  son�s beliefs or ideals through preaching to them. It is
  the skill of converting religious beliefs and moral stan-
  dards. A roll of 75+ means that the target(s) of the
  preaching will at least spend a lot of time contemplating
  some well-made points of discussion.
  Primary Stats: (Confidence+Personality)/2
  PSIONIC ENGINEERING
   
  Bonus for the design and modification of vari-
  ous types of Psionic devices. Psionic Engineering is
  often used in conjunction with other sciences to create
  psi versions of various devices.
  Primary Stats: (Intelligence+Personality)/2
  PSIONIC PERCEPTION
   
  Bonus for perceiving the use of psionics.
  Psionic Perception allows a character to see the psionic
  signatures of individuals and objects. The character may
  attempt to track psionics that are constantly using their
  powers with this skill. Only individuals that possess psi
  powers or abilities may take and use this skill.
  Primary Stat: Confidence
  PSIONIC SHIELD
   
  This skill is used to increase the character�s
  chance of not being affected by psionics used against
  him. The character must use this skill when he suspects
  he is being attacked psionically. If the roll is successful
  he gains a +20 to his resistance roll for the attack.
  Primary Stat: Confidence
  PSIONIC TECHNICS
   
  Bonus to fix the complicated circuitry that is
  found in devices that either promote, strengthen or hin-
  der psionic ability. Psi Technics focuses primarily on the
  psi circuits of a device and this skill is useful to only fix
  those areas. Device specific technical skill is required
  for other sections.
  Primary Stats: (Intelligence+Agility)/2
  PSIONICS
   
  This is the study of the paranormal events
  which fall into the grouping of psionic activity. Psionics
  includes knowledge of the various tests and procedures
  to distinguish bona fide psionics from parlor tricks. This
  skill also includes knowledge of the more widely known
  psionic disciplines.
  Primary Stat: Confidence
  PSYCHIATRY
   
  Bonus for the recognition and identification of
  severe mental illnesses through the use of testing meth-
  ods (i.e. psychoanalysis, ink blots, graphs of neural ac-
  tivity, etc) and attempting to heal or correct them. Cor-
  rection may be through the use of drugs, therapy, sur-
  gery, etc. provided the skills necessary are possessed by
  the character. Otherwise, the character must refer the
  patient to someone who can perform the procedure. Al-
  though this skill does provide the knowledge of what
  procedure might be required, or which drug to be used,
  how to perform the specific procedure, or how much of
  a specific drug is required is not included here. This skill
  must be developed for each race due to the variance in
  neural makeup and physiological activity.
  Primary Stats: (Confidence+Intelligence)/2
  PSYCHOLOGY
   
  Unlike the more medically-oriented skill, Psy-
  chiatry, this skill deals more with the theory of psychol-
  ogy and the analysis of psychological make-ups. This
  skill is used for a counseling-orientated approach to
  solving problems. The characters sit down and talk
  about the problems. The character using the skill is more
  of a source of encouragement and inspiration. This skill
  is not designed to be used for the treatment of mental
  illnesses which would be considered as anything more
  than mild.
  Primary Stat: Intelligence
  PUBLIC SPEAKING
   
  This skill provides a bonus for impressing,
  instructing, entertaining or even manipulating the
  masses through oration.
  Primary Stat: Personality
  PUGILISM
  This is skill in the �sweet science� of fist fighting. Pugi-
  lism is a curious mix of Agility and Strength and relies
  on dodging and jabbing to subdue your opponent. Pugi-
  lism ranks can be used to increase your OFV and DFV
  in unarmed combat.
  Primary Stats: (Agility + Strength)/2
  RACIAL HISTORY
   
  Bonus for recognizing and identifying major
  periods, events and people of a specified race. Each dif-
  ferent type of racial history must be learned as a separate
  skill.
  
  54
  Primary Stat: Intelligence
  RADIO:BASIC
   
  This is the knowledge of the operation and
  maintenance of field radios and walkie -talkies, wire
  laying, installation, radio procedure, communication
  security and visual signs/communications  as well as
  Morse Code.
  Primary Stat: Intelligence
  RADIO: SCRAMBLERS
   
  This is training in the use of electronic scram-
  bling equipment as well as the codes that accompany
  them.
  Primary Stat: Intelligence
  RADIO: SATELLITE RELAY
   
  This is an understanding of the operation of
  satellite transmissions.
  Primary Stat: Intelligence
  RAPPELLING
   
  Rappelling allows a character to rapidly de-
  scend from a height. If the rappelling roll is unsuccessful
  the character has a chance of falling.
  Primary Stat: Agility
  READ TRACKS
   
  Read tracks allows characters to identify a
  given set of tracks. Detailed information about the tracks
  can be obtained, such as the type of creatures, age of
  tracks, weight of creature, speed creature was moving at,
  back tracking, etc. This skill is used for identifying
  tracks and the skill Tracking or the power Tracking
  Scent is used for following the tracks.
  Primary Stat: Intelligence
  RELIGIOUS HISTORY
   
  Bonus for knowing the history of a specific
  religion. This includes the origin of the faith, major
  characters (saints, popes, heroes, kings, etc), major
  events, how the faith spread, etc. This skill must be de-
  veloped separately for each separate religion.
  Primary Stat: Intelligence
  REVERSE STROKE
   
  Bonus for applying one�s OFV against an op-
  ponent to one�s flank or without turning or changing
  position. This bonus only applies to attacks from these
  positions and not normal ones. It is possible for a hero to
  be better at this attack than at frontal attacks.
  Primary Stat: Agility
  Cost: 4 per Rank
  RIDING
   
  A single skill rank is necessary to keep from
  constantly falling off the animal being ridden. Higher
  skill ranks enhance the chance of retaining control of the
  animal, when it is startled or hostile, or gaining control
  of an unfamiliar animal.
  Primary Stats: (Agility+ Presence)/2
  ROPE MASTERY
   
  Bonus proficiency in knot recognition  knot-
  tying  braiding  and splicing  or when making a maneu-
  ver while suspended from a rope, similar flexible line or
  when throwing a line. Allows 1/2 skill ranks in grap-
  pling hook.
  Primary Stat: Agility
  ROWING
   
  Bonus for self-powered boat maneuvers, in-
  cluding rowing, poling, etc.
  Primary Stat: Strength
  SAFE CRACKING
   
  More involved than Picking Locks, this skill
  enables the character to gain access to specialized locks
  used for high security situations like vaults, safes, etc. in
  which the locking mechanisms are so complex that the
  locks must be destroyed, removed, or accessed by un-
  usual but direct means. An example would be �Peeling�
  in which the face of the safe�s door is pried or �peeled�
  back so as to reach the mechanism. Safe Cracking can
  be very time consuming. It also covers attempts to
  �listen to the tumblers� as the combination lock spins.
  Primary Stats: (Intelligence+Agility)/2
  SAILING
   
  Bonus for sailing maneuvers.
  Primary Stat: Agility
  SANITATION ENGINEERING
   
  Bonus for the design and maintenance of waste
  disposal and recycling systems for a given set of circum-
  stances (i.e. city, starship, environmental suits, etc)
  Primary Stat: Intelligence
  SCANNER ANALYSIS
   
  This bonus is used when attempting to interpret
  information provided by portable scanning devices
  (multiscanners, medscanners, repair scanners, security
  scanners, etc) Each field of scanners must be developed
  separately.
  Primary Stat: Intelligence
  SCROUNGE
   
  The character is able to come up with the loca-
  tion of a particular needed item or a part of an ingredi-
  ent. This skill is normally used in an urban type of set-
  
  55
  ting  or in a situation of technological need. This skill
  does not include the locating of food or water. That�s the
  Foraging skill.
  Primary Stats (Intelligence + Personality)/2
  SCULPTING
   
  Sculpting allows an individual to make 3D art
  forms through either molding of malleable material or
  carving of hard material.
  Primary Stats (Intelligence + Agility)/2
  SECURITY OPERATIONS
   
  The hero can recognize and evade various
  types of alarms and devices. This skill would also cover
  making simple flow charts of how the system operates,
  and the ability to recognize backup systems.
  Primary Stat: (Intelligence + Agility)/2
  SEDUCTION
   
  Seduction is the ability to gain others� trust by
  offering companionship or favors. Circumstances have a
  great effect on this roll. An Appearance roll may be con-
  sidered complementary to this skill, although Appear-
  ance may be race or culture specific. Also Seduction is
  not based just on looks, but also on manner and person-
  ality. This skill is only for use on Non Player Characters.
  A successful Seduction roll will usually make it easier to
  learn information or gain favors from the victim.
  Primary Stat: (Presence + Personality)/2
  SENSE AMBUSH/ASSASSIN
   
  This skill allows the detection of animate traps,
  ambushes or assassinations in progress. Range is 10 ft
  per Rank.
  Primary Stats: (Confidence + Intelligence)/2
  SENSE REALITY WARP
   
  Bonus for determining if the natural order or
  reality is going through turmoil. This includes detecting
  such things as Summoned Creatures or Warp Gates.
  Primary Stats: (Confidence + Intelligence)
  SENSOR ANALYSIS
   
  This skill provides a bonus when attempting to
  read and interpret information from shipboard sensor
  displays. However, appropriate computer programs may
  further enhance one�s ability.
  Primary Stat: Intelligence
  SET TRAPS
   
  Bonus for the setting of traps. These traps can
  be lethal or non-lethal.
  Primary Stats: (Intelligence+Agility)/2
  SEW
   
  The practiced skill with the needle and thread
  to mend, layout, cut and sew simple patterns  and do
  minor alterations. The character can function as a tailor.
  Primary Stat: Agility
  SHADOWING
   
  Shadowing is the ability to subtly follow some-
  one.
  Primary Stat: Agility
  SING
   
  The ability to read music and carry a pleasant
  tune.
  Primary Stat: Personality
  SKATING
   
  Bonus for all skating maneuvers.
  Primary Stat: Agility
  SKETCHING
   
  A character with this skill is a trained artist.
  Ranks in Sketching allows a character to attempt to ren-
  der a person, place and thing. A successful skill check
  shows how successful (or unsuccessful) the character is
  with his rendering.
  Primary Stats: (Agility + Personality)/2
  SKIING
   
  Bonus for all skiing maneuvers.
  Primary Stat: Intelligence
  SKINNING
   
  Bonus for the removal, preservation, and caring
  of animal skins.
  Primary Stats: (Agility+Intelligence)/2
  SKYDIVING
   
  Bonus for all skydiving maneuvers, performing
  maneuvers while in free fall, and for the use of various
  different forms of parachutes.
  Primary Stat: Agility
  SLEIGHT OF HAND
  This skill means the character has practiced the art of
  misdirection. Sleight of Hand allows a character to re-
  move or place an item in plain sight by distracting his
  viewers. Yes, this is one of the classical stage magician
  skills.
  Primary Stat: Confidence
  SOCIOLOGY
   
  Bonus for the study of group interaction under
  various conditions (i.e. stress, peer pressure, fear, etc.)
  This skill may be used to predict the reaction of a given
  group under designated conditions, to specific actions or
  
  56
  topics of discussion, etc. This skill may also be used to
  determine how to induce a desired result from a specific
  group. What distinguishes sociology from other disci-
  plines is that it deals with such statistics as the affects of
  nature versus nurture on crime, economic and industrial
  growth of a community. Sociology is often taken by
  such professions as Social Worker, Pastor or Psycholo-
  gist
  Primary Stat: Intelligence
  SOUND ENGINEERING
   
  The character is a skilled sound technician. He
  is able to operate most popular sound systems and can
  provide good sound in a wide range of settings including
  Convention Halls, churches and concerts.
  Primary Stat: Intelligence
  SPACE ASTROGATION
   
  This bonus is used to ascertain a correct course
  in space travel. Space Astrogation uses the planets and
  stars in its calculations of where the ship or individual is
  at as well as where the ship or individual is going. A
  character needs this skill to have some hope of getting
  anywhere in intergalactic space.
  Primary Stats: (Intelligence + Confidence)/2
  SPACE PILOT
   
  This skill is applied when carrying out any type
  of maneuver in a space craft. It can be used in a pinch to
  fire any weapons systems attached to the pilot�s com-
  puter.
  Primary Stats: (Agility + Confidence)/2
  STEALTH
   
  This ability allows one to hide in shadows
  move silently and avoid detection in combat situations.
  Primary Stat: Agility
  STELLAR LAW
   
  Bonus for knowledge of the standard legal code
  used for space travel. More specifically  the laws that
  deal with travel and transport between planets. There
  may be slight variations from one region of space to
  another.
  Primary Stat: Intelligence
  STREET SMART
   
  The character is very observant and familiar
  with the workings of the criminal element. This does not
  make the character a criminal; he can be a very efficient
  police officer who knows how the criminal mind oper-
  ates. Street Smart would tell a character which areas of a
  city is safest to travel at night or alone. The ability to
  spot potential crimes in progress and the proper way to
  act in a potential crime situation is also included with
  this skill.
  Primary Stat: Personality
  SURVEILLANCE SYSTEMS
   
  This is the study and understanding of the op-
  eration, methods  and techniques involving the use of
  surveillance systems. These systems include: motion
  detectors, simple alarm systems, video and camera
  equipment, amplified sound systems, recording materi-
  als and miniature listening devices. This skill requires
  knowledge of either: Electronics or Electrical Engineer-
  ing. Surveillance also includes non electronic aspects
  that don�t require the knowledge of either Electronics or
  Electrical Engineering. Tailing, or following someone
  without their knowledge, is one such aspect of surveil-
  lance. Also included is stake-out procedures. A failed
  surveillance roll indicates that the tail was spotted and
  the subject is aware that he is being followed. A failed
  roll with equipment indicates a garbled recording or
  instrument failure.
  Primary Stat: Intelligence
  TACHYON PHYSICS
   
  Bonus for the study of and research delving
  into faster than light phenomena such as hyperspace,
  neutrinos, photinos, sensor fields, etc. Such research
  may also deal with the manipulation of such phenomena
  and its duplication.
  Primary Stat: Intelligence
  TACTICAL GAMES
   
  Skill at playing games which contain very little
  chance elements  such as Chess or Go. Skills for differ-
  ent games must be developed separately.
  Primary Stat: Intelligence
  TACTICS
   
  Bonus for perceiving and planning appropriate
  and effective strategy in a tactical military situation.
  Various tactical situations must be developed separately.
  Each type of tactics must be developed as a separate
  skill.
  The following is a partial list of types of tactics:
  Aerial: Fighter and bomber tactics
  Battle Field: Calvary and infantry tactics
  Naval: Ship and boat tactics
  Sabotage: Underground/behind enemy lines tactics
  Siege: Reduction of fortified positions tactics
  Small Unit: Conflict between small groups
  Strategic: Overall campaign tactical picture
  Primary Stat: Intelligence
  TALE TELLING
   
  Bonus for reciting stories.
  Primary Stats: (Intelligence + Personality)/2
  
  57
  TELEPORTER OPERATIONS
   
  Bonus for operating teleporters under various
  conditions.
  Primary Stats: (Agility+Intelligence+Confidence)/3
  TELEPORTER TECHNICS
   
  This bonus is applied to performing repairs and
  maintenance on teleporters. This skill covers a wide
  range of other areas, such as electronics, computer and
  power system technics. However, the skill is highly spe-
  cialized for use with teleporters.
  Primary Stat: Intelligence
  TEMPORAL/DIMENSIONAL PHYSICS
   
  Bonus for identifying and recognizing, as well
  as predicting those conditions responsible for temporal
  and dimensional alterations. This skill does not include
  the construction of devices or designing of devices to
  cause such events to occur (i.e. dimensional gates, time
  travel craft) Such jobs would fall under the completely
  separate Mechanical Engineering and Technical Skills.
  Also, this skill is required for such designing and con-
  struction to take place. Although temporal and dimen-
  sional physics are both covered under the same listing
  they should be treated as separate skills.
  Primary Stat: Intelligence
  THROWN
   
  Bonus for attacks using thrown weapons such
  as knives and throwing stars. Each weapon must be de-
  veloped separately.
  Primary Stat: Agility
  TIGHTROPE WALKING
   
  Skill at maneuvering along narrow surfaces.
  Primary Stat: Agility
  TIME SENSE
   
  Skill at determining the time of day or how
  much time has passed over a specific period.
  Primary Stat: Intelligence
  TRACKING
   
  Skill at tracking maneuvers and following of a
  trail left by someone or something such as footprints,
  broken branches, crushed grass, hanging pieces of cloth
  etc. This skill complements the power Tracking and
  Analytical Smell adding +5/Rank to any related roll
  where this skill is applicable.
  Primary Stat: Intelligence
  TRADING
   
  Skill with transactions involving a bargained
  exchange of money or goods.
  Primary Stats: (Personality or Appearance + Presence)/2
  TUMBLING
   
  Bonus for horizontal dives, rolling, vaulting
  maneuvers  or swinging on stationary objects. This skill
  can also be used to decrease damage from a fall. A char-
  acter could fall safely up to 1 foot/Rank if he makes his
  roll successfully.
  Primary Stat: Agility
  TUMBLING ATTACK
   
  Bonus for attacking an opponent from a tum-
  bling maneuver with a weapon. This skill replaces the
  character�s normal weapon skill. It also must be chosen
  separately for each weapon category.
  Primary Stat: Agility
  Cost: 2 per Rank
  TUMBLING EVASION
   
  Bonus for the evading an attack by using tum-
  bling maneuver. The skill rank is added to the DFV.
  This skill is rolled during the round that it�s actively
  used. Individuals may not parry, use a shield or attack
  when using this skill.
  Primary Stat: (Agility + Stamina)/2
  Cost: 2 per Rank
  TV/VIDEO
   
  This is the understanding of the techniques
  involved in video and audio, filming, editing, special
  effects, transmissions and equipment.
  Primary Stat: Intelligence
  URBAN DESIGN
   
  Bonus for the designing of cities and for deter-
  mining a city�s needs and solving the problems involv-
  ing its� operational systems (i.e. some systems which
  may be designed or modified for a city might include
  transportation systems, sanitation systems, water sys-
  tems, etc.) This skill also includes the ability to study
  maps or aerial views of a city and being able to distin-
  guish the various parts of the city, main travel routes,
  power supply depots, and the separation of the various
  systems involved in the city�s operation.
  Primary Stat: Intelligence
  VEHICULAR BODY REPAIR
   
  With this skill, a character is able to perform
  skilled craftsmanship on cars, vans and trucks. He is
  able to do custom modifications if someone else draws
  up the plans. The character can also use ½ of his Skill
  rank to create his very own car designs.
  Primary Stat: Intelligence
  
  58
  VENTRILOQUISM
   
  Bonus for throwing one�s voice so that it seems
  to originate from a point of the ventriloquist�s choice.
  Range is equal to 5 feet/Rank
  Primary Stat: Intelligence
  VISUAL ARTS
   
  Bonus for the appreciation and in-depth under-
  standing of art works. This skill includes the ability to
  effectively criticize a work of art. This skill must be
  selected separately for each culture. This skill encom-
  passes all of the visual art forms (painting, sculpture,
  light shows and so on).
  Primary Stat: Personality
  WEAPON DESIGN
   
  The design and modification of weapons. This
  skill is the complement of Weapon Technic. Each differ-
  ent class of weapon must be developed separately as
  different skills.
  The following is a partial listing:
  ENERGY WEAPONS (Hand): Pistols, Rifles, etc.
  which use an energy attack (lasers, blasters, disruptors
  and so on)
  EXPLOSIVE ENGINEERING: The design of small
  explosive devices such as time bombs and grenades.
  MAGNETIC LINEAR ACCELERATORS: Those pro-
  jectile weapons which are based on magnetic fields.
  MATTER/ANTIMATTER WARHEAD: The design of
  Matter/Antimatter warheads, torpedoes, grenades and so
  on.
  MISSILE ARTILLERY: The design of missiles, rock-
  ets, torpedoes, etc. These weapons are self propelled and
  guided by on board systems or a remote location.
  Primary Stat: Intelligence
  WEAPON EVALUATION
   
  Bonus for determining the value and quality of
  a weapon.
  Primary Stat: Intelligence
  Cost: 2 per Rank
  WEAPON SKILLS
   
  These skills determine a character�s skill with a
  particular weapon in combat. It must be brought indi-
  vidually for each weapon type. Categories include:
  Swordsmanship, Archery, Battle Ax, Gun/Pistol, Semi
  and Fully Auto rifle, Space Gunnery and so on.
  Primary Stat: (Stamina + Agility)/2
  WEAPON TECHNICS
   
  Bonus for the repairs and maintenance of
  weapons and weapon systems as well as shield genera-
  tors and other defensive systems. Each field of weapons
  should be developed as separate skills as with the
  Weapon Design Skill
  Primary Stat: Intelligence
  WEATHER WATCHING
   
  Bonus for determining local weather conditions
  for the next 24 hours�without the use of technologi-
  cally advanced equipment.
  Primary Stat: Personality
  WILL DEVELOPMENT
   
  This gives a character an extra 1D4 will points
  for each level that is taken in this skill.
  Primary Stat: Presence
  Cost: 5 per Rank
  WOOD CRAFTS
   
  This skill facilitates the fashioning of objects
  from wood, bone, or similar material. The following is a
  partial listing of wood crafts:
  Carpentry: cabinet maker
  Cart Wright: maker of carts, wagons, and other similar
  vehicles.
  Lumbering: the felling of trees
  Ship Wright: building of sea going vessels
  Primary Stat: Intelligence
  WRESTLING
   
  The character has learned the Greco-Roman
  style of Wrestling. This skill includes a wide range of
  holds, pins and locking maneuvers designed to control
  and immobilize our foe. Wrestling Ranks can be used to
  increase your OFV and DFV in unarmed combat.
  Primary Stat: Strength
  YADO
   
  This skill allows a character to use his body,
  weapon or a shield to block or even catch a thrown
  weapon or missile directed at the user. Yado can be used
  after it has been determined that the missile attack was
  going to hit the character. If it was already going to miss
  the character need not make a roll. In a given round, the
  user may attempt to deflect 1 thrown weapon or missile
  for every 3 skill ranks in Yado. All missiles must be in
  the user�s field of vision and each deflection roll is made
  separately. A Yado rank of 25 or higher is require to
  deflect or catch bullets.
  Primary Stat: Agility
  ZOOLOGY
   
  Bonus for knowledge based on animal life
  forms. This skill may be developed in one of two ways.
  It can be either an detailed study of a specific planet or a
  general knowledge of zoological terms. Zoology in-
  cludes recognizing and identifying the major life forms
  of a specified area  region and climate.
  Primary Stat: Intelligence
  
  59
  ABNORMAL SENSITIVITY
   
  The hero senses functions in their normal man-
  ner but their normal range is altered. The  senses detect
  what they normally cannot and can not detect what they
  normally could. (Note that this power is species specific.
  An Aquatan with Abnormal Sensitivity would have dif-
  ferent powers than a Terran) This affects either vision or
  hearing. In the former case, the hero sees infrared and
  ultraviolet light, radio waves and radiation. In the latter
  case  the hero hears extremely high and low sound
  waves.
  Cost: 5/Rank - 5/Order
  ACID
   
  A character with this power can shoot streams
  of Acid from his/her fingers. P.R. = 2. Range is found
  using your Power Order on Range Table II.
  Cost: 5/Rank 5/Order
  ACTIVE SONAR
   
  With this sense, the character emits high-
  frequency sound that bounces off nearby objects and
  returns to him. This power will work underwater
  whereas Radar can not. Sonar allows the character to
  compensate for normal blindness and sense nearby ob-
  jects. Order determines Range on Table I. Rank is skill
  at detecting nearby objects. PR = 1 per hour.
   
  Dolphin has this power.
  Cost: 5/Rank - 5/Order
  ADAPTION
   
  This is the ability to resist the effects of hostile
  environments; vacuum, poisonous atmospheres, high
  gravity, the inside of suns, space warps and so on. Adap-
  tation activates automatically and at no action or move-
  ment cost whenever needed. There is a power cost of 1
  per hour of active use. A character uses his Order + 10
  to defend against Elemental Attacks. (Any Attack listed
  on the Elemental Power Chart and similar Psionic and
  Bardic Powers) If the attack is of a lower Order than the
  total of the Adaption character (Adaption Order + 10),
  the attacked character does not take any damage. Other-
  wise, the attack is lessened by the target�s Adaption Or-
  der + 10. In those situations, the PR increases to 1 per
  attack repulsed.
  Please note that Adaption does not defend against Ioni-
  zation.
  Cost: 5/Rank - 6/Order
  ADHESIVE TOUCH
   
  The character can traverse perfectly vertical or
  even inverted surfaces as if they were traveling over
  level ground. There is a modifier for moving on friction-
  smoothed areas. There is no power cost for using this
  power. Order is the amount of weight that the hero can
  support with this power.
   
  Skink has this power.
  Cost: 5/Rank - 5/Order
  AIR CONTROL
   
  This power allows a character to control the
  movement of a volume of air. This power can be used
  for a myriad of purposes; the simplest being pummeling
  a foe with wind gusts. PR = 2 per use.
  Cost: 5/Rank - 5/Order
  AIR WALKING
   
  The character is able to walk, fight and run on
  the air itself as if it was solid ground. Order indicates the
  ground speed the character can achieve with this power.
  Air walking will not work in outer space or a vacuum.
  Cost: 4/Rank - 5/Order
  ANIMAL CHAMELEON
   
  This power is similar to the Mimic power ex-
  cept it is limited to animals. The character can mimic
  any power, skill or characteristic of any animal within
  range. (Note: this power does not work on sentients) The
  Order is the number of minutes the character can main-
  tain the adaption after the targeted animal has left his
  range. To mimic a power, a character must make a suc-
  cessful attack roll. (The defender uses his rank to defend
  against his power being mimicked) If successful, the
  character can mimic any power using the lower rating
  (the power�s original Order or the Animal Chameleon
  Order) as the Order. The mimicked power�s Rank is 1.
  Range: Order on Range Table III
  Cost: 5/Rank - 6/Order
  Glicion, Lightning Knight, has Adaption.
  
  60
  ANIMATE IMAGE
   
  This power allows a Character to turn an exist-
  ing two-dimensional image (such as a cartoon figure,
  billboard animation, or video image) into an exact 3-D
  image which will obey the character�s commands. There
  must be an existing 2-D image for Animate Image to
  function; a Character cannot simply summon a figure
  from his/her imagination.
   
  The Image possesses 1d6 hit points per Order
  and a structural rating equal to the original item or
  Power Order, whichever is lower. Order levels are di-
  vided by whatever functions the image is to possess.
  Multi purpose items or abilities are therefore weaker
  than sharply focused creations. An animated image will
  last 1 minute per Order with a power cost of 2.
   
  Maintaining Animated Images  requires a char-
  acter�s concentration. When things happen that could
  break the character�s focus he must make a percentile
  roll (Personality x 10) to maintain the Animated Images.
  This roll can be modified depending on the type and
  degree of the distraction.
  Cost: 5/Rank - 5/Order
  ANIMATE OBJECTS
   
  The character can animate inanimate objects.
  His Order functions similar to strength. If he could lift
  the object with this power, he can animate it. The ob-
  jects do not become any tougher than normal; they just
  gain the ability to move. Animate Objects cannot change
  shape but if the object has any limbs or appendage-like
  constructs, these can function as arms and legs, allowing
  the object to move and fight.
  Cost: 5/Rank - 5/Order
  ANI-VOYANCE
   
  This power enables the hero to see through the
  eyes of any animal within his range. The hero will see
  with the acuity of the viewing animal meaning that it�s
  better to look through the eyes of an eagle than a bat
  (they have poor eyesight).
  Range: Order - Range Table III
  Cost: 5/Rank - 6/Order
  BLESSED
   
  The character is blessed; the virtual trademark
  of the Vorakians. Blessed comes into play when things
  are going really bad for the character. Examples include
  losing a major battle, experiencing bodily harm and so
  forth. The GM controls when a character�s Blessedness
  can come into play. For each Order a character has
  achieved he rolls 1D8 when s/he has the opportunity to
  check his blessings. Each 1 indicates a significant bless-
  ing. It must be pointed out that some really bizarre bat-
  tles can occur if two sides have characters with extraor-
  dinary Blessed powers. The GM needs to play this to the
  hilt.
  Cost: 7/Rank - 7/Order
  BODY ADAPTION
   
  The character�s body automatically adapts its
  physiology to enable it to survive in hostile environ-
  ments. It is important to note that the character�s body
  physically changes. She has automatic elements of the
  powers Body Transformation and Shape Changing.
  There is only one adaption for each type of environment,
  and it is triggered automatically by the heroine�s en-
  trance into the new environment. This includes the pos-
  sibility that the heroine might gain new ways of move-
  ment. This power works for hazardous environments
  and not hazardous situations (Nope this power won�t
  save you from that 500 foot drop off the cliff) At Ranks
  over 15, the character can consciously control the man-
  ner of adaption. Order determines the Adaption�s
  strength. PR of 5 per hour.
  Cost: 7/Rank - 7/Order
  BODY ARMOR
   
  The character�s skin has a dense configuration
  that is damage resistant. This is the natural version of
  the Armor Power. This power allows Order level resis-
  tance to most attacks. It must be decided whether this
  Points
  Possible Effects
  1
  The character might find a clue or gain infor-
  mation; the character�s opponent could be
  momentarily distracted or stopped, giving the
  character a temporary advantage.
  2
  The character could providentially happen
  upon someone important or stumble across
  someone he was looking for. The character�s
  opponent could be troubled by a screwed up
  weapon or a stalled getaway car
  3
  The character might be saved by the most
  miraculous of coincidences. He may stumble
  across the Crime Czar providentially, or a
  terminal fall broken by a huge pile of  rubber
  pads that just happened to be in the right
  place. The enemy�s henchman could turn out
  to be a childhood friend. The truly incredible
  is possible.
  4
  Treat as above, but with the possibility that
  some of the events rub off and help the
  Blessed individual�s friends.
  BLESSED TABLE
  
  61
  power is permanent or not. If it is permanent, the player
  would need a good reason to have a secret ID. The tem-
  porary form requires an action to change and tends to
  disappear when the character falls unconscious. Body
  Armor does not usually halt psionic attacks. The body
  armor can take a variety of appearances. There are four
  main types of body armor. The player must select one
  form when he chooses this power.
  LEATHER-The epidermis retains its normal shape and
  flexibility but its harder to the touch. The skin maintains
  its normal bodily functions without the need for exten-
  sive changes. Androids usually have this type of Armor
  RIGID PLATES-The body is covered in interweaved
  plates like an insect�s chitin or an armadillo shell. Li-
  zapto has this type of body armor.
  VISUALLY INORGANIC-The body can be any shape
  but has the appearance of non-organic matter. The layer-
  ing may appear rocky, metallic, or any other choice of
  surface.
  NON-ORGANIC-The body is actually covered in inor-
  ganic material. Unlike an externally applied coat, this
  one is formed by modified cells in the hero�s epidermis.
  Glicíon possesses this type of Body Armor.
   
  In all these forms, any damage that is suffered
  is healed at normal rates by the skin cells that underlie
  and support the specialized cells of the Body Armor.
  Cost: 8/Rank - 6/Order
  BODY TRANSFORMATION
   
  The character can transform her body into any
  form of matter with a structural rating that is less than or
  equal to her Order with this power. Yes, this means that
  one round she can turn into an iron warrior, the next a
  stealthy vapor and the round after that a raging flood.
  Order plays a very important roll with this power. It is
  the character�s Order ranking that determines the char-
  acter�s maximum size (Similar to the Growth power)
  while in iron form and maximum volume for vapor or
  liquid forms.
   
  Chemex has this power.
  Cost: 6/Rank - 8/Order
  BODY WEAPONRY
   
  This character possesses claws or other natural
  sharpened attack methods. Rank indicates the charac-
  ter�s skill with his natural weaponry, whereas Order
  indicates what substances he can penetrate. Damage for
  Weaponry Attacks is determined by the least of these
  two:  Strength + 1 Order or the Body Weaponry Order.
  Claws cost 6 Construction Point per  Order, Wings cost
  7 and Horns/Antlers cost 8.
  Cost 6/Rank - (6\7\8)/Order
  BOMB
   
  The Bomb Power allows a character to cause
  an explosion which starts at the point of contact and
  extends Order distance (Range Table I). The character
  possessing the Bomb power is not affected by his explo-
  sions, but is vulnerable to other Bomb attacks.
   
  Razor-Wing has this power.
  Cost: 6/Rank - 7/Order
  BROADCAST EMPATHY
   
  This power allows a character to make another
  character feel any emotion he wishes. For example, the
  hero could make an opponent feel abject terror, uncon-
  trollable lust, irrational anger and so on. Broadcast Em-
  pathy attacks the will points. An attack is rolled using
  Order for the OFV and the defender�s Confidence for
  the DFV. If successful, the attacker rolls his dice. If the
  total exceeds the defender�s will points, he will feel the
  desired emotion. Once affected by this power, a charac-
  ter can break free by making a Confidence roll. This is
  modified by -1 per Rank the attacker has in Broadcast
  Empathy.
  Cost: 6/Rank - 7/Order
  CARRIER  WAVE
   
  The hero can manipulate energy currents to
  support and propel his body, thus attaining a type of
  flight. The energy can be any type that is normally
  found in the hero�s environment. That�s right aliens with
  this power should have unique Carrier Waves. The char-
  acter can move only as fast (maximum speed) as the
  energy form could travel. Thus, a sonic Carrier Wave
  maximum speed would be Mach 1. The Carrier Wave
  can support beings and objects with Order level
  strength.
  Cost: 6/Rank - 6/Order
  COMPREHEND LANGUAGES
   
  Yes, this is it  the power you wanted for High
  School Spanish. Comprehend Languages will allow you
  to communicate with any intelligent being. The Order is
  the level of languages that you can translate while the
  Rank is the fluency.
  Die Roll
  Form
  01-40
  Leather
  41-64
  Rigid Plates
  65-85
  Visually Inorganic
  86-00
  Inorganic
  
  62
  Cost: 4/Rank - 4/Order
  COSMIC NAVIGATION
   
  Cosmic Navigation can be considered the ulti-
  mate guy power - the character can navigate interplane-
  tary distances without a map! Rank determines the skill
  with this power. An Order of 10 or higher is needed to
  plot through inter-dimensional space and 15 or higher
  for plotting a course across time. Cosmic Navigation
  only gives the character the ability to plot a course, they
  need to have the appropriate travel power to reach their
  desired destination.
  Cost: 5/Rank - 6/Order
  DARKNESS
   
  The character can generate a field of darkness
  which will block all light based vision powers. The
  range of the power is determined by it�s Order using
  Table II.
  Cost: 4/Rank - 4/Order
  DETECT
   
  This power gives a character the ability to de-
  tect any one specific item, presence, or quality. Exactly
  what it is a character can detect must be specified when
  the power is purchased (i.e. Detect Evil, Detect Lie, De-
  tect Poison) This power must be rather specific. If it is
  overly general, the GM has the right to limit it�s useful-
  ness by say letting the power constantly go off. Order
  uses Range table I to determine detection distance. Rank
  is a measure of the character�s skill at detecting. For the
  most part, this power functions automatically.
  Cost: 4/Rank - 4/Order
  DEVITALIZATION RAY
   
  This attack only causes damage to a character�s
  power points making the victim very tired. Once the
  target�s power is gone  the attack can no longer affect
  him. This power will also work on objects draining them
  of their power points. PR = 3 per attack and uses Range
  Table II.
  Cost: 5/Rank - 5/Order
  DIGGING
   
  Digging enables a character to tunnel through
  an assortment of substances. He can travel through any
  substance with a Structural Rating below this power. He
  moves at normal movement. This power partially fills
  up the substance after the hero has traveled through it. It
  will show traces of penetration but will not be a gaping
  hole. PR = 2 per hour
  Cost: 4/Rank - 5/Order
  DIMENSIONAL TRAVEL
   
  This is the ability to travel to alternate planes of
  existence. Order is used to determine how much you can
  transport with you on your Dimensional Hop. Dimen-
  sional Travel has a base power cost of 10. There are two
  variants on this power.
   
  Variant A only allows travel to and from one
  specific dimension. The character can travel back and
  forth at will with no chance of error.
   
  Variant B is just a little bit more challenging.
  This is the ability to travel to and from any dimension.
  The character can describe his intended destination in as
  much or as little detail as desired. His percentage chance
  of success is equal to his Rank plus 1% per power unit
  spent. This changes, if the character has been there be-
  fore. Then  his percentage chance is increased to Rank x
  4.
   
  Any failure to arrive at the intended destination
  allows the GM to place the character wherever he
  pleases. The only stipulation is that time remains con-
  stant, i.e. a misjump will not land a character in his fu-
  ture or past.
   
  Larynx has this power.
  Cost: 8/Rank - 8/Order
  DISC
   
  The heroine can create a glowing platform of
  solid light. The disc materializes to support any part of
  the heroine�s body; generally that is under the feet or
  posterior. The disc is part of the heroine�s powers and
  has no existence beyond her. The disc can support the
  character with Order level strength. The Disc allows a
  character to move at Order Air Speeds as per the power
  FLIGHT. In the water this power uses the water move-
  ment tables. Disc does not provide any protection
  against high air speeds and such. The heroine must pro-
  vide that herself.
  Cost: 5/Rank - 6/Order
  DISINTEGRATION
   
  This is the ability to vaporize solids and liq-
  uids. Each damage point destroys a point of structural
  damage regardless of the Order threshold of the target
  substance; i.e. a hit inflicting 5 points of damage to an
  iron chest (Order 10 strength per cubic foot) would
  eradicate exactly half a cubic foot of the iron. Disinte-
  gration will damage characters with invulnerability  Ar-
  mor and like powers. For example Falco, with an invul-
  nerability of 20, is hit by a disintegration ray for 7
  points. He takes those points as damage, regardless of
  his Invulnerability Order 20. The use of disintegration
  on normal heroes will cause the following effects: 1)
  gross disfiguring resulting in a - 1D6 from Appearance
  for a period of 2D20 - Stamina days and 2) disruption.
  Disruption does full damage but characters do not disin-
  tegrate until death. PR = 5  RANGE = Table II
   
  Disruptor has a special form of this power.
  
  63
  Cost: 10/Rank - 16/Order
  DISPEL
   
  Dispel allows a character to turn off another
  character�s power. This is an all or nothing attack; there
  is no such thing as a partial dispel. The attacked power�s
  Order generates it�s DF value and this power Order gen-
  erates the OF in this case. The character with the dis-
  pelled power must make an unmodified Rank roll to
  rekindle the ability. RANGE = II.
   
  The Psi Death has a variant of this power.
  Cost: 7/Rank - 9/Order
  DREAM TRAVEL
   
  The heroine can actually enter into a dream
  dimension. She can travel to and communicate with any-
  one that�s asleep. The Dream Traveler does not have any
  control over the shaping of dreams. Combat that occurs
  within the Dream travel is real to the traveler. Damage
  suffered there will still be present when she leaves the
  Dream Dimension. The hero�s other powers have a
  Rank and Order equal to this one. She can dream up any
  power in the book while in this dimension.
  Cost: 5/Rank - 5/Order
  EARTH CONTROL
   
  This power allows a character to cause and
  control the movement of a volume of earth, rock or soil.
  A Character with this power can do a myriad of things.
  This can range from raising pillars of stone to smiting
  one�s foe or even whipping up a sandstorm that will
  behave similar to the darkness power. A character can
  even use a piece of earth for transportation moving at
  Order speed (Ground). This can be a very destructive
  power.
  Cost: 7/Rank - 7/Order
  ELECTRONIC INVISIBILITY
   
  This power allows the character to render him-
  self undetectable by external means. Electronic Invisi-
  bility protects the character from discovery from outside
  electronic forces. It serves as Order level for protection
  from undesired electronic radar, sonar, probes, scanners
  and so on. Powers less than this order have no effect,
  higher Orders are reduced by the Order of Electronic
  Invisibility. PR = 3 per attack repulsed.
  Cost: 6/Rank - 6/Order
  ENERGY ABSORPTION
   
  The character is virtually immune to one type
  of energy. Furthermore  the character can draw suste-
  nance and power from this energy type. The Order for
  this power is the maximum energy he can safely absorb;
  he takes damage beyond this amount. Order also deter-
  mines the points he can add to his stats or other powers.
  He loses this extra energy at 1 point per turn.
  Cost: 7/Rank - 8/Order
  ENERGY AURA
   
  The character can form an energy aura around
  his body. The energy can be anything from fire to psy-
  chic energy. An energy aura can do damage of Order
  intensity. An Aura protects the character from attacks on
  its energy frequency by using the Order lvl as a defen-
  sive bonus. P.R. 8 per hour
  Cost: 5/Rank - 6/Order
  ENERGY BODY
   
  The character can turn his body into a specified
  energy wavelength. This can be anything the player
  wants it to be. Rank indicates the skill with transforma-
  tion. Order indicates the amount of power that the char-
  acter can generate in that form. This power adds +2 to
  the Order cost of the energy power that the ENERGY
  BODY is based. For example, a character with a Pulse
  Bolt Energy Body will pay 7 Construction Points for
  each proceeding order. Note that all characters pay the
  initial 14 CPs (Rank + Order) to activate the power. At
  Skill Rank of 10 or higher the character can create the
  likeness of his physical body instead of just looking like
  an energy body. Order indicates an additional Hit Dice
  Modifier for the character while in Energy Form.
  Cost: 6/Rank - 8/Order
  ENERGY BLAST
   
  The character can fire a pure energy bolt from
  an Emission Point. The E-point is determined at the next
  stage of character development. The character must al-
  ways define this energy blast as some specific type of
  blast. (Pulse Bolt, Cosmic Blast, etc..) PR=1 RANGE=II
   
  Force has this power.
  Cost: 5/Rank - 5/Order
  ENERGY CONTROL
   
  This power allows the character to control both
  the intensity and the behavior of a specific energy wave-
  length. (Ranging from magnetism, light, heat, radio
  wave and so on) Each time this power is selected, the
  player must decide which type of energy he wants to
  control. The player can not generate energy with this
  power; he must manipulate ambient energy. He can in-
  crease or decrease the energy by Order intensity. PR=3
  RANGE=II
  Cost: 5/Rank - 6/Order
  ENERGY CONVERSION
   
  The heroine can simply change any form of
  energy into any other form. This allows a character to
  transform deadly force into a less dangerous form. The
  heat from a raging fire can be turned into light, cold and
  
  64
  so on. The heroine can transform energy forms of Order
  intensity.
   
  Alpha, of Seekers, has this power.
  Cost: 5/Rank - 5/Order
  ENERGY DETECTION
   
  The character can detect and identify energy
  and related phenomena. The power can only detect ac-
  tual energy, not potential. It can detect the energy con-
  sciously emitted by superhumans, but not the actual su-
  perhumans. This power normally uses Order on Range
  Table III to judge the maximum sensing range but this
  becomes Range Table IV when the target power�s Order
  is 15 or higher. The range is extended for as long as the
  character is using his power at Order 15 (or higher)
  power level. Ranks with Energy Detection indicates the
  skill at deciphering the trail. There is a power require-
  ment of 1 per hour of use.
  Cost: 5/Rank - 5/Order
  ENERGY DOPPELGANGER
   
  The hero can generate an Energy Body from
  his own body. The Doppelganger can have powers of its
  own  including those characteristic to the type of energy
  of which the Doppelganger is composed. The Doppel-
  ganger automatically possesses the Flight power. Other
  powers can be purchased for the doppelganger by the
  player. The hero must decide whether the doppelganger
  is simply an extension of himself or independently obe-
  dient. This power gives the character +2 Ranks to the
  Leadership skill. Order determines how many Doppel-
  gangers you possess. PR=8 RANGE=II
  Cost: 10/Rank - 12/Order
  ENERGY DRAIN
   
  The character can drain the power from an op-
  posing character and use it to increase his characteristics
  or other powers excluding this one. The Order indicates
  how much energy the character can drain in one attack.
  This power works automatically against inanimate ob-
  jects. Against unwilling subjects, the attacking character
  uses his Rank level to determine his OFV. The defender
  uses his Ranks with his power to generate his DFV. If
  successful, the character drains Order levels from the
  defender�s powers (The power whose Rank generated
  the DFV).
   
  A character with Energy Drain is constantly
  radiating energy. A character with energy detection can
  track him with some difficulty. The Energy Drainer
  loses 1 Order level per hour. He must feed to maintain
  his powers at their base levels. Although he can not ac-
  tually starve to death; when all their powers and charac-
  teristics reach 1, the character will fall into a forced sus-
  pension. His power continues to function and he contin-
  ues to drain anything that comes into contact with him.
  His body will become steadily wizened in this state.
  Cost: 7/Rank - 7/Order
  ENERGY IMMUNITY
   
  This power gives the character increased resis-
  tance to specified energy type. The Attack Roll is re-
  duced by the Rank while the damage intensity is re-
  duced by the character�s Energy Immunity Order.
  Cost: 4/Rank - 5/Order
  ENERGY MANIPULATION
   
  This power gives a character the ability to
  shape energy into solid constructs. The character can
  create any object desirable out of his energy type. The
  construct has the same strengths and weaknesses of the
  energy upon which it is based. A fire wall could still be
  affected by water. The Order levels of this power are
  divided among the Orders for the object�s ability. For
  example  Solar Knight has this power at Order 18. He
  wants to make a cage to hold a criminal. He divides his
  Order 18 into 5 Strength (carrying capacity) and 13
  Structural Strength. Multiple Items are possible with this
  power but their characteristics must all be determined
  from this power�s Order.
   
  Energy Manipulation requires a character�s
  concentration. When things happen that could break the
  character�s focus he must make a percentile roll
  (Personality x 10) to maintain the items constructed with
  Energy Manipulation. This roll can be modified depend-
  ing on the type and degree of the distraction.
   
  Vid and Solar Knight have variations of this
  power.
  Cost: 6/Rank - 7/Order
  ENERGY SPONGE
   
  The hero can absorb any form of energy
  whether natural or Power-based and not suffer any dam-
  age. The hero can absorb energy equal to this Order.
  This stored energy can be released at any time he de-
  sires. This can be either all at once or gradually to a de-
  gree of 1 Rank level per minute.
  Cost: 5/Rank - 5/Order
  ENTANGLE
   
  A character can restrain an opponent or create a
  barrier. Order indicates the entangle�s structural
  strength. Entangle can be linked with other powers to
  create some truly unique entangles. One combination
  could be with telepathy. This would create a mind net
  where the character could communicate with anyone
  within his entangle.
  Basic Entangle costs: 5/Rank - 6/Order
  Entangle could also stop/block the senses. For example,
  Tarantula�s Entangle blocks the sight sense group. This
  
  65
  version of Entangle costs: 5/Rank - 7/Order
  Entangle takes no damage from an Outside attack. This
  means that the character could not rely on others to
  break him out of his entanglement. The entangle is per-
  meable�allowing all attacks to past through the entan-
  gle to strike the captive. Cost: 6/Rank - 9/Order
  Entangle and Character Both take Damage: The entan-
  gle is semi-permeable. It shares the damage with the
  entangled victim. Cost: 5/Rank - 8/Order
  Entangle with Backlash: This entangle causes the attack-
  ers power to reflect back on him if it does not break the
  Entangle with one shot. Cost: 6/Rank - 8/Order
   
  All entangles have a cost of PR=2 with a Rank
  Range of II of the Range Table.
  Cost: 5/Rank - 6/Order (Base Power)
  ENVIRONMENTAL AWARENESS
   
  The heroine has an increased sensitivity to con-
  ditions in, disturbances in, and influences on the envi-
  ronment. She automatically maintains full knowledge of
  current conditions in her immediate surroundings. This
  awareness extends to weather, chemicals, movement and
  life. The Order uses the Range IV table to determine
  maximum field of influence. PR=1 per hour.
   
  Seraph and Manta have this power.
  Cost: 5/Rank - 5/Order
  FIRE GENERATION
   
  The hero can project fire with Order damage
  and range. These flames have no apparent source; it is
  the character that generates the power. This power re-
  quires oxygen to work. PR=1 RANGE=II
   
  Firehawk has this power.
  Cost: 5/Rank - 5/Order
  FLIGHT
   
  Flight allows a character to move freely in any
  direction through air or space. Flight, by itself, does not
  protect the character from the rigors of space but gives
  him propulsion to cross the void. PR=1 per hour
  Cost: 5/Rank - 6/Order
  FOG
   
  Fog allows a Character to use any atmospheric
  moisture to form a dense fog which obscures any vision
  related power. If the power in question is higher than
  this power, the player makes a Rank roll to determine if
  he can see through the fog. Fog uses Range Table I to
  determine its radius using its Order. The fog created by
  this power will travel with the creator if he is not travel-
  ing faster than this power�s Order ground speed. A wind
  or volume of air stronger than this power�s Order
  strength will instantly dissipate the fog.
  Cost: 5/Rank - 5/Order
  FORCE FIELD
   
  A character with this power can create a field
  of protective energy around herself. Upon creation, it
  must be specified whether a force field can stop mental
  and/or Bard attacks. If so, an additional Order cost of +1
  for each. A Force Field only protects the character with
  the power. It doesn�t protect anything or anyone the
  character is carrying. This power�s Order determines the
  damage level that can be ignored. If a character has an
  Order 2 with Force Field, she will be able to ignore Or-
  der 2 damage and below as well as subtracting her Order
  from a more powerful ability�s Order. Force Field does-
  ��t hinder any of the character�s attacks.
  PR=1 per attack repulsed.
  Cost: 5/Rank - 6\7\8/Order
  FORCE SHIELD
   
  This is the ability to create tangible barriers of
  energy. They are usually invisible, though they may be
  luminescent; in ether case, they are transparent. A char-
  acter with this power can project a Force Shield Order
  Distance on Range Table I. Force Fields work both
  ways. A character can not attack from behind a Force
  Field. In order to attack, he must first drop all or part of
  the field. Force Field can also be used as an attack. This
  does a damage of 1d4/Order.
  Cost: 5/Rank - 7/Order
  GATEWAY
   
  The hero can travel to any point in space, time,
  or other dimensions by traveling along bridges he cre-
  ates himself. Order uses Strength Chart to determine
  how much additional weight an individual bridge can
  support. Rank is very important with this power. It takes
  a Rank level of 15 or higher to create bridges to a certain
  point in time and a Rank level of 25 to gateway to other
  dimensions. For each rank he possesses the character
  may select 2 points that he can bridge. Once selected the
  character can Gateway to these places from anywhere
  else.
   
  Bridge has this power.
  Cost: 7/Rank - 5/Order
  GLIDING
   
  A character with gliding has some control over
  his air movement but not to the same degree that self
  propelled flight or wings would allow. The character can
  glide Order inches per turn. He must drop 1" per turn in
  order to maintain his forward Gliding velocity. From the
  ground, a character starts with a velocity and altitude
  equal to his upward leap in inches. Gaining altitude is
  under the GM�s control; doing it slowly by using ther-
  
  66
  mal updraft is usually easy. Gliding can be more useful
  if the character has leap or a strong friend to throw him
  into the air for initial altitude. Gliding doesn�t cost any
  power to use.
  Cost: 5/Rank - 4/Order
  GRAVITY CONTROL
   
  The hero can control gravity. Gravity can only
  exist where there is tangible matter. This power needs an
  anchor to operate. Gravity Control allows the character
  to increase or decrease the weight of an object by his
  Order with this power. Many stunts can be performed
  with Gravity Control, for example the character can fly
  by negating the gravity around him. Order determines
  the range and how much matter the hero can affect with
  this power. When increasing gravity, the Order is added
  on to the enemy�s weight. If this total is above his
  strength level, the character falls to the ground and takes
  damage based on the difference. For example, Gravity
  Lord wants to stop a bunch of crooks with his Gravity
  Control of 15. He catches them in a gravity field and
  they fall to the ground. These crooks are wearing armor
  that gives them a Strength of 5. The difference is a 10.
  Gravity Lord has an Order of 10 to inflict damage.
  Gravity Control can be used to make an individual or
  object lighter. The amount of Gravity Control used is
  subtracted from the character�s weight. This difference
  determines the flight speed. PR=5 RANGE=II
  Cost: 6/Rank - 8/Order
  GROWTH
   
  This power allows the character to grow to tre-
  mendous sizes. A character must buy this power at least
  to his weight category. For example the average man
  with a weight of 200 pounds would need to buy this
  power to at least to Order 3. Growth gives a character
  the mass and density of Order rating. What this means is
  that a character with a Growth Order of 6 would weigh
  1600 pounds and have 6 Strength.
  Cost: 6/Rank - 6/Order
  HEAT GENERATION
   
  The hero can generate pure heat, that is not
  necessarily accompanied by light or flame, by accelerat-
  ing molecular motion. This power will function in
  places where fire generation could not; two examples
  could be in deep space or underwater. This power is
  functionally invisible. Bystanders will feel a wave of
  heat pass by yet see nothing but a slight distortion. Be-
  ings who possess Infrared Vision can detect a glow
  around the hero and his target whenever this power is
  used. PR=4 RANGE=II
  Cost: 5/Rank - 7/Order
  HIGH RANGE RADIO HEARING
   
  The character can hear and transmit up and
  down the radio and television frequencies. He can also
  sense radar emissions. RANGE=III
  Cost: 5/Rank - 4/Order
  HTH - ATTACK
   
  The character has a super fighting style which
  allows him to do more damage than his strength would
  normally allow. Furthermore, this power is linkable with
  such power advantages as Armor Piercing or Multiple
  Attacks. HTH-Attack simulates the high powered mar-
  tial arts/fighting feats that you see in the comic books.
  Cost: 3/Rank - 5/Order
  HTH-DEFENSE
   
  This power allows the character to gain bo-
  nuses on his DFV in combat. This means that the char-
  acter has trained herself in defensive maneuvers and will
  be able to use this added DFV bonus on every detectable
  attack. If she can not sense an assassin�s stealthy ap-
  proach, she would not receive her HTH-Defense bonus.
  Order determines the bonus to the character�s DFV (+5
  per Order). Rank is skill with this power.
  Cost: 3/Rank - 7/Order
  ICE POWERS
   
  The character�s body generates cold and ice.
  There is a PR cost of 5 per attack where Order deter-
  mines the amount of damage inflicted. The attack cre-
  ates 1 cubic foot of ice per point of damage caused by
  the attack. This ice clings to the victim until it either
  melts away or is destroyed. (Ice�s Order strength per
  foot is 2) The weight of the ice is 100 pounds times
  damage inflicted. If the victim is not physically immobi-
  lized, he subtracts the ice�s weight from his carrying
  capacity and determines his new strength level. Finally,
  he uses his re-calculated strength to break the ice.
   
  Ice Armor can be generated by this power. It�s
  structural strength is this power�s Order. The character
  can also generate ice sleds that will move him at Rank
  speed. RANGE=II
   
  Frost Blind has this power.
  Cost: 5/Rank - 7/Order
  IMMORTALITY
   
  Immortality allows the character to live for
  centuries instead of decades. The main difference be-
  tween this power and the advantage Longevity is that it
  includes Regeneration at the Order level. This means
  that the character can still be killed through such things
  as beheading or so forth.
  Cost: 4/Rank - 8/Order
  INFRARED VISION
   
  The character can see heat patterns and traces.
  
  67
  The character only perceive outlines of people and
  things at night. Cold objects will be very dark, while hot
  things may be blindingly bright. Order determines range
  on Table II.
  Cost: 3/Rank - 5/Order
  INVISIBILITY
   
  There is a 7% chance that the character is per-
  manently invisible. Otherwise  it costs an action to acti-
  vate and the power cost is 1 per hour. If the enemy is
  unable to detect or sense the character, the hero gains
  +3/Rank to OFV/DFV. If the character is sensed, there
  is only a +Order DFV.
   
  Stalker has this power.
  Cost: 5/Rank - 6/Order
  INVULNERABILITY
   
  This character is able to ignore Order points of
  damage from each attack. Damage from certain attacks
  may not be stopped. These attacks often fall under either
  Bard or mental powers although Disintegration is an
  exception.
  Cost: 5/Rank - 5/Order
  IONIZATION
   
  The hero has the ability to change the state of
  energy in a target. This can have a variety of effects on
  the target. A target can be electrified by this Power; the
  target's atoms begin to change into electrically-charged
  particles. The initial effect this has is to charge the target
  with static electricity. Next the target actually emits
  Electricity at -1 Order level. At this point the target will
  itself suffer this amount of damage  provided it is elec-
  trically grounded in some way. Finally  the charged at-
  oms begin to fly off in an ionized cloud. Non living tar-
  gets can be destroyed in this manner as the molecular
  bonds break down. Used this way  the Power does dam-
  age equal -2 levels to Order.
   
  Electricity isn�t the only energy the hero can
  charge a target with when he uses this power. The hero
  can excite the atoms sufficiently to create warmth; this
  is treated as a -2 Order levels of Heat Generation. More
  interestingly  the hero can charge atoms in such a way
  that he can make them temporarily ethereal. A target
  thus affected can Phase through solid matter as easily as
  someone already in possession of Non-Corporealness.
  He can use this power to Phase something threatened by
  another Power or made threatening because of it.
  Cost: 10/Rank - 15/Order
  KINETIC BOLT
   
  This is a crude form of  telekinesis. The hero
  can strike a target with a surge of force at Order inten-
  sity. Rank is a measure of accuracy with firing as well as
  crude manipulation. A hero with this power can shape
  his kinetic bolt as he sees fit with the following limita-
  tion it is always a damaging power. It does not allow for
  lifting or catching objects like Telekinesis. Note: the
  Kinetic Bolt can do knockback damage.
   
  Force of Force Five, has this power.
  Cost: 5/Rank - 5/Order
  KINETIC CONTROL
   
  The hero can control the energy of motion. For
  example, he can kick off on his skateboard and use this
  power and move at Order speed on a skateboard. He can
  use this power as strength in hand to hand combat if he
  touches his foe. This power can also be used to counter
  powers like kinetic bolt or telekinesis. He can lessen or
  decrease kinetic motion by Order intensity. Kinetic Con-
  trol can turn the power, Kinetic Bolt, into a form of
  Telekinesis.
  Cost: 5/Rank - 7/Order
  LEAP
   
  This power allows the character to jump super
  distances! At Order 1, the character can jump 2 feet high
  and 4 feet wide. This increases progressively with each
  higher order. For example, a character with Order 3
  Leap can jump 8 feet high and 16 feet wide. The vertical
  height can also be used as a safe falling distance. The
  aforementioned character with Order 3 Leap can de-
  scend 8 feet without taking any damage. Rank indicates
  a character�s skill with Leaping.
  Cost: 3/Rank - 5/Order
  LIGHT CONTROL
   
  This character�s body emits light. This ranges
  from a soft glow to a blinding glare; even infrared or
  Order
  Distance
  Height
  1
  4 Feet
  2 Feet
  2
  8 Feet
  4 Feet
  3
  16 Feet
  8 Feet
  4
  32 Feet
  16 Feet
  5
  64 Feet
  32 Feet
  6
  128 Feet
  64 Feet
  7
  256 Feet
  128 Feet
  8
  512 Feet
  256 Feet
  9
  1024 Feet
  512 Feet
  10
  2048 Feet
  1024 Feet
  LEAP CHART
  
  68
  ultraviolet if desired. As a weapon, he can fire focused
  light beams (i.e. laser, photon etc.) doing Order damage.
  A blinding flash can also be generated with an Order
  radius and attacking everyone in this area. Attack rolls
  are only done for combatants in the afflicted area. If an
  attack succeeds, the enemy is blinded for Rank turns. (*
  If the success roll is over 250 then the enemy is perma-
  nently blinded *) The power cost is 2 per attack. Crea-
  tion of light for mundane uses cost no power, only
  movement. RANGE=II
   
  Starr has this power
  Cost: 5/Rank - 6/Order
  LIGHTNING CONTROL
   
  The character can generate powerful electrical
  pulses. These can be used as an attack doing Order dam-
  age with a PR of 4 per attack. The character can electrify
  his body, requiring an action to set up, but no power or
  movement to maintain. This gives a Rank DF bonus
  against HTH and most physical energy attacks. Of
  course things like water or ice receive a bonus to hit this
  electrical form. Because of his ability to control electric-
  ity, the character may attempt to take control of or short-
  out electrical and electronic circuitry. This requires a
  successful attack and the following: To take control: PR
  of 4 per attempt. A Rank roll to gain control and a +10
  roll each time the object does something different. To
  short out: PR of 5 per attempt. A Rank Roll at -25 to
  short circuit the equipment. RANGE = TABLE II
  Cost: 5/Rank - 6/Order
  MACH FLIGHT
   
  The character is able to fly at Mach Speeds.
  Order 1 equals a flight speed of Mach 1. Each additional
  order increases the maximum flight speed by 1/2 Mach.
  PR = 3 per hour.
  Cost: 5/Rank - 7/Order
  MAGNETISM
   
  The hero can generate intense magnetic force.
  The magnetic field may be centered on the hero�s body
  or  projected at Order (using Range Table II) range. The
  field can affect anything susceptible to magnetism with
  an effect value of Order. If the object is magnetic he can
  attract it with a +1 to his order. The character can also
  induce magnetism into any material that can sustain a
  magnetic field. He can do Order level damage to elec-
  tronic equipment by scrambling internal signals. This
  power can also be used to disrupt or redirect the follow-
  ing powers: lightning, magnetic control or any other
  magnetic specific powers (a magnetic energy aura for
  example). This uses the Order versus Order attack that is
  fully explained under the Dispel power. PR = 4 per at-
  tack
  Cost: 6/Rank - 7/Order
  MICRO-ENVIRONMENT
   
  The hero can alter his immediate surroundings
  to create a miniature climate around himself. The Micro-
  Environment always contains fresh clean air (or water or
  whatever the character breathes) at any temperature and
  pressure the character desires. The Micro-Environment
  incorporates a Force Field that protects the character
  from anything that might harm or even annoy the hero
  such as rain, poisonous gases, extreme temperatures, or
  the pressure that naturally results from having three
  miles of ocean around you. In such cases, the Micro-
  Environment automatically excludes potentially hazard-
  ous gases and liquids and reduces pressure, extreme
  temperature, and gravity by Order level. Lesser or equal
  Orders are canceled out, while higher levels are dimin-
  ished. The power uses Range Table I for radius and a
  power cost of 5 per hour.
  Cost: 6/Rank - 7/Order
  MICROSCOPIC VISION
   
  This power allows the character to see similar
  to a microscope; items too small to be seen with normal
  20/20 vision. Order determines the maximum magnifi-
  cation and Rank determines the character�s skill at inter-
  preting what he is seeing. Higher levels of this power
  will allow a character to see items with greater intricacy
  than the best electron microscopes.
  Cost: 4/Rank - 5/Order
  MIMIC
   
  A character with this power can emulate any
  power, skill or characteristic of any other character
  within range. (Mimic Order level on Range Table III)
  The Order is the number of minutes that the character
  can use any mimicked power. To mimic a power, a char-
  Order
  Magnification
  1
  2X
  2
  4X
  3
  8X
  4
  16X
  5
  32X
  6
  64X
  7
  100X
  8
  200X
  9
  400X
  MICROSCOPIC VISION  MAGNIFI. TABLE
  10
  800X
  
  69
  acter must make a successful attack roll using his Rank
  level. (The defender uses his Rank to defend against his
  power being mimicked) If successful, the character can
  mimic any power using his mimic Order as the power�s
  Order. The mimicked power�s Rank is 1.
  Cost: 7/Rank - 7/Order
  MISSILE CREATION
   
  The hero can spontaneously create and launch
  projectiles. These are propelled to Order range. This
  power can be linked with other powers to create a
  unique missile. When linking powers  the player must
  pay the full value for both. After that he uses the cost (+
  1 for each additional power) of the most expensive
  power to calculate the price of Orders and Ranks. PR=3
  RANGE=II
   
  Wolf-Bane has this power.
  Cost: 4/Rank - 4/Order
  MOLECULAR CHAMELEON
   
  This power gives a character the ability to re-
  structure her own molecules into any material touched.
  A character may use Molecular Chameleon to assume
  the shape of any existing gas, liquid, or solid. When
  Molecular Chameleon is engaged the character�s
  Strength and Armor equal the structural rating of the
  object or this power Order  whichever is lower. A char-
  acter using Molecular Chameleon has complete control
  over her body. The Character�s molecules do not leak
  away if they change to fluid nor are they completely
  rigid if they transform into a solid. This power allows
  automatic transformation at will.
   
  Naomi Khand has this power.
  Cost: 6/Rank - 6/Order
  MUTATION
   
  This power allows a character to transform a
  target into a new life form. The user must make an at-
  tack roll using this power�s Rank for the OFV and the
  defender's Personality for the DFV. If the attack is suc-
  cessful, the user then rolls 2D10 to determine the muta-
  tive results. The Mutator can add up to his Order Rank
  in any mutated being. Mutants created with this power
  start with O Rank. The new mutants have to learn how
  to use their abilities.
   
  Mutated characters automatically possess the
  Strange Appearance Trait and their Appearance score is
  halved. Incredibly skilled Mutators (Rank 20 or higher)
  can remove these defects from their creations. Mutations
  last for Rank x Order hours. Power Modifiers: -75 to
  Rank Roll to bring Genetic Stability (halts continuing
  mutation), -125 to Rank Roll to create a �custom� mu-
  tant (The character selects what mutations to give his
  creation)
   
  Lord Alteration has this power.
  Cost: 14/Rank - 20/Order
  NON - CORPOREALNESS
   
  The character appears normal but is insubstan-
  tial. There is a 3% chance that this is permanent, other-
  wise there is a power cost of 5 power points per hour.
  Non-corporeal characters float through the air at ground
  speed and are able to pass through all know types of
  matter. However, these characters can be contained by
  Force Fields. Characters who don�t have this power per-
  manently on, can solidify parts of their body, enabling
  them to touch but not be touched. The Character re-
  ceives a bonus of 8/Order to their DFV when this power
  is on.
  Cost: 5/Rank - 9/Order
  PARALYSIS RAY
   
  This ray attacks Will Points rendering a victim
  immobile at 0 or less Will Points. Repeated attacks on
  an unconscious foe can cause coma or other serious in-
  jury at the Game Master�s discretion. PR = 7
  RANGE=II
   
  Manta, from Seekers, has this power.
  Cost: 5/Rank - 7/Order
  PARABOLIC HEARING
   
  The character can define a point at a distance
  and clearly hear at that point. Order on Range Table III.
  Note: See Telescopic Sense for further details.
  Cost: 6/Rank - 5/Order
  PENETRATION VISION
   
  The character can see through most materials.
  The character must define a reasonable substance that
  Roll
  Mutation
  Roll
  Mutation
  2
  Claws
  13
  Super Speed
  3-4
  Growth
  14
  Penetration Vision
  5
  Energy Blast
  15
  Intelligence
  6-7
  Strength
  16
  Missile Creation
  8-9
  Wings
  17
  Energy Aura
  10
  Body Armor
  18
  Digging
  11
  Flight
  19
  Energy Control
  12
  Agility
  20
  Any GM Selected
  Power
  
  70
  his penetration vision can�t see through. Order is the
  distance seen on Range Table I.
   
  Razor-Wing has this power.
  Cost: 4/Rank - 4/Order
  PHOENIX REGENERATION
   
  The character heals his (Rank x healing mod)
  Healing Rate automatically each turn. He can regrow
  lost limbs, organs and so on. If he is killed, the character
  will regenerate at the nightly rate until reborn, then he
  heals at his normal rate. A byproduct of this power al-
  lows for extended life span (Longevity Advantage). This
  character can be placed in a set of suspended animation
  by being in a place where damage is constantly sus-
  tained. (ex. an active volcano) The character will simply
  keep healing until rescued. (or the volcano erupts free-
  ing the corpse)
  Cost: 8/Rank - 12/Order
  PLASMA CONTROL
   
  The hero can control fields of highly-charged
  particles. The hero can increase or decrease the plasma�s
  Intensity by his Order with Plasma Control. This power
  gives the hero Order Immunity to Plasma Blasts and the
  sort. Plasma Control allows the character to do two
  things: first to reshape his plasma blast into various con-
  structs like shields or cages and secondly to manipulate
  an opponent�s Plasma Blast or other Plasma related
  Powers. This includes turning the blast around at the
  firer or twisting it to hit an opponent. This requires a
  saved action to manipulate an opponent�s attack.
  Cost: 6/Rank - 7/Order
  PLASMA GENERATION
   
  Plasma refers to a field of highly-charged parti-
  cles. Common examples include the aurora borealis, the
  glow in a fluorescent tube, the Van Allen Belt, and the
  heart of a sun. Plasmas may be of any nature: fiery,
  magnetic, electrical, radioactive or of an unknown type.
  Plasma Generation has another energy power automati-
  cally linked with it that is always 4 Orders less than the
  Order in Plasma Generation. For example, Star Force
  Agent Mikhail Richards has a Kinetic Blast linked to his
  Plasma Generation. If he has a Plasma Generation of 6,
  the highest his Kinetic Blast could be is 2. One attack
  roll is made for the attack even though the powers are
  figured separately. Thus a character may be immune to
  both the primary and secondary blast, one or the other or
  neither.
  Cost: 7/Rank - 8/Order
  POISON TOUCH
   
  A character with this power can generate a sub-
  stance which irritates the skin on contact, causing dam-
  age to an opponent. The initial attack is rolled normally.
  If successful, the defender will take damage on the
  round the attacker strikes his foe. Furthermore victims
  of Poison Touch will take damage every hour that the
  attacker makes a successful attack roll. When this roll is
  missed, the defender has fended off the effects of the
  poison. For a cost of 7/Order, the victim must save ver-
  sus Poison every 1/2 hour and for a cost of 8/Order, a
  save versus Poison must be made every 15 minutes.
  Cost: 6/Rank - 6/Order
  RADAR SENSE
   
  The character emits radio waves that bounce
  off objects and return to him. This allows him to sense
  nearby objects and can compensate for normal blind-
  ness. His radio signals can be detected by a variety of
  sources including High Range Radio Hearing. Rank is
  used to interpret fine details and Order reflects the maxi-
  mum transmission table using Range Table I.
  Cost: 5/Rank - 6/Order
  RADIOWAVE CONTROL
   
  The hero can control existing radio waves
  whether AM, FM  or microwaves. He can increase or
  decrease a signal by Order level. The character has a
  resistance to Radio waves equal to this power�s Order.
  He can do many useful things with this power such as
  garble transmissions to creating complex signals that
  simulate actual broadcasts.
  Cost: 5/Rank - 5/Order
  RADIOWAVE GENERATION
   
  The hero can generate radio waves, including
  AM and FM signals and microwaves. This power pri-
  marily affects broadcasting and electronics; the Power
  can do Order damage on using Range Table II. The hero
  can fry people with microwaves if he so desires.
  Cost: 6/Rank - 6/Order
  REGENERATION
   
  The character can heal per turn rather than per
  night. Up to one action may be spent per turn, regenerat-
  ing. The character uses his Healing Rate times the Order
  to determine the speed of regeneration. This power does
  not revive the character from death or regrow lost limbs.
  Cost: 5/Rank - 7/Order
  RESISTANCE - Emotion Attacks
   
  The hero has an increased resistance to emo-
  tion-related attacks. This also includes such things as
  interrogation and the like. The hero can ignore attacks
  with intensities less than this power�s Order, and it re-
  duces stronger attacks by Order level. Resistances only
  protect the individual hero.
  Cost: 5/Rank - 6/Order
  
  71
  RESISTANCE - Energy Attacks
   
  The hero has increased resistance to any emit-
  ted energy attack. These attacks include: Light, Fire,
  Electricity, Sonics and so on. The hero can ignore at-
  tacks with intensities less than this power�s Order. The
  player can choose to be resistant to a specific type of
  energy. The Order Cost reduces to 3 per level.
  Cost: 5/Rank - *3\7/Order
  RESISTANCE - Mental Attacks
   
  The hero has increased resistance to attacks
  aimed at the mind and neural system. Such attacks in-
  clude psionics, neural manipulation and so on.
  Cost: 5/Rank - 6/Order
  RESISTANCE - Physical Attacks
   
  The character has increased resistance to any
  physical attack. This includes brute force, chemical
  weapons, disease, hostile environments and temperature
  extremes.
  Cost: 5/Rank - 6/Order
  RESISTANCE - Power Manipulation
   
  The hero has increased resistance to attacks
  that directly affect the hero�s powers. The hero can ig-
  nore any such attack that is below this Order and limit
  the effects of stronger powers.
   
  Port has this power.
  Cost: 5/Rank - 6/Order
  RUNNING
   
  The character is able to move across level sur-
  faces at a rapid pace. He plugs his Order into the ground
  movement table to determine his speed. A character uses
  his Rank whenever he attempts a stunt. One example, is
  rushing through the door before it can close. P.R. = 1 per
  hour.
  Cost: 3/Rank - 4/Order
  SHAPE CHANGE
   
  A character can change his outer form and ap-
  pearance. His Order level indicates the highest Charac-
  teristic, Skill, Power or mass he can have in his altered
  state. Thus if a character with an Order of 5 turned into a
  dragon, it�s highest ability couldn�t exceed 5 and it
  would only weigh 800 pounds.
   
  Chemex has this power.
  Cost: 7/Rank - 7/Order
  SHRINK
   
  The character can shrink. She can reduce both
  her Weight and Strength characteristics by Order
  amount. For example, Ms. Miniature shrinks Glicíon
  with an Order of 10. His weight becomes Order: 1/5 and
  Strength of 10.  If used on another character, Shrink will
  last Rank x Order Minutes.
  Cost: 6/Rank - 6/Order
  SOLAR SUSTENANCE
   
  This Power allows a Character to derive nour-
  ishment directly from the sun. At Order 1, no other form
  of sustenance (neither food or water) is required by a
  Character while this power is in effect. Solar Sustenance
  functions as a Solar Energy Generator (See Devices
  Section) replacing the Character�s Power Points at a
  faster rate. Characters with a different conception may
  draw nourishment from other power sources as well. For
  example, each of the Elemental Knights derive suste-
  nance from a different element. An Ice Knight becomes
  more powerful in extreme cold and so forth.
  Cost: 5/Rank - 5/Order
  SONIC POWER
   
  This power allows the hero to generate and
  manipulate sound waves. If the character attempts to
  mimic a certain sound or frequency, his Rank is the base
  modifier for success. One must note this is a weaker
  version of Radiowave Generation because it does not
  include the ability to manipulate the frequencies that
  televisions and the sort operate on. The character can
  attack enemies with sonic blasts as well. P.R. = 1 per
  attack. RANGE=II
  Cost: 5/Rank - 6/Order
  SPECTRUM VISION
   
  The character has spectrum vision. This means
  that she can see the entire electromagnetic spectrum.
  This allows you to check an area for radio emissions,
  gamma rays, UV radiation or anything else you desire.
  Note that just because you can see radio waves or micro-
  wave transmissions doesn�t mean that you can under-
  stand them! The Game Master may require the use of a
  specific scientific skill to interpret the data.
  Cost: 5/Rank - 6/Order
  SPIRIT ARMOR
   
  This power defends against Presence Attacks,
  Paralysis Rays and any other attacks that damage Will
  Points. The character is able to ignore attacks against
  Will Points of this power�s Order and lessen more pow-
  erful attacks. Spirit Armor is the protection of choice
  while in the Dream Dimensions.
  Cost: 4/Rank � 4/Order
  SPLIT
   
  This Power allows a Character to separate him-
  self into two or more complete beings. A character can
  split once for each Order level with this power. The
  character�s other powers must be assigned to a particular
  body or purchased separately for each duplicate. Rejoin-
  
  72
  ing of duplicates are instantaneous. Dead duplicates can
  not be rejoined.
  Cost: 5/Rank - 14/Order
  SUMMON ANIMALS
   
  The character can summon any animal within
  the range of this power if the creature falls within his
  Order Summoning Strength. (The Order in Summon
  Animals must be higher than the animal�s Body Type
  Order [hit dice]) Once the creature appears, the charac-
  ter can see if he can give orders to the summoned crea-
  tures. The character and the creature enter into a contest
  of Wills. If the character wins, the creature will help
  him. Summoned Creatures are not Mind Controlled. A
  summoned tiger will not guard a pig but he will maul a
  foe. By winning the contest of Wills, the character is
  safe from being attacked.
  Range - Order Range Table III
  Cost: 6/Rank - 7/Order
  SUPER SPEED
   
  This power gives a character the ability to
  move, eat, read, write or perform any physical action at
  super speed. A Rank roll determines the success. The
  GM applies any modifiers that are applicable on a case
  per case basis. A character can add his Order number to
  his agility when determining initiative. This power also
  allows a character to move at this speed on the ground
  chart. PR = 3 per hour RANGE=II
  Cost: 5/Rank - 6/Order
  SUPPRESS
   
  This power allows a character to block an indi-
  vidual�s power. The suppressed character must make a
  Rank roll to reignite his suppressed power. Suppress
  lasts Rank minutes. PR = 9 per Suppress attempt. This
  power can diminish stronger powers by Order amount.
  This is what distinguishes this power from Dispel. The
  character can Suppress powers with a higher Order than
  the attacker's Suppress Order. For example, Stan, the
  Suppressor attempts to suppress Pulse�s Pulse Bolt of 9.
  Stan has a Suppression of 5. If Stan�s attack is success-
  ful, Pulse�s bolt would be Order 4 strength for the dura-
  tion of the Suppression. RANGE = II
  Cost: 6/Rank - 8/Order
  SUSPENSION
   
  This power allows a Character to enter into a
  deep, trance-like state. The Character does not noticea-
  bly ages when this power is in use.
   
  Nimrod has this power.
  Cost: 5/Rank - 7/Order
  SWIMMING
   
  A character with this ability can either swim on
  or through the water. This power does not allow you to
  breath underwater only the ability to move through it.
  PR = 3 per hour.
  Cost: 3/Rank - 5/Order
  SWINGING
   
  This power allows the character to swing on a
  line across town. Order is the strength of your line. For
  example, a Swinging Order of 7 would mean that your
  line could support up to 3.2 Tons. Rank is your skill and
  accuracy with the placing of your lines. Furthermore
  your Swinging/2 is your ground movement base on the
  Movement Chart.
  Cost: 5/Rank - 5/Order
  SYSTEMIC ANTIDOTE
   
  This Power gives a Character a limited immu-
  nity to Physical damage caused by any chemical, poison
  or drug attack. The character�s Order are subtracted
  from the poison Order reducing damage thus.
  Cost: 5/Rank - 5/Order
  TELEPORTATION
   
  The character can instantaneously travel from
  one location to another without crossing the intervening
  space. The Order of this power indicates the maximum
  load and distance (Range Table III) that can be traversed
  in one jump. The character can also teleport objects
  from a distant place (within range) or from someone�s
  hand. The latter requires a normal attack roll with GM
  modifiers (Base Mod: -25) to succeed. To teleport a
  distant object successfully has a Base Mod: -35. This is
  further modified depending on the type of protection the
  object has. This facet of teleportation uses Range Table
  II for determining maximum range.
  Cost: 6/Rank - 6/Order
  Order
  Time
  1
  1 Month
  2
  2 Months
  3
  4 Months
  4
  8 Months
  5
  1.5 Years
  6
  3 Years
  7
  6 Years
  8
  12 Years
  9
  24 Years
  SUSPENSION CHART
  10
  50 Years
  
  73
  TELESCOPIC SENSE
   
  The character can define a point at a distance
  and clearly sense at that point. Order determines the
  maximum focusing distance using Range Table III. This
  power may be bought more than once for separate sense
  organs. (eyes, ears, etc..)
  Cost: 4/Rank - 5/Order
  TIME TRAVEL
   
  This is the ability to travel through time. The
  Order level is how much you can carry with you on your
  journey. The fundamental law of time travel is this: if it
  is meant to happen, no force in the universe can prevent
  its occurrence. The converse is if a character manages to
  change something in his trip; he was meant to do it. A
  character traveling through time has a base chance of
  success equal to his Rank x 3. If a misjump occurs, the
  GM can either place him at a convenient time or use the
  chart below:
    
  Time Slip, from Seekers, has this power.
  Cost: 9/Rank - 9/Order
  TRACKING SCENT
   
  The character can track someone or something
  by scent. Rank indicates the talent whereas Order deter-
  mines the maximum range on Table II. If a subject ex-
  ceeds this range his scent is lost. (-85 modifier to regain
  the scent)
  Cost: 5/Rank - 5/Order
  TRANSMUTATION
   
  This is the ability to turn things into other
  things. There are 3 Order Costs for this power: Cosmetic
  (change an opponents hair color or change bad food into
  gourmet quality) 5 Pts., Minor (cause a rash or shrink
  people) 7 pts. and Major (change a building into glass) 9
  pts. There is a PR of 8 per attack.
   
  A standard attack roll is made with this power
  using it�s Rank for the OFV. If successful, the character
  rolls his transmutation dice. These points must exceed a
  character�s body form (standard hit dice) or an object�s
  Order strength. For example, Alpha wants to change a
  villain into a pig. She rolls badly getting a total of 27.
  This 27 means that she can transform the villain into
  anything up to a strength of Order 27. Players take heed;
  the GM has the final say on what can and can not be
  done with this power. A transformed form regains it�s
  natural form in Order x Rank hours.
  Cost: 9/Rank - 5/7/9 Order
  TROLL REGENERATION
   
  The character has troll-like regeneration. This
  power functions just like normal regeneration except
  that it permits the regrowth of lost limbs. A character
  heals his Order times Healing Rate each turn if he so
  desires. Troll Regeneration takes an action to maintain
  but there's no power cost.
  Cost: 6/Rank - 9/Order
  TROUBLE-MAGNET
   
  This power allows a character to show up
  whenever there is trouble. This is a reverse of the
  Weirdness Magnet Trait. With the trait, the strange oc-
  currences seek the character out and occur around them.
  Trouble-Magnets are attracted to the trouble like iron to
  a natural magnet. This power only functions in that vein.
  It can not be used for day to day transportation. This
  Up to 20 points above the
  required roll
  Plus or minus 4D6 Hours
  Up to 40 points above the
  required roll
  Plus or minus 1D100 days
  Up to 60 points above the
  required roll
  Plus or minus 2D6 years
  Up to 75 points above the
  required roll
  Plus or minus 1D100
  years
  Up to 90 points above the
  required roll
  Plus or minus 1D20 x
  1D100 years
  Over 90 points above the
  required roll
  Plus or minus 1D100 x
  1D100 years
  TIME TRAVEL CHART
  Alpha, from Stz, has this power.
  
  74
  power gives the character a hybrid cross of Teleporta-
  tion, Warp and Dimensional Travel to arrive where the
  trouble is due to happen. The GM has the say as to
  where the character will appear. Rank is the character�s
  skill at figuring at the nature of the trouble. Order is the
  amount that the character can carry when he teleports.
  Cost: 5/Rank - 6/Order
  TRUE SIGHT
   
  The hero can see a target�s correct image, de-
  spite any attempts at concealment or disguise. Rank is
  the skill the hero has with the use of this power and Or-
  der indicates range on Table I.
  Cost: 6/Rank - 5/Order
  ULTRASONIC HEARING
   
  The character can hear very high and very low
  frequency sounds. A hero can hear dog whistles and spot
  Active Sonar using this power. Rank reflects tuning skill
  and Order uses Range Table I.
  Cost: 5/Rank - 5/Order
  ULTRAVIOLET VISION
   
  The character has night vision. This assumes
  that there is some UV light radiating from the stars. If
  there's no UV light (say  in a cave), the character has no
  advantage. Order determines maximum range on Range
  Table II.
  Cost: 5/Rank - 5/Order
  VIBRATORY POWER
   
  The ability to create patterns of vibrations.
  There is a PR of 5 per attack. Besides blasting people or
  objects, the character can attempt to shatter something
  with this power. If this Order (Vibratory Power) is
  higher than the Object�s Order  the character may at-
  tempt to shatter with a Rank roll.
   
  Disc has this power.
  Cost: 5/Rank - 5/Order
  WARP
   
  This power allows a Character to open an ex-
  tra-dimensional rift between two points of real space
  with instantaneous travel then possible by stepping
  through the warp. A warp may not be opened into solid
  matter. While a warp is open, there is no limit to the
  number or weight of objects which may pass through the
  warp. A warp collapses the instant the Power wielder
  steps through the portal. Order indicates the distance
  using range table III.
  Cost: 6/Rank - 8/Order
  WARP FLIGHT
   
  This is true intergalactic flight allowing the
  character to move at Warp Speeds in space and Flight III
  tables in an atmosphere. PR = 4 per hour. 1 Parsec =
  3.26 light years.
  Cost: 6/Rank - 8/Order
  WATER BREATHING
   
  This power allows a character to breath under-
  water. Water does not hinder his movement in any way
  and he may replace this Order for his agility when per-
  forming underwater tasks.
  Cost: 2/Rank - 3/Order
  WEAPON GENERATION
   
  The hero can generate a melee weapon out of
  nothing. This power can be linked with other powers to
  create a unique weapon. When linking powers, the
  player must pay the full value for both. For example,
  Fire Sword Sam has this power and Fire Generation. To
  link these two powers he pays the 18 points. That gives
  Sam a Fire Sword of Rank 1 and Order 1. After that he
  uses the cost (+ 1 for each additional power) of the most
  expensive power to calculate the price of Orders and
  Ranks. Each additional Rank will cost him 6 Construc-
  tion Points (That�s 1 point more than the base cost of 5
  per Rank for Fire Generation) The same is also true for
  the Order. In this case it would also cost 6 CPs. Rank is
  skill with the weapon and Order is the Weapon�s Dam-
  age Potential.  PR=3 per Hour
  Order
  Speed
  1
  1 Parsec per Hour
  2
  2 Parsecs per Hour
  3
  4 Parsecs per Hour
  4
  8 Parsecs per Hour
  5
  16 Parsecs per Hour
  6
  32 Parsecs per Hour
  7
  64 Parsecs per Hour
  8
  128 Parsecs per Hour
  9
  256 Parsecs per Hour
  10
  512 Parsecs per Hour
  11
  1 Kiloparsec per Hour
  12
  2 Kiloparsecs per Hour
  13
  4 Kiloparsecs per Hour
  14
  8 Kiloparsecs per Hour
  15
  16 Kiloparsecs per Hour
  Warp Flight Chart
  
  75
  Cost: 4/Rank - 4/Order
  WEATHER CONTROL
   
  The character has the ability to manipulate air
  currents, air pressure, and water vapor. The hero can
  bend the weather to his will in Order radius (Table II).
  Changing weather conditions take one action to com-
  plete. The character uses his Rank x 10 to find out
  whether he succeeds or not.
    
  Once the weather is changed it will stay for at
  least Order turns before returning to its original pattern.
  A character can use the weather, even if summoned by
  another character, to do his bidding.
    
  Order determines the range and damage class
  for the preceding attacks. Slight manipulations of the
  weather (light breezes etc.) only cost movement, not
  power.
  Cost: 8/Rank - 9/Order
  WILL DRAIN
   
  The character can drain the Will of the target
  and use the absorbed energy to increase his stats or abili-
  ties with the exception of this power. The Order indi-
  cates how much energy the character can drain in one
  attack. The character uses his Rank level to determine
  OFV. The defender uses his Will as a modifier to his
  DFV. If the attacker is successful, the character drains
  Order damage from the victim�s Will. If a victim is not
  killed, he can regain his Will as per the rules involving
  the healing of hit points replacing Stamina by the Confi-
  dence stat.
   
  Characters with Will Drain must feed to main-
  tain his powers at their base levels. Although he can not
  actually starve to death; he will fall into a state of Sus-
  pension (see power description) when all of his powers
  and stats reach 1. Will Drain continues to function and
  he can drain anything that comes in contact with him.
  His body is in a state of constant deterioration.
   
  Leech has this power.
  Cost: 7/Rank - 11/Order
  WINGS
   
  The character possesses an actual set of wings
  enabling him to fly. These wings can range from bat-like
  wings to feathers to insect shaped and so on; this is left
  up to the player�s choice. PR of 1 per hour of flight.
  Flight Speed is 10 miles per Order.
   
  Razor-Wing has this power.
  Cost: 4/Rank - 4/Order
  Clear
  Cloudy
  Rain
  Thunder
  Tornado
  Hurricane
  Snow
  Blizzard
  Clear
  -10
  -20
  -30
  -40
  -50
  -60
  -70
  Cloudy
  -10
  -10
  -20
  -30
  -40
  -50
  -60
  Rain
  -20
  -10
  -10
  -20
  -30
  -40
  -50
  Thunder
  -30
  -20
  -10
  -10
  -20
  -30
  -40
  Tornado
  -40
  -30
  -20
  -10
  -10
  -20
  -30
  Hurricane
  -50
  -40
  -30
  -20
  -10
  -10
  -20
  Snow
  -60
  -50
  -40
  -30
  -20
  -10
  -10
  Blizzard
  -70
  -60
  -50
  -40
  -30
  -20
  -10
  WEATHER CONTROL CHART II
  Weather
  Damage
  Power Requirement
  Cloudy
  Darkness
  1
  Rain
  Varies
  1
  Thunder-
  storm
  Lightning
  2
  Tornado
  Vibratory
  3
  Hurricane
  Sonics
  4
  Snow
  Ice
  4
  Blizzard
  Ice / Darkness
  5
  Weather Control Chart I
  
  76
  1D100
  Power
  01-25
  Movement
  26-38
  Offensive
  39-47
  Defensive
  48-61
  Senses
  62-71
  Body Alteration
  72-77
  Transformation \ Creation
  78-84
  Psionics
  PPOWER
  OWER T
   TYPE
  YPE T
   TABLE
  ABLE
  85-100
  Elemental
  1D100
  Power
  01-06
  Animal Chameleon
  07-11
  Body Adaption
  12-16
  Body Transformation
  17-21
  Body Weaponry
  22-25
  Electronic Invisibility
  26-30
  Energy Body
  31-37
  Energy Doppelganger
  38-42
  Growth
  43-46
  Immortality
  47-51
  Molecular Chameleon
  52-58
  Shape Change
  59-64
  Shrink
  65-72
  Solar Sustenance
  73-77
  Split
  78-81
  Suspension
  82-87
  Water Breathing
  88-92
  Weapon Generation
  93-100
  Wings
  BBODY
  ODY A
   ALTERATION
  LTERATION P
   POWERS
  OWERS T
   TABLE
  ABLE
  1D100
  Powers
  01-04
  Adrenaline Control
  05-08
  Awareness
  09-11
  Aura Sight
  12-14
  Bio-Weaponry
  15-18
  Body Control
  19-21
  Body Equilibrium
  20-23
  Broadcast Empathy
  24-26
  Cell Adjustment
  27-30
  Chemical Simulation
  29-34
  Cyrokinesis
  35-36
  Danger Sense
  37-39
  Electrokinesis
  40-42
  Energy Amplification
  43
  Feel Light
  44
  Feel Sound
  45-46
  Flesh Armor
  47
  Hear Light
  48-49
  Hydrokinesis
  50
  Illusion
  51-53
  Mental Blast
  54
  Mental Invisibility
  55-56
  Mental Surgery
  57
  Null Psi
  58
  Psi Amplification
  59-62
  Pyrokinesis
  63
  See Sound
  64-68
  Radiation Armor
  69-74
  Telekinesis
  PPSIONIC
  SIONIC P
   POWERS
  OWERS T
   TABLE
  ABLE
  75-82
  Telelocation
  83-87
  Telemechanics
  88-95
  Telepathy
  96-100
  Vehicle Armoring
  
  77
  1D100
  Power
  01-05
  Acid
  06-10
  Air Control
  11-14
  Bomb
  15-17
  Devitalization Ray
  18-19
  Disintegration
  20-29
  Energy Blast
  30-37
  Entangle
  38-45
  Fire Generation
  46-52
  HTH-Attack
  53-57
  Kinetic Bolt
  58-64
  Missile Creation
  65-68
  Paralysis Ray
  69-74
  Plasma Generation
  75-78
  Poison Touch
  79-84
  Radiowave Generation
  85-91
  Sonic Power
  92-94
  Suppress
  95-100
  Weapon Generation
  O
  OFFENSIVE
  FFENSIVE P
   POWERS
  OWERS T
   TABLE
  ABLE
  1D100
  Power
  01-03
  Adaption
  04
  Blessed
  05-06
  Body Adaption
  07-09
  Body Armor
  10-13
  Darkness
  14
  Dispel
  15-16
  Electronic Invisibility
  17-18
  Energy Absorption
  19-20
  Energy Conversion
  21-23
  Energy Immunity
  24-25
  Energy Sponge
  26-29
  Force Field
  30-31
  Force Shield
  32-35
  Invisibility
  36-39
  Invulnerability
  40
  Micro-Environment
  41
  Mimic
  42-44
  Non Corporealness
  45-47
  HTH-Defense
  48-49
  Phoenix Regeneration
  50-54
  Regeneration
  55-61
  Resistance: Emotion Attacks
  62-68
  Resistance: Energy Attacks
  69-74
  Resistance: Mental Attacks
  75-82
  Resistance: Physical Attacks
  83-87
  Resistance: Power Manipulation Attacks
  88-95
  Systemic Antidote
  95-100
  Troll Regeneration
  DDEFENSIVE
  EFENSIVE P
   POWERS
  OWERS T
   TABLE
  ABLE
  TTRANSFORMATION
  RANSFORMATION / C
   / CREATION
  REATION P
   POWERS
  OWERS T
   TABLE
  ABLE
  1D100
  Powers
  01-10
  Animate Image
  11-18
  Animate Objects
  19-27
  Energy Aura
  28-37
  Energy Conversion
  38-48
  Energy Generation
  49-55
  Energy Manipulation
  56-65
  Ionization
  66-72
  Kinetic Control
  73-80
  Micro-Environment
  81-84
  Mutation
  85-94
  Summon Animals
  95-98
  Transmutation
  99-100
  Weapon Generation
  
  78
  1D100
  Power
  01-08
  Adhesive Touch
  09-14
  Air Walking
  15-19
  Carrier Wave
  20-25
  Digging
  25-27
  Dimensional Travel
  28-33
  Disc
  34-37
  Dream Travel
  38-42
  Flight
  44-45
  Gateway
  46-50
  Gliding
  51-54
  Leaping
  55-61
  Running
  62-67
  Super Speed
  68-74
  Swimming
  75-79
  Swinging
  80-82
  Teleportation
  83
  Time Travel
  84-85
  Trouble-Magnet
  86-89
  Warp
  90-91
  Warp Flight
  96-00
  Wings
  M
  MOVEMENT
  OVEMENT P
   POWERS
  OWERS T
   TABLE
  ABLE
  92-95
  Mach Flight
  1D100
  Power
  01-06
  Abnormal Sensitivity
  07-11
  Active Sonar
  12-15
  Ani-Voyance
  16-18
  Comprehend Languages
  19-21
  Cosmic Navigation
  22-27
  Detect
  28-37
  Energy Detection
  38-42
  Environmental Awareness
  43-47
  High Range Radio Hearing
  48-50
  Infrared Vision
  54-56
  Parabolic Hearing
  57-61
  Penetration Vision
  62-67
  Radar Sense
  68-72
  Spectrum Vision
  73-78
  Telescopic Sense
  79-84
  Tracking Scent
  85-88
  True Sight
  89-93
  Ultrasonic Hearing
  94-100
  Ultraviolet Vision
  SSENSORY
  ENSORY P
   POWERS
  OWERS T
   TABLE
  ABLE
  51-53
  Microscopic Vision
  1D100
  Power
  01-05
  Earth Control
  06-10
  Fog
  11-15
  Gravity Control
  16-23
  Heat Generation
  24-30
  Ice Powers
  31-39
  Light Control
  40-48
  Lightning Control
  47-54
  Magnetism
  55-59
  Micro-Environment
  60-69
  Plasma Control
  70-88
  Radiowave Control
  89-95
  Vibratory Power
  96-100
  Weather Control
  EELEMENTAL
  LEMENTAL P
   POWERS
  OWERS T
   TABLE
  ABLE
  
  79
  POWER EMISSION POINTS
  POWER EMISSION POINTS
   
  After selecting his powers, the player must de-
  termine where most of his powers are emitted. Removal
  or encasing of the emission point can temporarily or
  permanently halt the power.
  ENTIRE BODY
   
  Power radiates from an aura surrounding the
  entire body. Power can be fired in any direction without
  the hero changing his facing.
  HEAD
   
  Power emanates from an aura that surrounds
  his head. He does not have to move his head to use the
  power.
  EYES
   
  Power is emitted from the character�s eyes. The
  power is aimed by looking at the target. The eyelids are
  immune to the power.
  MOUTH AND NOSE
   
  The power is usually emitted from the mouth.
  To aim, he turns his head and shapes his mouth as if
  blowing out a candle. Dragons usually have this E-point.
  TORSO
   
  The power is emitted from an aura on the char-
  acter�s chest. It travels in a straight line, perpendicular to
  the body.
  ARMS
   
  The power is emitted from an aura surrounding
  either or both arms. The Power travels in the direction in
  which the forearm is pointed (or a vector with two
  arms).
  HANDS
     
  The power is emitted from an aura surround-
  ing the hero�s hand, fist, or palm. Power travels in the
  plane formed by the fingers, in line with the fist or in a
  line perpendicular to the open palm.
  FINGERS
    
  The Power is emitted from an aura surround-
  ing the hero�s finger (ranging from one to all). The in-
  dex finger usually directs the power.
  LEGS
   
  Power is emitted downward from an aura sur-
  rounding both legs. It is difficult to aim leg-emitted
  Power, which travels in a line dictated by the lower leg.
  FEET
   
  Power is emitted by the hero�s soles. The big
  toe usually directs the power�s travel line.
  WINGS
     
  Power is emitted from an aura surrounded by
  the hero�s wings. Power may travel in the plane formed
  by the wings or in a line perpendicular to their open po-
  sition. Re-roll the result if the character does not have a
  set of wings.
  ANTENNAE/HORNS
   
  Power is emitted from all of the antennas on
  the hero�s head. Power travels in a straight line from the
  last section of the antennae.  Re-roll if the character does
  not have Antennae or Horns.
  TAIL
  D100
  Emission Point
  D100
  Emission Point
  01-14
  Entire Body
  63-67
  Fingers
  15-22
  Head
  68-70
  Legs
  23-30
  Eyes
  71-73
  Feet
  31-38
  Mouth and Nose
  74-77
  Wings
  39-45
  Torso
  78-81
  Antennae / Horns
  46-54
  Arms
  82-88
  Tail
  55-62
  Hands
  89-00
  Any Location
  POWER EMISSION POINTS
  
  80
   
  Power is emitted from the tip of the hero�s tail
  and follows a straight line in the direction the tail points.
  ANY LOCATION
   
  The hero can emit Power from any section of
  the body he chooses and can change emission points
  with each use of the power.
  POWER BONUSES AND
  POWER BONUSES AND
  LIMITATIONS
  LIMITATIONS
   
  Bonuses and Limitations are special modifiers
  which may be purchased to increase or decrease
  (respectively) the effectiveness of Powers. Each Bonus
  and Limitation adds a + or - to either the power�s base
  Rank or Order or both. This new number becomes the
  price the character must pay per power level.
  BONUSES
  AFFECTS CORPOREAL
   
  This bonus will allow a power to affect the
  corporeal world while the character is non-corporeal. It
  affects non-corporeal characters as well.
  Cost: +4 Order
  AFFECTS NON-CORPOREAL
   
  The power can affect non-corporeal beings and
  objects in addition to corporeal beings. This bonus re-
  duces the Non-Corporeal DFV bonus to 3 per Order.
  Cost: +2 Order
  AREA EFFECT
   
  This bonus allows a Power to automatically
  affect every target within an Order radius (Range Table
  I). Attacks are made separately. A power with this bonus
  must attack everyone within range, both friend and foe.
  A character using this Power with and without this Area
  Effect must purchase the power twice once with this
  bonus and one without.
  Cost: +2 Order
  ARMOR PIERCING
   
  Your attack can bypass some of a defender�s
  Invulnerability or Body Armor. The Order of the power
  is reduced to half when struck by an Armor Piercing
  attack. For example, an armor piercing laser of 6 would
  penetrate a Body Armor of 11 or lower. Stronger armors
  would be unaffected.
  Cost: +4 Order
  CONE
   
  This power bonus will allow you to affect eve-
  rything within a cone. The length of the cone is equal to
  your power�s range.
  Cost: +3 Order
  EXPLOSION
   
  Your attack explodes on impact. Damaged is
  reduced 1 Order per hex distance. (An Order 5 Explo-
  sive attack would only do Order 1 damage to someone 4
  hexes away).
  Cost: +3 Order
  HOMING
   
  You don�t have to roll to hit your target with
  this advantage. Your attack automatically goes after it.
  An attack roll is made to see if it catches your target.
  Your attack can keep homing on a target until you stop
  paying the power cost per round, it hits your target or
  your target exceeds the range of the power.
  Cost: +4 Order
  INCREASED KNOCKBACK
   
  The attack can do increased knockback dam-
  age. The damage dice is calculated and then doubled to
  calculate the knockback range. (Doubling only applies
  to knockback calculation)
  Cost: +2 Order
  LINE
   
  The power affects anyone within a straight line
  out to the character�s maximum range.
  Cost: +2 Order
  LINK
   
  This bonus is brought when linking powers
  together.
  Cost: +1 Order
  NO OBVIOUS EFFECT
   
  Physical powers enhanced by this have no visi-
  ble effect associated with them and mental powers leave
  no psionic signature.
  Cost: + 3 Order
  NO RANGE PENALTY
   
  This advantage removes the need for a charac-
  ter have to worry about range penalties.
  Cost: +3 Order
  PERSONAL IMMUNITY
   
  This bonus makes the character immune to his
  own attack power. Personal Immunity means that the
  character would not take damage from accidental shots
  with his power.
  Cost: +2 Order
  RANGE
   
  This Bonus allows a Power which normally has
  
  81
  a range of Touch or Self to possess an effectively nor-
  mal range. The ranged power uses their Order on
  Range Table II.
  Cost: +1 Rank/+1 Order
  RAPID FIRE
   
  This adds increases the attack�s rate of fire by
  1 for each time this bonus is selected. The character can
  opt whether or not to use his rapid fire,  he doesn�t have
  to use it at all times. Cost: +1/Rank/+2 Order
  SELECTIVE EFFECT
   
  You can select which targets in an Area Effect
  power are actually hit with the attack. This lets you
  make a wide-area attack without hurting innocent peo-
  ple or friends.
  Cost: + 4 Order
  STICKY
   
  This bonus allows the power to stick to a tar-
  get or object. Characters with Swinging often take this
  advantage to allow them to generate swing lines that
  stick to their targets.
  Cost: +1 Order
  USABLE BY OTHERS
   
  This bonus allows a power to be temporarily
  transferred to another character. Such a transfer attempt
  is automatically successful provided the recipient is
  within Normal Range for the power to be transferred.
   
  A power recipient automatically receives the
  power at the awarding character�s Order  the rank is not
  transferred. (this means in most cases the recipient has
  a Rank of 0) A Character who has transferred his power
  may do so for Rank hours. At the end of this time the
  power automatically returns to him. However, the char-
  acter may recall the transferred power whenever he so
  desires.
  Cost: +5 Order
  USABLE ON OTHERS
   
  This bonus allows a power that would nor-
  mally affect only the possessor to affect others. This
  advantage simulate some things like a growth or
  shrinking ray. With this advantage, a scientist could
  shrink her opponents.
  Cost: +3 Order
  WALL
   
  A power that is normally ranged can be set up
  as a flat surface, affecting anyone crossing through it. If
  it is an energy power the Order determines the Wall�s
  intensity. It will take an attack (either energy or physi-
  cal{GM discretion here}) to dispel it. A physical wall
  behaves in a similar manner.
  Cost: +3 Order
  MISCELLANEOUS BONUS
   
  A character who purchases a Bonus which
  cannot be categorized using any of the preceding Bo-
  nuses receives an increased cost to either Order or Rank
  of +3. (this application is at GM discretion)
  LIMITATIONS
  EMERGENCIES ONLY
   
  This power is triggered by your fear or excite-
  ment, and cannot be used under routine conditions. The
  GM is the final arbiter of the emotional state of your
  character. The GM may rule that multiple successive
  failures of your power may make you angry enough
  that it begins to work, but he has the final decision.
  Bonus: -3 Order
  FICKLE
   
  Your ability has the disturbing tendency to
  stop working suddenly. A Fickle power always works
  right the first time you use it during the day. After that
  use  and after every successive use, you must make a
  Fickleness roll. A failed roll means that power in un-
  available for 5D6 turns. When this duration is up  the
  power will work normally on the next usage - but you
  must make another roll after that usage! For an activa-
  tion roll of 25-, this limitation is worth -7 Order  for 40-
  , -3 Order; for 55-, -2 Order; 70-, -1 Order
  Bonus: varies
  KNOCKBACK ONLY
   
  Attacks made with this power do only Knock-
  back damage, but this damage is doubled. The target
  will take normal damage if knocked into a wall, a roof
  and so on.
  Bonus: -4 Order
  LEAVES MENTAL SIGNATURE
   
  This limitation is only appropriate for physical
  powers. In addition to having a visible physical effect,
  this skill leaves a mental signature that a Psi Detector
  could detect.
  Bonus: -1 Order
  NO RANGE
   
  This Limitation causes a power with normal
  range to have its effective range reduced to 0 (touch
  only).
  Bonus: -1 Order
  NUISANCE EFFECT
   
  Your ability has an annoying side effect of
  some sort - something that actually causes harm to you
  
  82
  or those around you  or that causes a serious inconven-
  ience. The GM must approve any such nuisance effect
  and set its value, ruthlessly forbidding abusive and
  pointless effects and allowing points only for those ef-
  fects that genuinely limit the power�s value.
   
  A valuable skill can not be taken as a nuisance
  effect. Kills everyone within a mile is not an acceptable
  nuisance effect. Examples: If any use of your power
  kills all the grass within two blocks, this is a -1 Order
  Bonus, and could be used to justify your bonus. If any of
  your ability makes you look ugly and disgusting, this is
  a -1 Order Bonus for each -15 of reaction in those who
  see it used.
  Bonus: varies
  PHYSICAL EFFECT
   
  Your mental powers come complete with col-
  ored lights or sound effects! Whenever you use a psionic
  or mental skill with this limitation, you not only leave a
  mental signature, but there is some kind of physical dis-
  play. This can be blue beams shooting from your fore-
  head, an aura surrounding your body, glowing eyes or a
  thunderclap. The GM will rule the appropriateness of
  the effect.
  Bonus: -1 Order
  POWER ALWAYS ON
   
  This Limitation prohibits a Power from ever
  being turned off by the character. Only powers that can
  normally turned on and off can receive this limitation.
  Bonus: -1 Order
  POWER BURNOUT
   
  This Limitation causes a Power to be usable a
  limited number of times before the Power fails. When
  this Limitation is adopted, a character must specify the
  Limitation�s severity relative to the following chart. A
  Power susceptible to Power Burnout possesses a burnout
  number that affects the severity of the Limitation. Each
  turn in which the character uses the power, the player
  must make a  percentile roll immediately following
  Power Use. If this roll is equal to or less than the appro-
  priate Burnout Number, the Power fails. The power
  must be jumpstarted to function again. (This entails an
  unmodified Rank roll to rekindle the power) If the per-
  centile roll is higher than the Burnout Number, the
  power functions normally.
   
  A Character limited by Power Burnout must
  add 5 to his Burnout Number each time he successfully
  uses his power. If the character rests for one hour, all
  Burnout Numbers return to their starting value.
  Bonus: -1/-2/-3 Order
  POWER RESTRICTION
   
  A Character with this Limitation possesses a
  Power which will not function against a specified class
  of objects or under a general condition (organic items,
  supernatural influence, nighttime, or in red sun condi-
  tions, for example) The object or condition which re-
  stricts the Character�s Power must be specified when
  this Drawback is adopted.
   
  Similarly, a Power may be restricted by a spe-
  cial condition under which it will work; in this case
  unless the condition is fulfilled, the Power will not func-
  tion.
  Bonus: -2 Order
  MISCELLANEOUS LIMITATION
   
  A Character who adopts a Limitation which
  cannot be categorized using any of the preceding Limi-
  tations, receives a Bonus of -2 to either Rank or Order
  (applicable to GM discretion).
  Bonus: -2 either Rank or Order
  Severity
  Burnout Number
  Order Bonus
  Minor
  40
  -1 Order
  Serious
  55
  -2 Order
  Major
  75
  -3 Order
  POWER BURNOUT CHART
  
  83
  CCOMBAT
  OMBAT
   
  Combat can be anything from throwing a
  punch to drawing a pistol to firing a lightning bolt. Ad-
  venturing provides all sorts of slam-bang action that
  heroes want to engage in. This section details the rules
  that govern combat and adventuring. Combat has been
  broken down into several steps. Each step is explained
  thoroughly and examples are usually included.
  NON COMBAT TIME
   
  In any role playing game, there are two types of
  time: combat and non combat. Combat time is very pre-
  cise. It is measured second by second, with exact actions
  and results. Because so much can happen in only a few
  seconds of combat time, there are extensive rules for
  playing it out.
   
  Non combat time isn�t exact. This is when the
  GM sets the scene for the players tell them what�s hap-
  pening to their characters and begins the plot of the eve-
  ning�s adventure. Hours, days or weeks of game time
  can pass in a few minutes of real time as the GM de-
  scribes what is happening. This tremendous variation in
  time is similar to what happens in novels and movies.
  Within a novel, weeks may pass in one paragraph or
  sentence or a whole chapter may describe a fight that
  lasts only one minute.
   
  Thus, unless it looks like there�s going to be a
  fight (or detailed chase sequence), there�s no need to be
  exact about things like time or distance. It�s not really
  important to know exactly how long it takes a character
  to eat her lunch, drive to work, or talk to her husband.
  The GM starts the adventure by telling the characters�
  current locations and activities. There may be perform-
  ing an investigation, having a conversation between the
  players and NPCs or perhaps some mood-setting emo-
  tional scenes. All this happens during non-combat time.
   
  Usually, the event that marks the change from
  non-combat time to combat time is Perception. This is
  where the characters spot their enemies or vice versa.
  PERCEPTION
   
  Characters may not always be aware of every-
  thing that�s going on around them, especially during
  combat. Whenever something is obvious, the GM will
  tell the player about it. The character may be required to
  make a perception roll to notice something unobvious
  or to notice someone while in a combat situation. Every
  character�s base Perception Roll is equal to 45 plus the
  character�s Personality multiplied by 5.
  Perception Roll = 45 + (PER x 5)
   
  To make a Perception Roll the character should
  roll this number or less on 1D100. The GM should apply
  modifiers to this roll depending on the circumstances.
  Skill and powers are just two factors that will modify
  this roll. With most characters, Perception Rolls will be
  made based on their eyes. Perception Rolls normally
  take a modifier for range.
  ENTERING COMBAT
   
  Once the GM determines that one side has per-
  ceived another, combat may begin. Exact combat time is
  used to make play easier. Combat is broken down into a
  series of turns. A turn lasts 15 seconds. It is possible to
  run combat without using a map or board. This is easy
  for short combats, or when several characters are fight-
  ing a single opponent. For larger or more intricate com-
  bat situations, the GM should probably use a floor or
  tabletop and some miniatures or other markers for the
  characters. The GM can then lay out exactly where each
  character is in relation to the surroundings and the other
  characters.
  Range
  Modifier to Roll
  Adjacent
  0
  2-4�
  -0
  5-8�
  -10
  9-16�
  -20
  17-32�
  -30
  Each additional doubling
  of range
  Additional �10
  
  84
  1 Turn = 15 seconds
   
  When combat begins, all involved sides must
  first roll initiative. A D10 is rolled and added to the
  character�s base initiative. This determines who moves
  on what segment in the battle. In surprise situations, the
  surprised party does not get the benefit of the D10 roll
  but merely reacts to the attack. They use the lower value
  of either their base initiative value or one less than their
  opponent�s modified initiative die roll.
  Initiative = Agility + Level + 1D10
   
  A character may attack only once per turn if
  their modified initiative value is 15 or below. Characters
  with a higher Initiative Value, may attack again. For
  example, Lightning Sam gets a Initiative Value (or IV)
  of 20  he can attack on segments 20 and 5. On the other
  hand, Snowfighter manages an IV of 31, he can move on
  segments 31, 16 and 1.
   
  Whenever an �inch� is referred to in the game
  it�s equal to an inch on a playing surface. Each inch
  represents 2 yards or 6 feet in real life.
  1 hex = 1 map inch = 6 feet
  MOVEMENT
   
  All characters have some sort of movement
  ability, be it flight, walking or teleportation. Each seg-
  ment a character may move any portion of his move-
  ment per Turn. A full move is defined as moving greater
  than half of the character�s movement distance. A char-
  acter who has made a full move can�t perform any other
  action.
   
  All movement is divided into two categories:
  combat movement and non-combat movement. A char-
  acter using his combat movement is moving as quickly
  as possible and still be aware of his surrounding. Com-
  bat movement grants you the use of your full DFV.
  Moving faster than your non-combat movement means
  that you are concentrating more on speed and navigating
  obstacles. A character moving at non combat speeds has
  both his OFV and DFV halved.
   
  When using his movement, a character can
  accelerate at a rate of (5" x Order) per hex  up to his
  normal combat Movement in Inches per Turn. For ex-
  ample, a character with Flight 2 (Total Combat Move-
  ment - 110") would be moving at a velocity of 10" after
  traveling one hex, 20" after two hexes and 30" after
  three hexes and so forth up until he reaches his maxi-
  mum Combat Velocity. A character also decelerates at
  this rate.
  Order
  Land/Water
  Air
  Atmosphere (Warp Flight)
  Space
  1
  15 MPH
  30 MPH
  300 MPH
  1 Parsec per Hour
  2
  30 MPH
  60 MPH
  600 MPH
  2 Parsecs per Hour
  3
  45 MPH
  90 MPH
  1000 MPH
  4 Parsecs per Hour
  4
  60 MPH
  120 MPH
  Mach 1
  8 Parsecs per Hour
  5
  75 MPH
  150 MPH
  Mach 1.5
  16 Parsecs per Hour
  6
  90 MPH
  180 MPH
  Mach 2
  32 Parsecs per Hour
  7
  105 MPH
  225 MPH
  Mach 2.5
  64 Parsecs per Hour
  8
  120 MPH
  300 MPH
  Mach 3
  128 Parsecs per Hour
  9
  135 MPH
  375 MPH
  Mach 3.5
  256 Parsecs per Hour
  10
  150 MPH
  450 MPH
  Mach 4
  512 Parsecs per Hour
  11
  180 MPH
  525 MPH
  Mach 4.5
  1 Kiloparsec per Hour
  12
  220 MPH
  600 MPH
  Mach 5
  2 Kiloparsecs per Hour
  13
  260 MPH
  675 MPH
  Mach 5.5
  4 Kiloparsecs per Hour
  14
  300 MPH
  725 MPH
  Mach 6
  8 Kiloparsecs per Hour
  MOVEMENT TABLE
  15
  340 MPH
  800 MPH
  Mach 6.5
  16 Kiloparsecs per Hour
  
  85
  Note: to find the Velocity in inches uses the following
  equation: Velocity = MPH x 1.8333. The three repeats
  ad infinitum. Then round up to the nearest tenth.
  OBSTACLES
   
  If a character is moving and comes to an obsta-
  cle, he has several options. He can stop his movement
  assuming he has sufficient room to slow down. He can
  do a Move Through on the object, thereby crashing
  through it. Or he can shrug it aside by using his Casual
  Strength.
   
  A character�s Casual Strength is 1, less than his
  actual strength. For example, Glicion (STR 20) has a
  Casual Strength of 19. He can use his Casual Strength to
  push aside obstacles as an �automatic action�. Casual
  STR can also be used to shrug off Entangles and Grabs.
  NORMAL MOVEMENT
  RUNNING
   
  Running is the standard form of movement that
  characters normally possess. All characters start with 6"
  of movement. Various Powers will replace this base
  movement using their higher value. Note that the two
  rates are not combined. A Character with a Superspeed
  of 5 moves as determined by the Velocity Conversion
  Chart. There is no turn rate for running.
  SWIMMING
   
  Average humans can swim at a base distance of
  2" of movement. This assumes the character has some
  Ranks with Swimming. If this is not the case, the char-
  acter has no movement and can�t even tread water. The
  formula for Swimming is (Strength + Stamina/2)" of
  movement. There is no turn rate for swimming.
  POWERED MOVEMENT
  FLIGHT
   
  A character with flight has a base flight speed
  as determined by his Flight Order and the Velocity Con-
  version Table. A Flying Character is not as maneuver-
  able as someone on the ground. Characters who are fly-
  ing have a �Turn Rate� which defines how often a char-
  acter may make a 60° turn (or a one hex shift on a hex
  grid). The character�s Turn Rate is defined by the for-
  mula:
  Current Turn Rate = Total Flight
  Distance/(Rank x 5)
   
  The character can make his first 60° turn any
  time after the start of his move. Once the character has
  turned, he shouldn�t turn again until he�s moved his
  Turn Rate in inches forward. For example, Laserflight
  (Flight 3/5) is flying at 110" per Turn (That�s 60 MPH).
  He has made his first turn and must travel 7" (110"/
  (3x5)) or 42 feet before turning again.
   
  A flyer must use 2" of Flight distance to gain
  1" of altitude. A flyer can dive 1" of altitude free for
  every 1" of Flight distance he has. To pull out of this
  dive, the character should dive his Turn Rate in Inches.
  If the character is diving straight down then he must
  dive twice his Turn Rate. When a character has pulled
  out of a dive, he�s considered to be flying level and can
  continue flying whatever direction he wants. Nova
  Hawk (Flight 10/10) is flying at 110" per turn and she
  wants to dive down on a Mangian Death Squad harass-
  ing some civilians. Her Turn Rate is 2" (110/50). She
  dives straight down (her Turn Rate becomes 4) and
  grabs the civilians carrying them to safety.
  Unlimited Turn Speed
   
  Each character has a flight speed where they
  are traveling so slow that they can make unlimited turns.
  This is when there Turn Rate is less than 1 and it is
  called a character�s Unlimited Turn Speed. For example,
  Laser Flight can make unlimited turns when flying at
  speeds of 15" (8 MPH) or less. Conversely, Nova Hawk
  has an unlimited turn speed of 50" (27 MPH)
  GLIDING
   
  The GM should regulate how rapidly a gliding
  character can climb. Climbing is relatively easy when
  there are thermals or good winds; a glider can generally
  gain 1D6" of altitude per segment. The turn rate and
  MPH
  Total Inches per Turn
  15
  27.5
  30
  55
  45
  82.5
  60
  110
  75
  137.5
  90
  165
  105
  192.5
  120
  220
  135
  247.5
  150
  275
  180
  330
  220
  403.3
  VELOCITY CONVERSION TABLE
  
  86
  dive rate of a gliding character are the same as for
  Flight.
  LEAPING
   
  All characters have a base forward leap of 1"
  for every STR point. Every character can leap straight
  up 1" for every other STR point. It is impossible to
  change direction once a leap has started - there�s no way
  to leap around a corner. A leap is considered to include a
  short run to get some velocity. A standing leap is only
  half as far.
  TELEPORT
   
  A character can�t remove velocity by Teleport-
  ing. For instance, a character falling at 30" per Turn
  would still have that velocity no matter where he tele-
  ports to.
  Teleporting Blind
   
  When a character cannot see his target location
  and doesn�t have it memorized, any attempt to Teleport
  is considered �blind�. The character makes an Attack
  Roll to hit the hex, with normal penalties for range. If
  the roll misses, the character will end up in a different
  hex, using the standard rules for attacks that miss a hex.
  If the hex is occupied, then the character will take dam-
  age.
  Teleporting into a Solid Object
   
  If the character is unfortunate enough to Tele-
  port into a solid object (for whatever reason), the tele-
  porter�s natural safety system kicks in, getting the char-
  acter to the closest space from the target hex where he
  will fit. The system shock is terrible, and may be fatal.
  To determine damage find the Object�s Structural Rat-
  ing. The character takes this amount of damage using
  the Order table.
  VEHICLE MOVEMENT
   
  Vehicles can move just like characters: they
  have Order speed, combat velocity, and a non-combat
  velocity. However, all vehicles must use the rules for
  Turn Rate. All vehicles have a maximum Turn Rate.
  This is the quickest the vehicle can make a turn. The
  driver�s Rank (or the vehicles Turn Rate, whichever is
  less) is always used to figure the Turn Rate.
  WARP FLIGHT
   
  Warp Flight can behave as normal flying with
  the following modification in calculating the turn rate.
  Since a character with Warp Flight is used to traveling at
  higher speed than normal flyers, Warp Flight Characters
  have a greater control over their turning at low (Sub-
  Warp) speeds. Mach 1 is equal to 730 miles per hour at
  sea level.
  Current Turn Rate = Total Flight
  Distance/(Rank x 25)
   
  For example, Kinesis has a Warp Flight of 2/2.
  He is traveling at 220 Miles per Hour. (400 inches) He
  has a turn rate of 8. This means that he must fly 8 inches
  (32 feet) before being able to make a 60° turn. Remem-
  ber Laser Flight from the previous flying example. He
  was flying at 110" and has a turn rate of 7". (42 feet be-
  fore he can make a turn) If Kinesis was flying at 110" he
  would have a turn rate of 2. Kinesis would need to fly
  12 feet before making his first turn at that speed. His
  Unlimited Turn Speed is the same as Nova Hawk�s
  50" (27 MPH). This means that when flying at this
  speed he can turn as many times as he desires.
   
  Mach speeds continue to use this chart. Let�s
  continue to use Kinesis. He is flying at his full earth
  velocity of Mach 2 (1460 MPH). He has a Current Turn
  Rate of 54" or 321 feet. This is why most Mach fliers
  have to fly at slower speeds when engaging in prolonged
  combat.
   
  If Kinesis could turn into pure energy, he could
  move at Full Warp Speed which for him would be 2
  Parsecs (1 Parsec equals 3.26 light years) per Day within
  Planetary Space.
  FIGHTING
   
  This section deals with all aspects of fighting
  starting with how to hit a target. Different modifiers to
  combat are discussed next. The following sections de-
  scribe how to determine damage, how to take damage
  and the effects of taking damage. Finally, the Power
  Point cost for fighting is explained.
  PRESENCE ATTACKS
   
  These attacks attempt to avoid combat by rea-
  soning with an opponent. The hero gives his speech and
  makes his attack roll. If his attack succeeds, he rolls 1D6
  for each point of Presence he has. If these exceed an
  opponent�s Will Points, the opponent faints. Above av-
  erage characteristics (above 2) can add bonuses to Pres-
  ence Attacks. Super Strong Characters can lift a car,
  bend a steel bar or other Strength Display.
  COMBAT SEQUENCE CHECKLIST
  1) Determine the attacker�s OFV.
  2) Determine the defender�s DFV.
  3) Attacker makes an Attack Roll (1D100) To hit, the
  character must roll a total of 75 or higher.
  4) If the Attack Roll is missed  the attacker�s Action
  Segment is over. Go to the next character�s segment.
  
  87
  5) If the attacker hits, determine the damage and the
  effects of damage. Then go to the next character�s seg-
  ment.
  COMBAT VALUE AND ATTACK ROLLS
   
  Whether or not an attack actually hits a target is
  determined by an Attack Roll of 1D100. This is deter-
  mined as follows:
  Attack Roll = 1D100 + OFV - Enemy�s DFV
   
  Total OFV is calculated as follows: Rank x 10
  (attacking power, weapon or martial art) + Level OFV +
  Battle Difficulty (This ranges from every day situations
  to battling in driving rain storms) + the appropriate char-
  acteristic, if any.
   
  Total DFV is calculated as follows: Rank x 10
  (add together all Ranks for all defensive powers that
  apply to the attack mode ) + Level DFV + the appropri-
  ate characteristic, if any.
   
  The OFV (or DFV when the character is de-
  fending) is added to the base attack roll becoming the
  attack OFV. The enemy�s DFV is subtracted from the
  attack OFV, yielding the Final OFV. The attack is suc-
  cessful if the final number equals or exceeds 75.
   
  Ranks in Fighting (as well as Martial Arts or
  Brawling) will increase a character�s OFV. In most
  combat situations 1/2 of his Rank will be a bonus to his
  DFV. However a character can opt to �keep an opponent
  busy� so that his friends or allies can make an escape,
  defuse a bomb or the like. If a character forfeits all of
  his attacks, he could then use his full Fighting Rank as a
  DFV.
  RANGE MODIFIERS
   
  When a character attacks a target at a distance,
  the attack is given a Range Modifier. This is intended to
  reflect the fact that it is harder to hit a more distant tar-
  get. This is similar to the modifiers applied to perceiving
  things over a great distance.
  Order
  I
  II
  III
  1
  1 ft.
  10 ft.
  125 ft.
  2
  2 ft.
  20 ft.
  250 ft.
  3
  4 ft.
  40 ft.
  500 ft.
  4
  8 ft.
  80 ft.
  1000 ft.
  5
  16 ft.
  160 ft.
  2000 ft.
  6
  32 ft.
  320 ft.
  4000 ft.
  7
  64 ft.
  640 ft.
  2 Miles
  8
  128 ft.
  1280 ft.
  4 Miles
  9
  320 ft.
  3200 ft.
  8 Miles
  10
  640 ft.
  1 Mile
  16 Miles
  11
  1280 ft.
  2 Miles
  32 Miles
  12
  3200 ft.
  4 Miles
  64 Miles
  13
  5120 ft,
  8 Miles
  128 Miles
  14
  2 Miles
  16 Miles
  256 Miles
  Power Range Tables
  15
  4 Miles
  32 Miles
  512 Miles
  Order
  Carrying Capacity
  (Telekinesis or Strength)
  Damage
  1
  50 Pds (Sack of Grain)
  1D4
  2
  100 Pds. (Human Child)
  1D6
  3
  200 Pds. (Human Adult)
  1D8
  4
  400 Pds. (Lion)
  1D10
  5
  800 Pds. (10� High Tree)
  1D12
  6
  1600 Pds. (Grizzly Bear)
  3D6
  7
  3.2 Tons (Elephant)
  1D20
  8
  6.4 Tons (Semi-Truck)
  2D12
  9
  13 Tons (Light Tank)
  3D10
  10
  26 Tons (DC-9 Airplane)
  3D12
  11
  52 Tons (Battle Tank)
  2D20
  12
  105 Tons (Blue Whale)
  5D10
  13
  210 Tons (Boeing 747)
  3D20
  14
  425 Tons (C-5A Galaxy)
  7D10
  15
  850 Tons (Freighter)
  4D20
  16
  1.7 KTons (Destroyer)
  9D10
  17
  3.4 KTons (Small Building)
  5D20
  18
  7 KTons (Loaded Train)
  11D10
  19
  14 KTons
  6D20
  20
  28 KTons
  13D10
  DAMAGE CHART
  
  88
  MENTAL COMBAT
   
  Mental Powers are different than normal at-
  tacks in many ways. These powers work on line of sight;
  if the character can see the defender, he can attack him.
  Powers like Telekinesis suffer range modifiers but pow-
  ers like Mental Blast or Emotion Control don�t. In gen-
  eral, mental powers that physically affect a being suffer
  the same penalties as normal attacks. In the Psionic sec-
  tion, the ranges and range modifiers if applicable will be
  noted.
  COMBAT MODIFIERS
  AREA EFFECT ATTACKS
   
  This section covers not only Area Effect At-
  tacks, but any attacks directed against a point on the
  ground and not against a person or object. The DFV of a
  hex is usually 15 or 0 if the hex is adjacent. Everything
  in the area of the Area Effect attack is usually affected
  without requiring a separate Attack Roll on each target.
  If the attack misses, roll D10. On 1-5, the attack falls
  short and on 6-0 the attack is long. The number of
  inches the attack falls short or long is determined by
  how much the Attack Roll was missed by. For every 5
  points the roll is missed by, one inch is gained. For ex-
  ample, Stalker misses her bomb attack by 20 points, the
  attack falls short by 4".
  BOUNCING AN ATTACK
   
  A character with a ranged attack and a Power
  Rank of at least 3, with the weapon or power may
  bounce the attack if it strikes the right surface. The GM
  will have the decision as to what surfaces are appropri-
  ate to bounce a given attack type. The Range Modifier
  for an attack that bounces is counted along the entire
  path of the attack. A bounce can give the character a
  surprise bonus ranging from +5 to +15 if her foe is not
  expecting this type of attack.
  BRACED
   
  The allows the character to brace himself to
  give himself a +10 to offset range modifiers for distance.
  The downside is that your DFV is halved since you are
  standing completely still.
  COORDINATED ATTACKS
   
  This allows two or more characters to coordi-
  nate their attacks against a single opponent. To coordi-
  nate attacks, the two attackers must have fought together
  in the past and have trained in working together. This
  would show up as KS - Coordinated Attacks with Team-
  mates. Each person that attacks the opponent must have
  some level with this skill before they can coordinate
  their attacks.
   
  To coordinate their attacks, the characters must
  attack on the same Segment. This might require faster
  characters to wait for their slower brethren. Coordinated
  attacks can make the target easier to be hit. Coordinated
  Attacks can be used to penetrate Armored or Invulner-
  able type characters. Each attacker raises the highest
  attacking power�s Order by 1. For example, Kinesis,
  Cassandra and Shakyra are attacking a Giant Mangian
  Robot. They decide to coordinate their attack. Kinesis�s
  Telekinesis is raised by 2 to Order 14 since there are two
  more characters attacking with him. Order 14 damage is
  rolled for the combination of all three attacks.  One Or-
  der Dice Roll is made with Coordinated Attacks.
  EXPLOSION
   
  Explosive attacks are aimed at a hex, and the
  Attack Roll is handled identically to an Area Effect at-
  tack. Explosions do full damage to the center hex; and
  they lose 1 Order per hex distant from the center hex. If
  the Explosion cannot penetrate the Structural Rating of a
  enclosing hex (like a heavily fortified room); it stops
  spreading and is contained by the hex.
  GROUNDSTRIKE
   
  This attack allows a character to create a
  groundstrike to scatter his foes. KS - Groundstrike is
  required before the character can use this attack mode.
  Typically super strong characters or energy projectors
  strike or blast the ground scattering debris that strikes
  their foes in a straight line.
  MULTIPLE ATTACKERS BONUS
   
  This bonus can only be used with coordinated
  attacks (see above). The defender suffers -5 to their
  DFV for every attacker after the first up to ½ his DFV.
  The attackers can be fighting at a range, hand to hand  or
  a combination of both.
   
  A defender who is being attacked by multiple
  attackers may choose to ignore some of the attackers to
  focus on one individual. The defender will get his full
  DFV versus that individual and ½ his DFV against all
  the rest. Note the DFV reduction only counts for charac-
  ters who are Coordinating their Attacks.
  SURPRISED
   
  This Modifier applies when the character is
  attacked from behind, above or by an invisible or unseen
  attacker and so forth. A character who is surprised has ½
  DFV and takes x2 damage from the attack. This is non-
  combat surprise. In combat, the character suffers the
  DFV penalty but takes normal damage.
  POWER REQUIREMENTS
   
  Each power requires some energy from the
  character or his device. Punches and other forms of non-
  
  89
  powered combat cost a character 1 Power Point. At 0
  power,  the character is utterly exhausted. He may con-
  tinue to fight using hit points for power points. This
  could have some unfortunate side effects: 0 power and
  hit points = Death. Not a pretty prospect. Anyway  a
  character recovers Stamina power units per minute.
  (Remember a minute is 4 Turns)
  HITTING AND MISSING
    
  An attack succeeds on a total result value of
  75. If the roll is less than this a miss has occurred. De-
  pending on the attack form, a miss could cause some
  interesting side effects. Calculate the attack out to it�s
  full range with the following modification - reduce the
  range in hexes by one for each structural unit penetrated.
  For example, a laser (Order 10) goes wild and strikes a
  car. The car with structural rating of 7 is penetrated tak-
  ing Order 3 damage and the beam travels on another 3".
    
  After a successful attack, damage must be de-
  termined. Some powers and skills can allow a character
  to take less damage. Powers like Force Shield or Armor;
  block up to their Order in Damage. For example, Stiletto
  with his Armor 2 can ignore up to Order 2 Damage.
   
  Any excess damage comes directly from hit
  points. If a character is aware of the attack, he may at-
  tempt to roll with it. Characters can only roll with con-
  cussive attacks. Up to 1/10 of a character�s power may
  go into rolling with a blow or concussive attack. For
  example, Seraph is struck by an X-Psi Armored Infantry
  Soldier. He sees the attack and manages to roll with it.
  Seraph currently has 50 power points. He deducts 5
  points from his power score and rolls with the blow.
   
  Punches and Kinetic Attacks can cause Knock-
  back. The first step is to total up all of the attacker�s
  damage. Next, we find the defender�s weight on the
  Strength Chart. Subtract his Order weight from the
  Damage Order. The result, if positive, is the number of
  inches that the character is knocked back. For example
  Glicion punches a Death Borg. He strikes for 48 points
  of damage. Since a Death Borg weighs just over a 1000
  pounds it�s Order Weight is 6. The Borg will be
  knocked back 42" or 210 feet. If the Death Borg strikes
  an object (wall, ground etc.), the structural rating is sub-
  tracted from the knockback distance. Back to our exam-
  ple, the Death Borg hits a concrete wall.  (Structural
  Rating 3), his knockback distance is reduced by 3" and
  the Death Borg could take Order 3 Damage. His Body
  Armor Ranking of 5 prevents this. If the Death Borg
  doesn�t collide with anything else he will find himself
  39" from Glicion. Unless he has a functioning ranged
  attack, he will need to use movement to close with Gli-
  cion before they can continue their battle.
   
  At 0 hit and power points the character is dy-
  ing. He needs to be aided by a friend or ally. A person
  can survive Stamina/2 rounds before dying; he has until
  then to receive some form of healing power or medical
  skill. Unaided, a character will recover his Healing Rate
  in hit points per night.  Powers, Bardic Music, Psionics
  and medical attention will greatly increase this amount.
  
  90
  IITEMS
  TEMS
   
  No role-playing game would be complete with-
  out the exasperated hero turning to his diabolical foe and
  asking  �Where do you get those amazing toys?� De-
  vices range from short swords to powerful Battle Ships.
  However, the basics are the same.
   
  All types of devices can be acquired in two
  ways: through Construction Points or Wealth. Both have
  their advantages and disadvantages. Let�s deal with
  Wealth first. You may buy all sort of things ranging
  from baseball bats to starships. These are brought as is
  and can not be modified by the character. This provides
  villains and heroes alike with nice, nifty gadgets to wage
  war upon each other. When the devices break, the char-
  acter goes to Gadget Shack and buys another one. He or
  she could also hire someone to repair the device.
   
  Characters can also spend their Construction
  Points to build devices. For every 1 Construction Point
  spent, the character receives 10 Device Construction
  Points. It is more common for devices to be broken,
  stolen or destroyed than super abilities. It is also more
  common for superheroes to change their devices over
  the lifetime of their career. Technicians and Engineers
  who attempt to repair devices made with Device Con-
  struction Points must spend Construction Points in their
  repair attempt.
   
  Devices built with Device Construction Points
  have distinct advantages. Inventors can be constantly
  tinkering with devices that they made as well as those
  constructed by others. This can be an advantage or dis-
  advantage depending on the adventure. C�mon now, you
  know how many adventures begin with some high tech
  gizmo going astray. That�s right almost as many adven-
  tures that feature some type of infamous death trap. In-
  stead of an inventor building up her powers or skills
  with Construction Points, she would build up her head-
  quarters, devices and weapons. These items can also be
  repaired and upgraded by technicians.
  GLOSSARY OF TERMS
  A.U. - The distance from the Earth to the sun, 93 Mil-
  lion Miles.
  BULK - This is how heavy a device is. It also deter-
  mines base structural points. For example, a sword
  weighing between  800-1000 pounds (Bulk 6) would
  generate 3D6 Structural Points.
  DAMAGE ORDER - This is the Damage Class of the
  object or device.
  KILOPARSEC - A Kiloparsec is equal to 1000 Par-
  secs.
  ORDER - This is the power level of the ability within
  the device. Remember it can not be higher than the Item
  Design Rank of the Inventor.
  PARSEC - An interstellar unit of measurement that
  equals 3.26 Light Years.
  RANK - Many items do not have a Rank characteristic.
  The only exception are computer driven devices. Their
  ranks can not exceed the Intelligence rating of the com-
  puter. One must have a rank with skill or power in the
  device in order to operate it. In a similar device, the op-
  erator would use ½ Rank. For example, Omega Bolt has
  a rank 8 with the Energy Blast circuits in his armor. He
  borrows a tank that has an Energy Blast Cannon. His
  rank becomes 4 while operating the cannon.
  STRUCTURAL POINTS - These function as a de-
  vice�s hit points.
  STRUCTURAL RATING - This is the Armor Rating
  of the object.
  BODY TYPE
   
  Like normal characters, one of the first steps of
  character generation is finding the body type. Armored
  heroes can come from any body type and their armor
  will accommodate that body type. Operators of a radi-
  cally different body type (for example a Mangian and a
  humanoid) will be at 1/4 skill level when attempting to
  maneuver in the armor. Remember that an operator is
  already at ½ skill level when operating an armor that he
  has not designed or knows intimately. (This means that
  
  91
  people who buys armored suits must read the instruction
  manuals in order to get their full operation rank) Al-
  though the following Body Types will have a Power
  Score, power can not be regained by resting. These be-
  ings must plug into a power source to regain their power
  at the same rate as a living character would by resting.
  Android: This is an artificially created being which is
  virtually indistinguishable from a normal human. Only
  the most extensive analysis can tell the difference be-
  tween the two forms.
  Stats: St 4, Ag 2, Per 1, Ap 3, Sta 5, Con 2, In 4,  Pre 2
   
  Weight: 5D6 x 10 pounds / Height: 5-8 ft.
   
  Hit Dice: 2D8
   
  Powers: Body Armor 1/2
   
  BCPs: 90
  Computer: This robot doesn�t have a body per se. It is a
  computer entity. Stats are developed normally except
  Intelligence  Confidence and Personality are possessed
  by the computer entity. The other Stats are possessed by
  a robot shell. The character can even power an empty
  robot body thus cloaking his true nature. It takes one
  round to leave such a body and travel along a circuit
  path.
  Stats: St 3, Ag 2, Per 2, Ap 1, Sta 3, Con 2, In 3, Pre 2
   
  Weight: varies / Height: varies
   
  Hit Dice: 1D4 / varies (robot shell)
   
  Powers: Energy Body 1/1  Telemechanics 1/3
   
  BCPs: 125
  Cyborg: The character is part human and part machine.
  This can be done both psionically and technologically.
  There are many different combinations of human to ma-
  chine parts. Common sense should prevail. The GM and
  players should feel free to select the powers that best
  represent their character�s synthesis of man and ma-
  chine.
  Stats: St 2, Ag 2, Per 2, Ap 1, Sta 3, Con 2, In 2, Pre 4
   
  Weight: 10D8 x 10 pounds / Height: 5 - 7 ft
   
  Hit Dice: 1D10
   
  BCPs: 160
  Human Robot: This being is 100% machine. There is
  flexibility in that they can choose how they want to pre-
  sent themselves to the world. Human robots can look
  robotic or wear synthetic skin which would allow them
  to pass a casual inspection. Robots can possess all types
  of heightened senses and gadgets.
  Stats: St 2, Ag 2, Per 2, Ap 1, Sta 3, Con 2, In 2, Pre 2
   
  Weight: 12D6 x 10 pounds / Height: 5 - 8 ft.
   
  Hit Dice: 2D10
   
  BCPs: 145
  Metamorphic Robot: This robot is able to change from
  one form into another one. These forms must generate
  different Stats and powers. Yes, you can have a Clark
  Klang who can transform into Superbot. Roll 1D4, this
  is the number of forms the Robot can shift into. Ortan V
  is one planet where sentient robots rule. Note that you
  can find all types of robots and cyborgs on this planet.
  Stats: St 2, Ag 3, Per 2, Ap 1, Sta 2, Con 2, In 2, Pre 2
   
  Weight: 14D6 x 10 pounds / Height: varies
   
  Hit Dice: 3D10
   
  Powers: Body Armor 1/2
   
  BCPs: 120 per form
  Normal Human: This individual registers as a human
  on any type of detection device. All powers do not leave
  a detectable alteration on his bio-molecular structure.
  Stats: St 2, Ag 2, Per 2, Ap 2, Sta 2, Con 2, In 2, Pre 2
   
  Weight: 5D6 x 10 pounds / Height: 5-7 ft.
   
  Hit Dice: 1D6
   
  BCPs: 140
  Usuform Robots: This type of robot exemplifies form
  and function. For example, if the player selects the
  power Fire Generation, the robot would be carrying a
  portable heat gun. The robot is designed to serve the
  specific purposes as dictated by power selection.
  Stats: St 2, Ag 1, Per 2, Ap 1, Sta 4, Con 2, In 2, Pre 3
   
  Weight: 12D6 x 10 pounds / Height: varies
   
  Hit Dice: 3D10
   
  Powers: Body Armor 1/2
   
  BCPs: 175
  Primary Characteristics
   
  After determining origin and body type, attrib-
  utes are then generated for the being or device. The fol-
  lowing attributes are not required for each and every
  device. A robot needs to have the Strength attribute but
  a shield does not. (However, a flying shield would need
  a Str attribute to determine how much it can carry in
  flight) Common Sense should govern the GM and player
  when selecting abilities for a device.
  Agility (Ag) - measures reaction speed. This is typically
  bought by robots but can also be bought by armored
  heroes. (The armor enhances the wearer�s reflexes) With
  vehicles, Agility reflects the highest maneuverability
  rating that the vehicle can have. For example, the Zoom
  Car has Agility 6. Joe wants to drive it with his Agility
  2. All of the Zoom Car�s extra handling is lost. On the
  other hand, Snowfighter driving the Zoom Car will have
  to use the car�s agility and not his own. Agility costs 4
  Construction Points.
  Appearance (Ap) - measures physical attractiveness.
  Many designers build robots to compensate for romantic
  frustration. This is part of the reason why robots are
  
  92
  often constructed in an idealized human form. Appear-
  ance costs 3 Construction Points.
  Bulk (Bk) - is the weight of an item. It determines who
  can use or manipulate the device. Again look up the
  weight on the Strength chart. This will tell you the base
  structural points. For example a Semi Truck has a bulk
  of 8, it would have 2D12 structural points. Bulk costs 5
  Construction Points. Items with a Bulk below 1 begin
  with 1 Structural Point.
  Confidence (Con) - measures self assuredness. In gen-
  eral, robots tend to have high confidence being as that�s
  how they�ve been programmed. Low self-esteem is
  learned. Inventors generally try to create ideal beings
  and realize that Confidence is key to survival. Some
  robots take their Confidence to a degree where they feel
  superior to all organic life forms. Confidence also deter-
  mines the number of Computer Programs can have in-
  stalled. A Computer with a 1 Confidence can only have
  1 program installed whereas a 2 Confidence can have a
  total of 3. Confidence costs 4 CPs per Rank.
  Intelligence (Int) - measures calculatory prowess and
  memory storage. The higher the intelligence the more
  complicated a task that a robot can perform. A robot�s
  intelligence is different from a living creatures. Artificial
  Intelligence involves improved data retrieval and logical
  associations. In these categories, robot with 5 Intelli-
  gence would exceed a human with 5 intelligence. Ro-
  bots tend to be lacking on the emotional side of things.
  Remember robots do not have souls and as such they
  lack something essential to true humanity. Furthermore,
  Intelligence determines the Rank of the programs it
  runs. A computer needs an intelligence of 2 to run a
  level 2 Astronomy program. Intelligence costs 4 Con-
  struction Points.
  Personality (Per) - Initially this stat can not be higher
  than the inventor that created the robot. During the cam-
  paign the robot can grow in personality. Personality
  costs 7 Construction Points.
  Presence (Pre) - measures will power & determination.
  Robots, huge vehicles and armored warriors generally
  have a high presence seeing as they often scare their
  foes into giving up. Presence cost 3 CPs.
  Stamina (Sta) - Most robots have high stamina; they
  can work for long periods without tiring. Stamina modi-
  fies hit points like it does in humans. For those robots
  with self repair circuits, stamina determines how much
  they can repair (given adequate metal or replacement
  material) per night. Stamina costs 4 Cps per Rank.
  Strength (St) - This is a device�s carrying capacity or
  raw physical power. It progresses as per the player chart.
  For melee weapons, Strength is the basis for determin-
  ing the Damage Order for the item. Strength cost 5 Con-
  struction Points.
  STRUCTURAL RATINGS
   
  Structural points reflect a substance�s inherent
  toughness. A character has to exceed an object�s struc-
  tural rating before breaking through it. Structural Rating
  behaves similar to Body Armor. For example, Pulse
  blasts a brick wall with a rating of 5. His bolt has a
  strength of 9. He can do up to Order 4 damage to the
  wall. If the hero isn�t able to exceed an object�s struc-
  tural rating (SR), he could take damage. If he is using
  his prodigious strength to break an item, he takes ½
  damage. Heroes who used their energy blasts have to
  make another attack roll, this time against themselves.
  (+40 added to their DFV) A successful strike means
  they were struck by their own power.
   
  Structural Points are related to an object�s
  Structural Rating. If an object can be damaged (i.e. the
  attack is of an equal or greater Order than the object�s
  BULK WEIGHTS 1 AND LOWER
  1/256
  .188 Pound
  1/128
  .375 Pound
  1/64
  .75 Pound
  1/32
  1.5 Pounds
  1/16
  3 Pounds
  1/8
  6 Pounds
  1/4
  12.5 Pounds
  1/2
  25 Pounds
  1
  50 Pounds
  1
  1
  2
  2
  3
  4
  4
  8
  5
  16
  6
  32
  7
  64
  8
  128
  Confidence
  # of Programs
  
  93
  Structural Rating), damage dice are rolled and the points
  are taken from the object�s structural points. For exam-
  ple, Pulse with his Order 9 Pulse Bolt attacks the afore-
  mentioned brick wall. He inflicts (9-5) Order 4 damage.
  What follows is the structural rating for commonplace
  substances:
  Aluminum 
  1 
  Bronze 
   
  7
  Gold 
   
  5 
  Iron 
   
  8
  Lead 
   
  5 
  Platinum 
  8
  Silver 
   
  6 
  Steel 
   
  6
  Titanium 
  8 
  Tungsten 
  7
  Bone 
   
  2 
  Brick 
   
  3
  Concrete 
  3 
  Clay/Earth 
  2
  Diamond 
  1 
  Glass 
   
  1
  Granite 
   
  4 
  Ice 
   
  2
  Marble 
   
  4 
  Quartz 
   
  2
  Rubber 
   
  2 
  Bamboo 
   
  1
  Water 
   
  1 
  Soft Wood 
  1
  Hard Wood 
  2 
  Adamantium 
  22
  Super-Alloy 
  9&Up 
   Machinery 
  3
  Electronics 
  1 
  Plastic 
   
  2
  Flesh 
   
  0 
  Cloth 
   
  1
  Bal. Cloth 
  4 
  B-proof 
   
  glass 
  6
   
  Structural Rating is one of the most important
  characteristics for a device. It costs 7 Device Construc-
  tion Points per Hex. For example, to create a suit out of
  Ballistic Cloth (SR 4) would cost a character 28 Device
  Construction Points. To create something the size of a
  Semi truck out of Ballistic Cloth would cost 140 Device
  Construction Points. An Adamantium robot (SR 22)
  would cost 154 Device Construction Points or 16
  (Standard) Construction Points.
  SKILLS
   
  These skills are pertinent to device operation,
  design and repair. Unless otherwise noted, skills cost 3
  Construction Points.
  ARMOR DESIGN
   
  Bonus for the design, development and con-
  struction of both suits of powered and non-powered ar-
  mor. This is relative to a planet�s Tech level. A person
  back in the 1500�s could construct a suit of armor but it
  would be hard pressed to match up with a suit of today�s
  powered armor as exemplified by Pulse and the mem-
  bers of Super Tactical Assault Team (STAT).
  Primary Stat: Intelligence
  ARMOR EVALUATION
   
  This is a bonus for determining the value and
  quality of armor. This skill must be executed success-
  fully before a suit of armor can be repaired.
  Primary Stat: Intelligence
  Cost: 2 per Rank
  ARMOR TECHNICS
   
  Bonus for the repair of damage to both pow-
  ered and non-powered suits of armor.
  Primary Stat: Intelligence
  CYBERNETIC / TECHNOLOGICAL
   ATTUNEMENT
  Cybernetic Attunement allows a character to decipher
  how to use a piece of cybernetic equipment. Technologi-
  cal Attunement allows a character the possibility of op-
  erating strange technological devices. (provided she can
  find one) Cybernetic and Technological Attunement are
  unique skills and must be purchased separately.
  Primary Stat: Intelligence
  SHIELD DEFENSE
  The character has training in how to use a Shield to
  block attacks. This skill requires a Shield to be effective.
  Each Rank of Shield Defense grants a +5 Bonus to a
  character�s DF if the Shield Defense Skill Roll is made.
  If the roll fails, the character only gains their base DFV.
  Primary Stat: Agility
  Cost: 4/Rank
  STRUCTURAL ENHANCEMENT
   
  A device with ranks in Structural Enhancement
  has had it�s frame reinforced to make it more durable
  than the average device in it�s weight class. Each pur-
  chase of this skill adds 1D10 to the device�s Structural
  Points. It also increases the device�s weight by 5 or 10
  pounds for Standard 1 Hex devices and up to one order
  for larger devices. (Devices with Bulks less than one can
  only have 1 Structural Enhancement and their Bulk in-
  creases by 1 - Bulk 1/8 would now weigh Bulk  1/4 )
  Cost: 10 / Rank
  TRANSMUTATIVE ENGINEERING
   
  Transmutation is a rare power and it is difficult
  to use effectively. In ages past, Transmuters got together
  and formed the science known as Transmutative Engi-
  neering. Mastery of this skill allowed them to perfect
  their transmutative ability. This skill cannot be selected
  at the character creation stage. The player must search
  out the rare individuals who have studied this lost art.
   
  Transmutative Engineering teaches the trans-
  muter how to create complex items through the use of
  his superpowers. Transmutation need not only be dele-
  gated to creating walls and bubbles of the sort but with
  mastery of this skill truly innovative constructions can
  be done. The character will be able to mentally map out
  a design in their head and then bring it into reality with
  their transmutation.
  Both Alpha and Lord Alteration have this skill.
  Primary Stat: Intelligence
  Cost: 4/Rank
  
  94
  X DESIGN OR Y ENGINEERING
   
  This skill allows the character to design and
  construct X object. The object�s highest order can not
  exceed this skill level although it could be lower. (For
  example, the designer has a time constraint or budget
  problems)
  Primary Stat: Intelligence
  X TECHNICS
   
  The character or robot has the skill to mainte-
  nance and repair a device or weapon. Maintenance uses
  the full skill rank whereas repairs are made at ½ skill
  rank. Repair time can range from minutes to hours to
  days depending on the device and the surrounding tech-
  nology.
   
  For example, Troy Wilson has an Armor Tech-
  nics of 6. Although he can use his full rank to mainte-
  nance his armors, he can repair up to Order 3 (1D8
  Structural Points) per repair attempt. It should be noted
  that odd levels of X Technics round down in regards to
  structural repairs. (Technics 5 would only repair up to
  Order 2)
  Primary Stat: Intelligence
  ADVANTAGES
  ACCESS NETWORK
  The device is able to access a computer network. A
  character will need the Data Retrieval skill to benefit
  from this advantage. Access Network allows the device
  to download and upload information to the network. The
  cost varies depending on the network size. World Wide
  Web - 5, Solar System Wide Network - 10, Galactic
  Wide Network - 15.
  Cost: 5/10/15
  EMPOWER DEVICE
  The character is able to power devices (or weapons)
  from his power points. This advantage is normally pos-
  sessed by androids or robots.
  Cost: 10 CPs
  POWER SHARE
  This advantage allows a device to draw from the power
  points of it�s wielder.
  Cost: 10 CPs
  POWERS
   
  These powers are limited only to devices, ma-
  chines and robots. The aforementioned characters and
  objects can, at GM discretion, use any power within the
  Powers Section. Psionic  abilities are a rarity unless the
  object has been designed by a psionic. Remember that
  most items do not receive the Rank Score for their pow-
  ers or abilities; the rank score is added to the person
  possessing the item or armor. Rank is purchased for the
  same construction point cost as if the character pos-
  sessed the power innately.
  ARMOR
   
  The character possesses a suit of armor. This
  armor can be any type i.e. technological, bardic, psychic
  and so on. The character continues to select his powers
  but they must go in his armored suit. Armor Order is an
  indication of how strong a material the armor is com-
  posed. The Rank reflects the character�s skill with pow-
  ered armor operation.
   
  Pulse and Bridge are armored avengers who
  stand for truth and justice.
  Cost: 4/Rank- 7/Order
  ENERGY DETECTION
   
  The device can detect and identify energy and
  related phenomena. The power can only detect actual
  energy and not potential. Energy Detection will only
  detect an Energy Generator when it is in use. It can also
  detect the energy consciously emitted by superhumans,
  but not the actual superhumans. This power normally
  uses Order on Range Table III to judge the maximum
  sensing range but this becomes Table IV when the tar-
  get�s power is Order 15 or higher. Ranks with Energy
  Detection indicates the skill in deciphering the trail. P.R.
  = 1 per hour.
  Cost: 5/Rank - 5/Order
  ENERGY GENERATOR
   
  The armor or device possess a generator that
  produces Order power units per minute. An Order 5
  Generator would produce 1D12 units per minute. Note
  that the power generator can not generate more power
  than the being or device has in its Energy Reservoir.
  Also the Energy Generator needs not to be running all
  the time nor does it have to be on full power.
   
  All robots and powered armors must have this
  ability unless the character wants to plug into an outside
  power source to recharge. A generator requires Order
  units per hour to run. If in range of Energy Detection,
  the Energy Generator will only register if it is running.
  Cost: 3/Rank - 6/Order
  ENERGY RESERVOIR
   
  This power is similar to a battery. It provides a
  power reservoir between reloads or recharges for a de-
  vice. It costs 4 Device Construction Points to place 1D6
  Energy Points in the Reservoir. For example, Techno
  Lord builds an energy rifle with an Energy Reservoir of
  5. He would then roll 5D6 to see how much power it
  holds between recharges. When the Reservoir runs out
  the device is useless until recharged or reloaded.
  (Recharging takes anywhere from 5 minutes to several
  hours.) All powers draw their energy from the Energy
  
  95
  Reservoir. A character can purchase additional Energy
  Reservoirs for a device. Energy Reservoirs of the same
  Power Order are essentially interchangeable. (GM can
  add modifiers to the installation role for strange or alien
  technology.
  Cost: 3/Rank - 4/Order
  INTERSTELLAR COMMUNICATION
   
  This power allows a character to communicate
  with another like device over intergalactic distances.
  When in use, Intergalactic Communication is highly
  susceptible to Energy Detection. (+25 Modifier to all
  detection rolls) P.R. = 5 per round. Interstellar Video
  cost 9 per Order and Interstellar Psionic Communication
  costs 10 per Order.
  Cost: 4/Rank - 8/9/10 Order
  LIFE SUPPORT
   
  This is a space suit of super advanced design
  that provides air, nutrition, and other essentials. Order
  indicates how many people can be supported. P.R. = 3
  per hour
  Cost: 5/Rank - 5/Order
  PSIONIC COMMUNICATION
   
  This power allows for devices to communicate
  with any other Psionic Device or a Telepath. Psionic
  Communication can not be used to directly contact a
  non-telepath�s mind. Order indicates Range and Rank
  indicates transmission skill. A high Rank with this
  power is essential if one does not want area telepaths to
  tune in on your communiqués. P.R. 5 per every 10 min-
  utes of communication.
  Cost: 4/Rank - 6/Order
  RADIATION SHIELD
   
  This power protects both the vehicle and it�s
  occupants from the effects of hazardous radiation. Ra-
  diation Shielding will block up it�s Order level in Radia-
  tion and reduce higher Orders. It costs 5 PR an hour to
  run.
  Cost: 5/Rank - 6/Order
  RADIO COMMUNICATION
   
  This power enables the device to establish ra-
  dio communication with anyone else that has this power
  within the Order Range. Pr. 3 per every 10 minutes of
  communication
  Cost: 3/Rank - 4/Order
  VIDEO COMMUNICATION
   
  This power establishes video communication
  between two vehicles. Order indicates transmitting and
  receiving range (On Range Table II) whereas the Rank
  indicates transmission skill. Rank will be used in order
  to send or decode a scrambled signal. P.R. 4 per every
  10 minutes of communication.
  Cost: 3/Rank - 5/Order
  X SENSORS
   
  This covers the wide range of sensors that de-
  vices, armors and robots possess. Virtually any sensor
  that a character can have can be placed into a device.
  Cost: 5/Rank - 5/Order
  WEAPONS
   
  Weapons will also have an Order as well. This
  reflects the amount of damage that can be done with the
  weapon. A weapon�s Order normally does not exceed
  Order
  # of Life Forms
  1
  1
  2
  2
  3
  4
  4
  8
  5
  16
  6
  32
  7
  64
  8
  128
  9
  256
  10
  512
  LIFE SUPPORT TABLE
  Interstellar Communication Chart
  Order
  Transmission Speed
  1
  1 Parsec per Round
  2
  2 Parsecs per Round
  3
  4 Parsecs per Round
  4
  8 Parsecs per Round
  5
  16 Parsecs per Round
  6
  32 Parsecs per Round
  7
  64 Parsecs per Round
  8
  128 Parsecs per Round
  9
  256 Parsecs per Round
  10
  512 Parsecs per Round
  
  96
  it�s Structural Rating. Say for example, Reorx, a black-
  smith, creates a sword with a SR (Structural Rating) of 3
  and a DO (Damage Order) of 4. Each time a fighter
  swung the sword he would damage it until the sword
  finally broke in battle. Use of Blunt Weapons increase
  the wielder�s Damage Order by 1. Glicion slams Psi
  Death with a tree, a blunt weapon. He does Order 21
  damage instead of Order 20. (An average 10' tree has a
  1D12 Structural Points) The tree takes Structural Dam-
  age quite possibly snapping after the first blow. This
  happens because a normal tree does not have a Struc-
  tural Rating of 21. If it did, Glicion could smash away at
  Psi Death all year with the same tree.
  Archaic Weapons
  MELEE WEAPONS
   
  This might seem kind of complex and convo-
  luted right now but we�re going to build some devices
  together to understand the process. Are you ready? Let�s
  go. Here�s the scene. You, Reorx, a famous dwarven
  blacksmith, are working away in your shop. Suddenly
  you get the idea to make a nice ax for you cousin,
  Sturm.
   
  First step, you decide upon the Bulk of the ax.
  You decide a Bulk of 1. You don�t want to make it too
  heavy. The ax costs 9 Device Construction Points and
  has 1D4 Structural Points, You've spent 9 points so far.
  Next you want to decide how tough the ax is. You de-
  cide upon a alloy with a SR of 14. This costs you 98
  Device Construction Points for a total spent of 107
  DCPs. Finally, you will want to determine how sharp
  the blade is; this is determined by the Ax�s strength rat-
  ing. Reorx selects a Damage Order of 3. This costs him
  18 points for a total of 125 DCPs or 13 Construction
  Points. Here is the completed item:
   
  Reorx�s Ax: Bulk 1, SR 14, D 3 (1D8)
  SHIELDS
   
  Many characters are into carrying shields for
  additional protection. The base characteristics for a
  shield are : SR, SP and Range (Note that throwing range
  is based on the character�s strength or appropriate super
  power) using one of the three range tables. A character
  must possess Ranks in Shield Defense to effectively
  gain the benefits of his Shield. A successful Shield De-
  fense Roll is required each time a character needs to
  defend himself against an attack. A shield will protect
  the wielder up to its Structural Rating. Day Break with
  his shield of SR 20 could block Pulse�s Order 9 attack
  with his shield all day long if he so chose. The shield
  would take no damage. Note that Day Break would be
  struck if Pulse out rolls him and lands a well placed
  blast. Pulse�s well-timed blast evaded Day Break�s
  shield slinging to strike the villain in his mouth.
  PSIONIC ITEMS
  Bridge Psi Cycle: (S.R. 6, S.P. 25, Bulk 2, Intelligence
  3, Agility 7, Running 13, Psi Communication 5, Lasers
  6, Energy Generator 7, Energy Reservoir 10 {53 pts.},
  Programs: (Drive Cycle 1, Psi Communication 1, Lasers
  2) - 340 Device Construction Points
  Bridge Psi Power Armor: (2/5) Bulk 1/2, S.P. 10, En-
  ergy Generator 6, Energy Reservoir 10 {47 pts.}, Life
  Support 1, Leap 4, Environmental Awareness 5 - 185
  Device Construction Points
  Gedaliah Confederation Wrist Communicators -
  Bulk 1/64, S.R. 15, S.P. 10, Interstellar Psi Communica-
  tion 2, Psi Communication 5, Video Communication 3,
  Tele-Record 6, Power Share. - 234 Device Construction
  Points
  Kinetic Ring: Bulk 1/128, S.R. 12, S.P. 25, Kinetic Bolt
  7 P.R. = 2, Energy Reservoir 3 (13 pts.) Psi Energy Gen-
  erator 1 - 202 Device Construction Points
  Ms. Miniature Power Ring: Bulk 1/256, S.R. 25, S.P.
  6, Teleportation 9 P.R. = 3 per use, Flight 12 P.R. = 2
  per hour, Transmutation (Shrinking Only) 16 P.R. = 7
  per use, Energy Blast 10 P.R. = 2 per shot, Energy Res-
  ervoir 7 (34 pts.), Energy Generator 2, Power Share -
  535 Device Construction Points
  Nova Bracers: Bulk 1/32, S.R. 20, S.P. 54, Psi Amplifi-
  cation 20, Energy Amplification 10, Armor Hardening
  10, Energy Reservoir 6 [32 pts.], Energy Generator 1,
  Power Share. - 545 Device Construction Points. These
  bracers were originally kept on a  Star Force Base on
  Aquatus. The Nova Bracers are silvery blue and are sur-
  rounded by a white energy field when its powers are
  being used at its maximum.
  Onalogian Space Armor: Bulk 2, S.R. 20, S.P. 75,
  Warp Flight 10, Resistance: Psionics 9, Power Reservoir
  5 (23 pts.) - 369 Device Construction Points
  Ultravision Contact Lens: Bulk: 1/512, SR 1, SP 2,
  Ultraviolet Vision 2 - 55 Device Construction Points
  TECHNOLOGICAL ITEMS
  Aqua Blast Power Armor - (2/5) Bulk 2, S.P. 19, Sonic
  Power (Palms) 8 P.R. =1, Power Blast (Chest) 10 P.R. =
  1, Flight 9 P.R. = 1 per hour, Water Breathing 5, Ultra-
  violet Vision 4, Radio Communication 9, Energy Reser-
  voir 10{34 pts}- 328 Device Construction Points
  
  97
  Battle Staff: +15 OFV, Bulk 1/4, S.R. 10, S.P. 25,
  Damage Order + 1 (Maximum 11), Ultraviolet Vision 5,
  Telescopic Vision 5, Penetration Vision 5, Energy Blast
  6, Energy Reservoir 6 (21 pts.) (Goggles comes with
  staff that allows the user to use the vision powers) - 224
  Device Construction Points.
  Lock Up Power Armor: (1/4) Bulk 1, S.P. 8, Radio
  Communications 3, UV Vision 5, Life Support 1, Radar
  5, Flight 6, Entangle 6, Energy Reservoir 5 (27 pts.) -
  207 Device Construction Points
  Mixer Power Armor: (1/5) Bulk 1, S.P. 19, Strength
  10,  Radiowave Generation 6, Sonic Power 7, Running
  9, Radio Communication 10, Parabolic Hearing 10, In-
  frared Vision 9, UV Vision 9, Life Support 1, Energy
  Reservoir 5 (21 pts.) Energy Generator 1 - 435 Device
  Construction Points
  Ms. Miniature Power Armor: (3/7) Bulk 1/2, S.P. 18,
  Life Support 1, Thermal Vision 3, Radio Communica-
  tion 10, Energy Detection 5, Radiation Shield 10, En-
  ergy Reservoir 4 (14 pts.), Energy Generator 2 - 252
  Device Construction Points
  Nimrah Power Armor: (2/6) Bulk 1, S.P. 25, Life Sup-
  port 1, Energy Detection 11, Flight 10, Radio Communi-
  cation 5, Electro Blast 8 P.R. = 2 per shot, Energy Gen-
  erator 7, Energy Reservoir 8 (33 pts.) - 331 Device Con-
  struction Points. External devices can be powered
  through this armor including both weapons and vehicles.
  Pulse Power Armor: Bulk 1, S.R. 8, S.P. 55, Strength
  10, Life Support 1, Ultra Violet Vision 5, Telescopic
  Vision 5, Radio Communication 5, Ultrasonic Hearing
  4, Parabolic Hearing 4, Force Field 10, Energy Sword 4,
  Pulse Bolt 8 (Increased Knockback fired from Energy
  Sword), Energy Mace 5 (Devitalization �No Range),
  Energy Reservoir 9 (44 pts) Solar Energy Generator 1-
  450 Device Construction Points
  Rocket Boots: Bulk 1/16, SR 5, SP 10, Leap 4, Running
  2, Energy Reservoir 2 (10 pts.) - 120 Device Construc-
  tion Points
  Scaling Gauntlets: Bulk 1/32, S.R. 5, S.P. 4. - 90 De-
  vice Construction Points. While being used, these gloves
  add +3 to their possessor�s skill rank in climbing.
  Star Force Body Armor - (1/5) Bulk 1, S.R. 5, S.P. 20,
  Body Armor 5 - 60 DCP
  Star Force Reconnaissance Power Armor: Bulk 2,
  S.P. 24, Body Armor 5, Life Support 2, Infrared Vision
  5, Ultraviolet Vision 5, Warp Flight 4, Energy Reservoir
  4 (20 pts.), Energy Generator 1 - 179 DCP
  Stiletto Power Armor: (2/4) Bulk 2, S.P. 9, Radio
  Communication 3, UV Vision 5, Life Support 1, Radar
  5, Weapon Generation 5 (Sword), Energy Reservoir 4
  (20 pts.) - 156 DCP
  Stzian Wrist Blasters: Bulk 1/16, S.R. 10, S.P. 15, En-
  ergy Blast 10, Energy Reservoir 6 (29 pts.) - 189 DCP
  X- Psi Power Armor: (2/4) Bulk 2, S.P. 9, Strength 6,
  Detect Psi 6, Infrared Vision 4, Radio Communication
  7, Energy Reservoir 4 (19 pts.) - 172 DCP
  Zilarian Body Armor: Bulk 1, Body Armor 5, S.P. 11 -
  50 DCP
  VEHICLES
  Charon Assault Carrier: Owner - Mangians, Width
  250 ft., Height 240 ft., Length 1425 ft, Weight 3.4 ktons,
  Color: Bluish Black with Red Highlights, Speed: 512
  Parsecs per Hour, Strength 17, Agility 2, Personality 1,
  Appearance 3, Stamina 6, Confidence 1, Intelligence 4,
  Presence 9, SR 9, SP 5D20, Energy Reservoir 15 (15D6
  Power Points), Energy Generator 1/10, Life Support
  3/10, Warp Flight 1/10, Telescopic Sensor 1/9, Energy
  Sensor 1/11, Interstellar Radio Communication 1/10,
  Interstellar Video Communication 1/8, Missile Projec-
  tion 1/8 (Rocket Batteries) {x8}, Stellar Lightning 1/10,
  Stellar Laser 1/9, Programs: K.S. Starship Technics 2,
  K.S. Gedaliah Confederation Space 3, Alliance Space 3,
  Stellar Navigation 4.� 16278 DCP
  Charon�s Sting (Fighters): Owner - Mangians, Width 9
  ft, Height 6 ft, Length 35 ft, Weight 6 Tons, Color: Red
  with Black Highlights, Speed: 8 Parsecs per Hour,
  Strength 8, Agility 8, Personality 1, Appearance 1,
  Stamina 2, Confidence 1, Intelligence 1, Presence 5, SR
  8, SP 2D12, Energy Reservoir 10 (10D6 Power Points),
  Energy Generator 1/1, Life Support 1/1, Warp Flight
  1/4, Telescopic Sensor 1/8, Energy Sensor 1/8, Interstel-
  lar Radio Communication 1/11, Interstellar Video Com-
  munication 1/9, Photon Torpedoes (AP) 1/8, Space
  Claw (Kinetic Bolt) 1/10. Programs: Pilot Space Craft 1,
  Gedaliah Confederation 1, Alliance 1. LU: Torpedoes: 3
  - 994 DCP
  Devestator (Heavy Cruiser): Owner - Mangians,
  Width 235 ft, Length 1450 ft, Weight 3.1 Ktons, Speed:
  1 Kiloparsec per Hour. Strength 17, Agility 7, Personal-
  ity 3, Appearance 2, Stamina 6, Confidence 1, Intelli-
  gence 4, Presence 8, SR 8, SP 5D20, Energy Reservoir
  20 (20D6 Power Points), Energy Generator 1/10, Life
  Support 3/9, Warp Flight 3/11, Telescopic Sensor 1/6,
  
  98
  Energy Sensor 1/9, Interstellar Radio Communication
  1/12, Interstellar Video Communication 1/8, Tractor
  Claw 1/8, Vibra Cannon 1/9, Laser Cannon 1/10 (x8
  Stations). Programs: K.S. Alliance 3, Stellar Navigation
  2, Data Processing 3, K.S. Gedaliah Confederation 1.�
  14914 DCP
  Dirk (Fighter): Owner - Gedaliah Confederation,
  Width 10 ft, Height 7 ft, Length 30 ft, Weight 6.4 Tons,
  Color: Blue and Gold, Speed: 8 Parsecs per Hour.
  Strength 8, Agility 6, Personality 1, Appearance 1,
  Stamina 2, Confidence 1, Intelligence 1, Presence 1, SR
  8, SP 2D12, Energy Reservoir 6 (6D6 Power Points),
  Solar Energy Generator 1/1, Life Support 1/2, Warp
  Flight 1/4, Telescopic Sensor 1/7, Energy Sensor 1/7,
  Interstellar Radio Communication 1/10, Interstellar
  Video Communication 1/7, Stellar Blast 1/9. Programs:
  K.S. Pilot Space Craft 1, Gedaliah Confederation 1, Al-
  liance 1.� 843 DCP
  Intruder (Heavy Cruiser): Owner - Tcnesi, Width 240
  ft, Length 1425 ft, Weight 3.4 Ktons, Color: Dark
  Green, Speed: 1 Kiloparsec per Hour. Strength 17, Agil-
  ity 6, Personality 1, Appearance 3, Stamina 6, Confi-
  dence 1, Intelligence 4, Presence 8, SR 8, SP 5D20, En-
  ergy Reservoir 20 (20D6 Power Points), Energy Genera-
  tor 1/7, Life Support 2/9, Warp Flight 1/11, Telescopic
  Sensor 1/6, Energy Sensor 1/9, Interstellar Radio Com-
  munication 1/8, Interstellar Psionic Communication
  1/12, Tractor Beam 1/7, Missile Creation 1/9, Kinetic
  Bolt 1/10 (x8 stations). Programs: K.S. Alliance 4, Stel-
  lar Navigation 3 - 14698 DCP
  S.C.A.T. (Assault Scout): Owner - Gedaliah Confed-
  eration, Height 24 ft, Length 150 ft, Weight 26 Tons,
  Speed: 8 Kiloparsecs per Hour. Strength 10, Agility 7,
  Personality 1, Appearance 2, Stamina 5, Confidence 1,
  Intelligence 2, Presence 3, S.R. 8, S.P. 3D12, Energy
  Reservoir 6 (6D6 Power Points), Solar Energy Genera-
  tor 2/5, Life Support 1/4, Warp Flight 1/14, Telescopic
  Sensor 1/8, Energy Sensor 1/9, Interstellar Radio Com-
  munication 1/10, Interstellar Video Communication 1/7,
  Tractor Beam 1/3, Stellar Blast 1/9, Assault Rockets
  (Explosion) 1/10, Electronic Invisibility 1/10. Programs:
  K.S. Gedaliah Confederation 2, Stellar Navigation 1.
  LU: Assault Rockets 5 per Reload. Assault Rockets and
  Stellar Blast can not be used while Electronic Invisibil-
  ity is activated. - 2195 DCP
  WEAPONS
  Blade of Flame: Bulk 1/128, S.R. 6, S.P. 10, Weapon
  Generation: Flame Sword 6, Energy Reservoir 3 (15
  pts.) Energy Generator 1. - 176 DCP. These swords
  flame when their hilt is drawn and are +15 OFV.  Like
  most swords, individual Blades of Flames may carry
  additional psionic enhancements. The blade of flame
  consists of a silver hilt with curved ends. Inscribed on
  the hilt is a forge.
  Blade of Frost: Bulk 1/128, S.R. 6, S.P. 10, Weapon
  Generation: Ice Sword 7, Energy Reservoir 3 (11 pts.),
  Energy Generator 1. - 372 DCP. It is +15 OFV. Blades
  of Frost may have various Ice/Cold powers added to
  them. One exceptional Blade of Frost is located on the
  planet Cigam in the armory of Manassah.
  Lightning Strike: +30 OFV, +10 DFV, Bulk 1, S.R. 25,
  S.P. 100, Dimensional Travel�Lightning Plane 10,
  Lighting Bolts 15, Returns when thrown (Teleportation
  5), Energy Reservoir 8 (33 pts.). - 600 DCP. A melody
  plays whenever Lightning Strikes powers are used. (This
  is only audible to bards.) This is Glicion�s personal
  weapon and it was forged by the Elemental Bards of
  Onalog. Lighting Strike is an eight foot long double
  bladed axe.
  Midnight Tears: Bulk 1, S.R .15, S.P. 10, Intelligence
  5, Strength 5, Darkness 2/5, Comprehend Languages
  1/4, Energy Reservoir 4 (16 pts.), Energy Generator 1. -
  239 DCP Wielder: Lee Wing - This is a jet black short
  sword with glistening tears engraved on the handle.
  Psi Sword: Bulk  1/128, S.R. 10, S.P. 40, Weapon Gen-
  eration: Psionic Sword 7, Energy Reservoir 4 (15 pts.),
  Energy Generator 1 - 523 DCP
  Ranger's Blade: Bulk 1, S.R. 5, S.P. 11,  Strength 2,
  Electrokinetic Touch 3, Energy Reservoir 6 (25 pts.)
  Energy Generator 1. - 694 DCP. The Ranger�s Blade is a
  +30 OFV longsword and gives it�s wielder an DFV Bo-
  nus of +20. The wielder has the option of using Elec-
  trokinetic Touch as an electrical carrier attack of Order
  3.
  Ring of Fire: Bulk 1/256, S.R. 5, S.P. 1, Pyrokinesis 8,
  Energy Reservoir 3 (15 pts.), Psi Energy Generator 1 -
  851 DCP
  Shadow Strike: Bulk 2, S.R. 15, S.P. 60, Strength Re-
  quirement 13, Strength 14, Dimensional Travel 5, Re-
  generation 4, Energy Blast 10, Energy Absorption 5,
  Energy Reservoir 5 (21 pts.) Energy Generator 2. - 450
  DCP. This is Shadow Guard�s weapon of choice.
  Star Slammer: Bulk 1/2, S.R. 25, S.P. 30, Intelligence
  1, Resistance: Energy Attacks 12, Cosmic Energy Blast
  16, Flight  (Returns when Thrown) 2, Energy Reservoir
  6 (22 pts.), Energy Generator 1. - 435 DCP. Wielder:
  Sarah Kelly (Star Strike)
  
  99
  Sun Blazer: Bulk 1/128, S.R. 30, S.P. 55, Power Share,
  Intelligence 9, Detect Evil 5/2, Detect Heat 4/2, Detect
  Invisible 9/2, Solar Wings 4, Resistance: Fire 7, Flame
  Sword 7, Energy Reservoir 5 (16 pts.) Energy Generator
  1. Sun Blazer  is +15 OFV - 643 DCP
  Wielder: Shanna.
  Sword Prisma: Bulk  1/128, S.R. 22, S.P. 75, Power
  Share, Weapon Generation (Light Sword) 10, Dispel
  Darkness 15, Light Armor 10, Flight 5, Telescopic Sen-
  sor 10, Interstellar Psionic Communication 10, Energy
  Reservoir 10 (52 pts.), Energy Generator 5. - 788 DCP
  
  100
  PPSIONICS
  SIONICS
  Psionics deals with harnessing an individual�s inner
  mental power. In the Gedaliah Confederation, the Psi
  Division has been in existence for about two hundred
  and fifty years. Since its conception, the Psi Division
  has worked very closely with the Tech Division. Mem-
  bers of the Psi Division aid in every aspect of their sister
  Division. This is to their mutual benefit. The Tech Divi-
  sion saves money and man-hours whereas the Psi reduce
  the fear and prejudice of the ignorant to some degree.
  The Psi Division�s Prime Directive is the complete ex-
  ploration, documentation, and development of inner
  space; the human mind. Toward this goal, the Psi Divi-
  sion works to meld itself with the Tech Division. Ac-
  cording to standard doctrine, most espers believe that it
  is the mind that creates the technological advances. Hy-
  per-Technology may merely be an extreme of Psionic
  Powers. This view is not shared by the most technicians
  in the Tech Division. It should be noted that the Psi Di-
  vision has not been able to prove this conclusively.
   
  As mentioned earlier, Psionics deal with focus-
  ing one�s mental faculties. As such, Confidence is the
  defining Characteristic. It is a modifier for all psionic
  skills and powers: Confidence x 5 is added to any
  psionic skill roll.
   
  The brain is the source of almost all psionic
  power. In recent centuries, during the Anti-Psi Move-
  ments, suspected individuals had their brains removed.
  This ended the threat as well as the being�s life. There
  are rumors that the Mangians, members of the Alliance,
  have developed a stealth field which is invisible to
  psionics. Individuals and devices behind this field could
  not be sensed by awareness, danger sense and so on.
   
  Psionics is a focused discipline. Break the con-
  centration and you hinder the performance. This does
  not mean that espers must remain perfectly still to use
  their powers. They can engage in strenuous situations
  with a maximum of -20 to their percentile rolls. This
  reflects the fact the character is focused almost entirely
  on the use of his power. The negative modifier only ap-
  plies to non psionic activity while the character is using
  his powers. Psionics is now being taught in various insti-
  tutions throughout the Gedaliah Confederation.
  PSIONIC ADVANTAGES
  LINK
  This advantage allows individuals to be mentally and
  emotionally linked. This means that linked characters
  will always know where the other individual is at
  (Confidence is used as Tracking Skill - They will even-
  tually find them, it�s just a matter of how long) provided
  that they are in the same dimension. This advantage
  allows the characters to be emotionally tied together.
  When one is sad, the other will feel the sadness. If one
  of them should die, the remaining character will face the
  possibility of insanity due to the severity of the loss.
  Linked characters have an intimacy that is almost un-
  matched by any other relationship.
  Cost: 10 CPs
  MIND LINK
  This advantage allows a character to set up a communi-
  cative link with another mind. This power will only
  work with willing subjects. It must be noted that a per-
  son can be �tricked� into being willing as well as being
  emotionally manipulated to the point of being willing.
  This should be handled on a case by case basis. Initia-
  tion of Mind Link requires that the psychic see or sense
  the target; sense meaning any of the five senses as well
  as psychic senses like awareness. This advantage can be
  purchased through campaign play by telepaths and any-
  one else that the GM deems appropriate.
  Cost: 5 CPs.
  PSIONIC POWERS
  ADRENALINE CONTROL
  By controlling the production and release of adrenaline
  in his system, the psionic can give himself temporary
  physical boosts on demand. When he increases his
  adrenaline he gets Order points, which he can add di-
  rectly to his Strength, Stamina, and Agility scores how-
  ever he desires. He enjoys all the normal bonuses for
  high physical attributes for as long as he uses this
  power. P.R. = 4  per round.
  Cost: 6/Rank -6/Order
  AURA SIGHT
  An aura is a glowing envelope of colored light which
  
  101
  surrounds all living things. An aura is invisible to the
  naked eye. Furthermore, auras reflect a character�s be-
  liefs and disposition. What this means in game terms is
  that an aura sighting (the character needs to interpret
  what he is seeing) will give information on the charac-
  ter�s mental advantages and traits. The GM determines
  what is revealed based  on the character�s skill roll. If he
  or she makes a phenomenal roll, the character has made
  a perfect reading and gets all the information possible
  from the aura.
  A psionic can examine one aura per round. He can also
  be clandestine with his aura sight. In order to use this
  power, the esper needs only to gaze at his subject. Aura
  Sight uses Order on Range Table II for viewing dis-
  tance. Rank measures a character�s skill with aura read-
  ings. He can go unnoticed by maintaining his distance.
  The character�s actions become more noticeable the
  closer he gets to his subject. PR = 2.
  Cost: 4/Rank - 5/Order
  AWARENESS
  This psionic discipline allows an individual to be
  �aware� of everything in a 360 degree area radius
  around him. Order indicates the range on Table I and
  Rank indicates the skill at interpretation. A very high
  Rank with this power would allow a blind character to
  count the number of hairs on someone�s head. This
  power distinguishes itself from Radar in that it uses tele-
  kinetic waves instead of radar waves to feel around
  them. Highly skilled telekinetics (Rank 10 or higher)
  can attempt to baffle the Aware hero. This is handled as
  Skill vs. Skill.
  Cost: 5/Rank - 7/Order
  BIO-WEAPONRY
  Bio Weaponry allows the esper to convert one of his
  arms into any hand held weapon. If the power is pos-
  sessed above Order 10, the character can change his arm
  into high tech hand weapons such as energy swords,
  laser pistols and neural maces. The arm actually be-
  comes wood and/or metal, and assumes the weapon�s
  form. Damage is this power�s Order or the weapon�s
  normal damage, whichever is less.
  Cost: 5/Rank- 6/Order
  BODY CONTROL
  This power allows a psionic to adapt his body to an hos-
  tile environment. The change must be keyed to a spe-
  cific surrounding: water, acid, extreme heat or cold and
  so forth. The psionic fits in like a native organism. He
  can breathe and move normally and takes no damage
  from simply being in the environment. Order indicates
  how far he can control his body. For example, a charac-
  ter is placed on a planet with a Gravity of Order 6, he
  would need a Body Control Order of 6 or higher to
  move about normally. Furthermore, Body Control al-
  lows the psionic to ignore Elemental Attacks (Any At-
  tack listed on the Elemental Power Chart and similar
  Psionic and Bardic Powers) up to Order + 10 intensity
  and lessen stronger attacks by that amount. PR = 1 per
  hour
  Cost: 5/Rank-6/Order
  BODY EQUILIBRIUM
  Body Equilibrium allows the user to adjust the weight of
  his or her body to correspond with the surface he�s
  standing on. Thus he can walk on water, quicksand, or
  even a spider�s web without sinking or breaking
  through. If the character is falling when he uses this
  power, he will fall as fast as a feather would - slow
  enough to escape injury. P.R. = 2. Order is the amount
  of matter that can be affected with this power.
  Cost: 4/Rank - 4/Order
  CELL ADJUSTMENT
  Cell adjustment allows the psionic to heal wounds and
  cure diseases. Any sort of physical wound can be
  healed. Most diseases can be cured as well except some
  of the more exotic unnatural diseases caused by high
  science or technology. The psionic can cure a disease in
  one round by spending 5 points and making a successful
  skill roll. If this roll is failed, the psionic can try again
  next round. This power also allows for healing of hit
  points. Order Intensity is added to the character�s Heal-
  ing Mod. The Healing Rate is then recalculated. For
  example, Fedifensor (Order 4 ) uses Cell Adjustment on
  a wounded civilian who has a normal healing rate of 0.3
  (3 x 0.1 [Healing Mod for 2 Stamina]) per night. The
  civilian�s new healing rate is 4 x 0.3 or 1.2 per each
  round this discipline is used. PR = 2 per round. Range:
  Order- Range Table I
  Cost: 5/Rank-5/Order
  CHEMICAL SIMULATION
  An esper can make his body simulate the action of acids.
  The character secretes an acid through his hand. Order
  determines damage intensity as well as the range. P.R.
  =2
  Cost: 4/Rank-5/Order
  CYROKINESIS
  This power allows an esper to slow the movement of
  molecules with his mind. This is the reverse of the py-
  rokinesis power and creates cold. It can also function in
  outer space with corresponding results. PR=4, Range =
  III.
   
  Rachel McKnight has this power.
  Cost: 7/Rank - 7/Order
  DANGER SENSE
  
  102
  This power gives an esper a sixth sense about danger.
  Danger Sense will prevent the character from being sur-
  prised in combat. The Rank level of this power adds to
  initiative value (sensing an attack before it�s launched)
  and the Order number determines the bonus to the char-
  acter�s DFV against all attacks (unless they state that
  they negate a Danger Sense bonus)
  Cost: 6/Rank-7/Order
  ELECTROKINESIS
  Electrokinesis is a psychic power that allows electrical
  control. An esper possessing electrokinesis is resistant to
  electricity up to this power Order. Electrokinesis facili-
  tates the manipulation of electrical devices. Through
  focused thought, the psychic can enforce a limited con-
  trol over electrical devices, such as turn off and on light
  switches, computers, televisions, radios, blenders and all
  other types of electrically operated  appliances, toys and
  devices. He can also manipulate the controls of the de-
  vice, such as volume, channel selection, tuners, speak-
  ers, change speed, dim lights and so on. Range is deter-
  mined using Range Table I with Order as the determi-
  nant. The character does not need to see the device to
  manipulate them; he can sense them. Electrokinesis also
  gives the psionic the ability to sense electricity. Success
  is determined using one�s Rank and distance (Range
  Table III) Order.
   
  Vid has this discipline.
  Cost: 4/Rank-6/Order
  ENERGY AMPLIFICATION
  Energy Amplification allows the psionic to increase the
  power output of any system by two Orders. (If the Order
  of this power is higher than the Order of the Device)
  Pilots of enhanced items will need to make a Rank Roll
  to adjust to the power increase.
  Cost: 5/Rank - 6/Order
  FEEL LIGHT
  This extrasensory power allows the psionic to experi-
  ence light through touch. His entire body becomes a
  receiver of light waves. In effect, his body replaces his
  eyes; he can see what his eyes would normally reveal.
  (His field of vision does not change) This power does
  not allow the user to see in the dark, since there must be
  light for him to feel. Nor does it counter unnatural dark-
  ness, which actually destroys or blocks light waves. P.R.
  = 5 per round
  Cost: 3/Rank- 4/Order
  FEEL SOUND
  This power is almost identical to feeling light, but it
  makes the psychic�s body sensitive to sound. It allows
  him to continue hearing when his ears are disabled.
  However, This power does not detect sound where there
  is none nor does it work in unnatural ( Bardic, Psi or
  Tech) silence. P.R. = 3 per round
  Cost: 3/Rank- 3/Order
  FLESH ARMOR
  The character is able to mentally alter his skin density
  granting him Order level Body Armor. Use of the Flesh
  Armor psionic power, does not cause the skin to change
  it�s appearance. P.R. = 2 per round.
  Cost: 6/Rank - 5/Order
  HEAR LIGHT
  This power relies on the character�s hearing to sense
  light. A character who has been blinded, either artifi-
  cially, naturally, or by injury, can �see� with his ears.
  Any light waves which reach him are converted to
  sound, and he �hears� the image. The image his mind
  perceives is just like an image offered by normal sight,
  and the character suffers no penalties for anything re-
  quiring vision.
  Cost: 3/Rank- 4/Order
  HYDROKINESIS
  This power allows the psionic to create water. Order
  indicates the amount of water that is created. This can be
  used for a variety of purposes including smashing your
  foes with water columns. Unlike most of the Kinetic
  powers, Hydrokinesis is not terribly effective in space.
  Yes, you can smash ships with water columns but then
  you have globs of ice floating around in space after-
  wards. It will take gigantic icebergs to be effective
  against most ships. Note: you can make these icebergs
  and have a super strong teammate use them as missiles
  with brutal effectiveness. PR=3, Range = III
  Cost: 5/Rank - 6/Order
  ILLUSION
  This psionic power allows the character to create con-
  vincing illusions. This power is based similar to trans-
  mutation except that the objects only exist within the
  victim�s mind. There are 3 Order costs for this power:
  Cosmetic (change an opponents hair color or change
  your street clothes into a super costume) Illusions affect
  one sense, usually sight (3 pts.), Minor Illusions affect
  all five senses (5 pts.) - an illusionary meal would look,
  smell, taste and feel real. It would not be filling though.
  Major Illusions also affect both bardic and psionic
  senses (7 pts.). The Illusion rolls his dice with the illu-
  sion attack and must equal or exceed his opponent�s will
  power. The details of the illusion will determine how
  often the victim gets to try to disbelieve the illusion.
  Cost: 5/Rank - (3/5/7)/Order
  MENTAL BLAST
  This is a blast of raw psionic energy. If the defender is
  
  103
  psionic, his level DFV is doubled. (whatever other bo-
  nuses are then added normally.) In most cases, there
  isn�t much that can defend against a mental blast save a
  psionic defense. PR=4 RANGE=II
  Cost: 7/Rank-7/Order
  MENTAL INVISIBILITY
  The hero has the ability to render his own mental ener-
  gies undetectable by external means. Such means can be
  technological, psionic, bardic or super powered in na-
  ture. This power is psionically based. The Power pro-
  tects the character from discovery by outside forces. It
  serves as Order level for protection from undesired
  probes or psionic attacks. Powers less this Order have no
  effect, higher Orders are reduced by the Order of Mental
  Invisibility. Success means the external probe shows
  nothing at all, including the presence of this power, and
  psionic attacks simply pass through the individual. Note
  this power does not halt physical psionic attacks, one
  example being telekinesis.
  Cost: 6/Rank-6/Order
  MENTAL SURGERY
  The hero has the ability to cure mental illness with the
  power of his mind. Each mental illness will have an Or-
  der Intensity that will be an indicator of how much
  power a character would need to have before being able
  to even attempt to heal a character of a certain illness. At
  lower levels this power functions as a Mind Bond simi-
  lar to the Vulcans. Rank is important because it deter-
  mines skill at curing a patient and the defenses that the
  hero has against suffering psychic backlash. Unless an
  Open-Ended Success is rolled, the mental illness is
  cured for 1 week per Skill Rank the character has with
  this power.
   
  Kinesis has this power.
  Cost: 4/Rank - 7/Order
  NULL PSI
  This power allows you to negate psionic use within your
  presence. This power will completely halt the use of any
  power below this one�s order. It�s an all or nothing af-
  fair. You can completely nullify some of an opponent�s
  powers but others would be unaffected. PR = 10 per
  hour. Order on Range Table I determines the diameter of
  the Null Psi field.
   
  Psi Death has this power.
  Cost: 5/Rank - 9/Order
  PSI AMPLIFICATION
  Psi Amplification allows a psionic to increase his other
  psionic powers or an ally�s power up to his Order with
  Psi Amplification. Note that this power can only be used
  to increase the Order of a power and never the Rank.
  Characters with amplified powers will need to make a
  Rank roll until they get adjusted to the power increase.
  PR = 5 per Hour, Range = II
   
  Bridge has this power.
  Cost: 5/Rank - 8/Order
  PYROKINESIS
  The hero can generate pure heat that is not necessarily
  accompanied by light or flame by accelerating molecu-
  lar motion. This power will function in places where fire
  generation could not; two examples could be deep space
  or underwater. This power is functionally invisible. By-
  standers will feel a wave of heat pass by yet see nothing
  but a slight distortion. Beings who possess Infrared Vi-
  sion can detect a glow around the hero and his target
  whenever this power is used. PR=4 RANGE=III
   
  Kinesis, leader of Seekers, has this power.
  Cost: 7/Rank-7/Order
  SEE SOUND
  This power enables a character to perceive sound waves
  visually, with his eyes, by converting the sound waves
  to light impulses. Only a character who can see normally
  can use this power. The esper can see sound even in
  darkness, because sound waves do not require light. The
  character can still be �blinded� by silence. The range for
  See Sound is determined similar to Parabolic Hearing.
  (Use Order as a determinant)
  Cost: 3/Rank-4/Order
  RADIATION ARMOR
  This power shields the psionic from radiation of Order
  Intensity with this Power. Range = Table I
  Cost: 3/Rank - 4/Order
  TELEKINESIS
  This is the ability to move objects with the mind. A
  character�s T.K. capacity is his Order. This is the maxi-
  mum amount that can be moved at a time. Telekinesis
  can be used as a defense taking one action and 1 power
  point to set up. This is a special type of Energy Aura. A
  Telekinetic Energy Aura defends only against concus-
  sive attacks. There is a power cost of 1 per each repulsed
  attack. Telekinetic defense is based on it�s strength. If an
  attack is of a greater Order than Telekinesis, the field
  collapses blocking to the best of it�s ability. An unmodi-
  fied Rank roll is required to start up the power again.
  Telekinesis can be used to parry attacks. This involves
  using the Rank to determine the base DFV bonus. Tele-
  kinesis attacks are concussive force; they can and will
  cause knockback. Order damage is reduced by the
  weight of any objects being carried telekinetically. Or-
  der determines Range (Table II)
   
  Kinesis has this power.
  Cost: 6/Rank- 6/Order
  
  104
  TELELOCATION
  The hero can psionically locate a chosen target. This
  differs from normal tracking in that no physical or sen-
  sory contact, however tenuous is required. Conse-
  quently, the Power is not hampered by the concealment,
  erasure, or absence of the target�s scent. Telelocation
  can operate over immense distances. The only factors
  that can hinder the Power are those that diminish any
  Psionic activity. The character must have some knowl-
  edge of the character to use this power. The degree of
  knowledge the telelocator has will provide negative or
  positive modifiers to the Rank roll. Telelocation uses
  Order on Range Table III within planetary confines and
  Range Table IV in space.
  Nimrod has this power.
  Cost: 5/Rank- 5/Order
  TELEMECHANICS
  This ability allows the psionic to mentally communicate
  and understand machines. By contacting (Order on
  Range Table I) any non-artificially intelligent machine,
  the psionic will instantly have a complete knowledge of
  exactly how the machine operates. This knowledge lasts
  for as long as the psionic maintains contact. The psionic
  knows everything; he has a complete schematic diagram
  and operation knowledge in his memory.
  When contacting an artificially  intelligent machine, i.e.,
  computers, the psionic not only understands everything
  about its operation, repair, access codes, etc., but can
  actually speak telepathically with it. This means that he
  can tap into a computer�s memory without using a ter-
  minal because the information would be sent directly to
  the psionics mind. There is a Power Requirement of 5
  for each use of Telemechanics. Rank determines the
  skill at using the power and Order determines range
  (Table II).
  Cost: 3/Rank- 6/Order
  TELEPATHY
  This is the paranormal sense that allows the character to
  directly communicate with other minds. A telepath can
  automatically detect all thoughts within his range; this is
  called a �thought scan� and costs 1 power point and an
  action to perform. A telepath may read the minds of,
  broadcast his own thoughts to, and act as a �mental
  switchboard� for twice as many people as he has Rank in
  this power. Mental communication costs 1 point per turn
  to maintain. A person can be tracked by his thoughts: for
  the telepath to do this requires continued �thought scan-
  ning� with a power cost of only 1 per person being
  tracked each hour. The prey is immediately lost if it
  passes beyond the telepath�s range.
  Telepaths are able to probe people�s minds; sifting
  through them to take whatever data they desire. In order
  to attempt such a Mind Probe the telepath uses his Rank
  as the OFV and the target (if a non-telepath) uses his
  WILL * 5 for the DFV. 1D6 turns of game time and 5
  Power Points are required for the attempt. If successful,
  the character may probe him. It is automatic if the target
  consents to be probed (no attack roll needed). A failure
  to successfully probe allows the target to feed the tele-
  path with false information.  A telepath can shield his
  thoughts from being detected, tracked, or read at will.
  Telepaths defend against Mind Probe with their Rank +
  Will (*5).
  Range: Order- Range Table III
  Cost: 6/Rank- 6/Order
  TELE-HEARING
  The psionic is able to hear noises in an area regardless
  of what lies between the area and the psionic. The
  psionic is able to use any enhanced hearing powers she
  may have with this power. Rank is a reflection of skill
  with this power and Order determines range on Table I.
  Cost: 3/Rank - 3/Order
  TELE-PROJECT
  The psionic is able to project his thoughts as 3D holo-
  grams that others may view. These holograms can be
  videotaped. Tele-Project can also display images and
  sounds gathered by the Tele-Record power. Rank deter-
  mines the skill and detail of the projection. Order deter-
  mines maximum hologram size on Range Table I.
  Cost: 3/Rank�4/Order
  TELE-RECORD
  The psionic is able to make an audio and visual record
  of anything that he is witnessing. This psionic power
  also works with telepathy and the various sensory en-
  hancement powers. Rank determines how complex the
  events are that he can record. Order measures maximum
  Order
  Record Time
  1
  2 Minutes
  2
  4 Minutes
  3
  8 Minutes
  4
  16 Minutes
  5
  32 Minutes
  6
  1 Hour
  7
  2 Hours
  8
  4 Hours
  9
  8 Hours
  10
  16 Hours
  
  105
  record time before he needs to �erase� earlier re-
  cordings.
  Cost: 3/Rank�4/Order
  TELE-SIGHT
  The psionic is able to view an area regardless of what
  lies between the area and the psionic. For example,
  Tele-Sight can be used to help a psionic see behind a
  door.  The psionic is able to use any enhanced vision
  powers along with this one. Rank is a reflection of skill
  with this power and Order determines range (Table I).
  An Order 1 Psionic, would be able to view an area 1
  foot away from him with this power.
  Cost: 3/Rank - 4/Order
  VEHICLE ARMORING
  The character is able to increase the structural rating of a
  device, weapon or vehicle. This increase can be as much
  as 2 Order above the object's original order.
  Cost: 5/Rank - 6/Order
  
  106
  G
  GAME
  AME M
   MASTERING
  ASTERING
  Selecting Your Campaign City
  Although you can run a campaign set in major cities,
  like New York, Chicago, or Los Angeles, one of the best
  cities to use is your own hometown. Therefore both you
  and your players will have a rough overview of the sur-
  roundings. You will then be introducing both heroes and
  villains into your sleepy hamlet. Using familiar sur-
  roundings, makes it easier for both you, the Game Mas-
  ter, and the players to visualize the adventure setting.
  Modeling Your Villains
  The Random Body Chart and Origin Tables allows you
  to create interesting and diversified characters. How-
  ever, it can be a challenge to select a balanced set of
  powers, skills, advantages and traits as a beginning
  Game Master. I would recommend selecting your favor-
  ite comic book, novel, movie or TV character and creat-
  ing him or her for the Heroic Visions Universe. This
  way both you and your players will see how they would
  fare against comic book villains. With time and experi-
  ence, you will begin to be comfortable with creating
  balanced characters of your own and your Carbon Copy
  Characters can be slowly removed from your developing
  campaign universe.
  Classic Super Adventures
  Some comic plot ideas have been used over and over
  throughout the history of comics. As familiar as they
  are, they still can be the basis for beginning adventures.
  1. Good Guy Free For All
  This can be arranged in a variety of ways. The main
  super villain can engineer circumstances so that the he-
  roes think each other are the wanted criminals. This will
  take some doing since after giving the descriptions, the
  players will realize they are fighting each other and most
  players will seek to stop the combat. Although some of
  the more competitive [Traits like: Loves to Fight and
  Believes He Is The Best At What He Does come in to
  play] will seek to be the last hero standing - and of
  course the villains can be watching the whole thing via
  remote camera and taking notes on the powers used and
  any weaknesses exposed.
  Another variation on the Good Guy Free For All is hav-
  ing the player characters to come across another group
  of unknown heroes. The GM is free to let the players
  role play trying to decide if the other team is fellow he-
  roes or wanted felons. Eventually the Game Master is
  encouraged to have a pedestrian in trouble and both
  teams will move as true heroes to rescue them. Any he-
  roic catalyst (fire, explosion or robbery etc) will do to
  cause the player characters to rethink their position re-
  garding the opposing team.
  2. An Ancient Evil Is Unleashed
  This is another classic scenario and is an excellent op-
  portunity to bring in some of the player character�s De-
  pendent Non Player Characters (DNPCs). The DNPC
  can be with the inept group that accidentally releases the
  ancient evil. Not only must the player characters defeat,
  capture and imprison the Ancient Evil but they must
  also do while protecting their DNPC.  Give the Ancient
  Evil such defenses like Regeneration, Body Armor or
  Invulnerability or at the very least extremely high hit
  points so that it would be able to take a pounding by the
  heroes and keep on throwing them around. I would cau-
  tion against always making the Ancient Evil so powerful
  that it can beat the heroes with one claw tied behind it�s
  back.
  3. Worlds At War
  
  107
  Invaders decide that they want to begin their campaign
  of world domination in your campaign city. The player
  characters will need to be cunning and inventive to get
  the aliens to leave since raw blind force will not be
  enough because of the sheer number of potential invad-
  ers. The Game Master can feel free to use the Aliens in
  this section and modify them to more accurately chal-
  lenge your heroes. (And villains)
  The best way to come up with adventure ideas is to read
  the comics. With some work, most comic book plot
  lines can be successfully modeled as an adventure.
  AARCADIA
  RCADIA C
   CITY
  ITY & H
   & HEBRON
  EBRON::
  HHEROIC
  EROIC V
   VISIONS
  ISIONS S
   STYLE
  TYLE
  Arcadia City is one of my campaign cities. It is roughly
  based on New York City and is my central city on Earth.
  As I travel around New York City, I have marked off
  some buildings on areas on my maps (subway, bus and
  city) that will be adventure areas in my world. I then
  created my own history for the building or landmark by
  involving the heroes, villains and NPCs of the Heroic
  Vision Universe. Earth is not a recognized (or voting)
  planet within the Gedaliah Confederation. It is fairly self
  contained with alien visitors arriving incognito. Classi-
  cal superhero adventures are perfect for Arcadia City in
  particular and Earth in general.
  I also have another city (Hebron) on the planet Abishua.
  This is the homeworld of the Gedaliah Confederation.
  As such, Star Force and interplanetary dignitaries fre-
  quent the planet. Hebron serves as a convenient meeting
  place for any of the interstellar characters within my
  universe like Alpha or Glicion. Abishua is also the
  adopted homeworld of Kinesis. As the homeworld of the
  Gedaliah Confederation, Abishua can be setting for cos-
  mic level superhero adventures.
  Seekers
  Seekers is the premiere superteam of the Gedaliah Con-
  federation. Their main headquarters is located in Arca-
  dia City beneath Freedom Bridge. They maintain a low
  profile on Earth by not having any normal entrances to
  their Headquarters. Everyone has to use one of the tele-
  port portals. Teleport Portals can take members to the
  following places: 1) Vehicle Hanger�Located on
  Earth�s Moon, 2) Kinesis�s HQ in Hebron (on the planet
  Abishua) 3). Refuge: Alpha�s Satellite Base for her star-
  ship: The Eternal Princess and 4). A warehouse (Troy
  Wilson owns the building) across the street from the
  Freedom Bridge.
  Standard Seeker Equipment
  All Seekers Members possess the following equipment.
  (Individual models may vary slightly according to the
  hero�s powers,  traits or abilities.)
  Seekers Wrist Communicator - Bulk 1/64, S.R. 15,
  S.P. 10, Intelligence 6, Interstellar Psi Communication
  2, Psi Communication 5, Video Communication 3, Tele-
  Record 6, Power Share. Programs: - KS. Gedaliah Con-
  federation 5, K.S. Star Force 4, KS Gedaliah Confedera-
  tion Terrorists 6, Gedaliah Confederation Stellar Law 6,
  - 375 Device Construction Points
  Seeker Signet Ring�Bulk 1/256, S.R. 15, S.P. 1, Intel-
  ligence 3, Instant Costume 1, Programs: Activate Portal
  3, Activate Seeker Vehicle 2, Activate Security Doors
  ��81 Device Construction Points (The Signet Ring will
  initially appear as stylized ring of the hero�s design.
  Instant Costume Advantage allows the ring to instantly
  transform into it�s true form.)
  
  108
  Alpha
  A little over two centuries ago, Nikiasia Wysterioz was a Stzian Princess.
  During a failed assassination attempt, she was exposed to primeval energy.
  Her entire body was irradiated and she gained the ability to transmute ob-
  jects and convert energy into various forms. She and her companions used
  their powers to bring peace to the Empire and establish the current govern-
  ment. Since the rebellion has ended, she has earned the title, �The Eternal
  Princess.� What this means is that she can ascend the Stzian Throne if the
  current ruler is incapacitated or slain until a suitable replacement is found.
  Nikiasia is hunted by a race of Interdimensional warriors known as the
  Apto. She also often confronts Lord Alteration, His Royal Court and vari-
  ous Knights of Alteration.
  Combat Tactics: Alpha will seek to transmute her foes to inanimate ob-
  jects like statues, rocks, and rods. If a foe is too large to be transformed she
  will then use her Energy Conversion to find an energy wavelength that her
  foe is susceptible to. Although skilled in hand to hand, Alpha will engage
  in it only as a last resort.
  Identity: Nikiasia Wysterioz
  Occupation: Defender of Stz
  Characteristics: Strength: 7, Agility: 6, Personality: 5, Appearance: 2,
  Stamina: 6, Confidence: 11, Intelligence: 2, Presence: 4
  Age: 235
  Sex: Female
  Height: 7 feet
  Weight: 170 lbs.
  Carrying Capacity: 3.2 Tons
  Skin: Purple
  Hair: Magenta
  Eyes: Green
  Level: 1
  Experience Points: 0
  Hit Points: 56
  Will Points: 11
  Power Points: 102
  Wealth: 7
  Body Type: Stzian
  Origin: Chosen One
  Team: None
  Powers: Telescopic Vision 3/9, Ultrasonic Hearing 2/5, Transmutation
  9/20, Energy Conversion 10/20, Adaption 5/10, Warp Flight 10/15, Cos-
  mic Sustenance 3/6
  Combat Info: Init.: 7, OFV 10, DFV 15, HTH: 1D20, Healing Rate: 1.8
  Skills: Stzian Empire 11, English 5, Power Development 10, Hostile Envi-
  ronments: Space 9, Guerrilla Tactics 7, Strategic Tactics 5, Fighting 6,
  Military Organization 8, Stellar Navigation 15, Diplomacy 3, High Society
  2, Public Speaking 4, Transmutative Engineering 5
  Advantages: Snow Fighter (Hi), Life Support: Longevity, Local Enforce-
  ment Powers: 20 (Stz Empire), HQ: Expansive, Linked to Snow Fighter
  Traits: Public ID, Enjoys Using Power, Registers as Mutant when De-
  tected, Hatred of Tyranny, No Compunctions About Killing, Independent:
  Loner, Berserk when caged or bound (55 / 40 Recover), Reputation: Cos-
  mic Being (80-), Hunted: Apto (40-), Hunted: High Guard (55-), Vengeful,
  Must Protect the Innocent
  
  109
  Bridge
  Consuela Martinez, a psi-tech prodigy, is Bridge. As CEO of State of Mind
  Electronics, Consuela markets advanced neural interfaces to both the Fed-
  eral Government and private companies. Her crowning achievements in-
  clude her Psi Armor and Psi Cycle. Consuela is more of an adventurer than
  a heroine. Her gateway power (which manifests itself as a bridge which she
  must walk or drive across) allows her to travel throughout the universe.
  (She can almost always Bridge home)
  Her super heroine identity, Bridge, is mistrusted by the police department
  and most heroes. This is due in part to the crusade of Tabitha Geneva Pe-
  ters, the editor of All Around Arcadia, a weekly news magazine.
  Combat Tactics: Bridge will begin combat with her Mental Blasts. If she is
  with any teammates that have Psionics, she will use her Psi Amplification
  to enhance their abilities. She is not afraid to enter hand to hand combat
  with her opponents but will periodically use her Mental Attack in the midst
  of  the melee.
  Identity: Consuela Martinez
  Occupation: Business Owner
  Characteristics: Strength: 4, Agility: 5, Personality: 4, Appearance: 5,
  Stamina: 6, Confidence: 3, Intelligence: 7, Presence: 5
  Age: 21
  Sex: Female
  Height: 5 feet, 8 inches
  Weight: 128 lbs.
  Carrying Capacity: 400 lbs.
  Hair: Black
  Level: 1
  Experience Points: 0
  Hit Points: 12
  Will Points: 9
  Power Points: 34
  Body Type: Induced Psionic
  Powers: Mental Blast 3/7, Psi Amplification 2/10, Telepathy 5/5, Gateway
  8/5
  Combat Info: Init.: 6, OFV 10, DFV 15, HTH: 1D10, Healing Rate: 1.5
  Skills: Psi Technics 9, Psi Engineering 8, Vehicular Body Repair 7, Armor
  Evaluation 7, Pilot Airplane 1, Aerodynamics 10, Pilot Jet Fighter 1, Drive
  Motorcycle 5, Computer Operation 2, Corporate Management 5, Psi Per-
  ception 3, Fighting 4, Armor Design 10, Clerical 3, KS: Famous Earth
  Dancers 4, KS: Ballet 6, Dance 2, Acrobatics 4
  Advantages: Armor, Vehicle, Arcadia City Police Department (Low), HQ
  (Confined - State of Mind Electronics Secret Bunker)
  Traits: Secret ID, Impulsiveness, Lecherous, Romanticism, Mistrust, Love
  of Adventure
  Equipment:
  Bridge Psi Power Armor: (2/5) Bulk 1/2, S.P. 10, Energy Generator 6,
  Energy Reservoir 10 {47 pts.}, Life Support 1, Leap 4, Environmental
  Awareness 5
  Bridge Psi Cycle: (S.R. 6, S.P. 25, Bulk 2, Intelligence 3, Agility 7, Run-
  ning 13, Psi Communication 5, Lasers 6, Energy Generator 7, Energy Res-
  ervoir 10 {53 pts.}, Programs: (Drive Cycle 1, Psi Communication 1, La-
  sers 2)
  
  110
  Cassandra
  Cassandra is Zephaniah�s tutor in the city of Hebron on the planet Abishua. Her past
  deeds while safeguarding him have earned her the authority of being a Special
  Agent for the Star Force Organization. This grants her clearance into most Star
  Force facilities throughout the Gedaliah Confederation. Her Special Agent status is
  a great help when she has to deal with enemies from her homeworld of Ortan V.
  Cassandra is unique among androids; she is able to regain her power from solar en-
  ergy. It was because of this ability that she had to leave her homeworld. Ortan V is
  an energy starved world and its scientists actively seek out androids and robots with
  the ability to natural draw power from the environment. If Ortan V�s scientists ever
  catch up with Cassandra, they will certainly attempt to dissect her to find out how
  she is able to absorb solar energy. Cassandra normally comes into conflict with Star
  Force enemies as well as bounty hunters from Ortan V. Since coming to Earth, Cas-
  sandra is slowly accepting the fact that Zephaniah has grown up and needs her more
  in the role of friend than bodyguard.
  Combat Tactics: Cassandra tends to be a close range fighter. She specializes in tum-
  bling attacks and will often times use a tumbling maneuver to get in close to a foe
  and then attack. She is a skilled archer and will use her bow until she is able to close
  with an opponent.
  Identity: Cassandra
  Occupation: Tutor / Bodyguard
  Characteristics: Strength: 6, Agility: 3, Personality: 4, Appearance: 3, Stamina: 5,
  Confidence: 2, Intelligence: 5, Presence: 2
  Age: 23
  Sex: Female
  Height: 5� 11�
  Weight: 140 lbs.
  Carrying Capacity: 1600 lbs.
  Skin: Pale
  Hair: Black Eyes: Green
  Level: 1
  Exp. Points: 0
  Hit Points: 21
  Will Points: 5
  Power Points: 38Wealth: 2
  Body Type: Android
  Origin: Natal
  Powers: Energy Detection 3/6, Infrared Vision 1/4, Penetration Vision 2/6, Para-
  bolic Hearing 1/3, Running 2/6, Ultrasonic Hearing 1/4, Ultraviolet Vision 2/3,
  Body Armor 1/5, Radio Communication 2/5, Solar Sustenance 1/2,*
  Combat Info: Init.: 4, OFV 10, DFV 15, HTH: 3D6, Healing Rate: 1.2
  Skills: Education 6, Fighting 4, Onalogian Heraldry 3, Basic Math 4, Leadership 2,
  Fletching 6, Archery 4, Tumbling 4,  Staff 2, Analyze Fighting Style 2, Astronomy
  3,  Astrophysics 4, Computer Hacking 3, Computer Operation 5, Cybernetic Tech-
  nics 3, Data Processing 2, Environmental Engineering 3, Abishua (Area Knowl-
  edge) 2, Gedaliah Confederation (Area Knowledge) 3, Impersonation 3, Terran
  Medical Diagnosis 4, Onalogian Medical Diagnosis 2, Terran First Aid 4, Onalo-
  gian First  Aid 2, Terran Racial History 5, Onalogian Racial History 4, Security
  Scanner Analysis 3, Security Operations 4, Space Astrogation 5, Space Pilot 2, Stel-
  lar Law 1, Tumbling Attack: HTH 3, Energy Weapon Design 7, Energy Weapon
  Technics 2, Child Care 3, Cook 2, Housekeeping 3, Shadowing 2, Street Smart 1,
  Missile Projection: Energy 3, Missile Projection: Ice 1
  Advantages: Eidetic Memory, Local Enforcement Powers 20 (Gedaliah Confedera-
  tion), Life Support: Self-Contained Breathing, Life Support: Longevity, Mental Cal-
  culator, Speed Reading, Kinesis (Hi), Star Force (Hi), Empower Device
  Traits: Honesty, Weirdness Magnet, Involuntary Exile (Ortan V)*
  Equipment: Energy Bow (Bulk 2, Structural Rating 9, Structural Points: 5, Missile
  Projection: Energy 6, Missile Projection: Fire 5, Missile Projection: Ice 5, Energy
  Reservoir 8 (40 points), Transformation: Collapsible Staff�241 DCPs)
  
  111
  Chemex
  Retsnom is a world plagued by monsters. Mythic creatures of all sizes test, tease
  and torment Retsnomians almost at whim. Since survival is a life and death
  struggle for most Retsnomians, humanoid crime is almost non-existent. Corpo-
  rate espionage/sabotage is common between the various companies that make
  their living protecting the population from the monsters� never-ending rampages.
  Taharaq was a victim of a rare occasion of Restnomian crimes 10 years ago. He
  was caught in the explosion which destroyed his father�s lab. Bathed in the en-
  ergy from both the explosion and the combination of the different chemical com-
  ponents in the lab, Taharaq�s DNA was altered. He shortly learned that he could
  alter his physical structure to both become a wide range of animals or elemental
  compounds. Taharaq continued to assist his father while honing his abilities until
  the time came for him to inherit the company and take it to the next service
  level.
  Combat Tactics: Taharaq prefers to rely on his natural form coupled with his
  Body Transformation power. This allows him to use his high strength and intelli-
  gence and whatever properties his Body Transformation gives him. Taharaq
  likes to outwit his foes and will, if given time, create devices that will take ad-
  vantage of a creature�s weaknesses. Taharaq is developing a catalog of the vari-
  ous monsters on Retsnom and he will fight monster with monster using his
  Shape Changing powers when necessary.
  Identity: Taharaq Kher
  Occupation: Monster Hunter
  Characteristics: Strength: 10, Agility: 8, Personality: 9, Appearance: 4, Stam-
  ina: 10, Confidence: 8, Intelligence: 12, Presence:8
  Age: 23
  Sex: Male
  Height: 6� 3�
  Weight: 175 lbs.
  Carrying Capacity: 26 Tons
  Skin: Orange
  Hair: Red
  Eyes: Golden
  Level: 1
  Exp. Pts: 625
  Hit Points: 73
  Will Points: 17
  Power Points: 51Wealth: 2
  Body Type: Restnomian
  Origin: Crime Victim
  Powers: Shape Change 5/20, Body Transformation 10/20
  Combat Info: Init.: 9, OFV 10, DFV 15, HTH: 3D12, Healing Rate: 2.7
  Skills: Fighting 9, Guerrilla Tactics 9, Swordsmanship 10, Astronomy 15, Rets-
  nom (KS) 5, Astrophysics 15, Biology 5, Chemistry 10, Deduction 9, Gimickry
  20
  Advantages: Expansive HQ, Multi-Connection, Speed Reading
  Traits: Protective of Innocents, Shyness (Mild)
  Equipment: Seekers Wrist Communicator - Bulk 1/64, S.R. 15, S.P. 10, Intel-
  ligence 6, Interstellar Psi Communication 2, Psi Communication 5, Video Com-
  munication 3, Tele-Record 6, Power Share. Programs: - KS. Gedaliah Confed-
  eration 5, K.S. Star Force 4, K.S. Retsnom Fauna 5, KS: Retsnom Flora 4, KS:
  Gedaliah Confederation Fauna 6, KS: Gedaliah Confederation Criminal Organi-
  zations 5, KS Gedaliah Confederation Terrorists 6, Gedaliah Confederation Stel-
  lar Law 6, - 435 Device Construction Points
  
  112
  Disruptor
  Makeda Kher is Chemex�s twin sister and she also gained her powers from the same
  lab explosion 10 years ago. Makeda soon discovered that she could turn her body into
  raw energy.
  Combat Tactics:  Disruptor will melee with most organic life forms  relying on her
  fighting skills. In these circumstances, she will only use her Energy Form for move-
  ment and to destroy devices or obstacles. However when faced with robots or mon-
  sters, Makeda will rely heavily on her Disintegration Blasts whether in normal or En-
  ergy Form.
  Identity: Makeda Kher
  Occupation: Heroine
  Characteristics: Strength: 7, Agility: 6, Personality: 4, Appearance: 5, Stamina: 5,
  Confidence: 6, Intelligence: 5, Presence: 4
  Age: 20  
  Sex: Female
  Height: 5' 10"
  Weight: . 160 Pounds
  Carrying Capacity: 3.2 Tons
  Skin: Light Orange
  Hair: Red
  Eyes: Yellow
  Level: 1  
  Experience Points: 0
  Hit Points: 74  
   
  Will Points: 11
  Energy Body Hit Points: 78
  Power Points: 59
  Wealth: 2
  Body Type: Retsnom
  Origin: Crime Victim
  Powers: Energy Body 5/10, Disintegration 4/5, Energy Detection 5/6
  Combat Info: Init.: 7, OFV 10, DFV 15, HTH: 1D20, Healing Rate: 1.2
  Skills: Fighting 8, Guerilla Tactics 5, Power Development 5, Electrical Engineer 7,
  Body Development 3, Energy Weapon Design 7, Stealth 4, K.S. Retsnom 5, Seduc-
  tion 3, Analyze Fighting Style 4, KS: Coordinating Attacks 5, KS: Groundstrike 3
  Advantages: Perfect Balance
  Traits: Enjoys Using Power, Curiosity, Mild Claustrophobia
  Equipment: Seekers Wrist Communicator - Bulk 1/64, S.R. 15, S.P. 10, Intelli-
  gence 6, Interstellar Psi Communication 2, Psi Communication 5, Video Communica-
  tion 3, Tele-Record 6, Power Share. Programs: - KS: Famous Gedaliah Confederation
  Warriors 5, KS: Martial Arts 5, KS: Gedaliah Confederation Martial Arts 6, KS. Ge-
  daliah Confederation 5, K.S. Star Force 4, KS Gedaliah Confederation Terrorists 6,
  Gedaliah Confederation Stellar Law 6, - 423 Device Construction Points
  
  113
  Glicíon
  Glicíon hails from the planet Onalog which is located in the Stz Empire. He is the first
  member of his family to be accepted into any of the Knight Orders. As a Lightning
  Knight, Glicíon knows no equal; he enjoys being a knight because he finds fulfillment
  in defending the downtrodden and oppressed. He will seek to go out on patrol whenever
  possible. He will be just as pleased with protecting one person from a mugger to saving
  a city or a planet from the Royal Court.
  Glicíon respects Pulse and will support him if he wants to petition to join the Elemental
  Knights.  In preparation for this, Glicíon has appointed Pulse as his squire. Troy shares
  his scientific knowledge in exchange for Glicíon training him in combat.
  Combat Tactics: Glicíon will close with his foes and begin to melee with them. If he
  needs to summon his battle-axe, Lightning Strike he will use the flat of the blade or the
  blunt end unless he is battling robots or the sort. (Lightning Strike comes to Glicíon in a
  bolt of Lightning - Glicíon lifts his right hand in the air. Regardless of where he is at,
  storm clouds gather and there is a flash of lightning which strikes his hand. Lightning
  Strike forms amidst crackling blue lightning.) Lightning Bolts will be used primarily
  when he is coordinating his attacks with teammates.
  Identity: Glicíon
  Occupation:Warrior
  Characteristics: Strength: 20, Agility: 8, Personality: 6, Appearance: 3, Stamina: 10,
  Confidence: 7, Intelligence: 4, Presence: 10
  Age: 165
  Sex: Male
  Height: 8 feet, 1 inch
  Weight: 2,300 lbs.
  Carrying Capacity: 28 KiloTons Skin: Brown
  Hair: Black
  Eyes: Gold
  Level: 1
  Experience Points: 100
  Hit Points: 187
  Will Points: 18
  Power Pts: 92
  Wealth: 2
  Body Type: Onalogian Knight
  Origin: Self-Achievement
  Powers: Body Armor 1/10, Adaption 1/4, Ultra Violet Vision 1/3, Telescopic Vision
  1/7, Infrared Vision 1/4, Parabolic Hearing 1/7, Flight 1/4, Energy Absorption
  (Electricity) 1/10, Electrical Sustenance 1/6, Troll Regeneration 1/5
  Combat Info: Init.: 9, OFV 10, DFV 15, HTH: 13D10, Healing Rate: 6.3
  Skills: Fighting 10, Analyze Fighting Style 5, Stz Space 7, Apto Lore 3, Gedaliah Con-
  federation Space 6, Hostile Environment: Elemental Lightning Dimension 4, Hostile
  Environment: Vacuum 5, Leadership 1, Military Organization 2, Sense Reality Warp 3,
  Battle Axe 6, Space Astrogation 2, Battlefield Tactics 3, Sabotage Tactics 1, Knowl-
  edge Skill: Elemental Knights 6, Knowledge Skill: Lightning Knights 4, KS: Coordinat-
  ing Attacks 4, Codes of Honor 2, Famous Deeds 4, Warp Flight 2, Lightning Bolt 3,
  Dimensional Travel 4, KS: Groundstrike 2
  Advantages: Life Support: Longevity, Stz Empire (Hi), Gedaliah Confederation (Hi),
  Star Force (Hi), Elemental Knights (Low), Lightning Knights (Hi)
  Traits: Code of the Elemental Knights, Hunted by Psi-Death (40-), Hunted by Apto
  (40-), Love of Adventure, Public Identity, Major Intergalactic Reputation: Warrior Elite
  (55-), Won't Surrender, Troll Regeneration Only Works when Energy Absorption is in
  effect
  Onalogian Armor: Bulk 2, S.R. 20, S.P. 75, Warp Flight 10, Resistance: Psionics 9,
  Power Reservoir 5 (23 pts.)
  Lightning Strike: +30 OFV, +10 DFV, Bulk 1, S.R. 25, S.P. 100, Dimensional
  Travel�Lightning Plane 10, Lighting Bolts 15, Returns when thrown (Teleportation 5),
  Energy Reservoir 8 (33 pts.)
  
  114
  Jael
   A little over 200 years ago, Jael was selected for the Universal Guardian Corps.  A
  sickly teenager growing up on Zilar, Jael spent much of her first 19 years grounded.
  By her teen years, Jael�s illness had all but shriveled her wings and she was spending
  more time in bed than out. Her debilitating illness served to strengthen her relation-
  ship with God. Her faith in God attracted the attention of a Universal Guardian and he
  sponsored Jael for membership. It took Jael over a year and half to complete the gru-
  eling training but she graduated and received her membership ceremony. (The Elders
  in the UG Corps gather around a new member and transfer some of their powers into
  the new recruit)
  Combat Tactics: Jael prefers to melee with her foes above any other attack.
  Identity:  Jael
  Occupation: Universal Guardian Corps
  Characteristics: Strength: 9, Agility: 7, Personality: 4, Appearance: 3, Stamina: 6,
  Confidence: 5, Intelligence: 4, Presence: 5
  Age: 219
  Sex: Female
  Height: 6 feet, 2 inches
  Weight: 204 lbs.
  Carrying Capacity: 12.5 Tons
  Skin: Grey
  Hair: Dark Blue
  Level: 1 Experience Points: 0
  Hit Points: 67
  Will Points: 11
  Power Points: 39
  Body Type: Zilarian
  Powers: Body Weaponry: Wings 1/5, Adaption 1/4, Warp Flight 1/15, Wings 3/2,
  Telescopic Vision 1/3, UV Vision 1/3, Penetration Vision 1/4, Comprehend Lan-
  guages 2/10, Cosmic Navigation 5/5, Trouble Magnet 2/20, Energy Detection 4/10,
  Environmental Awareness 2/10, Invulnerability 1/5, Force Field 2/9, Regeneration
  1/5, Solar Sustenance 2/5, Energy Conversion 4/10, Energy Blast 10/10
  Combat Info: Init.: 8, OFV 10, DFV 15, HTH: 3D10, Healing Rate: 2
  Skills: Fighting 7, Administration 3, Canon 2, Paper Making 3, Criminal Investiga-
  tion 5, Deduction 4, Gedaliah Confederation Law Enforcement 5, Poetry 6, Child
  Care 2, KS: Galactic Knights 1, Language: Fidelis 1, K.S. Coordinating Attacks 2
  Advantages: Link with other Universal Guardian Corpsman, U.G. Corps (Hi), LS-
  Longevity, Speak with Birds (Avians)
  Traits: Authority Figure, Minor Intergalactic Reputation: Universal Guardian (40-),
  Likes to write Poetry, Heroine�s Code of Honor, Curiosity, Prideful
  
  115
  Kinesis
  Zephaniah is new to being a hero and is really enjoying his new powers to the hilt. He
  will attempt a Presence attack at least once per adventure. After thwarting Nim�s, the
  techno virus, onslaught on Hebron, Kinesis with the help of Cassandra, his tutor and
  Shakyra, his girlfriend began exploring and measuring his powers. Zephaniah struggles
  to balance his studies at Ursa Major Academy, an active social life and making time to
  train and use his powers responsibly.
  Zephaniah is still uneasy with being on Earth. Abishua is an open society where he
  never had to worry about costumes and secret identities. He fought his enemies and
  partied with his friends wearing his street clothes.  As a result, he struggles with using
  his powers when his teammates are in their secret identities.
  Combat Tactics: Kinesis will adapt his fighting style to match his opponent. He likes to
  fly in close to combat his foes and then utilize either his Telekinesis or Pyrokinesis to
  confound them before returning to fisticuffs.
  Identity: Zephaniah
  Occupation: Student
  Characteristics: Strength: 9, Agility: 4, Personality: 4, Appearance: 2, Stamina: 4,
  Confidence: 7, Intelligence: 3, Presence: 3
  Age: 17
  Sex: Male
  Height: 5 feet, 11 inches Weight: 140 lbs.
  Carrying Capacity: 13 Tons
  Skin: Brown
  Hair: Black
  Eyes: Hazel
  Level: 1
  Experience Points: 0
  Hit Points: 25
  Will Points: 11
  Power Points: 38
  Wealth: 3
  Body Type: Random Psionic
  Origin: Chosen One
  Powers: Body Control 2/3, Warp Flight 1/2, Telekinesis 5/12, Telepathy 4/8, Pyrokine-
  sis 2/15, Danger Sense 1/3, Mental Surgery 2/3
  Combat Info: Init.: 6, OFV 10, DFV 30, HTH: 3D10, Healing Rate: 0.9
  Skills: Leadership 3, Energy Pistol 1, Sword 3, Fighting 4, Astronomy 2, Basic Math 1,
  Body Development 2, Computer Operation 1, Onalogian Heraldry 2, Area Knowledge:
  Abishua 3, Psi Perception 4, Psi Shield 3, Psi Attunement 1, Criminal Investigation 1,
  Deduction 2, Area Knowledge: Hebron 2, Psionics 1, KS: Coordinating Attacks 2
  Advantages: Absolute Time Sense, Instant Costume (1), Light Sleep 2, Cassandra (Hi)
  Traits: Aura of Major Psionic, Code of the Elemental Knights, Love of Adventure,
  Won't Surrender, In Love with Shakyra, Attracted to Detective Holo Novels
  Equipment: Seekers Psi Wrist Communicator - Bulk 1/64, S.R. 15, S.P. 10, Intelli-
  gence 6, Interstellar Psi Communication 2, Psi Communication 5, Video Communica-
  tion 3, Tele-Record 6, Power Share. Programs: - KS: GC Police & Security Forces 4,
  KS: GC Militias 4, KS: Abishua Criminal Underground 5, KS: Abishua Criminals 4,
  AK: Abishua 6, AK: Hebron 5, KS. Gedaliah Confederation 5, K.S. Star Force 4, KS
  Gedaliah Confederation Terrorists 6, Gedaliah Confederation Stellar Law 6, - 459 De-
  vice Construction Points
  
  116
  Manta
  Before Seekers, Andrea had lived in seclusion. Her mother died while giving birth to
  her due to complications. A mutant since birth, her father Garret had to work to keep
  her from the public eye. For most of her life her father was her both caretaker and
  sole friend. Andrea would sometimes observe events in Arcadia from the shadows.
  One such event was the birth of Seraph. She arrived too late to prevent him from dy-
  ing, but she was the first person he saw when he came back to life. It is through their
  friendship that she came to start attending the Super Academy.
  Combat Tactics: Manta will seek to disable foes first with her Paralysis Ray. If that is
  not effective, she will then close to hand to hand combat range. She usually reserves
  her Bio-Energy Blast for joint attacks with her teammates.
  Identity: Andrea Lint
  Occupation: Explorer
  Characteristics: Strength: 8, Agility: 6, Personality: 5, Appearance: 4, Stamina: 5,
  Confidence: 4, Intelligence: 2, Presence: 3
  Age: 19 Sex: Female
  Height: 5 feet, 10 inches
  Weight: 135 lbs.
  Carrying Capacity: 6.4 Tons
  Skin: Chocolate Hair: Black
  Level: 1 Experience Points: 0
  Hit Points: 11
  Will Points: 8
  Power Points: 35
  Body Type: Random Mutant
  Powers: Wings 4/6, Swimming 4/7, Paralysis Ray 4/10, Bio-Energy Blast 5/8, Water
  Breathing 2/8, Regeneration 1/3, Environmental Awareness 5/10
  Combat Info: Init.: 7, OFV 10, DFV 15, HTH: 2D12, Healing Rate: 1.2
  Skills: Oceanography 6, Pilot Motorboat 4, Pilot Submarine 5, Stealth 6, Biology 3,
  Marine Biology 7, Fighting 3, KS: Coordinating Attacks 1
  Advantages: Arcadia City Super Academy (Hi), HQ (Confined) - Houseboat, Seraph
  (Hi)
  Traits: Public ID, Code Versus Killing, Dedication to the Preservation of Sea Life,
  DNPC: Father (55-), Hunted by Aqua Blast (70-), Register as Mutant when Detected,
  Independent: Loner, Weirdness Magnet
  
  117
  Port
  Carol and her twin brother, Mike were born mutants. They used their powers in-
  stinctively when they were the target of an attack by Redips Psaw during a battle
  with Seekers. She teleported back to her room and her brother jumped ahead in
  time. Unfortunately X-Psi was on patrol when their powers activated and the ruth-
  less group began to track them. She escaped but her brother did not. With the assis-
  tance of Seekers, Carol was able to rescue her brother. Later the two joined the
  team so that they could master their powers.
  Combat Tactics: Carol will use her teleportation abilities to assist her teammates
  and baffle her foes during combat. Her usual tactics include teleporting a teammate
  out of harm�s way (She holds her attack phase until she sees a teammate in danger
  and she then makes an attack roll to teleport her teammate), teleporting behind an
  opponent and teleporting items away from opponents.
  Identity: Carol King
  Occupation: Student
  Characteristics: Strength: 3, Agility: 7, Personality: 5, Appearance: 6, Stamina: 6,
  Confidence: 4, Intelligence: 3, Presence: 2
  Age: 18
  Sex: Female
  Height: 5 feet, 7 inches
  Weight: 140 lbs.
  Carrying Capacity: 200 lbs.
  Skin: Brown
  Hair: Brown
  Level: 1
  Experience Points: 0
  Hit Points: 15
  Will Points: 7
  Power Points: 35
  Body Type: Random Psionic
  Powers: Teleportation 5/22, Resistance: Power Manipulation 1/7, Resistance:
  Psionics (Mental Attacks) 1/5
  Combat Info: Init.: 8, OFV 10, DFV 15, HTH: 1D8, Healing Rate: 1.5
  Skills: Acrobatics 6, Acrobatic Evasion 10, Psionic Attunement 3, Disguise 4,
  Martial Arts 5, Lip Reading 3, Security Systems 4, Shadowing 5, Stealth 4, Sociol-
  ogy 7, Street Smart 3, KS: Coordinating Attacks 1
  Advantages: Absolute Direction Sense, Perfect Balance
  Traits: Aura of Major Psionic, Secret Identity, Enjoys Using Power, Super Patriot:
  Jamaica, Concern for the Poor & Homeless, Code Versus Killing
  
  118
  Pulse
  Troy Wilson has been fascinated with knights since his parents first read him stories
  about King Arthur and his Knights of the Round Table. He modeled the knightly code
  of chivalry since he was a youth and began tinkering in his father�s lab to create mod-
  ern knight attire. The latest version of this is his Pulse III Power Armor. Pulse will
  travel to Onalog with Glicion every time he gets the opportunity. He plans to learn as
  much as possible about their armoring skills.
  Pulse�s armor is more advanced than the ones he designed for Arcadia Police Depart-
  ment�s Super-power Tactical Assault Team or S.T.A.T. for short.  He maintains his
  position on the Police Force while fine-tuning his armor in his spare time.
  Combat Tactics: Pulse will surround himself with his Energy Field at the earliest
  opportunity during combat. He will use his Energy Mace, Energy Sword and other
  melee attacks over firing a Pulse Bolt from his Sword.
  Identity: Troy Wilson
  Occupation: Police Officer
  Characteristics: Strength: 3 [10], Agility: 4, Personality: 4, Appearance: 3, Stamina:
  3, Confidence: 4, Intelligence: 6, Presence: 4
  Age: 28 Sex: Male
  Height: 6 feet, 3 inches
  Weight: 170 lbs.
  Carrying Capacity: 26 Tons
  Skin: Brown
  Hair: Black
  Level: 2 Experience Points: 2005
  Hit Points: 12
  Will Points: 10
  Power Points: 43
  Body Type: Normal Human
  Powers:
  Combat Info: Init.: 6, OFV 15, DFV 20, HTH: 3D12, Healing Rate: 0.63
  Skills: Armor Design 11, Armor Evaluation 6, Armor Repair 6, Basic Electronics 4,
  Criminal Investigation 5, Computer Science 5, KS: Arcadia City 6, Street Smart 4,
  Pulse Bolt 3, Energy Sword 2, Energy Screen 3, Devitalization Ray 5, Fighting 3,
  Body Development 1
  Advantages: Mental Calculator, Legal Enforcement Powers 5, HQ (Confined) -
  Basement Lab, S.T.A.T. (Hi), Gallant (Hi)
  Traits: Secret ID, Hunted by Magus (40-), Reputation: Armored Hero (55-), Watched
  by the Arcadia Police Department (55-), Likes to Tinker, Code of Chivalry
  Equipment: Power Armor�Bulk 1, S.R. 8, S.P. 55, Strength 10, Life Support 1,
  Ultra Violet Vision 5, Telescopic Vision 5, Radio Communication 5, Ultrasonic Hear-
  ing 4, Parabolic Hearing 4, Force Field 10, Energy Sword 4, Pulse Bolt 8 (Increased
  Knockback fired from Energy Sword), Energy Mace 5 (Devitalization �No Range),
  Energy Reservoir 9 (44 pts) Solar Energy Generator 1-  450 Device Construction
  Points (Antennas will rise up from his helmet when communicating over long dis-
  tances)
  
  119
  Razor-Wing
  Razor-Wing�s homeworld, Zilar, was destroyed by the Mangians giant Robotic
  Monster. Rescued by Jael, of the Universal Guardian Corps, Razor-Wing trav-
  els throughout the Gedaliah Confederation breaking up Mangian Operations
  whenever possible. He is haunted by images of the destruction of his home-
  world and often wrestles with depression and rage. He consistently seeks to
  lose himself in the solace of battle. (Preferably with Mangians)
  Combat Tactics: Razor-Wing will close with his enemies and will either slash
  with his wings (Body Weaponry Attack) or clap his wings together (Bomb).
  Hand to hand fighting round out his preferred attack methods. This is espe-
  cially true in regards to Mangians. Since they destroyed his homeworld to
  prove their racial superiority to the Zilarians, Razor-Wing loves to prove that
  he is the best warrior in the universe.
  Identity: Razor-Wing
  Occupation: Warrior
  Characteristics: Strength: 11, Agility: 10, Personality: 5, Appearance: 4,
  Stamina: 10, Confidence: 9, Intelligence: 4, Presence: 10
  Age: 32
  Sex: Male
  Height: 7 feet, 1 inch
  Weight: 436 lbs.
  Carrying Capacity: 52 Tons
  Skin: Grey
  Hair: Black
  Eyes: Green
  Level: 1
  Experience Points: 1,605
  Hit Points: 107
  Will Points: 20
  Power Points: 44
  Wealth: 1
  Body Type: Zilarian
  Origin: Other World
  Powers: Adaption 2/6, Warp Flight 4/5, Body Weaponry: Wings 5/9, Wings
  3/2, Bomb 3/11, Telescopic Vision 1/3, Ultra Violet Vision 1/3, Penetration
  Vision 1/4, Invisibility 1/1, Electronic Invisibility 2/9
  Combat Info: Init.: 11, OFV 10, DFV 15, HTH: 4D10, Healing Rate: 4.5
  Skills: Camouflage 4, Concealment 1, Zero G Combat 10, Guerrilla Tactics 2,
  Fighting 6, Reverse Stroke 4, Shadowing 3, Sabotage Tactics 2, KS: Coordi-
  nating Attacks 3
  Advantages: Speak with Birds (Avians), Resistance 2, Absolute Direction
  Sense, Jael (Hi)
  Traits: Public ID, Loves to Fight, Loner, Feels that he�s the best warrior, Ga-
  lactic Reputation: Warrior Elite (55-), Likes to Fight One on One, Explosive
  Temper, Flashback: Destroyed Homeworld, No Compunctions About Killing,
  Hunted by Mangians (55-), Distinctive Features: Silver Wings (Concealed
  with Disguise), Won�t Surrender
  Equipment: Zilarian Body Armor (Bulk 1, Body Armor 5)
  
  120
  Seraph
  Along with Psionics and Science, Music is believed by some to be one of the most pow-
  erful forces in the universe. These individuals are known as Bards: artists and
  musicians who have excelled at their art.
  Gabriel is one such individual. Abandoned by his birth mother, Gabe is placed in
  an orphanage by Sonata. Always hearing a tune in his head, Gabe spent many
  hours humming to himself as a baby. His humming bought comfort to both him-
  self and the other children in the orphanages during the lonely nights. Gabriel
  stayed in the orphanage until he turned 5 and was adopted by Jack and Sarah
  Evans.
  As a youth, Gabriel continued to be passionate about music. When he heard ru-
  mors of the Bards, he was curious and eventually became slightly obsessed. His
  research led him to rumors that some Bards where even able to cheat death.
  Unfortunately for Gabriel, some Bards are very jealous and possessive of their
  music. One night while returning from a concert, Gabriel is attacked by a group
  of cloaked individuals with an Azure Tenor Cleft on their lapels. Brandishing
  swords, staffs and daggers, the gang quickly kills the struggling Gabe.
  As Gabe lies lifeless on the dark street, the music that has been his constant com-
  panion since birth begins playing audibly. Triumphant notes echo throughout the
  street as Gabe�s wounds begin to heal and he slowly begins to breath again.
  Gabriel is currently attending the Arcadia City Super Academy to fine tune his
  powers. Manta is one of his closest friends at the Academy and they frequently
  go out on patrol together. Thanks to the Academy Instructors, Gabriel has learned
  to do several things with his music. Among his songs, Gabe can summon his
  wings with a note and create his costume with a different melody.
  Combat Tactics: Because of his Phoenix Regeneration, Seraph usually places
  himself in the heat of a battle. He will  meet his foes with his hand to hand abili-
  ties and his energy sword.
  Identity: Gabriel Evans
  Occupation: Student
  Characteristics: Strength: 4, Agility: 6, Personality: 5, Appearance: 4, Stamina:
  6, Confidence: 5, Intelligence: 3, Presence: 4
  Age: 17 Sex: Male
  Height: 5 feet, 11 inches
  Weight: 150 lbs.
  Carrying Capacity: 400 lbs.
  Skin: Brown
  Hair: Glowing Brown
  Level: 1 Experience Points: 0
  Hit Points: 18
  Will Points: 10
  Power Points: 41
  Body Type: Altered Abishwan
  Powers: Phoenix Regeneration 1/7, Energy Wings 2/9, Energy Sword 3/8, Envi-
  ronmental Awareness 1/4
  Combat Info: Init.: 7, OFV 10, DFV 15, HTH: 1D10, Healing Rate: 1.5
  Skills: Aerial Acrobatics 3, Aerial Acrobatics - Evasion 4, Art Commercial 3,
  Basic Math 2, Basic Science 3, Brawling 3, Fighting 5, K.S. Bible 2, Christian
  Living 1, Music History 6, Music 3, Sing 4, Tale Telling 1, Flute 2, K.S. Turtles
  2, KS: Coordinating Attacks 2
  Advantages: Perfect Pitch, Silent Assistant: Sonata, Voice, Instant Costume 1,
  Manta (Hi)
  Traits: Curiosity, Hero�s Code of Honor, Secret ID, Bard
  Like all Abishwans, Gabriel�s hair glows whenever he experiences strong emotions.
  
  121
  Skink
  Mark thoroughly enjoys his studies at Ursa Major Academy especially archae-
  ology. He hasn�t purchased a wide brimmed hat and a whip as of yet but he is
  considering it. Mark is more of an adventurer than a hero. He prefers the thrill
  of discovering new places over fisticuffs.
  Combat Tactics: Skink will begin combat using his HTH abilities. If an oppo-
  nent has powers that his shape changing powers can counter, he will then use
  them. He is beginning to study Reptiles at Ursa Major Academy. At this point
  of time, he has a 10% chance of knowing any reptile species listed in this man-
  ual or future source books.
  Identity: Mark
  Occupation: Student
  Characteristics: Strength: 6, Agility: 10, Personality: 5 , Appearance: 3,
  Stamina: 7, Confidence: 3, Intelligence: 4, Presence: 5
  Age: 17
  Sex: Male
  Height: 6 feet, 1 inch
  Weight: 180 lbs.
  Carrying Capacity: 1600 lbs.
  Skin: Green
  Hair: Blond
  Eyes: Yellow
  Level: 1
  Experience Points: 0
  Hit Points: 20
  Will Points: 9
  Power Points: 43
  Wealth: 2
  Body Type: Cigamite
  Origin: Mutation
  Powers: Telescopic Vision 1/4, Infrared Vision 1/5, Ultra Violet Vision 1/5,
  Parabolic Hearing 1/2, Adhesive Touch 2/5, Running 1/3, Shape Change 1/15,
  Resistance: Psionics 1
  Combat Info: Init.: 11, OFV 10, DFV 15, HTH: 3D6, Healing Rate: 1.8
  Skills: Acrobatics 3, Adrenal Defense 4, Cigam Anthropology 5, Cigam Ar-
  chaeology 6, Abishua Archaeology 3, Camouflage 2, Bugging 4, Contortions
  7, Cryptography 5, Fighting 4, Foraging 5, Knowledge Skill: Reptiles 2, Pick
  Locks 3, Stealth 4, KS: Coordinating Attacks 3
  Advantages: Extra Limb (Prehensile Tail)
  Traits: Public ID, Cold Blooded, Curiosity, Independent: Loner, Love of Ad-
  venture, Register as Mutant on Detector, Shape Changing is limited to Reptiles
  
  122
  Snow Fighter
  Siano Tkarg used to be a member of the Snow Fighter Corps: the military
  elite of the Stz Empire. The Corps pledged themselves to the protection of
  the Stzian Throne and the Royal Family. The rebels made an alliance with
  Lord Alteration and he focused on destroying the Corps. The civil war that
  was fought over two hundred years ago served to eliminate the Corps with
  Siano being the only known living member. Siano, whose charge was
  Nikiasia, stood with her while they returned the Wysterioz Line to the
  throne.
  Combat Tactics: Siano will seek to close with his foes and use his martial
  arts to his best advantage. If Alpha is present, Siano will reserve his first
  action to ensure her safety through either blocking or preemptively strik-
  ing her opponent.
  Identity: Siano Tkarg
  Occupation: Guardian
  Characteristics: Strength: 8, Agility: 16, Personality: 7 , Appearance: 4,
  Stamina: 9, Confidence: 7, Intelligence: 3, Presence: 10
  Age: 244
  Sex: Male
  Height: 6 feet, 1 inch
  Weight: 166 lbs.
  Carrying Capacity: 6.4 Tons
  Skin: Purple
  Hair: Black
  Eyes: Light Gray
  Level: 1
  Experience Points: 0
  Hit Points: 96
  Will Points: 18
  Power Points: 48
  Wealth: 2
  Body Type: Stzian
  Origin: Self-Achievement
  Powers: Body Equilibrium 1/3, HTH-Defense 3/10, Leap 3/6, Awareness
  7/15, Telescopic Vision 3/8, Ultrasonic Hearing 2/3, Blessed 1/2
  Combat Info: Init.: 17, OFV 10, DFV 65, HTH: 2D12, Healing Rate: 2.4
  Skills: Acrobatics 5, Acrobatic Attack: HTH 7, Acrobatic Evasion 15,
  Adrenal Defense 3, Psi Attunement 4, Body Development 3, Deduction 7,
  Disguise 4, Fighting 10, Weapon Skill: Staff 6, Education 5, Hostile Envi-
  ronment: Arctic 10, Psi Perception 7, Space Pilot 6, Space Astrogation 4,
  Tactics - Strategic 2, KS: Coordinating Attacks 3
  Advantages: Life Support: Longevity, Linked to Alpha, Local Enforce-
  ment Powers (20 pts - Stz Empire), Alpha (Hi)
  Traits: Code: Sensai, Honorable, Reputation: Intergalactic: Warrior Elite
  (55-), Super Patriot
  
  123
  Time Slip
  Michael discovered his abilities in that same Seeker battle against Redips
  Psaw.  Unlike his sister who teleported away, Michael slipped forward in time
  only to find X-Psi waiting for him. He was gassed and held in captivity until
  he was rescued by Seekers. Michael is a reluctant hero. His first loves are ex-
  ploration and history. He, Bridge and Mark Cambridge (Skink) spend weeks
  immersing themselves in one culture after another.
  Combat Tactics: Michael will use his Time Slippin to his best advantage dur-
  ing combat. Zipping in and out to baffle his opponent with martial chops and
  kicks.
  Identity: Michael King
  Occupation: Student
  Characteristics: Strength: 3, Agility: 5, Personality: 4, Appearance: 3, Stam-
  ina: 8, Constitution: 7, Intelligence: 3, Presence: 2
  Age: 18
  Sex: Male
  Height: 5 feet, 11 inches
  Weight: 150 lbs.
  Carrying Capacity: 200 lbs.
  Skin:Brown
  Hair: Black
  Level: 1
  Experience Points: 0
  Hit Points: 16
  Will Points: 10
  Power Points: 39
  Body Type: Random Psionic
  Powers: Time Travel 15/6, Time Slippin� (Super Speed) 5/10
  Combat Info: Init.: 15, OFV 10, DFV 15, HTH: 1D8, Healing Rate: 2.1
  Skills: Martial Arts 4, Anthropology 2, Art History 5, Climbing 3, Computer
  Operation 5, Data Processing 7, Education 4, Deduction 4, American History
  5, Jamaican History 4, African History 3, General History 6, Psionic Percep-
  tion 2, Radio: Basic 3, KS: Coordinating Attacks 1
  Advantages: Absolute Direction Sense, Port (Hi), Skink (Hi), Night Vision,
  Time Council (Hi), Bedrock (Low)
  Traits: Aura of Major Psionic, Attracted to �Live� History Study, Code of
  Chivalry, Curiosity, Secret Identity
  
  124
  Vid
   
  A Vorakian native, Angelica Sanchez began her career in Star Force and devel-
  oped her formidable psionic abilities mission after dangerous mission. Gifted with Tele-
  mechanics, Angelica was able to manipulate and negotiate with a wide range of techno-
  logical devices.  Couple this with her ability to travel along electronic pathways, she
  was a formidable soldier/agent. Her success has inspired Star Force to create their new
  team of super beings known as SF-X.
   
  Vid brings this same confidence to Seekers. She seeks to be the first into a
  combat situation and the last one out. As a Vorakian, she is often able to pull of the
  �hard� task or battle with ease.
  Combat Tactics: In her mind, Angelica views herself as the most powerful Seeker
  member. She will confront the most dangerous / powerful foe utilizing her Animate
  Image power to create electronic weapons, devices and armor from her video game
  creations. Examples include: Power Armor (Mach Flight 2, Strength 8, SR 8, SP 10D6)
  Blaster Rifle (SR 8, SP 10D6, Energy Blast 8, Energy Generator 2) and a Laser Sword
  (SR 8, SP 10D6, Laser Sword 8, Energy Generator 2)
  Identity: Angelica Sanchez
  Occupation: Video Game Designer
  Characteristics: Strength: 3, Agility: 5, Personality: 4, Appearance: 6, Stamina.: 5,
  Confidence: 6, Intelligence: 5, Presence: 6
  Age: 21 Sex: Female
  Height: 5 feet, 11 inches Weight: 155 lbs.
  Carrying Capacity: 200 lbs.
  Skin: Tan
  Hair: Black
  Level: 1 Experience Points: 0
  Hit Points: 26
  Will Points: 13
  Power Points: 42
  Body Type: Psionic
  Powers: Electrokinesis 5/7, Telemechanics 10/10, Animate Image 5/10, Video Manipu-
  lation 5/7, Energy Body 4/6, Blessed 1/5
  Combat Info: Init.: 6, OFV 10, DFV 15, HTH: 1D8, Healing Rate: 1.2
  Skills: Pick Locks 2, Pick Pockets 3, Escape Artist 6, Stealth 6, Fighting 5, Computer
  Technology 4, Computer Crime 3, Computer Tapping 6, Business Law 2, Corporate
  Management 3, Video Game Design 4
  Advantages: Multi-Connection, Shakyra  (Hi), Star Force (Hi)
  Traits: Overconfident, Secret ID, Hunted: X-Psi (40-), Honorable, Enraged when in-
  sulted (55- Rec 40-), DNPCS (Sister, Brother (Slight Powers) 70-), Reputation: Power-
  ful Psionic (55-), Showoff, Love of Adventure, Registers as Psi on Detector, Energy
  Body only works through devices
  Equipment: Seekers Wrist Communicator - Bulk 1/64, S.R. 15, S.P. 10, Intelligence
  6, Interstellar Psi Communication 2, Psi Communication 5, Video Communication 3,
  Tele-Record 6, Power Share. Programs: - Video Game Creation 5, Video Game Editor
  6, Archive: Video Game Images 6, KS. Gedaliah Confederation 5, K.S. Star Force 4,
  KS Gedaliah Confederation Terrorists 6, Gedaliah Confederation Stellar Law 6, - 426
  Device Construction Points
  Head Set: Bulk 1/128, SR 14, SP 1, Tele-Record 8 � 170 Device Construction Points
  
  125
  VVILLAINS
  ILLAINS
  Banshee
  The pursuit of �high science� is not exclusive to Rak-
  garians. Jan Dice Tech is known throughout Abishua
  Confederation for it�s genetic seeding experiments.
  They create lifeforms and then place them on planets
  with indigenous lifeforms and track the drama which
  normally occurs. A little over five hundred years ago,
  Banshee was deposited in Arcadia City. Banshee�s first
  memories are of intense pain and of cloaked figures
  standing over her with a wide range of shocking devices.
  She can sometimes remember back to a time of no pain,
  when her heart was freer than it is today. She is a con-
  flicted person. She is one of the most remorseless vil-
  lains in Arcadia City yet she baffles authority by the
  extremes that she will go to protect innocents. (Even
  taking on her �teammates� in heated battle)
  Combat Tactics: Banshee relies on her Sound Energy
  Manipulation and Sonic powers in combat. She will use
  her Energy Drain to weaken an especially powerful foe
  so that she can escape. Banshee will seek to protect any
  innocent bystanders that might get in harm�s way during
  combat.
  Identity: Unknown
  Occupation: Criminal
  Characteristics: Strength: 3, Agility: 5, Personality: 4,
  Appearance: 4, Stamina: 5, Confidence: 3, Intelligence:
  2, Presence: 6
  Age: 507
  Sex: Female
  Height: 6 feet, 2 inches
  Weight: 147 lbs.
  Carrying Capacity: 200 pounds.
  Skin: Green
  Hair: Dk. Green Eyes: Blue
  Level: 2
  Exp. Pts.: 2113
  Hit Points: 20
  Will Points: 11
  Power Points: 42
  Wealth: 5
  Body Type: Elven
  Origin: Scientific
  Team: None
  Powers: Ultraviolet Vision 1/5, Infrared Vision 1/4,
  Animate Objects 2/5, Energy Manipulation (Sound)
  1/11, Energy Drain 2/9, Non-Corporealness 1/3, Sonic
  Power 3/10, Shape Change 2/3
  Combat Info: Init.: 7, OFV 15, DFV 20, HTH: 1D8,
  Healing Rate: 1.2
  Skills: Archery 5, Tracking 7, Acting 4, Anthropology
  3, Disguise 4, Sense Reality Warp 3
  Advantages: LS: Longevity
  Traits: Aura of Pure Evil, Curiosity, Flashback: Life
  before she underwent the Experiment, Intolerance, No
  Compunctions About Killing, Will Not Harm Innocents
  Dark Slayer
  Agni is one of the leading engineers in the Alliance. She
  created most of the frontlines robots including the Police
  Droids, Defense Spheres, and the gigantic Terror Bot.
  An interdimensional traveler she spends time seeking
  out new civilizations so that she can plunder their tech-
  nology for the Alliance.
  Combat Tactics: Dark Slayer will usually let her robots
  do her fighting. If she is without her robotic defenders,
  
  126
  she will use her powers in a running battle. (Heat Gen-
  eration, Energy Blasts) At the earliest opportunity she
  will attempt to use her Dimensional Traveling abilities
  to leave. (Or get some robotic assistance)
  Identity: Agni Lgnat
  Occupation: Special Operations
  Characteristics: Strength: 10, Agility: 6, Personality: 5,
  Appearance: 4, Stamina: 7, Confidence: 10, Intelligence:
  17, Presence: 16
  Age: 121
  Sex: Female
  Height: 6 feet, 2 inches
  Weight: 347 lbs.
  Carrying Capacity: 26 Tons
  Skin: Scaly Blue Hair: None
  Eyes: Green
  Level: 3
  Exp. Pts.: 5021
  Hit Points: 62
  Will Points: 29
  Power Points: 60
  Wealth: 9
  Body Type: Mangian
  Origin: Archaeological
  Team: None
  Powers: Body Weaponry (Claws) 1/5, Body Armor 1/8,
  Heat Generation (Eyes) 7/9, Energy Blast (Arms) 5/10,
  Dimensional Travel 20/10, Energy Body 1/8
  Combat Info: Init.: 9, OFV 25, DFV 30, HTH: 3D12,
  Healing Rate: 2.4
  Skills: Fighting 8, Yado 3, Missile Artillery 8, Archae-
  ology 10, Robotic Design 10, Robotic Evaluation 10,
  Robotic Repair 7, Corporate Management 5, Accounting
  6, Mangian Empire 10, Body Development 3, Inventor 6
  Advantages: LS: Longevity, Military Rank 4, Multi-
  Connection, Local Enforcement Powers - Alliance
  Space (15)
  Traits: Attracted to Reading, Authority Figure, Curios-
  ity, No Sense of Humor, Aura
  Day Break
  Day Break hates all Knights and Knight Orders with a
  passion. His childhood rejection by the Elemental
  Knights, unleashed his consuming hatred. His discovery
  at an excavation site on Giani III, approximately 174
  years ago, gave his hatred wings. In one of the burial
  chambers rested a sword with a crimson moon inscribed
  on it�s handle. Day Break touches the sword and it dis-
  appears. Midnight Blue Energy surrounds him and he
  falls to the ground in the throes of transformation.  �Day
  has been broken!� echoes throughout the chamber and
  Day Break rises.
  Day Break has managed to gather followers in his
  �crusade� to slay all knights in the universe. His organi-
  zation is responsible for the destruction of hundreds of
  knights and several entire Knight Orders during his 174
  year old campaign.
  Combat Tactics: Day Break will rely heavily on his Day
  Blast and �Crimson Moon� in combat. Anger can be
  seen in his eyes and a twisted smile on his lips, while
  battling knights. Day Break will only engage knights
  and their sympathizers in battle and will avoid conflict
  with anyone else.
  Identity: Unknown
  Occupation: Killer
  Characteristics: Strength: 12, Agility: 7, Personality: 4,
  Appearance: 3, Stamina: 8, Confidence: 6, Intelligence:
  5, Presence: 9
  Age: 207
  Sex: Male
  Height: 8 feet, 5 inches
  Weight: 2,678 lbs.
  Carrying Capacity: 105 Tons
  Skin: Blue Hair: Dk Blue Eyes: Glowing Yellow
  Level: 1
  Exp. Pts.: 0
  Hit Points: 148
  Will Points: 16
  Power Points: 67
  Wealth: 6
  Body Type: Onalogian Citizen
  Origin: Archaeological
  Team: None
  Powers: Body Armor 1/8, Adaption 1/2, Ultraviolet
  Vision 1/3, Infrared Vision 1/3, Telescopic Vision 1/6,
  Penetration Vision 1/10, Parabolic Hearing 1/8, Flight
  1/11, Cold Sustenance 1/1, Cold Absorption 1/10, Day
  Blast (E. Pt: Arms, Armor Piercing) 5/15, Energy Resis-
  tance 1/3, Weapon Generation (linked w/ Day Blast) 3/6
  - Crimson Moon
  Combat Info: Init.: 8, OFV 10, DFV 15, HTH: 5D10,
  Healing Rate: 2.8
  Skills: Acrobatics 7, Acrobatic Attack: Day Blast 10,
  Acrobatic Attack: Weapon Generation 2, Analyze Fight-
  ing Style 6, Archaeology: Onalog 11, Psionic Attune-
  ment 2, Fighting 5, Heraldry (Elemental Knight Orders)
  6, Knight Orders (KS) 15, Famous Knights 10, Leader-
  ship 4, Battlefield Tactics 4
  Advantages: Followers 4, Multi-Connection, HQ Con-
  fined (Space Ship)
  Traits: Blood Lust, Dark Secret: As a child wished to be
  a knight, Hatred of all Knight Orders (Crippling), Mega-
  lomania (Destruction of All Knight Orders), Fanaticism:
  Self, Intergalactic Reputation: Knight-Destroyer (40-),
  Won�t Surrender
  
  127
  Eliminator
  Although a Terran, Manuel was born in Stzian Space.
  From an early age he showed his talent for creating ex-
  plosive devices. His first bombing was the home of the
  only babysitter that spanked him. Bombings followed
  bombings and Manuel began to develop his reputation.
  As he grew, Manuel discovered he could make more
  money developing weapons for countries and planets
  than for Bombings on Demand. His company, Shake,
  Rattle and Boom, is one of the leading Warhead Devel-
  opers in Stzian Space.
  One evening Manuel was made an offer he couldn�t
  refuse. He was contacted by Lord Alteration; the head of
  the Royal Court and the nemesis of Alpha. If Manuel
  provided weaponry for his troops, Lord Alteration prom-
  ised to give him personal power beyond his wildest
  dreams. Manuel was doubtful but after witnessing Lord
  Alteration's Mutation power up close, he accepted. As
  the Eliminator, Manuel assists the Knights of Alterations
  in their super powered battles. But Manuel�s intelligence
  and resources have proven to be the greater asset to the
  team.
  Combat Tactics: Although super strong, Manuel rarely
  relies on his physical strength in combat. He will use his
  No Range Energy Blast almost exclusively in battle. A
  wide range of booby-traps will be present in any base
  that he has been at for more than 24 hours. Furthermore
  if Manuel is in a place for 48 hours, his personal security
  team: EST will be present.
  Identity: Manuel Rodriquez
  Occupation: Mass Murderer
  Characteristics: Strength: 10, Agility: 4, Personality: 5,
  Appearance: 3, Stamina: 14, Confidence: 4, Intelligence:
  5, Presence: 9
  Age: 48
  Sex: Male
  Height: 6 feet, 11 inches Weight: 630 lbs.
  Carrying Capacity: 26 Tons
  Skin: Tan
  Hair: Black
  Eyes: Green
  Level: 1
  Exp. Pts.: 0
  Hit Points: 102
  Will Points: 14
  Power Points: 54
  Wealth: 8
  Body Type: Normal Human
  Origin: Mutation
  Team: Knights of Alteration
  Powers: Adaption 1/6, Warp Flight 3/9, Invulnerability
  1/10, Energy Blast (E. Pt. - Head) 4/10, Penetration Vi-
  sion 1/12, Telescopic Vision 7/20, Energy Blast (No
  Range, E.Pt. - Hand, Armor Piercing) 6/15
  Combat Info: Init.: 5, OFV 10, DFV 15, HTH: 3D12,
  Healing Rate: 6.5
  Skills: Weapon Design: Matter/Antimatter Warheads
  16, Weapon Design: Missile Artillery 11, Weapon De-
  sign: Energy Weapons 10, Weapon Technics: M/A War-
  heads 7, Weapon Technics: Missile Artillery 5, Weapon
  Technics: Energy Weapons 2, Spanish 3, Fighting 9,
  Autopsy 4, Demolition 12, Evidence Dispersal 6, Sense
  Ambush/Assassin 3, Shadowing 3, Famous Bombings
  15, Famous Massacres 12, Body Development 5
  Advantages: Royal Court (Hi), Knights of Alteration
  (Hi), Transformation (�Lord Alteration�)
  Traits: Minor Intergalactic Reputation (40-): Knight of
  Alteration, Nihilist, Melodrama,  Secret Identity, Code
  of the Bushi
  Gree-Nal
  Ricardo is one of the most powerful villains on Rets-
  nom. He can summon both Animals and Monsters. This
  ability allows him to �direct� most of the monstrous
  inhabitants on Retnsom to do his bidding. His power is
  not such that he can give them detailed instructions but
  he can tell them, �You really want to destroy that build-
  ing.� Ricardo and his sister were born through artificial
  insemination. The scientists that arranged the procedure
  subjected the siblings to a wide battery of experiments
  and tests. Ricardo survived; his sister did not. Bitter and
  heartbroken, Ricardo decided that it was the pursuit of
  science and technology that killed his sister and he seeks
  to eliminate all technology from Retsnom.
  Combat Tactics: Ricardo will generally seek to avoid
  direct combat. He will �general� his monsters into battle
  
  128
  and �snipe� (sneak attack) from the sidelines. When that
  fails, he will sigh and then use his formidable (Fighting
  6) skills to dismantle his foes.
  Identity: Ricardo Pian
  Occupation: Terrorist
  Characteristics: Strength: 6, Agility: 6, Personality: 4,
  Appearance: 2, Stamina: 6, Confidence: 6, Intelligence:
  2, Presence: 4
  Age: 27
  Sex: Male
  Height: 6 feet, 7 inches
  Weight: 287 lbs.
  Carrying Capacity: 1600 lbs.
  Skin: Pale
  Hair: Brown
  Eyes: Hazel
  Level: 3
  Experience Pts: 7527
  Hit Points: 58
  Will Points: 13
  Power Points: 41
  Wealth: 2
  Body Type: Restsnomian
  Origin: Crime Victim
  Team: None
  Powers: Tracking Scent 2/4, Ani-Voyance 3/6, Animal
  Chameleon 1/7, Summon Animals 1/8, Summon Mon-
  ster 1/12
  Combat Info: Init.: 9, OFV 20, DFV 25, HTH: 3D6,
  Healing Rate: 2.0
  Skills: Fighting 6, Guerrilla Tactics 7, Archery 5, Acro-
  batics 5, Climb 5, Acrobatic Attacks: Fighting 4, Cam-
  ouflage 7, Demolitions 4, Persuasion 6, Fletching 5,
  Foraging 3, Retsnom (KS) 4, Military Organization 4,
  Read Tracks 2, Battlefield Tactics 5, Tracking 3, Flute
  5, Will Development 1
  Advantages: Speak with Animals, Speak with Fish,
  Absolute Time Sense, Light Sleep 3
  Traits: No Compunctions About Killing, Code of the
  Gunslinger, Independent: Loner, Jealousy, Lecherous,
  Fanaticism: �Anti-Technology - Return to Nature�
  Hell Strike
  Hell Strike is the vanguard of the next era for the Man-
  gian Empire. Arb was genetically engineered in the Kra-
  gis III labs. Hell Strike is clinically flamboyant with his
  powers. He will  �show off� only when it best suits him
  or offer a distraction for his troops.
  Combat Tactics: Hell Strike likes to attack from the air
  at a distance with his Fire Generation. Like all Man-
  gians, he is adept at hand to hand but he realizes that he
  is most powerful at a range.
  Identity: Arb Ingun
  Occupation: Warrior
  Characteristics: Strength: 10, Agility: 6, Personality: 5,
  Appearance: 4, Stamina: 7, Confidence: 5, Intelligence:
  7, Presence: 6
  Age: 28
  Sex: Male
  Height: 5 feet, 11 inches Weight: 252 lbs.
  Carrying Capacity: 26 Tons
  Skin: Green
  Hair: None
  Eyes: Yellow
  Level: 1
  Experience Points: 350
  Hit Points: 50
  Will Points: 12
  Power Points: 54
  Wealth: 5
  Body Type: Mangian
  Origin: Mutation
  Team: None
  Powers: Body Weaponry (Claws) 1/5, Body Armor 1/5,
  Flight 2/4, Fire Generation (E-Pt.: Arms) 4/10, Fire
  Aura 1/6, Regeneration 1/5, Infrared Vision 4/10
  Combat Info: Init.: 7, OFV 10, DFV 15, HTH: 3D12,
  
  129
  Healing Rate: 2.4
  Skills: Explosive Engineering 4, Fighting 6, Yado 3,
  KS: Mangian Empire 5, Trap Building 7
  Advantages: Eidetic Memory, Mental Calculator, Mili-
  tary Rank 3
  Traits: Gluttony, Super Patriot, Public ID, Dedication to
  the Emperor, Power Lust
  Infiltrator
  Infiltrator is one of the best spies in known space. While
  he is not a powerful shape changer, Infiltrator�s normal
  Taklonian attributes more than make up for it. He oper-
  ates primarily in Stzian Space and continues to oppose
  Snow Fighter and Alpha. He was one of their chief op-
  ponents in the Stzian Civil War over 200 years ago.
  (Lord Alteration saw how effective he was and granted
  Infiltrator the Longevity mutation) Infiltrator�s Hatred of
  Stzian Noble Houses limits his ability to profit from his
  skills. (Nobles do have most of the money in most socie-
  ties.) His alliance with Lord Alteration has changed this
  but Infiltrator views money as a tool and not something
  to be hoarded.
  Combat Tactics: Infiltrator is a brawler. When he has to
  fight, he will use anything he can get his hands on to
  pummel his foe.
  Identity: Unknown
  Occupation: Spy / Assassin
  Characteristics: Strength: 15, Agility: 5, Personality: 7,
  Appearance: 5, Stamina: 10, Confidence: 6, Intelligence:
  3, Presence: 8
  Age: 247
  Sex: Male
  Height: 8 feet, 2 inches
  Weight: 1,867 lbs.
  Carrying Cap.: 850 Tons
  Skin: Black Crystal
   Hair: None
  Eyes: Glowing Red
  Level: 1
  Exp. Pts: 0
  Hit Points: 128
  Will Points: 15
  Power Points: 92
  Wealth: 2
  Body Type: Taklonian
  Origin: Maturity
  Team: None
  Powers: Body Armor (Inorganic) 1/6, Earth Control 1/3,
  Shape Change 2/10
  Combat Info: Init.: 6, OFV 10, DFV 15, HTH: 4D20,
  Healing Rate: 6.3
  Skills: Stz Empire 5, Snowfighter Corps 11, Fighting 6,
  Analyze Fighting Style 3, Camouflage 4, Criminal Psy-
  chology 7, Deduction 3, Disguise 2, Acting 3, Stzian
  Heraldry 7, High Society 10, Sense Ambush/
  Assassination 7, Shadowing 3
  Advantages: Longevity, Lord Alteration (Hi)
  Traits: Gluttony, Hatred of Stzian Nobility (Severe),
  Paranoia
  Kuratos
  Sgt.Kuratos is Torrent�s personal aide and assists him on
  most missions.
  
  130
  Combat Tactics: Kuratos will begin combat with his
  Martial Arts Skills. Poison Touch will be used to
  weaken the most powerful (looking or acting) character.
  Identity: Tyler James Kuratos
  Occupation: Soldier
  Characteristics: Strength: 8, Agility: 5, Personality: 5,
  Appearance: 2, Stamina: 6, Confidence: 5, Intelligence:
  3, Presence: 4
  Age: 125
  Sex: Male
  Height: 6 feet, 2 inches
  Weight: 251 lbs.
  Carrying Capacity: 400 lbs
  Skin: Pale
  Hair: Red
  Eyes: Green
  Level: 2
  Exp. Pts.: 2,338
  Hit Points: 11
  Will Points: 10
  Power Points: 40
  Wealth: 2
  Body Type: Human
  Origin: Villainous Legacy
  Team: None
  Powers: Ani-Voyance 1/3, Body Adaption 1/3, Energy
  Conversion 2/7, Immortality 1/2, Poison Touch 2/3,
  Invulnerability 1/3
  Combat Info: Init.: 6, OFV 10, DFV 15, HTH: 2D12,
  Healing Rate: 2.0
  Skills: Adrenal Defense 2, Analyze Fighting Style 3,
  Armor Design 2, Armor Evaluation 5, Armor Repair 3,
  Psionic Attunement 4, Accounting 4, Martial Arts 5,
  Guerrilla Tactics 2, Tcnesi Language 2, Space Astroga-
  tion 3, Space Pilot 4
  Advantages: Military Rank 4, Intuition, Local Enforce-
  ment Powers (15 - Alliance Space)
  Traits: Alcoholism, Bloodlust, Code of the Chinese
  Master, Dedication to Superior Officer, Voluntary Exile
  - Earth, Love of Danger
  Ms. Miniature
  Sharon is a quiet person. Although she is attractive
  (Appearance 6), she hides her beauty behind black
  rimmed bottle nosed glasses. She is incredibly loyal to
  Lord Alteration because he transformed her abuser into
  a frog. He is one of the few males that Sharon trusts. She
  works with fellow knights but maintains an aloofness
  from the men. The only exception is the dim-witted
  Quake for whom she has a �soft spot�. Sharon is most
  comfortable working in her lab where she spends long
  hours when not on assignment for the Knights of Altera-
  tion.
  Combat Tactics: Sharon will use her Shrinking Blast on
  the biggest male on the team. She will then focus her
  attacks on male characters and only after all of them
  have been defeated will she focus on women characters.
  She prefers distance attacks over melee.
  Identity: Sharon Davens
  Occupation: Villainess
  Characteristics: Strength: 3 [10], Agility: 10, Personal-
  ity: 4, Appearance: 6, Stamina: 3, Confidence: 2, Intelli-
  gence: 7, Presence: 3
  Age: 28
  Sex: Female
  Height: 6 feet
  Weight: 170 lbs.
  Carrying Capacity: 26 Tons
  Skin: Pale
  Hair: Black
  Eyes: Blue
  Level: 1
  Exp. Pts.: 0
  Hit Points: 8
  Will Points: 6
  Power Points: 32
  Wealth: 2
  Body Type: Human
  Origin: Natal
  Team: Knights of Alteration
  Powers: None
  Combat Info: Init.: 11, OFV 10, DFV 15, HTH: 3D12,
  Healing Rate: 0.63
  Skills: Armor Design 7, Armor Evaluation 6, Armor
  Repair 5, Computer Operation 5, Computer Crime 6,
  Drafting 3, Fighting 4, Physics 8, Nuclear Physics 13,
  Transmutation 7, Flight 3, Teleportation 2, Energy Blast
  4, Radio Communication 2, Life Support 1, Thermal
  Vision 2, Energy Detection 4, Resistance: Radiation 3,
  Energy Reservoir 2, Energy Generator
  Advantages: Royal Court (Hi), Knights of Alteration
  (Hi), Absolute Time Sense, Mental Calculator
  
  131
  Traits: Minor Intergalactic Reputation: Knight of Al-
  teration (40-), Hatred of Being Touched (Mild), Fanati-
  cism: Royal Court, Nicotine Addiction, Likes to Stay in
  Her Power Armor (Was sexually assaulted and feels safe
  in her armor), Compulsive Shopper, Powerlust
  Equipment: Ring (SR 20, SP 6 Teleportation 9, Flight
  22, Transmutation (Shrinking Only) 16, Energy Blast
  10) Armor (3/7, Life Support 1, Thermal Vision 3, Ra-
  dio Communication 10, Energy Detection 5, Resistance:
  Radiation 10, Energy Reservoir 4 (10), Energy Genera-
  tor 2)
  Quake
  Quake is an ogre from Cigam. Like most ogres, Quake
  delights in physical activities. Unlike most ogres, Quake
  is very intelligent. He hides this from his companions by
  using short sentences and exaggerating his odious per-
  sonal habits. He loves Sharon like a little sister and will
  seek to protect her whenever possible. Quake enjoys
  being a Knight of Alteration because he gets to battle
  with some of the strongest beings in the universe.
  Combat Tactics: Ogre is a team player. He will rough-
  house with his foes if possible. If he focuses on his Earth
  Control powers, he stands as one of the more powerful
  Knights of Alteration
  Identity:
  Occupation: Warrior
  Characteristics: Strength: 11, Agility: 6, Personality: 5,
  Appearance: 3, Stamina: 10, Confidence: 6, Intelligence:
  5, Presence: 10
  Age: 35
  Sex: Male
  Height: 8 feet
  Weight: 751 lbs.
  Carrying Capacity: 52 Tons
  Skin: Tan
  Hair: Black
  Eyes: Green
  Level: 1
  Exp. Pts.: 0
  Hit Points: 74
  Will Points: 17
  Power Points: 51
  Wealth: 2
  Body Type: Ogre
  Origin: Mutation
  Team: Knights of Alteration
  Powers: Body Armor [Leather Skin] 1/5, Telescopic
  Vision 1/9, Tracking Scent 5/8, Resistance: Physical
  Attacks 1/5, Resistance: Mental Attacks 1/4, Shape
  Change 5/7, Earth Control 4/10, Wings 4/7
  Combat Info: Init.: 7, OFV 10, DFV 15, HTH: 2D20,
  Healing Rate: 4.5
  Skills: Club 5, Brawling 7, Fighting 9, Acrobatics 4,
  Administration 3, Architecture 5, Caving 3, Drafting 6,
  Body Development 3, Impersonation 2, Lip Reading 4,
  Streetwise 3, Cigam 2
  Advantages: Perfect Balance, Polarized Eyes, Light
  Sleep 2, Resistance 3, Immunity to Disease, Royal Court
  (Hi), Knights of Alteration (Hi), Minor Intergalactic
  Reputation: Knight of Alteration (40-)
  Traits: Bad Temper, Enjoys Using Powers, Odious Per-
  sonal Habits, Overconfidence, Stubborn, Won�t Surren-
  der, Dedicated to the Royal Court & Lord Alteration
  Slash
  Lar is a Taklonian warrior. He is fascinated with the
  sword. Downtime between missions is often spent re-
  searching swords and sword makers. He is Knight be-
  
  132
  cause he enjoys the combat and the research facilities at
  Devonis IV, the homeworld of the Royal Court. Slash is
  the only Knight of Alteration to have faced Day-Break.
  Day Break soundly defeated Slash and would have
  killed him if Slash�s sword (one of those experimental
  models) hadn�t dimensionally teleported him. Slash is
  looking forward to a rematch in the future. (After he has
  gathered a couple of neat swords, of course)
  Combat Tactics: Lar will use his Energy Sword in com-
  bat if he is not testing some sword that he has found or
  acquired. There is a 10% chance anytime Slash is en-
  countered, that he is testing a new sword weapon.
  Identity: Lar Millis
  Occupation: Warrior
  Characteristics: Strength: 15, Agility: 5, Personality: 7,
  Appearance: 5, Stamina: 10, Confidence: 6, Intelligence:
  3, Presence: 8
  Age: 29
  Sex: Male
  Height: 7 feet
  Weight: 758 lbs.
  Carrying Capacity: 850 Tons
  Skin: Black
  Hair: None
  Eyes: Copper
  Level: 1
  Experience Points: 0
  Hit Points: 164
  Will Points: 15
  Power Points: 72
  Wealth: 2
  Body Type: Taklonian
  Origin: Strange Stuff
  Team: Knights of Alteration
  Powers: Body Armor (Inorganic) 1/6, Earth Control 1/3,
  Energy Sword 3/11
  Combat Info: Init.: 6, OFV 10, DFV 15, HTH: 4D20,
  Healing Rate: 4.5
  Skills: Acrobatics 5, Adrenal Defense 3, Analyze Fight-
  ing Style 4, Camouflage 3, Fighting 5, KS: Legendary
  Swords 10, Lip Reading 3, Public Speaking 7, Sabotage
  Tactics 6, Swordsmanship 8
  Advantages: Taklon V (Low), Royal Court (Hi),
  Knights of Alteration (Hi), Perfect Balance
  Traits: Public Identity, Bad Temper, Code of the Bushi,
  Minor Galactic Reputation: Famous Swordsman (40-),
  Attracted to Legendary Swords, Minor Intergalactic
  Reputation: Knights of Alteration (40-)
  Solar Wing
  Solar Wing is the leader of the mercenary group known
  as the Blazing Suns. They have received contracts from
  The Alliance, Gedaliah Confederation and the Stzian
  Empire.
  Combat Tactics: Solar Wing blasts his opponents with
  his Plasma Blast linked with his Heat Generation. He
  will coordinate his attacks with his team and utilize their
  powers to the best of his ability. Unless he has a contract
  on a character or the mission includes pay for battling
  heroes, Solar Wing will tend to avoid combat.
  Identity: Unknown
  Occupation: Mercenary
  Characteristics: Strength: 8, Agility: 5, Personality: 3,
  Appearance: 4, Stamina: 9, Confidence: 5, Intelligence:
  3, Presence: 4
  Age: 25
  Sex: Male
  Height: 6 feet, 5 inches
  Weight: 275 lbs.
  Carrying Capacity: 6.4 Tons
  Skin: Pale
  Hair: Black
  Eyes: Orange
  Lvl: 4
  Exp. Pts.: 9375
  Hit Points: 20
  Will Points: 13
  Power Points: 59
  Wealth: 5
  Body Type: Random Mutant
  Origin: Unexplained
  Team: Blazing Suns Mercenaries
  Powers: Adaption 5/6, Energy Detection 5/5, Gateway
  7/5, Plasma Control 6/7, Plasma Generation (Entire
  Body) 7/10, Heat Generation (linked to Plasma Genera-
  tion) 7/7, Solar Sustenance 5/5, Warp Flight 6/8
  Combat Info: Init.: 9, OFV 25, DFV 30, HTH: 2D12,
  Healing Rate: 3.2
  Skills: Appraisal 3, Astronomy 4, Demolitions 2, Acting
  2, Business Management (Marketing His Mercenary
  Service) 7, Fighting 3, Guerrilla Tactics 4, Gedaliah
  Confederation Underworld 4, Alliance High Council 6,
  Power Development 5, Space Astrogation 10, Surveil-
  
  133
  lance Systems 6
  Advantages: Multi-Connection, Knights of Alteration
  (Hi), Absolute Direction Sense, HQ, Expansive
  (Asteroid Moon)
  Traits: Code of the Gunslinger (Best Mercenary
  Group), Bad Temper, Bully, Enjoys Using Powers,
  Greedy, No Sense of Humor, Prideful, Minor Intergalac-
  tic Reputation: Leader of the Blazing Suns Mercenaries
  (40-)
  Torrent
  Slian contracted the Blazing Suns to steal the Nova
  Bracers during the Tcnesi front of the Alliance Invasion
  of the Gedaliah Confederation. The Bracers greatly en-
  hance the psionic abilities of the wearer. Greatly em-
  powered, Torrent led his Tcnesi troops through several
  successful battles against the Confederation. He finally
  lost the bracers in a battle with Kinesis and SF-X.
  Combat Tactics: Torrent will first attempt to use his
  Mind Control powers to cause dissension in the ranks
  for his enemies.
  Identity: Slian Eeb
  Occupation: Warrior
  Characteristics: Strength: 9, Agility: 4, Personality: 5,
  Appearance: 2, Stamina: 4, Confidence: 5, Intelligence:
  4, Presence: 10
  Age: 25
  Sex: Male
  Height: 7 feet
  Weight: 923 lbs.
  Carrying Capacity: 13 Tons
  Skin: Brown
  Hair: None
  Eyes: Multi-faceted
  Lvl: 3
  Exp. Pts.: 5250
  Hit Points: 14
  Will Points: 18
  Power Points: 48
  Wealth: 2
  Body Type: Tcnesi
  Origin: Major Psionic
  Team: None
  Powers: Systemic Antidote 1/5, Wings 5/10, Mind Con-
  trol 5/10, Telekinesis 1/4, Weather Control 5/5, Body
  Armor (Rigid Plates) 1/3
  Combat Info: Init.: 7, OFV 20, DFV 25, HTH: 3D10,
  Healing Rate: 1.8
  Skills: Fighting 5, Tcnesi Empire 7, Analyze Fighting
  Style 5, Psionic Attunement 7, Cryptography 5, Forag-
  ing 10, Leadership 3, Battlefield Tactics 5, Military Or-
  ganization 3, Psionic Perception 8
  Advantages: Tcnesi Government (Hi), Legal Enforce-
  ment Powers: Alliance Space (20 pts.), Military Rank:
  Lieutenant
  Traits: Aura of Major Psionic, Authority Figure, Blood-
  lust, No Sense of Humor, Psychopath: Nihilist
  Equipment: Nova Bracers (Psi Amplification 20, En-
  ergy Amplification 10, Armor Hardening 10) - Torrent
  does not currently have the Nova Bracers but he can be
  played as having them during your GM's campaign play.
  AALIENS
  LIENS
  Apto: Citizens
  The Apto are a race from a different dimension. Incredi-
  bly warlike, they often serve as high priced mercenaries
  or assassins and will fight, if the pay is right, against
  their own kind. The Apto are huge, heavily muscled
  reptilian humanoids. They have metallic scales (color
  varies between the three classes) with huge bat-like
  wings. Their eyes glow and they can see in both the in-
  frared and ultraviolet spectrums. The Apto have a
  dragon-like breath weapon and an innate resistance to
  psionics.
  Citizen Aptos are the weakest of the three classes of
  Apto. They rarely leave their homeworld so most heroes
  will not encounter them unless they find themselves lost
  between dimensions.
  Characteristics: Strength: 9, Agility: 4, Personality: 5,
  Appearance: 3, Stamina: 6, Confidence: 7, Intelligence:
  3, Presence: 5
  Age:
  Sex: Male / Female
  
  134
  Height: 6-8 ft.
  Weight: 1D100 x 1D4 pounds
  Carrying Capacity: 13 Tons
  Skin: Scaly Green
  Hair: None
  Eyes: Glowing Yellow
  Level: 1
  Exp. Pts: 0
  Hit Points: 4D10
  Will Points: 13
  Power Points: 8D6+20
  Base Construction Points: 60
  Powers: Body Armor (Scaly) 1/4, Force Field 1/6, Infra-
  red Vision 1/4, Laser Vision 1/8, Resistance - Mental
  Attacks 1/6, Ultraviolet Vision 1/5, Flame Generation
  (Cone) 1/8, Dimension Travel 5/3, Adaption 1/2, Warp
  Flight 1/8, Wings 3/2
  Combat Info: Init.: 5 OFV 10, DFV 15, HTH: 3D10
  Skills:
  Advantages:
  Traits:
  Apto: Elite
  Elite Apto are the most powerful of the Apto race.
  Characteristics: Strength: 13, Agility: 7, Personality: 5,
  Appearance: 4, Stamina: 9, Confidence: 8, Intelligence:
  4, Presence: 7
  Age:
  Sex: Male / Female
  Height: 10-12 ft. Weight: 1D100 x 1D8 pounds
  Carrying Capacity: 210 Tons
  Skin: Scaly Green
  Hair: None
  Eyes: Glowing Orange
  Level: 1
  Exp. Pts: 0
  Hit Points: 8D10
  Will Points: 16
  Power Points: 8D6+25
  Base Construction Points: 20
  Powers: Body Armor (Scaly) 1/5, Force Field 1/10,
  Infrared Vision 1/5, Laser Vision 1/12, Resistance -
  Mental Attacks 1/10, Ultraviolet Vision 1/6, Flame Gen-
  eration (Cone) 1/12, Dimension Travel 9/4, Adaption
  1/2, Warp Flight 3/15, Wings 3/2
  Combat Info: Init.: 8 OFV 10, DFV 15, HTH: 3D20
  Skills:
  Advantages:
  Traits:
  Apto: Warrior
  Warrior Apto are the middle-class of the race. They are
  the most often encountered Apto in the Stz Empire and
  the Gedaliah Confederation.
  Characteristics: Strength: 11, Agility: 6, Personality: 5,
  Appearance: 3, Stamina: 7, Confidence: 8, Intelligence:
  3, Presence: 5
  Age:
  Sex: Male / Female
  Height: 8-10 ft.
  Weight: 1D100 x 1D6 pounds
  Carrying Capacity: 52 Tons
  Skin: Scaly Green
  Hair: None
  Eyes: Glowing Blue
  Level: 1
  Exp. Pts: 0
  Hit Points: 6D10
  Will Points: 14
  Power Points: 8D6+23
  Base Construction Points: 40
  Powers: Body Armor (Scaly) 1/4, Force Field 1/8, Infra-
  red Vision 1/4, Laser Vision 1/10, Resistance - Mental
  Attacks 1/8, Ultraviolet Vision 1/5, Flame Generation
  (Cone) 1/10, Dimension Travel 7/3, Adaption 1/2, Warp
  Flight 2/12, Wings 3/2
  Combat Info: Init.: 7 OFV 10, DFV 15, HTH: 2D20
  Skills:
  Advantages:
  Traits:
  Dinhcara
  The Dinhcara are a spider-like race with six limbs and
  
  135
  multi-faceted eyes. These aliens retain several spider-
  like abilities. All of them have heavy fur which covers
  their body. Dinhcara have an intense hatred for human-
  oids whom they view as icky and disgusting. However,
  the Dinhcara have a deep love for music and they num-
  ber a wide range of both musicians and Bards among
  their people. The Dinhcara are one of the major races in
  the Alliance and they see both the Tcnesi and Mangians
  as �equals.�
  Characteristics: Strength: 3, Agility: 9, Personality: 3,
  Appearance: 2, Stamina: 5, Confidence: 4, Intelligence:
  3, Presence: 7
  Age:
  Sex: Male / Female
  Height: 4-6 ft.
  Weight: 4D4 x 10 pounds
  Carrying Capacity: 200 lbs.
  Skin: Brown/Black
  Hair: Brown
  Eyes: Blue Black
  Level: 1
  Exp. Pts: 0
  Hit Points: 2D10
  Will Points: 12
  Power Points: 5D6+8
  Base Construction Points: 75
  Homeworld: Dinhcaris
  Powers: Telescopic Vision 2/6, Ultraviolet Vision 1/7,
  Adhesive Touch 1/9, Entangle 2/7, Poison Bite 1/9,
  Tracking Scent 1/5, Swinging 1/2
  Combat Info: Init.: 10 OFV 10, DFV 15, HTH: 1D8
  Skills: Dinhcara Empire 1, Shadowing 3, Stealth 2, In-
  terrogation 1, Music 2
  Advantages:
  Traits: Hatred of Humanoids
  Mangian
  Mangians are a serpentine race with two muscled arms
  and a reptilian head. They are both skilled warriors and
  have an elite scientist class which develops and expands
  their military might. Mangians have scaly skin which
  provides them Body Armor.
  Characteristics: Strength: 10, Agility: 6, Personality: 5,
  Appearance: 4, Stamina: 7, Confidence: 5, Intelligence:
  7, Presence: 6
  Age:
  Sex: Male / Female
  Height: 5-7 ft.
  Weight: 5D6 x 12 pounds
  Carrying Capacity: 26 Tons
  Skin: Light Green
  Hair: None
  Eyes: Orange
  Lvl: 1
  Exp. Pts: 0
  Hit Points: 3D10
  Will Points: 12
  Power Points: 54
  Base Construction Points: 50
  Homeworld: Mangias IV
  Powers: Body Weaponry (Claws) 1/5, Body Armor 1/5
  Combat Info: Init.: 7 OFV 10, DFV 15, HTH: 3D12
  Skills: Weaponry Design (Select or Create One) 4,
  Fighting 3, Yado 3, Mangian Empire 2
  Advantages: Eidetic Memory, Mental Calculator
  Traits:
  Reptyllis
  
  136
  The Reptyllis reside in the swampy coastal regions of
  Cigam.
  Characteristics: Strength: 3, Agility: 4, Personality: 2,
  Appearance: 1, Stamina: 5, Confidence: 2, Intelligence:
  2, Presence: 4
  Age:
  Sex: Male / Female
  Height: 4-6 ft.
  Weight: 5D6 x 10 pounds
  Carrying Capacity: 200 lbs.
  Skin: Green Scales
  Hair: None
  Eyes: Yellow
  Lvl: 1
  Exp. Pts: 0
  Hit Points: 2D8
  Will Points: 7
  Power Points: 4D6+10
  Base Construction Points: 50
  Homeworld: Cigam
  Powers: Infrared Vision 1/5, Tracking Scent 2/5,
  Swimming 5/2, Water Breathing 2/5
  Combat Info: Init.: 5 OFV 10, DFV 15, HTH: 1D8
  Skills: Stealth 3, Fighting 2
  Advantages: Night Vision
  Traits:
  Tcnesi
  The Tcnesi round out the three major races of the Alli-
  ance. They are insect-like aliens with six limbs and
  gossamer wings. Rigid Plates provide them with Body
  Armor. Tcnesi are natural psionics; all members have
  some form of psionic ability. The Tcnesi can commune
  mind to mind with fellow Tcnesi. This allows them to
  transmit crucial information with a touch.
  Characteristics: Strength: 7, Agility: 4, Personality: 5,
  Appearance: 2, Stamina: 3, Confidence: 5, Intelligence:
  4, Presence: 6
  Age:
  Sex: Male / Female
  Height: 5-7 ft.
  Weight: 4D6 x 10 pounds
  Carrying Capacity: 3.2 Tons
  Skin: Green to Brown Black
  Hair: None
  Eyes: Multi-faceted
  Lvl: 1
  Exp. Pts: 0
  Hit Points: 1D10
  Will Points: 12
  Power Points: 5D6+15
  Base Construction Points: 75
  Homeworld: Tcnesi III
  Powers: Systemic Antidote 1/5, Wings 1/4, Body Ar-
  mor (Rigid Plates) 1/3, Telepathy 1/1 (Only with
  Tcnesi)
  Combat Info: Init.: 5 OFV 10, DFV 15, HTH: 1D20
  Skills: Fighting 1, Tcnesi Empire
  Advantages:
  Traits:
  M
  MONSTERS
  ONSTERS & R
   & ROBOTS
  OBOTS
  Centi-Dragon
  Centi-Dragons can be found on the planet Retsnom.
  They have eight legs and inhabit either swampy or
  sandy areas of the planet.
  Characteristics: Strength: 8, Agility: 4, Personality: 3,
  Appearance: 4, Stamina: 7, Confidence: 5, Intelligence:
  4, Presence: 7
  Age:
  Sex: Male / Female
  Length: 20-35 ft.
  Weight: 1-3 Tons
  Carrying Capacity: 6.4 Tons
  Planet: Retsnom
  Skin: Orange Top / White Bottom
  Hair: None
  Eyes: Golden
  Level: 1
  Exp. Pts: 0
  Hit Points: 1D20
  Will Points: 13
  Power Points: 5D6+18
  Powers: Acid (E. Pt: Head) 1/9, Body Armor (Rigid
  Plates) 1/8, Body Weaponry (Horns) 3/6, Digging 3/15,
  Environmental Awareness 1/3, Parabolic Hearing 2/8,
  Telescopic Vision 1/6, Spectrum Vision 2/7, Suspen-
  
  137
  sion 2/7, Tracking Scent 1/5
  Combat Info: Init.: 5 OFV 10, DFV 15, HTH: 2D12
  Skills:
  Advantages: LS: Longevity
  Traits: Greedy
  Death Borg
  Death Borgs are the creation of Agni Lgnat. Their body
  is shaped like a giant Dark Grey Mangian. These robots
  have a hardened ceramic armor. (This is what allows the
  Alliance to mass produce these robots) Because of their
  ceramic housing, Death Borgs are not vulnerable to
  lightning, magnetism or other �typical� robot attacks.
  Death Borgs are frequently sent on extended missions to
  raise havoc in both the Gedaliah Confederation and the
  Stzian Empire.
  Characteristics: Strength: 12, Agility: 7, Personality: 2,
  Appearance: 4, Stamina: 7, Confidence: 6, Intelligence:
  5, Presence: 13
  Age:
  Sex: None
  Height: 7' 5"
  Weight: 1125 pounds
  Carrying Capacity: 105 Tons
  Planet: Alliance Space
  Skin: Black & Red
  Hair: None
  Eyes: Golden
  Lvl: 1
  Exp. Pts: 0
  Hit Points: 6D10
  Will Points: 20
  Power Points: 5D6+21
  Powers: Warp Flight 1/6, Armor 1/5, Infrared Vision
  1/9, Ultraviolet Vision 1/9, High Range Radio Hearing
  1/15, Energy Reservoir 1/11, Energy Generator 1/6,
  Energy Blast (Entire Body - Armor Piercing) 3/6, Body
  Weaponry (Claws) 2/6
  Combat Info: Init.: 8 OFV 10, DFV 15, HTH: 5D10
  Skills: Fighting 7
  Advantages: Eidetic Memory
  Traits:
  Defense Sphere
  Defense Spheres serve as guards to various Mangian and
  Alliance outposts. They have two tentacles which they
  use to grapple their opponents.
  Characteristics: Strength: 4, Agility: 10, Personality: 2,
  Appearance: 1, Stamina: 4, Confidence: 2, Intelligence:
  2, Presence: 3
  Age:
  Sex: None
  Height: 1 Foot Sphere
  Weight: 50 pounds
  Carrying Capacity: 400 lbs.
  Planet: Alliance Space
  Skin: Metallic Colors
  Hair: None
  Eyes: Golden
  Lvl: 1
  Exp. Pts: 0
  Hit Points: 2D10
  Will Points: 6
  Power Points: 40
  Powers: Armor 2/4, Ultraviolet Vision 1/10, Infrared
  Vision 1/11, Flight 2/13, High Range Radio Hearing
  1/11, Energy Blast 3/9
  Combat Info: Init.: 11 OFV 10, DFV 15, HTH: 1D10
  Skills: Shadowing 5
  Advantages:
  Traits:
  Dragon
  Dragons are found on the planet Cigam. They are the
  staunch allies of the Dragon Lords and work with them
  to protect the citizens. It is rare to find an un-linked
  dragon in the Cigam wilds. This is because Dragon
  Hatching Grounds are guarded by the Dragon Lords.
  Characteristics: Strength: 9, Agility: 3, Personality: 4,
  Appearance: 3, Stamina: 11, Confidence: 5, Intelligence:
  4, Presence: 7
  Age:
  Sex: Male / Female
  Length: 25-40 ft. Weight: 2-3 Tons
  Carrying Capacity: 13 Tons
  
  138
  Planet: Cigam
  Skin: Metallic Colors
  Hair: None
  Eyes: Varies
  Lvl: 1
  Exp. Pts: 0
  Hit Points: 3D10
  Will Points: 13
  Power Points: 8D6+24
  Powers: Body Armor 1/8, Body Control 2/5, Body
  Weaponry (Claws) 1/9, Wings 2/15, Dimension Travel
  «, Energy Detection 1/5, Environmental Awareness 1/5,
  Fire Generation (Cone) 1/8, Infrared Vision 1/7, Tele-
  scopic Vision 1/8, Parabolic Hearing 1/8, Resistance -
  Mental Attacks 1/10
  Combat Info: Init.: 4 OFV 10, DFV 15, HTH: 3D10
  Skills: Dragon Lore 4, Famous Dragons 2
  Advantages: LS: Longevity, Perfect Balance, Polarized
  Eyes, Mind Link with Rider
  Traits: Dragon Aura, Enjoys Using Power, Love of
  Adventure, Prideful
  Giant, Solar
  Solar Giants reside in a section of Cigam where the in-
  ter-dimensional fabric is weak. This allows their leaders
  to transport giants to various Fire Dimensions. In these
  dimensions, Solar Giants are next to unstoppable.  Solar
  Giants are one of the Onalogian Fire Knights many ene-
  mies because they plague the Fire Warriors that reside in
  these dimensions as well.
  Characteristics: Strength: 12, Agility: 2, Personality: 3,
  Appearance: 2, Stamina: 13, Confidence: 9, Intelligence:
  2, Presence: 12
  Age:
  Sex: Male / Female
  Height: 11-13 ft. Weight: 1600-2400 lbs
  Carrying Capacity: 105 Tons
  Planet: Cigam
  Skin: Red
  Hair: Varies
  Eyes: Yellow
  Level: 1
  Exp. Pts: 0
  Hit Points: 5D10
  Will Points: 22
  Power Points: 9D6+28
  Powers: Resistance - Heat 1/20, Resistance - Physical
  Attacks 1/4, Ultraviolet Vision 1/6, Infrared Vision 1/10,
  Fire Generation (Eyes) 3/9, Solar Sustenance 1/3,
  Weapon Generation 3/6
  Combat Info: Init.: 3 OFV 10, DFV 15, HTH: 3D20
  Skills: Fighting 3, Hostile Environment: Fire Dimen-
  sions 10, Sense Reality Warp 7
  Advantages: Polarized Eyes
  Traits: Bully, Gluttony, No Compunctions About Kill-
  ing, Pyromaniac
  Litreps
  Litreps are giant bat-like predators on the planet Rest-
  nom. They are solitary hunters although mated pairs can
  be found on occasion. Their rodent-like tail makes up a
  third of their body length.
  Characteristics: Strength: 11, Agility: 5, Personality: 4,
  Appearance: 2, Stamina: 5, Confidence: 4, Intelligence:
  2, Presence: 10
  Age:
  Sex: Male / Female
  Lgth: 45-60 ft.
  Hgt: 20-30 ft. Weight: 20 Tons
  Carrying Capacity: 52 Tons
  Planet: Retsnom
  Skin: Dark Green
  Hair: None
  Eyes: Red
  Level: 1 Exp. Pts: 0
  Hit Points: 3D12
  Will Points: 15
  Power Points: 9D6+20
  Powers: Wings 2/6, Telescopic Sight 1/7, Tracking
  Scent 4/10, Parabolic Hearing 3/5, Infrared Vision 1/4,
  Lightning Blast (Cone) 2/9, Body Armor 1/5
  Combat Info: Init.: 6 OFV 10, DFV 15, HTH: 4D10
  Skills: Fighting 4
  Advantages: LS: Longevity
  Traits:
  
  139
  G
  GLOSSARY
  LOSSARY OF
  OF T
   TERMS
  ERMS
  BODY TYPE - A character�s body type gives a player
  the basic form for his character. There are body types
  that can suit the various power levels of GM campaigns.
  A PC�s Body Type will give you the hero�s height,
  weight and initial Construction Points.
  CAMPAIGN - This is a series of interwoven adven-
  tures. Campaigns generally revolve around the player
  characters and their interaction with the GM�s universe.
  CONSTRUCTION POINTS - These are the system's
  building blocks. Players spend construction points to
  purchase the advantages, skills and powers that they
  want their hero to possess.
  DEATH - Just as in �real life,� a player character can
  die in a campaign. Unlike  the real world, death isn�t
  necessarily permanent in the Heroic Vision Universe. It
  can sometimes be the start of an exciting new adventure.
  HEX - This is used for determining range for powers
  and vehicles. One hex equals six feet. It�s graphical
  equivalent is 1 inch.
  HIT POINTS - A number representing a). How much
  damage a character can suffer before being knocked
  unconscious. A character without power and hit points is
  slowly dying and must receive immediate medical atten-
  tion. Hit point loss due to injury can usually be regained
  through rest or healing. b). How much damage a specific
  attack does, determined by the Order of the attacker�s
  strength or powers.
  INITIATIVE - The right to attack first in a combat
  round usually determined by:
  Agility + Level + 1D10
  The initiative roll is eliminated when surprise is
  achieved.
  LEVEL - A measure of the character�s power starting at
  1st level as a beginning adventurer and rising through
  the accumulation of experience points to higher levels of
  power and expertise. A character gains Construction
  Points for each level attained.
  ORDER - This is the intensity level of a power. A hero
  can have great skill with a power yet have a low damage
  order. For example, a character with a 10/5 (Rank/
  Order) energy blast is highly skilled with his blast which
  only does Order 5 damage.
  PERCENTILE DICE - either a 100-sided die or two
  10-sided dice are used in rolling a percentage number. If
  2D10 are used, they need to be of different colors, and
  one represents the tens digit while the other represents
  the ones.
  PLAYER - This is the person who controls the Player
  Character. Players and the Game Master work together
  to make a scenario exciting.
  PLAYER CHARACTER - This is the player�s alter
  ego. It is the PC who must defeat the GM�s scenarios.
  POINT MAXIMUM - This is the maximum point level
  permissible by a GM in a certain scenario or campaign.
  This aids in maintaining game balance.
  POWER POINTS - This is the amount of points a char-
  acter has available to power his super powers or abili-
  ties. At 0 power, the character is exhausted and needs to
  find another power source.
  POWER REQUIREMENT (P.R.) - This is the amount
  of energy required for the use of a particular power.
  RANK - This is the level of mastery that an individual
  has with a skill or power.
  STRUCTURAL POINTS - These are the amount of
  damage points that a device or object can take before
  being utterly destroyed. At 1/2 points the item is seri-
  ously damaged and some powers or abilities may cease
  to function.
  STRUCTURAL RATING - This is how tough an item
  is. An attack must surpass this rating in a single blow or
  blast before it can reach an item�s structural points.
  TASK - A specific goal or requirement. Various skills
  and powers are geared to a certain task and are useless
  for others.
  WILL POINTS - These points reflect a character�s
  mental toughness.
  
  140
  HHEROIC
  EROIC V
   VISIONS
  ISIONS C
   CHARACTER
  HARACTER S
   SHEETS
  HEETS
  Identity:
  Name:
  Sex:
  Age
  Level:
  X.P.
  C.P.:
  Height:
  Origin:
  Skin:
  Eyes:
  Hair:
  Body:
  Healing Rate:
  Weight:
  Initiative:
  OFV:
  DFV:
  HTH:
  Wealth:
  Team:
  Planet:
  Powers:
  Skills:
  Advantages:
  Traits:
  Equipment:
  Strength
  Agility
  Personality
  Appearance
  Stamina
  Confidence
  Intelligence
  Presence
  Hit Points
  Will Points
  Power Points
  Copyright © 2003 by Zephaniah Comics Printed in the USA. Permission granted to photocopy for personal use only.
  
  141
  Books, Art, Comics and Videos with a Christian Message
  
SOURCE: textdata/thevault/Heroic Visions/Heroic Visions Corebook.pdf