TEXT: Stock #82-0146                                                                               Version 1.0 April 7, 2006
  STEVE JACKSON GAMES
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  STEVE JACKSON GAMES
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  SAVE THE WORLD . . .
  OR DESTROY IT!
  GURPS Powers is the ultimate book for the
  ultimate characters in the new Fourth Edition
  of GURPS! Here’s everything you need to cre-
  ate every kind of amazing, off-the-chart super-
  hero you can imagine . . . as well as amazing
  wizards, wuxia fighters, shamans who com-
  mand spirits . . . even gods!
  Written by GURPS Line Editor and Fourth
  Edition co-author Sean Punch, GURPS
  Powers introduces some new rules, but it is
  mostly about using the rules that are already in
  the GURPS Basic Set to cover superpowered
  characters, megawizards, and earth-shattering
  psionics. GURPS Powers also includes guide-
  lines for “special effects” and several different
  ways to vary a power on the fly – two crucial
  concepts for comic-book superheroics.
  If you’ve got a high-powered campaign . . .
  or high-powered players . . . you want GURPS
  Powers!
  This PDF is an electronic copy of the
  recently released printed edition of
  GURPS Powers. All known errata from
  that edition have been corrected, as of the
  publication date, listed below.
  
  2
  N
  
  STEVE JACKSON GAMES
  Written by SEAN PUNCH and PHIL MASTERS
  Edited by ANDREW HACKARD
  Cover Art by ROMAS KUKALIS, BOB STEVLIC, EVA WIDERMANN, and JOHN ZELEZNIK
  Illustrated by ABRAR AJMAL, ALEX FERNANDEZ, JUSTIN DE WITT, TONY PARKER, 
  BOB STEVLIC, CHRIS QUILLIAMS, EVA WIDERMANN, and JOHN ZELEZNIK
  ISBN 1-55634-742-1
  1 2 3 4 5 6 7 8 9 10
  
  2
  CONTENTS
  INTRODUCTION. . . . . . . . . . . . . . 4
  About GURPS . . . . . . . . . . . . . . . . . 5
  About the Author. . . . . . . . . . . . . . . 5
  1. BUILDING POWERS . . . . . . . 6
  WHAT IS A POWER?  . . . . . . . . . . . . . . .7
  Focus vs. Source . . . . . . . . . . . . . . . 7
  Powers vs. “Wild Advantages” . . . . . 8
  CHOOSING ABILITIES  . . . . . . . . . . . . . . 9
  Attacks . . . . . . . . . . . . . . . . . . . . . . . 9
  Inappropriate Abilities . . . . . . . . . . 10
  Defenses . . . . . . . . . . . . . . . . . . . . . 11
  Optional Rule: 
  Alternative Abilities. . . . . . . . . . 11
  Movement Abilities . . . . . . . . . . . . 12
  Uniqueness . . . . . . . . . . . . . . . . . . . 12
  Attributes as Abilities . . . . . . . . . . . 13
  Mental Abilities . . . . . . . . . . . . . . . 14
  Finding the Right Mix . . . . . . . . . . 16
  Physical Transformations. . . . . . . 17
  Number of Abilities . . . . . . . . . . . . 19
  EVALUATING POWER MODIFIERS  . . . 20
  Countermeasures . . . . . . . . . . . . . 20
  Required Disadvantages. . . . . . . . 21
  Opposed Powers. . . . . . . . . . . . . . . 21
  Channeled Energies . . . . . . . . . . . 24
  Other Factors. . . . . . . . . . . . . . . . . 25
  Finalizing the Modifier. . . . . . . . . 25
  Quick Reference: 
  Power Modifiers . . . . . . . . . . . . 25
  Sample Modifiers . . . . . . . . . . . . . 26
  Zero-Cost Modifiers . . . . . . . . . . . . 27
  Stacking Power Modifiers . . . . . . . 28
  PRICING TALENTS . . . . . . . . . . . . . . . . 29
  Existing Advantages as Talents. . . . 29
  RELATIONSHIPS BETWEEN
  POWERS  . . . . . . . . . . . . . . . . . . . 30
  Powers With Similar Sources . . . 30
  Power vs. Power . . . . . . . . . . . . . . 30
  Structure Within Powers . . . . . . . . 31
  Powers, Great and Small . . . . . . . 32
  ADDING AND IMPROVING POWERS  . . 33
  Starting Out With Powers . . . . . . 33
  PC Powers vs. NPC Powers . . . . . . 33
  Adding and Improving 
  Powers in Play . . . . . . . . . . . . . 34
  Learning Powers. . . . . . . . . . . . . . . 35
  Awakenings. . . . . . . . . . . . . . . . . . . 36
  Player-Designed Powers . . . . . . . . . 37
  2. BUILDING ABILITIES. . . . 38
  ADVANTAGES  . . . . . . . . . . . . . . . . . . . . 39
  Optional Rules for Afflictions . . . . 40
  Projection . . . . . . . . . . . . . . . . . . . . 44
  Partially Limited Abilities . . . . . . . 46
  Independent Body Parts. . . . . . . . . 52
  Guns as Innate Attacks . . . . . . . . . 54
  HEAVY LIFTING TABLE. . . . . . . . . . . . . 58
  Optional Rule: Small Size 
  and Combat . . . . . . . . . . . . . . . 76
  AWE AND CONFUSION CHECK TABLE . . 85
  New Advantages . . . . . . . . . . . . . . 90
  Neutralize and Static vs. 
  Non-Powers. . . . . . . . . . . . . . . . 97
  MODIFIERS  . . . . . . . . . . . . . . . . . . . . . 99
  Optional Rule: Multiplicative
  Modifiers . . . . . . . . . . . . . . . . . 102
  New Enhancements . . . . . . . . . . 107
  Gadget Limitations and Powers. . 107
  New Limitations . . . . . . . . . . . . . 110
  SPECIAL EFFECTS . . . . . . . . . . . . . . . 113
  “Functional” Special Effects . . . 113
  Cosmetic Effects . . . . . . . . . . . . . 113
  Beam, Breath, and Bolt . . . . . . . . 113
  Minor Benefits 
  and Drawbacks . . . . . . . . . . . 114
  FINISHING UP . . . . . . . . . . . . . . . . . . 114
  Naming Your Ability. . . . . . . . . . 115
  Writing It Up . . . . . . . . . . . . . . . . 115
  SPECIAL CASES . . . . . . . . . . . . . . . . . 115
  Multiple-Choice Problems . . . . . 115
  Emulating Fictional Abilities. . . 116
  Absolutes . . . . . . . . . . . . . . . . . . . 117
  Benchmarking Attacks 
  and Defenses. . . . . . . . . . . . . . 117
  Energy Reserves . . . . . . . . . . . . . . 119
  3. EXAMPLES . . . . . . . . . . 120
  SAMPLE POWERS  . . . . . . . . . . . . . . . 121
  Air . . . . . . . . . . . . . . . . . . . . . . . . . 121
  Animal Control . . . . . . . . . . . . . . 121
  Anti-Magic . . . . . . . . . . . . . . . . . . 121
  Antipsi . . . . . . . . . . . . . . . . . . . . . 122
  Anti-Super . . . . . . . . . . . . . . . . . . 122
  Astral Projection . . . . . . . . . . . . . 122
  Bioenergy . . . . . . . . . . . . . . . . . . . 123
  Body Alteration . . . . . . . . . . . . . . 123
  Body Control . . . . . . . . . . . . . . . . 123
  Chaos . . . . . . . . . . . . . . . . . . . . . . 124
  Cold/Ice. . . . . . . . . . . . . . . . . . . . . 124
  Cosmic . . . . . . . . . . . . . . . . . . . . . 124
  Darkness. . . . . . . . . . . . . . . . . . . . 125
  Death . . . . . . . . . . . . . . . . . . . . . . 125
  Dimension Travel . . . . . . . . . . . . 125
  Divine . . . . . . . . . . . . . . . . . . . . . . 126
  Earth. . . . . . . . . . . . . . . . . . . . . . . 126
  Electricity. . . . . . . . . . . . . . . . . . . 126
  Electrokinesis . . . . . . . . . . . . . . . 126
  ESP . . . . . . . . . . . . . . . . . . . . . . . . 127
  Evil . . . . . . . . . . . . . . . . . . . . . . . . 127
  Force Constructs . . . . . . . . . . . . . 127
  Good . . . . . . . . . . . . . . . . . . . . . . . 128
  Gravity . . . . . . . . . . . . . . . . . . . . . 128
  Healing . . . . . . . . . . . . . . . . . . . . . 128
  Heat/Fire . . . . . . . . . . . . . . . . . . . 129
  Illusion . . . . . . . . . . . . . . . . . . . . . 129
  Kinetic Energy. . . . . . . . . . . . . . . 129
  Life . . . . . . . . . . . . . . . . . . . . . . . . 130
  Light . . . . . . . . . . . . . . . . . . . . . . . 130
  Machine Telepathy . . . . . . . . . . . 130
  Magic . . . . . . . . . . . . . . . . . . . . . . 131
  Magnetism . . . . . . . . . . . . . . . . . . 131
  Matter Control. . . . . . . . . . . . . . . 131
  Order. . . . . . . . . . . . . . . . . . . . . . . 132
  Plant Control . . . . . . . . . . . . . . . . 132
  Probability Alteration . . . . . . . . . 132
  CONTENTS
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Powers, and the names 
  of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, 
  or used under license. GURPS Powers is copyright © 2005 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA.
  The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please 
  purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
  Lead Playtester: Jeff Wilson
  Playtesters: James Barrett, C. Lee Davis, Nathaniel Eliot, Scott Harris, Chris Helton, Leonardo M. Holschuh, Rev. Pee Kitty, Jonathan Lang,
  Christian Maillefaud, Jeff Raglin, Emily Smirle, William H. Stoddard, Stéphane Thériault, Chad Underkoffler, and Jefferson Wilson
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  Art Director ❚ STEVE JACKSON
  Page Design ❚ PHILIP REED
  Production Artist ❚ ALEX FERNANDEZ
  Print Buyer ❚ MONIQUE CHAPMAN
  Prepress Checking ❚ MONICA STEPHENS
  Marketing Director ❚ PAUL CHAPMAN
  Sales Manager ❚ ROSS JEPSON
  Errata Coordinator ❚ ANDY VETROMILE
  GURPS FAQ Maintainer ❚ ❍❍❍❍❍
  STÉPHANE THÉRIAULT
  
  CONTENTS
  3
  Psychokinesis. . . . . . . . . . . . . . . . 133
  Radiation . . . . . . . . . . . . . . . . . . . 133
  Sound/Vibration . . . . . . . . . . . . . 133
  Spirit Control. . . . . . . . . . . . . . . . 134
  Telepathy . . . . . . . . . . . . . . . . . . . 134
  Teleportation . . . . . . . . . . . . . . . . 134
  Time Mastery. . . . . . . . . . . . . . . . 135
  Vampirism . . . . . . . . . . . . . . . . . . 135
  Water . . . . . . . . . . . . . . . . . . . . . . 135
  Weather Control . . . . . . . . . . . . . 136
  SAMPLE ABILITIES  . . . . . . . . . . . . . . 136
  Attacks . . . . . . . . . . . . . . . . . . . . . 136
  BUILT-IN FIREARMS
  ATTACK TABLE . . . . . . . . . . . . . . . 137
  Arms Control . . . . . . . . . . . . . . . . 138
  ELEMENTAL ATTACK TABLE . . . . . . . . 141
  Defenses . . . . . . . . . . . . . . . . . . . . 145
  POISON ATTACK TABLE . . . . . . . . . . . 145
  Modifying ST-Based Damage. . . . 146
  Movement Abilities . . . . . . . . . . . 147
  Mental Abilities . . . . . . . . . . . . . . 148
  Physical Transformations. . . . . . 150
  4. POWERS IN ACTION . . . 152
  TURNING ABILITIES OFF AND ON  . . 153
  “Switchability”. . . . . . . . . . . . . . . 153
  Active vs. Passive Abilities. . . . . . 153
  Voluntary Activation and
  Deactivation . . . . . . . . . . . . . . 154
  Involuntary Deactivation . . . . . . 155
  Crippled Abilities . . . . . . . . . . . . . 156
  Losing Control. . . . . . . . . . . . . . . 156
  SUCCESS ROLLS FOR ABILITIES  . . . 157
  The Role of Talent. . . . . . . . . . . . 158
  Multiple Feats . . . . . . . . . . . . . . . 158
  Repeated Attempts . . . . . . . . . . . 159
  Abilities and Exertion . . . . . . . . . 159
  Extra Effort . . . . . . . . . . . . . . . . . 160
  USING ABILITIES WITH SKILLS . . . . 161
  Skills for Everyone . . . . . . . . . . . . 162
  DETECTING ABILITIES  . . . . . . . . . . . 163
  Obvious Effects . . . . . . . . . . . . . . 163
  Subtle Effects. . . . . . . . . . . . . . . . 164
  SUPERHUMAN ABILITIES
  IN COMBAT . . . . . . . . . . . . . . . . .164
  Attacking . . . . . . . . . . . . . . . . . . . 164
  Collateral Damage . . . . . . . . . . . . 165
  Defending with Powers. . . . . . . . 167
  Resisting Abilities . . . . . . . . . . . . 169
  STUNTS  . . . . . . . . . . . . . . . . . . . . . . . 170
  Combining Powers . . . . . . . . . . . 170
  Creative Uses of 
  Special Effects. . . . . . . . . . . . . 170
  Temporary Enhancements. . . . . 172
  Using Abilities at Default . . . . . . 173
  SOURCE-SPECIFIC RULES  . . . . . . . . 174
  Biological Powers . . . . . . . . . . . . 175
  Chi Powers. . . . . . . . . . . . . . . . . . 175
  Cosmic Powers . . . . . . . . . . . . . . 175
  Divine Powers . . . . . . . . . . . . . . . 175
  Elemental Powers . . . . . . . . . . . . 176
  Magical Powers . . . . . . . . . . . . . . 176
  Moral Powers. . . . . . . . . . . . . . . . 177
  Nature Powers. . . . . . . . . . . . . . . 177
  Psionic Powers . . . . . . . . . . . . . . 177
  Spirit Powers . . . . . . . . . . . . . . . . 178
  Super-Powers. . . . . . . . . . . . . . . . 178
  5. POWER GAMES. . . . . . . 179
  ORIGINS . . . . . . . . . . . . . . . . . . . . . . . 179
  Biological Powers . . . . . . . . . . . . 180
  Chi Powers. . . . . . . . . . . . . . . . . . 180
  Cosmic Powers . . . . . . . . . . . . . . 180
  Divine Powers . . . . . . . . . . . . . . . 180
  High-Tech Powers . . . . . . . . . . . . 180
  Magic Powers . . . . . . . . . . . . . . . 180
  Racial Abilities . . . . . . . . . . . . . . . 180
  Psionic Powers . . . . . . . . . . . . . . 181
  Spirit Powers . . . . . . . . . . . . . . . . 181
  Unified Metaphysical 
  Theories / Magical Psi . . . . . . 181
  Super Powers. . . . . . . . . . . . . . . . 182
  Some Weirder Origins . . . . . . . . . 182
  CHARACTERS . . . . . . . . . . . . . . . . . . . 183
  Power Level . . . . . . . . . . . . . . . . . 183
  Consistency vs. Realism . . . . . . . 183
  Possible Origins. . . . . . . . . . . . . . 184
  What’s Allowed . . . . . . . . . . . . . . 184
  Unusual Backgrounds . . . . . . . . 184
  PCs vs. NPCs . . . . . . . . . . . . . . . . 185
  Balancing Powers . . . . . . . . . . . . 186
  Powers vs. Other Abilities . . . . . 186
  Power Talents and 
  Cinematic Skills . . . . . . . . . . . 188
  Gaming With Powers vs. 
  Power-Gaming . . . . . . . . . . . . 189
  The Forgetful Hero . . . . . . . . . . . . 190
  Constraints. . . . . . . . . . . . . . . . . . 190
  GM Bribery. . . . . . . . . . . . . . . . . . 192
  ADVENTURES  . . . . . . . . . . . . . . . . . . 192
  Powers as Plots . . . . . . . . . . . . . . 192
  Meaningful Challenges . . . . . . . . 192
  Plot-Stoppers . . . . . . . . . . . . . . . . 194
  Running Adventures . . . . . . . . . . 198
  Meaningful Rewards. . . . . . . . . . 198
  Plot Points and New Abilities . . . 199
  CAMPAIGNS  . . . . . . . . . . . . . . . . . . . . 199
  Background . . . . . . . . . . . . . . . . . 199
  Style . . . . . . . . . . . . . . . . . . . . . . . 200
  Keeping It Real. . . . . . . . . . . . . . . 200
  Prevalence of Powers . . . . . . . . . 201
  Secrecy . . . . . . . . . . . . . . . . . . . . . 202
  Transitional Campaigns. . . . . . . . 202
  6. EMPOWERED GENRES . . 203
  MYTHIC FANTASY . . . . . . . . . . . . . . . 203
  Subgenres. . . . . . . . . . . . . . . . . . . 204
  Powers in Non-Mythic 
  Fantasy . . . . . . . . . . . . . . . . . . 204
  Mythic Fantasy Genre 
  Conventions . . . . . . . . . . . . . . 205
  Mythic Origins. . . . . . . . . . . . . . . 205
  Mythic Fantasy Antagonists. . . . 205
  Mythic Magic. . . . . . . . . . . . . . . . 206
  Playing Monsters . . . . . . . . . . . . . 206
  Wuxia Fantasy . . . . . . . . . . . . . . . 207
  Mythic Fantasy Adventures . . . . 208
  Tales of the Uncanny . . . . . . . . . . 208
  MODERN ADVENTURE  . . . . . . . . . . . 208
  Subgenres. . . . . . . . . . . . . . . . . . . 209
  Pulp Chi . . . . . . . . . . . . . . . . . . . . 209
  Horror and Monster-Only 
  Powers. . . . . . . . . . . . . . . . . . . 210
  Modern Adventure Genre
  Conventions . . . . . . . . . . . . . . 211
  Origins for Modern 
  Action Heroes. . . . . . . . . . . . . 211
  Modern Antagonists . . . . . . . . . . 211
  Upgraded Animals . . . . . . . . . . . . 211
  Modern Adventures. . . . . . . . . . . 213
  Explorers. . . . . . . . . . . . . . . . . . . . 213
  Going Macrocosmic. . . . . . . . . . . 213
  SECRET POWERS  . . . . . . . . . . . . . . . 214
  Subgenres. . . . . . . . . . . . . . . . . . . 214
  Secret Powers Genre 
  Conventions . . . . . . . . . . . . . . 215
  Secret Power Origins . . . . . . . . . 215
  Secret Powers Antagonists. . . . . 216
  Secret Powers Adventures . . . . . 217
  Illuminati . . . . . . . . . . . . . . . . . . . 217
  PSIONICS  . . . . . . . . . . . . . . . . . . . . . . 217
  Subgenres. . . . . . . . . . . . . . . . . . . 218
  Psionics Genre Conventions . . . 218
  Psionic Origins . . . . . . . . . . . . . . 218
  Psionic Antagonists. . . . . . . . . . . 218
  Psionic Adventures . . . . . . . . . . . 219
  FUTURISTIC SF . . . . . . . . . . . . . . . . . 220
  Subgenres. . . . . . . . . . . . . . . . . . . 220
  SF Genre Conventions . . . . . . . . 221
  Origins of SF Heroes . . . . . . . . . 221
  SF Antagonists. . . . . . . . . . . . . . . 221
  SF Adventures . . . . . . . . . . . . . . . 222
  SUPERS  . . . . . . . . . . . . . . . . . . . . . . . 222
  Subgenres. . . . . . . . . . . . . . . . . . . 223
  Historical Supers . . . . . . . . . . . . . 224
  Cartoon-Animal Supers . . . . . . . . 225
  Supers Genre Conventions. . . . . 226
  Minor Gadgets . . . . . . . . . . . . . . . 227
  Super Origins. . . . . . . . . . . . . . . . 227
  Alternate History and Supers . . . 228
  Supers and Infinite Worlds . . . . . 229
  Types of Supers . . . . . . . . . . . . . . 229
  Four-Color Morality . . . . . . . . . . . 230
  Super Antagonists. . . . . . . . . . . . 231
  Super Teams . . . . . . . . . . . . . . . . 232
  Villain Teams . . . . . . . . . . . . . . . . 233
  Super Adventures . . . . . . . . . . . . 234
  GLOSSARY . . . . . . . . . . . . 235
  INDEX . . . . . . . . . . . . . . . 237
  
  Not all games feature superhuman
  gifts – but most do! Fantasy wouldn’t
  be the same without mages and
  priests pitting their magic and mira-
  cles against monsters with exotic
  attacks. Space opera practically
  requires telepaths, not to mention
  godlike aliens. Horror features every-
  thing from children with uncontrol-
  lable psychokinesis to space-warping,
  madness-inducing Things. And the
  entire supers genre is defined by
  unusual abilities.
  Even in less “over-the-top” back-
  grounds, heroes – and their foes – may
  have special capabilities that set them
  apart. The kung fu master who can kill
  with a touch, the psychic detective, the
  faith healer, the feral child who speaks
  with beasts . . . characters like these
  abound in adventure fiction.
  Superhuman doesn’t have to mean
  supernatural, either. Nature is full of
  creatures that can do things like inject
  venom, spin webs, and walk on walls –
  and in a “hard” science-fiction setting,
  advances in biotechnology might let
  humans do all of these things without
  invoking the impossible. Even shoot-
  ing devastating energy beams and
  deflecting bullets might be realistic. . .
  for a robot.
  The common theme here is gifts
  that no ordinary human can possess.
  When designing such abilities, the
  GURPS Basic Set – with its hundreds
  of advantages – is an excellent starting
  point. But all that variety can be
  daunting: to get the ability you want,
  you might have to choose between
  several similar advantages, and apply
  many modifiers. The top priority of
  GURPS Powers is to provide advice,
  examples, and new options that make
  this process easier and more fun.
  In particular, Powers gives signifi-
  cant thought to a matter that the Basic
  Set only touches upon, which is that a
  character gifted with special abilities
  might produce some or all of them by
  manipulating a single superhuman
  force: divine will, inner strength, life
  energy, mana, psychic potential, spirits,
  etc. Someone with the capacity to
  direct such energies is said to possess a
  power. Powers includes full rules for
  creating powers and using them in play
  – hence the title.
  Powers also looks at how to inte-
  grate superhuman capabilities into a
  campaign with due respect for its
  genre and dramatic mode – and with-
  out blowing game balance out of the
  water. It’s a toolkit, and the GM is
  responsible for choosing the right
  tools for the job. Before allowing the
  players to use the rules in this book,
  the GM should read it all – especially
  the last two chapters – to discover
  which options best suit his campaign.
  PUBLICATION
  HISTORY
  This is the first edition of GURPS
  Powers. The GURPS Third Edition
  books GURPS Psionics and GURPS
  Supers were inspirational – and a few
  modifiers for Shapeshifting (p. 74)
  first 
  appeared 
  in 
  GURPS
  Shapeshifters – but it’s otherwise a
  completely new product.
  Note to 
  Third Edition Players
  If you’ve been playing GURPS
  since the Third Edition (or earlier!),
  you might ask, “What does GURPS
  Powers replace?” The answer is 
  simple . . . and not so simple.
  Powers covers a lot of the same
  ground as GURPS Psionics and
  GURPS Supers. By following the
  advice in this book, you’ll be able to
  recreate the effects of psi and super
  abilities from those supplements.
  The implementation isn’t the same,
  4
  INTRODUCTION
  INTRODUCTION
  
  however, so old hands definitely have
  some learning to do.
  For psi powers, there’s no overall
  “level” that rates every one of the
  power’s abilities. Instead, the player
  crafts each ability separately by buy-
  ing it as an advantage, choosing the
  level (where possible) and modifiers
  that fit his vision of his character’s
  aptitude with that one ability. Many of
  the special rules and “stunts” from
  Psionics
  appear in Powers,
  but
  they’re generalized to all powers and
  optional, so that the GM can better tai-
  lor them to his campaign.
  For supers, the emphasis is on
  active abilities, such as flying and
  shooting rays. Some passive abilities –
  e.g., tough skin – appear, but they
  aren’t a priority. This is because the
  GURPS Basic Set, Fourth Edition
  covers more territory than did the
  Basic Set, Third Edition. High ST, DR,
  extra limbs, and gadgets are all com-
  mon in supers games, but the Basic
  Set has them covered. The same goes
  for rules for super-speed collisions,
  picking up and throwing huge objects,
  and so on. This leaves more space for
  other things.
  The biggest change for both psi
  and super abilities is that they don’t
  require skills. We present skill use as
  an option (see Skills for Everyone, p.
  162), but the GM doesn’t have to use
  it. Talents (p. 8) fill this role, and a
  new enhancement (see Reliable, p.
  109) permits fine-tuning.
  Powers covers much more than just
  psis and supers, though. It’s equally
  capable of handling high-powered
  fantasy “spellcasters,” wuxia fighters,
  shamans who command spirits . . .
  even gods. Thus, it represents a truly
  generic and universal advantage-
  based alternative to the skill-based
  abilities of Third Edition books such
  as GURPS Martial Arts, GURPS
  Religion, and GURPS Spirits. This
  makes it easy to mix characters with
  radically different powers in the same
  campaign.
  In other words, Powers by itself
  isn’t quite the complete book of supers
  or psi – it’s something more. It’s a
  “how to” guide to the Basic Set for
  these things and nearly every other
  kind of wondrous ability; think of it as
  a Basic Set: Powers. Combined with
  the Basic Set, it gives you the tools to
  create almost any powered character
  you can dream up – a claim that no
  Third Edition book could make.
  ABOUT THE
  AUTHOR
  Sean “Dr. Kromm” Punch set out
  to become a particle physicist and
  ended up as the GURPS Line Editor.
  Since 1995, he has compiled the two
  GURPS Compendium volumes, writ-
  ten GURPS Wizards and Undead,
  edited or revised over 20 other
  GURPS books, and masterminded the
  rules behind dozens more. Most
  recently, he and co-author David
  Pulver created the GURPS Basic Set,
  Fourth Edition.
  Sean has been a fanatical gamer
  since 1979. His non-gaming interests
  include cinema, computers, and wine.
  He lives in Montréal, Québec, with his
  wife, Bonnie. They have two cats and
  a noisy parrot.
  Phil Masters has been playing
  RPGs since 1978; his first professional
  writing appeared in 1980, his first
  RPG book in 1990, and his first work
  for Steve Jackson Games (GURPS
  Arabian Nights) in 1993. Since then,
  he’s worked on many more GURPS
  books, including the Discworld and
  Hellboy RPGs (the latter also with
  Jonathan Woodward). He’s also
  written for White Wolf, Guardians of
  Order, and Eden Studios, among oth-
  ers. He lives in the U.K., runs a
  biweekly game, and sometimes helps
  organize RPG conventions.
  INTRODUCTION
  5
  About GURPS
  Steve Jackson Games is committed to full support of GURPS
  players. Our address is SJ Games, Box 18957, Austin, TX 78760.
  Please include a self-addressed, stamped envelope (SASE) any time
  you write us! We can also be reached by e-mail: info@sjgames.com.
  Resources include:
  Pyramid (www.sjgames.com/pyramid/). Our online magazine
  includes new GURPS rules and articles. It also covers the d20 system,
  Ars Magica, BESM, Call of Cthulhu, and many more top games – and
  other Steve Jackson Games releases like Illuminati, Car Wars,
  Transhuman Space, and more. Pyramid subscribers also get opportu-
  nities to playtest new GURPS books!
  New supplements and adventures. GURPS continues to grow, and
  we’ll be happy to let you know what’s new. For a current catalog, send
  us a legal-sized or 9”¥12” SASE or just visit www.warehouse23.com.
  e23.
  Our e-publishing division offers GURPS
  adventures, 
  play aids, and support not available anywhere else! Head over to
  e23.sjgames.com.
  Errata. Everyone makes mistakes, including us – but we do our best
  to fix our errors. Up-to-date errata sheets for all GURPS releases,
  including this book, are available on our website – see below.
  Internet. Visit us on the World Wide Web at www.sjgames.com for
  errata, updates, and much more. The GURPS Powers web page is
  www.sjgames.com/gurps/books/powers/.
  Bibliographies. Many of our books have extensive bibliographies, and
  we’re putting them online – with links to where you can buy the books
  if they interest you! Go to the book’s web page and look for the
  “Bibliography” link.
  GURPSnet. This e-mail list hosts much of the online discussion of
  GURPS. To join, point your web browser to www.sjgames.com/mail-
  man/listinfo/gurpsnet-l/.
  Rules and statistics in this book are specifically for the GURPS
  Basic Set, Fourth Edition. Page references that begin with B refer to
  that book, not this one.
  
  The thief stepped off the flat roof of
  the skyscraper. Falling, he gestured, and
  wings of fire billowed out and carried
  him gently to the ground. Where his feet
  touched the road, the asphalt melted
  and bubbled.
  At the sight of him, and the flames
  that flared about him, civilians and
  guards alike fled for their lives. By the
  time he reached the bank, only a single
  figure, clad in black and yellow, stood in
  his path.
  “Ah,” the thief said, “the mutant
  freak is back. But this time, I’m ready,
  and you have nowhere to run. Do you
  really think that your telepathic trickery
  will protect you against the power of
  elemental fire?”
  His opponent frowned, as though
  considering this as a serious academic
  question. “I’m not sure,” she admitted.
  “Then die.” The thief gestured again,
  and sent a searing blast of flame toward
  his opponent. But the telepath was no
  longer in its path.
  “It might not protect me, but it
  means that I can control your visual
  cortex.” The telepath’s amused tones
  echoed in the thief’s head. He frowned,
  then shrugged. “It makes no difference,”
  he said. “You can project your voice,
  and maybe you can plant a picture or
  two in my brain, but I can just burn my
  way into this place, and burn anything
  that stands in my way. The more you
  annoy me, the more I’ll destroy. You
  lack power.”
  “True,” the telepath replied, and sud-
  denly, the blue sky above darkened with
  black clouds. “I’m a little short on raw
  force. But I do have range, and I have
  friends who’ll help when I need them.”
  From the clouds, hailstones large as
  fists came pounding down, quenching
  the thief’s flames and hammering him
  to his knees. “And I’m told that a fire
  elemental is a couple of steps down
  from a storm god.”
  From ancient demigods to cos-
  tumed comic-book vigilantes, heroes
  with superhuman abilities abound in
  myth and fiction. Each has a different
  explanation for his gifts, but most
  have one thing in common: their capa-
  bilities are rooted in the energies they
  control, in the power they manipulate
  – be that inner strength, magic, an ele-
  mental force, or the will of the gods.
  The Basic Set presents many
  advantages that could be attributed to
  such powers, but leaves their source
  unspecified. On their own, these traits
  are “wild” gifts; they work like they
  work. And sometimes, that’s enough.
  In most game worlds, though, it’s
  important to answer the following
  questions:
  •Which advantages could logically
  originate from a given source of
  power?
  • How does this source change
  these advantages?
  • How do these abilities relate to
  one another?
  • How do these abilities interact
  with other powers?
  These are questions that GURPS
  Powers aims to answer.
  6
  BUILDING POWERS
  CHAPTER ONE
  BUILDING
  POWERS
  
  A “power” is an exotic or supernat-
  ural gift that you can direct in differ-
  ent ways to produce a number of 
  related effects. A good example is
  Telepathy (see p. B257): the capacity
  to channel your thoughts in order to
  affect others’ minds. This might let
  you read minds, transmit thoughts,
  and lash out with bolts of mental 
  energy. Yet all of these things are just
  manifestations of a single power – the
  power of Telepathy.
  Source
  Each power has a source: the origin
  of the energy the wielder manipulates
  to produce its effects. This is normally
  chosen from the list under Advantage
  Origins (see p. B33) – for instance,
  Telepathy is “psionic” – but the GM is
  free to invent other sources.
  The “chi” and “psionic” sources
  suggest that the power comes from
  within – from the user’s body and
  mind, respectively. Most other sources
  imply that the user is channeling
  external energies: the will of a god for
  “divine,” servitor spirits for “spirit,”
  mana for “magical,” and the energy of
  creation for “cosmic.” A few straddle
  the line, and suffuse the user and his
  surroundings; see Nature (p. 28) for a
  source like this. It’s important to be
  aware of this distinction, as it can
  affect how powers work in play (see
  Channeled Energies, p. 24).
  For more on sources, including a
  discussion of which sources are
  appropriate for a given genre and
  campaign type, see Origins (p. 179).
  Focus
  A power also needs a focus: the
  item it manipulates or the concept it
  revolves around. This can be broad,
  but should be well-defined and fit into
  one of these categories:
  •A form of matter or energy, or its
  absence (e.g., air, cold, darkness,
  earth, electricity, fire, light, radiation,
  sound, vacuum, or water).
  • A natural phenomenon (e.g.,
  death, disease, volcanic activity, or
  weather).
  • A supernatural phenomenon
  (e.g., astral projection, second sight, or
  the will of a specific god).
  • A class of targets (e.g., animals,
  computers, living bodies, plants, sen-
  tient minds, or spirits – or other pow-
  ers of one particular source).
  • An abstract notion (e.g., good,
  evil, the future, or probability).
  ANATOMY OF
  A POWER
  In addition to its source and focus,
  a power has three game-mechanical
  components:
  1. A set of advantages that repre-
  sent different ways the power can
  manifest. These are known as the
  power’s abilities.
  2. A special modifier – most often a
  limitation – called a power modifier.
  This turns any advantage that has it
  into an ability within the associated
  power.
  3. A Talent that makes it easier to
  use all of the power’s abilities.
  Abilities
  Each power has a list of abilities:
  advantages that make sense as mani-
  festations of the power, given its focus.
  For instance, Telepathy offers such
  abilities as Empathy, Mind Control,
  Mind Probe, Mind Reading, Mind
  Shield, Mindlink, Possession, and
  Telesend (for a complete list, see
  Telepathy, p. 134). What these advan-
  tages have in common is that they lend
  themselves to interpretation as direct
  interactions between sentient minds.
  A power’s abilities usually have a
  number of structural similarities.
  They might all be physical or mental,
  or supernatural – or perhaps they all
  depend on rolls against the same
  attribute. This is a suggestion and not
  a requirement, but the GM should def-
  initely bear it in mind when designing
  powers. A power will seem contrived if
  its abilities belong to many different
  classes of advantages that work noth-
  ing alike.
  It might be necessary to modify or
  qualify an advantage to better meet
  these goals before allowing it as an
  ability. For instance, Telepathy lists
  Affliction and Innate Attack as abili-
  ties, but only when they cause fatigue,
  stunning, incapacitation, temporary
  mental disadvantages, or DX, IQ, or
  Will penalties – and only with the
  Malediction enhancement. These
  restrictions serve to exclude such
  attacks as fire bolts and death rays,
  which are inappropriate for Telepathy
  as depicted in most fiction.
  The GM need not treat a power’s list
  of abilities as exhaustive or prescrip-
  tive. If a player provides a reasonable
  explanation for why an advantage that
  isn’t on the list would suit a particular
  power, the GM should be generous.
  BUILDING POWERS
  7
  Focus vs. Source
  Focus and source might correspond on a one-to-one basis. For
  instance, the power to command some spirits in order to influence oth-
  ers would have “spirit” as both its source and its focus. This doesn’t have
  to be the case, however.
  Most sources encompass more than one focus. For example, the
  “psionic” source extends to all six powers described in Chapter 6 of the
  Basic Set: Antipsi (focus: other psionic powers), ESP (focus: knowl-
  edge), Psychic Healing (focus: healing), Psychokinesis (focus: motion),
  Telepathy (focus: sentient minds), and Teleportation (focus: instanta-
  neous travel). Likewise, the “divine” source is extremely broad; in most
  settings, each god grants its servitors a unique power.
  Conversely, a given power could have more than one source. The
  focus “fire” might be divine, magical, or psionic in nature, depending on
  the game world.
  WHAT IS A POWER?
  
  See Choosing Abilities (p. 9) for a
  detailed discussion of how to choose
  appropriate abilities for a power.
  Power Modifiers
  Each power also has a power mod-
  ifier: a limitation or enhancement that
  turns an advantage into one of the
  power’s abilities. An advantage must
  have the relevant power modifier in
  order to be part of the power; there are
  no exceptions.
  An advantage with a power modifi-
  er is subject to all the special rules that
  apply to the power. If the power is sub-
  ject to a broad set of countermeasures
  or situational penalties, only works in
  certain circumstances, or restricts the
  user’s actions, its power modifier is a
  limitation. If the power’s abilities are
  more flexible than the unmodified
  traits, its power modifier is an
  enhancement. The value of the limita-
  tion or enhancement depends on just
  how much the restrictions are tight-
  ened or relaxed; see Evaluating Power
  Modifiers (p. 20).
  Talents
  Finally, each power has a Talent
  that represents natural or learned
  aptitude with the power. This is simi-
  lar to a mundane Talent (see p. B89),
  but instead of giving a bonus to skill
  rolls, it gives a bonus to all success
  rolls made to activate or use any of the
  power’s abilities; e.g., Telepathy Talent
  3 gives +3 to the IQ, Will, and
  Perception rolls to use telepathic 
  abilities. The GM is free to interpret
  Talent creatively for abilities that don’t
  normally require a die roll; see The
  Role of Talent (p. 158) for ideas.
  The cost per level of Talent can
  vary, as explained under Pricing
  Talents (p. 29), but most Talents cost 5
  points/level. No one may buy more
  than four levels of a given Talent with-
  out the GM’s permission.
  It’s possible to purchase the abili-
  ties of a power without taking the
  associated Talent, but most empow-
  ered heroes will find Talent indispen-
  sable. Likewise, the GM may allow
  Talent without abilities. Those in
  either situation possess the power in
  question, and can generally add the
  missing component later on; see
  Adding and Improving Powers (p. 33).
  This is all you absolutely need to
  know to skip to Chapter 3 and start
  adding powers to a character. The
  remainder of this chapter is aimed at
  GMs who are designing powers for
  their campaign, and players who have
  the GM’s permission to give their
  characters custom-built powers.
  8
  BUILDING POWERS
  Powers vs. 
  “Wild” Advantages
  Not everyone with advantages from a power’s list of abilities possess-
  es that power. As explained under Power Modifiers, an advantage only
  becomes part of a power if it has the relevant power modifier. The GM
  decides whether it’s possible to buy the advantages that make up pow-
  ers as stand-alone traits.
  In some game worlds, many advantages exist both “in the wild” and
  as part of one or more powers. Without a power modifier, an advantage
  works exactly as per its description – none of the special rules for pow-
  ers apply to it. For instance, effects that negate, drain, or enhance an
  advantage when it’s part of a particular power have no effect on the wild
  version. Things that benefit or restrict the wild version have their usual
  effects on all modified versions, though!
  In other settings, the only way to obtain certain advantages – espe-
  cially exotic or supernatural ones – is as part of a power. By ensuring
  that unusual abilities are always subject to power modifiers, the GM
  can control dozens or hundreds of advantages by defining a small num-
  ber of modifiers. Of course, unusual NPCs might still have wild versions
  of such traits . . .
  
  The first step in designing a power
  is to pick a reasonable list of abilities.
  The goal is to create a list that’s long
  enough to justify the work of coming
  up with a power modifier and a Talent
  (and the special rules that go with
  them), but short enough that the
  power doesn’t become meaninglessly
  vague . . . or the only power worth hav-
  ing. Ask yourself two questions before
  you add any advantage to a power:
  1. Does the advantage make sense
  given the power’s focus? A power’s
  abilities – with no exceptions – must
  directly address its focus. For
  instance, if you’re designing a necro-
  mantic power, all of its abilities should
  deal with death and the dead.
  Channeling and Medium are a perfect
  fit. Innate Attack would work, too, if
  given a reasonable set of modifiers to
  turn it into, say, a “life-draining
  touch.” However, Healing would be
  hard to justify, and Binding wouldn’t
  make sense at all.
  2. Does the advantage make sense
  given the power’s source? The ability
  shouldn’t clash with the folkloric tra-
  ditions or genre conventions normally
  associated with the power’s source.
  For example, psionic abilities should
  feel like powers of the user’s mind;
  therefore, a trait such as True Faith,
  which traditionally relies on a connec-
  tion to a god or a spirit, would be
  unsuitable.
  Don’t put these tests ahead of cre-
  ativity, though. A clever choice of spe-
  cial effects and modifiers can some-
  times turn an otherwise inappropriate
  advantage into a good fit. For
  instance, Binding might actually be
  quite reasonable for a necromantic
  power . . . if it’s defined as skeletal
  hands that erupt from the ground and
  seize the victim! All that’s needed is an
  Environmental limitation: “Only in
  graveyards, old battlefields, and other
  death-aspected areas.”
  When choosing a power’s abilities
  – especially those available to PCs –
  it’s crucial to make sure that they’re
  varied enough to make the power
  useful for some or all of combat,
  stealth, transportation, information
  gathering, social interaction, or 
  simply earning a living. Below is an
  overview of several important cate-
  gories of abilities. See Chapter 2 
  for rules for converting specific
  advantages into customized abilities.
  ATTACKS
  In most action genres, those who
  have powers can hurl them at their
  foes. This is one of the key roles of
  powers in supers settings, where “ele-
  mental” powers are typically capable
  of a bewildering variety of attacks. For
  instance, Heat/Fire power might let
  the user conjure fireballs, flame jets,
  smoke, spark showers, etc. Of course,
  not every power is destructive. A
  power with many other uses – or one
  that’s wholly nonviolent (e.g., Psychic
  Healing) – can get by with no attacks.
  Because of the sheer number of
  modifiers available, always specify all
  enhancements and limitations needed
  to adapt an attack advantage to a
  power; see Selecting Modifiers (p. 99)
  for details. A few important examples:
  • Normally ranged abilities, like
  Innate Attack, have the Melee Attack
  limitation (p. B112) if they charge up
  a hand or other body part for striking.
  Touch-only 
  abilities, 
  such 
  as
  Neutralize and Possession, require
  Ranged (p. B107) to work at a 
  distance.
  • Abilities resisted by IQ or Will
  need the Based on HT enhancement
  when added to a fundamentally phys-
  ical power. Those resisted by HT need
  Based on Will when included in a
  mental power. See Based on (Different
  Attribute) (p. B102).
  •Curses, mental blasts, and similar
  supernatural attacks work best with
  Malediction (p. B106) or Sense-Based
  (p. B109).
  Direct Attacks
  The beams, bolts, gazes, curses,
  etc. wielded as weapons by those with
  powers most often injure, weaken,
  subdue, or inconvenience their target
  directly.
  Affliction
  The 
  vast 
  range 
  of 
  possible 
  effects available through special
  enhancements makes this the most
  common attack. Because of this
  scope, a power that includes Affliction
  should always specify the types of
  enhancements allowed.
  Most 
  nonlethal 
  attacks 
  are
  Afflictions with one of three enhance-
  ments: Attribute Penalty, for weak-
  ness-inducing attacks that drain ST or
  neural blasts that reduce DX or IQ;
  Disadvantage, for psionic or magical
  abilities that cause madness, decrepi-
  tude, etc.; and Incapacitation, for
  sleep, stunning, and paralysis effects.
  Lethal attacks are usually Innate
  Attacks (below), but “all or nothing”
  attacks could instead be Afflictions
  with the Coma or Heart Attack
  enhancement.
  The Advantage enhancement is
  perhaps the most versatile of all. Used
  with Growth and Shrinking, it allows
  enlargement and diminution, respec-
  tively. With Morph, it can turn the tar-
  get into another creature. With
  Insubstantiality, it can turn him into a
  “ghost.” And with Jumper or Warp, it
  can make him disappear altogether!
  Binding
  With suitable modifiers, Binding
  can hold the target in place with
  bonds of telekinetic force, imprison
  him within a block of ice, summon
  vines to entangle him, and so on. Like
  Affliction, Binding should come with a
  list of special modifiers that adjust it
  to suit the power. The Environmental
  limitation is among the most impor-
  tant of these, and is useful for describ-
  ing abilities that command nature.
  Innate Attack
  This is the basic “do damage” abil-
  ity. Always specify permitted damage
  types, which should suit the power’s
  focus.
  If the focus is matter – earth, ice,
  metal, etc. – choose a Crushing,
  Cutting, Impaling, or Piercing Attack
  to represent a solid projectile. A liquid
  or gas that pushes the target around
  has Double Knockback (p. B104) and
  No Wounding (p. B111). A poisonous
  liquid or gas is a Fatigue or Toxic
  Attack with Contact Agent (p. B111) or
  Respiratory Agent (p. B108).
  BUILDING POWERS
  9
  CHOOSING ABILITIES
  
  If the focus is energy, the best
  option is a Burning Attack. This can
  represent a laser, lightning bolt, fire-
  ball, radiation blast, etc. Some force
  beams and sonic/vibratory attacks
  work more like solid projectiles,
  however.
  Supernatural powers should use
  Fatigue Attack for nonlethal effects
  (e.g., mind blasts) or Toxic Attack for
  deadly ones (e.g., death rays). Such
  abilities frequently have the Side
  Effect enhancement (p. B109).
  Only exotic foci are likely to have a
  Corrosion Attack. This might repre-
  sent an acid jet, antimatter beam, or
  disintegrator – or even accelerating
  time to cause decay.
  Leech and Neutralize
  Individuals who can rob others of
  their capabilities exist in most settings
  with powers. The ability to reduce the
  victim’s FP, HP, or attributes in order
  to heal oneself is Leech (p. 96). This is
  most often part of a supernatural
  power with a vampiric or necromantic
  bent.
  The ability to remove powers is
  Neutralize (p. 97). Powers that include
  this advantage must specify the affect-
  ed source, and might use the One
  Power or One Ability limitation to nar-
  row it down further. If the attacker
  acquires the stolen powers, add the
  Power Theft enhancement to the list.
  This best suits super-powers.
  Environmental Control
  Some advantages let the user alter
  his environment in order to compro-
  mise opponents in battle. These might
  not cause direct harm, but it’s wise to
  count them as attacks when designing
  a power. A power with many of these
  abilities is definitely useful in combat.
  Control and Create
  A power with these advantages
  should normally limit them to its
  focus; e.g., Control (Earth) and Create
  (Earth) for Earth power. Occasionally,
  it makes sense for a power to include
  Control and Create for a diametrically
  opposed focus, too; for instance, Air
  power might include Create (Vacuum)
  if it can move air out of an area. See
  Control (p. 90) and Create (p. 92) for
  details.
  Obscure
  Before adding Obscure to a power,
  think about which senses the power’s
  focus could block. Heat/Fire power
  could inhibit vision with smoke and
  jam Infravision with heat, while ser-
  vants of Trickster, Spirit Guardian of
  Thieves, might have a power that
  includes all forms of Obscure. Use the
  Extended special enhancement for
  related senses, multiple instances of
  Obscure for unrelated senses.
  10
  BUILDING POWERS
  Inappropriate Abilities
  When narrowing down a power’s list of abilities, bear in mind that a
  power is supposed to be an innate capacity to produce extraordinary
  effects – usually by actively manipulating some kind of energy. Traits
  that don’t meet this criterion are rarely suitable. In particular, the fol-
  lowing are normally off limits:
  • Attributes and secondary characteristics. A hero can actively use
  great ST to smite foes or high Basic Move to sprint, but the benefits are
  mainly passive. A super with extreme scores can call his gift a “power”
  or “super-ability,” but he can’t claim a discount from a power modifier
  or a bonus from a Talent.
  • Advantages that grant bonuses to attribute or skill rolls. Traits such
  as Acute Vision, Hard to Kill, and Talents are situational attribute
  bonuses, and are subject to the same cautions as attributes.
  • Advantages that represent physiology, racial traits, implants, or sur-
  gery. Advantages such as Claws and Extra Arms are just body parts, and
  aren’t usually suitable as part of a power. Racial templates are inappro-
  priate for similar reasons; “being a dragon” isn’t a power! This applies
  equally to technological body parts: bionic arms, implanted firearms,
  etc. These are interesting abilities (see Chapter 3 for examples), but they
  rarely suit powers.
  • Disadvantages and quirks. These render the user less capable, and
  so are unsuitable as abilities. A power might have disadvantages as pre-
  requisites, though; see Required Disadvantages (p. 21).
  • Skills. Powers can sometimes assist skill use and vice versa 
  (see Using Abilities with Skills, p. 161), but this doesn’t make the 
  skills involved part of a power, however exotic they are. Skills are
  learned, not innate.
  •Social traits. Legal Enforcement Powers, Patrons, Status, etc. origi-
  nate from society – not powers. A power would have to be very unusual
  to include such advantages as active abilities.
  Put creativity first, though. Only disadvantages, quirks, and skills are
  always inappropriate. The other traits above might be fine with suitable
  modifiers. For instance, attributes are explicitly permitted in some cases
  (see Attributes as Abilities, p. 13), physiological traits are fine if switch-
  able (see Switchable Body Parts, p. 18), and even technological body parts
  are acceptable if the GM allows “Superscience” as a power modifier (see
  Gadget Limitations and Powers, p. 107).
  When narrowing down a power’s list of abilities,
  bear in mind that a power is supposed to be an
  innate capacity to produce extraordinary effects –
  usually by actively manipulating some kind of
  energy.
  
  Static
  Static (p. 98) interferes with all
  powers of a particular source. The
  basic advantage is a personal defense,
  but it tends to have the Area Effect
  special enhancement in fiction – and
  often the Ranged enhancement
  (p. B107), too – making it more like an
  attack. If it appears among a power’s
  abilities, the power generally shouldn’t
  include any ability that stems from the
  affected source, with the exception of
  Neutralize, Obscure, and Resistant.
  Thus, Static works best for “anti-pow-
  ers.” For instance, Antipsi (p. 122)
  includes Static (Psi), but doesn’t
  include psi abilities other than those
  that block psi.
  DEFENSES
  Powers are as likely to include
  defenses as attacks. This might seem
  odd, given that the majority of suitable
  traits – notably Damage Resistance
  and Resistant – are passive, and don’t
  let you do anything. But including
  such advantages in a power often
  makes it possible to employ extra
  effort (see Extra Effort, p. 160), attempt
  special active defenses (see Defending
  with Powers, p. 167), and perform
  “stunts” (see Stunts, p. 170) – all of
  which benefit from Talent. Of course,
  there’s a tradeoff: anything that neu-
  tralizes the power also neutralizes the
  defenses it provides.
  Types of Defenses
  Before choosing specific defensive
  abilities, think about how the power
  protects its user. A power might work
  in any or all of the following ways:
  Obstructing the attack. Some pow-
  ers interpose themselves between the
  user and the incoming attack, weaken-
  ing the attack in a way that’s logically
  or dramatically consistent with the
  power’s focus. For example, Cold/Ice
  power might let the user shroud his
  body in ice, creating a physical barrier
  against damage. This best suits pow-
  ers that manipulate materials (earth,
  ice, metal, etc.) or create energy fields
  (e.g., Psychokinesis, p. 133).
  Diverting the attack. Other powers
  protect the user by allowing him to
  channel his focus so effectively that
  when he’s attacked with an item or
  substance he can control, he can
  direct it around or away from himself,
  reducing the attack’s effectiveness.
  Examples include a telepath who can
  ward off the incursions of other
  telepaths and a fire elemental who’s
  largely immune to fire. This explana-
  tion makes sense for almost any focus.
  Negating the attack. Certain powers
  let the defender wholly or partially
  “cancel out” attacks that are diametri-
  cally opposed in focus. This is most
  appropriate for powers with a clearly
  defined opposite: Good vs. Evil, Light
  vs. Darkness, etc.
  BUILDING POWERS
  11
  Optional Rule: 
  Alternative Abilities
  It often makes sense to define several abilities as distinct, mutually
  exclusive “settings” of a single, adaptable trait. For instance, Burning
  Attack, Ladar, and Laser Communication might be different intensity
  levels and modulations for a laser that can function as a weapon or a
  sense or a means of communication. Similarly, two Innate Attacks
  might represent different power settings for a ray gun.
  If only one such ability works at a time, it’s reasonable to give a cost
  break. If the GM agrees, those with “alternative abilities” pay full price
  only for their most expensive ability. All the rest are at 1/5 cost. Find each
  ability’s final cost after all enhancements and limitations (including the
  power modifier, if any), apply the divisor, and round up.
  Example: Jocko the psychokinetic has Flight (PK, -10%) [36], Super
  Jump 2 (PK, -10%) [18], and Walk on Air (PK, -10%) [18]. The GM
  decides that these advantages represent a single ability to levitate. Jocko
  pays full price for Flight, as it’s the most expensive trait. He pays 1/5 cost
  for Super Jump and Walk on Air. Each costs 18/5 = 3.6 points, which
  rounds up to 4 points. Final cost is 36 + 4 + 4 = 44 points.
  The GM shouldn’t permit abilities with incompatible in-game expla-
  nations as alternatives. Obscure and Burning Attack in the form of
  smoke and a fireball are reasonable alternatives . . . but if the smoke
  were darkness and the fireball a laser, the combination would need
  superscience or the supernatural to make sense!
  Alternative abilities have three drawbacks:
  1. It’s impossible to use the abilities simultaneously or have a Link
  (p. B106) between them. To change settings requires a Ready maneuver.
  After switching to an attack (Affliction, Binding, Innate Attack, Leech,
  Neutralize, Obscure, Static, and anything else the GM views as an
  “attack”), switching to a different attack is a free action. If the user can
  make more than one attack per turn, he must use the same setting for
  all of them.
  2. Anything that disables one ability disables the whole collection. If
  injury or critical failure cripples or burns out any of the abilities – or a
  foe neutralizes or drains one – none of them are available until the
  affected one recovers!
  3. Using an ability that can’t be activated again until its duration
  expires (e.g., Neutralize with the Power Theft enhancement, or almost
  anything with the Ranged enhancement) means that none of the abilities
  are available for the duration.
  For additional notes that apply to attacks, see Alternative Attacks
  (p. B61).
  
  Typical Defensive
  Abilities
  Once you know how a power pro-
  tects its user, it’s easier to choose the
  advantages and modifiers that make
  up its defensive abilities.
  Damage Resistance
  This works well for all three kinds
  of defenses. As an obstructing defense,
  DR should work against most or all
  attacks. The Force Field enhancement
  is especially appropriate.
  As a diverting defense, restrict DR
  to the power’s own source or focus by
  applying the Limited modifier. For the
  purposes of Limited Defenses (p. B46),
  an entire source is “Very Common”
  (-20%), while almost any focus broad
  enough to justify a power is
  “Common” (-40%). The Absorption
  and Reflection enhancements are 
  logical additions.
  As a negating defense, use Limited
  to restrict DR to a focus that opposes
  that of the power.
  Resistant
  At the +3 or +8 level, Resistant is
  suitable as a diverting defense against
  the power’s own source or focus, or as
  a negating defense against the oppo-
  site focus. As with DR, an entire
  source is “Very Common,” while a 
  single focus is “Common.”
  Immunity is often appropriate, too.
  However, the GM is free to forbid a
  power from offering full Immunity to
  its own source if any shield capable 
  of completely blocking its harmful
  energies would also block external
  energies that must reach the user to
  empower him in the first place. This
  consideration is dramatic, not game-
  mechanical.
  Specific Defenses
  Many defensive advantages work
  against specific threats. The most
  important are Mind Shield (as a
  diverting defense for any mental
  power), Protected Sense (most often a
  negating defense; e.g., Darkness
  power might give Protected Vision by
  reducing glare), Radiation Tolerance
  (a diverting defense for energy-related
  powers, but also a suitable as an
  obstructing defense for powers that
  manipulate dense materials), Sealed
  (an obstructing defense that often
  accompanies DR with the Force Field
  enhancement), 
  and 
  Temperature
  Tolerance (which might be diverting
  or negating; e.g., Heat/Fire power vs.
  heat or cold).
  MOVEMENT
  ABILITIES
  Movement abilities are another sta-
  ple of action genres. Most of these
  traits allow flashy maneuvers that
  make them every bit as dynamic as
  combat abilities.
  Types of Movement
  Abilities
  There are many possible explana-
  tions for movement abilities. The most
  obvious is that the power has “moving
  things” as its focus. Powers that can
  move 
  distant 
  objects 
  – 
  like
  Psychokinsis (p. 133) – can often
  transport the user, too, with the most
  common result being Flight. “Moving
  things” can also mean instantaneous
  movement. Powers of this kind, such
  as Teleportation (p.
  134), offer
  Jumper, Snatcher, or Warp.
  Equally common in fiction are
  powers that let the user command or
  conjure his focus in such a way that it
  carries him along or enhances his
  movement capabilities. A super with
  Air power might ride within a minia-
  ture tornado (Flight), a hero with
  Cold/Ice power might slide along an
  icy trail (Enhanced Move (Ground))
  and climb walls by freezing his hands
  to them (Clinging), and so on.
  A few powers allow the wielder to
  project his focus to generate thrust,
  like a jet or a rocket. Any power ener-
  getic enough to do damage with a
  direct attack could believably work
  this way – especially an elemental
  power that lets its user project water,
  fire, etc. This most often grants
  Enhanced Move, Flight, or both.
  Finally, a power that gives precise
  control over a focus is likely to let the
  user control how his body interacts
  with that focus. For instance, Gravity
  power might let a hero reduce the pull
  of gravity on his body (justifying
  Catfall, Super Jump, or even Flight),
  while Earth power could enable him
  to meld his body with stone in order to
  climb it (Clinging) or pass through it
  (Permeation).
  12
  BUILDING POWERS
  Uniqueness
  A given advantage can belong to more than one power. For instance,
  Healing isn’t just part of the Healing power; the Bioenergy, Good, Life,
  and Order powers also include it (see Chapter 3). However, variations
  between power modifiers do mean that the advantage might have
  unique strengths and weaknesses, relative to its base form, in each case.
  An advantage should only be truly unique to a single power if the
  campaign background demands it. For example, in a world where the
  only powers are divine, certain abilities might be the exclusive domain
  of particular gods.
  Multiple Copies of the Same Advantage
  You can buy the same advantage more than once as the ability of dif-
  ferent powers – usually as insurance against one of your powers failing,
  or to serve as a prerequisite (see p. 31). Pay full price only for the most
  expensive ability, after all modifiers; the others are at 1/5 cost (round
  up). Unlike Alternative Abilities (p. 11), there’s no connection between
  these abilities. The discount simply reflects the diminishing returns on
  buying an advantage multiple times.
  If the advantage comes in levels, you can instead opt to pay full price
  for both versions. This lets you add the levels together in a situation
  where both powers would work, provided your powers aren’t opposed
  in some way (GM’s decision).
  
  Typical Movement
  Abilities
  Most movement advantages are
  suitable abilities for powers, but
  matching them up can be tricky.
  Below are a few suggestions.
  Amphibious, 
  Terrain Adaptation, 
  and Walk on Liquid
  These traits let the user function at
  full Move in or on a substance that
  normally limits movement. They’re
  common for elemental powers that let
  the user adjust the interaction
  between his body and his power’s
  focus: Amphibious and Walk on
  Liquid both suit Water, Terrain
  Adaptation (Ice) fits Cold/Ice, and so
  on. Powers granted by spirits or gods
  associated with nature are also candi-
  dates for such abilities; for instance, a
  sea god might bestow Amphibious,
  while a desert spirit might give Terrain
  Adaptation (Sand).
  Clinging and Super Climbing
  Clinging and Super Climbing are
  logical for any power that lets the user
  create a bond between his body and a
  surface. Depending on the power, this
  bond might be physical (ice, stone,
  etc.) or due to an attractive force
  (gravity, magnetism, psychokinetic
  energy, etc.). If the bond can only form
  with the focus of the power, or 
  if the focus can only form a bond 
  with certain substances (e.g., metals, 
  for Magnetism), add the Specific 
  limitation.
  Enhanced Move
  This movement ability nearly
  always occurs alongside others:
  Enhanced Move (Air) with Flight,
  Enhanced 
  Move 
  (Water) 
  with
  Amphibious, and so on. Enhanced
  Move (Ground) is extremely flexible; it
  can represent elemental “matter surf-
  ing,” chi- or psi-based body control,
  and many other things.
  Flight, Super Jump, 
  and Walk on Air
  Flight is probably the single most
  common ability attributed to gods,
  supers, psis, and others with remark-
  able powers. A hero might ride the
  wind, soar atop a column of flame,
  control gravity or psychokinetic 
  energy, or summon spirits to whisk
  him through the air. This is one of the
  few abilities that can, with a little cre-
  ativity, suit almost any focus! The GM
  should keep an open mind.
  Those trying to save points should
  consider applying limitations such as
  Gliding and Lighter Than Air to their
  Flight. Alternatively, they might buy
  Super Jump or Walk on Air; either
  ability is suitable for a power that
  allows full-fledged Flight.
  Jumper, Snatcher, and Warp
  In most game worlds, these abilities
  are the exclusive domain of powers
  with “instant movement” as their
  focus. They are frequently the only
  abilities of such powers, with the pos-
  sible exception of Affliction with the
  corresponding Advantage enhance-
  ments. Since these traits can short-cir-
  cuit adventures, the GM should be
  conservative about accepting “cre-
  ative” explanations as to why they suit
  atypical powers or sources. By limiting
  which powers include these advan-
  tages, and restricting those powers to
  PCs who draw power from suitable
  sources, the GM can easily dampen or
  jam just those powers, allowing him to
  shore up his plot without robbing the
  heroes of all their abilities.
  BUILDING POWERS
  13
  Attributes as Abilities
  The GM shouldn’t allow modified ST, DX, IQ, HT, Will, Per, Basic
  Speed, or Basic Move as abilities. However, bonuses to these scores are
  appropriate for powers if either of the following is true:
  • The bonuses have limitations that mean they require conscious
  activation or don’t always work; e.g., Costs Fatigue, Limited Use, or
  Trigger. For instance, a ST bonus with Costs Fatigue might suit a bio-
  logical or chi power.
  • The power modifier itself genuinely limits utility. For example, a
  super-power might grant ST and Basic Move bonuses that can be negat-
  ed (by Neutralize and related effects) along with the rest of the power.
  Price such a bonus as additional levels of the affected score, adjust-
  ed as usual for modifiers. List it as an advantage, however – don’t factor
  it into “permanent” attributes, secondary characteristics, skills, etc. It
  provides the full benefits of a higher score . . . when it works. When the
  player wishes to use his bonus, he must declare this like any other abil-
  ity use. This gives the GM a chance to rule on whether the bonus is
  available under the circumstances.
  Talent doesn’t affect these bonuses at all. A “Wisdom of Horus”
  power might offer IQ +10 as one of its abilities, and give +10 to IQ and
  IQ-based skills when it works, but the Wisdom of Horus Talent would
  give no further bonus.
  To turn FP and ST-based damage into abilities, use the special rules
  under Energy Reserves (p. 119) and Modifying ST-Based Damage (p. 146)
  instead.
  
  Permeation and Tunneling
  Powers with a specific material
  focus often count Permeation of 
  that material among their abilities. 
  A power might even encompass sever-
  al
  versions of Permeation; e.g.,
  Permeation (Earth) and Permeation
  (Stone) for Earth power. Conversely,
  more than one focus might make
  sense for a given form of Permeation;
  e.g., both Cold/Ice power and Water
  power could include Permeation (Ice).
  Tunneling rarely suits powers other
  than those that deal with earth or
  stone.
  Telekinesis
  Telekinesis is unique among move-
  ment abilities in that its chief function
  is to move things other than the user.
  The most familiar explanation for this
  ability is psi, but dozens of other phe-
  nomena can produce identical results:
  spirits, tightly focused winds, gravity
  beams, magnetism, etc. As a result,
  Telekinesis is nearly as widespread as
  Flight, and suits an equally broad
  spectrum of powers.
  MENTAL
  ABILITIES
  Combat and movement abilities
  enjoy the highest profile in fiction,
  but interesting powers offer many
  other 
  possibilities. 
  Particularly
  important are capabilities useful for
  investigation and social interaction.
  Most of these gifts require IQ, Will, or
  Perception rolls to use, making 
  them “mental” for all practical 
  purposes – however physical their
  manifestations.
  Any power might offer a few men-
  tal abilities. However, powers with a
  divine, magical, psionic, or spiritual
  source tend to offer many such abili-
  ties – or even consist solely of these
  abilities – because of the connections
  that myth and fiction draw between
  the supernatural and the mind. Psi
  powers are defined as mental, while
  divine, magical, and spiritual ones
  depend on faith, knowledge, and
  awareness, all of which are ultimately
  rooted in thought.
  Because mental abilities manifest
  through thoughts more so than
  actions, they are especially appropriate
  for contemplative characters. In con-
  spiracy, horror, and secret-powers
  campaigns, the GM might decide that
  they are the only abilities available to
  anyone. Telepaths can read minds . . .
  but not fry the brains of enemies.
  Shamans can perceive spirits . . . but
  not fly. And so on.
  Here and elsewhere, Powers splits
  mental gifts into “communications,”
  “influence,” “information,” and “sens-
  es.” These categories overlap a great
  deal. For example, the Medium advan-
  tage allows the user to sense and
  speak with spirits, raising the possibil-
  ity of asking them for assistance or
  information; thus, Medium could fit
  into any or all of these classes. If it’s
  important to categorize an advantage
  precisely, the GM’s word is final.
  Communications
  Certain abilities enable the user to
  communicate with others despite
  physical barriers (distance, sound-
  proofing, etc.), lack of a common lan-
  guage, physiological differences, and
  so on. Two classes of powers are espe-
  cially likely to offer such abilities.
  Powers that focus on a type of energy
  often give the ability to signal with
  that energy, while powers that focus
  on entities that don’t use normal
  human speech generally include the
  ability to communicate with those
  beings.
  Channeling and Medium
  These advantages enable the user
  to interact with spirits. They nearly
  always occur as part of a supernatural
  power (divine, magical, psionic, or
  spirit), and rarely suit other kinds of
  powers. In settings where “spirits” are
  the perfectly natural residents of
  another dimension, however, either
  ability might belong to a power that
  allows interdimensional communica-
  tion or travel.
  Mimicry
  Mimicry is an obvious choice for
  Sound/Vibration power, and might
  suit a chi- or psi-based body-control
  power that allows voluntary reshaping
  of the vocal apparatus, or a power that
  focuses on animals or nature.
  Trickster spirits and gods of language
  might empower their servants with
  this ability, too.
  Speak with Animals 
  and Speak with Plants
  These abilities occur most com-
  monly as part of powers granted by
  nature deities. In game worlds where
  psi powers can influence nonsapient
  life forms, they might instead be
  obscure telepathic abilities, or belong
  to distinct Beast Telepathy and Plant
  Telepathy powers. They also suit more
  generic animal-, plant-, and nature-
  control powers.
  Speak Underwater
  Aquatic supers often possess this
  ability – almost always as part of
  Sound/Vibration or Water power. Holy
  folk empowered by sea gods, ocean
  spirits, and similar entities might
  enjoy this capability as well.
  Subsonic Speech 
  and Ultrasonic Speech
  These 
  abilities 
  mainly 
  suit
  Sound/Vibration power. They aren’t
  appropriate for most supernatural
  powers. The knowledge that some ani-
  mals produce sounds at frequencies
  inaudible to human hearing – in fact,
  the entire concept of different fre-
  quencies of sound – comes from mod-
  ern science, and doesn’t mesh well
  with traditional beliefs. Druids,
  shamans, and the like should use
  Speak with Animals to talk to bats,
  dolphins, etc.
  Telecommunication
  Telecommunication is best thought
  of in terms of “Telesend vs. everything
  else.” Most
  forms use mundane 
  energy to transmit a signal; therefore,
  they suit powers that focus on 
  the type of energy involved. For
  instance, Infrared Communication fits
  Heat/Fire or Light power, Laser
  Communication is an obvious choice
  for Light power, and Radio is logical
  for Electricity power. If the GM wish-
  es, all three might be part of a broader
  power that focuses on electromagnet-
  ism in general; e.g., Electrokinesis.
  Telesend uses many of the same
  rules as other forms of Telecom-
  munication, but it’s ill-suited to powers
  with scientific or pseudo-scientific
  explanations. For most people, direct
  thought transference defines “psionic.”
  As such, the GM might wish to reserve
  it for psionic powers – notably
  Telepathy (p. 134) – and other super-
  natural powers with similar foci.
  14
  BUILDING POWERS
  
  Influence
  Influence abilities allow the user
  to read or alter others’ emotions,
  thoughts, or perceptions. Some of
  these traits would fit equally well
  under Communications. The crucial
  difference is that the advantages list-
  ed below let the user manipulate oth-
  ers – either by giving him an uncan-
  ny degree of emotional or intellectu-
  al access to his “victim,” or by
  enabling him to control his victim
  directly.
  Animal Empathy, Empathy,
  Plant Empathy, and 
  Spirit Empathy
  These traits make it possible to
  determine the emotional state and
  predisposition of another being with-
  out his knowledge or consent –
  indeed, without even conversing with
  him. This makes them especially
  appropriate 
  for 
  psionic 
  powers
  (Telepathy in particular), but note that
  any power that focuses on animals,
  plants, or spirits could logically
  include the appropriate variety of
  Empathy, 
  regardless 
  of 
  source.
  Healing powers might offer these abil-
  ities as well, albeit through reading
  vital signs instead of minds.
  Illusion
  Illusion (p. 94) represents the abili-
  ty to project images. In its basic form,
  it’s appropriate for Light power, psion-
  ic Electrokinesis, etc. It often occurs
  with the Mental special modifier,
  though, which turns it into a true
  influence ability. This makes it an
  excellent match for supernatural pow-
  ers – especially Telepathy, magical
  powers, and divine and spirit powers
  granted by deceivers and tricksters
  (although believers might regard the
  illusions as “visions”).
  Mind Control and Possession
  Mind Control permits the user to
  order his victim around, while
  Possession goes a step further and lets
  him take direct control of his victim’s
  body. Both offer special enhance-
  ments that allow the emulation of
  countless other effects common in fic-
  tion – most of which are appropriate
  as psionic or spirit abilities. In fact,
  these capabilities are only rarely suit-
  able for powers that don’t have a
  supernatural source.
  Mind Probe and 
  Mind Reading
  These advantages are most often
  psionic, found as part of Telepathy
  power – or Machine Telepathy, if given
  the Cybernetic Only special limitation.
  Other supernatural powers could offer
  them, however. For instance, spirits
  might mentally eavesdrop for a
  shaman, or a deity might empower
  “inquisitors” to pry information from
  mortal minds (or, with a suitable
  Accessibility limitation, just the 
  faithful).
  Rapier Wit
  Rapier Wit can represent many dif-
  ferent psionic abilities: reading the
  victim’s mind for words guaranteed to
  shock or incense him, telepathically
  projecting emotions while speaking,
  etc. If its source is divine, the user
  might speak with the voice of the
  gods. It might instead be a chi-based
  attack – a variation on the Kiai skill
  (p. B203). It could even represent 
  the 
  ability 
  of 
  someone 
  with
  Sound/Vibration power to modulate
  his voice in order to exploit the physi-
  ological effects of sounds above or
  below the audible range.
  Terror
  The ability to instill fear is com-
  mon to many powers. Fictional exam-
  ples include channeling chi or divine
  will to intimidate others, using psi to
  manipulate emotions, summoning
  frightening spirits, and wielding the
  power of pure Evil. Terror needn’t be
  supernatural; it’s possible to unnerve
  others with subsonic vibrations
  (Sound/Vibration power), tuned elec-
  tric fields (Electricity power), or other
  “natural” effects.
  BUILDING POWERS
  15
  
  True Faith
  True Faith normally comes from
  within . . . but many fantasy and hor-
  ror tales portray the wielder as a con-
  duit for external energies. Either way,
  this gift is best reserved for divine and
  spirit powers. When True Faith comes
  from a divine power, it’s acceptable to
  include the Pact limitation (see
  Required Disadvantages, p. 21) in the
  power modifier, as those entrusted to
  administer divine power by proxy are
  held to higher standards than True
  Faith intrinsically assumes!
  Information
  A few abilities let the user know
  things without perceiving them with
  his senses (however exotic) or stealing
  information from others’ minds. The
  GM should realize that any informa-
  tion he gives to PCs with such gifts
  could paint him into a corner or
  derail the plot; therefore, it’s wise to
  reserve these capabilities for powers
  that genuinely call for them.
  Blessed and Oracle
  These advantages best suit powers
  that represent an attunement to a
  divine or spiritual force that provides
  information directly (Blessed) or indi-
  rectly (Oracle). In either case, it’s
  acceptable to include the Pact limita-
  tion in the power modifier, as
  explained under True Faith (above).
  Oracle might be appropriate for other
  kinds of powers – for instance, psionic
  ESP – at the GM’s discretion.
  Danger Sense and
  Precognition
  Foreknowledge – vague (Danger
  Sense) or precise (Precognition) – is
  the essence of ESP, making these
  advantages eminently appropriate as
  psionic abilities. Rubber-science argu-
  ments can justify either as part of a
  power that includes Jumper (Time) or
  FTL travel abilities, too. Finally, since
  some animals seem to react to events
  before they occur, the GM might allow
  these gifts to those with animal-
  control powers.
  Intuition
  Any power that includes other
  information abilities could logically
  include Intuition. It might stem from
  divine guidance, ESP, or an acute
  awareness of events in alternate 
  universes. A radical but interesting
  origin for Intuition is a mental power
  that enhances the user’s ability to
  process data, letting him make
  extremely accurate guesses!
  Psychometry
  As explained on p. B78, this ability
  is most often either psionic or part of
  a time-travel power of some kind.
  However, a power that grants its user
  extremely acute senses (see Senses,
  below, for ideas) might grant a variant
  form of Psychometry that can make
  limited guesses about the past by
  building up a composite image from
  scents, residues, and wear patterns.
  16
  BUILDING POWERS
  Finding the Right Mix
  There’s more to designing a power than choosing abilities that suit
  its source and focus. You must also ensure that its abilities work
  together as a set . . . and that they’re appropriate for your game. If
  you’re uncertain about a specific ability, test it by answering the ques-
  tions below. If you answer “no” to any of them, the ability is probably
  inappropriate.
  1. Does it suit the genre? Almost any power intended for an action
  genre – four-color supers, mythic fantasy, pulp, etc. – should include
  attacks, defenses, and movement abilities. Impressive physical transfor-
  mations are suitable, too. Choose mental abilities for their utility in
  action scenes; e.g., Danger Sense to detect ambushes, Mimicry and
  Illusion to confuse foes in combat, and Enhanced Tracking to aim
  weapons.
  Powers for investigative genres (including most conspiracy and hor-
  ror, and more cerebral science fiction) should focus on mental abilities
  – perhaps exclusively. Where attacks, defenses, movement abilities, or
  transformations exist, they should be incidental to the power, not its
  centerpiece.
  2. Does it suit the realism level? In a “realistic” game world, abilities
  shouldn’t blatantly violate physical laws or generate phenomena
  unheard of in nature. This rules out attacks, movement abilities, and
  physical transformations that involve massive amounts of energy (X-ray
  lasers, FTL flight, etc.) or outré effects such as intangibility and telepor-
  tation. Exceptions must be supernatural – and subject to real-world
  beliefs about the supernatural (e.g., “iron is proof against faerie magic”).
  In a “cinematic” setting, an ability merely needs to match the power’s
  focus to be suitable. Rubber-science justifications and the extravagant
  excesses of myth are fine, as long as the result is stylish: Thundar the
  Storm God can fly and shoot lightning; Mindforce the psychokinetic
  super can hurl locomotives; and Ssthr the Reptile Man shaman can turn
  into a dragon.
  3. Does it suit the secrecy level? If powers are a secret, they should
  consist of abilities that are undetectable or easily dismissed as coinci-
  dence: attacks that only affect enemies with powers or who are other-
  wise “in the know” (e.g., Static), defenses that can pass as luck (e.g.,
  Resistant), mental abilities without obvious side effects (which excludes
  Telecommunication, Scanning Sense, and anything else that emits
  detectable energy), self-concealing physical transformations (e.g.,
  Invisibility), and so on.
  Bear in mind that neither “action-oriented” nor “cinematic” auto-
  matically means “obvious.” A cinematic action game can be a secret-
  powers game. For instance, a martial-arts master in a violent cinemat-
  ic campaign might have Telekinesis as a secret ability. It’s invisible and
  impossible to prove – and also entirely unrealistic, and handy for 
  bashing foes!
  
  Racial Memory
  Racial Memory might involve con-
  tacting spirits of the dead for counsel.
  If so, it’s ideal for powers of a necro-
  mantic nature – spirit, magical, or
  otherwise. Alternative explanations
  tend to be psionic: usually ESP
  (“retrocognition”), 
  but 
  possibly
  Telepathy, if telepaths can read the
  minds of the dead or tap a “collective
  consciousness.”
  Senses
  Extended senses are the most com-
  mon mental abilities granted by pow-
  ers. Almost any power that lets its
  wielder manipulate a focus will let him
  sense that focus, too. In the case of
  supernatural foci, powers that include
  communications and information
  abilities frequently bestow enhanced
  senses. Finally, it’s traditional for ani-
  mal-control and totemic spirit powers
  to provide the sensory capabilities of
  beasts.
  Vision
  Sight is the centerpiece of the
  human sensorium, which is probably
  why storytellers attribute so many
  unusual visual capabilities to those
  with amazing powers. Possibilities
  include 360° Vision, Dark Vision,
  Enhanced Tracking, Hyperspectral
  Vision, 
  Infravision, 
  Microscopic
  Vision, Night Vision, Penetrating
  Vision, 
  Peripheral 
  Vision, 
  See
  Invisible, Telescopic Vision, and
  Ultravision. The Light power is the
  most obvious candidate for such
  traits, but many of these senses are
  equally logical as ESP abilities (ESP is
  called “second sight” for a reason!) –
  and Dark Vision suits Darkness power,
  Infravision suits Heat/Fire power, and
  so on.
  Chi powers, too, can give the user
  an uncanny awareness of his sur-
  roundings. This might just be the
  Blind Fighting skill (p. B180), but a
  power that includes 360° Vision, Dark
  Vision, and Enhanced Tracking would
  cover that ground and more.
  Hearing
  Hearing is the “second sense” of
  humans, a status reflected in the rela-
  tively short list of hearing-related
  advantages: Discriminatory Hearing,
  Parabolic Hearing, Subsonic Hearing,
  and Ultrahearing. Such abilities might
  suit an elemental Sound/Vibration
  power, psionic ESP, or perhaps a spe-
  cialized 
  form 
  of 
  Psychokinesis
  (“sonokinesis”).
  Smell and Taste
  Discriminatory 
  Smell 
  and
  Discriminatory Taste work best as
  abilities borrowed from beasts using
  animal-control powers. They might
  also result from a body-control power;
  a matter-control power that lets the
  user analyze and alter chemical com-
  positions; or even a more narrowly
  focused chemical power.
  Touch
  Sensitive Touch and Vibration
  Sense extend the normal human sense
  of touch considerably. Either might
  suit Sound/Vibration power. These
  advantages also offer an interesting
  alternative explanation for chi-based
  sensory abilities, with Sensitive Touch
  allowing a martial artist to detect his
  opponents’ subtle movements and
  Vibration Sense allowing him to fight
  blind.
  Other Senses
  A few senses aren’t extensions of
  the five human senses so much as
  entirely new capabilities.
  Clairsentience: This is the generic
  “sensing at a distance” advantage,
  suitable for any power that lets the
  user displace his consciousness. It’s
  usually psionic – part of Astral
  Projection or ESP – but shamans with
  spirit abilities often possess it as well.
  It’s hard to justify through non-super-
  natural means, but powers that deal in
  time and dimension travel might be
  able to warp space sufficiently to let
  the user perceive a distant location as
  if it were nearby.
  Detect: A power with a given focus
  and source can usually detect one or
  both of those things – and perhaps
  related or opposed foci, too. Earth
  power should include Detect (Earth),
  Good power might encompass both
  Detect (Good) and Detect (Evil), and
  so on. Some foci require creative
  thinking; for instance, Healing power
  could allow Detect (Disease) or Detect
  (Poison), while a sea god might give
  his servitors Detect (Sea Creatures).
  Scanning 
  Sense:
  Radar 
  suits
  Electricity power, Ladar fits Light
  power, and Sonar is ideal for
  Sound/Vibration power. There are
  some more subtle matches, too; for
  instance, a psi with Electrokinesis
  could justify Radar or Ladar, and
  someone with Water power might
  have Sonar to navigate underwater.
  Para-Radar, on the other hand, is
  nothing like these other senses, and
  almost always supernatural. It’s most
  often associated with ESP or a form of
  divine or cosmic awareness.
  PHYSICAL
  TRANSFORMATIONS
  A few abilities enable the user to
  alter the structure or composition of
  his body. These can benefit mobility
  (by letting the hero turn into a fish,
  sprout wings, become a ghost, etc.),
  stealth (by altering his appearance),
  and defense (by healing damage),
  among other things.
  Nearly all of these abilities affect
  the user only. To transform others, the
  power must include an Affliction that
  has a suitable Advantage enhance-
  ment. Such Afflictions might accom-
  pany transformations that affect the
  wielder (typical of powers that focus
  on transformations) or replace them.
  BUILDING POWERS
  17
  There’s more to designing a power
  than choosing abilities that suit its
  source and focus. You must also ensure
  that its abilities work together as a set 
  . . . and that they’re appropriate for
  your game.
  
  Metamorphoses
  The most common transforma-
  tions are those that allow the user to
  alter his body’s size, shape, or physiol-
  ogy. In general, these don’t affect com-
  position – transformed people are 
  still made of living flesh, vehicular
  transformers remain mechanical, and
  so on.
  Chameleon and Elastic Skin
  Powers that enable conscious con-
  trol of the skin might incorporate
  either of these traits. This is typical of
  body-control powers – or of beast-
  control powers that let the user borrow
  the capabilities of squid, chameleons,
  etc. Such abilities might instead result
  from illusions that sit atop the skin, in
  which case they would be ideal for a
  dedicated Illusion power, or even a
  power granted by a mischievous spirit
  or demonic deceiver.
  Growth, Shrinking, 
  and Stretching
  These advantages involve physical-
  ly improbable size changes, and so are
  best suited to supernatural or cine-
  matic powers. Growth and Shrinking
  occur frequently in myth; a divine
  power might let a man become a titan
  . . . or vice versa. Super-powers that
  bestow such abilities sometimes “con-
  serve” mass by moving matter into or
  out of another dimension; thus, these
  gifts could occur as part of dimension-
  travel powers. A cosmic power, suit-
  able for gods and godlike supers,
  might let the user convert matter to
  and from energy, or alter the funda-
  mental scale of creation!
  Hermaphromorph
  Many spirits and deities seem to
  change sex at will, and might grant
  similar abilities to those they bless
  with powers. Body-control powers
  might also include this capability.
  Since Hermaphromorph results in a
  fully functional change, it isn’t suitable
  for illusion and deception powers that
  merely alter outward appearance.
  Shapeshifting
  Alternate Form: This versatile
  advantage can occur as part of many
  powers. The most obvious of these are
  supernatural; for example, a divine
  power that lets a priest take on the
  forms associated with his god, or a
  spirit power that enables a shaman to
  become a totem animal. A dimension-
  travel power might give the wielder
  the ability to appear in different bod-
  ies, storing unused ones “elsewhere”
  for the duration. And a body-control
  power could give the user enough con-
  trol that he can turn into something
  else.
  Morph: All of the explanations
  given for Alternate Form work here,
  but Morph is far more flexible. It suits
  the most cinematic, open-ended forms
  of beast control and matter control
  seen in comic books, and provides the
  truest emulation of the capabilities of
  mythological shapeshifters.
  Switchable Body Parts
  Not all transformations are broad
  changes in shape or size. Many pow-
  ers permit a few specific alterations
  in form. The GM may allow such
  advantages as Claws, Extra Arms,
  Extra Legs, Flight (Winged), Striker,
  and Teeth to have the Switchable
  enhancement (p. 109). Any power
  that can justify a total metamorphosis
  could reasonably grant such partial
  changes.
  18
  BUILDING POWERS
  
  Transmutations
  Some abilities do let the user alter
  his body’s composition. These tend to
  be totally unrealistic, and best suited
  to supernatural powers and highly
  cinematic super-powers.
  Insubstantiality
  Interpreted as a spirit form,
  Insubstantiality suits the entire gamut
  of divine, magical, and spirit powers.
  It’s also a logical ability for non-super-
  natural powers that focus on dimen-
  sional travel: the user moves into an
  alternate dimension where he can see
  but not interact with the “real” world.
  Four-color supers might even gain this
  ability from elemental powers, using
  Electricity power to become pure
  energy, Sound/Vibration power to
  oscillate out of phase with reality, and
  so on.
  Insubstantiality is not always a
  transformation. It’s sometimes the
  result of the Astral Projection power.
  This lets the user separate his con-
  sciousness from his material body,
  which remains unchanged.
  Invisibility
  Exotic body-control and matter-
  phasing powers can sometimes trans-
  mute the body into something trans-
  parent. However, two common expla-
  nations for Invisibility don’t involve
  body alteration – they just create the
  appearance of a transformation. Chi-
  based powers and psionic Telepathy
  work by letting the user affect others’
  minds so that they don’t seem him,
  while Light and Electrokinesis powers
  let him vanish by bending light
  around his body.
  Meta-Traits
  Any of the forms under Elemental
  Meta-Traits (p. B262) might be the
  result of a transformation. Such traits
  mainly suit supernatural powers 
  associated with elemental forces or
  spirits – and of course elemental super-
  powers. Those who can switch into
  and out of these forms have Alternate
  Form, with the relevant meta-trait as
  their alternate racial template.
  Shadow Form
  When enabled supernaturally, this
  advantage usually represents a spirit
  form of some kind. The GM might
  wish to reserve it for powers that
  spring from sinister forces: black
  magic, foul spirits, the patron god of
  assassins, Evil embodied, etc. Shadow
  Form rarely occurs outside of settings
  that feature the supernatural, but if
  the GM allows a Darkness power, this
  ability certainly fits!
  Restorations
  Traits that keep the body in good
  repair are considered physical trans-
  formations: they transform the body
  from “damaged” to “whole” or let the
  user adjust his physiology to cope with
  injury, starvation, suffocation, etc.
  Such abilities are frequently manifes-
  tations of powers that channel chi,
  psionic energy, pure Good, or the
  blessing of a benevolent spirit or deity.
  Some supers use a “generic” Healing
  power that stems from none of these
  sources, however.
  Healing
  Healing is one of the few physical
  transformations that normally affect
  others. Divine, psionic, and spirit pow-
  ers are the most common explana-
  tions. More unusually, those with
  time-warping powers might be able to
  hasten natural recovery by accelerat-
  ing time – or by undoing the harm in
  the past.
  Metabolism Control
  Control over bodily functions (such
  as heartbeat) is one of the best-known
  abilities of those with chi powers –
  kung fu masters, yogi, etc. – and psion-
  ic healers. This gift rarely originates
  from other sources.
  Regeneration and Regrowth
  These abilities are generally just
  facets of the powers suggested above.
  An interesting alternative would be a
  dimension-travel or matter-control
  power that restores damaged tissue by
  channeling, converting, or creating
  matter.
  BUILDING POWERS
  19
  Number of Abilities
  A power should offer enough choices that those who possess it don’t
  all seem the same, but not so many potent abilities that players come to
  see it as the only power worth having. Some guidelines for GMs:
  • Attacks: Two attack advantages is plenty. To encourage player cre-
  ativity, leave these reasonably general; e.g., “Any Toxic Attack, and any
  Affliction that causes an incapacitating condition.”
  • Defenses: Aim for two or three major defenses. A “major” defense
  is one that’s open-ended (like DR) or that grants total immunity. Add
  minor defenses as you think of them – there’s no need to count.
  •Movement Abilities: Again, consider two or three major abilities. In
  this case, “major” means an advantage that lets the user move in an
  environment previously inaccessible to him (e.g., Flight) or that pro-
  vides more-or-less unrestricted mobility (e.g., Warp).
  • Mental Abilities: Include at most two or three potentially game-
  changing senses or communications abilities (e.g., Para-Radar or
  Telesend). Count potent influence abilities – for instance, Mind Control
  – as attacks. Make lesser abilities as numerous as you wish.
  • Physical Transformations: Count any ability with significant com-
  bat utility – Insubstantiality, Invisibility, etc. – as a “major defense.”
  Otherwise, there’s little need to restrict these abilities; in fiction, most
  powers that allow body alteration permit many transformations.
  These limits are only suggestions. If you decide to adhere to them,
  be open to horse-trading. You might reduce the number of major
  abilities in one category to add muscle to another. You might com-
  pensate for the complete absence of a particular category by adding
  major abilities elsewhere. Telepathy (p. 134) is a good example: its
  small number of highly specialized defenses and total lack of move-
  ment abilities and transformations balance an impressive list of
  influence and communications abilities.
  
  After determining which advan-
  tages best suit the power, it’s time to
  work out the modifier that makes
  those traits part of the power. This
  enhancement or limitation is the
  power modifier.
  The power modifier converts any
  advantage that has it into one of the
  power’s abilities. If that’s all it does –
  if it implies no additional restrictions
  or capabilities – it’s worth +0%. This
  is comparable to the situation for
  advantages that don’t belong to a
  power: the source is background
  color, a “special effect,” and doesn’t
  affect game play. The buyer pays the
  listed cost for the advantage and gets
  its benefits as written.
  But a power’s source or focus
  often suggests restrictions. Most
  powers let the user channel some
  kind of energy, and energy can run
  out . . . or be choked off at the source.
  If the power is supernatural, the
  wellspring might be willful – an enti-
  ty that demands propitiation or
  attaches conditions to the gifts it
  bestows. Super-powers frequently
  have dramatic “fatal flaws.” And all
  but the mightiest powers can meet
  their match in the form of manmade
  countermeasures or diametrically
  opposed powers. Any of these things
  would make the power modifier a
  limitation.
  More rarely, the opposite is true,
  and the power increases the scope of
  advantages tied to it by letting them
  ignore built-in limitations or making
  them useful in situations where they
  normally wouldn’t be. If so, the power
  modifier is an enhancement.
  In all cases, the final value of the
  power modifier is found by adding up
  the 
  individual 
  limitations 
  and
  enhancements it encompasses.
  COUNTERMEASURES
  A countermeasure is anything that
  blocks or negates an advantage or its
  effects. Even “wild” advantages (those
  not associated with powers) face
  countermeasures. For instance, Terror
  is worthless against those with the
  Unfazeable advantage, and someone
  with Night Vision can be blindfolded.
  But when a countermeasure that
  doesn’t affect the wild version of an
  advantage does affect the version a
  power provides, that’s a limitation.
  The size of the limitation depends on
  the nature of the countermeasure and
  how likely it is to appear during an
  adventure.
  Mundane
  Countermeasures
  If the power loses much of its utili-
  ty – or just doesn’t work – in a reason-
  ably common environment likely to
  occur in nature, and enemies could
  exploit this weakness using only every-
  day items and knowledge (not just
  specialized technology or training, 
  or other powers), add -10% to the
  power modifier. Individual abilities
  can’t claim a further discount for 
  an overlapping limitation such as
  Accessibility, 
  Environmental, 
  or
  Terminal Condition, however.
  Example 1: Because fire requires
  oxygen, the GM may rule that no abil-
  ity of the Heat/Fire power works with-
  out it. For instance, if the user is
  underwater or in a vacuum, he can’t
  use his jet-like Flight, “ignite” his Body
  of Fire, or launch fiery Innate Attacks.
  Even if oxygen is present, his enemies
  might be able to extinguish his Body
  of Fire and blunt his attacks using
  water, sand, or a fire extinguisher. This
  gives a -10% limitation – and rules out
  Accessibility limitations such as “Not
  underwater” and “Not in a vacuum”
  on specific abilities.
  Example 2: Sound/Vibration power
  requires the user to have a direct path
  through air, water, or another fluid to
  anything he wishes to affect. His
  Innate Attacks don’t work in a vacu-
  um, his Rapier Wit and Terror rely on
  subtle vibrations that radio can’t
  transmit, and so on. In a soundproof
  room, his abilities would stop at the
  walls. These drawbacks add -10% to
  the power modifier – and individual
  abilities can’t also claim “Only with a
  direct fluid path” as an Accessibility
  limitation.
  As the examples suggest, this
  modifier suits elemental powers best.
  The GM may allow it for other 
  powers. Neither an “environment
  likely to occur in nature” nor “every-
  day items and knowledge” is likely to
  affect a supernatural power . . . but
  “the will of a true king,” “true love,”
  or something similar just might. If
  the GM doesn’t mind powers being
  contingent on intangibles, he’s wel-
  come to permit such things as mun-
  dane countermeasures.
  Anti-Powers
  If the setting includes natural or
  artificial countermeasures expressly
  intended to knock out the power – per-
  haps even all powers of the same
  source – that’s a limitation. The size of
  the limitation depends on how exten-
  sive the countermeasures are:
  • If the countermeasures are spe-
  cific capabilities found only in the
  hands of those with unusual advan-
  tages (notably Neutralize and Static)
  or skills (including cinematic skills
  and magic spells), add -5% to the
  power modifier. For instance, the
  Dispel Magic spell (p. B250) and Mana
  Damper advantage (p. B67) can knock
  out magical powers, so magical pow-
  ers can claim this -5%.
  •If the countermeasures consist of
  specialized technology that works for
  anyone who possesses it (jamming
  fields, shield helmets, drugs that shut
  down the power or grant immunity to
  it, etc.), add -5% to the power modifi-
  er. For example, if particular drugs
  and frequencies of sound disrupt the
  biofeedback needed to make a body-
  control power work, the power gets
  this -5%.
  • If both situations apply, add
  -10% to the power modifier. This is
  the case for psionic powers, which
  are blocked by Antipsi power (p. 122)
  and by shield helmets, dampers, etc.
  This is also true for “generic super-
  powers” (see Super, p. 29), which are
  traditionally subject to Neutralize,
  Static, and a plethora of weird-
  science gadgets.
  These limitations are cumulative
  with the -10% for mundane counter-
  measures.
  20
  BUILDING POWERS
  EVALUATING POWER MODIFIERS
  
  No Countermeasures
  Powers that face no countermea-
  sures except those that affect the wild
  versions of their abilities add +0% to
  their power modifier. This is the
  “default” situation; it applies to any
  power that can’t claim a limitation
  under Mundane Countermeasures or
  Anti-Powers.
  Example 1: It’s traditionally impos-
  sible to neutralize chi powers. Two
  such warriors can use their powers to
  block one another – and in most tales,
  the 
  stronger 
  fighter 
  eventually
  exhausts the weaker. However, neither
  warrior can deprive the other of all of
  his abilities in an instant . . . and few
  legends suggest that mundane or tech-
  nological factors can render such
  powers useless. Thus, chi powers get
  +0%.
  Example 2: In myths where gods
  bestow powers upon their servants, no
  mortal can rob the blessed of their
  powers. Divine powers therefore have
  +0%.
  The fact that a power faces no
  unusual countermeasures doesn’t
  mean that its abilities can bypass
  things that would normally negate
  them. For example, if Invisibility
  belongs to a power that gets +0% for
  countermeasures, the power has no
  special flaws that people without See
  Invisible can exploit to see the user.
  This 
  doesn’t 
  render 
  Invisibility
  immune to its usual countermeasures,
  though – it’s still useless against those
  with See Invisible, because that’s a
  weakness built into the advantage.
  A few powers – such as those of
  deities and godlike supers – do offer
  abilities that aren’t subject to the
  countermeasures that affect wild
  advantages. For powers like this, the
  “countermeasures” aspect of the
  power 
  modifier 
  is 
  actually 
  an
  enhancement. This is the equivalent of
  the Cosmic enhancement (p. B103);
  therefore, we refer to such powers as
  “cosmic powers.”
  Cosmic powers add +50% to their
  power modifier. This lets their abilities
  ignore the things that normally block,
  shut down, or nullify wild versions of
  those traits, unless those countermea-
  sures are themselves cosmic; e.g., only
  a cosmic barrier can block cosmic
  Insubstantiality and only cosmic
  vision 
  can 
  penetrate 
  cosmic
  Invisibility. Furthermore, nothing can
  take away the wielder’s power – his
  abilities work on any world he visits,
  are present in any body he occupies,
  and so on.
  This power modifier counts as the
  first +50% of all Cosmic enhance-
  ments added to the power’s individual
  abilities. For instance, if the ability
  includes an irresistible attack, it costs
  +250% over and above the +50% in
  the power modifier, for a total of
  +300%. See p. 101 for two additional
  versions of Cosmic useful when
  designing cosmic abilities.
  The basic +50% for a cosmic power
  enables the power’s abilities to work
  normally against attacks and opposing
  abilities enhanced with more expen-
  sive Cosmic options.
  REQUIRED
  DISADVANTAGES
  Some powers stem from dedicat-
  ed exercise, meditation, prayer, etc.
  The devotee walks a path that limits
  his freedom or puts significant
  demands on his time. In return, he
  enjoys special abilities. Should he
  deviate from his chosen path, he
  loses his power until he takes suit-
  able steps to set things right. This
  might be merely inconvenient . . . or
  downright dangerous.
  BUILDING POWERS
  21
  Opposed Powers
  Some powers “oppose” others; e.g., Heat/Fire vs. Cold/Ice, Good vs.
  Evil, or Antipsi vs. any psi power. A power might be able to claim an
  opposed power as a countermeasure. The effects, if any, on power mod-
  ifiers depend on how the two powers interact.
  If it takes a specific, active use of one power to cancel out each spe-
  cific, active use of another, neither power qualifies as an anti-power, and
  their power modifiers are unchanged. Consider Heat/Fire vs. Cold/Ice:
  the environmental effects of their respective abilities often cancel each
  other out, and fire and ice attacks might be able to shoot each other
  down (see Defending with Powers, p. 167), but neither power can com-
  pletely prevent the other from working.
  If a power is subject to mundane countermeasures that another
  power just happens to emulate, it gets only the -10% under Mundane
  Countermeasures (p. 20). There’s no additional discount for the existence
  of a power that can exploit its flaws. For example, Heat/Fire power
  receives -10% because vacuum, water, and cold can negate it. It gets no
  extra bonus if Vacuum, Water, and Cold/Ice powers exist. Next to the
  world’s oceans, the boundless vacuum of space, and so on, a few people
  with powers is insignificant.
  An opposed power normally only counts as an anti-power if it con-
  tains Neutralize and Static abilities that can negate all of the other
  power’s abilities at once. In this situation, the affected power can claim
  the -5% described under Anti-Powers. The number of anti-powers is
  irrelevant – the limitation is a flat -5%, not -5% per anti-power.
  The GM may rule that other powers rate as anti-powers. Two possi-
  bilities are powers that offer Afflictions with Negated Advantage
  enhancements intended to cancel another power’s Talent or abilities,
  and those that include Obscure for the express purpose of blinding a
  power that focuses primarily on enhanced senses. A power should never
  receive the -5% discount unless another power specifically targets it,
  though.
  Bear in mind that a power can negate another power without being
  negated by it. For example, Antipsi interferes with Telepathy, but
  Telepathy doesn’t foil Antipsi – indeed, no power can block Antipsi! On
  the other hand, fiction is full of powers that are mutual anti-powers
  (e.g., Good and Evil), in which case both powers have a -5% limitation.
  
  Anyone who wishes to possess a
  power like this must take certain self-
  imposed mental disadvantages (see
  p. B121) to reflect his dedication. The
  GM determines these traits – not the
  buyer. They are prerequisites for all of
  the power’s abilities, and also for its
  Talent.
  The most common “required dis-
  advantages” are Disciplines of Faith
  and Vows – but Code of Honor,
  Fanaticism, Honesty, Intolerance,
  Sense of Duty, and Trademark are also
  appropriate. In general, required dis-
  advantages should total between -5
  and 
  -15 
  points. 
  See 
  Suggested
  Disadvantages (below) for guidelines.
  Required disadvantages give the
  usual number of points. This reflects
  their effects on the taker’s day-to-day
  life – he must live up to the standards
  they demand. If he fails, he suffers
  whatever mundane effects the GM
  feels are appropriate: loss of standing
  in his religion or community, psycho-
  logical breakdown, or just fewer
  bonus character points.
  Since the power-wielder also loses
  his power if he falters, he has further
  to fall than an equally dedicated indi-
  vidual who lacks powers. This gives
  him a discount on the cost of his abil-
  ities. See Required Behavior and Power
  Modifier (p. 23) to work this out.
  Suggested
  Disadvantages
  Some powers require just one self-
  imposed mental disadvantage; others
  prescribe behavior complex enough to
  justify several. Below are suggestions
  that suit particular sources and foci.
  All have variable point costs. The more
  severe the disadvantage, the harsher
  the ultimate limitation will be.
  Code of Honor, Honesty, 
  and Sense of Duty
  These disadvantages are appropri-
  ate for powers that emanate from
  gods or spirits that actively monitor
  their servants’ moral conduct – that is,
  divine and spirit powers. The most
  likely result of a holy man failing to
  uphold his deity’s moral code is the
  immediate and total loss of power. To
  recover his abilities, he must atone.
  This might include a time-consuming
  cleansing ritual, a sacrifice, or an
  ordeal (possibly involving privation or
  scarification).
  -5 points: A Code of Honor or
  Sense of Duty that applies to a small
  group, such as “all shamans,” would
  suit certain spirit powers and the
  divine powers of lenient deities. A
  “good” deity of this kind might instead
  require Honesty (15).
  -10 points: A Code of Honor or
  Sense of Duty that affects a large
  group, such as every member of a reli-
  gion, is appropriate for most divine
  powers. Honesty (12) is equivalent –
  again, mainly for “good” deities.
  -15 points: Honesty (9), or a Code
  of Honor or Sense of Duty that applies
  to everyone, is only really suitable for
  those who wield the power of pure
  Good, or the divine powers of the
  most benevolent (or just) deities.
  Disciplines of Faith and Vows
  Disciplines of Faith and Vows often
  indicate a personal commitment to a
  program of diet, physical exercise, and
  meditation. This is the traditional ori-
  gin of chi powers: the master balances
  yin and yang in every aspect of his life,
  and contemplates the nature of the
  universe. His efforts provide the phys-
  ical and mental discipline that fuels
  his power. But should he neglect his
  exercises and meditation, his abilities
  will fail under stress! To recover them,
  he must spend time in contemplative
  isolation, or undertake a quest for “re-
  enlightenment.”
  These disadvantages can also be
  religious in character, and suitable for
  divine and spirit powers. In this case,
  use the point-cost guidelines under
  Code of Honor, Honesty, and Sense of
  Duty (above).
  22
  BUILDING POWERS
  
  -5 points: Disciplines of Faith
  (Ritualism) is suitable for spirit pow-
  ers. A minor Vow, such as chastity, fits
  almost
  any supernatural power,
  whether it comes from within or 
  without.
  -10 points: Disciplines of Faith
  (Monasticism) and (Mysticism) suit
  both chi and divine powers. Major
  Vows (e.g., “Never draw blood in bat-
  tle.”) also come in at this point level,
  and suit many divine powers.
  -15 points: Disciplines of Faith
  (Asceticism) or a great Vow (e.g.,
  “Only fight in self-defense.”) would
  only be appropriate for divine powers
  granted by exacting deities – or for chi
  powers that demand complete, life-
  long dedication.
  Fanaticism and Intolerance
  A few powers spring from the
  wielder’s unswerving dedication to a
  set of beliefs rather than from his puri-
  ty or enlightenment. This is typical of
  powers that focus on fundamental
  moral principles, such as Good and
  Evil, and of divine and spiritual pow-
  ers given – often grudgingly – by
  amoral gods, primeval spirits, and
  Things Man Was Not Meant To Know.
  In fiction, such powers are nearly
  always frightening, whatever their
  moral bent.
  Fanaticism demands unquestion-
  ing loyalty. If the fanatic refuses one
  order, makes any concession that
  might weaken his cause . . . he’s cut
  off, and his abilities might even turn
  against him! Intolerance requires an
  active effort to convert, enslave, or
  destroy the target group. Any gesture
  of clemency leads to immediate power
  loss. In both instances, the nature of
  the needed reparations mirrors the
  harsh character of the disadvantage,
  with sudden injury or affliction being
  likely.
  -5 points: Intolerance of one partic-
  ular group – possibly fairly abstract
  (e.g., “Evil”) – is suitable for many of
  the divine powers and pure moral
  powers of fantasy, which often rely on
  their opposition to some other force
  for definition.
  -10 points: Intolerance of everyone
  who doesn’t worship the same god is
  appropriate for almost any divine
  power. Fantasy tends to reserve this
  for evil deities; good deities are more
  likely to demand -10-point Honesty or
  Sense of Duty.
  -15 points: Like other -15-point
  traits, Fanaticism only suits divine
  powers bestowed by demanding, judg-
  mental deities. It’s also a perfect fit for
  the powers of pure Good and Evil 
  in settings where compromise is
  impossible.
  Trademark
  Trademark is the least common
  required disadvantage. It works just
  like the rest of these traits, but with a
  twist: the user must leave a physical
  sign of his work wherever he uses his
  abilities. Otherwise, his power fails
  him the next time he calls upon it. The
  only way to rectify the oversight is to
  return to the neglected site and mark
  it appropriately – which might prove
  difficult if it’s a bloody urban battle-
  field crawling with detectives, or an
  enemy stronghold. This is most suit-
  able for spirit powers.
  -5 points: A simple Trademark
  might be a single rune or holy symbol,
  left behind by the user of a divine or
  spirit power to honor the entity he
  serves.
  -10 points: A complex Trademark
  resembles a simple one, but the mystic
  marks are more elaborate and time-
  consuming, and might offer clues as
  to the ritualist’s identity (his totem,
  tribal mark, etc.).
  -15 points: An elaborate Trade-
  mark means the sorcerer must con-
  duct a cleansing ritual after using his
  power in order to dissipate danger-
  ous spiritual residues that could
  rebound upon him. He might leave
  behind fetishes, animal sacrifices, or
  his own blood.
  Required Behavior 
  and Power Modifier
  If a power requires disadvantages,
  any violation of the behavior code that
  those traits imply costs the user all of
  his abilities. The limitation value
  depends on how taxing the code is,
  how rapidly the power departs after a
  transgression, and how difficult the
  power is to recover. The GM should
  calculate the effects of these factors 
  on the power modifier using the 
  following guidelines:
  1. Choose the required disadvan-
  tages, normally worth between -5
  and -15 points, and apply a limita-
  tion numerically equivalent to the
  point value of those disadvantages.
  For instance, a -10-point Vow is
  worth -10%. This part of the modifi-
  er is identical to the Pact limitation
  (p. B113); you can’t take that a sec-
  ond time.
  2. Decide on the speed with which
  the power vanishes (choose one):
  • Gradually, with enough warning
  to escape a dangerous situation: +5%.
  • Quickly enough to endanger the
  user in combat: +0%.
  Add -5% if the power doesn’t just
  vanish but turns against the user!
  3. Determine the act necessary to
  restore the power (choose one):
  • A day out of adventuring to pray,
  meditate, etc., or sacrifices worth a
  day’s income: +5%.
  • A week out of adventuring, or
  sacrifices worth a week’s income; a
  minor quest; or minor harm (1d injury
  or an irritating affliction): +0%.
  • A month out of adventuring, or
  sacrifices worth a month’s income; a
  major quest; or serious harm (4d
  injury, crippling, or an incapacitating
  affliction): -5%.
  4. Add all of the above together to
  find the final adjustment to the
  power modifier. If positive, reduce it
  to +0%. If a power requires minimal
  devotion, only departs gradually if
  the user neglects this, and returns if
  he takes a day to set things right, it
  isn’t limited (the wielder can use it in
  the current situation and make
  amends before the next time he
  needs it) – but it isn’t more useful
  than a power without this modifier.
  It’s possible to get large limita-
  tions – up to -25% – using these
  guidelines. The GM may allow such
  modifiers, but they’re only appropri-
  ate for powers granted by a merciless
  god who would strike down his own
  servant for the slightest impure
  thought. The GM must enforce this
  . . . and the players have no room to
  complain, because they’re getting a
  big discount on a wide array of use-
  ful advantages.
  BUILDING POWERS
  23
  
  CHANNELED
  ENERGIES
  Every power involves directing
  some kind of energy. “Channeled ener-
  gy” is energy that originates from a
  source outside the user. If an external
  influence can cut this off in transit,
  that’s usually a limitation – for obvious
  reasons! To understand which powers
  qualify for this discount, though, it’s
  necessary to know which ones don’t.
  Powers that originate from bioen-
  ergy, personal charisma, the mind, or
  the soul don’t qualify, because the
  energies involved are internal. This
  definitely includes all chi and psi pow-
  ers. The only external factor likely to
  interfere with a power like this is an
  anti-power (see Anti-Powers, p. 20).
  That’s a different limitation, because it
  doesn’t cut the target off from his
  power source – it just keeps him from
  directing it.
  Divine powers don’t qualify, either.
  A holy man does channel the will of
  his patron deity, but the only force that
  can intercept divine might in transit is
  another deity. Since a god has cosmic
  powers that can interfere with a lesser
  being’s capabilities in any case, this
  weakness isn’t a particular limitation
  of divine powers. A deity might cut off
  the powers of an unfaithful servant –
  but again, that’s a separate limitation
  (see Required Disadvantages, p. 21).
  Powers that only work in a particu-
  lar environment also don’t qualify.
  Heat/Fire power might not work with-
  out oxygen, Sound/Vibration power
  might fail without a medium to trans-
  mit it, and so forth, but such restric-
  tions don’t cut the user off from his
  power source – they limit his ability to
  project his power. See
  Mundane
  Countermeasures (p. 20) for the appro-
  priate limitation.
  This leaves two broad categories 
  of powers that do qualify for this 
  limitation.
  Ambient Energies
  A power might let its user shape
  and direct energy already present in
  the environment. In the absence of
  this energy, it doesn’t work. The effect
  on the power modifier depends on
  how likely the user is to be cut off
  from his power source:
  •If the power commands a form of
  energy that suffuses the entire uni-
  verse, and that can’t be screened out or
  drained by any means, add +0% to the
  power modifier. This is the case for
  cosmic powers that channel the ener-
  gy of existence – the absence of which
  implies nonexistence, which makes
  power failure irrelevant.
  • If the power directs energy that
  surrounds and permeates all things,
  and that only esoteric insulators or
  supernatural intervention or catastro-
  phe can cut off, add -5% to the power
  modifier. A power that relies on the
  life force emanating from all living
  things or the psychic energy field set
  up by the minds of all sapient beings
  qualifies; so does a Gravity power that
  manipulates ambient gravity. This -5%
  also applies to powers that work at a
  penalty, or not at all, in certain places;
  e.g., magical powers, which rely on
  the area’s ambient magical energy, or
  mana (see p. B235). A power that gets
  bonuses for location about as often as
  it gets penalties doesn’t qualify – that’s
  worth +0% (see Zero-Cost Modifiers,
  p. 27).
  • If the power manipulates ordi-
  nary, natural energy that mundane
  insulators can block, add -10% to the
  power modifier. This might be true for
  certain elemental powers, such as a
  Light power that lets the user shape
  ambient light or a Radiation power
  that concentrates and directs cosmic
  rays.
  Fiction often fails to distinguish
  these things from countermeasures.
  Anything that could be an esoteric
  insulator or a technological counter-
  measure gives -5%; anything that
  could be a mundane insulator or a
  mundane countermeasure is worth
  -10%. A power can only claim one lim-
  itation per shortcoming – the GM
  decides which.
  Fickle Forces
  A few powers channel willful ener-
  gies. The user petitions some kind of
  intermediary to invoke his power. The
  game effect is that he must make a
  reaction roll whenever he wishes to
  use one of his abilities. Normal reac-
  tion modifiers don’t affect this roll;
  neither does Talent. The GM may
  apply situational modifiers, of course.
  Such powers have the Fickle limi-
  tation (p. 110), which adds -20% to the
  power modifier. Fickle is intended
  chiefly for spirit powers, and is most
  suitable for powers that command
  capricious spirits: demons, faerie, loas,
  etc. Powers granted by angels, genii,
  totems, and the like tend to have
  required disadvantages instead. Of
  course, a given spirit power could
  have both limitations!
  The GM is free to allow Fickle on
  any power. It fits many visions of mag-
  ical powers – even those that don’t
  involve spirits. However, it’s rarely
  suitable for divine powers, save per-
  haps those granted by tricksters.
  Required disadvantages are much less
  random, and better suit the decisive
  nature of most deities.
  24
  BUILDING POWERS
  Every power involves directing some
  kind of energy.
  
  OTHER FACTORS
  The possibilities discussed so far
  are merely the most common compo-
  nents of power modifiers. The GM is
  free to add an enhancement if the
  power is hard to counteract, or if its
  abilities are otherwise better than wild
  advantages. Conversely, he might
  assess a limitation if the power isn’t
  always available, or if its abilities are
  somehow less useful than normal.
  Discretionary modifiers must be
  balanced with respect to standard
  ones. A good way to ensure this is to
  base them on the general modifiers in
  Chapter 2 and the Basic Set. If all of a
  power’s abilities have an ordinary
  enhancement or limitation, make this
  part of the power modifier. Doing so
  has the additional benefit of making
  the power modifier “shorthand” for a
  long list of modifiers.
  A few examples:
  • Accessibility: Most GM-defined
  limitations fall into this category, and
  affect when or where the power works.
  Try to keep the value between -10%
  and -30%. Limitations that restrict the
  power to certain targets are only
  appropriate if all of the power’s abili-
  ties affect others.
  • Costs Fatigue: This is one way to
  balance powers against cinematic
  skills and spells that cost FP. It adds
  -5% per FP per use – but note that con-
  tinuing effects follow special rules (see
  p. B111). If the FP must come from an
  Energy Reserve (p. 119), rendering the
  power ineffective when the ER is
  empty, add a further -5%.
  • Nuisance Effect: A power’s abili-
  ties might have negative side effects.
  Be creative! For instance, using each
  ability might trigger a distinct, loud
  tone, interfering with stealth and
  social interaction, and letting the
  hero’s enemies know what he’s up to.
  Most Nuisance Effects are worth -5%.
  FINALIZING
  THE MODIFIER
  After calculating individual modi-
  fiers for countermeasures (or no coun-
  termeasures), required disadvantages,
  channeled energies, and anything else
  you wish to consider, add them togeth-
  er to find the final power modifier.
  There are no firm limits on this, but
  there are practical reasons to keep lim-
  itations between -10% and -20%.
  A -5% limitation simply isn’t mean-
  ingful on an advantage worth less than
  20 points – point costs round up, so
  5% off a cost under 20 points means
  paying full price. Since few players
  will suffer the restrictions of a limita-
  tion without receiving a discount, a
  -5% limitation encourages players to
  ignore appropriate and interesting
  low-cost traits. By contrast, a -10%
  limitation is meaningful for advan-
  tages worth as little as 10 points, and a
  -20% limitation is significant for traits
  down to 5 points.
  And of course since players are fru-
  gal with points, the more substantial
  the discount, the more likely the limi-
  tation – and hence the power – is to
  see use. If you end up with a -5% lim-
  itation, consider going back and find-
  ing another -5% or more.
  If you want a trivial limitation, dis-
  pense with formal limitations and
  make the power modifier +0%. That
  way, the power’s abilities are no less
  useful than wild advantages worth the
  same number of points, and the play-
  ers won’t be faced with a restriction
  that doesn’t give a fair discount. For
  more on this option, see Zero-Cost
  Modifiers (p. 27).
  Power modifiers much beyond
  -20% also have problems. Many spe-
  cial limitations are worth -50% or
  -60% . . . but since a net limitation
  more severe than -80% becomes
  -80%, players may avoid these inter-
  esting options if the power modifier
  is large. In fact, suffering the restric-
  tions of -85% or more in limitations
  in return for an 80% discount is the
  kind of rotten deal that can steer
  players away from the power. Some
  will compensate by adding heaps of
  inappropriate enhancements to bal-
  ance the limitations, which can ruin
  character concepts.
  BUILDING POWERS
  25
  Quick Reference: 
  Power Modifiers
  When calculating power modifiers, it’s useful to have all the 
  numbers in one place. Unless indicated otherwise, all modifiers are
  cumulative.
  Channeled Energies
  Ambient energies blocked by (choose one)*:
  Esoteric or supernatural item/condition: -5%
  Mundane item/condition: -10%
  Fickle: -20%
  Cosmic Power: +50%*
  Countermeasures*
  Mundane countermeasures: -10%
  Special advantages or skills: -5%
  Technological countermeasures: -5%
  Required Disadvantages
  Code of conduct: Point value of 
  required disadvantages, 
  expressed as a percentage.
  Power disappears (choose one):
  Gradually: +5%
  Immediately: +0%
  Power turns against user: -5%
  Restoration requires (choose one):
  A day: +5%
  A week, a minor quest, or minor harm: +0%
  A month, a major quest, or serious harm: -5%
  * Cosmic powers can neither be blocked nor have countermeasures.
  
  In addition, when a severe limita-
  tion is rigidly enforced, it tends to
  limit an advantage so much that it’s no
  longer fun. When it isn’t enforced,
  some PCs get a free lunch, which can
  unbalance the game. Either outcome
  is bad – but it’s especially damaging in
  the case of powers, as the effects
  extend across many advantages.
  In general, if a power modifier is a
  limitation more severe than -20%,
  consider paring it down to -20% by
  removing elements that aren’t truly
  necessary to convey the “feel” of the
  power.
  Giving It a Name
  Give each power modifier a unique
  name. Make this descriptive, so that
  it’s clear which power it represents:
  Animal Control, ESP, Good, Light,
  Magical, Power of Thor, Psychic
  Healing, Psychokinesis, Telepathy, etc.
  SAMPLE
  MODIFIERS
  Below are examples of power mod-
  ifiers appropriate to broad categories
  of powers. They attempt to stay true to
  the way novels and movies depict
  those powers. Each lists its individual
  subcomponents to make it easier to
  customize and to demonstrate the
  principles of design. The overall mod-
  ifier is the sum of these parts – don’t
  apply the component modifiers a sec-
  ond time! Be sure to change the gener-
  ic names to suit specific powers.
  Biological
  -10%
  Your power is a physical capability
  of your body. It’s fatiguing to use
  because your metabolism must supply
  all of the energy: pay an extra 1 FP
  whenever you use an active ability
  (Costs Fatigue, 1 FP, -5%). Anything
  that upsets your unique metabolism
  might deprive you of your power –
  including targeted pathogens, drugs,
  and nanotech designed by your ene-
  mies (technological countermeasures,
  -5%).
  Chi
  -10%
  Your power emanates from your
  life force – a mysterious energy often
  called chi or ki. To strengthen your chi
  to the point where you can channel it
  for superhuman feats, you must
  engage in exercises and meditation for
  a few hours each day. This require-
  ment is a -10-point disadvantage
  (-10%), most often Disciplines of Faith
  (Monasticism or Mysticism) or a com-
  parable major Vow. Should you neg-
  lect this, your power fails you the first
  time you call upon it under stress
  (+0%). To restore it, you must take 
  1d days to rebalance your chi 
  (+0%). Until you do, you feel ill; 
  the GM should choose one of 
  these afflictions from Irritating Condi-
  tions (p. B428): Coughing/Sneezing,
  Drowsy, Nauseated, or Pain.
  Cosmic
  +50%
  Your power originates from the
  energy of creation! Your abilities
  ignore the ordinary countermeasures
  that work against wild advantages,
  and you always have access to them –
  nothing can neutralize your power or
  cut off its energy source. This is iden-
  tical to the +50% level of the Cosmic
  enhancement on p. B103. If you have
  individual abilities with more expen-
  sive versions of Cosmic, your power
  modifier only covers the first +50% of
  their value; after that, you must pay
  for Cosmic normally.
  Divine
  -10%
  A deity grants you your power.
  Nothing can prevent your god’s power
  from reaching you . . . but your patron
  expects certain behavior in return.
  The precise details depend on your
  god.
  A good god expects you to lead a
  virtuous life. The required moral code
  is a -10-point disadvantage (-10%),
  typically Honesty (12), Sense of Duty
  (Coreligionists), or a major Vow.
  Should you transgress, your god will
  suspend your power – but since he’s
  benevolent, he won’t cut you off if this
  would endanger you (+5%), save for
  the most egregious of sins. To make
  amends, you must offer significant
  penance: up to a month of fasting,
  questing, or equivalent (-5%).
  An evil god lets you do as you wish,
  provided you make suitable sacrifices,
  corrupt the innocent, etc. These
  26
  BUILDING POWERS
  
  requirements are worth -10 points
  (-10%), most often in the form of
  Intolerance or a heinous major Vow
  such as “Kill someone on the night of
  the full moon.” If you forget, your
  deity will revoke your power instantly
  (+0%). It will turn on you in horrible
  ways until you make amends (-5%). A
  single killing or desecration will get
  you back in favor – since you’ve
  already sold your soul, this should be
  easy for you (+5%).
  An ineffable force of nature only
  rarely concerns itself with mortal
  affairs, leaving you free to act in its
  name as you see fit. But it has princi-
  ples – often strange, confusing ones –
  that constitute a -10-point disadvan-
  tage (-10%), perhaps a Code of Honor
  such as “Respect nature, and violently
  oppose those who do not” or a com-
  plex Trademark that few can under-
  stand. It will immediately cut you off
  for any perceived improbity (+0%). To
  get back in good standing, you must
  complete a minor quest (+0%) sug-
  gested to you through omens.
  Elemental
  -10%
  Your power lets you manipulate an
  “element”: one particular kind of natu-
  ral matter or energy, or its absence.
  Examples 
  include 
  Air, 
  Cold/Ice,
  Darkness, Earth, Electricity, Heat/Fire,
  Light, Radiation, Sound/Vibration,
  and Water. This power isn’t psionic or
  channeled from an elemental god;
  powers like that are Psionic or Divine,
  respectively. Instead, you’re cosmically
  attuned to your element; in effect, you
  are an elemental spirit.
  The GM should choose a mun-
  dane countermeasure or insulator
  that can interfere with your elemen-
  tal energy. Either way, this is worth
  -10%. If your element would not log-
  ically merit the full -10% for counter-
  measures or channeled energies, the
  GM may rule that this limitation is a
  little of both. It’s fairest if every ele-
  mental power is more or less equally
  limited.
  Magical
  -10%
  Your power channels ambient
  magical energy (mana). This is diffi-
  cult to block and found almost every-
  where. “No-mana zones” – areas
  where your power doesn’t work at all –
  occur only rarely in nature. However,
  low-mana zones are more common,
  and all rolls to use your abilities are at
  -5 in such regions. This aspect of the
  limitation is worth -5%.
  In addition, a variety of anti-pow-
  ers can thwart your abilities. The
  Mana Damper advantage simulates
  the effect of a low- or no-mana zone,
  while Magic Resistance shields others
  from your attacks. Moreover, spells
  that dispel or protect against magic
  affect your abilities exactly as if they
  were spells. This is worth another -5%.
  This modifier is identical to the
  Mana Sensitive limitation on p. B34.
  Moral
  -20%
  Your power comes from some cos-
  mic moral principle – Chaos, Evil,
  Good, Order, etc. – that transcends the
  mortal and even the divine. This isn’t a
  true cosmic power . . . it’s more like
  half a cosmic power, because it has an
  opposing anti-power (-5%): Chaos vs.
  Order, Evil vs. Good, and so on. This
  anti-power 
  offers 
  its 
  wielders
  Neutralize and Static abilities (and
  perhaps other gifts) that they can use
  against you. Your power gives you
  similar weapons, of course.
  Your ability to tap this power stems
  from your dedication to a moral code,
  to which you must adhere at all times.
  This is a -15-point disadvantage
  (-15%), usually Fanaticism – although
  Honesty (9) or Sense of Duty
  (Humanity) is just as likely for Good.
  If you falter, even for a moment, you
  lose your power instantly (+0%). To
  get it back requires an extreme
  demonstration of commitment that
  costs at least 2d days of lost time or
  earnings (+0%). Details are up to the
  GM, who should pick something
  appropriate to your power; e.g., a
  large donation to charity, for Good.
  This modifier only exists in settings
  with absolute morality, where moral
  forces battle openly in the world and
  are both tangible and detectable.
  BUILDING POWERS
  27
  Zero-Cost Modifiers
  A power modifier can be +0%. This means that, on average, the
  power’s abilities are neither better nor worse than wild advantages. It
  doesn’t mean that they are identical to wild advantages.
  A power might end up with a +0% modifier because its benefits and
  drawbacks cancel out. Whether this is by design or coincidence, it’s
  important to spell out the effects to keep players from assuming that
  zero cost implies zero effect. For instance, Things Man Was Not Meant
  To Know might grant cultists an unstoppable power (Cosmic, +50%),
  but they might be fickle (-20%) and demand extremely strict behavior
  (-25% for required disadvantages) – and using the power might have
  unpleasant consequences (Nuisance Effect, -5%). The total modifier is
  +0%, but certainly not irrelevant!
  The rules for countermeasures, required disadvantages, and chan-
  neled energies can also result in a +0% modifier. A power might face
  countermeasures different from but no more common than those that
  affect wild advantages . . . or require minor upkeep that the user can
  safely put off for a day . . . or channel energy that isn’t prone to interfer-
  ence. All of these things are worth +0%, but you should still note them,
  because they can matter in play.
  Finally, the GM can add a +0% modifier as a “special effect,” possi-
  bly for the sole purpose of marking the power’s abilities as part of the
  power. Even then, the modifier isn’t irrelevant. If nothing else, it deter-
  mines which advantages benefit from the power’s Talent and what traits
  those who have the power can add later on (see Adding and Improving
  Powers, p. 33). It might even make the power mutually exclusive with
  some other power.
  
  Nature
  -20%
  Your power channels the vital ener-
  gy that surrounds all living things.
  This exists even in the driest deserts
  and on the most barren peaks, but the
  ravages of civilization interfere with it,
  acting as a mundane insulator against
  your power (-10%). You’re at -1 to use
  your abilities in a despoiled wild place
  such as a clear-cut forest, -3 in a city, -5
  amidst ordinary pollution, and -10 in a
  poisoned wasteland.
  Technology – not technological
  countermeasures, but any technology
  – also impairs your power. In effect,
  it’s a mundane countermeasure
  (-10%). You’re at a penalty equal to
  half the TL (round up) of the most
  advanced manufactured item you’re
  carrying, wearing, or riding in or on.
  Use the full TL of implants. Thus, a
  TL3 sword gives -2, while a TL8 pace-
  maker gives -8.
  An ability that requires no die roll
  loses 10% of its effectiveness (bonus to
  reactions or skills, DR, etc.) per -1
  instead. If the penalties total -10 or
  worse, you’re powerless.
  This modifier best suits Animal
  Control, Plant Control, and Weather
  Control powers.
  Psionic
  -10%
  Your power is an innate capability
  of your mind. The energy comes from
  within, but a large number of counter-
  measures exist, including anti-powers
  in the form of Antipsi power (-5%) and
  technological countermeasures in the
  form of “psychotronic” or “psi-tech”
  defenses (-5%).
  The Basic Set includes several 
  specific examples of psionic powers:
  ESP, Psychic Healing, Psychokinesis,
  Telepathy, and Teleportation.
  Spirit
  -25%
  Your power comes through com-
  manding spirits: you give orders and
  the spirits do the work. Since only
  those with powers of their own are
  likely to realize this, it’s often hard to
  distinguish your abilities from chi, 
  psi, etc. But there are some important
  differences.
  Spirits are fickle (-20%), and
  whether they answer your summons
  at all depends on an unmodified reac-
  tion roll. You can command them, but
  you must show basic respect. This
  imposes a -5-point disadvantage (-5%)
  – typically Disciplines of Faith
  (Ritualism), Sense of Duty (Servitor
  Spirits), or a simple Trademark in the
  form of a small offering or token. If
  you fail to live up to this, the spirits
  turn against you, depriving you of
  your power at the worst possible
  moment (-5%). Since they ultimately
  want you to turn them loose on the
  world, though, it’s easy to make
  amends – a minor sacrifice, such as a
  food offering, is usually enough
  (+5%).
  The spirits associated with an indi-
  vidual ability might be more or less
  friendly, giving from -4 to +4 on reac-
  tion rolls. If so, that one ability has an
  extra -5% modifier per -1, or +5% per
  +1, on top of the basic power modifier
  that applies to all abilities.
  In some settings, spirits aren’t this
  capricious and the GM might dispense
  with the reaction roll. This reduces
  Spirit to -5%.
  28
  BUILDING POWERS
  Stacking Power Modifiers
  A power modifier works like any other limitation or enhancement. It
  obeys all the usual rules for modifiers. It applies to all of the power’s
  abilities (but not to its Talent, required disadvantages, or Unusual
  Background, if any).
  If an ability has other modifiers, add the power modifier to them
  normally. For example, an advantage with +150% in enhancements and
  -50% in limitations would cost +100% – but as the ability of a power
  with a -10% power modifier, its final modifier would be +90%.
  Power modifiers aren’t exempt from the rule that modifiers can’t
  reduce cost by more than 80% (see p. B110). If the total modifier on a
  given ability, including the power modifier, is worse than -80%, treat it
  as -80%.
  No advantage can have multiple power modifiers. (Exception: A
  power can be both Elemental and Super.) It’s legal to have multiple pow-
  ers, but their modifiers never apply simultaneously. When someone
  takes an ability that several of his powers have in common, he must
  decide which power it comes from and apply the modifier for that
  power only. If he wants the ability for more than one power, he can buy
  multiple copies – see Uniqueness (p. 12).
  The discount pricing schemes under Uniqueness and Alternative
  Abilities (p. 11) use the final, modified costs of the traits involved. Add
  all modifiers, including power modifiers, to all relevant abilities, and
  then apply any special discount.
  
  The final component of a power is
  its Talent. This advantage comes in
  levels and gives a bonus equal to its
  level on any success roll made to use
  any of the power’s abilities. This
  includes DX rolls to maneuver with
  movement abilities; Innate Attack skill
  rolls to hit with attacks; IQ, Will, and
  Perception rolls to use mental abili-
  ties; and any other success roll the GM
  requires for the power.
  Talent doesn’t modify rolls for the
  effects of abilities; e.g., damage rolls,
  the target’s resistance roll, or rolls on
  the Fright Check Table (p. B360). It
  applies only to success rolls made by
  the user. Talent doesn’t normally mod-
  ify reaction rolls, either, but the GM
  might make exceptions for entities
  directly conjured by the power (such
  as Allies with the Summonable
  enhancement) and beings associated
  with the power’s source (such as
  angels that serve the god behind a
  divine power).
  Talent also doesn’t affect rolls to
  work around limitations on the
  power’s abilities. For instance, it does-
  n’t benefit the activation roll called for
  by the Unreliable limitation. In partic-
  ular, it never affects the reaction roll
  required for fickle channeled energies,
  even if the GM rules it affects other
  reaction rolls.
  Talent for a power only gives a
  bonus with the abilities of that one
  power. Since individuals with multiple
  powers must assign each of their abil-
  ities to a specific power, no die roll
  ever benefits from two or more
  Talents.
  To prevent heroes from becoming
  too capable, and to avoid watering
  down the value of attributes and skills,
  the GM should set a limit on how
  many levels of Talent are available.
  Four levels – just as for mundane
  Talents (see p. B89) – is reasonable for
  most games. In highly cinematic
  games, the GM is free to allow as
  much Talent as he can tolerate.
  Most Talents cost 5 points per level.
  A Talent with a wide range of applica-
  bility, comparable to Magery, costs 10
  points/level. Talent for a power so
  broad as to encompass nearly any-
  thing (e.g., “Cosmic Talent”), or that
  otherwise transcends the normal limi-
  tations of source, costs 15 points/level.
  No modifier of any kind ever applies
  to the price of Talent.
  BUILDING POWERS
  29
  Super
  -10%
  Your power is a “generic super-
  power.” Details depend on the game
  world. What’s common to all such
  powers is that they face Neutralize
  and Static – as wild advantages and as
  part of various anti-powers (-5%) –
  and that weird-science devices built by
  gadgeteers can block them or even
  steal them (-5%). In effect, this is just
  a special form of the Psionic limita-
  tion. In many settings, the two are one
  and the same.
  Certain super-powers are subject to
  mundane insulators or countermea-
  sures that limit their ability to affect
  the world. For instance, being under-
  water might be as effective as Static or
  a power-suppressing serum for negat-
  ing a fire-related power. If your power
  is like this, you may give it both the
  Super and Elemental modifiers. This
  is an exception to the restriction
  against “stacking” power modifiers.
  Existing Advantages 
  as Talents
  The GM may opt to interpret advantages from the Basic Set as
  Talents for suitable powers. To qualify, a trait must come in at least four
  levels that cost between 5 and 15 points apiece, act mainly as an apti-
  tude that gives a bonus to some kind of success roll, and not be appro-
  priate as the ability of a power in its own right.
  Most importantly, the advantage must suit its new role! The best
  examples are Magery (without any special modifiers) as Talent for a
  magical power and Power Investiture as Talent for a divine power. Even
  mundane Talents may be suitable; e.g., the GM might rule that Green
  Thumb represents Talent for a plant-control power.
  This is a useful tool when introducing powers into a campaign that
  formerly lacked them. For instance, a traumatic supernatural ordeal
  might lead a mage to discover how to use the abilities of a magical
  power . . . because he had its Talent all along.
  The GM can get creative, too. For example, he could use these rules
  to model political power, with nations for sources and economic and
  military interventions as abilities. What would be appropriate as Talent?
  Status, of course!
  Identifying an existing advantage as the Talent of a power doesn’t
  change its point cost.
  PRICING TALENTS
  In highly cinematic games, the GM is
  free to allow as much Talent as he can
  tolerate.
  
  Once you know a power’s source,
  focus, abilities, power modifier, and
  Talent, you have everything you need
  to start using it in play – if it’s the only
  power in the campaign, or one of a
  small number of intentionally unrelat-
  ed powers. If the game incorporates
  many powers that are likely to interact
  with one another, though, things will
  run more smoothly if there’s an over-
  arching logic to it all. This sometimes
  means revisiting a few powers to do a
  little “fine tuning.”
  POWERS
  WITH SIMILAR
  SOURCES
  In fiction, powers with similar
  sources often differ in focus and have
  dissimilar abilities. They might even
  oppose one another. But they general-
  ly resemble each other in composition.
  In game terms, they offer comparable
  options during character creation:
  they’re close in scope, their power
  modifiers are equal in value (if not
  effect), and their Talents have the
  same price. Thus, two characters with
  the same number of points to spend
  on a power will enjoy about the same
  degree of flexibility no matter which
  power they choose. Below are three
  cases of particular importance.
  Elementals
  In settings with elemental powers,
  individual powers should have rough-
  ly the same number of abilities per
  major category. Each power might
  include Alternate Form combined
  with the appropriate elemental meta-
  trait; Create, Control, and Detect with
  respect to its element; Innate Attack
  for lethal elemental bolts; one of
  Binding or Obscure as a nonlethal
  attack; a suitable movement ability,
  such as Tunneling for Earth or Flight
  for Air; and DR with the Limited mod-
  ifier for that one element.
  Variations are reasonable – per-
  haps even desirable – as long as they’re
  balanced. For instance, if one of the
  above abilities doesn’t make sense for
  a particular element, its power should
  get a suitable replacement (e.g.,
  Sound/Vibration power might get
  Mimicry instead of Alternate Form).
  And to keep things interesting, each
  power ought to have a list of unique
  abilities, too – but these lists should be
  comparable in scope.
  To keep one element from seeming
  obviously “better” or “worse” than the
  others, use the Elemental power mod-
  ifier (p. 27) for all of these powers.
  Spell out its precise effects in each
  case. Finally, give each power a Talent
  – Heat/Fire Talent, Sound/Vibration
  Talent, etc. – priced in line with the
  scope of elemental powers in general,
  so it costs the same in all cases.
  The Pantheon
  If the game world features many
  divine powers, each should mirror the
  sphere of influence of the deity that
  bestows it. This means that abilities
  will vary widely from power to power.
  For instance, Innate Attack is fine for
  the Fire God, the Death God, and the
  God of War, but hard to justify for the
  Patron God of Masons, and just 
  silly for the Goddess of Healing. But
  the Goddess of Healing might be the
  only deity who grants the Healing
  advantage!
  It’s still important to make the
  powers comparable in scope. Perhaps
  each god offers five Great Blessings
  (or Curses) and 10 Lesser Blessings, or
  a different ability for each of the 13
  lunar months, or some similar
  arrangement. It shouldn’t be possible
  to tell which god is most influential
  just by looking at what faithful mor-
  tals can do . . . not unless you intend
  that as part of the setting!
  A few abilities should be common
  to all divine powers. Details depend on
  the genre and game world; for
  instance, in fantasy settings, Blessed
  and True Faith seem almost universal.
  Of course, these abilities are likely to
  manifest differently from deity to
  deity, and it’s important to note the dif-
  ferences.
  Once again, power modifier and
  Talent shouldn’t vary from power to
  power. All divine powers call for the
  Divine modifier (p. 26), suitably
  renamed (e.g., “Power of Thor”). Use
  Power Investiture (p. B77) as Talent;
  most divine powers are sufficiently
  broad in scope to justify the expense
  (10 points/level).
  Moral Forces
  Moral powers are in many ways a
  hybrid of the elemental and the divine.
  On one hand, they deal with “elemen-
  tal” Good, Evil, Order, Chaos, etc., and
  like true elemental powers, should
  include a shared tool kit of abilities
  that channel their respective foci. In a
  cinematic setting, this analogy might
  be complete, with moral powers offer-
  ing Innate Attack (bolts of power for
  smiting foes in the eternal struggle for
  the hearts of men) – and even Create
  and Control, if the GM wishes to
  define them.
  On the other hand, moral forces –
  like deities – have different spheres of
  influence in the world, so the associat-
  ed powers tend to have unique capa-
  bilities, too. For instance, abilities that
  pertain to light, healing, and warmth
  suit Good, while those that deal in
  darkness, harm, and cold befit Evil.
  All that matters is that the powers are
  comparable in scope, and that power
  modifier (see Moral, p. 27) and Talent
  are identical in size for each power.
  POWER VS.
  POWER
  It’s also important to consider
  which powers can cancel out which
  other powers – and how. Below are the
  two most common cases. For more
  information, see Opposed Powers
  (p. 21).
  30
  BUILDING POWERS
  RELATIONSHIPS
  BETWEEN POWERS
  
  Opposing Foci
  If two powers have opposing foci –
  Light and Darkness, Heat/Fire and
  Cold/Ice, etc. – but neither can disem-
  power users of the other, there needn’t
  be any game effect. But it’s more fun if
  those with such powers can use their
  abilities to “block” and “parry” one
  another (see Defending with Powers,
  p. 167) – and in fiction, it’s often impos-
  sible for an individual to possess both
  powers. Either consideration merits a
  brief note in the power description.
  However you handle it, there’s little
  need to revisit the abilities, power
  modifier, or Talent of either power . . .
  although the game will be more excit-
  ing if you go back and make sure that
  the powers have a few abilities that
  can shoot each other down or cancel
  each other out in battle!
  True Anti-Powers
  If the campaign includes powers
  that receive a discount for having an
  anti-power (see Anti-Powers, p. 20),
  the implications are more profound:
  you must create an entire anti-power.
  At minimum, an anti-power needs
  Neutralize and Static against any
  power that names it as a countermea-
  sure. Most anti-powers include other
  “anti-abilities” as well: Resistant,
  Obscure, Afflictions that negate 
  abilities or Talent, etc. Further details
  depend on the nature of the 
  anti-power.
  BUILDING POWERS
  31
  Structure Within Powers
  The GM needn’t let those who possess a power
  spend points freely on any of its abilities. Some reason-
  able restrictions can curb abuse and give the power
  more depth. A few suggestions appear below. These
  assume that powers are just about the only way to
  acquire exotic and supernatural advantages. They’re
  meaningless if every advantage is available “in the
  wild.”
  These stipulations don’t make the power cheaper. If
  nothing else, access to the special options in Chapter 4
  more than makes up for them. Be sure to note all appli-
  cable restrictions and options in the power description
  – they’re as much a part of the power as the abilities
  themselves.
  Prerequisites
  Some abilities have other abilities or a minimum
  level of Talent as prerequisites. To be able to purchase
  advanced abilities, the buyer must first get the basics.
  The power might have several chains of prerequisites,
  which might run parallel to one another or converge at
  the power’s “apex” abilities. Usually, the more expensive
  and powerful the advantage, the further up a chain it is.
  A given ability is likely to have a different set of pre-
  requisites for each power that offers it . . . and might
  itself be a prerequisite for something different in each
  case. The abilities of one power never count as prereq-
  uisites for those of another power!
  Secret Abilities
  Not every user is aware of all of the power’s abilities.
  Perhaps the force that grants the power or the teachers
  who instruct others in its use deliberately keep the most
  potent abilities secret, or perhaps certain abilities have
  been forgotten – or haven’t been discovered yet.
  A power like this has two lists of abilities: a “public”
  one, known to all users, and a “secret” one, known only
  to the GM. To gain access to deliberately hidden abili-
  ties, the hero must first prove his worth to his god,
  masters, etc., or achieve a minimum level of Talent. To
  discover forgotten or unknown abilities, he must
  research them.
  The GM should decide what specific deeds, skill
  rolls, and prerequisite traits unlock the abilities on the
  secret list. Those who wish to start with secret abilities
  must buy an Unusual Background.
  Level Limits
  Users can’t spend as many points as they wish on
  open-ended abilities or those that come in levels.
  Instead, each trait has a maximum point expenditure
  or level – GM’s decision – and this defines the limits of
  the power’s capabilities.
  Level limits might apply across the board to all users
  (“Maximum Innate Attack is 8d.”) or depend on the
  user’s Talent (“Maximum Innate Attack is 2d ¥ Talent.”).
  They might also vary between powers; for example, the
  destructive power of Chaos might leave Innate Attack
  open-ended but limit Damage Resistance, while the
  protective power of the Mother Goddess might do just
  the opposite.
  Required Modifiers
  Particular advantages must have certain modifiers
  to qualify as abilities of the power. General limitations
  that apply to all of the power’s abilities are just part of
  the power modifier, but the power’s source or focus
  imposes additional modifiers on specific abilities.
  Required modifiers are frequently enhancements.
  These make abilities more expensive – which in turn
  helps curb abuse. For instance, the attacks of cosmic
  powers must take a +50% or +250% enhancement over
  and above the power modifier to be lingering or irre-
  sistible (see No Countermeasures, p. 21).
  Required modifiers might instead be limitations.
  These give the GM a way to control the affected ability
  in play. For example, the Telekinesis advantage must
  have the Magnetic limitation when it occurs as part of
  the Magnetism power.
  
  One-Way
  Some anti-powers are strictly one-
  way: they negate other powers, but
  nothing negates them. To prevent
  those who have such powers from
  striking with relative impunity, which
  is neither fair nor fun, special design
  considerations are in order.
  A one-way anti-power should only
  include anti-abilities. Since it’s almost
  by definition immune to things that
  interfere with powers, its power mod-
  ifier should never be less than +0%.
  Particularly far-reaching anti-powers
  might even qualify for the +50%
  Cosmic enhancement! Finally, the
  power should be mutually exclusive
  with any power it negates . . . and per-
  haps even with all other powers.
  Contrary to the Antipsi power on
  p. B255, though, it isn’t an absolute
  requirement that powers like this lack
  a Talent. Many anti-abilities are active,
  not passive – and even those that are
  “passive” can be used actively to per-
  form the special feats in Chapter 4.
  For examples of powers like 
  this, see Anti-Magic (p. 121), Antipsi
  (p. 122), and Anti-Super (p. 122).
  Two-Way
  Not all anti-powers have “negating
  other powers” as their sole focus.
  Many are broader powers that happen
  to include the capacity to disrupt
  another power – and the flaw that
  another power can disrupt them.
  There are many possibilities: a pair of
  opposing foci taken to an extreme (A
  negates B, B negates A); powers
  arranged in a “ring,” with each power
  affecting one other (A negates B, B
  negates C, C negates A); or something
  more complex.
  Be sure that a two-way anti-power
  possesses abilities that can interfere
  with the power it’s supposed to negate.
  It might include other abilities, too;
  this isn’t particularly unbalanced,
  since another power can negate it. For
  instance, Good and Evil powers might
  include Neutralize and Static with
  respect to one another as well as the
  other abilities mentioned under Moral
  Forces (p. 30).
  When calculating the power modi-
  fier for such powers, take care that it
  includes the -5% discount for an anti-
  power. Some of the modifiers on
  pp. 26-29 already include this.
  POWERS, GREAT
  AND SMALL
  Ordinarily, two advantages that
  interact in a particular way in their
  wild form interact no differently when
  one or both belongs to a power – even
  if their power sources are very differ-
  ent. For example, Mind Shield resists
  all mental attacks, of any source,
  whether it’s a wild advantage or a chi,
  psi, or magical ability. Similarly,
  Damage Resistance subtracts from the
  damage inflicted by Innate Attack,
  regardless of the source of
  either trait, unless the DR
  is limited not to work
  against the attack or the
  Innate 
  Attack 
  is
  enhanced to bypass DR.
  Cosmic powers are the
  sole exception; see p. 21.
  If you wish, though,
  you can set things up so that
  certain powers operate on a higher
  plane than others. To do so, arrange
  the powers into “tiers.” Whenever a
  power interacts with a higher-tier
  power, treat the higher-tier power as if
  it were cosmic. For instance, if there
  are three tiers, then bottom-tier See
  Invisible can only defeat bottom-tier
  Invisibility; middle-tier See Invisible
  can pierce bottom- or middle-tier
  Invisibility; and top-tier See Invisible
  can penetrate any Invisibility.
  In this model, truly
  cosmic 
  powers add +50% to their power
  modifier and are superior to all
  other powers. The “least” powers
  add +0% and are inferior to all oth-
  ers. Powers in between add an inter-
  mediate value that depends on
  which tier they occupy and how
  many tiers there are, as follows:
  Two tiers: Tier 1 (Cosmic), +50%;
  Tier 2 (everything else!), +0%.
  Three tiers: Tier 1 (Cosmic), +50%;
  Tier 2, +25%; Tier 3 (least), +0%.
  Four tiers: Tier 1 (Cosmic), +50%;
  Tier 2, +30%; Tier 3, +15%; Tier 4
  (least), +0%.
  Five tiers: Tier 1 (Cosmic), +50%;
  Tier 2, +35%; Tier 3, +25%; Tier 4,
  +10%; Tier 5 (least), +0%.
  Six tiers: Tier 1 (Cosmic), +50%;
  Tier 2, +40%; Tier 3, +30%; Tier 4,
  +20%; Tier 5, +10%; Tier 6 (least),
  +0%.
  For powers less than cosmic in
  importance, add this modifier to the
  other components of the power mod-
  ifier. It’s the premium for being able
  to brush aside lower-tier powers.
  Apply an additional enhancement
  equal to the basic tier enhancement to
  any attack with a lingering effect that
  no lower-tier power can extinguish.
  Apply an enhancement five times as
  large if the attack can ignore the
  defenses of lesser powers. Other forms
  of Cosmic on attacks have their full
  cost, less that of the tier modifier. For
  instance, in a three-tier system, the
  middle-tier power has a basic
  +25%; pays an extra +25%
  (total +50%) on lingering
  attacks and +125% (total
  +150%) on irresistible
  attacks; and pays +25%
  less for all other Cosmic
  attack modifiers.
  These 
  not-quite-Cosmic
  enhancements don’t let powers
  bypass wild advantages! Wild traits
  exist outside the hierarchy – only truly
  cosmic powers can ignore them. In a
  setting where powers are this ordered,
  though, only mundane and racial
  advantages should be wild.
  Example: Supernatural powers in
  a particular fantasy world are
  arranged in five tiers. At the top is
  the raw power of existence, wielded
  only by the gods. This is Cosmic,
  +50%.
  On the second tier are grand moral
  aspects of existence, such as Good and
  Evil. These powers add +35% to the
  usual -20% for Moral, for a net +15%.
  Next come the powers that the
  gods bestow upon their servants,
  “stepped down” so that mortals can
  use them safely. As third-tier powers,
  they get +25%. Combined with the
  -10% for Divine, the final power mod-
  ifier is +15%.
  Fourth are spirit powers, which
  flow from entities that are more than
  mortal but less than divine – elemen-
  tals, demons, etc. They get +10% for
  being fourth-tier powers. With the
  -25% for Spirit, this comes to -15%.
  Last come the mortal disciplines of
  chi control, magic, and psionics.
  These have no links to the divine, and
  are the least of powers. They use Chi,
  Magical, and Psionic as written, for
  -10% each.
  32
  BUILDING POWERS
  
  As the GM, once you’ve designed or
  chosen a set of powers for your cam-
  paign, and specified how they interact,
  it’s time to consider their impact on
  character design and growth. Unless
  you enjoy chaos, you should be ready
  to answer your players’ questions on
  which powers and abilities are avail-
  able to PCs, and with what restric-
  tions; how many different powers one
  person can possess; and how many
  points each hero may spend on pow-
  ers. Your answers will often differ for
  starting characters and those in play.
  Chapters 5 and 6 take a detailed
  look at these matters, but the most
  important rule fits in one sentence:
  You can always say “no” to any-
  thing you feel is inappropriate for a
  PC.
  Still, the game is more fun if you
  don’t have to say “no” all that often.
  Below are some suggestions for keep-
  ing powers under control without
  being heavy-handed. None of these
  are hard-and-fast rules, and most offer
  multiple choices. Where several
  options exist, you are free to choose
  just one for your entire campaign –
  but it can be more interesting if you
  make such decisions independently
  for each source or power.
  STARTING OUT
  WITH POWERS
  In a “powers-centric” game – e.g., a
  horror campaign that features psychic
  abilities, an over-the-top kung fu cam-
  paign with chi powers, or almost any
  supers campaign – the PCs might have
  access to powers from the start.
  Before anyone spends a single point,
  though, you should decide on the
  extent of this access.
  Allowed Powers 
  and Abilities
  Make a list of the powers available
  to PCs. Clearly state the source of
  each, and spell out any limitations
  inherent in its power modifier. If 
  some powers exclude, supersede, or
  are 
  superseded 
  by 
  others 
  (see
  Relationships Between Powers, p. 30),
  let the players know ahead of time.
  Also indicate which abilities of each
  power are subject to the special
  restrictions under Structure Within
  Powers (p. 31).
  How Many Powers?
  Specify how many powers a given
  PC can start out with, too. This usual-
  ly depends on the scope of the avail-
  able powers.
  Powers, Unlimited
  If powers are narrow, with relative-
  ly few abilities, then it’s reasonable to
  allow each hero to have several, as
  long as none of them are mutually
  exclusive by design. A PC who buys an
  ability common to more than one of
  his powers must assign it to a specific
  power. It only benefits from that
  power’s Talent and counts as a prereq-
  uisite for that power’s abilities.
  One Power Per Hero
  On the other hand, if powers are
  very broad – or in a secret-powers
  campaign where each hero is sup-
  posed to have a single special gift –
  you might wish to limit each PC to just
  one power. Specify whether powers
  are mutually exclusive by nature or if
  this is just a starting condition. In the
  latter case, it might be possible to gain
  new powers in play.
  One Source Per Hero
  An in-between option is to restrict
  each hero to a single source but
  impose no limit on the number of
  individual powers he may have. For
  instance, a psi could have multiple psi
  powers but no other powers. Treat
  each deity or moral force as a distinct
  source. In most settings, it’s impossi-
  ble to have multiple patron deities – or
  to wield the power of Good and Evil.
  Points in Powers
  It’s wise to limit the number of
  starting points the PCs can spend on
  powers. This can be as important as
  how many starting points they have in
  BUILDING POWERS
  33
  ADDING AND
  IMPROVING POWERS
  PC Powers vs. 
  NPC Powers
  A “player character power” is one that players may buy for their
  characters, either during character creation or in play. It should be bal-
  anced above all, with a modest power modifier – say, a -10% to -20%
  limitation – and abilities that are useful but unlikely to short-circuit the
  plot. The GM should realize that the players won’t be impressed by such
  a power when it shows up in the hands of an NPC opponent . . . they’ll
  be ready for it!
  A “non-player character power” is reserved for NPCs under the GM’s
  control. It might include abilities that could harm the plot, or have a
  power modifier that no player (or every player!) would want, or simply
  be a secret. It should still be fair in cost-to-benefit terms. “Ultimate pow-
  ers” might befit gods, but the powers of ordinary foes ought to be com-
  parable in strength to those of the PCs – although the effects and trap-
  pings may differ.
  There’s no rules distinction between these categories. As the GM, you
  may assign any power to either category – or move powers between
  them during the course of the campaign.
  
  the first place. A 200-point game with
  no limit on powers can get out of hand
  faster than a 300-point game with a
  50-point limit – or even a 400-point
  game with no powers. The point costs
  of individual traits are balanced, but
  it’s hard to predict every possible
  abuse of capabilities that don’t exist in
  the real world.
  Special Starting
  Conditions
  Here are some additional options
  that can help keep powers under con-
  trol at the start of a campaign.
  Ability Without Talent
  The PCs can buy abilities for their
  powers (subject to any other restric-
  tions you wish to impose) but can’t
  start out with Talent – they must
  acquire this in play. This has the effect
  of making powers somewhat impre-
  cise. In effect, the heroes are “just
  starting out,” and must learn to wield
  their abilities with finesse.
  Talent Without Ability
  The heroes can only possess pow-
  ers in the form of Talent. They can’t
  enter play with any abilities! They
  must buy their abilities in play as
  explained under Talented Beginners
  (p. 35). This is an excellent option for
  campaigns where powers are sup-
  posed to be secret or emergent. It
  especially suits a common theme in
  supers settings: the unusual global
  event – virus, comet, mysterious rays
  from Sirius, etc. – that triggers spe-
  cial powers in only a few talented
  individuals.
  Dormant Ability
  Starting characters can only have
  abilities they don’t know how to use.
  They must buy these as “potential
  abilities” and activate them in play, as
  described under Potential Abilities
  (below). Whether they can have Talent
  depends on what Talent is: if it’s a nat-
  ural gift, it makes perfect sense for
  those with potential abilities . . . but if
  it represents learned aptitude, only
  those who can actively exercise their
  abilities are likely to have it.
  ADDING AND
  IMPROVING
  POWERS IN PLAY
  Those with a power’s Talent or any
  of its abilities (that is, any advantage
  with its power modifier) are said to
  possess that power. In most settings,
  they can spend earned points to
  improve their Talent and abilities in
  play.
  Individuals who have neither
  Talent nor ability lack the power –
  even if they have wild advantages that
  appear among the power’s abilities.
  But they might be able to acquire the
  power later on, if the GM wishes.
  As the GM, you’re free to rule on
  either situation on a case-by-case
  basis. To avoid arguments, though, it’s
  best to determine these things in
  advance and apply your decision fair-
  ly and consistently during the course
  of the campaign.
  Improving 
  Existing Powers
  Anyone who has at least one of a
  power’s abilities can buy more Talent
  or abilities if he has enough unspent
  points to pay for the desired improve-
  ment or addition. To keep character
  development consistent with charac-
  ter experience, it’s advisable to enforce
  a few additional rules:
  •To add or improve Talent, the PC
  must have actively used at least one
  ability of the associated power during
  the previous game session or adven-
  ture.
  • To improve an existing ability,
  the PC must have actively used that
  ability during the previous game 
  session 
  or 
  adventure. 
  Allowed
  improvements include purchasing
  more levels of an advantage that
  comes in levels, reducing or buying
  off a limitation, and increasing or
  adding an enhancement.
  •To add a new ability, the PC must
  first experience suitable “trigger” con-
  ditions; see Awakenings (p. 36). He
  must also meet the ability’s prerequi-
  sites, if any. At the GM’s option, those
  who gain new abilities must buy them
  with one or more of Uncontrollable,
  Unreliable, and Untrainable (see
  p. B116). Later improvement can
  remove these limitations.
  To keep the heroes from develop-
  ing so quickly that they become unrec-
  ognizable, the GM should allow each
  PC to do only one of the following per
  game session:
  1. Add one level of Talent. Those
  without Talent may buy the first level.
  2. Add one level to an existing abil-
  ity that comes in levels. For abilities
  that allow the buyer to spend any
  number of points, such as Morph, a
  recommended limit is 5 points per
  game session.
  3. Add one level of an enhancement
  that comes in levels to one ability that
  already has that enhancement.
  4. Add one new enhancement to
  one ability. This means the first level
  of an enhancement that comes in 
  levels.
  5. Remove one limitation from one
  ability – or reduce it by one level if it
  comes in levels.
  6. Add one entirely new ability. This
  means the first level of an ability that
  comes in levels. The new ability can
  have any combination of enhance-
  ments or limitations that suits the
  power. Regardless, if the GM rules that
  all new abilities come with a limitation
  such as Uncontrollable, Unreliable, or
  Untrainable, the buyer must take that
  limitation and cope with it for at least
  one game session. He can buy off such
  limitations, one at a time, during later
  sessions.
  Finally, note that it’s impossible to
  add, remove, or alter a power modifi-
  er. Power modifiers are permanent.
  Latent Powers
  A power is “latent” if its possessor
  can’t actively use any of its abilities.
  This might be because his abilities are
  dormant and as yet unrealized . . . or
  because he has no abilities, just Talent.
  The two are dramatically equivalent,
  but lead to important differences in
  play.
  Potential Abilities
  Anyone with a power might have
  abilities that he hasn’t yet discovered
  or learned to use. These “potential
  34
  BUILDING POWERS
  
  abilities” cost half as many points as
  usual. Halve cost after applying any
  modifiers – don’t treat this as a -50%
  limitation. These points represent a
  placeholder, not the cost of a more
  restricted ability.
  To be able to use a potential abili-
  ty, the possessor must pay the resid-
  ual point cost, in full, out of earned
  points. Until then, the ability does
  nothing . . . unless the GM wants it to
  manifest unpredictably. See Potential
  Advantages (p. B33) for ideas.
  It’s up to the GM to decide when
  those who have potential abilities can
  pay to activate them. A few possibili-
  ties, which can vary from power to
  power:
  • Activation requires points alone.
  If the PC has enough unspent points,
  he can activate a potential ability at
  any time simply by paying the remain-
  ing cost.
  • Activation works just like adding
  a 
  completely 
  new
  ability. 
  See
  Improving Existing Powers (p. 34). The
  PC needs more than points – he must
  experience suitable “trigger” condi-
  tions.
  • Activation requires training. See
  Learning Powers (box). An interesting
  twist is to limit starting PCs to poten-
  tial abilities only and require those
  who wish to activate their abilities to
  pay the residual cost at the usual rate
  of 1 point per 200 hours of instruction.
  Talented Beginners
  Heroes who possess only Talent
  can normally add abilities. But gain-
  ing that first ability might be difficult
  or traumatic! Options include:
  • A talented individual can buy his
  first ability as soon as he has enough
  unspent points.
  • A hero with Talent can buy his
  first ability only after he experiences
  suitable “trigger” conditions. If the
  GM normally requires die rolls to
  acquire new abilities, the roll may be
  at a penalty for a hero’s first ability. For
  details, see Awakenings (p. 36).
  •Those with Talent must gain their
  first ability through training; see
  Learning Powers (box). This might
  require a roll against the student’s IQ,
  the instructor’s Teaching skill, or both
  (GM’s option). Anything that modifies
  trigger rolls is likely to apply to these
  rolls as well. Talent always gives a
  bonus.
  • Talented beginners have no con-
  trol over their first ability. The GM
  chooses an ability and decides when
  and how it appears. If this is complete-
  ly outside the player’s control, the GM
  shouldn’t require the player to pay
  points, as the ability might not be
  what he wanted. Instead, the points
  are effectively a gift – see Traits Gained
  in Play (p. B291). On the other hand,
  the GM and the player could agree on
  a list of abilities from which the GM
  will pick one at random, in which case
  the ability has its usual cost. See
  Paying the Price (p. 37) for other ideas;
  most of the suggestions for heroes
  gaining completely new powers are
  equally appropriate for someone buy-
  ing the first ability for a power he
  already possesses.
  BUILDING POWERS
  35
  Learning Powers
  It might be possible to acquire or improve powers through special
  training. This only suits a few powers – and only in certain genres. For
  instance, the greatest martial-arts masters reputedly school their best
  students in chi powers, elderly shamans traditionally train their succes-
  sors in spirit powers, and “psi academies” feature in many space-opera
  settings. In all cases, the GM has the final say.
  If it is possible to learn powers, the GM must decide how this works.
  Below are three sets of independent options to consider.
  New Powers or Existing Ones?
  Students who completely lack a power might be able to acquire it at
  the feet of a teacher. This is typical of chi powers and many kinds of
  spirit powers.
  On the other hand, instructors might only be able to educate those
  who already possess the power, although latent power is usually enough
  (see Latent Powers, p. 34). Magical and psionic powers often work this
  way.
  Hours or Points?
  Each point of Talent or abilities learned from a teacher requires 200
  hours of instruction, like a skill. This might be the only requirement,
  with every 200 hours giving the student 1 point to spend on his power.
  The GM might even rule that Talent gives the same 10%-per-level reduc-
  tion in learning time that mundane Talents give for skills (see Talents,
  p. B89).
  Alternatively, training might provide no points – just the opportuni-
  ty to spend earned points more freely. If the student puts in sufficient
  hours and has enough unspent points, he can buy any improvement
  that his teachers know about (GM’s decision). This option is valuable
  because it allows heroes to develop previously unneeded abilities before
  they go into dangerous situations where those abilities would be useful.
  It’s especially suitable for supers.
  Required or Optional?
  If training is the only way to improve powers, it may take a long time
  for the heroes to improve. This can be for the best if powers are sup-
  posed to be subtle or mysterious. If instruction is an additional option
  for improvement, however, it actually accelerates the rate at which the
  PCs gain new capabilities.
  These situations aren’t necessarily exclusive. Those with latent pow-
  ers might require training to gain control of their abilities, after which
  instruction is optional. Conversely, those with potential might be able to
  learn to use, even improve their formerly untapped gifts on their own –
  but need a teacher if they wish to add new abilities.
  
  All of these options assume that it’s
  possible to add abilities in play. As the
  GM, you’re free to rule that the PCs
  can’t acquire new abilities – but if you
  do, be sure to inform your players so
  that they don’t waste points buying
  Talent without abilities.
  Adding New Powers
  Mythic and fictional heroes often
  acquire powers in the course of their
  adventures. In settings where this is
  possible, the GM should decide which
  powers are only available at character
  creation and which are also available
  in play – or only available in play.
  The GM should determine the con-
  ditions under which new powers are
  available, too. These might differ
  from power to power. The justifica-
  tions suggested under Learning
  Powers (p. 35) and Awakenings (box)
  for improving existing powers are
  equally good as explanations for new
  powers. For the sake of consistency
  and drama, though, the GM ought to
  tailor such rationales to the game
  world and the specific powers found
  in it.
  In technological settings, acciden-
  tal 
  exposure 
  to 
  power-inducing 
  forces is the most common origin of
  powers. Aliens, mad scientists, secret
  super-soldier programs, and so on can
  sometimes reproduce such effects
  intentionally through drugs, surgery,
  genetic engineering, etc. These influ-
  ences most often give rise to biological
  and psionic powers – and, in supers
  settings, elemental powers and “gener-
  ic super-powers.”
  In worlds with active supernatural
  forces, divine intervention might grant
  any power – although deities tradi-
  tionally grant divine or moral powers,
  or pledge the assistance of servitor
  beings (spirit powers). A god might
  bestow powers on those who ask
  properly, those in need, those who
  show great faith, or those who make a
  generous donation to the temple. In
  fantasy settings, magical wishes are
  another possibility. These often result
  in magical powers, and typically can’t
  give divine or moral powers.
  In nearly any background, adven-
  turers might discover special regimes
  of exercise and meditation that can
  awaken powers. Those who persevere
  and “stay with the program” might
  eventually gain chi or psi powers.
  Study is another possibility, with mar-
  tial-arts masters teaching chi powers,
  shamans training apprentices in spirit
  powers, and so on.
  Finally, a stressful situation could
  awaken almost any kind of power that
  exists in the setting. Stress might be
  the final trigger needed to activate
  weird-science forces . . . or the “push”
  that drives a hero to pledge his life to
  a god or a moral cause . . . or the
  ordeal that enlightens a novice.
  Cosmic powers are an exception to
  all of this. They represent the powers
  of the gods or all creation in most 
  universes. Unless the heroes achieve
  godhood in play (which does occur in
  some myth), such powers are likely to
  be forever out of reach.
  What Comes First?
  If the heroes can add powers in
  play, it’s important to specify exactly
  what they gain when that fateful trig-
  ger roll succeeds, they complete their
  training, their god empowers them, or
  whatever. This usually depends on the
  origin of the power. Some options:
  Everything! Newly empowered
  heroes gain fully functional abilities –
  and possibly Talent, too. This suits
  36
  BUILDING POWERS
  Awakenings
  At the GM’s option, points alone aren’t enough to justify new abilities
  for an existing power, awaken a latent power, or acquire an entirely new
  power. In order to spend points on a power, the subject must also expe-
  rience a suitable external “trigger,” which is likely to be different for
  each power. Some common triggers:
  • A deliberate, brute-force attempt to awaken the ability or power
  instantly. In fiction, such an effort is usually either technological (exper-
  imental drugs, surgery, etc.) or supernatural (e.g., divine intervention or
  a magical wish) . . . and there’s often a down side, even if it works.
  • Intensive exercises, meditation, and so on aimed at gradually
  awakening the ability or power.
  •A stressful or dangerous situation in which the new (or newly acti-
  vated) trait would directly reduce the stress or danger. For example, a
  heroine’s distress at seeing her child mortally wounded might activate
  her potential Healing ability.
  •Unwitting exposure to power-inducing chemicals, microbes, radia-
  tion, weird science, supernatural forces, etc. This might be something
  normally present in the environment; a natural disaster; an accident,
  weapon, or curse; or spillover from a deliberate attempt to give some-
  body else powers.
  Trigger Rolls
  A trigger doesn’t necessarily work automatically – the GM might
  require the subject to make a “trigger roll.” This is a HT roll for physi-
  cal abilities, a Will roll for mental ones. It’s up to the GM what to roll
  against to acquire a new power with a mixture of physical and mental
  abilities.
  Modifiers: The power’s Talent, if the subject has it. A particularly
  strong or weak trigger might give a bonus or penalty (GM’s decision).
  The subject’s other abilities also give a modifier, as follows:
  +5 to activate a potential ability (see Potential Abilities, p. 34).
  +0 to acquire a new ability in a power where the subject already has
  at least one other awakened ability (see Improving Existing Powers,
  p. 34).
  -5 to acquire the first ability of a power for which the subject has only
  Talent (see Talented Beginners, p. 35).
  -10 to acquire any element of a completely new power (if this is 
  possible at all; see Adding New Powers.
  
  powers bestowed by deities and magi-
  cal wishes, and those taught by the
  best instructors.
  Well, almost everything. As above
  . . . except that the new abilities come
  with 
  one 
  or 
  more 
  limitations:
  Uncontrollable, Unreliable, Untrain-
  able, etc. This is appropriate for any
  new power, particularly one granted
  by half-understood rituals or weird
  science.
  Potential. A new power gives one or
  more potential abilities, subject to the
  usual limits; see Potential Abilities
  (p. 34). This fits powers that result
  from accidents: the trigger event
  plants a seed that blossoms into a
  power at a later date.
  Talent. Those who gain powers get
  a level of Talent. To develop abilities,
  they must follow the usual path of
  those with Talent but no abilities; see
  Talented Beginners (p. 35). This is 
  typical of powers gained through exer-
  cises, meditation, or training.
  Paying the Price
  As the GM, you also need to deter-
  mine whether the PCs must pay for
  powers gained in play – and if so,
  when and how. A few suggestions:
  The price of admission. To acquire a
  new power, the PC must have enough
  unspent points to buy its abilities or
  Talent when the opportunity arises.
  This is the best option for powers the
  hero is actively working toward –
  especially if he’s earning the necessary
  points through study.
  The installment plan. As above, but
  if the hero doesn’t have enough points
  to pay for his new power, he can “go
  into debt.” Until he pays off his debt,
  he must put all earned points toward
  reducing it. Since this option curtails
  ongoing character development, it’s
  best reserved for divine and moral
  powers that truly demand total devo-
  tion, and for powers that arise from
  ongoing activities (intensive training,
  quests, etc.) that constitute an actual
  adventure on which the hero can earn
  points.
  The gift. The hero gets his power
  for free: raise his point total and get on
  with the game. This is a good option
  for true accidents, divine decrees, and
  other events that happen to the char-
  acter without the player having a say
  in the matter. The fairest way to
  approach this is to award powers
  instead of bonus character points. For
  instance, if the player roleplays his
  priest character especially well, a
  divine power might be a more suitable
  reward than mere character points.
  The gift horse. The power comes
  with disadvantages that partly or
  wholly “pay” for it. There are many
  possibilities; for instance, a Duty to a
  master for a learned power, a strict
  Vow for a divine power (see Required
  Disadvantages, p. 21), or physical dis-
  advantages as side effects of powers
  that stem from accidents, drugs, or
  surgery.
  BUILDING POWERS
  37
  Player-Designed Powers
  This chapter leaves all the important decisions about what powers
  include, how they’re structured, and how PCs can acquire them up to
  the GM. This is because it’s the GM’s job to design powers for his cam-
  paign.
  Still, the GM might wish to let players design powers for their char-
  acters. This has several benefits – the most notable of which is reducing
  the GM’s workload in campaigns where dozens of gods grant divine
  powers, each super has a unique power, and so on. And the players
  might dream up good ideas that didn’t occur to the GM.
  A few tips for GMs who wish to allow player-created powers:
  Specify which sources are allowed. Only allow sources appropriate to
  the game you want to run. If you don’t want your game to include super-
  natural beings, tell your players that they may not design divine and
  spirit powers. If you’re running a sci-fi game where all powers must be
  biological or psionic, say so. And if you want to keep certain sources
  secret, or save them for NPCs, you’re under no obligation to let on that
  they even exist. Sources affect the fundamental nature of the setting,
  and such matters are far too important to leave to the players.
  Veto foci that don’t fit the setting. Even if the underlying source is
  acceptable, a particular focus might be unsuitable for the campaign.
  For instance, a fantasy game could allow elemental powers, but only
  Earth, Air, Fire, and Water – not Gravity and Radiation. Likewise, if the
  fundamental moral conflict in the setting is Good vs. Evil, you don’t
  have to allow Chaos power.
  List any abilities that are strictly off-limits. If you think a particular
  advantage is inappropriate, or if you find it hard to cope with or simply
  dislike it, you don’t have to allow it as an ability – even if it would “make
  sense” for a power. If a trait is strictly off-limits to all PCs, then how a
  PC obtains it should be unimportant.
  Consider level limits and required modifiers. Even allowed abilities can
  get out of hand if players can buy high levels of open-ended traits or
  apply modifiers at will. Be sure to set general limits on effect – especial-
  ly damage – and indicate forbidden enhancements or required limita-
  tions. For further thoughts on this, see Structure Within Powers (p. 31).
  Keep an eye on scope. Some players will cook up creative reasons to
  include every advantage in the Basic Set in a power. To avoid this, con-
  sider limiting each power to a fixed number of abilities per category –
  e.g., no more than two attacks, three defenses, three movement abilities,
  four mental abilities, and one physical transformation – and requiring
  those who wish to trade between categories to seek permission.
  Set limits on power modifiers. It’s advisable to restrict players to the
  subset of “stock” power modifiers on pp. 26-29 that match the sources
  you wish to allow. If you decide to permit custom power modifiers, set
  strict limits on their size. Few powers truly need a limitation outside the
  -10% to -20% range, and even a flat +0% limit can accommodate plen-
  ty of interesting powers.
  
  I’d been after Anton Makram for
  three weeks before I tracked him to
  Tranquility City. He wasn’t hard to
  locate, once I’d got hold of his full pro-
  file. He had various peculiar dietary
  requirements that made his purchasing
  records light up like a fusion drive when
  I ran the right queries.
  I wanted to supervise the arrest
  without any comm lag, so I took a flight
  down. I wasn’t anticipating any real
  trouble, though; Makram was born into
  the Schmied Kameradschaft, who are
  terribly old-fashioned and predictable in
  some very important ways.
  Unfortunately, however, by sheer
  blind stupid bad luck, before I could
  locate him precisely, I ran into him in
  person. I was sitting in a café on a
  small pedestrian concourse when
  Makram walked out of a side passage
  and spotted me. I hadn’t had time to
  have my face changed since our last
  run-in, and I suddenly saw him staring
  right at me from 30 yards away.
  He leapt instantly, popping claws
  from his fingertips as he came. Like I
  said, the Schmied Kameradschaft are
  terribly old-fashioned, and they have a
  deeply paranoid cultural memeplex;
  they think it’s smart to give their chil-
  dren boosted reflexes, augmented mus-
  culature, 
  and 
  built-in 
  weapons.
  Strangely enough, at least three percent
  of them end up as active sociopaths.
  Makram’s idea was doubtless to get to
  me in a single leap and rip my throat
  out.
  Unfortunately for him, things didn’t
  quite work as he intended. I think I
  even heard the impact when his head
  met the ceiling. He landed heavily, 10
  yards short of me, and staggered. His
  so-called “survival-oriented” genemods
  didn’t include any great ability to adjust
  for different gravities.
  Unlike mine. By the time he hit the
  ground, I was already out of my chair
  and going for my electrolaser. I’m not
  quite as fast as him, and his skull was
  evidently good and solid – but then
  again, I don’t have those stupidly
  expensive dietary requirements. He was
  still five yards away from me when I
  fired and he fell.
  People began screaming a second
  later. I slapped a neurocuff and
  comm-blocker on Makram, and then
  turned my carefully designed smile
  and fine-tuned voice on my audience.
  They worked just fine, of course; my
  genemods are useful.
  I mean, really – claws!
  An ability is an advantage cus-
  tomized to fit a particular game world
  or work like a specific fictional exam-
  ple. For instance, Innate Attack is an
  advantage – but Dragon’s Breath,
  defined as Burning Attack 4d (Cone, 5
  yards, +100%; Limited Use, 3/day,
  -20%; Reduced Range, ¥1/5, -20%), is
  an ability.
  Abilities typically have four parts,
  but only the first of these is truly a
  requirement:
  38
  BUILDING ABILITIES
  CHAPTER TWO
  BUILDING
  ABILITIES
  
  1. Advantage(s). This determines
  what the ability does, on the most
  basic level. The simplest ability is a
  single, unmodified advantage. On the
  other hand, complex abilities might
  require several advantages, possibly
  connected with Follow-Up (p. B105)
  or Link (p. B106).
  2. Modifiers. Most abilities have at
  least one enhancement or limitation,
  if only a power modifier, but this is
  optional. Not every ability belongs to
  a power – and in some game worlds,
  all abilities are “wild,” unmodified
  advantages.
  3.”Special effects.” These are small
  ways in which the ability differs from
  the underlying advantage. They might
  have a nontrivial effect on game play,
  but there’s no effect on point cost.
  Special effects are essentially informal
  +0% modifiers. Think of them as
  “quirks for advantages.”
  4. Name. A “stock” advantage name
  will do in a pinch . . . but the more
  advantages, modifiers, and special
  effects the ability involves, the handier
  a simple, descriptive label becomes.
  The purpose of this chapter is to
  help you create interesting abilities,
  either for use on their own or as part
  of a power designed using the rules in
  Chapter 1.
  The first step in creating an ability
  is to visualize what you want it to do
  and select the advantage that comes
  closest to this. The choice might be
  clear (e.g., Innate Attack for Fire
  Breath), but the most suitable advan-
  tage isn’t always obvious – and even
  when you do hit upon it, you might
  need a new special modifier to get it
  just right.
  EXISTING
  ADVANTAGES
  Below is a list of advantages from
  the Basic Set that are especially useful
  for building abilities. Each entry
  includes comments on the fictional
  roles the advantage can fill, and one or
  more sets of additional notes:
  Alternatives: Similar traits that
  might be more appropriate in certain
  cases.
  New Special Enhancements/Limita-
  tions: Additional modifiers that let the
  advantage simulate effects seen in 
  fiction.
  Powering Up: Thoughts on whether
  the advantage makes sense as part of a
  power – and if it does, advice on suit-
  able types of powers and suggestions
  on how Talent might work. Abilities
  don’t have to be part of a power,
  though; you can ignore this section in
  campaigns that don’t use the rules in
  Chapter 1.
  360° Vision
  see p. B34
  This trait most often represents
  extra eyes, eyestalks, etc., but it does-
  n’t have to be physiological. Espers,
  martial-arts 
  masters, 
  omniscient
  deities, and the like might know what’s
  going on behind them without having
  to look.
  Alternatives
  To follow several things going on
  around you at once, take Enhanced
  Tracking (p. 49) instead or as well.
  Without this, you must focus on one
  thing at a time.
  New Special Enhancements
  Panoptic 1: You can see all around
  you without turning your head and
  without the need for extra eyes. This is
  an enhancement because your gift
  isn’t obvious – you can visibly stare in
  one direction and actually be looking
  in another! You still need eyes,
  though. If you’re blindfolded, dazzled,
  blinded by injuries, etc., you cannot
  see. +20%.
  Panoptic 2: As above, but you don’t
  need eyes. You can always perceive
  everything going on around you, even
  if blinded or blindfolded. You still
  need light, unless you have something
  like Dark Vision. Blows to the eyes
  injure you normally but won’t blind
  this sense. +60%.
  Powering Up
  Those with body-alteration or
  shapeshifting powers often add
  Switchable (p. 109) to temporarily
  grow extra eyes. Light power might let
  the user direct light coming from all
  directions to his eyes; this calls for
  Panoptic 1. Panoptic 2 is for those
  with supernatural powers – ESP, chi,
  divine omniscience, etc. In all cases,
  Talent adds to the user’s IQ and Vision
  rolls to notice the presence of “inter-
  esting” activity in parts of his visual
  field he isn’t currently focusing on.
  Affliction
  see p. B35
  Affliction covers any attack that
  causes an effect other than injury (see
  Innate Attack, p. 53) or physical
  restraint (see Binding, p. 42). General
  forms of Affliction often seen in fiction
  include:
  Beam: A ranged attack that affects
  one target; e.g., a paralysis beam or a
  shrinking ray. This is the most basic
  form of Affliction. It’s especially suit-
  able for supers, gods, and ultra-tech
  beam weapons. Roll against Innate
  Attack (Beam) to hit.
  Curse:
  Fantasy 
  and 
  horror
  Afflictions are more often “spells” than
  “bolts of power,” with the attacker call-
  ing upon supernatural forces to weak-
  en or incapacitate his foe. The only
  requirement 
  is 
  Malediction 
  1
  (+100%). To simulate the spells on
  pp. B242-253, add suitable levels of
  Costs Fatigue (-5%/level) and Takes
  Extra Time (-10%/level). Most mental
  effects are Based on Will (+20%).
  There’s never any roll to hit;
  Maledictions use a Will roll instead.
  Field: The user constantly emits a
  baneful effect; e.g., a demon might
  cause those who approach too closely
  to suffer Agony (+100%). If he affects
  everyone around him once, when they
  first come within range, take Area
  Effect (+50%/level) and Emanation
  (-20%). If he automatically attacks
  anyone he touches or who touches
  him each time he makes contact, use
  Aura (+80%) and Melee Attack (-30%)
  instead. In either case, add Always On.
  This is a -10% limitation, as Afflictions
  are socially inconvenient but not phys-
  ically troublesome for the user. No roll
  BUILDING ABILITIES
  39
  ADVANTAGES
  
  to hit is required, but those with Aura
  can actively try to affect a victim by
  making a melee attack.
  Gas: Sleeping gas, paralysis gas,
  and the like. Such Afflictions have
  Area Effect (+50%/level) and one of
  Respiratory Agent (+50%), Blood
  Agent (+100%), or Contact Agent
  (+150%). For a mobile gas cloud, add
  Drifting 
  (+20%) 
  and 
  Persistent
  (+40%). A gas that surrounds the
  attacker 
  has 
  Emanation 
  (-20%)
  instead. Insidious gases have No
  Signature (+20%) and possibly Onset
  (variable). There’s no roll to hit; gas
  has a chance of affecting everyone
  exposed to it.
  Gaze: A gaze is a common vehicle
  for supernatural Afflictions. For
  instance, a hypnotic gaze might cause
  the target to sleep. If the gaze works
  on any target the attacker can see, it
  has the Vision-Based enhancement
  (+150%). Roll against Innate Attack
  (Gaze) to hit. Gaze attacks by fantasy
  monsters tend to be short-ranged and
  curse-like; 
  apply 
  Malediction 
  1
  (+100%) and the Vision-Based limita-
  tion (-20%) instead. To affect the tar-
  get, make the usual Will roll for
  Malediction.
  Mental Blast: Direct mind-to-mind
  attacks that stun or daze are common
  psi abilities. Such Afflictions have
  Malediction 2 (+150%) and Based on
  Will (+20%). If the attack is totally
  undetectable, add No Signature
  (+20%). As with all Maledictions, the
  only roll required is a Will roll.
  Sensory Attack: Some Afflictions
  affect everyone nearby though their
  senses. Such attacks have Area Effect
  (+50%/level) and Emanation (-20%).
  Bright flashes are Vision-Based
  (+150%), 
  with 
  a 
  Disadvantage
  enhancement that inflicts Blindness
  (+50%); howls, thunderclaps, etc., are
  Hearing-Based (+150%), and cause
  Deafness (+20%). As with gas, no roll
  to hit is necessary – everyone in the
  area is exposed.
  Touch: Monsters, wizards, and
  supers often have to touch those they
  wish to afflict. The simplest form of
  this is Melee Attack (-30%). Attacks
  that must touch bare skin or an open
  wound have Contact Agent (-30%) or
  Blood Agent (-40%), respectively,
  while supernatural attacks that bypass
  DR get Malediction 1 (+100%). Make
  an unarmed melee attack to hit. For
  Malediction, roll the Quick Contest to
  see if the Affliction works only after
  scoring a hit.
  Venom: Toxins often cause weak-
  ness, paralysis, unconsciousness,
  coma, or heart attack. Those borne on
  fangs, claws, etc. have Follow-Up
  (+0%), while poisonous spray or spit
  has Contact Agent (-30%) or Blood
  Agent (-40%). Many poisons take time
  to work; if so, add Onset (variable).
  Make a melee attack to hit with a nat-
  ural weapon. Roll against Innate
  Attack (Breath) to hit with spray or
  spit.
  Afflictions that do more than stun
  have special enhancements, too.
  Effects might be inconvenient (Irritant,
  Negated Advantage, or modest levels of
  Attribute Penalty or Disadvantage),
  crippling (Incapacitation, or extreme
  levels 
  of 
  Attribute 
  Penalty 
  or
  Disadvantage), or lethal (Coma or
  Heart Attack). Note that Choking isn’t
  usually lethal – it responds to mundane
  treatment that takes two seconds and a
  First Aid roll (artificial respiration, oxy-
  gen mask, Heimlich maneuver, etc.,
  depending on “special effects”).
  The Advantage enhancement is a
  special case. It’s useful for specialized
  attacks; for instance, it might shrink
  the target (Shrinking, +50%/level) 
  or 
  turn 
  him 
  into 
  a 
  specter
  (Insubstantiality, +800%). However,
  it’s also a key element of many benefi-
  cial abilities, which use special rules;
  see Beneficial Afflictions (box).
  Remember that an Affliction can
  have multiple effects. If an effect
  applies only if the victim fails his HT
  40
  BUILDING ABILITIES
  Optional Rules 
  for Afflictions
  Afflictions don’t have to do bad things to living targets. These rules
  address two common exceptions.
  Beneficial Afflictions
  If an Affliction’s effects are so unquestionably positive that no one
  would ever object to them, the GM may reverse the sign of the HT mod-
  ifier; e.g., Affliction 3 gives a HT+2 roll instead of a HT-2 roll. Duration
  becomes minutes equal to the subject’s margin of success, not his mar-
  gin of failure.
  If such an Affliction has Malediction, the subject can waive his right
  to resist. The ability works if the user can make an unopposed Will roll
  (at the usual range penalties). In this case, duration in minutes equals
  the user’s margin of success.
  Afflictions and Inanimate Targets
  An Affliction can affect anything with a HT score . . . if the target is
  susceptible to its effects. Most inanimate objects – including all
  machines – have Immunity to Metabolic Hazards. This stops most
  Afflictions, with two exceptions.
  Afflictions restricted to inanimate targets via Accessibility modifiers
  (such as “Only on Electrical”) affect those objects instead of living
  beings. This is only acceptable in conjunction with effects that make
  sense for the intended targets. You could render a machine “uncon-
  scious” by cutting its power, but you couldn’t inflict nausea.
  Afflictions that cause Invisibility, Shrinking, and other transforma-
  tions through the Advantage modifier affect everything. To prevent those
  with low levels from zapping planets, the GM should let unliving,
  homogenous, and diffuse targets add their SM to their resistance roll
  (an Earth-sized planet is SM +43). If modified HT comes to 21+ after
  applying SM and the Affliction’s HT modifier, resistance is automatic –
  nothing happens.
  
  roll by 5+ or rolls a critical failure, it’s
  “secondary” and worth 1/5 as much. If
  the GM wishes, effects that require a
  critical success on the user’s roll
  (attack roll, Will roll for Malediction,
  etc.) can also be secondary.
  Finally, note that it’s often more
  cost-effective to add the Malediction
  enhancement than to buy high levels
  of Affliction. Against a high-HT target,
  a Quick Contest of Will vs. HT is more
  likely to succeed than an unopposed
  HT roll (even at a penalty) is to fail.
  Alternatives
  An Innate Attack with the Side
  Effect or Symptoms enhancement
  (see p. B109) can have Affliction-like
  effects in addition to damage. Side
  Effect is better than Affliction for sim-
  ulating “reduced lethality” weapons.
  Symptoms are generally superior for
  poisons and diseases that incapacitate
  with only moderate injury.
  Healers should note that the
  Healing advantage (p. 31) costs far less
  than Affliction with Advantage,
  Regeneration.
  New Special Enhancement
  Negated Disadvantage: The victim
  loses a specific disadvantage for one
  minute per point by which he fails his
  HT roll. If he lacks that disadvantage,
  there’s no effect. This is worth +10%
  per point the disadvantage is worth. If
  the disadvantage comes in levels,
  specify the level negated.
  Powering Up
  Most powers can justify some kind
  of Affliction. Even wholly beneficial
  powers – Psychic Healing, the divine
  power of the God of Medicine, etc. –
  are likely to include Afflictions
  enhanced with Advantage or Negated
  Disadvantage, or with Ecstasy, Sleep,
  or Unconsciousness for use as an
  anesthetic. Talent gives a bonus to
  rolls to hit with Afflictions, and 
  benefits Will rolls in the case of
  Malediction.
  Allies
  see p. B36
  The Summonable enhancement
  converts Allies from a social trait to a
  supernatural ability to conjure beasts,
  monsters, spirits, etc. The GM, with
  the player’s input, decides whether
  each use summons the same beings or
  new ones. In the latter case, the GM
  must make a reaction roll whenever
  new Allies appear, to determine their
  willingness to obey orders. If they’re
  killed, the summoner must wait a full
  day to call replacements. The draw-
  backs of conjuring entities with no
  memory of or devotion to the sum-
  moner offset the benefits of being able
  to replace slain Allies; Summonable
  costs +100% either way.
  Summonable often calls for the
  Minion enhancement as well. If it
  brings forth new Allies each time, the
  GM should require this, as the sum-
  moner won’t know his charges well
  enough to have any special obligation
  to them. Other modifiers depend on
  the ability’s origin; Accessibility and
  Costs Fatigue are common.
  The GM determines how long it
  takes summoned beings to appear.
  This can vary with the circum-
  stances: fire elementals might appear
  instantly in a volcano but not at all at
  sea, animals might need to reach 
  the summoner on foot, and so on.
  This variability makes most modi-
  fiers that affect time requirements
  inappropriate.
  Alternatives
  Summoned entities that do little
  but harass and attack foes – insect
  swarms, animated shadows, etc. –
  work better as Afflictions (p. 39) or
  Innate Attacks (p. 53) with Area
  Effect, 
  Homing, 
  Mobile, 
  and
  Persistent. To conjure illusionary crea-
  tures, take Illusion (p. 94).
  Powering Up
  Summonable Allies suit many pow-
  ers: elemental powers that conjure ele-
  mental spirits, magical powers that
  bring forth familiars, nature powers
  that call on animals, divine and spirit
  powers that summon servitor spirits,
  and so on. Talent never affects appear-
  ance rolls but does add to the summon-
  er’s rolls to influence his Allies and his
  Allies’ reactions toward him.
  Altered Time Rate
  see p. B38
  Altered Time Rate (ATR) is typical
  of super-speedsters and over-the-top
  cinematic martial artists. It’s also
  appropriate for those who control
  time, and even suits the fastest com-
  puters and robots.
  BUILDING ABILITIES
  41
  
  Alternatives
  To react quickly, improve Basic
  Speed and consider either Combat
  Reflexes (p. B43) or Enhanced Time
  Sense (p. B52). High running speed
  calls for Enhanced Move (p. 49) – or
  just a good Basic Move. For multiple
  attacks, take Extra Attack (p. 49). To
  speed 
  up 
  learning, 
  get 
  Super-
  Memorization (see Modular Abilities,
  p. 62).
  New Special Enhancement
  Super-Speed: You’re even faster out
  of combat! When performing mun-
  dane or repetitive tasks – building
  things (including new inventions),
  reading, making repairs, etc. – look up
  your ATR level in the Size column of
  the Size and Speed/Range Table
  (p. B550) and divide the time required
  by the number in the Linear
  Measurement column. For example,
  ATR 6 gives a divisor of 20, which
  means a repair that normally requires
  an hour takes you just three minutes.
  You can reduce time further by taking
  a skill penalty (see p. B346). You can’t
  hasten learning, special abilities (mak-
  ing magic items, concentrating on
  Mind Control, etc.), Concept rolls
  when inventing, or interactions with
  people or machines incapable of
  matching your speed. The GM may
  wish restrict Super-Speed to super-
  heroic speedsters. +20%.
  New Special Limitation
  Non-Combat Speed: You enjoy the
  benefits of Super-Speed out of com-
  bat, but get no additional maneuvers
  in combat. You can buy some of your
  ATR with Super-Speed and the rest
  with this limitation. -60%.
  Powering Up
  ATR is most suitable for time-con-
  trol and dedicated super-speed pow-
  ers, but might also suit cinematic chi
  powers. Talent never provides a
  bonus, but offsets penalties for taking
  less time to execute a task.
  Amphibious
  see p. B40
  This trait is normally a permanent
  morphological adaptation, but with
  Switchable (p. 109), it might represent
  a minor form of body control, the abil-
  ity to project a “force bubble” that
  enables easy movement through the
  water, or supernatural command over
  water or water spirits.
  Powering Up
  When Amphibious occurs as part
  of an elemental Water power, the
  power of the Sea God, etc., the associ-
  ated Talent benefits all Swimming and
  Aquabatics rolls.
  Binding
  see p. B40
  Most forms of Binding seen in fic-
  tion fall into one of these categories:
  Bonds: In its simplest form,
  Binding ensnares the target with some
  kind of physical “rope.” This doesn’t
  require special modifiers – but the two
  most common examples are webbing,
  which is Sticky (+20%), and the abili-
  ty to cause existing vegetation to
  entangle 
  the 
  target, 
  which 
  is
  Environmental (-40%).
  Encasement: Individuals with the
  power to command elemental forces
  can sometimes materialize ice, stone,
  etc. around a foe, sealing him inside.
  Simulate this with Engulfing (+60%).
  Almost any attack can eventually chip
  away the material, so Only Damaged
  By X and Unbreakable are rarely
  appropriate.
  Entombment: Another common
  elemental attack is turning the earth
  beneath the victim’s feet to mud or
  quicksand, causing him to sink into
  the ground. Wizards and evil priests
  might even command the ground to
  open up and swallow him! This is
  Engulfing 
  (+60%), 
  Unbreakable
  (+40%), 
  and 
  likely 
  Suffocating
  (+75%). Since it only affects those who
  are touching the ground and not flying
  or standing on an artificial surface, it’s
  also Environmental (-20%).
  Force Fields: Supers and wizards
  often restrain opponents with mysteri-
  ous forces. Such Bindings are
  Unbreakable (+40%) and in most
  cases One-Shot (-10%). If the target is
  actually “tied up” – not just rooted in
  place – add Engulfing (+60%).
  Goo: Some monsters “slime” their
  prey with sticky goo. This glues the
  victim’s arms to his sides, clogs his
  mouth, and leaves him helpless.
  Represent this with Engulfing (+60%),
  Only Damaged By Burning or
  Corrosion (+20%), and Sticky (+20%).
  Range is often limited; if so, add
  Reduced Range (-10%/level).
  These attacks bind a single foe. To
  affect more than one target by blan-
  keting the area with webbing, quick-
  sand, creeping vines, etc., add Area
  Effect (+50%/level). If the effect
  endures, and affects anyone who blun-
  ders into it, take Persistent (+40%),
  too. And if the persistent effect forms
  a vision-impeding barrier (like dense
  spider webs), stack Wall (+30% or
  +60%) on top of that.
  Alternatives
  Binding 
  assumes
  external
  restraints. If the victim is frozen by
  magical or psionic control, transfixed
  by divine will, paralyzed by venom or
  a superscience weapon, etc., that’s an
  Affliction with a suitable enhance-
  ment – most often Attribute Penalty
  (DX) or Paralysis.
  New Special Enhancements
  Standard Binding leaves the vic-
  tim’s head poking out and gives him
  sufficient room to breathe. Certain
  types of Binding would logically 
  42
  BUILDING ABILITIES
  
  suffocate or squeeze the target, but this
  isn’t automatic. To add such effects,
  buy one of these enhancements:
  Constricting: Your Binding actively
  constricts the victim. Until he breaks
  free, the Binding attacks him each
  turn with a Constriction Attack
  (p. B43), at a ST equal to that of the
  Binding. +75%.
  Suffocating: Your Binding cocoons
  the target or blocks his breathing pas-
  sages. While it’s in place, the victim
  cannot breathe. If he runs out of
  breath before he breaks free (see
  Holding Your Breath, p. B351), he
  starts to suffocate; see Suffocation
  (p. B436). +75%.
  Powering Up
  Powers that project force fields –
  Gravity, Psychokinesis, etc. – almost
  always include Binding. It makes
  sense for powers that can summon
  matter, too; e.g., Water power might
  encase the target in ice or turn dry
  earth into muck. Talent adds to rolls to
  hit, but not to ST rolls made for the
  Binding. For that, buy a higher level of
  Binding!
  Blessed
  see p. B40
  Despite its name, Blessed doesn’t
  have to be a divine gift. The forces that
  inform the user might be demons, his
  genius (guardian spirit), or shades
  from the future. To convert Blessed
  into a generic, paranormal informa-
  tion-gathering 
  ability, 
  keep 
  the
  requirements for divination (1 hour,
  10 FP, and an IQ roll) but drop both
  the obligation to serve a deity and the
  reaction bonus from the faithful. This
  has no effect on point cost.
  Alternatives
  Compare Oracle (p. 65), which has
  no FP cost, and Precognition (p. 68),
  which is much more controllable
  (and a better choice for superscience
  abilities).
  Powering Up
  Blessed suits any power that
  admits the existence of supernatural
  entities that are better informed than
  mortals. Talent gives a bonus to the IQ
  roll to use the ability.
  Catfall
  see p. B41
  Unmodified Catfall represents the
  ability to twist in midair in order to
  land softly. This might be inborn or
  the result of secret acrobatic tech-
  niques. With suitable modifiers, it can
  represent other fall-breaking meas-
  ures, from parachutes or retrorockets
  to super-powered gravity control.
  New Special Enhancement
  Feather Fall: You always enjoy the
  benefits of Catfall, even if bound and
  dropped on your head. +20%.
  New Special Limitation
  Parachute: You have a natural
  parachute, such as wings or skin flaps.
  This works like unmodified Catfall for
  falls that take two seconds or more,
  but deploys too slowly to affect short-
  er falls (distances of 6 ¥ g yards or
  less). Your parachute needs open air
  in a radius equal to your height to
  function; it’s worthless if falling down
  a narrow passage, and is of no use in
  “very thin” or thinner atmospheres.
  -30%.
  Powering Up
  Any 
  power 
  that 
  can 
  lower 
  gravity or density, or justify Flight,
  might include Catfall. For Gravity,
  Psychokinesis, etc., add the Feather
  Fall enhancement. Those who have
  chi powers can use unmodified Catfall
  to simulate “body lightening” (karumi-
  jutsu). Talent adds to DX rolls to halve
  damage in all cases.
  Chameleon
  see p. B41
  This ability is suitable not only for
  natural chameleons but also for illu-
  sionists of all stripes and those with
  built-in ultra-tech camouflage.
  Alternatives
  Those who can actually alter their
  body should take Morph (p. 74), while
  those who can disappear completely
  will find Invisibility (p. 56) more
  effective.
  New Special Enhancements
  Controllable: You can consciously
  select your surface pattern. The effects
  are mainly aesthetic, but there’s a use-
  ful side benefit: you can assume a
  high-visibility pattern that gives +2 per
  level to your attempts to signal others
  and distract enemies, and to others’
  rolls to spot you. This is mutually
  exclusive with Always On. +20%.
  Dynamic: Your surface pattern
  adapts instantly to new surroundings
  and corrects for “motion blur.” You get
  your full Stealth bonus (+2 per level)
  when moving. +40%.
  Powering Up
  Any kind of body-alteration or illu-
  sion power might include Chameleon.
  Talent adds a further bonus to Stealth
  skill rolls to avoid being seen.
  Channeling
  see p. B41
  Channeling normally lets the user
  serve as a conduit to the spirit world,
  but the GM may permit variant forms
  that enable contact with the dream
  world, the past, parallel universes,
  cyberspace, etc., instead. Each form of
  Channeling is a separate advantage.
  Alternatives
  To speak with spirits, take Medium
  (p. 59). Those who experience posses-
  sion by a spirit that grants superhu-
  man capabilities should take an
  Alternate Form (see Shapeshifting,
  p.
  74) 
  – 
  possibly 
  with 
  the
  Uncontrollable limitation – that repre-
  sents their possessed self.
  New Special Enhancement
  Aware: You remain aware of the
  world when using your ability, and
  can move and act normally while spir-
  its speak through you. +50%.
  BUILDING ABILITIES
  43
  Supers and wizards often restrain
  opponents with mysterious forces.
  
  New Special Limitations
  Channeling often requires a ritual
  or séance to use. If so, add Preparation
  Required (p. B114). Another limita-
  tion is common in many settings:
  Specialized: You can only channel
  one 
  specific 
  class 
  of 
  spirits.
  Possibilities include angels, demons,
  elementals, faerie, ghosts, and any-
  thing else the GM wishes to allow.
  -50%.
  Powering Up
  Channeling suits almost any super-
  natural power. Talent adds to Will rolls
  to enter the trance and resist
  Possession (or other mental attacks)
  by channeled entities.
  Clairsentience
  see p. B42
  With suitable modifiers, Clairsen-
  tience can emulate almost any kind 
  of remote viewing. In a “realistic” set-
  ting, most psychics should have
  Clairaudience (-30%) or Clairvoyance
  (-10%), as few claim to have full
  Clairsentience. On the other hand,
  high levels of Increased Range
  (p. B106) are appropriate – global
  range (Increased Range 19, +190%)
  appears to be commonplace among
  remote viewers.
  Supers, gods, and other high-pow-
  ered types know no such limits.
  They’re likely to have one or more of
  the powerful special enhancements
  below.
  Alternatives
  Use Detect (p. 47) for abilities that
  let the user know “something is there”
  but little else. Penetrating Vision
  (p. 66) is a better choice for the hero
  who can see through distant objects.
  Scanning Sense (p. 72) – notably Para-
  Radar – is more suitable for extrasen-
  sory abilities with pseudo-scientific
  explanations.
  New Special Enhancements
  Aware: You can sense the environ-
  ment around your body while using
  your ability. You can still only pay
  attention to one set of senses. At the
  start of each turn in combat, state
  whether you’re giving priority to your
  natural senses or your remote ones.
  Concentrating to move or change 
  the facing of your displaced senses
  automatically gives them priority,
  unless you also have Second Nature
  (below). All tasks that depend on the
  senses you aren’t prioritizing – includ-
  ing attack rolls, defense rolls, and
  Sense rolls – are at -4. +50%.
  Projection: You don’t merely send
  your senses out of body . . . you send
  out your consciousness. Your body
  falls unconscious unless you also
  have Aware. Your projected self is
  only vulnerable to spells, mental abil-
  ities, Maledictions, etc. See Projection
  (box) for other rules. +0% if you can
  only affect the insubstantial world 
  (a new capability that balances leav-
  ing your body unconscious, not just
  insensible); +140% if you can 
  use spells, mental abilities, and
  Maledictions on the material world
  from your viewpoint, too. If others can
  see your projection, take Visible
  (p. 112) as well.
  Second Nature: Your ability is
  reflexive. You can initiate it as a free
  action and change viewpoints as
  quickly as you can shift your gaze. You
  still need to concentrate for a minute
  and make an IQ-5 roll if your desired
  viewpoint is out of sight, with the
  usual bad effects on a failure. This
  enhancement 
  is 
  cheaper 
  than
  Reduced Time, but only applies to
  Clairsentience. +70%.
  44
  BUILDING ABILITIES
  Projection
  Projection – an enhancement for Clairsentience (see left), a limita-
  tion for Insubstantiality (p. 55), Jumper (p. 57), and Warp (p. 88) –
  makes it possible to send forth a projection while the body lies uncon-
  scious in the physical world. The projection’s visibility and potency
  depend on the underlying advantage, but a few rules always apply.
  Most importantly, the body isn’t in suspended animation. If the pro-
  jector must eat and drink, he’ll suffer starvation or dehydration if he
  stays away for too long, unless he arranges for artificial feeding. (The
  GM can always let projections take sustenance – spirit energy, astral
  food, or whatever – that satisfies these needs, if it suits the setting.) If
  the projector must breathe, his comatose body needs air, too.
  Anything that can injure or fatigue the body has its usual effects
  while the projector is away. Similarly, lack of sleep, attacks enhanced
  with Affects Insubstantial, and so on affect the projection. All HP and
  FP losses come out of the same pool, regardless of which form suffers
  them. The projection suffers any negative effects: shock, stunning, etc.
  If the projection would become “unconscious,” it vanishes instead.
  The mind snaps back to the body, which remains unconscious until it
  recovers.
  If death results, consequences depend on which form suffered the
  killing injury. If this was the projection, the projector’s personality and
  mind are gone, but his body may survive as a mindless husk; use the
  Mortal Wounds rules (p. B423), but the victim can never awaken. If the
  body died, the projector gets a Will-15 roll, modified by Talent, at the
  moment of death. Success means he swaps his projection ability for the
  Astral Entity meta-trait (p. B263) and becomes a “ghost” in the realm
  his projection was in. Failure means he’s just dead.
  Projected Form: These rules also apply to Alternate Form with
  Projected Form (p. 75). However, both forms are physical, and if either
  dies, both do. If HP or FP differ, use the unconscious body’s scores and
  scale all losses in projected form proportionally; e.g., if a man with 10
  HP has 20 HP as a beast, and loses 8 HP in beast form, he marks off 4
  HP.
  Compartmentalized Mind: Projectors with this trait send out all
  instances of their mind when they project. They can’t “leave behind” a
  mind to control their body. To get two conscious bodies, take
  Duplication.
  
  Powering Up
  This advantage (often limited with
  Clairaudience, 
  Clairosmia, 
  or
  Clairvoyance) is one of the definitive
  abilities of ESP. With the Projection
  enhancement, it’s also a perfect fit for
  Astral Projection. Modifiers can adapt
  it to many other supernatural powers
  – notably spirit powers. Talent adds to
  IQ rolls to activate the ability and shift
  viewpoints, and to all Sense rolls to
  spot things while using this ability.
  Clinging
  see p. B43
  This advantage is most suitable for
  natural creatures that cling to sur-
  faces, and for robots and supers that
  stick to walls and ceilings using adhe-
  sives, 
  magnetism, 
  suction, 
  etc.
  Realistic Clinging for human-sized
  and larger characters calls for the
  Requires Low Gravity limitation
  (below) – but supers are free to ignore
  this.
  Alternatives
  Flight (p. 50) with the -25% level of
  Low Ceiling better models the abilities
  of those who glide along surfaces
  without touching them. Individuals
  who rely on exceptional balance and
  strength of limb to make seemingly
  impossible climbs are more likely to
  have Brachiator (p. B41) and Super
  Climbing (p. 79).
  New Special Enhancement
  Attraction: You can cling to a sur-
  face with any part of your body – you
  don’t need to assume a crawling pos-
  ture. You can walk “upright” along a
  vertical surface, leaving your arms
  free, or even hang from the top of your
  head or your back in order to use all of
  your limbs. +25%.
  New Special Limitation
  Requires Low Gravity: Your ability
  doesn’t function in gravity fields over a
  certain, maximum strength. For
  humans, this is typically 0.6G. -5% per
  0.1G under 1G (-5% for 0.9G, -10% for
  0.8G, and so on – down to -50% for
  0G).
  Powering Up
  Clinging is often mediated by some
  kind of attractive force, making it suit-
  able for such powers as Psychokinesis,
  Gravity, and Magnetism (with the
  Magnetic limitation). An equally com-
  mon explanation is the ability to form
  a bond with a particular substance.
  This requires the Specific limitation
  (p. 112), and is appropriate for ele-
  mental powers – Earth power in par-
  ticular. Talent adds to all ST, DX, and
  skill rolls made to negotiate obstacles
  or stop a fall.
  Common Sense
  see p. B43
  Common Sense usually represents
  practical wisdom, but there are other
  possibilities. Digital Minds with exten-
  sive databases of past experiences, or
  the ability to think many steps ahead,
  might enjoy the same benefits. More
  dramatically, this trait could represent
  divine guidance – after all, advice
  given to the player by the GM comes
  from a Higher Power from the 
  character’s point of view.
  Alternatives
  Those who are good at avoiding
  incorrect decisions as opposed to stu-
  pid ones have Intuition (p. 56).
  “Correct” isn’t automatically the same
  thing as “smart”!
  New Special Enhancement
  Conscious: Not only does the GM
  warn you when you’re about to do
  something stupid . . . you can ask him
  to suggest what would be smart in
  your current situation. He’ll roll
  secretly against your IQ; the better the
  roll, the better the advice. +50%.
  Powering Up
  Common Sense could be psionic:
  the ability to draw upon the collective
  wisdom of others fits Telepathy, while
  the capacity to see enough of the
  future to know the outcome of one’s
  actions suits ESP. It might represent
  divinely imparted wisdom instead,
  making it appropriate for a divine
  power. Those with moral powers may
  receive similar guidance from their
  “moral compass.” Talent adds to IQ
  rolls to use this ability.
  Constriction Attack
  see p. B43
  In addition to being the classic
  python ability, this trait is suitable for
  any being with a “rubber body,”
  including stretching supers, blob-like
  aliens, and fantasy monsters that
  envelop their prey.
  Alternatives
  Constriction Attack isn’t neces-
  sary to grapple and crush (see Choke
  or Strangle, p. B370); enough ST or
  Lifting ST (p. 58) makes the -5 to
  crush the body without this trait
  irrelevant. Only Constriction Attack
  lets you choke a foe “hands free,”
  however.
  New Special Enhancement
  Engulfing: You totally engulf your
  victim. If he doesn’t break free
  between when you grapple him and
  when you start to crush him, he’s
  pinned; see Pin (p. B370). This pin is
  completely “hands free.” Victims with
  abilities such as Innate Attack and
  Spines can hit you automatically
  while engulfed, however. If so, you get
  no active defense. +60%.
  Powering Up
  This is a logical ability for a body-
  alteration power in a supers game, in
  which case it’s likely to accompany
  Elastic Skin, Flexibility, Morph,
  and/or Stretching. Talent adds to ST
  rolls to crush victims.
  Damage Resistance
  see p. B46
  Damage Resistance can represent
  many defenses that bear little resem-
  blance to one another in the game
  world, including:
  BUILDING ABILITIES
  45
  
  Active Control: Those with powers –
  especially elemental ones – can fre-
  quently use their gifts to divert or
  negate incoming energies. Such DR is
  typically Limited. An entire power
  source is “Very Common” (-20%),
  while a specific focus is “Common”
  (-40%). Many such defenses intercept
  attacks at a distance from the body,
  justifying Force Field (+20%). Supers
  often add Absorption (+80% or
  +100%) or Reflection (+100%), too. In
  the case of Absorption, use Extended
  Duration (+20%/level) to slow the rate
  at which absorbed points trickle away.
  Damage Tolerance: Some creatures
  are huge, have redundant organs (or
  lack organs), or have a reinforced
  structure that lets them absorb a lot of
  punishment. To represent this, use
  Ablative (-80%). This effectively turns
  DR into Hit Points that don’t result in
  shock, stunning, knockdown, etc.
  when lost, but that don’t increase the
  damage needed to cause crippling or
  death.
  Force Field: A close-fitting sheath of
  energy or matter projected around the
  body is a common supernatural and
  superscience defense, and calls for
  Force Field (+20%). Add Can’t Wear
  Armor (-40%) if this repels anything
  that gets close to the body, and
  Temporary Disadvantage, No Fine
  Manipulators (-30%) if it prevents
  picking things up. A field that only
  screens against frontal attacks, like a
  shield, has Directional (-20%). Add
  Affects Others (+50%) and Area Effect
  (+50%/level) for a field that covers an
  area.
  Natural Armor: Many natural crea-
  tures have a hardened, padded, or
  thickened outer layer that reduces the
  impact of attacks. Bone or chitin calls
  for unmodified DR, a thick fat layer
  requires Flexible (-20%), and leathery
  skin has Tough Skin (-40%). If this
  results in a pointy, irregularly shaped,
  or bulky body that makes clothing
  impossible, add Can’t Wear Armor
  (-40%).
  It’s possible to have more than one
  of these general classes of DR, but
  remember the “Layered” Defenses rule
  (p. B47): the order in which different
  kinds of DR apply must be fixed at
  character creation. See Partially
  Limited Abilities (box) for a related
  option.
  Alternatives
  Injury Tolerance (p. 52) works bet-
  ter for those who “soak up” damage
  and suffer less injury from it. Unliving,
  Homogenous, and Diffuse in particu-
  lar can be more effective, point for
  point, than DR; see Injury to Unliving,
  Homogenous, and Diffuse Targets
  (p. B380). Damage Reduction is often
  a better deal, too – especially against
  massive attacks.
  Psycho killers, hulking supers, etc.
  should 
  consider 
  Supernatural
  Durability (p. B89) and Unkillable
  (p. B95) as alternatives or adjuncts to
  DR.
  Powering Up
  Damage Resistance is suitable for
  nearly any power that can affect the
  physical world – although it might
  require several modifiers to make
  sense. As part of a power, it often has
  the Force Field special modifier.
  Talent adds to Power Block attempts
  (see p. 168).
  Danger Sense
  see p. B47
  This is most often a supernatural
  sensitivity that originates from ESP,
  finely honed chi, the gods, etc.
  However, it could represent extremely
  sensitive mundane senses, or even an
  enhanced capacity to analyze data and
  predict risky outcomes (appropriate
  for Digital Minds).
  Alternatives
  Those who can truly predict the
  future should take Precognition
  (p. 68), which includes this trait.
  Powering Up
  Danger Sense is ideally suited to
  ESP, but fits any supernatural power –
  chi, divine, magical, spirit, etc. – that
  provides situational awareness or
  information. It also suits time-travel
  powers, since those who can perceive
  the future well enough to travel there
  can often sense “ripples” from immi-
  nent danger. Talent adds to the
  Perception roll.
  Dark Vision
  see p. B47
  The exclusion of light, radar, and
  sonar leaves few realistic explanations
  for this trait. It almost has to be a kind
  of “sixth sense,” attributable to ESP,
  chi sensitivity, cosmic awareness, etc.
  Alternatives
  Infravision (p. B60) and Night
  Vision (p. B71) are cheaper, while
  Hyperspectral Vision (p. 51) has the
  same price but different benefits and
  drawbacks. Other ways to function in
  total darkness include Scanning Sense
  (p. 72) and Vibration Sense (p. 86).
  New Special Enhancement
  Hypersensory: Your brain builds up
  a “picture” of your surroundings from
  the input of your senses of hearing,
  smell, and touch (temperature differ-
  ences, vibrations, and even electric
  fields), and from tiny flashes of light
  due to chemical reactions, static dis-
  charges, and cosmic ray impacts.
  You’re not aware of these things indi-
  vidually, but collectively, they let you
  see in the dark as if it were daylight,
  and even spot invisible foes. Each
  sense you lose – hearing, smell,
  touch, or vision – gives -2 to Vision
  rolls (this penalty can’t exceed the
  46
  BUILDING ABILITIES
  Partially Limited Abilities
  You needn’t apply the same modifiers to every level of a “leveled”
  advantage like Damage Resistance or Innate Attack. Applying a limita-
  tion to only part of the advantage lets you create an ability that’s more
  potent in situations where the limitation doesn’t interfere. Other modi-
  fiers can still apply to the entire ability.
  Example: Many characters have DR with a bonus against certain
  threats. To get this, buy general DR at full cost and bonus DR with
  Limited; e.g., “DR 5 (10 vs. Fire)” is DR 5 [25] + DR 5 (Limited, Fire,
  -40%) [15]. As a force field, this would be DR 5 (Force Field, +20%) [30]
  + DR 5 (Force Field, +20%; Limited, Fire, -40%) [20].
  
  current darkness penalty). You’re only
  truly blind if you lose all four. You’re
  still limited to the standard human arc
  of vision unless you have Peripheral
  Vision or 360° Vision. +40%.
  Powering Up
  Like any vision ability, Dark Vision
  fits Light and Darkness powers. It’s
  also a good match for chi powers (as
  an alternative to Blind Fighting skill,
  p. B180) and ESP. In all cases, Talent
  adds to Vision rolls.
  Detect
  see p. B48
  Detect is extremely common in fic-
  tion, where it typically takes one of
  three forms:
  Extended Senses: Detect can emu-
  late almost any kind of believable
  remote sensing. Senses like Detect
  (Magnetic Fields) and Detect (Radio)
  suit realistic robots and vehicles as
  well as supers. Signal Detection (+0%)
  is common for such abilities.
  Para-Senses: Detect might instead
  sense ordinary things that would real-
  istically defy discovery without physi-
  cally searching the area or taking a
  sample; e.g., Detect (Cats), Detect
  (Disease), Detect (Gold), or Detect
  (Poison). Such abilities might be
  superscience or a form of supernatu-
  ral divination.
  Supernatural Awareness: Detect
  could be a supernatural sensitivity to
  otherworldly forces; e.g., Detect
  (Magic). It might even sense moral
  concepts. What this means is up to the
  GM – a zombie or serial killer might
  trigger Detect (Evil) in some worlds
  but not others. Moral powers always
  set it off, however.
  How Detect presents information
  to the user is a special effect. Someone
  with Detect (Magic) might experience
  magic as a glow visible through 
  intervening obstacles, a scent, an odd
  foreboding, or anything else he likes.
  Alternatives
  Detect doesn’t provide the capacity
  to comprehend transmissions or see
  by the “light” they provide, even if it
  can locate them and analyze their
  composition. Such capabilities are
  separate advantages. For instance,
  Detect (Radio) and Detect (Infrared)
  can locate radio signals and heat
  sources, respectively – but you need
  Radio (p. B91) to understand radio sig-
  nals and Infravision (p. B60) to see by
  infrared radiation.
  New Special Enhancement
  Analyzing: Your sense has an
  extremely high resolution, like a
  superscience scanner. Basic analysis is
  automatic if your Sense roll succeeds.
  Only make a separate IQ roll if you opt
  to do a detailed analysis. Success
  reveals details such as the form and
  purity of the item sensed, its precise
  subclass, etc. This is incompatible
  with Vague. +100%.
  Powering Up
  Any power might have Detect for
  its own focus or an opposed one. For
  the purpose of Detect, treat a single
  focus or power as “Rare,” a single
  power source as “Occasional,” a group
  of related sources (e.g., all supernatu-
  ral powers) as “Common,” and all
  powers as “Very Common.” Talent
  affects Sense rolls to use this ability
  and IQ rolls for analysis.
  Discriminatory Senses
  see p. B49
  Discriminatory Hearing, Smell,
  and Taste are appropriate for preda-
  tors that navigate their environment
  and track prey using a sense other
  than vision – and for beings with
  ultra-tech senses and computerized
  minds capable of precise detection
  and analysis.
  Alternatives
  If a high Sense roll is what matters,
  Acute Senses (p. B35) are more cost-
  effective. Discriminatory Senses are
  priced as much for the ability to dis-
  tinguish things non-visually as for
  their bonus to Sense rolls.
  Equivalent traits for vision and
  touch are Hyperspectral Vision
  (p. 51) and Sensitive Touch (p. 73),
  respectively.
  New Special Enhancement
  Profiling: You possess an extensive
  mental database of sensory “signa-
  tures” that you can quickly compare to
  new sensory impressions. This dou-
  bles the bonus to analyze and recog-
  nize targets (but not to sense or track
  them) to +8. As a side benefit, all
  attempts to memorize new signatures
  succeed automatically – there’s no
  need for an IQ roll. +50%.
  Powering Up
  Discriminatory Senses suit animal-
  related powers and certain elemental
  powers (e.g., Sound/Vibration power,
  for Discriminatory Hearing). They
  might even be appropriate for ESP in
  some settings. Talent adds to the IQ
  roll to memorize sensory impressions
  and the Sense roll to use the affected
  sense.
  BUILDING ABILITIES
  47
  Discriminatory Hearing, Smell,
  and Taste are appropriate for 
  predators that navigate their 
  environment and track prey using a
  sense other than vision – and for
  beings with ultra-tech senses and
  computerized minds capable of 
  precise detection and analysis.
  
  Duplication
  see p. B50
  This is typically a super ability,
  with two important exceptions. First,
  with the Digital limitation, Duplic-
  ation can represent a Digital Mind
  capable of controlling multiple com-
  puters. Second, exotic alien life
  forms – notably cinematic blobs and
  amoeboids – can sometimes divide
  and recombine at will (and should
  probably have the Shared Resources
  limitation).
  New Special Enhancement
  Construct: Your Dupes are material
  projections 
  under 
  your 
  mental 
  control. When you dispel them, they
  vanish, leaving you with your current –
  not average – FP and HP. You also
  enjoy 
  all 
  the 
  benefits 
  of 
  No
  Sympathetic Injury (don’t buy it sepa-
  rately). Finally, the death of a Dupe
  isn’t 
  permanent: 
  by 
  taking 
  a
  Concentrate maneuver and spending
  10 FP, you can generate a replace-
  ment. But there’s only one “true you,”
  and if you die, all your Dupes die with
  you! This is incompatible with Digital
  and Shared Resources. +60%.
  New Special Limitation
  Sequential: You and your Dupes are
  chained together in a specific order.
  Number them from 1 (the original
  you) on up. When a Dupe dies, all
  higher-numbered Dupes vanish, too.
  This lets you create a character who
  can summon copies of himself from
  one possible future, with “later” copies
  dependent on the survival of “earlier”
  ones. Add Construct (above) if you can
  replace dead Dupes with copies from
  other possible futures. -40%.
  Powering Up
  With the Construct enhancement,
  Duplication is appropriate for any
  magical or spirit power that allows the
  user to summon or create a doppel-
  ganger. With Sequential, it’s suitable
  for time-travel powers. Talent affects
  all skill rolls made by one Dupe to
  interact 
  directly 
  with 
  another
  (Empathy rolls, First Aid rolls, etc.).
  Elastic Skin
  see p. B51
  As the name implies, Elastic Skin
  might involve actually altering one’s
  skin. On the other hand, it could just
  be a skin-deep illusion. Decide which
  when buying the ability. Each has its
  pros and cons – there’s no difference in
  point cost.
  Alternatives
  Individuals who can only change
  their appearance to camouflage them-
  selves should take Chameleon (p. 43).
  Those who can transform their entire
  body have Morph (p. 74).
  Powering Up
  Elastic Skin suits illusion powers
  and body-alteration powers (often
  alongside Constriction Attack, Flexib-
  ility, Stretching, etc.). With the
  Glamour limitation (p. 111), it’s also
  reasonable for Telepathy. Talent adds
  to Disguise rolls made in conjunction
  with this ability.
  Empathy Advantages
  Awareness of the emotions and
  general motivations of other beings is
  central to several important fictional
  archetypes. Telepaths and “empaths”
  usually have Empathy (p. B51); medi-
  ums and shamans traditionally pos-
  sess Spirit Empathy (p. B88); and
  elves, druids, and rangers in fantasy
  often enjoy Animal Empathy (p. B40)
  or Plant Empathy (p. B75).
  Alternatives
  Communication with animals,
  plants, and spirits calls for Speak
  With Animals (p. 77), Speak With
  Plants (p. 77), and Medium (p. 59),
  respectively. Animal, Plant, and
  Spirit Empathy don’t include this
  function. Seeing spirits calls for a
  suitable form of See Invisible (p. 72).
  To read thoughts – not emotions –
  buy Mind Probe or Mind Reading
  (p. 61).
  New Special Enhancement
  Remote: Your ability isn’t limited to
  direct, personal meetings. You can
  “read” any subject you can see or hear
  – even over electronic media (or 
  by supernatural means, for Spirit
  Empathy). +50%.
  New Special Limitation
  Specialized: The Specialized limita-
  tions for Speak With Animals (see
  p.
  B87) and Speak With Plants 
  (see p. 77) are equally valid on Animal
  Empathy 
  and 
  Plant 
  Empathy, 
  respectively. Spirit Empathy already
  includes this limitation.
  48
  BUILDING ABILITIES
  
  Powering Up
  Powers that focus on animals,
  plants, or spirits might include the
  appropriate variety of empathy – and
  any
  of these traits would suit
  Telepathy. These advantages are also
  suitable for powers that let the user
  read body language (e.g., chi powers)
  or vital signs (e.g., healing powers).
  Talent benefits the IQ roll to use any of
  these abilities.
  Enhanced Move
  see p. B52
  Animals built for speed, super-
  speedsters, robots, and vehicles are
  likely to have Enhanced Move in their
  primary mode of locomotion. Some
  common explanations:
  Physiological: Adaptations such as
  fins, wings, or a streamlined body
  often 
  imply 
  such 
  traits 
  as
  Amphibious, Flight (Small Wings or
  Winged), and/or No Legs (Aerial or
  Aquatic), in addition to Enhanced
  Move. The fastest land creatures
  aren’t bipeds, and tend to have Extra
  Legs – or possibly Extra Arms or
  Strikers. Creatures that can only use
  Enhanced Move for a short time
  before they tire should add Costs
  Fatigue (-5%/level).
  Technological: Wheels, tracks, jets,
  rockets, propellers, etc. are likely for
  robots and vehicles. Such options
  often suggest additional traits – No
  Legs (Wheeled) for wheels, Burning
  Attack for a rocket that doubles as a
  weapon, and so on. Many of them
  make the user obvious while in use,
  which is a Nuisance Effect (-5%).
  Superhuman: Those with powers
  often have more unusual justifica-
  tions. These can be invisible (an ordi-
  nary-looking man who runs very fast,
  speedy psychokinetic levitation, etc.)
  or glaringly obvious (e.g., creating and
  gliding along a strip of ice). Costs
  Fatigue and Nuisance Effect are both
  appropriate.
  Alternatives
  Enhanced Move is good for long-
  distance travel and quickly covering a
  short distance in a straight line – but if
  the goal is tactical mobility, extra Basic
  Move is a better choice. See Basic
  Move (p. B17) and Move in Other
  Environments (p. B18).
  New Special Limitations
  Environmental (p. 110) is allowed,
  but only if it limits Enhanced Move to
  a subset of its usual environment. For
  instance, Enhanced Move (Air) could-
  n’t take Environmental, Air (-5%) – but
  it could have Environmental, Trees or
  tall buildings (-20%) in order to bene-
  fit Move with Brachiator (p. B41) but
  not Flight.
  All-Out: Moving fast requires your
  undivided attention! Using your abili-
  ty is like making an All-Out Attack . . .
  but without the attack. You have no
  active defenses and can’t Attack,
  Concentrate, Ready, etc. Explain what
  you’re doing: flapping your wings, bal-
  ancing on two wheels, diverting all
  your power to project a flame jet or ice
  path, or whatever else fits. This is
  worth less than the general All-Out
  modifier (p. 110), because it doesn’t
  limit you to half your Move in a for-
  ward direction. -20%.
  Powering Up
  Powers that offer Flight or
  Amphibious usually incorporate
  Enhanced Move (Air) or (Water). The
  most 
  common 
  explanation 
  for
  Enhanced Move (Ground) is a chi- or
  psi-based 
  body-control 
  power.
  Suitable elemental powers can justi-
  fy almost any form of Enhanced
  Move. Talent adds to control rolls,
  and is cumulative with the Handling
  Bonus enhancement.
  Enhanced Tracking
  see p. B53
  Beings with eyestalks or extra eyes
  might be able to follow more than one
  target at a time – as might those with
  “inner sight” (espers, martial-arts
  masters, etc.) and robots with
  advanced sensor arrays.
  Alternatives
  Enhanced Tracking has no effect
  on arc of vision – it just makes it pos-
  sible to track multiple targets within
  that arc. Peripheral Vision (p. B74)
  and 360° Vision (p. 39) do improve arc
  of vision, and often accompany
  Enhanced Tracking.
  New Special Enhancement
  Multiple Lock-Ons: You can track
  multiple targets even if you have only
  one weapon, and gain the benefit of
  your Aim or Evaluate maneuver if 
  you attack any of them. Use this to
  represent high-tech sensors and the
  situational awareness of cinematic
  warriors. +20%.
  Powering Up
  Like any vision ability, Enhanced
  Tracking is suitable for Light power. It
  also fits a wide variety of supernatural
  powers – notably ESP and chi powers.
  Talent adds to any Sense roll required
  to keep track of targets.
  Extra Attack
  see p. B53
  The top candidates for this advan-
  tage are monsters that can attack
  simultaneously with multiple body
  parts (e.g., claws and teeth), super-
  human warriors with cinematic lev-
  els 
  of 
  combat 
  expertise, 
  and
  machines with advanced tactical
  computers. However, the GM might
  make one or two levels available to
  anyone in a cinematic martial-arts
  game.
  Alternatives
  Use Ambidexterity (p. B39) for
  someone who can use both hands
  with equal dexterity – Extra Attack is
  for those who can use both hands at
  the same time, which isn’t the same
  thing. To aim at multiple targets, take
  Enhanced Tracking (above). Speedy
  heroes who get multiple maneuvers
  per turn should buy Altered Time Rate
  (p. 41).
  New Special Enhancement
  Multi-Strike: You can strike more
  than once with the same weapon or
  body part. This means you can
  launch more attacks than you have
  limbs, natural weapons, and attack
  abilities. You can use your best attack
  multiple times. +20%.
  New Special Limitation
  Single Skill: Your Extra Attacks
  apply only to a particular combat
  skill. For instance, Extra Attack 2
  (Single Skill, Karate) lets you attack
  three times – but at least two of the
  attacks must be with the Karate skill.
  To attack more than once using a
  weapon skill, you need either one
  weapon per attack or the Multi-
  Strike enhancement. -20%.
  BUILDING ABILITIES
  49
  
  Powering Up
  Extra Attack is a classic part of chi
  powers, granting multiple attacks to
  martial-arts masters; both Multi-
  Strike and Single Skill are appropri-
  ate. Shapeshifting powers might also
  include this ability, allowing the effec-
  tive use of extra body parts in combat.
  Talent doesn’t affect rolls to hit.
  Flight
  see p. B56
  Flight is exceedingly common in
  myth and fiction, attributed to gods,
  robots, supers, wizards, and a wide
  range of monsters . . . to name only a
  few examples. Flying heroes typically
  hew to one of these archetypes:
  Airship: Those who hang in the air
  like dirigibles (“aerostats”) have the
  Lighter Than Air (-10%) limitation.
  This is especially suitable for science-
  fiction “gasbag” aliens.
  Bird: Creatures that flap wings to
  stay airborne – including bats, birds,
  insects, and many fantastic beasts
  (dragons, gryphons, etc.) – have the
  Winged (-25%) limitation. Cannot
  Hover (-15%), while common, isn’t
  required; many insects and tiny birds
  can hover.
  Glider: Hang-glider-like “flight” is
  Controlled Gliding (-45%) – which is
  only slightly less versatile than the
  combination of Cannot Hover and
  Winged. Movement like that of a fly-
  ing 
  squirrel 
  or 
  flying 
  snake
  (Chrysopelea) calls for Gliding (-50%).
  Helicopter: Rotary-wing flyers have
  Winged (-25%) but not Cannot Hover.
  Whirling blades are noisy and danger-
  ous; add Nuisance Effect (-5%) as
  well. Enhanced Move is likely.
  Hovercraft: Give those who must fly
  close to the ground Low Ceiling (-10%,
  -20%, or -25%). Add Small Wings
  (-10%) if – like a vehicle – they 
  have skirts, stabilizers, or similar
  assemblies.
  Levitator: Most telekinetics, wiz-
  ards, etc. use unmodified Flight.
  Those who fly using antigravity have
  Planetary (-5%). Space Flight (+50%)
  is common, but incompatible with
  Planetary. Supers who wish to match
  aircraft speeds will need Enhanced
  Move.
  Plane: Fixed-wing flyers require
  both Cannot Hover (-15%) and
  Winged (-25%), and generally have
  noisy propellers or jets that qualify for
  Nuisance Effect (-5%). Enhanced
  Move is common.
  Rocket:
  Realistic rockets have
  Newtonian Space Flight (+25%), while
  space-opera models have Space Flight
  (+50%). Add Space Flight Only (-75%)
  if the rocket can only travel through
  space. Rockets are noisy and danger-
  ous enough to rate Nuisance Effect
  (-5%). Enhanced Move is essential.
  Vertol: A vertol flies by directing
  thrust both straight down to counter-
  act gravity and behind it to move later-
  ally. Its numerous control surfaces
  qualify as Small Wings (-10%), Most
  vertols are extremely loud – a Nuisance
  Effect (-5%). Enhanced Move is likely.
  Alternatives
  Many traits work like limited
  Flight: Catfall (p. 43), for heroes who
  can only glide downward; Super Jump
  (p. 79), for those who can defy gravity
  for short hops; and Walk on Air
  (p. 87), for individuals who can climb
  or walk skyward. For interstellar
  “flight,” Warp (p.
  88) with the
  Hyperjump limitation is usually a 
  better model.
  New Special Limitations
  Planetary: Your Flight works by
  “pushing off” against a planet’s gravi-
  tational or magnetic field. It’s useless
  in the absence of a planet. This is
  incompatible with all types of Space
  Flight. -5%.
  Requires Surface: You fly by “push-
  ing off” of surfaces. You can stay 
  airborne for at most five seconds.
  After that, you must push off again by
  moving close enough to a rigid surface
  (wall, bamboo cane, etc.) – or any sur-
  face, even water, in a cinematic game
  – to touch it with part of your body.
  This doesn’t require a maneuver.
  Otherwise, you start to fall! -20%.
  Powering Up
  Divine, magical, psionic, and spirit
  powers generally let the user fly like a
  levitator, while elemental powers tend
  to work more like a rocket, vertol, or
  hovercraft. People with animal-con-
  trol or shapeshifting powers might
  sprout wings and fly like a bird or a
  glider. Talent adds to control rolls, and
  to rolls against the Aerobatics and
  Flight skills.
  Growth
  see p. B58
  Growth nearly always occurs in the
  context of super-powers or “being a
  god.” Few other mythic or fictional
  explanations exist for Growth, and
  there’s no realistic rationale for it.
  Supers and gods can generally enlarge
  their equipment as they grow, which
  calls for the Can Carry Objects
  enhancement (p. 108).
  The GM should permit those with
  Growth to buy Enhanced Move
  (Ground) to reflect their vast stride. A
  reasonable limit is levels of Enhanced
  Move equal to half the level of Growth.
  If this Enhanced Move appears gradu-
  ally as the character grows, it requires
  the Size limitation, just like additional
  ST.
  Alternatives
  Growth is for entities that change
  size. Permanently huge beings don’t
  have Growth (Always On) – they just
  have a large Size Modifier. High SM is
  a zero-cost feature for aliens, mon-
  sters, gods, and anything else the GM
  feels should have it. The drawbacks of
  being an easy target and paying extra
  for giant-sized equipment offset the
  discount on the price of ST and HP
  (the Size limitation; see p. B15).
  Powering Up
  Growth suits any power that
  changes the fundamental nature of
  matter or moves mass between uni-
  verses. It also fits the cosmic powers of
  deities – and sometimes the divine
  50
  BUILDING ABILITIES
  Flight is exceedingly common in
  myth and fiction, attributed to gods,
  robots, supers, wizards, and a wide
  range of monsters . . .
  
  powers they grant their servants.
  Finally, it meshes nicely with the
  theme of plant-related powers. Talent
  doesn’t affect die rolls, but those with
  multiple levels of Growth and Talent
  may adjust their SM by up to
  ±(Talent+1) per second instead of just
  ±1.
  Healing
  see p. B59
  Use Healing for the gifts of those
  who can repair injuries and cure dis-
  eases instantly, without any special
  medical knowledge. Holy healers
  should note that the Faith Healing
  enhancement is simply a special case
  of the Xenohealing enhancement:
  “Those my god deems worthy.” Faith
  Healing isn’t the same as the Divine
  modifier on p. 26 – Healing can have
  either modifier on its own, or both.
  Alternatives
  Those who can only heal them-
  selves have Regeneration (p. 70) or
  Regrowth (p. 71). An Affliction (p. 39)
  with the Advantage enhancement can
  grant these traits to others, however,
  and serve the same purpose as
  Healing.
  Cyborgs and robots with built-in
  medical equipment for the First Aid,
  Physician, or Surgery skill should sim-
  ply buy Accessory perks (p. B100). A
  first-aid kit, physician’s tools, and sur-
  gical instruments are three separate
  perks.
  New Special Enhancements
  Healing normally involves laying
  on hands. For a “healing ray,” add
  Ranged (+40%). Two other enhance-
  ments are common:
  Affects Self: You can also heal your-
  self, provided you’re conscious. Shock
  penalties apply to any Healing roll
  made on the turn after you’re wound-
  ed. +50%.
  Cure Affliction: You can neutralize
  ongoing Afflictions – including the
  Affliction-like effects of the Side Effect
  and Symptoms enhancements. This
  requires an IQ roll at -1 per full +50%
  the target effect is worth as an
  enhancement to Affliction. FP cost is
  equal to twice the penalty, minimum 1
  FP. For instance, blindness is a +50%
  Disadvantage enhancement, so to cure
  blindness caused by Affliction, Side
  Effect, or Symptoms would require a
  roll at -1 and cost 2 FP. +60%.
  New Special Limitations
  Affliction Only: You can only neu-
  tralize Afflictions, as described for
  Cure Affliction; you can’t heal injury
  or cure disease. -40%.
  Capped: You can spend only a lim-
  ited number of FP per use. This limits
  the severity of the diseases you can
  cure, requires multiple uses to heal
  serious injuries (taking extra time and
  incurring the usual -3 per previous
  successful healing), and may prevent
  you from repairing crippled limbs.
  This is worth -25% for a cap of 2 FP,
  -20% for 4 FP, -15% for 6 FP, -10% for
  8 FP, and -5% for 10 FP. More than 10
  FP isn’t an appreciable limitation.
  Empathic: When you heal others,
  you take on the injuries, diseases, and
  Afflictions you remove instead of pay-
  ing FP. These affect you even if you
  have specific immunities to them.
  They get better at the usual “natural”
  rate unless cured via medicine or a
  special ability (e.g., you might “trans-
  fer” your wounds to someone else with
  Leech). Empathic is incompatible
  with Capped. -50%.
  Powering Up
  Healing is the core ability of the
  Healing power, which is usually chi-
  or psi-based, and frequently an ability
  of “good” divine, moral, and spirit
  powers. Talent adds to all IQ rolls
  made to use the advantage.
  Hearing Advantages
  Extended auditory capabilities
  such as Parabolic Hearing (p. B72),
  Subsonic Hearing (p.
  B89), and
  Ultrahearing (p. B94) are appropriate
  for predators that locate or track pray
  using sound – or for supers whose
  abilities emulate those of such crea-
  tures. These traits are especially com-
  mon among fictional heroes with Bad
  Sight or Blindness.
  Alternatives
  Individuals who can “see” using
  sound 
  should 
  take 
  Sonar 
  (see
  Scanning Sense, p. 72), or Dark Vision
  (p.
  46) with the Hypersensory
  enhancement. A heightened ability to
  feel vibrations rather than hear them is
  Sensitive Touch (p. 73) or Vibration
  Sense (p. 86).
  Powering Up
  Hearing-related abilities are a good
  fit for the elemental Sound/Vibration
  power, ESP, and even Psychokinesis, if
  it includes a feedback mechanism that
  lets the psychokinetic sense vibrations
  in the air. Talent adds to Hearing rolls
  when using these special senses.
  Hyperspectral Vision
  see p. B60
  Hyperspectral imaging is poised to
  become the dominant passive sensor
  technology in the late-TL8 world,
  making this advantage appropriate for
  quasi-realistic cyborgs, robots, and
  vehicles. It works equally well as a
  “scientific” explanation for seemingly
  paranormal visual abilities, including
  the sight of keen-eyed fantasy races
  such as Elves.
  Alternatives
  Beings that can only see light below
  or above the visible spectrum have
  Infravision (p. B60) or Ultravision
  (p. B94), respectively. Heroes who just
  want to see in the dark should com-
  pare Night Vision (p. B71) and Dark
  Vision (p. 46).
  BUILDING ABILITIES
  51
  
  New Special Enhancement
  Extended (Special): You can per-
  ceive and see by non-electromagnetic
  radiation. This is mainly useful in sci-
  ence-fiction settings that feature weird
  radiation . . . or in worlds where
  magic, psi, and the like emit rays of
  eldritch power. +30% per added class
  of radiation.
  Powering Up
  Hyperspectral Vision suits Light
  power and possibly Darkness power
  (especially if it works by absorbing
  light rather than blocking it). Like any
  extended sense, it could even be an
  aspect of ESP. Talent adds to Vision
  rolls when using this ability.
  Injury Tolerance
  see p. B60
  Injury Tolerance is meant for those
  with fundamentally nonhuman physi-
  ologies. Three forms are of particular
  interest when creating superscience
  constructs and supers:
  Diffuse: Appropriate for beings
  made of a loose collection of tiny par-
  ticles (bees, dust motes, nanites, etc.),
  liquid, gas, plasma, or energy.
  Examples include sapient swarms, 
  living flames and tornadoes, liquid-
  metal robots (“nanomorphs”), and
  superscience “holograms” that can
  interact with the material world. In
  some settings, spirits, magical illu-
  sions, and related entities that are 
  tangible but not solid also have this
  trait.
  Homogenous: Use this trait for
  creatures made out of largely undiffer-
  entiated solid matter – living or other-
  wise. Common examples are dancing
  swords, golems, unpowered vehicles,
  walking plants, and anything else
  made of solid ice, metal, plastic, stone,
  wood, etc. Very dense supers often
  have this advantage, despite appear-
  ing superficially human.
  Unliving: Anything that has differ-
  entiated “vital” areas but isn’t made 
  of living tissue is Unliving. Powered
  vehicles and robots, and most other
  complex machines, qualify – as do
  vampires, zombies, and similar walk-
  ing corpses. A total cyborg with few
  living parts might qualify, at the GM’s
  option.
  The GM may invent new forms.
  Some examples of special importance:
  52
  BUILDING ABILITIES
  Independent Body Parts
  If you have this form of Injury Tolerance (p. 53), your limbs and
  extremities are separate entities. When struck there, don’t apply injury
  to your HP. Instead, apply it to that body part’s HP score: your HP/3 for
  an extremity or HP/2 for a limb (round up).
  Attacks injure body parts normally with one exception: a cutting
  attack that would cripple a limb or extremity costs you the use of that
  part (see p. B421) but inflicts no injury on you or it. Instead, it severs the
  body part, which falls to the ground and fights as your ally! An extremi-
  ty separates from its limb, while a limb separates from your torso.
  Body parts have your HT. Size Modifier is your own, adjusted by the
  part’s hit location modifier. Other abilities are as follows:
  Arms: An arm has your DX, a Move of your ST/4, and a Dodge of
  DX/2 + 3. It uses your ST for striking or strangling, ST/2 for grappling
  or dragging things. If it has a hand, it can punch or grapple (but only
  the feet or legs of a standing foe), or wield a one-handed weapon at -2
  damage. If it lacks a hand, it can club for punching damage.
  Leg: A leg with a foot has DX equal to your DX-2. Move is your Basic
  Move-3, while Dodge is your DX/2 + 3. It can leap up and kick foes for
  full damage. Treat a leg without a foot as an arm without a hand, but at
  -2 DX.
  Hand: A severed hand has your DX, Move equal to DX/2, and a
  Dodge of DX/2 + 3. Its only effective attack is to crawl up someone’s
  body (treat this as a grapple) and strangle – see p. B370. The hand has
  your full ST for this purpose only.
  Foot: A foot has DX equal to your DX-2, Move 1, and Dodge 4. Its
  only useful combat ability is to trip those who try to pass it. A fighter
  who tries to run past the foot must evade (see p. B368), and falls down
  if the foot wins.
  Round all fractions up. Where combat skills would matter, apply
  your relative skill level to the body part’s DX.
  A severed body part suffers injury normally from every attack but the
  one that severed it. At 0 or fewer HP, it’s crippled and can’t act. Make the
  usual HT roll to learn whether this is permanent (see p. B422).
  You may reattach body parts by holding them in place for a minute.
  You can reattach crippled body parts if the injury is temporary or last-
  ing, but they remain crippled. Permanently crippled body parts are
  destroyed.
  One final perk: should you die, the severed part lives on, and con-
  tinues to attack your enemies!
  Special Modifiers
  Detachable Head: Your head uses these rules, too. A cutting attack to
  the neck that inflicts full HP or more decapitates you without injury.
  Your head has your DX and HT, HP/2, and Move and Dodge 0. It can
  bite at full ST in close combat. If your head is your seat of conscious-
  ness, your body fights as its ally. If it isn’t (for instance, if you have No
  Brain), it fights as an ally of your body. +15%.
  Instant Reattachment: You only have to hold body parts in place for
  a second to reattach them. +50%.
  No Reattachment: Your severed body parts are animated, but you can’t
  reattach them. You can’t combine this with Instant Reattachment. -60%.
  Reattachment Only: Your body parts are inert when severed. Severing
  them causes you no injury, and you can reattach them, but they can’t
  fight for you. You can’t combine this with No Reattachment. -50%.
  
  Damage Reduction: You divide the
  injury you suffer by 2, 3, or 4 after sub-
  tracting DR from damage and apply-
  ing wounding modifiers. Unmodified,
  this trait reduces all injury – but
  except in high-powered supers games,
  the GM should consider requiring the
  Limited modifier; see Limited Defenses
  (p. B46). It would be fair to restrict
  heroes to “Common,” “Occasional,” or
  even “Rare” classes, or to damage
  types directly related to their powers.
  50 points for a divisor of 2, 75 points
  for 3, 100 points for 4.
  Independent 
  Body 
  Parts: 
  See
  Independent Body Parts (p. 52) for this
  complex form of Injury Tolerance,
  intended for undead and fantasy mon-
  sters. 35 points.
  Unbreakable Bones: Your bones are
  nearly indestructible, or you have
  alternative structural support that’s
  difficult to damage (e.g., internal force
  fields). Damage to limbs and extremi-
  ties still causes injury, subject to the
  usual maximums, but the injury need-
  ed to cripple these body parts is twice
  normal; that is, the amount usually
  required to dismember. This repre-
  sents damage to the covering, not the
  “skeleton.” Crippling is at worst last-
  ing; you never suffer permanent crip-
  pling 
  or 
  dismemberment 
  (see
  pp. B421-422). The GM may rule that
  injury that destroys your body
  (-10¥HP) breaks your skeleton, but
  since you’re dead, this is a special
  effect. If this protection extends to
  your vitals and brain, add No Vitals
  and No Brain: your vitals and brain
  are in their usual locations, but your
  indestructible skeleton encloses them
  and prevents severe injury effects. 10
  points.
  Alternatives
  The line between Diffuse and such
  traits as Insubstantiality (p. 55) and
  Shadow Form (p. 73) is fine indeed.
  The deciding factor is whether the
  character can affect the material
  world. If he can, take Diffuse.
  The essence of Homogenous,
  Unliving, and Damage Reduction is
  extreme 
  toughness. 
  Alternatives
  include 
  Supernatural 
  Durability
  (p. B89) and Unkillable (p. B95) – or
  just lots of Damage Resistance (p. 45)
  or Hit Points. Damage Resistance is
  superior for those who expect never to
  face high-damage attacks.
  New Special Enhancements
  Infiltration: For Diffuse only. Your
  body is a fluid that can flow through
  the tiniest of holes. In addition to the
  usual benefits of Diffuse, you can ooze
  through porous barriers and narrow
  cracks. You can’t shapeshift, stretch
  abnormally, or sprout new body parts
  – just seep under doors, through
  screens, etc. +40%.
  Swarm: For Diffuse only. You’re a
  coordinated swarm of tiny creatures.
  You 
  can 
  scatter 
  by 
  taking 
  a
  Concentrate maneuver. Your outer
  perimeter travels at your best applica-
  ble Move; maximum radius is 1/2 mile
  (buy Area Effect to change this). While
  scattered, only area-effect, cone, and
  explosion attacks can injure you, and
  only in proportion to the area they
  blanket; e.g., an attack that covers 5%
  of your area does 5% normal damage.
  You can focus your senses on any
  point within your area; changing
  viewpoints requires a Ready maneu-
  ver. Otherwise, treat this state as
  Insubstantiality (p. 55). To resume
  your normal form, you must contract
  to your usual size (at your Move score)
  and then take a Concentrate maneu-
  ver. Swarm includes Infiltration. +80%
  if you can’t affect the material world;
  +160% if you can.
  Powering Up
  Elemental powers often grant
  Damage Reduction (limited to their
  element), or give access to elemental
  meta-traits (see p. B262) that include
  Homogenous or Diffuse. Someone
  with matter-control or spirit powers
  that let him become a semi-solid
  specter could also justify Diffuse.
  With the addition of Infiltration,
  Diffuse suits shapeshifting powers.
  The GM might allow shapeshifters
  with particularly outré powers to buy
  other forms of Injury Tolerance – No
  Head, No Neck, etc. – with Switchable
  (p. 109).
  Talent 
  rarely 
  affects 
  Injury
  Tolerance, but the GM might permit
  those with Unliving, Homogenous, or
  Diffuse to add Talent to HT rolls for
  structural integrity; e.g., to avoid dis-
  integration or resist Afflictions that
  cause Insubstantiality. Those with
  Independent 
  Body 
  Parts 
  or
  Unbreakable Bones may add Talent to
  HT rolls for crippling.
  Innate Attack
  see p. B61
  If an ability causes injury and isn’t
  a natural melee weapon (like claws),
  it’s an Innate Attack. Given the variety
  of attacks possessed by powered
  heroes in comics, movies, and so on,
  this covers a lot of ground. The first
  step when designing any Innate Attack
  is to choose its damage type:
  Burning: Use this for electricity,
  flame, heat, and radiation. Examples
  include fireballs, lasers, lightning
  bolts, microwaves, and particle
  beams. Enhance the attack with
  Explosion (+50%/level) for a fireball,
  Radiation (+100%) for a particle
  beam, or Surge (+20%) for lightning.
  Exotic attacks might require combi-
  nations 
  of 
  damage 
  modifiers:
  Radiation and Surge for charged par-
  ticle beams, Explosion and Surge for
  ball
  lightning, 
  Surge 
  and 
  No
  Wounding (-50%) for an electromag-
  netic pulse (EMP) that only harms
  electrical systems, etc.
  BUILDING ABILITIES
  53
  
  Corrosion: Realistic examples are
  strong acids and bases. Powerful oxi-
  dizers also qualify, and tend to be
  Incendiary (+10%). Magical, super-
  powered, and superscience disintegra-
  tion effects fall into this category, too.
  Crushing: This is most appropriate
  for attacks that hurl large, blunt
  chunks of matter, like balls of stone or
  ice (but not bullets – those are pierc-
  ing). Superscience force beams quali-
  fy as well. Explosives are crushing
  attacks 
  with 
  both 
  Explosion
  (+50%/level) 
  and 
  Fragmentation
  (+15%/die); timed explosives, such as
  grenades, add Delay (variable).
  Cutting: Cutting attacks nearly
  always involve blades or shards, which
  might be made of bone, glass, ice,
  metal, or any number of other things.
  Tiny shards that damage mainly as a
  result of their sharpness have No
  Blunt 
  Trauma 
  (-20%) 
  and 
  No
  Knockback (-10%). Cutting attacks are
  often carriers for venomous Follow-
  Up attacks.
  Fatigue: Tranquilizers are the obvi-
  ous real-world example, and have
  Cyclic, Onset, and Resistible (all high-
  ly variable). At higher TLs, sonic and
  electrical stunners become possibili-
  ties. Supernatural options include
  sleep spells and psionic mind blasts.
  Fatigue is the only damage type that
  can have Hazard enhancements (see
  p. B104). It can’t harm inanimate
  objects, but with Hazard, the GM may
  let it affect them – Freezing could cool
  off a cheeseburger, Suffocation might
  deprive an engine of air, and so on.
  Impaling: The notes for cutting
  damage apply here as well, but No
  Knockback isn’t allowed – impaling
  attacks don’t cause knockback in the
  first place.
  Piercing: The most common exam-
  ple is a bullet or bullet-sized projectile.
  See below for detailed notes on projec-
  tiles; see Guns as Innate Attacks (box)
  to simulate firearms.
  Toxic: Realistic poisons and dis-
  eases 
  have 
  Cyclic, 
  Onset, 
  and
  Resistible (all variable) – but supernat-
  ural death touches, evil eyes, etc. also
  qualify as toxic, and often lack these
  modifiers. A direct, physical attack
  that delivers a rad dosage instead of
  injury has Radiation (+25%).
  Next, define how the attack deliv-
  ers its damage:
  Beam: Supers and energy weapons
  frequently project damaging rays.
  Most are burning, and don’t absolute-
  ly require modifiers – but lasers have
  Armor Divisor (2) (+50%) and blasters
  have Armor Divisor (5) (+150%).
  Disintegration beams cause corrosion
  damage, often with Armor Divisor
  (10) (+200%) or Cosmic (+300%).
  Force beams are crushing, typically
  with Double Knockback (+20%); most
  other crushing beams have No
  Knockback (-10%). Stun beams inflict
  fatigue damage. Only “death rays”
  (supernatural or superscience) are
  likely to deliver toxic damage. Roll
  against Innate Attack (Beam) to hit
  with any kind of beam.
  Curse or Mental Blast: Damaging
  supernatural effects that bypass DR
  might do any kind of damage. Use
  burning for pyrokinetic attacks;
  fatigue for nonlethal attacks, with
  Freezing (+20%) for cryokinesis,
  Missed Sleep (+50%) for a sleep spell,
  and so on; or toxic for a death spell or
  telekinetic attack. Add Malediction 1
  (+100%) for spells or Malediction 2
  (+150%) for psionic abilities. See
  Affliction (p. 39) for additional notes.
  Since there’s no physical impact, add
  No Knockback (-10%) if damage is
  crushing or cutting. Malediction uses
  a Will roll, not a standard attack roll.
  Field: Most constant, injurious
  effects that surround the user – sheath
  of flame, radiation zone, aura of with-
  ering, etc. – are burning or toxic, with
  Aura (+80%), Always On (-40%), and
  Melee Attack (-30%). Those who
  attack by emitting an expanding ring
  of fire, ice, poison, etc. from their
  body have Area Effect (+50%/level)
  and Emanation (-20%) instead, with
  damage type depending on the sub-
  stance or energy involved. Neither
  requires a roll to hit – but to use an
  Aura actively calls for an unarmed
  melee attack.
  54
  BUILDING ABILITIES
  Guns as Innate Attacks
  To simulate a firearm, start with dice of Piercing Attack equal to its
  damage. Adjust Acc using Accurate (+5%/level) or Inaccurate
  (-5%/level); Range using Increased Range (+10%/level) or Reduced
  Range (-10%/level); RoF using Rapid Fire (variable); Shots using
  Limited Use (variable), usually with Fast Reload; and Rcl using Extra
  Recoil (-10%/level). If using Optional Rule: Malfunction (p. B279), add
  Unreliable (variable) to give the attack a Malf. Realistic guns almost
  never have the Variable enhancement. For worked examples, see Built-
  In Firearms (p. 136).
  Ammunition
  Innate Attack can also simulate different ammunition: add Armor
  Divisor (2) (+50%) and make the attack small piercing for armor-pierc-
  ing ammo; add Armor Divisor (0.5) (-30%) and change the attack to
  large piercing for hollow-point; add Armor Divisor (0.5) and Incendiary
  (+10%) for tracer. Specialized ammunition might be non-piercing; e.g.,
  flechettes are impaling.
  Other Details
  Considerations such as caliber and cartridge length are “special
  effects” (see Special Effects, p. 113). They can matter in play – e.g., when
  forced to reload from captured ammunition – but don’t alter point cost.
  The same is true of Shots too generous to qualify for Limited Use: the
  designer should still give a number. He might not run out in 10-second
  firefight . . . but he could run out on a four-day mission. The GM may
  require a Shots statistic close to that for a comparable weapon in the
  game world. This isn’t a limitation; it’s no different from the GM ruling
  that someone who tosses fireballs all day gets tired (see Abilities and
  Exertion, p. 159).
  
  Gas: Lethal gases inflict toxic dam-
  age; nonlethal ones, fatigue damage.
  Fictional breath weapons have Cone
  (variable), but supers and wizards
  who can create gas clouds should take
  Area Effect (+50%/level) instead. Add
  one of Respiratory Agent (+50%),
  Blood Agent (+100%), or Contact
  Agent (+150%) to any gas attack.
  Drifting (+20%) and Persistent (+40%)
  are useful for lingering gases – and the
  GM might even allow these with Cone.
  Use Innate Attack (Breath) to hit with
  a Cone. Area Effects that depend on a
  beam, gaze, or projectile use the
  appropriate Innate Attack specialty to
  hit.
  Liquid: Liquids have Cone (vari-
  able) or Jet (+0%); fantasy breath
  weapons with Cone should have
  Reduced Range, ¥1/5 (-20%), too.
  Acids inflict corrosion damage, while
  flaming liquids cause burning dam-
  age; either might be Cyclic (variable),
  if it sticks to the target. Water jets are
  crushing 
  – 
  often 
  with 
  Double
  Knockback (+20%) and No Wounding
  (-50%). Poisons inflict either fatigue or
  toxic damage, and have one of Blood
  Agent (-40% for Jet, +100% for Cone),
  Contact Agent (-30% for Jet, +150%
  for Cone), or Respiratory Agent
  (+50%). Roll against Innate Attack
  (Beam) or (Breath) to hit with liquids
  that issue from the hand or mouth,
  respectively.
  Projectile: Projectiles don’t require
  modifiers, but are among the few
  attacks that are routinely Guided
  (+50%), Homing (variable), or lobbed
  Overhead (+30%). They can deliver
  almost any kind of damage: burning
  for fireballs, crushing for stones,
  impaling for ice spears, and so on.
  Storms of fire, stones, ice, etc. are
  common magical and super attacks,
  and have Area Effect (+50%/level) –
  with Persistent (+40%) and possibly
  Wall (+30% or +60%) if they stay in
  place for some time, and often
  Bombardment (variable). To emulate
  firearms, see Guns as Innate Attacks
  (p. 54). Use Innate Attack (Projectile)
  to hit.
  Touch: Most natural body weapon-
  ry is just Claws, Strikers, or Teeth –
  but a melee attack that operates inde-
  pendently of the user’s ST is an Innate
  Attack with the Melee Attack limita-
  tion (variable). Use this option for an
  angel who can summon a sword of
  flame (burning), a robot with a built-
  in force sword (cutting), or a kung fu
  master who attacks with a deadly
  touch (toxic). Add Contact Agent
  (-30%) to attacks that must strike bare
  skin, Cosmic (+300%) to supernatural
  attacks that completely circumvent
  DR, 
  like 
  the 
  Deathtouch 
  spell
  (p. B245). Make an unarmed melee
  attack to hit.
  Venom: Poison on Claws, Teeth,
  etc. should cause fatigue or toxic dam-
  age unless it’s very unusual. Such
  attacks always have Follow-Up (+0%).
  Make a melee attack to hit with the
  carrier attack.
  Finally, if the attack has a chance of
  causing a baneful effect in addition to
  injury if it penetrates DR, add Side
  Effect (variable). This is common for
  beams that emulate ultra-tech stun-
  ners, paralysis guns, and so on. If the
  attack automatically causes weakness
  or incapacity after inflicting enough
  injury, enhance it with Symptoms
  (variable) instead. Fatigue or toxic
  attacks that represent venom or poi-
  son gas generally have Symptoms.
  Alternatives
  Affliction (p. 39) is a far better
  starting point for a completely non-
  lethal attack . . . and the Coma and
  Heart Attack enhancements make
  Affliction a superior “all-or-nothing”
  lethal attack, too. To punch, kick, or
  strangle opponents at a distance, buy
  Telekinesis (p. 82).
  Powering Up
  Any power that isn’t completely
  nonviolent might have an Innate
  Attack. Match both damage type and
  means of delivery to the power’s focus
  and source; see above for many exam-
  ples. In all cases, Talent gives a bonus
  to hit.
  Insubstantiality
  see p. B62
  Beings largely unaffected by the
  physical world appear in myth and fic-
  tion at least as often as those that can
  fly. Paradoxically, most such entities
  can “anchor” themselves to material
  objects as needed, allowing them to
  stand on floors, ride in vehicles, and so
  on. This is a standard feature of
  Insubstantiality. What the insubstan-
  tial form looks like, and the things that
  can impede it, vary with the origin of
  the trait:
  BUILDING ABILITIES
  55
  
  Dimensional: The traveler trans-
  ports himself into a dimension paral-
  lel to the physical world. He looks
  slightly transparent, as if he weren’t all
  there. Any place in the ordinary world
  that lacks an equivalent location in the
  other plane is completely off limits.
  Individuals with dimension-traveling
  foes often build strongholds in such
  locales!
  Divine: This represents the ability
  to assume a “god form” that can roam
  the mortal world at will. The cleric
  looks normal except for the addition
  of something symbolic of his patron;
  e.g., a wreath of flame, for the Fire
  God. He can’t infiltrate places of no or
  low sanctity, however; see Special
  Rules for Divine Powers (p. 175).
  Elemental: The user turns into elec-
  tricity or light, or vibrates at a weird
  frequency. He becomes a man-shaped
  glow, visible shimmering, etc., as
  befits his element. He can’t penetrate
  barriers that are proof against his ele-
  ment; e.g., a grounded metal cage
  would exclude an electrical “ghost.”
  Superscience force fields often block
  such Insubstantiality.
  Magical, Psionic, or Spirit: The user
  enters the ethereal, astral, or spirit
  realm (these might be the same or
  quite distinct, depending on the set-
  ting). His appearance is misty and
  ghostly, and possibly luminous or
  shadowy. Shamans with spirit powers
  often look like beasts. Spells, psi abili-
  ties, and sorcerous rituals that
  obstruct spirits also block this ability.
  Alternatives
  Both Clairsentience (Projection,
  +140%) and Insubstantiality (Affect
  Substantial, +100%; Projection, -50%)
  cost 120 points. They’re comparable,
  but there are important differences.
  Notably, Clairsentience gives an invis-
  ible form with a 10-yard range limit
  from the body, while Insubstantiality
  gives a visible form with no range
  limit.
  To represent partial solidity, use
  Injury Tolerance (Diffuse) (p. 52) or
  Shadow Form (p. 73). To be able to
  pass through just one substance, take
  Permeation (p. 66).
  Insubstantiality doesn’t
  include
  invisibility. For that, take Invisibility
  (below), 
  too 
  – 
  possibly 
  with
  Substantial Only. Insubstantiality does
  include total silence, though, save
  when you choose to speak. You’re
  undetectable to hearing, and need
  only make Stealth rolls if there’s a
  chance you’ll be seen.
  New Special Limitations
  No Vertical Move: You can’t disre-
  gard gravity. You must move across a
  horizontal surface, or along a slope
  that wouldn’t require Climbing rolls.
  You still weigh nothing, so you don’t
  leave footprints and can walk on sur-
  faces that wouldn’t support a solid
  body, such as the surface of a body of
  water. -10%.
  Noisy: You aren’t silent. You make
  noises equivalent to footfalls when
  moving and breathing at all times, and
  are no harder to hear than an ordinary
  human. -5%.
  Projection: Your body doesn’t
  become insubstantial. Instead, it falls
  unconscious and you step out of it in
  insubstantial form. Like someone
  using unmodified Insubstantiality,
  you’re visible and present, making you
  subject to anything that affects insub-
  stantial entities . . . while your body
  remains in the physical world, vulner-
  able to material threats; see Projection
  (p. 44). You can’t use spells, psi abili-
  ties, etc. in this form unless you also
  take Affect Substantial. -50%.
  Powering Up
  This ability suits almost any kind
  of supernatural or elemental power, as
  noted above. With the Projection limi-
  tation, it’s especially suitable for Astral
  Projection. Talent adds to any roll
  required to “push through” a resistible
  barrier or use Insubstantiality for a
  Power Dodge (see p. 167).
  Intuition
  see p. B63
  As the ability to compare the cur-
  rent situation to past experiences 
  and make an informed guess,
  Intuition is ideal for Digital Minds and
  super-geniuses. Supernatural guid-
  ance (e.g., ESP or divine wisdom) is
  an equally valid interpretation.
  At the GM’s option, if a skill would
  normally give useful information in
  the situation at hand – e.g.,
  Navigation when deciding which way
  to steer, or Tactics in a military stand-
  off – the user can substitute his level
  with that skill for IQ when rolling for
  this ability.
  Alternatives
  Those who can discover facts with-
  out guesswork should take Blessed
  (p. 43) or Oracle (p. 65) instead.
  New Special Enhancement
  Inspired: Your gift is so finely
  honed that any success while using it
  reveals the best choice out of those
  confronting you. The worst possible
  result on a failure, even a critical fail-
  ure, is that you don’t know; the GM
  will never suggest a bad choice.
  +100%.
  Powering Up
  Intuition is a traditional ability of
  shamans, and might stem from spirit
  powers. It’s also appropriate for ESP
  or any similar information-gathering
  power, and for divine and moral pow-
  ers – especially with Inspired. Finally,
  it could represent the ability to draw
  upon the collective wisdom of others,
  making it part of Telepathy. Talent
  adds to all IQ or skill rolls to use 
  this ability.
  Invisibility
  see p. B63
  Tales of invisible men – but ironi-
  cally not The Invisible Man, which
  inspired many of them – usually
  assume 
  that 
  Invisibility 
  has
  Switchable (+10%) and Can Carry
  Objects (at least +10%). Remember 
  to choose the kind of vision affected. 
  If the GM wishes to allow “total” 
  56
  BUILDING ABILITIES
  Jumper (Time) and (World) mainly
  suit powers concerned with time- or
  world-travel, such as Teleportation and
  (with Projection) Astral Projection.
  
  invisibility, he may rule that +100%
  worth of Extended interferes with any
  sense that Invisibility could reason-
  ably affect. Common variants include:
  Deception: A ninja or telepath who
  mentally compels others to believe
  they can’t see him has Invisibility to
  electromagnetic vision with Can Carry
  Objects, Switchable, and Glamour
  (p. 111). Deceivers aware of unusual
  senses might interfere with those, too;
  add Extended (+20%/type).
  Ghost: Ghosts that are invisible to
  mortals have Invisibility to electro-
  magnetic vision with Usually On
  (+5%) and Substantial Only (-10%).
  Traditionally, ghosts can be seen in
  mirrors and photographs; they have
  Visible Reflection (-10%), and can’t
  take Affects Machines.
  Stealth Technology: A vehicle or
  robot that’s invisible to infrared and
  radar – but not the naked eye – has
  Invisibility to electromagnetic vision
  with Machines Only (-50%). The best
  optical 
  camouflage 
  has 
  Affects
  Machines (+50%) instead of Machines
  Only, but still suffers from Fringe
  (-10%). Stealthy submarines have
  unmodified Invisibility to sonar; the
  best 
  add 
  Extended, 
  Magnetic
  Detection (+20%). Switchable is
  uncommon, as stealth tends to be a
  permanent structural feature.
  Superscience 
  Cloaking:
  Space-
  opera 
  “cloaking 
  devices” 
  give
  Invisibility to electromagnetic vision
  with 
  Affects 
  Machines 
  (+50%),
  Extended, Scanners (+20%), and
  Switchable (+10%).
  Alternatives
  Represent partial invisibility using
  Chameleon (p. 43). Those who create
  darkness or smoke in order to hide
  from sight should take Obscure
  (p. 64).
  New Special Limitation
  Fringe: Your ability leaves a faint
  outline or shimmering. It works nor-
  mally when you’re standing still, but if
  you move, others can spot you with a
  Vision-6 roll and target you in combat
  at only -6 to hit. -10%.
  Powering Up
  Invisibility is a key ability for Light
  and Darkness powers. Electrokinesis
  could allow a psi to jam signals and
  become invisible to machines – he
  might even bend light and become
  truly invisible (a trick called “photoki-
  nesis”). The addition of Glamour
  makes Invisibility suitable for chi
  powers and Telepathy, too. Talent adds
  a further bonus to Stealth skill rolls to
  avoid being seen.
  Jumper
  see p. B64
  Use Jumper (Time) for supers and
  superscience vehicles that move
  through time by traveling faster than
  light, weird-science “time machines,”
  and so on. Jumper (World) is interdi-
  mensional travel for the purpose of
  visiting alternate timelines. The GM
  may add other Jumper advantages.
  For instance:
  Jumper (Spirit): You can enter and
  leave the “spirit worlds” in body. In
  these realms, you’re a spirit. You can
  interact normally with the spirits
  there and use any ability that’s “stan-
  dard” for spirits in that world.
  Likewise, anything that affects spirits
  affects you. To make the transition,
  use the standard rules for Jumper.
  Each attempt costs 1 FP. Success on
  the IQ roll means you shift between
  realms. Failure means you stay in
  your current world; you’re at -5 to use
  this ability again in the next 10 min-
  utes. Critical failure results are up to
  the GM . . . you might attract evil spir-
  its, end up adrift between worlds, or
  go to the wrong world (e.g., Hell). The
  special modifiers for Jumper (World)
  are available to you, although not all
  of them are meaningful in every set-
  ting. 100 points.
  Alternatives
  Travelers who “jump” through
  space need Warp (p. 88). Seers who
  receive glimpses of the past, future, or
  spirit world have Psychometry (p. 69),
  Precognition (p. 68), or Medium
  (p. 59), respectively. Neither requires
  Jumper.
  Those who assume or send forth a
  “spirit form” often have Clairsentience
  (p. 44) or Insubstantiality (p. 55). Only
  use Jumper (Spirit), or Jumper (Time)
  or (World) with the Projection modifi-
  er, for those who truly visit another
  realm or time.
  New Special Enhancements
  Interplanar: For Jumper (World) or
  (Spirit). You can enter higher planes
  of existence – perhaps even the realms
  of the gods. +100% if you can reach
  these worlds as well as parallel worlds
  (world-jumpers) or spirit worlds (spir-
  it-jumpers); +0% if you can only reach
  higher planes.
  Reliable: Your ability is unusually
  stable. Each level of this enhancement
  adds +1 to both the IQ roll to use
  Jumper and the automatic failure
  threshold (e.g., Reliable 2 gives +2 to
  IQ and mean a roll of 16 or more
  always fails). +5% per +1, to a maxi-
  mum of +10.
  New Special Limitations
  Limited 
  Access:
  For 
  Jumper
  (World) or (Spirit). You can only jump
  between two particular worlds – your
  home world and one specific parallel,
  the material world and Hell, etc. The
  size of this limitation depends on how
  many worlds exist in the setting. If
  there’s only one, it’s meaningless: -0%.
  If there are many, it might be worth
  -20% or more, at the GM’s discretion.
  BUILDING ABILITIES
  57
  
  Projection: For Jumper (Time) or
  (World). You travel in mind, not in
  body. Your body remains at your
  departure point, unconscious and vul-
  nerable, while your consciousness
  appears at your destination as a visible
  but intangible projection. This form is
  subject to anything that affects insub-
  stantial beings. See Projection (p. 44)
  for 
  other 
  rules. 
  If 
  you 
  have
  Insubstantiality, you can “reverse” it in
  order to become solid; if you have
  Possession (Spiritual, -20%), you can
  possess a resident of the target world.
  -50% if you can’t affect your destina-
  tion at all without Insubstantiality or
  Possession; -0% if you can use spells,
  mental abilities, and Maledictions to
  affect your destination while project-
  ing. Sending a physical body to your
  destination as usual, but also leaving
  behind an unconscious body as
  described here, is worth -25%.
  Special Movement: You need to
  move to use your ability. Limitation
  value depends on how stringent the
  requirements are. If you merely have
  to walk a few steps and be free of any-
  thing that restricts movement (like
  manacles), that’s -10%. If you need to
  enter orbit and accelerate past the
  speed of light with expensive advan-
  tages like Flight (Space Flight, +50%)
  with Enhanced Move 27 (Space),
  that’s -40%.
  Special Portal: You need a particu-
  lar sort of “gateway” to use your
  advantage; e.g., a natural cave open-
  ing, or a sacred stone circle on a
  moonlit night. Limitation value
  depends on the rarity of the required
  portal. “Any reflective surface” is
  -20%, as is a relatively common geo-
  graphic feature. If a summoning ritual
  that specifically names you creates a
  “channel” that lets you jump into the
  presence of your summoner – but
  nowhere else – that’s -60%. One specif-
  ic spot at a certain time of the year is
  -80%.
  Powering Up
  Jumper (Time) and (World) mainly
  suit powers concerned with time- or
  world-travel, such as Teleportation
  and 
  (with 
  Projection) 
  Astral
  Projection. Just about any power that
  grants faster-than-light levels of
  Enhanced Move (Space) could justify
  Jumper (Time) with the Special
  Movement limitation, though.
  Jumper (Spirit) is appropriate for
  spirit powers – as are other forms of
  Jumper, with Projection. With the
  Interplanar enhancement, it also suits
  divine powers.
  Talent adds to the IQ roll required
  to activate any Jumper advantage.
  Lifting ST
  see p. B65
  Lifting ST is realistic for beasts of
  burden (e.g., horses and mules) and
  slow-but-powerful machinery – cargo-
  handling exoskeletons, tugboats, etc.
  Comic-book supers are often capable
  of extreme lifts; see the Super-Effort
  enhancement (below) for a way to
  handle this.
  Alternatives
  Lifting ST only augments basic ST
  for lifting, pushing, etc. – and for grap-
  pling and choking in combat. To
  increase damage with melee weapons,
  take Striking ST (p. 78). Those who
  want all of these benefits and more HP
  should just improve their ST.
  New Special Enhancement
  This
  optional enhancement is
  intended for demigods and supers.
  With it, Lifting ST becomes more effi-
  cient than usual after eight levels . . .
  and gets better from there. Thus, it’s
  only of value to heroes with a signifi-
  cant investment in Lifting ST. If the
  GM sets a limit when using this modi-
  fier, it should be at Lifting ST +8 or
  higher.
  Super-Effort: You can make truly
  heroic lifts! Your Lifting ST works as
  usual except when you use extra
  effort. Then ignore the ordinary extra
  effort rules. Instead, find your Lifting
  ST level in the Size column of the Size
  and Speed/Range Table (p. B550), read
  across to the Linear Measurement col-
  umn, and use that number as your ST
  bonus for the lift. For instance, Lifting
  ST +20 gives +5,000 ST. This costs 1
  FP per lift. Once you’ve made the lift,
  use Abilities and Exertion (p. 159) for
  ongoing FP costs. Walking around
  with or pulling the weight counts as
  “intensive use” (1 FP/minute); just
  holding it up is “long-term use” (1
  FP/hour). You can’t take Reduced
  Fatigue Cost to eliminate these costs
  unless you also add Cosmic (+50%).
  Super-Effort never benefits chokes or
  grapples. +400%.
  Powering Up
  Lifting ST could belong to a biolog-
  ical body-control power or a matter-
  control power that affects mass or
  58
  BUILDING ABILITIES
  Heavy Lifting
  Mecha and supers often lift extreme weights. Vehicles are especially
  popular! The following table gives the total ST – basic ST plus Lifting
  ST – needed to lift a few items of interest. If using Super-Effort, remem-
  ber to add the enhanced ST bonus to basic ST.
  Weight
  Total
  Example
  (tons)
  ST
  1
  36
  Small car
  2
  50
  Large car
  5
  79
  Ship’s anchor
  10
  112
  Private jet
  25
  177
  Fighter jet (loaded)
  50
  250
  Main battle tank (loaded)
  100
  354
  Space shuttle
  500
  791
  Heavy passenger jet
  1,000
  1,118
  Small freighter
  5,000
  2,500
  Frigate
  10,000
  3,536
  Light cruiser
  50,000
  7,906
  Battleship
  These weights assume a two-handed, overhead lift. For other items,
  total ST required equals the square root of (1,250 ¥ weight in tons).
  
  density. Divine and chi powers might
  use Lifting ST – perhaps with Costs
  Fatigue or Super-Effort – for the abili-
  ty to perform “heroic feats.”
  Talent modifies Will and HT rolls
  for extra effort and to avoid self-
  inflicted injury while lifting.
  Luck
  see p. B66
  For the fictional protagonist, Luck
  is usually a “meta-advantage” – a
  deliberate effort by the storyteller to
  give him the benefit of the doubt at
  every turn of the plot. It’s rarely an
  active ability known to him and
  acknowledged by his companions.
  Still, heroes who are conscious of
  their luck do exist in fiction, especially
  in the comics.
  Alternatives
  Use Daredevil (p. B47) for those
  whose “luck” depends on risk-taking,
  Serendipity (p. 73) for heroes whose
  luck takes the form of coincidence
  rather than good odds, and Super
  Luck (p. 80) for masters of probability
  manipulation.
  New Special Enhancement
  Wishing:
  You can consciously
  manipulate probability. You may
  request two rerolls for any die roll
  made in your presence – not just your
  rolls – and choose the one you prefer.
  It isn’t enough for you, the player to
  see the dice roll; your character must
  witness the action you wish to influ-
  ence. Normal usage limits still apply.
  The Active limitation is common but
  not required. +100%.
  Powering Up
  Luck is a traditional gift from oth-
  erworldly guardians, making it suit-
  able for divine and spirit powers. With
  Active or Wishing, it might instead be
  part of a probability-control power;
  this could have almost any source, but
  is commonly associated with psi in fic-
  tion. Talent gives a bonus to any die
  roll influence by Luck – but only if that
  use of Luck is declared in advance.
  Mana Damper and
  Mana Enhancer
  see pp. B67-68
  Neither “mana level” nor the abili-
  ty to alter it is a traditional concept –
  but in game-mechanical terms, a high
  level of Mana Damper is superior 
  to Magic Resistance for magic-
  resistant fantasy denizens, while
  Mana Enhancer can explain lone 
  wizards and dragons in prevalently
  nonmagical settings. Of course, Mana
  Damper is only worthwhile if magic
  exists, and Mana Enhancer is chiefly
  of use to those who cast spells.
  Those with potent magical gifts
  might be able to adjust the mana level
  either way. The GM should require
  those who want Mana Damper and
  Mana 
  Enhancer 
  to 
  take 
  the
  Switchable 
  special 
  enhancement
  (+100%) on both traits – and Variable
  (+5%), if either trait can alter the
  ambient mana by more than one level.
  This is expensive because it’s power-
  ful: if the user has Magery, he can ele-
  vate the mana level when casting
  spells . . . and then lower it to neutral-
  ize enemy magic.
  Alternatives
  Compare 
  Mana 
  Damper 
  to
  Neutralize (p. 97) and Static (p. 98)
  against magical powers. A high level
  of Magic Resistance (p. B67) is cheap-
  er than either, but also less capable.
  New Special Enhancement
  Discriminatory: You and any allies
  in your area of effect enjoy the best
  mana level your ability can provide –
  highest if casting spells, lowest if
  resisting them – while enemies in 
  the area suffer the worst level you can
  generate. This modifier includes
  Switchable, and replaces the Selective
  Area enhancement for Mana Damper
  and Mana Enhancer. +150%.
  Powering Up
  These advantages rarely suit 
  powers other than magical ones.
  Exceptions might be the divine
  power granted by a god of magic, or
  a specialized psionic power that
  manipulates mana fields. Talent
  applies mainly to Power Block
  attempts (see p. 168).
  Medium
  see p. B68
  Medium is the ability to sense the
  presence of and speak with nearby
  unbound spirits (ghosts, “wild” ele-
  mentals, etc.) – not spirits of the living
  or spirits bound to objects. It also
  works on “spirits of place,” but only
  within the spirit-inhabited area. At the
  GM’s option, variant forms might
  instead let the user speak with resi-
  dents of the dream world, parallel uni-
  verses, or cyberspace. Each form is a
  separate Medium advantage.
  BUILDING ABILITIES
  59
  
  Alternatives
  To grasp the motivations of spirits
  and improve your odds of persuading
  them, take Spirit Empathy (p. B88).
  Use Detect (Spirits) [10] to sense the
  presence of spirits that are bound,
  possessing someone, or too distant to
  speak with. To see spirits more than a
  yard away – even those with whom
  you aren’t communicating – buy a
  suitable form of See Invisible (p. 72).
  None of these traits lets you speak
  with spirits.
  If you can force spirits to become
  visible or solid against their will, buy
  an Affliction (p. 39) that cancels
  Invisibility or Insubstantiality via
  Negated Advantage. If this only affects
  spirits, or certain kinds of spirits, add
  an Accessibility limitation.
  If spirits simply possess you in
  order to speak with others, that’s
  Channeling (p. 43).
  New Special Enhancements
  Manifestation: 
  Your 
  presence
  makes it easier for spirits to become
  visible, if they wish. As long as they’re
  within a yard of you, those with the
  Spirit meta-trait (p. B263) needn’t pay
  the 1 FP per second demanded by the
  Usually On limitation on their
  Invisibility. +100%.
  Universal: You can communicate
  with any spirit you can sense with
  Medium, even those with whom you
  don’t share a language. +50%.
  Visual: You can see spirits while
  communicating with them, even if
  they would normally be invisible.
  +50%.
  New Special Limitations
  In many settings, Medium requires
  a ritual or séance to use. If so, add
  Preparation Required (p.
  B114).
  Another common limitation:
  Specialized: Your ability only works
  with one specific class of spirits.
  Possibilities include angels, demons,
  elementals, faerie creatures, and
  ghosts. -50%.
  Powering Up
  Medium is appropriate for any
  supernatural power, but especially
  spirit powers and ESP. Talent adds to
  all IQ or skill rolls made to perceive or
  understand spirits.
  Metabolism Control
  see p. B68
  The ability to control involuntary
  bodily functions is a classic shtick of
  kung fu masters and yogi, not to men-
  tion supers and aliens modeled after
  them. It needn’t have mystical over-
  tones, though – genetic engineering or
  implants might give this advantage to
  a modified human or cyborg.
  At the GM’s option, Metabolism
  Control lets the user feign afflictions:
  disease, drug reactions, heart attack,
  etc. To discover the ruse, witnesses
  must win a Quick Contest of
  Diagnosis vs. the user’s HT +
  Metabolism Control.
  Alternatives
  Consider Injury Tolerance (No
  Blood) (p. B61), Doesn’t Breathe
  (p. B49), or Doesn’t Eat or Drink
  (p. B50) for those who don’t bleed,
  breathe, or eat at all. If all that matters
  is a HT bonus, Resistant (p. 71) is a
  better deal.
  New Special Enhancement
  Mastery: You can make precise
  adjustments to your metabolism and
  body chemistry instantly, helping you
  cope with even extreme or unexpected
  stresses. As long as you’re conscious,
  add your level of Metabolism Control
  to any HT roll. +40%.
  Powering Up
  This ability best suits biological,
  chi, and psi powers – especially Body
  Control and Healing. Talent adds to
  HT in the Quick Contest to feign death
  and for any similar feat the GM
  allows.
  Microscopic Vision
  see p. B68
  Microscopic Vision is most com-
  mon among robots and crimefighting
  supers. It lets those who have it do fine
  work or gather microscopic evidence
  without any equipment penalty for
  being without a magnifying lens.
  Supers sometimes add Ranged
  (+40%), which makes it possible to
  distinguish minute detail on distant
  objects. This ability works at full 
  magnification out to 1/2D range (10
  yards) and at 1/3 that out to Max range
  (100 yards). Make two Vision rolls:
  one to spot the object, one to see
  minute details.
  Use a combination of Blindness
  (p. B124) and Microscopic Vision for
  someone who can see tiny details at
  point-blank range, but not distant
  objects or the normal-sized world.
  Powering Up
  Like 
  any 
  vision 
  advantage,
  Microscopic Vision suits Light power
  and possibly ESP. Supers with size-
  control powers might have this ability
  alongside Shrinking. Talent adds to all
  Vision rolls for this ability.
  Mimicry
  see p. B68
  This trait is typical of parrots, dop-
  pelgangers, robot assassins, and other
  beings that are physiologically or tech-
  nologically adapted to emulate sounds
  and voices. It’s up to the GM whether
  60
  BUILDING ABILITIES
  I see dead people . . . walking
  around like regular people. They
  don’t see each other. They only see
  what they want to see. They don’t
  know they’re dead.
  – Cole Sear, 
  The Sixth Sense
  
  it can emulate the “voiceprints” that
  high-tech security systems use to 
  verify identity.
  Alternatives
  Mimicry can imitate but not com-
  municate with animals – use Speak
  With Animals (p. 77) for that. Mimicry
  can’t produce inaudibly low- or high-
  frequency sounds unless the user also
  has Subsonic Speech (p. B89) or
  Ultrasonic Speech (p. B94).
  Ordinary human mimics have
  Mimicry skill (p. B210). The GM may
  permit those who have that skill to use
  the higher of it or IQ when rolling to
  use this advantage.
  New Special Enhancement
  Voice Library: You never forget any
  sound or voice you’ve successfully
  mimicked. It’s the player’s job to main-
  tain this list. To recall a sample, take a
  Concentrate maneuver and make an
  IQ roll. +50%.
  Powering Up
  Mimicry fits elemental Sound/-
  Vibration power and most body-
  alteration 
  powers. 
  It’s 
  also 
  a 
  likely ability for powers pertaining to
  animals or illusions. Talent adds to IQ
  rolls to duplicate sounds or imitate
  voices.
  Mind Control
  see p. B68
  Folklore attributes the ability to
  control minds to a great many super-
  natural entities, including demons,
  nymphs, vampires, and deities. This is
  likely a diplomatic scrim over the real-
  ities of insanity or criminality . . . but
  the tales could be true in a fantasy or
  horror setting. Most innate gifts use
  unmodified 
  Mind 
  Control. 
  Add
  Telepathic (-10%) if the influence is
  psionic. A few alternatives:
  Cinematic Hypnotism: The con-
  troller must lock eyes with his victim
  and hypnotize him in order to give
  commands. This calls for Vision-
  Based (-20%). Suggestion (-40%) is
  common.
  Drugs: The attacker uses a drug to
  make his victim suggestible. This
  requires a bite, kiss, or more intimate
  contact. Some time after exposure, the
  subject gets a HT-based resistance roll.
  Add Based on HT (+20%), Blood
  Agent (-40%), Independent (+70%),
  and Onset (1 minute or 1 hour) (-10%
  or -20%). If anyone can command the
  subject, add the Puppet limitation
  (-40%).
  Pheromones: The user exudes an
  invisible chemical cloud that inspires
  attraction in those exposed to it.
  Victims must be within two yards and
  breathe the gas – this ability doesn’t
  work by touch or sight. The controller
  can only command one subject per
  second, at the usual -1 per subject
  after the first. Add Area Effect 1
  (+50%), Emanation (-20%), and
  Scent-Based (-20%). Accessibility
  (Only on opposite sex) (-20%) and
  Emotion Control (-50%) are likely but
  not required.
  Vibrations: The controller emits
  vibrations that influence emotions.
  Add Emotion Control (-50%), with
  Based on HT (+20%) for inaudible
  vibrations or Hearing-Based (-20%)
  for audible sounds (common for fan-
  tasy bards and mythic sirens).
  Alternatives
  Extreme 
  levels 
  of 
  Charisma
  (p. B41) can often achieve similar
  effects. The ability to turn others into
  Allies over the long term is Dominance
  (p. B50), while that of entering the
  subject’s mind and operating his body
  directly is Possession (p. 67).
  New Special Enhancement
  Independent: Your Mind Control
  doesn’t require ongoing attention. If
  it works, you’re free to do other
  things. You must still concentrate to
  initiate control, but you can’t claim
  the +2 or +4 for lengthy concentra-
  tion. If the victim fails to resist, con-
  trol persists for one minute per point
  by which he lost the Quick Contest;
  you can’t maintain it indefinitely by
  concentrating. These drawbacks are
  minor next to the benefits. First, only
  an attempt to force the subject to act
  against his principles can break con-
  trol; you’re “out of the loop” already,
  so incapacitating you changes noth-
  ing. Second, since your attention isn’t
  divided, each contact is separate
  from all others; there’s no -1 per
  slave, and critical failure with one
  victim doesn’t free the rest. +70%.
  New Special Limitations
  Emotion Control: You can’t control
  the subject’s actions, just his feelings.
  For some guidelines on what’s possi-
  ble, see the Sway Emotions skill
  (p. B192). Emotion Control is mutual-
  ly exclusive with Conditioning Only
  and Suggestion. -50%.
  Suggestion: You can’t command the
  subject to take specific actions – you
  can only suggest a general course of
  action. Effects are as for Suggest skill
  (p. B191). Suggestion is mutually
  exclusive with Conditioning Only and
  Emotion Control. -40%.
  Powering Up
  Mind Control is appropriate for
  many supernatural powers, especially
  Telepathy. In addition, hypnotism is
  common for chi powers, pheromones
  fit biological and chemical powers,
  and vibrations suit Sound/Vibration
  power. With Cybernetic Only (p. B70),
  Mind Control even allows control over
  computers (“cyberpsi”) – the definitive
  Machine Telepathy ability. Talent adds
  to IQ rolls to use the ability in all
  cases.
  Mind Probe and 
  Mind Reading
  see p. B69
  These closely related advantages
  feature prominently in fantasy, horror,
  and science fiction – typically as
  psionic or magical gifts. Mind
  Reading is the basic “receive” ability
  common to telepaths, regardless of
  origin. Mind Probe is a deep scan or
  mind-meld; in many ways, it’s a high-
  er level of Mind Reading, and the GM
  might elect to make Mind Reading a
  prerequisite.
  BUILDING ABILITIES
  61
  I can kill you with my brain.
  – River Tam, Firefly
  
  Both traits are open to interpreta-
  tion as interrogation under truth
  drugs; see the notes under Mind
  Control (above) for modifiers and
  details. If the subject must vocalize
  his reply, add Accessibility, Must hear
  subject, -20%.
  Alternatives
  Use 
  Empathy 
  (see 
  Empathy
  Advantages, p. 48) to “read” emotions
  instead 
  of 
  thoughts. 
  To 
  send 
  thoughts, take Telesend (see Telecom-
  munication, p. 81).
  Mind Control can also reveal a sub-
  ject’s thoughts: just command him to
  tell you everything he knows. Of
  course, this is significantly less subtle.
  New Special Enhancements
  Invasive: Mind Probe only. Your
  probe works like a mental invasion,
  not an interrogation. If you win the
  Quick Contest, you’re inside your sub-
  ject’s mental defenses and free to pil-
  lage his memories. You’re still limited
  to one question per second, but each
  answer requires an uncontested roll
  against IQ, Interrogation, Psychology
  – or Dreaming, if the subject is sleep-
  ing. +75%.
  Memory Bank: Mind Probe only.
  You can store a detailed “snapshot” of
  the subject’s mind. This requires the
  usual Quick Contest, but takes an
  hour. A later IQ roll lets you recall
  information the subject knew when
  last probed (just as if you were prob-
  ing him) or his personality (eliminat-
  ing penalties to impersonate him with
  Acting). You can delete a snapshot at
  any time. +100% if you can store a
  number of snapshots equal to IQ;
  +150% for unlimited capacity.
  Multiple Contacts: Mind Reading
  only. You can maintain channels to
  several minds at once. Roll at a cumu-
  lative -1 per contact after the first. You
  can switch between established con-
  tacts without rolling, but you must
  focus on one contact at a time to read
  minds. In combat, choose whose mind
  you’re reading each turn. +50%.
  Powering Up
  Mind Probe and Mind Reading are
  classic psionic abilities associated
  with Telepathy (or Machine Telepathy,
  with the Cybernetic Only limitation),
  but any supernatural power might
  offer them. Talent adds to IQ and skill
  rolls made to use either.
  Mind Shield
  see p. B70
  Mental shields are “in genre” for
  psis, shamans, wizards, martial
  artists, and others with training at
  gathering inner strength to ward off
  psychic incursions. In worlds where
  mental powers are commonplace,
  anyone might be able to build up a
  Mind Shield (GM’s decision).
  In settings with many different
  supernatural powers and abilities, the
  GM should let Mind Shield add to IQ,
  Will, and Perception for the purpose
  of resisting any paranormal influence
  – including advantages with the
  Glamour limitation (p. 11). For less
  sweeping protection, add Limited
  (below).
  With the Cybernetic limitation
  (-50%), Mind Shield represents “hard-
  ened” computer security for Digital
  Minds. Cybernetic is a specific exam-
  ple of Limited; don’t take both.
  Alternatives
  Magic Resistance (p. B67) and cer-
  tain varieties of Resistant (p. 71) pro-
  tect against many of the same things
  that Mind Shield does. Static (p. 98) 
  is a superior defense, but prevents 
  the user from having other psychic
  abilities.
  People who have studied “mental
  self-defense” might have the skills
  Mental Strength (p. B209) and Mind
  Block (p. B210) instead of Mind
  Shield.
  New Special Limitation
  Limited: Your Mind Shield only
  works against certain mental attacks.
  An entire power source (e.g., divine,
  magical, psionic, or spirit) is -50%; a
  specific focus, power, or college of
  magic (e.g., Telepathy or Mind Control
  spells) is -75%.
  Powering Up
  Mind Shield is a traditional part of
  Telepathy, extremely appropriate for
  chi and spirit powers, and often avail-
  able for divine, magical, and moral
  powers, too. Active use of a mental
  shield to block a mental attack shows
  up frequently in fiction. The GM
  should consider allowing Power Block
  (see p. 168) for Mind Shield even if he
  doesn’t permit it for other abilities.
  Talent adds to all such attempts.
  Modular Abilities
  see p. B71
  Many fictional characters can do
  almost anything . . . but not everything
  at once. This is what Modular Abilities
  exist to simulate. Each type suits a
  particular class of hero:
  Chip Slots: Use this for cyborgs
  with removable hardware. This usual-
  ly means “skill chips,” but with the
  Physical enhancement, sockets for
  standardized equipment modules –
  “Gadget Slots” – are an option. Add
  Limited if these sockets can only
  accept a specific type of equipment.
  Computer Brain: This is for AIs and
  cyborgs with implanted computers,
  who download programs instead of
  plugging them in. The Physical
  enhancement rarely makes sense, but
  the Virtual limitation is common and
  definitely allowed for those who can
  only use their abilities online or in
  “cyberspace.”
  Cosmic Power: Ideal for gods and
  supers! The Physical enhancement is
  common. Use Limited to confine gods
  to a “sphere of influence” or restrict
  62
  BUILDING ABILITIES
  Modular Abilities in Play
  Reconfiguring Modular Abilities can slow down the game. To pre-
  vent this, the GM should encourage players to work out and list favorite
  abilities before play begins. To speed things up further, the GM may rule
  that some tasks require a minimum number of points in Modular
  Abilities, stipulate that the user be able to add mental, physical, or social
  abilities, but stop short of naming specific traits; e.g., “This task requires
  40 points in physical abilities.” Anyone whose Modular Abilities are up
  to the challenge can perform such a task – although this might still
  require a success roll.
  
  supers to an element. If they shape
  existing
  matter or energy, and 
  are 
  powerless 
  without 
  it, 
  add
  Environmental (p. 110) instead.
  Super-Memorization: This suits
  wizards and cinematic geniuses.
  Physical is rarely appropriate, as few
  physical advantages are “memorized.”
  Limited frequently restricts use to
  spells, languages, or specific classes of
  skills.
  The GM may invent other forms.
  Set the per-slot cost to reflect the
  scope of available traits: 4 points for a
  short list, 5 points for a lengthy cata-
  log, 6 points for nearly anything, and 7
  points for anything. Cost per point in
  a slot should be 2 points if rearranging
  points is costly, slow, and subject to
  external interference; 3 points if just
  two of those; 4 points if only one of
  those; and 5 points if none of those.
  For example:
  Divine Inspiration: Your abilities
  are minor wishes granted by a Higher
  Power. You can request nearly any
  ability at any time (add Physical or
  Social 
  to 
  have 
  more 
  options).
  However, your deity – as played by the
  GM – occasionally overrules you.
  Reallocating points requires at least a
  second of prayer per character point.
  Cost per slot: 6 points base + 4 points
  per point of abilities.
  Alternatives
  Heroes who can manipulate a par-
  ticular element precisely enough to
  generate a wide variety of effects that
  don’t emulate other advantages have
  Control (p. 90) and/or Create (p. 92).
  Those who can become anything have
  Morph (p. 74). And those who simply
  do things without acquiring abilities
  have Wild Talent (p. 89).
  Modular Abilities are expensive –
  even with limitations – because they’re
  so flexible. Those with a small number
  of related, mutually exclusive abilities
  should see Alternative Abilities (p. 11)
  for a more affordable option.
  New Special Enhancement
  Social: You can add social advan-
  tages. Work out how you do this with
  the GM. If you somehow alter records,
  the GM may limit available traits 
  to Alternate Identity, Clerical Invest-
  ment, Independent Income, Legal
  Enforcement 
  Powers, 
  Legal
  Immunity, Rank, Security Clearance,
  Tenure, and Zeroed. +0% for social
  advantages only; +50% for any mental
  or social ability. To add any ability,
  combine Social, +50% with Physical,
  +100%; other combinations are 
  forbidden.
  New Special Limitations
  Many fictional users of Modular
  Abilities require supreme concentra-
  tion and effort to rearrange their abil-
  ities. Represent this using Costs
  Fatigue, Requires (Attribute) Roll
  (p. 112), and Takes Extra Time.
  It is acceptable to fill Modular
  Abilities slots with advantages that
  have limitations. These limitations
  can only duplicate those on Modular
  Abilities if they represent a different
  set of drawbacks. For instance, if your
  Modular Abilities have Costs Fatigue,
  you can add an Innate Attack with
  Costs Fatigue, because a FP cost for
  rearranging points isn’t the same limi-
  tation as a FP cost for attacking. If
  your 
  Modular 
  Abilities 
  have
  Environmental, though, none of the
  advantages they grant can claim this
  limitation.
  One special limitation is particular-
  ly important for Modular Abilities:
  Limited: You can only acquire a
  specific subset of traits. Most such
  restrictions fall into one of two broad
  categories.
  Your Modular Abilities might be
  focus-limited, meaning you can only
  add traits that you could logically sim-
  ulate by shaping or controlling a par-
  ticular focus. For instance, Limited,
  Fire would allow Burning Attacks, DR
  that blocks physical projectiles (by
  vaporizing 
  them), 
  Temperature
  Control, etc. – but not Fangs or
  Parabolic Hearing. Limitation value
  depends on the degree of restriction:
  A highly versatile focus that
  amounts to a special effect; e.g., green
  force fields or motion: -5%.
  Any ordinary variety of matter or
  energy; e.g., electricity, fire, light,
  sound, or water: -10%.
  Anything more specialized; e.g.,
  spider webs: -15%.
  Most 
  focus-limited 
  Modular
  Abilities have Physical, +50% (“physi-
  cal advantages only”). The GM can
  make exceptions, but these should be
  rare – few forms of matter or energy
  can be shaped into mental advantages
  or skills.
  BUILDING ABILITIES
  63
  
  Those with Environmental (p. 110)
  can’t claim Limited for the same con-
  ditions; this is built into the value of
  Environmental. For example, if Green
  Thumb’s Cosmic Power only allows
  him to control vegetation – a -40%
  Environmental limitation – he can’t
  also claim -15% for Limited. The fact
  that he manipulates plants automati-
  cally limits him to advantages that
  plant control can emulate.
  Modular Abilities can also be trait-
  limited, meaning you can only add a
  specific subset of traits related by
  function rather than focus:
  Advantages Only or Skills Only
  (includes techniques): -10%.
  A broad class of advantages (e.g.,
  Attacks Only or Body Parts Only) or
  skills 
  (e.g., 
  Spells 
  Only 
  or
  Technological Skills Only), or only
  being able to add points to abilities
  you already have: -20%.
  A medium-sized class of related
  abilities (e.g., Combat Skills Only or
  Social Skills Only), a subset of a broad
  class (e.g., Senses Only or Fire Spells
  Only), or all forms of a flexible, power-
  ful advantage (e.g., Afflictions Only or
  Innate Attacks Only): -30%.
  A subset of a medium-sized class
  (e.g., Unarmed Combat Techniques
  Only or Vision Advantages Only), or
  one specific form of a flexible, power-
  ful advantage that’s easy to customize
  with modifiers (e.g., Toxic Attacks
  Only, which can simulate most dis-
  eases and poisons): -40%.
  One specific trait that allows spe-
  cialization but not modification (e.g.,
  Languages Only, which doesn’t let you
  break ciphers, read encoded data, or
  grasp concepts simply by learning the
  words for them), or one flexible
  advantage subject to restrictive modi-
  fiers (e.g., Only Afflictions with Based
  on Will and Malediction 1, or Only
  Allies with Minion and Summonable):
  -50%.
  Mental Only, Physical Only, and
  Social Only aren’t allowed. Modular
  Abilities are always limited to mental
  traits without Physical or Social. Take
  Physical, +50% if restricted to physical
  advantages, or Social, +0% if restrict-
  ed to social ones. The presence or
  absence of Physical and Social does
  affect the permissible forms of
  Limited, however. For instance, those
  with Physical can’t limit themselves to
  a subclass of mental traits, while those
  without Physical can’t restrict them-
  selves to a group of physical traits.
  Focus- and trait-limited aren’t
  mutually exclusive. For instance,
  super-gadgeteers often combine the
  two. They’re focus-limited to super-
  science gadgets (-5%); the focus they
  manipulate is “available spare parts.”
  They’re also trait-limited: “Advantages
  With 
  Gadget 
  Limitations 
  Only”
  (-20%). This requires Physical, +50%,
  and often comes with a high level of
  Preparation Required to reflect time
  in the workshop.
  Powering Up
  Modular Abilities suit capable
  users of any power. Add Limited (or
  Environmental) and Physical as need-
  ed to restrict them to the types of abil-
  ities normally allowed for the power.
  Apply the power modifier to the
  Modular Abilities themselves but not
  the traits they’re rearranged into
  (doing both is double-counting).
  Talent adds to all rolls to use any of the
  advantages granted by Modular
  Abilities.
  Obscure
  see p. B72
  Obscure is a flexible advantage that
  can represent many fictional abilities –
  some of which are unobvious by
  design. When customizing Obscure,
  the first step is to specify what senses
  it affects, and how:
  Clairsentience:
  Obscure usually
  blocks one sense, whether the observ-
  er examines the affected area in per-
  son or remotely. A supernatural or
  superscience 
  “anti-power” 
  might
  specifically prevent all remote sensing
  without affecting any mundane sens-
  es. Obscure (Clairsentience) often has
  Extended for Detect, Divination, or
  Para-Radar (+20% each) and Limited,
  Psi (-20%).
  Detect: An effect that actively jams
  a specialized sensor should have
  Obscure against the equivalent Detect.
  For 
  instance, 
  Obscure 
  (Detect
  Magnetic Fields) would work against
  magnetic anomaly detectors. Other
  forms of Obscure might affect super-
  natural versions of Detect – imagine a
  demon with Obscure (Detect Evil)!
  Divination: Obscure (Divination) is
  legitimate, and affects all attempts to
  gather facts from within the area
  through such means as Information
  spells and Psychometry. Use Obscure
  (Clairsentience) to disrupt remote
  viewing.
  Hearing: This might represent a
  magical stealth spell, white noise, or
  ultra-tech sound cancellation. Regular
  hearing, Subsonic Hearing, Ultrasonic
  Hearing, Sonar, and Vibration Sense
  are all “related” for the purpose 
  of 
  the 
  Extended 
  enhancement.
  Obscure (Subsonic Hearing) and
  (Ultrahearing) suffice to evade geo-
  phones and ultrasonic motion detec-
  tors, respectively. Discriminatory
  Hearing, Parabolic Hearing, and so on
  aren’t unique senses; they merely
  make hearing more useful. Those who
  have such traits have no special ability
  to ignore Obscure.
  Scanning Sense: Treat Radar and
  Imaging Radar as the same sense for
  the purpose of Obscure. Other
  Scanning Senses require separate ver-
  sions of Obscure. These varieties of
  Obscure nearly always represent jam-
  ming of some kind. For the purpose of
  the Extended enhancement, Ladar is
  related to all kinds of vision, while
  Sonar is related to Vibration Sense
  and all types of hearing. In most set-
  tings, Para-Radar is related to
  Clairsentience and Detect.
  Vision: This could be darkness,
  blinding light, fog, smoke, or a magi-
  cal blurring spell. Regular vision,
  Infravision, Ultravision, and Ladar are
  all “related” for the purpose of the
  64
  BUILDING ABILITIES
  Penalties for Obscure also apply to
  any form of Telecommunication that
  uses the same type of signal as the
  blocked senses.
  
  Extended enhancement. Obscure
  (Infravision) also interferes with heat-
  seeking missiles and infrared motion
  detectors. Microscopic and Telescopic
  Vision, Peripheral Vision, etc. aren’t
  unique senses; they just make vision
  more useful. Those with such advan-
  tages have no special ability to ignore
  Obscure.
  Penalties for Obscure also apply to
  any form of Telecommunication
  (p. 81) that uses the same type of sig-
  nal as the blocked senses, if the sender
  or receiver is inside the area of effect.
  Infrared Communication works like
  Infravision, Laser Communication
  works like Ladar, Radio works like
  Radar, and so on. It’s up to the GM
  whether Telesend works like Para-
  Radar.
  By default, Obscure is a detectable
  jamming field (e.g., darkness, elec-
  tronic noise, or white noise) or cloud
  (anti-laser aerosol, radar-defeating
  chaff, smoke, etc.) around the user.
  Without special modifiers, it impedes
  signals crossing it in either direction.
  There are two common exceptions to
  these assumptions:
  Stealth Field: A subtle effect that
  prevents detection of the user and the
  field itself is standard for magic and
  psionics, and common for super-
  science 
  cloaking. 
  This 
  requires
  Stealthy (+100%). Supernatural ver-
  sions rarely inconvenience the user,
  and also have Defensive (+50%). Ultra-
  tech devices generally block the user’s
  sensors, too.
  Weapon: Many supers and vehi-
  cles shoot beams or projectiles that
  cause these effects at a distance; e.g.,
  flares for Obscure (Infravision) or
  smoke bombs for Obscure (Vision).
  Give such abilities Ranged (+50%).
  Don’t add Stealthy to anything that’s
  supposed to work as a decoy or 
  distraction.
  Alternatives
  Obscure creates an effect within
  which anyone could hide. A hero who
  makes only himself less detectable has
  Cameleon (p. 43), Invisibility (p. 56),
  or Silence (p. 76).
  An Affliction (p. 39) with an
  enhancement such as Disadvantage
  (Deafness) or Negated Advantage
  (Infravision) can knock out someone
  else’s senses. Combined with Area
  Effect, Emanation, and Sense-Based,
  this simulates a deafening noise,
  blinding flash, etc. better than
  Obscure.
  Those who can block senses with
  images – physical or mental – should
  take Illusion (p. 94).
  New Special Limitation
  Limited: You can only block a sense
  that occurs as part of a power. An
  entire power source (e.g., magical or
  psionic) is -20%; a specific power (e.g.,
  ESP or Telepathy) is -40%.
  Powering Up
  Obscure suits nearly any power
  that isn’t completely internal. Most
  elemental powers can create clouds or
  fields of their element to block senses
  (e.g., Heat/Fire power might produce
  “hot smoke” to impede vision and
  Infravision), supernatural powers fre-
  quently include the capability to hide
  from related powers (e.g., Obscure
  (Clairsentience), for Antipsi power),
  and so on. Talent benefits Power Block
  attempts (see p. 168) and adds to rolls
  to hit with Ranged abilities.
  Oracle
  see p. B72
  Reading omens – be they hidden
  wisdom from the gods, signs from the
  spirit world, or “natural” phenomena
  in a magical world – is a practice tra-
  ditionally associated with mysticism.
  An interesting variant sometimes
  appears in science fiction, however:
  Oracle (Digital): You can analyze
  “live” data – the Internet, news feeds,
  etc. – and spot items of hidden mun-
  dane 
  significance. 
  Roll 
  against
  Research skill for discovery and
  Intelligence Analysis skill for interpre-
  tation. To use this ability, you must
  have access to prodigious quantities of
  unprocessed data. This trait is espe-
  cially appropriate for AIs and other
  Digital Minds. 15 points.
  Alternatives
  Oracle 
  provides 
  answers 
  to
  unknown questions . . . not all of
  which are about things to come. Use
  Blessed (p. 43) to get direct answers to
  specific 
  questions, 
  Precognition
  (p. 68) to see the future. To spot hid-
  den 
  conspiratorial
  activity, 
  take
  Illuminated (p. B60).
  New Special Enhancement
  Inspired: You’re extremely gifted.
  Any successful interpretation roll pro-
  vides you with specific information,
  and a critical success brings you an
  unambiguous vision of the truth.
  +100%.
  Powering Up
  Oracle is ideal for divine, moral,
  and spirit powers that involve other-
  worldly guidance. It also suits some
  interpretations of ESP. Talent influ-
  ences both the Sense roll to spot
  omens and the IQ roll to gain insight
  from them.
  Patrons
  see p. B72
  A 
  Patron 
  with 
  the 
  Highly
  Accessible enhancement might repre-
  sent the supernatural ability to call
  upon a deity or powerful spirit for aid.
  If so, Special Abilities and Minimal
  Intervention might also be appropri-
  ate. Limitations such as Accessibility,
  Costs 
  Fatigue, 
  and 
  Preparation
  Required are reasonable, too, if con-
  tacting the Patron involves a spell-like
  ritual.
  BUILDING ABILITIES
  65
  
  Alternatives
  The favor of a higher power might
  manifest indirectly as Luck (p. 59),
  Serendipity (p. 73), or Super Luck
  (p. 80). To represent otherworldly
  knowledge, use Blessed (p. 43) or
  Oracle (p. 65).
  Powering Up
  Only divine and spirit powers are
  likely to have Patrons as abilities.
  Talent doesn’t add to appearance rolls,
  but does add to Influence and reaction
  rolls made to sway the Patron. This
  can be extremely useful for Patrons
  bought with Minimal Intervention.
  Penetrating Vision
  see p. B74
  No realistic sense would enable the
  user to receive light from behind a
  solid barrier, allowing him to see col-
  ors and use his other visual capabili-
  ties. This violates the laws of physics.
  Nevertheless, espers, supers, and
  superscience sensors from comics and
  space-opera tales often possess exactly
  this capability.
  Penetrating 
  Vision 
  can 
  look
  through multiple objects with a total
  thickness no greater than its penetrat-
  ing power. Distance has its usual
  effects, but the spacing of the barriers
  is irrelevant. For instance, Penetrating
  Vision 1 can look through six 1” walls
  as easily one 6” wall, and these can be
  any distance apart – but a large total
  distance would still give a Vision
  penalty.
  Alternatives
  To see inside things as opposed to
  through them, take Clairsentience
  (p. 44). For realistic X-ray or T-ray
  vision, use Scanning Sense (p. 72) –
  not Clairsentience or Penetrating
  Vision.
  Powering Up
  Penetrating Vision is reasonable
  for ESP, and for elemental powers that
  deal with cinematic radiation. An ele-
  mental power that focuses on one par-
  ticular kind of matter might offer
  Penetrating Vision with the Specific
  modifier for that substance. Talent
  gives no Vision bonus, but adds to
  comprehension rolls (against IQ or
  skills) to figure out the relative place-
  ment of multiple items and barriers.
  Perks
  see p. B100
  Perks are a good way to handle
  truly trivial abilities. For instance, just
  as a robot with a built-in flashlight
  would buy Accessory, a super could
  spend a point for the ability to illumi-
  nate his immediate vicinity. Piling lim-
  itations onto full-fledged advantages is
  overkill in such situations – imagine
  trying to build that illumination abili-
  ty from Control (Light) or Illusion.
  The GM should forbid perks or uses of
  perks that do duplicate full-blown
  advantages, of course.
  Powering Up
  Any power might (and perhaps
  should) include perks, but because
  perks can’t have enhancements or lim-
  itations, they don’t receive the power
  modifier. This means that there’s no
  discount for the fact that anything that
  disables the power knocks out the
  perk. On the other hand, powered
  heroes can justify perks unavailable to
  others, and get the benefit of Talent on
  any die rolls required.
  Permeation
  see p. B75
  Permeation accounts for the tradi-
  tional ability of otherwise-tangible
  nature spirits to pass through moun-
  tains, trees, and so on with ease.
  Supers 
  with 
  elemental 
  powers 
  often possess similar capabilities – as
  do fiendish fantasy monsters that 
  step out of dungeon walls to eat
  adventurers!
  Permeation is normally associated
  with a particular class of materials. If
  the GM wishes, though, he can permit
  a further class – “Everything” – that
  lets the user walk through any solid
  substance. This costs 80 points.
  Alternatives
  Those who have Injury Tolerance
  (Diffuse) (p.
  52) modified with
  Infiltration can seep through porous
  obstacles. Users of Insubstantiality
  (p. 55) are intangible, and can pass
  through anything. To burrow through
  barriers physically, take Tunneling
  (p. 85).
  New Special Enhancements
  Extended: You can pass through
  multiple, similar materials. Buy the
  most expensive one at full price.
  Each additional, related substance is
  +20%. For instance, someone with
  Permeation 
  (Stone) 
  could 
  add
  Extended, Earth and Metal for +40%.
  66
  BUILDING ABILITIES
  
  Meld 1: You can become one with
  the things you permeate, like a dryad
  merging with her tree. This works
  only on discrete objects – a tree (not a
  forest), a mountain (not a planet),
  etc. Once melded, you can use your
  senses from or step out of the object
  at any point along its interior or exte-
  rior surfaces, and can breathe if any
  part of it is touching air. Take a
  Ready maneuver to shift viewpoints
  or exit the object. If the object takes
  damage, it affects you proportional-
  ly; e.g., 10 HP of injury to a 100 HP
  tree results in a 1 HP wound for a 10
  HP man. Being part of something
  larger 
  than 
  you 
  also 
  blunts
  Afflictions: 
  add 
  the 
  difference
  between its SM and yours to your
  resistance roll. If you have attacks
  that affect those touching or stand-
  ing near you, like Emanations,
  they’re “spread thin” if you merge
  with a large object: scale down dam-
  age in proportion to HP (to 1/10 nor-
  mal, in the above example), and add
  the difference between the object’s
  SM and your own to rolls to resist
  your Afflictions. You can’t control the
  items you meld with; get Possession
  for that. +150%.
  Meld 2: As Meld 1, but works 
  even on distributed objects. With
  Permeation (Earth), you could meld
  with the ground at your feet to cross
  the entire planet in the blink of an eye;
  with Permeation (Wood), you could
  meld with a forest to traverse it
  instantly or spy on events within.
  +300%.
  New Special Limitation
  Finite Thickness: You can only pass
  through a barrier of limited thickness.
  If you try to move through anything
  thicker, you penetrate as far as your
  limit and then run into a solid obsta-
  cle. Value depends on thickness: -50%
  for a thin membrane (like a curtain),
  -30% for an inch, -15% for a foot, and
  -5% for the distance you can sprint in
  a second.
  Powering Up
  Permeation is a typical feature of
  elemental and nature-spirit powers. It
  also suits divine powers bestowed by
  deities associated with the substances
  it affects. Talent adds to all DX or skill
  rolls made for movement while using
  this ability.
  Possession
  see p. B75
  Possession can represent any abili-
  ty to “take over” people or objects. A
  few notes to supplement those in the
  Basic Set:
  Magical Possession: Some unpleas-
  ant horror and fantasy monsters use
  magic to take over unwary victims . . .
  who inevitably turn on their compan-
  ions. This calls for the Magical special
  limitation (-10%), which is identical to
  the Magical power modifier (p. 27).
  Some of these creatures jump from
  body to body, but most stay in their
  own body and “use” their victims
  remotely via Telecontrol (+50% or
  +100%).
  Parasitic Possession: Body-snatch-
  ing aliens are a staple of science fic-
  tion. All such beings have the Parasitic
  limitation (-60%); more “realistic”
  ones also have Specialized. Some ter-
  rifying creatures have Assimilation
  (+10%), too – possibly with Full
  Memory Access (+10%). With access
  to the skills of all previous victims,
  they’re formidable foes. It’s equally
  creepy when the host exhibits the
  invader’s mannerisms but none of his
  own. For that, use No Memory Access
  (-10%) instead.
  Psionic Possession: Telepaths capa-
  ble 
  of 
  Possession 
  require 
  the
  Telepathic power modifier (-10%).
  Most fictional psis don’t move from
  body to body, but manipulate victims
  remotely via Telecontrol (+50% or
  +100%). A few do swap bodies using
  Mind Swap (+10%). An adept telepath
  who can do both needs Mind Swap,
  Telecontrol, and Selectivity (+10%).
  Spiritual Possession: Demons, loas,
  and other spirits in folklore can pos-
  sess mortals. This calls for Spiritual
  (-20%). Spiritual isn’t the same as the
  Spirit power modifier (p. 28) – it’s
  about being a spirit, not controlling
  spirits – and it’s rare for both to apply.
  Few spirits have any power modifier
  on their Possession. Weak spirits that
  can “ride” only a few specific subjects
  have Puppet Only (-30%). Powerful
  ones that can create new Puppets have
  Chronic (+20%) instead. The GM may
  let those without the Spirit meta-trait
  take 
  Spiritual 
  if 
  they 
  have
  Insubstantiality or a trait modified
  with Projection, and are subject to
  countermeasures equivalent to exor-
  cism. The GM may also let those with
  Spiritual possess inanimate objects
  (e.g., statues), which resist with HT –
  although this is only useful if the pos-
  sessor has Telekinesis with Animation
  to animate his new vessel.
  Technological Possession: There’s
  no unique type of superscience
  Possession. Digital (-40%) works for
  Digital Minds that can possess com-
  puters; Chronic (+20%) is extremely
  common in this case, and represents
  rewriting 
  the 
  target’s 
  software. 
  Those who can “teleoperate” others
  through surgical implants should 
  take Telecontrol (+50%), Mindlink
  Required (-40%), and No Memory
  Access (-10%), and must have
  Mindlink 
  (p.
  B70) 
  with 
  the
  Telecommunication limitation.
  Alternatives
  The ability to command the subject
  without taking over his body is Mind
  Control (p. 61) – or Dominance
  (p. B50), if it results in permanent
  Allies.
  New Special Enhancements
  Full Memory Access: You can freely
  access the memories of a sentient host
  at any time. To recall a specific fact
  from the subject’s memories requires a
  straight IQ roll, at no penalty for the
  time since takeover. Furthermore, if
  you also have Assimilation, you can
  learn the victim’s IQ-, Will-, and
  Perception-based skills. +10%.
  Telecontrol 2: As Telecontrol, but
  your body remains conscious and able
  to act. You can only exercise fine con-
  trol over one body at a time, though.
  State whether you’re prioritizing your
  body or your victim’s (in combat, do
  this at the start of each turn). All
  actions taken by the lower-priority
  body – including attack, defense, and
  Sense rolls – are at -4. This is incom-
  patible with Parasitic and Spiritual,
  which assume that you and your vic-
  tim are merged in a single body. If you
  have 
  Compartmentalized 
  Mind
  (p. B43), you don’t need this modifier,
  as some compartments can possess
  victims while others control your
  body. Without Telesend (p. B91),
  though, the “home” and “away” com-
  partments won’t be in communica-
  tion. +100%.
  BUILDING ABILITIES
  67
  
  New Special Limitation
  Specialized: You can only possess
  certain hosts. The default is “anything
  alive.” All Carbon-Based Life is -10%;
  All Earthly Life is -20%; Animals Only
  is -25%; All Mammals, All Reptiles,
  etc., is -30%; and Dogs Only, Humans
  Only, Martians Only, etc., is -40%.
  Powering Up
  Possession is appropriate for magi-
  cal and psionic powers, obviously.
  Nature powers, especially animal-con-
  trol powers, might also include it –
  nearly always with Specialized. Talent
  affects all IQ rolls to use Possession,
  including rolls to recall the host’s
  skills.
  Precognition
  see p. B77
  Prophets, 
  soothsayers, 
  for-
  tunetellers, and others who can see
  the future appear in the folklore of
  every culture, but there’s little consen-
  sus on how their abilities work. The
  GM should answer the following ques-
  tions 
  before 
  letting 
  PCs 
  take
  Precognition:
  1. How often do premonitions
  occur? Precognition could work con-
  stantly but subtly, shepherding a hero
  through life. On the other hand, it
  might only work during encounters
  with people, places, or things of great
  importance, such as individuals with a
  Destiny (p. B48), in which case the
  GM must determine whether pictures
  and second-hand accounts are enough
  to trigger visions.
  2. How far ahead can Precognition
  see? Premonitions might foreshadow
  momentous events weeks, months, or
  years away, if it serves the purposes 
  of drama. Grittier tales portray
  Precognition as more quantified and
  less forgiving. If the GM prefers, he
  can roll whenever the user has an
  encounter that might trigger a vision
  . . . but at a penalty found by consult-
  ing Long-Distance Modifiers (p. B241)
  and reading “miles” as “weeks.”
  3. Is the future mutable? It’s more
  fun for most players if the future seen
  by divinatory gifts is one possible
  future, subject to change at the heroes’
  hands. Still, the GM should not make
  the future so mutable that this ability
  is a waste of points. Precognition
  should always reveal some grain of
  inevitable truth, particularly when a
  Destiny is involved.
  No matter what the answers are,
  the visions the GM describes should
  be somewhat vague. Except on a 
  critical success, Precognition never
  supplies “hard facts” like stock quotes
  and winning lottery numbers.
  Finally, note that Precognition
  assumes that the GM does some
  advanced planning – if only notes on
  scrap paper. It’s neither useful nor
  appropriate for a completely ad-lib
  game where even the GM doesn’t
  know what’s going to happen next!
  Alternatives
  Those granted answers to specific
  questions by a Higher Power are
  Blessed (p. 43), while the gift of seeing
  random signs – not always about the
  future – is Oracle (p. 65). To experi-
  ence visions from the past, take
  Psychometry (p. 69).
  Remember that this trait includes
  Danger Sense (p. 46). There’s no need
  to buy both.
  New Special Enhancement
  Directed: When you deliberately use
  your ability, you may opt to focus on a
  specific event involving the subject of
  your attempt (yourself or someone
  else). Name the event – e.g., “The bat-
  tle with the Dark Lord” – before you
  roll. On a success, you discover the
  most likely outcome. Failure means
  you learn nothing, and critical failure
  “blacks out” the event in all future 
  68
  BUILDING ABILITIES
  
  premonitions. 
  Passive 
  use 
  is
  unchanged. Directed is mutually
  exclusive with One Event. +100%.
  New Special Limitations
  Active Only: You can only use your
  gift deliberately – you never receive
  spontaneous visions. Your ability
  doesn’t include Danger Sense. This is
  mutually exclusive with Can’t See
  Own Death. -60%.
  Passive Only: You can never use
  your gift deliberately. This is mutually
  exclusive with Active Only and
  Directed. -20%.
  Powering Up
  Precognition is traditionally an
  ESP or magical ability. It could also
  belong to a divine or spirit power, if a
  supernatural entity mediates the pre-
  monitions. Any power that includes
  Jumper (Time) might incorporate
  Precognition as a “navigational aid.”
  What kinds of events trigger
  Precognition, and how it manifests,
  depend on its source. In particular,
  gods and spirits tend to have agendas,
  and may impart knowledge in disturb-
  ing ways – such as voices in the head –
  that make the recipient look like a
  madman.
  Talent influences all IQ rolls to use
  this ability, actively or passively.
  Protected Sense
  see p. B78
  Remember that this trait protects
  against sensory overload and Sense-
  Based attacks, not physical damage.
  For instance, Protected Vision helps
  against bright light, but not a splinter
  in the eye.
  The GM may permit a variant abil-
  ity in campaigns that feature powers:
  Protected Power: Your power is pro-
  tected against direct attacks. It 
  gets +5 to resist Neutralize (p. 97)
  attempts, and you roll at +5 when you
  use it “burn through” Static (p. 98)
  with the Resistible limitation. This
  doesn’t provide Protected Sense 
  for the power’s sensory abilities; it
  only protects the power itself. 5
  points/power.
  Alternatives
  For protection against chemicals in
  the eyes, inhaled gas, etc., take Doesn’t
  Breathe (p. B49), Resistant (p. 71),
  Sealed (p. B82), and similar physical
  defenses. To armor the eyes, use
  Nictitating Membrane (p. B71).
  Powering Up
  Protected Senses are often part 
  of elemental powers – Protected
  Vision 
  for 
  Darkness 
  or 
  Light 
  power, 
  Protected 
  Hearing 
  for
  Sound/Vibration power, and so on.
  Biological and chi-based body-control
  powers sometimes grant this advan-
  tage by letting the user adapt his body.
  Any power might include Protected
  Power.
  Talent adds to Power Block
  attempts (see p. 168).
  Psi Static
  see p. B78
  This is just a special case of the
  more generic Static advantage; see
  p. 98.
  Psychometry
  see p. B78
  Psychometry, 
  known 
  also 
  as
  “object reading” and “retrocognition,”
  is the trademark ability of the psychic
  detective. It’s like Precognition that
  looks in the opposite direction in time
  – and as with Precognition, the GM
  should decide ahead of time what trig-
  gers it, and about how often.
  Alternatives
  Psychometry lets the user “read”
  objects and places to learn their histo-
  ry. Those who can draw upon knowl-
  edge from the past to answer ques-
  tions about their current situation
  have Racial Memory (p. 70). Visions
  about the future of an object require
  Precognition (p. 68).
  New Special Enhancements
  Directed: You can focus on specific
  events in the past. State what you’re
  searching for before you roll. Success
  means you glean information perti-
  nent to the event of interest instead of
  receiving a general flood of emotions.
  Failure means you learn nothing. On a
  critical failure, you’re permanently
  blinded to that piece of history. +50%.
  Immersive: A successful use of your
  ability gives you an actual “replay” of
  emotionally charged events, similar to
  the vision that those without this
  enhancement experience on a critical
  success. If scanning a place, you see
  and hear things as if you were stand-
  ing at that location during the events
  of interest. If reading an object, you
  witness events from the object’s point
  of view. This enhancement can short-
  circuit mystery adventures – handle
  with care! +100%.
  Sensitive: You can read uneventful
  history as well as emotionally charged
  events. For instance, you might learn
  who made a dagger, how often it was
  sharpened, and where it was stored
  when it wasn’t stabbing people. +30%.
  New Special Limitations
  Active Only: You can only use your
  ability deliberately. You never receive
  spontaneous visions, no matter how
  strong the “vibes.” -20%.
  Hypersensory: You reconstruct past
  events from minute pieces of evidence
  spotted by your mundane senses.
  You’re not consciously aware of these
  clues, but taken together, they give you
  a general idea of what happened here.
  This gift relies on your senses, and you
  roll at -3 if you can’t use one of smell,
  touch, or vision. If you can’t use two of
  these senses, roll at -6. If all three are
  blocked – or if the GM rules that there
  are no clues to be found – your ability
  doesn’t work. Hypersensory includes
  Mundane (don’t take both), and is
  mutually exclusive with Immersive
  and Sensitive. -50%.
  Mundane: Your ability detects tem-
  poral “echoes” of the past – not the
  emotional charge on objects or loca-
  tions. You can only read uneventful
  history, as described for Sensitive
  (don’t take both). -30%.
  Passive Only: You possess only the
  capacity to notice strong impressions
  on an IQ-4 roll. You can never use
  your gift deliberately. This is mutually
  exclusive with Directed, Sensitive, and
  all three of the special limitations
  above. -60%.
  Powering Up
  Psychometry is usually associated
  with ESP – but with Hypersensory,
  any power that grants keen senses
  could allow it. A power that offers
  Jumper (Time) might include it as a
  “time-scanning” ability, with Active
  Only, Directed, Mundane, and likely
  Immersive. Talent influences all IQ
  rolls to use this ability, actively or
  passively.
  BUILDING ABILITIES
  69
  
  Racial Memory
  see p. B78
  The idea that some people have
  access to the collective wisdom of
  their ancestors appears in religious
  beliefs and older scientific treatises
  (e.g., the writings of Carl Jung).
  Depending on the setting, the ancient
  memories tapped by Racial Memory
  could be those of a bloodline, clan, or
  entire race. Alternatives include the
  user’s own dim memories (if he’s
  extremely long-lived) or his recollec-
  tions of past lives (if reincarnation is
  fact). The broader the memories’
  scope, the less specific they are. None
  of this affects point cost.
  Alternatives
  Precognition (p. 68) is a fair alter-
  native to Racial Memory (Passive);
  feelings of déjà vu could as easily orig-
  inate from the future as from one’s
  ancestors. Psychometry (p. 69) is a
  better alternative to Racial Memory
  (Active), as both provide information
  from the past – the main difference
  being vague psychic impressions vs.
  detailed facts. To share the memories
  of living members of a race, use
  Mindshare (p. 148).
  New Special Enhancement
  Immersive: Successful use of your
  ability gives you a “replay” of ancestral
  memories, similar to what those with-
  out this enhancement experience on a
  critical success. On Racial Memory
  (Passive), this removes the need for
  interpretation when you receive a
  vision. With Racial Memory (Active),
  you can replay your ancestors’ lives at
  will! +50%.
  Powering Up
  Racial Memory is ideal for spirit
  powers that let the user speak with
  dead ancestors. The ability to read
  their minds across time would be part
  of Telepathy, while sensitivity to per-
  sistent psychic echoes from the past is
  more like ESP. Talent adds to IQ rolls
  to use this ability.
  Radiation Tolerance
  see p. B79
  Aliens, robots, supers, and vehicles
  in high-tech settings are often radia-
  tion-resistant. This might represent
  armor (likely in conjunction with
  Damage Resistance), a force field (see
  Force Field, p. 108), or a basic physiol-
  ogy that isn’t sensitive to radiation.
  Alternatives
  To reduce the macroscopic physi-
  cal damage from radiation beams
  (e.g., particle-beam weapons), take
  Damage Resistance (p. 45) – possibly
  with Limited.
  New Special Enhancement
  Extended: Your divisor also affects
  your dose of a particular variety of
  weird radiation. It might divide char-
  acter points worth of mutations, or
  multiply exposure time required
  before you see effects. Details are up
  to the GM. +30% per type of radiation.
  Powering Up
  Radiation Tolerance is an obvious
  choice for an elemental Radiation
  power, but many powers that include
  DR could justify some level of this
  trait. Body-control powers – biologi-
  cal, chi-based, or otherwise – might
  grant this advantage by letting the
  user repair cellular damage. Talent
  adds to HT rolls to resist radiation
  effects, and to Power Block attempts
  (see p. 168).
  Rapier Wit
  see p. B79
  As written, Rapier Wit is the larger-
  than-life gift of knowing precisely how
  to mortify and provoke enemies. The
  ability to stun foes with a few words or
  the sound of the voice doesn’t have to
  be silly, though – it could work by
  delivering a supernatural or vibratory
  shock to the victim’s psyche or body.
  Alternatives
  A sonic or mental blast that deaf-
  ens or injures is an Affliction (p. 39) or
  Innate Attack (p. 53). Those who sim-
  ply yell loudly have the Penetrating
  Voice perk (p. B101).
  New Special Enhancement
  Words of Power: You faze oppo-
  nents with the supernatural might
  inherent in your words or voice.
  Perhaps you know magic words from
  the dawn of creation – or speak with
  the voice of the gods! Language is no
  barrier, and you can affect those who
  have the Unfazeable advantage. To use
  your ability, roll a Quick Contest of
  Will with your opponent, ignoring
  modifiers for Clueless and No Sense of
  Humor. Standard penalties apply if
  trying to affect a group. +100%.
  Powering Up
  Rapier Wit might represent the
  ability to project one’s will using
  Telepathy or chi powers (in which
  case Mind Shield aids rolls to resist).
  In a cinematic supers game, it could
  be part of Sound/Vibration power.
  Those with divine powers might also
  enjoy this gift. With Words of Power
  and Cosmic (+300%), it suits the cos-
  mic powers of the gods, and would
  instantly stun any mortal!
  Talent adds to Public Speaking skill
  or Will rolls to use this ability.
  Regeneration
  see p. B80
  This could be a natural or bioengi-
  neered advantage, or a supernatural
  healing ability. Note that Regeneration
  affects the “healing” rate of Damage
  Resistance with Ablative or Semi-
  Ablative, the speed of Regrowth, and
  the recovery time required by
  Unkillable 2 and 3.
  Alternatives
  Despite its name, Regeneration
  isn’t the ability to regrow lost body
  parts – that’s Regrowth (below). To
  heal others, take Healing (p. 51).
  Alternatively, buy Affliction (p. 39) and
  use the Advantage enhancement to
  give Regeneration to others.
  New Special Enhancement
  Fatigue Recovery: Only for Fast or
  better Regeneration. You regain lost
  FP at the same rate as you recover HP.
  +100%.
  New Special Limitations
  Fatigue Only: Your ability only aids
  FP recovery, as described for Fatigue
  Recovery. It has no effect on injury,
  and doesn’t include Rapid Healing.
  -0%.
  Limited: Your Regeneration acceler-
  ates an advantage, usually without
  restoring HP. It doesn’t include Rapid
  Healing. “DR Only” speeds the recovery
  of DR lost as a result of corrosion, the
  Ablative limitation, etc. “Regrowth
  Only” repairs limbs, not HP. Find the
  normal recovery time in days and
  divide by 3 if Slow; read “days” as
  “hours,” “minutes,” or “seconds” if
  70
  BUILDING ABILITIES
  
  Regular, Fast, or Very Fast; or use the
  Very Fast time divided by 10 if
  Extreme. “Unkillable Only” does heal
  HP, but only after you die – and it stops
  working at positive HP (Unkillable 2)
  or full HP (Unkillable 3). -40%.
  Powering Up
  Regeneration is usually part of a
  biological, chi, or psi power that
  enables rapid self-repair – or a “good”
  divine, moral, or spirit power. The
  capacity to accelerate time just for
  healing could justify this ability as
  part of a time-travel power. Talent
  adds to all HT rolls to recover lost HP
  (should that matter).
  Regrowth
  see p. B80
  Regrowth might represent natural
  healing capabilities similar to those of
  starfish and worms (or aliens and
  monsters based on these creatures), or
  be the result of superscience or para-
  normal powers. The modifiers below
  offer several options from myth and
  fiction.
  Regrowth can replace a severed
  head, if the possessor could survive
  such a wound (due to Extra Head,
  Injury Tolerance, etc.). This takes
  2d+2 months.
  Alternatives
  To heal HP, take Regeneration
  (p. 70). Those who can replace miss-
  ing body parts quickly need both
  advantages. The ability to repair oth-
  ers’ limbs is Healing (p. 51). It’s possi-
  ble to use Affliction (p. 39) with the
  Advantage enhancement to give some-
  one else Regrowth – but this is 
  too slow to be useful unless the 
  subject also gains (or already has)
  Regeneration.
  New Special Enhancements
  Doubling: When you lose a body
  part, you can sprout two replace-
  ments, like the Hydra of myth! You
  must have enough unspent points to
  buy the relevant advantage (Extra
  Arm, Extra Head, etc.), and you must
  pay these points as soon as you lose
  the body part. Otherwise, you can only
  grow a single replacement. Regrowth
  occurs at the usual speed. +25% if this
  works with only one type of body part
  (arms, legs, heads, etc.); +50% if it
  works with any missing part.
  Reattachment: You can reattach
  any severed but intact body part by
  holding it in place for a minute.
  Regeneration reduces this to 30 sec-
  onds if Slow, three seconds if Regular,
  or one second if Fast or better (but
  Very Fast and Extreme typically
  remove the need for this enhance-
  ment). +50%.
  New Special Limitations
  Bane: You can’t regrow a body part
  if it’s lost to injury from a particular
  source or if the stump is exposed to a
  specific substance (e.g., fire) – your
  choice. Limitation value depends on
  the rarity of the attack: -10% if “Rare,”
  -30% if “Occasional,” or -50% if
  “Common” or “Very Common.”
  Reattachment Only: You can only
  reattach body parts, as described for
  Reattachment, making your ability
  useless if the part is mangled, vapor-
  ized, eaten, etc. -50%.
  Powering Up
  Regrowth is appropriate for biolog-
  ical body-alteration powers, Healing
  power, and any divine, moral, or spirit
  power associated with healing. A
  shapeshifting power that includes
  such abilities as Morph might let the
  user rearrange his mass to replace
  missing parts. Talent adds to all HT
  rolls to avoid or recover from crip-
  pling injuries.
  Resistant
  see p. B80
  Bioengineered, nonhuman, and
  superhuman heroes often have specif-
  ic resistances and immunities to haz-
  ards or powers that cause afflictions.
  The GM is the final judge of what lev-
  els of Resistant are possible – and to
  what items – in his game world.
  For the purpose of Resistant, an
  entire power source (biological, psion-
  ic, etc.) is “Very Common,” while one
  particular focus, power, or college of
  magic is “Common.” If a source or
  focus includes a mixture of HT- and
  Will-resisted effects, Resistant benefits
  both sorts of rolls and Immunity
  works against either kind of threat.
  BUILDING ABILITIES
  71
  
  Alternatives
  Remember that Resistant and
  Immunity only help against threats
  that offer resistance rolls. To stop
  physical 
  damage, 
  use 
  Damage
  Resistance (p. 45). For instance,
  Immunity to Magic foils all resisted
  spells . . . but only DR can stop a
  Fireball spell.
  Powering Up
  Any power might allow Resistant
  or full Immunity against the source or
  focus of an opposing power. It might
  provide similar protection against its
  own source or focus – but the GM
  should forbid this if the power
  requires the user to be “open” to its
  energies in order to direct them. This
  is often the case for magic.
  Talent adds to Power Block
  attempts (see p. 168).
  Scanning Sense
  see p. B81
  Realistic robots and vehicles often
  have Scanning Senses: Radar or
  Imaging Radar for use in flight,
  Sonar to navigate underwater, etc.
  Supers sometimes have similar abili-
  ties, not all of them realistic. Para-
  Radar in particular can represent a
  variety of supernatural and super-
  science senses.
  The GM may invent new Scanning
  Senses. Most should cost 20 to 25
  points. Here are two more from the
  real world:
  Active IR: Your Scanning Sense
  uses an infrared (IR) beam. Base
  range is 200 yards. It can distinguish
  fine relief as well as the human eye; if
  someone using ordinary vision could
  identify details without a die roll, then
  so can you. Only IR detectors and
  those with Infravision (p. B60) can
  detect Active IR. You can switch off
  your beam in order to avoid detection,
  in which case this ability functions as
  Infravision (but when turned on, it
  can spot targets that don’t emit heat).
  Active IR doesn’t work underwater. 20
  points.
  T-Ray Vision: Your Scanning
  Sense 
  uses 
  sub-millimeter-wave
  radar, bordering on the infrared.
  Base range is 200 yards. Like
  Imaging Radar, T-Ray Vision can
  spot small objects and determine
  their shape, and eliminates penalties
  to spot objects behind light cover.
  However, T-Ray Vision is more pre-
  cise. It gets +4 to locate concealed
  weapons, and while it still requires a
  Sense roll to distinguish fine relief,
  this roll is also at +4. Only rare, spe-
  cial-purpose sensors can detect T-
  Ray Vision. T-Ray Vision doesn’t
  work underwater. 25 points.
  Alternatives
  The primary role of a Scanning
  Sense is to let the user function in the
  dark. Compare Dark Vision (p. 46),
  Hyperspectral 
  Vision 
  (p.
  51),
  Infravision (p. B60), and Night Vision
  (p.
  B71), none of which emit
  detectable radiation. Another alterna-
  tive is Vibration Sense (p. 86).
  Those who can see through walls
  using ordinary vision, as opposed to
  with T-rays, X-rays, etc., should take
  Penetrating Vision (p. 66). Remote
  viewers have Clairsentience (p. 44).
  New Special Enhancements
  Bio-Scan: Para-Radar only. You
  receive vital signs and biochemical
  information from anything you scan –
  both the target itself and anything liv-
  ing on its surface. This lets you use
  skills like Biology and Diagnosis from
  a safe distance. With Penetrating, you
  can also examine living beings inside
  inanimate objects (e.g., the passengers
  of a car). +50%.
  No Intercept: Your Scanning Sense
  is completely undetectable. This highly
  unrealistic enhancement mainly suits
  psis and supers. +50%.
  Scanner: Para-Radar only. You
  receive detailed information about the
  composition, energy output, radiation
  emissions, etc. of anything you scan.
  This allows detailed analysis from a
  distance with scientific skills such as
  Chemistry 
  and 
  Physics. 
  With
  Penetrating, you can spot specific sys-
  tems within a complex machine and
  analyze them using Engineer skill.
  Sci-fi sensors typically have both
  enhancements – and often Bio-Scan,
  too. +50%.
  Powering Up
  Scanning Senses are perfect for
  elemental powers: Radar, Imaging
  Radar, and T-Ray Vision fit Electricity
  power; Ladar and Active IR suit Light
  power; and Sonar is logical for
  Sound/Vibration 
  power. 
  Electro-
  kinesis (usually psionic) could justify
  any Scanning Sense except Sonar . . .
  which Psychokinesis could explain.
  Other supernatural powers are only
  likely to offer Para-Radar, which is
  appropriate for ESP and chi, divine,
  and cosmic powers that grant height-
  ened awareness.
  Talent adds to all Sense rolls to use
  any Scanning Sense.
  See Invisible
  see p. B83
  This is a separate advantage for
  each kind of invisibility. The buyer
  must choose either one of the descrip-
  tive categories under Invisibility
  (p. 56) or a particular power source.
  If he chooses a descriptive catego-
  ry, he can see anyone using Invisibility
  with the listed modifiers and special
  effects, regardless of source. See
  Invisible (Deception) makes him
  immune to invisibility through mental
  influence, be it chi-based or psionic;
  See Invisible (Ghosts) lets him see
  specters, whether their invisibility
  stems from magical powers, spirit
  powers, or something else; and so on.
  If he selects a source, all that mat-
  ters is the power modifier on
  Invisibility. For instance, See Invisible
  (Psionic) can see through electrokinet-
  ic light-bending and telepathic mind-
  bending, while See Invisible (Spirit)
  works on anyone using spirit powers
  to become invisible . . . but not those
  using magical invisibility, even if they
  happen to be spirits.
  72
  BUILDING ABILITIES
  Para-Radar in particular can 
  represent a variety of supernatural 
  and superscience senses.
  
  Alternatives
  Against invisibility that affects elec-
  tromagnetic vision, senses that detect
  something else – e.g., Sonar (p. B81) or
  Vibration Sense (p. 86) – can stand in
  for See Invisible. Dark Vision (p. 46)
  with the Hypersensory enhancement
  can see through most invisibility, but
  not psychic deceptions.
  To fight invisible foes without see-
  ing them, learn the Blind Fighting skill
  (p. B180).
  New Special Enhancement
  True Sight: Your vision can pene-
  trate all deceptions related to the type
  of invisibility you can foil, including
  camouflage, disguises, and illusions.
  For instance, True Sight would allow
  See Invisible (Magical) to defeat mag-
  ical illusions and the Blur spell
  (p. B250) as easily as magical invisibil-
  ity. +50%.
  Powering Up
  See Invisible is a logical part of any
  elemental power that offers sensory
  capabilities – especially Light power. It
  also suits supernatural powers that
  focus on knowledge, notably divine
  powers; these often add True Sight. It’s
  a classic ability of martial artists with
  chi powers, too. As part of a cosmic
  power, See Invisible defeats all power-
  based invisibility, including cosmic
  invisibility.
  Talent adds to the initial Vision roll
  to spot an invisible target.
  Sensitive Touch
  see p. B83
  Sensitive Touch is found in nature
  – a prime example being the mole’s
  nose – and might be available to
  humans through biotech implants. It’s
  also a classic shtick of blind heroes,
  especially detectives, martial artists,
  and supers.
  Alternatives
  The ability to hear low-frequency
  vibrations at long distances is
  Subsonic Hearing (p. B89). Those who
  can navigate using vibrations felt by
  their skin, whiskers, or antennae have
  Vibration Sense (p. 86).
  New Special Enhancements
  Stethoscopic: You can pick up
  sounds from the other side of a barri-
  er, or from within an object, by feeling
  the vibrations they set up. Make a
  Touch roll to “hear” conversations
  through walls. Deafness is no obstacle,
  but soundproofing gives its usual
  penalties. +50%.
  Ultra-Fine: Your sense of touch lets
  you “read” print by feeling the outline
  of the ink. This works even in the dark
  or if blinded. You also can read com-
  puter screens by feeling tiny differ-
  ences in heat or electric field strength;
  this requires a Touch roll at -5. +30%.
  Powering Up
  Sensitive Touch suits Sound/
  Vibration power best. It’s also some-
  times found among those with chi
  powers; the GM might let martial
  artists with such powers use the +4
  bonus to Touch rolls to cancel dark-
  ness penalties in close combat. Talent
  adds to Touch rolls.
  Serendipity
  see p. B83
  Most heroes benefit from the occa-
  sional deus ex machina. Serendipity is
  for the hero who’s routinely favored by
  coincidence. It normally works at
  “plot level,” but certain fictional char-
  acters can use their ability actively – in
  particular, those whose wishes tend to
  come true.
  Alternatives
  Use Luck (p. 59) and Super Luck
  (p. 80) for quantifiable probability-
  control abilities. Those who get what
  they wish for through divine favor
  might instead have a deity as a Patron
  (p. 65) – likely with Highly Accessible
  and Special Abilities.
  New Special Enhancement
  Wishing: You can consciously wish
  for fortuitous coincidences. These
  must be within the realm of what’s
  plausible in the current situation. For
  instance, if you were in prison, you
  could wish for the jailer to drop his
  key . . . but you couldn’t wish to be
  teleported home. The GM is free to
  forbid anything that would unbalance
  the game. Normal usage limits apply.
  +100% if you can grant wishes for
  yourself and others; +0% if you can
  aid others but not yourself.
  Powering Up
  Serendipity works well as part of a
  divine or spirit power that represents
  the 
  blessing 
  of 
  supernatural
  guardians. It might instead belong to a
  probability-control 
  power 
  (likely
  psionic) – or even a cosmic power, if
  the wielder is a deity.
  Talent gives a bonus to the first die
  roll made in conjunction with a coin-
  cidence caused by this ability. For
  instance, in the example under
  Wishing, it might give a bonus to Filch
  skill to palm the key in plain sight.
  Shadow Form
  see p. B83
  Shadow Form is ideal for such
  fantasy and horror denizens as semi-
  tangible undead. With the 3-D
  Movement enhancement (and per-
  haps Light Insensitive), it can repre-
  sent illusionary beings, while Finite
  Thickness lets it model ultra-thin
  creatures. All of these possibilities
  suit supers equally well.
  Alternatives
  Injury Tolerance (Diffuse) (p. 52)
  with the Infiltration enhancement is
  pricier, but lets the user pass through
  cracks without incurring the weak-
  nesses of Shadow Form. A hero who
  can become a true shadow, immune to
  physical 
  harm, 
  should 
  take
  Insubstantiality (p. 55).
  BUILDING ABILITIES
  73
  
  New Special Enhancements
  3-D Movement: You can turn 90° to
  a surface and stand up in three-dimen-
  sional space – like a two-dimensional
  “cutout” – in order to bridge gaps or
  turn around. You can walk at your
  normal ground Move. All of the other
  drawbacks of Shadow Form remain.
  +20%.
  Light Insensitive: You’re not made
  of actual shadow. Your body might
  even look like a projected photograph
  of a normal human. The only game
  effect is that you don’t suffer 50%
  extra damage from light. +20%.
  New Special Limitation
  Finite Thickness: You don’t quite
  become 
  two-dimensional. 
  You’re
  about as thick as a sheet of paper, and
  can’t fit through microscopic cracks.
  Being physical, you take full damage
  from physical attacks – and because
  you’re so thin, the wounding multipli-
  er for cutting attacks is ¥2 instead of
  ¥1.5. You aren’t a shadow, though;
  light-based attacks get no bonus dam-
  age (don’t buy Light Insensitive 
  separately). You still can’t physically
  attack, and you can only drag objects
  around on your surface if you buy the
  Can Carry Objects enhancement.
  -50%.
  Powering Up
  As the supernatural ability to
  assume an unusual kind of spirit
  form, Shadow Form is suitable for
  divine, magical, and spirit powers.
  Shadows are associated with evil in
  many settings, making this ability
  appropriate for unsavory moral pow-
  ers, too. Finally, it fits the theme of
  Darkness power, whatever its source.
  Talent applies to all DX and skill rolls
  made to squeeze through openings or
  negotiate tricky surfaces.
  Shapeshifting
  see p. B83
  Shapeshifting features prominent-
  ly in folklore and fiction. Details vary
  greatly from tale to tale. These notes
  barely touch on the possible complex-
  ity – a detailed treatment could fill its
  own book.
  When designing Alternate Forms,
  apply enhancements and limitations
  to the basic 15-point cost per form but
  not to the form-specific cost (that is,
  90% the difference in template costs).
  A similar rule applies to Morph: mod-
  ifiers affect the 100-point cost of the
  basic ability but not additional points
  set aside for more powerful forms.
  The sole exception in either case is
  Affects Others (p. 107), which affects
  both components of the cost.
  Some important archetypes:
  Doppelgangers: Alien blobs, liquid-
  metal robots, and horrific monsters
  that “replace” their prey can assume
  the form of almost any living being
  they sample, within the limits of their
  mass. This is Morph with Mass
  Conservation (-20%) and Needs
  Sample (from -5% for a robot that
  needs a single cell to -50% for a mon-
  ster that devours its victims) – often
  with many points of extra capacity.
  Some robots and aliens can shift into
  unliving forms. A robot restricted to
  unliving forms is about as limited as a
  living being that can only take living
  forms; there’s no extra cost. To assume
  living and
  unliving forms, add
  Unlimited (+50%).
  Elemental Supers: The ability to
  become flame, stone, water, and so on
  often shows up in the comics. Buy this
  as Alternate Form with the appropri-
  ate elemental meta-trait (p. B262) as
  the target “racial template.” The GM
  may even permit players to create cus-
  tom meta-traits for new elements.
  Most 
  elemental 
  supers 
  have
  Absorptive Change at the “No encum-
  brance” level (+5%) for their costume,
  plus Active Change (+20%) or
  Reduced Time 4 (+80%).
  Mythic Morphs: Gods and wizards
  in many tales can instantly take the
  form of any earthly creature. This
  powerful capability is Morph, with a
  lot of extra capacity to cover strong,
  capable forms – like tigers and sharks
  – 
  while 
  retaining 
  IQ. 
  No
  Memorization Required (+50%) and
  Reduced Time 4 (+80%) agree 
  with most tales. The Unlimited
  enhancement (+50%) is common but
  not universal.
  Transforming Machines: Robots or
  vehicles that can become other robots
  or vehicles are a comic-book standby.
  This is a standard Alternate Form that
  switches one machine template for
  another. Add Active Change (+20%)
  for transformers that can keep moving
  while changing. There’s no need for
  Absorptive Change if all passengers
  and cargo are within the machine’s
  Payload (p. B74).
  Were-Creatures: Werewolves and
  similar beings use Alternate Form to
  assume an animal template. Weres
  who can control their beast form
  might choose to retain IQ and do
  away with bestial mental traits – but
  this significantly elevates template
  cost. Those who change involuntarily
  during 
  the 
  full 
  moon 
  have
  Uncontrollable Trigger (a dangerous
  ability that triggers under occasional
  circumstances, 
  for 
  -15%) 
  and
  Unconscious Only (-20%), and often
  Minimum Duration, One Night
  (-10%). Reciprocal Rest (+30%) is
  common . . . the were-form appears
  rested and ready to rampage!
  74
  BUILDING ABILITIES
  The werewolf is neither man nor
  wolf, but a Satanic creature with the
  worst qualities of both. 
  – Dr. Yogami, 
  Werewolf of London
  
  Alternatives
  Shapechangers who can alter size
  but not form have Growth (p. 50) or
  Shrinking (p. 75). Those who can
  change their appearance to resemble
  members of their own race have
  Elastic Skin (p. 48). For partial
  changes, see Switchable Body Parts
  (p. 81). Modular Abilities (p. 62) can
  cover all of these things, and is an
  interesting alternative to Morph.
  To turn others into monsters, use
  Affliction with Advantage, Alternate
  Form.
  New Special Enhancements
  Absorptive 
  Change: 
  Only 
  for
  Alternate Form. You “absorb” worn
  and carried items into your Alternate
  Form. These reappear when you
  change back. Without this modifier,
  you must leave your equipment
  behind when you change, and worn
  items too small for your Alternate
  Form risk destruction. Cost depends
  on encumbrance level: +5% for None,
  +10% for Light, +15% for Medium,
  +20% for Heavy, or +25% for Extra-
  Heavy. The GM decides what’s left
  behind if your encumbrance exceeds
  your capacity. Apply this modifier sep-
  arately to each form that can absorb
  equipment.
  Active Change: Your transformation
  takes the usual amount of time, but
  you needn’t concentrate during this
  time – you can move and act. You have
  the abilities of the form you’re chang-
  ing from until the transition is com-
  plete. (GMs who enjoy extra detail can
  average the forms’ statistics, or even
  use a weighted average to reflect how
  far along the change has come.) +20%.
  Improvised Forms: Only for Morph.
  You can improvise new racial tem-
  plates as you change, mixing and
  matching the natural physical traits
  you desire. Possibilities range from
  modifying your native form with a
  useful body part to creating a com-
  pletely new template. Improvised tem-
  plates can’t cost more than what you
  can afford with your Morph ability,
  but can include physical disadvan-
  tages to reduce costs. All traits added
  must exist in your game world, unless
  you also have Cosmic (+50%). You
  can’t change your composition (e.g.,
  add 
  elemental 
  meta-traits 
  or
  Insubstantiality) without Unlimited
  (+50%). +100%.
  No Memorization Required: Only
  for Morph. Any shape you take
  instantly becomes part of your reper-
  toire, unless you don’t want to memo-
  rize it for some reason. +50%.
  Non-Reciprocal Damage: Only for
  Alternate Form. Injury you suffer in
  one form doesn’t affect any of your
  other forms – although wounds only
  heal while you’re in the form that sus-
  tained them, unless you also take
  Reciprocal Rest. +50%.
  Once On, Stays On: This is identical
  to the general modifier of the same
  name (see p. 109), but with a special
  rule for Alternate Form: it counts as a
  +50% modifier on the basic 15 points
  and raises the form-specific cost from
  90% to 100% of the difference in tem-
  plate costs.
  Reciprocal Rest: Only for Alternate
  Form. Your dormant forms can rest
  while they’re out of sight. Time spent
  dormant counts toward FP recovery
  and the sleep needs of that form. In
  conjunction with Non-Reciprocal
  Damage, these forms can even recover
  HP and recuperate from crippling
  injuries. This doesn’t preclude dor-
  mant forms being aware of and
  remembering 
  the 
  active 
  form’s
  actions. +30%.
  New Special Limitations
  Cannot Memorize Forms: Only for
  Morph. You can’t memorize the forms
  you copy. To assume a form, you 
  must always be able to see or touch
  the original. -50%.
  Flawed: Only for Morph. Every
  form you take is cosmetically imper-
  fect in some way, which completely
  precludes impersonation. You still
  gain the abilities of your new form.
  Flawed is mutually incompatible with
  Cosmetic. -10%.
  Needs Sample: Only for Morph.
  You must physically sample anything
  you wish to take the form of. If your
  target is living, this sample must be
  fresh – you can’t sample a rotting
  corpse. -5% if you need only touch the
  target; -15% if you require a drop of
  blood, strand of hair, etc.; -50% if you
  must eat the whole target.
  Projected Form: Only for Alternate
  Form. Your Alternate Form is a sepa-
  rate entity – perhaps a physical mani-
  festation of your soul. When you use
  your ability, your native form falls into
  a trance and your Alternate Form
  appears nearby (within 10 yards). This
  is a real, physical form with no special
  restrictions on its actions. To dismiss
  it and awaken, it must be within 10
  yards of your native form. If either
  form is wounded or killed, so is the
  other form; see Projection (p. 44) for
  details. -50%
  Unliving Forms Only: Only for
  Morph. You can turn into objects but
  not creatures. You enjoy most of the
  capabilities of the Unlimited enhance-
  ment, but you can’t assume the tem-
  plate of anything alive. -0%.
  Powering Up
  Alternate Form suits many super-
  natural powers – especially spirit
  powers, which might call for the
  Projected Form limitation if they let a
  shaman become a totem animal.
  Morph works better for exotic body-
  alteration powers.
  When deciding on what external
  influence can force the shapeshifter to
  resume his native form against his
  will, consider the power’s source.
  Exorcism, prayer, or sacred artifacts
  might work on divine or spirit powers;
  the Dispel Magic spell is reasonable
  for magical powers; and weird-science
  drugs and radiation are traditional for
  biological powers and super-powers.
  For Morph, Talent gives a bonus to
  any IQ or skill roll the GM requires for
  disguise 
  or 
  impersonation. 
  For
  Alternate Form, it adds to rolls to
  resist external influences that could
  force the user out of his current form
  or into one of his other forms.
  Shrinking
  see p. B85
  Shrinking, like Growth (p. 50), is
  more often a goal unto itself than an
  explanation for another capability. It’s
  a completely unrealistic ability, best
  reserved for those with truly fantastic
  powers – supers, gods, etc.
  Supers with Shrinking often enjoy
  Full Damage (+100%), Full DR
  (+30%), Full HP (+30%), and Full
  Move (+30%). They sometimes have
  Can Carry Objects, too, in order to
  shrink their costumes; the +10% level
  suffices for most outfits. This greatly
  inflates cost, but the ability to move
  and fight as if full-sized while being
  difficult to hit and see is extremely
  powerful (see Optional Rule: Small
  Size and Combat, p. 76).
  BUILDING ABILITIES
  75
  
  Alternatives
  Shrinking is strictly for those who
  change size. Permanently tiny crea-
  tures don’t have Shrinking (Always
  On). A negative Size Modifier is a
  zero-cost feature for a race small
  enough to require it (GM’s decision).
  The benefits of being a difficult target
  are offset by the inconvenience of day-
  to-day life around adult humans. Just
  ask any 4-year-old . . . or an ant!
  The 
  Affects 
  Others 
  special
  enhancement for Shrinking is com-
  pletely identical to the general Affects
  Others enhancement on p. 107. It only
  affects willing subjects who remain in
  physical contact with the user. An
  attack that shrinks unwilling targets is
  an Affliction (p. 39) enhanced with
  Advantage, Shrinking.
  Powering Up
  Shrinking is appropriate for mat-
  ter-control powers, cinematic biologi-
  cal powers, and the cosmic powers of
  deities. Talent doesn’t affect die rolls,
  but those with multiple levels of
  Shrinking and Talent may adjust their
  SM by up to ±(Talent+1) per second
  instead of just ±1.
  Silence
  see p. B85
  When Silence occurs in fiction, it’s
  typically the result of a physiological
  adaptation, like a cat’s padded feet.
  However, stealthy supers and robots
  sometimes have an active capacity to
  dampen sound or “project” silence.
  Alternatives
  To create a zone of silence, use
  Obscure (Hearing) (p. 64). Area
  Effect isn’t suitable for the Silence
  advantage.
  New Special Enhancement
  Dynamic: Your ability actively can-
  cels out the sounds you make when
  you move, or helps them blend in with
  ambient noise. You enjoy your full
  Stealth bonus (+2 per level) when
  moving. +40%.
  Powering Up
  Silence most often belongs to an
  elemental or psionic Sound/Vibration
  power. It suits body-control powers,
  too – especially the chi-based powers
  attributed to legendary ninja. It would
  also be logical for an animal-control
  or shapeshifting power that lets the
  user borrow the features of stealthy
  predators. Talent adds a further bonus
  to Stealth skill rolls to avoid being
  heard.
  Snatcher
  see p. B86
  One of the miracles most often
  attributed to gods and spirits is con-
  juring items out of thin air. Snatcher
  offers an interesting explanation for
  this trick: the conjured objects are
  stolen from another reality. The new
  Creation and Recall modifiers support
  alternative interpretations.
  Alternatives
  To visit other realities, take Jumper
  (p. 57). To conjure bulk matter instead
  of specific objects, use Create (p. 92).
  To stow items in another dimension,
  buy Payload (p. B74) and add Cosmic
  (+50%) – which means that stored
  objects, while still subject to weight
  limits, can be of any size and are 
  normally undetectable.
  New Special Enhancements
  Creation: You don’t take items from
  anywhere – you create them on the
  spot. You can get anything you’ve seen
  personally, and items sufficiently close
  to these things that you can visualize
  them. There are never any penalties
  for item type. You still can’t get
  “impossible” items, you can only have
  one created item at a time unless you
  also take Permanent, and normal
  weight and size limits apply. +100%.
  Large Items: You’re not bound by
  the restriction that the items you
  snatch must fit in one hand. They can
  be any size, as long as they’re within
  your weight limit. Large items too
  heavy to lift always appear at arm’s
  reach. +50%.
  More Weight: Your weight limit is
  higher than 5 lbs.
  76
  BUILDING ABILITIES
  Optional Rule: 
  Small Size and Combat
  Truly diminutive combatants – for instance, those with high levels of
  Shrinking – should realistically enjoy certain benefits, despite their size.
  A tiny fighter is hard to see. Enemies attack him at a penalty equal
  to his SM. At SM -10 or smaller, when he attacks, his target must make
  a Vision roll. Modifiers include the attacker’s SM and the +10 to spot
  something in plain sight (see Vision, p. B358); e.g., SM -14 requires a
  Vision-4 roll. Failure means the defender doesn’t see the attack coming
  and gets no defense, as if his attacker were invisible.
  The natural weapons, Innate Attacks, and so on of a minuscule war-
  rior scale in proportion to his body – as do weapons reduced by
  Shrinking. Being narrow, they can more easily target openings in armor.
  If using Targeting Chinks in Armor (p. B400), reduce the penalty to hit
  by SM, to a minimum of 0. Those with SM -10 or smaller can target
  gaps in armor at no penalty. Of course, if you’re 1.8” tall, attacking any-
  thing but a foot is impossible without Flight or cunning tactics . . .
  By making a successful grapple, a fighter with SM -13 or smaller can
  crawl inside unsealed armor, where he can ignore its DR. If he can reach
  a nostril, ear, or other orifice, a successful grapple lets him get inside his
  foe’s body, where he can also ignore natural DR. No defense is possible
  against attacks from either vantage.
  At SM -19 and below, it’s possible to get into the bloodstream if
  injected or able to reach an open wound. Use the rules above, except
  that all attacks are effectively to the vitals (¥3 wounding modifier). To
  enter the body through its pores requires SM -44 or smaller.
  All of this assumes an SM 0 opponent. In battles between tiny com-
  batants, the difference in SM is what matters. For instance, if an SM -15
  super is fighting an SM -10 foe, he applies these rules as if he had SM
  -5 and his enemy had SM 0.
  
  Limit
  Cost Modifier
  7 lbs.
  +5%
  10 lbs.
  +10%
  15 lbs.
  +15%
  20 lbs.
  +20%
  30 lbs.
  +25%
  50 lbs.
  +30%
  Each further +30% multiplies
  weight by 10 (e.g., a ton is +80%). If
  your weight limit exceeds your one-
  handed lift (2¥BL), you must also take
  the Large Items enhancement.
  New Special Limitation
  Recall: You call existing objects to
  you across space or dimensions. These
  must be personal possessions. You
  could summon your sidearm – or even
  your battlesuit, with More Weight –
  but not someone else’s belongings, let
  alone items you’ve merely heard of.
  This still requires 10 seconds, 2 FP,
  and an IQ roll, but no penalties apply.
  Recalled items remain indefinitely, as
  if you had physically retrieved them.
  As usual, you can send the items back
  at any time. Recall is incompatible
  with 
  Creation, 
  Permanent, 
  and
  Unpredictable. -25%.
  Powering Up
  Snatcher is an ideal fit for the cos-
  mic powers of gods and spirits – the
  most powerful of which have Creation,
  More Weight, and Permanent. Supers
  capable of creating “force constructs”
  have a similar ability, but usually lack
  Permanent and have a Nuisance Effect
  (-5%) to reflect the fact that the objects
  are obviously “fake” and made of force.
  Finally, Snatcher suits any power capa-
  ble of dimension travel or matter con-
  trol. Talent adds to IQ rolls to use the
  ability.
  Speak With Animals
  see p. B87
  Otherwise-ordinary heroes (often
  children) who can speak with animals
  make regular appearances in fantasy,
  fairy tales, and folklore. The usual jus-
  tification is that the speaker knows the
  “secret language of the beasts,” but
  this advantage could as easily 
  originate from supernatural forces,
  perhaps even the gods.
  Alternatives
  A true “universal translator” has
  Mind Reading (p. 61) enhanced with
  Universal, and doesn’t need Speak
  With Animals. Neither advantage
  grants the ability to understand the
  motivations of animals, though – that’s
  Animal Empathy (p. B40).
  Speak With Animals translates the
  speech of sapient beings to beast
  speech and vice versa. It doesn’t let the
  user emulate animal sounds (that’s
  Mimicry, p. 61) or converse in unusu-
  al environments or in frequencies
  inaudible to humans (see Speech
  Advantages, p. 78).
  New Special Enhancements
  Sapience: The animals you con-
  verse with temporarily function as if
  they had your IQ. They are still limit-
  ed to their natural perceptions, but
  can frame these in terms you can
  grasp. For instance, if an ant sensed 10
  sets of footfalls and the scent of
  humans when the sun was low, it
  might say, “Ten men came past here
  before sundown.” +40%.
  Universal: You can speak with any
  nonsapient creature, however alien,
  supernatural, or weird. Universal is
  mutually exclusive with Specialized.
  +20%.
  Powering Up
  Speak With Animals is logical for
  Telepathy, all kinds of animal- and
  nature-control powers, and divine
  powers granted by nature deities.
  With the Sapience enhancement, it
  also suits spirit powers that let the
  user communicate with nature spirits
  rather than animals themselves.
  Talent adds to IQ and Hearing rolls to
  understand beast speech or make
  oneself understood when using this
  ability.
  Speak With Plants
  see p. B87
  Gods can generally speak with
  almost anything – including plants.
  Otherwise, the ability to converse with
  plants (which typically lack the means
  to truly speak) is rarely seen except as
  an obscure gift attributed to the occa-
  sional fantasy-game druid or elf.
  Alternatives
  Plant Empathy (p. B75) is a much
  better fit for shamans and similar
  mystics who can “commune with
  nature” to learn the current mood of
  trees, fields, etc.
  New Special Enhancement
  Sapience: The plants you converse
  with function as if they had your IQ,
  as described for the enhancement of
  the same name under Speak With
  Animals (above). +40%.
  New Special Limitation
  Specialized: You can only commu-
  nicate with certain plants. “All terres-
  trial plants” (including all trees, bush-
  es, and herbs) and “All aquatic plants”
  (including algae, kelp, and seaweed)
  are -40%; a large subset of either (e.g.,
  “Trees” or “Herbs”), -50%; a smaller
  subset 
  (e.g., 
  “Evergreens” 
  or
  “Medicinal Herbs”), -60%.
  Powering Up
  Speak With Plants mainly suits
  plant- and nature-control powers, and
  divine powers bestowed by nature
  deities. Spirit powers that let the user
  converse with nature spirits rather
  than plants themselves might grant it,
  too – likely with the Sapience
  enhancement. Talent adds to all IQ
  and Hearing rolls to communicate
  with plants, in either direction, when
  using this ability.
  Special Rapport
  see p. B88
  In worlds that feature psychic gifts,
  a supernatural bond might exist
  between parent and child, siblings
  (especially twins), or lovers – or
  between strangers who had such a
  relationship in a past life. Clones,
  supers with shared origins, and so on
  sometimes have similar links, but with
  rubber-science 
  explanations 
  like
  “quantum-entangled brainwaves.”
  Alternatives
  Enhanced mental communication
  with a specific person or group of peo-
  ple (such as a hive mind) requires
  Mindlink (p.
  B70). Use Puppet
  (p. B78) for those who can possess a
  particular 
  subject 
  with 
  ease.
  Individuals who can evaluate the gen-
  eral emotional state of just about any-
  one have Empathy (p. B51).
  New Special Enhancements
  One-Way: Your link lets you sense
  the status of your partner without him
  having this advantage and being able
  to sense your condition. +20%.
  BUILDING ABILITIES
  77
  
  Transferable: You have a link that
  you can actively “attach” to anyone.
  Your subject must be present.
  Attachment requires a minute and an
  IQ roll. Success means you and your
  subject have a Special Rapport 
  until you reassign your link. To have
  multiple links, buy more than one
  Special Rapport with Transferable.
  Transferable often accompanies One-
  Way. +100% to affect only your own
  race; +150% to affect any living being
  or all Digital Minds; +250% to affect
  any sapient being, living or machine.
  Add -50% if the subject must be 
  willing or helpless for the initial
  attachment.
  Powering Up
  Special Rapport is consistent with
  powers that encompass mental com-
  munication – notably Telepathy. With
  Transferable, it also suits chi powers,
  spirit powers, Healing power, and any
  other power that lets the user establish
  mystic links with others. It even works
  for 
  Machine 
  Telepathy, 
  with
  Transferable, Digital Minds. Talent
  adds to any roll made to diagnose or
  analyze the mental, physical, or spiri-
  tual state of the other person.
  Speech Advantages
  Creatures that communicate via
  ground vibrations use Subsonic
  Speech (p. B89), while underwater
  dwellers often have Ultrasonic Speech
  (p. B94). Remember that Subsonic
  Speech includes Subsonic Hearing
  and Ultrasonic Speech includes
  Ultrahearing. 
  Speak 
  Underwater
  (p. B87) is fundamentally unrealistic,
  but widespread among aquatic supers
  and fantasy races (e.g., “Sea Elves”).
  Alternatives
  Being able to speak in the frequen-
  cy range used by a particular beast
  doesn’t confer any special ability to
  mimic or communicate with it; those
  abilities are Mimicry (p. 161) and
  Speak With Animals (p. 77), respec-
  tively. For other forms of communica-
  tion inaudible to normal humans, see
  Telecommunication (p. 81).
  Powering Up
  Any of these traits would be reason-
  able for an elemental Sound/Vibration
  power – or Psychokinesis, if it lets the
  user create and modulate vibrations.
  Speak Underwater also suits water-
  related super-powers, divine powers
  bestowed by sea gods, and spirit pow-
  ers that influence naiads, undines, etc.
  Talent adds to all IQ and Hearing rolls
  to understand speech or be understood
  when using speech-related abilities.
  Stretching
  see p. B88
  Stretching 1 or 2 is reasonable for
  octopuses and similar invertebrates
  that can extend their limbs farther
  than humans can, proportional to
  body length. Higher levels aren’t real-
  istic for natural creatures. No such
  restriction applies to supers, bizarre
  entities that exist partly in another
  dimension, etc. Extreme Stretching
  needn’t 
  be 
  cinematic, 
  though.
  Realistic robots and vehicles often
  have telescoping components, or a
  “head” or sensor cluster on a
  retractable stalk or periscope.
  Alternatives
  Those who can stretch their skin to
  change appearance have Elastic Skin
  (p. 48). The ability to enlarge one’s
  entire body, not just parts of it, is
  Growth (p. 50).
  Individuals capable of extreme
  flexing and bending have Double-
  Jointed (p. B56). Those who have both
  that advantage and Stretching can
  squeeze through narrow openings by
  reducing effective SM in one or two
  dimensions by their Stretching level.
  New Special Enhancement
  Force Extension: You can project
  visible, semisolid force fields that act
  as extensions of your limbs. Treat this
  like unmodified Stretching, except
  that the extensions of your limbs past
  their physical reach aren’t subject to
  injury. You must still move your limbs
  as if reaching, kicking, stepping, etc.,
  and you still need a free hand to pick
  something up or wield a weapon.
  You’re limited to your natural ST and
  DX, and can’t take actions that are
  impossible with a real limb (e.g.,
  reaching through a wall). This isn’t
  Telekinesis (p. 82), but suits any power
  that includes it. +50%.
  New Special Limitation
  Limited: You can only stretch cer-
  tain body parts. “Arms Only” and
  “Legs Only” are -20%, “Single Limb” is
  -40%, and “Neck Only” is -50%. The
  GM may allow other limitations, but
  “Arms and Legs Only” isn’t a meaning-
  ful limitation.
  Powering Up
  Stretching is appropriate for the
  same classes of powers that allow
  Growth: matter-control powers, cine-
  matic biological powers, and cosmic
  powers. Talent doesn’t affect die rolls,
  but those with multiple levels of
  Stretching and Talent may adjust
  body-part SM by up to ±(Talent+1) per
  second instead of just ±1.
  Striking ST
  see p. B88
  Striking ST suits creatures that
  have evolved to hunt and fight, as well
  as battlesuits and robots designed
  with melee combat in mind. It’s also
  an important ability for supers and
  monsters, which can often hit much
  harder than their size and muscula-
  ture suggest.
  Alternatives
  Striking ST only augments basic
  ST for the purpose of thrust and swing
  damage, and for throwing. To increase
  lifting and carrying capacity, buy
  Lifting ST (p. 58). To gain all of these
  benefits and additional HP, just raise
  ST.
  There are other ways to get a pow-
  erful melee attack. An Innate Attack
  (p. 53) with the Melee Attack limita-
  tion (p. B112) can do any amount of
  78
  BUILDING ABILITIES
  Striking ST only augments basic 
  ST for the purpose of thrust and swing
  damage, and for throwing.
  
  damage, of any type, but needs an
  enhancement (p. 103) to be cumula-
  tive with ST-based damage. Natural
  weapons such as Claws (p. B42),
  Strikers (p. B88), and Teeth (p. B91)
  are another option, and always benefit
  from ST.
  Martial artists who can temporari-
  ly boost ST in combat should look at
  the Power Blow (p. B215) and Push
  (p. B216) skills.
  New Special Limitation
  One Attack Only: Your Striking ST
  only affects one specific natural
  attack: your bite, a particular Striker,
  etc. This limitation is intended for a
  relatively weak creature with an
  unusually high-ST attack; e.g., a giant
  rat that can gnaw through armor and
  bone. -60%.
  Powering Up
  Striking ST suits chi-based and
  biological body-control powers. When
  it represents an active ability to sum-
  mon a burst of strength, limitations
  such as Costs Fatigue and Takes Extra
  Time are likely. Talent adds to any HT
  roll required to avoid self-inflicted
  injury when striking.
  Super Climbing
  see p. B89
  Many creatures – realistic and fan-
  tastic – climb as fast as they walk.
  Brachiators often move faster while
  climbing. Explanations include strong
  hands and arms (which might explain
  Arm ST or Striking ST), built-in
  climbing spikes (which could double
  as Claws), and superhuman powers of
  adhesion or gravity control.
  The meaning of “+1 Move when
  climbing” is clear for Clinging, with its
  climbing speed of half Basic Move.
  For conventional climbing, though,
  the table under Climbing (p. B349)
  doesn’t give Move in yards/second.
  Assume that each level of Super
  Climbing raises climbing speed by the
  base value on the table. For instance,
  Super Climbing 4 gives +12 rungs/sec-
  ond to climb up a ladder in combat,
  +80 ft/min to climb up a rope out of
  combat, and so on. Realistically, grav-
  ity limits rappelling speed (“rope-
  down w/equipment”), which shouldn’t
  benefit from this advantage.
  Alternatives
  Super Climbing enables speedy
  conventional climbing. To climb like a
  spider or gecko, take Clinging (p. 45).
  A robot or vehicle with a built-in line
  and grapnel, or similar gear useful
  with the Climbing skill, has an
  Accessory perk (p. B100).
  New Special Limitations
  Take Specific (p. 112) if your Move
  bonus only applies when climbing cer-
  tain kinds of surfaces. Common mate-
  rials, such as metal, rock, or wood, are
  -40%; ferrous metals are -50%; and
  uncommon materials, such as adobe,
  ice, or rubber, are -60%.
  Requires Low Gravity: Your ability
  doesn’t function in gravity fields over
  a certain, maximum strength. -5%
  per 0.1G under 1G (-5% for 0.9G,
  -10% for 0.8G, and so on – down to
  -50% for 0G).
  Powering Up
  When Super Climbing involves
  force control, it’s appropriate for
  Psychokinesis and elemental powers
  such as Gravity and Magnetism. If it
  works by granting incredible balance
  or a strong grip, it’s suitable for 
  body-control powers – especially 
  the chi powers of cinematic ninja.
  Shapeshifting and animal-control
  powers might even let the user take on
  ape-like features in order to climb
  well. Talent adds to all DX, ST, and
  Climbing rolls made to climb.
  Super Jump
  see p. B89
  Physiology – specialized limb
  structure, high strength-to-mass ratio,
  etc. – can justify Super Jump for real-
  world creatures such as frogs and
  grasshoppers. It isn’t realistic for giant
  animals and monsters modeled on
  these beasts . . . but that doesn’t stop
  them from showing up in fantasy. This
  ability is also popular with mecha,
  robots, 
  and 
  supers. 
  Some 
  simply have hydraulic jacks or unnat-
  urally powerful legs, but two other
  possibilities are common:
  Jets: Jets of energy or matter pow-
  erful enough to provide Super Jump
  are sufficiently noisy and dangerous
  to rate Nuisance Effect (-5%). A rock-
  et with a fixed burn has Full Power
  Only (-10%) – and one of Horizontal
  Only (-25%), Projectile (-20%), or
  Vertical Only (-25%), if it can’t be
  steered.
  Levitation: Telekinetics and gravity-
  controlling supers not gifted enough
  to fly can still make amazing leaps.
  Most have either Lighter Than Air
  (-10%) or Maneuverable (+50%), and
  those that use antigravity should take
  Planetary (-5%), too.
  Alternatives
  Anyone considering Super Jump
  should read Jumping (p. B352). A few
  extra points of Basic Move can give a
  modest boost in jumping distance –
  and improved groundspeed in the bar-
  gain. Enhanced Move (Ground)
  (p. 45) is an even better deal for those
  who like to make their mighty leaps at
  a full run.
  The ability to get airborne and stay
  there is Flight (p. 50). This is also the
  best value for individuals whose
  desired level of Super Jump – after
  modifiers – costs more than Flight
  with comparable modifiers. Those
  looking only for the ability to reduce
  damage from a fall should consider
  Catfall (p. 43).
  Martial artists familiar with secret
  acrobatic techniques are more likely
  to have the Flying Leap skill (p. B196).
  BUILDING ABILITIES
  79
  
  New Special Enhancements
  Bouncing: You can rebound like a
  rubber ball. Your Super Jump works
  normally, but you also get a roll
  against the best of DX, Acrobatics, or
  Jumping when you experience a fall or
  collision – deliberate or otherwise.
  Roll at -5 per multiple of your jumping
  Move, or fraction thereof, by which
  your velocity exceeds your jumping
  Move. Success means you take no
  damage and rebound with 90% of
  your impact velocity. If this doesn’t
  exceed your jumping Move, you can
  choose to stop instead; otherwise, you
  must bounce. Failure means you take
  normal damage and stop (“Splat!”).
  +50%.
  Maneuverable: You can make
  midair course corrections. Calculate
  distance and “hang time” as usual, but
  while airborne, treat your jumping
  Move as air Move, exactly as if you
  had Flight. For instance, if you can
  jump 100 yards at 20 yards per sec-
  ond, you can “fly” at Move 20 for five
  seconds before landing. Maneuverable
  is mutually exclusive with all of the
  special limitations below except
  Planetary. +50%.
  New Special Limitations
  Full Power Only: You must always
  jump your maximum distance when
  you use Super Jump. The only way to
  make shorter hops is to jump without
  using this advantage. -10%.
  Horizontal Only: You can only
  increase your horizontal (broad jump)
  distance. Your ability doesn’t benefit
  high jumps, and has no special effect
  on falling damage. -25%.
  Lighter Than Air: You jump by
  becoming lighter than air. For each
  second you’re airborne, your landing
  zone drifts a yard in the direction the
  wind is blowing per 5 mph of wind
  speed. For instance, if you’re in the air
  for three seconds in a 20 mph wind
  from the west, you’ll land 12 yards east
  of your intended target. -10%.
  Planetary: You jump by “pushing
  off” against a planet’s gravitational or
  magnetic field. Your ability is useless
  in the absence of a planet. -5%.
  Projectile: You can only launch
  yourself directly at your objective.
  You’re an unguided missile, spinning
  out of control! You can do nothing
  while airborne, and have no active
  defenses. Make a DX or Jumping roll
  on landing. Failure means you collide
  with your target or the ground –
  unless you intended to do so, in which
  case you miss and crash into some-
  thing nearby. In either case, you suffer
  full normal collision damage. -20%.
  Vertical Only: You can only increase
  your vertical (high jump) distance and
  reduce falling damage. Your ability
  doesn’t benefit broad jumps. This is
  mutually exclusive with Horizontal
  Only. -25%.
  Powering Up
  Any power that explains Flight as
  levitation – elemental (e.g., Gravity or
  Magnetism) or supernatural (most
  often Psychokinesis) – could justify
  Super Jump as a lower level of the
  same ability. Air, Fire, and other ele-
  mental powers might generate “jump
  jets.” Body-control powers are a third
  option, be they chi-based (“body light-
  ening”) or biological (an adrenaline
  burst). Talent adds to DX and
  Jumping rolls to take off and land, and
  to rolls to hit with jumping slams or
  kicks while using this ability.
  Super Luck
  see p. B89
  Super Luck is difficult to explain as
  anything other than a limited degree
  of control over reality. This capability
  is traditional for gods and powerful
  spirits. Among mortals, only the most
  gifted psis, supers, and wizards are
  likely to possess it.
  The GM probably shouldn’t allow
  this trait outside of cinematic action
  games, as it’s thoroughly unrealistic
  and tends to short-circuit mystery and
  suspense. On the other hand, if the
  PCs are demigods, the GM might per-
  mit higher levels: Super Luck 2 [200]
  works every 30 minutes, Super Luck 3
  [300] works every 15 minutes, and so
  on, with each level halving the time
  between uses.
  Alternatives
  Most lucky heroes should just use
  Luck (p. 59) – or Serendipity (p. 73), if
  their luck doesn’t lend itself to inter-
  pretation as “good odds.” Those who
  can consciously load the dice in their
  favor but not guarantee success have
  Visualization (p. 87).
  New Special Enhancements
  Alter Reality: Your Super Luck
  works retroactively. You can wait until
  after you roll and then specify a differ-
  ent result, altering the past. You must
  declare this immediately. Once you or
  anyone else has made another roll, the
  flow of time becomes too complex for
  you to unravel. Alter Reality always
  produces visible effects; e.g., time
  rewinds and replays differently, or a
  glowing hand reaches down from the
  heavens and changes things. +75%.
  Wishing: You can specify the result
  of any die roll made in your presence.
  You must personally witness the
  action you wish to influence. Normal
  usage limits apply. +100% if you can
  affect your rolls and those of others;
  +0% if you can aid others but not
  yourself.
  Powering Up
  Super Luck is a perfect fit for cos-
  mic and divine powers. Other options
  are a magical power, a psionic proba-
  bility-control power, or even a spirit
  power, if the user commands spirits
  that have Super Luck with Wishing.
  The GM should consider restricting
  Alter Reality and Wishing (and higher
  80
  BUILDING ABILITIES
  
  levels of Super Luck, if allowed) to
  cosmic powers – although Alter
  Reality might fit less-than-cosmic
  time-control powers.
  Talent gives a bonus to die rolls
  manipulated by this ability. Since the
  user can dictate outcomes, the practi-
  cal effect is to alter margin of success
  or failure, or extend the range of pos-
  sible results (e.g., for damage rolls).
  Switchable Body Parts
  Many physical advantages repre-
  sent body parts, including Claws,
  Extra Arms, Extra Legs, Extra Mouth,
  Nictitating 
  Membrane, 
  Spines,
  Striker, and Teeth. These are “always
  on” by default, whether they’re due to
  racial makeup, genetic engineering,
  implants, or super-mutation. The GM
  may permit shapeshifters and those
  with retractable implants to add
  Switchable (+10%), however.
  Not every option is immediately
  obvious. Some changes are subtle,
  such as being able to darken the eyes
  to gain Protected Vision. Others
  involve body parts implied by a special
  modifier; e.g., Doesn’t Breathe (Gills,
  -50%) and Flight (Winged, -25%). A
  few even represent the absence of a
  body part, like switchable Payload as
  the ability to create a new body cavity.
  Be creative!
  Alternatives
  For those who can transform into
  almost 
  anything, 
  Morph 
  (see
  Shapeshifting, p. 74) is more economi-
  cal – and flexible – than many individ-
  ual body parts with Switchable. The
  same is true of Modular Abilities
  (p. 62) with Physical and Limited,
  Body Parts Only.
  Powering Up
  Switchable body parts suit divine
  powers bestowed by beastly or mon-
  strous deities, especially if transforma-
  tion into a full likeness of the god is
  sacrilegious; e.g., the Tiger God might
  grant switchable Claws and Teeth, but
  not permit Alternate Form (Tiger).
  Body-alteration and animal-related
  powers frequently include similar
  abilities.
  Talent benefits HT rolls to avoid or
  recover from crippling of the body
  parts, and DX rolls tied to extending
  or retracting them (e.g., to reach
  something or escape from bonds). It
  doesn’t affect attack rolls for added
  limbs, Strikers, etc.
  Telecommunication
  see p. B91
  Cyborgs, robots, and vehicles with
  communicators – and supers who can
  project modulated energy – might
  have any form of Telecommunication.
  Telesend is intended mostly for indi-
  viduals with supernatural powers,
  however. Note that there’s no “unseen
  subject” penalty to use Telesend on
  one’s own Compartmentalized Mind
  (p. B43) or to contact oneself across
  time (see Time-Spanning, p. 109).
  New forms of Telecommunication
  invented by the GM should cost from
  5 to 25 points. Far-fetched capabilities
  similar to Telesend might cost more.
  Some examples:
  Directional Sound: You communi-
  cate using a laser-thin sound beam.
  Base range is 100 yards in a direct line
  of sight. Jamming and eavesdropping
  require specialized equipment – and
  even then, the short range and line-of-
  sight requirement give -5 to attempts.
  Obscurants (e.g., fog and smoke) and
  electrical “noise” have no effect. You
  can only communicate with those
  who have this advantage or a direc-
  tional-sound communicator. 5 points.
  Gravity-Ripple Comm: You com-
  municate using gravity waves. Base
  range is 1,000 miles. Your signal is
  omnidirectional, and as with Radio,
  eavesdroppers must roll against
  Electronics Operation (Communi-
  cations) to listen in. Jamming is
  impossible – although intense gravity
  sources (neutron stars, pulsars, black
  holes, etc.) can disrupt your signal.
  Gravity waves reach underwater and
  penetrate solid objects at no penalty.
  You can only communicate with peo-
  ple who have this advantage or a grav-
  ity-ripple communicator. 20 points.
  Neutrino Comm: You communi-
  cate using a modulated beam of neu-
  trinos (or similar particles). Base
  range is 1,000 miles in a straight line.
  The beam is impossible to jam or
  intercept, and functions in any envi-
  ronment – it can reach underwater or
  penetrate solid objects at no penalty,
  and isn’t blocked by the horizon. You
  can only communicate with people
  who have this advantage or a neutrino
  communicator. 25 points.
  Sonar Comm: You communicate
  using modulated sonar. Base range is
  three miles underwater. The signal is
  omnidirectional, and anyone with this
  advantage or equivalent equipment
  can hear you. The only way to jam this
  ability continuously is with powerful,
  specialized equipment – although
  explosions can cause transient inter-
  ference. In air, Sonar Comm has a
  range of 50 yards multiplied by air
  pressure in atm. It doesn’t work at all
  in vacuum. At the GM’s option, Sonar
  Comm is equivalent to Ultrasonic
  Speech. 10 points.
  Not every special modifier in the
  Basic Set suits all of these traits.
  Broadcast and Short Wave are inap-
  propriate for all four. Video is only
  realistic for Gravity-Ripple Comm and
  Neutrino Comm. Racial, Telepathic,
  and Universal might apply to any of
  them, if the GM permits. Receive Only,
  Send Only, and Vague are always
  acceptable.
  Alternatives
  For alternative verbal communica-
  tion, consider Speak Underwater
  (p. B87), Subsonic Speech (p. B89),
  and Ultrasonic Speech (p. B94). Those
  who can sense but not understand the
  signals used by Telecommunication
  have Detect (p. 47). Note that Telesend
  allows one to transmit thoughts, but
  unless the subject has Telesend him-
  self, the only way to receive his
  thoughts is with Mind Reading (p. 61).
  New Special Enhancements
  Burst: Not available for Directional
  Sound or Sonar Comm. You transmit
  a high-speed “blip” that conveys infor-
  mation much faster than you could
  speak or draw. +30% for 10¥ normal
  speed, +60% for 100¥, +90% for
  1,000¥, and so on. Each factor of 10
  gives -1 to attempts to intercept the
  transmission.
  BUILDING ABILITIES
  81
  
  FTL: Your signal travels faster than
  the speed of light, letting you commu-
  nicate with little or no “light lag.” The
  GM 
  decides 
  what 
  kinds 
  of
  Telecommunication can have this
  modifier and what it represents in
  each case: a beam of FTL energy for
  Radio or Gravity-Ripple Comm, a
  stream of FTL particles for Neutrino
  Comm, etc. A “hyperspace tunnel”
  that carries ordinary signals might
  suit any kind of Telecommunication.
  Recommended signal speed is 0.1 par-
  sec/day, to a maximum range in par-
  secs equal to 1/5,000 ordinary range in
  miles, but the GM can adjust this to
  suit the setting. Only individuals with
  the same ability or equivalent technol-
  ogy can receive the FTL signal.
  +120%.
  Secure: Your signal employs securi-
  ty measures that make it difficult to
  interpret 
  if 
  intercepted. 
  Eaves-
  droppers must win a Quick Contest of
  IQ (if using Telecommunication) or
  Electronics Operation (if using tech-
  nology) against your IQ to understand
  the content of the transmission. If they
  lose, they get garbage. +20%.
  Sensie: You can transmit your sen-
  sory impressions in real time. This is
  possible 
  for 
  any 
  form 
  of
  Telecommunication save Directional
  Sound or Sonar Comm – but with
  anything other than Telesend, the
  recipient needs a specially equipped
  receiver to get the “full experience.”
  +80%.
  Powering Up
  Telecommunication that uses real-
  istic energy or particles is appropriate
  for elemental Electricity, Gravity,
  Light, Radiation, and Sound/Vibration
  powers. Electromagnetic and acoustic
  forms of Telecommunication are also
  reasonable for psionic Electrokinesis
  and 
  Psychokinesis, 
  respectively.
  Telesend mainly suits paranormal
  powers – Telepathy in particular.
  Talent adds to all IQ rolls to establish
  contact, to intercept or comprehend a
  signal, or to prevent interception or
  jamming.
  Telekinesis
  see p. B92
  The essence of Telekinesis (TK) is
  moving distant objects with no more
  effort than a stare or a gesture – a gift
  seemingly possessed by every other
  god, psi, spirit, and wizard. TK isn’t
  always supernatural, though; space-
  opera “tractor beams” and super-pow-
  ered magnetism are also common
  explanations. The many faces of TK
  include:
  Animated Objects: A spirit that uses
  Possession to occupy an object (like a
  statue) can use TK with Animation
  (-30%) to make it move around. If the
  spirit can only use its TK in conjunc-
  tion 
  with 
  Possession, 
  add 
  an
  Accessibility limitation (-10%). A sor-
  cerer who makes tables gallop and
  mannequins dance has Animation,
  too – with Independent (+70%), if the
  items keep doing what they’re doing
  without his attention. Together,
  Animation and Independent can ani-
  mate one object per second. Total HP
  can’t exceed TK level, but homoge-
  nous objects count as having half their
  HP.
  Attraction/Repulsion Field: Some
  force fields push everything nearby
  away from the user, or draw objects to
  him. Simulate this using Area Effect
  (+50%/level), Emanation (-20%), and
  one of Attraction (-60%), Repulsion
  (-60%), 
  or 
  Attraction/Repulsion
  (-30%). If the field is magnetic, add
  Magnetic (-50%), too. Being unable to
  turn this off is genuinely limiting –
  Always On is worth -20%.
  Poltergeist Effect: Certain people
  are the nexus of random acts of teleki-
  netic violence when under stress.
  Parapsychologists refer to this phe-
  nomenon as “recurrent spontaneous
  psychokinesis” (RSPK) or “the polter-
  geist effect.” Represent this with Area
  Effect 
  (+50%/level), 
  Emanation
  (-20%), Unconscious Only (-20%), and
  Uncontrollable (-30%). In general,
  combinations of Area Effect and
  Uncontrollable always cause chaos
  over a wide area.
  Psychokinesis: 
  Classic 
  psionic 
  psychokinesis 
  is 
  TK 
  with 
  the
  Psychokinesis power modifier (-10%).
  Super-Magnetism:
  Some supers
  direct magnetic forces with laser-
  like precision. This isn’t realistic – all 
  it has in common with real-world
  magnetism is that it can only affect
  ferrous metals, which calls for
  Magnetic (-50%). Increased Range
  (+10%/level) is common but not
  required.
  Tractor Beam: Superscience devices
  that project force beams capable of
  pushing or pulling distant objects are
  found on starships, robots, and
  mecha. These “tractor beams” typical-
  ly have high levels of Increased Range
  (+10%/level) and either Attraction
  (-60%) 
  or 
  Attraction/Repulsion
  (-30%), and are often Visible (-20%).
  Telekinesis can have Area Effect,
  obviously. In combat, it must affect
  groups of foes in exactly the same way.
  Roll separately for each target, at a
  penalty equal to the number of targets,
  less one; see Area Effect (p. 100). Out of
  combat, it can aid any long task
  resolved using a single die roll (e.g., an
  Engineer roll to assemble a machine).
  The GM may let heroes use the rules
  under Time Spent (p. B346) to hasten
  such tasks.
  For all collective uses, calculate
  Basic Lift from TK level and compare
  the weight of everything affected to
  find encumbrance level. Objects in the
  area travel at a Move equal to TK level,
  reduced by encumbrance as usual.
  Alternatives
  Flight (p. 50) with Enhanced Move
  (Air) (p. 49) costs fewer points than
  TK for levitation at a given top speed –
  although it doesn’t permit instant
  acceleration to full speed like TK does.
  Similarly, Innate Attack (p. 53) is less
  expensive than buying enough TK to
  inflict comparable damage with a tele-
  kinetic “punch.” It’s also more appro-
  priate for force beams.
  To get a force field that can lock
  onto and prevent damage from attacks
  that come in too fast for TK, buy
  Damage Resistance (p. 45) with Force
  Field. For a short-range force field
  that works a lot like Telekinesis, com-
  pare Stretching (p. 78) with Force
  Extension.
  Some supers explain extraordinary
  strength as “zero-range telekinesis.”
  Represent this by buying ST and sell-
  ing back the associated Hit Points. At
  10 points per level for ST and -2 points
  per missing HP, this comes to 8 points
  per +1 ST. The GM may wish to allow
  modifiers on this ST; see Attributes as
  Abilities (p. 13) for guidelines.
  82
  BUILDING ABILITIES
  
  New Special Enhancement
  Super-Effort: The GM may allow
  the Super-Effort enhancement from
  Lifting ST (p. 58) on TK, too. This
  affects extra-effort lifts – not speed,
  damage, skill, or anything else. The
  only differences from the Lifting ST
  rules are that TK with Super-Effort
  works at a range and that its bonus
  adds to levels of TK that lack this mod-
  ifier, not to personal ST (e.g., TK 20
  gives ST 5,000, or adds 5,000 to
  unmodified TK, if any).
  New Special Limitations
  Specific (p. 112) is common for
  TK that originates from elemental 
  powers. Some other limitations of
  importance:
  Animation: Your TK works by
  enabling inanimate objects to flex.
  The minimum level required to ani-
  mate something equals its HP if unliv-
  ing, half its HP if homogenous (see
  Object Hit Points Table, p. B558). An
  animated object can grab, lift, strike,
  and throw with ST equal to the TK
  level needed to animate it. It has your
  DX. It can walk and jump if it isn’t
  fixed in place; Move equals your TK
  level minus the level needed to ani-
  mate it. You can use skills through
  animated items – but note that objects
  other than statues and mannequins
  usually have No Fine Manipulators.
  Objects return to their rest state once
  you 
  give 
  up 
  control. 
  Adding
  Independent (p. 108) lets you animate
  multiple objects, but you must split
  your TK level among them. Your TK
  can’t reach inside things at all. -30% if
  the object can’t fly; -20% if it can, pro-
  vided it has wings, rotors, etc. (like a
  toy dragon or model helicopter).
  Attraction/Repulsion: Your TK can
  only move things directly toward or
  away from you. Take a Ready maneu-
  ver to move an unresisting object, or
  an Attack maneuver to affect an active
  opponent. Your TK can’t strike blows,
  manipulate objects, or hold an enemy
  in place or prevent him from attack-
  ing. Attraction simply causes objects
  to move until they’re in contact with
  you, whereupon they’re held there
  with your telekinetic ST until you turn
  off your ability. Repulsion shoves
  objects away from you until they
  reach the maximum range of your
  ability. In either case, objects can only
  move or be moved in the opposite
  direction if the mover wins a Quick
  Contest of his ST or TK level against
  your TK level. This limitation is
  incompatible with Animation. -60%
  for Attraction or Repulsion; -30% for
  Attraction/Repulsion (it takes a Ready
  maneuver to switch between the two).
  Lift Only: Levels of TK with this
  limitation don’t add to telekinetic
  Move. -20%.
  Move Only: Levels of TK with this
  limitation don’t add to telekinetic ST.
  -40%.
  Powering Up
  Telekinesis is the definitive element
  of Psychokinesis power, which is tra-
  ditionally psionic. However, magical
  and spirit powers are equally likely to
  include TK, most gods can move
  objects with their cosmic powers (and
  enable their servitors to do the same
  via divine powers), and supers with
  elemental powers often use gravity,
  magnetism, or wind to produce simi-
  lar effects. Talent adds to all DX and
  IQ rolls to use TK, and to TK level in
  Contests of ST (but not in general).
  Temperature Control
  see p. B92
  Fictional Temperature Control
  takes two main forms:
  Active: Psis, supers, and ultra-tech
  machines cause temperature changes
  using force of will or weird beams.
  Freeze rays and cryokinesis call for
  Cold (-50%), while heat rays and
  pyrokinesis require Heat (-50%). For
  dramatic effects like freezing or boil-
  ing water instantly, add Reduced Time
  (+20%/level); each level doubles the
  rate of cooling or heating.
  Passive: Spirits, monsters, and ele-
  mental creatures of heat and cold
  sometimes alter the temperature in
  their immediate vicinity (a two-yard
  radius) at all times. To simulate this,
  add Always On (-10%), Emanation
  (-20%), and either Cold (-50%) or Heat
  (-50%). The ambient temperature
  changes by 2° per level per second the
  entity remains in the area, to the usual
  maximum of 20° per level.
  Alternatives
  Temperature 
  Control 
  doesn’t
  directly affect the temperature of peo-
  ple or things – only that of an area. The
  extremes of ambient temperature are
  dangerous, but the effects are too
  gradual to affect combat (see Cold,
  p. B430, and Heat, p. B434). To use
  heat or cold as a weapon, take Innate
  Attack (p. 53). Heat is a Burning
  Attack, while cold is a Fatigue Attack
  with the Freezing enhancement (see
  Hazard, p. B104).
  Powering Up
  Temperature Control is appropri-
  ate for Psychokinesis power, elemental
  Cold/Ice and Heat/Fire powers, and
  divine and spirit powers associated
  with ice goddesses, fire elementals,
  etc. In some settings, it even suits
  moral powers: cold represents life-
  stealing Evil, while heat can go either
  way . . . the flames of Hell are Evil, but
  the sun and life-giving warmth are
  Good. Weather-control powers often
  include this ability, usually with high
  levels of Area Effect.
  Talent adds to degrees per second
  of temperature change after all modi-
  fiers, but has no effect on the maxi-
  mum change. It also adds to Power
  Block attempts (see p. 168).
  Terrain Adaptation
  see p. B93
  Terrain Adaptation can represent a
  host of exotic abilities, but the most
  common forms – e.g., clawed toes,
  crampons, or skates for ice, and snow-
  shoes or skis for snow – are downright
  prosaic. Such features might result
  from evolution (for a creature) or
  design (for a machine).
  Alternatives
  Terrain Adaptation only aids move-
  ment across more-or-less level, solid
  ground. Take Clinging (p. 45) to travel
  vertically. Use Walk on Liquid (p. 88)
  to traverse anything less solid than
  sand or snow. If Terrain Adaptation
  results from hard projections that dig
  into the terrain, buy Claws (p. B42) or
  Striker (p. B88) separately.
  New Special Enhancement
  Active: You adapt quickly to any
  terrain. Instead of specifying a partic-
  ular terrain type, buy the 5-point ver-
  sion of Terrain Adaptation and add
  this enhancement. This ability might
  be the result of “smart wheels,”
  shapeshifting, 
  or 
  superhuman 
  balance. +300%.
  BUILDING ABILITIES
  83
  
  Powering Up
  Terrain Adaptation is typical of ele-
  mental powers – especially Cold/Ice
  and Earth – and powers associated
  with nature, natural spirits, and
  nature deities. Individuals with cer-
  tain chi powers can cross anything,
  even thin paper, by using the Active
  version of this trait. Those with
  shapeshifting powers might physical-
  ly alter their extremities to gain this
  ability. Talent adds to DX rolls to
  negotiate terrain, giving a bonus
  where others would have a penalty.
  Terror
  see p. B93
  Certain 
  monsters 
  – 
  dragons,
  specters, Things Man Was Not Meant
  To Know – are just plain scary. This
  might be due to a disturbing visage, a
  terrifying wail, or sheer size and
  unnaturalness. Occasionally the rea-
  son is less obvious . . . perhaps a tele-
  pathic influence (see the modifiers
  below).
  A few entities provoke strong reac-
  tions other than fear. Gods and angels
  induce awe, while weird extradimen-
  sional creatures cause mind-boggling
  confusion. At the GM’s option, Awe
  and Confusion are separate advan-
  tages. Use the rules for Terror, but
  Fright Checks become “Awe Checks”
  or “Confusion Checks.” All the rules for
  Fright Checks apply to these rolls,
  including modifiers for advantages
  and disadvantages (see p. B360). The
  only difference is that failures go to the
  Awe and Confusion Check Table (p. 85).
  Alternatives
  An attack that causes the victim to
  halt in his tracks is an Affliction
  (p. 39), often with an enhancement
  such as Daze, Ecstasy, or Hallu-
  cinating. To exercise more subtle 
  control over a victim’s emotions, use
  Mind Control (p. 61) – possibly with
  the Emotion Control enhancement.
  New Special Enhancements
  Godlike beings often have the “irre-
  sistible attack” level of Cosmic
  (p. B103). Victims get no benefit from
  advantages such as Fearlessness and
  Unfazeable (unless those traits are
  Cosmic), and suffer their tormentor’s
  choice of Awe, Confusion, or Terror if
  they fail their Fright Check.
  Active: Your Terror doesn’t affect
  everyone nearby – it’s a direct mental
  attack on one victim. Your target must
  be within 10 yards (modified by
  Increased or Reduced Range), and
  able to see or hear you. You must take
  a Concentrate maneuver to affect him.
  Roll a Quick Contest of Will with your
  subject. He’s at -1 for each -1 to Fright
  Checks you bought. If you win, roll 3d
  for the result, as usual, but add your
  margin of victory instead of his mar-
  gin of failure. +0%.
  Presence: Your physical presence
  within 10 yards is enough to cause
  Fright Checks, even if your victims
  can neither see you nor hear you. You
  could be locked in a coffin and still ter-
  rify those who stray too close. Each
  level of Area Effect doubles your
  radius, but the GM should consider
  forbidding huge areas. +25%.
  Powering Up
  Terror suits many supernatural
  powers, including sinister divine and
  moral powers that flow from terrify-
  ing sources, spirit powers that com-
  mand horrific ghosts, and chi and psi
  powers that let the user project his will
  to unnerve his enemies. Explained as
  finely tuned electric fields or vibra-
  tions, it also fits a few elemental pow-
  ers. It needn’t be subtle, either – a
  shapeshifting power could grant
  Terror by letting the user assume a
  scary face.
  When using Terror to bolster
  Intimidation skill, Talent adds to skill
  rolls, on top of the +1 to +4 for super-
  natural powers. Talent also gives a
  Will bonus when attacking with the
  Active enhancement.
  True Faith
  see p. B94
  Traditionally, those with profound
  religious faith enjoy protection from
  harm at the hands of their deity’s
  moral enemies. Fantasy games associ-
  ate this with the invested cleric, bran-
  dishing his holy symbol and intoning
  solemn prayer. In folklore, though, the
  blessed individual is often a devout
  layperson.
  The GM should list what True Faith
  repels in each case. A classic “good”
  deity might empower its servants to
  keep demons and undead at bay. An
  evil priest is more likely to use his True
  Faith to send away angels and terror-
  ize cute puppies!
  It’s up to the GM whether a deity
  shields only the genuinely faithful or
  anyone acting as its proxy. The latter is
  common in high fantasy and cinemat-
  ic horror, and might merit its own
  trait:
  True Faith (Chosen): You enjoy all
  the benefits of True Faith, but your
  power is due to the fact that your god
  has chosen to act through you – possi-
  bly without your consent. Barring
  egregious transgressions, your advan-
  tage functions regardless of your actu-
  al faith. This comes at a cost, however:
  non-supernatural servitors of rival
  deities can sense your special status
  and react to you at -3 . . . and your
  True Faith can’t repel these foes. 15
  points.
  Alternatives
  To repel any enemy, take Terror
  (above). Bolts of holy power and simi-
  lar attacks that only affect foes of a
  particular god are Innate Attacks
  (p. 53) with suitable Accessibility limi-
  tations (see p. B110).
  To cast out evil spirits possessing a
  person or place, use the Exorcism skill
  (p. B193).
  New Special Enhancement
  Turning: You can aggressively
  “turn” the entities your True Faith
  repels. Take a Concentrate maneuver
  and roll a Quick Contest of Will with
  any such being that can see you. Roll
  just once for hordes of identical mon-
  sters with the same Will. Any creature
  you win or tie against can’t move any
  closer to you than yards equal to your
  margin of victory (minimum one
  yard). If it’s inside that radius, it must
  flee as described for unmodified True
  Faith. This effect endures for as long
  as you concentrate and for 1d seconds
  after you stop. +65%.
  Powering Up
  True Faith is exclusively the realm
  of divine, moral, and spirit powers. Its
  built-in code of conduct doesn’t pre-
  clude claiming a discount for the
  Divine, Moral, or Spirit power modifi-
  er, even when this imposes its own
  code. The restrictions a servitor must
  live under are often different from
  those of simple faith, and always far
  more stringent. Talent adds to Will
  84
  BUILDING ABILITIES
  
  rolls to resist distraction when taking
  the Concentrate maneuver to use this
  ability, and to use the Turning special
  enhancement.
  Tunneling
  see p. B94
  Tunneling is too speedy to be real-
  istic for natural creatures. It suits
  monsters that can hew or chew
  through solid rock (acid-spewing
  worms, giant moles, etc.), weird-
  science burrowing machines with
  whirling augers, and massive real-
  world mining equipment. At the GM’s
  option, diggers who travel at less than
  Move 1 can buy Tunneling (Slow) for
  5 points and pay 1 point per two yards
  per minute of progress.
  Alternatives
  Natural burrowers may take “Can
  tunnel without a shovel” as a perk (see
  p. B100). This is effectively Accessory
  (Shovel). It allows the full rates under
  Digging (p. B350).
  To pass through solid matter with-
  out digging, use Permeation (p. 66).
  Add the Tunnel enhancement to leave
  a passage behind.
  BUILDING ABILITIES
  85
  Awe and Confusion Check Table
  When you fail an Awe or Confusion Check, roll 3d,
  add your margin of failure on the Check, and consult
  the table below. Many entries give different outcomes
  for Awe and Confusion – read carefully. If new quirks or
  disadvantages result, the GM chooses these traits,
  which should suit the circumstances of the Check.
  4, 5 – Stunned for one second, then recover 
  automatically.
  6, 7 – Stunned for one second. Every second after that,
  roll vs. Will to snap out of it.
  8, 9 – Stunned for 1d seconds. Every second after that,
  roll vs. Will to snap out of it.
  10, 11 – Stunned for 2d seconds. Every second after
  that, roll vs. Will to snap out of it.
  12, 13 – Awe causes (25 - Will) seconds of ecstasy.
  Confusion causes (25 - IQ) seconds of daze. See
  Incapacitating Conditions (p. B428). After that time,
  roll vs. Will each second to recover.
  14, 15 – Acquire a new mental quirk. Awe inspires
  quirks that reflect admiration. Confusion leads to
  quirks that suggest bafflement or perplexity.
  16 – Stunned for 1d seconds, as per 8, and acquire a
  new quirk, as per 14.
  17, 18 – Awe causes 1d minutes of ecstasy. Confusion
  causes 
  1d 
  minutes 
  of 
  hallucinating. 
  See
  Incapacitating Conditions (p. B428). After that time,
  roll vs. Will each minute to recover.
  19 – As 17, but effects last 2d minutes.
  20 – As 17, but effects last 4d minutes.
  21 – Awe causes you to worship at the feet of the one
  who awed you – you must obey his every command
  as if you had Slave Mentality! Confusion causes you
  to hallucinate (the GM specifies the details, which
  should fit the situation); you can try to act, but
  you’re out of touch with reality and at -5 on all suc-
  cess rolls. Either lasts 3d minutes; then roll vs. Will
  once per minute to snap out of it.
  22, 23 – Acquire a -10-point mental disadvantage. Awe
  might impel you to adopt one of your new idol’s 
  self-imposed mental disadvantages (see p. B121) 
  out of solidarity, turn you into his servant
  (Reprogrammable), or make you feel inferior (Low
  Self-Image). Confusion “blows your mind,” most
  likely resulting in one of Confused (12), Delusion
  (Major), Indecisive (12), or Short Attention Span
  (12).
  24, 25 – As 22, except that if you already have a -5 to
  -10-point disadvantage that could result from Awe
  or Confusion, it worsens to a -15-point trait!
  26, 27 – Experience 1d minutes of ecstasy or halluci-
  nating, as per 17, and acquire a new -10-point disad-
  vantage, as per 22.
  28, 29 – Experience 2d minutes of ecstasy or 
  hallucinating, as per 19, and acquire a new -10-
  point disadvantage, as per 22.
  30, 31 – Experience 4d minutes of ecstasy or 
  hallucinating, as per 20, and acquire a new -10-
  point disadvantage, as per 22.
  32, 33 – Awe overcomes you. You immediately collapse
  in a helpless, ecstatic fit that lasts 1d minutes and
  costs 1d FP. After that time, roll vs. Will each minute
  to recover. Any critical failure costs you 1 Will per-
  manently. Confusion drives you completely mad.
  You might do anything! The GM rolls 3d – the high-
  er the roll, the more dangerous the action. For
  instance, you might believe you can fly and leap to
  your doom. Should you survive your first reaction,
  roll vs. Will to recover. If you fail, the GM rolls for
  another insane action, and so on.
  34, 35 – As 22, but the disadvantage is worth -15
  points. Awe usually results in Fanaticism – either for
  the one who awed you or his cause. Confusion
  tends to cause Confused (9), Delusion (Severe),
  Indecisive (9), On the Edge (12), or Short Attention
  Span (9).
  36 – As 22, but the disadvantage is worth -20 points.
  37 – As 22, but the disadvantage is worth -30 points. To
  make up -30 points, the GM may have to select more
  than one trait.
  38 – Experience 1d minutes of ecstasy or hallucinating,
  as per 17, and acquire a new -15-point disadvantage,
  as per 34.
  39 – Experience 2d minutes of ecstasy or hallucinating,
  as per 19, and acquire a new -20-point disadvantage,
  as per 36.
  40+ – As 39, but Awe costs you 1 point of Will and
  Confusion robs you of 1 point of IQ. These losses
  are permanent!
  
  Tunneling never counts as an
  attack, regardless of how it works. Buy
  Claws (p. B42), Striker (p. B88), or
  Teeth (p. B91) separately if it involves
  a digging tool that doubles as a
  weapon. Use Innate Attack (p. 53) for
  acid jets, beams, and explosives that
  can blast foes as easily as the earth –
  possibly with a Link (+10%) to
  Tunneling.
  New Special Enhancement
  Hands-Free: You dig with a special
  body part, disintegrator ray, etc. that
  leaves all of your hands available to
  hold things as you tunnel. +20%.
  Powering Up
  Tunneling best suits elemental
  powers – particularly Earth power –
  but might belong to any power that
  includes an attack or natural weapon
  that could function as a digging tool.
  Talent adds to all DX or skill rolls
  required for tunneling movement, and
  to the IQ, Engineer, or Prospecting roll
  to dig a stable tunnel.
  Universal Digestion
  see p. B95
  Voracious monsters, post-holo-
  caust mutants, and various forms of
  Homo superior bioengineered for 
  survival are all good candidates for
  this trait. When supers possess it, it
  usually has the new Matter Eater
  enhancement.
  Alternatives
  Use 
  Reduced 
  Consumption
  (p. B80) for those who can survive on
  less food rather than weird food. To
  resist poison, add Resistant (p. 71).
  Individuals who don’t require any
  food have Doesn’t Eat or Drink
  (p. B50) and don’t need Universal
  Digestion – but they can still buy it to
  dispose of evidence.
  Universal Digestion doesn’t let the
  user gnaw through tough materials.
  That’s Teeth (p. B91), plus Striking ST
  (p. 78) with the One Attack Only limi-
  tation. Tunneling (p. 85) is another
  option.
  New Special Enhancement
  Matter Eater: You can eat anything
  (organic or inorganic), even if it’s cor-
  rosive, toxic, or radioactive. Your body
  instantly disintegrates it or converts it
  to something harmless – you could
  even “digest” a live grenade to prevent
  it from detonating! Only your diges-
  tive system is safe from harm, though.
  Without protective advantages, it can
  be tricky to get nasty stuff like nerve
  agents and plutonium to your mouth
  without touching it with your hands,
  breathing it, or being irradiated. You
  can’t eat antimatter. +300%.
  Powering Up
  Basic Universal Digestion really
  only suits biological body-control
  powers, unless the GM permits such
  exotica as the divine power of the All-
  Devouring Worm God. With Matter
  Eater, it fits matter-control super-pow-
  ers and even cosmic powers. Talent
  adds to all HT rolls to avoid ill effects
  from ingested material due to causes
  other than toxicity; e.g., to avoid a split
  gut from a huge quantity of matter.
  Vampiric Bite
  see p. B96
  This is just a special case of the
  more generic Leech advantage; see
  p. 96. The GM should use Vampiric
  Bite as written only if it’s the sole form
  of Leech in the setting. If several forms
  exist, replace Vampiric Bite with
  Leech (Heals FP, +60%; Blood Agent,
  -40%) plus Sharp Teeth (p. B91).
  Vibration Sense
  see p. B96
  Vibration Sense is probably realis-
  tic for animals equipped with 
  antennae, whiskers, or fur growing on
  highly sensitive skin. Biologists aren’t
  sure how precise this sense is, but it
  does exist. The aquatic version of 
  this trait is appropriate for the
  hydrophones (or “passive sonar”) 
  carried by naval vessels.
  This ability frequently shows up on
  monsters and supers, too. It’s typically
  a targeting aid for fighting in the dark.
  The Universal enhancement is com-
  mon in this context, and definitely 
  cinematic.
  Alternatives
  This sense lets one fight in the dark,
  but to see in the dark takes Dark
  Vision (p. 46), Hyperspectral Vision
  (p. 51), Infravision (p. B60), or Night
  Vision (p. B71). Likewise, Vibration
  Sense can locate invisible foes, but to
  view the target requires See Invisible
  (p. 72).
  Those with a highly developed
  sense of touch have Sensitive Touch
  (p. 73) instead of or as well as
  Vibration Sense. Active sonar calls for
  the Sonar advantage (see Scanning
  Sense, p. 72). Sightless heroes often
  have all three traits.
  New Special Enhancements
  Sense of Perception: Your ability
  doesn’t depend on air or water cur-
  rents tickling hairs or your skin. You
  detect vibrations by virtue of a “sixth
  sense” (e.g., psychokinetic feedback).
  This works even when you’re in a
  sealed suit or a vacuum, and isn’t sub-
  ject to interference by environmental
  noise. This gives all the benefits of
  Universal; there’s no need to take both
  enhancements. +100%.
  Targeting:
  By taking an Aim
  maneuver, you can “lock onto” any-
  thing you’ve already detected and
  determine its precise range and speed,
  exactly as if you had a technological
  rangefinder. This gives you +3 to hit
  that target with an aimed ranged
  attack. +20%.
  Powering Up
  Vibration Sense is an obvious 
  candidate 
  for 
  an 
  elemental
  Sound/Vibration power, but it’s just as
  likely to be part of a chi power – an
  alternative to the Blind Fighting skill
  (p. B180). Those with Psychokinesis
  sometimes have this ability, too, typi-
  cally with the Sense of Perception
  enhancement. Talent adds to Sense
  rolls made to use this advantage.
  86
  BUILDING ABILITIES
  
  Vision Advantages
  All of the vision-related traits not
  discussed elsewhere in this chapter
  exist in the real world. Certain
  snakes possess Infravision (p. B60),
  many nocturnal predators have
  Night Vision (p. B71), beasts with
  widely set eyes enjoy Peripheral
  Vision (p. B74), eagles and other rap-
  tors benefit from Telescopic Vision
  (p. B92), and some birds and insects
  employ Ultravision (p. B94). Robots
  and vehicles often gain identical
  capabilities from sensors.
  Supers and monsters can have any
  combination of these traits; no partic-
  ular mix is forbidden. Individuals with
  the Blindness disadvantage can’t have
  vision advantages, however. (Those
  who can see only infrared or ultravio-
  let light don’t have Blindness – they
  have the 0-point version of Infravision
  or Ultravision.)
  Alternatives
  Be sure to consider 360° Vision
  (p. 39), Dark Vision (p. 46), Hyper-
  spectral Vision (p. 51), Microscopic
  Vision (p. 60), Penetrating Vision
  (p. 66), and See Invisible (p. 72). In
  addition, Scanning Sense (p. 72) and
  Vibration Sense (p. 86) are similar to –
  but not the same as – vision.
  The ability to see radiation in a fre-
  quency range doesn’t imply the capac-
  ity to comprehend signals in that band;
  get Telecommunication (p. 81) for
  that. For instance, a hero with
  Infravision could detect Infrared
  Communication in use, but only
  eavesdrop if he had that advantage
  himself.
  Powering Up
  Vision-related abilities suit elemen-
  tal 
  Light 
  powers 
  and 
  psionic
  Electrokinesis. A body-control or
  shapeshifting power of any source
  might let the user acquire these gifts
  by actively adapting his eyes. Talent
  adds to all Vision rolls when using any
  of these senses.
  Visualization
  see p. B96
  In mystical traditions that involve
  directing chi, commanding spirits, or
  casting spells, the practitioner must
  form a clear mental picture of the
  desired outcome to succeed. A
  Digital Mind might do something
  similar, planning its actions several
  steps in advance, with access to a
  vast library of “worked examples.”
  Either mental process could explain
  Visualization.
  Visualization is also a key ability of
  gods whose thoughts shape reality.
  The modifiers below are especially
  suitable for such beings. The GM
  might even permit Reduced Time 7
  (+140%) to make this ability instanta-
  neous. If so, it works in combat – but
  it only affects one die roll per turn, and
  the chaos of battle cuts the bonus to
  1/3 usual.
  Alternatives
  Luck (p. 59) and Super Luck (p. 80)
  can represent a similar capacity to
  influence the outcome of tasks
  through sheer willpower. Higher
  Purpose (p. B59) also grants improved
  odds of success through focused
  thinking – although the bonus is both
  more spontaneous (for instance, it can
  apply in combat) and more modest (a
  fixed +1).
  New Special Enhancements
  Blessing: You can improve the odds
  of success of any task undertaken by a
  sapient being just by “thinking good
  thoughts” for a minute beforehand.
  You must be able to see or touch the
  beneficiary. When he rolls for his task,
  he gains the Visualization bonus. You
  can only have one bonus pending at a
  time – for yourself or someone else –
  but you can cancel this to assist anoth-
  er task. +100% if you can affect your
  rolls and those of others; +0% if you
  can aid others but not yourself.
  Cursing: You can project “negative
  energy” to reduce others’ odds of suc-
  cess. You must be able to see or touch
  your victim for a full minute while you
  visualize him failing at his task.
  Without special abilities of his own, he
  won’t know that you’re cursing him.
  When he carries out his task, he suf-
  fers a penalty equal in size to your
  usual bonus. You can only have one
  curse active at a time, but you can can-
  cel it to curse another task. Your
  advantage doesn’t affect you at all, and
  you can’t combine Cursing with
  Blessing. If you can also produce ben-
  eficial effects, buy Visualization a sec-
  ond time without Cursing, and possi-
  bly with Blessing. +100%.
  Powering Up
  Visualization is a classic ability of
  divine and spirit powers (the user
  prays to the gods or spirits for help),
  as well as chi and psi powers. It also
  suits 
  probability-control 
  powers,
  regardless of source. With Blessing or
  Cursing, Visualization is appropriate
  for moral powers, too – and even for
  the cosmic powers of the gods. Talent
  adds to the IQ roll to visualize, which
  improves the likely bonus. It doesn’t
  add directly to the bonus, however.
  Walk on Air
  see p. B97
  In tales of the fantastic, both mod-
  ern and traditional, the ability to walk
  on air isn’t as common as true flight.
  However, it’s a fair way to represent
  the capabilities of those who haven’t
  quite mastered powers that will even-
  tually let them fly. The GM should con-
  sider treating Walk on Air as a “place-
  holder” that the PCs can improve to
  Flight with earned points.
  Alternatives
  The obvious comparison is with
  Flight (p. 50), which is far more capa-
  ble (and twice as expensive). Those
  capable of limited aerial movement
  should compare Super Jump (p. 79).
  New Special Limitations
  Take Specific (p. 112) if you can
  only walk on a particular type of gas.
  “Ordinary air” isn’t allowed, but dust,
  smoke, and water vapor (clouds,
  steam, etc.) are all legal. This is worth
  -40% for most substances, but espe-
  cially uncommon or obscure gases –
  like pure hydrogen – might be -60%, at
  the GM’s discretion.
  Lighter Than Air: Your ability works
  by making you lighter than air or
  gaseous. Wind moves you a yard per
  second in the direction it’s blowing per
  5 mph of wind speed. -10%.
  Maximum Height: You can’t walk
  very high off the ground. A 30-foot
  limit is -10%; a 10-foot limit is -20%;
  and a 5-foot limit is -25%.
  Planetary: You push off against a
  planet’s gravity field or walk along its
  magnetic field lines. Your ability is
  useless in the absence of a planet. -5%.
  Vertical Only: You can only climb
  straight up, as if using a ladder made
  of air. You can’t move laterally at all.
  -25%.
  BUILDING ABILITIES
  87
  
  Powering Up
  Walk on Air suits almost any power
  that includes Flight. Elemental pow-
  ers are especially likely, particularly
  Air, Earth (with Specific, Dust),
  Heat/Fire (with Specific, Smoke),
  Magnetism (with Planetary), and
  Water 
  (with 
  Specific, 
  Vapor).
  Psychokinesis is another good fit – as
  is a spirit power that lets the user sum-
  mon sylphs to bear him through the
  air. Cosmic and divine powers might
  let gods and their servants walk high
  above their flocks. Talent adds to all
  DX rolls for movement and to avoid or
  halt a fall.
  Walk on Liquid
  see p. B97
  Walk on Liquid is famous as a
  Biblical miracle, but doesn’t have to
  be supernatural. Insects of family
  Gerridae stay afloat due to the inter-
  action between surface tension and
  water-repelling hairs, and “walk” on
  water by generating tiny vortices that
  act like the oars of a rowboat.
  Diminutive 
  supers, 
  faerie, 
  and
  miniature robots might enjoy similar
  capabilities.
  Those who can only walk on a
  particular type of liquid have
  Specific (p.
  112). Water, being
  extremely common, is only -10%.
  More unusual liquids are -40% to
  -60%, at the GM’s discretion.
  In cinematic games, the GM
  should consider allowing water-walk-
  ers to move at the speed of surface
  currents and waves if they can make a
  DX or Sports (Surfing) roll to hang on.
  Alternatives
  Walk on Liquid only works on liq-
  uid water; take Terrain Adaptation
  (p. 83) to move easily across ice and
  snow. Individuals who can move rap-
  idly
  through liquid have either
  Amphibious (p. 42) or No Legs
  (Aquatic) (p.
  B145), often with
  Enhanced Move (Water) (p. 49).
  New Special Enhancement
  Submerged: You can walk while
  under liquid, too. Use the rules for
  Walk on Air, but a “fall” just means
  you’re swimming instead of walking.
  +20%.
  Powering Up
  The most obvious options are ele-
  mental Water power and divine and
  spirit powers associated with entities
  that govern water. Individuals with
  highly developed chi powers might be
  able to run across liquids, too – a feat
  attributed to ninja in legend. The most
  cinematic shapeshifting powers might
  even let a man-sized super “walk” on
  water like an insect. Talent adds to DX
  and skill rolls for movement.
  Warp
  see p. B97
  Be it a supernatural miracle or a
  miracle of superscience, the capacity
  to travel at the speed of thought is a
  virtual necessity for any god, wizard,
  or ultra-tech space alien that wishes to
  be taken seriously. Examples from fic-
  tion include:
  Gate: Mystics and ritualists with
  Warp traditionally open swirling vor-
  tices or glowing portals that anyone
  can step through. A teleporter who
  can do this requires Tunnel (+40% or
  +100%) – plus Extra Carrying
  Capacity, Extra-Heavy (+50%), if he
  and his companions can bring along
  anything they can lift. Those who
  draw magical circles should add
  Preparation Required, 1 minute
  (-20%), while those who activate exist-
  ing artifacts need Special Portal (from
  -20% for mirrors to -80% for a tiny
  number of sites of ancient power).
  Matter 
  Transmission 
  (MT):
  Cyborgs, robots, and vehicles can have
  superscience MT devices built in.
  Most have orbital range and require
  the user to set coordinates, giving
  Range Limit (-5%) and Blind Only
  (-50%). Some transmitters let the user
  bring along anything he can carry
  (Extra Carrying Capacity, Extra-
  Heavy, +50%); others, especially
  implants, send only his body (Naked,
  -30%). High-quality technology grants
  No Strain (+25%), Reliable (+5% per
  +1), or both. Experimental prototypes,
  on the other hand, tend to have Drift
  (-15%).
  Psionic Teleportation: Psionic tele-
  porters can typically specify range and
  direction, and track psychic residues
  left by other teleporters. These capa-
  bilities call for Blind (+50%) and
  Tracking (+20%). Weak psis often have
  Range Limit; for a range of less than
  10 yards, take Reduced Range and
  Range Limit, -50%. Stronger psis
  enjoy Extra Carrying Capacity and
  Reliable. 
  Astral 
  travelers 
  need
  Projection (-0%), and use Astral
  Projection – not Psionic Teleportation
  – as their power modifier (either is
  -10%).
  Stardrive:
  Some vehicles and
  supers vanish from one location and
  appear at another by moving through
  a realm where faster-than-light (FTL)
  travel is possible. This calls for
  Hyperjump (-25% or -50%). Most FTL
  drives either demand precise coordi-
  nates (Blind Only, -50%) or require a
  “stargate” (Special Portal, -40%).
  However, 
  the 
  predictability 
  of
  stardrives tends to offset these limita-
  tions, giving No Strain (+25%),
  Reliable +5 to +10 (+25% to +50%),
  and/or Tracking (+20%).
  Super-Teleportation: Supers and
  gods with Warp generally use it as if it
  were second nature. Most have Blink
  (+25%), No Strain (+25%), Reliable,
  and no limitations other than a power
  modifier – although “combat tele-
  ports” are sometimes short-ranged,
  with Range Limit, 10 yards (-50%).
  Adept supers often have a lot of Extra
  Carrying Capacity. They can grapple
  enemies and teleport with them, but
  this requires an Attack followed by a
  Ready to activate Warp, and the victim
  may try to break free in between.
  88
  BUILDING ABILITIES
  
  Always spell out what goes on dur-
  ing the extra preparation time to
  reduce penalties: elaborate rituals,
  psychic visualization, precise compu-
  tation of target coordinates, etc. Also
  note whether FP spent to offset penal-
  ties correspond to an expenditure of
  mana or chi, physical or psychic
  strain, or energy used to boost trans-
  mitter power. Such details convert
  Warp from a generic advantage to an
  interesting ability.
  If the GM feels that a given modifi-
  er makes Warp too effective – or too
  cheap – he’s welcome to change its
  cost or forbid it altogether. This is true
  for any trait, but Warp merits closer
  policing because of its tendency to
  short-circuit plots.
  Alternatives
  Warp with Hyperjump isn’t the
  only way to handle FTL travel; Flight
  (p.
  50) with extreme levels of
  Enhanced Move (p. 49) is equally
  valid. To travel to other times or
  dimensions, take Jumper (p. 57). To
  teleport items to you, buy either
  Snatcher (p. 76) or an Affliction (p. 39)
  with Advantage, Warp.
  New Special Enhancements
  Blink: Your ability works reflexive-
  ly in times of stress. Once per turn,
  you can dodge an attack by making an
  IQ roll without the -10 for lack of
  preparation. Roll randomly for direc-
  tion. You appear in the first safe open
  space in that direction. If there’s no
  place like that within 10 yards, you go
  nowhere and your dodge fails. Blink is
  triggered by fear and adrenaline; thus,
  it generally only works in combat,
  although the GM may let you roll in
  other dangerous situations. Blink is
  incompatible with Hyperjump. +25%.
  No Strain: You ability isn’t vulnera-
  ble to strain and burnout. You still go
  nowhere on a failure – and somewhere
  else on a critical failure – but you can
  always make an immediate repeated
  attempt at no extra penalty, and your
  Warp advantage never “burns out.”
  +25%.
  Tracking: You can “follow” another
  teleporter. Apply all the usual modi-
  fiers to your roll, plus -1 per yard 
  of distance between you and his
  departure point. The time since he
  teleported also affects your roll. Use
  the modifiers for preparation time but
  reverse the sign, giving from +10 if he
  just left to -10 if he left eight hours
  ago. Add a further -1 per doubling of
  time after that. If your quarry depart-
  ed from the same point more than
  once, you can only follow his most
  recent trip. Success means you appear
  at his arrival point . . . even if he went
  somewhere bad due to a critical fail-
  ure or Drift. Failure by 1 means you
  follow but suffer the effects of Drift.
  Greater failure works as usual for
  Warp. +20%.
  Tunnel: Using your ability always
  creates a portal of about your size,
  which lingers for 3d seconds. Anyone
  may step through it. +40% if it forms
  after you teleport; +100% if it forms
  beforehand, and you must be free to
  move to use it but don’t have to go
  through at all (the GM may allow this
  version for Jumper and Permeation,
  too).
  New Special Limitations
  Anchored: You can only teleport to
  a specific site or item (e.g., a magical
  beacon). You can’t go anywhere else.
  This is incompatible with all special
  modifiers except Extra Carrying
  Capacity, Naked, No Strain, and
  Reliable. -50% if you teleport to a sin-
  gle site, but can switch this by physi-
  cally visiting a new site for a minute;
  -60% if you teleport to a specific item
  that you can physically move from
  location to location, but that enemies
  could steal or place in danger; -80%
  for a single, fixed site.
  Blind Only: You must teleport to a
  set of coordinates exactly as if using
  the Blind enhancement, even if you
  can see or visualize your destination.
  Thus, you’re always at -5, and each +1
  costs 2 FP. Blind Only is mutually
  exclusive with Blind. -50%.
  Drift: You never arrive right on tar-
  get. You appear at a random location
  somewhere in a circle with a radius
  equal to 1% of the distance you tele-
  ported (minimum one yard); e.g., if
  you teleported 10 miles, you’d materi-
  alize somewhere in a 0.1-mile circle
  around your target. The better your IQ
  roll, the closer you’ll be to your target,
  but it’s up to the GM exactly where
  you appear. On a critical failure,
  you’re likely to appear high in the air
  or underground. -15%.
  Projection: You teleport your mind
  as a “ghost” while your body stays
  behind. See the Projection limitation
  under Jumper (p. 58) for details.
  Projection is incompatible with Extra
  Carrying Capacity, Naked, and Tunnel.
  Special Portal: You need a particu-
  lar sort of gateway to use your advan-
  tage. The value depends on the rarity
  of the required portal (GM’s decision).
  “Any reflective surface” is -20%; man-
  made “stargates” in every important
  star system are -40%; and a handful of
  ancient stone circles that only work a
  few nights of the year are -80%.
  Powering Up
  Warp best suits supernatural pow-
  ers, particularly cosmic, magical, and
  psionic ones. Time- and space-warp-
  ing powers of almost any source are
  also likely to include it.
  Talent benefits the IQ roll to acti-
  vate Warp, and is cumulative with the
  bonus from the Reliable enhance-
  ment. It also adds to Body Sense
  (p. B181) rolls to reorient oneself after
  teleporting.
  Wild Talent
  see p. B99
  In its most basic form, Wild Talent
  represents inspiration. This is often
  attributable to a god, a spirit
  (guardian angel, genius, or muse), or
  personal enlightenment (“harmony
  with the Tao”). Below are two other
  possibilities.
  Hidden Gifts: Wild Talent could be
  a spontaneous manifestation of unre-
  alized natural aptitude – or skills from
  a past life. Under stress, these gifts
  emerge in what’s usually a learning
  experience. Take Retention (+25%),
  Emergencies 
  Only 
  (-30%), 
  and
  Focused (-20%) in the area of apti-
  tude. A “natural spell-caster” with
  Magery needs Focused, Magical, while
  someone who uses Reawakened
  (p. B80) to recall past lives has
  Focused, Past Lives.
  Telepresence: Someone with Digital
  Mind or the Machine meta-trait might
  be able to ask a “remote operator”
  with useful skills to take control of his
  body for the duration of a task. He
  remains aware of what his body is
  doing, but he has no access to his
  operator’s knowledge. Add External
  (-20%), and use Focused (-20%) to
  limit skills to those known by the
  remote operator(s).
  BUILDING ABILITIES
  89
  
  Alternatives
  Wild Talent enables inspired deeds.
  Intuition (p. 56) better represents
  inspired choices, while Blessed (p. 43),
  Oracle (p. 65), and Precognition
  (p. 68) are all more appropriate for
  inspired knowledge. For a completely
  different take on inspiration, consider
  Illuminated (p. B60).
  Those contemplating Wild Talent
  should also look at Modular Abilities
  (p. 62). It, too, can grant access to a
  wide range of skills initially unknown
  to the user. It’s less spontaneous, but
  much more flexible.
  New Special Enhancement
  Wild Ability: Only for those with
  powers. In addition to unknown skills,
  you can use abilities you don’t have.
  Any such ability must be part of one of
  your powers, and can’t have modifiers
  other than those required by the
  power it belongs to (for instance, its
  power modifier). You get one “use” of
  the ability – which means exactly what
  it does for Limited Use (p. B112). If
  the ability comes in dice or levels, you
  produce effects equal to one level or 30
  points worth, whichever is better.
  +50%.
  New Special Limitation
  External: Some remote party com-
  municates the necessary skills to you.
  Specify whether they use radio,
  telepathy, or something else (for ideas,
  see Telecommunication,
  p.
  B91).
  Enemies might be able to jam the sig-
  nal, compromise the person at the
  other end, etc. -20%.
  Powering Up
  Wild Talent is traditional for chi
  powers and appropriate for divine and
  spirit powers. It might even suit
  Telepathy power, if given External
  (and possibly Focused, but only if the
  source is one specific person – “people
  in general” is too broad to qualify).
  Gods are likely to have many levels of
  Wild Talent as part of a cosmic power.
  Talent gives a bonus to the die roll to
  use any skill or ability granted by Wild
  Talent.
  NEW
  ADVANTAGES
  The Basic Set includes hundreds of
  advantages. With the general modi-
  fiers on pp. B101-117 and pp. 99-112 –
  and each advantage’s special modi-
  fiers – it’s almost trivial to create vast
  numbers of abilities. Still, there are a
  few fictional and traditional abilities
  that these options can’t emulate.
  Below are some new advantages to
  cover this ground.
  All of these traits are customizable
  by design, to make it easier to create
  interesting abilities . . . but some play-
  ers may be tempted to abuse this flex-
  ibility. The GM should examine each
  advantage and impose whatever
  restrictions he deems necessary for his
  campaign. In particular, it’s probably
  wise to allow them only as part of a
  power.
  Control
  Variable
  You can shape and move a particu-
  lar category of matter, energy, or force
  (your “element”). The higher your
  level of Control, the larger the quanti-
  ty you can affect. Cost per level
  depends on how significant your ele-
  ment is likely to be on an adventure:
  Common: An extremely broad or
  prevalent category such as Earth
  (including asphalt, brick, ceramic,
  concrete, and rock, but not purified
  metals), Fire, Gravity, Light, Metal,
  Plastic (any manufactured structural
  material that’s neither Earth nor
  Metal, including oil-based plastics and
  rubber), Sound, Water (including
  steam and ice), or Wood (dead plant
  matter, but not fossils, oil, etc.). 20
  points/level.
  Occasional: A broad subcategory of
  a Common element, such as Ceramics
  (including glass), Ferrous Metals
  (iron, nickel, and cobalt – and note
  that steel is made of iron), Ice, Steam
  (all hot or cold water vapor), or Stone
  (brick, concrete, and rock). Most
  forms of energy are Common, but the
  GM might allow Infrared, Ultrasonics,
  and so on at this rarity level. 15
  points/level.
  Rare: Any relatively specific sub-
  stance not already given as Common
  or Occasional, such as Brick, Iron,
  Paper, or Rubber. 10 points/level.
  The GM should price other ele-
  ments by comparison, and may allow
  “Very Common” categories (e.g., “All
  electromagnetic radiation”) for 25 or
  30 points/level. Control isn’t available
  for machinery or living beings; to cre-
  ate animal-, plant-, and machine-con-
  trol abilities, modify advantages such
  as Mind Control and Possession.
  Control over complex processes
  (e.g., chemical reactions) requires an
  entire power – not just a single Control
  ability.
  Limits of Control
  The most important limit on
  Control is that you can only use it if
  your element is present. Control does
  nothing without your element, and
  doesn’t let you call your element into
  existence (for that, buy Create).
  For solids and liquids, you can
  affect up to 10 ¥ (level squared) lbs. of
  matter in the form of a single object or
  amorphous mass. For example,
  Control 3 (Iron) would let you affect a
  90-lb. iron ingot or even 90 lbs. of iron
  filings in a heap . . . but against a foe
  with a 3-lb. sword, 4-lb. helmet, and
  18-lb. breastplate, all iron, you could
  only affect one target, even though the
  total weight is much less than your
  limit.
  For gases, energy, and forces – and
  diffuse, airborne solids, like dust
  clouds – you can affect a circular area
  with a radius equal to your level in
  yards. Should height matter, the area
  90
  BUILDING ABILITIES
  
  is four yards tall. The target item must
  be continuous. For instance, Control
  10 (Fire) would let you control a blaze
  10 yards in radius, but not “all candle
  flames within 10 yards.”
  Finally, Control over matter doesn’t
  work on complex, manufactured arti-
  facts unless they’re made almost
  entirely of your element. Control
  (Metal) could affect a sword or a
  revolver, but not a ray gun with only a
  few metallic parts.
  Establishing Control
  To control solids or liquids, you
  must touch the target object or mate-
  rial. This takes a second and requires
  a successful unarmed melee attack. If
  someone is wearing or carrying the
  target item, he may defend against
  your touch. If your touch succeeds,
  make an immediate IQ roll to estab-
  lish control.
  To control gases, energy, or forces,
  you must reach into or stand within
  the desired area of effect. To establish
  control, take a Concentrate maneuver
  and make an IQ roll.
  If your target is already under
  someone else’s direct control, roll a
  Quick Contest. You roll against IQ;
  they roll against IQ if using Control
  or Telekinesis, their skill level if
  using a spell, and so on. You must
  win to establish control. Likewise,
  others can overpower your Control
  by winning a Quick Contest against
  your IQ.
  Effects of Control
  After establishing control, you can
  reshape the target. Forming a simple
  shape (blob, column, sphere, etc.)
  requires a Concentrate maneuver but
  no die roll. If the result is meant to be
  beautiful or functional, though, the
  GM may deem the effort a long task
  (see p. B346) and require skill rolls
  against Armoury, Artist, Machinist,
  and so on. You can work without
  tools, but you must know what you’re
  doing.
  You can also cause the target to
  elongate or flow at a Move equal to
  your Control level. This requires con-
  stant concentration. The target need-
  n’t remain in contact with you, but
  Control isn’t Telekinesis. You can
  make a solid or liquid ooze, roll, or
  seep along the ground or a surface,
  and even reshape it in ways that defy
  gravity, but only gas or energy can
  actually fly through the air – and you
  can’t “shape” a force at all.
  For energy, each level of Control
  gives the effect of one two-dimensional
  reflector or insulator with length and
  width in yards no larger than your
  Control level. For instance, Control 3
  (Light) would let you route light
  around obstacles as if you had three
  mirrors up to 3 yards ¥ 3 yards in size,
  or block light completely as if you had
  three 3 yard ¥ 3 yard screens.
  For a force, each level of Control
  lets you adjust the force’s strength by
  ±10% within your radius; e.g., Control
  10 (Gravity) could make everything
  weightless (-100%) or double all
  weights (+100%), with effects as
  described 
  in 
  Different 
  Gravity
  (p. B350). This only affects the gross
  force on entire objects. To disintegrate
  things by reducing internal binding
  forces, buy an Innate Attack.
  Control includes the ability to
  make minor, “cosmetic” changes. For
  instance, Control (Light) can give a
  colored cast to everything in the area,
  and Control (Metal) can clean corro-
  sion off metal and make it gleam. You
  can produce such effects incidentally
  when reshaping or moving your 
  element.
  When you stop concentrating, you
  immediately give up control. Stable
  forms become permanent, while
  unstable ones collapse instantly.
  Control in Combat
  Defensively, Control over matter
  lets you move or shape your element
  to obstruct attacks. This requires a
  Concentrate maneuver. Such barriers
  give whatever cover the material nor-
  mally provides. For instance, Control
  (Metal) might let you shape a steel
  table into armor with the DR of steel
  by making an Armoury roll, while
  Control (Earth) could stir up a sand
  cloud, with the usual effects on vision
  and lasers.
  Control over energy or force is too
  slow 
  to 
  stop 
  damage, 
  but 
  a
  Concentrate maneuver lets you elimi-
  nate -1 per level in combat penalties or
  add +1 per level to resistance rolls –
  your choice – for you and any allies in
  your area of effect, as long as you can
  explain the effects in terms of your ele-
  ment. For instance, with Control 5
  (Light), you could focus available light
  onto all foes in your area, allowing
  your side to ignore up to -5 in dark-
  ness penalties . . . or throw up a barri-
  er that gives everyone behind it +5 HT
  to resist blinding flashes.
  Offensively, Control is more limit-
  ed. By concentrating, you can move
  an existing hazard – gas, fire, radia-
  tion, etc., as befits your element – onto
  a foe, but this is only as harmful as the
  underlying substance. Nonhazardous
  liquids or solids merely impede his
  movement, like any object of that
  weight. In all cases, your foe can
  dodge.
  Getting Tricky: If a foe is standing in
  an area where you control matter,
  energy, or a force – or if you can move
  matter or energy onto him – you may
  inflict combat penalties on him. This
  requires flexibility on the GM’s part:
  Control 3 (Sound) might give -3 to
  Hearing rolls (e.g., to detect a ninja
  sneaking up), Control 10 (Earth)
  might cause a mini-earthquake good
  for -10 to attack rolls, and Control
  (Gravity) would simply produce the
  usual penalties that go along with
  reduced or elevated gravity. Tricks like
  this require a Concentrate maneuver
  and an IQ or Tactics roll.
  Special Enhancements
  Persistent (+40%) lets the effects of
  Control endure for 10 seconds after
  you stop concentrating. Ranged
  (+40%) allows you to use Control at a
  distance. You can’t add the Area Effect
  enhancement, though; to affect more
  of your element, buy a higher level of
  Control. Additional enhancements
  include:
  BUILDING ABILITIES
  91
  Control does nothing without your
  element, and doesn’t let you call your
  element into existence.
  
  Collective: You aren’t limited to a
  single object or continuous area. Your
  ability affects all instances of your ele-
  ment in a circle with a radius equal to
  your level in yards. You still can’t
  affect more than 10 ¥ (level squared)
  lbs. of a solid or liquid. For instance,
  Control 2 (Metal) with Collective lets
  you affect up to 40 lbs. of any one
  metal in a two-yard circle; in the
  example under Limits of Control, you
  could affect the sword, helmet, and
  breastplate. Collective is unnecessary
  for forces, which already work this
  way – a fair trade for the fact that you
  can’t reshape them. +100%.
  Natural Phenomena: Your element
  is a large-scale aspect of nature. On an
  earthlike world, Oceans and Weather
  are Common; subcategories such as
  Currents, Precipitation, Waves, and
  Winds are Occasional; and phenome-
  na like Hail and Snow are Rare. The
  GM sets rarity elsewhere. This ability
  isn’t Create; it only works if the neces-
  sary air, water, etc. are present. Area of
  effect is 0.1 ¥ level miles in radius. If
  your roll succeeds, every three full lev-
  els of Control let you produce effects
  that give -1 or +1 to rolls your element
  could hinder or help, relative to the
  prevailing conditions. You can apply
  this modifier to Influence rolls (to
  impress 
  others), 
  Survival 
  rolls,
  Strategy rolls, and anything else the
  GM allows. Be sure to describe the
  effects you’re producing. The GM may
  overrule you if the rules or common
  sense suggest that these conditions are
  outside the range of modifiers you can
  produce. For instance, Control 10
  (Oceans) could roughen or calm seas
  in a 1-mile radius, for ±3 to die rolls.
  In rough water that gives -4 to Boating
  rolls, you could specify any modifier
  between -1 (a little foam) and -7 (huge
  breakers). +100%.
  Special Limitation
  Cosmetic: You can only make
  superficial changes, such as tinting
  the color of light or putting a shine on
  metal. You can’t truly move or reshape
  your element. -80%.
  Alternatives
  Binding (p. 42), Obscure (p. 64),
  and Temperature Control (p. 83) can
  produce similar effects without allow-
  ing open-ended control. To do damage
  with an element, use Innate Attack
  (p. 53) – adding Malediction (p. B106)
  if the attack affects the element within
  the victim’s body. Those who can hurl
  objects around rather than cause
  them to creep or flow have Telekinesis
  (p. 82). Apply Environmental (p. 110)
  to these abilities if they depend on pre-
  existent materials or conditions. To
  summon the element, get Create
  (below).
  Any of the above traits could have a
  Link 
  (p.
  B106) 
  with 
  Control.
  Individuals who can control an 
  element precisely enough to produce
  several of these effects should consid-
  er Modular Abilities (p. 62).
  Powering Up
  Control is an obvious match for
  elemental powers. It’s also standard
  for divine and spirit powers associated
  with gods and spirits that govern ele-
  ments, and the cosmic powers of these
  entities. 
  Adding 
  the 
  Natural
  Phenomena 
  enhancement 
  makes
  Control suitable for nature-control
  powers, too. Talent adds to all IQ and
  skill rolls to establish or use Control.
  Create
  Variable
  You can create an “element” – a
  specific category of matter or energy –
  out of nothing. To do so, take a
  Concentrate maneuver and roll vs. IQ.
  Success means your element appears.
  A solid or liquid coalesces in hand or
  within arm’s reach, while gas or ener-
  gy appears in the area surrounding
  you or in an area you’re touching
  (your choice in both cases). Failure
  means nothing happens. Critical fail-
  ure means your element appears, but
  in a way that’s inconvenient or danger-
  ous – the GM should be creative!
  Creating something out of nothing
  is hard. Each attempt, successful or
  not, requires 2 FP. There’s also a 
  character point cost for permanent
  creation (see below).
  Your level of Create determines
  how much of your element you can
  conjure. Point cost per level is a func-
  tion of the breadth of your ability, not
  the rarity of your element:
  Large Category: Solid, Liquid, and
  Gas let you create any matter that’s
  naturally in that state in your present
  environment. Organic and Inorganic
  let you create any material of the
  appropriate category, in the state it
  normally takes in your environment.
  Important options for energy are
  Electromagnetic Waves (all EM radia-
  tion) and Physical Waves (all sound
  and vibration). 40 points/level.
  Medium Category: A broad subset
  of a single Large category, or the area
  of overlap between two Large cate-
  gories, or a specific class of manufac-
  tured substances. Acid, Biochemicals,
  Drugs, Earth, and Metal qualify.
  Options for energy include Electricity,
  Sound, 
  Long-Wave 
  EM 
  (radio,
  microwaves, and far IR), Light (IR,
  visible, and UV), and Short-Wave EM
  (far UV, X-rays, and gamma rays). A
  dramatically important category that
  includes aspects of matter and energy
  is Radiation (alpha and beta particles,
  gamma rays, etc.). 20 points/level.
  Small Category: A narrow subset of
  a Large category, or a broad subset 
  of a Medium category, or one fairly
  specific material that comes in many
  92
  BUILDING ABILITIES
  Godlike Control
  The GM may allow Control over ubiquitous, abstract elements such
  as Space and Time. This should cost at least 30 points/level. Detailed
  rules are beyond the scope of this book, but the GM who wishes to
  “wing it” can apply ±1 per level to any task he feels the Control could
  influence (see Control in Combat, p. 91), and then determine the game-
  world effects by interpreting this as a modifier normally associated with
  the element. For instance, Control (Space) 6 might give a range modifi-
  er from -6 to +6, which corresponds to a distance distortion between
  ¥10 and ¥0.1 on the Size and Speed/Range Table (p. B550); Control
  (Time) 5 might give from -5 to +5 to time-dependent tasks, which the
  Time Spent (p. B346) rules suggest would be a time distortion between
  ¥0.5 and ¥30.
  
  varieties. Useful examples include
  Ferrous Metals (iron, nickel, and
  cobalt), Fire (any incandescent gas),
  Fossil Fuels (coal, natural gas, oil,
  etc.), and Wood – and, for energy,
  things like Gamma Rays, Infrared,
  Ultrasonics, and Visible Light. 10
  points/level.
  Specific Item: A single chemical ele-
  ment or compound, such as Iron, Salt,
  or Water, or a commonly occurring
  mixture, such as Air or Brine. You can
  choose nasty materials such as
  Plutonium, TNT, and VX Gas, but you
  won’t necessarily be able to create a
  useful amount. 5 points/level.
  Limits on Quantity
  There are strict limits on the
  amount of matter or energy you can
  create:
  •Solids and liquids can weigh up to
  10 ¥ (level squared) lbs. – 10 lbs. at
  level 1, 40 lbs. at level 2, 90 lbs. at level
  3, and so on.
  • Gases can fill an area up to one
  yard in radius per level.
  • Energy appears in a quantity suf-
  ficient to do 1,000 ¥ (level squared) kJ
  of useful work, released too gradually
  to inflict damage. The GM should
  limit power output to 15 kW or so. To
  store this energy, you need a battery or
  equivalent technology.
  Created matter (but not energy) is
  unstable. It vanishes in 10 seconds
  unless you use character points to
  “stabilize” it. Each point spent stabi-
  lizes a quantity worth 10% of the cam-
  paign’s average starting wealth. (This
  is just the tradeoff used for Trading
  Points for Money, p. B26.) The GM
  determines the cash value per pound
  of matter – a ton of gold costs more to
  stabilize than a ton of sand.
  Points spent to stabilize matter
  come from your “Creation Pool,” a
  number of points set aside for the pur-
  pose. You can’t apply any modifiers to
  these points. Points used to stabilize
  matter are unavailable until reclaimed
  – which causes the matter to vanish. If
  the matter is crafted into an object, the
  item is unmade when the matter van-
  ishes. If the matter is mixed with other
  materials (e.g., alloyed), you must sep-
  arate it to reclaim your points; this can
  be a tedious process. If it’s destroyed
  or transformed (e.g., eaten), you can’t
  reclaim your points – they’re gone. You
  can increase your Creation Pool with
  unspent points at any time.
  If economics are unimportant to
  the campaign, the GM is free to waive
  point costs for permanent matter.
  Alternatively, he can require those
  with Create to start with Wealth or
  Independent Income – or a Vow never
  to use Create to produce wealth.
  If your ability lets you create a dan-
  gerous element, you can opt to create a
  minuscule amount in combat without
  worrying about long-term stability. It
  just produces its effects and vanishes,
  like matter or energy projected by an
  Innate Attack. The following effects are
  possible, provided your element
  includes suitable materials:
  • Corrosive solids and liquids
  appear in quantity and concentration
  sufficient to inflict 1d corrosion dam-
  age per level, once, on a single subject.
  You must immerse a victim in the sub-
  stance or throw it at him to do dam-
  age.
  • Poisonous solids and liquids
  appear in a dosage sufficient to inflict
  1d toxic damage per level on one sub-
  ject. Method of delivery, delay, resist-
  ance rolls, cycles, and so on are as
  usual for the poison (see Poison
  Examples, p. B439). Damage is total
  damage, over all cycles.
  • Noxious gases fill a circular area
  with a radius in yards equal to your
  level, to a height of four yards, for 10
  seconds. 
  They 
  affect 
  everyone
  exposed. Use the rules for noxious
  solids and liquids (poisonous or corro-
  sive, as appropriate), but total damage
  is 1 point per level. Convert 4 points or
  more of damage to dice (see p. B269).
  • Fire and hazardous energy (elec-
  tricity, microwaves, intense sound,
  etc.) fill an area identical to that for a
  noxious gas, and inflict 1 point of
  damage of a suitable type per level
  each second on anyone who stays in
  the area for at least a second. Convert
  4+ points of damage to dice. DR pro-
  tects normally. Energy dissipates after
  10 seconds, but fires it sets burn for as
  long as they have fuel, devices it over-
  loads remain broken, and so on –
  these effects don’t vanish with the
  energy.
  • Radioactive materials work as
  poisonous ones. Radiation fields use
  the rules for hazardous energy. All
  “damage” is in rads.
  •Explosives appear in quantity suf-
  ficient to cause a blast that inflicts 1
  point of crushing damage per level,
  and vanish if not detonated within 10
  seconds.
  If the element would cause an
  effect other than damage – blindness
  for bright light, deafness for loud
  sound, etc. – treat it like an Affliction
  instead. The HT roll to resist is at -1
  per level of Create for a single subject,
  -1 per three full levels for an area.
  Energy or matter created as an
  attack is by definition of a quantity and
  potency that produces the above
  effects and then vanishes. Such rapid
  dispersal is totally unrealistic for sub-
  stances lethal in microscopic doses . . .
  but no less realistic than the ability to
  conjure your element in the first place.
  Other Restrictions
  Create lets you conjure anything in
  your category. This may give access to
  several of the options above; e.g.,
  Create (Electricity) could charge a bat-
  tery or fill an area with lightning,
  while Create (Organic) could produce
  corrosives, poisons, or explosives. You
  must specify exactly what you’re creat-
  ing, and for what purpose, before you
  roll the dice. If you don’t, the GM
  decides what happens . . .
  If it isn’t clear which limit applies –
  or if more than one limit could apply –
  the GM selects the one that best suits
  your intentions and the demands of
  drama.
  Create produces bulk matter, not
  specific shapes, much less machines.
  To create pre-shaped matter, buy both
  Create and Control (p. 90), and con-
  nect them with a Link. Such a combi-
  nation can create machines; this is a
  long task (see p. B346) that requires
  skill rolls, as explained for Control.
  BUILDING ABILITIES
  93
  
  The GM can bend these rules as
  needed – but be warned that ignoring
  Limits on Quantity can unbalance a
  campaign.
  Special Enhancements
  To conjure “essential” elements like
  those created by the Essential Fire and
  Essential Water spells in GURPS
  Magic, add Cosmic, +50%. Ranged
  (+40%) lets Create work at a distance,
  but never inside a foe. The GM might
  even permit attack enhancements for
  elements useful in combat. Area Effect
  and Extended Duration are off limits,
  however. To blanket a wider area, buy
  more levels of Create. To keep matter
  around indefinitely, use your Creation
  Pool. 
  Additional 
  enhancements
  include:
  Destruction: You can destroy your
  element, subject to the same restric-
  tions on type and quantity described
  for creation under Limits on Quantity.
  To destroy something, you must touch
  it (or stand amidst it, for gas or ener-
  gy), take a Concentrate maneuver, and
  pay 2 FP. Then make an IQ roll.
  Success means the target is gone. You
  don’t have to spend character points to
  do this. Destruction only affects inani-
  mate objects. +100% if you can also
  create your element; +0% if you can
  only destroy it.
  Transmutation: You can convert
  existing matter or energy into another
  form. The quantities involved depend
  on your level. Work out the limits as
  usual for the initial and final items,
  and use the smaller of the two. If the
  product is worth more than what you
  started with, it’s unstable and will
  revert to its original form after 10 sec-
  onds unless you stabilize it with your
  Creation Pool – in which case point
  cost depends on the difference in value.
  This might be why alchemists can’t
  transmute large amounts of lead into
  gold! Transmutation costs 1 FP per
  use. Otherwise, it works like unmodi-
  fied Create. +50% per transmutation,
  which can be within your category or
  between your category and another of
  the same size, in one direction. For
  instance, Create (Metal) could have
  Metal to Metal, Metal to Earth, or
  Earth to Metal for +50% apiece; any
  two for +100%; or all three for +150%.
  Add -100% if you can only transmute,
  not create; if so, you can’t also take
  Destruction.
  Alternatives
  Those who just want an elemental
  attack are better off with Innate Attack
  (p. 53). To conjure complex objects
  (e.g., machines), take Snatcher (p. 76)
  with the Creation enhancement; to
  create images, use Illusion (below). If
  you can create your element with
  enough precision to replicate all of
  these abilities and more, consider
  Modular Abilities (p. 62) instead.
  Several magic spells work a lot like
  Create, including Create Air, Create
  Earth, Create Fire, and Create Water
  (see pp. B242-253). GURPS Magic
  offers many other options.
  Powering Up
  Create is a standard part of ele-
  mental powers. There are many possi-
  ble matches. For instance, Create
  (Gas) and Create (Air) both suit Air
  power . . . and with Destruction at the
  +0% level, either might suit a Vacuum
  power, too.
  Divine and spirit powers associat-
  ed with entities that govern elements
  are also likely to offer Create. Gods
  themselves frequently have access to
  many forms of Create as part of their
  cosmic powers. Powerful wizards
  might even obtain Create through
  magical powers.
  Talent adds to all IQ rolls to use
  Create.
  Illusion
  25 points
  You can create lifelike illusions. By
  default, these are constructs of light
  and sound that appear in a two-yard
  radius around you. You can always
  specify a smaller area; e.g., to create
  an illusionary gun in your hand.
  Illusions lack mass and substance,
  and can’t affect material objects in any
  way besides hiding or illuminating
  them.
  To activate your ability, take a
  Concentrate maneuver. This requires
  no special die roll. You can create ani-
  mated, three-dimensional images of
  anything you can visualize – in any
  spectrum you can see – synchronized
  with sounds in the frequency range
  audible to you. These persist for as
  long as you concentrate.
  Illusions serve mainly to deceive
  and distract. Roll a Quick Contest of
  IQ against the Perception of anyone in
  a position to notice your illusion. To
  save time, the GM can roll just once
  for hordes of foes with the same Per. If
  you win, the illusion seems real to that
  individual. The GM decides how he
  reacts. He might attack an illusionary
  monster, try to sit on an illusionary
  chair, and so on. Otherwise, he spots a
  flaw and realizes that the illusion isn’t
  real (although he might not know it’s
  an illusion).
  Illusion sometimes requires a skill
  roll instead of an IQ roll. In particular,
  to make an illusion disturbing enough
  to cause a Fright Check, you must win
  a Quick Contest of Artist (Illusion)
  skill against the higher of IQ or
  Perception for each victim. To trick
  someone into believing in an illusion
  of someone he knows, roll the lower of
  your Acting or Artist (Illusion) skill
  against the higher of your target’s IQ or
  Perception.
  Roll a new Quick Contest when
  someone you’ve already fooled sud-
  denly changes how he’s interacting
  with the illusion; e.g., he attacks a
  monster or falls through a chair that
  isn’t there. If he wins or ties, you don’t
  simulate a believable response to his
  action (such as the monster dodging or
  the chair slipping) and he catches on.
  Modifiers: Your victim gets +4 if
  someone who knows about the illu-
  sion warns him, or if you critically fail
  in a Quick Contest against someone
  else. He gets +10 if you create the illu-
  sion unsubtly and in plain sight, or if
  he examines the illusion with a sense
  you can’t deceive – most often touch.
  At the GM’s option, inappropriate illu-
  sions (e.g., a pack of rabid wolves in a
  submarine) give a further +1 to +10,
  while believable ones (e.g., you pull
  out an illusionary gun) give from -1 to
  -5. If the final modifier is a net bonus,
  halve it if the victim is aware of super-
  human powers but not the details of
  your powers . . . for all he knows, you
  can summon rabid wolves!
  You can easily create babbling
  crowds and menacing hordes, but it’s
  harder to animate a convincing sem-
  blance of an illusionary person for
  direct, personal interaction (dueling,
  conversation, etc.). Multiple fake peo-
  ple are progressively more robotic and
  unresponsive; anyone rolling a Quick
  Contest to spot the illusion is at +4 per
  construct after the first.
  94
  BUILDING ABILITIES
  
  Believable or not, illusions obstruct
  vision as effectively as the real thing.
  They don’t block weapons, though.
  Foes aware of your location can sim-
  ply shoot through your “cover” . . . and
  nothing prevents unbelieving oppo-
  nents from walking through your illu-
  sions to reach you.
  Special Enhancements
  Add Area Effect (+50%/level) to
  increase radius and Ranged (+40%) to
  project illusions at a distance. Many
  illusionists also have Telekinesis
  (p. 82), and add a Link (p. B106) to
  give the impression that their illusions
  can interact with the material world –
  a convincing combination good for +4
  in the Quick Contest. Additional
  options include:
  Extended: You can fool other sens-
  es. Extending the visual or auditory
  range beyond your own costs +1% per
  point the affected hearing and vision
  advantages are worth; e.g., +10% to
  deceive Infravision. Totally new senses
  (Radar, taste/smell, touch, Vibration
  Sense, etc.) cost +20% apiece.
  Extended, Touch creates the sensation
  of substance, but the illusion still can’t
  affect the material world; for that, link
  Illusion to Telekinesis.
  Independence: You don’t need to
  concentrate to maintain your illu-
  sions. Once you’ve created them, you
  can hand off control to your subcon-
  scious. Independent illusions can
  respond in simple ways, but can’t
  change unless you concentrate. For
  instance, an illusionary pistol would
  make a menacing “click” as you
  cocked it, and illusionary wolves
  would shy from a torch or snarl if
  someone came close, but to turn the
  gun into a sword or the wolves into
  tigers would require concentration. In
  particular, illusionary people can’t
  converse unless you actually concen-
  trate. +40%.
  Initiative: This improved form of
  Independence provides all the benefits
  of that enhancement (don’t take both)
  and gives illusionary people the sem-
  blance of free will. They can converse
  and move freely within your area of
  effect as if they had your DX, IQ, and
  skills. This requires no concentration.
  Treat these phantasms as insubstan-
  tial NPCs who are completely loyal to
  you, except that they don’t have
  thoughts and can’t carry out tasks for
  you – they simply react to their envi-
  ronment. +100%.
  Mental: Instead of creating images
  that everyone can see, you project illu-
  sions into the mind of a specific target.
  You can affect anyone you can touch
  or see; the Ranged enhancement is
  unnecessary. Take a Concentrate
  maneuver and roll a Quick Contest:
  your IQ vs. the victim’s Will. You’re at
  -1 per person already affected. If you
  win, you seize control of his percep-
  tions and can feed him artificial senso-
  ry impressions, including subtle edits
  (e.g., making a $5 bill look like a $100
  bill), total fabrications (e.g., he’s stand-
  ing on Mars without a spacesuit), and
  complete sensory deprivation (unless
  you have Auditory Only or Visual
  Only). These illusions never cause
  physical harm. Area of effect is irrele-
  vant – it’s all in his head. You don’t
  control your victim’s thoughts, howev-
  er. If he decides that what he’s experi-
  encing makes no sense, he can order
  his body to act on the last set of
  impressions he felt were reliable. If he
  can’t see the real world, he acts at -10
  – but he can still act. +100%.
  Stigmata: Only available in con-
  junction with Mental. Your illusions
  are so realistic that they cause the sub-
  ject to experience harmful stress or
  shock. To use Stigmata, you must first
  successfully inflict mental illusions
  upon your victim. Then roll a Quick
  Contest of IQ vs. his Will once per 
  second. If you win, you inflict actual
  injury equal to your margin of victory.
  Specify whatever damaging effect you
  like – shot, eaten by tigers, fried at
  ground zero of a nuclear blast, etc.
  Suitable wounds appear on your vic-
  tim’s body. Those nearby can see the
  wounds but not their cause; as far as
  they can tell, the victim is experienc-
  ing a stroke, heart attack, or similar
  distress. Should your victim fall
  unconscious for any reason (including
  the injury caused by this ability), you
  can no longer harm him. +100%.
  Special Limitation
  Auditory Only: You can create
  sounds but not images. This is incom-
  patible with Extended and Stigmata.
  -70%.
  Static: Your illusions are unanimat-
  ed “stills.” You can’t create any effect
  that changes or responds to the envi-
  ronment. Those who perceive the illu-
  sion get +4 to realize it’s fake if it
  depicts something that’s usually sta-
  tionary, as the reflections and shadows
  aren’t right. If the illusion is of some-
  thing that normally moves, the bonus
  is +10. Static illusions are mostly use-
  ful for concealment. Static is incom-
  patible 
  with 
  Auditory 
  Only,
  Independent, Initiative, and Stigmata.
  -30%.
  Visual Only: You can create images
  but not sounds. This is incompatible
  with Auditory Only and Stigmata.
  -30%.
  Alternatives
  To conjure material creations, take
  Create (p.
  92) for bulk matter,
  Snatcher (p. 76) for complex artifacts,
  and 
  Allies 
  (p.
  41) 
  with 
  the
  Summonable enhancement for crea-
  tures. If the goal is simply to generate
  concealment, Obscure (p.
  64) is
  cheaper.
  Powering Up
  Illusion enhanced with Mental is a
  common Telepathy ability in fiction.
  Elemental 
  Light 
  power, 
  psionic
  Electrokinesis, and other energy-relat-
  ed powers tend to generate purely
  physical illusions. The magical powers
  of fantasy illusionists can often create
  either kind of illusion. Even divine
  and spirit powers might include
  Illusion, for “sacred visions” or
  impressing worshippers. Talent adds
  to all rolls for any form of Illusion.
  BUILDING ABILITIES
  95
  
  Leech
  25 points for level 1 + 4
  points/additional level
  Giant leeches, striges, vampires,
  and many other traditional and B-
  movie monsters suck the life from
  their victims. “Psychic vampires” and
  evil spirits usually dispense with the
  traditional bite. Creepy supers some-
  times even have ranged life-stealing
  abilities.
  To use Leech, you must maintain
  ongoing contact with your victim; a
  brief touch isn’t enough. In combat,
  you must grapple or pin him – which
  is trivial if he’s unconscious or other-
  wise helpless. Out of combat, options
  include a long handshake, hug, or
  more intimate embrace.
  While you maintain contact, each
  level of Leech lets you drain 1 HP per
  second from your victim. You heal 1
  HP per full 3 HP you steal. You can’t
  raise your HP above normal, but you
  can continue the drain without heal-
  ing yourself. The drain ends instantly
  if you release your victim, or if he
  breaks free or dies. If he survives, the
  stolen HP heal like any other injury.
  Leech 1 costs 25 points; successive
  levels cost 4 points apiece. For exam-
  ple, to drain 10 HP per second
  requires Leech 10, which costs 25 + 9
  ¥ 4 = 61 points. At the GM’s option,
  points of drain convert to dice as
  described under Modifying Dice +
  Adds (p. B269); e.g., 4 HP become 1d,
  7 HP become 2d, and 10 HP become
  2d+3.
  Leech only affects living beings. It
  can’t steal HP from machines or inan-
  imate objects. However, the GM may
  allow a variant ability – Leech
  (Mechanical) – that only affects
  machines. The point cost is identical.
  With Steal HT, this could represent the
  ability 
  of 
  “gremlins” 
  to 
  cause
  machines to fail and break down.
  Steal FP is off limits.
  Special Enhancements
  To work at a distance, Leech
  requires Malediction 1 or 2 (+100% or
  +150%) on top of Ranged (+40%). Roll
  the Quick Contest of Will for
  Malediction every second (once per
  turn, in combat). Each victory lets you
  drain 1 HP per level. You can only
  affect one victim at a time. A few spe-
  cial enhancements are common:
  Accelerated Healing: You heal 1 HP
  per HP stolen. Your attack doesn’t
  harm your victim any faster than
  usual, but it heals you more quickly.
  +25%.
  Hazard: You can combine Steal FP
  with one of the modifiers under
  Hazard (p. B104) to steal dreams
  (Missed Sleep), warmth (Freezing),
  and so on. Treat the stolen FP as if
  they were lost to that hazard. Any FP
  or HP you gain can heal your losses to
  the same hazard.
  Heals FP: Every 3 HP you drain
  restores 1 HP or 1 FP. You can’t raise
  FP above normal. +60% if you can
  choose whether to heal HP or FP;
  +30% if you only heal FP when healed
  to full HP.
  Steal (Other Score): You steal ST,
  DX, IQ, HT, or FP instead of HP. ST
  theft reduces BL and damage. IQ
  drain lowers Will and Per. ST and HT
  losses don’t lower HP and FP, though.
  Attribute losses affect skills based on
  those scores. Drain occurs at the rate
  of 1 point per level of Leech. It ceases
  if the victim’s score reaches 0.
  Regardless of what you steal, you heal
  1 HP (1 FP, with Heals FP or Only
  Heals FP) per 3 points drained. Your
  victim regains lost scores at the rate he
  recovers FP. Cost depends on what
  you drain: -25% for FP (or +50%, if
  you drain HP when your victim has 0
  FP), +100% for ST or HT, or +300%
  for DX or IQ. If you can steal more
  than one of these, buy Leech several
  times with different enhancements. To
  use these simultaneously, add Link.
  Steal Youth: You permanently age
  your victim instead of stealing HP.
  Each second of draining ages him by
  months equal to your level. See Age
  and Aging (p. B444) for long-term
  effects, and note that Unaging subjects
  are immune. You don’t heal, but may
  grow a month younger per two
  months stolen, if desired. This is
  incompatible with other special modi-
  fiers. +300% if victims regain their
  youth when you die; +450% if truly
  permanent.
  Special Limitations
  Leeches who must touch their vic-
  tim’s skin have the Contact Agent lim-
  itation (-30%). The traditional vam-
  pire has Blood Agent (-40%), and must
  bite his victim; Sharp Teeth (p. B91)
  are indispensable. These options and
  the Ranged option discussed above
  are mutually exclusive. An additional
  limitation is specific to Leech:
  Only Heals FP: You can’t heal HP.
  You can only use the HP you drain to
  restore missing FP, as described for
  Heals FP. This is incompatible with
  Heals FP. -20%.
  Alternatives
  If the goal is just to reduce the vic-
  tim’s HP, FP, or attributes, consider
  Innate 
  Attack 
  (p.
  53) 
  with
  Malediction, or Affliction (p. 39) with
  Attribute Penalty. If healing is what’s
  important, take Regeneration (p. 70),
  or Healing (p. 51) with Affects Self.
  If draining others’ HP increases
  your powers, buy Leech plus a set of
  abilities with Trigger, Leeched HP.
  Victims are “Common” and using
  Leech is illegal in most worlds, so this
  is a -30% limitation. Alternatively, buy
  an Energy Reserve (p. 119) with
  Special Recharge, fill it up using
  Leech, and use it with the power-
  boosting stunts in Chapter 4. To gain
  powers by stealing them from others,
  take Neutralize (p. 97) with Power
  Theft.
  Powering Up
  Leech fits many supernatural pow-
  ers. It’s the definitive ability of so-
  called “psychic vampires,” who might
  have their own Vampirism power. It’s
  also suitable for sinister divine and
  moral powers, and for spirit powers
  that command “astral vampires.” With
  appropriate limitations, it could
  instead belong to a macabre biological
  power that lets the user derive 
  96
  BUILDING ABILITIES
  
  sustenance from blood . . . like the
  classic vampire of Gothic horror.
  Talent adds to all rolls to affect the tar-
  get – including attack rolls to touch
  victims and Will rolls to use Leech
  with Malediction.
  Neutralize
  50 points
  The Neutralize advantage on
  p. B71 is Neutralize (Psi), and just one
  possible version of the more generic
  trait below.
  This attack lets you neutralize all of
  your victim’s powers of a given source.
  Specify this source when you buy the
  advantage. Possibilities include magic,
  psi, spirit, and anything else the GM
  deems susceptible to neutralization. If
  “super-powers” are a distinct phenom-
  enon with a single source, the GM
  might allow Neutralize against those,
  too. To affect powers from more than
  one source, buy Neutralize multiple
  times.
  To use Neutralize, you must touch
  the subject. This requires an Attack
  maneuver in melee combat. On a hit,
  roll a Quick Contest of Will. Your vic-
  tim gets a bonus equal to his best
  Talent with any of the powers affected.
  For instance, a psi with ESP Talent 4
  and Telepathy Talent 2 would resist
  Neutralize (Psi) at +4.
  If you win, you neutralize your vic-
  tim’s powers for minutes equal to your
  margin of victory. Should enhance-
  ments or super-tech (such as “neutral-
  ization manacles”) generate an effect
  that continuously neutralizes the tar-
  get, this is the residual duration after
  shutting off the ability or removing the
  item. If you lose or tie, there’s no effect
  – but critical failure on your Will roll
  cripples this ability for 1d hours.
  Once you’ve neutralized a given
  subject, you can’t affect him again
  until his powers recover. Multiple
  attackers can use Neutralize on the
  same target. Use only the longest
  duration; their abilities don’t “add” in
  any way.
  Neutralize only deprives the sub-
  ject of the abilities of the negated pow-
  ers. It doesn’t affect Talent, powers
  that don’t originate from the affected
  source, or advantages that don’t
  belong to powers (but see Neutralize
  and Static vs. Non-Powers, box).
  Special Enhancements
  Enhancements that often appear in
  fiction include Based on HT (suitable
  for drugs that block biological or 
  psi powers), Extended Duration, 
  and Ranged. Specific options for
  Neutralize are:
  Cosmic: You can neutralize any
  power, regardless of source. You can
  only affect one source at a time, but
  you can attack the same victim repeat-
  edly to affect multiple sources. You
  still can’t drain Talents, or advantages
  without power modifiers. Cosmic
  doesn’t automatically overcome resist-
  ance. It provides incredible scope, but
  your target always gets a chance to
  resist. +300%.
  Power Theft: You temporarily
  acquire the powers you neutralize –
  including all their enhancements and
  limitations – for the duration. You
  can’t use Neutralize again until the
  “borrowed” powers wear off or you
  “return” them (a free action on your
  turn). +200%, or +300% if you don’t
  gain the stolen powers but may use
  their point value to boost your own
  powers temporarily.
  Precise: You can neutralize specific
  powers of the affected source, or even
  individual abilities. For instance, you
  could use Neutralize (Psi) to drain
  Telepathy only, or just telepathic Mind
  Probe, or everything but Mind Probe.
  To exclude or target a capability, you
  must know that your victim has it, and
  you must declare your intentions
  before you attack. +20%.
  Special Limitations
  Derange: You only neutralize your
  victim’s control over his abilities. 
  All 
  affected 
  abilities 
  gain 
  the
  Uncontrollable limitation (p. B116)
  for the duration. Your attack counts as
  “stressful,” and immediately causes
  the abilities to act in unpredictable
  ways. -20%.
  One Ability: You can only neutral-
  ize one specific ability within one par-
  ticular power; for instance, just Mind
  Probe within the Telepathy power or
  just Innate Attack within the Heat/Fire
  power. This is incompatible with
  Precise. -80%.
  BUILDING ABILITIES
  97
  Neutralize and Static 
  vs. Non-Powers
  In some worlds, those without powers can harness certain power
  sources. This usually requires special skills. For example, cinematic
  martial-arts skills (e.g., Blind Fighting and Power Blow) and chi powers
  both depend on the user’s inner strength, magic spells draw upon ener-
  gies identical to those tapped by magical powers, and priests channel
  holy might to perform miracles whether they cast spells or wield divine
  powers.
  For consistency’s sake, Neutralize and Static should affect these
  capabilities. For instance, Neutralize (Magic) should temporarily cancel
  out a wizard’s ability to cast spells, while Static (Magic) should work a
  lot like a “no mana” area. The user doesn’t forget his special skills – they
  just don’t work.
  The GM decides which skills (and advantages) rely on a given source
  in his game world. The only hard-and-fast rule is that Neutralize and
  Static shouldn’t interfere with “wild” advantages that aren’t associated
  with any power source.
  These guidelines also apply to artifacts tied to power sources.
  Examples include items that carry powers bought with gadget limita-
  tions (see p. B116), objects imbued with permanent capabilities by
  enchantment spells (see Magic Items, p. B480) and similar special skills,
  and superscience devices related to powers (e.g., “psi-tech”). For
  instance, Neutralize (Magic) would temporarily render a magic sword
  mundane, while Static (Psi) would block artificial telepathic beacons
  and natural telepaths equally.
  
  One Power: You can only neutralize
  one specific power that stems from a
  source that has multiple powers asso-
  ciated with it. The most common
  example is a single psi power (such as
  ESP or Telepathy). -50%.
  Alternatives
  Use Leech (p. 96) to steal attributes
  instead of powers. Take Affliction
  (p. 39) with Negated Advantage to
  remove specific advantages regardless
  of their origin. To disrupt a power’s
  effects on you, get Static (p. 98).
  Powering Up
  Neutralize suits anti-powers of all
  kinds, regardless of source (see Anti-
  Powers, p. 20). Any power might be
  able to neutralize “opposed” powers
  (see Opposed Powers, p. 21). In gener-
  al, a power shouldn’t be able to neu-
  tralize itself – but the GM is free to
  make exceptions. Talent adds to Will
  in the Quick Contest to neutralize
  powers, but not to the roll to hit the
  target.
  Static
  30 points
  You radiate energies that complete-
  ly prevent all powers of one particular
  source from affecting you. This
  extends to anything you’re carrying or
  wearing. Buy Static separately for
  each 
  source 
  you 
  can 
  negate.
  Possibilities include magic, psi,
  “generic super-powers,” and anything
  else the GM deems susceptible to
  “jamming.”
  Static only interferes with attempts
  to affect you or your personal equip-
  ment directly. For instance, if you had
  Static (Psi), a psychokinetic couldn’t
  snatch your gun away or levitate you
  . . . but he could take control of a near-
  by sword and hit you with it, or drop a
  ton of rocks on your head.
  Static affects friendly and hostile
  abilities equally. For example, Static
  (Magic) prevents you from using
  magic items or receiving beneficial
  spells, while Static (Psi) blocks the
  psionic Healing power.
  You can never possess the abilities
  or Talent of any power you can negate.
  Special Enhancements
  Area Effect: Your Static extends
  into an area centered on you. The first
  level of Area Effect gives you a radius
  of a yard. Each level after that doubles
  this radius. +50%/level.
  Discriminatory: Your Static only
  interferes 
  with 
  hostile
  powers.
  Friendly abilities and artifacts func-
  tion totally unimpeded on you and
  within your area of effect (although
  you still can’t possess powers you can
  negate). The definitions of “friendly”
  and “hostile” are up to you, and can
  fluctuate from second to second. If
  you have Area Effect, Discriminatory
  replaces Selective Area. +150%.
  Switchable: You can switch your
  Static off to allow friendly abilities to
  affect you or operate within your area
  of effect. Turning Static off or on
  requires a Ready maneuver. It’s up to
  you whether it switches on or off
  when you’re knocked out, or simply
  remains in its current state; set this
  when you buy the ability. If you have
  Discriminatory, 
  you 
  don’t 
  need
  Switchable. +100%.
  Special Limitation
  Resistible:
  Your 
  ability 
  isn’t
  absolute. Enemies can “burn” through
  your Static and affect those protected
  by it by winning a Quick Contest of
  Will with you. If the attacking ability
  already requires a Quick Contest of
  some kind, the attacker rolls only
  once, but the target gets +5 to resist.
  -50%.
  Alternatives
  Be sure to weigh the pros and cons
  of Static against those of other special-
  ized defenses such as Mana Damper
  (p. 59), Mind Shield (p. 62), Obscure
  (p. 64), and Resistant (p. 71). Take
  Neutralize (p. 97) to interfere directly
  with a foe’s powers rather than their
  effects.
  Powering Up
  Static is appropriate primarily for
  dedicated anti-powers (see Anti-
  Powers, p. 20). There’s no “preferred”
  source, although Static is most tradi-
  tional for psionic powers and super-
  powers. No power can have Static
  with respect to itself, however. Talent
  applies mainly to Power Block
  attempts (see p. 168), but also adds to
  Will rolls made for the Resistible 
  special limitation.
  98
  BUILDING ABILITIES
  If you had Static (Psi), a psychokinetic couldn’t
  snatch your gun away or levitate you . . . but he
  could take control of a nearby sword and hit you
  with it, or drop a ton of rocks on your head.
  
  BUILDING ABILITIES
  99
  MODIFIERS
  The next step in ability building is
  to adjust the underlying advantage(s)
  to work in a way that fits your mental
  picture of the ability. Many advantages
  offer user-defined choices, or multiple
  forms or levels – and sometimes that’s
  enough. Just as often, though, the only
  way to get things exactly right is to
  add modifiers. Modifiers fall into three
  categories:
  1. Special modifiers. These are
  modifiers that appear in advantage
  descriptions. They adjust the details of
  how a particular advantage works, and
  might effectively convert it into new
  advantage. Choosing special modifiers
  is part of advantage selection. For
  hints and tips, see the relevant advan-
  tage entry and the notes in the previ-
  ous section.
  2. Power modifiers. These modifiers
  make an advantage part of a power,
  and only exist in campaigns with pow-
  ers. See Evaluating Power Modifiers
  (p. 20).
  3. General modifiers. The enhance-
  ments and limitations given on
  pp. B101-117 are of broad applicabili-
  ty. Choosing the right ones can be
  tricky; see the next few sections for
  advice.
  Remember that modifiers, regard-
  less of type, can’t reduce cost by more
  than 80%. Treat a net modifier of -80%
  or worse as -80%.
  SELECTING
  MODIFIERS
  Below are notes on ways to use the
  modifiers in the Basic Set to emulate
  effects from myth, novels, cinema,
  and comics. The most radical and
  unorthodox reinterpretations are
  optional; their use in any campaign is
  up to the GM.
  Accessibility
  see p. B110
  If an ability only works in a situa-
  tion that applies an easily calculated
  percentage of the time (e.g., “Only on
  a Sunday” is 14% of the time), find the
  limitation on this table:
  “Only on supers” is worth -50% in
  settings where supers make up much
  less than 1% of the general popula-
  tion, as in most comics. In worlds
  where a significant percentage of peo-
  ple have powers, use the table. This
  limitation doesn’t apply to Neutralize,
  Static, or any other advantage that
  only affects those who have powers in
  the first place.
  A common limitation on mental-
  influence abilities is “Only on those
  who share a language with me.” This
  is worth -10%, and valid only on 
  abilities that already require the user
  to talk, such as those with Hearing-
  Based.
  Abilities that let the user defy grav-
  ity – Clinging, Walk on Air, Walk on
  Liquid, etc. – often have “Only while
  moving.” If the user stops moving, he
  falls. This is worth -10% if he must
  take at least a step per second, -20% if
  he must travel at half Move, or -30% if
  he must use his full Move. It’s incom-
  patible with All-Out (p. 110).
  Some 
  supernatural 
  abilities
  require ritual or worship by others to
  work. To evaluate “Only with assis-
  tants,” halve the basic point value that
  Maintenance (p. B143) gives for that
  number of people and write it as a per-
  centage; e.g., 11-20 people is -25%.
  A limitation that prevents an attack
  from working on targets it couldn’t
  affect anyhow is meaningless, and
  worth no discount. For instance, “Not
  on machines” isn’t valid for a Fatigue
  Attack (machines lack FP), and “Only
  on psis” isn’t allowed on Neutralize
  (Psi).
  Finally, limitations such as “Only
  when using ability X” are forbidden if
  the limited ability has a Link to X.
  Percentage 
  of Time the 
  Limitation
  Ability Works 
  Value
  1-6%
  -40%
  7-18%
  -35%
  19-31%
  -30%
  32-43%
  -25%
  44-56%
  -20%
  57-68%
  -15%
  69-81%
  -10%
  82-93%
  -5%
  94-100%
  -0%
  Accurate
  see p. B102
  Any ability with the Ranged
  enhancement (p. B107) can have
  Accurate. See Reliable (p. 109) for an
  enhancement that affects die rolls
  other than those for ranged attacks.
  Affects Insubstantial
  see p. B102
  Affects Insubstantial is common on
  the abilities of divine, magical, psi,
  and spirit powers. Advantages modi-
  fied with it affect those using
  Clairsentience, Jumper, or Warp with
  the Projection modifier – not just tar-
  gets using true Insubstantiality. The
  GM may permit the following variant:
  Affects Insubstantial (Selective):
  You can choose to affect just insub-
  stantial targets, just substantial tar-
  gets, or all targets. (If you can only
  affect insubstantial targets, take the
  Insubstantial Only limitation; see
  p. 111.) +30%.
  Affects Substantial
  see p. B102
  Those who possess Clairsentience,
  Jumper, or Warp with the Projection
  modifier, Shadow Form, or any simi-
  lar ability that renders them effectively
  insubstantial can use this modifier to
  let advantages that wouldn’t normally
  affect the physical world do so. As
  with Affects Insubstantial, a variant
  exists in some worlds:
  Affects Substantial (Selective): You
  can choose to affect just substantial
  targets, just insubstantial targets, or
  all targets. +50%.
  Always On
  see p. B110
  For Insubstantiality and Obscure,
  Always On is worth -50%. The GM may
  permit this level of Always On for other
  abilities. To qualify, the ability must be
  at least as crippling as Insubstantiality
  (user can’t interact with the physical
  world) or Obscure (user is deprived of
  a sense and can’t use stealth). A weaker
  version of Always On makes sense for
  many abilities:
  
  Usually On: Any advantage that can
  be Always On can instead be Usually
  On. The ability is on almost all the
  time – but the user can switch it off
  briefly by expending 1 FP per second.
  If Always On is no worse than -20%,
  Usually On is worth half as much; if
  it’s a larger limitation, add a +10%
  enhancement to find the value of
  Usually On.
  Area Effect
  see p. B102
  For advantages that already affect
  an area, the area of effect sometimes
  depends on the advantage level. If so,
  the only way to increase the area is to
  buy a higher level of the trait – Area
  Effect is off limits.
  Area Effect makes it possible to
  affect groups of people with non-
  attack advantages that normally affect
  just one target; e.g., Healing, Mind
  Control, and Telekinesis. Several spe-
  cial rules apply to such abilities:
  • If the advantage has a FP cost,
  multiply this by the radius in yards.
  Paying this cost lets the user affect
  everyone in the area – he doesn’t pay
  FP separately for each subject. For
  instance, on a single subject, Healing
  costs 1 FP per 2 HP healed; on every-
  one in an eight-yard radius, it costs 8
  FP per 2 HP healed (which the GM
  may interpret as 4 FP per HP).
  •If the advantage affects the target
  via a Quick Contest, the user must roll
  a separate Contest with each potential
  victim in the area.
  •If the advantage specifies a penal-
  ty to affect each victim after the first,
  the user has a penalty equal to the
  total number of potential victims, less
  one, on his roll for each subject. For
  example, to use Mind Control (Area
  Effect) on four people at once, roll to
  affect each of them at -3.
  •If the advantage has user-defined
  effects, these must be the same for all
  subjects. In the Mind Control example
  above, the controller could tell all four
  victims, “Attack those men by the
  door!” He could not order, “John, save
  the girl. Paul, grab the treasure chest.
  George and Ringo, attack the men 
  by the door!” If the ability is ongoing,
  it takes a second (or the usual amount
  of time for the advantage, if longer) 
  to specify different effects for a
  particular subject, during which time
  the others continue to experience the
  last effect specified.
  Armor Divisor
  see pp. B102, B110
  The GM may allow this modifier –
  as an enhancement or a limitation –
  on attacks affected by specialized
  defenses other than DR. Adjust the
  defense’s level just as you would DR.
  For example, an Affliction with Vision-
  Based (which bypasses DR) could add
  Armor Divisor (5) to reduce the effects
  of Protected Vision from +5 to +1.
  When using this option with the
  Armor Divisor limitation, treat targets
  that lack the specialized defense as if
  they had the lowest level of the
  defense. For instance, a radiation
  beam with little penetrating power
  might be a Toxic Attack with
  Radiation and Armor Divisor (0.5).
  Targets with Radiation Tolerance
  would get double its divisor; those
  without Radiation Tolerance would
  gain the benefits of Radiation
  Tolerance 2 (the lowest level).
  Aura
  see p. B102
  Creatures that bleed acid, flame,
  and so on when wounded have a
  Burning Attack or Corrosive Attack
  that combines Aura (+80%) with
  Always On (-20%), Blood Agent
  (-40%), and Melee Attack (-30%), for a
  net -10%. Always On is worth -20%
  because it’s inconvenient to fry your
  possessions whenever you’re cut.
  Blood Agent works “in reverse” here;
  see Blood Agent (below) for details.
  Based on 
  (Different Attribute)
  see p. B102
  Some 
  sinister 
  entities 
  (e.g.,
  demons) can “aim” Afflictions, Mind
  Control, and so on at their victim’s
  weaknesses. If the GM permits, an
  attack can have several instances of
  this enhancement, letting the user
  choose how his attack is resisted.
  Each attribute – including the one that
  normally resists the attack – costs
  +20%. For instance, to target IQ, HT,
  or Will costs +60%. The attacker must
  choose the target attribute before he
  attacks.
  The GM may permit this modifier
  on advantages that require the user to
  roll against his own DX, IQ, HT, Will,
  or Per, shifting the roll to another of
  these scores. This still costs +20%. He
  can take this enhancement twice to
  change his roll and his target’s roll,
  where logical.
  Blood Agent
  see pp. B102, B110
  When an attack that normally
  ignores DR (like Leech) depends on a
  natural weapon – such as Claws or
  Teeth – penetrating the victim’s DR,
  apply the Blood Agent limitation. Don’t
  use Follow-Up; that’s intended for
  attacks that can’t normally ignore DR.
  Blood Agent is also a legitimate
  limitation for attacks that require the
  attacker to bleed on his victim. When
  Blood Agent works “in reverse” like
  this, the attacker must suffer at least 1
  HP of injury from a cutting, impaling,
  or piercing attack, and then ensure
  that his blood reaches his target. This
  is automatic with Aura but otherwise
  requires the usual attack roll. The GM
  may rule that such attacks simply
  don’t work underwater or in other
  environments where blood would be
  diluted or washed away. The target’s
  DR works normally. This variant is
  worth -40%.
  Bombardment
  see p. B111
  Bombardment is a legitimate limi-
  tation for Area Effect and Cone
  attacks that conjure something that
  attacks everyone in the area instead of
  truly “bombarding” it. The classic
  example is a swarm of biting pests. In
  this case, the “effective skill” of the
  attack is the skill of whatever the
  attack summons. Such attacks often
  have Blockable (p. 110).
  Cone
  see p. B103
  The notes under Area Effect (above)
  also apply to Cone. The only differ-
  ence is that the user multiplies the FP
  cost of non-attack advantages by the
  maximum width of the cone instead of
  a radius in yards.
  100
  BUILDING ABILITIES
  
  When 
  combining 
  Cone 
  with
  Malediction – which has no Max sta-
  tistic – assume that the cone spreads
  by one yard per yard of range. It
  attains its maximum width at a range
  equal to that width (e.g., at five yards,
  for a five-yard-wide cone), and has no
  effect on more distant targets. Work
  out the range modifier separately for
  each target within the cone, following
  the usual rules for Malediction.
  Contact Agent
  see pp. B103, B111
  Attackers who must touch victims
  with their bare skin should take
  Touch-Based, not Contact Agent; see
  Sense-Based (p. 105).
  Cosmic
  see p. B103
  The following new options are
  powerful, and not suitable for every
  campaign:
  No die roll required. Only for abili-
  ties that require a success roll. Your
  advantage works if you have any
  chance of success. Apply all the usual
  modifiers to your base skill. If your
  effective skill is 3 or more, you succeed
  – don’t bother to roll. The only way
  you can fail is if your effective skill
  falls below 3. You can add this
  enhancement to attacks, but not to
  abilities with effects based entirely on
  margin of success. This excludes such
  resisted abilities as Mind Control and
  Maledictions. +100%.
  No active defense allowed. Only for
  attacks that the target can dodge,
  block, or parry. Your target gets no
  active defense against your attack, no
  matter how fast or skilled he is. If your
  attack roll succeeds, you hit. The vic-
  tim’s DR and other purely passive pro-
  tection works normally, and this
  enhancement doesn’t prevent resist-
  ance rolls. +300%.
  Cosmic options are cumulative.
  For instance, an Innate Attack that
  requires no roll to hit (+100%), allows
  no active defense (+300%), and
  ignores DR (+300%) is +700%. An
  Attack maneuver lets you immediately
  apply your damage roll to your target’s
  HP!
  No version of Cosmic bypasses the
  resistance roll against Affliction, Mind
  Control, Maledictions, and similar
  abilities. Despite its name, “irresistible
  attack” simply negates protection
  such as DR and Mind Shield – it does-
  n’t deny the target his chance to resist.
  On a carrier attack, all forms of
  Cosmic raise the cost of Follow-Up on
  the follow-up attack.
  Cosmic as a Power Modifier: At the
  +50% level, Cosmic is often a power
  modifier (see p. 26). On abilities with
  this modifier, reduce the total cost of
  all Cosmic options by +50%. In effect,
  the first +50% of Cosmic is built in.
  When using Powers, Great and Small
  (p. 32), each tier has an enhancement
  cost, and pays a premium equal to
  that cost for a lingering attack, or five
  times that cost for an irresistible
  attack. “No die roll” and “no active
  defense” are at full cost, less the value
  of the tier enhancement.
  Cosmic vs. Cosmic: When Cosmic
  abilities conflict, handle it as if neither
  side had Cosmic. For instance, DR
  with Cosmic subtracts from “irre-
  sistible” attacks with Cosmic. The not-
  quite-cosmic powers of Powers, Great
  and Small only count as Cosmic
  against lower tiers – and only top-tier
  powers count as Cosmic against wild
  abilities. Powers on the same tier
  interact as if neither were Cosmic.
  Costs Fatigue
  see p. B111
  Those adding Costs Fatigue to an
  Innate Attack that has the Variable
  enhancement may, if the GM permits,
  specify that the FP cost is proportion-
  al to the dice of damage used. To find
  the size of the limitation:
  1. Set the FP cost to use the ability
  at full effect.
  2. Divide this maximum FP cost by
  the attack’s maximum dice of damage
  to find the FP cost per die.
  3. Multiply cost per die by “aver-
  age” damage dice – (1 + maximum
  dice)/2 – to find average FP cost.
  4. Drop all fractions.
  The result is the number of levels
  of Cost Fatigue to take.
  Example: Laser Lad has Burning
  Attack 10d with Variable and Costs
  Fatigue. His FP cost at full effect is 20.
  His attack requires 20/10 = 2 FP per
  die. “Average” damage dice are (1 +
  10)/2 = 5.5d, so average FP cost is 2 ¥
  5.5 = 11 FP. He takes Costs Fatigue 11,
  for -55%. When he attacks, he pays 2
  FP for 1d, 4 FP for 2d, and so on, to a
  maximum of 20 FP for 10d.
  Use the same method to add a vari-
  able FP cost to non-attack abilities
  that come in levels; just substitute lev-
  els of effect for dice. Abilities other
  than attacks don’t need the Variable
  enhancement to use this option (see
  Variable, p. 107).
  In campaigns with powers, the GM
  may require Costs Fatigue on all but
  completely passive abilities, forcing
  the heroes to think strategically rather
  than hurl their powers at every prob-
  lem. This is especially appropriate if
  powers are supposed to be mysteri-
  ous. It can also help balance powers
  against spells and cinematic martial
  arts skills.
  Cyclic
  see p. B103
  If the attack is contagious, those
  who come into contact with victims
  must roll against HT, per Contagion
  (p. B443). “Mildly contagious” (+20%)
  means the required contact is holding
  or being held by an infected victim for
  a full cycle, or contact with bodily flu-
  ids. “Highly contagious” (+50%)
  means the effects spread at the slight-
  est touch.
  Damage Modifiers
  see pp. B104, B111
  Double Knockback: To make this
  meaningful for low-damage attacks,
  double the basic damage of the attack,
  for knockback purposes only, instead
  of doubling yards of knockback.
  BUILDING ABILITIES
  101
  
  Fragmentation: The GM may per-
  mit options other than regular and hot
  fragments. Large Piercing Fragments,
  like the ball bearings hurled by mod-
  ern antipersonnel mines, cost +15%
  per die. Impaling Fragments, like the
  flechettes scattered by some artillery
  shells, cost +20% per die. In all cases,
  use the usual fragmentation rules;
  damage type is all that changes.
  Incendiary: Optionally, to represent
  superscience and magical attacks with
  fire-starting potential out of propor-
  tion to damage, add Incendiary to a
  Burning Attack. This moves the effec-
  tive flammability class of anything
  damaged by the attack up a step; see
  Making Things Burn (p. B433).
  Missing Damage Effect: If the GM
  agrees and the special effects support
  it, an attack may lack one of the nor-
  mal “side effects” of its damage type.
  The absence of an effect that damages
  the target’s HP, FP, or DR is worth
  -20% (like No Blunt Trauma); e.g., No
  DR Reduction, for a Corrosion Attack.
  Most other limitations are worth -10%
  (like 
  No 
  Knockback); 
  e.g., 
  No
  Incendiary Effect, for a Burning
  Attack.
  No Wounding: The GM may allow
  this on Burning and Corrosion
  Attacks. For a Burning Attack, roll
  damage normally but use it only to
  determine whether the attack sets a
  fire; 
  see 
  Making 
  Things 
  Burn
  (p. B433). In the case of a Corrosion
  Attack, the damage only serves to
  reduce the target’s DR.
  Radiation: In settings that feature
  weird, mutation-inducing radiation,
  attacks with this modifier can bathe
  the target in these energies instead of
  causing regular radiation damage.
  Effects are up to the GM.
  Surge: Electronics that take over
  1/3 HP from an attack with this
  enhancement must make a HT roll to
  avoid shorting out. Failure disables
  the target for seconds equal to the
  margin of failure; critical failure dis-
  ables it until repaired (see Repairs,
  p. B484).
  Delay
  see p. B105
  Supernatural attacks often use a
  variant of Triggered Delay that goes
  off if the victim performs some forbid-
  den act: attacks someone, speaks, etc.
  This is worth the usual +50% if the
  triggering condition is fixed, +100% if
  the attacker can specify the details of
  the curse when he attacks. The tradi-
  tional way to neutralize such attacks is
  with an exorcism, Remove Curse spell,
  or similar measure.
  Emanation
  see p. B112
  The GM may allow Emanation in
  conjunction with Explosion (p. B104)
  instead of Area Effect. Use this combi-
  nation to simulate antipersonnel
  grenades mounted on the hull of an
  armored vehicle . . . or the attack of an
  entity that flares like a phoenix with-
  out destroying itself.
  Emergencies Only
  see p. B112
  An “emergency” is any event that
  causes severe mental, emotional, or
  physical stress. Most situations involv-
  ing self-control rolls for disadvan-
  tages, Fright Checks, or HT rolls for
  major wounds qualify. The GM should
  also let a hero with a Code of Honor,
  Sense of Duty, or Vow that compels
  him to protect others use his ability to
  aid an innocent person who’s in imme-
  diate danger (being mugged, falling to
  his death, suffering a heart attack,
  etc.).
  Extended Duration
  see p. B105
  Duration occasionally depends on
  advantage level. If so, the only way to
  increase it is to buy a higher level of
  the advantage; Extended Duration
  isn’t allowed.
  The +300% level of Permanent can
  be unbalancing on Afflictions with the
  Advantage enhancement. If the GM
  permits this combination, the best
  way to keep things fair is to require
  the recipient to buy the granted
  advantage with unspent points if he
  wishes to keep it. Otherwise, the bene-
  fits vanish after the usual duration.
  Extra Recoil
  see p. B112
  This limitation is incompatible
  with Very Rapid Fire; see Rapid Fire
  (p. 105).
  Follow-Up
  see p. B105
  Follow-Up is only valid on attacks
  that can’t normally ignore DR. If an
  attack that normally ignores DR (e.g.,
  Leech) only works if a natural weapon
  – Claws, Teeth, etc. – pierces DR, use
  the Blood Agent limitation (-40%)
  instead.
  102
  BUILDING ABILITIES
  Optional Rule:
  Multiplicative Modifiers
  Normally, enhancements and limitations are additive: add them
  together and apply the total modifier to advantage cost. For instance,
  +20% in enhancements and -50% in limitations come to -30%, so abili-
  ty cost is 70% of advantage cost.
  Optionally, the GM may treat enhancements and limitations as mul-
  tiplicative. Total the enhancements and apply them first. Then total the
  limitations (reducing any total over -80% to -80%) and apply them to
  the result. In the above example, +20% in enhancements would increase
  ability cost to 120% of advantage cost, and then -50% in limitations
  would reduce this to 60%.
  The GM decides which model to use. The results aren’t the same
  (although they’re close for small modifiers), so using both isn’t recom-
  mended. The additive model is a good “default,” but the multiplicative
  model can be fairer in campaigns where huge enhancements (like
  Cosmic, +300%) occur routinely.
  
  Guided or Homing
  see p. B105
  Cinematic missiles don’t crash on a
  miss . . . they turn around and make
  another pass. Add +10% to the
  enhancement per pass after the first;
  e.g., a Guided attack that gets three
  chances to hit is +70%. If the initial
  attack misses, reroll it a second later,
  using the same effective skill as on the
  first attempt. Roll again once per sec-
  ond until the attack hits or runs out of
  extra passes – or, if Guided, the attack-
  er stops guiding it.
  For attacks with Rapid Fire and
  either Guided or Homing, make the
  attack roll as usual, but the roll is for
  the entire pack of missiles. Success
  means one missile hits, plus addition-
  al missiles equal to the margin of suc-
  cess, to a maximum of the attack’s
  RoF.
  Increased Range
  see p. B106
  Increased Range isn’t allowed on
  advantages whose range depends on
  advantage level. To increase the range
  of such traits, buy more levels of the
  advantage. 
  When 
  adding 
  this
  enhancement to a trait that normally
  doesn’t work at a distance, Ranged
  (p. B107) is a prerequisite.
  Jet
  see p. B106
  Jets have limited range but enjoy
  many benefits reserved for melee
  attacks. They can use All-Out Attack
  (Double), Deceptive Attack, Feint, and
  Rapid Strike, and get +4 to hit with
  All-Out Attack (Determined). A jet is
  narrow – no thicker than a pole
  weapon – and must engage targets one
  at a time. For a “jet” that can sweep an
  area, take Cone. Jet is for force blades,
  flame jets, plasma swords, and so on
  that are longer than Melee Attack
  (p. B112) allows.
  Limited Use
  see p. B112
  For the purpose of this limitation,
  treat any advantage that produces an
  instantaneous effect – e.g., Healing,
  Jumper, Rapier Wit, Snatcher, Terror,
  Visualization, or Warp – like an attack.
  Each “use” lets you roll once per 24
  hours 
  to 
  use 
  the 
  advantage. 
  For information-gathering abilities
  such as Blessed, Mind Probe, and
  Psychometry, each question answered
  counts as one “use.”
  Limited Use isn’t allowed on social
  advantages, advantages that must
  always be “on” to make sense (like
  Destiny, Digital Mind, and Unaging),
  or advantages with built-in usage lim-
  its (notably Extra Life, Gizmos, Luck,
  Oracle, Serendipity, and Wild Talent).
  Link
  see p. B106
  Link is a key building block of cus-
  tom abilities – without it, a tangler
  grenade that strikes its target for dam-
  age (Crushing Attack) and releases
  webbing that restrains and blinds the
  victim (Binding and Affliction) would
  be impossible. Label each Link on the
  character sheet in a way that distin-
  guishes it from other Links and makes
  all connections clear. No trait can have
  multiple Links, but a single Link can
  connect any number of advantages.
  The GM wish to use these optional
  rules:
  Asymmetric Links: A set of linked
  advantages can mix the +10% and
  +20% versions of Link. The advan-
  tages with the +20% level work both as
  part of the Link and on their own.
  Those with +10% level are only avail-
  able when using all of the linked
  advantages at once.
  Discretionary Links: When a set of
  advantages has Link at the +20% level,
  the user can specify that he’s using
  one, some, or all of them, in any com-
  bination. For instance, if his Affliction,
  Binding, and Innate Attack had a
  +20% Link, he could use just one of
  the three attacks, or any of three com-
  binations of two, or all three at once.
  Low or No Signature
  see p. B106
  These enhancements make any
  ability less noticeable – they aren’t
  just for attacks. If the GM desires
  extra detail, he can charge +5% per
  -2 to rolls to notice the ability, 
  and treat -10 (+25%) as “unde-
  tectable.” These penalties apply to
  Sense rolls to spot most abilities, or
  to supernatural attempts to trace
  those that are magical, psionic, etc.
  If the ability is obvious and trace-
  able, buy the enhancement twice to
  foil both forms of detection.
  Malediction
  see p. B106
  A Malediction affects substantial
  and insubstantial targets equally,
  whether the user is substantial or
  insubstantial. This makes Malediction
  especially suitable for divine, magical,
  psi, and spirit abilities. In some set-
  tings, it might only be available for
  abilities with supernatural power
  modifiers.
  Melee Attack
  see p. B112
  Melee Attack results in an effect
  like energy claws or a flaming sword.
  This extends from the wielder’s body,
  letting him attack and parry. “Touch
  only” abilities that call for a light
  touch with the hand have Reach C and
  can’t parry (-35%). Those that must
  touch bare skin also have Contact
  Agent (-30%), while attacks that cir-
  cumvent DR should add Malediction 1
  (+100%) if resistance is possible,
  Cosmic (+300%) if not.
  Melee Attack turns an attack
  advantage into a powered melee
  weapon, not a ST-based one; damage
  isn’t cumulative with thrust or swing
  damage. It lets the user wield his
  attack in one hand. The GM may per-
  mit modifiers that relax these restric-
  tions, possibly turning Melee Attack
  into a net enhancement:
  Melee Attack (Destructive Parry):
  Your attack damages weapons it par-
  ries or that parry it. Roll damage nor-
  mally and apply it to your foe’s
  weapon on a successful parry by
  either of you. Price Melee Attack 
  as usual, and then add a +10%
  enhancement.
  Melee Attack (Dual): Your ability
  generates two melee weapons – usual-
  ly one in each hand – permitting a
  Dual-Weapon Attack (see p. B417).
  Price Melee Attack as usual, and then
  add a +10% enhancement.
  Melee Attack (ST-Based): Only for
  Crushing, Cutting, and Impaling
  Attacks. You can add your dice of
  BUILDING ABILITIES
  103
  
  thrust or swing damage to the damage
  of your Innate Attack. Work out Melee
  Attack as usual, and then add a +100%
  enhancement. (This modifier is more
  cost-effective than Striking ST; the
  GM may wish to reserve it for cine-
  matic genres.)
  Mobile
  see p. B107
  This enhancement is legal for any
  ability with an enduring area effect,
  even if it lacks one or both of Area
  Effect and Persistent; e.g., Obscure
  with the Ranged enhancement.
  Nuisance Effect
  see p. B112
  Harsher-than-usual consequences
  under the optional rules in Chapter 4
  can be Nuisance Effects. Examples
  include being unable to affect a given
  subject for 24 hours after a failure
  when 
  using 
  Repeated 
  Attempts
  (p. 159), or having to check for crip-
  pling after any failure when using
  Crippled Abilities (p. 156). Each such
  drawback is worth -5%.
  An ability that prevents the use of
  certain skills while active can claim
  -5% if the GM feels the skills it dis-
  rupts would be especially useful with
  that ability. For instance, a rocket-
  powered robot that can’t use Stealth
  while flying could claim -5% on Flight.
  Those whose abilities severely
  inconvenience them may use this 
  variant:
  Backlash: You suffer noxious
  effects when you use your ability.
  Choose these from among Attribute
  Penalty, Incapacitation, Irritant, and
  Stunning, as defined for Affliction
  (p. B35). If you succumb for a minute
  (a second, for Stunning), and can roll
  against HT once per minute (second)
  after that to recover, apply a limitation
  equal in size to the equivalent
  enhancements. If you get a HT roll to
  resist, and the effects last for minutes
  (seconds) equal to your margin of 
  failure, halve this. For instance,
  Nauseated 
  is 
  worth 
  +30% 
  on
  Affliction, so nausea is worth -30% if
  automatic or -15% if resistible.
  Onset
  see p. B113
  The Exposure Time variant is legal
  – and appropriate – for advantages
  that work like Maledictions (e.g.,
  Mind Control). It represents a compul-
  sion that slowly creeps over the victim
  as he views or speaks with his influ-
  encer. This is worthless in combat but
  subtle enough to escape notice in
  social situations. Limitation value is
  unchanged.
  Overhead
  see p. B107
  The target of an Overhead attack
  defends at -2 the first time he’s
  attacked; after that, assume he’s on the
  lookout (see Attack from Above,
  p. B402). Defenses against attacks that
  swoop around the target and strike
  from behind are also at -2 (see
  “Runaround” Attacks, p. B391). The
  GM may allow a special variant:
  Surprise Attack: Your attack origi-
  nates behind the target. Victims with
  360º Vision or Peripheral Vision
  defend normally, while those with
  Danger Sense may defend at -2 on a
  successful Perception roll. Otherwise,
  no active defense is possible. This is
  most suitable for attacks that teleport
  or emerge from extradimensional por-
  tals behind the target. +150%.
  Pact
  see p. B113
  A hero can have a Pact with the
  GM, if the GM agrees. The GM should
  only allow this if both the Pact and the
  modified ability support a genre con-
  vention, like “kung fu movie realism.”
  For instance, the player of a super-
  heroic karate master might make a
  deal with the GM: if he fights his foes
  hand-to-hand, bullets mostly won’t
  hurt him. He takes a -10-point Vow
  (“Never use a gun.”) and buys DR with
  Limited, Bullets, -60% and Pact, -10%.
  If he uses a gun, he gives up his DR for
  the rest of the fight.
  The GM may also give limitations
  for disadvantages other than self-
  imposed mental disadvantages:
  Required Disadvantage: You have a
  disadvantage such as Increased
  Consumption or Sleepy. If you fail to
  meet its requirements, you lose your
  ability in addition to the usual effects
  of 
  missing 
  meals, 
  sleep, 
  etc.
  Alternatively, you must indulge an
  Addiction to keep your ability. In
  either case, if you lose your ability,
  the only way to restore it is to satisfy
  the needs of your disadvantage and
  recover fully from any ill effects it
  caused you during the period where
  you didn’t: FP or HP loss, attribute
  penalties, afflictions, etc. Price this
  limitation exactly as you would Pact.
  Abilities with power modifiers 
  that include Pact or Required
  Disadvantage can’t take a separate
  limitation for these; see Required
  Disadvantages (p. 21).
  Persistent
  see p. B107
  An advantage doesn’t need Area
  Effect as a prerequisite for Persistent
  if it affects an area innately. Any
  Persistent ability can be “on” in sev-
  eral different areas simultaneously
  as the result of successive attacks,
  unless the underlying trait forbids
  this. Multiple uses in the same area
  never “stack,” however.
  104
  BUILDING ABILITIES
  A hero can have a Pact with the GM, if
  the GM agrees. The GM should only allow
  this if both the Pact and the modified 
  ability support a genre convention, like
  “kung fu movie realism.” 
  
  Ranged
  see p. B107
  Abilities that are normally “touch
  only” or “zero range” – Control,
  Create, Healing, Illusion, Leech, Mana
  Damper, Mana Enhancer, Neutralize,
  Possession, Static, etc. – often work at
  a distance in fiction. The GM may also
  permit Ranged on information-gath-
  ering abilities (such as Mind Probe,
  Precognition, 
  and 
  Psychometry),
  allowing them to “read” distant sub-
  jects. Ranged doesn’t prevent an
  advantage from working the usual
  way (in an area around the user or by
  touch, as appropriate) when the wield-
  er wishes. For other rules on using
  Ranged with specific advantages, see
  the advantage text and the notes in
  this chapter. Where Ranged appears
  as a special enhancement, as it does
  for Obscure, use that version of
  Ranged and not the general one.
  When creating abilities based on
  advantages that normally have no
  range, Ranged is a prerequisite for
  all modifiers that affect ranged-
  attack statistics (Range, Acc, RoF,
  Shots, and Rcl).
  Rapid Fire
  see p. B108
  Rapid Fire assumes the attack
  delivers its RoF over the course of a
  full second, but some TL8+ projectile
  weapons fire their full RoF in a tiny
  fraction of a second. They shoot so
  rapidly that recoil isn’t felt until after
  the entire burst is in the air. The result-
  ing stream of projectiles is a lot like a
  beam. The following option simulates
  this:
  Very Rapid Fire: You fire your full
  RoF almost instantly. Follow the
  rules under Rapid Fire (p. B373),
  except that you get two extra hits per
  point by which you make your attack
  roll. When using rapid fire against
  close stationary targets (see p. B408),
  any success means you hit with all
  shots. You can’t attack multiple tar-
  gets or an area with spraying fire or
  suppression fire, however – you can
  only ever attack one target. This costs
  +10% over and above the cost of
  Rapid Fire, and is incompatible with
  Extra Recoil.
  Reduced Fatigue Cost
  see p. B108
  In situations where the rules multi-
  ply the FP cost to use an ability, this
  enhancement subtracts 1 FP per level
  from the cost after multiplying. For
  example, when using Healing with
  Area Effect and Reduced Fatigue Cost,
  multiply FP cost by radius and then
  reduce it.
  Reduced Range
  see p. B115
  When adding this limitation to 
  a trait that normally doesn’t work 
  at a distance, Ranged (p. B107) is a
  prerequisite.
  Resistible
  see p. B115
  A supernatural disease or magical
  poison (like an alchemical elixir)
  might allow a Will-based resistance
  roll. An ultra-tech threat might be
  engineered to require a ST, DX, or IQ
  roll. Represent either by adding
  Resistible and specifying an attribute
  besides HT; e.g., “Resistible, Will-3,
  -15%.” Don’t use Based on (Different
  Attribute). The GM is the final judge of
  what combinations are allowed.
  Selective Area
  see p. B108
  Abilities without Area Effect or
  Cone can have “Selective Effect” for
  +20% if they have the potential to
  affect an area or multiple targets
  actively. The GM should work out the
  details, using the following examples
  for inspiration:
  •Attacks with Rapid Fire. An attack
  with Selective Effect and Rapid Fire
  can hose down an area that contains
  both friend and foe without risking a
  “friendly fire” incident. The GM might
  even permit Selective Effect on attacks
  with RoF 1. This would prevent shots
  that miss or overpenetrate from hit-
  ting allies in the line of fire. Either
  option is suitable for the “smart bul-
  lets” seen in pulp sci-fi.
  • Elastic Skin, Invisibility, and
  Shapeshifting with the Glamour limi-
  tation. This keeps the user from being
  misidentified or overlooked by his
  allies . . . and lets him make his 
  enemies look like madmen (“What
  man? You’re talking to a dog!”).
  • Illusion. Another way to make
  people look crazy!
  • Telecommunication. This lets the
  user choose who can receive – or
  make sense of – a broadcast (e.g., by
  Radio, or Telesend with the Broadcast
  enhancement). This combination is
  useful for simulating secure tactical
  communicators.
  • Terror. This is appropriate for
  dragons, deities, and other powerful
  entities that can demoralize their foes
  without frightening off their allies.
  Neither regular Selective Area nor
  Selective Effect is compatible with
  Always On (which is only a limitation
  if you can’t choose who is affected), or
  with advantages that offer the
  Discriminatory special enhancement.
  Selectivity
  see p. B108
  Abilities with Selectivity can have
  mutually 
  incompatible 
  enhance-
  ments, if the GM permits. For
  instance, a spirit might buy Visualiza-
  tion with Selectivity plus both
  Blessing and Cursing in order to curse
  or bless, while a super might take a
  Burning Attack with Cone, Jet, and
  Selectivity so he can “dial down” his
  broad cone to a precise jet in close
  quarters. The user pays full price for
  all of his enhancements, but he must
  choose just one of them when he uses
  his ability; incompatible enhance-
  ments can’t be active at the same time.
  Sense-Based
  see pp. B109, B115
  It’s permissible to “reverse” Sense-
  Based to create an ability that works
  through the user’s senses. To affect his
  target, he must see it with his unaided
  eyes (Vision-Based), hear it with his
  own ears (Hearing-Based), touch it
  with his bare hand (Touch-Based),
  and so on. If he can’t – or if he’s
  deprived of his sense (e.g., by a blind-
  fold for Vision-Based or heavy gloves
  for Touch-Based), or using a techno-
  logical or paranormal intermediary –
  his ability doesn’t work. This variation
  is only allowed as a limitation on an
  advantage that’s normally unaffected
  by DR, and gives its usual discount.
  BUILDING ABILITIES
  105
  
  Example: A robot that analyzes
  minerals by detecting minute quanti-
  ties of airborne dust has Detect
  (Minerals; Smell-Based, -20%), and
  can’t use its ability in a vacuum or
  from within a sealed suit.
  Side Effect
  see p. B109
  An Innate Attack with Side Effect
  can 
  have 
  Based 
  on 
  (Different
  Attribute) to shift the resistance roll
  from HT to another attribute. Use this
  score instead of HT in the duration
  formulas, too. This is especially suit-
  able for a supernatural attack that
  produces a curse-like effect that’s tied
  to wound severity but more logically
  resisted by Will than HT.
  Takes Extra Time
  see p. B115
  Takes Extra Time means the ability
  is constantly available but demands a
  long “ready time” immediately prior
  to use, making it unavailable in “quick
  response” situations. It isn’t the same
  as Preparation Required, which
  allows the wielder to prepare in
  advance, giving him a single use with
  which to respond instantly. To keep
  the two balanced, the GM may restrict
  heroes to two levels of Takes Extra
  Time, which is equal in value to the
  lowest level of Preparation Required.
  When Takes Extra Time results in
  more than one second of Ready to use
  an ability, it is possible to interrupt the
  user, just as if he were concentrating
  (see p. B366).
  Takes Recharge
  see p. B115
  This limitation is suitable for ener-
  gy attacks that fire from an “accumu-
  lator” charged by a power plant or the
  user’s body. If the attack has Rapid
  Fire, it gets shots equal to its RoF
  before it needs to recharge. Once all
  shots are fired, the attack is unavail-
  able until one full recharge period
  passes; then shots equal to RoF are
  available again. Shots don’t trickle
  back gradually during the recharge
  period.
  Temporary
  Disadvantage
  see p. B115
  Those who wield evil powers, psi
  abilities that drive them mad, and so
  on often suffer a mental breakdown
  the instant they activate their gifts. To
  simulate this, select a mental disad-
  vantage that requires a self-control
  roll (e.g., Berserk or Pyromania), spec-
  ify a self-control number of “N/A,” and
  price Temporary Disadvantage as if
  the disadvantage were worth 2.5 times
  its listed cost (drop fractions). Using
  the ability always causes the effects
  specified for a failed self-control roll.
  Example: El Tigre immediately
  goes berserk when he uses Alternate
  Form (Tiger). Berserk is worth -10
  points, so it’s worth -25 points if irre-
  sistible. El Tigre has a -25% limitation,
  and must savagely attack anyone near-
  by when he uses his ability!
  An “always on” advantage can have
  Temporary Disadvantage. Instead of
  affecting the entire character, the dis-
  advantage has the potential to shut
  down the advantage. See Cybernetics
  (p. B46) and Cyberpunk Abilities
  (p. 116) for more information. In this
  case, “temporary” means the disad-
  vantage is irrelevant after it causes the
  advantage to fail.
  Trigger
  see p. B115
  Injury is an entirely valid Trigger.
  Since a desperate hero can nearly
  always find a way to wound himself,
  this Trigger is Very Common . . . and
  since injury is by definition danger-
  ous, the limitation is worth -15%. This
  isn’t the same as Blood Agent (p. 100)
  “in reverse.” The user needn’t bleed on
  his victim or suffer a particular form
  of injury; even 1 HP of blunt trauma
  will do.
  Uncontrollable
  see p. B116
  Situations that involve self-control
  rolls for disadvantages, Fright Checks,
  or HT rolls for major wounds qualify
  as “stressful”; see Emergencies Only
  (p. 102). Disadvantages that don’t
  allow self-control rolls can also trigger
  this limitation. For instance, a hero
  with Pacifism might lose control if
  forced to commit violence.
  Anyone who takes Uncontrollable
  must specify the “intelligence” that
  commandeers his ability: his subcon-
  scious or something else. His subcon-
  scious uses his scores for all rolls, and
  its first priority is always to deal with
  the cause of the stress. For example, if
  a super were to lose control of her
  Death Ray due to a major wound, her
  ability would go after whoever caused
  the injury first – even a foe she must
  capture unharmed, or a friend with
  bad aim – and use her Innate Attack
  skill to hit.
  If the ability originates from a
  demon, implanted AI, or other intelli-
  gence the user can’t fully control, it
  has its own scores and agenda (deter-
  mined by the GM, exactly as for an
  Enemy). It acts purposefully and per-
  haps subtly; it could let the user
  remain “in control” but pervert his
  intent. For instance, Mind Control
  might work as desired but send vic-
  tims additional suggestions, unknown
  to the user.
  The GM may allow the following
  variant:
  Uncontrollable Trigger: Your ability
  manifests uncontrollably in the pres-
  ence of an item, not stress. Use the rar-
  ities given for Weakness (p. B161).
  This isn’t a meaningful limitation if
  the item is “Rare.” It’s worth -5% if
  106
  BUILDING ABILITIES
  
  “Occasional,” -10% if “Common,” or
  -15% if “Very Common.” Triple this for
  destructive abilities. Unconscious
  Only is a frequent addition.
  Underwater
  see p. B109
  The GM may permit aquatic
  heroes to add Underwater to abilities
  other than attacks – e.g., Scanning
  Sense and Telecommunication – that
  don’t normally work (or work well)
  underwater. Like attacks, they func-
  tion at 1/10 range underwater. This is
  unrealistic for radio waves, but comic-
  book supers often ignore such details.
  Unreliable
  see p. B116
  The GM may allow natural
  attacks to have a “Malf.” statistic
  similar to that used for gadgets and
  built-in firearms. This is especially
  suitable for abilities that originate
  from experimental drugs or surgery –
  or cinematic genetic engineering or
  mutation. On an attack roll equal or
  greater than Malf., roll 3d:
  3-4 – The ability fails to go off and is
  crippled. See Duration of Crippling
  Injuries (p. B422) to determine
  recovery time. In some worlds, a
  Bioengineering, 
  Physician, 
  or
  Surgery roll can hasten recovery.
  5-8 – The ability fails to go off and is
  temporarily unavailable. After
  three seconds, make a HT roll.
  Success means the ability comes
  back online. Otherwise, wait three
  more seconds and roll again.
  Critical failure on any of these HT
  rolls means the ability is crippled
  as in 3.
  9-11 – The attack fires a single shot
  and then fails as described for 5.
  12-14 – As 5.
  15-18 – As 3, but the attack also
  strains the user. He suffers 1d-3
  (minimum 1) each of fatigue and
  injury. DR doesn’t protect.
  Untrainable
  see p. B116
  Abilities with Untrainable gain no
  benefit from Talent. This is in addition
  to the limitation’s other effects.
  Abilities that require a roll to use can
  take this special version:
  Hard to Use: You have a penalty on
  all rolls to use your ability, and Talent
  doesn’t help. Each level of Hard to Use
  gives -3. This is incompatible with
  Reliable (p. 109) and forbidden on
  ranged attacks (but see Inaccurate,
  p. B112). -5% per -3, to a limit of -12.
  Variable
  see p. B109
  Variable is strictly for attacks,
  which otherwise work at full power
  at all times. Non-attack abilities
  don’t need it – their range, area, level
  of effect, and so on are variable 
  automatically.
  NEW
  ENHANCEMENTS
  The GM may invent enhancements
  as needed – see the variants suggested
  above for inspiration. Below are some
  entirely new enhancements for use in
  games that feature many superhuman
  abilities.
  Affects Others
  Variable
  You can extend your advantage’s
  benefits to others. If you can affect a
  limited number of willing subjects by
  touching them, Affects Others costs
  +50% per person. This isn’t an attack –
  it has no effect on unwilling recipi-
  ents. You must take a separate Ready
  maneuver to make contact with each
  companion, who must be within
  reach. This bestows the effects of the
  advantage, not the ability to use it. You
  turn it “off” and “on,” set its level, and
  so on, and your decisions apply equal-
  ly to you and all subjects.
  Your ability only affects others
  while they’re touching you. They can
  end its effects at any time by breaking
  contact with you. To affect those who
  are merely nearby, add Area Effect – in
  which case a Ready maneuver lets you
  affect any number of people up to
  your limit, if they’re in your area.
  BUILDING ABILITIES
  107
  Gadget Limitations 
  and Powers
  In fiction – especially comics – some heroes possess powers partly or
  wholly by virtue of special items: chi-invested weapons, holy artifacts,
  magic wands, etc. To create such gadgets, buy a set of abilities and apply
  both a power modifier and any suitable gadget limitations from
  pp. B116-117.
  The power source of many gadgets is “superscience,” not magic, psi,
  etc. The GM can either treat the abilities such items bestow as wild
  advantages or allow a special Superscience power modifier. Details
  depend on the setting, but a typical modifier is comparable to Super
  (p. 29) and worth -10%. If the GM wishes to let heroes take a modifier
  like this on innate powers (to represent techno-evolution, nanotech,
  etc.), a better model is Biological (p. 26), also -10%.
  Talent normally resides in the owner and represents his ability to use
  the item. For instance, a Helm of Telepathy is more effective for some-
  one with Telepathy Talent. In some tales, though, the abilities are native
  to the user while the item improves his control – that is, it grants Talent.
  To do this, apply gadget limitations to Talent (an exception to the pro-
  hibition against modifying Talent). This Talent might even add to the
  user’s own Talent, letting him exceed normal limits.
  If a power has required disadvantages (p. 21), the user of an item
  that grants that power’s abilities or Talent must have these disadvan-
  tages. For example, a holy relic doesn’t work for just anyone – only for
  those of suitable faith. Should the item be lost, the disadvantages don’t
  go away. The GM may wish to award a suitable replacement item if the
  player roleplays his disadvantages well, though.
  
  The above version of Affects Others
  is for movement abilities (e.g., Flight
  and Permeation) and physical trans-
  formations 
  (e.g., 
  Growth 
  and
  Shrinking). It’s a good way to keep the
  PCs together on adventures that
  would leave behind those who can’t
  fly, shrink, etc. The GM may allow
  Affects Others on other traits when it
  serves this purpose.
  If you apply Force Field to one of
  the defenses listed for that enhance-
  ment (below), you may add Affects
  Others for a flat +50%, provided you
  also take at least one level of Area
  Effect. Together, these three modifiers
  let you extend your advantage’s pro-
  tection to everyone inside your area.
  This force field works against attacks
  and hazards crossing it from the out-
  side. Threats inside the force field
  bypass its protection.
  If based on Damage Resistance, the
  force field impedes movement, too.
  Foes who wish to cross it must force
  their way in. Those who try this as a
  free action (allowed once per turn) roll
  thrust damage. Those who use Attack,
  Move and Attack, or All-Out Attack to
  blast their way in roll their attack’s
  usual damage. If damage exceeds DR,
  they make an opening large enough to
  step through. This closes at the end of
  their turn, and doesn’t weaken the
  force field.
  The GM shouldn’t allow either
  form of Affects Others on advantages
  that let the user do something, such as
  Healing, Innate Attack, and Mind
  Control. To grant forbidden traits or
  affect 
  unwilling 
  subjects, 
  buy
  Affliction with a suitable Advantage
  enhancement.
  Can Carry Objects
  Variable
  A physical transformation normal-
  ly affects your body but not your
  belongings. With this enhancement,
  your advantage also transforms
  objects you’re carrying or wearing. It
  ceases to affect these things when you
  put them down. Can Carry Objects is
  already defined for Insubstantiality,
  Invisibility, 
  Permeation, 
  Shadow
  Form, and Shrinking, but it’s also use-
  ful for Chameleon, Elastic Skin,
  Growth, Morph, and anything else the
  GM allows.
  Cost depends on how much you
  can carry: No encumbrance is +10%;
  Light, +20%; Medium, +50%; and
  Heavy, +100%.
  To affect people you’re touching,
  add Affects Others (above). To extend
  defensive effects to your possessions,
  take Force Field (below).
  Erosive
  +10%
  Erosive must accompany one of
  Blood Agent, Contact Agent, or
  Respiratory Agent, and either Area
  Effect or Cone. Your attack is a gas
  that eats away at the seals on gas
  masks, 
  environment 
  suits, 
  etc.
  Whenever the wearer of such gear is
  exposed to the gas, roll against his
  equipment’s HT. Assume HT 12 unless
  otherwise specified. Any failure means
  enough gas seeps in to affect him and
  reduce the HT of his equipment by 1
  (this loss is cumulative). Restoring a
  point of lost HT is a major repair (see
  Repairs, p. B484).
  Force Field
  +20%
  This enhancement converts a
  defensive trait into a field projected a
  short distance from your body. The
  field engulfs and protects your entire
  body – including your eyes – and
  everything you’re carrying or wearing
  (up to Extra-Heavy encumbrance),
  even if the unmodified trait wouldn’t.
  Always apply its effects before those of
  armor, environment suits, etc. See
  Extending Defenses (p. 173) for other
  benefits.
  Force Field is suitable for Damage
  Resistance (but never with Tough
  Skin), Improved G-Tolerance, Magic
  Resistance, Pressure Support, Prote-
  cted Sense, Radiation Tolerance,
  Resistant, Sealed, Slippery, Temp-
  erature Tolerance, and Vacuum
  Support. The GM may permit it on
  other advantages. If you have multiple
  traits with Force Field, note whether
  you have one force field or several
  (and their order).
  Force Field often occurs in combi-
  nation with Affects Others and Area
  Effect (see Affects Others, p. 107, for
  rules), and alongside the Active
  Defense limitation (p. 112).
  Game Time
  +0%
  Some traits – including Luck,
  Serendipity, and Wild Talent – rely on
  real time. This modifier lets such an
  advantage use game time instead. If it
  usually works at least once per real
  hour, you get uses per game day equal
  to its maximum possible uses per real
  hour; e.g., Ridiculous Luck, which
  works every 10 real minutes, gets six
  uses per game day. If it’s rated in uses
  per session, you get that many uses
  per game week; e.g., Serendipity 3
  gives three uses per game week. The
  GM may adjust these ratios.
  Independent
  +40% or +70%
  This enhancement is for advan-
  tages that require concentration to
  control. Your ability demands no
  attention after the initial Concentrate
  or Ready maneuver to activate it. If it
  requires a die roll, it lasts for minutes
  equal to your margin of success (your
  margin of victory, for a resisted abili-
  ty) or its usual duration – whichever is
  less. During this time, it’s completely
  self-sufficient. Its effects endure even
  if you’re incapacitated or killed.
  Independent doesn’t allow multiple
  instances of the advantage’s effects
  unless this is standard for the trait. If
  this is standard, all instances are
  “hands free” and you’re exempt from
  penalties for simultaneous uses.
  The only down side is that you
  don’t control your ability after activa-
  tion. Its effects last for the entire dura-
  tion specified above – you can’t end
  them early or maintain them. You
  must specify all particulars required
  by the ability when you activate it, and
  can’t change these later on.
  Independent is worth +40% for
  most advantages, +70% for those with
  penalties for simultaneous uses.
  Long-Range
  +50%/level
  Your ranged ability uses a better
  class of range penalties than usual.
  From worst to best, these classes are
  -1/yard like a Regular spell (p. B239),
  the Size and Speed/Range Table
  (p. B550), Long-Distance Modifiers
  (p. B241), and no penalties at all. Each
  108
  BUILDING ABILITIES
  
  level of Long-Range makes the penal-
  ties one step more favorable. The abil-
  ity’s 1/2D and Max range don’t change;
  use Increased Range or Reduced
  Range for that. Long-Range affects the
  cost of Follow-Up.
  Once On, Stays On
  +50%
  Only for physical transformations
  that end if you’re knocked out or killed
  – mainly Elastic Skin, Shadow Form,
  and Shapeshifting. You revert to your
  “normal” form only if you consciously
  choose to do so. Sleep, unconscious-
  ness, and death don’t force you to
  change back. Severed body parts may
  remain transformed after you change
  back, if you wish; specify this when
  you buy your ability.
  Reflexive
  +40%
  Reflexive is for defenses that take a
  second to activate, senses that require
  a second of concentration (e.g.,
  Detect), and anything the GM feels
  serves a purpose similar to either. It
  lets your ability switch itself on –
  under attack if a defense, in the pres-
  ence of something “interesting” if a
  sense 
  – 
  without 
  a 
  Ready 
  or
  Concentrate maneuver. If this normal-
  ly requires a success roll, activation
  requires a roll at -4; otherwise, it’s
  automatic. If you’re asleep, successful
  activation also wakes you up.
  Reflexive counts as a level of
  Reduced Time when you use your
  ability consciously. It’s incompatible
  with Active Defense, Always On, and
  Usually On.
  Reliable
  +5% per +1 bonus
  Your ability usually works as
  intended. Perhaps you have extensive
  experience or natural aptitude with it,
  or maybe it’s just easy to use.
  Whatever the reason, you get a bonus
  on all rolls to use it. This works exact-
  ly like Talent, and can’t affect anything
  that Talent wouldn’t affect. It’s cumu-
  lative with Talent, where applicable.
  Reliable is handy for advantages
  that routinely suffer large penalties
  (e.g., the -8 to use Precognition active-
  ly). It isn’t available for ranged attacks
  – use Accurate (p. B102) for those.
  Reliable costs +5% per +1 bonus, to a
  maximum of +10.
  Ricochet
  +10%
  When using Ricochets (p. 166),
  your attack doesn’t lose damage on
  each bounce.
  Selective Effect
  see Selective Area, p. 105
  Surprise Attack
  see Overhead, p. 104
  Switchable
  +10%
  This enhancement only exists for
  physiological features (e.g., Claws),
  defenses, and other traits that are nor-
  mally “always on.” It lets you switch
  your advantage off and on with a
  Ready maneuver. Specify whether it
  switches on or off – or remains in its
  current state, whatever that is – when
  you’re knocked out.
  You can’t add Switchable to an
  advantage that lists special modifiers
  that enable you to turn it off and on,
  regardless of whether your ability has
  those modifiers. If an advantage notes
  Switchable as a special enhancement
  with a different value, use that value
  instead. Switchable isn’t permitted on
  meta-traits, either. To get a switchable
  meta-trait, buy an Alternate Form.
  A weaker version of Switchable is
  logical for some advantages:
  Usually On: Only for advantages
  that are “always on” by default. Your
  ability is usually on, but you can
  switch it off by expending 1 FP per sec-
  ond. For advantages that are normally
  off by default, this is a limitation; see
  Always On (p. 99). +5%.
  Time-Spanning
  Variable
  Your ability works across time.
  Rolls to use it this way have a penalty
  for the time gap between you and your
  target; use Long-Distance Modifiers
  (p. B241) and substitute “days” for
  “miles.” Find the distance in space as if
  you were at the same point in time.
  This is worth +50% if you can reach
  just the past or just the future, or
  +100% for both; add -50% if your abil-
  ity doesn’t work in the present.
  The GM decides which advantages
  can use this enhancement. It’s meant
  for sensory and communications abil-
  ities 
  (e.g., 
  Clairsentience 
  and
  Telesend), but might suit other mental
  abilities – like Possession – if the user
  also has an ability that lets him sense
  his target across time. If the GM
  allows this on an attack, Cosmic
  (+50%) is a prerequisite.
  Usually On
  see Switchable, above
  Very Rapid Fire
  see Rapid Fire, p. 105
  World-Spanning
  +50% or +100%
  Your ability can reach parallel
  worlds. Find the distance in space as if
  you and your subject were on the
  same world. The GM may also permit
  a Plane-Spanning variant for abilities
  that work across dimensions other
  than parallel worlds. Either is worth
  +50% if you can only contact other
  worlds or planes, or +100% if your
  ability also works in your current
  realm. See Time-Spanning (above) for
  guidelines on allowed advantages.
  BUILDING ABILITIES
  109
  
  NEW
  LIMITATIONS
  Below are some new limitations of
  general applicability. The GM might
  also allow “wild” advantages to have
  some of the limitations normally
  reserved for powers, where logical; see
  Evaluating Power Modifiers (p. 20).
  When creating limitations, remember
  that a modifier that doesn’t restrict the
  user isn’t a limitation – it’s a special
  effect (see Special Effects, p. 113).
  Active Defense
  see Requires (Attribute) Roll,
  p. 112
  All-Out
  -25%
  Your ability requires an All-Out
  Attack maneuver; you can’t use it with
  any other maneuver (e.g., Move or
  Change Posture). You have no active
  defense while using it. If it would let
  you move more than a step, you’re
  limited to half your Move in a forward
  direction. You may attack if the advan-
  tage is one that lets you do so, but All-
  Out isn’t just for attack abilities – you
  can add it to any advantage that
  requires a maneuver to use (typically
  Concentrate or Ready), replacing the
  standard maneuver with All-Out
  Attack. Explain what you’re doing that
  limits you: deep concentration, spin-
  ning in place, etc.
  Aspected
  -20%
  Your ability works only when pur-
  suing a specific class of related tasks or
  activities (e.g., athletics, combat,
  investigation, or social interaction), or
  in a specific area of daily life (e.g., job,
  personal health, or romance). The GM
  has the final say, and can make the
  categories as broad or as narrow as he
  wishes.
  Aspected is meant for Intuition,
  Serendipity, and advantages that
  directly alter your odds of success 
  at 
  tasks 
  (Luck, 
  Super 
  Luck,
  Visualization, etc.). The GM may
  allow it on other traits. Certain
  “aspects” aren’t useful even on normal-
  ly permitted abilities, though; for
  instance, Visualization is so slow that
  Aspected, Combat would make it
  worthless.
  Backlash
  see Nuisance Effect, p. 104
  Blockable
  -5% or -10%
  Ranged attack abilities (Affliction,
  Binding, Innate Attack, advantages
  with the Ranged enhancement, etc.)
  normally work like firearms when it
  comes to the target’s legal active
  defenses: the victim can only dodge.
  Abilities that affect an area – including
  anything with Area Effect, Cone, or
  Explosion – only allow an attempt to
  dive for cover, whether or not they’re
  ranged. If either kind of attack pro-
  duces an effect that the target could
  try to block with a shield, it has a -5%
  limitation – or -10%, if he could also
  attempt to parry.
  Use this limitation to simulate
  slow-moving projectiles (like nets or
  Missile spells), summoned swarms of
  biting creatures, and so on. To block
  an 
  attack 
  with 
  Blockable
  and
  Overhead – like a rain of stones – the
  defender must hold his shield over his
  head.
  Costs Hit Points
  Variable
  This limitation works exactly like
  Costs Fatigue (p. B111), except that it
  depletes HP instead of FP, and is
  worth twice as much: -10% per HP per
  use, doubled to -20% if the cost is per
  second. It can also convert FP costs
  built into advantages to HP costs, at
  -5% per FP converted – or -10% per
  FP, if the cost is per second.
  Environmental
  Variable
  Only advantages that affect others
  can have this limitation. Your ability
  manipulates an existing item or 
  condition, which must touch or 
  surround 
  the 
  target. 
  Unlike
  Accessibility, this doesn’t affect acti-
  vation – you can trigger your ability
  anywhere, barring a failed roll or
  another limitation. However, your
  ability is only effective if the subject is
  in a particular environment . . . and
  the GM can alter its effects if the 
  environment you’re attempting to
  manipulate is at all unusual.
  Example: A Binding that com-
  mands plants to entangle the victim
  would do nothing in an area without
  vegetation. It would be little more
  than a nuisance if the only plant
  nearby were a small potted fern . . .
  and totally unpredictable in an alien
  jungle!
  The GM should base the value on
  the environment’s rarity:
  Very Common: Environment is
  present all the time, outside of one or
  two unusual situations that would be
  difficult for an enemy to arrange; e.g.,
  in a gravity field, in the presence of air,
  or on a planet. -5%.
  Common: Environment is present
  most of the time, but a resourceful foe
  could arrange for it to be absent; e.g.,
  in contact with dust or in the presence
  of microbes. -10%.
  Occasional: Environment is often
  absent, or easily avoided by enemies
  (although a crafty user might be able
  to “rig” an important encounter to
  work around this); e.g., in a city, in the
  wilderness, outdoors, or touching the
  ground. -20%.
  Rare:
  Environment is usually
  absent and difficult for the user to
  arrange; e.g., in a storm, in dense veg-
  etation, in the desert, or underground.
  -40%.
  Very Rare:
  Environment is so
  unlikely that the ability is useless most
  of the time; e.g., in lava, in quicksand,
  or in vacuum. -80%.
  The GM should forbid proposed
  Environmental limitations that dupli-
  cate one of the ability’s built-in restric-
  tions; e.g., “in the water” isn’t valid for
  Control (Water). In games with pow-
  ers, an ability that gets -10% for a
  mundane countermeasure or insula-
  tor as part of its power modifier
  already has this limitation – don’t
  apply it a second time.
  Fickle
  -20%
  Your ability is or seems sentient,
  and sometimes reacts poorly. Make an
  unmodified reaction roll whenever you
  wish to use it. For an attack, make this
  110
  BUILDING ABILITIES
  
  roll before each use. For other abili-
  ties, the advantage works until you
  need to make a success roll for it . . .
  then make a reaction roll. For
  instance, Flight requires a reaction
  roll when you try a DX roll to “push
  the envelope,” or an Aerobatics or
  Flight skill roll, while Dark Vision calls
  for a reaction roll anytime you
  attempt a Vision roll in the dark. Even
  “passive” abilities sometimes require
  die rolls; see Extra Effort (p. 160),
  Defending with Powers (p. 167), and
  Stunts (p. 170).
  On a reaction of Neutral or better
  (10+), the ability works as expected
  and you can attempt your attack roll,
  DX roll, Sense roll, etc., as applicable.
  A Very Good reaction (16-18) gives +1
  to the ensuing roll; an Excellent reac-
  tion (19+) gives +2.
  On a reaction of Poor or worse (9
  or less), the ability fails. If it wasn’t
  already active, it refuses to activate. If
  it was active, it shuts down. This does-
  n’t normally endanger you directly; for
  instance, Flight sets you down gently
  and Insubstantiality leaves you in
  open space. Of course, the sudden loss
  of DR in battle, Dark Vision in an unlit
  room full of traps, and so forth can
  endanger you indirectly.
  On a reaction of Very Bad or worse
  (3 or less), the ability does endanger
  you, or turns on you in some unpleas-
  ant way. Flight drops you like a stone,
  Insubstantiality leaves you stranded
  inside a wall, your attack blasts you,
  and so forth. The GM should be 
  creative!
  You can try to invoke a failed abili-
  ty every second if you wish, but the
  reaction roll is at a cumulative -1 per
  repeated attempt as your ability (or
  the forces behind it) become increas-
  ingly annoyed by your requests. To
  eliminate this penalty, you must go for
  a full hour without using your ability.
  Fickle is often part of a power mod-
  ifier; see Fickle Forces (p. 24). In this
  case, the outcome of the reaction roll
  and the hour needed to lift penalties
  for repeated attempts apply to the
  entire power. The abilities of such
  powers can’t take this limitation – they
  already have it.
  The GM may permit a weaker 
  limitation:
  Requires Reaction Roll: Your ability
  works as described above, but normal
  reaction modifiers do apply to the
  reaction roll, and you can substitute
  an Influence roll. -5%.
  Glamour
  Variable
  Only available for Chameleon,
  Elastic Skin, Invisibility, Shape-
  shifting (with the Cosmetic limita-
  tion), Silence, and similar traits that
  alter how others perceive you. Your
  ability controls others’ perceptions
  through a persistent hypnotic sugges-
  tion, mental illusion, or psychic com-
  pulsion. It doesn’t affect machines.
  Living victims get a Will roll to resist
  your influence and sense you normal-
  ly – and individuals with Mind Shield
  may add their level to this roll. A
  resistance roll against Will-5 is worth
  -5%. Each +1 to the roll is a worth
  another -5% (e.g., Will+4 is -50%).
  Hard to Use
  see Untrainable, p. 107
  Insubstantial Only
  -30%
  Your ability only affects intangible
  targets: beings with the Spirit meta-
  trait, individuals using Insubstan-
  tiality, and those using Clairsentience,
  Jumper, or Warp with the Projection
  special modifier. This modifier is espe-
  cially useful for attacks intended to
  exorcise spirits.
  Magnetic
  see Specific, p. 112
  Maximum Duration
  Variable
  Only available for switchable,
  beneficial abilities that you could
  normally leave “on” indefinitely (e.g.,
  Insubstantiality). Your ability can
  only operate for a limited length of
  time. After that, it shuts down with-
  out warning and you can’t reactivate
  it for five minutes. Limitation value
  depends on the time limit:
  Less than 30 seconds
  -75%
  Up to 1 minute
  -65%
  Up to 10 minutes
  -50%
  Up to 30 minutes
  -25%
  Up to 1 hour
  -10%
  Up to 12 hours (or one night)
  -5%
  Greater than 12 hours
  -0%
  Minimum Duration
  Variable
  Only available for switchable abil-
  ities that would – in the GM’s opinion
  – seriously inconvenience you if you
  couldn’t deactivate them at will. Your
  ability must stay “on” for a certain
  period of time once activated; you
  can’t shut it off before this time is up.
  Minimum Duration can never exceed
  Maximum 
  Duration 
  (if 
  any).
  Limitation value is as follows:
  Less than 1 hour
  -0%
  Up to 8 hours
  -5%
  Up to 12 hours (or one night) -10%
  Up to 24 hours
  -15%
  Up to 1 week
  -20%
  Up to 1 month
  -25%
  Greater than one month
  -30%
  On an advantage that allows
  Always On, this limitation is worth at
  most -5% less than Always On; e.g., if
  Always On is -20%, Minimum
  Duration can’t go beyond -15%.
  Minimum Range
  -5% or -10%
  You can’t use your ranged ability
  on a target inside a certain range.
  Use this for weapons that have a
  minimum fusing distance or that fire
  in a high arc, and for sensors with a
  “blind spot” within which they can’t
  resolve targets. The GM should
  restrict this modifier to ranged abili-
  ties that are normally useful at rela-
  tively close range. This is worth -10%
  for a minimum range of 5% maxi-
  mum range, -5% for a minimum
  range of 1% maximum range (always
  at least a yard).
  BUILDING ABILITIES
  111
  
  Missing Damage Effect
  see Damage Modifiers, p. 101
  Required Disadvantage
  see Pact, p. 104
  Requires (Attribute) Roll
  -5 or -10%
  This 
  limitation 
  works 
  like
  Unreliable (p. B116), except that
  instead of rolling against a fixed acti-
  vation number to trigger your advan-
  tage, you roll against DX, IQ, HT, Will,
  or Per (choose one when you buy the
  ability). Things that temporarily mod-
  ify your score do affect this roll. For a
  defensive ability, roll each time the
  defense would mitigate an attack or a
  hazard – or once per minute, for con-
  stant exposure. -10% for a DX, IQ, or
  HT roll; -5% for a Will or Per roll.
  A special version of this limitation
  exists for the defensive traits listed
  under Force Field (p. 108):
  Active Defense: Your ability only
  protects you against threats you’re
  aware of – and only if you make a roll
  to interpose it in time. This roll is at
  DX/2 + 3, +1 for Combat Reflexes. If
  you try to use the same ability more
  than once in a turn, apply a cumula-
  tive -4 per attempt after the first. You
  roll at -4 if stunned, and can’t roll at all
  in situations where you wouldn’t get
  an active defense (attack from behind,
  unconscious, etc.). -40%.
  Requires Concentrate or
  Ready
  -15% or -10%
  Your ability requires a series of
  Concentrate or Ready maneuvers to
  maintain. Taking any other maneuver
  (such as Attack or Move) causes it to
  switch off. Thus, you can only move
  one step per second while using it, and
  can’t attack, aim, etc. Requires Ready
  is worth -10%. Requires Concentrate
  is worth -15%, and means your ability
  shuts down if you lose your concentra-
  tion. You can’t combine these with
  each other or All-Out (p. 110).
  Normally, only switchable advan-
  tages that would otherwise stay on
  without an active effort can have these
  limitations. A passive ability without
  definite activation conditions (e.g.,
  Empathy) can also take them; if so, it
  requires the maneuver in question to
  use.
  Requires Reaction Roll
  see Fickle, p. 110
  Short-Range
  -10%/level
  Your ranged ability is subject to
  more severe range penalties than
  usual. Use the rules for Long-Range
  (p. 108), except that each level makes
  the penalties a step less favorable. You
  can 
  combine 
  Short-Range 
  with
  Reduced Range, but the total limita-
  tion value can’t exceed -30%. Short-
  Range affects the cost of Follow-Up.
  It’s 
  incompatible 
  with 
  Guided,
  Homing, Long-Range, and Melee
  Attack.
  Specific
  Variable
  Specific restricts an ability that lets
  you interact with a material to a sub-
  set of what it normally affects.
  Advantages that already require a par-
  ticular choice of materials can’t be
  Specific. This limitation is generally
  worth -40% for common materials,
  -60% for uncommon ones, and -80%
  for absurd ones – but the GM sets the
  precise value, which might be as little
  as -10% for very common materials.
  Abilities that affect ferrous metals –
  iron (including steel), nickel, and
  cobalt – have a -50% limitation, called
  “Magnetic” and not “Specific, Ferrous
  Metals” to save space. See the exam-
  ples 
  under 
  Clinging
  (p.
  B43),
  Penetrating Vision (p. B74), Super
  Climbing (p. 79), Walk on Air (p. 87),
  and Walk on Liquid (p. 88) for other
  suggestions.
  Terminal Condition
  Variable
  Only allowed on abilities that affect
  others for at least a minute. Your ene-
  mies can end your ability’s ongoing
  effects with a simple act: kissing the
  subject, speaking three words, etc. If
  this condition isn’t met, the effects
  have their usual duration.
  This is worth -5% if the condition is
  arcane enough to require research;
  -10% if a skill roll (against Religious
  Ritual, Ritual Magic, Thaumatology,
  etc.) can discover it; or -20% if com-
  mon knowledge. These values become
  -0% (a special effect), -5%, and -10% if
  the condition is difficult to arrange
  even if known, like a kiss from a
  princess or words spoken by an elf.
  Abilities that can’t end until a cer-
  tain condition is met just have
  Extended 
  Duration, 
  Permanent
  (+150%). This enhancement already
  requires such a condition – you can’t
  take Terminal Condition separately.
  Uncontrollable Trigger
  see Uncontrollable, p. 106
  Usually On
  see Always On, p. 99
  Visible
  -10% or -20%
  Your ability has a manifestation
  that makes it plainly obvious to every-
  one nearby. The effects and value
  depend on the underlying advantage:
  • A communication, influence,
  information, or sensory ability that
  would otherwise have no visible effect
  – such as Clairsentience or Mind
  Reading – generates an attention-
  grabbing effect (shimmering ray, float-
  ing eye, etc.) that gives away the fact
  that you’re affecting or observing the
  subject. This makes subtlety impossi-
  ble (if it doesn’t, you don’t have a limi-
  tation). -10%.
  •An ability that lets you physically
  attack might qualify if it’s normally
  invisible and largely unavoidable; e.g.,
  Telekinesis. In addition to the effects
  above, your target gets an unpenalized
  defense roll to avoid the attack. -20%.
  112
  BUILDING ABILITIES
  
  Advantages and modifiers are so
  precisely defined that an ability built
  from them is liable to seem boring if
  it’s merely the sum of its parts. To
  make things interesting, try to speci-
  fy a few ways in which your creation
  deviates from its generic compo-
  nents. The comics are full of supers
  with Flight and Burning Attack . . .
  but one hero might leave a fiery trail
  and toss fireballs, while another hov-
  ers in a green globe of force and zaps
  his foes with a laser beam. Little
  details like this are called special
  effects.
  Special effects are trivial features
  with no effect on point cost. They
  describe how the ability works in the
  game world, what it looks like, and
  how it differs from other abilities built
  from the same elements. Any benefits
  they provide should be minor – with
  little influence on overall utility – and
  balanced by modest drawbacks. If the
  GM feels that a proposed special effect
  is effectively an enhancement, he’s
  within his rights to price it as such or
  forbid it altogether.
  “FUNCTIONAL”
  SPECIAL EFFECTS
  A vital role of special effects is to
  provide a game-world (as opposed to
  game-mechanical) explanation for
  how the ability works. A Burning
  Attack might be a laser beam . . . or a
  fireball. Flight (Winged) might involve
  two wings, like those of a bird or a
  plane . . . or four wings, like those of a
  dragonfly . . . or rotors. Elastic Skin
  might be an illusion . . . or a physical
  metamorphosis. Such choices some-
  times matter in play, but since they’re
  largely “color” – with no real effect on
  overall capability – they don’t affect
  point cost.
  The GM should require players
  who buy exotic and supernatural
  advantages to specify such “function-
  al” special effects for their abilities –
  especially those with many modifiers.
  The entries for most such advantages
  in the Basic Set offer a few sugges-
  tions; the notes under Advantages
  (pp. 39-98) and Modifiers (pp. 99-112)
  add many more.
  Variant Traits
  Functional special effects needn’t
  be subtle. A radical redesign of an
  advantage is still a special effect if it
  uses roughly the same game mechan-
  ics as the original and is no more
  potent in play than the “stock” ver-
  sion. Examples include Jumper
  (Spirit) (p. 57), Oracle (Digital) (p. 65),
  Protected Power (p. 69), and True
  Faith (Chosen) (p. 84); versions of
  Medium that communicate with a
  dream world or parallel universe
  instead of the spirit realm (p. 59); and
  the special Awe and Confusion vari-
  ants of Terror (p. 84).
  Modifiers, too, can vary as a special
  effect. This usually involves extending
  the list of advantages to which they
  apply (e.g., allowing Unreliable to give
  natural attacks a Malf. number; see
  p. 107) or expanding their definitions
  (e.g., the Selective Effect variant of
  Selective Area, p. 105). The GM might
  also exchange one score for another
  (like basing Resistible on an attribute
  other than HT; see p. 105). He might
  even “reverse” the way the modifier
  works (see Blood Agent, p. 100, and
  Sense-Based, p. 105), if he’s willing to
  define the effects.
  The GM is the final judge of which
  variant traits are allowed.
  COSMETIC
  EFFECTS
  Unless a specific advantage descrip-
  tion states otherwise, any attack with-
  out the Low or No Signature enhance-
  ment (p. 103) has obvious effects. Most
  other advantages lack obvious effects
  except when given the Visible limita-
  tion (p. 112). For obvious abilities, an
  important special effect is what
  observers perceive. Consider the follow-
  ing questions:
  • What color is the effect? If it
  emits light, how bright is it, and is it
  steady or lambent? If it looks solid,
  smoky, or shadowy, is it transparent,
  translucent, or opaque? Or does it
  seem to suck in light?
  •Does the ability make noise? If so,
  how loud? Is it low- or high-pitched?
  Is it a sharp report, like a gun? A
  mechanical hum? A weird screech or
  warble, like a sci-fi ray gun?
  • Does the ability generate a dis-
  tinctive odor?
  • Can others feel the ability as
  vibrations, a breeze, a temperature
  change, or an electric field that causes
  hair to stand on end?
  • Is the ability obvious to senses
  beyond the normal human ones? Does
  it emit infrared or ultraviolet light?
  Ultrasonics? Electromagnetic noise?
  Psionic noise?
  • Does it have weird effects, like
  causing glowing magical symbols to
  appear, or a rumbling voice from the
  heavens?
  BUILDING ABILITIES
  113
  SPECIAL EFFECTS
  Beam, Breath, and Bolt
  Two particularly important functional special effects for ranged
  attacks are the body part that projects the attack and the attack’s physi-
  cal form. These factors determine the specialty of Innate Attack skill
  (p. B201) used to aim the attack.
  Continuous beams and jets can stream from the hands, mouth, or
  eyes, and use Innate Attack (Beam), (Breath), or (Gaze), respectively.
  Solid projectiles and discrete bolts – like fireballs – use Innate Attack
  (Projectile). For abilities that don’t fit neatly into these categories, the
  GM may arbitrarily assign an existing specialty or invent a new one.
  Those with Burning Attacks should also decide whether their ability
  is a tight-beam burning attack. Such attacks have both benefits and
  drawbacks (see Tight-Beam Burning Attacks, p. B399), but there’s no
  effect on point cost – the distinction is a special effect.
  
  These effects can be as simple or
  elaborate as the user wishes. For
  instance, a death ray might resemble a
  beam-weapon attack . . . or consist of
  a stream of wailing, ghostly skulls that
  swirl around the target, chilling him
  and making his hair stand on end.
  The GM should ruthlessly forbid
  any cosmetic effect that’s a useful abil-
  ity in its own right; e.g., jamming all
  radios within a mile, shattering glass,
  or blinding onlookers. Minor benefits
  are acceptable if they have balancing
  drawbacks. For instance, a super with
  a flame jet has a useful light source –
  but his enemies can target him by its
  light, and he wouldn’t want to use it in
  the city library!
  MINOR BENEFITS
  AND DRAWBACKS
  If the GM permits, the player can
  specify one or two trivial benefits for
  his ability in return for accepting
  some equally minor drawbacks.
  Special effects of this kind must be
  related to the ability’s primary effect –
  and to its source and its focus, if the
  ability is part of a power.
  Additions
  Special effects often take the form
  of a modest additional capability bal-
  anced by a new restriction. A simple
  but effective way to balance such
  effects is to word the advantageous
  aspects as perks (see Perks, p. B100)
  and the disadvantageous ones as
  quirks (see Quirks, p. B162), and to
  require an equal number of both.
  The most common perks for this
  purpose are Accessory (for instance, a
  flame attack might work as a cigarette
  lighter, a laser beam as a flashlight,
  and an air attack as a leaf blower) and
  Shtick (e.g., Damage Resistance with
  Force Field might repel dirt and keep
  you clean at all times). Other effects
  are possible. For instance, a particu-
  larly impressive ability might be good
  for +1 to Intimidation attempts when
  used.
  Quirks should follow the guidelines
  for physical quirks, giving the user a
  small penalty to one or two die rolls
  when he activates his ability – or giv-
  ing opponents a modest bonus (for
  instance, to spot him).
  Example: Revok can run his Mind
  Control “passively,” persuading others
  he’s mostly harmless; he enjoys the
  benefits of the Honest Face perk most
  of the time. When he uses his ability
  actively, though, others perceive him
  as sinister; he attracts attention as if
  he had the Distinctive Features quirk.
  Omissions
  The GM might instead let the play-
  er eliminate one built-in restriction on
  his advantage in return for accepting
  the loss of one of its normal benefits.
  This should always be an even trade;
  that is, the two omitted elements
  should be roughly comparable in
  importance. If not, the GM can omit
  additional elements to balance things,
  or simply forbid the special effect.
  Example: Blessed (p. 43) offers the
  option of dropping the requirement to
  serve a deity (a built-in restriction) in
  return for losing the reaction bonus
  from the faithful (a standard benefit).
  This converts Blessed from a “holy”
  ability to a generic supernatural one.
  In game terms, this is just a special
  effect.
  Special Effects 
  On the Fly
  It’s impossible to predict every logi-
  cal special effect for an ability, espe-
  cially one with many modifiers. If the
  player proposes a reasonable special
  effect in the course of an adventure,
  the GM should generally go along with
  it for the sake of drama . . . and if the
  GM feels that the ability would be
  slightly limited in a particular situa-
  tion, the player should accept the GM’s
  judgment and let the game go on.
  Trust is crucial here. It’s simply
  more fun if everyone is willing to live
  with rulings like “Of course Snowball’s
  ice bolts can chill drinks!” and “Sorry,
  Snowball, but the bad guys found you
  by following the puddles!” The alter-
  native – requiring Snowball to link a
  low level of Temperature Control to
  his Innate Attack, add Nuisance Effect
  (Leaves puddles), and so on – results
  in needlessly complex abilities.
  After choosing the advantages and
  modifiers that make up your ability –
  and noting a few interesting special
  effects – it’s time to clean it up and put
  it on your character sheet. The follow-
  ing checklist can help you avoid errors
  and omissions:
  1. Drop any modifier that’s explicit-
  ly incompatible with the advantage.
  Ignore special modifiers (they’re
  designed for the advantage), but note
  that many general modifiers are off-
  limits for specific advantages. In par-
  ticular, attack modifiers are normally
  off-limits for advantages other than
  attacks.
  2. Delete any limitation that dupli-
  cates one of the advantage’s built-in
  restrictions. Such limitations don’t
  limit the user . . . so they aren’t real
  limitations, and are forbidden even if
  there’s no explicit note saying so.
  3. Verify that all the modifiers are
  compatible with each other. Often,
  only one of two incompatible modi-
  fiers notes a conflict, so be sure to read
  each description. If there’s an incom-
  patibility, remove one of the problem
  modifiers. An alternative solution in
  114
  BUILDING ABILITIES
  The GM should ruthlessly forbid any
  cosmetic effect that’s a useful ability in
  its own right.
  FINISHING UP
  
  the case of conflicting enhancements
  is to add Selectivity (p. 105).
  4. If the ability is part of a power,
  remember its power modifier – and
  any modifiers that the power requires
  on this particular advantage.
  5. Once all of the modifiers check
  out, add them together to find the abil-
  ity’s overall modifier. If this is a net
  limitation that exceeds -80%, reduce it
  to -80%.
  6. Apply the net modifier to the
  advantage’s point cost to find the abil-
  ity’s point cost. Round all fractional
  point costs up; for instance, 10.01 and
  10.99 both round to 11.
  7. Name the ability (see Naming
  Your Ability, below).
  8. Write the ability on your charac-
  ter sheet as explained in Writing it Up
  (box).
  NAMING YOUR
  ABILITY
  An interesting ability needs a
  descriptive, original, cool
  name.
  Anime heroes and cinematic martial
  artists shout out impressive names for
  their abilities (“Four-Way Demon Yin-
  Yang Fire!”). Wizards prefer names
  that hint at secret knowledge or the
  monikers of forgotten magi (“Al-
  Azrad’s Burning Death”). Priests
  honor gods (“Wrath of Agni”). Even
  the most serious psis and supers coin
  names like “Pyrokinesis,” “Firebolt,”
  and “Plasma Blast.” Never settle for an
  advantage name like “Burning Attack”
  – that’s boring!
  There is a practical benefit to nam-
  ing your ability. If your ability is com-
  plex, with many modifiers and per-
  haps even multiple traits joined with
  Link or Follow-Up, you can just list its
  name and point cost on your charac-
  ter sheet to save space. Write out all
  the gory details elsewhere. A name can
  replace a paragraph or even a page of
  modifiers, special effects, and notes,
  making your character sheet much
  tidier.
  It isn’t always easy to hit upon the
  combination of advantages, modifiers,
  and special effects that does exactly
  what you want. It’s often difficult to
  decide what the starting advantage
  should be – or which modifiers make
  it work as desired. Below is advice to
  help solve some of the more common
  problems.
  MULTIPLE-
  CHOICE
  PROBLEMS
  The wealth of traits available in
  GURPS sometimes makes it possible
  to represent a capability in more than
  one way . . . and the point costs might
  not even be close. The GM decides
  which choice is “right” for his cam-
  paign. When in doubt, use the “A-B-C
  Rule”:
  • Accurate. When a character con-
  cept or fictional precedent provides an
  explanation for the ability, select the
  advantages and modifiers whose built-
  in mechanics and special effects most
  closely fit that explanation. Example:
  A “universal translator” might have
  Mind Reading plus Telesend with the
  Universal enhancement (p. B91) . . . or
  Modular Abilities with Limited,
  Languages Only (p. 64). The former is
  superior for a telepath who “assimi-
  lates” the languages of conversation
  partners. The latter is better for a
  robot translator that runs language
  programs – which usually are discrete
  modules.
  • Basic. If none of the redundant
  options is obviously a better fit –
  which is often true for highly adapt-
  able “generic” advantages – pick the
  simplest option. Example: A super who
  can become a living flame could buy
  Injury Tolerance (Diffuse) with the
  Switchable enhancement, and then
  take all the other traits that constitute
  the Body of Fire meta-trait (p. B262)
  with “Accessibility, Only when dif-
  fuse.” However, Alternate Form (Body
  of Fire) would be less convoluted –
  and easier to record on the character
  sheet.
  • Cheap. If two options are equally
  suitable and simple, choose the one
  that costs fewer points. The GM
  should be wary of “creative account-
  ing,” though – the cheaper choice
  BUILDING ABILITIES
  115
  Writing It Up
  You can write down abilities however you like, but the following
  steps outline a clear format that includes all the information needed to
  use the ability in play:
  •Start with the advantage name, exactly as it appears in Powers or
  the Basic Set. Exception: For Innate Attack, replace the word “Innate”
  with the damage type; e.g., if the Innate Attack inflicts burning damage,
  write “Burning Attack.”
  • After this, write the advantage’s level or dice of effect: Affliction 3,
  Burning Attack 10d, Damage Resistance 30, Striking ST +10, and so on.
  • If the advantage has a particular specialty or form, note this in
  parentheses after advantage level; e.g., Control 5 (Water) or
  Regeneration (Fast). For resisted abilities, like Affliction, note the resist-
  ance roll instead; e.g., Affliction 3 (HT-2).
  • In the same parenthesis, list the ability’s modifiers in alphabetical
  order, separating names, levels, and values with commas. Separate the
  modifiers from each other – and from the ability’s specialty or resistance
  roll – using semicolons.
  •At the very end, write the ability’s point cost in brackets.
  Example: Affliction 3 (HT-2; Area Effect, 64 yards, +300%;
  Emanation, -20%; Hearing-Based, +150%; Heart Attack, +300%;
  Limited Use, 1/day, -40%; Selective Area, +20%) [243].
  SPECIAL CASES
  
  ought to be less useful. GURPS tries to
  enforce this, but like any game, it like-
  ly has loopholes. If a player finds one
  of these, the GM should put special
  restrictions on the bargain-priced abil-
  ity, or just forbid it. Example: Affliction
  1 (HT; Advantage, Warp, +1,000%)
  [110] costs less than Warp (Extra
  Carrying Capacity, +50%) [150]. Both
  can teleport others – but the former is
  resisted and doesn’t let the user tele-
  port, while the latter lets the user tele-
  port with anyone he’s carrying, regard-
  less of HT or DR.
  EMULATING
  FICTIONAL
  ABILITIES
  Each advantage in the Basic Set
  was designed with iconic fictional
  examples in mind. For instance, Mind
  Control establishes an invisible men-
  tal connection, depends on the user’s
  mental capacity (IQ), and must over-
  come the target’s willpower (Will). It’s
  a good match for the abilities of hyp-
  notists and telepaths. But Mind
  Control could result from an injected
  drug that’s resisted by HT, or be a form
  of machine control that requires the
  user to “jack in.” There are countless
  valid interpretations . . . and each
  requires its own set of modifiers.
  The first step when simulating a
  fictional ability is to choose a few like-
  ly advantages and consult their entries
  under Existing Advantages (pp. 39-90)
  for advice on adapting them. See
  “Alternatives” for suggestions on how
  to choose between similar traits. “New
  Special Enhancements/Limitations”
  often introduces modifiers specifically
  intended to cover important fictional
  examples.
  Don’t be afraid to apply plenty of
  special effects. Even major, game-
  changing special effects are fine, if
  they apply to all similar abilities in the
  setting. For an example, see Stunts
  (p. 170). That entire set of rules is sim-
  ply an extensive collection of special
  effects that let superhuman abilities
  work more like they do in anime,
  comic books, and action movies.
  Below is some additional advice by
  genre.
  Cyberpunk Abilities
  Advantages: 
  Implants 
  (“cyber-
  wear”) can grant many mundane and
  exotic physical advantages, but few if
  any supernatural ones. Extended sens-
  es and additional body parts are espe-
  cially common; see Switchable Body
  Parts (p. 81) and Weapon Mounts
  (p. 138) for details. Many cyberpunk
  worlds feature Chip Slots (see
  Modular Abilities, p. B71).
  Modifiers: Most advantages that list
  a Cybernetic or Digital special modifi-
  er require that modifier in cyberpunk.
  Use 
  Temporary 
  Disadvantage,
  Electrical (-20%) to represent vulnera-
  bility to electrical overload. Large
  implants – notably bionic limbs –
  often have Temporary Disadvantage,
  Maintenance, 1 person, Weekly (-5%).
  Experimental implants tend to be
  Unreliable. See Guns as Innate Attacks
  (p. 54) for modifiers suitable for built-
  in weapons.
  Fantasy Abilities
  Advantages: Innate gifts are typical-
  ly mundane (but often cinematic) or
  supernatural. Learned “spells” can
  emulate nearly any advantage –
  notably attacks and mental abilities –
  and powerful wizards and priests
  might meet new challenges with
  Super-Memorization (see Modular
  Abilities, p. B71). Almost any exotic or
  supernatural trait would suit some
  fantasy monster, somewhere.
  Modifiers: Appropriate power mod-
  ifiers include Divine, Magical, Moral,
  Nature, and Spirit. Spells traditionally
  require fatiguing, time-consuming rit-
  uals, and aren’t physical, making all of
  Affects Insubstantial, Costs Fatigue,
  Malediction, and Takes Extra Time
  suitable. Glamour and Requires
  Concentrate often fit, and Terminal
  Condition suits fairy-tale magic. Such
  accessibility limitations as “Requires
  material components,” “Requires ges-
  tures,” and “Requires magic words”
  are common, and worth -10% apiece.
  “Hard” Science-Fiction
  Abilities
  Advantages: Most “realistic” special
  abilities are mundane or exotic, and
  physical in nature – granted by surgery,
  genetic engineering, etc. In settings
  with advanced AI, Computer Brain is
  likely (see Modular Abilities, p. B71).
  Modifiers: A new use for a body
  part that prevents it from serving its
  original purpose calls for Temporary
  Disadvantage. Drug-activated abilities
  have Trigger. Experimental technology
  is often Unreliable. Mental traits that
  affect the brain (not the mind) need
  Based on HT or Requires HT Roll. The
  Accessibility, Environmental, and
  Specific limitations can restrict abili-
  ties to particular atmospheres, gravity
  fields, materials, etc. Add Costs
  Fatigue, Limited Use, or Takes
  Recharge 
  to 
  enforce 
  energy 
  conservation.
  Horror Abilities
  Advantages: Low-powered super-
  natural advantages – typically mental
  – are likely for heroes. Exotic traits, if
  allowed, often result from a curse.
  Cinematic advantages (even mundane
  ones) can wreck suspense, and are
  rarely appropriate. Of course, Evil
  Things can have almost any kind of
  trait!
  Modifiers: Much of the discussion
  under Fantasy Abilities applies, but
  horror abilities are rarely reliable or
  flashy. Fitting modifiers include Costs
  Hit 
  Points, 
  Fickle, 
  Maximum
  Duration, Nuisance Effect (especially
  Backlash), Preparation Required (for
  long rituals), Short-Range, Temporary
  Disadvantage, Trigger (often involving
  foul ingredients), Untrainable, and
  weirder forms of Accessibility (e.g.,
  “Only when the stars are right”).
  Cultists often end up with Pact, while
  troubled psis have Unconscious Only
  and Uncontrollable. Reliable is highly
  inappropriate. The Things, on the
  other hand, often have the Cosmic
  enhancement.
  Martial-Arts 
  and Pulp Abilities
  Advantages: The most cinematic
  mundane advantages, off-limits in
  many genres, are highly appropriate
  116
  BUILDING ABILITIES
  
  here – pulp heroes are frequently
  Gadgeteers, Weapon Masters, and so
  on. Physical supernatural and exotic
  traits can represent secret martial-arts
  techniques.
  Modifiers: The most common
  power modifier is Chi, but Biological
  works for mad science. Based on Will
  and Requires Will Roll are commonly
  added to otherwise physical abilities
  to represent the triumph of discipline
  over raw, animal power. The modifiers
  under Horror Abilities fit the bizarre
  rituals of forgotten civilizations, evil
  ninja cults, etc.
  Mythic Abilities
  Advantages: Heroes and demigods
  of myth generally have a mixture of
  supernatural advantages and extreme
  levels of mundane ones – the more
  cinematic, the better. For actual
  deities, Control, Create, and Cosmic
  Power (see Modular Abilities, p. B71)
  are de rigueur. Mythic monsters have
  many exotic advantages.
  Modifiers: Peculiar usage limits –
  e.g., “Three times while the sun is in
  the sky” – call for creative interpreta-
  tions of Accessibility, Limited Use,
  Maximum 
  Duration, 
  Minimum
  Duration, and Terminal Condition.
  Heroic gifts often come with a Pact
  requiring total devotion to a patron
  deity. Divine beings rarely have severe
  limitations; often, their abilities are
  Cosmic, and have powerful enhance-
  ments such as Malediction 3, World-
  Spanning, and Extended Duration,
  Permanent.
  Space-Opera Abilities
  Advantages: Almost anyone worthy
  of being called a hero has cinematic
  advantages. Space-opera psis have
  access to most mental advantages,
  regardless of type. Cinematic aliens
  and mutants might have almost any
  exotic trait.
  Modifiers: The Biological and
  Psionic power modifiers are common.
  The Unreliable limitation is tradition-
  al for experimental rubber-science
  abilities. Apply the guidelines under
  “Hard” Science-Fiction Abilities
  if 
  they would be dramatic . . . but don’t
  bother with limitations that merely
  serve to keep abilities realistic.
  Supers Abilities
  Advantages: Nearly every advan-
  tage shows up in some comic book.
  Traits that let the hero adjust his capa-
  bilities to suit the situation – e.g.,
  Modular Abilities and Morph – are
  especially popular. Be sure to use
  Alternative Abilities (p. 11), too.
  Modifiers: Any power modifier is
  possible; Elemental, Psionic, and Super
  are just the most common. Abilities are
  often Visible, even if traditionally invis-
  ible in other genres. Switchable
  appears on almost any advantage that
  permits it, Force Field and Reflexive
  are popular for defenses, and an attack
  is likely to have Selectivity, Variable,
  and many enhancements so that the
  hero can tune it from a 1d-2 jet to a 10d
  explosion. A handful of special
  enhancements are meant for supers,
  notably Super-Speed for Altered Time
  Rate (p. 42) and Super-Effort for
  Lifting ST (p. 58).
  ABSOLUTES
  A 
  few 
  classic 
  abilities 
  are
  absolute: invulnerability, death rays,
  wishes, etc. They’re rarely a problem
  when a skilled author creates all the
  heroes, and guides them through a
  plot that conveniently takes their
  gifts into account . . . but matters are
  rarely so simple in a roleplaying
  game. The GM never knows what the
  players will try, while the players are
  never sure exactly what will work.
  This uncertainty is part of the fun,
  and the finality of “irresistible
  forces” and “immovable objects” can
  diminish that. This makes allowing
  them a risky proposition – but some
  important genres simply won’t work
  without them.
  Unerring Attacks
  Attacks that can’t miss – divine
  thunderbolts, spears of vengeance, etc.
  – have one of the new forms of Cosmic
  described on p. 101: “no die roll
  required” or “no active defense
  allowed.” Heroes on a budget can
  obtain near-absolute reliability by tak-
  ing some combination of Accurate,
  Guided, Homing, and Surprise Attack
  (p. 104).
  BUILDING ABILITIES
  117
  Benchmarking Attacks
  and Defenses
  Below are guidelines on how large an attack must be to simulate a
  weapon or hazard. Except where noted, damage is per second – the
  duration of one attack. To resist average damage, take DR 3.5 per die; to
  be immune, buy DR 6 per die.
  Acid (p. B428): Immersion causes 1d-1 corrosion. This can degrade
  DR.
  Electricity (p. B432): Household current inflicts 3d burning damage,
  at worst. Industrial accidents and lightning bolts start at 6d and range
  up to 6d¥3.
  Fire (p. B433): Ordinary fire rarely exceeds 1d burning. To rate other
  fires, use Making Things Burn. For instance, magma should ignite even
  “highly resistant” items instantly, which takes 30 points of damage –
  average damage for 8d+2.
  Poison (p. B437): Most poisons inflict 1d or 2d toxic damage per
  cycle, and rarely exceed 12d total. The deadliest poisons inflict up to 6d
  immediately.
  Radiation (p. B435): The most lethal radiation accidents actually
  inflict less than 1 rad/second. Attacks should rarely exceed 1d rads.
  Weapons (pp. B267-281): The strongest man is unlikely to inflict
  more than 4d with a muscle-powered weapon. Pistols range up to 3d;
  submachine guns, to 4d; rifles, to 9d; grenades, to 10d; and machine
  guns, to 13d. Rocket launchers and cannon start at 6d¥2. The heaviest
  portable weapons (missiles, mortars, etc.) go to 6d¥10. Most anti-tank
  and ultra-tech weapons have armor divisors, too.
  
  Unstoppable Attacks
  There are several ways to create
  attacks that ignore DR: Malediction cir-
  cumvents DR but allows a resistance
  roll; Sense-Based bypasses DR but
  requires sensory contact; and Area
  Effect or Cone combined with Blood
  Agent, Contact Agent, or Respiratory
  Agent affect anyone without special
  defenses. To unconditionally avoid pro-
  tection requires the “irresistible attack”
  version of Cosmic (p. B103) – and even
  then, defenses with Cosmic can still
  interfere, if the GM allows them.
  Instant-Death Attacks
  The simplest attack that slays the
  victim outright – like a “death ray” – is
  an Affliction with the Heart Attack
  enhancement. For reliable lethality,
  take lots of levels; a godlike being with
  Affliction 19 (HT-18; Heart Attack,
  +300%) [760] could instantly kill any-
  one with human-level HT (20 or less).
  Innate Attack can also do the job.
  The average man has 10 HP and expe-
  riences certain death at -5¥HP. That
  requires 60 points of injury, which is
  about average for a 17d attack. The GM
  might instead allow a “0d+60” attack
  that deals a flat 60 points of damage;
  this costs the same as 18d. Total bodily
  destruction (-10¥HP) calls for 110
  points of injury. This is 32d-2, with a
  flat “0d+110” costing as much as 33d.
  Any damage type will do, but attacks
  that only affect the living should be
  Toxic Attacks. To affect targets with lots
  of HP or DR, add a few extra dice – or
  the Cosmic enhancement.
  Disintegration
  Follow the Innate Attack guidelines
  under Instant-Death Attacks and use a
  Corrosion Attack. A target reduced
  -10¥HP by corrosion damage is gone:
  dissolved, disintegrated, or vaporized.
  Resurrection is impossible. For a
  cheaper way to disintegrate one spe-
  cific type of unliving matter, use
  Create (p. 92) with the Destruction
  enhancement.
  Petrifaction,
  Banishment, and Other
  Permanent Curses
  Powerful spells and fantasy mon-
  sters can petrify their victim, banish
  him to a prison dimension, and so
  forth. He isn’t exactly dead . . . but his
  odds of recovering on his own are no
  better (and possibly worse) than his
  odds of returning from the grave.
  Treat all such curses as Afflictions.
  Since Heart Attack (+300%) would
  kill the target on a failed HT roll, bar-
  ring special medical aid, the GM might
  let the same +300% buy an effect that
  removes the target from play without
  killing him. Since either takes care of
  the target for good in the absence of
  powerful external intervention, the dif-
  ference is largely a special effect.
  Alternatively, the GM can treat
  such curses as a combination of
  Paralysis (+150%) and Extended
  Duration, Permanent (+150%). Once
  again, it’s the special effects that mat-
  ter. It’s no more “powerful” to petrify
  someone than to paralyze him forever.
  Either option costs +300%. The net
  effect is that the victim is incapacitat-
  ed indefinitely until he receives a spe-
  cial cure – usually a spell of some kind,
  in fantasy settings.
  Stopping Time
  Beings that can stop time appear
  frequently in fiction . . . as plot devices.
  It’s risky to trust PCs with such capa-
  bilities. If the GM wishes to allow this,
  he should make the ability costly, and
  limit its scope and duration. The fol-
  lowing enhancement for Affliction is
  fairly balanced:
  Temporal Stasis: The victim and his
  equipment stop in time. Time contin-
  ues to flow in the rest of the universe,
  just not for him. He’s frozen in place –
  in mid-action or even midair. He does-
  n’t age, breathe, or require sustenance.
  Injury, disease, and poison halt their
  progress. He keeps his position in the
  local frame of reference (usually a
  planet), but the physical world doesn’t
  otherwise affect him. He can’t be
  injured, moved, robbed, etc. In most
  settings, this extends to supernatural
  powers (e.g., his mind is unreadable).
  Likewise, he’s unaware of the universe
  and can’t act in any way, not even
  mentally. This lasts for a minute per
  point by which he fails his HT roll.
  After that, his actions, perceptions,
  and so on pick up where they left off.
  This isn’t a metabolic effect; it can
  afflict objects (see Afflictions and
  Inanimate Targets, p. 40). +1,000%.
  If the entire universe freezes, the
  GM may represent it by combining
  Temporal Stasis with an extreme level
  of Area Effect. More modestly, a high
  level of Altered Time Rate (p. 41) with
  Super-Speed or Non-Combat Speed
  can give functionally similar results by
  greatly speeding up just the user.
  Invulnerability
  True invulnerability that makes
  every attack bounce off harmlessly has
  no fair price. A fixed cost, however
  high, invites comparison with the
  same number of points spent on
  Damage Resistance . . . and a finite DR
  is always less favorable than “infinite”
  DR.
  Effective invulnerability is attain-
  able in a variety of ways, each with
  several inherent limitations to keep
  things fair. Multiple options could
  coexist in a given setting.
  • Damage Resistance. In settings
  where “invulnerability” means “can’t
  be harmed by typical threats,” just buy
  enough DR to stop the deadliest ordi-
  nary threat, at the rate of DR 6 per die
  of damage. Before TL6, DR 30 is
  enough to stop the blows of the might-
  iest normal man, ballista bolts, early
  firearms, dragon’s fire, etc. At TL6-8,
  DR 80 will stop small arms up to
  heavy machine guns, cars hitting at 50
  mph, falls from aircraft, etc. At higher
  TLs, add levels of Hardened to negate
  the armor divisors of beam weapons.
  This gets expensive, but limitations
  such as Can’t Wear Armor and Tough
  Skin can make it affordable. The
  Limited modifier is useful, too, as
  many supers and mythic creatures are
  only invulnerable to specific threats.
  •
  Injury 
  Tolerance 
  (Damage
  Reduction). The GM might permit
  heroes to buy divisors larger than 4. A
  divisor of 5 costs 125 points. To price a
  divisor of 10 or more, find it in the
  Linear Measurement column of the Size
  and Speed/Range Table (p. B550), add 2
  to the corresponding entry in the Size
  column, and multiply the sum by 25.
  This gives 150 points for a divisor of
  10, 300 points for 100, 450 points for
  1,000, and so on. The GM might
  require Limited, but he could waive
  this restriction for those who are sup-
  posed to be almost untouchable.
  Minimum injury from an attack that
  pierces DR is always 1 HP – but the
  118
  BUILDING ABILITIES
  
  GM may rule that those with Cosmic,
  +50% only suffer this if the injury is at
  least 1 HP after applying the divisor.
  See Injury Tolerance (p. 52).
  •Injury Tolerance (Diffuse). By lim-
  iting injury from impaling and pierc-
  ing damage to 1 HP per attack and
  that from other damage to 2 HP per
  attack, this trait provides limited
  invulnerability. Even the deadliest hits
  cause little more than flesh wounds.
  The GM might allow super-tough
  heroes who aren’t truly diffuse to buy
  this advantage. It doesn’t help against
  area effects, cones, or explosions,
  though.
  • Insubstantiality. The GM may
  allow the ability to become insubstan-
  tial for just an instant when exposed to
  damage. Physical and energy attacks
  pass through harmlessly. Attacks with
  Affects Insubstantial or Malediction –
  and spells, Mind Control, and similar
  abilities – work normally. This is
  Insubstantiality (Affect Substantial,
  +100%; Can Carry Objects, Heavy,
  +100%; Partial Change, +100%;
  Reflexive, +40%; Unconscious Only,
  -20%; 
  Uncontrollable, 
  -10%) 
  [328]. Reflexive briefly activates
  Insubstantiality when hit. Affect
  Substantial, Can Carry Objects, and
  Partial Change keep the user from
  dropping things, falling through the
  floor, or losing control of other abili-
  ties. 
  Unconscious 
  Only 
  and
  Uncontrollable prevent him from con-
  sciously becoming insubstantial – he
  can only avoid damage. Those with
  this ability can’t shield others with
  their body, of course.
  Wishes
  “Granting wishes” can mean many
  different things. Some godlike entities
  control the outcome of events. Buy
  this as Super Luck (Wishing, +100%)
  [200]. Those who can do this reliably
  might have higher levels of Super
  Luck (see p. 80). In most games, 12 or
  13 levels (2,400 or 2,600 points) suffice
  to affect every die roll made in the
  user’s presence.
  Other beings fulfill wishes for
  material goods. Snatcher (Creation,
  +100%; Large Items, +50%; More
  Weight, 100 lbs., +40%; Permanent,
  +300%) [472] can create most items of
  personal 
  equipment 
  – 
  armor,
  weapons, etc. Improve More Weight to
  1,500 tons (+175%), and raise 
  total cost to 580 points, for enough
  capacity to summon a modest castle.
  The GM should probably set an upper
  weight limit!
  A few beings grant new abilities.
  This is Affliction (Advantage, +10%
  per point of advantages; Extended
  Duration, Permanent, Irreversible,
  +300%). Thus, each level costs 40
  points plus the price of the advantages
  – although one level is probably
  enough. To keep things fair, the GM
  might rule that the advantages take
  effect for only one minute times the
  margin of the HT roll, but let the
  recipient buy them “for real” if he has
  enough unspent points.
  Entities that can grant any advan-
  tage require Cosmic Power (see
  Modular Abilities, p. B71) with Physical
  (+50%) and Limited, Afflictions that
  grant permanent advantages (-50%).
  This costs 10 times as much (400
  points plus 10 times the cost of traits
  granted). For instance, a god with 600
  points in this ability could grant any
  advantage worth up to 20 points.
  BUILDING ABILITIES
  119
  Energy Reserves
  Fictional power-wielders often draw on special “power supplies” to
  fuel their abilities. To represent this, buy Fatigue Points at the usual 3
  points apiece but treat them as a new “Energy Reserve” (ER) advantage.
  This is always tied to a particular power source; e.g., 10 FP for psi pow-
  ers is “ER 10 (Psi) [30].”
  An ER can only power abilities of the same source. It can pay the
  basic FP costs to use advantages, those added by Costs Fatigue, and
  expenditures for extra effort and stunts (see Chapter 4). It can also fuel
  related skills; e.g., ER (Magical) can energize spells. Powers can still
  draw on normal FP; if they can’t, add -5% to the power modifier.
  However, an ER isn’t the same as FP. Only associated powers can
  deplete it. Fatigue Attacks, missed sleep, and so on don’t sap it, and
  other powers, wild abilities, and ordinary extra effort can’t tap it.
  Furthermore, depleting an ER causes none of the effects of going below
  1/3 FP – and having a full ER doesn’t protect against those effects.
  An ER recharges by one point every 10 minutes, independent of rest.
  You can recover FP at the same time if you rest. Factors that alter FP
  recovery generally have no effect on ER recharge rate.
  Skills connected to the ER’s source can help replenish it. For
  instance, the Recover Energy spell (p. B248) improves the recharge rate
  of ER (Magic). Abilities of that source can also help. Damage Resistance
  with Absorption can heal ER, FP, or HP for the usual +80%. Leech can
  have “Heals ER” or “Only Heals ER” for the price of “Heals FP” or “Only
  Heals FP.” Regeneration can have “ER Recovery” or “ER Only” for the
  price of “Fatigue Recovery” or “Fatigue Only,” and often has an
  Accessibility limitation such as “Only in direct sunlight” (-10%), “Only
  on holy days or in holy places” (-40%), or “Only inside a nuclear reac-
  tor” (-80%).
  Special Modifiers
  Abilities Only: Your ER can only pay the basic FP costs of your abil-
  ities. It’s of no use for extra effort or stunts. -10%.
  One Power: Only available if you have two or more powers of a given
  source. Your ER works with just one of your powers. -50%.
  Slow Recharge: Your ER recharges slowly. -20% for one point/hour;
  -60% for one point/day.
  Special Recharge: Your ER doesn’t recharge over time. It only
  recharges via DR with Absorption, Leech, the Steal Energy spell, etc. This
  is incompatible with Slow Recharge. -70%, or -80% if the energy bleeds
  away at the rate of one point/second, forcing you to use it quickly.
  Stunts Only: Your ER is only useful for extra effort and stunts. It can’t
  pay the FP costs for normal ability use. This is incompatible with
  Abilities Only. -10%.
  
  As he ran through the bamboo for-
  est, Huang Pao pondered the question
  of his destiny – most specifically, of his
  fate in the next few minutes. He had
  long since left the regiment of ordinary
  government soldiers far behind, but he
  sensed that at least five or six pursuers
  were keeping pace with him even now.
  Evidently, the corrupt Minister Chien
  Ping had sent some of his elite guards –
  men trained in the martial arts, adept in
  killing with blades or bare hands and
  capable enough of focusing their chi for
  crude but pragmatic effects.
  Huang knew that he could defeat
  two or even three of these hunters, but
  his skills were not unlimited. He found
  that, despite his scrupulous self-disci-
  pline, a particle of fear survived in his
  spirit. He had no wish to determine
  whether he could survive against more
  such opponents, given the likelihood
  that he could not and the certainty that
  they would have been ordered to slay
  him.
  Hence, he decided to test their agility
  rather than their fighting skill. Focusing
  his own chi, he leapt high into the air,
  grasping the very top of a tall bamboo
  plant with his fingertips before he could
  fall back to earth. He let the plant sway
  downward with his weight then swing
  back upright, throwing him forward to
  another. Repeating the action twice
  more, he was soon running through the
  upper foliage. He risked a glance back-
  ward as he went.
  The pursuers were a little further
  behind, but they were still in sight – and
  they too were now moving through the
  heights of the forest. Evidently, these
  were indeed capable men.
  Huang looked around, considering
  his options further. He glimpsed some-
  thing through the foliage – a building,
  high on the mountainside to his left.
  His grasp of the Tao immediately 
  suggested its nature; with but a glimpse,
  he could perceive the detached serenity
  of its feng shui.
  Huang permitted himself a flicker of
  a smile, and turned his course that way.
  The guards would catch him sooner
  now, of course, but not before he
  reached the monastery – and the monks
  of the mountain not only forbade
  bloodshed within their precincts, but
  could enforce such rules, even against
  the Minister’s own guard.
  Now we’ll show how everything in
  Chapters 1 and 2 comes together.
  Sample Powers (pp. 121-136) provides
  a selection of powers popular in
  games and fiction. Sample Abilities
  (pp. 136-151) offers worked examples
  of abilities suitable for a variety of
  genres, plus a few optional rules relat-
  ed to buying abilities. You can use the
  abilities alone (for aliens, cyborgs,
  etc.) or to flesh out the sample powers.
  120
  EXAMPLES
  CHAPTER THREE
  EXAMPLES
  
  All of these powers follow the
  guidelines in Chapter 1. The GM
  decides which powers exist in his
  campaign. Each entry includes:
  Name: A “generic” name for the
  power.
  Sources: Suitable sources for the
  power; see Source (p. 7). If the power
  is known by another name when asso-
  ciated with a particular source, that
  name appears in parentheses. The GM
  decides which sources are valid in his
  campaign.
  Focus: The focus of the power; see
  Focus (p. 7).
  Description: What the power does,
  a few fictional precedents (often asso-
  ciated with specific sources), and any
  special notes that apply to most or all
  of the power’s abilities.
  Talent: The name and point cost of
  the power’s Talent, as well as any spe-
  cial rules for that Talent. Talent gives
  +1 per level to use the power’s abilities;
  see The Role of Talent (p. 158). Those
  with Talent can also spend points on
  new abilities for that power.
  Abilities: Advantages likely to be
  abilities of the power in most settings
  – with notes on required or forbidden
  versions, or modifiers, as applicable.
  This includes only some of the recom-
  mendations in Chapters 1 and 2. The
  GM should customize the list for his
  campaign.
  Power Modifier: The “generic” mod-
  ifiers (see Sample Modifiers, p. 26) that
  best suit the power. Choose the option
  that matches the power’s source,
  change its name to suit the power, and
  use the associated rules and value.
  AIR
  Sources: Divine, Elemental, Magi-
  cal, Spirit, or Super.
  Focus: Gases.
  This is the power to create and
  manipulate gases. Adept practitioners
  in some settings can even become a
  gas. It might represent direct control
  over air (Elemental and Super), a col-
  lege of air spells (Magical), the alle-
  giance of elemental air spirits (Spirit),
  or the holy favor of a sky god (Divine).
  Air abilities only affect true gases – not
  dust clouds, energetic plasmas, or
  supernatural or superscience “ether.”
  Air Talent
  5 points/level
  Air Abilities
  Alternate Form (Body of Air);
  Control (Air); Create (Air or Gas);
  Damage 
  Resistance, 
  with 
  either
  Limited, Air (-40%) or both Force
  Field and Limited, Physical (-20%);
  Doesn’t Breathe; Enhanced Move
  (Air); Flight; Modular Abilities, with
  both Limited, Air (-10%) and Physical;
  Obscure (Vision); Pressure Support;
  Protected Power; Resistant, to any
  kind of inhaled threat; Sealed;
  Telekinesis, 
  with 
  Environmental
  (-5%); Vacuum Support; Vibration
  Sense (Air); and Walk on Air.
  Innate Attacks are also allowed.
  They must be crushing, and can only
  have modifiers that suit air jets, con-
  cussion waves, tornados, etc. (GM
  decides). Add Environmental (-5%) to
  any attack that shapes existing air.
  Power Modifier: Air. The advantage
  belongs to the Air power. This modifi-
  er is usually Divine (-10%), Elemental
  (-10%), Magical (-10%), Spirit (-25%),
  or Super (-10%), and may be both
  Elemental and Super.
  ANIMAL CONTROL
  Sources: Divine, Nature, Psionic
  (“Beast Telepathy”), Spirit, or Super.
  Focus:
  Natural, 
  nonsapient 
  creatures.
  Animal Control lets the user under-
  stand and command ordinary beasts.
  It has no effect on sapient or supernat-
  ural creatures. Explanations include
  an innate attunement to animals
  (Nature or Super), specialized telepa-
  thy (Psionic), and the favor of nature
  gods (Divine) or totem spirits (Spirit).
  Shapeshifting suits shamans and
  supers, but not psis; the GM might
  wish to substitute telepathic abilities
  (see Telepathy, p. 134), specialized to
  animals, for those with the Psionic
  modifier.
  Animal Control Talent
  5 points/level
  Animal Control Abilities
  Advantages marked * involve direct
  mental 
  contact, 
  and 
  require
  Specialized, Animals Only, -25% (see
  Possession, p. 67). They work only on
  ordinary, nonsapient animals.
  Allies (animals), with Summon-
  able; Animal Empathy; Damage
  Resistance, with Limited, Animals
  (-60%); Detect, for animals or any type
  of animal; Enhanced Defenses (any),
  with 
  Limited, 
  Animals 
  (-60%);
  Mimicry; 
  Mind 
  Control*; 
  Mind
  Probe*; Mind Reading*; Mindlink,
  with 
  an 
  animal; 
  Possession*;
  Protected Power; Shapeshifting, into
  any animal form; Speak with Animals;
  Special Rapport, with an animal; and
  Telecommunication (Telesend)*.
  Power Modifier: Animal Control.
  The advantage belongs to the Animal
  Control power. This modifier is most
  often Divine (-10%), Nature (-20%),
  Psionic (-10%), Spirit (-25%), or Super
  (-10%).
  ANTI-MAGIC
  Sources: Anti-Magic, Divine, or
  Spirit.
  Focus: Negating mana, mages, and
  magical spells.
  This power deals with neutralizing
  magic. In some worlds, anti-magic is a
  unique power source and the opposite
  of magic – just as antimatter is the
  “opposite” of matter. In others, it orig-
  inates from gods (Divine) or spirits
  (Spirit) that resent wizards using
  magic to tamper with creation. In all
  cases, it’s the anti-power of Magic
  power (p. 131).
  EXAMPLES
  121
  SAMPLE POWERS
  
  Anti-Magic Talent
  5 points/level
  Anti-Magic Abilities
  Damage Resistance, with Limited,
  Magic (-20%); Detect, for magic,
  spells, wizards, etc.; Magic Resistance;
  Mana Damper; Mind Shield, with
  Limited, Magic (-50%); Neutralize
  (Magic), but not with Power Theft;
  Obscure (any), with Limited, Magic
  (-20%); See Invisible (Magical); and
  Static (Magic).
  Specialized Afflictions are also
  allowed. These must have Malediction,
  plus either an Advantage enhancement
  that grants Magic Resistance, Mana
  Damper, 
  or 
  Damage 
  Resistance
  against magic, or a Negated Advantage
  enhancement that negates Magery or
  Mana Enhancer.
  Power Modifier: Anti-Magic. If the
  source is some kind of fundamental
  anti-magic, this is a +0% placeholder
  that indicates which abilities benefit
  from Anti-Magic Talent. Otherwise, it’s
  usually Divine (-10%) or Spirit (-25%).
  ANTIPSI
  Sources: Antipsi, Biological, Chi, or
  Super.
  Focus: Blocking psionic energy and
  powers.
  Antipsi is the anti-power of all
  powers with the Psionic power modi-
  fier, regardless of focus. In many set-
  tings, the explanation is unusual
  psionic energy that interferes with
  the ordinary variety. These “antipsi”
  emissions might be categorized as
  psi, but are immune to effects that
  block psi (including antipsi itself).
  Another common explanation is
  interference by bioenergy, whether
  through
  mutation (Biological or
  Super) or meditation (Chi).
  Antipsi Talent
  5 points/level
  This Talent doesn’t exist in every
  setting. In many game worlds, Antipsi
  is always random and uncontrollable.
  Antipsi Abilities
  Damage Resistance, with Limited,
  Psi (-20%); Detect, for psi powers, psi
  users, etc.; Mind Shield, with Limited,
  Psionic (-50%); Neutralize (Psi), but
  not with Power Theft; Obscure (any),
  with Limited, Psi (-20%) or Limited,
  ESP or Telepathy (-40%); Resistant or
  Immunity to all psi or specific powers
  or abilities; See Invisible (Psionic);
  and Static (Psi).
  Specialized Afflictions are also pos-
  sible. These require Malediction, plus
  Advantage to grant Damage Resist-
  ance or Resistant against psi, or
  Negated Advantage to rob the subject
  of specific psi abilities or Talents tem-
  porarily.
  Power Modifier: Antipsi. If the
  source is antipsi energy, this is a +0%
  placeholder that indicates which abili-
  ties benefit from Antipsi Talent.
  Otherwise, it’s usually Biological
  (-10%), Chi (-10%), or Super (-10%).
  ANTI-SUPER
  Sources: Anti-Super, Biological,
  Divine, Nature, or Psionic.
  Focus: Negating super-powers.
  Settings with generic super-powers
  typically feature individuals who can
  negate those powers, regardless of
  focus. Because this power can inter-
  fere with other powers without itself
  being susceptible to interference, it
  most often stands alone in its own
  “Anti-Super” category. Other possibili-
  ties are control over mutant genes
  through bioenergy (Biological or
  Nature) or psi (Psionic), or the will of
  a deity that opposes “abominations”
  (Divine).
  Anti-Super Talent
  5 points/level
  Anti-Super Abilities
  Damage Resistance, with Limited,
  Super (-20%); Detect, for any or all
  super-powers; Mind Shield, with
  Limited, Super (-50%); Neutralize
  (Super), but not with Power Theft;
  Obscure (any), with Limited, Super
  (-20%); Resistant or Immunity to all
  super-powers or specific super-powers
  or 
  super-abilities; 
  See 
  Invisible
  (Super); and Static (Super).
  As with Antipsi (above), Afflictions
  are allowed if they have Malediction
  and
  either Advantage to protect
  against super-powers or Negated
  Advantage to take away super abilities
  or Talents.
  Power Modifier:
  Anti-Super. If
  “anti-super” is its own, unique source,
  this is a +0% placeholder that indi-
  cates which abilities benefit from
  Anti-Super Talent. Otherwise, it’s usu-
  ally Biological (-10%), Divine (-10%),
  Nature (-20%), or Psionic (-10%).
  ASTRAL
  PROJECTION
  Sources: Divine, Magical, Psionic,
  or Spirit.
  Focus: The Astral Plane.
  This is the power of perceiving and
  journeying through the Astral Plane.
  Some travelers stay in an “outer”
  plane that overlaps the material
  world, allowing them to view it dis-
  creetly; others venture to an “inner”
  plane that adjoins higher planes of
  existence. Adept projectors can do
  both. Astral Projection is traditionally
  either a psychic discipline (Psionic) or
  a gift from denizens of the Astral
  Plane or an adjacent realm (Divine or
  Spirit). Wizards occasionally unlock
  its secrets, too (Magical).
  122
  EXAMPLES
  Settings with generic super-
  powers typically feature individuals
  who can negate those powers,
  regardless of focus.
  
  Astral Projection Talent
  5 points/level
  Astral Projection
  Abilities
  Alternate Form (Astral Entity),
  with Projected Form; Channeling,
  with 
  Specialized, 
  Astral 
  Beings
  (-50%); 
  Clairsentience, 
  with
  Projection; Detect, for astral beings,
  astral projectors, etc.; Insubstantiality,
  with Projection; Jumper (World), with
  Projection; Medium, with Specialized,
  Astral Beings (-50%); Protected
  Power; and See Invisible (Ghosts).
  In addition, Doesn’t Breathe,
  Doesn’t Eat or Drink, Doesn’t Sleep,
  Enhanced Move, Flight, Immunity to
  Metabolic Hazards, Invisibility, and
  Possession 
  are 
  available 
  with
  Accessibility, Only when projecting
  (-10%). Such abilities work when
  using advantages with Projection or
  Projected Form modifiers.
  The GM may also allow attacks
  with Insubstantial Only.
  Power Modifier: Astral Projection.
  The advantage belongs to the Astral
  Projection power. This modifier is
  usually Divine (-10%), Magical (-10%),
  Psionic (-10%), or Spirit (-25%).
  BIOENERGY
  Sources: Biological, Chi, Psionic, or
  Super.
  Focus: The body’s internal energy.
  Comics and anime often portray
  powerful mutants (Biological), mar-
  tial artists (Chi), psis (Psionic), and
  supers (Super) as being able to direct
  bodily energies – far more than the
  human body could realistically con-
  tain – to blast enemies, project force
  fields, fly, etc. Unlike most ray-shoot-
  ing powers, Bioenergy isn’t associated
  with an element such as fire or light.
  This makes it a useful catch-all power
  for energy-projecting heroes who
  don’t fit elsewhere.
  Bioenergy Talent
  5 points/level
  Bioenergy Abilities
  Damage Resistance, with Force
  Field; Flight; Healing; Obscure (any),
  as long as it’s flashy; Protected Power;
  Rapier Wit, with Based on HT;
  Scanning Sense (Para-Radar); Terror,
  with Based on HT; and Vibration
  Sense, with Sense of Perception.
  Bioenergy can justify almost any
  kind of Affliction or Innate Attack, too.
  The kung fu masters of video games
  and anime can breathe fire, conjure
  glowing swords, kill enemies with a
  touch, and so on. The GM should limit
  each hero to a small number of “signa-
  ture” attacks and require elaborate
  power names and special effects.
  Power Modifier: Bioenergy. The
  advantage belongs to the Bioenergy
  power. This modifier is typically
  Biological (-10%), Chi (-10%), Psionic
  (-10%), or Super (-10%).
  BODY
  ALTERATION
  Sources:
  Biological, 
  Divine,
  Magical, or Super.
  Focus: The user’s physical form.
  This is the power of altering the
  appearance, structure, and composi-
  tion of one’s body. Fiction often attrib-
  utes Body Alteration to alien physiolo-
  gy (Biological), powerful magic
  (Magical), or bizarre “rubber body”
  mutations (Super). In fantasy settings,
  servants of demons and mischievous
  gods sometimes possess this power
  (Divine).
  Body Alteration Talent
  5 points/level
  Body Alteration Abilities
  Chameleon; Constriction Attack;
  Damage Resistance, with Limited,
  Crushing (-40%) or Tough Skin;
  Double-Jointed; Elastic Skin; Growth;
  Hermaphromorph; Injury Tolerance
  (any); Mimicry; Modular Abilities,
  with Limited, Body Parts Only (-20%)
  and Physical; Morph; Protected
  Power; Regrowth; Shadow Form, with
  Finite Thickness; Shrinking; Slippery;
  Stretching; 
  Super 
  Jump, 
  with
  Bouncing; and Terrain Adaptation,
  with Active.
  Any advantage that represents
  extra body parts is also permissible, if
  it’s Switchable (see Switchable Body
  Parts, p. 81). “Always on” advantages
  bought as part of this power frequent-
  ly have Switchable, too.
  Power Modifier: Body Alteration.
  The advantage belongs to the Body
  Alteration power. This modifier is gen-
  erally 
  Biological 
  (-10%), 
  Divine
  (-10%), Magical (-10%), or Super
  (-10%).
  BODY CONTROL
  Sources: Biological, Chi, Psionic, or
  Super.
  Focus: The user’s metabolism.
  Body Control lets the user take
  control of his metabolism in order to
  heal injury, perform amazing physical
  feats, purge his body of poison, and so
  on. It’s almost de rigueur for cinematic
  masters of yoga and the martial arts
  (Chi), but could instead be a mutant
  power (Biological or Super) or even a
  variant form of psychic healing
  (Psionic). Fiction often portrays Body
  Control and Bioenergy as “internal”
  and “external” paths of a single 
  discipline.
  Body Control Talent
  5 points/level
  Body Control Abilities
  Breath Holding; Catfall; Damage
  Resistance, 
  with 
  Tough 
  Skin;
  Enhanced Defenses (any); Enhanced
  Move (Ground); Extra Attack, with
  Multi-Strike; Lifting ST; Metabolism
  Control; Perfect Balance; Protected
  Power; 
  Protected 
  Sense 
  (any);
  Radiation Tolerance; Reduced Consu-
  mption; Regeneration; Resistant, to
  any physical threat; Sensitive Touch;
  Silence; Striking ST; Super Climbing;
  Super Jump; Temperature Tolerance;
  and Universal Digestion.
  EXAMPLES
  123
  
  Power Modifier: Body Control. The
  advantage belongs to the Body
  Control power. This modifier is usual-
  ly Biological (-10%), Chi (-10%),
  Psionic (-10%), or Super (-10%).
  CHAOS
  Sources: Divine, Moral, Spirit, or
  Super (“Entropy Control”).
  Focus: Disorder.
  This power deals with increasing
  the disorder of the universe. It works
  on every level, allowing the wielder to
  disorganize material objects and
  afflict others with delirium. It also
  includes abilities that protect the user
  from having order imposed on his
  mind or body. Chaos power most
  often represents chaos embodied
  (Moral). Other possibilities are the
  will of a mad god (Divine) or prankish
  spirits (Spirit), or even rubber-science
  “entropy control” (Super). Whatever
  its source, Chaos is the anti-power of
  Order (p. 132).
  Chaos Talent
  5 points/level
  Chaos Abilities
  Channeling, 
  with 
  Specialized,
  Chaos Spirits (-50%); Detect, for either
  Chaos or Order; Injury Tolerance
  (Diffuse), with both Swarm and
  Switchable; Medium, with Specia-
  lized, Chaos Spirits (-50%); Mind
  Shield; Neutralize (Order), but not
  with Power Theft; Obscure (Divin-
  ation); Protected Power; Resistant, to
  the abilities of Order; Static (Order),
  with Resistible; Telekinesis, with
  Uncontrollable; Temperature Control,
  with Heat; Terror (Confusion); and
  Visualization, with Cursing.
  Afflictions with Hallucinating or a
  Disadvantage that causes insanity
  (Delusions, 
  Paranoia, 
  etc.) 
  are
  allowed, but must have Malediction.
  Innate Attacks that inflict burning or
  corrosion damage are also part of this
  power.
  Power Modifier: Chaos. The advan-
  tage belongs to the Chaos power. This
  modifier is most often Divine (-10%),
  Moral (-20%), Spirit (-25%), or Super
  (-10%).
  COLD/ICE
  Sources: Divine, Elemental, or
  Super.
  Focus: Cold and ice.
  Cold/Ice power lets the user freeze
  his foes or bind them with ice, “surf”
  along an ice slick, and so on. It gener-
  ally represents direct control over cold
  (Elemental and Super), but might
  instead emanate from a god who
  reigns over winter (Divine). Cold isn’t
  a traditional element to wizards and
  alchemists, but the GM is free to
  ignore this and permit a Magical or
  Spirit version of this power. Cold 
  and Ice are separate powers in some
  settings.
  Cold/Ice Talent
  5 points/level
  Cold/Ice Abilities
  Abilities marked * would suit a sep-
  arate Ice power; those labeled † are
  appropriate for a separate Cold power.
  Alternate Form (Body of Ice)*;
  Binding, with Engulfing*; Clinging*†;
  Control (Hail or Snow), with Natural
  Phenomena*; Control (Ice)*; Create
  (Ice)*; Damage Resistance, with either
  Ablative 
  or 
  Semi-Ablative*, 
  or
  Limited, Cold (-40%) or Heat (-40%)†;
  Enhanced Move (Air or Ground)*;
  Flight, with Low Ceiling and Nuisance
  Effect*; Modular Abilities, with
  Limited, Cold (-10%) and Physical†;
  Obscure (Infravision or Vision)*†;
  Penetrating Vision, with Specific, Ice
  (-60%)*; Permeation (Ice)*; Protected
  Power*†; Slippery*; Temperature
  Control, with Cold†; Temperature
  Tolerance†; and Terrain Adaptation
  (Ice or Snow)*.
  Innate Attacks are also possible.
  Ice attacks are crushing, cutting,
  impaling, or piercing. Cold attacks
  inflict fatigue with the Freezing
  enhancement. Either might add Side
  Effect, Paralysis if it can “freeze” the
  victim. Cinematic Cold attacks might
  instead be Afflictions with the
  Paralysis modifier.
  Power Modifier: Cold/Ice. The
  advantage belongs to the Cold/Ice
  power. This modifier is usually Divine
  (-10%), Elemental (-10%), or Super
  (-10%), and may be both Elemental
  and Super.
  COSMIC
  Source: Cosmic.
  Focus: Everything!
  Cosmic power represents the
  boundless capabilities of deities and
  (in some settings) the most powerful
  supers. It doesn’t have a single focus –
  by definition, it deals with anything
  and everything – and the only counter-
  measure it faces is itself. This kind of
  124
  EXAMPLES
  
  unlimited scope comes at a price: the
  power modifier and associated Talent
  are both very expensive.
  Cosmic Talent
  15 points/level
  Cosmic Abilities
  Any advantage can be a Cosmic
  ability, as long as it has the Cosmic
  modifier. When creating a god, the
  GM should consider forbidding abili-
  ties that oppose the deity’s sphere of
  influence; e.g., no fire blasts for a sea
  god. Since most advantages remain
  available, this doesn’t lower the cost of
  Talent.
  Note that a “Cosmic Power” advan-
  tage appears as part of Modular
  Abilities (p. B71). In some settings,
  that trait totally replaces this power,
  and cosmically powerful entities sim-
  ply wish abilities into being as needed.
  In others, the two options coexist. The
  GM decides which is the case in his
  campaign.
  Power Modifier: Cosmic, +50%.
  This is the basic modifier. An attack
  with a more expensive version of
  Cosmic must pay the difference
  between +50% and the full cost of that
  enhancement.
  DARKNESS
  Sources: Divine, Elemental, Spirit
  (“Shadow Control”), or Super.
  Focus: Shadow.
  This is the power to create and con-
  trol shadow. Its effects range from
  blotting out light to letting the wielder
  become a shadow. Some adept users
  can even conjure semi-material shad-
  ows to attack enemies. Darkness
  power is usually a form of direct con-
  trol (Elemental and Super), but it
  could also represent the favor of 
  dark gods (Divine) or a rapport with
  animate shadows (Spirit).
  Darkness Talent
  5 points/level
  Darkness Abilities
  Allies 
  (shadow 
  beings), 
  with
  Summonable; Control (Light); Create
  (Light), with Destruction (+0%); Dark
  Vision; Illusion, with Visual Only;
  Invisibility; Modular Abilities with
  Limited, 
  Darkness 
  (-15%) 
  and
  Physical; Night Vision; Obscure,
  against Ladar or any type of vision;
  Protected Power; Protected Sense
  (Vision); and Shadow Form.
  Afflictions must be Vision-Based,
  and have Disadvantage (Bad Sight or
  Blindness) or Negated Advantage
  (Dark Vision, Night Vision, etc.).
  Innate Attacks represent conjured
  shadows that deliver blows or a chill-
  ing touch. Any damage type is possi-
  ble. All such attacks require Area
  Effect, Mobile, and Persistent, and
  either Bombardment or Homing.
  Power Modifier: Darkness. The
  advantage belongs to the Darkness
  power. This modifier is typically
  Divine (-10%), Elemental (-10%),
  Spirit (-25%), or Super (-10%), and
  may be both Elemental and Super.
  DEATH
  Sources:
  Divine, 
  Magical
  (“Necromancy”), or Spirit.
  Focus: Death and the dead.
  This power deals with every aspect
  of death: corpses, ghosts, and curses
  that steal the victim’s life force. It’s
  most common among worshippers of
  gods that rule death or the underworld
  (Divine), 
  wizardly 
  necromancers
  (Magical), and those who command
  ghosts or death spirits (Spirit). Many
  regard Death power as evil, but this
  isn’t automatically true – see Evil
  (p. 127) for that.
  Death Talent
  5 points/level
  Death Abilities
  Allies (undead), with Summonable;
  Alternate Form (any undead tem-
  plate); Channeling, with Specialized,
  Ghosts (-50%); Detect, for dead bod-
  ies, ghosts, undead, etc.; Leech, but
  not with Steal (Other Score); Medium,
  with Specialized, Ghosts (-50%);
  Protected Power; Racial Memory;
  Unaging; and Unkillable.
  Attacks must be lethal Afflictions –
  usually Coma, Heart Attack, or
  Disadvantage, Terminally Ill – or Toxic
  Attacks. All must have one of
  Malediction, Melee Attack, or Sense-
  Based. The GM might allow Afflictions
  with Advantage, Alternate Form that
  can raise corpses as undead.
  Power Modifier: Death. The advan-
  tage belongs to the Death power. This
  modifier is most often Divine (-10%),
  Magical (-10%), or Spirit (-25%).
  DIMENSION
  TRAVEL
  Sources: Divine, Magical (“Gate
  Magic”), Psionic, Spirit, or Super.
  Focus: Parallel realities.
  Dimension Travel deals with con-
  tacting and journeying to other reali-
  ties. The number and nature of such
  realms depend on the setting; this
  power is most valuable in back-
  grounds with many planes of exis-
  tence. Dimension Travel is common
  among wizards who study dimension-
  al gates (Magical) and holy folk who
  can traverse the domains of gods or
  spirits (Divine or Spirit). Supers set-
  tings often feature parallel worlds, and
  some supers can move between these
  using psionics (Psionic) or direct
  “dimension control” (Super).
  Dimension Travel Talent
  5 points/level
  Dimension Travel
  Abilities
  Affliction, with an Advantage
  enhancement that inflicts Insub-
  stantiality or Jumper; Channeling
  (Parallel Universes); Clairsentience,
  with World-Spanning; Detect, for
  extradimensional phenomena, world-
  jumpers, 
  etc.; 
  Insubstantiality;
  Jumper (World), almost always with
  Interplanar; Medium (Parallel Univ-
  erses); Protected Power; Snatcher, but
  not with Creation; and Telecom-
  munication (Telesend), with World-
  Spanning.
  Power Modifier: Dimension Travel.
  The 
  advantage 
  belongs 
  to 
  the
  Dimension Travel power. This modifi-
  er is usually Divine (-10%), Magical
  (-10%), Psionic (-10%), Spirit (-25%),
  or Super (-10%).
  EXAMPLES
  125
  
  DIVINE
  Source: Divine.
  Focus: Will of one particular deity.
  A mortal empowered by a deity
  might simply apply the Divine modifi-
  er to the power on this list that best
  suits his patron’s sphere of influence.
  This isn’t the only possibility, though.
  The “generic” power described below
  represents a more traditional arrange-
  ment: the priest has a few innate gifts
  that represent holy status, but flashy
  miracles – healing, smiting, etc. –
  require specific prayers or spells (see
  Clerical Magic, p. B242).
  Power Investiture
  10 points/level
  At the GM’s option, the Power
  Investiture advantage (p. B77) gives
  +1 per level to “clerical” spells and the
  specific abilities below. Like other
  Talents, it leaves open the possibility
  of earning new abilities in play – if the
  deity chooses to bestow them.
  Divine Abilities
  Deities that would rather have their
  servants pray for aid than turn them
  into supermen often bestow these
  advantages: Allies (servitors of deity),
  with Summonable; Blessed; Higher
  Purpose; Modular Abilities (Divine
  Inspiration), with Limited, Spells Only
  (-20%); Oracle; Patron (deity), with
  Highly Accessible; Rapier Wit, with
  Words of Power; Serendipity; Terror
  (Awe); True Faith; Visualization; and
  Wild Talent, usually with Focused,
  Divine (-20%).
  Power Modifier: Divine (-10%).
  EARTH
  Sources:
  Divine, 
  Elemental,
  Magical, Spirit, or Super.
  Focus: Earth and stone.
  This is the power to shape and cre-
  ate earth in any form: soil, sand, clay,
  stone, etc. It might involve direct con-
  trol over earth (Elemental and Super),
  sorcery dealing with earth as a tradi-
  tional magical element (Magical), or
  calling upon the aid of an earth god-
  dess (Divine) or elemental earth spirits
  (Spirit). Earth abilities don’t normally
  affect refined metals or other solids.
  The GM can easily add such capabili-
  ties if he wishes.
  Earth Talent
  5 points/level
  Earth Abilities
  Alternate Form (Body of Earth or
  Stone); Binding, with Engulfing and
  Environmental (-20%); Clinging, with
  Specific, Stone (-40%); Control (Earth
  or Stone); Create (Earth); Damage
  Resistance; Detect, for earth, specific
  minerals, etc.; Modular Abilities, with
  Limited, Earth (-10%) and Physical;
  Obscure (Vision); Penetrating Vision,
  with 
  Specific, 
  Stone 
  (-40%);
  Permeation 
  (Earth 
  or 
  Stone);
  Protected Power; Terrain Adaptation
  (Mud or Sand); Tunneling; and Walk
  on Air, with Specific, Dust (-40%).
  Innate Attacks must be crushing,
  cutting, impaling, or piercing, and
  take the form of boulders, earth-
  quakes, 
  sandstorms, 
  etc. 
  Add
  Environmental (-20%) if the attack
  shapes existing Earth.
  Power Modifier: Earth. The advan-
  tage belongs to the Earth power. This
  modifier is usually Divine (-10%),
  Elemental (-10%), Magical (-10%),
  Spirit (-25%), or Super (-10%), and
  may be both Elemental and Super.
  ELECTRICITY
  Sources: Divine, Elemental, or
  Super.
  Focus: Electrical phenomena.
  This power deals with generating
  and channeling electricity. Its most
  impressive effects are destructive dis-
  charges – like lightning – but precise
  modulation is possible, letting the
  user generate radio signals. Due to its
  technological overtones, this is most
  often a super-power (Elemental and
  Super), and rarely suitable for super-
  natural powers other than those asso-
  ciated with thunder gods (Divine). The
  GM is free to make exceptions.
  Electricity Talent
  5 points/level
  Electricity Abilities
  Control 
  (Electricity); 
  Create
  (Electricity); Damage Resistance, with
  Limited, Electricity (-40%); Detect, for
  electricity, radio signals, or magnet-
  ism; Modular Abilities, with Limited,
  Electricity (-10%) and Physical;
  Obscure (Radar); Protected Power;
  Scanning Sense (Imaging Radar,
  Radar, 
  or 
  T-Ray 
  Vision); 
  and
  Telecommunication (Radio).
  This power permits many attack
  abilities. Afflictions must be stun-only
  (no special modifiers), have Heart
  Attack, or have both Accessibility,
  Only on Electrical (-20%) and
  Unconsciousness 
  to 
  “dampen”
  machines. Innate Attacks must inflict
  burning damage, with both Surge and
  Side Effect, Stunning.
  Power Modifier: Electricity. The
  advantage belongs to the Electricity
  power. This modifier is usually Divine
  (-10%), Elemental (-10%), or Super
  (-10%), and may be both Elemental
  and Super.
  ELECTROKINESIS
  Sources: Psionic or Super.
  Focus: Electromagnetic fields.
  126
  EXAMPLES
  Due to its technological overtones,
  Electricity is most often a super-power
  (Elemental and Super), and rarely suitable
  for supernatural powers other than those
  associated with thunder gods (Divine). 
  
  Electrokinesis lets the user sense
  existing electricity and electromagnet-
  ic (EM) energy, generate low-powered
  EM fields in order to control that ener-
  gy, and produce subtle effects in its
  absence. Standard explanations are
  psi (Psionic) or exotic “field control”
  (Super). Electrokinesis can’t generate
  the energetic discharges associated
  with Electricity power (above), but
  offers more control and subtlety – so
  much so that it and Machine
  Telepathy (p. 130) could justifiably be
  a single power, if the GM wishes.
  Electrokinesis Talent
  5 points/level
  Electrokinesis Abilities
  Control (Electricity or Light);
  Damage Resistance, with Limited, EM
  Radiation (-40%); Detect, for EM
  fields or phenomena; Hyperspectral
  Vision; Illusion, with Visual Only;
  Infravision; Invisibility; Obscure,
  against any visual or Scanning sense
  save Para-Radar or Sonar; Protected
  Power; Protected Sense (Scanning
  Sense or Vision); Radiation Tolerance,
  with Force Field; Scanning Sense 
  (any but Para-Radar or Sonar); 
  See Invisible; Telecommunication
  (Infrared, Laser, or Radio); and
  Ultravision.
  Affliction is allowed if it has both
  Accessibility, Only on Electrical (-20%)
  and Unconsciousness; this is the abili-
  ty to stop the flow of electricity. The
  attacks listed for Electricity (above)
  and Light (p. 130) are also possibilities,
  but must have Environmental (-40%)
  to restrict use to the presence of light
  sources or electricity energetic enough
  to do damage in the first place (GM’s
  decision).
  Power Modifier: Electrokinesis. The
  advantage 
  belongs 
  to 
  the
  Electrokinesis power. This modifier is
  usually Psionic (-10%) or Super
  (-10%).
  ESP
  Sources: Chi, Divine (“Prophecy”),
  Magical (“Divination”), Psionic, Spirit,
  or Super.
  Focus: Knowledge.
  Extrasensory Perception (ESP) is
  the power to acquire knowledge
  through means other than the five nat-
  ural senses. Myth and legend attribute
  this supernatural gift to martial-arts
  masters (Chi), prophets (Divine), wiz-
  ards (Magical), psychics (Psionic),
  shamans (Spirit), and most other mys-
  tics and illuminati. The GM makes
  ESP skill rolls in secret. The better the
  roll, the higher the quality of the infor-
  mation received. On any failure, the
  GM will say, “You learn nothing.” If
  the roll fails by more than 5, the GM
  will lie!
  ESP Talent
  5 points/level
  ESP Abilities
  360° Vision, with Panoptic 2;
  Channeling; Clairsentience; Common
  Sense; Danger Sense; Dark Vision;
  Detect, for supernatural beings or
  activities related to the power source;
  Enhanced 
  Tracking; 
  Intuition;
  Medium; Oracle; Penetrating Vision;
  Precognition; 
  Protected 
  Power;
  Protected Sense (any special sense);
  Psychometry; 
  Racial 
  Memory;
  Scanning Sense (Para-Radar); and See
  Invisible.
  Power Modifier: ESP. The advan-
  tage belongs to the ESP power. This
  modifier is generally Chi (-10%),
  Divine (-10%), Magical (-10%), Psionic
  (-10%), Spirit (-25%), or Super (-10%).
  EVIL
  Sources: Divine, Magical (“Black
  Magic”), 
  Moral, 
  or 
  Spirit
  (“Demonology”).
  Focus: Pure Evil.
  This power only exists in settings
  where Evil is a tangible force. The
  wielder is aware of Evil in all its forms
  and can use it to corrupt foes, sum-
  mon demons, and afflict others with
  chills, disease, terror, and many other
  unpleasant effects. This power might
  emanate from Evil embodied (Moral),
  forbidden magic (Magical), or demon-
  ic entities (Divine or Spirit). It’s the
  anti-power of Good (p. 128), and
  includes basic protection from that
  power.
  Evil Talent
  5 points/level
  Evil Abilities
  Allies 
  (demons), 
  with
  Summonable; 
  Channeling, 
  with
  Specialized, Demons (-50%); Detect,
  for either Evil or Good; Leech;
  Medium, with Specialized, Demons
  (-50%); Mind Shield; Neutralize
  (Good), but not with Power Theft;
  Possession; 
  Protected 
  Power;
  Resistant, to the abilities of Good;
  Shadow Form, but not with Light
  Insensitive or Finite Thickness;
  Static 
  (Good), 
  with 
  Resistible;
  Temperature Control, with Cold;
  Terror; and Visualization, with
  Cursing.
  Any bad Affliction is acceptable.
  The Advantage enhancement is only
  permissible if it causes a disturbing
  effect (e.g., Shadow Form), while
  Negated Disadvantage must remove
  “good” disadvantages (e.g., Honesty).
  Toxic Attacks that work like disease
  or poison are also allowed. All
  attacks must have Malediction,
  Melee Attack, or Sense-Based.
  Power Modifier: Evil. The advan-
  tage belongs to the Evil power. This
  modifier is most often Divine (-10%),
  Magical (-10%), Moral (-20%), or
  Spirit (-25%).
  FORCE
  CONSTRUCTS
  Sources:
  Magical, Psionic, or
  Super.
  Focus: Semisolid force fields.
  This power lets the user conjure a
  force that he can shape into attacks,
  barriers, objects, and even creatures
  (although these aren’t sentient). This
  isn’t a fundamental force like gravity
  or electromagnetism, but something
  slightly mysterious – perhaps a
  superscience phenomenon (Super),
  or pure magical (Magical) or psychic
  (Psionic) energy. Force constructs
  often feel solid and function like
  physical objects, but they aren’t mat-
  ter and always look slightly peculiar
  (glowing, green, shadowy, etc.).
  EXAMPLES
  127
  
  Force Constructs Talent
  5 points/level
  Force Constructs
  Abilities
  Allies (tangible force projections),
  with Minion (+0%) and Summonable;
  Binding; Control (Mysterious Force);
  Create (Mysterious Force); Damage
  Resistance, with Force Field; Illusion;
  Modular Abilities, with Limited, Force
  Fields (-5%) and Physical; Protected
  Power; Snatcher, with Creation and
  Nuisance Effect, Objects look fake
  (-5%); and Telekinesis, with Visible.
  The force this power shapes can
  take any number of dangerous, pseu-
  do-solid forms, allowing Crushing,
  Cutting, Impaling, and Piercing
  Attacks.
  Power Modifier: Force Constructs.
  The advantage belongs to the Force
  Constructs power. This modifier is
  typically Super (-10%), and less often
  Magical (-10%) or Psionic (-10%).
  GOOD
  Sources: Divine, Magical (“White
  Magic”), Moral, or Spirit.
  Focus: Pure Good.
  This power enables the wielder to
  sense and channel the forces of
  Good. He can call upon benevolent
  spirits – “angels” – for aid, and can
  provide warmth, healing, and bless-
  ings to those around him. This
  power normally stems from tangible
  Good (Moral), but might instead
  flow from unselfish magic (Magical)
  or a beneficent higher power (Divine
  or Spirit). It’s the anti-power of Evil
  (p.
  127), and includes defenses
  against that power.
  Good Talent
  5 points/level
  Good Abilities
  Allies (angels), with Summonable;
  Blessed; Channeling, with Specialized,
  Angels (-50%); Detect, for either Good
  or Evil; Empathy; Healing; Higher
  Purpose; Medium, with Specialized,
  Angels 
  (-50%); 
  Mind 
  Shield;
  Neutralize (Evil), but not with Power
  Theft; Protected Power; Resistant, to
  the abilities of Evil; Static (Evil), with
  Resistible; Temperature Control, with
  Heat; Terror (Awe); True Faith, with
  Turning; and Visualization, with
  Blessing.
  Any beneficial Affliction with
  Advantage or Negated Disadvantage is
  acceptable. All such abilities must
  have Malediction, Melee Attack, or
  Sense-Based. Good power rarely
  allows true attacks, save perhaps for
  cinematic “Rays of Truth” or “Bolts of
  Pure Good.” If the GM permits these,
  they’re 
  Burning 
  Attacks 
  with
  Accessibility, Truly Evil beings only
  (-50%).
  Power Modifier: Good. The advan-
  tage belongs to the Good power. This
  modifier is most often Divine (-10%),
  Magical (-10%), Moral (-20%), or
  Spirit (-25%).
  GRAVITY
  Sources: Elemental or Super.
  Focus: Gravity.
  This is the power to control the
  gravity fields of massive objects
  (affecting weight) and project focused
  gravity waves. It’s nearly always a
  form of direct force manipulation
  (Elemental and Super). Since gravity
  isn’t a traditional magical element or
  divine sphere, this power rarely has a
  supernatural source. Use Psycho-
  kinesis (p. 133) for supernatural force
  control.
  Gravity Talent
  5 points/level
  Gravity Abilities
  Binding, 
  with 
  Unbreakable;
  Catfall, with Feather Fall; Clinging,
  with Attraction; Control (Gravity);
  Damage Resistance, with Force Field
  and Limited, Physical (-20%); Detect,
  for gravity manipulation or massive
  objects; 
  Enhanced 
  Move 
  (any); 
  Flight, with Planetary; Improved 
  G-Tolerance, 
  with 
  Force 
  Field;
  Modular Abilities, with Limited,
  Gravity 
  (-10%) 
  and 
  Physical;
  Protected Power; Super Climbing;
  Super 
  Jump, 
  with 
  Planetary;
  Telecommunication (Gravity-Ripple);
  Telekinesis; and Walk on Air, with
  Planetary.
  Attacks that represent an abrupt
  increase in gravity are Crushing
  Attacks with Cosmic, Irresistible
  attack (+300%). No ordinary form of
  DR stops gravity.
  Power Modifier: Gravity. The
  advantage belongs to the Gravity
  power. This modifier is nearly always
  Elemental (-10%), and often Super
  (-10%) as well.
  HEALING
  Sources: Biological, Chi, Divine
  (“Faith Healing”), Magical, Psionic
  (“Psychic Healing”), Spirit, or Super.
  Focus: Healing living beings.
  Healing abilities let the user diag-
  nose and treat sickness and injury.
  Most healers can heal themselves and
  others, but a suitable choice of advan-
  tages and modifiers can create a heal-
  er who can do only one or the other.
  Common explanations for Healing
  include a restorative bioenergy field
  (Biological or Super), control over yin
  and yang (Chi), faith healing (Divine
  or Spirit), healing spells (Magical),
  and psychic healing (Psionic).
  Healing Talent
  5 points/level
  Healing Abilities
  Create (Drugs); Detect, for disease,
  poison, vital signs, etc.; Empathy;
  Healing; 
  Metabolism 
  Control;
  Penetrating Vision, with Specific,
  Flesh 
  (-60%); 
  Protected 
  Power;
  Regeneration; Regrowth; Resistant or
  Immunity to any noxious physical
  effect; and Special Rapport, with
  Transferable (but not for machines).
  Healing doesn’t permit attacks as
  such, but does allow Afflictions that
  are useful to healers (GM’s decision).
  Suitable enhancements are any form
  of Advantage that bestows Regen-
  eration, Regrowth, or another healing-
  related trait; Negated Disadvantage;
  and Ecstasy, Sleep, and Unconsc-
  iousness (as painkillers).
  Power Modifier: Healing. The
  advantage belongs to the Healing
  power. This modifier can be Biological
  (-10%), Chi (-10%), Divine (-10%),
  Magical (-10%), Psionic (-10%), Spirit
  (-25%), or Super (-10%).
  128
  EXAMPLES
  
  HEAT/FIRE
  Sources:
  Divine, 
  Elemental,
  Magical, 
  Psionic 
  (“Pyrokinesis”),
  Spirit, or Super.
  Focus: Heat and flame.
  Heat/Fire power commands heat
  and its usual consequence, fire –
  although Heat and Fire might be sep-
  arate powers in some game worlds. A
  common power in legend and fiction,
  it’s associated with fire gods (Divine),
  fire spells (Magical), elemental fire
  spirits (Spirit), and direct elemental
  control (Elemental and Super). Psis
  with such capabilities might have
  Psychokinesis (p. 133) . . . but pyroki-
  nesis (Psionic) is often a unique
  power.
  Heat/Fire Talent
  5 points/level
  Heat/Fire Abilities
  Abilities labeled * would suit a sep-
  arate Fire power; those with † are
  appropriate for a separate Heat power.
  Alternate Form (Body of Fire)*;
  Control 
  (Fire)*; 
  Create 
  (Fire)*;
  Damage Resistance, with Limited for
  Cold†, Heat†, or Ranged Projectiles*
  (all -40%); Flight, with Nuisance
  Effect*; 
  Infravision†; 
  Modular
  Abilities, with Limited, Fire (-10%)
  and Physical*; Obscure, against vision
  or Ladar (smoke)*, or Infravision†;
  Protected Power*†; Scanning Sense
  (Active 
  IR)†; 
  Telecommunication
  (Infrared)†; Temperature Control,
  with Heat†; Temperature Tolerance†;
  and Walk on Air, with Specific, Smoke
  (-40%)*.
  A Fire attack is generally a Burning
  Attack – but an Affliction with
  Coughing or Suffocation can repre-
  sent smoke. A Heat attack is a Burning
  Attack if it delivers a high-intensity
  “heat ray,” a Fatigue Attack if it ele-
  vates the target’s body temperature. In
  either case, the GM may permit other
  damage types with the Incendiary
  modifier.
  Power Modifier: Heat/Fire. The
  advantage belongs to the Heat/Fire
  power. This modifier is typically
  Divine (-10%), Elemental (-10%),
  Magical (-10%), Psionic (-10%), Spirit
  (-25%), or Super (-10%), and may be
  both Elemental and Super.
  ILLUSION
  Sources: Divine, Magical, Psionic,
  Spirit, or Super.
  Focus: Sensory deception.
  This is the power to control what
  others perceive. The illusionist can
  alter his voice and appearance; con-
  jure illusory scenery and beings (per-
  haps even semi-material ones); and
  make things vanish from sight. This is
  most often a college of magic
  (Magical) – or a psionic specialty that
  combines aspects of Electrokinesis
  and Telepathy (Psionic). It might
  instead originate from deceitful
  demons, puckish spirits, or divine
  tricksters (Divine or Spirit). Direct,
  subtle light-and-sound control is
  another possibility (Super).
  Illusion Talent
  5 points/level
  Illusion Abilities
  Allies (semisolid projections or
  shadows), 
  with 
  Summonable;
  Chameleon; Detect, for illusions, pro-
  jections, 
  etc.; 
  Duplication, 
  with
  Construct; Elastic Skin; Illusion;
  Invisibility; Mimicry; Morph, with
  Cosmetic; Obscure (any); Protected
  Power; See Invisible; and Silence.
  Afflictions are allowed if they 
  use Advantage to grant Chameleon,
  Invisibility, 
  Mimicry, 
  Morph
  (Cosmetic), or Silence to others – or
  Disadvantage to inflict Blindness,
  Deafness, No Sense of Smell/Taste, or
  Numb. All such attacks must have
  Malediction or Sense-Based.
  Power Modifier: Illusion. The
  advantage belongs to the Illusion
  power. This modifier can be Divine
  (-10%), Magical (-10%), Psionic
  (-10%), Spirit (-25%), or Super (-10%).
  KINETIC ENERGY
  Sources: Elemental or Super.
  Focus: Gross physical force.
  This is the power to project beams
  and fields of force that attract or repel
  objects, act as reactionless thrusters,
  and so on. It’s named “Kinetic Energy”
  rather than “Force” because the only
  thing it has in common with any
  believable physical force is that it
  alters kinetic energy. Kinetic Energy
  power is intended mainly for highly
  cinematic supers. Gravity (p. 128) and
  Magnetism (p. 131) are slightly more
  realistic, while Psychokinesis (p. 133) 
  is more suitable for psionic force 
  control.
  Kinetic Energy Talent
  5 points/level
  Kinetic Energy Abilities
  Binding, 
  with 
  Unbreakable;
  Catfall, with Feather Fall; Damage
  Resistance, with Force Field and
  Limited, Physical (-20%); Enhanced
  Dodge; Enhanced Move (any); Flight;
  Lifting ST; Protected Power; Resistant
  or Immunity to acceleration, motion
  sickness, etc.; Slippery; Striking ST;
  Super Jump, with Maneuverable; and
  Telekinesis.
  Crushing Attacks are also permissi-
  ble. To stay true to the comics, these
  should have Double Knockback in a
  supers setting.
  Power Modifier: Kinetic Energy.
  The advantage belongs to the Kinetic
  Energy power. This modifier is nearly
  always Elemental (-10%), and often
  Super (-10%) as well.
  EXAMPLES
  129
  Heat/Fire power commands heat and
  its usual consequence, fire – although
  Heat and Fire might be separate powers
  in some game worlds.
  
  LIFE
  Sources: Divine, Magical (“Druidic
  Magic”), Nature, or Spirit.
  Focus: Life force.
  This power represents a special
  attunement to life and living things. It
  grants the user a long life in harmony
  with nature, and is found among
  priests of nature deities (Divine),
  shamans who can influence nature
  spirits (Spirit), and fantasy “druids”
  who work natural magic (Magical). It
  often occurs alongside Animal Control
  (p. 121), Plant Control (p. 132), or
  Spirit Control (p. 134). In some set-
  tings, the “life force” of all living things
  generates a universal energy field that
  the gifted can channel directly
  (Nature).
  Life Talent
  5 points/level
  Life Abilities
  Animal Empathy; Channeling,
  with Specialized, Nature Spirits
  (-50%); Detect, for animals, plants, or
  all life; Empathy; Healing; Medium,
  with Specialized, Nature Spirits
  (-50%); Metabolism Control; Plant
  Empathy; Protected Power; Regen-
  eration; Resistant or Immunity to any
  natural threat; Speak with Animals;
  Speak with Plants; Unaging; and
  Unkillable.
  In fantasy settings, Life power
  includes 
  Burning 
  Attacks 
  and
  Corrosion Attacks with Accessibility,
  Only against the undead (-50%). These
  attacks cause the walking dead to per-
  ish in cleansing fire – or just crumble
  to dust.
  Power Modifier: Life. The advan-
  tage belongs to the Life power. This
  modifier is most often Divine (-10%),
  Magical (-10%), Nature (-20%), or
  Spirit (-25%).
  LIGHT
  Sources: Divine, Elemental, Psionic
  (“Photokinesis”), or Super.
  Focus: Visible and near-visible
  light.
  Light power gives the wielder
  almost complete control over light. He
  can focus it in order to enhance his
  vision, bend it to hide things from
  sight, and concentrate it to attack his
  foes with blinding flashes and lasers.
  This is generally either direct elemen-
  tal control (Elemental and Super) or
  specialized psionic “photokinesis”
  (Psionic) – but deities associated with
  the sun, purity, or good might also
  grant such a power (Divine).
  Light Talent
  5 points/level
  Light Abilities
  360° Vision, with Panoptic 1;
  Control 
  (Light); 
  Create 
  (Light);
  Damage Resistance, with Limited,
  Light (-40%); Dark Vision; Enhanced
  Defenses, with Limited, Light (-40%);
  Hyperspectral Vision; Illusion, with
  Visual Only; Infravision; Invisibility;
  Microscopic Vision; Modular Abilities,
  with Limited, Light (-10%) and
  Physical; Night Vision; Obscure,
  against Ladar or any kind of vision;
  Protected Power; Protected Sense
  (Vision); Scanning Sense (Active IR or
  Ladar); 
  See 
  Invisible; 
  Telecom-
  munication (Infrared or Laser);
  Telescopic Vision; and Ultravision.
  The GM might allow almost any
  advantage modified with Vision-Based
  as a Light ability, if it suits his cam-
  paign.
  Allowed attacks are tight-beam
  Burning Attacks, and Afflictions with
  Vision-Based and Disadvantage, Bad
  Sight or Blindness. An attack that
  focuses existing light – meaning it
  requires strong, direct light to work –
  has Environmental (-20%).
  Power Modifier: Light. The advan-
  tage belongs to the Light power. This
  modifier is usually Divine (-10%),
  Elemental (-10%), Psionic (-10%), or
  Super (-10%), and may be both
  Elemental and Super.
  MACHINE
  TELEPATHY
  Sources: Psionic or Super.
  Focus: Digital Minds.
  This is the power to establish a
  mental link with a computer in order
  to communicate with or control it. It
  is to Digital Minds what Telepathy
  (p. 130) is to living minds, and is 
  most often a hybrid power halfway
  between Electrokinesis and Telepathy
  (Psionic). It might instead be a brute-
  force capacity to emit signals that
  override the normal operation of
  machines (Super). It only affects
  machines that have at least a rudimen-
  tary computer “brain,” and never
  affects living beings.
  Machine Telepathy
  Talent
  5 points/level
  Machine Telepathy
  Abilities
  Channeling (Cyberspace); Detect,
  for Digital Minds, data transmissions,
  etc.; Invisibility, with Machines Only;
  Medium (Cyberspace); Mind Control,
  with Cybernetic Only; Mind Probe,
  130
  EXAMPLES
  
  with Cybernetic Only; Mind Reading,
  with Cybernetic Only; Mindlink, with
  Cybernetic Only; Obscure, against any
  Scanning Sense; Protected Power;
  Resistant, to any mechanical threat
  (e.g., 
  nanomachines); 
  Special
  Rapport, with Transferable, Digital
  Mind; Telecommunication (any but
  Telesend); and Wild Talent, with
  External and Focused (skills provided
  by a “friendly” machine).
  Those with Digital Mind can also
  take Duplication, with Digital; Mind
  Shield, 
  with 
  Cybernetic; 
  and
  Possession, with Digital.
  Afflictions are allowed, but must
  have Accessibility, Only on Electrical
  (-20%). The GM should interpret the
  effects of such attacks creatively; e.g.,
  Daze puts the machine in “standby
  mode,” Seizure makes it go haywire,
  and Unconsciousness turns off the
  power.
  Power 
  Modifier: 
  Machine
  Telepathy. The advantage belongs to
  the Machine Telepathy power. This
  modifier is usually Psionic (-10%) or
  Super (-10%).
  MAGIC
  Source: Magical.
  Focus: Casting “spells.”
  Wizards normally work magic
  using specialized skills called “spells,”
  as described on pp. B234-253. If the
  GM prefers, though, magic can
  instead operate through advantages –
  which can, if desired, be the abilities
  of a power. To represent a specific
  “college” of magic, apply the Magical
  modifier to the most suitable power
  on this list (e.g., Heat/Fire power for
  Fire spells). Use the “generic” power
  below to accompany or replace the
  spells of all magical colleges.
  Magery
  5 points for Magery 0, 
  +10 points/level
  At the GM’s option, the Magery
  advantage (p. B66) gives +1 per level
  to standard spells and Magical abili-
  ties. If so, Magery 0 is a prerequisite
  for all Magical abilities as well as for
  Magery 1+, and those with Magery
  can spend earned points to acquire
  new Magical abilities, even if they did-
  n’t start with them.
  Magical Abilities
  The basic abilities of Magic power
  are: Detect, for magical creatures,
  spells, wizards, etc.; Mana Enhancer;
  Modular Abilities (Super-Memori-
  zation), with Limited, Spells Only
  (-20%); Regeneration, with Fatigue
  Only; and Wild Talent, with Focused,
  Magical (-20%).
  With the GM’s permission, those
  with Magic power can also buy abili-
  ties 
  that 
  simulate 
  spells 
  from
  pp. B242-253 or GURPS Magic – and
  conceivably even variants or entirely
  new spells. The GM should strictly for-
  bid any ability that doesn’t fit his
  vision of magic in his game world;
  thus, this power isn’t truly “open
  ended.”
  Power Modifier: Magical (-10%).
  MAGNETISM
  Sources: Elemental or Super.
  Focus: Magnetism.
  This is a cinematic magnetism-con-
  trol power. It lets the wielder do the
  kinds of tricks justified by “magnet-
  ism” in the comics – e.g., surfing along
  the Earth’s magnetic field, hurling
  heavy objects, and working metal –
  most of which are hard to explain in
  terms of realistic magnetism. Those
  who possess this power seem to use
  direct force manipulation (Elemental
  and Super), justified through rubber
  science, if at all.
  Magnetism Talent
  5 points/level
  Magnetism Abilities
  Absolute Direction; Binding, with
  Magnetic (-50%) and Unbreakable;
  Clinging, 
  with 
  Attraction 
  and
  Magnetic (-50%); Control (Ferrous
  Metals 
  or 
  Magnetism); 
  Create
  (Electricity); Damage Resistance,
  with Force Field and Limited,
  Electricity (-40%) or Metal (-40%);
  Detect, for electricity, magnetism, or
  ferrous metals; Enhanced Move
  (Air); 
  Flight, 
  with 
  Planetary;
  Modular Abilities, with Limited,
  Magnetism (-15%) and Physical;
  Obscure, against any kind of magnet-
  ic 
  detection; 
  Protected 
  Power;
  Radiation Tolerance, with Force
  Field; 
  Super 
  Climbing, 
  with
  Magnetic (-50%); Super Jump, with
  Planetary; Telekinesis, with Magnetic
  (-50%); and Walk on Air, with
  Planetary.
  To use Magnetism offensively –
  e.g., to wield ferrous objects as melee
  weapons or hurl them as missiles –
  buy a high level of Telekinesis
  (Magnetic).
  Power Modifier: Magnetism. The
  advantage belongs to the Magnetism
  power. This modifier is nearly always
  Elemental (-10%), and often Super
  (-10%) as well.
  MATTER
  CONTROL
  Source: Super.
  Focus: Reshaping matter.
  Matter Control lets the wielder
  alter the shape of macroscopic objects
  and make fine adjustments to their
  atomic and even subatomic structure.
  He can’t affect living beings – only
  inanimate objects – but because many
  of his abilities alter matter in contact
  with his body, he might seem to con-
  trol his own structure, too. This power
  is extremely cinematic, and best
  reserved for high-powered supers
  (Super).
  Matter Control Talent
  5 points/level
  Matter Control Abilities
  Binding, 
  with 
  Environmental
  (ranges from -5% if it “solidifies” air to
  -20% if it turns the ground to goo);
  Clinging; Control (for any variety of
  matter); Create (Solid, Liquid, or Gas),
  with 
  Transmutation; 
  Damage
  Resistance; Detect, for any kind of
  matter; Injury Tolerance (Homo-
  genous or Diffuse); Permeation (any);
  Protected Power; Terrain Adaptation,
  with Active; Tunneling; Universal
  Digestion, with Matter Eater; and
  Walk on Liquid.
  Corrosion Attacks are allowed, and
  represent disintegration. Buy “air to
  poison” and similar chemical attacks
  as Toxic Attacks with suitable 
  modifiers: 
  Environmental 
  (-5%),
  Respiratory Agent, etc.
  EXAMPLES
  131
  
  Power Modifier: Matter Control.
  The advantage belongs to the Matter
  Control power. This modifier is usual-
  ly Super (-10%).
  ORDER
  Sources: Divine, Moral, or Spirit.
  Focus: Structure and serenity.
  Order power attempts to combat
  disorganization and impose struc-
  ture on the world. It enables the
  wielder to block damage, noise, and
  other disruptions; restore mind and
  body to a state of inner peace; and
  achieve enlightenment by perceiving
  patterns hidden amidst the chaos of
  existence. This most often represents
  order embodied (Moral) or the will
  of supernatural champions of jus-
  tice, law, or peace (Divine or Spirit).
  Order is the anti-power of Chaos
  (p. 124), and provides protection
  against that power.
  Order Talent
  5 points/level
  Order Abilities
  Channeling, 
  with 
  Specialized,
  Spirits of Order (-50%); Common
  Sense; Damage Resistance, with Force
  Field; Detect, for either Chaos or
  Order; Healing, with Xenohealing,
  Anything 
  (+100%); 
  Indomitable;
  Intuition; Medium, with Specialized,
  Spirits of Order (-50%); Mind Shield;
  Neutralize (Chaos), but not with
  Power Theft; Oracle; Protected Power;
  Regeneration; Regrowth; Resistant, to
  the abilities of Chaos; Silence; Static
  (Chaos), with Resistible; Temperature
  Control, with Cold; Unfazeable; and
  Visualization.
  Attacks that increase order are
  also suitable. Most are Afflictions
  that use Advantage to bestow
  Indomitable, Silence, Unfazeable, 
  or a similar trait – or Negated
  Disadvantage to remove Confused,
  Impulsiveness, Indecisive, and relat-
  ed mental problems. Fatigue Attacks
  with Freezing are also appropriate.
  Power 
  Modifier: 
  Order. 
  The 
  advantage belongs to the Order
  power. This modifier is most often
  Divine (-10%), Moral (-20%), or
  Spirit (-25%).
  PLANT CONTROL
  Sources: Divine, Nature, Psionic
  (“Plant Telepathy”), Spirit, or Super.
  Focus: Natural, nonsapient plants.
  Plant Control lets the user com-
  mune with and control ordinary
  plants. It has no effect on sapient plant
  life, magical flora, or other unnatural
  vegetation. In fiction, this power is
  usually the result of a profound empa-
  thy with plants (Nature or Super), a
  variant form of telepathy (Psionic), or
  the favor of nature gods or spirits
  (Divine or Spirit).
  Plant Control Talent
  5 points/level
  Plant Control Abilities
  Binding, 
  with 
  Environmental
  (-40%); Control (Wood); Damage
  Resistance, with Limited, Plants
  (-40%); Detect, for a type of plant or all
  plants; 
  Modular 
  Abilities, 
  with
  Environmental (-40%) and Physical;
  Penetrating Vision, with Specific,
  Wood (-40%); Permeation (Wood);
  Plant Empathy; Possession, with
  Plants Only (-25%); Protected Power;
  Speak with Plants; and Telekinesis,
  with Environmental (-40%).
  Most attacks are just creative appli-
  cations of Modular Abilities or
  Telekinesis, but the GM may permit
  those who can turn plants into
  weapons to purchase Innate Attacks
  with Environmental (-40%). Damage
  is crushing for animated trees, cutting
  for thorns, fatigue (with Suffocation)
  for strangling vines, and toxic for poi-
  sonous plants. Another common
  “attack” is Affliction with Advantage,
  Growth and Accessibility, Only on
  plants (-25%).
  Power Modifier: Plant Control. The
  advantage belongs to the Plant
  Control power. This modifier is most
  often Divine (-10%), Nature (-20%),
  Psionic (-10%), Spirit (-25%), or Super
  (-10%).
  PROBABILITY
  ALTERATION
  Sources:
  Divine, 
  Magical
  (“Wishing”), Psionic, Spirit, or Super.
  Focus: Luck and fate.
  This is the power to alter uncertain
  outcomes, precipitate fortuitous coin-
  cidences, and “bless” or “curse” oth-
  ers. It might represent divine interven-
  tion (Divine), wizardly tampering
  (Magical), 
  psychic 
  visualization
  (Psionic), the efforts of invisible servi-
  tor spirits (Spirit), or a subtle cosmic
  power (Super). Probability Alteration
  doesn’t visibly do anything; its effects
  manifest in the outcome of the tasks it
  influences.
  Probability Alteration
  Talent
  5 points/level
  Probability Alteration
  Abilities
  Abilities marked * are open-ended.
  The GM decides how many levels are
  available.
  Detect, for blessed or cursed items,
  reality 
  alteration, 
  wishes, 
  etc.;
  Enhanced Defenses; Luck, with
  Wishing; Protected Power; Seren-
  dipity*, with Wishing; Super Luck*,
  especially with Alter Reality and
  132
  EXAMPLES
  
  Wishing; Visualization, with any spe-
  cial modifier; and Wild Talent*.
  Afflictions that “bless” or “curse”
  others fit, too. These must have one or
  more of Advantage, Disadvantage,
  Negated Advantage, or Negated
  Disadvantage, and can only affect
  Cursed, Luck, Serendipity, Super
  Luck, and Unluckiness. They must
  also have No Signature and one of
  Malediction, Melee Attack, or Sense-
  Based. The user may suggest specific
  fates for the subject, but the GM
  decides what actually happens – which
  always looks like a coincidence. To
  dictate specific coincidences, add
  Cosmic, +300%.
  Power 
  Modifier: 
  Probability
  Alteration. The advantage belongs to
  the Probability Alteration power. This
  modifier is generally Divine (-10%),
  Magical (-10%), Psionic (-10%), Spirit
  (-25%), or Super (-10%).
  PSYCHOKINESIS
  Sources: Divine, Magical, Psionic,
  Spirit, or Super.
  Focus: Motion.
  Psychokinesis (PK) abilities let the
  user produce kinetic effects – both
  macroscopic (visible motion) and
  microscopic (cooling and heating) –
  simply by willing them. This is tradi-
  tionally a psi power (Psionic), but
  gifted priests (Divine), shamans
  (Spirit), and wizards (Magical) can
  achieve similar results using their
  command over supernatural forces.
  PK is also suitable as a generic super-
  power (Super), but see Heat/Fire
  (p. 129), Gravity (p. 128), Kinetic
  Energy (p. 129), and Magnetism
  (p. 131) before choosing.
  Psychokinesis Talent
  5 points/level
  Psychokinesis Abilities
  Binding, 
  with 
  Unbreakable;
  Catfall, with Feather Fall; Clinging,
  with Attraction; Damage Resistance,
  with Force Field and Limited,
  Physical (-20%); Enhanced Move
  (Air); 
  Flight; 
  Protected 
  Power;
  Stretching, with Force Extension;
  Super 
  Climbing; 
  Super 
  Jump;
  Telekinesis; Temperature Control;
  Vibration Sense, with Sense of
  Perception; Walk on Air; and Walk on
  Liquid.
  The GM may also permit ST with-
  out HP (see Telekinesis, p. 82) and
  Lifting ST (with or without Super-
  Effort; see p. 58) as PK abilities.
  Many Innate Attacks are reason-
  able: cryokinetic attacks do fatigue
  damage with Freezing, pyrokinetic
  attacks deliver burning damage, and
  telekinetic attacks are crushing. Direct
  telekinetic attacks on vital areas are
  Afflictions with Choking or Heart
  Attack. All PK attacks must have No
  Signature, and Afflictions require
  Malediction, too.
  Power Modifier: Psychokinesis. The
  advantage belongs to the Psycho-
  kinesis power. This modifier is usually
  Divine (-10%), Magical (-10%), Psionic
  (-10%), Spirit (-25%), or Super (-10%).
  RADIATION
  Sources: Elemental or Super.
  Focus: Energetic particles and elec-
  tromagnetic radiation.
  This power lets the user detect,
  control, and emit dangerous radia-
  tion. It’s really only suitable as a super-
  power (Elemental and Super); the sci-
  entific sophistication implied by an
  understanding of radiation meshes
  poorly with supernatural powers. Like
  the comics, Radiation power treats
  radiation as a monolithic phenome-
  non. In reality, alpha particles, gamma
  rays, neutrons, X-rays, and so on dif-
  fer greatly. The GM decides what
  impact, if any, such distinctions have
  on this power.
  Radiation Talent
  5 points/level
  Radiation Abilities
  Control 
  (Radiation); 
  Create
  (Radiation); Damage Resistance, with
  Limited, Energy (-20%); Detect, for all
  radiation 
  or 
  particular 
  types;
  Hyperspectral Vision, with Extended
  High-Band; Modular Abilities, with
  Limited, 
  Radiation 
  (-15%) 
  and
  Physical; Penetrating Vision; Protected
  Power; Radiation Tolerance; Regen-
  eration, 
  with 
  Radiation 
  Only;
  Scanning Sense (Para-Radar); and
  Telecommunication (Neutrino).
  Radiation power also includes
  Burning Attacks and Toxic Attacks
  with the Radiation enhancement.
  Given the sheer deadliness of radia-
  tion in settings without TL8+ shield-
  ing and medicine, the GM might wish
  to impose serious restrictions on these
  attacks in low-tech game worlds.
  Power Modifier: Radiation. The
  advantage belongs to the Radiation
  power. This modifier is nearly always
  Elemental (-10%), and often Super
  (-10%) as well.
  SOUND/
  VIBRATION
  Sources:
  Elemental, 
  Psionic
  (“Sonokinesis”), or Super.
  Focus: Mechanical vibrations of all
  kinds.
  Sound/Vibration power provides
  total control over mechanical vibra-
  tions – including sound, unless the
  GM rules that Sound and Vibration
  are separate powers – in air, water, or
  solids. This lets the user enhance his
  senses of hearing and touch, generate
  noise as a diversion, assail his enemies
  with concentrated sound, and so
  forth. Sound/Vibration power is most
  often a specialized offshoot of
  Psychokinesis (Psionic) or a form of
  direct elemental control (Elemental
  and Super).
  Sound/Vibration Talent
  5 points/level
  Sound/Vibration
  Abilities
  Abilities marked * are suitable for a
  standalone Sound power; those
  labeled † are appropriate for a sepa-
  rate Vibration power.
  Control 
  (Sound)*; 
  Create
  (Sound)*; Damage Resistance, with
  Limited, Physical (-20%)†, Sound
  (-40%)*, 
  or 
  Vibration 
  (-40%)†;
  Discriminatory Hearing*; Illusion,
  with Auditory Only*; Mimicry*;
  Modular Abilities, with Physical and
  Limited, Sound (-10%)* or Vibration
  (-15%)†; 
  Obscure 
  (Hearing*, 
  Sonar*†, 
  or 
  Vibration 
  Sense†);
  Parabolic 
  Hearing*; 
  Protected
  Power*†; Protected Sense (Hearing)*; 
  EXAMPLES
  133
  
  Rapier 
  Wit*†; 
  Scanning 
  Sense
  (Sonar)*†; Sensitive Touch†; Silence*;
  Speak 
  Underwater*†; 
  Subsonic
  Hearing/Speech*†;Telecommunicatio
  n (Directional Sound* or Sonar*†);
  Ultrahearing/Ultrasonic Speech*†; and
  Vibration Sense, but not with Sense of
  Perception†.
  The GM might allow almost any
  advantage modified with Hearing-
  Based as a Sound ability, if it suits his
  campaign.
  Many attacks are possible. Sound
  attacks are Crushing Attacks, or
  Afflictions with Hearing-Based and
  Disadvantage, Deafness. Vibration
  attacks are Burning Attacks with No
  Incendiary Effect, or Afflictions with
  no special modifier (stunning only),
  Nauseated, or Unconsciousness. In
  extremely cinematic games, Mind
  Control might be possible, mediated
  by vibrations (add Based on HT) or
  sounds (add Hearing-Based).
  Power Modifier: Sound/Vibration.
  The 
  advantage 
  belongs 
  to 
  the
  Sound/Vibration power. This modifier
  is typically Elemental (-10%), Psionic
  (-10%), or Super (-10%), and may be
  both Elemental and Super.
  SPIRIT CONTROL
  Sources: Divine, Magical, or Spirit.
  Focus: Spirits and the spirit world.
  A variety of powers can become
  “spirit powers” with the simple addi-
  tion of the Spirit modifier. This creates
  a power that deals with a specific class
  of spirit: demons, ghosts, totems, fire
  elementals, etc. Spirit Control empow-
  ers the user to perceive, communicate
  with, and bind all manner of spirits.
  Ritual magicians should buy this
  power with the Spirit modifier, but the
  capacity to command spirits is just as
  suitable for fantasy clerics (Divine)
  and wizards (Magical).
  Spirit Control Talent
  5 points/level
  Spirit Control Abilities
  Allies 
  (minor 
  spirits), 
  with
  Summonable; Alternate Form, with
  Projected Form; Blessed; Channeling;
  Clairsentience; Detect, for spirits, spir-
  it phenomena, etc.; Intuition; Jumper
  (Spirit); 
  Medium; 
  Mind 
  Shield;
  Oracle; Patron (major spirit), with
  Highly Accessible; Protected Power;
  See 
  Invisible 
  (Ghosts); 
  Spirit
  Empathy; Telekinesis; True Faith, with
  Turning; and Visualization.
  Direct physical attacks are inappro-
  priate, although spirits can be com-
  manded to hurl things (use Telekinesis
  for this). “Curses” definitely fit, how-
  ever; almost any Affliction with
  Malediction is suitable.
  Power Modifier: Spirit Control. The
  advantage belongs to the Spirit
  Control power. This modifier is usual-
  ly Divine (-10%), Magical (-10%), or
  Spirit (-25%).
  TELEPATHY
  Sources:
  Biological, 
  Magical
  (“Mind Control”), Psionic, or Super.
  Focus: Living, sapient minds.
  Telepathy is the power of direct
  mental communication and control.
  It’s traditionally a psi power (Psionic),
  but some modern fiction portrays it as
  a “neural” phenomenon that uses a
  bioenergy field (Biological or Super).
  Wizardly mind control (Magical) is
  another possibility. Telepathy normal-
  ly only affects living, sapient beings
  (IQ 6+) – but the GM should allow it to
  work on all sentient minds (IQ 1+) in
  game worlds where the Animal
  Control power doesn’t exist. Attempts
  to affect machines or plants fail auto-
  matically.
  Telepathy Talent
  5 points/level
  Telepathy Abilities
  Detect, for telepathic phenomena,
  sapient minds, etc.; Elastic Skin, with
  Glamour; Empathy; Illusion, with
  Mental; Invisibility, with Glamour;
  Mind Control; Mind Probe; Mind
  Reading; Mind Shield; Mindlink;
  Possession, with Mind Swap or
  Telecontrol; Protected Power; Racial
  Memory; 
  Rapier 
  Wit; 
  Social
  Chameleon; Special Rapport; Tele-
  communication (Telesend); Terror,
  with Active; and Xeno-Adaptability.
  Add Animal Empathy and Speak with
  Animals 
  in 
  backgrounds 
  where
  Animal Control doesn’t exist.
  Telepaths often have Charisma as
  a side effect of their power, but it isn’t
  considered one of the power’s 
  abilities.
  Allowed 
  attacks 
  are 
  Fatigue
  Attacks and Afflictions that cause
  stunning, incapacitation, mental dis-
  advantages, or DX, IQ, or Will penal-
  ties. The GM may wish to permit
  telepaths in horror and supers games
  to fry the subject’s nervous system for
  actual injury – a Toxic Attack. All tele-
  pathic attacks require Malediction
  and No Signature, and Afflictions
  must be Based on Will.
  Power Modifier: Telepathy. The
  advantage belongs to the Telepathy
  power. This modifier is most often
  Biological (-10%), Magical (-10%),
  Psionic (-10%), or Super (-10%).
  TELEPORTATION
  Sources: Magical, Psionic, or
  Super.
  Focus: Instantaneous movement.
  Teleportation lets the user move
  himself or other things across space
  without traversing the intervening dis-
  tance. Explanations include transmit-
  ting matter to the destination as an
  energy beam (Super) and warping
  space 
  through 
  sheer 
  willpower
  (Magical or Psionic). In some back-
  grounds, Teleportation allows the user
  to visit parallel worlds, often by acci-
  dent 
  (add 
  Uncontrollable 
  and
  Unconscious to Jumper) – although
  Dimension Travel (p. 125) is better 
  suited to the task.
  Teleportation Talent
  5 points/level
  Teleportation Abilities
  Detect, for Warp, matter transmis-
  sion, wormholes, etc.; Enhanced
  Dodge; Jumper (World), but not with
  Interplanar; 
  Protected 
  Power;
  Snatcher, but not with Creation; and
  Warp, with any special modifier.
  The only “attacks” normally avail-
  able are Afflictions with Advantage,
  Jumper or Advantage, Warp, which
  teleport other people or objects in
  their entirety. The GM might permit
  attacks that teleport away part of the
  target or send foreign objects into his
  134
  EXAMPLES
  
  body. Build these as Afflictions with
  Malediction, or Impaling Attacks with
  Malediction and Based on HT.
  Power Modifier: Teleportation. The
  advantage 
  belongs 
  to 
  the
  Teleportation power. This modifier is
  usually Magical (-10%), Psionic
  (-10%), or Super (-10%).
  TIME MASTERY
  Sources: Divine, Magical, Psionic,
  or Super.
  Focus: Time.
  Time Mastery lets the user observe
  and communicate with the past;
  receive information from and send
  messages into the future (and perhaps
  summon future selves to assist him!);
  travel in time; and influence the flow
  of time. Explanations include the
  favor of a deity that governs time
  (Divine), powerful sorcery (Magical), a
  psychic link between past, present,
  and future selves (Psionic), or direct
  “time control” (Super).
  Time Mastery Talent
  5 points/level
  Time Mastery Abilities
  Absolute Timing; Altered Time Rate;
  Channeling (The Past); Clairsentience,
  with Time-Spanning; Danger Sense;
  Detect, for temporal anomalies, time-
  jumpers, 
  etc.; 
  Duplication, 
  with
  Sequential; Enhanced Time Sense;
  Jumper (Time); Medium (The Past);
  Precognition; 
  Protected 
  Power;
  Psychometry; 
  Telecommunication
  (Telesend), 
  with 
  Time-Spanning;
  Temporal Inertia; and Unaging.
  Afflictions that alter the flow of
  time are also allowed. These must
  have 
  Advantage, 
  Disadvantage,
  Negated Advantage, or Negated
  Disadvantage, and add or remove
  Altered Time Rate or Decreased Time
  Rate. The GM might also permit the
  Temporal Stasis enhancement; see
  Stopping Time (p. 118).
  These abilities can wreak havoc on
  plots. The GM may restrict PCs to abil-
  ities that affect only the past or the
  future, or time flow in the present. He
  might even remove the capacity to
  “move” 
  physical 
  objects 
  (delete
  Duplication and add Projection to
  Jumper).
  Power Modifier: Time Mastery. The
  advantage belongs to the Time
  Mastery power. This modifier is gener-
  ally Divine (-10%), Magical (-10%),
  Psionic (-10%), or Super (-10%).
  VAMPIRISM
  Sources:
  Biological, 
  Magical,
  Psionic (“Psychic Vampirism”), or
  Super.
  Focus: Stealing life force.
  Vampirism involves far more than
  the mere theft of vitality through
  bloodsucking or a chilling touch. It’s
  the power to steal thoughts, dreams,
  and abilities from the living – perhaps
  even their physical forms. This might
  be a feeding mechanism (Biological),
  an offshoot of necromancy (Magical),
  traditional 
  “psychic 
  vampirism”
  (Psionic), or a variation on Anti-Super
  power (Super). Vampirism doesn’t
  affect machines or inanimate objects.
  Vampirism Talent
  5 points/level
  Vampirism Abilities
  Leech is the core Vampirism abili-
  ty, and can have any set of modifiers.
  Attacks are equally important, and
  include Afflictions with Attribute
  Penalty or Negated Advantage, or per-
  haps Disadvantage, Amnesia (stolen
  thoughts); Fatigue Attacks with
  Missed Sleep (stolen dreams) or
  another Hazard; and Toxic Attacks. All
  such attacks require Malediction,
  Melee Attack, or Sense-Based.
  Other advantages that can be
  Vampirism abilities include Detect
  (Life); Morph, with Cannot Memorize
  Forms and Needs Sample; Neutralize,
  with Power Theft and possibly
  Cosmic; and Protected Power.
  Power Modifier: Vampirism. The
  advantage belongs to the Vampirism
  power. This modifier is most often
  Biological (-10%), Magical (-10%),
  Psionic (-10%), or Super (-10%).
  WATER
  Sources:
  Divine, 
  Elemental,
  Magical, Spirit, or Super.
  Focus: Water.
  This is the power to create and
  manipulate water. Gifted users can
  even become water. It might represent
  direct control over water (Elemental
  and Super), traditional elemental wiz-
  ardry (Magical), the favor of a sea god
  (Divine), or command over water ele-
  mentals (Spirit). Water includes ice
  and steam, but Cold/Ice (p. 124) and
  Air (p. 121) more thoroughly address
  freezing and gases, respectively.
  Water Talent
  5 points/level
  Water Abilities
  Alternate Form (Body of Water);
  Amphibious; Control (Oceans), with
  Natural Phenomena; Control (Water);
  Create (Water); Damage Resistance,
  with Limited, Fire or Water (both
  -40%); 
  Detect 
  (Water); 
  Doesn’t
  Breathe, with Gills; Enhanced Move
  (Water); Modular Abilities, with
  Limited, Water (-10%) and Physical;
  Obscure (Vision); Permeation (Ice);
  Pressure Support; Protected Power;
  Sealed; Speak Underwater; Vibration
  Sense (Water); Walk on Air, with
  Specific, Vapor (-40%); and Walk on
  Liquid.
  EXAMPLES
  135
  Vampirism involves far more than the 
  mere theft of vitality through bloodsucking or a
  chilling touch. It’s the power to steal thoughts,
  dreams, and abilities from the living – perhaps
  even their physical forms. 
  
  Many Innate Attacks are possible.
  Gouts of water cause crushing dam-
  age, narrow jets inflict corrosion or
  cutting damage, and attacks that affect
  the water in the target’s body deliver
  fatigue damage with Dehydration or
  Drowning.
  Power Modifier: Water. The advan-
  tage belongs to the Water power. This
  modifier is usually Divine (-10%),
  Elemental (-10%), Magical (-10%),
  Spirit (-25%), or Super (-10%), and
  may be both Elemental and Super.
  WEATHER
  CONTROL
  Sources: Divine, Magical, Nature,
  Spirit, or Super.
  Focus: Atmospheric conditions.
  This is the power to manipulate
  ambient humidity, pressure, and tem-
  perature. It might channel storm gods
  or spirits (Divine or Spirit), involve
  “weather witching” (Magical), or rep-
  resent direct control (Nature or
  Super). Its effects sometimes overlap
  Air, Cold/Ice, Electricity, Heat/Fire,
  and Water, but Weather Control isn’t
  an elemental power. The user can only
  produce weather; e.g., hail, lightning,
  rain, stifling heat, and wind. He can’t
  emit concussion waves, shoot freeze
  rays, jam radios, turn to flame, etc.
  Weather Control Talent
  5 points/level
  Weather Control
  Abilities
  Control (Weather, or a subset such
  as Clouds, Precipitation, or Winds),
  with Natural Phenomena; Damage
  Resistance, with Limited, Elemental
  (-20%); Detect, for clouds, rain,
  storms, etc.; Enhanced Move (Air);
  Flight; 
  Modular 
  Abilities, 
  with
  Environmental (-5%) and Physical;
  Obscure, 
  if 
  justifiable 
  as 
  fog, 
  snow, 
  etc.; 
  Protected 
  Power; 
  Sealed; Temperature Control; Terrain
  Adaptation, for ice, mud, snow, or
  other conditions caused by weather;
  and Walk on Air.
  A wide variety of Innate Attacks are
  suitable: giant hail (piercing), light-
  ning bolts (burning), etc. All must
  have Area Effect, Bombardment, and
  Overhead. An attack that only works
  when there’s already a violent storm in
  the area has Environmental (-40%).
  Power Modifier: Weather Control.
  The advantage belongs to the Weather
  Control power. This modifier can be
  Divine (-10%), Magical (-10%), Nature
  (-20%), Spirit (-25%), or Super (-10%).
  136
  EXAMPLES
  You will buy your weather from me! And by
  God you’ll pay for it.
  – Sir August de Wynter, The Avengers
  SAMPLE ABILITIES
  These worked examples cover a
  variety of interesting fictional abilities.
  Each consists of one or more advan-
  tages, often highly modified. When
  buying them, there’s no need to note
  all the details. Just record the ability’s
  name and cost as you would for a
  meta-trait.
  ATTACKS
  For attacks, the total value of all
  modifiers on each advantage appears
  in parentheses. When designing an
  attack with an identical set of modi-
  fiers, simply note this value and use
  the name of the associated ability as
  shorthand for those modifiers; e.g.,
  “Pistol, +70%.”
  You can vary these attacks by
  adjusting the underlying advantage
  and then applying the same collective
  modifier to its cost. For instance, with
  a built-in firearm, you might simulate
  hollow-point bullets by changing
  Piercing Attack to Large Piercing
  Attack, or represent a “hot load” by
  adding more dice of Piercing Attack.
  Built-In Firearms
  These rarely make sense as part of
  a power. They’re intended as stand-
  alone abilities for cyborgs and robots.
  Antitank Rocket (+250%): Crushing
  Attack 6d¥6 (Armor Divisor (10),
  +200%; Explosion 1, +50%; Increased
  Range, ¥20, +40%; Limited Use, 1 use,
  Slow Reload, -35%; Nuisance Effect,
  Hazardous back-blast, -5%) [630]. 630
  points.
  Assault Rifle (+150%): Piercing
  Attack 5d (Accurate +2, +10%; Extra
  Recoil +1, -10%; Increased Range,
  ¥50, +50%; Limited Use, 3 uses/30
  shots, Fast Reload, -10%; Rapid Fire,
  RoF 10, Selective Fire, +110%) [63].
  63 points.
  Blaster Pistol (+265%): Burning
  Attack 3d (Accurate +2, +10%; Armor
  Divisor (5), +150%; Increased 1/2D,
  ¥20, +20%; Increased Max, ¥10, +15%;
  Rapid Fire, RoF 3, +50%; Surge,
  +20%) [55]. Special Effects: Tight-
  beam. 55 points.
  Blaster Rifle (+310%): Burning
  Attack 6d (Accurate +9, +45%; Armor
  Divisor (5), +150%; Increased 1/2D,
  ¥50, +25%; Increased Max, ¥20, +20%;
  Rapid Fire, RoF 3, +50%; Surge,
  +20%) [123]. Special Effects: Tight-
  beam. 123 points.
  Flamethrower (+105%): Burning
  Attack 3d (Armor Divisor (0.5), -30%;
  Cyclic, 10 seconds, 3 cycles, +100%;
  Increased Range 4, +40%; Jet, +0%;
  Limited Use, 10 uses, Slow Reload,
  -5%) [31]. 31 points.
  Heavy Machine Gun
  (+165%):
  Large Piercing Attack 13d+1 (Accurate
  +3, +15%; Extra Recoil +1, -10%;
  Increased 
  1/2D, 
  ¥200, 
  +35%;
  Increased Max, ¥100, +30%; Limited
  Use, 10 uses/100 shots, Fast Reload,
  -5%; Rapid Fire, RoF 10, +100%)
  [212]. 212 points.
  Laser Pistol
  (+210%): Burning
  Attack 3d (Accurate +3, +15%; Armor
  Divisor (2), +50%; Increased 1/2D,
  
  ×20, +20%; Increased Max, ×10, +15%;
  Rapid Fire, RoF 10, Selective Fire,
  +110%) [47]. Special Effects: Loses
  damage in smoke; can bounce off mir-
  rors; tight-beam. 47 points.
  Laser Rifle
  (+260%): Burning
  Attack 5d (Accurate +11, +55%; Armor
  Divisor (2), +50%; Increased 1/2D,
  ×50, +25%; Increased Max, ×20, +20%;
  Rapid Fire, RoF 10, Selective Fire,
  +110%) [90]. Special Effects: Loses
  damage in smoke; can bounce off 
  mirrors; tight-beam. 90 points.
  Light Machine Gun
  (+150%):
  Piercing Attack 5d+1 (Accurate +2,
  +10%; 
  Extra 
  Recoil 
  +1, 
  -10%;
  Increased 
  1/2D, 
  ×100, 
  +30%;
  Increased Max, ×50, +25%; Limited
  Use, 10 uses/120 shots, Fast Reload,
  -5%; Rapid Fire, RoF 12, +100%) [68].
  68 points.
  Pistol (+70%): Piercing Attack 2d+2
  (Extra Recoil +1, -10%; Inaccurate -1,
  -5%; Increased Range, ×20, +40%;
  Limited Use, 5 uses/15 shots, Fast
  Reload, -5%; Rapid Fire, RoF 3, +50%)
  [23]. 23 points.
  Shotgun (+135%): Small Piercing
  Attack 1d+1 (Increased 1/2D, ×5,
  +10%; Limited Use, 2 uses/6 shots,
  Slow Reload, -25%; Rapid Fire, RoF
  3×9, +150%) [10]. 10 points.
  Sniper Rifle
  (+80%): Piercing
  Attack 9d+1 (Accurate +6, +30%;
  Increased 
  1/2D, 
  ×100, 
  +30%;
  Increased Max, ×50, +25%; Limited
  Use, 5 uses, Fast Reload, -5%) [85]. 85
  points.
  Sonic Stunner (+395%): Affliction 4
  (HT-3; Armor Divisor (5), +150%;
  Environmental, Air, -5%; Rapid Fire,
  RoF 3, +50%; Unconsciousness,
  +200%) [198]. 198 points.
  Submachine 
  Gun
  (+135%):
  Piercing Attack 3d-1 (Accurate +1,
  +5%; Extra Recoil +1, -10%; Increased
  Range, ×20, +40%; Limited Use, 3
  uses/33 shots, Fast Reload, -10%;
  Rapid Fire, RoF 11, Selective Fire,
  +110%) [33]. 33 points.
  Elemental Attacks
  These could be superscience
  weapon implants, super-abilities,
  combat spells, or natural attacks for
  monsters. For comparison’s sake, all
  cost approximately 50 points. For a
  more or less powerful attack, vary
  the level of Affliction, Binding,
  Innate 
  Attack, 
  or 
  Obscure.
  Descriptions and special effects
  appear under “Notes.”
  Air
  Concussion 
  (+50%): 
  Crushing
  Attack 6d+2 (Explosion 1, +50%) [50].
  Notes: Creates a ball of compressed air
  that ruptures explosively on impact.
  Might blow out small fires. 50 points.
  Super-Breath (+50%): Crushing
  Attack 6d+2 (Cone, 5 yards, +100%;
  Double 
  Knockback, 
  +20%; 
  No
  Wounding, -50%; Reduced Range,
  ×1/5, -20%) [50]. Notes: A gust of wind
  capable of pushing away groups of
  foes without doing serious harm. 50
  points.
  Twister (+225%/+95%): Crushing
  Attack 2d (Area Effect, 2 yards, +50%;
  Double Knockback, +20%; Environ-
  mental, Air, -5%; Link, +10%; Mobile
  1, +40%; Persistent, +40%; Side Effect,
  -2 DX, +70%) [33] + Obscure 5 (Vision;
  Environmental, Air, -5%; Link, +10%;
  Mobile 1, +40%; Ranged, +50%) [20].
  Notes: Spins existing air into a tiny
  tornado that hurls people around and
  stirs up debris. Knockback is vertical.
  The side effect represents dizziness. 53
  points.
  Vacuum (+100%): Fatigue Attack
  2d+2 (Area Effect, 2 yards, +50%;
  Respiratory Agent, +50%; Suffocation,
  +0%) [52]. Notes: Reduces air pressure
  to zero over a small area, leaving those
  without breathing gear gasping for
  breath (unless they don’t breathe). 52
  points.
  Wind Blast (+10%): Crushing
  Attack 9d (Increased 1/2D, ×5, +10%)
  [50]. Notes: Hurls a bolt of com-
  pressed air that pummels the target
  like a clenched fist. 50 points.
  Cold/Ice
  Blizzard (+210%/+290%): Obscure
  2 (Hearing; Area Effect, 16 yards,
  +150%; Link, +10%; Ranged,
  +50%) [13] + Obscure 5
  (Vision; Area Effect, 16 yards,
  +150%; Extended, Active IR,
  Infravision, Ladar, Ultravision,
  +80%; Link, +10%; Ranged,
  +50%) [39]. Notes: A raging
  snowstorm that blocks light
  and infrared (-5), and absorbs
  sound (-2). Quickly melts and
  leaves puddles, except in sub-
  freezing 
  temperatures. 
  52
  points.
  Freeze Ray (+400%): Fatigue
  Attack 1d (Accurate +2, +10%;
  Armor Divisor (5), +150%;
  Freezing, +20%; Increased
  1/2D, ×10, +15%; Increased
  Max, ×2, +5%; Side Effect,
  Paralysis, +200%) [50]. Notes:
  This thin, icy beam leaves the
  victim shivering. The side
  effect represents being frozen.
  Attempts to chill beer, etc. suc-
  ceed automatically. 50 points.
  EXAMPLES
  137
  Weapon
  Damage
  Acc
  Range
  RoF
  Shots
  Rcl
  Notes
  Antitank Rocket
  6d¥6(10) cr ex
  3
  200/2,000
  1
  1
  1
  Assault Rifle
  5d pi
  5
  500/5,000
  10
  30(3)
  2
  Blaster Pistol
  3d(5) burn
  5
  200/1,000
  3
  –
  1
  [1, 2]
  Blaster Rifle
  6d(5) burn
  12
  500/2,000
  3
  –
  1
  [1, 2]
  Flamethrower
  3d(0.5) burn
  –
  25/50
  Jet
  10
  –
  [3]
  Heavy MG
  13d+1 pi+
  6
  2,000/10,000
  10!
  100(5)
  2
  Laser Pistol
  3d(2) burn
  6
  200/1,000
  10
  –
  1
  [1]
  Laser Rifle
  5d(2) burn
  14
  500/2,000
  10
  –
  1
  [1]
  Light MG
  5d+1 pi
  5
  1,000/5,000
  12!
  120(5)
  2
  Pistol
  2d+2 pi
  2
  200/2,000
  3
  15(3)
  2
  Shotgun
  1d+1 pi-
  3
  50/100
  3×9
  6(3i)
  1
  Sniper Rifle
  9d+1 pi
  9
  1,000/5,000
  1
  5(3)
  4
  [4]
  Sonic Stunner
  HT-3(5) aff
  3
  10/100
  3
  –
  1
  [1, 5]
  Submachine Gun
  3d-1 pi
  4
  200/2,000
  11
  33(3)
  2
  Notes
  [1] Gets unlimited shots from possessor’s internal energy supply. Add Limited Use if
  this isn’t true, or Takes Recharge for an “accumulator” that recharges slowly.
  [2] Damage has the Surge modifier.
  [3] Damage is cyclic: three 10-second cycles.
  [4] Doesn’t qualify for Extra Recoil because it lacks Rapid Fire.
  [5] Failed HT roll renders target unconscious for minutes equal to margin of failure.
  
  Frost Breath (+250%): Crushing
  Attack 3d-1 (Cone, 5 yards, +100%; No
  Blunt Trauma, -20%; No Knockback,
  -10%; Reduced Range, ×1/5, -20%;
  Side Effect, Paralysis, +200%) [49].
  Notes: A broad cone of stinging ice
  crystals that can actually freeze those it
  injures. 49 points.
  Ice Bonds (+60%): Binding 15
  (Engulfing, +60%) [48]. Notes: Freezes
  the victim in ice. Treat FP lost to failed
  attempts to break free as freezing (see
  Cold, p. B430), but the victim doesn’t
  become helplessly entangled on 17-18.
  This tradeoff is a special effect. 48
  points.
  Ice Slick (+155%): Affliction 2
  (DX-1; Area Effect, 4 yards, +100%;
  Based on DX, +20%; Disadvantage,
  Total Klutz, +15%; Environmental,
  Touching ground within area, -20%;
  Persistent, +40%) [51]. Notes: Creates
  a small patch of ice on the ground.
  Those who leave the area are free of
  the Affliction, but must make a new
  resistance roll if they return. The
  resistance bonus equals the DR of the
  victim’s footwear (heavier boots give
  better purchase). 51 points.
  Ice Spear (+25%): Impaling Attack
  5d (Accurate +1, +5%; Increased 1/2D,
  ×10, +15%; Increased Max, ×2, +5%)
  [50]. Notes: Hurls a razor-sharp icicle
  that melts shortly after impact. 50
  points.
  Ice Storm (+255%): Large Piercing
  Attack 2d+1 (Area Effect, 16 yards,
  +200%; Bombardment, skill 10, -15%;
  Overhead, +30%; Persistent, +40%)
  [50]. Notes: Calls down bullet-like hail
  over a vast area. This can kill unar-
  mored victims who don’t flee. 50
  points.
  Snowball (+10%): Crushing Attack
  9d (Increased 1/2D, ×5, +10%) [50].
  Notes: Lobs a cannonball-sized lump
  of hard-packed snow or ice that melts
  shortly after impact. 50 points.
  138
  EXAMPLES
  Arms Control
  The GM might wish to put limits on the PCs’ offen-
  sive abilities to keep his campaign from turning into a
  bloodbath. Attacks no more capable than weapons
  commonly issued to ordinary police and troops in the
  setting – that is, most LC2+ weapons – are rarely a
  problem. Advantages are harder to take away and easi-
  er to conceal than guns . . . but entire armies have sim-
  ilar firepower, and the heroes’ enemies can even the
  odds by buying off-the-shelf weapons.
  Built-in attacks comparable to LC1 armaments are
  sometimes a problem. The GM could just forbid them,
  but it’s more fun to permit such abilities to heroes who
  really want them . . . if they also pay for an Unusual
  Background. Suggested costs are 25 points for attacks
  on par with portable support weapons, 50 points for
  those equivalent to light vehicular weapons, and 100
  points for those as deadly as heavy vehicular weapons
  or artillery pieces.
  Abilities that emulate LC0 weapons pose a serious
  threat to campaign integrity. If the GM insists on giving
  the PCs access to strategic weapons, he should charge
  at least 200 points for an Unusual Background.
  These guidelines don’t apply to nonlethal attacks or
  “body weaponry” (claws, venom, etc.), even if they’re
  technically LC1. Such attacks can be fight-stoppers, but
  they’re much easier to avoid or resist than an armor-
  piercing laser. Fatigue Attacks that suffocate, Toxic
  Attacks that inflict damage in rads instead of HP, and
  Afflictions that cause comas and heart attacks aren’t
  exempt, however – these silent killers are as lethal as
  any machine gun or blaster.
  Example: In a WWII supers campaign, the GM
  might charge no Unusual Background cost for RoF 1-3
  attacks that inflict up to 7d damage (comparable to
  rifles); 25 points for attacks equivalent to machine guns
  and bazookas; 50 points for attacks as deadly as 20mm
  cannon and light antitank guns; and 100 points for
  attacks comparable to howitzers and aircraft bombs.
  History-altering “secret weapons” would be LC0, and
  require a 200-point Unusual Background if the GM
  allowed them. Nonlethal stunners, tanglers, and so on
  wouldn’t require any Unusual Background, despite
  being futuristic.
  Weapon Mounts
  In settings where cybernetic implants or armed
  robots are common, the GM might feel that the heroes
  shouldn’t pay a lot of points for weapons that anyone
  could buy and install. Such game worlds need a mech-
  anism to reduce the cost of attacks available as stan-
  dard weapons systems.
  The GM may opt to let cyborgs and robots buy one
  or more instances of Extra Arm (Weapon Mount, -80%)
  [2]. Each can mount a single weapon that weighs no
  more than BL. Mounted weapons cost cash – not points
  – and their weight counts as encumbrance. Those with
  suitable mounts and controls might even cost and
  weigh more than regular ones . . . but they leave both
  hands free.
  A mounted weapon is plugged in, not built in. The
  user can swap it for another weapon with a suitable
  interface. On average, it takes five seconds to mount or
  unmount a weapon, but this varies by weapon. Such
  weapons are obvious, and enemies or the authorities
  can confiscate them, just like carried weapons.
  This measure is effectively the opposite of an
  Unusual Background, but the two aren’t exclusive. The
  GM might let cyborgs mount standard weapons for 2
  points apiece, require mutants to pay full cost for “nat-
  ural” attacks that don’t exceed such weapons in effec-
  tiveness, and charge godlike beings an Unusual
  Background for built-in strategic weapons.
  
  Earth
  Quicksand (+100%): Binding 12
  (Area 
  Effect, 
  2 
  yards, 
  +50%;
  Environmental, Touching ground,
  -20%; One Shot, -10%; Persistent,
  +40%; Unbreakable, +40%) [48].
  Notes: Turns a small patch of ground
  into quicksand. Anyone who enters it
  sinks up to his knees. After 10 seconds,
  the ground hardens and can no longer
  trap new victims. 48 points.
  Rain of Stones (+100%): Crushing
  Attack 5d (Area Effect, 2 yards, +50%;
  Blockable, -5%; Bombardment, skill
  10, -15%; Overhead, +30%; Persistent,
  +40%) [50]. Notes: Pounds the area of
  effect with boulders. These crumble to
  dust and blow away after 10 seconds.
  50 points.
  Sandstorm 
  (+250%/+110%):
  Cutting Attack 1d (Area Effect, 4
  yards, +100%; Link, +10%; Persistent,
  +40%; Side Effect, Blindness, +100%)
  [25] + Obscure 6 (Vision; Area Effect,
  4 yards, +50%; Link, +10%; Ranged,
  +50%) [26]. Notes: Conjures a
  flesh-tearing blizzard of blinding grit.
  Machines are more likely to be
  clogged than blinded. 51 points.
  Stone Missile (+10%): Crushing
  Attack 9d (Increased 1/2D, ×5, +10%)
  [50]. Notes: Shoots a fist-sized rock at
  the target. Decide whether it stays
  behind or crumbles to dust. 50 points.
  Electricity
  Arc (+40%): Burning Attack 7d
  (Melee Attack, Reach C, Cannot Parry,
  -35%; Side Effect, Stunning, +50%;
  Surge, +20%; Variable, +5%) [49].
  Notes: An electrical arc that leaps
  between the user’s hands. At its lowest
  setting, it can jump-start cars (and
  hearts!); at its highest setting, it can
  kill instantly. 49 points.
  Call Lightning (+175%): Burning
  Attack 3d+2 (Area Effect, 2 yards,
  +50%; Bombardment, skill 12, -10%;
  Environmental, Air, -5%; Overhead,
  +30%; Persistent, +40%; Side Effect,
  Stunning, +50%; Surge, +20%) [50].
  Notes: Calls down repeated lightning
  strikes on the target area. This creates
  electrical noise nearby. 50 points.
  Dampen (+400%): Affliction 1 (HT;
  Accessibility, Only on Electrical, -20%;
  Area 
  Effect, 
  2 
  yards, 
  +50%;
  Malediction 2, +150%; Selective Area,
  +20%; Unconsciousness, +200%) [50].
  Notes: Lets the user shut down 
  electrical devices, in a small area he
  can see, by winning a Quick Contest of
  Will vs. the HT of each subject. 50
  points.
  Electric Stun (+65%): Affliction 3
  (HT-2; Accurate +1, +5%; Armor
  Divisor (2), +50%; Increased 1/2D, ×5,
  +10%) 
  [50]. 
  Notes:
  Delivers 
  a
  nerve-jangling electrical pulse similar
  to an electrolaser bolt – a useful non-
  lethal attack for heroic supers. 50
  points.
  Electrified Skin (+140%/+90%):
  Affliction 1 (HT; Aura, +80%; Link,
  +10%; Melee Attack, -30%; Secondary
  Heart Attack, +60%; Underwater,
  +20%) [24] + Burning Attack 2d+2
  (Aura, +80%; Link, +10%; Melee
  Attack, -30%; No Incendiary Effect,
  -10%; Surge, +20%; Underwater,
  +20%) [25]. Notes: The user charges
  himself up like an electric eel. Foes
  who touch him receive a potentially
  lethal shock. 49 points.
  Lightning Bolt (+100%): Burning
  Attack 5d (Accurate +2, +10%;
  Increased 1/2D, ×10, +15%; Increased
  Max, ×2, +5%; Side Effect, Stunning,
  +50%; Surge, +20%) [50]. Notes: Hurls
  a destructive bolt of electricity that
  sets fires and fries machinery. 50
  points.
  Surge (+0%): Burning Attack 10d
  (Accurate +2, +10%; Increased 1/2D,
  ×10, +15%; Increased Max, ×2, +5%;
  No Wounding, -50%; Surge, +20%)
  [50]. Notes: A low-energy, high-fre-
  quency electrical bolt that scrambles
  machinery without harming living tar-
  gets. 50 points.
  Heat/Fire
  Fire Bolt (+10%): Burning Attack
  9d (Increased 1/2D, ×5, +10%) [50].
  Notes: A simple bolt of flame that sets
  fires and cooks flesh. 50 points.
  Fireball (+50%): Burning Attack
  6d+2 (Explosion 1, +50%) [50]. Notes:
  Similar to Fire Bolt, but the bolt
  explodes on impact, damaging every-
  thing nearby. 50 points.
  Flame Breath (+80%): Burning
  Attack 5d+1 (Cone, 5 yards, +100%;
  Reduced Range, ×1/5, -20%) [49].
  Notes: Classic “dragon-fire” attack that
  blasts foes in a broad cone. 49 points.
  Flame Jet (+0%): Burning Attack
  10d (Jet, +0%) [50]. Notes: Lets the
  user project a flamethrower-like torch
  from his hand. 50 points.
  Immolation 
  (+50%): 
  Burning
  Attack 6d+2 (Aura, +80%; Melee
  Attack, -30%) [50]. Notes: User
  sheathes himself in flames that incin-
  erate enemies who touch his body. 50
  points.
  Inferno (+95%): Burning Attack 5d
  (Area 
  Effect, 
  2 
  yards, 
  +50%;
  Persistent, +40%; Variable, +5%) [49].
  Notes: The affected area erupts in a
  roaring pillar of flame. At its lowest
  levels, this is useful as a bonfire or bar-
  beque. 49 points.
  Plasma Torch (+125%): Burning
  Attack 4d+1 (Armor Divisor (5),
  +150%; Melee Attack, Reach C, 1,
  Cannot Parry, -25%) [50]. Notes: A hot,
  short-ranged torch, useful for cutting
  through armor. 50 points.
  Smoke (+190%/+100%): Affliction 1
  (HT; Area Effect, 2 yards, +50%;
  Coughing, +20%; Drifting, +20%;
  Link, 
  +10%; 
  Persistent, 
  +40%;
  Respiratory Agent, +50%) [29] +
  Obscure 5 (Vision; Drifting, +20%;
  Extended, Ladar, +20%; Link, +10%;
  Ranged, +50%) [20]. Notes: Raises a
  cloud of smoke big enough to disap-
  pear behind. Enemies who try to fol-
  low are left coughing. 49 points.
  Kinetic Energy
  Ball of Force (+70%): Crushing
  Attack 6d-1 (Double Knockback,
  +20%; Explosion 1, +50%) [50]. Notes:
  This globe of force explodes on
  impact, pushing aside anything near-
  by. 50 points.
  EXAMPLES
  139
  These could be superscience weapon
  implants, super-abilities, combat spells,
  or natural attacks for monsters.
  
  Force Beam (+50%): Crushing
  Attack 6d+2 (Accurate +2, +10%;
  Double Knockback, +20%; Increased
  1/2D, ×10, +15%; Increased Max, ×2,
  +5%) [50]. Notes: A pencil-thin beam
  of force that breaks bones and sends
  the victim flying. 50 points.
  Force Bonds (+90%): Binding 13
  (Engulfing, +60%; One-Shot, -10%;
  Unbreakable, +40%) [50]. Notes:
  Conjures glowing bands of force that
  pin the victim’s arms to his sides. 50
  points.
  Shove (-5%): Crushing Attack
  10d+1 (Double Knockback, +20%;
  Increased 1/2D, ×10, +15%; Low
  Signature, +10%; No Wounding,
  -50%) [50]. Notes: A broadly focused
  attack that forcefully pushes away the
  target. The bolt is invisible, except per-
  haps as a vague blur. 50 points.
  Light
  Darkness (+150%): Obscure 10
  (Vision; Area Effect, 8 yards, +100%;
  Ranged, +50%) [50]. Note: Plunges the
  area into total darkness. Those with-
  out enhanced senses are blind while
  they remain in the area. 50 points.
  Flash (+400%): Affliction 1 (HT;
  Area Effect, 16 yards, +200%;
  Disadvantage, 
  Blindness, 
  +50%;
  Vision-Based, +150%) [50]. Notes:
  Lobs a “flash bomb” that goes off at a
  distance, potentially blinding those
  who see the blast. 50 points.
  Images (+100%): Illusion (Area
  Effect, 4 yards, +50%; Independence,
  +40%; Ranged, +40%; Visual Only,
  -30%) [50]. Notes: Generates believ-
  able, fire-and-forget illusions at a dis-
  tance. Handy as a distraction! 50
  points.
  Laser (+100%): Burning Attack 5d
  (Accurate +3, +15%; Armor Divisor
  (2), +50%; Increased 1/2D, ×20, +20%;
  Increased Max, ×10, +15%) [50].
  Notes: An accurate, long-ranged laser,
  suitable for sniping. Attack is tight-
  beam. 50 points.
  Radiation
  Irradiate (+150%): Toxic Attack 5d
  (Area Effect, 4 yards, +100%; No
  Signature, +20%; Radiation, +25%;
  Variable, +5%) [50]. Notes: Bathes the
  area in harmful – and invisible – radi-
  ation. Variable intensity makes it use-
  ful for mad scientists. 50 points.
  Particle Beam (+300%): Burning
  Attack 2d+2 (Accurate +2, +10%;
  Armor Divisor (5), +150%; Increased
  1/2D, ×10, +15%; Increased Max, ×2,
  +5%; Radiation, +100%; Surge, +20%)
  [52]. Notes: A tight-beam energy
  attack that sets fires, irradiates the liv-
  ing, and overloads machines. 52
  points.
  Radiation Beam (+80%): Toxic
  Attack 7d-1 (Accurate +2, +10%;
  Increased 1/2D, ×10, +15%; Increased
  Max, ¥2, +5%; No Signature, +20%;
  Radiation, +25%; Variable, +5%) [49].
  Notes: The classic science-fiction
  death ray, invisible and deadly. It can
  also save lives, by sterilizing food and
  (at low levels) destroying tumors. 49
  points.
  Sound/Vibration
  Sonic Scream (+75%): Burning
  Attack 
  6d-1 
  (Environmental,
  Air/Water, -5%; No Incendiary Effect,
  -10%; Side Effect, Deafness, +70%;
  Underwater, +20%) [51]. Notes: A
  beam of “coherent sound” that cooks
  the living without the risk of fire. Being
  very broad-beam (not tight-beam), it
  inflicts full-body damage and can’t tar-
  get hit locations. 51 points.
  Sonic Stun (+365%): Affliction 1
  (HT; Armor Divisor (5), +150%;
  Environmental, 
  Air/Water, 
  -5%;
  Unconsciousness, +200%; Under-
  water, +20%) [47]. Notes: Similar to a
  superscience stunner, this incapacitat-
  ing attack is useful for heroes who 
  dislike killing. 47 points.
  Sound Effects (+110%): Illusion
  (Area Effect, 8 yards, +100%; Auditory
  Only, -70%; Independence, +40%;
  Ranged, +40%) [53]. Notes: Projects
  autonomous sound effects that can
  distract enemies. The user can specify
  whatever he likes. If he’s a musician,
  he can even have his own personal
  soundtrack! 53 points.
  Thunderclap (+395%): Affliction 1
  (HT; Area Effect, 16 yards, +200%;
  Disadvantage, 
  Deafness, 
  +20%;
  Environmental, 
  Air/Water, 
  -5%;
  Hearing-Based, +150%; Stunning,
  +10%; Underwater, +20%) [50]. Notes:
  Causes a loud pop or crash that stuns
  and deafens those in the area. Might
  shatter extremely brittle objects. 50
  points.
  White Noise (+250%): Obscure 7
  (Hearing; Area Effect, 8 yards, +100%;
  Extended, 
  Subsonic 
  Hearing,
  Ultrasonic Hearing, Sonar, Vibration
  Sense, 
  +80%; 
  Ranged, 
  +50%;
  Underwater, +20%) [49]. Notes: Fills
  the area of effect with broad-spectrum
  acoustic distortion. Insomniacs might
  welcome the soothing hiss . . . 49
  points.
  Water
  Dehydrate (+190%): Fatigue Attack
  2d-1 
  (Based 
  on 
  HT, 
  +20%;
  Dehydration, +20%; Malediction 2,
  +150%) [50]. Notes: Lets the attacker
  drive moisture from the victim’s body
  by winning a Quick Contest of Will vs.
  HT. Also dries out wet equipment. 50
  points.
  Fog (+240%): Obscure 7 (Vision;
  Area Effect, 16 yards, +150%; Drifting,
  +20%; 
  Extended, 
  Ladar, 
  +20%;
  Ranged, +50%) [48]. Notes: Summons
  a fogbank that interferes with vision
  and ladar. Weakens fire attacks like
  the Fog spell (p. B253) – but any wind
  more forceful than a light breeze dis-
  perses it. 48 points.
  Water Blade (+30%): Corrosion
  Attack 4d-1 (Armor Divisor (2), +50%;
  Melee Attack, Reach C, 1, -20%) [49].
  Notes: Projects an abrasive stream of
  high-pressure water capable of dis-
  solving most materials. 49 points.
  Water Blast (+30%): Crushing
  Attack 7d+2 (Increased 1/2D, ×5,
  +10%; Underwater, +20%) [50]. Notes:
  A water jet focused tightly enough to
  be lethal at long range. 50 points.
  Water Cannon (-10%): Crushing
  Attack 11d (Double Knockback, +20%;
  No Wounding, -50%; Underwater,
  +20%) [50]. Notes: More broadly
  focused, this water jet is useful for
  crowd control, putting out fires, etc.
  50 points.
  140
  EXAMPLES
  White Noise fills the area of effect 
  with broad-spectrum acoustic distortion.
  Insomniacs might welcome the soothing 
  hiss . . .
  
  Elemental Attack
  Damage
  Acc
  Range
  RoF
  Rcl
  Notes
  Arc
  7d burn*
  –
  C
  Melee
  –
  [1, 2]
  Ball of Force
  6d-1 cr ex
  3
  100
  1
  1
  [3]
  Blizzard
  Hearing-2
  3
  100
  1
  1
  Area 16p
  linked
  Vision-5
  –
  –
  –
  –
  Area 16p
  Call Lightning
  3d+2 burn
  3
  100
  1
  1
  Area 2p [1, 2, 4]
  Concussion
  6d+2 cr ex
  3
  100
  1
  1
  Dampen
  HT aff
  –
  Malediction 2
  –
  –
  Area 2s [5]
  Darkness
  Vision-10
  3
  100
  1
  1
  Area 8p
  Dehydrate
  2d-1 fat
  –
  Malediction 2
  –
  –
  [6]
  Electric Stun
  HT-2(2) aff
  4
  50/100
  1
  1
  [5]
  Electrified Skin
  HT aff
  –
  C
  Aura
  –
  [7]
  linked
  2d+2 burn
  –
  C
  Aura
  –
  [2, 8]
  Fire Bolt
  9d burn
  3
  50/100
  1
  1
  Fireball
  6d+2 burn ex
  3
  100
  1
  1
  Flame Breath
  5d+1 burn
  3
  20
  1
  1
  Cone 5
  Flame Jet
  10d burn
  –
  5/10
  Jet
  –
  Flash
  HT aff
  3
  100
  1
  1
  Area 16 [5, 9]
  Fog
  Vision-7
  3
  100
  1
  1
  Area 16dp
  Force Beam
  6d+2 cr
  5
  100/200
  1
  1
  [3]
  Force Bonds
  ST 13 bind
  3
  100
  1
  1
  [10]
  Freeze Ray
  1d(5) fat
  5
  100/200
  1
  1
  [1, 6]
  Frost Breath
  3d-1 cr
  3
  20
  1
  1
  Cone 5 [1, 11]
  Ice Bonds
  ST 15 bind
  3
  100
  1
  1
  [10]
  Ice Slick
  DX-1 aff
  3
  100
  1
  1
  Area 4p [5]
  Ice Spear
  5d imp
  4
  100/200
  1
  1
  Ice Storm
  2d+1 pi+
  3
  100
  1
  1
  Area 16p [4]
  Images
  Illusion
  3
  100
  1
  1
  Area 4ip
  Immolation
  6d+2 burn
  –
  C
  Aura
  –
  Inferno
  5d burn*
  3
  100
  1
  1
  Area 2p
  Irradiate
  5d tox*
  3
  100
  1
  1
  Area 4 [12]
  Laser
  5d(2) burn
  6
  200/1,000
  1
  1
  Lightning Bolt
  5d burn
  5
  100/200
  1
  1
  [1, 2]
  Particle Beam
  2d+2(5) burn
  5
  100/200
  1
  1
  [2, 12]
  Plasma Torch
  4d+1(5) burn
  –
  C, 1
  Melee
  –
  Quicksand
  ST 12 bind
  3
  100
  1
  1
  Area 2p [10]
  Radiation Beam
  7d-1 tox*
  5
  100/200
  1
  1
  [12]
  Rain of Stones
  5d cr
  3
  100
  1
  1
  Area 2p [4]
  Sandstorm
  1d cut
  3
  100
  1
  1
  Area 4p [1]
  linked
  Vision-6
  –
  –
  –
  –
  Area 4p
  Shove
  10d+1 cr
  3
  100
  1
  1
  [3, 13]
  Smoke
  HT aff
  3
  100
  1
  1
  Area 2dp [5, 9]
  linked
  Vision-5
  –
  –
  –
  –
  Area 2dp
  Snowball
  9d cr
  3
  50/100
  1
  1
  Sonic Scream
  6d-1 burn
  3
  10/100
  1
  1
  [1, 8]
  Sonic Stun
  HT(5) aff
  3
  10/100
  1
  1
  [5]
  Sound Effects
  Illusion
  3
  100
  1
  1
  Area 8ip
  Stone Missile
  9d cr
  3
  50/100
  1
  1
  Super-Breath
  6d+2 cr
  3
  20
  1
  1
  Cone 5 [3, 13]
  Surge
  10d burn
  5
  100/200
  1
  1
  [2, 13]
  Thunderclap
  HT aff
  3
  100
  1
  1
  Area 16 [5, 9]
  Twister
  2d cr
  3
  100
  1
  1
  Area 2mp [1, 3]
  linked
  Vision-5
  –
  –
  –
  –
  Area 2mp
  Vacuum
  2d+2 fat
  3
  100
  1
  1
  Area 2 [6, 9]
  Water Blade
  4d-1(2) cor
  –
  C, 1
  Melee
  –
  Water Blast
  7d+2 cr
  3
  50/100
  1
  1
  Water Cannon
  11d cr
  3
  10/100
  1
  1
  [3, 13]
  White Noise
  Hearing-7
  3
  100
  1
  1
  Area 8p
  Wind Blast
  9d cr
  3
  50/100
  1
  1
  Notes
  * Damage is variable.
  Area is in yards of radius; d = drifting, i = independent, m = mobile, p = persistent (10 seconds), and s = selective.
  EXAMPLES
  141
  
  Cone gives width at maximum
  range.
  [1] Side effect: make a HT roll at -1
  per 2 points of penetrating damage or
  suffer blindness (Sandstorm), deaf-
  ness (Sonic Scream), paralysis (Freeze
  Ray, Frost Breath), stunning (Arc, Call
  Lightning, Lightning Bolt), or -2 DX
  (Twister).
  [2] Surge can disable machinery.
  [3] Double knockback.
  [4] Bombards the area from over-
  head with skill 10 (Ice Storm, Rain of
  Stones) or 12 (Call Lightning).
  [5] Affliction: make the indicated
  roll or suffer blindness (Flash), cough-
  ing (Smoke), deafness (Thunderclap),
  stunning 
  (Electric 
  Stun,
  Thunderclap), Total Klutz (Ice Slick),
  or unconsciousness (Dampen, Sonic
  Stun). Dampen only affects those with
  Electrical.
  [6] Treat fatigue as dehydration
  (Dehydrate), freezing (Freeze Ray), or
  suffocation (Vacuum).
  [7] Affliction: No primary effect.
  Failure by 5+ on the HT roll indicates
  a heart attack.
  [8] No incendiary effect.
  [9] Penetration modifier: Hearing-
  Based (Thunderclap), Respiratory
  Agent (Smoke, Vacuum), or Vision-
  Based (Flash).
  [10] Binding modifiers: Force
  Bonds have Engulfing, One-Shot, and
  Unbreakable; 
  Ice 
  Bonds 
  have
  Engulfing; and Quicksand has One-
  Shot and Unbreakable.
  [11] No blunt trauma or knock-
  back.
  [12] Inflicts rads equal to damage;
  see Radiation (p. B435).
  [13] No wounding.
  Supernatural Attacks
  These could be chi, divine, magical,
  psi, or spirit abilities – add power
  modifiers as necessary. Touches are
  baneful melee attacks, some of which
  bypass DR. Curses are prayers, spells,
  and similar rituals that require a near-
  by subject. Mental attacks are longer-
  ranged effects. Curses and mental
  attacks call for a Concentrate maneu-
  ver, not an Attack. See the accompany-
  ing notes for the resistance roll (if any)
  and special effects.
  As with elemental attacks, all of
  these abilities cost about 50 points.
  Expensive abilities have enough Costs
  Fatigue and Takes Extra Time to
  reduce cost to this level. Adept users
  can buy off these limitations, while
  less-capable ones can add higher lev-
  els to save points.
  Touches
  Burning Touch (+250%): Burning
  Attack 3d-1 (Accessibility, Only on liv-
  ing beings, -10%; Cosmic, Irresistible
  attack, +300%; Melee Attack, Reach C,
  Cannot Parry, -35%; No Incendiary
  Effect, -10%; Variable, +5%) [49].
  Notes: Causes flesh to cook and blister
  without heat or fire. This attack pass-
  es through and has no effect on inani-
  mate objects – including armor. 49
  points.
  Chilling Touch (+290%): Fatigue
  Attack 1d+1 (Cosmic, Irresistible
  attack, +300%; Freezing, +20%; Melee
  Attack, Reach C, Cannot Parry, -35%;
  Variable, +5%) [51]. Notes: Inflicts the
  effects of extreme cold on a living tar-
  get, regardless of clothing or armor. 51
  points.
  Hand of Death (+400%): Affliction
  1 (HT; Contact Agent, -30%; Cosmic,
  Lingering special effect, +100%; Delay,
  Triggered, 
  +50%; 
  Heart 
  Attack,
  +300%; Low Signature, +10%; Melee
  Attack, Reach C, -30%) [50]. Notes:
  This attack from kung fu legend looks
  like a punch (only a martial-arts mas-
  ter could tell otherwise) and must
  touch bare skin. The victim gets a HT
  roll to resist. If he fails, the attacker
  can inflict a heart attack at some
  unspecified point in the future, from
  any distance. To escape this fate, the
  victim must slay his tormentor or con-
  vince him to cancel the Hand – there’s
  no cure! 50 points.
  Leprous Touch (+155%): Affliction
  2 (HT-1; Contact Agent, -30%;
  Disadvantage, Terminally Ill, Up to
  two years, +50%; Extended Duration,
  Permanent, +150%; Melee Attack,
  Reach C, Cannot Parry, -35%; No
  Signature, +20%) [51]. Notes: A subtle
  “death touch” with no visible effects.
  The attacker must touch his victim’s
  bare skin. The victim gets a HT-1 roll
  to resist. If he fails, he contracts a
  wasting disease that will kill him slow-
  ly over about two years. Mundane and
  supernatural medicine work as usual.
  51 points.
  Paralyzing 
  Touch 
  (+155%):
  Affliction 2 (HT-1; Extended Duration,
  3×, +20%; Melee Attack, Reach C,
  Cannot Parry, -35%; Paralysis, +150%;
  Selective Effect, +20%) [51]. Notes:
  The victim must roll against HT-1 if
  touched; DR gives its usual bonus.
  Failure means he suffers paralysis for
  three minutes times his margin of fail-
  ure. Selective Effect lets the attacker
  touch specific hit locations in order to
  paralyze them. 51 points.
  Steal Energy (-15%): Leech 2d+2
  (Accelerated Healing, +25%; Only
  Heals FP, -20%; Steal FP, -25%;
  Variable, +5%) [49]. Notes: The attack-
  er quickly steals the target’s FP for
  himself, on a 1:1 basis. Subject to all
  the usual restrictions on Leech – see
  p. 96. 49 points.
  Steal Life (+30%): Leech 1d
  (Accelerated Healing, +25%; Variable,
  +5%) [49]. Notes: Identical to Steal
  Energy, above, but transfers HP. 49
  points.
  Curses
  Curse (+365%): Affliction 1 (Will;
  Based on Will, +20%; Disadvantage,
  Cursed, +75%; Extended Duration,
  Permanent, +150%; Malediction 1,
  +100%; No Signature, +20%) [47].
  Notes: Curses the victim until he
  achieves a notable success . . . at
  which time his victory and the curse
  evaporate. Spells that remove curses
  work normally. Roll Will vs. subject’s
  Will. 47 points.
  142
  EXAMPLES
  
  Death Wish (+400%): Affliction 1
  (HT; Costs Fatigue, 4 FP, -20%; Heart
  Attack, +300%; Malediction 1, +100%;
  No Signature, +20%) [50]. Notes: If the
  subject fails to resist, his heart stops –
  which is usually fatal. Costs 4 FP. Roll
  Will vs. subject’s HT. 50 points.
  Diminution (+400%): Affliction 1
  (HT; Advantage, Shrinking 6, +300%;
  Costs Fatigue, 4 FP, -20%; Malediction
  1, +100%; No Signature, +20%) [50].
  Notes: Shrinks the subject to 1/10 nor-
  mal size over a period of six seconds.
  Costs 4 FP. Roll Will vs. subject’s HT.
  50 points.
  Fear (+0%): Terror (-2 to Fright
  Checks; Active, +0%) [50]. Notes:
  Terrifies a single subject within 10
  yards who can see or hear the user.
  Roll Will vs. subject’s Will-2. 50 points.
  Feeblemindedness 
  (+400%):
  Affliction 1 (IQ; Attribute Penalty, -20
  IQ, +200%; Based on IQ, +20%;
  Disadvantages, 
  Cannot 
  Speak,
  Gullibility (6), Hidebound, Short
  Attention Span (6), +60%; Malediction
  1, +100%; No Signature, +20%) [50].
  Notes: The subject becomes a drooling
  idiot who can’t speak, discern the
  truth, or focus on tasks. IQ can’t fall
  below 1 (a special effect). Roll Will vs.
  subject’s IQ. 50 points.
  Frog (+400%): Affliction 1 (HT;
  Advantage, Alternate Form, Frog,
  +150%; Costs Fatigue, 4 FP, -20%;
  Extended 
  Duration, 
  Permanent,
  +150%; Malediction 1, +100%; No
  Signature, 
  +20%) 
  [50]. 
  Notes:
  Transforms the victim into a frog.
  Cancelled by a kiss from a member of
  the opposite sex, or any spell that
  removes curses. Costs 4 FP. Roll Will
  vs. subject’s HT. 50 points.
  Madness (+150%): Affliction 2
  (IQ-1; Based on IQ, +20%; Costs
  Fatigue, 4 FP, -20%; Disadvantages,
  Delusion (Severe), Paranoia, Phantom
  Voices (Diabolical), +40%; Maledic-
  tion 1, +100%; No Signature, +20%;
  Takes Extra Time 1, -10%) [50]. Notes:
  The subject believes that friends are
  foes . . . and hears evil voices that tell
  him to kill. Takes two seconds and
  costs 4 FP. Roll Will vs. subject’s IQ-1.
  50 points.
  Pain (+150%): Affliction 2 (HT-1;
  Costs Fatigue, 2 FP, -10%; Malediction
  1, +100%; No Signature, +20%; Severe
  Pain, +40%) [50]. Notes: Subject is in
  such pain that he has -4 on most rolls.
  Costs 2 FP. Roll Will vs. subject’s HT-1.
  50 points.
  Pestilence
  (+1,560%): 
  Fatigue
  Attack 1 point (Based on HT, +20%;
  Costs Fatigue, 6 FP, -30%; Cyclic, 1
  hour, 72 cycles, Highly Contagious,
  +1,470%; Malediction 1, +100%; No
  Signature, +20%; Onset, 1 hour, -20%)
  [50]. Notes: An insidious “death spell.”
  After an hour, the subject becomes ill.
  He loses 1 FP/hour for three days, and
  is infectious during this time.
  Remember that at 0 FP, each FP lost
  saps 1 HP. Costs 6 FP. Roll Will vs. sub-
  ject’s HT. 50 points.
  Sickness (+150%): Affliction 2
  (HT-1; 
  Malediction 
  1, 
  +100%;
  Nauseated, +30%; No Signature,
  +20%) [50]. Notes: A quick, easy curse
  that leaves the subject feeling ill. Roll
  Will vs. subject’s HT-1. 50 points.
  Silence (+395%): Affliction 1 (HT;
  Advantage, 
  Silence 
  5, 
  +250%;
  Disadvantage, Mute, +25%; Maledic-
  tion 1, +100%; No Signature, +20%)
  [50]. Notes: Completely silences the
  subject. He can’t speak at all. Treat the
  involuntary Silence advantage as -10
  to hear the subject, reduced to -5 if he
  tries to make noise. Roll Will vs. sub-
  ject’s HT. 50 points.
  Sleep (+400%): Affliction 1 (HT;
  Extended Duration, 100×, +80%;
  Malediction 1, +100%; No Signature,
  +20%; Unconsciousness, +200%) [50].
  Notes: The subject falls into a deep
  sleep, and can’t be awakened for 100
  minutes times the attacker’s margin of
  victory (e.g., five hours, if the attacker
  wins by 3). Roll Will vs. subject’s HT.
  50 points.
  Slow (+400%): Affliction 1 (HT;
  Advantage, Subsonic Speech, +100%;
  Costs Fatigue, 4 FP, -20%; Disad-
  vantage, 
  Decreased 
  Time 
  Rate,
  +100%; 
  Malediction 
  1, 
  +100%;
  Negated Advantage, Altered Time Rate
  1, +100%; No Signature, +20%) [50].
  Notes: Slows the subject by 50% and
  robs him of a level of Altered Time
  Rate (enough to negate the Great
  Haste spell, p. B251). Also shifts his
  speech into the subsonic range – he
  can’t speak normally. Costs 4 FP. Roll
  Will vs. subject’s HT. 50 points.
  Strike Blind (+150%): Affliction 2
  (HT-1; 
  Disadvantage, 
  Blindness,
  +50%; Costs Fatigue, 4 FP, -20%;
  Malediction 1, +100%; No Signature,
  +20%) [50]. Notes: Instantly renders
  the subject blind. Costs 4 FP. Roll Will
  vs. subject’s HT-1. 50 points.
  Mental Attacks
  Cryokinetic 
  Attack
  (+210%):
  Fatigue Attack 1d+2 (Based on HT,
  +20%; Freezing, +20%; Malediction 2,
  +150%; No Signature, +20%) [50].
  Notes: Causes the subject’s body tem-
  perature to plunge, chilling him (see
  Cold, p. B430). Roll Will vs. subject’s
  HT. 50 points.
  Mental 
  Blow 
  (+160%/+150%):
  Fatigue Attack 1d (Costs Fatigue, 2 FP,
  -10%; Malediction 2, +150%; No
  Signature, +20%) [26] + Affliction 1
  (HT; Follow-Up, Fatigue Attack,
  +150%) [25]. Notes: A mental blast
  that wears down the target. Costs 2 FP.
  Roll Will vs. subject’s Will to deliver
  the attack. If this works, the subject
  must roll vs. HT to avoid being
  stunned. 51 points.
  Mental 
  Paralysis
  (+400%):
  Affliction 1 (Will; Based on Will,
  +20%; Malediction 2, +150%; Mobile
  1, +40%; No Signature, +20%;
  Paralysis, +150%; Selective Effect,
  +20%) [50]. Notes: Paralyzes the vic-
  tim. Mobile and Selective Effect repre-
  sent the capacity to limit paralysis to
  particular body parts and move the
  paralysis to other body parts by con-
  centrating after a successful attack.
  Roll Will vs. subject’s Will. 50 points.
  Mental Stab (+165%/+250%): Toxic
  Attack 1d+1 (Based on HT, +20%;
  Costs Fatigue, 5 FP, -25%; Malediction
  2, +150%; No Signature, +20%) [16] +
  Affliction 1 (HT; Follow-Up, Toxic
  Attack, +150%; Seizure, +100%) [35].
  Notes: A psychic blast that burns out
  the target’s nervous system. Costs 5 FP.
  Roll Will vs. subject’s HT to deliver the
  attack. If this works, the subject must
  roll vs. HT to avoid suffering a seizure.
  51 points.
  Mindwipe (+385%): Affliction 1
  (Will; 
  Based 
  on 
  Will, 
  +20%;
  Disadvantage, Total Amnesia, +25%;
  Extended 
  Duration, 
  Permanent,
  +150%; Malediction 2, +150%; No
  Signature, +20%; Selective Effect,
  +20%) [49]. Notes: Obliterates memo-
  ries. Selective Effect lets the attacker
  delete specific memories, if desired. To
  undo this effect, use hypnotism, shock
  therapy, or Mind Control with
  Conditioning. Roll Will vs. subject’s
  Will. 49 points.
  EXAMPLES
  143
  
  Psychic Vampirism (+100%): Leech
  1 
  (Accelerated 
  Healing, 
  +25%;
  Malediction 2, +150%; Only Heals FP,
  -20%; Ranged, +40%; Steal FP, -25%;
  Takes Extra Time 6, -60%; Temporary
  Disadvantages, -10%) [50]. Notes:
  Siphons “psychic energy” from a 
  distant target to the attacker at the
  rate of 1 FP per minute of concentra-
  tion. This carries some of the victim’s
  personality. The GM picks -10 points
  of the subject’s mental quirks and dis-
  advantages, and the vampire suffers
  from these as he feeds. Roll Will vs.
  subject’s Will. 50 points.
  Pyrokinetic Attack (+190%/+250%):
  Burning Attack 1d (Based on HT,
  +20%; Malediction 2, +150%; No
  Signature, +20%) [15] + Affliction 1
  (HT; Agony, +100%; Follow-Up,
  Burning Attack, +150%) [35]. Notes:
  The subject’s body temperature rises
  to the point where he begins to burn.
  Roll Will vs. subject’s HT to deliver the
  attack. If this works, the subject must
  roll vs. HT to avoid collapsing due to
  the searing pain. 50 points.
  Telekinetic Squeeze (+185%/+250%):
  Crushing Attack 1d (Based on HT,
  +20%; Malediction 2, +150%; No
  Knockback, -10%; No Signature,
  +20%; Variable, +5%) [15] + Affliction
  1 (HT; Choking, +100%; Follow-Up,
  Crushing Attack, +150%) [35]. Notes:
  A direct attempt to crush the victim’s
  throat or vital organs. Roll Will vs.
  subject’s HT to deliver the attack. If
  this works, the subject must roll vs.
  HT to avoid choking. 50 points.
  Poisons
  Natural, manmade, and fictional
  toxins range from annoying to instant-
  ly fatal. They defy normalization to a
  particular number of points. Thus,
  they cost what they cost.
  Venomous Bites and Stings
  Poison carried by a bite requires
  Sharp Teeth [1] or Fangs [2]. Venom
  on a stinger calls for Striker (Piercing)
  [5], (Large Piercing) [6], or (Impaling)
  [8]. Add the cost of this delivery sys-
  tem to that of the venom.
  These venoms are “generic” exam-
  ples, intended to illustrate the princi-
  ples behind venom design. Real-world
  venoms can have damage ranging
  from 1d-3 to 4d, and almost any
  combination 
  of 
  Cyclic, 
  Onset,
  Resistible, and Symptoms.
  Average Venom
  (+40%):
  Toxic
  Attack 2d-1 (Cyclic, 1 day, 4 cycles,
  Resistible, 
  +15%; 
  Follow-Up,
  Teeth/Striker, +0%; Onset, 1 hour,
  -20%; 
  Resistible, 
  HT-3, 
  -15%;
  Symptoms, 2/3 HP, -3 DX and IQ,
  +60%) [10]. Notes: The victim must
  make a HT-3 roll an hour after injec-
  tion and daily for three days. Each
  failure inflicts 2d-1 injury. Those who
  lose 2/3 HP or more suffer shakes and
  fever: -3 DX and IQ until healed. This
  venom could kill an unlucky human.
  Use it for the nastiest spiders and scor-
  pions, or the average venomous snake.
  10 points.
  Fantasy Venom (-5%): Toxic Attack
  6d (Follow-Up, Teeth/Striker, +0%;
  Resistible, HT-5, -5%) [23]. Notes: The
  victim must make an immediate HT-5
  roll or suffer 6d injury. Acute venoms
  this fast and symptom-free are unreal-
  istic, yet entirely suitable for fantastic
  monsters that can instantly incapaci-
  tate or kill a hero with a bite. 23
  points.
  Paralytic Venom (+290%): Affliction
  1 (HT; Extended Duration, 300×,
  +100%; Follow-Up, Teeth or Striker,
  +0%; Onset, 1 minute, -10%; Paralysis,
  +150%; Secondary Coma, +50%) [39].
  Notes: The victim must make a HT roll
  a minute after being injected. Failure
  means he’s paralyzed for five hours
  times his margin of failure; failure by
  5+ means he falls into a coma. 39
  points.
  Strong Venom (+100%): Toxic
  Attack 3d-1 (Cyclic, 1 hour, 4 cycles,
  Resistible, 
  +30%; 
  Follow-Up,
  Teeth/Striker, +0%; Onset, 1 minute,
  -10%; 
  Resistible, 
  HT-4, 
  -10%;
  Symptoms, 2/3 HP, -3 ST, DX, IQ, and
  HT, +90%) [22]. Notes: The victim
  must make a HT-4 roll a minute after
  injection and hourly for three hours.
  Each failure inflicts 3d-1 injury. Those
  who lose 2/3 HP or more become seri-
  ously ill: -3 to all attributes until
  healed. This venom will kill those who
  don’t receive medical or supernatural
  aid. It’s only appropriate for the dead-
  liest real-world serpents . . . and mon-
  sters of fantasy and horror. 22 points.
  Weak Venom (-30%): Toxic Attack
  1d (Follow-Up, Teeth/Striker, +0%;
  Onset, 1 hour, -20%; Resistible, HT-2,
  -20%; Symptoms, 2/3 HP, -1 DX,
  +10%) [3]. Notes: The victim must
  make a HT-2 roll an hour after injec-
  tion or suffer 1d injury. Swelling
  occurs near the injection site. If dam-
  age exceeds 2/3 HP – which is rare,
  unless the victim receives many doses
  or has few HP – this gives -1 DX until
  the injury heals. This is typical of 
  all but the worst scorpion stings and
  spider bites. 3 points.
  Defensive Venoms
  These chemical weapons are
  meant mainly to discourage others
  from damaging (or eating) the posses-
  sor, but have their uses as attacks.
  Acidic Blood (+890%): Corrosion
  Attack 1d-3 (Always On, -20%; Aura,
  +80%; Blood Agent, Reversed, -40%;
  Cyclic, 1 second, 10 cycles, +900%;
  Melee Attack, -30%) [10]. Notes:
  Someone with this ability seeps acid if
  he suffers any cutting, impaling, or
  piercing injury. He bleeds on the
  weapon that wounded him – or his foe,
  if attacked with Claws, Teeth, etc. –
  which immediately begins to corrode.
  Until he stops bleeding (see Bleeding,
  p. B420), the acid drips on everything
  nearby. This works like any other
  Aura, and the user can deliberately
  attack others by flicking his blood
  around. 10 points.
  Deadly Skin/Tentacles (+80%): Toxic
  Attack 3d-1 (Always On, -20%; Aura,
  +80%; Contact Agent, -30%; Cyclic, 1
  hour, 4 cycles, Resistible, +30%; Melee
  Attack, -30%; Resistible, HT-4, -10%;
  Symptoms, 2/3 HP, Terrible Pain,
  +60%) [20]. Notes: A coating of lethal
  contact poison that affects anyone
  whose bare skin touches or is touched
  by the possessor. The victim must
  make a HT-4 roll immediately and
  again hourly for three hours. Each
  failure inflicts 3d-1 injury. Those who
  lose 2/3 HP or more suffer searing
  pain until healed. This venom suits the
  deadliest jellyfish. 20 points.
  Deadly Spines (+50%): Toxic Attack
  3d-1 (Cyclic, 1 hour, 4 cycles,
  Resistible, +30%; Follow-Up, Spines,
  -50%; 
  Onset, 
  1 
  minute, 
  -10%;
  Resistible, HT-4, -10%; Symptoms, 2/3
  HP, -3 ST, DX, IQ, and HT, +90%) [17].
  Notes: Must accompany either Short
  Spines [1] or Long Spines [3]. Anyone
  injured by the spines must make a
  HT-4 roll after a minute and hourly for
  three hours. Each failure inflicts 3d-1
  injury. Those who lose 2/3 HP or more
  144
  EXAMPLES
  
  have -3 to all attributes until healed.
  This attack is typical of puffer fish. 17
  points.
  Irritating Spines (-20%): Affliction 1
  (HT; Attribute Penalty, -3 DX, +30%;
  Follow-Up, Spines, -50%) [8]. Notes:
  Only available with Short Spines [1]
  or Long Spines [3]. Anyone injured by
  the spines must make a HT roll or
  immediately suffer a terrible itching
  and burning sensation that gives -3
  DX. This is typical of most spiny fish
  and sea urchins. 8 points.
  Stinging Skin/Tentacles (+180%):
  Toxic Attack 1d-1 (Always On, -20%;
  Aura, +80%; Contact Agent, -30%;
  Melee Attack, -30%; Symptoms, 1/3
  HP, Terrible Pain, +180%) [9]. Notes:
  The possessor has stinging cells on his
  skin, or on non-prehensile tentacles
  dangling from his body. Anyone he
  touches on bare skin or who touches
  him with bare skin is stung for 1d-1
  damage. If damage exceeds a mere 1/3
  HP, the victim experiences burning
  pain until healed. Use this for ordinary
  stinging sea creatures. 9 points.
  Gas
  These attacks represent “gas
  grenades” or equivalent abilities, with
  Acc 3, Range 100, RoF 1, and Rcl 1.
  They burst on impact, filling a two-
  yard radius with gas that drifts for 10
  seconds. All of these gases are
  Resistible, and the victim must keep
  making the initial resistance roll until
  he fails or leaves the area. For most
  gases, roll every second; for those with
  Onset, roll on first exposure and again
  after each full onset period.
  Blistering Gas (+295%/+175%):
  Toxic Attack 1d (Area Effect, 2 yards,
  +50%; Contact Agent, +150%; Cyclic, 1
  day, 8 cycles, Resistible, +35%;
  Drifting, 
  +20%; 
  Link, 
  +10%;
  Persistent, +40%; Resistible, HT-4,
  -10%) [16] + Toxic Attack 1d (Area
  Effect, 2 yards, +50%; Cyclic, 1 hour, 6
  cycles, Resistible, +50%; Drifting,
  +20%; Link, +10%; Onset, 1 hour,
  -20%; Persistent, +40%; Resistible,
  HT-1, -25%; Respiratory Agent, +50%)
  [11]. Notes: Mustard gas, or something
  similar. Anyone who comes into 
  contact with it must make a HT-4 roll
  immediately and again daily for a
  week or suffer 1d injury. Those who
  breathe it must make a HT-1 roll every
  hour for six hours or suffer 1d injury.
  These effects are cumulative. 27
  points.
  Nerve Gas (+655%): Toxic Attack
  2d (Area Effect, 2 yards, +50%;
  Contact Agent, +150%; Cyclic, 1
  minute, 6 cycles, Resistible, +100%;
  Drifting, +20%; Persistent, +40%;
  Resistible, HT-5, -5%; Symptoms, 1/2
  HP, Paralysis, +300%) [61]. Notes: This
  military weapon is rapidly incapaci-
  tating and almost inevitably lethal.
  Anyone who comes into contact with
  it must make a HT-5 roll immediately
  and every minute for five minutes;
  each failure inflicts 2d injury. Once
  injury passes 1/2 HP, the victim is par-
  alyzed until healed. 61 points.
  Sleeping Gas (+230%): Fatigue
  Attack 1d (Area Effect, 2 yards, +50%;
  Cyclic, 1 minute, 3 cycles, Resistible,
  +40%; Drifting, +20%; Missed Sleep,
  +50%; Persistent, +40%; Resistible,
  HT-2, -20%; Respiratory Agent, +50%)
  [33]. Notes: A relatively safe incapaci-
  tating agent. Those who breathe it
  must make a HT-2 roll immediately
  and twice more at one-minute inter-
  vals. Each failure costs 1d FP. This
  counts as missed sleep, and those who
  fall to 0 FP sleep until they recover the
  FP. 33 points.
  Ranged Poisons
  Blinding Spray (+190%): Affliction
  1 (HT; Blindness, +50%; Jet, +0%;
  Reduced 
  Range, 
  ×1/2, 
  -10%;
  Vision-Based, +150%) [29]. Notes: A
  narrow jet of blinding poison. Targets
  without eye protection must make a
  HT roll or suffer temporary blindness.
  29 points.
  Poison Spit (+15%): Toxic Attack
  2d-1 (Blood Agent, -40%; Cyclic, 1
  hour, 4 cycles, Resistible, +30%; Jet,
  +0%; Onset, 1 minute, -10%; Reduced
  Range, ×1/2, -10%; Resistible, HT-3,
  -15%; Symptoms, 2/3 HP, -3 DX and
  IQ, +60%) [9]. Notes: This jet of venom
  must hit the eyes or open mouth, or an
  open wound, to have any effect.
  Victims must make a HT-3 roll a
  minute after exposure and hourly for
  three hours. Each failure means 2d-1
  injury. Those who lose 2/3 HP or more
  grow feverish: -3 DX and IQ until
  healed. 9 points.
  Tranquilizer Dart (-35%/+210%):
  Small Piercing Attack 1d (Accurate +1,
  +5%; Armor Divisor (0.2), -50%;
  Increased 1/2D, ×5, +10%) [2] +
  Affliction 1 (HT; Follow-Up, Small
  Piercing 
  Attack, 
  +10%; 
  Uncon-
  sciousness, +200%) [31]. Notes: Fires a
  tiny dart that’s unlikely to pierce
  armor or inflict serious injury . . . but
  if it inflicts any injury, the victim must
  make a HT roll or fall unconscious. 33
  points.
  DEFENSES
  Defensive advantages are generally
  straightforward – they work “as is,” or
  require at most a power modifier. The
  following examples, taken from fic-
  tion, are more complex. They consist
  of multiple or modified advantages,
  assembled into “defensive meta-traits”
  with a fixed cost per level. Multiple
  levels are cumulative. Write the
  defense’s name and level instead of
  listing its constituent parts.
  To be strictly correct when buying
  these abilities as part of a power, apply
  the power modifier separately to each
  subtrait. If the GM finds this too com-
  plex, though, he’s free to treat these
  meta-traits as new advantages and let
  players apply power modifiers to the
  overall cost per level. In most cases,
  the error involved is small.
  Armor
  These defenses are “skin deep.”
  They protect the user’s body – not his
  possessions.
  Electromagnetic Armor: DR 1
  (Hardened 4, +80%; Limited, Shaped
  Charges, -60%) [6]. Notes: A special
  layer that uses an electrical discharge
  to disrupt the armor-piercing jet of
  shaped-charged warheads. Each level
  provides DR 1 against these attacks.
  This DR ignores the (10) armor divisor
  of such weapons. 6 points/level.
  EXAMPLES
  145
  Poison Attack
  Damage
  Acc
  Range
  RoF
  Rcl
  Notes
  Blinding Spray
  HT aff.
  –
  2/5
  Jet
  –
  Causes blindness.
  Poison Spit
  2d-1 tox
  –
  2/5
  Jet
  –
  See description for details.
  Tranquilizer Dart
  1d(0.2) pi-
  4
  50/100
  1
  1
  follow-up
  HT aff.
  –
  –
  –
  –
  Causes unconsciousness.
  
  Icy Skin:
  DR 1 [5] + DR 1
  (Heat/Fire, -40%) [3] + Slippery 1 [2] +
  Temperature Tolerance 1 [1]. Notes:
  Coats the user in a slick skin of ice that
  absorbs damage, makes him hard to
  hold onto, and keeps him cool. Each
  level (maximum five) gives him DR 1 –
  doubled vs. heat/fire – and +1 on rolls
  to break free, and adds HT degrees to
  the “hot” end of his temperature com-
  fort zone. 11 points/level.
  Insulated Skin: DR 5 (Limited,
  Energy, -20%) [20] + Radiation
  Tolerance 10 [15] + Temperature
  Tolerance 5 [5]. Notes: An energy-
  resistant skin barrier similar to the
  “superconducting armor” seen in
  some science fiction. Each level gives
  DR 5 vs. energy, divides radiation
  dosage by 10, and adds 5×HT degrees
  to the “hot” end of the user’s comfort
  zone. 40 points/level.
  Mirrored Skin: DR 2 (Limited,
  Light, -40%) [6] + Enhanced Dodge 1
  (Limited, Light, -40%) [9]. Notes:
  Gives the user a shiny surface. Any
  movement can turn a hit by a light-
  based attack, such as a laser, into a
  graze that reflects off harmlessly. Even
  direct hits hurt less. Each level (maxi-
  mum six) gives DR 2 and +1 Dodge
  against 
  light-based 
  attacks. 
  15
  points/level.
  Super-Toughness: DR 1 (Limited,
  Crushing, -40%; Tough Skin, -40%)
  [1]. Notes: The mysterious physical
  toughness of comic-book supers!
  Each level gives DR 1 against crushing
  attacks . . . but follow-up effects on
  such attacks (poison, electric shock,
  etc.) work even if the carrier doesn’t
  penetrate DR. This DR has no effect
  on bullets, knives, lasers, and other
  non-crushing attacks. 1 point/level.
  Force Fields
  These defenses are projected some
  distance from the user’s body. Most
  extend just enough to engulf his
  equipment, but a couple of abilities
  are useful at longer ranges.
  Acoustic Dampening Field: DR 2
  (Force Field, +20%; Limited, Sound,
  -40%) [8] + Silence 1 (Dynamic, +40%)
  [7]. Notes: Sheathes the user and his
  gear in an active sound-canceling
  field. Each level gives +2 to Stealth vs.
  hearing at all times and DR 2 against
  sound-based attacks. 15 points/level.
  Deflector Screen: DR 5 (Force Field,
  +20%; Limited, Ranged Physical,
  -40%) [20] + Enhanced Block 1 [5] +
  Enhanced Dodge 1 [15] + Enhanced
  Parry (All) 1 [10]. Notes: A force field
  that turns projectiles and deflects all
  attacks enough that they’re easier to
  avoid. Each level (maximum three)
  146
  EXAMPLES
  Modifying ST-Based
  Damage
  The GM might permit certain attack modifiers on unarmed thrust-
  ing damage. Options include Affects Insubstantial (for heroes who com-
  bat spirits), All-Out (for strong, awkward fighters), Armor Divisor (to
  simulate martial-arts training similar to Breaking Blow, p. B182),
  Double Knockback (for cinematic heroes who punch enemies through
  walls), Incendiary (for flaming creatures), No Blunt Trauma (for mar-
  tial artists whose strength is “chi projection,” not brute force), No
  Knockback (ditto!), No Wounding (for semisolid spirits), and Takes
  Extra Time (for big, slow fighters).
  The GM may allow other modifiers, but many are strictly forbidden:
  •Area Effect, Cone, Explosion, Jet, and anything with such a modi-
  fier as a prerequisite: Bombardment, Dissipation, Drifting, Emanation,
  Erosive, Mobile, Persistent, Selective Area, and Wall.
  •Cyclic, Onset, Resistible, and other modifiers intended for toxins.
  • Melee Attack, Variable, and Visible, which are already built into
  unarmed damage.
  • Modifiers intended only for ranged attacks: Accurate, Blockable,
  Extra Recoil, Guided, Homing, Inaccurate, Increased Range, Long-
  Range, Ranged, Rapid Fire, Reduced Range, Ricochet, and Short-
  Range.
  • Modifiers that don’t apply to crushing attacks: Double Blunt
  Trauma, Hazard, Radiation, etc.
  • Penetration modifiers other than Armor Divisor: Blood Agent,
  Contact Agent, Follow-Up, Malediction, Respiratory Agent, and Sense-
  Based.
  To apply modifiers to ST-based damage, follow these steps:
  1. Find thrusting damage for the highest ST you can use for unarmed
  combat. This is the sum of regular ST, Arm ST, and Striking ST.
  2. Calculate the “effective point cost” of the basic thrust damage
  from step 1 as if it were a Crushing Attack. Don’t pay this cost! You just
  need it for step 4.
  3. Total the desired modifiers. Treat a net limitation larger than -80%
  as -80%.
  4. Multiply the cost from step 2 by the net modifier from step 3 to
  find the cost of the modifiers. Round up. Record a positive cost as an
  advantage, a negative one as a disadvantage.
  Example: Kong has ST 15, Arm ST +10, and Striking ST +10. He can
  strike with ST 35, which gives him 4d-1 thrusting damage. Crushing
  Attack 4d-1 would cost 19 points, so Armor Divisor (10), +200%, would
  be a 38-point advantage for Kong, while All-Out, -25%, would be -4-
  point disadvantage.
  Enhancements benefit kicks, punches, and other unarmed melee
  attacks, but not muscle-powered weapons. Limitations affect all ST-
  based attacks. If you have Claws, Strikers, or Teeth and modifiers on ST-
  based damage, you must buy your body weaponry with exactly the
  same modifiers.
  
  gives DR 5 vs. projectiles and +1 to
  active defenses. 50 points/level.
  Distortion Field:
  Chameleon 1
  (Dynamic, +40%; Extended, Infra-
  vision, Radar, Ultravision, +60%) [10]
  + DR 2 (Force Field, +20%; Limited,
  Electromagnetic Radiation, -40%) [8].
  Notes: This field actively filters all elec-
  tromagnetic (EM) energy that crosses
  it in either direction. Each level gives
  +2 to Stealth to hide from Radar,
  Infravision, 
  regular 
  vision, 
  and
  Ultravision, and DR 2 against EM
  radiation attacks. 18 points/level.
  Energy Screen: DR 5 (Force Field,
  +20%; Limited, Energy, -20%) [25] +
  Radiation Tolerance 10 (Force Field,
  +20%) [18] + Temperature Tolerance 5
  (Force Field, +20%) [6]. Notes: A field
  that interferes with all dangerous
  energy. Identical to Insulated Skin
  (p. 146), except that it also protects the
  user’s eyes and equipment. 49
  points/level.
  Force Shield: DR 1 (Active Defense,
  -40%; Directional, Front, -20%; Force
  Field, +20%) [3]. Notes: Lets the user
  actively interpose a small, mobile
  force field between himself and any
  frontal attack. This is a Block defense
  at DX/2 + 3. A successful block gives
  DR 1 per level against the attack. 3
  points/level.
  Reflective Shield: DR 2 (Active
  Defense, -40%; Directional, Front,
  -20%; Force Field, +20%; Limited,
  Ranged, -20%; Reflection, +100%;
  Requires DX Roll, -10%) [13]. Notes: A
  force shield that lets the defender
  bounce ranged attacks back at his
  attacker. It gives DR 2 per level against
  frontal attacks – but only if the user
  blocks at DX/2 + 3. Success lets him
  attempt a separate DX roll to return
  the blocked damage to the attacker. 13
  points/level.
  Wall of Force: Crushing Attack 2d
  (Area Effect, 2 yards, +50%; No
  Wounding, -50%; Persistent, +40%;
  Reduced Range, ×1/10, -30%; Wall,
  Rigid, +60%) [17]. Notes: Lets the user
  project a force wall anywhere within 10
  yards by taking an Attack maneuver.
  The barrier is 6 yards long and 1 yard
  thick, arranged in any shape the user
  likes. It has DR 6 and 1 HP per level.
  While it’s “rigid,” it doesn’t damage
  those who collide with it. 17
  points/level.
  Wall of Matter: Crushing Attack 
  2d (Area Effect, 2 yards, +50%;
  Persistent, +40%; Reduced
  Range, ×1/10, -30%;
  Wall, Rigid, +60%)
  [22]. Notes: Similar
  to Wall of Force,
  above, but the
  barrier is made of
  ice, metal, stone,
  or another solid.
  Those who collide
  with it do take dam-
  age. 22 points/level.
  MOVEMENT
  ABILITIES
  Most of these movement abilities
  consist of a single modified advantage
  – although a few include Enhanced
  Move, too. As with all of the abilities in
  this chapter, you can save space on
  character sheets by noting only the
  ability’s name and point cost.
  Astral Projection: Jumper (World;
  Limited Access, Astral Plane, -20%;
  Projection, Can affect destination,
  -0%) [80]. Notes: The user’s mind
  leaves his unconscious body and
  enters the Astral Plane. His astral form
  is visible to and can interact with
  other astral entities. In some settings,
  he can enter higher planes of existence
  by making a “physical” journey. The
  Move and other scores of his astral
  form depend on the setting. 80 points.
  Create 
  Door:
  Permeation
  (Everything; Can Carry Objects,
  Heavy, +100%; Costs Fatigue, 1 FP,
  -5%; Finite Thickness, 1 foot, -15%;
  Requires IQ Roll, -10%; Takes Extra
  Time 1, -10%; Tunnel, +40%) [160].
  Notes: Lets the user create a “door”
  through a barrier up to a foot thick,
  regardless of composition. To do so,
  he must concentrate for a second and
  make an IQ roll. It costs 1 FP to open
  a door, 1 FP/minute to hold it open.
  160 points.
  Create Gate: Jumper (World; Extra
  Carrying 
  Capacity, 
  Extra-Heavy,
  +50%; Special Movement, Must walk,
  -10%; Tunnel, +40%) [180]. Notes: Lets
  the user open a gate between worlds.
  Use the standard rules for Jumper and
  the Tunnel enhancement, except that
  the summoner (and anyone else who
  wishes to use the gate) must be free to
  move through the gate – he can’t sim-
  ply vanish. 180 points.
  Create Portal: Warp (Extra Carrying
  Capacity, 
  Extra-Heavy, 
  +50%;
  Tunnel, +40%) [190]. Notes: Lets
  the user create a portal linking
  two points in space. This is
  subject to the usual rules for
  Warp 
  and 
  the 
  Tunnel
  enhancement. In particular,
  the user must have visited or
  be able to see his destination
  point. 190 points.
  Digitization:
  Jumper (World;
  Limited Access, Cyberspace, -20%;
  Naked, -30%; Special Portal, Terminal,
  -20%) [30]. Notes: By touching a ter-
  minal on an information network, the
  jumper – but not his gear – can enter
  the net as a stream of data, allowing
  rapid travel between “wired” loca-
  tions. To resume material form, he
  must roll against Area Knowledge
  (Cyberspace) to locate a terminal, and
  then Computer Hacking to gain access
  to it. Digitization only provides trans-
  portation. To affect computers in
  other ways, buy modified Mind
  Control, Mind Probe, Possession, and
  so on. 30 points.
  Force Surfing: Flight (Low Ceiling,
  30 feet, -10%; Planetary, -5%) [34].
  Notes: The flyer moves along a planet’s
  gravitational or magnetic field. He
  appears to walk on air or glide on a
  glowing disk of force. He can’t venture
  more than 10 yards from the planetary
  surface. 34 points.
  Matter Surfing: Flight (Low Ceiling,
  5 feet, -25%; Nuisance Effect, -5%)
  [28]. Notes: The “surfer” travels five
  feet above the ground on a projected
  trail of matter (e.g., ice). This is visible
  and persists for 3d seconds. Attempts
  to spot or track the traveler succeed
  automatically until the trail vanishes.
  28 points.
  Matter Transmission: Affliction 1
  (HT; Advantage, Warp, +1,950%;
  Malediction 2, +150%) [220]. Notes: If
  the wielder wins a Quick Contest of
  Will vs. his target’s HT, he may try an
  immediate IQ roll to teleport the sub-
  ject with Warp (Extra Carrying
  Capacity, Extra-Heavy, +50%; Range
  Limit, Orbital, -5%; Reliable +10,
  +50%). The +10 for Reliable cancels
  the -10 for no preparation. The user
  can send the subject to any place he
  can see or has visited, subject to his
  range limit, and can cancel range
  modifiers by spending his own FP. 220
  points.
  EXAMPLES
  147
  
  Reaction Drive: Flight (Newtonian
  Space Flight, +25%; Nuisance Effect,
  -5%) [48] + Enhanced Move 11.5
  (Space; Newtonian, -50%; Nuisance
  Effect, -5%) [104]. Notes: A “realistic”
  rocket. It gives a voyager with Basic
  Speed 5 a delta-v of 30,720 – enough
  to escape from and return to an Earth-
  like planet, with room to spare for
  travel and maneuvering. A rocket is
  noisy and visible; the flyer can’t use
  this ability stealthily. 152 points.
  Reactionless 
  Drive: 
  Flight
  (Nuisance Effect, -5%; Space Flight,
  +50%) [58] + Enhanced Move 10.5
  (Space; Nuisance Effect, -5%) [200].
  Notes: A “reactionless” rocket like
  those seen in space opera. It can do
  everything that Reaction Drive can . . .
  and maneuver indefinitely. 258 points.
  Stardrive: Warp (Blind Only, -50%;
  Extra Carrying Capacity, Extra-Heavy,
  +50%; Hyperjump, 1 LY/day, -25%; No
  Strain, +25%; Reliable +5, +25%;
  Tracking, +20%) [145]. Notes: A space-
  opera FTL drive. It lets the user cover
  a light-year per day, along with any-
  thing he can carry. It requires precise
  coordinates (Reliable cancels the -5
  for Blind Only), only works in vacu-
  um, and is useless over short dis-
  tances. However, it never “burns out,”
  and can follow other FTL travelers by
  sensing their “trail.” 145 points.
  Tactical Teleport:
  Warp (Blink,
  +25%; Extra Carrying Capacity, 
  Extra-Heavy, +50%; No Strain, +25%;
  Range Limit, 10 yards, -50%; Reliable
  +10, +50%) [200]. Notes: Supers-style
  teleportation that lets the teleporter
  cover short distances – up to 10 yards
  – safely and reliably, with all of his
  gear. This requires no preparation; he
  can even use his ability to evade
  attacks in combat. 200 points.
  MENTAL
  ABILITIES
  Below are mental abilities from
  each of the four categories defined in
  Chapter 1 (see p. 14). Such gifts are
  popular in fiction – especially as psi
  abilities – so we provide many exam-
  ples. The GM should review these
  before allowing them to PCs, to ensure
  that any assumptions made for the
  sake of concreteness are valid in his
  setting. For instance, most of these
  capabilities imply the existence of
  superscience or the supernatural.
  Communications
  Culture Sense: Social Chameleon
  (Accessibility, Must converse with sub-
  ject, -20%; Exposure Time, 1 minute,
  -30%) 
  [3] 
  + 
  Xeno-Adaptability
  (Accessibility, Must converse with sub-
  ject, -20%; Exposure Time, 1 minute,
  -30%) [10]. Notes: The user temporari-
  ly adjusts to foreign social norms
  through careful observation or “psy-
  chic osmosis.” After a minute of con-
  versation with a sapient being, he no
  longer suffers penalties for cultural
  unfamiliarity or differences in Rank or
  Status. These benefits last for as long
  as the user interacts with that person
  or members of the same culture, and
  for a minute afterward. 13 points.
  Mindshare: Mindlink (10 billion
  people; Racial, -20%; Vague, -50%)
  [33] + Telesend (Broadcast, +50%;
  Racial, -20%; Vague, -50%) [24].
  Notes: The communication ability of
  “hive minds” in speculative fiction.
  Each member of the race sends his
  emotions and general experiences (no
  details!) to every other member at all
  times, with no chance of failure. 57
  points.
  Sampler: Mimicry (Voice Library,
  +50%) [15] + Photographic Memory
  (Accessibility, Sounds only, -80%) [2].
  Notes: The user stores recordings of
  everything he hears. He can play back
  sounds exactly as he heard them, sam-
  ple them selectively, or just borrow a
  voice to use with his own speech. 17
  points.
  Tactical Radio: Radio (Burst,
  1,000×, +90%; Increased Range, ×20,
  +40%; Secure, +20%) [25]. Notes: A
  long-range (200 miles) radio capable
  of encrypted bursts. Attempts to inter-
  cept it are at -3 and require the eaves-
  dropper to win a Quick Contest of
  interception skill against the sender’s
  IQ to understand the message. 25
  points.
  Universal Translator: Mind Reading
  (Hearing-Based, -20%; Telecommuni-
  cation, Telesend, -20%; Universal,
  +50%) [33] + Telesend (Universal,
  +50%) [45]. Notes: The possessor can
  project his thoughts to make himself
  understood to anyone, regardless of
  language. After establishing outgoing
  contact, he can open full two-way
  communication. This lets him under-
  stand his subject’s words and inten-
  tions – if he can hear that person
  speak. 78 points.
  Influence
  Compel 
  Truth: 
  Mind 
  Probe
  (Accessibility, Must converse with sub-
  ject, -20%; Vision-Based, -20%) [12].
  Notes: To use this ability, the user must
  be close enough to touch his subject,
  engage his mark in conversation, and
  maintain eye contact. If he satisfies all
  three requirements, he can compel the
  subject to give one truthful answer per
  minute. Roll a Quick Contest of IQ vs.
  Will for each question. 12 points.
  Cyberpsi: Mind Control (Condit-
  ioning, +50%; Cybernetic Only, -50%)
  [50]. Notes: The ability to seize control
  of a computer or other Digital Mind.
  The controller must see or touch his
  subject. Success lets him operate it
  remotely. Once “inside,” he can try to
  rewrite its programming (Condi-
  tioning). Use Computer Operation for
  rolls 
  to 
  establish 
  control 
  and
  Computer Hacking for reprogram-
  ming attempts, where either is superi-
  or to IQ. 50 points.
  Data Probe: Mind Probe (Based on
  HT, +20%; Cybernetic Only, -50%;
  Invasive, +75%) [29]. Notes: A sensi-
  tive electromagnetic probe that affects
  148
  EXAMPLES
  
  Digital Minds. The user must touch –
  or be close enough to touch – the com-
  puter, and roll a Quick Contest of IQ
  vs. the HT of its hardware (this repre-
  sents its shielding). If he wins, he can
  root through its memory by making
  an uncontested roll against the higher
  of IQ or Computer Hacking for each
  piece of data. 29 points.
  Emissions Scan: Mind Reading
  (Based on HT, +20%; Cybernetic Only,
  -50%) [21]. Notes: Enables the user to
  learn what’s being typed on the key-
  board and displayed on the screen of a
  terminal right now. To do this, he must
  have a line of sight to the subject and
  win a Quick Contest of IQ vs. the HT
  of the computer hardware. 21 points.
  Emotion Control: Mind Control
  (Accessibility, Only affects members of
  own or similar race, -20%; Emotion
  Control, -50%; Independent, +70%)
  [50]. Notes: Directly implants an emo-
  tion of the controller’s choice in the
  subject. Roll IQ vs. Will, as usual. This
  endures without further concentra-
  tion. Doesn’t work on aliens, animals,
  monsters, or anything else with emo-
  tions foreign to the user. 50 points.
  Illusion Disguise: Elastic Skin
  (Glamour, Will-4, -10%; Reduced Time
  4, +80%) [34]. Notes: Alters the posses-
  sor’s appearance by projecting a sug-
  gestion into the minds of those who
  can see him. This takes no time.
  Viewers can shrug off this influence by
  making a Will-4 roll. 34 points.
  Linguistic Programming:
  Mind
  Control (Area Effect, 8 yards, +150%;
  Conditioning, 
  +50%; 
  Emanation,
  -20%; 
  Hearing-Based, 
  -20%;
  Independent, +70%; Takes Extra Time
  1, -10%) [160]. Notes: By speaking for
  two seconds in a master language
  understood by all sapient minds, the
  user can “program” anyone within
  earshot. He can give short- or long-
  term instructions, and then leave his
  thralls to execute his orders. Gods
  often have this ability – usually with
  Cosmic (+300%). 160 points (310
  points with Cosmic).
  Mental Illusions: Illusion (Mental,
  +100%) [50]. Notes: Totally hijacks the
  subject’s perceptions. This requires
  constant concentration. Roll IQ vs. the
  subject’s Will. 50 points.
  Mental Trace: Special Rapport
  (One-Way, +20%; Transferable, Any
  willing/helpless living being, +100%)
  [11]. Notes: Mentally bonds one 
  subject to the user, who can then dis-
  cern his subject’s mental state at any
  time. Establishing the bond requires a
  minute, an IQ roll, and a willing or
  helpless target. 11 points.
  Mind Clouding: Invisibility (Can
  Carry 
  Objects, 
  Heavy, 
  +100%;
  Glamour, Will-4, -10%; Switchable,
  +10%) [80]. Notes: The user projects a
  mental compulsion that makes his
  body and all of his equipment invisible
  to living beings. Viewers can see
  through the ruse by making a Will-4
  roll. 80 points.
  Mindswitch: Possession (Mind
  Swap, +10%; No Memory Access,
  -10%; Ranged, +40%; Specialized,
  Own race, -40%) [100]. Notes: The
  user can swap minds with another
  member of his race at a distance. To
  do so, he must win a Quick Contest of
  IQ against his target’s Will, applying
  standard range modifiers to his roll.
  After the swap, neither party has any
  access whatsoever to the other’s mind
  – just the body. 100 points.
  Suggest: Mind Control (Indep-
  endent, +70%; Suggestion, -40%) [65].
  Notes: Lets the controller implant a
  suggestion by winning a Quick
  Contest of IQ vs. his subject’s Will. The
  victim acts upon the suggestion as if it
  were his idea. This requires no further
  concentration on the user’s part. 65
  points.
  Super-Hypnotism: Mind Control
  (Independent, +70%; No Memory,
  +10%; Suggestion, -40%; Vision-
  Based, -20%) [60]. Notes: Lets the user
  implant suggestions with a glance.
  This requires eye contact; a touch isn’t
  enough. If the controller wins the
  Quick Contest of IQ vs. his victim’s
  Will, he can silently convey a sugges-
  tion. The subject then carries this out
  independently – there’s no need for
  further concentration. 60 points.
  Telecontrol:
  Possession 
  (No
  Memory Access, -10%; Ranged, +40%;
  Specialized, 
  Own 
  race, 
  -40%;
  Telecontrol 2, +100%) [190]. Notes:
  Allows the user to control the physical
  actions of a distant subject without
  relinquishing control of his own body.
  He must win a Quick Contest of IQ vs.
  his target’s Will. Standard range mod-
  ifiers apply. The invader remotely
  operates his victim’s body but has no
  access to the subject’s mind. He can
  only affect members of his own race
  or a nearly identical one. 190 points.
  Telereceive: Mind Reading (Multiple
  Contacts, +50%; Sensory, +20%;
  Telecommunication, Telesend, -20%)
  [45]. Notes: Enables the user to read
  the surface thoughts and sensory
  impressions of multiple subjects (at -1
  per additional subject), but only after
  contacting them with Telesend. Thus,
  Telesend is a prerequisite. This has one
  perk: the user can receive from sub-
  jects he can’t see by “touching” them
  mentally. 45 points.
  Information
  Absolute 
  Morals:
  Intuition
  (Aspected, Moral decisions, -20%;
  Inspired, +100%) [27]. Notes: The
  user knows, with 100% certainty,
  what his religious or philosophical
  beliefs would have to say about any
  situation. He can distinguish “good”
  people, places, and items from “evil”
  ones without special senses, and
  always knows what behavior would
  appease or anger gods, spirits, etc. 
  27 points.
  Divination: Precognition (Active
  Only, -60%; Directed, +100%; Reliable
  +8, +40%) [45]. Notes: The seer must
  deliberately meditate on one specific
  question about the future. On a suc-
  cessful IQ roll, he experiences a
  glimpse of the future pertinent to his
  question. He never has passive visions
  – even if he’s in severe danger. 45
  points.
  Pattern Analysis: Common Sense
  (Conscious, +50%; Link, +10%) [16] +
  Intuition (Inspired, +100%; Link,
  +10%) [32] + Oracle (Digital; Inspired,
  +100%; Link, +10%) [32]. Notes: Lets
  the user analyze available data and
  predict outcomes in real time. Make a
  single IQ roll for the entire ability.
  Success reveals the safest course of
  action; the most effective path, and its
  risks; and any choices doomed to fail-
  ure, and why. It can’t predict total
  coincidence or supernatural interfer-
  ence, however. 80 points.
  Retrocognition:
  Psychometry
  (Active Only, -20%; Directed, +50%)
  [26]. Notes: The seer must deliberate-
  ly meditate on a specific question
  about the past. A successful IQ roll
  gives him a glimpse of past events
  surrounding his question. He never
  has spontaneous visions – even when
  exposed to potent psychic residues.
  26 points.
  EXAMPLES
  149
  
  Second Sight: Precognition (Can’t
  See Own Death, -60%; Passive Only,
  -20%) [5]. Notes: Weak precognition,
  similar to that claimed by most real-
  world psychics. At random intervals,
  the possessor gets brief glimpses of
  random events. He can’t control the
  content or timing, and has no special
  capacity to sense danger. 5 points.
  Time-Scanning:
  Psychometry
  (Active Only, -20%; Directed, +50%;
  Immersive, +100%; Mundane, -30%)
  [40]. Notes: The scanner mentally
  replays time at his location. This takes
  an active effort, and doesn’t zero in on
  strong emotions or important events.
  He sets start and end times . . . and
  then watches history unfold in real
  time (he can’t “fast forward”). 40
  points.
  Senses
  Analyze Magic: Detect (Magic;
  Analyzing, +100%; Short-Range 1,
  -10%) [19]. Notes: Gives the user a
  Sense roll, at -1 per yard to the target,
  to detect and analyze magic at rough-
  ly the same level of detail as the
  Analyze Magic spell (p. B249). 19
  points.
  Astral Sight: Medium (Specialized,
  Astral Beings, -50%; Visual, +50%)
  [10]. Notes: Enables the user to see the
  Astral Plane and communicate with
  entities therein. This ability doesn’t
  work on ghosts, demons, and so forth
  unless they happen to be astral. 10
  points.
  Electronic 
  Support 
  Measures
  (ESM): Detect (Radar and Radio;
  Precise, +100%; Signal Detection,
  +0%) [20]. Notes: On a successful
  Sense roll, this ability detects radar
  and radio signals, and reveals the dis-
  tance to each source. Make an IQ roll
  to analyze the signal; success tells a
  random emission from a targeting
  lock. 20 points.
  Hydrophone: 
  Discriminatory
  Hearing (Accessibility, Only underwa-
  ter, -30%; Link, +10%; Profiling,
  +50%) [20] + Vibration Sense (Water;
  Link, +10%; Targeting, +20%) [13].
  Notes: Senses moving objects in the
  water. Make one Sense roll, modified
  as for Vibration Sense (p. B96), but
  with +4 for Discriminatory Hearing.
  Success reveals the target’s general
  class (e.g., “nuclear attack sub”), 
  location, and vector, and gives +8 to
  identify it, +4 to shadow it, and +3 to
  hit it with an aimed attack. 33 points.
  Remote Viewing:
  Clairsentience
  (Clairvoyance, -10%; Increased Range
  19, +190%; Preparation Required, 1
  hour, -50%) [115]. Notes: This ability
  simulates the extrasensory capabilities
  attributed to secret research projects
  by conspiracy theorists. After an hour
  of special exercises and meditation,
  the viewer can displace his vision to
  any place on the planet! (Increased
  Range 19 comes to over 11,000 miles;
  Earth’s diameter is about 8,000 miles.)
  115 points.
  Tactical Radar: Radar (Increased
  Range, ×100, +60%; LPI, +10%; Multi-
  Mode, +50%; Targeting, +20%) [48] +
  Enhanced Tracking 4 (Accessibility,
  Only with Radar, -10%; Multiple Lock-
  Ons, +20%) [22]. Notes: Advanced
  radar, like that of a fighter jet. It can
  track five targets at once out to 100
  nautical miles, identify them at 1/10
  that range, and give +3 to hit any of
  them with an aimed attack. 70 points.
  Targeting Laser: Ladar (Reduced
  Range, ×1/2, -10%; Targeting Only,
  -40%) [10]. Notes: A built-in laser
  rangefinder with an operational range
  of 100 yards. Trained on something
  already spotted by another sense (usu-
  ally sight), it places a visible dot on the
  target and measures its precise range.
  This gives +3 to hit with aimed
  attacks. 10 points.
  Telescan: Detect (Sapient Minds;
  Analyzing, +100%; Long-Range 1,
  +50%; Precise, +100%) [70]. Notes:
  Detects sapient minds at great dis-
  tances. A successful Sense roll gives
  the location and race of everyone
  nearby – handy for locating guards
  and ambushers! A follow-up IQ roll
  reveals the name a particular person
  would give if asked; roll once per per-
  son. Only a critical success discovers a
  secret identity. 70 points.
  Total Awareness: Clairsentience
  (Aware, +50%; Reduced Range, ×1/10,
  -30%; Second Nature, +70%) [95].
  Notes: Gives the user a second set of
  ranged senses that he can put any-
  where within a yard of his body and
  aim in any direction. He can use and
  shift the focus of these senses effort-
  lessly, letting him perceive what’s
  going on behind him, in darkness or
  smoke, etc. at all times. A classic abil-
  ity of ancient kung fu masters! 95
  points.
  Ultra-Scan: Para-Radar (Bio-Scan,
  +50%; Penetrating, +50%; Scanner,
  +50%) [100]. Notes: This ability works
  like a superscience sensor suite. It
  ranges and images the target, analyzes
  its emissions and composition, and
  supplies a schematic of the interior –
  complete with details on occupants
  and machinery. It works in any envi-
  ronment. The GM should let it do any-
  thing he has seen a sensor do in a
  space-opera movie. 100 points.
  X-Ray Vision: Para-Radar (Link,
  +10%; Penetrating, +50%; Reduced
  Range, ×1/2, -10%) [60] + Toxic Attack
  1d-2 (Link, +10%; Radiation, +25%)
  [3]. Notes: Quasi-realistic X-ray vision.
  The user emits radiation out to 100
  yards whenever he activates his sense.
  He must make an attack roll for his
  Toxic Attack against anything he spots
  – but it’s possible to make the Sense
  roll and fail the attack roll. For “harm-
  less” X-ray vision, use Penetrating
  Vision (p. B74). 63 points.
  PHYSICAL
  TRANSFORMATIONS
  These abilities alter the user or
  subject’s body in some beneficial way.
  They’re among the most powerful of
  special gifts, and merit close GM
  scrutiny. Where there are multiple
  paths to a given effect – e.g., Alternate
  Form vs. a set of Switchable advan-
  tages, Modular Abilities vs. Morph, or
  Healing vs. Affliction with Advantage,
  Regeneration – the GM is free to rule
  that only one option exists in his 
  campaign.
  150
  EXAMPLES
  Total Awareness gives the user a 
  second set of ranged senses that he can
  put anywhere within a yard of his body
  and aim in any direction.
  
  Metamorphoses
  Active Camouflage: Chameleon 3
  (Controllable, +20%; Dynamic, +40%;
  Extended, Infravision, Radar, +40%)
  [30]. Notes: Lets the user adjust his
  opacity to radar, infrared, and visible
  light. He can make himself nearly
  transparent (+6 to Stealth), highly
  reflective (+6 to others’ Sense rolls), or
  anything in between. Movement has
  no effect on these bonuses. Clothing
  halves them to +3. 30 points.
  Rubber Body: Double-Jointed [15]
  + Modular Abilities (Cosmic Power, 30
  points; All-Out, -25%; Limited, Body
  Parts Only, -20%; Costs Fatigue, 1 FP/5
  points, 
  -15%; 
  Physical, 
  +50%;
  Requires HT Roll, -10%; Takes Extra
  Time 3, -30%) [150] + Stretching 5
  [30]. Notes: Gives the user an extreme-
  ly elastic body. He can bend as if
  Double-Jointed (+5 to climb, break
  free, etc.) and stretch body parts at +1
  SM per second (maximum +5 SM). He
  can even reshape his body, adding up
  to 30 points’ worth of body parts; see
  Switchable Body Parts (p. 81). It takes
  eight seconds and a HT roll to add a
  body part, and costs 1 FP per 5 points
  the advantage is worth. The user is
  defenseless while reshaping himself.
  195 points.
  Shape-Stealing: Morph (Cannot
  Memorize 
  Forms, 
  -50%; 
  Mass
  Conservation, -20%; Needs Sample,
  Touch, -5%; Unlimited, +50%) [75].
  Notes: A shapeshifter with this ability
  can assume any form of roughly his
  mass, provided its racial template is
  worth no more than his own. He must
  touch the person or object he wishes
  to duplicate for the 10 seconds it takes
  him to transform – he can’t shapeshift
  on sight or from memory. 75 points.
  Transmutations
  Body of Swarm: Injury Tolerance
  (Diffuse; Swarm, +80%; Switchable,
  +10%) [190]. Notes: Lets the user
  become a swarm of insects by taking a
  Ready maneuver. His “body” is cohe-
  sive enough to affect the world nor-
  mally but diffuse for injury purposes.
  Once in swarm form, a Concentrate
  maneuver lets him scatter, effectively
  becoming insubstantial (see Injury
  Tolerance, p. 52). Regaining cohesion
  takes a second Concentrate maneuver;
  returning to ordinary flesh calls for a
  further Ready maneuver. 190 points.
  Elemental Form: Alternate Form
  (Elemental Meta-Trait; Absorptive
  Change, No Encumbrance, +5%;
  Active Change, +20%) [Variable].
  Notes: The user can voluntarily adopt
  one of the elemental meta-traits on
  p. B262, absorbing equipment that
  weighs no more than Basic Lift. He
  can act during the transformation, but
  only gains the benefits of his meta-
  trait after 10 seconds. Cost is 19 points
  plus 90% of the price of the meta-trait,
  rounded up. 25 points (Fire), 52 points
  (Air), 109 points (Ice), 145 points
  (Stone), or 177 points (Earth, Metal, or
  Water).
  Spirit 
  Form: 
  Insubstantiality
  (Affect Substantial, +100%; Requires
  Will Roll, -5%) [156] + Invisibility
  (Accessibility, Only when insubstan-
  tial, -10%; Substantial Only, -10%)
  [32] + Doesn’t Breathe, Doesn’t Eat or
  Drink, Doesn’t Sleep, and Immunity to
  Metabolic 
  Hazards 
  (all 
  with
  Accessibility, Only when insubstantial,
  -10%) [72]. Notes: Lets the user
  become an invisible, immaterial spirit
  in the material world. This requires a
  Ready maneuver and a Will roll. He
  requires neither rest nor sustenance in
  this form. He can use magic and psi
  on material targets, but must turn off
  his ability (rendering him vulnerable
  to suffocation, poison, etc., unlike a
  materialized spirit) to interact physi-
  cally. 260 points.
  Transparent 
  Body: 
  Invisibility
  (Affects Machines, +50%; Fringe,
  -10%; Switchable, +10%) [60]. Notes:
  The user can alter his body’s composi-
  tion to become transparent. The only
  way to spot him is to notice the slight
  distortion when he moves (a Vision
  roll at -6). Sensors are no more effec-
  tive than the naked eye, unless they
  detect something other than electro-
  magnetic radiation (e.g., gravity
  waves, life, or vibrations). 60 points.
  Restorations
  Healing Drug: Healing (Affects Self,
  +50%; Based on HT, +20%; Blood
  Agent, -40%; Injuries Only, -20%;
  Onset, 1 minute, -10%) [30]. Notes:
  The user secretes a drug that restores
  lost HP to anyone who swallows or is
  injected with it (including himself).
  After a minute, roll against the sub-
  ject’s HT. Every point by which he suc-
  ceeds restores 2 HP but costs him 1
  FP. Once he’s at full HP, there’s no fur-
  ther HP gain or FP loss. The user only
  rolls against HT or pays FP if he’s also
  the recipient. 30 points.
  Laying 
  On 
  Hands: 
  Healing
  (Capped, 6 FP, -15%; Faith Healing,
  +20%; Limited Use, 1/day, -40%) [20].
  Notes: A holy gift of healing. The heal-
  er can spend up to 6 FP per day to heal
  injury (up to 12 HP) or cure disease
  (up to -3 on his roll) on anyone his
  gods deem worthy. He must touch the
  patient. 20 points.
  Rejuvenation: Healing (Capped, 10
  FP, -5%; Cure Affliction, +60%;
  Reduced Fatigue Cost 10, +200%;
  Reliable +5, +25%; Xenohealing,
  Anything Alive, +80%) [138]. Notes:
  Miraculous healing – like divine inter-
  vention or cinematic nanotech – that
  repairs nearly any harm to anyone.
  Each application heals 20 HP or cures
  a disease or Affliction that gives up to
  -5 on the healing roll. The user rolls at
  IQ+5 minus normal skill penalties, but
  needn’t pay FP. 138 points.
  Resurrection:
  Affliction 1 (HT;
  Advantages, see below, +2,250%;
  Contact Agent, -30%; Melee Attack,
  Reach C, Cannot Parry, -35%) [229].
  Notes: Brings the dead back to life!
  The healer must touch the subject’s
  skin, whereupon the patient gets a HT
  roll. Each point of success grants a
  minute 
  of 
  Unkillable 
  1 
  and
  Regeneration (Very Fast), both with
  Cosmic, Works on the dead (+50%).
  Thus, if he’s above -10×HP, he regains
  60 HP per minute. If he heals to above
  -HP, he returns to life. To keep this
  ability balanced, “Cosmic, Works on
  the dead” means it only works on the
  dead – not injured living people – and
  gives one try, ever. If the subject fails
  his HT roll or regains too few HP to
  revive, he’s dead for good. 229 points.
  Universal 
  Antibodies: 
  Healing
  (Affects Self, +50%; Based on HT,
  +20%; Blood Agent, -40%; Disease
  Only, -40%; Onset, 1 hour, -20%;
  Reliable +6, +30%) [30]. Notes: The
  healer produces a broad-spectrum
  anti-microbial drug. An hour after
  swallowing it or receiving it via injec-
  tion, an ill subject (who can be the
  healer) gets a roll at HT+6 minus the
  usual penalty to cure the disease.
  Success means he’s cured, but must
  pay FP equal to twice the HT penalty.
  The user only rolls or pays FP if he’s
  also the patient. 30 points.
  EXAMPLES
  151
  
  It was by the most refined and fas-
  tidious of investigations that the
  Professor’s machinations were exposed,
  and it was by the most refined and fas-
  tidious of men that the Professor was
  confronted. Holding himself to be
  invulnerable, the Professor responded
  with mere curiosity when his butler
  brought him a calling card.
  “The Poet!” he declared. “Bring
  him!”
  The Poet entered the room with a
  languid air. His black velvet suit con-
  trasted with the silk brocade of the
  Professor’s smoking jacket.
  “Sir,” said the Professor, “I would
  offer you hospitality, but given our
  respective positions, I am disinclined to
  such follies.”
  “Thank you, Professor. Such an offer
  would be an intolerable burden, given
  the vigor with which I would feel
  obliged to refuse it.”
  “Why, then, have you come?”
  “To inform you, Professor, of your
  defeat.”
  The Professor permitted himself the
  smallest of laughs. “You speak of
  improbabilities!” he declared.
  “My associates have explained the
  precise probabilities involved,” said the
  Poet. “Your Hermetic wards, your
  Atlantean spiritual science, your electri-
  cal barriers – all are measured and
  assessed.”
  “Then you know that none of your
  associates can harm me, while your
  own oracular maundering was never
  any danger to me at all.”
  “Indeed.”
  “How, then, can you dare to cross
  my threshold?”
  “I will explain, sir, as it was
  explained to me. My gift of foresight, it
  seems, may be regarded as a perception
  of probability. Hence, by dint of utterly
  tiresome mathematical disciplines, the
  need for which I may never forgive you,
  I am able to use it to guide my steps,
  and even –” the Poet winced “– to direct
  me in physical activity.”
  He gestured with his cane. Its sharp-
  ened tip penetrated the plaster of the
  wall, and damaged the wires embedded
  therein. There came the scent of ozone.
  “What have you done?” demanded
  the Professor.
  “Disabled your electrical defenses,”
  replied the Poet.
  “They will recover in but moments.”
  The Professor searched his pockets for
  his revolver. But at that moment, a gal-
  vanic impulse struck the house.
  “That,” explained the Poet, “has
  damaged one of your Hermetic wards.”
  The Professor fell to his knees. “The
  assault that has passed through that
  breach will in turn distract you from
  those intricate Atlantean mesmeric
  exercises, and thus . . .” the Professor
  collapsed, blood from his nose staining
  a gaudy Turkish carpet “ . . . comes the
  final stroke.”
  Since abilities are based on advan-
  tages, and powers are just sets of relat-
  ed abilities, all the rules you need to
  use these things in play appear in
  Chapter 2 of the Basic Set. The rules
  that follow are optional elaborations,
  intended primarily to simulate the
  way powers work in particular genres.
  The GM decides which options, if any,
  apply in his campaign.
  152
  POWERS IN ACTION
  CHAPTER FOUR
  POWERS IN
  ACTION
  
  Certain enhancements and limita-
  tions, and several optional rules,
  require a clear-cut definition of when
  an ability is off and when it’s on. This
  isn’t always as obvious as it sounds.
  “SWITCHABILITY”
  Activation and deactivation always
  work in just one of three ways for a
  given ability. No ability can belong to
  multiple 
  categories 
  – 
  although 
  the same advantage can underlie abil-
  ities that fall into two or all three 
  categories.
  Always On
  An ability is “always on” if its
  effects apply continuously and the
  only way to turn it off is to obstruct its
  power source (see Channeled Energies,
  p. 24) or negate it using a special
  attack (Neutralize, an Affliction with
  Negated Advantage, etc.). This catego-
  ry includes all abilities with the
  Always On limitation and any ability
  that meets all three of these criteria:
  1. The underlying advantage isn’t
  explicitly switchable in its description.
  2. The ability doesn’t have discrete
  “uses” built in or added via Costs
  Fatigue, Limited Use, Takes Recharge,
  etc.
  3. The ability has none of these
  modifiers: Active Defense, All-Out,
  Emergencies Only, Fickle, Reflexive,
  Requires (Attribute Roll), Requires
  Concentrate or Ready, Switchable,
  Trigger, Unreliable, or Usually On.
  Examples: 
  Unmodified 
  Claws,
  Damage Resistance, Invisibility, and
  Sealed.
  Switchable
  An ability is “switchable” if it meets
  both of these criteria:
  1. Either the description of the
  underlying advantage explicitly states
  that it’s possible to switch the advan-
  tage on and off with a free action or a
  maneuver (and this hasn’t been
  changed by adding Always On), or it
  has Switchable or Usually On.
  2. It has ongoing effects that last
  until the user turns them off, stops
  concentrating (for advantages that
  require concentration), or stops pay-
  ing FP (for advantages that normally
  cost FP or have Costs Fatigue or
  Usually On).
  Examples: 
  Flight, 
  Growth,
  Insubstantiality, Mind Shield, Claws
  with Switchable, and Innate Attack
  with Aura.
  Transient
  An ability is “transient” if all three
  of the following are true:
  1. It’s normally off.
  2. The user must trigger it every
  time he wants to use it. This can
  require a free action, an active
  defense, or a maneuver.
  3. It produces its effects (such as
  healing, injury, or teleportation) in an
  instant and immediately shuts off, or
  has a duration that the user can’t con-
  trol because it relies on a random roll
  or because the underlying advantage
  or one of its modifiers (e.g., Limited
  Use) specifies “uses” of finite duration.
  POWERS IN ACTION
  153
  TURNING ABILITIES
  OFF AND ON
  Active vs. Passive Abilities
  Chapters 1 and 2 often differentiate between “passive” and “active”
  abilities. This distinction affects several optional rules, and is important
  when customizing Accessibility limitations, the Detect advantage, and
  anything else that could carry the qualifier “Active abilities only.” Use
  the following definitions in all cases:
  • A passive ability has effects that apply constantly, or that activate
  without the owner’s input in a specific situation. If it requires a die roll,
  the owner or the GM must roll – there’s no opting out. Passive abilities
  include body parts (e.g., Extra Arms); defenses (e.g., Resistant and
  Sealed); abilities that provide spontaneous warnings (e.g., Danger
  Sense); senses that don’t emit energy (e.g., Infravision and Vibration
  Sense); and sustenance traits (e.g., Doesn’t Sleep and Reduced
  Consumption). Abilities such as Spines and attacks with Aura are also
  passive: if the possessor touches someone – or if someone touches him
  – the effects apply whether he likes it or not.
  •An active ability does nothing until the wielder takes a maneuver to
  use it – most often Attack, Concentrate, Move, or Ready – or chooses to
  make a die roll. Examples include attacks (Affliction, Innate Attack, etc.)
  without Aura; most communication and influence traits (e.g., Mind
  Control and Telesend); movement advantages (e.g., Flight and Warp);
  and senses that emit energy (e.g., Scanning Sense).
  A given advantage can underlie both passive and active abilities. Be
  sure to consider it in the context of its modifiers when deciding which
  category it belongs in. For example, the Aura enhancement changes
  Innate Attack from active to passive, while the Active Defense limitation
  shifts Damage Resistance from passive to active.
  The same ability can have both passive and active aspects, too.
  Precognition provides passive warnings, for instance, but also allows
  the user to concentrate to use it actively. And turning on a switchable
  ability (e.g., Growth, Mind Shield, or any attack with Aura) counts as an
  active use, even if the ensuing effects are passive. Unlike the ongoing,
  passive effects of such abilities, these active efforts can trigger sensors
  or abilities sensitive to active abilities – if only momentarily.
  
  Examples: Healing, Jumper, Luck,
  Obscure 
  with 
  Ranged, 
  Damage
  Resistance with Active Defense, and
  all Afflictions and Innate Attacks
  except those with Aura.
  VOLUNTARY
  ACTIVATION AND
  DEACTIVATION
  Voluntary activation is only possi-
  ble for switchable and transient abili-
  ties. Voluntary deactivation is limited
  to switchable abilities (transient ones
  turn off on their own). The act
  required in each case depends on the
  ability.
  Concentrate
  Some switchable abilities call for
  one or more Concentrate maneuvers
  to activate. These include anything
  based on Channeling, Clairsentience,
  Control, Duplication, Elastic Skin,
  Hermaphromorph, Illusion, Mind
  Control, Mind Reading, Possession,
  Shapeshifting, Telecommunication,
  Telekinesis, Temperature Control, or
  True Faith. Modifiers can add this
  requirement to other abilities; e.g., the
  Swarm enhancement for Injury
  Tolerance (Diffuse) requires the user
  to concentrate to scatter his body.
  Deactivation varies by ability.
  Switching off Channeling, Mind
  Reading, or Telecommunication is a
  free action on the user’s turn (he can’t
  break contact on somebody else’s
  turn). Ending Control, Illusion, Mind
  Control, Telekinesis, Temperature
  Control, True Faith, or anything with
  the Requires Concentrate limitation
  (p. 112) is a matter of ceasing concen-
  tration. The user must make this
  choice at the start of his turn –
  although an interruption might break
  concentration at any time (see
  Involuntary Deactivation, p. 155).
  Turning off Clairsentience or reversing
  Duplication, 
  Elastic 
  Skin,
  Hermaphromorph, Possession, or
  Shapeshifting requires one or more
  Concentrate maneuvers.
  A few transient abilities also
  require Concentrate maneuvers to
  use. The most important are Allies
  (Summonable), 
  Create, 
  Detect,
  Healing, 
  Jumper, 
  Mind 
  Probe,
  Psychometry, 
  Snatcher, 
  Terror
  (Active), Visualization, and Warp;
  active uses of Precognition; and 
  any attack with the Malediction
  enhancement.
  Attack
  Many transient abilities call for an
  Attack maneuver to activate. The most
  important of these are Affliction,
  Binding, 
  Innate 
  Attack, 
  Leech,
  Neutralize, and any advantage with
  the Ranged enhancement. (Exception:
  Malediction changes the maneuver
  needed from Attack to Concentrate.) If
  the user can’t make an Attack, he can’t
  use such abilities.
  All-Out Attack: An ability that needs
  an Attack can instead use an All-Out
  Attack. For a melee attack, all choices
  are valid except All-Out Attack
  (Strong) – only attacks with the Melee
  Attack 
  (ST-Based) 
  enhancement
  (p. 103) have that option. For ranged
  abilities, All-Out Attack (Suppression
  Fire) is only possible for attacks that
  have Rapid Fire, RoF 5+; otherwise,
  use All-Out Attack (Determined).
  Abilities with the All-Out limitation
  (p. 110) require an All-Out Attack 
  to activate – and, if switchable, a con-
  tinuous string of All-Out Attacks to
  maintain.
  Move and Attack: Any ability that
  uses an Attack also works with a Move
  and Attack. A ranged ability has a Bulk
  of -2 for this purpose.
  Free Action
  Those with Luck, Super Luck, or
  Wild Talent can use them at any time.
  For instance, a hero with Wild Talent,
  an axe, and no Axe/Mace skill could
  invoke Wild Talent to parry as if he
  knew Axe/Mace at DX – even if the
  attack occurred on somebody else’s
  turn. All other zero-time transient abil-
  ities (notably Rapier Wit and attacks
  with enough Reduced Time to work
  instantaneously) work only on the
  user’s turn.
  The only switchable abilities acti-
  vated or deactivated with a free action
  are Mind Shield, attacks with Aura,
  and switchable advantages that work
  instantaneously thanks to Reduced
  Time. The user must switch these on
  or off at the start of his turn.
  Active Defense
  The Active Defense limitation
  (p. 112) creates a transient ability that
  only works if the possessor is attacked
  – and only if he would normally get an
  active defense against the attack. Such
  abilities are useless if the user is
  unaware of the attack. If the GM is
  using Defending with Powers (p. 167),
  these restrictions apply to any ability
  used to defend.
  Move
  To 
  use 
  Enhanced 
  Move 
  or
  Tunneling requires a Move maneuver.
  Both advantages are switchable – they
  operate indefinitely until the user
  stops taking Move maneuvers.
  Ready
  All remaining switchable abilities
  call for one or more Ready maneuvers
  to turn on or off. These include
  Growth, Insubstantiality, Obscure,
  Scanning Sense, Shadow Form,
  Shrinking, Stretching, and Terror;
  anything modified with Switchable or
  Usually On; and any advantage with
  Affects Others, when actually trying to
  affect another person.
  The only transient abilities that call
  for Ready maneuvers are attacks with
  Takes Extra Time, which require one
  or more Ready maneuvers before each
  Attack.
  154
  POWERS IN ACTION
  Physical and Mental Abilities
  The rules sometimes distinguish between “physical” and “mental”
  abilities. In general, abilities built from physical advantages are physi-
  cal, while those based on mental advantages are mental . . . but modi-
  fiers such as Based on (Different Attribute), Malediction, and Requires
  (Attribute) Roll can blur this distinction. Regardless of the underlying
  trait, any ability that requires an IQ, Will, or Per roll to use is mental,
  while one that calls for a ST, DX, or HT roll is physical, unless the GM
  specifies otherwise.
  
  INVOLUNTARY
  DEACTIVATION
  Any ability might shut down tem-
  porarily under certain circumstances.
  Details vary (see below), but there are
  two constants:
  • If the rules call for involuntary
  deactivation, all effects of the termi-
  nated ability end immediately unless
  the underlying advantage produces a
  permanent change in the world (e.g.,
  wounds closed using Healing, or dam-
  age caused by Innate Attack) or has
  “residual effects” that persist for a
  fixed duration unless shut down sepa-
  rately from the advantage (Affliction
  works like this – as does Mind Control,
  if the user stops concentrating).
  • Once the ability is available
  again, it requires a new “use” to reac-
  tivate. This is especially important if it
  takes time or FP to activate, or has
  Limited Use, Preparation Required
  (the ability now needs preparation), or
  Takes Recharge (the full recharge peri-
  od must pass).
  Distraction and Injury
  Mental and physical interruptions
  only affect switchable abilities that
  require constant concentration; e.g.,
  Control, Illusion, Mind Control,
  Telekinesis, and anything modified
  with Requires Concentrate. If the user
  of such an ability attempts an active
  defense or resistance roll (against an
  Affliction, spell, etc.), makes a self-con-
  trol roll for a mental disadvantage,
  falls, or suffers affliction or injury, he
  must make a Will-3 roll. Failure means
  he loses his focus and his ability
  switches off. If he’s mentally or physi-
  cally stunned – or stops concentrating
  – his ability deactivates automatically.
  Unconsciousness
  Unconsciousness ends the effects
  of all active, switchable abilities except
  those built from advantages that
  explicitly stay on once switched on.
  For instance, Flight shuts down and
  the user plunges to the ground,
  Scanning Sense ceases to emit radia-
  tion, and abilities that require con-
  stant concentration end (unless they
  have a “residual duration,” like Mind
  Control).
  While unconscious, it’s impossible
  to trigger active, transient abilities,
  such as attacks and Wild Talent. If
  someone falls unconscious after using
  an ability like this to generate a lasting
  effect, though, the effect won’t end
  before its entire duration is up. In par-
  ticular, Affliction, Neutralize, Obscure
  with Ranged, and abilities with Cyclic,
  Delay, Onset, or Persistent always run
  their full course unless somehow
  negated.
  Unconsciousness might affect a
  passive, switchable ability. Most such
  abilities let the user decide whether
  they switch off or on, or stay in their
  current state, when he’s knocked out.
  This is a permanent special effect, set
  when he buys the advantage. Traits
  like this include Growth, Insub-
  stantiality, Mind Shield, Obscure,
  Shrinking, and Stretching – and
  advantages such as Invisibility, Mana
  Damper, 
  and 
  Static, 
  if 
  given
  Switchable. The only exceptions are
  Elastic Skin, Shadow Form, and
  Shapeshifting, which end when the
  user is knocked out (but see Once On,
  Stays On, p. 109).
  Unconsciousness never has any
  effect on passive, transient abilities;
  e.g., unmodified Luck. It doesn’t affect
  always-on abilities, either – although
  some always-on advantages (e.g.,
  Damage Resistance and Sealed) are
  more valuable than others (e.g., Acute
  Vision and Eidetic Memory) when
  unconscious.
  Interference
  Many abilities – but especially those
  that belong to powers – are subject to
  being shut down by accidental or
  deliberate interference.
  Innate Flaws
  Some advantages – e.g., Shadow
  Form and Shapeshifting – require the
  user to specify a particular external
  influence that cancels their effects.
  Others, notably Possession, can have
  special limitations that introduce such
  a weakness. In the presence of the rel-
  evant “spoiler,” the affected ability
  instantly switches off and can’t be
  reactivated until the baneful influence
  passes.
  Anti-Abilities
  If an enemy uses Affliction with
  Negated Advantage to remove a spe-
  cific ability – even one that’s passive
  and otherwise always on – that ability
  is deactivated until the Affliction ends.
  If he uses Neutralize to negate a
  power, all abilities of that power
  switch off for the duration. Lasting
  effects endure as explained under
  Unconsciousness (above), but aren’t
  maintainable.
  POWERS IN ACTION
  155
  
  Power Modifier Effects
  A power modifier may specify con-
  ditions under which all of a power’s
  abilities cease to function. Examples
  include:
  Required Disadvantages (p. 21):
  Violating the terms of required disad-
  vantages results in the suspension of
  all abilities. How quickly this occurs
  depends on the details of the modifier,
  but once it does, the abilities deacti-
  vate instantly and their effects –
  including “residual” ones – end.
  Ambient Energies (p. 24): If the user
  is cut off from his energy source, his
  abilities cease to work and shut down
  immediately. For ongoing effects, the
  GM should look at how the power
  defines the energy flow. If energy
  moves from the source, through the
  wielder, to the location of the effects,
  then cutting off the user ends the
  effects. If the wielder creates a direct
  channel from his source to the loca-
  tion of the effects, then the effects only
  end after their usual duration.
  Limitations
  Any ability can have limitations
  that switch it off under certain cir-
  cumstances. Most common are situa-
  tional Accessibility modifiers such as
  “Only at night” or “Only while flying.”
  If the situation changes to one where
  the ability wouldn’t work, it turns off
  immediately. Other common limita-
  tions are Environmental (p. 110),
  which renders the ability useless if the
  required environment goes away;
  Pact, which terminates the ability if
  the user doesn’t uphold his end of the
  bargain; and of course Terminal
  Condition (p. 112). In all cases, lasting
  effects also switch off – they don’t last
  out their full duration.
  LOSING CONTROL
  It is possible to lose control over
  abilities. They might switch on or off
  unexpectedly, go completely haywire,
  or even fall under enemy control.
  Emergencies Only 
  and Uncontrollable
  Emergencies Only on a transient or
  switchable ability means the ability
  only operates under stress. If a PC
  takes this limitation, the GM can
  156
  POWERS IN ACTION
  Crippled Abilities
  The GM may rule that unlucky heroes can suffer from “crippled”
  abilities, just as they might experience sprains. If so, any critical failure
  on the roll to use an active ability – or for an active use of a passive abil-
  ity – requires an immediate check for crippling. This is a HT roll for
  physical abilities, a Will roll for mental ones.
  Failure means the ability suffers temporary crippling – minor physi-
  cal or psychic strain – and is unavailable for minutes equal to the mar-
  gin of failure. Roll once per minute after that; success indicates recovery.
  Critical failure results in lasting effects: the ability is completely
  unavailable for 1d months. The GM may allow treatment with special
  skills – Esoteric Medicine if the ability is chi-based, Religious Ritual if
  divine, etc. – to hasten recovery, just as Physician skill does for crippled
  limbs; see Duration of Crippling Injuries (p. B422).
  Crippling is in addition to the usual effects of critical failure. For
  alternative abilities (p. 11), note that crippling one ability cripples the
  whole set. Passive abilities are immune to crippling, except during
  active uses.
  Crippled Powers
  Critical failure when using extra effort (see Extra Effort, p. 160) or
  performing a stunt (see Stunts, p. 170) with a power can cripple the
  power. Roll against HT if the power modifier is Biological, Elemental,
  Nature, or Super, or against Will if it’s Chi, Divine, Magical, Moral,
  Psionic, or Spirit. The GM chooses for other powers. Cosmic powers are
  immune to crippling.
  Failure or critical failure cripples all of the power’s abilities, as
  described above. Roll as usual for recovery – again, for the entire power.
  As with crippled abilities, the GM may let certain skills hasten recovery.
  Grit vs. Glory
  In gritty campaigns, the GM might want permanent crippling to be
  possible. Use these rules, but read “temporary” as “lasting” and “lasting”
  as “permanent.”
  In optimistic games, the opposite might be true: crippling is possible
  but never serious. Where the rules indicate “temporary” effects, no crip-
  pling occurs, while “lasting” effects are merely temporary.
  Deliberate crippling (below) works as usual in either case.
  Deliberate Crippling
  To cripple specific abilities, use either Affliction with Negated
  Advantage or Neutralize with One Ability or Precise. To cripple a power,
  use Neutralize without One Ability. Both are temporary, but the GM may
  permit “called shots” that inflict lasting harm. The attacker is at -4 on his
  attack roll (with Affliction) or Will roll (for Neutralize, or Affliction with
  Malediction) if targeting an ability, -8 if targeting a power. If the victim
  fails to resist, his ability or power suffers lasting crippling.
  Brute-Force Attacks: The GM might let those whose powers include
  Innate Attacks use them to target the abilities of foes with the same
  power or a directly opposed one. Such attacks are at -4. On a hit, find
  penetrating damage as usual, but instead of converting it to injury, com-
  pare it to the point cost of the targeted ability. Consider only the most
  expensive ability from a set of alternative abilities, but the total cost of
  advantages connected with Follow-Up or Link. If damage equals or
  exceeds points, the victim must roll against HT or Will to avoid crip-
  pling. This rule especially suits psi powers and super-powers.
  
  switch on the affected ability in an
  emergency, and turn it off as soon as
  the danger has passed, without the
  player’s consent. See Emergencies Only
  (p. 102) for details.
  Uncontrollable means the ability
  usually works – but under certain cir-
  cumstances, it can turn on or off,
  change targets, and adjust variable
  effects against the user’s wishes. With
  Unconscious Only, the ability always
  works this way. For more information,
  see Uncontrollable (p. 106).
  In either case, involuntary activa-
  tion or deactivation is instant and
  absolute: the user’s ability suddenly
  starts or stops working – and if it
  stops, all lasting effects cease as well.
  Disadvantages 
  and Afflictions
  Those suffering from disadvan-
  tages or afflictions (pp. B428-429) that
  render them unusually volatile or
  erratic might unwittingly activate or
  deactivate switchable or transient
  abilities. The GM decides which abili-
  ties switch on and when they shut
  down. Berserk and Stress Atavism
  tend to set off abilities that help cope
  with the cause of the stress (just like
  the Uncontrollable limitation). Uncon-
  trollable Appetite triggers abilities
  related to feeding. Epilepsy and
  Sleepwalker – and the seizure afflic-
  tion – can activate almost any ability
  (GM chooses or rolls randomly).
  For Flashbacks, Phantom Voices,
  or Nightmares – or the hallucinating
  affliction – the GM should tell the
  player what his character perceives
  and let him decide what abilities he
  uses. These go off in the “real world,”
  whatever the consequences. He can
  choose not to use his special gifts . . .
  but this can backfire if some of the
  dangers he confronts are real!
  Mind Control
  Someone under the influence of
  Dominance, Mind Control, the Charm
  spell, cinematic hypnotism, or a simi-
  lar effect can be directed to use any
  ability that he consciously controls.
  His controller can order him to turn a
  switchable ability on or off, trigger a
  transient ability, or use an active abili-
  ty for any feat it could normally per-
  form. If the GM is using the optional
  rules for extra effort, stunts, etc., these
  are considered “normal” uses.
  The controller can’t order the
  impossible, however. No amount of
  mental influence can turn off an
  always-on ability, make a purely pas-
  sive ability operate actively, trigger an
  ability that’s “offline” due to interfer-
  ence (p. 155) or crippling (p. 156), or
  bypass a limitation that restricts acti-
  vation (e.g., Emergencies Only or
  Unconscious Only) or limits uses
  (Limited Use, Preparation Required,
  Takes Recharge, etc.).
  Also note that the controller isn’t in
  direct control of his slave’s abilities. He
  gives his thrall instructions on his own
  turn; each set of orders requires a
  Concentrate maneuver. Then his vic-
  tim uses his abilities on his next turn.
  As soon as control expires, the slave
  regains control of all his abilities –
  even those activated while enslaved.
  Possession
  A few forms of control – such as
  Possession and the Control Person
  spell – give the controller dominance
  over the subject’s body, not his mind.
  While “inside” his victim, he enjoys all
  the benefits of his puppet’s physical
  abilities and his own mental ones, but
  his host’s mental abilities and his own
  physical ones are inaccessible. In the
  case of body swapping, these guide-
  lines apply equally to the subject: he
  has his own mental abilities and his
  possessor’s physical ones. For more
  information, 
  see 
  Mind 
  Transfer
  (p. B296).
  Once possession ends, each party
  regains his own abilities. Ongoing
  effects anchored to either body (e.g.,
  nausea or crippled limbs) stay with
  that body. Those tied to a mind (e.g.,
  IQ penalties or ongoing Mind Control)
  move with that mind.
  Most active abilities require one
  success roll per use (although their
  effects often lead to additional rolls).
  The GM will sometimes roll in secret
  for passive abilities, too. All such rolls
  work as explained on pp. B343-349,
  with a few added details.
  Base Skill
  Base skill with an ability is the
  attribute, secondary characteristic, or
  skill specified in the description of the
  underlying advantage – or by Based
  on (Different Attribute), Malediction,
  or Requires (Attribute) Roll, if the
  ability has one of those modifiers –
  plus Talent with the ability’s power.
  See Using Abilities with Skills (p. 161)
  for other options.
  Modifiers and 
  Effective Skill
  To find effective skill, start with
  base skill and add all relevant modi-
  fiers from the advantage text, plus any
  modifier the GM requires for the diffi-
  culty of the specific task (see Task
  Difficulty, p. B345). The Time Spent
  rules (p. B346) never apply to ability
  use. There may be additional modi-
  fiers if using optional rules such as
  Multiple Feats (p. 158) and Trading
  Fatigue for Skill (p. 161).
  Success and Failure
  Success means the ability acti-
  vates and works as intended. On a
  critical success, apply any special
  benefits noted in the advantage
  description, and ignore the ability’s
  FP cost (if any).
  Failure means the ability doesn’t
  go off. You can try again, but if using
  the optional Repeated Attempts rule
  (p. 159), these future attempts will be
  more difficult. On a critical failure,
  you lose 1d FP in addition to the
  usual FP cost (if any), and may crip-
  ple your ability; see Crippled Abilities
  (p. 156).
  POWERS IN ACTION
  157
  SUCCESS ROLLS FOR ABILITIES
  
  Special Cases
  Resisted Abilities: Any ability that
  requires the user to roll a Quick
  Contest with the victim is resisted.
  This includes most mental-influence
  abilities (e.g., Mind Control) and all
  Maledictions. The user must succeed
  to activate his ability and win the
  Quick Contest to affect his subject (see
  Resistance Rolls, p. B348). The Rule of
  16 always applies (see p. B349), and
  resisted abilities never automatically
  defeat the target’s resistance – even on
  a critical success (a major difference
  from Resisted Spells, p. B241).
  Attacks: 
  Afflictions, 
  Bindings,
  Innate Attacks, and abilities with the
  Ranged modifier activate automatical-
  ly unless they have the Malediction
  enhancement. The user must roll
  against Innate Attack skill (p. B201),
  but this is an attack roll, not an activa-
  tion roll. Only Talent and ordinary
  combat modifiers apply. Treat critical
  success or failure just like any other
  critical hit or miss; ignore the special
  rules for abilities.
  THE ROLE
  OF TALENT
  Talent with a power acts as a bonus
  to all success rolls against attributes,
  secondary characteristics, or skills to
  use the power’s abilities. This includes
  rolls to activate, attack with, control, or
  defend with those abilities. This doesn’t
  include damage rolls, reaction rolls
  (except 
  those 
  for 
  Allies 
  with
  Summonable and Patrons with Highly
  Accessible), appearance rolls for
  Associated NPCs bought as abilities,
  rolls required by limitations, or rolls
  made by the ability’s target. For addi-
  tional details, see Pricing Talents (p. 29).
  Some abilities, especially passive
  ones, rarely call for success rolls. The
  GM should try to make Talent useful
  with these, at least occasionally – most
  often by giving a bonus to an associat-
  ed skill. If the ability would never
  require a roll, it’s acceptable to break
  the rules and apply another kind of
  bonus. Some suggestions:
  •Abilities that complement skills: If
  the GM feels that a talented hero
  could employ his ability to improve
  his odds of success at a task, he may
  let him add his Talent to his skill roll
  for that task. This is cumulative with
  any basic bonus the advantage pro-
  vides to untalented users. Examples:
  Chameleon, Invisibility, and Silence
  would benefit Stealth rolls (so would
  Shadow Form, but only in the dark);
  Elastic Skin and Morph would aid
  Disguise rolls; Metabolism Control
  would assist Acting rolls to feign
  death; Mimicry would help Acting or
  Mimicry rolls for impersonation; and
  Terror would enhance Intimidation
  rolls.
  • Life-support abilities: If a power
  grants life-support abilities, wielders
  who possess those abilities might have
  enough subconscious control over the
  power to add its Talent to HT when
  resisting attacks or hazards that the
  abilities could reasonably oppose.
  Examples: Injury Tolerance (Diffuse)
  might let Talent aid resistance rolls
  against 
  Affliction 
  (Advantage,
  Insubstantiality), while Radiation
  Tolerance would justify adding Talent
  to HT rolls for radiation effects.
  • Movement abilities: Add Talent to
  rolls to maneuver, perform acrobatics,
  or avoid fatigue or mishap when using
  a 
  power’s 
  movement 
  abilities.
  Examples: Aerobatics and Flight rolls
  for Flight; Aquabatics and Swimming
  rolls for Amphibious; Body Sense rolls
  for Warp; Climbing rolls for Super
  Climbing; Jumping rolls for Super
  Jump; 
  and 
  Running 
  rolls 
  for
  Enhanced Move (Ground).
  • Physical transformations: Those
  who can alter their physical form may
  add Talent to rolls to resist involuntary
  changes of the same or opposite kind,
  and subtract it from penalties that
  their transformation would help
  avoid. Examples: Morph would justify
  a bonus to resist unwanted shapeshift-
  ing spells; Shrinking would explain a
  bonus to resist Affliction (Advantage,
  Growth); and Stretching would help
  cancel penalties to Mechanic skill
  when repairing hard-to-reach machin-
  ery. The GM might also wish to
  increase the rate at which Growth,
  Shrinking, and Stretching adjust Size
  Modifier from ±1 to ±(Talent+1) per
  second.
  •Reality-altering abilities: Each use
  of an ability that produces a direct
  change in reality gets a bonus equal to
  Talent on the first die roll it influences.
  Examples: Luck, Serendipity, and
  Super Luck.
  • Senses: Add Talent to Sense rolls
  affected by a power’s sensory abilities.
  Examples: Hearing rolls for Discrimin-
  atory Hearing and Ultrahearing;
  Perception rolls for Vibration Sense;
  and Vision rolls for Infravision and
  Microscopic Vision.
  •Switchable body parts: Add Talent
  to HT rolls to avoid crippling or harm
  to body parts added by a power, and to
  DX rolls where extending or retracting
  body parts would help (but never to
  attack rolls). Examples: Claws, Extra
  Arms, or Strikers.
  See the Powering Up entries in
  Chapter 2 for many specific sugges-
  tions. Extra Effort (p. 160), Defending
  with Powers (p.
  167), Talent as
  Resistance (p. 169), and Stunts (p. 170)
  describe other situations where Talent
  gives a bonus.
  Most of the rules in this chapter are
  optional – the GM can apply them or
  not, as suits his campaign. However,
  because Talents give those who use
  powers a significant edge over those
  with “wild” advantages, Multiple Feats
  (below) and Repeated Attempts (p. 159)
  are strongly recommended to keep
  players from wondering why a power
  modifier should ever give a discount
  on advantage costs.
  MULTIPLE FEATS
  In fiction, those with powers –
  especially psis and supers – often find
  it difficult to use their powers for sev-
  eral tasks simultaneously. To make
  powers work like this, the GM may
  enforce the following rule:
  All rolls for active uses of a power’s
  abilities are at -1 per active ability
  already “on.”
  Transient abilities receive penalties
  for abilities “on,” but never cause
  them – even if they have enduring
  effects. No passive use of abilities ever
  receives or causes a penalty for multi-
  ple feats. Penalties only accrue for
  abilities within a power; they never
  “cross” powers. Lastly, these penalties
  aren’t cumulative with those defined
  for multiple uses of some advantages
  (e.g., Mind Control and Telecom-
  munication); they’re a generalization
  of those penalties to all abilities of a
  given power.
  158
  POWERS IN ACTION
  
  Example:
  Revok 
  possesses
  Telepathy and Psychokinesis. His tele-
  pathic abilities include Affliction,
  Empathy, Mind Control, Mind Shield,
  and Telesend. His PK abilities are
  Crushing Attack and Telekinesis.
  Revok contacts an ally using
  Telesend. Since he has no telepathic
  abilities “on,” he rolls at no penalty.
  After establishing contact, he uses
  Mind Control on a foe; this is at -1 for
  Telesend. Leaving both abilities on, he
  goes on to attack an enemy with
  Affliction. He rolls at -2 for two abili-
  ties on. However, if he stuns his target,
  he isn’t at -3 on further tasks until his
  victim recovers, because residual tran-
  sient effects don’t count as active.
  Revok would have no penalty to
  attack with Crushing Attack or
  Telekinesis, because they’re psychoki-
  netic, not telepathic. He also has no
  penalty if the GM rolls in secret for
  Empathy to see whether he notices
  that his ally is under mind control,
  because that’s a passive use. He
  would be at -2 to perform an active
  “scan,” though. And throughout all
  this, Revok’s Mind Shield would give
  no penalty to any task, because it’s
  passive.
  REPEATED
  ATTEMPTS
  Many fictional heroes, confronted
  with challenges to their powers, grow
  desperate and fatigued if their abilities
  fail. This is especially true of comic-
  book supers, cinematic psis, and chi-
  powered martial artists. The following
  rule reproduces this effect.
  When the roll to activate an active
  ability fails, the user may wait five
  minutes and try again at no penalty. If
  he tries that particular feat sooner, this
  is a “repeated attempt” (see p. B348)
  and costs 1 FP. Furthermore, the roll
  for the second attempt is at -1. Should
  this effort fail, he can spend 1 FP and
  try again at -2, and so on, until he
  passes out from FP loss or his effective
  skill drops below 3, at which point
  success is impossible.
  If a repeated attempt succeeds,
  later attempts at that feat no longer
  cost FP or worsen skill penalties.
  However, the current skill penalty
  remains until the user waits a full five
  minutes. 
  What 
  this 
  represents
  depends on the power: letting the
  supernatural interference around the
  subject die down, calming the mind or
  body, or simply regaining confidence.
  Only successive attempts at the
  same feat are repeated attempts. This
  means trying the same ability on the
  same subject or an identical one,
  regardless of changes in physical cir-
  cumstances (distance, speed, etc.).
  Repeated uses of an ability that
  requires a Quick Contest (e.g., 
  Mind Control, or anything with
  Malediction) are always repeated
  attempts when attempting to affect
  the same subject. Trying to conjure
  fire on the same patch of ground
  would also involve the same subject.
  Attempting to deflect two arrows
  would involve identical
  subjects.
  Trying to levitate two handguns held
  by thugs would, too. Attempting to
  affect the thugs themselves wouldn’t,
  though – two sapient beings are never
  identical unless they’re Dupes (see
  Duplication, p. B50).
  Consecutive successful rolls for the
  same feat are never repeated attempts.
  As long as the user continues to suc-
  ceed, he can do the same thing indefi-
  nitely at no penalty. Rolls for passive
  abilities never suffer penalties for
  repeated attempts, either. DX-based
  rolls to hit with attacks are also
  exempt, because they aren’t activation
  rolls.
  When an advantage that already
  specifies the effects of repeated
  attempts – e.g., Mind Probe or Mind
  Reading – is part of a power that uses
  this rule, apply the worst penalties,
  highest FP cost, and longest wait
  between uses. Don’t “stack” the two
  sets of effects.
  POWERS IN ACTION
  159
  Abilities and Exertion
  From ancient myth to modern comics, most great heroes can use
  their special gifts for hours before they tire. This is why so few abilities
  cost FP, except for repeated attempts or extra effort – even 1 FP per use
  would tire all but the fittest heroes in seconds. Fictional heroes do even-
  tually tire, though. To represent this, the GM may charge FP after pro-
  longed ability use.
  Combat: Assess the FP cost for a battle according to Fighting a Battle
  (p. B426), but add 1 FP for combatants who activated abilities on them-
  selves (e.g., Warp or Insubstantiality), or 2 FP for those who used abili-
  ties to affect the environment or someone else (e.g., Control or Innate
  Attack).
  Movement: Long-distance travel with most movement abilities
  (Flight, Super Climbing, Tunneling, etc.), and out-of-body journeys with
  abilities that have the Projection modifier, incur the same FP cost as
  hiking. Top-speed travel – and all movement through solid objects using
  Insubstantiality or Permeation – has the same FP cost as running. See
  Fatigue Costs (p. B426) for details.
  Other Intensive Use: High-intensity ability use, with only one or two
  seconds between rolls, costs 1 FP per minute. Examples: A psi at an air-
  port using Mind Reading on everyone who steps off a plane; a super
  using his energy bolts to blast a path through a mountain.
  Long-Term Use: Low-intensity but relatively constant ability use costs
  1 FP per hour. Examples: A stealth mission during which the hero uses
  Super Jump to hurdle a fence, switches on Invisibility to avoid guards,
  and opens a lock using Telekinesis; a super-powered researcher using
  Detect instead of technological sensors to run lab analyses.
  The GM should waive these FP costs if the only abilities used have
  the Limited Use limitation, or are built-in weapons with a finite num-
  ber of shots. Such abilities consume “uses,” not the owner’s internal
  energy supply. Built-in weapons with no specific limit on shots don’t get
  his exemption, because they do rely on the user for power.
  
  EXTRA EFFORT
  The GM may let heroes push active
  abilities past their usual limits by pay-
  ing FP – much as they would use extra
  effort to run faster, lift more, etc. (see
  Extra Effort, p. B356). It’s up to the
  GM whether to permit extra effort for
  all advantages, only for exotic or
  supernatural ones, or only for abilities
  that belong to powers.
  In all cases, if an advantage offers
  specific rules for extra effort, use 
  those rules instead. For instance,
  Clairsentience lets the user pay 2 FP
  per minute to double his range with-
  out a Will roll, and Warp lets the user
  trade more than 4 FP for a bonus to
  his activation roll.
  Trading Fatigue 
  for Effect
  Extra effort can increase the raw
  “output” of any active ability with a
  quantifiable effect beyond its success
  roll. Examples include:
  •Damage, for Innate Attack.
  • Level, for Affliction, Control,
  Create, Leech, Obscure, Temperature
  Control, etc.
  •ST, for Binding or Telekinesis (ST
  bonus, for Lifting ST or Striking ST).
  •Top speed, for movement abilities
  (Flight, Tunneling, etc.), after multi-
  plying for any Enhanced Move.
  The GM may permit extra effort for
  certain passive abilities, too; e.g., DR
  with Force Field (extra effort increas-
  es DR) and attacks with Aura (extra
  effort works as usual for Affliction,
  Innate Attack, etc.). He might also
  allow it to enhance passive abilities for
  a Power Block (p. 168). In a high-pow-
  ered supers game, he could even let it
  temporarily boost the points in a
  Modular Abilities slot.
  To use extra effort, make a Will roll
  at -1 per 5% increase in effect or frac-
  tion thereof; e.g., Affliction 9 repre-
  sents 
  12.5% 
  more 
  effect 
  than
  Affliction 8, so it would require a roll
  at -3. The maximum bonus to effect is
  100%, at -20 to Will.
  Modifiers: +5 in the situations
  described under Emergencies Only
  (p. 102), regardless of whether the
  ability has that limitation. Unlike ordi-
  nary extra effort, there’s no penalty for
  missing FP – in heroic genres, heroes
  who are in danger and nearly spent
  seem more able to succeed at extra
  effort! If using a power, add a bonus
  equal to your Talent.
  Succeed or fail, extra effort costs
  FP. Instantaneous feats (e.g., attacks)
  cost a flat 1 FP per use. For maintain-
  able abilities (Flight, Telekinesis,
  Temperature Control, etc.), make the
  above roll once per minute of ongoing
  use, and pay 1 FP per roll. Should it
  matter, you must spend these FP after
  the Will roll and before the roll to use
  the ability.
  Success means you gain the
  desired increase in effect. This doesn’t
  guarantee success at using your abili-
  ty; you could still fail your Innate
  Attack roll and miss with your extra-
  powerful Bolts o’ Doom. On a critical
  success, you don’t have to pay FP for
  your extra effort.
  Failure means you achieve only
  what you would have accomplished
  without extra effort. On a critical fail-
  ure, you push your ability too far. It
  flickers off for a second – your attack
  is a dud, your force field provides no
  DR, your Flight cuts out in midair, etc.
  – and the task you were attempting
  fails. You must also check for crip-
  pling, as explained under Crippled
  Abilities (p. 156). This roll is for your
  entire power if your ability is part of a
  power. Failure indicates temporary
  crippling; critical failure means last-
  ing crippling.
  Trading fatigue for effect is impos-
  sible for passive abilities other than
  those described above, even for active
  uses; abilities that already tie effect to
  FP spent, such as Healing; and abili-
  ties with unquantifiable effects, such
  as Channeling.
  Machines and Extra Effect: Those
  with the Machine meta-trait (p. B263)
  can’t use extra effort, but the GM
  might make an exception in cam-
  paigns with superscience mecha or
  space-opera starships. Start with the
  rules above, replace the Will roll with
  a HT roll, and mark off FP costs
  against HT. For machines with opera-
  tors, the GM may replace the Will roll
  with a skill roll (against Engineer,
  Piloting, etc.), basing skill on the
  machine’s HT instead of the operator’s
  DX or IQ (see Using Skills With Other
  160
  POWERS IN ACTION
  
  Usually, when an advantage and a
  skill interact, either the advantage
  gives a passive bonus to the skill (e.g.,
  Discriminatory Smell gives +4 to
  Tracking) or the skill picks up in the
  wake of the advantage (e.g., Body
  Sense helps recover after using Warp).
  It’s rare for the two to work together
  actively, tackling the task as a team.
  This doesn’t have to be the case.
  Supers frequently exploit mundane
  skills to put their abilities to new and
  unexpected uses, legendary martial
  artists have many gifts that blur the
  line between the studied and the
  innate, divine blacksmiths incorporate
  great power and prodigious skill in
  their craft, and so on. These rules are
  for GMs who desire such things in
  their campaign.
  SKILLS
  ENHANCING
  ABILITIES
  Mundane expertise might provide
  insight into how to bring superhuman
  capabilities to bear on a problem. If
  the GM agrees, when a hero applies an
  ability to a task that he could accom-
  plish using a mundane skill, he may
  attempt a roll against his skill – based
  on the advantage’s controlling attrib-
  ute (see Using Skills With Other
  Attributes, p. B172) – if this would be
  better than his usual roll for the abili-
  ty. For instance, instead of rolling
  against IQ to use Healing, he might
  make an IQ-based Esoteric Medicine
  roll. If Talent affects the ability, it also
  adds to these special skill rolls.
  Below is a list of advantages that
  could benefit from skills. It isn’t
  exhaustive – players are welcome to
  dream up new and creative uses for
  their skills. However, the GM should
  only allow a skill roll if, in his opinion,
  the ability supplies a miraculous tool
  that someone with suitable know-how
  could truly put to better use than
  someone without training.
  Binding: If the attack involves
  webs, vines, etc., use Knot-Tying to
  bind a prisoner out of combat.
  Control: Almost any craft skill –
  Carpentry, Masonry, Smith, etc. – can
  replace IQ when shaping suitable
  materials.
  Create: Alchemy, Chemistry, or
  Physics can replace IQ when using the
  Transmutation modifier.
  Detect: Many skills can replace IQ
  for analysis rolls. Use Chemistry for
  chemicals, Diagnosis for diseases,
  Metallurgy for metals, Physics for radi-
  ation, Thaumatology for spells, etc.
  Healing: Esoteric Medicine or
  Physician can replace IQ when heal-
  ing lost HP or curing disease. Use
  Surgery to repair crippled limbs.
  Illusion: Artist (Illusion) can
  replace the IQ roll in most cases – but
  if the ability has the Mental enhance-
  ment, use Psychology instead.
  Innate Attack: Use Explosives
  (Demolition) to destroy things out of
  combat, or Forced Entry to blast open
  doors.
  Intuition: Almost any IQ-based
  knowledge skill might replace IQ
  when dealing with information salient
  to that skill (e.g., Navigation, when
  deciding which way to steer).
  Mimicry: The Mimicry skill can
  replace IQ when mimicking sounds
  associated with the appropriate spe-
  cialty (Animal Sounds, Bird Calls, or
  Speech).
  Mind Control: Many skills can
  replace IQ: Animal Handling to affect
  beasts, Computer Hacking to control
  computers (requires Cybernetic or
  Cybernetic Only), Brainwashing if
  using the Conditioning enhancement,
  or Hypnotism when the ability has the
  Suggestion limitation.
  Mind Probe: Interrogation can
  replace IQ when probing living beings.
  When probing a computer (requires
  Cybernetic or Cybernetic Only), use
  Computer Hacking instead.
  Psychometry: Criminology, Fore-
  nsics, Search, etc. can replace IQ for
  active attempts to seek clues about
  past events at a location. Success pro-
  vides insights appropriate to the skill:
  motives for Criminology, items for
  Search, and so forth.
  Rapier Wit: This normally calls for
  Public Speaking, but the GM might
  allow Poetry or Singing – or even Kiai,
  for shouting insults!
  Telekinesis: Suitable DX-based
  skills always work remotely via this
  advantage.
  Terror: Intimidation can replace
  Will 
  when 
  using 
  the 
  Active 
  enhancement.
  True Faith: Use Exorcism in place
  of Will if the entity being repelled is
  susceptible to exorcism. Religious
  Ritual might also work, if the user
  takes the time to conduct a ritual.
  Warp: Navigation (Hyperspace)
  can replace IQ if Warp has the
  Hyperjump limitation.
  POWERS IN ACTION
  161
  Attributes, p. B172). Handle HT losses,
  and repairs made to reverse them, as if
  they were due to missed maintenance
  (see Maintenance, p. B485).
  Godlike Extra Effort: In campaigns
  intended to emulate heroic epics and
  over-the-top comics, the GM may let
  heroes trade more than 1 FP for extra
  effect. Use the same rules, but multi-
  ply bonus effect by the FP spent and
  ignore the 100% limit on the bonus.
  For instance, a hero who makes a
  Will-3 roll could burn 1 FP for 15%
  more effect . . . or 10 FP for 150%
  more effect. This greatly magnifies the
  power of heroes with large Energy
  Reserves (p. 119). Handle with care!
  Trading Fatigue for Skill
  You can instead put extra effort
  into focus and concentration to gain a
  one-time bonus to your success roll.
  This costs a flat 1 FP per +1 to the roll,
  to a maximum of +4. Since this use of
  extra effort actually increases control,
  it carries no risk of catastrophic fail-
  ure. It’s up to the GM whether you can
  combine this with trading fatigue for
  effect.
  This option is available for any
  active ability that requires a roll to
  activate or a Quick Contest with the
  subject. Passive abilities can’t use it.
  Neither can abilities that require an
  attack roll instead of an activation roll
  – the equivalent option for attacks is
  All-Out Attack (Determined).
  USING ABILITIES WITH SKILLS
  
  ABILITIES
  ENHANCING
  SKILLS
  The Basic Set defines many skill
  bonuses for passive abilities. Most of
  these apply all the time; the user does-
  n’t need to do anything. Active abilities
  can also simplify certain tasks – but
  they require conscious use, and only
  give bonuses if they work.
  For
  instance, Telekinesis gives +4 to tasks
  that benefit from High Manual
  Dexterity (itself a passive trait that
  always works) . . . if the user makes an
  IQ roll to use his TK properly. The
  catch is that active abilities can fail –
  sometimes badly – and give penalties.
  This makes them more of a gamble.
  The players are welcome to dream
  up interesting ways for abilities to
  assist skills. To provide an actual
  bonus, though, an ability must be a
  suitable tool for both the skill and the
  task in question. This depends some-
  what on the game world – comic-book
  supers often use their abilities in ways
  that wouldn’t suit a mythic-fantasy
  setting, and vice versa – but as always,
  the GM’s word is final.
  Once the GM and the player agree
  on what’s being attempted, the user
  rolls normally to activate his ability.
  Abilities that always activate – e.g.,
  Flight, 
  Innate 
  Attack, 
  Obscure,
  Telekinesis, and Temperature Control
  – require an IQ roll to direct them. If
  the GM lets skills enhance abilities,
  the user may roll against a skill
  instead, but this can’t be the skill that
  stands to gain a bonus on a success.
  Talent, if any, applies as usual.
  On a success, the user gets a skill
  bonus for that one task: +2 if his abili-
  ty does what fine-quality mundane
  equipment would do, or +4 if its aid is
  truly miraculous (GM’s decision).
  Inappropriate abilities give no bonus
  or penalty. These bonuses aren’t the
  same as those given under The Role of
  Talent (p. 158). You get a bonus equal
  to Talent only when your ability is pas-
  sive and would aid your skill without a
  conscious effort, or when attempting a
  skill roll because you’re using an abili-
  ty. You get a bonus for enhancing a
  skill only when you opt to involve one
  of your abilities in a mundane task
  that otherwise has nothing to do with
  your powers. The two never “stack.”
  On a critical success, the skill roll
  succeeds normally (don’t bother to
  roll) if effective skill was 3 or more.
  The user may opt to roll at the bonus
  above if he wants to try for a critical
  success – but if he fails, he fails. If
  effective skill was 2 or less, add the +2
  or +4 and roll normally if this raises
  effective skill to 3 or more. If final skill
  is less than 3, even with the bonus, the
  task remains impossible. All this
  assumes an appropriate ability, but in
  162
  POWERS IN ACTION
  Skills for Everyone
  In many settings, powers need training to be useful. As explained in
  Learning Powers (p. 35), the GM can require individuals with powers to
  train if they wish to add or improve abilities. Another, fully compatible
  option is to associate each of a power’s abilities with its own “power
  skill.” Heroes might learn power skills through trial and error (typical of
  super-powers), or seek training from ancient masters (traditional for
  chi, magical, and spirit powers), academies (appropriate for psi and
  magical powers), or monasteries (especially for chi or divine powers).
  When using this option, a power skill exists for any ability – passive
  or active – that requires an activation roll (not just an attack roll). This
  is a Hard skill named after the underlying advantage and based on its
  controlling score. Those who possess the ability must roll against the
  associated skill to use it. Unskilled users roll at default: (controlling
  attribute)-6. Talent benefits both trained and default use. Individuals
  who lack the ability can’t learn its skill or use it at default, even if they
  have the correct power and a high level of Talent.
  Example: Healing is based on IQ. If the GM requires skills to use psi
  powers, a psychic healer with Healing must roll against Healing
  (IQ/Hard) to use his ability – or at IQ-6 if untrained. In either case, his
  Healing Talent gives a bonus.
  The GM decides which powers require skills, and for which abilities.
  This has no effect on the cost of power modifiers or Talents, as the short-
  term drawbacks balance the long-term benefits. Those without training
  do have a large penalty (-6 for working at default) relative to individu-
  als with “wild” abilities or powers that don’t require skills. Even trainees
  who know the skill have a small penalty at low levels (-2 or -1 with only
  1 or 2 points in the skill). Ultimately, though, they can buy as much skill
  as they wish, allowing them to perform feats far beyond the capabilities
  of those limited to just attributes and Talent.
  Power Techniques
  Another option is to let heroes “buy off” the penalties that certain
  advantages assign to specific feats. Each such specialized use becomes
  a Hard technique (see Techniques, p. B229) that defaults to the control-
  ling attribute at the penalty given in the advantage description. The abil-
  ity’s owner can improve this like any other technique, but can’t exceed
  the controlling attribute. If using power skills, power techniques default
  to these at the same penalty, and can’t surpass the power skill.
  Example: Healing is at -6 to repair a crippled limb. The GM might
  permit a healer to learn Repair Limb as a Hard technique. Since this
  task is at -6, Repair Limb defaults to IQ-6. It can’t exceed IQ, or
  default+6 (7 points). If using power skills, the default is Healing-6 and
  the technique can’t exceed Healing skill.
  At the GM’s option, even those without powers can learn power tech-
  niques, if they possess suitable abilities – but only those with powers can
  have Talent and power skills.
  
  a silly campaign, the GM might let an
  inappropriate ability give +1 on a criti-
  cal success, if the explanation was
  clever enough.
  On a failure, the attempt is at -1.
  This becomes -2 if the ability used
  was, in the GM’s opinion, inappropri-
  ate. On a critical failure, the skill roll
  also critically fails, regardless of effec-
  tive skill – and if the ability was unsuit-
  able, the results should be embarrass-
  ing, too (-2 to reaction and Influence
  rolls with any witnesses).
  Some examples (this list isn’t
  exhaustive!):
  Clairsentience: +2 to Diagnosis,
  Lockpicking, Surgery, and similar
  skills in situations where being able to
  see inside the subject would be useful.
  This is equivalent to an X-ray machine
  or endoscope. Being able to see all the
  cards in a card game is good for +4 to
  Gambling.
  Control: See Control in Combat
  (p. 91) for bonuses.
  Create: +2 to Alchemy, Chemistry,
  Pharmacy, Poisons, and related skills
  if using a specialty of Create that can
  produce 
  useful 
  substances 
  on
  demand. This is about as useful as a
  well-stocked lab.
  Detect: +2 to Forensics, Observ-
  ation, Prospecting, Search, etc., when
  intentionally seeking anything the
  sense can find. A similar bonus
  applies to Electrician when using
  Detect (Electricity) to trace wiring.
  This is comparable to a portable sen-
  sor (e.g., a metal detector).
  Flight:
  +4 to Acrobatics (not
  Aerobatics), Climbing, Flying Leap,
  Jumping, and Light Walk rolls, by
  virtue of “body lightening.”
  Illusion: Using Illusion to project
  charts, images, and other media gives
  +2 to skill rolls against Public
  Speaking, Teaching, and so on during
  briefings and presentations.
  Mimicry: +2 to Acting rolls when
  impersonating someone else.
  Mind Reading: +2 to Influence
  skills, Tactics, or Strategy in situations
  where knowing what the subject is
  thinking would be useful. This bonus
  increases to +4 for Detect Lies or
  Fortune-Telling, not cumulative with
  the +3 for Empathy (it’s a more
  advanced version of the same thing).
  Obscure: +4 to Invisibility Art if
  using smoke or darkness to distract
  witnesses. This is better than the +3
  for a smoke bomb because viewers
  aren’t warned by seeing the bomb.
  Precognition: +4 to Gambling,
  Market Analysis, Tactics, or Strategy
  for a successful active use to predict
  the likely outcome of a game of
  chance, investment, or battle – and a
  similar bonus to use Meteorology to
  predict the weather.
  Psychometry: +4 to Tracking, but
  only if you know exactly who you’re
  following.
  Scanning Sense: +2 to Observation
  in any situation where the sense
  would work and be able to spot the
  objective. This is cumulative with the
  +2 for Detect.
  Telecommunication: Using Telesend
  on someone gives +2 to Hypnotism
  attempts, and to Leadership or
  Teaching rolls to tell him what to do.
  Telekinesis: +2 to use Filch, cheat at
  Gambling, or parry with Parry Missile
  Weapons, by moving objects without
  using your hands; +4 to DX-based
  rolls against Lockpicking, Surgery,
  and any other skill where a pair of
  hands inside what you’re working on
  would be helpful (cumulative with the
  +2 for Clairsentience).
  Warp: +4 to Shadowing attempts
  on foot, if used to bypass crowds,
  watch your quarry from rooftops, etc.
  The GM should require one Warp roll
  per Shadowing roll.
  When it comes to detecting abilities,
  two rules apply unless the underlying
  advantage specifically says otherwise
  or has modifiers that make it easier or
  harder to detect:
  1. Observers can only detect the
  ability if it’s currently in use or has
  enduring effects.
  2. Active uses are always detectable
  with vision, hearing, touch, and/or
  smell, while passive uses are only dis-
  cernable using special senses.
  The ability’s special effects – and the
  source and focus of the overarching
  power, if applicable – determine which
  senses work in each case.
  OBVIOUS
  EFFECTS
  If the ability isn’t based on a mental-
  influence 
  advantage 
  (e.g., 
  Mind
  Reading or Mind Control) or another
  trait with explicitly invisible effects,
  isn’t totally passive, and isn’t enhanced
  with No Signature (p. B106), then the
  buyer must describe a set of effects that
  are obvious to one or more ordinary
  human senses. These occur whenever
  he uses the ability. Observers notice
  them automatically, barring obstruc-
  tions or missing senses.
  If there’s any doubt as to whether
  a potential witness notices the abili-
  ty, make a Sense roll, modified as
  usual for his sensory capabilities
  (e.g., Hyperspectral Vision gives +3
  to see visible effects, while Acute
  Hearing 5 gives +5 to hear audible
  ones). Observers must always roll if
  the ability has the Low Signature
  enhancement; see Low or No
  Signature (p. 103) for penalties.
  POWERS IN ACTION
  163
  DETECTING ABILITIES
  The players are welcome to dream up
  interesting ways for abilities to assist skills.
  To provide an actual bonus, though, an 
  ability must be a suitable tool for both the
  skill and the task in question.
  
  In the case of a power, the GM
  should also specify one or more “spe-
  cial” senses that can detect all of the
  power’s active abilities by sensing its
  source or focus. For instance, Detect
  (Magic) or Magery would sense magi-
  cal abilities by detecting their source,
  while Infravision would be able to
  spot active uses of the Heat/Fire power
  by perceiving its focus (heat). Special
  senses work even when normal senses
  aren’t available, unless the ability has
  No Signature.
  All of this remains true when the
  user is undetectable. Invisible heroes
  who don’t want their abilities to give
  them away should add No Signature.
  SUBTLE EFFECTS
  Advantages with invisible effects,
  such as Clairsentience and Telekinesis,
  are genuinely undetectable to normal
  senses – even if their consequences are
  obvious, like a rock tossed with TK –
  unless given the Visible limitation
  (p. 112). The same goes for abilities
  with the No Signature enhancement.
  In most game worlds, such abilities
  still leave a “psychic impression,”
  “supernatural residue,” or “signature”
  that those with special senses can track
  down. Psychometry is the best tool for
  the job, but specific forms of Detect
  can also work.
  Abilities that aren’t currently in
  use, or totally passive ones, are never
  detectable except with a specialty of
  Detect specifically designed to identify
  individuals who have those abilities.
  See Detect (p. 47) for more on how
  to rate the rarity of foci and sources
  when buying the Detect advantage.
  Most of these notes apply to all
  abilities with combat uses, but a few –
  notably those under Defending with
  Powers (p. 167) – describe special
  moves intended for heroes with pow-
  ers. The GM decides whether fighters
  whose abilities don’t stem from pow-
  ers can use such tricks.
  ATTACKING
  Abilities with offensive potential –
  including Mind Control, Obscure, and
  many other advantages that aren’t
  “attacks” per se – fall into four cate-
  gories based on how they work in
  combat.
  Ranged Attacks
  Includes:
  Affliction, 
  Binding,
  Innate Attack, and abilities that affect
  others at a distance via the Ranged
  enhancement. However, attacks modi-
  fied with Emanation, Malediction, or
  Melee Attack – or Follow-Up limita-
  tions that tie them to melee attacks –
  fall into other categories.
  Hitting the Target: Take an Attack
  maneuver and roll against Innate
  Attack skill to hit. This is an ordinary
  ranged attack, and all the rules under
  Ranged Attacks (p. B372) apply.
  Aftermath: Unless the attack is
  Blockable (p. 110), the target can only
  dodge (but see Defending with Powers,
  p. 167). If the attack misses or the tar-
  get dodges, consult Hitting the Wrong
  Target (p. B389) or Scatter (p. B414), as
  applicable, unless the GM is using
  Collateral Damage (p. 165) instead.
  Melee Attacks
  Includes:
  All normally ranged
  attacks modified with Melee Attack, as
  well as “touch only” abilities such as
  Leech and Neutralize. Attacks tied to
  body weaponry via Follow-Up also
  involve a melee attack.
  Hitting the Target: Use an Attack
  maneuver to launch a melee attack,
  subject to all the usual rules; see Melee
  Attacks (p. B369). In most cases, a
  touch suffices and the roll is against
  DX or any unarmed combat skill – but
  Leech requires a grapple (with DX,
  Judo, Sumo Wrestling, or Wrestling)
  and Follow-Up attacks on Claws,
  Strikers, etc. call for an actual blow
  (with DX, Boxing, Brawling, or
  Karate). A few “touch only” abilities,
  such 
  as 
  Possession, 
  require 
  a
  Concentrate maneuver before an
  attack is possible.
  Aftermath: The target may try to
  dodge, block, or parry the touch, grap-
  ple, or blow. If he succeeds, the ability
  has no effect unless it has Aura or
  164
  POWERS IN ACTION
  Advantages with invisible effects, such as
  Clairsentience and Telekinesis, are genuinely 
  undetectable to normal senses. The same goes for
  abilities with the No Signature enhancement. 
  SUPERHUMAN ABILITIES
  IN COMBAT
  
  Melee Attack (Destructive Parry). In
  those cases only, the attack affects the
  defender’s shield on a block, weapon
  on an armed parry, or arm on a bare-
  handed parry; DR applies normally.
  Maledictions
  Includes:
  Attacks 
  with 
  the
  Malediction enhancement, and the
  majority of mental-influence advan-
  tages (e.g., Mind Control).
  Hitting 
  the 
  Target: 
  Take 
  a
  Concentrate maneuver and roll a
  Quick Contest with the target. The
  only combat modifiers that apply are
  those for range. Use -1 per yard for
  Malediction 1, the standard modifiers
  from the Size and Speed/Range Table
  (p. B550) for mental-influence traits
  and abilities with Malediction 2, and
  Long-Distance Modifiers (p. B241) for
  Malediction 3.
  Aftermath: The target’s defense is
  his resistance roll (but see Defending
  with Powers, p. 167).
  Emanations
  Includes: Ordinarily ranged attacks
  modified with Emanation, advantages
  such as Obscure and Mana Damper
  (Switchable), and similar zero-range
  area-effect abilities.
  Hitting the Target: Simply take a
  Ready maneuver and state that you’re
  turning on your advantage.
  Aftermath: Everyone in the area is
  “hit” automatically, although they may
  try to dive for cover (see Dodge and
  Drop, p. B377).
  Optional Rule:
  Coordinated Attacks
  This option lets heroes vanquish
  tough foes by carefully timing their
  attacks. There’s no restriction on the
  attacks used – special abilities, fists,
  guns, etc. – although it’s easier to coor-
  dinate related powers.
  Everyone who wants to coordinate
  should be able to communicate, if
  only with a few words or a gesture.
  The GM may exclude individuals who
  can’t communicate at all. In a realistic
  campaign, the GM might even require
  the 
  group’s 
  leader 
  to 
  take 
  a
  Concentrate maneuver and make a
  Leadership roll to instruct his allies
  for at least a second before everyone
  attacks. This might take several sec-
  onds if the leader can’t speak in person
  or by radio, and must rely on hand sig-
  nals. In a cinematic game, ignore this
  requirement.
  In addition, everyone must attack
  the same target at the same time. This
  means that at least some of the coordi-
  nating fighters will have to take Wait
  maneuvers.
  As soon as everyone can attack,
  each fighter attempts his attack roll.
  Since the attack occurs when the
  attackers can coordinate – not when
  their target gives them a clear shot –
  everyone rolls at -3 per fighter past the
  first (-3 for two, -6 for three, and so
  on). Those with Enhanced Time Sense
  (p. B52) roll at only -2 per extra attack-
  er. Add +1 if everyone in the group is
  using a power with the same source or
  focus, or +2 if everyone is using the
  same power. Talent and all standard
  attack modifiers apply as usual.
  POWERS IN ACTION
  165
  Collateral Damage
  In a high-realism game, the GM should use Tactical Combat
  (pp. B384-392) on a battle map to determine where missed shots go,
  and HP and DR of Objects and Cover (p. B557) to assess damage to the
  surroundings. In a cinematic game, though, this degree of detail can
  spoil the mood. The GM is free to decree that all misses vanish harm-
  lessly, of course, but property damage is a hallowed tradition in many
  genres – especially supers! Below is a quicker, less-realistic alternative
  for larger-than-life battles.
  Whenever an attack misses or is dodged, and whenever any area
  effect, cone, or explosion goes off, roll 3d on the table below. Only roll if
  there are bystanders or breakable objects present (on a busy street,
  inside the Secret Underground Fortress, etc.), and only if the attack
  could actually affect someone or something in the area. Even nonlethal
  attacks require a roll, though. An Affliction or Fatigue Attack can mean
  a lawsuit if it causes someone to stumble and break a tooth (or worse),
  and a “harmless” Binding might foul and damage delicate machinery.
  Modifiers: Lethal attacks: +2 for 10d damage, +4 for 100d damage,
  and so forth; +2 if incendiary or burning; +2 if area effect, cone, or
  explosion.
  Nonlethal attacks (Affliction, Binding, Fatigue Attack, etc.): -8.
  All attacks: +2 indoors; +2 in the presence of dangerous surround-
  ings (rocket fuel, high-tension cables, etc.); +2 if the attacker is trying to
  cause collateral damage instead of attacking a specific target; -2 per -1
  a cautious attacker accepts on his attack roll specifically to avoid collat-
  eral damage.
  8 or less – No appreciable damage.
  9-10 – An object susceptible to the attack sustains $100 worth of dam-
  age, or a person is harmed badly enough to justify a $100 fine or law-
  suit; e.g., a broken window or dented fender, or a minor graze or torn
  shirt.
  11-12 – Damages totaling $1,000; e.g., a broken computer or car wind-
  shield, or a loose tooth or permanent scar.
  13-14 – Damages totaling $10,000; e.g., a caved-in wall or totaled car, or
  a broken limb or other major injury.
  15-16 – Damages totaling $100,000; e.g., a house fire, a blast that shat-
  ters every window for a block, or a coma or similar injury that caus-
  es lasting harm.
  17-18 – Damages totaling $1,000,000; e.g., a multi-house fire, or serious
  injuries to many people. The GM might instead rule that a bystander
  is killed.
  19 or more – Damages totaling $10,000,000; e.g., a fire that consumes
  a city block, the destruction of irreplaceable lab equipment, multiple
  deaths, or a similar catastrophe.
  
  A fighter can opt out of a
  Coordinated Attack at the last
  moment. If so, he ignores the special
  modifiers above. However, his allies
  suffer the penalty for the original num-
  ber of fighters involved, as they didn’t
  know their ally’s true intentions.
  The attackers must choose one of
  these options before anyone rolls to
  hit:
  •Overwhelm: This is an attempt to
  overload the target’s defenses with
  simultaneous attacks from different
  angles. Each coordinated attacker
  after the first who hits gives the vic-
  tim -2 to active defenses or -1 to
  resistance rolls against all of the
  attacks. Halve this penalty (dropping
  all fractions) if the target has
  Enhanced Time Sense.
  • Wound:
  The attackers may
  instead concentrate their attacks on
  one specific point. They must all be
  able to attack the same side of the
  same hit location. Those who hit add
  their damage together for knockback
  purposes, which is useful for pushing
  high-ST foes off precipices, into
  prison cells, etc. Apply the target’s DR
  separately to each attack for the pur-
  pose of determining injury – but add
  together attacks that don’t penetrate
  DR when assessing blunt trauma (see
  p. B379).
  After working out the final HP of
  injury inflicted by each attack – tak-
  ing into account DR, damage type,
  hit location, etc. – add the injuries
  together and treat them as a single
  wound for the purpose of shock,
  knockdown, stunning, crippling, and
  anything else that depends on wound
  size. This lets attackers with relative-
  ly weak attacks inflict major wounds
  on opponents with high DR . . . or
  blow apart a foe with Supernatural
  Durability.
  Coordinated attackers can even
  launch (tough!) friends by capitalizing
  on combined knockback. Apply these
  rules as usual, but halve “knockback”
  for a vertical launch. The living projec-
  tile can coordinate with his launchers;
  he counts as an attacker, and must
  make his Jumping roll at the same
  penalty as the others’ attack rolls.
  Success lets him add his broad-jump
  distance to horizontal knockback, 
  his high-jump distance to vertical
  knockback.
  New Technique: 
  Coordinated Attack
  Hard
  Defaults: prerequisite skill.
  Prerequisite: Any combat skill.
  Fighters who practice together
  may learn this technique for use when
  coordinating with members of that
  group (only). It has no maximum
  level. Apply Coordinated Attack modi-
  fiers to this technique and use the
  result instead of combat skill for the
  attack. If it exceeds combat skill,
  reduce it to that level before applying
  other modifiers.
  Optional Rule:
  Ricochets
  The GM may let heroes bounce
  attacks off walls, the ground, and so
  on to surprise enemies and hit foes
  around corners. This is consistent
  with the laws of physics in comic
  books and anime. GMs running realis-
  tic games use this rule at their own
  risk!
  An attack can only ricochet if DR
  affects it and it requires an attack roll.
  Attacks that bypass DR don’t ricochet
  – they go straight through obstacles.
  Those that require only a resistance
  roll (like Maledictions) don’t cross the
  intervening space, and don’t need a ric-
  ochet to hit a target the user knows
  about.
  To attack with a ricochet, the
  attacker must be able to see his target,
  detect it using a ranged sense that’s
  equivalent to vision (e.g., Scanning
  Sense), or know for sure where it is.
  This might be as simple as looking
  down a hall or peering through a wall
  with Penetrating Vision – or as com-
  plex as using mirrors, cameras, or sen-
  sory impressions sent by an ally with
  Telesend. The GM should require a
  Sense roll if there’s any doubt as to
  whether the attacker can spot his
  quarry, at -2 per camera, mirror, tele-
  pathic relay, or other “remove.”
  The attacker must then describe
  his attack’s path. He can bounce his
  attack off of as many surfaces as he
  likes. Each ricochet diminishes the
  attack’s effectiveness, though, so he
  should try to keep the number low.
  Ignore such details as angle of inci-
  dence and the DR and HP of the sur-
  faces. Those would only matter if this
  rule were realistic!
  Once the attacker knows where his
  target is and how his attack will get
  there, he rolls to hit. This is a regular
  ranged attack, with three exceptions.
  First, the total path length – not the
  straight-line distance to the target –
  determines the range penalty. Second,
  if spotting the target required a Sense
  roll at a penalty, that penalty applies to
  the attack roll, too. Finally, there’s an
  additional -2 per bounce.
  166
  POWERS IN ACTION
  
  If the attack succeeds, the target
  may defend . . . if he knows he’s being
  attacked. An attack that suddenly
  comes bouncing around a corner is
  effectively a surprise attack. An attack
  from in front of the target that
  bounces around and hits him from
  behind or above isn’t, but it still gives
  -1 to defenses per bounce. The victim
  knows he’s being attacked, just not
  from what angle.
  Reduce the damage rolled for the
  attack – or the level of Affliction,
  Binding, etc. – by 10% per bounce
  (round down). For a Follow-Up attack,
  only the carrier is weakened. Don’t
  worry about damage to the bouncing
  surfaces, though. That’s no more rele-
  vant than DR and HP were in the first
  place.
  In battles between heroes who can
  see each other, the GM may reduce
  this rule to its fundamentals: -2 to hit,
  -1 to defend, and -10% to damage per
  bounce.
  DEFENDING
  WITH POWERS
  Defensive advantages – Damage
  Resistance, Mind Shield, Resistant,
  etc. – are nearly always passive. The
  possessor doesn’t have to “use” them
  to enjoy their protection. In the
  absence of limitations, they work all
  the time.
  Buying such a trait as part of a
  power changes nothing – it protects
  against everything the “wild” advan-
  tage does. For instance, Damage
  Resistance that belongs to a power
  stops both mundane and powered
  attacks, and does so regardless of its
  power modifier or that of the attack
  (unless one of the power modifiers is
  Cosmic). Modifiers can change this, of
  course: a defense with Limited is
  effective against only some attacks,
  penetration modifiers (Follow-Up,
  Malediction, Sense-Based, etc.) often
  let attacks bypass DR, and so on.
  In heroic settings, though, individ-
  uals with powers often enjoy a broad
  mastery of their power that tran-
  scends its specific abilities. They can
  bend the usual assumptions, taking
  control of normally passive defenses
  in order to defend actively, perhaps
  even using non-defensive abilities to
  blunt attacks. These rules cover
  “power defenses” like this. Work out
  Power Dodge, Power Parry, and Power
  Block ahead of time and record them
  next to the associated abilities on the
  character sheet.
  As with mundane active defenses,
  power defenses get +1 for Combat
  Reflexes, +2 for All-Out Defense
  (Increased Defense), and are unavail-
  able to a fighter who makes an All-Out
  Attack or doesn’t know he’s under
  attack. Power defenses aren’t mun-
  dane defenses, though. A hero can
  attempt a Power Block and a mun-
  dane block on the same turn, has no
  penalty on future parries if he tries a
  Power Parry, and can attempt a Power
  Parry during a Move and Attack. No
  one may use more than one power
  defense per turn, however.
  These rules don’t apply to abilities
  with the Active Defense limitation.
  Such abilities use the rules under
  Active Defense (p. 112) instead.
  Power Dodge
  If a switchable movement ability or
  physical transformation is instanta-
  neous – either in its unmodified form
  or due to Reduced Time (p. B108) or
  Reflexive (p. 109) – the user might be
  able to use it to evade attacks. This is
  only possible if the GM feels that acti-
  vating the ability would cause the
  attack to pass harmlessly around or
  through the defender. Treat this as a
  dodge, but roll against the following
  score instead of Dodge:
  Power Dodge = Basic Speed + 3
  + Talent/2
  Drop all fractions. Standard
  Dodge modifiers apply, except those
  for Acrobatic Dodge, bad footing,
  dodge and drop, encumbrance, pos-
  ture, relative height, retreating, and
  shield DB.
  Success means the attack doesn’t
  affect the defender at all. Failure
  means it hits before his ability goes
  off. Either way, the ability activates.
  Exception: If using Crippled Abilities
  (p. 156), a critical failure means the
  ability fails completely, in addition to
  the usual effects of a critically failed
  defense roll.
  Treat a Power Dodge as an active
  use of the ability for all purposes:
  detection, FP cost (if any), Limited
  Use, etc. A physical transformation
  leaves the defender in altered-body
  form. On his turn, he can opt to switch
  back or remain in that form.
  Whether a Power Dodge is better
  than an ordinary dodge depends on
  the situation and the ability. It can
  sometimes avoid attacks that a stan-
  dard dodge couldn’t hope to avoid.
  Examples include:
  Insubstantiality: Success means the
  attack passes right through. This
  works against everything – even area-
  effect, cone, and explosion attacks.
  But if the attack has Affects
  Insubstantial, the Power Dodge is
  worthless.
  Morph: A successful dodge means
  you change shape in such a way that
  the attack passes over, under, through,
  or past you. Specify the details; for
  instance, “I become a mouse and drop
  under the attack” or “I turn into a
  giant donut so that the attack passes
  through the hole.”
  Permeation: Only allowed if you’re
  standing on a surface you can perme-
  ate. Success means you sink into the
  ground and the attack passes over
  you.
  Shadow Form: Success means you
  become a shadow on the ground, wall,
  etc., before the attack hits. This lets
  you dodge in many situations where
  movement is impossible.
  Shrinking: Success lets you shrink
  away from or under the attack without
  ducking or sidestepping. This permits
  a dodge even when restrained.
  Warp: This advantage has specific
  rules for evading attacks (see p. B98).
  Use those instead of a Power Dodge.
  Power Parry
  An Innate Attack can sometimes
  knock aside or “shoot down” another
  Innate Attack, much as one melee
  weapon can parry another. This is a
  Power Parry. It’s normally only possi-
  ble in two situations:
  1. If the defending and attacking
  powers share a focus, the defender
  can exploit his control over the focus
  to weaken the attack. This is regard-
  less of source. For instance, two oppo-
  nents with Heat/Fire power can use
  their attack abilities to defend against
  one another . . . even if one is a priest
  with a Divine power and the other is a
  wizard with a Magical power.
  POWERS IN ACTION
  167
  
  2. If the defending and attacking
  powers are opposed (see Opposed
  Powers, p. 21), the defender can par-
  tially cancel out the attack by brute
  force. Again, source doesn’t matter.
  For example, a super with the Cold/Ice
  power and another with the Heat/Fire
  power could attack and parry with
  their icy and fiery bolts.
  In games that obey traditional
  comic-book physics, the GM should
  ignore all this and let any attack parry
  any other!
  The only other requirements are
  that the parrying ability be currently
  accessible and have no limitation that
  prevents immediate activation, such
  as Takes Extra Time. Neither its other
  modifiers nor its damage type are
  important. For instance, an expanding
  ring of frost bought as a Fatigue
  Attack with Emanation and Freezing
  can parry a fireball bought as a
  straight-up Burning Attack. In all
  cases, the GM’s word is final.
  Calculate Power Parry as follows:
  Power Parry = 3 + (Innate Attack
  skill + Talent)/2
  Drop all fractions. For abilities that
  don’t use Innate Attack skill (e.g.,
  Emanations), use the formula under
  Power Block (below) instead. Standard
  Parry modifiers apply, with a few
  exceptions: there’s no penalty to parry
  a ranged attack; shield DB only adds if
  the attacking ability has the Blockable
  or Melee Attack limitation; and modi-
  fiers for bad footing, posture, and rel-
  ative height only apply if the parrying
  ability has Melee Attack.
  On a success, each fighter rolls his
  damage. The defender subtracts his
  damage from that of the attacker.
  (Exception: If the parrying ability has
  Wall, subtract its DR.) If the defender
  rolls less damage than his attacker, the
  residual damage affects him normally
  – but if he took All-Out Defense
  (Double Defense), he can try to dodge
  this. If his damage equals or exceeds
  that of his attacker, he’s unharmed; he
  doesn’t damage his foe. If using
  Collateral Damage (p. 165), roll once
  on the table, using the larger attack’s
  damage type and the modifier for the
  difference between damage dice.
  On a failure, the defender is hit
  normally. His attack still goes off,
  though – roll for both attacks if using
  Collateral Damage. Exception: If the
  GM is using Crippled Abilities (p. 156),
  a critical failure means the ability fails
  completely, on top of the usual effects
  of a critically failed defense roll.
  Power Parry is meant for Innate
  Attacks, but the GM can let Afflictions
  parry other Afflictions and Bindings
  parry other Bindings. These attacks
  cancel out on a level-by-level basis:
  Affliction 3 reduces Affliction 4 to
  Affliction 1, Binding 15 reduces
  Binding 25 to Binding 10, and so on.
  The GM might even let any attack
  ability parry any other. If so, 1d of
  Innate Attack, one level of Affliction,
  and five levels of Binding are equiva-
  lent for the specific purpose of negat-
  ing one another; e.g., Affliction 8
  reduces Innate Attack 10d to 2d, and
  Binding 20 reduces Innate Attack 10d
  to 6d and Affliction 8 to Affliction 4.
  Power Parry is an active use of the
  parrying ability for all purposes.
  Power Block
  If the GM wishes, those with pow-
  ers can “reinforce” normally passive
  defensive abilities to better obstruct
  incoming attacks. This feat – called 
  a Power Block – is possible in three 
  situations:
  1. The attack is Affliction or Innate
  Attack, the defensive ability is a form
  of Damage Resistance that’s effective
  against the attack, and the two abili-
  ties belong to powers that either have
  the same focus or are opposed. The
  justification here is identical to that
  for Power Parry, and the GM is free to
  waive the restrictions on focus.
  2. The attacking ability calls for a
  resistance roll and the defending abil-
  ity provides a bonus to that roll; e.g.,
  Mind Shield vs. Mind Control. In this
  case, focus and source are unimpor-
  tant. The GM might even allow a
  Power Block with an ability that does-
  n’t belong to a power.
  3. The attack is Affliction or Innate
  Attack and the defending ability is a
  variety of Control or Obscure that
  could reasonably influence or block
  the attack’s focus; e.g., Control (Light)
  or Obscure (Vision) vs. a laser.
  In cases 1 and 2, the defending
  ability can’t have the Active Defense
  limitation; if it does, it already
  requires a defense roll to work at all,
  and can’t be reinforced. In case 3,
  Control and Obscure can’t have any
  limitation that prevents rapid activa-
  tion (e.g., Takes Extra Time).
  Calculate Power Block as follows:
  Power Block = 3 + (HT +
  Talent)/2, for physical abilities.
  Power Block = 3 + (Will +
  Talent)/2, for mental abilities.
  Drop all fractions. Standard Block
  modifiers apply, except those for foot-
  ing, posture, relative height, retreat-
  ing, and shield DB.
  Success means the attack still hits
  but the defense is greatly enhanced. A
  defensive ability gets double its usual
  DR or resistance bonus against the
  attack, while each level of Control or
  Obscure provides DR 1 or +1 to resist,
  as applicable. Thus, a weak-but-talent-
  ed telepath with Mind Shield 4 could
  double his resistance bonus to +8,
  almost ensuring successful resistance,
  while a smoke-tossing super could use
  Obscure 10 (Vision) to get DR 10 vs. a
  laser.
  Failure means the defense has no
  effect – not even its usual effect. The
  attack goes right through it. A defender
  168
  POWERS IN ACTION
  In games that obey traditional
  comic-book physics, the GM should 
  let any attack parry any other!
  
  taking 
  All-Out 
  Defense 
  (Double
  Defense) can try another defense; oth-
  erwise, he’s out of luck. If the GM is
  using Crippled Abilities (p. 156), criti-
  cal failure can also cripple the ability.
  Thus, Power Block is a bit of gamble.
  Use it wisely!
  Power Block counts as an active
  use of the defending ability, even if
  that ability is normally passive.
  RESISTING
  ABILITIES
  These rules are only for abilities
  that have resistible effects. They apply
  specifically to resistance rolls – not to
  attack rolls for resisted abilities or
  defense rolls against them.
  Uncontested Resistance
  Some abilities offer the subject a
  simple resistance roll against an
  attribute, Will, or Per, with success
  indicating that he’s unaffected.
  Examples include Afflictions (except
  those with Malediction), Terror
  (unless given Active), and anything
  with the Glamour or Resistible limi-
  tation. Should it be unclear which
  score to use, assume HT if the ability
  affects the body, Will if it affects the
  mind.
  Modifiers to Resistance Roll: A
  penalty equal to level-1 for Affliction;
  the Fright Check penalty bought for
  Terror; a modifier ranging from -5 to a
  bonus for Glamour or Resistible.
  Those attacking with Affliction can
  use Trading Fatigue for Effect (p. 160)
  to increase the level, and hence the
  penalty, temporarily. Coordinated
  Attack (Overwhelm) gives -1 per
  attack after the first that hits; see
  p. 165. See Power Block (p. 168),
  Advantages 
  that 
  Aid 
  Resistance
  (below), and Trading Fatigue for
  Resistance (below) for bonuses.
  Contested Resistance
  Other abilities resolve resistance
  using a Quick Contest between attack-
  er and defender. These obey the rules
  under Resistance Rolls (p. B348). Such
  attacks include Neutralize, anything
  modified with Malediction, and most
  mental-influence abilities – Illusion
  (Mental), 
  Mind 
  Control, 
  Terror
  (Active), etc.
  Modifiers to Attacker’s Roll: A bonus
  equal to Talent; +1 to +4 from Trading
  Fatigue for Skill (p. 161).
  Modifiers to Defender’s Roll: All
  modifiers to resistance rolls given
  under Uncontested Resistance (above).
  Enforce The Rule of 16 (p. B349)
  after
  both sides have added all 
  modifiers.
  Advantages that 
  Aid Resistance
  Many advantages give bonuses 
  to resist specific types of attacks,
  including:
  Damage Resistance: Adds to rolls
  to resist Afflictions – but Armor
  Divisor adjusts DR, while other pene-
  tration modifiers (e.g., Follow-Up,
  Malediction, Respiratory Agent, and
  Sense-Based) bypass it completely.
  Enhancements and limitations on 
  the DR
  can be important, too.
  Directional and Partial mean the DR
  only applies if the attack strikes cer-
  tain hit locations; Limited restricts
  the bonus to Afflictions in a specific
  category; and only DR with Force
  Field covers the eyes.
  Fearlessness: Adds to rolls to resist
  any mental-influence ability when the
  attacker’s objective is to cause fear or
  induce a Fright Check.
  Fit: Gives +1 (Fit) or +2 (Very Fit)
  to any HT-based resistance roll.
  Hard to Kill: Adds to resistance
  against Afflictions modified with
  Heart Attack.
  Hard to Subdue: Adds to resistance
  against Afflictions modified with
  Coma, Sleep, or Unconsciousness.
  High Pain Threshold: Gives +3 to
  resist Afflictions modified with Agony
  or Pain (any level).
  Magic Resistance: Adds to rolls to
  resist any ability with the Magical
  power modifier.
  Metabolism Control:
  With the
  Mastery enhancement, gives a bonus
  equal to its level to any HT-based
  resistance roll.
  Mind Shield: Adds to any IQ, Will,
  or Perception roll made to resist men-
  tal-influence abilities or abilities with
  the Glamour limitation.
  Protected Power (p. 69): Gives +5 to
  resist direct attacks on the power itself;
  e.g., Neutralize.
  Protected Sense: Gives +5 to resist
  Sense-Based attacks that exploit the
  shielded sense.
  Resistant: Resistant gives +3 or +8
  to resist a broad category of attacks;
  e.g., Resistant (Poison) adds to rolls to
  resist any Affliction, Fatigue Attack, or
  Toxic Attack defined as poison. It’s
  possible to buy Resistant against all
  resistible abilities of a given power,
  focus, or source; see Resistant (p. 71)
  for details.
  Trading Fatigue 
  for Resistance
  At the GM’s option, the target of
  any ability that allows a contested
  resistance roll can sacrifice FP for a
  bonus to resist. When using this rule,
  the attacker rolls secretly and tells the
  defender whether he succeeded or
  failed, but not his margin of success.
  The defender then declares how many
  FP he wishes to spend (maximum 4
  FP), marks off the FP, and makes his
  resistance roll at +1 per FP used. This
  only benefits that one roll.
  This rule is optional – but in the
  interest of fairness, the GM should
  probably use it if he allows Trading
  Fatigue for Skill (p. 161). Like extra
  effort, this option is unavailable to indi-
  viduals with the Machine meta-trait.
  POWERS IN ACTION
  169
  Talent as Resistance
  Those who possess powers enjoy a degree of subconscious control
  over their power’s focus and source, distinct from its specific abilities.
  This is the reasoning behind Power Parry (p. 167) and Power Block
  (p. 168). Optionally, the GM may use the same logic to permit those who
  have Talent with a power to add it to all rolls to resist that power’s abil-
  ities. The defender only gets this bonus if his assailant’s power has the
  same source, focus, and power modifier as his own.
  
  The players will eventually try to
  use the PCs’ abilities in ways that no
  advantage or modifier provides rules
  for – particularly in campaigns that
  emulate myth, high fantasy, or comic
  books. The GM is free to forbid such
  attempts, of course, but it’s more fun
  to allow them . . . as long as the risks
  balance the potential rewards.
  These rules cover some of the more
  common heroic “stunts.” They’re com-
  pletely optional, and it’s up to the GM
  whether they apply to all advantages,
  only to exotic or supernatural ones, or
  only to the abilities of powers. Be
  aware that these options make abili-
  ties much more flexible.
  In all cases, a critical failure to per-
  form a stunt involving a power can
  cripple the power, if Crippled Abilities
  (p. 156) is being used.
  COMBINING
  POWERS
  In many kinds of fiction, power-
  wielders – notably wizards, psis, and
  supers – can cooperate to produce
  effects that exceed their individual
  capabilities. This stunt, known as
  combining powers, is an involved
  process that directly links the partici-
  pants’ powers. If the objective is mere-
  ly to gang up on an opponent, make a
  Coordinated Attack (p. 165) instead.
  Any number of people can com-
  bine powers, but only if their powers
  have the same source: all divine, all
  psionic, etc. Their powers needn’t
  have a common focus, though. For
  instance, priests of like-minded gods
  could combine divine powers, and
  espers and telepaths could combine
  psi powers. Those with identical pow-
  ers (all priests of Loki, all psionic
  telepaths, etc.) can combine more
  effectively, however.
  The GM has the final say on who
  can combine powers with whom.
  Linking Up
  The first step in combining powers
  is “linking up.” This normally requires
  the entire group to be in physical con-
  tact (but see below). Topology is unim-
  portant as long as each participant is
  touching at least one other. The most
  common configurations are touching
  a common center and holding hands –
  often in a circle. In combat, some
  group members might have to take
  Move maneuvers to get close enough
  to touch others. Establishing contact
  with someone in reach requires a
  Ready maneuver.
  Individuals unable to touch the
  rest of the group physically can still
  join via a mental link. The remote
  participant must either contact or be
  contacted by another member of the
  group using Mind Reading or
  Telesend. Use the standard rules to
  initiate 
  contact; 
  this 
  generally
  requires a Concentrate maneuver.
  There’s one drawback, though: men-
  tally linked participants can only
  combine powers that originate from
  the same source as the ability used to
  establish contact; e.g., a mental link
  via psionic Mind Reading would only
  be useful when combining psionic
  powers.
  Once everyone is in contact, physi-
  cally or mentally, they must form a
  link between their powers. Each mem-
  ber of the group must take a
  Concentrate 
  maneuver 
  and 
  roll
  against IQ.
  170
  POWERS IN ACTION
  STUNTS
  Creative Uses of 
  Special Effects
  Most abilities are “second nature,” like walking and talking. The GM
  shouldn’t require die rolls for trivial feats that take advantage of their
  special effects (see Special Effects, p. 113) – any more than he would
  make the PCs roll against DX to cross the street or IQ to engage in casu-
  al conversation. For instance, if Laser Lad buys Burning Attack
  (Variable), the GM should let him reduce it to 0d and use it as a laser
  pointer without a roll against Innate Attack skill.
  Exploiting special effects in a manner that affects the plot (see When
  to Roll, p. B343, for guidelines) does require a roll, just as crossing a
  tightrope or inciting a riot requires a skill roll for walking or talking. The
  roll needn’t be against the score that usually controls the ability, howev-
  er. Use DX if reflexes matter, IQ if strategy or planning is important, and
  a skill if knowledge is involved. The GM might require Laser Lad to roll
  against Artist skill to burn a complex diagram on the wall, for example.
  As long as the stunt is still a minor use of special effects, though, it
  requires no penalties or costs to be balanced.
  If a hero wishes to use one of his abilities as a different ability with
  similar special effects, that should require a die roll and involve costs or
  penalties; see Using Abilities at Default (p. 173). This would be the case
  if Laser Lad tried to blind someone with his laser, using his Innate
  Attack as an Affliction.
  Any number of people can combine
  powers, but only if their powers 
  have the same source: all divine, 
  all psionic, etc.
  
  Modifiers: A penalty equal to the
  number of other people involved (-1
  for a group of two, -2 for a group of
  three, and so on); -2 if connected via a
  one-way mental link; +0 if using a
  physical link or two-way mental link
  (both parties using Telesend, one
  party using both Telesend and Mind
  Reading, etc.); Talent (the highest
  Talent, for those with multiple powers
  that share the group’s common
  source); +5 if the entire group has the
  same power.
  Success links that individual’s pow-
  ers to the group. Failure means he
  can’t participate, but his power still
  lets him act as a “bridge” between
  other group members. Critical failure
  may cripple his power (see Crippled
  Abilities, p. 156), and cuts off those
  whose sole link to the group runs
  through him.
  If the entire group agrees, those
  who failed can try again. Everyone
  must reroll, but this only counts as a
  repeated attempt for those who failed
  (see Repeated Attempts, p. 159). Use
  the same rule when a latecomer tries
  to join – but remember to apply the
  modifier for the new group size.
  The GM is free to impose other con-
  ditions that suit the powers involved.
  Onerous requirements should come
  with compensating benefits. For
  instance, priests might require a full
  minute of ritual prayer to link up, but
  get to roll against the higher of IQ and
  Religious Ritual skill to do so.
  Combined Powers 
  in Action
  Linking up lets the group combine
  its abilities and Talents. For each task,
  the group must select one of their
  number as leader. This person can
  change from task to task. The leader
  can use any of his abilities for the task,
  and makes all associated die rolls . . .
  but he gets a big boost from his 
  companions.
  Talent
  The leader’s effective Talent is his
  native Talent, plus 1/2 the total Talent
  of all group members who share the
  power he’s using, plus 1/4 the total
  Talent of members who share only the
  source of that power. Drop all frac-
  tions. Effective Talent can exceed four
  levels.
  Ability
  If the ability comes in levels, dice,
  ST points, etc., the leader’s effective
  level is equal to the highest level
  among those who possess the same
  ability and power, plus 1/2 the total
  level of all other participants with that
  ability and power, plus 1/4 the total
  level of those who have an ability that
  uses the same advantage but belongs
  to a different power of the same
  source. Drop all fractions.
  If the ability doesn’t come in levels,
  the extra power lets the leader tem-
  porarily add or improve enhance-
  ments to his ability, remove or reduce
  its limitations, or both. Those with the
  same ability and power as the leader
  give +50% apiece; those with similar
  abilities from other powers of the
  same source give +25% each. The
  leader can modify his ability in any
  way his power and the GM allow. The
  GM should always permit boosts in
  area, duration, and range.
  In either case, someone whose abil-
  ity has limitations can only contribute
  if the GM agrees that the ability would
  be useful for that specific task.
  Other Effects
  If the ability has a FP cost – for nor-
  mal use or for a special feat like extra
  effort – the group can divide this
  among themselves however they
  please. In the event of a dispute, the
  GM can split the cost equally or just
  roll randomly to see who pays.
  There are only two drawbacks to
  combining powers. First, critical fail-
  ures affect each and every member of
  the group as if he, personally, had
  rolled a critical failure. Second, each
  use of a particular ability by the group
  counts as a use for every participant,
  for all purposes (repeated attempts,
  Limited Use, etc.).
  Unlinking
  Any participant can end his
  involvement at any time, as a free
  action. Unlinking isn’t always volun-
  tary, though. A group member who’s
  stunned must make a Will-3 roll, with
  failure meaning he’s unlinked. One
  who is knocked out, or suffers an inca-
  pacitating or mortal affliction (see
  Afflictions, p. B428), is automatically
  unlinked. A physically linked partici-
  pant is immediately unlinked if move-
  ment, knockback, or anything similar
  forces him to break physical contact
  with the group. A mentally linked indi-
  vidual is instantly unlinked if the abil-
  ity mediating his link fails due to jam-
  ming, incapacitation, etc. Those
  whose sole link to the group is
  through someone who’s no longer
  linked are themselves unlinked.
  The only effect unlinking has on
  the group is the loss of access to the
  gifts of the unlinked individual(s).
  Example of 
  Combined Powers
  Four of the East Side Mutants are
  trapped behind 10 tons of reinforced
  concrete in the collapsing stronghold
  of the nefarious Dr. Boom. They all
  have Telekinesis (TK), but even their
  strongest telekinetic, Singularity, can’t
  budge the rubble – his TK 40 can only
  move 3,200 lbs. at Extra-Heavy
  encumbrance. The Mutants decide to
  combine their powers to escape.
  Degauss has Magnetism power,
  Talent 2, and Telekinesis 30; his TK
  has the Magnetic limitation, but the
  GM rules that he can lock onto the
  steel rebar in the rubble. Poltergeist
  has Psychokinesis (PK) power, Talent
  3, and TK 30. Singularity has Gravity
  power, Talent 2, and TK 40. Sk8ter
  has Kinetic Energy power, Talent 4,
  and TK 18. All four have the Super
  power modifier, so they can combine
  powers.
  The Mutants’ leader – a brain-in-a-
  jar 
  known 
  only 
  as 
  Professor
  Hippocampus – is across town at
  Mutant HQ. Sk8ter calls the Prof on
  her cell phone and fills him in on the
  situation. The Prof has Telepathy
  power, Telepathy Talent 4, and
  Telesend . . . and also PK power, PK
  Talent 2, and TK 40. Luckily, both of
  his powers have the Super modifier, so
  he can use Telesend to link up with
  Sk8ter and lend his PK to the task.
  With the Prof in her head, Sk8ter
  touches hands with her three compan-
  ions and they all concentrate.
  Everyone has to roll against IQ, at -4
  for four other participants. Talent
  reduces this to -2 for Degauss and
  Singularity, -1 for Poltergeist, and 0
  for Sk8ter and the Prof (he uses his
  best Talent) – but the Prof has an extra
  -2 for a one-way mental link, for a net
  -2. Being smarter than average, every-
  one succeeds, establishing the link.
  POWERS IN ACTION
  171
  
  Since the group has two psychoki-
  netics and knows that identical pow-
  ers work well together, they designate
  Poltergeist as their leader (the 10-yard
  range limit on TK puts the Prof out of
  the running). Poltergeist gets her PK
  Talent; plus 1/2 the Prof’s PK Talent,
  since they share PK power; plus 1/4
  the others’ Talents, since they share
  only a source. That comes to 3 + 2/2 +
  (2 + 2 + 4)/4 = 6.
  As for Telekinesis, Poltergeist uses
  the highest level possessed by those
  who share her power, which is the
  Prof’s 40, plus 1/2 her own TK level,
  plus 1/4 the others’ levels. This is 40 +
  30/2 + (30 + 40 + 18)/4 = 77.
  Telekinesis 77 still isn’t enough to
  move 10 tons . . . but Poltergeist can
  apply her high effective Talent to use
  extra effort. At -1 to Will per extra 5%,
  she goes for an extra 30%. The +6 for
  Talent cancels the -6 on the roll. She
  makes her Will roll, pays 1 FP, and
  adds 30% to the combined TK level.
  That comes to TK 100 – and ST 100 is
  just enough to lift 10 tons at Extra-
  Heavy encumbrance. With a titanic
  effort, the Mutants toss aside the con-
  crete slab and escape to freedom!
  TEMPORARY
  ENHANCEMENTS
  Many fictional adventurers blithely
  modify their abilities on the fly, meet-
  ing each problem with a creative solu-
  tion. Players who want to do this kind
  of thing regularly should consider tak-
  ing Selectivity (p. B108) alongside
  many other enhancements, connect-
  ing several related abilities using the
  Alternative Abilities rule (p. 11), or just
  buying Modular Abilities (p. B71). The
  GM might allow anyone to add tempo-
  rary enhancements in a pinch, though
  . . . at a cost.
  The first step is to specify the
  game-world effects of the stunt. The
  player must tell the GM exactly what
  he wishes to accomplish and which
  enhancements he feels would let his
  ability do this. The proposed use must
  be a simple extension of the ability,
  consistent with the focus and source
  of the user’s power, and involve only
  enhancements normally allowed on
  the underlying advantage.
  If the GM agrees that a few
  enhancements would do the job, 
  proceed to the next step. If he feels
  that the desired changes call for an
  entirely new advantage, see Using
  Abilities at Default (p. 173). And if he
  decides that the proposed stunt isn’t
  possible, it isn’t! In particular, the GM
  should consider forbidding anything
  that calls for Link, Reduced Fatigue
  Cost, Reduced Time, Reliable (but see
  Trading Fatigue for Skill, p. 161), or
  enhancements that negate the abili-
  ty’s permanent limitations, and only
  allow Cosmic when truly appropri-
  ate.
  Adding temporary enhancements
  requires a Concentrate maneuver and
  a Will roll for a mental ability, a Ready
  maneuver and a HT roll for a physical
  one. In games that use
  Skills
  Enhancing Abilities (p. 161), the GM
  might permit a Will- or HT-based roll
  against a suitable skill instead. Use
  Expert Skill (Psionics) for psi powers,
  Meditation for chi powers, Religious
  Ritual for divine powers, Ritual Magic
  for spirit powers, Thaumatology for
  magical powers, and so on.
  Modifiers: -1 per +10% of enhance-
  ments added, or fraction thereof. The
  user can offset this penalty (but never
  get a net bonus) by voluntarily spend-
  ing FP; each FP cancels -1 in penalties.
  Those using powers get a bonus equal
  to their Talent.
  Succeed or fail, the attempt costs 2
  FP over and above any voluntary FP
  expenditure.
  Success means the ability gains 
  the desired enhancements. If the
  enhanced ability is transient –
  Healing, Innate Attack, etc. – it gets
  one “shot.” The user must prepare and
  roll again if he wants to repeat the
  stunt. Ongoing abilities get a minute
  of enhanced use, and the user can
  maintain the enhanced effects by
  making a new roll and paying FP
  every minute. On a critical success,
  there’s no FP cost for that use or
  minute.
  Failure means the ability gains no
  enhancements but continues to func-
  tion normally. On a critical failure, it
  becomes so scrambled that it’s
  unavailable for 1d seconds. This is
  true even for always-on abilities. In
  addition, check for crippling (see
  Crippled Abilities, p. 156) – and note
  that the consequences apply to the
  entire power.
  Below are some suggested uses for
  temporary enhancements. The GM is
  free to allow whatever he likes in his
  campaign.
  Enhancing Active
  Abilities
  Enhancements that increase an
  ability’s physical scope – e.g., Area
  Effect to widen area, Can Carry
  Objects to affect more weight,
  Extended Duration to increase dura-
  tion (but never to permanent), and
  Increased Range to extend range – are
  generally suitable for all active abili-
  ties that have the relevant parameters.
  Selectivity is also acceptable; it lets the
  user switch off one or more perma-
  nent 
  enhancements 
  that 
  aren’t
  required by his power. The GM should
  judge other enhancements, particular-
  ly special enhancements, on a case-by-
  case basis.
  Improving Attacks
  Some specific temporary enhance-
  ments are especially suitable for
  attacks:
  •Area Effect: A single level (filling a
  two-yard radius) is reasonable for any
  attack, and represents spreading the
  attack over a small area. Attacks that
  already have Area Effect can add any
  number of levels.
  • Armor Divisor: Any attack other
  than an area effect, cone, or explosion
  can add a level of this enhancement to
  represent narrowing the attack to bet-
  ter pierce armor.
  • Cone: As for Area Effect, except
  that attacks that lack Cone are limited
  to a cone a yard wide. This represents
  widening or “fanning” the attack.
  • Cyclic: Two or three cycles, with
  an interval no longer than 10 seconds,
  are suitable for Corrosion and
  Burning Attacks that don’t normally
  endure.
  • Drifting, Mobile, Persistent, and
  Selective Area: An attack with Area
  Effect can have Persistent or Selective
  Area as a temporary enhancement.
  Drifting and Mobile can always
  accompany Persistent.
  • Low or No Signature: The user
  can always try to attack stealthily,
  unless his ability has glaringly obvious
  effects (GM’s decision).
  172
  POWERS IN ACTION
  
  • Rapid Fire: The GM might allow
  this as a kind of Rapid Strike with a
  ranged attack. Maximum RoF should-
  n’t exceed twice regular RoF (giving
  RoF 2 for most attacks).
  • Variable: This lets the attacker
  “pull his punch” with an ability that
  doesn’t normally allow that degree of
  control.
  • Wall: Attacks that have the +30%
  level of Wall can boost it to the +60%
  level, letting the user shape the effects.
  Attacks that lack Wall in the first place
  can’t add it.
  The GM shouldn’t allow temporary
  enhancements that change the attack’s
  fundamental game-world effects – for
  instance, by turning a beam to gas.
  This restriction might prohibit some
  of the options above, and nearly
  always excludes Aura, Blood Agent,
  Contact Agent, Follow-Up, Guided,
  Homing, Jet, Malediction, Overhead,
  Respiratory Agent, Sense-Based, Side
  Effect, Symptoms, Underwater, and
  most Damage Modifiers.
  Enhancing Passive
  Abilities
  Few passive abilities are suitable
  for temporary enhancement. Those
  that have active uses are the exception.
  When actively using such abilities, the
  wielder 
  can 
  enhance 
  them 
  as
  described for active abilities.
  Extending Defenses
  Most defensive abilities aren’t
  under the user’s conscious control –
  they’re passive and always on. The GM
  should generally forbid temporary
  enhancements on them, with two
  exceptions:
  Force Fields: Fictional heroes with
  personal force fields often extend
  them to protect others. The GM
  should allow the combination of
  Affects Others and Area Effect on any
  ability that already has Force Field.
  See Affects Others (p. 107) for details
  on combining these modifiers.
  Mind Shield:
  The Force Field
  enhancement is intended to protect
  the user’s eyes and possessions. It
  rarely makes sense for Mind Shield,
  which protects the mind. The GM
  should permit it in conjunction with
  Affects Others and
  Area Effect,
  though. This allows powerful mental-
  ists to protect their friends – a feat
  often seen in fiction.
  USING ABILITIES
  AT DEFAULT
  The GM might permit cinematic
  heroes to press active abilities into
  service as related abilities based on
  totally 
  different 
  advantages.
  For
  instance, a super with a laser built
  from Innate Attack might retool it as a
  blinding Affliction in an emergency.
  Such temporary capabilities are called
  “defaults,” by analogy to skill defaults
  (p. B173). The flexibility of defaults
  comes at a price, however. Those who
  plan to engage in constant improvisa-
  tion are better off with Modular
  Abilities (p. B71).
  Before allowing any default, the
  GM should have the player describe
  the proposed stunt’s precise game-
  world effects. The player must specify
  the ability he intends to use, the one
  he wishes to emulate, and why he
  thinks his character could make the
  first serve as the second. There must
  be 
  an 
  uncontrived
  relationship
  between the special effects of the two
  abilities – and if a power is involved,
  both abilities must belong to the
  power. Thus, only related abilities of
  the same power default to one 
  another. It’s up to the GM what
  defaults, if any, are possible for “wild”
  advantages.
  The default ability must share the
  starting ability’s power modifier and
  all 
  of 
  its 
  usage 
  limitations:
  Accessibility, Costs Fatigue, Limited
  Use, Preparation Required, Takes
  Extra Time, Takes Recharge, Trigger,
  Unreliable, etc. If the starting ability
  requires 10 seconds of concentration
  and costs 5 FP, so does anything that
  defaults to it . . . and if it only gets one
  use per day, the default use counts.
  Finally, the point value of the
  default ability can’t exceed that of the
  one providing the default. Use both
  abilities’ final costs, after all modifiers.
  Don’t stop the game to do math,
  though. The GM should simply esti-
  mate the point costs involved. Of
  course, the players are welcome to
  work out likely default uses before
  play begins, if they want to run the
  numbers.
  The GM decides whether a default
  is possible given these considerations.
  If it is, skip to the next step. Otherwise,
  he rolls secretly against the hero’s IQ,
  with +4 for Common Sense but at -2
  or more if a disadvantage such as Bad
  Temper or Overconfidence is involved.
  On a success, he tells the player that
  the proposed improvisation isn’t pos-
  sible. On a failure, he applies the rules
  below – penalties, FP costs, etc. – but
  doesn’t say that the stunt is impossible.
  When the time comes to use the abili-
  ty, though, it has only its usual effects.
  Default use is risky for those with an
  inflated view of their capabilities!
  Improvising one ability from
  another 
  requires 
  a 
  Concentrate
  maneuver and a Will roll if the starting
  ability is mental, a Ready maneuver
  and a HT roll if physical. A Will- or
  HT-based roll against a skill might be
  possible 
  instead; 
  see 
  Temporary
  Enhancements (p. 172) for details.
  Modifiers: -2 per 25% of the start-
  ing ability’s point cost the default abil-
  ity is worth, or fraction thereof; e.g.,
  for a 40-point ability, this would be -2
  for a default that costs 1-10 points, -4
  for 11-20 points, -6 for 21-30 points,
  and -8 for 31-40 points. Apply another
  -2 if the two abilities aren’t of the same
  general type – both attacks, both
  defenses, both communications abili-
  ties, etc. The user can offset these
  penalties (but never get a bonus) by
  spending FP; each FP cancels -1.
  Those using powers may add their
  Talent.
  Succeed or fail, the attempt costs 3
  FP over and above any voluntary FP
  expenditure.
  POWERS IN ACTION
  173
  
  Success means the ability works as
  intended. If it’s transient, each use of
  this stunt gives one “shot.” If it’s ongo-
  ing, the user gets a minute of opera-
  tion, after which he must roll again
  and pay FP for another minute. On a
  critical success, there’s no FP cost for
  that use or minute. Whatever the abil-
  ity and however great the success,
  default abilities get -2 to all required
  die rolls due to unfamiliarity (see
  Familiarity, p. B169). In addition, if
  the user lacks the skill needed to wield
  the ability, he must use that skill at
  default. These penalties are cumula-
  tive. The GM may allow heroes to
  reduce the penalties for use (not for
  the stunt itself) by buying a technique.
  Failure means nothing happens,
  but the ability continues to function
  normally. This is obvious except when
  the stunt is impossible and the person
  attempting it fails his IQ roll and tries
  it anyhow. On a critical failure, the
  ability – even one that’s always on –
  goes offline for a second, and the user
  must check for crippling (see Crippled
  Abilities, p. 156), with the results
  affecting his entire power.
  Below are some common options
  for default use. The GM is the final
  judge of what’s possible.
  Amplify
  Fictional heroes often “overload”
  nonlethal attacks, turning them into
  Innate Attacks. This is especially likely
  for Afflictions – a blinding light beam
  becomes a scorching laser, a paralysis
  ray becomes a neural disruptor, and so
  on. In the case of Binding, amplifica-
  tion typically involves bludgeoning
  victims with the projected force or
  matter. Even Obscure can have lethal
  potential; e.g., thickening blinding
  smoke into choking gas.
  Occasionally, amplification lets a
  non-attack ability work as an attack.
  For instance, a desperate hero might
  use Control to concentrate ambient
  energy into a weapon, or ramp up the
  output 
  of 
  Scanning 
  Sense 
  or
  Telecommunication for offensive use.
  This can result in Affliction or Innate
  Attack. The -2 for different ability
  types is mandatory here!
  Moderate
  It’s also possible to “tone down” an
  ability to produce more subtle effects.
  The usual application is to turn Innate
  Attack into a nonlethal weapon; e.g.,
  dial back a sonic blast to a deafening
  Affliction, or strategically place ice
  bolts to act as an icy Binding. If the
  power’s focus is fundamentally dan-
  gerous – like death magic or gamma
  rays – the GM shouldn’t allow non-
  lethal effects as defaults, though.
  By accepting the extra -2 for chang-
  ing ability types, attacks can also emu-
  late non-attack abilities, such as
  Scanning 
  Sense 
  and 
  Telecom-
  munication. For instance, a sonic
  blast 
  could 
  become 
  Sonar 
  or
  Directional Sound.
  Moderation isn’t just for attacks.
  Many
  advantages could be “less
  extreme” 
  versions 
  of 
  others:
  Possession might act as Mind Control
  by influencing the target’s mind with-
  out utterly dominating him, Terror
  might serve as Rapier Wit by unnerv-
  ing victims without terrifying them,
  Flight might scale back to Super
  Jump, and so on.
  Target
  Another option is to wield the 
  ability with greater precision than
  usual. Examples include modulating
  Scanning 
  Sense 
  as 
  makeshift
  Telecommunication; aiming Binding
  at the eyes to act as a blinding
  Affliction; employing Neutralize to
  burn out one specific ability, turning it
  into an Affliction with Negated
  Advantage; and using subtle Mind
  Control to convince the subject he’s
  afraid, causing Terror. If the default
  use corresponds to physical precision
  – e.g., aiming at the eyes – use the larg-
  er of the -2 for unfamiliarity and the
  usual penalty to hit.
  Broadcast
  Conversely, a normally precise abil-
  ity might act entirely differently when
  spread over an area. Tight-beam
  Telecommunication might serve as
  Scanning 
  Sense; 
  someone 
  with
  Illusion could generate “noise” that
  acts as Obscure; some types of Innate
  Attack might disperse enough to func-
  tion as Create (especially those that
  project electricity, light, or sound); and
  Telesend could project a disconcerting
  aura that works as Terror.
  Reverse
  Even “opposite” abilities might
  default to one another, if they’re part
  of a power that regards them as
  halves of a single, two-way capability
  (GM’s decision). For instance, the
  wielder of a power that includes
  Control (Air) and Control (Vacuum)
  might reverse the flow of air, allowing
  one Control to default to the other.
  Likewise, the user of a power that
  offers Precognition and Psychometry
  might actively use one as the other by
  looking in the opposite “direction” in
  time. Reversed uses are always at -2
  for changing ability type.
  For each power in the campaign –
  or at least, each source – the GM should
  examine the options in this chapter and
  choose those that give the “flavor” he
  desires. Not every power need allow
  defaults, extra effort, and so on. A few
  powers might even be subject to unique
  rules. Here are some recommendations
  for optional rules to use with common
  power modifiers (see Sample Modifiers,
  p. 26), including:
  Beneficial Options: Suggestions as
  to 
  which 
  effectiveness-boosting
  options best suit that power source,
  based on fictional precedents. Abilities
  Enhancing Skills (p. 162), Creative
  Uses of Special Effects (p. 170), and
  Talent as Resistance (p. 169) should
  apply to all powers – and the first two
  to “wild” advantages as well – if they
  apply at all.
  Limiting Options: Recommended
  “controls” on such powers. Skills for
  Everyone (p. 162) qualifies because
  those who don’t spend extra points on
  special skills must rely on their
  defaults, giving them an effective -6 to
  use their abilities.
  Special Rules: Additional optional
  rules and notes that apply only to
  those powers.
  174
  POWERS IN ACTION
  SOURCE-SPECIFIC RULES
  
  If the GM feels that a given power
  is simply better because it enjoys many
  beneficial options or suffers from few
  or no limiting ones, he’s free to adjust
  its power modifier or assess an
  Unusual Background cost.
  BIOLOGICAL
  POWERS
  Beneficial 
  Options: 
  Skills
  Enhancing Abilities (p. 161) often
  applies, since the user’s special gifts
  are “natural” and as easily incorporat-
  ed into mundane training as ordinary
  physical capabilities. In most worlds,
  the only absolute limit on what these
  powers can accomplish is the wielder’s
  supply of bioenergy; thus, Temporary
  Enhancements
  (p.
  172),
  Trading
  Fatigue for Effect (p. 160), and Using
  Abilities at Default (p. 173) are highly
  appropriate.
  Limiting Options: Biological abili-
  ties are about as tiring as lifting, run-
  ning, and so on – and like physical
  feats, they can lead to crippling strain
  if pushed too far. Abilities and Exertion
  (p. 159) and Crippled Abilities (p. 156)
  are strongly recommended.
  Special Rules for
  Biological Powers
  Targeting 
  Biological 
  Abilities:
  Fighters who’ve studied biological
  powers might be able to target the
  unusual organs responsible for these
  gifts. To attempt this, the attacker must
  observe the target ability in action and
  make a successful roll on Expert Skill
  (Bio-Powers), Physiology (Homo supe-
  rior), or other obscure skill set by the
  GM. Success lets him target that abili-
  ty at -8 using any impaling, piercing, or
  tight-beam burning attack. Figure
  injury as for the torso. A major wound
  (see p. B420) cripples the ability. Use
  Duration of Crippling Injuries (p. B422)
  to determine recovery. Permanent
  crippling is possible. To overload a
  power without damaging the target,
  use Deliberate Crippling (p.
  156)
  instead.
  CHI POWERS
  Beneficial Options: The customary
  link between these powers and the
  more colorful claims made for the
  martial arts sets the tone. Coordinated
  Attacks (p. 165) and Defending with
  Powers (p. 167) suit larger-than-life
  combat; Power Techniques (p. 162)
  complement mundane combat tech-
  niques; and Skills Enhancing Abilities
  (p. 161) makes it possible for those
  with cinematic skills to get the most
  out of their gifts. Mighty efforts are
  elemental to martial-arts mythology,
  so Trading Fatigue for Effect (p. 160)
  and Trading Fatigue for Skill (p. 161)
  also fit.
  Limiting Options: Abilities and
  Exertion (p. 159) and Crippled Abilities
  (p. 156) are highly appropriate, given
  the blurry line between chi-fuelled
  feats and ordinary physical ones.
  Repeated Attempts (p. 159) is ideal for
  settings where true masters do things
  on the first attempt while novices
  squander their chi trying and failing.
  Given the emphasis on training in
  martial-arts fiction, the GM may wish
  to consider Skills for Everyone (p. 62).
  Special Rules 
  for Chi Powers
  Chi Imbalance: If a chi-user some-
  how manages to cripple his power, he
  suffers a chi imbalance in addition to
  the usual effects. This takes the form
  of a long-term affliction; see Chi
  (p. 26) for details.
  Skill Use: Those who possess a chi
  ability and a cinematic martial-arts
  skill that cover similar ground –
  Invisibility and Invisibility Art, Super
  Jump and Flying Leap, etc. – get +4
  when they use the ability to enhance
  the skill, and may roll against the skill
  instead of an attribute to use the abil-
  ity. The GM should also consider let-
  ting Power Blow replace Will for extra
  effort with chi powers. Finally, Body
  Control and Meditation might stand
  in for HT and Will, respectively, when
  checking for crippled chi abilities or
  powers. In all cases, only use a skill if
  it’s better than the usual score.
  Targeting Chi Abilities: The Pressure
  Secrets skill (p. B215) can target phys-
  ical chi abilities by striking the vitals,
  or mental ones by striking the skull, at
  an extra -2 to hit. If the victim suffers
  at least one point of injury, roll a Quick
  Contest of Pressure Secrets vs. the
  subject’s HT (physical) or Will (men-
  tal). Victory cripples the target ability
  for 2d seconds, after which it recovers
  automatically.
  COSMIC POWERS
  Beneficial Options: Godlike powers
  should have access to the entire gamut
  of options – even when other powers
  don’t – unless the GM deems a particu-
  lar rule inappropriate for his campaign.
  Limiting Options: Collateral Damage
  (p. 165) is a classic result of battles that
  involve 
  truly 
  awesome 
  powers.
  Crippled Abilities (p. 156) should apply
  when using optional rules that charge
  FP to “push the envelope,” but not at
  any other time. The GM should also
  consider waiving Abilities and Exertion
  (p. 159). Of course, demigods might
  stumble and sweat as much as anyone
  else in a silly campaign . . .
  Special Rules for
  Cosmic Powers
  Laws of Creation: In keeping with
  myth, the GM may rule that even god-
  like powers are subject to certain basic
  restrictions built into the universe,
  and that there’s no way to remove
  these limits . . . save, perhaps, with the
  unanimous agreement of every wield-
  er of cosmic powers. For instance, the
  GM might declare that cosmic abili-
  ties can’t disrupt the mass, orbits, and
  so on of astronomical bodies (planets,
  stars, etc.) – even when the rules sug-
  gest that this is possible.
  DIVINE POWERS
  Beneficial 
  Options:
  Combining
  Powers (p. 170) is ideal for complex rit-
  uals involving many priests. Holy folk
  can sometimes use skills such as
  Exorcism and Religious Ritual to direct
  their abilities; this is a special case of
  Skills Enhancing Abilities (p. 161). Use
  Temporary Enhancements (p. 172),
  Trading Fatigue for Effect (p. 160),
  Trading Fatigue for Skill (p. 161), and
  Using Abilities at Default (p. 173) when
  those blessed with divine powers pray
  for additional aid.
  Limiting Options: When mortals
  smite foes with divine might, their
  imperfect control is likely to cause
  Collateral Damage (p. 165). Other ways
  to represent the limited ability of holy
  servants to control divine will are
  Multiple Feats (p. 158) and Repeated
  Attempts (p. 159). In settings where
  each miracle demands a specific ritu-
  al, the GM may wish to use Skills for
  Everyone (p. 162).
  POWERS IN ACTION
  175
  
  Special Rules 
  for Divine Powers
  Angering the Gods: On a critical
  failure when using optional rules to
  improve or alter a divine ability, don’t
  use Crippled Abilities (p. 156). Instead,
  make a reaction roll for the deity, at -1
  per similar failure since the miracle-
  worker last paid penance, sacrificed,
  etc. A Poor or worse reaction results in
  the same outcome as violating the
  power’s required disadvantages; see
  Divine (p. 26). Even an ordinary, suc-
  cessful application of a divine ability
  can produce such effects, if the deity
  doesn’t approve.
  Holy Days: Divine powers might
  track a sacred calendar created by the
  GM. This could be astronomical
  (solar, lunar, celestial, etc.), numero-
  logical, or seemingly random. Certain
  days or seasons might give skill bonus-
  es or extra effect, while others impede
  power use. Bonuses and penalties
  should roughly cancel out over the
  course of a year.
  Sanctity Level: In settings where
  holy powers resemble magic, the
  “sanctity” levels mentioned for Clerical
  Magic (p. B242) might affect divine
  abilities. These parallel mana levels
  (see Mana, p. B235), with the follow-
  ing effects:
  • In areas of no sanctity (places
  deliberately desecrated with respect to
  the deity, sites of very high sanctity for
  diametrically opposed deities, etc.),
  the abilities don’t work at all.
  • In areas of low sanctity (sites of
  high 
  sanctity 
  for 
  diametrically
  opposed deities, and natural places
  opposed to the deity’s sphere of influ-
  ence; e.g., the sea, for a fire god), die
  rolls to activate the abilities are at -5.
  •In areas where sanctity is normal
  (most places, including the temples of
  unopposed divinities), high (the deity’s
  own temples, as well as natural places
  attuned to the deity’s sphere of influ-
  ence; e.g., a volcano, for a fire god), or
  very high (ancient and powerful tem-
  ples, sites where the deity has per-
  formed miracles, etc.), the abilities
  work normally.
  ELEMENTAL
  POWERS
  Beneficial Options: These powers
  emphasize direct control over an ele-
  ment. In most cases, this implies suf-
  ficient precision to fight creatively
  using Coordinated Attacks (p. 165)
  and Defending with Powers (p. 167),
  as well as some latitude to adapt 
  abilities on the fly via Temporary
  Enhancements
  (p.
  172), Trading
  Fatigue for Effect (p. 160), Trading
  Fatigue for Skill (p. 161), and Using
  Abilities at Default (p. 173).
  Limiting Options: Most elemental
  abilities are energetic, and should be
  subject to both Abilities and Exertion
  (p.
  159) and Collateral Damage
  (p. 165). When spending FP to “push
  the envelope,” Crippled Abilities
  (p. 156) applies. Since precise control
  requires undivided attention, the GM
  should consider enforcing Multiple
  Feats (p. 158).
  Special Rules for
  Elemental Powers
  Aspect: As a twist on Talent as
  Resistance (p. 169), the GM may rule
  that Talent with an elemental power
  means the possessor has an innate
  “aspect” toward his element . . . and
  away from its opposite. He gets a
  bonus equal to Talent on all rolls to
  resist his element in any form, mun-
  dane or powered – but Talent acts as a
  penalty whenever he must resist the
  opposed element. For instance,
  Heat/Fire Talent 3 would give +3 to
  resist Heat/Fire abilities and ordinary
  heat, but -3 to resist Cold/Ice abilities
  and ordinary cold.
  “Out of Your Element”:
  The
  Elemental power modifier is in
  essence an Accessibility or Environ-
  mental limitation that prevents ele-
  mental abilities from working in situ-
  ations where the element can’t exist or
  the opposed element prevails. In envi-
  ronments where the element is merely
  suppressed – not completely shut out –
  the GM may assess a -1 to -9 penalty to
  related abilities. The power is unavail-
  able in situations where the penalty is
  -10 or more. For example, in hot envi-
  ronments, Cold/Ice abilities might be
  subject to the penalties to HT rolls
  under Heat (p. B434).
  MAGICAL
  POWERS
  Beneficial Options: Use Combining
  Powers (p. 170), not Ceremonial Magic
  (p. B238), when those with magical
  abilities cooperate. Dedicated stu-
  dents of magic might practice Power
  Techniques (p. 162) and have access to
  Skills Enhancing Abilities (p. 161),
  rolling against Thaumatology and
  other arcane skills to employ their
  gifts. The dramatic reason to use mag-
  ical powers instead of spells is to 
  permit improvisation; thus, the 
  GM 
  should 
  consider 
  Temporary
  Enhancements (p. 172) and Using
  Abilities at Default (p. 173).
  Limiting Options: To keep magical
  abilities in line with spells – which
  have a FP cost to maintain and take -1
  per spell “on” – the GM should proba-
  bly enforce Abilities and Exertion
  (p. 159) and Multiple Feats (p. 158). He
  might also adopt Skills for Everyone
  (p. 162) and require mages who desire
  precise control over their abilities to
  learn spell-like skills.
  Special Rules for
  Magical Powers
  Backfires: If a mage critically fails
  when attempting to use temporary
  enhancements or default abilities, roll
  on the Critical Spell Failure Table
  (p. B236) instead of using Crippled
  Abilities (p. 156). A roll of 17 on the
  table, which would cause a spell-cast-
  er to forget his spell, means the ability
  is crippled.
  176
  POWERS IN ACTION
  
  Drawbacks of Magic: The Magical
  limitation (p. 27) is worth -10%
  because magical abilities work at -5 in
  areas of low mana (and not at all if
  there’s no mana), allow targets with
  Magic Resistance a bonus to resist,
  and are subject to disruptive spells –
  Blocking spells can ward off attacks,
  Dispel Magic can end ongoing effects,
  and spells that resist magic can block
  new effects. In Quick Contests with
  spells, use the ability’s controlling
  attribute or skill as its effective skill
  level. If it normally requires no roll,
  use HT for a physical ability, Will for a
  mental one. Talent still applies.
  MORAL POWERS
  Beneficial Options: Banding togeth-
  er against Evil, Chaos, or some similar
  menace is a venerable fantasy tradi-
  tion, so the GM should consider per-
  mitting Combining Powers (p. 170)
  and Coordinated Attacks (p. 165). An
  interesting alternative is to allow only
  Good or Order to combine powers,
  while only Evil or Chaos can coordi-
  nate attacks. In epic moral conflicts,
  it’s traditional for opposing powers to
  obstruct one another and for true
  heroes to push themselves past their
  limits; thus, Defending with Powers
  (p. 167), Trading Fatigue for Effect
  (p. 160), and Trading Fatigue for Skill
  (p. 161) all fit.
  Limiting Options: Apply Abilities
  and Exertion (p. 159) when champions
  use their capabilities in wearying
  patrols, vigils, and battles to thwart
  The Other Side. Collateral Damage
  (p. 165) is crucial to epic battles
  between Light and Darkness. The GM
  should also look at Multiple Feats
  (p. 158), as it forces heroes to make
  difficult choices about where to apply
  their limited capabilities, which is
  quite fitting in great moral struggles.
  Special Rules for 
  Moral Powers
  Faltering:
  Don’t use Crippled
  Abilities (p. 156) for critical failures
  with moral powers. Instead, the hero
  must make an immediate Will roll.
  Failure means a moment of doubt or
  hesitation, which counts as a viola-
  tion of his power’s required disad-
  vantages; see Moral (p. 27). Any
  application of moral abilities can
  have similar consequences, if the
  wielder is acting against his cause.
  Places of Power: Sites associated
  with noble – or heinous – acts can
  acquire a moral “charge” over time.
  This gives from +1 to +5 to use the
  moral power behind said deeds, but a
  matching penalty (-1 to -5) to employ
  its anti-power. This can be a serious
  obstacle when taking the battle to the
  enemy!
  NATURE POWERS
  Beneficial 
  Options: 
  Combining
  Powers (p. 170) is logical for any
  power that emanates from a “life ener-
  gy” field that ties together every living
  thing. Skills Enhancing Abilities
  (p. 161) – especially with such skills as
  Herb Lore and Naturalist – supports
  the traditional identification of nature
  guardians as wise men. The GM
  should also entertain Trading Fatigue
  for Skill (p. 161), as it permits those
  who wield nature powers to work
  around the penalties for despoilment
  and technology . . . at a cost.
  Limiting Options:
  A common
  assumption in folklore is that nature
  responds poorly to constant prodding,
  making Repeated Attempts (p. 159)
  appropriate. Nature also appears to
  reserve Collateral Damage (p. 165) for
  urban
  areas, leaving wild places
  untouched. Skills for Everyone (p. 162)
  isn’t appropriate in most cases – wise
  folk might be learned, but the formal-
  ity of study is almost antithetical to
  nature in its wildest form.
  Special Rules for 
  Nature Powers
  Aspect: As with elemental powers,
  the GM may rule that Talent as
  Resistance (p. 169) works somewhat
  differently here. Talent with a nature
  power might add not only to rolls to
  resist that power, but also to resistance
  rolls against truly natural threats,
  such as plant and animal poisons. If
  so, it acts as a penalty to resist toxic
  pollution, genetically engineered dis-
  eases, and other “abominations.” It
  also subtracts from any roll to adapt to
  or use surgical implants or bionics.
  Despoilment 
  and 
  Technology:
  Remember to apply the special modi-
  fiers under Nature (p. 28) to all rolls to
  use nature abilities.
  PSIONIC POWERS
  Beneficial Options: Telepaths link-
  ing up to form a collective mind is the
  archetype for Combining Powers
  (p. 170); the GM might wish to permit
  this option for psi powers even if he
  forbids it elsewhere. Use Defending
  with Powers (p. 167) for mental
  blocks, stopping bullets with PK, and
  so on – and Temporary Enhancements
  (p. 172) to extend such defenses to
  others. Psi academies often teach
  Power Techniques (p. 162) for feats like
  active Precognition, and train psis to
  employ their gifts as extensions of
  mundane capabilities, leading to Skills
  Enhancing Abilities (p. 161). Trading
  Fatigue for Effect (p. 160) is a standard
  fictional trope – but so is a penalty for
  trying too hard, which makes Trading
  Fatigue for Skill (p. 161) unsuitable.
  Limiting Options: In most game
  worlds, psis can burn out their powers
  if they are careless or unlucky
  (Crippled Abilities, p. 156), are capable
  of concentrating on only a few tasks at
  a time (Multiple Feats, p. 158), and
  tend to break a sweat if their initial
  attempt 
  is 
  frustrated 
  (Repeated
  Attempts, p. 159). Psi is famously diffi-
  cult to control without training, which
  the GM can represent with Skills for
  Everyone (p. 162).
  Special Rules for
  Psionic Powers
  Brain vs. Mind: Psi powers flow
  from the mind and stay with the psi if
  he switches into a body with another
  brain. However, the psi’s current
  brain must work properly if he wish-
  es to use psi – just as a computer
  must be functional for software to
  run on it. At the GM’s option, a psi
  must make a HT roll for each psi
  power whenever he suffers a major
  wound (see p. B420) to the eye or
  skull. Treat failure exactly as per
  Crippled Abilities (p. 156). Also roll if
  suffocation, surgery, or drugs inflict
  over HP/2 as brain damage.
  Psi-Tech: Superscience counter-
  measures are almost standard in set-
  tings with psionic powers. Antipsi hel-
  met lining might grant Mind Shield 6
  (Limited, Psionic, -50%), and add
  $1,000 to helmet cost and 1 lb. to
  weight. Typical antipsi drugs might
  give Resistant to Psionics (+3) for 
  POWERS IN ACTION
  177
  
  6 hours and costs $100 per injectable
  dose – but such agents, being experi-
  mental, are likely to have side effects
  on a failed HT roll (the irritating con-
  ditions on p. B428 all fit). The GM
  should let gadgeteers develop better
  drugs using Ultra-Tech Drugs (p. B425)
  with Gadgeteering (p. B475).
  SPIRIT POWERS
  Beneficial Options: Like other ritu-
  alists, sorcerers can cooperate to pro-
  duce powerful effects; see Combining
  Powers (p. 170). Skills such as Ritual
  Magic and Symbol Drawing could log-
  ically replace attribute rolls for spirit
  abilities – a version of Skills
  Enhancing Abilities (p. 161). Trading
  Fatigue for Effect (p. 160) and Trading
  Fatigue for Skill (p. 161) are both
  excellent ways to represent “sacri-
  fices” made to spirits for more potent
  results.
  Limiting Options: Since spirits are
  notoriously indifferent to the harm
  they cause in the material world, the
  GM may wish to roll for Collateral
  Damage (p. 165) for any use of spirit
  abilities that could conceivably cause
  damage. Multiple Feats (p. 158) is emi-
  nently suitable, since only the greatest
  sorcerers can command more than a
  few spirits. In some worlds, each abil-
  ity involves specific spirits called with
  a unique invocation; handle this with
  Skills for Everyone (p. 162).
  Special Rules for Spirit
  Powers
  Angering the Spirits: Attempts to
  use spirit abilities call for a reaction
  roll, per Fickle (p. 110). If the result is
  Neutral or better, the sorcerer can try
  his ability; otherwise, he can’t, and
  future invocations are at a cumulative
  -1 to reactions. If the roll to use the
  ability critically fails, handle it just as
  if the initial reaction roll had come up
  Poor. If the critical failure involved
  extra effort, treat it like a Very Bad ini-
  tial reaction. These effects are instead
  of Crippled Abilities (p. 156), and the
  cumulative reaction penalty replaces
  Repeated Attempts (p. 159).
  Blood: In many worlds, the only
  way to get spirits to do you a favor is
  to offer them blood. If this is true,
  extra effort with spirit powers costs
  HP instead of FP.
  Ritual Modifiers: If the GM wishes
  to make spirit abilities work more like
  traditional rituals, he may apply some
  or all of these modifiers:
  • Affecting others: Most abilities
  that work on others assume that the
  target is in the sorcerer’s physical pres-
  ence. Some have stricter require-
  ments, like touch. Those that can
  affect targets that aren’t present –
  Telesend, Maledictions on those
  viewed remotely, etc. – require a repre-
  sentation of the subject to work, and
  even then have a penalty for his
  absence: -1 for a video or DNA sample,
  -2 for a photo or blood sample, -3 for
  hair or fingernails, -4 for clothing, -6
  for a drawing, or -10 for nothing.
  Optionally, 
  these 
  modifiers 
  can
  replace 
  Long-Distance 
  Modifiers
  (p. B241) for abilities that would nor-
  mally use them.
  • Consecration: -1 to -5 for ritually
  desecrated ground, +0 under most cir-
  cumstances, or +1 to +5 for specially
  consecrated areas.
  • Regalia: -3 if the sorcerer lacks
  proper ritual trappings – masks, robes,
  etc.
  •Ritual length: To negate the above
  penalties, the sorcerer can take extra
  time to use his ability. Shifting 
  a time requirement of seconds to 
  minutes, one of minutes to hours, or
  one of hours to days gives +3; two
  steps give +5; and three steps give +7.
  SUPER-POWERS
  Beneficial Options: Super-powers
  typically occur in cinematic settings,
  and the GM should plan accordingly.
  Super-teams often work together by
  Combining Powers (p. 170) and mak-
  ing Coordinated Attacks (p. 165). In
  battle, supers routinely use Defending
  with Powers (p. 167) and Ricochets
  (p. 166). And it’s essential to the genre
  for heroes to stretch their powers with
  Temporary Enhancements (p. 172),
  Trading Fatigue for Effect (p. 160),
  Trading Fatigue for Skill (p. 161), and
  Using Abilities at Default (p. 173).
  Limiting Options: Abilities and
  Exertion (p. 159) explains why supers
  without massive levels of Enhanced
  Move can’t fly to Mars, and why even
  the toughest heroes get ground down
  by war, natural disaster, etc. Collateral
  Damage (p. 165) is practically required
  for super-battles. Super-powers are
  similar to psi powers in most other
  respects – they’re the same thing in
  some worlds – and should use Crippled
  Abilities
  (p.
  156), Multiple Feats
  (p. 158), Repeated Attempts (p. 159),
  and possibly Skills for Everyone
  (p. 162).
  Special Rules 
  for Super-Powers
  Super-Tech: In hallowed comic-
  book tradition, the GM may rule that
  weird-science technology can affect
  super-powers. This is typically the
  purview of gadgeteers and the opera-
  tives of “black” agencies. Reliable tech-
  nology works like the shielding or
  serum used against psi powers (see
  Psionic Powers, p. 177). More potent
  gadgets create rays or fields that simu-
  late Neutralize or Static, and shouldn’t
  show up in the hands of common
  thugs. In most cases, they’re flawed,
  with 1d/2 bugs (round up); see Gadget
  Bugs Table (p. B476). Furthermore,
  they rely on weird science and have
  1d-3 side effects (minimum one); see
  Random Side Effects Table (p. B479).
  All such flaws are permanent – the
  GM shouldn’t let gadgeteer PCs engi-
  neer them away to create “perfect
  weapons.”
  178
  POWERS IN ACTION
  FP Cost and Source
  Sometimes, using an ability costs FP. This requirement might be
  built into the underlying advantage, a result of the Costs Fatigue limita-
  tion, or a consequence of the special rules in this chapter. If the ability
  belongs to a power, all such FP costs are subject to any special rules for
  FP associated with the power’s source in the game world. For instance,
  since FP spent on magic spells recharge in one second in areas with very
  high mana (see Mana, p. B235), so do FP spent on magical powers.
  Likewise, if sacrifices to spirits can supply FP for sorcery (see Sacrificial
  Magic, GURPS Fantasy, p. 165), the same FP can fuel spirit powers.
  
  There was a blonde. A blonde to
  make a grand hierophant kick a hole in
  a stained glass window. She had, in
  fact, done so on three separate occa-
  sions. My client was annoyed by this,
  and wanted her to stop.
  I was looking for her on the streets of
  Sparta Tertia. I didn’t think that I was
  getting very far, but the goons trying to
  persuade me to drop the case clearly dis-
  agreed. I’m used to bruisers pushing me
  into dark corners and telling me to back
  off, and I’m used to finding that I’ve got
  a shadow – but when that shadow tries
  to eat my lower soul, just as a
  warning, I take it badly.
  So I went to the top. I walked
  through the front door of the
  Shrine of Dark Gateways, and a
  pale, nervous fellow with watery
  eyes jumped up from the front
  desk and tried to tell me that I
  couldn’t come in without an
  appointment.
  “So make me one,” I said. “I
  haven’t 
  got 
  time 
  for 
  the
  runaround.”
  He tried to talk some more, but
  just then, there was a shimmering
  in the air, and somebody who
  looked like he had some authority
  was standing there. I decided I was
  getting somewhere.
  Of course, the new fellow had to
  spoil the moment by ordering two
  heavies I hadn’t seen before to
  throw me out, but when I said a
  word, and their hands caught fire
  as they touched me, he started lis-
  tening to sense.
  It was all a family problem, of
  course. The tough cases always are.
  Powers and abilities increase the
  options for character design. Hence,
  they increase the scope of the GM’s
  task. This chapter deals with the art of
  running games in which powers loom
  large.
  The various powers discussed in
  earlier chapters have an equally wide
  range of possible origins – things or
  events that grant powers to a being.
  Source and origin are not the same
  thing. Source defines how a power
  works; origin defines how it came to
  exist. For example, a character might
  have psi powers as the result of a
  genetic mutation, a superscience drug
  treatment, or quasi-mystical training –
  but the powers work in exactly the
  same way in each case. The available
  origins determine much of the cam-
  paign flavor, and are in turn related to
  the setting’s laws of nature and tech
  level.
  Available powers in an ultra-tech,
  very materialistic game may be tech-
  nological and mechanical in nature –
  the product of devices built into
  robots and cyborgs. A character in
  that setting with Telecommunication
  will probably use radio, laser, or
  infrared. In a psi-based game,
  Telecommunication will probably
  mean Telesend with the Telepathic
  limitation. On the other hand, psionic
  technology might permit robots to be
  built with superscience “psychotronic
  circuitry,” giving them Telesend – or
  psis might actually have power over
  the 
  electromagnetic 
  spectrum,
  enabling them to communicate via
  radio.
  POWER GAMES
  179
  ORIGINS
  CHAPTER FIVE
  POWER GAMES
  
  BIOLOGICAL
  POWERS
  Biological powers are often inborn
  traits. However, they could also be the
  result of weird lab accidents, super-
  science treatments, or divine gifts (or
  even curses: for example, vampires).
  Nonhuman races or genetically modi-
  fied humans may have such powers,
  though most will have just a few
  minor abilities.
  CHI POWERS
  Chi powers are usually the product
  of intensive training, similar to cine-
  matic martial arts. Precisely which
  abilities are available, and how they
  are acquired, may be specified as part
  of the campaign background. (“You
  employ the Hundred-Pace Leap! You
  must have studied at the Green
  Mountain Monastery!”) Players may
  come up with ingenious stories to get
  around these restrictions (possibly
  requiring Unusual Backgrounds), and
  really advanced chi adepts may create
  unique tricks of their own.
  COSMIC POWERS
  Cosmic powers involve direct con-
  trol over the universe. A shorthand
  definition is that they’re “what gods
  do.” As such, in most campaigns, they
  will be limited to gods or extraordinar-
  ily insightful beings – and if no gods
  exist and no great insights are possi-
  ble, cosmic powers may be banned
  outright.
  Furthermore, even gods may be
  restricted by their natures. A fire god
  might be unable to control anything
  under the ocean, either because his
  powers are limited by the mystical
  nature of water or because he has a
  binding pact with the god of the sea
  that neither may venture into the
  other’s realm. (Indeed, legends may
  say that water douses fire because of
  such a pact. In a mythic fantasy game,
  this may be true.) Nor do all gods nec-
  essarily have cosmic powers; those
  who are just powerful spirits or crea-
  tures of magic may be bound by the
  same ultimate limitations as lesser
  beings.
  Allowing the Cosmic enhancement
  has many implications. It bypasses
  many restrictions that enable the GM
  to keep a game under some kind of
  control. Anyone with cosmic powers is
  playing at the level of the gods, at least
  some of the time. Even if the cam-
  paign allows for divine PCs, they
  might be better treated as having
  mostly noncosmic powers; a god may
  only be able to produce ordinary fire,
  especially if fire isn’t part of his sphere
  of influence. The high cost of cosmic
  powers should keep problems under
  control.
  DIVINE POWERS
  Cosmic powers are what gods do.
  Divine powers are what gods empow-
  er their servants (priests, angels, dae-
  mons, etc.) to do. In some games, they
  might take the Cosmic enhancement
  (a god with transcendent powers may
  lend out a fragment of them), but this
  is not mandatory.
  Hence, divine powers usually have
  a very specific origin – the favor of a
  god. 
  This 
  may 
  imply 
  Clerical
  Investment, but this isn’t universal. A
  devout hermit might receive the abili-
  ty to work miracles without becoming
  part of a temple hierarchy. More
  important, divine powers are restrict-
  ed by the rules set by the deity. Gods
  give aid on their own terms! Players
  who dislike having their PCs told what
  to do should not take divine powers,
  and campaigns should only be built
  around such powers if the players are
  comfortable playing in a world where
  some beings definitely outrank them.
  HIGH-TECH
  POWERS
  High-tech powers come from sci-
  ence and technology. In some 
  campaigns, this may be cinematic
  superscience, or alien or pre-catastro-
  phe knowledge far beyond the PCs’
  understanding.
  What technology can do depends
  very much on the nature and TL of the
  campaign. In a gritty near-future
  game, a few cyborgs may have power-
  boosters in their bionic limbs, giving
  them a little Striking ST and Super
  Jump. In a space opera setting, robots
  with “memory metal frames” may
  have Shapeshifting, Stretching, and
  countless other abilities.
  MAGIC POWERS
  Most GURPS campaigns focusing
  on magic will probably not use the
  Powers rules; rather, they will employ
  the “spells” system from Chapter 5 of
  the Basic Set and GURPS Magic.
  However, in some cases, usually in
  superhero or lightweight fantasy sto-
  ries, wizards can employ powers with-
  out apparently learning and casting
  specific spells. These characters may
  180
  POWER GAMES
  Racial Abilities
  Defining a race in game terms is usually the GM’s job; he should have
  the clearest idea of its nature. See the rules for template design in
  Chapters 7 and 15 of the Basic Set. Remember that racial abilities don’t
  usually constitute a power, though some races do have powers – usual-
  ly biological or psionic, or technological in the case of robots.
  
  have internalized the principles of
  magic so completely that they can
  improvise new effects at whim, they
  may be using gifts granted by magic-
  manipulating deities, or they may
  have been enchanted like a living
  magic item.
  PSIONIC POWERS
  The idea of “psi” is relatively mod-
  ern, but in the last 50-60 years, it has
  become the concept most often used
  to explain super-powers in fiction. Psi
  appears in a wide range of stories:
  low-key horror (such as Stephen
  King’s Carrie), science fiction with fan-
  tastical twists (such as Julian May’s
  “Pliocene Exile” and “Galactic Milieu”
  series), and superhero comics.
  The essential idea here is that a
  conscious mind – or perhaps any bio-
  logical organism – can affect the phys-
  ical universe directly. Occasionally,
  theories will involve some kind of
  energy source or a physical process
  that fits in with accepted science – for
  example, telepathy might be explained
  as the brain generating low-power
  electromagnetic waves – but mostly,
  things come down to consciousness
  somehow influencing reality. Many or
  all humans may be potential psis,
  needing only the right training or
  insights to unlock the power, or psi
  may be a rare mutation or the result of
  a superscience treatment. Some fic-
  tional nonhuman races are naturally
  powerful psis, as a result of evolution,
  divine gifts, or their own systems of
  science or training.
  SPIRIT POWERS
  The idea of commanding spirits
  probably represents the oldest concept
  of magic. Spirit powers are very
  appropriate in some “mythic” or “folk-
  loric” campaigns. They may be
  inborn, the result of special training,
  or a gift from a spirit-ruler. They usu-
  ally differ from divine powers in that
  the spirit does not imbue a human
  with power but must itself be present
  to perform a task, and in that the rela-
  tionship between mortals and spirits
  is more equal than that between mor-
  tals and gods – more likely to involve
  negotiation then worship. Still, the
  distinction between priests (who deal
  with gods) and shamans (who deal
  with spirits) is fuzzy.
  POWER GAMES
  181
  Unified Metaphysical
  Theories
  In some settings, there may be no fundamental distinction between
  “magical” and “spirit” or even “divine” powers; “magicians” work by
  commanding or petitioning supernatural beings. Similarly, a world’s
  gods may be exceptionally powerful spirits (certainly, some beliefs make
  little distinction between the two categories), or creatures of great mag-
  ical power – far beyond any human wizard, perhaps, but not actually
  different in kind. Likewise, the gods, or friendly spirits, may grant their
  priests or servants useful abilities – which may in fact be “spells.” A wiz-
  ard might gain the ability to fly or hurl lightning bolts after years of
  study, while a priest might have the same knowledge and skill placed in
  his brain as a reward for his prayers, but they could still end up employ-
  ing the same methods to exploit the laws of the universe in the same
  way.
  Of course, whether or not the various power-users know that they
  are manipulating the same basic forces is another question. If there’s a
  rivalry between “toadying priests” and “atheistic wizards,” they might
  both become angry at anyone who points out the truth. Certainly, gods
  with any pride will object to being placed in the same category as mere
  human conjurers.
  Giving apparently different powers the same origin and fundamen-
  tal nature has various practical advantages for the GM. It can make
  interactions between different power-users easier to manage, for exam-
  ple. However, it may also make the setting feel less rich and complex.
  Magical Psi
  In some settings, “magic” and “psi” both tap the same energies, in
  one case by study and formal disciplines, in the other by raw talent and
  willpower. If magic is simply psi power unlocked by self-hypnosis, the
  way that magical powers are defined for game purposes should reflect
  this.
  “Pseudo-magical psi” might be stopped or negated by anti-psi pow-
  ers (-5%) and have a minor Accessibility limitation to reflect the need to
  perform brief incantations, make small “casting” gestures, and have
  “spell components” to hand (-10%) for a net power modifier of -15%.
  (This assumes a low-tech generic fantasy setting where psionic technol-
  ogy doesn’t exist, or at least can’t produce effective countermeasures.)
  On the other hand, if psi can achieve almost anything, but most
  humans need lots of complicated procedures and tools to produce even
  restricted effects, it may be simplest to treat it as magic. Psi might even
  use the standard GURPS spell system. (“Mana levels” would probably
  not vary much in such a setting, although some areas might be more
  “psi-friendly” than others.) The most important practical effect is that
  “magic” and “psi” could always interact directly, able to detect, negate,
  and even enhance each other.
  Cosmic Magic
  Likewise, magic and psi may be “cosmic” in nature, manipulating
  reality directly – though only the most powerful adepts comprehend its
  true nature and potential. Magic and full-blown cosmic powers may
  interact, and magicians might shed most of the restrictions on their
  powers as they advance in the art.
  
  SUPER POWERS
  The “Super” power modifier on
  p. 29 can be used in settings where
  “super powers” are a specific class, as
  distinct as “magic” or “psi.” They
  might come from a mutation in some
  human brains (making them concep-
  tually similar to psi), a “quasi-cosmic”
  ability to distort reality itself, radical
  changes to the human body caused 
  by an alien virus, or infusions of 
  alien-cosmic energy.
  However, not all powers in a
  “superhero” game may use this modi-
  fier – especially if the setting resem-
  bles traditional comics, which regu-
  larly feature a mixture of biological,
  chi, cosmic, divine, elemental, magi-
  cal, nature, psi, and other powers,
  with a vast range of origins, all called
  super-powers. Many “super” charac-
  ters may not even have powers in this
  book’s sense at all, instead featuring
  superhuman attributes, minor abili-
  ties, or high-tech gadgets.
  Even if there is a single source for
  all super-powers, the modifier may be
  defined differently. Marvel Comics’
  mutants can be identified by mutant
  detectors. There are devices that can
  suppress any mutant power, but no
  other super-powers. The power modi-
  fier used in such a setting would have
  to incorporate a limitation to reflect
  this. Another option for a variant
  supers campaign is to include more
  severe, even dangerous limitations in
  the modifier, such as Nuisance Effect
  (Backlash) 
  plus 
  Uncontrollable.
  Powers become impossible to control
  and unpleasant to use, and heroes
  may even become tragic figures.
  While “super powers” may encom-
  pass a broad range of effects, GMs
  should discourage players from giving
  supers a random assortment of such
  abilities. Most comic-book heroes and
  villains have a clear focus and theme
  to their powers.
  182
  POWER GAMES
  In hallowed comic-book tradition, the GM 
  may rule that weird-science technology can affect
  super-powers. This is typically the purview of 
  gadgeteers and the operatives of “black” agencies.
  Some Weirder Origins
  Transcendent Attunement: The powers of nature or
  morality may transcend even the gods, and grant
  powers to beings who are psychologically attuned to
  these cosmic principles. This idea fits with “Moral” or
  “Nature” powers (p. 27), and works well in fantasy
  universes with pantheistic metaphysics. It is less
  appropriate for settings where phenomena are
  explained by quasi-scientific logic or personified by
  gods.
  Evolutionary Regression: A character might gain the
  ability to access his “evolutionary heritage” through
  superscience biochemical treatments or “psychic”
  methods. This implies a Biological power with a lot of
  minor Switchable physical abilities such as Brachiator,
  Claws, or Gills (plus, optionally, Racial Memory). The
  power modifier can vary, depending on exactly how
  “regression” works. It may require special drugs or
  lengthy meditation, and induce temporary IQ loss or
  psychological disadvantages.
  Digital Reality Control: Some people are aware that
  the entire universe is a computer simulation – and have
  root access, or at least a set of cheat codes. This access
  can grant Cosmic powers, although the system may
  have restrictions. Higher levels of authorization grant
  more spectacular abilities. A “regular user” might have
  to obey the laws of physics, while “superusers” might
  be able to fly or create multiple “shells” of themselves.
  Nanite Command: In a far-future world where every-
  thing and everyone is suffused with “nanites” – micro-
  scopic super-technological robots, capable of high-
  speed molecular manipulation – someone whose genet-
  ic code or neural patterns authorize him to control the
  nanites could have seemingly “magical” powers). He
  might create and destroy objects (subject to the avail-
  ability of suitable materials, and to constraints from the
  laws of thermodynamics), or communicate and
  observe events over great distances by tapping the
  nanite communication web.
  
  Many GURPS PCs are essentially
  realistic. Even a barbarian swordsman
  or a space pilot is simply a human
  being – with exceptional skills, yes, but
  nothing too unlike things that any of
  us might learn.
  Powers make characters much
  more exotic. They also have conse-
  quences for scenario and campaign
  design. It’s easy to come up with chal-
  lenges for normal human PCs: a sheer
  cliff, an NPC who refuses to tell some
  important secret . . . However, if a hero
  can fly or read minds, such problems
  quickly vanish. The way to deal with
  this might be to restrict the powers
  available, or it might be to come up
  with different challenges.
  There are a number of considera-
  tions here, starting with questions to
  be answered before any PCs are
  designed.
  POWER LEVEL
  Almost every campaign has a fixed
  starting PC point level. That special
  powers are available does not mean
  that the campaign must have a high
  starting value. It’s possible to run very
  interesting powers-heavy campaigns
  with the starting point level set delib-
  erately low. A PC with a low-strength,
  short-ranged, or unreliable power
  must use it cautiously and inventively.
  Every couple of experience points
  spent on it will likely make an impor-
  tant difference. Genre fiction is full of
  such characters – young psis discover-
  ing their powers, trainee martial
  artists, apprentice space knights, and
  so on. On the other hand, impressive
  and colorful powers do tend to be
  expensive, so many powers-oriented
  games work best with substantial
  starting totals.
  In games where PCs start with 100
  points or fewer, powers and exotic
  abilities will be low-powered or limit-
  ed, especially if the PCs are supposed
  to be competent in other ways; 100
  points (plus a few disadvantages) can
  buy moderately respectable powers,
  but these won’t be much use if the
  character is hopeless at everything
  else. A well-balanced team can get
  around this problem, if the players are
  willing to run highly specialized PCs.
  That doesn’t mean that powers are
  useless in low-points games, especial-
  ly if they are rare in the setting. An
  ordinary person with the ability to fly,
  however slowly, can accomplish plen-
  ty. Someone with just enough natural
  armor to stop pistol bullets and sword
  cuts can survive incidents that would
  kill ordinary mortals, even though he
  must watch out for heavy weapons.
  Powers in such campaigns often need
  extra time and special procedures to
  activate, making them useless in com-
  bat – but someone who can see
  through walls, predict the future, or
  talk with spirits can avoid many fights,
  or ensure that they only happen on
  favorable terms.
  “Real” powers usually require
  starting levels of at least 150-250
  points. This doesn’t produce super-
  heroes, but it does enable PCs to be
  capable adventurers, with an array of
  advantages and skills, and still mani-
  fest a power or two. “Empowered”
  PCs on this level still find ordinary
  humans of the same point level – who
  are merely tough, smart, and good
  with weapons – to be useful partners
  and dangerous opponents. PC parties
  may well consist of a mixture of types
  – psionic adepts and their warrior
  bodyguards, meditative monks who
  have refined their control of chi,
  brethren who concentrate more on
  martial arts, or cyborg warriors and
  their support technicians.
  “Real” powers-focused campaigns
  may require several hundred points –
  exactly how many depends on the
  intended style. Just 500 points buys
  someone who can pass fairly con-
  vincingly as a comic-book superhero,
  but who may not quite be able to
  emulate the feats seen in four-color
  comics (appropriate for a stories
  about the gap between the myths of
  heroism and harsher realities). A
  well-designed 750-pointer can proba-
  bly defeat any number of normal
  human opponents. In all cases, much
  depends on the balance of defenses,
  hit points, and regenerative abilities,
  and also on just how exotic the 
  available powers are, compared to
  mundane technology.
  For PCs who can pass as gods,
  starting point levels in four figures are
  essential. At this level, however, the
  GM needs to set very strong guidelines
  as to how points should be spent, and
  what PCs should be capable of accom-
  plishing. An invulnerable individual
  who can slaughter whole human
  armies might be able to demand wor-
  ship, and could be created with less
  than a thousand points, but if he can’t
  answer prayers or travel to the heav-
  ens, he’s rather unconvincing in the
  role.
  POWER GAMES
  183
  Consistency vs. Realism
  PC powers aren’t usually “realistic.” There are exceptions – robots or
  genetically modified beings might have abilities that are perfectly plau-
  sible in terms of known science, such as built-in weaponry or the abili-
  ty to fly – but most of the traits covered by this book are blatantly fan-
  tastical.
  Even so, powers should generally work in a logical, structured way.
  Magic and psi aren’t realistic, but that doesn’t mean they have to lack
  rules. Historically, many beliefs about how magic worked were full of
  internal logic. Ideas about psi derived from serious, though largely
  unsuccessful, scientific research.
  On the other hand, a setting may call for totally unpredictable, arbi-
  trary, subjective powers. GMs can administer such things as they see fit,
  but will have to make arbitrary judgments about what will work. They
  will also need the trust of their players. Players who come to RPGs
  expecting consistency and a sense of objective “fairness” may not be
  happy if these disappear at crucial moments.
  CHARACTERS
  
  Disadvantage Limits
  Character disadvantages have a
  large effect on the style of any cam-
  paign. The guideline of no more than
  50% of base point levels holds fairly
  well for PCs in the 100-300 point
  range, but outside this range, different
  limits may well be appropriate.
  In a game with 50-point adoles-
  cents just discovering their unreliable
  powers while hunted by sinister
  forces, mandatory or logical disadvan-
  tages – Social Stigma, low Wealth,
  Enemies, and so on – may exceed that
  50% even before the players start indi-
  vidualizing 
  their 
  characters.
  Conversely, if the PCs are built on 750
  points, letting them have -375 points
  in disadvantages may leave them vir-
  tually unplayable, and certainly inca-
  pable of following interesting plot
  leads. Indeed, for a four-color super-
  hero game, the GM can enforce a dis-
  advantage limit as low as -50 to -100
  points, ensuring that the heroes have
  no problems beyond the traditional
  high-mindedness and a couple of 
  enemies.
  POSSIBLE
  ORIGINS
  The “metaphysics” of a game world
  define what origins the PCs’ powers
  may have. It’s important for GMs to
  veto PCs who don’t fit. If the setting is
  “agnostic,” with no gods visibly pres-
  ent, no one can have divine powers.
  For that matter, if there are only a few
  active gods, and each provides a
  known, restricted set of powers to its
  servants, an individual who claims to
  commune with some previously
  unknown deity is either a liar, delud-
  ed, or the bearer of world-shaking 
  revelations.
  Likewise, if the campaign is about
  the discovery of psi powers in a world
  much like the present day, “magic”
  should be excluded. The presence of
  magic will destroy the game’s sense of
  science-fictional cohesion.
  There is nothing wrong with set-
  tings in which powers derive from a
  wide range of sources. However,
  there’s also a lot to be said for working
  within constraints and exploring the
  implications of well-defined systems.
  Nor need everyone in the game
  world know the limits of its internal
  logic. Empowered people can lie or be
  deluded about their powers. A devious
  god might provide humans with
  unusual powers under a false name, in
  order to draw worshippers away from
  a rival. A naturally gifted psi might
  think that his powers are divine gifts
  or temptations offered by evil spirits.
  This is a common theme in stories,
  with liars being exposed or gifted
  characters learning the truth about
  themselves.
  WHAT’S
  ALLOWED
  GMs can restrict not just power
  origins, but also the exact abilities
  involved. If psi is defined to repre-
  sent simply a sensitivity to low-
  strength electromagnetic patterns,
  then mind-reading and ESP are plau-
  sible, but telekinesis or teleportation
  are inappropriate.
  In games that focus on low-pow-
  ered abilities, the GM can require spe-
  cific limitations. For example, psis
  might be able to paralyze opponents
  or move moderate weights with sever-
  al seconds of intense concentration,
  but in an unexpected fight, they’d have
  to resort to fist and gun like everyone
  else.
  Starting PCs may simply be
  banned from buying powers above a
  certain level, or some abilities at any
  level. In a game about young,
  untrained, “wild talent” wizards, the
  PCs may be capable of only a few,
  unreliable, short-ranged effects. They
  can improve later, with practice, study,
  and bonus character points – but get-
  ting from here to there is the point of
  the game. Limited starting point levels
  help with this, but some players may
  try to juggle disadvantages and limita-
  tions and distort character designs to
  get more starting power than fits the
  game concept.
  UNUSUAL
  BACKGROUNDS
  The Unusual Background advan-
  tage can be a useful tool in permitting
  players to develop “possible but exot-
  ic” character concepts without unbal-
  ancing the game. GMs should try to
  avoid over-using this; if all PCs have 
  to take an Unusual Background, 
  presumably their powers aren’t as
  unusual as all that. Also, the point
  costs of GURPS powers and abilities
  were chosen to be as fair and internal-
  ly balanced as possible; it shouldn’t be
  necessary 
  to 
  charge 
  Unusual
  Background costs just to stop anyone
  from being too powerful.
  Rather, someone with an Unusual
  Background should have radically
  184
  POWER GAMES
  
  unusual abilities, giving the wielder an
  edge by virtue of their scarcity. They
  should be able to gain some advantage
  in fights (say, because they can
  breathe fire in a world where empty-
  handed combatants can’t usually
  attack at range). Most people will fail
  to take simple, logical precautions
  against them. (If a teleporter can get
  into any room that he can see on live
  TV, people may be careful where they
  allow cameras – unless teleportation is
  thought to be a myth.) If powers don’t
  carry an Unusual Background cost,
  then other people should be prepared
  for them. A telekinetic cat burglar has
  a huge advantage in a “secret powers”
  campaign; in one where telekinesis is
  old news, he might well choose anoth-
  er career.
  The problem is with games where
  most or all of the PCs possess powers
  that are new and rare in the world in
  general. The first wave of superbe-
  ings will have huge advantages – but
  their powers won’t be “unusual”
  among PCs. If powers are going to be
  truly universal in the party, then it’s
  not worth requiring an Unusual
  Background – the GM can just drop
  the starting point level. But if some
  of the players are going to play nor-
  mal humans, and if the rest of the
  world isn’t going to adapt to the exis-
  tence of these powers very quickly,
  then the special advantage granted
  by the powers justifies an Unusual
  Background.
  Cost
  The appropriate cost for an
  Unusual Background is closely linked
  to other details of the campaign, 
  and may be proportional to starting
  point levels. A 50-point Unusual
  Background for a given power would
  mean that only a really determined
  player would take it in a 150-point
  campaign; in a 500-point game, it
  would be less of a problem.
  In general, 10 points is appropriate
  if the character merely gains minor,
  occasional benefits, has an unusual
  combination of commonplace pow-
  ers, or has a couple of levels more of
  the related talent than anyone else. A
  cost equal to 20-30% of PC starting
  points suits a power that is rare
  enough to cause surprise, but which is
  known to most opponents, or which
  grants substantial advantages given
  considerable effort. (Examples might
  include short-range teleportation that
  requires an hour of meditation per
  use, weak and unreliable telepathy or
  ESP in settings where such are held to
  be impossible, or magic in a super-
  hero game that focuses heavily on psi
  powers.) Charging 50% of starting
  points is only appropriate for game-
  twisting powers that grant a reliable
  “killer” advantage; playing the only
  empowered priest of some powerful
  deity might merit 50%.
  GMs should feel free to vary such
  costs, especially if players insist on
  taking powers that make the game
  much harder to GM – although if the
  power is really a severe nuisance, it’s
  often better to ban it outright.
  However, the campaign style, and
  what PCs may be able to achieve,
  should be negotiated between the
  players and GM, and negotiation
  means compromise; a GM may
  choose to permit a player to take
  Precognition – so long as he gives it
  the Unreliable limitation and takes a
  100-point Unusual Background . . .
  POWER GAMES
  185
  PCs vs. NPCs
  In games, PCs generally start at the same point value, but NPCs can
  vary enormously. While opponents intended to engage PCs in one-to-
  one physical combat will usually be around the same value, some may
  be master warriors, able to take on the entire PC party simultaneously,
  while others may be weak cannon-fodder, or simply noncombatants
  with a single talent that the plot requires. Even “one-to-one” opponents
  may actually have quite different point values. A focused combat spe-
  cialist might be designed to take on a versatile PC with many points
  spent on noncombat abilities, and hence be a tough fight despite being
  “weaker” in point terms. Another foe might have greater personal abili-
  ties to balance some equipment that the PCs have acquired. Powers-ori-
  ented games amplify this variation even further, especially if characters
  are especially vulnerable or resistant to particular attacks. A mighty
  vampire may be brought down by an elderly priest with True Faith, a
  crucifix, and a supply of holy water, while an unworldly wizard may be
  outmaneuvered by a weak but clever mind-controller who knows which
  leaders and law-enforcers to dominate.
  In addition, some powers may only be available to NPCs – or maybe
  only to PCs, if the campaign concept is “the last gods” or “the first genet-
  ic upgrades.” Players are often unhappy if they are told that NPCs can
  do things that PCs can never accomplish, but this may be inevitable if
  the campaign is basically a war story, and the enemies are relentlessly
  hostile aliens with specific biological powers or devoted servants of evil
  who receive special “dark” powers. (If the players insist on playing rene-
  gades from the other side, GMs might permit this with an Unusual
  Background.)
  Spirit PCs
  In some games, the PCs might be spirits. Such beings often embody
  and control some aspect of the universe on a local scale, making
  Elemental powers (p. 27) very appropriate. Most will have Elemental or
  Spirit meta-traits (pp. B262-263), or even both. The GM may define
  racial templates for various types of spirit, or, for a wilder game, give the
  players a free hand and a high starting point level, and see what they
  come up with.
  If spirits are susceptible to summoning or control, they may have
  disadvantages such as Duties (often Involuntary) and Reprogrammable.
  Their supernatural natures may also give them Dreads or Revulsions.
  On the other hand, if they build good relations with shamans or sum-
  moners, they may have useful human Allies.
  
  Remember also that not every
  “unusual background” is worth any
  points at all. If someone acquires ESP
  thanks to 10 years of study in a
  Himalayan monastery, but other char-
  acters gain the same power thanks to
  the unexpected side-effects of a new
  type of aspirin, that’s no special advan-
  tage – unless the monks also taught
  other useful techniques, or the drug
  had other, negative effects on everyone
  who took it.
  BALANCING
  POWERS
  While a character’s point total
  defines how powerful he is, broadly
  speaking, how those points are distrib-
  uted is also immensely important. The
  balance among offense, defense, and
  mobility needs to be watched quite
  carefully. Given the flexibility of a
  point-based design system, it’s all too
  easy to come up with characters who
  can destroy anything in their path, but
  never hit a moving target and fall over
  the moment they themselves are hit,
  or who can never reach a battle in
  time to help.
  GMs may wish to define a value for
  expected damage from common
  attacks by PCs and major NPCs, along
  with guidelines for combat skill levels,
  notes on how the PCs are expected to
  get around, and so on. They may also
  set a hard upper limit on damage from
  attacks, to prevent players from com-
  ing up with PCs who solve every prob-
  lem by hitting harder than anybody
  else. PCs should ideally be able to
  withstand at least a couple of hits
  from a “campaign average” attack and
  survive; rugged “tanks” or “bruisers”
  might be able to withstand several and
  keep on coming, while more agile
  types who depend on avoiding rather
  than soaking up damage should still
  be able to suffer at least one unlucky
  moment and continue breathing, if
  not standing.
  Attacks are mostly defined by the
  number of dice they do. An average
  roll does 3.5 points of damage per die,
  but good or bad rolls can vary from
  the average. Remember also that
  impaling, cutting, and large piercing
  attacks do substantially increased
  damage 
  after 
  subtracting 
  DR.
  Characters can survive a hit by having
  enough DR to stop damage or lots of
  hit points to absorb it. The latter can
  be safer in many ways, giving resist-
  ance to all sorts of harm and requiring
  less-frequent rolls to survive when
  current hit points go negative, but hit
  points do get worn away by repeated
  hits. Not taking damage at all is
  always safe. A good HT score is invalu-
  able for individuals who frequently get
  into fights; rolls to remain conscious
  and alive, and to withstand poisons,
  drugs, and suchlike, are matters of life
  and death.
  Nonpowered characters with nor-
  mal human levels of strength often
  have difficulty matching the damage
  levels that can be inflicted by super-
  strong PCs, let alone a foe with many
  points in Innate Attacks. Players of
  “talented normals” who focus on sub-
  tlety and skill rather than raw power
  should still make sure that they can do
  something in a fight. Good weapons
  can help, as can clever tactics, intelli-
  gent use of “placed shots” at hit loca-
  tions, and other tricks, but it may be
  advisable to give PCs whose concept
  doesn’t call for flamboyant powers
  something subtle but effective. A 
  martial artist might have minor chi
  powers that provide Striking ST.
  Alternatively, the subtle hero can leave
  the major opponents to his colleagues,
  while taking down cannon fodder,
  sneaking in and out of enemy bases,
  or piloting vehicles.
  POWERS VS.
  OTHER ABILITIES
  Not all special abilities are powers.
  While a power can provide a logical
  underpinning for extraordinary tal-
  ents, it’s perfectly possible to come up
  with capable PCs who don’t have such
  things. Even if most PCs can fly, hurl
  fire or lightning, and shield them-
  selves with force fields, a “merely”
  strong, fast, smart individual, maybe
  with some minor advantages such as
  Claws or Eidetic Memory, or some
  well-chosen equipment, may survive
  and distinguish himself in their com-
  pany. Comic-book examples include
  DC Comics’ Batman or Marvel’s
  Captain America. At times, it may also
  be important to determine how the
  different types of character features
  interact.
  Supernatural
  Advantages
  Blessed (p. B40) indicates a rela-
  tionship with a deity or higher power,
  as do divine powers. Everyone who
  receives the aid of the same being will
  usually be expected to cooperate,
  while those who are supported by hos-
  tile gods will generally be hostile to
  each other. Blessed characters who
  receive visions may be expected to
  give guidance to those with more
  active divine powers.
  Channeling (p. B41) and Medium
  (p. B68) may permit someone to com-
  municate with the same spirits that a
  character with spirit powers employs.
  This can be useful if, for example, the
  spirit power is fickle and fails because
  of an unfavorable reaction roll. The
  channeller or medium may be able to
  ask why it is unhappy. Likewise, Spirit
  Empathy (p. B88) can enable the user
  to sense the spirit’s feelings. At the
  GM’s option, especially if there is
  some specific penalty reducing the
  chance of success, the empowered
  character may be able to correct the
  problem and then attempt a reroll
  without the usual penalty for repeated
  attempts.
  In addition, a channeller or medi-
  um may be able to contact spirits who
  have recently served someone with
  spirit powers to ask them about the
  tasks they performed. This is strictly
  optional, and may not work very well;
  “servant” spirits may be bound to
  silence by the powers that control
  them, may fly off to distant planes as
  soon as they have completed their
  tasks, or may simply be uninterested
  in things mortals consider important.
  (“Yes, I started a fire here at some
  shaman’s request. No, I didn’t notice
  what he looked like, or what it was I
  burned.”) Imaginative use of these
  abilities may help solve a lot of mys-
  teries, and adds to the atmosphere of
  games with active spirits; all dealings
  with them can become roleplaying
  opportunities. However, this gives
  GMs more work to do, as each spirit
  may have a personality. For simplicity,
  GMs can roll a reaction for any spirit,
  and then play out the result to the full.
  Spirits are generally held to be whim-
  sical and slightly unpredictable . . .
  (Also see Spirit PCs, p. 185.)
  186
  POWER GAMES
  
  Dominance (p. B50) changes the
  nature of a victim, which may have all
  sorts of consequences for his powers.
  For example, a goddess of life may
  regard vampires as abominations.
  Anyone to whom she grants divine
  powers will lose them if he is infected
  with vampirism. (Whether he can
  forge a new relationship with a god of
  death, and gain new divine powers
  thereby, is up to the GM – but switch-
  ing sides should be a complicated role-
  playing exercise.) In some settings,
  such transformations reshape the vic-
  tim’s spiritual essence, destroying
  many types of innate powers. The psy-
  chological trauma and new hungers
  associated with such a transformation
  can play havoc with the victim’s capac-
  ity for focused concentration. Other
  powers 
  may 
  survive, 
  however.
  Vampires are often depicted as talent-
  ed wizards, presumably meaning that
  magical powers can survive the transi-
  tion to undeath.
  Illuminated characters (p. B60)
  have a direct insight into the nature of
  the universe. This may enable them to
  identify other individuals with cos-
  mic, moral, possibly even divine or
  spiritual powers, or to recognize
  those powers in action. They can cer-
  tainly recognize spirits associated
  with Illuminated conspiratorial fac-
  tions, which should extend to recog-
  nizing when they are summoned
  using powers.
  Magery (p. B66) bestows a sensi-
  tivity to magical forces. GMs 
  may optionally permit a mage to 
  recognize a living being imbued with
  powerful magical forces (such as
  strong innate powers), and perhaps
  even extend the rule to other super-
  natural categories such as spirit
  powers. Levels of Magery may also
  function as the talent to use with
  magical powers; see p. 29.
  Magic 
  Resistance
  and 
  Mana
  Damper (p. B67) oppose or negate
  magical powers. This is a large part of
  the definition of the Magical power
  modifier (p. 27).
  Mana Enhancer (p. B68) raises the
  effective local mana level. In a world
  where the natural level never falls
  below “low,” anyone with both this
  and powers with the Magical power
  modifier will rarely, if ever, be disad-
  vantaged by mana-level variations.
  GMs may rule that the Magical power
  modifier (p. 27) is only worth -5% if
  combined with this advantage.
  Mindlink (p. B70) ensures auto-
  matic successes for uses of Telesend
  and Mind Reading between linked
  characters. The GM may extend this
  to other basically telepathic powers,
  such as Illusion with the Mental
  enhancement (p. 95). This automatic
  success might be limited to psionic
  powers, but it’s also conceivable that,
  for example, a god might provide his
  priests with the ability to communi-
  cate mentally, giving them Mindlink
  and “telepathic” divine powers.
  Oracle (p. B72) and Precognition
  (p. B77) imply sensitivity to cosmic,
  divine, or spiritual forces. Omens 
  and precognitive flashes relating to
  characters with major powers of these
  types may be strong and clear, giving a
  bonus to rolls to sense and interpret
  them. When great forces are loose in
  the world, oracles and seers tend to
  notice!
  Power Investiture (p. B77) might
  function as the talent for divine pow-
  ers; see p. 29.
  Psychometry (p. B78) often works
  by detecting faint “residual energies.”
  Objects that have been in contact with
  magical, psionic, moral, or cosmic
  powers may have especially strong
  residues, giving a bonus to the roll. An
  object touched by the powers of
  absolute evil may cause a Fright
  Check!
  Reawakened individuals (p. B80)
  might acquire powers or talents with-
  out training. However, if the power is
  essentially physical (if it is biological
  or technological in nature, or involves
  a brain mutation), remembering that
  one had such a thing in a previous
  body is little use. Remembering a past
  life as a chi adept may be a good start,
  but the character may still have to
  spend time mastering the forces in his
  new body. Reawakened people might
  also recall encountering certain pow-
  ers in past lives and be able to remem-
  ber appropriate countermeasures.
  Terror (p. B93) may be linked to the
  use of certain powers – especially cos-
  mic or moral powers, which are often
  unnerving for a mere mortal to wit-
  ness. “Only after using power” may be
  a reasonable limitation here, with a
  value depending on how easily and
  often the power can be used.
  True Faith (p. B94) is generally
  associated with benevolent deities,
  and may provide protection against
  demonic powers, malevolent spirits,
  and powers based directly on super-
  natural evil. At the GM’s option, evil
  divine and moral powers, and any
  spirit power effect based on the sum-
  moning of “unlawful” spirits, may be
  excluded from the one-yard zone
  around someone asserting True
  Faith. This may seem like a large
  bonus for anyone with the advantage,
  but they have limits of their own. It
  may also seem like a significant
  restriction on those powers, but True
  Faith is generally rare enough that it’s
  not worth increasing the size of the
  power limitation.
  POWER GAMES
  187
  
  In a few settings, pure law, chaos,
  or even evil may inspire True Faith,
  protecting against manifestations of
  opposing principles.
  Exotic Advantages
  Detect (p. B48) may be used to
  detect a specific power source, or pos-
  sibly a power focus. The frequency of
  occurrence of a given source or focus
  depends on the setting. As a guideline,
  cosmic powers are usually rare
  (except in “gods walk the earth” myth-
  ic games), anything that requires an
  Unusual Background is probably rare
  or occasional, and very few powers are
  very common.
  Digital Mind (p. B48) grants immu-
  nity to “telepathic” powers and spells
  that affect living minds. Any psionic or
  magical power that affects the mind or
  perceptions might fit.
  Speak With Animals and Speak
  With Plants (p. B87) may grant the
  ability to communicate with beings
  who possess “animal powers” or
  “plant powers” respectively – especial-
  ly if they are visibly nonhuman.
  Cinematic Skills
  In general, skills or techniques are
  considered “cinematic” if they have
  Trained By A Master or Weapon
  Master as a prerequisite or, in the case
  of techniques, if they relate to a specif-
  ically cinematic combat option (such
  as Dual-Weapon Attack with melee
  weapons). Others may be flagged as
  cinematic on a case-by-case basis;
  Enthrallment (p. B191) may qualify,
  as it produces quasi-supernatural
  effects.
  Cinematic skills permit PCs to
  accomplish superhuman feats compa-
  rable to minor powers. Most are asso-
  ciated with the kinds of cinematic
  martial artists who are Trained By A
  Master, and indeed a character may
  well have both cinematic skills and chi
  powers. In fact, in some campaigns,
  Trained By A Master might be a pre-
  requisite for chi powers. But the skills
  alone can accomplish plenty, often
  with fewer complications!
  If cinematic skills and chi powers
  do coexist in a campaign, remember
  that they explicitly have the same
  basis. Somebody who can sense chi
  manipulation in use (“This is a strong
  one!”) will notice cinematic skills, and
  something that disrupts a character’s
  chi will also reduce or negate them,
  perhaps imposing the same penalty on
  cinematic skill rolls and any roll that
  benefits from the chi power’s Talent.
  Similarly, GMs may declare that
  Enthrallment skills are actually low-
  level manifestations of magical or psi
  power. In the former case, they might
  not work in a no mana area, Magic
  Resistance might add to Will rolls to
  resist them, and the effects might be
  dispelled like magic (perhaps with a
  penalty to the roll, because of the sub-
  tlety of the effect). In the latter case,
  the Static Psi advantage and techno-
  logical anti-psi defenses might block
  them. In either case, a Mind Shield
  would also defend against them.
  Magic
  While some of the powers dis-
  cussed in this book are magical, stan-
  dard GURPS magic functions outside
  the powers rules, using the Magery
  advantage and spells purchased as
  skills. (See Chapter 5 of the Basic Set,
  and GURPS Magic.) If a game setting
  includes both powers and spells, they
  provide two different ways to achieve
  exotic effects that may appear similar.
  Spells and magical powers interact
  in various ways. If a spell that is nor-
  mally resisted by some other spell
  interacts with a magical power that
  doesn’t normally require a die roll to
  function, it is resisted by a roll against
  the better of the power-user’s IQ or
  Will, plus any Talent applicable to the
  magic power. For example, if a spell-
  caster casts Dispel Magic on someone
  using magical Flight, and the flyer has
  IQ 12, Will 10, and three levels of mag-
  ical power Talent, he rolls against 12 +
  3 = 15 to keep the power working.
  Knowledge spells can be used to
  detect magical powers, just like spells
  and items. Detect Magic can deter-
  mine that magic powers of some kind
  are currently operating on or through
  an object (“that ring is magic”).
  Identify Spell can determine what
  powers have been used on or by the
  subject in the last five seconds (“he’s
  using a power”). Analyze Magic can
  tell which magical powers are operat-
  ing on the subject (“he’s been affected
  by a power”). The latter two spells will
  tell the caster “there’s magic here, but
  it’s an innate power, not a spell” and
  will give a fairly good idea of what the
  power does – “it enables him to fly by
  interacting with the air” or “it works
  on the target’s mind, probably to
  extract information, rather than to
  send messages or control.” Additional
  spells in GURPS Magic operate simi-
  larly in relation to powers.
  Of the spells from the Meta-Spells
  college, Counterspell only works
  against powers if the caster possesses
  the exact same ability himself (GM’s
  decision as to whether a much weak-
  er or stronger version, or one with
  slightly different enhancements or
  limitations, is the same ability), but
  Dispel Magic can negate all sorts of
  abilities. GURPS Magic provides
  many spells that expand this college,
  and which can interact with powers.
  Scryguard, Scrywall, and Scryfool
  shield against magical Clairsentience;
  Suspend Spell, Ward, Reflect, and
  Great Ward can oppose another’s use
  of a ability that the caster possesses;
  and so on. Penetrating Spell can be
  188
  POWER GAMES
  Power Talents and
  Cinematic Skills
  GMs might permit chi power Talent to act as a Talent for cinematic
  skills that involve chi manipulation. However, most of these are combat
  skills, which should not normally gain benefits from Talents, so this isn’t
  recommended. If GMs decide to permit it anyway, the cost of the Talent
  should be increased to 10 or 15 points/level. It would grant a reaction
  bonus from martial arts adepts and the like; such people recognize and
  respect each other! Likewise, if Enthrallment skills are actually a form
  of magic or psi, Magery or an appropriate power Talent might give a
  bonus to the skill roll.
  
  used to give a magical attack power
  an armor divisor.
  Spells may also interact with other
  types of powers, although only powers
  with an innate limitation that makes
  them susceptible to such countermea-
  sures can be dispelled, warded, etc., as
  a matter of course. Rather, specific
  spells may oppose powers in specific
  ways. For example, Pentagram (from
  GURPS Magic) might keep spirit
  powers from crossing it (roll a Quick
  Contest between Pentagram skill and
  the power-user’s IQ + talent, or use the
  relevant spirit’s attributes as usual if
  they are known). This is a small limi-
  tation for spirit powers, as Pentagram
  is fairly rare and cannot be used very
  effectively in combat, and so does not
  affect the Spirit power modifier. Sense
  Spirit might be used to detect the enti-
  ties invoked by spirit powers; Deflect
  Energy can be used to parry fireballs,
  lightning bolts, etc., created by all
  sorts of powers; Resist Cold can pro-
  tect against elemental cold powers;
  and so on.
  Auras: The Aura spell (and possibly
  some similar powers and devices)
  detects whether someone has Magery
  and some other supernatural facts.
  People with magical powers probably
  have similar auras to a mage. The GM
  might suggest that they look slightly
  different and drop hints as to the
  nature of any powers possessed. The
  aura of anyone with other supernatu-
  ral powers may appear distinctive –
  elemental or spirit powers will almost
  certainly color a person’s aura (magi-
  cal fire powers might give a ruddy,
  flickering aura; elemental fire powers
  might make one’s aura blaze fiercely),
  and that of someone with moral pow-
  ers could be very striking. Any being
  with cosmic powers will probably
  have an astonishing aura.
  GAMING WITH
  POWERS VS.
  POWER-GAMING
  Roleplaying games are supposed
  to be about playing characters, not
  simply moving a piece around and
  fighting other pieces. With some play-
  ers, this may just be a matter of time.
  After a few sessions of flying around
  the scenery, hurling fire blasts, and
  clouding minds, they’ll start thinking
  about what the people behind these
  spiffy powers are like. GMs should
  avoid the sort of antagonistic mindset
  that makes them seek ways to cripple
  PCs; players who’ve gone to the trou-
  ble of designing powers should get the
  chance to use them.
  Still, it’s worth reminding them
  occasionally that their powers can’t do
  everything, and that the PC has other
  concerns. If a power has built-in limi-
  tations that mean it can be negated,
  then use them when it’s logical to do
  so. Intelligent, competent opponents
  may well analyze the PCs and come up
  with countermeasures. There should
  also be situations in which power use
  is impolite or socially dangerous.
  Hurling magical effects around while
  visiting the royal court may be illegal,
  is certainly likely to make the guards
  intensely nervous, and may mark one
  down as a gauche braggart in the eyes
  of sophisticated courtiers.
  Disadvantages
  The GURPS disadvantage system
  is an invaluable tool in reminding
  players that PCs have an existence
  beyond their powers. Quite a few
  empowered characters have major
  Secrets, whether they’re the “secret
  identity” of the four-color superhero
  or shadowed mysteries associated
  with magical training. It’s usually easy
  to set up a situation in which using
  powers would threaten a PC’s Secret
  . . . or in which powers are completely
  irrelevant to a problem associated
  with the Secret. Many superheroes
  have complicated soap-operatic pri-
  vate lives, and while a supervillain can
  usually be targeted with a cosmic
  energy megazap, using that same
  power on a romantic rival or an irri-
  tating kid sister is hardly heroic.
  Codes of Honor and other idealistic
  psychological features can also create
  useful complications; see below for
  more on this.
  Mentors
  In many stories, the training
  required to acquire or control powers
  gives protagonists their personality
  and motivation. Classic sources for
  training include:
  • Martial arts movie monasteries.
  • Sorcerers who take apprentices.
  • Mature, idealistic teachers who
  act as mentors to teenage mutant
  superheroes (or ninja turtles).
  POWER GAMES
  189
  
  A campaign may be built around a
  school, which provides a structure and
  quite likely a Duty and Patron for
  every PC, at the cost of limiting things
  slightly. Alternatively, they may all
  have trained at the same institution in
  the past, making it simply a bit of
  shared background, and maybe a use-
  ful source of Contacts and occasional
  plot threads; or they may be at odds
  with their old school, making it a
  source of formidable Enemies with
  deep knowledge of the PCs’ abilities;
  or it may have been destroyed and the
  PCs’ mentors killed, giving the group a
  major Enemy and a lot of motivation
  to fight. Pupils may have a Sense of
  Duty to their mentors, or a Duty to a
  school that sets that as the price of
  admission – or they might rebel, devel-
  oping Obsessions to prove themselves
  independently, or just adopting atti-
  tudes directly opposed to a school’s
  ideals.
  Teachers often demand Pacifism, a
  Code of Honor, or Fanaticism from all
  students, and may even claim that cer-
  tain powers are impossible to attain
  otherwise – which may be true, if the
  power modifier includes required dis-
  advantages. However, plenty of stories
  involve renegade ex-students or failed
  apprentices who nonetheless retain
  dangerous amounts of training, and
  these can make fascinating Enemies –
  “dark reflections” of loyal students.
  Conversely, the heroes may have cast
  off their corrupt teaching, and the
  “loyalists” may be the dark reflections.
  It may be possible for a renegade to
  retain his powers, despite required
  limitations that should prevent this. A
  rival school or teacher may help him
  to adapt his knowledge. An enemy god
  may replace divine powers with some-
  thing similar that can use the same
  talents. A really determined renegade
  may simply apply cleverness or sheer
  force of will. The “loyalists” may still
  retain an edge, thanks to their use of
  the “unsullied” power, but this advan-
  tage may seem rather theoretical, and
  demonstrating its importance may
  involve some long, hard fights.
  Blank Slates vs.
  Spotlight Hogs
  Not all empowered characters feel
  the need for training, and some play-
  ers select disadvantages that don’t
  really imply much in the way of 
  personality – either because their
  character concept is built more
  around physical than psychological
  factors, or because they see psycholog-
  ical problems as an annoying restric-
  tion on their ability to do what they
  like. The latter is fine so long as they
  are nonetheless interested in develop-
  ing some kind of personality, but if
  their sole interest in the PC is his abil-
  ity to go round blowing things up, a
  GM who wants to include more sub-
  tlety in the game may find it very hard
  to enjoy playing with them.
  Having some of a PC group be
  “blank slate” personalities can be fine.
  It may even be a relief, if other players
  are roleplaying to the point of excess.
  The less melodramatic PCs can play
  off the others and develop as individu-
  als as the campaign proceeds. But if
  the entire group seems bland and
  unmotivated, the GM will have to
  work hard to run plots more subtle
  than a glorified assault course, and
  may have to throw in one or two 
  melodramatic NPCs to provide some
  interest and provoke reactions.
  Players who are too dedicated to
  personality-driven characters can be
  just as much of a problem as “blank
  slates.” If the entire group tries too
  hard, the worst that is likely to happen
  is a bit too much noise and slow
  progress. More often, one or two play-
  ers will turn out to be “spotlight hogs,”
  taking up all the GM’s time. The solu-
  tion is to ask such players to calm
  down and let other people do some-
  thing, while deliberately setting up
  events to give other PCs the chance to
  shine, but GMs should watch out for
  character descriptions where person-
  ality seems to be given much more
  emphasis than powers.
  CONSTRAINTS
  Other factors in a game can con-
  strain PCs from using their powers to
  deal with every situation.
  Honor
  Concepts of honor or propriety,
  usually described in terms of charac-
  ter disadvantages, are an extremely
  powerful constraint on fictional and
  190
  POWER GAMES
  The Forgetful Hero
  One way that writers prevent empowered characters from handling
  every problem with yet another display of power is by having them
  seemingly forget some of their abilities. Every long-time fan can tell sto-
  ries of superheroes or fantasy wizards struggling with a problem that
  they could brush aside with a trick that they demonstrated only a few
  episodes earlier.
  However, it’s not something that really works in games. Players are
  notorious for squeezing every last drop out of PCs’ abilities. Some play-
  ers can be amazingly forgetful, inefficient, or dense from time to time,
  but such lapses are rarely timed to make the plot more entertaining.
  On the other hand, fictional characters are rarely as failure-prone as
  RPG heroes. They may not always win, but they rarely fail in trivial
  ways. They suffer colorful catastrophes at entertaining moments, or
  misjudge situations dramatically. A stealthy hero rarely “fails his roll” to
  slip past an ordinary guard . . . although if some master villain is check-
  ing the perimeter at that moment, that’s another matter.
  Players often regard low skills or power activation rolls as “un-dra-
  matic,” and prefer powers that are completely reliable. It might be bet-
  ter to regard unreliable abilities as “emergencies only” options, to be
  “forgotten” at other times. If the game uses the optional rule for
  Influencing Success Rolls (p. B347 – highly appropriate for cinematic
  campaigns), players can ensure that such abilities work anyway, so long
  as they don’t use them too often. The rule for Using Abilities at Default
  (p. 173) provides another way of letting heroes pull occasional tricks
  that they “forget” at other times.
  
  legendary heroes. Medieval-fantasy
  knights tend to have Code of Honor
  (Chivalry), four-color superheroes tra-
  ditionally have Pacifism (Cannot Kill),
  and an individual who sees his power
  as a gift from the gods may have
  Disciplines of Faith.
  Such limitations round out a PC
  and prevent him from solving every
  problem the same way. When the
  question is whether it’s right to fight at
  all, whether one fights with sword,
  rifle, or mystic thunderbolt is hardly
  relevant. There’s no obvious reason for
  empowered characters to live by
  stronger codes than normal mortals –
  except, perhaps, that the discovery
  that one has powers could make any-
  one reflect on one’s place in the world
  – but powers and honor codes tend to
  go together in fiction. It’s honor or ide-
  alism, not powers, that make a hero
  admirable.
  Personal Style
  Anyone can fight monsters, com-
  mit crimes, or search for treasure –
  but if you don’t look good doing it,
  where’s the satisfaction? Being good at
  such things is important because it
  allows for variation – one doesn’t have
  to go for the boring optimum in every
  situation.
  A style can take the form of
  Compulsive Behavior, Overconfidence,
  or Trademark, but if it’s an important
  feature of the setting as a whole, GMs
  can enforce it in subtle ways. Heroes
  may be expected to be generous to the
  poor, accept friendly challenges from
  visiting warriors, boast colorfully
  round the fire, or hang out with media
  stars. Somebody who fails to act thus
  cannot expect to be treated as a hero.
  Not being taken seriously may seem
  merely irritating at first, and some
  players may enjoy a feeling of misun-
  derstood loner angst, but it should ulti-
  mately prove frustrating and uncom-
  fortable. Recognized heroes get coop-
  eration (from law enforcers, other
  heroes, or the general public) in 
  situations where less impressive 
  people get less.
  In any case, players who are inter-
  ested in playing in a specific genre,
  whether Hong Kong action movies,
  classic superheroes, or Celtic epics,
  often want to play a “proper hero” as
  seen in the source material. Even if
  they want to play angst-ridden, misun-
  derstood anti-heroes, there’s a differ-
  ence between that and mere thugs.
  The mere suggestion that they are
  being “uncool” may lead them to
  change. GMs shouldn’t assume that it
  will always work; players tend to like
  their PCs alive as well as cool, and if
  the GM seems to make coolness too
  dangerous, some will choose survival
  over style. Also, some may only have a
  marginal interest in the genre, in
  which case, the idea that most heroes
  behave in a particular, suboptimal
  way will just earn a shrug and a mut-
  ter of “more fools them.” But if they
  become engaged with the style of the
  campaign, and acquire a feel for what
  is and isn’t accepted and respected,
  many will modify their behavior
  accordingly.
  Reputation
  Reputation ties into both honor
  and personal style; being known as
  dishonorable or unstylish is certainly
  a valid basis for a negative Reputation.
  “Dishonorable” usually implies a reac-
  tion penalty with most or all members
  of a society, whereas “unstylish” may
  only cause trouble with devotees of a
  particular ideal of heroism – though
  that means everybody, in some soci-
  eties! Negative Reputations can be
  acquired in play, if a PC behaves badly
  enough in front of enough people.
  In short, PCs have to deal with the
  ramifications of their actions. These
  can range from dirty looks, high
  prices, and poor accommodations in a
  village where they are regarded as bul-
  lies, through not receiving employ-
  ment from nobles who think that they
  are incompetent, up to being classed
  as enemies of the realm and outlawed.
  All the built-in consequences of a bad
  reaction roll can, and eventually will,
  hit PCs who acquire a large enough
  penalty – and things will eventually go
  beyond even this.
  A really bad Reputation will reach
  the ears of people with social and legal
  power. From Bronze Age city gover-
  nors who hear that the PCs have blas-
  phemed against the gods, and who
  therefore order the guard to run them
  out of town, to modern-day newspa-
  per editors who run virulent anti-
  superhero campaigns that influence
  politicians, a bad name can influence
  all sorts of figures who never get to
  hear the PCs’ stories or encounter
  their looks, charisma, or social skills.
  This can be a “big stick,” and
  should be used sparingly, or at least
  gradually. A bad Reputation takes
  time to build up. It’s not the same
  thing as a bad report, inconvenient for
  a few days and forgotten in a month;
  rather, it’s an accumulation of many
  such reports.
  POWER GAMES
  191
  
  Oversight
  Some characters may be systemat-
  ically watched by groups and factions
  who are concerned by what they may
  do with their powers (government
  agencies will have many reasons to
  worry), directly involved in their per-
  sonal histories (priests with divine
  powers usually serve active gods), or
  just curious (as with anyone who
  draws intensive press interest). This
  sort of thing may be represented on
  character sheets by an Enemy
  (Watcher) or Duty disadvantage, but
  anyone who is observed using powers
  (or doing a lot of other typical PC
  things) may draw some kind of atten-
  tion – especially if they acquire a
  Reputation. This shouldn’t usually be
  intrusive or excessively annoying,
  unless it comes from a specific disad-
  vantage or the PCs do something over-
  ly dramatic or unwise, but it may be
  enough to remind wiser players that
  actions can have serious conse-
  quences. In most game worlds, there
  are police, military, state-sanctioned
  superbeings, organized crime, or
  potent conspiracies who can (at the
  very least) cause the PCs trouble.
  The behavior that pleases an over-
  sight group may not be what is consid-
  ered “noble” or “heroic” in the setting.
  In some cases, watchers may even try
  to nudge PCs away from such ideals. A
  government agency that monitors
  superheroes might want to know their
  real identities, might be less worried
  than they are about protecting human
  life, and might even use them for
  morally ambiguous missions. A deity
  who keeps an eye on his demigod
  progeny might have feuds with other
  gods, so that the demigod’s family loy-
  alties might clash with his sense of
  general piety.
  Obviously, adventures for PCs with
  powers have to allow for what those
  powers can do. This is sometimes
  harder than it sounds; a flash of inge-
  nuity from a single player may short-
  circuit a whole scenario.
  POWERS
  AS PLOTS
  In “empowered” campaigns, sce-
  narios can be about the powers. Power
  origins may be central to plots. If psi
  powers can be granted by a super-
  science drug, then anybody research-
  ing that chemical may need to be
  investigated, watched, or guarded. A
  spiritually empowered monster-slayer
  might find that the beings who
  empowered him are taking an interest
  in his career.
  Powers can also have social “side-
  effects.” If the PCs are among the first
  generation to possess a telepathic
  mutation, their own families might
  become nervous of them. Priests of a
  particular goddess who are granted
  divine powers will have priestly
  responsibilities, such as guarding 
  temples or preaching.
  Broader plots may involve the
  nature of powers in the setting.
  Superheroes might find themselves
  investigating the common origin of all
  super-powers or opposing a supervil-
  lain who uses dangerous technology
  to transform ordinary humans into
  super-minions. Sometimes, the two
  sides in some great conflict each wield
  a different power, and possessing a
  power obliges a being to join in the
  war; moral good vs. moral evil is an
  obvious example.
  Divine and spirit powers have
  whole campaigns’ worth of plots
  attached, as they come from powerful
  beings who tend to have personal
  rivalries, strong moral codes, and
  long-term objectives. In some cases,
  they simply issue instructions to their
  servants, but it may be more interest-
  ing if patron gods take a somewhat
  “hands off” approach, or are unable to
  speak directly to mortals very often.
  PCs will have to work to determine
  their wishes, or deal with unreliable
  intermediary spirits.
  MEANINGFUL
  CHALLENGES
  If powers can defeat certain prob-
  lems with trivial ease, then empow-
  ered PCs should face greater chal-
  lenges – or at least different ones.
  These challenges should not always
  render those powers irrelevant.
  Rather, they should be tough even
  with those powers, and some inci-
  dents should require something more.
  At the simplest, this means that
  heroes should fight enemies of rough-
  ly equal power. It can also mean that a
  hero must play detective to track
  down an enemy before fighting him,
  or a mythic warrior who needs to
  build a temple to his god overnight
  must consult with architects and the-
  ologians to create an appropriate
  design. Problems may arise when a
  PC’s power is temporarily unavailable,
  forcing him to choose between wait-
  ing to act or acting without the power.
  Coming up with suitable chal-
  lenges is much easier if the opposi-
  tion, or the world in general, knows
  192
  POWER GAMES
  GM Bribery
  If the conventions of a genre clash with sensible, rational PC behav-
  ior, GMs can offer some kind of in-game benefit for “playing along.” For
  example, they could hand out “plot points” in exchange for appropriate
  behavior or when the players accept a genre-typical plot twist without
  too much protest. Conversely, GMs could dock players a couple of plot
  points when they blatantly act in a way not typical for the genre.
  Plot points might be used to “purchase” one-time benefits, such as a
  single reroll or to avoid spending Fatigue or Hit Points.
  This option is similar to the guidelines in the Basic Set for awarding
  bonus character points for good roleplaying, combined with the option-
  al rule, Influencing Success Rolls, on p. B347, and GMs may certainly
  use these rules instead.
  ADVENTURES
  
  that powers exist and has some idea
  what they can do. Adventurers who
  always have the advantage of surprise
  face far fewer real challenges. This
  doesn’t mean that every enemy should
  know how to negate the PCs’ powers,
  but if there is such a countermeasure,
  it should come up at least occasional-
  ly. Groups facing superhuman foes
  may deploy heavier weapons or more
  troops, while organizations facing
  telepaths will be very careful about
  internal secrecy. The heroes of ancient
  Celtic myth sometimes had known
  dooms that enemies could attempt to
  activate.
  Threats of Force
  Some empowered PCs may be so
  robust that they are effectively
  immune to any violence that they are
  likely to face – at least, they may think
  they are. However, it’s hard to create
  a character who’s immune to any
  conceivable threat, and probably
  impossible to come up with one who
  can always keep every associate and
  innocent bystander from harm. Even
  Superman has not only kryptonite
  but friends and loved ones to worry
  about. There’s usually something,
  somewhere, that can supply the right
  kind of damage to hurt any hero.
  Mysteries
  RPG mystery stories are tricky to
  run at the best of times. If the PCs
  include clairvoyants and telepaths,
  they can seem completely impossible.
  However, there are plenty of prece-
  dents in fiction.
  It is generally essential for oppo-
  nents to know something about the
  PCs’ powers for mysteries to work. If
  technological mind shields and ESP
  barriers or reliable magical wards and
  protective charms are widely avail-
  able, competent criminals will use
  them. Simpler protections could also
  work. Criminals might take to wearing
  masks even when committing quiet
  burglaries with no witnesses, while
  smart crooks might simply take extra
  care to avoid any suspicion or atten-
  tion to avoid the risk of telepathic
  probing.
  If the powers have limited range in
  space and time, it’s easier to keep
  things challenging. A crime that took
  place a week ago can’t be solved by
  someone who can’t look more than 24
  hours into the past – but he could still
  be hugely helpful in tracking suspects.
  A telepath can only read the mind of a
  known, available suspect, and reading
  over a hundred minds could involve a
  lot of time and effort.
  Another possibility, especially in a
  world with secret powers, is a “mys-
  tery” where the truth is known as soon
  as the investigators use their powers,
  but acquiring proof that can stand up
  under legal scrutiny is a lot harder.
  Criminals would have to take great
  care to obliterate all physical evidence
  of their actions – but then, some man-
  age to avoid detection even in the face
  of modern forensic techniques.
  Solutions to the problems posed
  by particular abilities are discussed 
  further on pp. 194-198. General
  advice on running mysteries can be
  found in GURPS Mysteries, avail-
  able from e23 (e23.sjgames.com).
  Time and Distance
  One difference between classic
  “low fantasy” or historical settings and
  anything set in the present day or an
  SF future is the speed of transport. A
  journey from one country to another
  that would involve weeks of strenuous
  riding and sailing can take mere hours
  aboard a commercial airliner. Heroes
  who can fly, teleport long distances, or
  run like the wind merely make this dif-
  ference more pronounced. Even fast
  long-range communication, without
  physical travel, can disrupt some
  plots.
  The GM should be prepared for
  travel and communications to work
  more like a modern-day game than a
  medieval setting, whatever the nomi-
  nal tech level. On the other hand,
  there’s no reason to ignore the subject
  entirely. GMs are fully entitled to
  track distances, calculate journey
  times, and insert the odd problem en
  route.
  POWER GAMES
  193
  But he who, with strong body serving mind,
  Gives up his mortal powers to worthy work,
  Not seeking gain, Arjuna! such an one
  Is honorable.
  – The Bhagavad-Gita
  
  Complacent PCs may get them-
  selves into trouble. A fast runner mov-
  ing independently of the main party
  may be ambushed, and any solitary
  scout who lets himself be caught up in
  fights will get into trouble sooner or
  later. A party may end up scattered all
  over the map and incapable of coordi-
  nation if the PCs aren’t careful.
  Meanwhile, communications may be
  subject to interception, disruption,
  jamming, or faking.
  Social Taboos
  Reputations and “proper” behavior
  are discussed on p. 191, but to repeat
  the point: living up to the image of the
  “proper” hero can be a challenge in
  itself. Some heroes are powerful
  enough to live by their own rules – and
  players may even make a point of
  doing so, especially if the convention-
  al morality of the setting disagrees
  with their own personal ideals – but
  that makes the PCs into rebels and
  outcasts.
  Social revolutionaries are at war
  with society – a determined and well-
  supported enemy. Just because heroes
  preach a radical new morality won’t
  make it universally accepted; most
  people are extremely attached to con-
  ventional ideas, and can be fiercely
  brave in defending them. If the char-
  acters don’t even try to justify their
  actions, resistance will be even more
  explicit and determined. In some set-
  tings, the PCs may come into conflict
  with actual gods, who make and
  enforce moral laws – and even if the
  deities don’t drop thunderbolts on
  uppity mortals, they may empower
  champions of their own.
  Normals
  Even if no gods intervene, ordinary
  people may oppose the “heroes” –
  which raises the question of how the
  nonpowered inhabitants of a setting
  can be made relevant.
  Most PCs, even the most powerful
  ones, need something from mundane
  society: food, assistance in laborato-
  ries or libraries, legal and prison sys-
  tems to hold captured villains, or just
  ammunition. The more the adventur-
  ers alienate the mass of humanity, the
  harder, more grudging, and more
  unreliable such relations will be. Cash
  payments or sheer terror may accom-
  plish a lot, but even if no normals
  make a principled stand, the “heroes”
  may find that their suppliers suffer all
  sorts of inconvenient “accidents.”
  Even if only a minority of the popula-
  tion objects to them, those objectors
  may provide support and information
  to the heroes’ enemies. The worst
  social rebels are seen as monstrous –
  and monsters inspire monster-slayers.
  PLOT-STOPPERS
  The following are among the most
  egregious game-wrecking abilities.
  They need to be watched and con-
  trolled. If it’s clear that a particular
  ability will damage a campaign, it can
  just be flatly prohibited – but it’s best
  to have a good reason for this absence,
  in terms of game-world logic. If the
  ability is one of the chosen genre’s
  standard features, a ban may look very
  odd.
  Healing
  Healing is a staple of RPGs, but it
  also causes problems. If the PCs come
  to regard any risk of physical injury as
  a transient threat, an obstacle that
  would realistically make people look
  for an alternative route may end up as
  a joke. “A pitfall with spikes? We’ll be
  okay.” Healing can also render tragic
  NPC death scenes farcical, and make
  heroes complacent about endangering
  innocent bystanders.
  Banning healing may be fairly easy,
  especially in worlds where scientific
  logic applies. Breaking things and
  people is simple, but – thanks to the
  laws of thermodynamics – putting
  them back together again can be hard.
  Even with magic, achieving a perma-
  nent cure may require a permanent
  enchantment, world-altering spells, or
  just a heavy expenditure of energy,
  and the cure may even be reversed in
  no-mana areas.
  Genre conventions also apply.
  Healing, as opposed to “self only”
  regeneration, is rare in superhero
  comics, though not entirely unknown.
  (A known healer might be overloaded
  with pleas to help out with ordinary
  medical problems and end up
  employed in a hospital rather than
  fighting crime.) In some fantasy set-
  tings, healing magic is fairly wide-
  spread, but is controlled by religious
  groups with their own rules.
  If healing is available, GMs should
  try and keep the level of potential
  damage from any given threat at least
  slightly uncertain. PCs may not fear
  mere injuries, but will be worried if
  there seems to be a possibility of dam-
  age so extreme that it will keep them
  out of action even after the healer’s
  ministrations, or even instant death.
  GMs are justified in calling for Will
  rolls before adventurers willingly risk
  serious harm, even when they are cer-
  tain that they’ll survive and can get
  instantly healed. This reflects reflexes
  and survival instincts. People flinch
  194
  POWER GAMES
  Some heroes are powerful 
  enough to live by their own rules –
  and players may even make a 
  point of doing so, especially if the
  conventional morality of the setting
  disagrees with their own personal
  ideals – but that makes the PCs 
  into rebels and outcasts.
  
  from pain, even when it isn’t accompa-
  nied by any significant injury, but
  players don’t necessarily accept that
  their characters have such natural
  reactions. If an injury was especially
  gory or painful, came from an unex-
  pected direction, or was worse than
  expected, or the healer was slower or
  less efficient than expected, a Fright
  Check may be justified, possibly at a
  penalty. Repeated pain and injury,
  even if transient and in a good cause,
  can leave the toughest of adventurers
  subconsciously scarred.
  If the heroes are visibly depending
  on healing, their opponents are very
  likely to target the healer. It’s simply
  good tactics.
  Mind Reading 
  and Mind Probe
  If a mystery hinges on something
  that NPCs know but the PCs don’t,
  mind-reading powers can end the
  adventure in seconds. Sometimes the
  trick is to make sure that the heroes
  don’t see any reason to read an NPC’s
  mind, but this is rarely a reliable tech-
  nique, especially if they’re in the habit
  of using their powers indiscriminately.
  Keeping knowledgeable NPCs out of
  the way isn’t always feasible.
  However, there are often limits on
  the use of such powers. If mind read-
  ing is known to exist, using it with-
  out the subject’s permission could be
  an illegal invasion of privacy.
  Telepathic detectives might have to
  obtain warrants to search a suspect’s
  mind. Even without legal con-
  straints, there might be social prob-
  lems. Psychically examining high-
  Status suspects could be fraught
  with difficulty. Many people are like-
  ly to find the idea repulsive, or have
  serious personal secrets that are
  irrelevant to the current case. Some
  official 
  telepathic 
  investigators
  might have specially extended Legal
  Enforcement Powers permitting
  them to probe suspects on reason-
  able suspicion (essentially a form of
  “violating civil rights,” which usually
  adds 5 points to the advantage cost,
  up to the normal maximum of 15). A
  member of a trusted organization, or
  someone with a personal Reputation
  for his rigorous code of ethics, might
  have more leeway. But those would
  be considerable privileges, specific to
  the setting and the character, and not
  completely effective even then.
  Mind Control 
  and Possession
  If an enemy who can read your
  mind is worrying, one who can over-
  ride your willpower is truly terrifying.
  Mind-controlling heroes can be real
  plot-wreckers; taking control of an
  enemy not only eliminates that foe
  instantly (if temporarily), it provides
  additional help against other oppo-
  nents. A mind-controlled victim can
  be cross-examined at will, making this
  an effective if indirect form of mind-
  reading, prone to derail mystery plots.
  The mind controller does need to
  know what questions to ask, but
  “What should I ask?” is a good start . . .
  Fortunately, these powers almost
  always come with complications.
  Often, controlling an opponent
  requires all of the controller’s atten-
  tion or has an unreliable duration, so
  the PCs never know quite when
  they’re going to lose their pawn.
  Cunning enemies may pretend to be
  still under control when they aren’t,
  enabling them to blindside the con-
  troller at the worst moment. While
  controlling an enemy leader is often
  the most effective tactic of all, “mas-
  ter villain” types often have formida-
  ble willpower and invest in psionic or
  magical protections.
  Most importantly, such powers are
  almost always strongly constrained by
  ethical or legal considerations. Taking
  away a person’s free will is widely seen
  as vile, and may be explicitly criminal-
  ized if society knows that it’s possible
  – although a brief use of control, in a
  good cause, without making the sub-
  ject do anything immoral, may be for-
  given. If the law does become involved,
  the use of mind control can lead to
  huge complications. Proving that the
  accused wasn’t under somebody else’s
  control when he committed the crime,
  or when he confessed, could be very
  hard indeed.
  Insubstantiality
  People with the power to become
  intangible are formidable. They can
  not only slip in and out of hostile
  areas unimpeded, making them
  almost as effective at spying and 
  solving mysteries as a clairvoyant,
  they can become effectively invulner-
  able when they choose.
  There are usually ways to stop such
  beings – force fields, alchemically
  enhanced wall materials, or magical
  wards – and to hurt them using spe-
  cially augmented attacks, but all these
  require some justification and prepa-
  ration. Players may justly complain if
  every opponent seems to automatical-
  ly negate the power on which they
  spent so many points. A more chal-
  lenging but fairer response is for
  antagonists to act intelligently.
  By and large, insubstantial PCs
  aren’t invisible, can’t move much
  faster than ordinary people, and have
  to become substantial to eat and sleep.
  Hence, they can be caught on security
  cameras, followed or (with difficulty)
  tracked, and eventually cornered.
  GMs should keep a close eye on move-
  ment speeds and times.
  Even in combat, “ghosts” generally
  have to become substantial in order to
  hit back, so competent tacticians will
  try to watch their movements and
  keep an attack in reserve. Really effec-
  tive opponents may simply arrange
  ambushes or surprise attacks, and aim
  to take out the “ghost” before he can
  react. If the problem continues, an
  NPC will invest in countermeasures.
  Invisibility
  Invisible PCs have more problems
  with walls and locks than their intan-
  gible counterparts, but are even hard-
  er to locate. They can do unspeakable
  things in public and waltz through any
  security measures based on human
  observation.
  Fortunately, effective countermea-
  sures can be cheap and mundane.
  Invisible intruders can be spotted by
  guard animals (dogs, geese, etc.) that
  have keen senses other than sight, and
  may set off relatively simple security
  devices such as pressure pads. Once
  foes realize that they have an invisible
  problem, they should triple-check any
  “false alarm” and always assume the
  worst about where the foe might be.
  In combat, improvised tricks involv-
  ing flour or paint may be effective, or
  combatants can simply saturate an
  area with grenades, gas, magic, or
  automatic weapons in “spray and
  pray” mode. Invisible enemies are
  scary, but far from unbeatable.
  POWER GAMES
  195
  
  Penetrating Vision 
  and Clairsentience
  Powers that can see through barri-
  ers are yet another way to short-circuit
  an entire plot. A conventional “dun-
  geon crawl” or an espionage mission
  may be cut short even by very limited
  powers that can survey the dungeon
  or probe the enemy base with minimal
  risk.
  Of course, the intruder must know
  where to look. If the power takes time
  or effort to use, PCs can still be sur-
  prised or ambushed by totally unex-
  pected traps or foes. Few people are
  likely to keep such abilities active full-
  time; they would make it hard to see
  where one was going. Interpreting
  observations can also be tricky. A
  guard in a full-face helm may be alert
  or dozing on his feet; may respond to
  an attack by fighting, running away, or
  ringing a bell to summon a dozen
  friends; and may turn out to be a rank
  beginner or an elite warrior. Reading
  written secrets is all very well, but if
  they’re buried among thousands of
  pages of routine records, finding them
  could take days.
  If such powers are known to exist,
  or even suspected, competent oppo-
  nents will take countermeasures. Even
  if active magical wards or psionic
  screens are unavailable, keeping
  secrets in the dark, or encrypting
  them, may render them secure. Fake
  objects, humanoid dummies, and
  false documents can all help.
  Any society with serious concerns
  about privacy and personal modesty
  will regard powers of this type with
  suspicion. A known clairvoyant may
  be treated as a snoop or voyeur. In
  settings where powerful men keep
  carefully guarded harems, and pub-
  lic immodesty is severely punished,
  anyone who can see through walls
  would be advised to keep the fact
  very quiet.
  Precognition
  The ability to foretell the future is
  difficult to GM, and can easily wreck
  whole campaigns. GMs should never
  feel obliged to permit it if it would be
  too troublesome. If it is available,
  exactly how to deal with it depends on
  the exact form it takes, and how firm-
  ly fixed the future might be.
  The GM has to walk a fine line. The
  future may not always work out exact-
  ly as foretold, but shrugging and say-
  ing “You only saw one possibility”
  makes the ability worthless. On the
  other hand, perfectly reliable predic-
  tions make the entire game futile.
  There are several possibilities; GMs
  should make it very clear from the
  first which one they have chosen.
  First, Precognition may be very
  restricted and inherently uncontrol-
  lable. Passive Only (p. 69) is mandato-
  ry, and One Event (p. B77) may also be
  required. For a really annoying ver-
  sion, add Nuisance Effect (“seizures”)
  and Uncontrollable, so that the seer is
  prone to startling or terrifying visions
  at inconvenient moments, and may
  acquire a Reputation for insanity. This
  approach is common in fiction. Seers
  have dreams or waking visions which
  indicate that something (usually bad)
  is going to happen, and may pick up
  some clues about the nature of the
  threat (“An attack on the town! I see
  darkness and fire!”), but details are
  always uncertain. This is a good story-
  telling device, and means that the
  heroes are less likely to be caught
  completely unaware, but it may be too
  frustratingly vague for players.
  Another option is to say that the
  future is fixed, given a particular set of
  actions by the seer. This can be simu-
  lated by permitting precognitives to
  “replay” events from the point where
  the power activates; each play-through
  actually represents a vision, until the
  seer decides to let one actually happen.
  (This tends to require the Directed
  enhancement, p. 68.) Unfortunately,
  this method tends to be lengthy and
  boring. It’s also very hard to handle
  when 
  NPCs 
  have 
  the 
  power.
  Alternatively, the GM may give visions
  that will be perfectly true if the PCs
  remain passive, but which they can
  change by any action they take – but in
  most cases, it’s hard to imagine PCs
  not doing anything
  about future
  events.
  Precognition might also give 100%
  accurate but very brief “flash visions”
  of the future, with enhancements such
  as Directed and Reliable prohibited.
  These scenes will happen (and if
  they’re unpleasant, that’s just tough –
  there’s a reason why some seers are
  unpopular), but what they mean, and
  what’s going on “offstage,” remain
  undetermined. For example, the
  vision might show a hero being shot
  and falling to the floor covered in
  blood – but the wound may turn out to
  be superficial, or the gun might be
  loaded with blanks and the hero could
  be faking, or the shot might miss
  entirely and the blood might come
  from an earlier fight. GMs have to
  come up with plausible future scenes,
  based on their plans for the campaign,
  and making them come true may
  require a lot of manipulation.
  196
  POWER GAMES
  
  Finally, predictions may be inher-
  ently tricky and ambiguous, in the
  best traditions of the Oracle of Delphi
  and newspaper horoscopes. This is
  often a feature of specific fortune-
  telling methods, which can add all
  sorts of limitations: Active Only (p. 69)
  is normal, and most will add some of
  Preparation Required, Takes Extra
  Time, Trigger, or Gadget Limitations –
  or Fickle, or possibly Pact, if the infor-
  mation actually comes from an unpre-
  dictable spirit or deity. (Directed can
  be added for more-controllable meth-
  ods.) However, it may simply be a fea-
  ture of all Precognition in the game
  world. Players should be told that
  they’re buying the right to ask ques-
  tions that the GM can answer like a
  gas-inhaling priestess, a lawyer, or the
  Devil – not the right to put the GM on
  the witness stand. High skill just
  means good odds of activation.
  Interpretation should generally be
  roleplayed.
  One possibility with this last
  approach, especially suitable with PCs
  who use mystical styles of “fortune-
  telling,” is to read up on just such a
  method from the real world – the tarot
  would probably work well – and, when
  the power is activated, break out a
  tarot deck, yarrow stalks, or whatever,
  and make a reading. The GM then
  decides what the reading means –
  without telling the players – and starts
  manipulating events toward that
  result. Of course, the fear of a bad
  reading, or the GM’s ability to be con-
  fusing, may deter people from ever
  using the power – but the temptation
  of knowing the future, however uncer-
  tainly, is very strong . . .
  To repeat: whatever option the GM
  selects, he should make the decision
  clear at the start of the campaign and
  then stand by it. Some players may ask
  how they can acquire clear, detailed,
  unambiguous 
  precognition. 
  The
  answer can be “You can’t.” If they
  don’t like the level of uncertainty, they
  can always spend their points else-
  where. GMs are never obliged to per-
  mit game-wrecking powers.
  If the plot requires a particular
  result or scene, the GM can and
  should twist events mercilessly toward
  that result: NPCs show up or wander
  off as required, die rolls get fudged,
  and any NPC who is “fated to do well”
  has Ridiculous Luck and Serendipity.
  Yes, this is railroading; players who
  use precognition are literally and
  explicitly asking to be railroaded. They
  aren’t entitled to complain, and good
  players might well help in some way.
  If two rival seers are both using
  precognition while attempting to
  manipulate events, some kind of
  Quick Contest may determine who
  gets the most desirable result – but it
  might be just as reasonable to say that
  both get screaming headaches and
  must retire to bed.
  Soothsayers whose precognition
  threatens the campaign can be dealt
  with by various methods. For once,
  GMs can become somewhat arbitrary
  with a clear conscience: messing with
  destiny is traditionally considered to
  be asking for trouble. Ambiguous pre-
  dictions, fuzzy images as all history
  turns on some random trivia, those
  screaming headaches, and interven-
  tions by gods charged with safeguard-
  ing fate and preventing mortals from
  knowing too much are all plausible in
  some settings, especially if the players
  have been warned. Anyone viewing a
  future that contains a high probability
  of terrible events such as his own
  death might also be required to make
  a Fright Check.
  Precognition isn’t usually legally or
  socially controlled, but some religions
  consider it blasphemous (knowledge
  of the future is the prerogative of
  Heaven), and some legal systems
  assume that it’s impossible and treat it
  automatically as fraudulent. Anyone
  known to possess the ability may
  attract lots of attention from the curi-
  ous . . . and the obsessive.
  Shapeshifting
  Shapeshifting can be a minor trick
  or a game-wrecking problem, depend-
  ing on precise details and how it’s
  used. Being able to look like someone
  or something else, instantly, is almost
  as good as Invisibility, and clever users
  can achieve numerous other effects as
  well.
  However, many subtle effects of
  this power demand judgment and
  skill. Just looking like someone else
  will usually work for a useful moment,
  but actually impersonating someone
  requires the ability to emulate their
  voice and mannerisms. The right 
  skills (mostly Acting, Disguise, and
  Mimicry, and sometimes Fast-Talk)
  can deal with this, but rolls should be
  required, with whatever modifiers are
  appropriate. Some impersonations
  will need various kinds of Cultural
  Familiarity or Savoir-Faire. Some sim-
  ply will not work unless the target is
  very carefully studied beforehand.
  Opponents may not act instantly,
  but the morphing PC can never be
  quite sure whether somebody is taken
  in entirely, somewhat distracted, or
  seriously suspicious but trying to
  draw the impersonator in further.
  GMs should require and make a lot of
  die rolls, some of them “dummies,” to
  keep players nervous. If opponents
  know they have a shapeshifter to
  worry about, they may be driven to
  paranoia, but they can also institute
  defensive measures, from high-tech or
  magical tests to password systems.
  Remember also that there are usu-
  ally limits to the abilities that an alter-
  nate form can possess. GMs should be
  careful that PCs capable of taking
  multiple forms don’t try things that
  are actually beyond their ability.
  Warp and Jumper
  Warp represents one of the most
  “magical” of powers. Jumper achieves
  many of the same effects and more.
  The problem is, they can also reduce
  the tension of many plots. A long-
  range teleporter can leave any adven-
  ture when the going gets difficult, and
  even a short-range version enables a
  PC to escape from any conventional
  prison cell and to bypass many securi-
  ty measures.
  Part of the solution is to be very
  sure to enforce all the built-in prob-
  lems. PCs must be able to see or visu-
  alize their destination, and can still
  fail and temporarily disable their abil-
  ity from time to time. Most uses also
  cost FP, and GMs should be sure to
  enforce all the relevant rules on that,
  too. Encumbrance limits are another
  rule to watch closely; aside from the
  fact that adventurers may find that
  they can’t carry bulky loot or heavy
  weapons when they vanish, they will
  almost certainly be incapable of tak-
  ing friends or allies along – and even if
  they don’t care about this, their allies
  might be very unhappy about being
  left in the lurch.
  POWER GAMES
  197
  
  Those who make a habit of travel-
  ing to unseen locations may run into
  dangerous, or at least unexpected, sit-
  uations on arrival. GMs shouldn’t
  make a habit of this unless players are
  complacent – in which case, PCs may
  transport themselves right into a trap
  or ambush. This is, after all, another
  ability that competent enemies will
  assess carefully for limitations. If cap-
  tured, known teleporters may well
  find that they are subject to especially
  harsh conditions in order to baffle
  their ability. They may be drugged,
  blindfolded, or held in pitch-black
  rooms, and kept unaware of their pre-
  cise location. Enemies may take
  hostages to dissuade a teleporter from
  just wandering off, and will probably
  hold valued items in secret locations,
  protected by fast and deadly traps.
  While this sort of ability often may
  not be heavily legally controlled, it’s
  unnerving enough that anyone known
  to possess it will be regarded with
  some caution. If someone commits a
  series of baffling mystery thefts, a tele-
  porter may well find himself under
  suspicion, however solid his alibis.
  RUNNING
  ADVENTURES
  Adventures for empowered PCs are
  generally much like other sorts,
  though some scenes may be a little
  larger and more dramatic. However,
  there are some specific issues to 
  consider.
  Spotlight Time
  Giving PCs “spotlight time” means
  allowing each of them a chance to par-
  ticipate – an opportunity to roleplay
  and earn a mention in stories. In
  games involving powers, one of the
  most important things about spotlight
  time is that everyone should have a
  chance to show off their particular
  specialties.
  It’s generally better not to be too
  formulaic about this, especially in
  games with diverse powers. If every
  adventure has an obstacle for the flyer
  to fly over, an NPC for the telepath to
  read, a weight for the “brick” to lift,
  and so on, the results will look very
  artificial. Most players are happy
  enough to take a back seat in some
  sessions, so long as they get chances to
  shine in others, or an opportunity for
  a little roleplaying somewhere along
  the line. Some heroes’ function is to
  act as a confidant or psychological foil
  for the others. However, if a PC gets no
  significant spotlight time at all for sev-
  eral consecutive sessions, there is a
  problem.
  Some players make their own spot-
  light time, ingeniously finding oppor-
  tunities to use what they’ve got.
  Although excessively pushy players
  may need a little polite restraining,
  this saves the GM from having to work
  too hard. Others may need more
  encouragement, especially if their
  powers are most effective when used
  with a little ingenuity; the other play-
  ers can help here, and GMs shouldn’t
  discourage them. Very shy, retiring
  players, especially those unfamiliar
  with the rules, may even be prompted
  by the GM. It’s better not to overdo
  this, or the game can end up looking
  like a story told solely by the GM, but
  the occasional hint is fine.
  The Human Touch
  GMs should also make sure that
  there are places and times where pow-
  ers are irrelevant and everybody gets a
  chance to roleplay. Having the PCs
  swept off by one emergency after
  another, with barely a pause for breath
  in between, may be very exciting – but
  it may also get boring. GMs shouldn’t
  be afraid to say “you’ll have to spend a
  couple of days back at base” or “it’ll
  take you a week to sail there,” and
  shouldn’t hurry past that downtime if
  the players look eager to roleplay out
  some personal stuff.
  In powers-oriented campaigns,
  however, action scenes may be the big
  opportunities for characterization.
  Quiet types can show their true worth
  or grow in confidence when their
  powers prove essential in battle. The
  grandstanding, fireball-tossing super-
  hero and the devious creature of living
  darkness demonstrate their personali-
  ties by using their powers. The ruth-
  less avenger, the honorable paladin,
  and the emotionally balanced martial
  artist can all show their true natures in
  action.
  MEANINGFUL
  REWARDS
  Most PCs can be rewarded with
  wealth, improved abilities, nifty new
  tricks or devices, and perhaps status
  or fame, but PCs who are already real-
  ly powerful may require different
  incentives.
  Even an empowered hero should
  have some reason
  to adventure.
  Rewards should ideally involve some
  movement toward a goal. A warrior
  out of Celtic mythology may dream of
  becoming a respected member of a
  king’s household, and perhaps eventu-
  ally a king himself, all within the lim-
  its of the Celtic code of honor . . . or he
  may simply hope for a glorious career
  culminating in a noble death in battle.
  198
  POWER GAMES
  
  But even such a short-lived hero may
  want to defeat certain foes, and ensure
  the security and prosperity of his fam-
  ily, before the end.
  While some heroes move from one
  short-term problem to the next, never
  worrying too much about the future,
  others have grand concerns tangential
  to their adventuring career. A mystic
  may seek communion with the god-
  head, while a wizard may want to
  understand the deeper nature of phys-
  ical reality. The snag with this sort of
  thing is that it can distract a PC from
  adventuring altogether, but he may
  have lesser reasons to travel and fight
  or his quest may involve a necessarily
  practical element – the search for
  ancient secrets in far-off lands, say, or
  the need to perfect skills as the path to
  enlightenment.
  Improving and
  Enhancing Powers
  Experience points, the traditional
  reward for PCs, can certainly be as
  useful to those with powers as to any-
  one else. However, using them to
  improve powers may need some spe-
  cial treatment.
  Buying levels of a power-related
  Talent is generally fine, on a par with
  getting better at most skills. Likewise,
  buying an extra die or two of an
  Innate Attack, increasing the strength
  of a telekinetic ability, or improving
  any power’s range a little is often com-
  parable to increasing a mundane
  attribute – justifiable as a matter of
  exercise and training.
  More radical changes include
  removing 
  limitations, 
  adding
  enhancements, and adding whole new
  abilities to an existing power. Such
  things may be justifiable: a telepath
  might realize that the powers of the
  mind aren’t bounded by distance
  (adding the Long-Range enhance-
  ment, p. 108) or learn to transmit
  images as well as words (gaining the
  Illusion ability with the Mental
  enhancement, p. 95), a fire elemental
  might learn to focus its blasts to
  punch through defenses (Armor
  Divisor, p. B102) or spread them wide
  (Area Effect, p. B102), or a shaman
  could master a whole regiment of new
  spirit-servants with associated abili-
  ties.
  As this suggests, many abilities and
  refinements come with new insights,
  or as rewards for good work. Mentors
  may teach new lessons to pupils
  who’ve proved themselves worthy,
  patron gods may grant new miracles
  to priests who’ve served well, and wiz-
  ards can acquire scrolls of lore when
  they plunder ancient ruins. The natu-
  ral plot break that often follows a suc-
  cessful adventure can give PCs a
  chance to consider what they’ve
  learned recently, practice new tech-
  niques, and compare notes.
  The presence of powers has impli-
  cations for the parameters of cam-
  paign design.
  BACKGROUND
  To begin with, a campaign needs a
  general setting – often meaning a spe-
  cific time, not just a place.
  Historical
  The snag with empowered games
  in the historical past is that powered
  beings don’t seem to have existed in
  history. Even if they did, they appar-
  ently failed to use their powers to
  change the world – so where’s the fun?
  One possible solution is to set the
  campaign in an alternate version of
  the past where powers, having
  appeared recently, are about to start
  making changes. Such a game can be
  based on myth (Gilgamesh-style
  demigods bestriding the city-states of
  ancient Mesopotamia), a mixture of
  myth and novelty (Greek philosophers
  discovering the power of psi and hav-
  ing to deal with Olympian gods who
  don’t approve), or a complete “what if”
  (aliens with cosmic powers and tran-
  scendent technology land in the mid-
  Victorian era, and recruit and
  “upgrade” humans to serve as guides
  and guards).
  Another alternative is the “very
  secret history” game, where powers
  are being used deep behind the scenes,
  and the PCs seek to impose their own
  slant on events that follow the broad
  pattern of known history. The players
  may know who’ll be king next year –
  but will that king serve their faction,
  or an enemy? They may even be
  specifically charged with keeping the
  world as it is recorded in our history
  books, with the threat that, if they fail,
  it will become a disastrous alternate
  history. See Keeping It Real, p. 200, for
  ideas about how such secrecy could be
  maintained.
  Modern
  Exotic powers give the GM quite
  enough work in themselves, so it may
  be easiest to set campaigns in the most
  familiar milieu of all: the modern
  world, or something almost indistin-
  guishable. After all, there are plenty of
  popular “powers-heavy” genres that
  use this setting, from four-color super-
  heroes through many kung fu movies
  to tales of teenage vampire hunters.
  POWER GAMES
  199
  Plot Points and 
  New Abilities
  Abilities can’t usually be gained or improved in the middle of an
  adventure – unless doing so fits the campaign style and genre. In a cam-
  paign that uses “plot points” (p. 192), a player might be permitted to
  spend experience to improve or add abilities during the adventure if he
  spends a plot point as well.
  “If I concentrate my icy fog onto one spot, I can drop the tempera-
  ture well below freezing. If I remember my freshman physics right, that
  should make this metal brittle. Hey, I must remember this trick . . .”
  CAMPAIGNS
  
  If the powers in such a campaign
  are secret, the world can resemble our
  own very closely – although if powers
  have been around for very long, the
  GM will need an explanation of what
  role, if any, they really played in histo-
  ry. If they’re publicly known, powers
  may still somehow not make much
  difference to the world. See Keeping it
  Real (box) for more on this.
  Futuristic
  In the future, all sorts of powers
  may become possible – especially
  those derived from advanced technol-
  ogy such as cybernetic implants,
  genetic engineering, or robotics. In
  some settings, advances in hypotheti-
  cal sciences such as “applied psionics”
  enable humans to master the powers
  of the mind, while encounters with
  alien races introduce other beings
  with special capabilities. In a few set-
  tings, magic “returns” or is discovered
  on alien worlds, or “the future” is used
  as a fantasy setting, with a few refer-
  ences to our own world as “the distant
  past.” In a rigorous hard-SF cam-
  paign, the logic of such things should
  be carefully worked out; in wilder sci-
  ence fantasies, less explanation is
  required.
  Totally Fictional
  A “powers game” can avoid many
  problems of logic by being set in an
  entirely imaginary world, whether
  the classic made-up fantasy continent
  or an alternate history where the
  open presence of powers has changed
  everything. As with futuristic games,
  a “rigorous” style demands that the
  consequences of these powers be
  worked out. Even in a more fantasti-
  cal game, the setting should have, for
  example, a social place for empow-
  ered individuals. Often, they’ll be the
  rulers, but scholarly wizards might
  do better as advisors in the courts of
  secular kings or presidents, while
  enlightened sages might even prefer
  to become hermits.
  STYLE
  The style of a powers game deter-
  mines how it is played, and often what
  optional rules and restrictions are
  applied.
  Realistic vs. Cinematic
  Most powers are somewhat unreal-
  istic; real people can’t do these things.
  However, it’s perfectly possible to treat
  the subject in a logical, “realistic” fash-
  ion. A blast of telekinetic force can
  injure the target in exactly the same
  way as a thrown rock, empowered
  heroes can fail disastrously if they
  attempt dramatic stunts, and love may
  be a messy and misleading emotion,
  not an all-conquering miracle.
  Still, some genres, notably mythic
  fantasy, space-operatic SF, and four-
  color superheroism, are highly cine-
  matic. GMs should follow most or all
  of the guidelines on pp. B488-489
  (unless the whole idea is to subvert the
  conventions). Other games may be
  grittier: a hero going up against a
  world-controlling conspiracy or fight-
  ing sanity-blasting horrors from out-
  side time, should expect a tough fight
  . . . won, if at all, by effort, sacrifice,
  and intelligence.
  Realism may work best in con-
  trolled doses, as when a superhero
  who’s spent years fighting colorful vil-
  lains realizes that blandly efficient
  conspiracies are quietly ruining his
  world far more effectively than any
  costumed foe, or a dead loved one
  turns out to be really, permanently
  dead, despite the hero’s nobility.
  Action vs. Investigation
  Powers tend to mean action – ener-
  gy blasts, flying heroes, and rugged
  warriors shrugging off countless blows
  – but some are subtle, useful less in
  combat than for investigation and
  research. “Empowered investigator”
  200
  POWER GAMES
  Keeping It Real
  In settings that resemble real history or the present day, but with
  powers, GMs need an explanation of why these abilities haven’t changed
  events and society beyond recognition.
  Powers may be a deep secret, because the people who possess them
  fear persecution by “mundanes” or because they simply value their pri-
  vacy. Empowered people may be “enlightened,” preferring not to dis-
  turb the world too much, or devious behind-the-scenes manipulators.
  They might also serve – or be – godlike beings, constrained by rules or
  traditions from direct action in human society but able to fight each
  other in the “divine realms.”
  Alternatively, powers may be publicly known, but only just have
  appeared. A campaign can explore the consequences of newly emerged
  powers: what would happen if a new drug enabled 1% of its users to
  teleport? In some cases, the changes may be predictably large, even pre-
  ordained, and the campaign can be about how the PCs handle them; for
  instance, they might be imbued with supernatural power to act as sol-
  diers in some looming Armageddon.
  Long-established powers that haven’t changed the world are hard to
  explain, but do appear in fiction. They may simply be very rare, and not
  powerful enough in total to make huge differences; a few people who
  can hurl small fireballs or make their skin as tough as steel really aren’t
  much different from a few people who own firearms and Kevlar vests.
  If powers are difficult or dangerous to use, that makes them effectively
  rare; they’ll change a few emergencies, and a few daredevils and fanat-
  ics will make a habit of using them, but most people prefer to avoid risk.
  If they’re very dangerous to other people, heroes may have the job of
  dissuading foolish or desperate people from summoning demons or
  turning themselves into walking bombs . . . or of clearing up the mess
  afterward.
  Or powers may cancel each other out, as in some superhero comics.
  A few villains go around robbing banks or trying to conquer the world,
  a roughly equal number of heroes spend their time stopping them, and
  everyone else gets on with their lives.
  
  campaigns can be tricky to run – a
  hero with the senses of a bloodhound
  or the ability to speak with the dead
  can solve many mysteries with mini-
  mal effort – but also very entertaining.
  At the very least, heroes may have to
  trace the source of a subtle problem,
  using wits and skill, before they stomp
  on it with raw power. This two-part
  plot structure, investigation followed
  by big fight, is standard in many cam-
  paigns and genres.
  In games featuring secret plots and
  conspiracies, investigation is the main
  activity. A major fight means that
  someone has failed disastrously, or at
  least that the current adventure has
  come to a revelatory climax. Likewise,
  if everyone in a particular situation
  has similar powers, they may cancel
  out, leaving investigation or social
  manipulation as the only way for any-
  one to achieve their ends. Campaigns
  can involve various proportions of
  violence and thoughtfulness; GMs
  should adjust the balance to taste.
  Even the most popular superhero
  comics feature master detectives as
  well as bulletproof flying men.
  Serious vs. Humorous
  High-powered characters create
  tension in the mood of a campaign.
  On the one hand, they probably have
  great and very serious concerns: the
  struggle between good and evil, prob-
  lems of bigotry and persecution, the
  question of how the world should be
  governed, and so forth. On the other
  hand, people who can make weird
  things happen just by waving their
  hands, who wear bizarre costumes,
  and who are prone to agonize about
  the fate of humanity over breakfast
  can’t help but look slightly ridiculous.
  Most good campaigns include ele-
  ments of both seriousness and come-
  dy, although the proportions vary.
  Empowered characters tend to make
  both aspects more pronounced; the
  threats and dilemmas are vast, but so
  are the results of folly or clumsiness.
  Some campaigns focus not only on
  seriousness, but on darkness. Angst-
  ridden protagonists are popular, and
  the drawbacks associated with some
  categories of power – such as vam-
  pirism or religious dedication – are
  certainly less than fun. On the other
  hand, powerful characters can get
  things done; many people would say
  that they have far less right to angst
  than less-powerful folk whose prob-
  lems are no smaller. Serious but opti-
  mistic games deal with saving the
  world, successfully battling evil, and
  so on; admirable stuff, if a little
  pompous. 
  Optimistic 
  lightweight
  games are more obviously enjoyable,
  though they may end up ducking all
  the issues that make for good, strong
  plots – if nothing ever goes tragically
  wrong, then getting things right is less
  of an achievement. Finally, humorous
  campaigns with bumbling, unsuccess-
  ful protagonists can be very funny, but
  may also end up feeling very frustrat-
  ing – nothing ever goes right, and the
  players can’t even angst about it – and
  if the heroes have powers, they just
  end up looking like bigger idiots.
  PREVALENCE
  OF POWERS
  The nature of a world with powers
  will be heavily influenced by how
  widespread those powers are. There
  may be a large difference between the
  prevalence of powers in the world in
  general, and in the places where the
  PCs mostly operate. If the world is
  inhabited by billions of ordinary
  mortals, but game events take place
  in the realms of the gods, then pow-
  ers are effectively very common.
  Unique
  If the PCs are the only beings with
  significant powers, they’ll bestride the
  world like gods – or demons. However,
  they’ll also be targets. If they’re known
  to be powerful, they will inevitably be
  feared, and some very competent fac-
  tions may make serious attempts to
  destroy them. If they’re too powerful
  for that, anyone who knows about
  them will regard them with utter ter-
  ror. If they aren’t powerful enough to
  be a threat, their powers will make
  them objects of curiosity, some of it
  dangerous.
  More to the point, the PCs decide
  what changes powers make to the
  world – subject to complications. They
  may set out to do good but end up
  fighting the wrong people, tearing
  down systems without putting any-
  thing in their place, or being manipu-
  lated by “friends.” This could turn into
  a battle of wits between the players
  and the GM, but that shouldn’t be the
  objective; ideally, the conflict will be
  between the morality of well-role-
  played PCs and the nature of the game
  world.
  POWER GAMES
  201
  We’ve got a blind date with
  Destiny – and it looks like she’s
  ordered the lobster.
  – The Shoveller, 
  Mystery Men
  
  Rare
  More likely, powers will be few and
  far between, but not limited to the
  PCs. (This could mean that they are
  limited to a single group of people
  who are not the PCs!) Again, known
  empowered beings are likely to be
  regarded with fear or curiosity, but the
  PCs will be subject to less extreme
  pressure.
  Individuals who choose to use their
  powers for different purposes or to
  support different causes may well end
  up clashing. This could range from
  polite debates over whether it’s better
  to fight crime, help the starving, or let
  humanity find its own way to great
  battles between heroes and villains, as
  the champions of different moral
  codes or the soldiers of different
  nations. If powers are both rare and
  secret, the chances for conflict may be
  less; different groups may go for years
  without meeting.
  Common
  If powers are commonplace, the
  pressure is off the PCs, and the trick is
  to use powers well. This probably
  works best if the game isn’t really
  focused on abilities, but simply a cam-
  paign that happens to feature powers.
  For example, a high-tech future could
  feature such advanced biotechnology
  and cybernetics that anyone can be
  “superhuman” who really feels the
  need, or a “high-magic, low-fantasy”
  setting could give a few useful spells to
  anyone who’s prepared to study the
  art.
  Even if many people have powers,
  not everyone uses them with heroic
  effectiveness. In a world where many
  people have weapons and some com-
  bat training, PCs can still be heroic
  warriors. Likewise, PCs may use com-
  mon powers to more heroic ends than
  most NPCs.
  Universal
  If everyone has powers, the game
  world will probably be a very strange
  place. This situation could result from
  a sudden change – a cosmic accident,
  say – or from years of technological
  progress or magical education.
  If these universal powers are very
  diverse, working out the consequences
  for society will be extremely difficult,
  and the results might be an unstable
  anarchy. It’s probably better not to try
  to run a rigorously logical game – if
  anyone you meet could in fact turn
  out to be capable of anything, there’s
  no way for PCs to make useful plans
  or tackle subtle mysteries – but it may
  be possible to do a lot with tongue-in-
  cheek social activity and bizarre 
  allegory.
  More often, “universal powers” set-
  tings give everyone the same power,
  but at different levels. A few “crippled”
  individuals may lack it altogether. For
  example, Alfred Bester’s classic SF
  novel The Stars My Destination is set in
  a world where everyone except for a
  few unfortunates can teleport, though
  the power is thought to have defined
  limits . . .
  SECRECY
  Finally, there’s the question of
  whether powers are widely known
  and accepted or secret and potential-
  ly feared. Openly known powers
  imply a world that is rather unfamil-
  iar, even if it appears to resemble the
  present day. Secret powers are more
  limiting for the players, as they’ll
  have to worry about preserving secre-
  cy (or breaking it and surviving)
  rather than using their powers to the
  full. In a world of secrecy, the more
  dramatically powerful a PC is, the less
  effective he may prove. On the other
  hand, in a setting where powers are
  well known, merely having a power
  may not make one anything special.
  There are two main reasons for
  keeping powers secret: fear and greed.
  Empowered characters may fear being
  burned as witches, pilloried as freaks,
  or drafted as super-soldiers. Anyone
  known to have an exceptional power
  will attract some kind of attention.
  Even if most people aren’t actually hos-
  tile, some will be superstitious, want to
  exploit the possessor, or treat him as a
  celebrity and destroy his privacy.
  Wanting to avoid such difficulties
  seems only reasonable, but greedy
  power-users want more. Powers can be
  used for personal profit in countless
  secret ways – but if they’re known to
  exist, all sorts of countermeasures may
  be possible. A totally secret telepath
  can easily advance in business or poli-
  tics, or become a great seducer; if
  telepathy is well-known, however,
  many people might wear mindshields
  or become deeply suspicious of anyone
  who seems to “read” them too well. If
  the individual’s powers are well
  known, his prospects of success will
  vanish. Conspiracies and factions will
  try to keep powers well hidden.
  202
  POWER GAMES
  Transitional Campaigns
  Transforming a campaign from one that didn’t include powers to one
  in which they exist is a big, tricky change. It will have radical conse-
  quences, and it may or may not be to the taste of the players. GMs
  should be especially careful; it’s easy to annoy people who thought that
  they’d signed up for one sort of game, only to get something different.
  The change may have been planned from the start, as part of some
  kind of radical revelation. It might also be an unexpected but logical
  consequence of events in the course of long-term play, or an attempt to
  revitalize a tired campaign by adding something radically new. The GM
  must decide what powers are now available – they will almost always
  share a single class of origin – and what power modifiers, limits, etc.,
  will apply. The powers are likely to be defined quite specifically by the
  GM rather than by the players.
  PCs may simply have to respond to and investigate sudden displays
  of power from previously “mundane” NPCs. They may also acquire
  powers themselves, instantly or over time. In this case, the GM may
  simply permit the players to buy them with bonus character points, but
  few players are likely to have saved enough to acquire substantial pow-
  ers. A GM who wishes to shake a campaign up may either award every-
  one an allotment of points to be spent on the player’s choice of a power,
  or simply grant each PC a predefined power. The former has the advan-
  tage of giving the players freedom of choice; the latter may be more
  appropriate if the GM wants to control the nature of these new powers
  precisely.
  
  I reached the village less than an
  hour after sunrise, but as soon as I
  rounded the last bend in the trail, I real-
  ized that I should have moved faster.
  There were far fewer people among the
  huts than there should have been, and I
  could hear the shouts and screams of
  the others from the forest to the west.
  The sound of a mob bent on murder is
  quite distinctive when you’ve heard it
  often enough.
  I donned the mask of Wolf, and
  broke into a sprint. I went right through
  the village, ignoring the old and con-
  fused – and one weeping woman, most
  likely a mother – as I passed. When I
  reached the scene of the trouble, I saw
  that I was in time, but only just.
  The child was still alive, and I could
  see her power flickering about her – too
  weak to do her any good, blatant
  enough to get her killed. One man,
  doubtless one of the village’s noblest
  hunters, had her by the arm and was
  wrenching hard enough to dislocate it.
  Another two had just caught up, and
  had their spears raised, ready to strike at
  any moment.
  I cast Wolf aside and donned the
  mask of Terror. It hurts like hell to call
  up anything so primal and foul, but
  there was no time for subtlety. I hit all
  three would-be saviors with one blow,
  and they dropped to the ground
  screaming.
  A nearby man came at me with a
  club raised. I donned the mask of Bear;
  my punch smashed him into a tree. He
  didn’t try to get up again. Everyone else
  backed off long enough for me to get
  hold of the child and get her away.
  An hour later, she’d recovered
  enough to talk as we sat together in a
  clearing. “Are you demon-touched,
  too?” she asked.
  “That’s one thing to call it,” I
  answered, and then she was distracted
  by the sound of great wings descending.
  “Is that . . . an eagle-demon?” she
  asked, suddenly quivering with fear
  again.
  “Not exactly,” I said, as the
  ornithopter landed.
  This chapter provides a brief
  overview of various genres involving
  powers.
  As GURPS Fantasy says, the fanta-
  sy genre exists on the border between
  reality and myth. Mythic fantasy takes
  it far toward the latter. Its heroes may
  even be gods. It shares high fantasy’s
  concern with wonder, but it can also be
  as horrific as anything in dark fantasy,
  as comic as anything in light fantasy,
  and as adventurous as anything in
  sword and sorcery. It can even share
  some of the psychological realism (and
  ubiquitous magic) of low fantasy.
  MYTHIC FANTASY
  EMPOWERED GENRES
  203
  CHAPTER SIX
  EMPOWERED
  GENRES
  
  BY THE BOOK:
  MYTHIC FANTASY
  The main question about a mythic
  fantasy campaign is just how mythic
  it’s going to be. PCs who are merely
  favored by the gods are different from
  those who are gods.
  Power Level
  Campaigns that feature merely
  heroic humans can have a starting
  level of around 150-250 points. If
  some or all of them are demigods,
  300-400 may be more appropriate.
  Mythic heroes who expect to shape
  the world by their actions start at 500
  or more. True gods and titans proba-
  bly need at least 1,000 points.
  Unusual Backgrounds
  In some mythic settings, super-
  natural forces regularly walk the
  earth, and even ordinary mortals
  aren’t too surprised to encounter
  them (although they may be rational-
  ly fearful). No Unusual Background
  is required for protagonists who
  wield divine powers or reality-warp-
  ing magics in such cases. One might
  still be required for a power that is
  unusual even among the gods, such
  as psi in a world that mostly features
  magic.
  However, in “epic heroes” games,
  full-fledged magical powers or obvi-
  ous divine gifts may be prohibited
  entirely, or permitted only with a 50-
  point Unusual Background, in order
  to preserve the focus on powerful but
  essentially 
  human 
  protagonists.
  Relatively limited supernatural abili-
  ties that fall short of being an actual
  power, such as Achilles’ near-total
  immunity to physical harm, might
  require a lesser Unusual Background,
  perhaps 25 points.
  SUBGENRES
  Subcategories of mythic fantasy
  can primarily be defined in terms of
  the power levels of the protagonists,
  although the cultural background of a
  story – its implicit assumptions about
  metaphysics, the nature of heroism,
  and divine law – can make a large dif-
  ference to the flavor and style.
  Epic Heroes
  The heroes of Homer’s works, the
  Germanic legends of Siegfried, and
  the Anglo-Saxon tale of Beowulf are
  “merely” mortal men writ large.
  They’re great warriors and leaders,
  may be of divine descent, and they
  sometimes wield magic weapons, but
  they don’t fly or throw lightning. Some
  modern fantasy stories operate on a
  similar level. Tolkien’s Númenoreans
  are long-lived, noble-spirited humans
  who shape the early history of Middle-
  Earth.
  Fantasy of this type downplays
  powers – or leaves them in the hands
  of deities, angelic beings, and strange
  wizards and enchantresses. However,
  they may appear occasionally, in the
  form of a small piece of aid from some
  supernatural Patron or an incidental
  threat. Using blatant powers in com-
  bat may be considered unworthy or
  dishonorable although supernatural
  strength or vitality, and the occasional
  magic weapon are accepted heroic
  features.
  Wondrous Heroes
  The heroes of, for example, Celtic
  mythology are much like those of the
  Homeric tales – leaders of society,
  often partly divine. However, they
  can master truly supernatural feats,
  leaping onto spears in flight or bring-
  ing down a dozen foes with a single
  sling-stone. In other words, they
  have powers.
  These heroes are still essentially
  “augmented 
  humans” 
  – 
  faster,
  stronger, and deadlier than most, able
  to use amazing tricks and maybe the
  odd magic spell, but not actually gods.
  Many such stories are concerned with
  the heroes’ mortality; they seek to
  make their mark in the world and
  achieve noble goals before they die.
  The gods themselves are far above the
  heroes; they may act as Patrons or
  behind-the-scenes Enemies, but woe
  betide any hero vain enough to think
  that he is on their level.
  It’s not impossible for wizards, sor-
  cerers, or miracle-working priests to
  play a heroic role in this sort of fanta-
  sy, although most are seen as weird
  bit-part players who come and go
  through the lives of the warriors, occa-
  sionally dispensing aid, advice, or
  threats.
  Tales of the Gods
  In some legends, gods are shown
  behaving very like mortal humans –
  except that the world they live in is
  bigger, one way or another, and their
  actions have global consequences.
  When Thor gets into a drinking con-
  test, his opponents magically connect
  his horn to the sea itself – and his
  efforts cause the tides! This is an
  extreme case, far beyond the scale that
  most games can handle, but in some
  worlds, the adventures of godlike
  beings may be quite manageable.
  Roger Zelazny’s Lord of Light and
  Creatures of Light and Darkness, in
  which the “gods” are powerful psis
  with ultra-tech equipment, provide
  one useful model.
  204
  EMPOWERED GENRES
  Powers in 
  Non-Mythic Fantasy
  Fantasy is often taken to require magic, but other powers – psionic,
  divine, moral, or cosmic – can take its place in ensuring the wonder and
  other-worldliness of a setting. (They may, of course, be called magic.)
  The powers available in such games should be specifically defined by
  the GM; if every sort of power is available, the setting will become either
  mythic or just silly. However, a few powers can make a fantasy world
  more exotic.
  For example, while Yrth (see GURPS Banestorm) mostly uses the
  GURPS spell-magic system, it also features a few religious mystics of
  various kinds. Each faction of mystics has a small number of unusual
  advantages, each with the Pact limitation. In effect, each faction has its
  own power.
  
  Often, the gods are very like mor-
  tals in their motives and reactions, if
  only for comic effect. They’re vain,
  quarrelsome, ambitious, jealous, pas-
  sionate, loyal, or spiteful. Given that
  the purpose of the gods is to enforce
  morality and law rather than to obey
  it, they may act rather badly by mortal
  standards. However, they are usually
  bound by family loyalty, vows, and the
  specific rulings of higher gods, rather
  than behaving in a completely anar-
  chic fashion.
  MYTHIC
  FANTASY GENRE
  CONVENTIONS
  In this genre, players should
  always feel that every action has a
  chance of ending up in myth.
  Motivations should be grandiose; even
  petty personal lusts can lead to
  decade-long wars and the fall of
  nations. In some cases, protagonists
  are walking symbols or embodiments
  of some principle or race. Even the
  most mortal of them will become
  inspirations to peoples yet unborn.
  Campaigns in which gods or near-
  godlike beings appear should aim for
  a sense of significance; these are cos-
  mic forces interacting, establishing a
  template for how the world works.
  The death of a god leaves a whole
  aspect of reality ungoverned. At the
  same time, the human pettiness of
  these great entities provides countless
  opportunities for comedy.
  In some cases, mortal heroes may
  be able to “borrow” some of the power
  of a god by re-enacting his legend,
  maybe with a “spirit journey” to the
  realm of the gods, into the under-
  world, or to confront some powerful
  being. In some cases, this may be a
  process of initiation into magical mys-
  teries; in others, the journey may be
  an incidental part of the hero’s career
  – though it may still change him 
  significantly.
  While mythic heroes are people
  who get things done – conquering
  cities, saving the world, stealing fire
  from the gods – it’s entirely possible
  for them to fail. Tragedy is as impor-
  tant as heroism in myth. Heroic death
  in battle isn’t necessarily considered to
  be defeat, but it’s death nonetheless.
  Heroes who overreach themselves –
  for example, by trying to acquire
  immortality – may suffer painfully for
  their ambition.
  MYTHIC ORIGINS
  The heroes of mythic fantasy are
  typically close to the gods – some-
  times genetically close. Even in leg-
  ends and stories about human protag-
  onists, many are the descendants of
  human-deity couplings. The gods
  may also possess magical techniques
  that they can use to empower their
  chosen agents, such as “apples of
  immortality” or the treatment that
  made Achilles largely invulnerable. In
  other cases, human characters seek
  near-divine status by mastery of
  supernatural powers – although that
  is notoriously difficult in legend,
  where hubris is often punished.
  The commonest power origin is
  “divine ancestry,” which may grant
  biological, magical, divine, cosmic, or
  even elemental powers. (Some heroes
  might also command spirits.) Mortals
  who achieve heroic status through
  intensive study might have magical or
  spirit powers; those who are favored
  by the gods would have divine powers.
  Although western myths don’t talk
  about “chi” as such, the part-divine
  heroes of European myth had greater
  strength, vitality, and life energy than
  lesser mortals. Treating this divine
  vitality as chi, assuming that it can be
  unlocked by training and prayer, and
  using this book’s rules for chi powers
  could work very well.
  MYTHIC FANTASY
  ANTAGONISTS
  If the heroes of mythic fantasy are
  grandiose, their opponents must be on
  the same scale. At a minimum, they
  challenge the PCs’ ambitions and
  ideals, In some cases, they symbolize
  opposing cosmic principles.
  Deities
  On occasion, even if the heroes
  aren’t actually gods, their opponents
  are. If the gods are true immortals
  with cosmic powers, while the PCs are
  merely capable mortal men, divine
  enemies cannot attack the heroes
  directly, or the campaign won’t last
  very long. Gods may refrain from
  direct action out of a sense of sports-
  manship or in obedience to divine law,
  but they can still be terribly dangerous
  foes, directing rival heroes, monsters,
  and minions against their mortal foes,
  and perhaps controlling the elements
  or even fate itself. If they’re lucky, the
  PCs have divine patrons who are using
  them as agents, and who will make
  sure that the enemy deities don’t
  cheat.
  A PC may make an enemy of a god
  because he, his patron, or one of his
  parents is also a god and a hated rival
  to that enemy; because his actions
  interfere with the god’s plans; or
  because he has offended the god in
  some incidental way. This offense may
  be accidental or trivial; gods are terri-
  bly prone to grudge-bearing, and don’t
  have a human sense of proportion.
  Destroying a god’s sacred places or
  injuring his priests are classic mis-
  takes, but so is harming the god’s off-
  spring – and given that many gods are
  the parents of monsters, which inher-
  it a fragment of the god’s power but lit-
  tle of his intelligence or restraint,
  those heroes who kill monsters can
  suffer disastrous consequences.
  Players who get the feeling that
  their PCs have become mere playing
  pieces in the private games of uncar-
  ing gods may become irritated. Even
  the heroes of legend occasionally took
  the considerable risk of telling the
  gods that they objected to being used.
  However, if a patron god has a serious
  objective that accords with the PC’s
  ethics, the hero may be willing to go
  along with it. It may be more impor-
  tant to make sure that the players
  don’t rely on their divine patron to get
  them out of trouble at every turn, but
  this can be easy enough. Friendly gods
  may be bound by the rules just as
  strongly as the enemy, or may just not
  be that friendly.
  EMPOWERED GENRES
  205
  
  Wizards
  In mythic fantasy, a wizard’s pow-
  ers can be vast; some wizards dream
  of approaching godhood. Heroes or
  demigods who are committed to
  defending the order of the cosmos
  may regard wizards as metaphysical
  anarchists who’d tear down the uni-
  verse for the sake of personal power.
  Ambitious wizards may ally with dark
  gods or demons, opening gates to Hell
  in exchange for personal rewards.
  Heroes sometimes confront wiz-
  ards directly. The result may be a
  titanic battle – or it may just as easily
  be short and anticlimactic, as the hero
  skewers the wizard before he can get a
  spell off or the wizard vaporizes the
  hero on sight. Wizards don’t generally
  see themselves as fighters, bound by
  codes of warrior honor. They tend to
  attack heroes through minions:
  armies of faceless guards, the occa-
  sional high-grade underling with a few
  magical augmentations, and some
  trained or summoned monsters. In a
  sword-and-sorcery-flavored fantasy,
  the heroes battle through these forces
  to a final confrontation in the wizard’s
  lair (usually a tower). In other cases,
  the heroes may have to locate some
  magical key to the wizard’s power and
  destroy or commandeer it.
  Monsters
  Mythic-fantasy monsters are more
  than big ugly carnivorous animals.
  Like the gods and heroes they so often
  fight, they may symbolize something
  important – perhaps explicitly, per-
  haps just by virtue of being monsters.
  At a minimum, they represent the
  power of untamed nature or raw
  chaos, devouring any human who
  comes their way out of casual hunger
  – or threatening to devour, say, the sun
  itself.
  Mythic monsters are often unique,
  not members of a “species” in the
  modern biological sense. (See GURPS
  Fantasy for more on this.) As men-
  tioned above, they are often the off-
  spring of gods. Deities who symbolize
  evil, destruction, or primal chaos
  (such as Loki or Tiamat – beings most-
  ly feared rather than worshipped) are
  often happy to sire devastating mon-
  strosities. Other deities (such as
  Poseidon) are little concerned with the
  well-being of individual humans, and
  look on their monstrous progeny with
  an indulgent eye, as long as they don’t
  threaten the world as a whole.
  Mythic monsters may threaten the
  hero, his friends, or helpless strangers,
  or they may have been set to guard
  some important treasure or magic
  item. Powerful heroes go toe-to-toe
  with monsters; those with lesser abili-
  ties use trickery or borrowed magic.
  Monsters don’t usually employ min-
  ions or subtlety, although some may
  engender lesser monstrous spawn.
  Rival Heroes
  Mythic heroes face few opponents
  who are truly their equals, but when
  they do, it’s often because those antag-
  onists are very similar to them indeed.
  They may be servants of antagonistic
  gods, or simply after the same loot as
  the PCs. The fate of humanity and the
  world may well depend on which fac-
  tion’s representatives win out. In some
  myths, arrogant heroes see other
  heroes, on the same side, as rivals.
  Jealousy can then distract everyone
  from important matters, leading to
  dangerously competitive behavior and
  even violence.
  In some cases, rival heroes may
  wield strange, dark forces, or even be
  partly nonhuman – perhaps descend-
  ed from or created by a deity who
  doesn’t limit himself to human forms
  – and hence be somewhat monstrous.
  In general, though, a rival hero should
  be someone a PC can respect and
  understand, if not necessarily like.
  Codes of honor may oblige heroes to
  fight fairly against rivals, not resorting
  to the sort of tricks that are considered
  legitimate against monsters and evil
  wizards. Human rivals can also have
  the support of leaders and factions in
  human society, friends who will assist
  them or try to avenge them. In stories
  with a tragic twist, a rival might be a
  friend or blood relation to the hero.
  MYTHIC MAGIC
  If magic is a common feature of
  fantasy, then mythic fantasy must fea-
  ture mythic magic. In some cases, this
  can be a matter of raw power: mythic
  priests who bring down fire on whole
  cities with a gesture, mythic necro-
  mancers who call up dead armies with
  a word, and mythic gods who twist
  reality with a thought. Super-wizardry
  may be represented as a power with a
  large number of abilities, the Cosmic
  Power version of Modular Abilities 
  (p. B71), multiple levels of Wild Talent
  (p. B99), or Ritual Magic (p. B242)
  with high levels in the core skill and
  many paths.
  206
  EMPOWERED GENRES
  Playing Monsters
  The protagonists of high-power mythic fantasy aren’t necessarily
  human. Some don’t even look it. PCs might have the shapes of supernat-
  ural beasts out of legend or nightmare, often with exotic powers tied to
  those forms. (While “being a dragon” isn’t a valid power, “flame breath”
  or “mighty wings” might be.) GMs can veto the idea of monster PCs if
  they wish – there may be practical problems – but if the game can han-
  dle really high-level powers, questions of physical shape should be triv-
  ial. Apart from anything else, mythic nonhuman beings are often
  shapeshifters, and can take human guise when convenient.
  On the other hand, radically nonhumanoid monsters are often
  viewed in myth as the enemies of humanity. Gods generally represent
  cosmic order and tend to be somewhat human in shape and thinking.
  Great monsters, by contrast, represent primal chaos, implacably hostile
  to everything human. Playing rebels may be cool, but playing rampag-
  ing forces of destruction is likely to get boring fairly fast. Still, some
  myths feature benevolent nonhuman super-beings such as the Chinese
  Ki Rin (or Kilin), or nonhuman creatures in service to the gods such as
  Odin’s ravens, so anything is possible. GURPS Dragons has rules and
  guidelines for playing one important type of high-powered mythical
  creature.
  
  In other cases, magic may be
  restricted and structured enough that
  the standard GURPS spell system is
  appropriate – but at very high power
  levels. There may be no cap on levels
  of Magery, and little restriction on
  acquiring more with earned character
  points or even training. Any wizard
  worthy of the name will have at least
  Magery 3, granting potential access to
  every spell in GURPS Magic (which is
  strongly recommended for such cam-
  paigns). See p. 188 for rules on the
  interaction of spell-magic, Magery,
  and powers.
  Obviously, a “mythic magic” setting
  permits powerful spells, and the gen-
  eral mana level may well be high. But
  this isn’t mandatory. In some stories,
  “mythic” magic is relatively subtle or
  uncommon, for all its power. As
  GURPS Fantasy points out, scarcity
  makes magic all the more wonderful
  when it does appear. The average
  mana level of the game world might
  actually be low; mythic wizards are
  impressive because they can over-
  come this penalty. Low mana also
  serves to help mythic wizards; it
  reduces the danger from critical fail-
  ures. Some wizards might control
  “places of power” – small zones of
  higher mana – and will fight like rabid
  wolves to acquire and defend such
  advantageous terrain. GMs should be
  wary of letting PCs acquire a place of
  power, as they may become unwilling
  to venture away from home. This is
  fine in a campaign structured around
  noble estates and politics, but unfortu-
  nate if the GM was planning an epic
  quest.
  Spell Availability
  Not every spell in GURPS Magic
  is necessarily available in a mythic-
  fantasy world. In a setting that focus-
  es on heroic mortal warriors on one
  hand and transcendent deities on the
  other, wizards may be marginal char-
  acters with a limited repertoire of
  effects. Some specific spells might
  certainly be contrary to the setting’s
  core assumptions.
  For example, many myths state
  firmly that humans are all doomed to
  die, and mortality cannot be tran-
  scended. In a world where this is an
  absolute law, Resurrection should be
  unavailable – and Halt Aging and
  Youth might also be banned, although
  wizards who merely avoid death for a
  few decades aren’t the same thing as
  true immortals. Lich might be in the
  same category, or it might be consid-
  ered a blasphemy that enables a wiz-
  ard to circumvent the laws of the gods
  – for a while. Even the likes of
  Restoration and Regeneration might
  be banned, fitting the harsh atmos-
  phere of some myths.
  A plot might revolve around a wiz-
  ard who seeks to cheat death by
  researching prohibited spells. In a tra-
  ditional sort of setting, this will have
  ghastly 
  consequences 
  for 
  the
  researcher and perhaps for the whole
  world, although some GMs might take
  a “modern” attitude, saying that ambi-
  tion is a fine thing and breaking rules
  set by smug deities is heroism.
  Another possible candidate for prohi-
  bition is Plane Shift. Journeys to the
  realms of the gods or the dead are sup-
  posed to be major quests, not just
  spell-castings.
  Spells should not be prohibited just
  because they’re “too powerful.” Power
  is part of the point of mythic fantasy.
  GMs who think that a specific spell
  could be a game-wrecker but who
  want it to be an occasional possibility
  can always adjust its parameters,
  especially by increasing the energy
  cost or making it obscure. Beginning
  characters might only know an
  obscure spell if they have a 50-point
  Unusual Background, and PCs who
  wish to learn it might have to go on
  great quests.
  EMPOWERED GENRES
  207
  Wuxia Fantasy
  Chinese “wuxia” martial arts movies have become especially well-
  known in the West in recent years with the success of films such as
  Hero, House of Flying Daggers, and Crouching Tiger, Hidden Dragon.
  These are melodramatic fantasies, although their settings are often
  nominally “historical” (using a very loose, mythologized version of his-
  tory). Martial arts adepts often use impressive chi powers, mostly to
  augment their innate physical abilities: they can leap over buildings, run
  through treetops, and parry any missile. Some movies feature wilder
  abilities, such as flame breath and flight.
  This subject will be covered in more depth in GURPS Martial Arts;
  wuxia movies are more about advanced fighting arts than superhuman
  powers. Still, wuxia sometimes comes very close to mythic fantasy, with
  legendary heroes battling whole armies to decide the fate of nations.
  The key differences are the explicit focus on chi, rather than divine and
  magical effects, and the absence of active gods. Enemies tend to be
  human, or possibly formerly human undead, although these enemies
  often wield impressive chi-based powers of their own.
  Along with oriental weapons, costumes, and scenery, such stories
  tend to involve eastern philosophies such as Taoism or Buddhism; their
  heroes are often very concerned with the moral and ethical aspects of
  their actions. Tragedy – especially the conflict between love and duty –
  is a common theme.
  
  MYTHIC FANTASY
  ADVENTURES
  Most gamers probably feel that
  they have a very good idea how fanta-
  sy adventures are supposed to go.
  However, these ideas may not always
  apply to mythic fantasy, which aspires
  to significance.
  Mythic heroes don’t just slay a few
  goblins to protect a village; they battle
  whole armies and save whole nations.
  They certainly don’t venture into dun-
  geons to plunder them for gold coins
  and minor magical swords; they jour-
  ney into the underworld to face Death
  himself, and return with the weapons
  of the gods. Even the most human of
  epic heroes fight decade-long wars
  and rise to rule kingdoms.
  Hence, mythic fantasy campaigns
  may have a strong main plotline to give
  them focus, and perhaps a fixed dura-
  tion. They end when the war is over, all
  the monsters have been slain, or the
  world is created and functioning.
  (“Sequel” campaigns may be possible –
  a 10-year war may be followed by a 20-
  year voyage home.) Others may be
  more open-ended, but the PCs should
  have or find a very clear place in the
  world. They may have to defend the
  universe, or at least their corner of it,
  against attacks by demons, titans, or
  rival gods, all the while dealing with the
  internal politics of their own faction.
  Remember that tragedy is a com-
  mon theme of myth. A mythic cam-
  paign could culminate in the deaths
  of the PCs or the destruction of the
  universe. Even those catastrophes
  might be followed by sequel cam-
  paigns, if this doesn’t diminish the
  tragedy and heroism of what went
  before too much. Dead heroes can
  find new battles to fight in the after-
  life, while demigods who survive 
  the end of their universe could
  become the creator-gods of its
  replacement.
  Once fiction and literature became
  distinct from myth, the supernatural
  and superhuman became less com-
  mon in stories. While magical or
  divinely granted powers continued to
  appear occasionally, it was the pulp
  magazines and related fictions of the
  1920s and ‘30s which brought super-
  humanly powered heroes back to the
  foreground. Combining fantasy with
  horror and science fiction, the pulps
  gave birth to many ideas about
  empowered heroes that remain popu-
  lar today.
  Modern action-adventure stories
  are in many ways the heirs of the
  pulps, and some of them feature
  more-than-human characters. Aside
  from the implausible toughness and
  luck of many heroes, some have mar-
  tial arts, psionics, or supernatural
  abilities. While there are plenty of
  modern adventure novels, this genre’s
  stories and style are shaped by movies
  and TV.
  BY THE BOOK:
  MODERN
  ADVENTURE
  Modern adventure heroes vary by
  subgenre, but most are a little beyond
  the most exceptional of realistic
  humans. Pulp and other games may
  feature a single empowered PC sup-
  ported by a team of “competent 
  normals”; see p. 209. High skill 
  levels, and especially wildcard skills
  (p. B175), are often appropriate for
  “pulpier” campaigns.
  Power Level
  If the hero has powers, they should
  be effective; 250 points is probably the
  208
  EMPOWERED GENRES
  Tales of the Uncanny
  “Uncanny” fiction evolved from folklore via late Victorian tales of
  ghosts, animated mummies, and psychical research. Vampire stories,
  especially Bram Stoker’s Dracula, had dangerous foes and some tough,
  active heroes. The likes of William Hope Hodgson’s “Carnacki the
  Ghost-Finder” introduced an element of weird science. Supernatural
  horror became a feature of the pulp magazines of the 1920s and ‘30s,
  notably in the work of H.P. Lovecraft and his followers. Lovecraft’s mon-
  sters are totally alien beings and ancient, inhuman gods, and his heroes
  are in danger of losing their minds as well as of dying horribly. On the
  other hand, many pulp stories that began with seemingly supernatural
  events actually turned out to be detective mysteries with natural expla-
  nations. The form survives today as a branch of horror fiction, in
  movies as well as print.
  The approach taken by such tales ranges from subtle mystery,
  through genteel horror and weird-science ghostbusting, to “splatter-
  punk” gruesomeness. The heroes tend to be normal humans; to fight the
  supernatural, they employ specialized knowledge, religious faith, or just
  willpower and a trusty shotgun. However, some are in contact with the
  spirit world, and the problems they face can be decidedly powerful:
  ghosts who can possess the living, vampires, reanimated Egyptian
  mummies, or Lovecraftian monstrosities. A few of these nonhuman
  beings are even depicted in a fairly sympathetic light; powerful nonhu-
  man PCs might not be entirely out of the question in a wilder campaign.
  MODERN ADVENTURE
  
  minimum viable starting level. A mag-
  ically enhanced monster-slayer, a mys-
  tical adept, or an advanced cyborg
  might require much more than this,
  but even these characters should be
  recognizably human. Games that go
  above 500 points are moving into
  “supers” territory (see pp. 222-234).
  Some members of a group may be
  empowered, while others, built on the
  same base points, are “merely” normal
  humans with very good attributes and
  skills. A common idea in the pulps is
  that the square-jawed, can-do hero is
  ultimately a match for any strange-
  ness, although some heroes have a lit-
  tle exoticism of their own.
  Unusual Backgrounds
  Most modern adventure games will
  be limited to one class of power, or at
  most two or three, and the powers will
  be the focus of the campaign – so
  Unusual Backgrounds won’t usually
  be required. However, some odd per-
  sonal histories might merit one. If the
  PCs are all chi-using martial artists
  from a remote Asian monastery,
  obliged to find their way in the mod-
  ern world, then an American monk,
  who is already familiar with Western
  culture and who has Contacts and
  high-tech skills, might have to take a
  20-point Unusual Background. A pulp
  hero who is the only person in the
  world with powers could certainly
  require an Unusual Background.
  SUBGENRES
  In modern entertainment, a suc-
  cessful story or character needs to
  stand out to be noticed. The simplest
  way to achieve this is to have a gim-
  mick, which may mean a power.
  While heroes and gimmicks vary
  widely, there are some identifiable 
  categories.
  Pulp Crime-Fighting
  Most of the original pulp-era sto-
  ries of two-fisted crime-fighting
  involved competent but unpowered
  humans – detectives and cops.
  However, a few featured heroes with
  exotic powers. The Shadow, for one,
  sometimes demonstrated a psychic
  ability to “cloud men’s minds with his
  thoughts.” There were also a few
  more-than-human heroes in other
  fiction of the period. The Nyctalope,
  with his artificial heart and ability to
  see in the dark, appeared in French
  novels starting in 1908, and was one of
  the first crime-fighting heroes to pos-
  sess non-supernatural super-powers.
  The hero of Philip Wylie’s 1930 novel
  Gladiator
  gained 
  superhuman
  strength and invulnerability from his
  mad-scientist father’s experiments.
  To recreate the full flavor of their
  sources, pulp crime-busting games
  should generally be set in the histori-
  cal era of the original pulps. Pulp plots
  typically featured straightforward
  gunplay and fisticuffs, but often also
  involved international travel. Many
  were fairly sophisticated detective
  mysteries. The GURPS Third Edition
  supplement GURPS Cliffhangers is a
  detailed guide.
  Almost-superhuman adventurers
  such as the Shadow, Doc Savage, and
  the Avenger often accumulated a crew
  of loyal, capable, and human assis-
  tants and friends. Sometimes, these
  sidekicks were less capable than the
  title character, but provided extra
  hands. In other cases, they had special
  talents of their own.
  While the main focus of the pulp
  crime-fighting genre is on battles
  against ordinary crooks, more exotic
  foes also appeared – scheming for-
  eigners with fanatical followers, mad
  scientists, and femmes fatale. A lead-
  ing villain would probably be support-
  ed by armies of faceless goons, either
  fanatically loyal or rather stupid (and
  often both). A few opponents had their
  own uncanny abilities. Pulp morality
  was generally black-and-white, so bad
  guys were unambiguously villains.
  They could have some complexity in
  their personalities, though, to make
  them a little more interesting.
  EMPOWERED GENRES
  209
  Pulp Chi
  Chi-based powers are not generally a feature of the original pulps.
  Exotic legends about martial arts masters hadn’t entered the western
  mainstream in the period. On the other hand, there is a rich tradition in
  Asian cultures of pulp-like stories about heroes who can focus and
  employ their chi, and wild martial arts have become a feature of the
  modern descendants of the pulps.
  Even in the original pulp era, stories about the uncanny abilities of
  eastern yogis and mystics had become popular in some circles. Classic
  pulp heroes such as the Shadow sometimes used weird powers that they
  had learned somewhere in Asia. Hence, chi powers might be incorpo-
  rated into pulp campaigns without endangering the essential flavor.
  Their users should be either Asian themselves, or experienced travelers
  who’ve learned things “out east” that even their friends find unbeliev-
  able. GMs who wish to permit such options without having chi powers
  take over the game can require such PCs to take an Unusual
  Background with a cost of 10% or 20% of the campaign’s starting point
  totals.
  In modern entertainment, a 
  successful story or character needs 
  to stand out to be noticed. The simplest
  way to achieve this is to have a 
  gimmick, which may mean a power.
  
  Martial Arts
  Martial arts stories in a modern-
  day setting don’t tend to include as
  many wild chi powers as historical
  wuxia movies (p. 207); the more famil-
  iar scenery would make such things
  look a little too ridiculous. Still, the
  heroes often display far greater abili-
  ties than any realistic human, and can
  add “gun fu” to the traditional high
  kicks and swordplay.
  This is a literally cinematic sub-
  genre, and the majority of movies
  involved come from the energetic
  Hong Kong film industry – although
  Hollywood has noticed their populari-
  ty and imitated them. Typical heroes
  for a modern martial arts movie are
  ultra-tough cops, martial artists called
  away from their monastic retreats by
  some personal problem, and even
  mercenary criminals with a code of
  ethics. They usually fight human foes
  – ruthless criminals or renegade mar-
  tial artists – but, in some stories, they
  collide with the paranormal. In a few
  cases, the heroes actually wield magic
  against evil sorcerers or supernatural
  monsters.
  Monster Hunters
  Monsters are in the world – vam-
  pires prowling the darkness, aliens
  abducting motorists for experimenta-
  tion, werewolves lurking in forests,
  and fish-men emerging from the sea
  on moonless nights. Unlike the victims
  and investigators of conventional hor-
  ror, the heroes of a monster-hunter
  game fight back on equal terms.
  Powers may be limited to the mon-
  sters, with the heroes’ skill and high-
  tech equipment evening the odds, or
  may be granted to at least some of the
  “good guys.” Such “hero powers” can
  be anything: refined martial arts skills
  and chi manipulation, magic learned
  from ancient tomes or ancient bless-
  ings passed down the generations (as
  in Buffy the Vampire Slayer), or tech-
  nology so advanced that it verges on
  super-powers. Heroes may even be
  “monsters” themselves, turned to the
  side of good (see the TV series Angel,
  or the Hellboy Sourcebook and
  Roleplaying Game).
  Power often has danger attached,
  Magic may be associated with dark
  forces so that mastering it edges the
  user toward evil. Other powers, com-
  bined with the obsessive focus and
  caution of the effective monster-
  hunter, can endanger a hero’s sanity.
  Battling with monsters, one can
  become a monster – metaphorically or
  even literally.
  Monster-hunting stories never
  quite forget their roots in horror. Even
  if the heroes are tough, innocent
  bystanders can endure horrible fates
  . . . and unlucky or careless heroes can
  suffer very badly. The border between
  heroic monster-hunting and raw hor-
  ror is fuzzy. A game can cross back
  and forth, depending on the power of
  the monsters and the resources cur-
  rently available to the hunters.
  Such games also typically have
  much in common with the “Secret
  Powers” subgenre (p. 214). If the
  world resembles our present day, but
  there are monsters out there, this
  truth must be a secret. This may well
  suit both sides; the monsters prefer
  that their victims not take precau-
  tions, while the hunters want to avoid
  mass panic. Conversely, the hunters
  might struggle to acquire enough evi-
  dence to convince the public, or at
  least the authorities. The monsters
  might be all in favor of mass panic
  (perhaps they feed on human fear, or
  they will warp reality to their own
  advantage when enough people
  believe in them), and hunters work to
  suppress both infestations and the
  rumors that follow them.
  Cross-Time Adventures
  If multiple timelines exist, and
  some of them produce beings with
  exotic abilities, adventuring across the
  multiverse can become a powers-
  heavy 
  campaign. 
  The 
  “Infinite
  Worlds” in the GURPS Basic Set and
  GURPS Infinite Worlds is precisely
  such a setting, and its secretive ISWAT
  recruits all the empowered individuals
  it can get. ISWAT has robots, vam-
  pires, and allegedly even exiled gods.
  Cinematic
  Technothrillers
  The 
  “technothriller” 
  genre
  attempts to maintain at least a façade
  of realism, with plausible human
  heroes using equipment somewhere at
  the cutting edge of what’s known to
  exist. At the point where such stories
  merge into science fiction, some
  heroes may be enhanced in some way,
  even possessing powers.
  Such heroes include (very expen-
  sive) cyborgs and the products of
  210
  EMPOWERED GENRES
  Horror and 
  Monster-Only Powers
  Horror games (including “Uncanny Tales” – see p. 208) may limit
  powers to NPC monsters. The heroes of stories from dragon-slaying
  myths to Dracula and Alien are ordinary mortals. They use skills,
  weapons, and wits to defeat creatures far more physically formidable
  than themselves.
  Certainly, the heroes of real horror games should be scared, even if
  the bad things that define the genre mostly happen to somebody else.
  Any powers they do possess should be limited enough that they can’t
  defeat every threat, or come with a cost, usually horrific.
  Anti-Monster Tactics
  Heroes fighting powerful monsters should tailor their tactics to the
  opposition. Knowledge is the key, which may mean hours in dusty
  libraries, complex scientific analysis, or just asking the right people. The
  heroes will want to acquire anything that hits known weaknesses or
  blocks known attacks – wooden stakes and garlic, glowing green mete-
  ors, technological mindshields, whatever it takes. They should exploit
  numerical advantages; it’s usually easiest and best to divide the enemy
  up and pick them off one at a time, unless they can get a whole group
  of them with a guaranteed killing method. Smart heroes look for terrain
  and conditions that give any possible benefit, press every advantage,
  and aren’t ashamed to run when necessary.
  
  genetic engineering programs. Their
  abilities are generally impressive but
  not as flamboyant as those of comic-
  book 
  superheroes 
  – 
  enhanced
  strength, running speed, and reaction
  times, or impressive mental abilities.
  In short, they can appear on TV with-
  out wiping out the special effects
  budget. Heroes may have the patron-
  age of a suitably high-tech agency
  (and an associated Duty), or they may
  be freelancers or renegades with dan-
  gerous Enemies.
  MODERN
  ADVENTURE
  GENRE
  CONVENTIONS
  Modern adventure stories combine
  escapism and fantasies of significance
  with a grounding in reality. They’re
  about being tough enough to deal with
  threats, charismatic enough to be pop-
  ular, and lucky enough to have surviv-
  able adventures – but all in the “real
  world,” making the competent hero
  somebody with whom the audience
  can identify. That’s not to say that
  things should be too easy for the
  heroes – many of them suffer a lot –
  but even suffering serves to add an
  edge of gritty plausibility.
  Heroes are typically self-assured,
  honorable but not priggish. Many are
  always ready with a quip, refusing to
  take enemies as seriously as the ene-
  mies take themselves. Others are
  grimmer, perhaps pursuing justice or
  revenge for some terrible incident in
  the past, but even the vengeful hero
  will generally be wounded and tragic
  rather than blatantly psychotic. Exotic
  powers don’t have to be central. A hero
  may set up a situation with precogni-
  tion, blindside the foe by teleporting –
  and then drop him with an old-fash-
  ioned punch.
  Personal powers may or may not
  be unique, but it’s never easy to repli-
  cate them; the world has to remain
  recognizably akin to the one in which
  we live. Magic has strange costs, psy-
  chic or chi powers require innate tal-
  ent and intensive training, and
  advanced technology is experimental,
  expensive, and hard to operate or
  replicate. Dangerous inventions and
  ideas may even need be suppressed for
  the safety of the world.
  ORIGINS FOR
  MODERN ACTION
  HEROES
  The modern action hero is general-
  ly human, but may be highly trained,
  technologically modified, or magically
  talented. He might be an alien visiting
  Earth, but even then, he’ll almost cer-
  tainly appear human.
  His powers should be reasonably
  subtle, with origins tied to the theme
  of the game: technological or geneti-
  cally engineered for high-tech adven-
  tures, magical or quasi-magical for
  supernatural stories, chi-based for
  martial arts games, “moral” (or maybe
  cosmic) for moral parables about
  angels on Earth, and so on. A cam-
  paign may mix things up – chi-based
  and psychic powers can appear in
  magic-oriented 
  games 
  as 
  other
  aspects of the supernatural. In wilder
  games drawing their flavor from 
  the whole range of “pop fantasy,” any 
  origin may coexist with weird 
  superscience. The more power origins
  the GM permits, the weirder the cam-
  paign will be. Weirdness is fine if that’s
  what people want, but “modern-day
  adventures” differ from “super-
  heroics” in their stronger grounding in
  plausibility. “Single source” games
  may be more satisfying.
  MODERN
  ANTAGONISTS
  The nature of “modern” opponents
  varies. Monster-slayers fight monsters,
  martial arts adepts face crime lords
  and renegade martial artists, and so
  on. Still, there may be some
  crossovers, and some types can fit in
  anywhere.
  Gangsters
  Crime is widespread, and generally
  seen as a problem, but when the
  heroes of the story have more-than-
  human powers, ordinary muggers and
  bank robbers aren’t serious opposi-
  tion. Crime needs to be organized to be
  a big enough problem.
  Gangsters can be played rather
  stereotypically, especially in pulp
  games. In the ‘30s, that means a dark
  overcoat and an ill-fitting suit; today, it
  means whatever “street style” is fash-
  ionable. On the other hand, crooks
  with a personal, nonstereotyped
  appearance can seem all the more sin-
  ister. Some street slang and a sneering,
  laconic delivery also help the hood or
  hit man sound the part; ruthless greed
  and a gun with a high rate of fire make
  him dangerous.
  To provide heroes with something
  clear to fight, organized crime may
  need a strong leader – the crime lord.
  Such a foe may be a ruthless, street-
  smart gang boss, a mobster whose
  underlings owe quasi-feudal loyalty, or
  a cerebral mastermind. These bosses
  need some pragmatic tactical smarts.
  Many have enough corrupt public offi-
  cials in their pockets, or enough care-
  fully arranged cover stories, that
  heroes who care about due process
  will have a hard time bringing them
  down. Even if they die or go to prison,
  the mean streets will soon throw up a
  replacement.
  Crime bosses are unlikely to have
  powers of their own, but it’s not
  impossible; it might help them keep
  employees in line. A boss who feels
  threatened by empowered heroes may
  employ empowered enforcers and
  bodyguards.
  EMPOWERED GENRES
  211
  Upgraded Animals
  A subcategory of modern adventure fiction features animal protago-
  nists. Aside from fantasies in which animal intelligence is simply taken
  as given, this can be explained in terms of biological or cybernetic
  experiments “uplifting” the creatures’ intellects.
  Animals can be created as PCs in GURPS easily enough. They won’t
  generally have actual powers (unless these are a separate side effect of
  the experiments), but they may well have “animal abilities” such as
  flight or superhuman senses.
  
  212
  EMPOWERED GENRES
  Terrorists
  Terrorists make effective villains
  because of their edge of uncontrolled
  violence. Ordinary criminals are, for
  the most part, merely selfish; they only
  cause harm to others when there’s
  something in it for themselves.
  Terrorists, on the other hand, are in
  the business of spreading fear and
  destruction. They are often fanatical
  and sometimes suicidal, making them
  harder to stop and deadlier when they
  succeed.
  Terrorists 
  can 
  also 
  challenge
  heroes’ assumptions and beliefs.
  However deranged their methods, they
  are often inspired by some genuine
  injustice or past wrong. This makes it
  hard to undermine their fanaticism
  and gains them support from less
  active but equally dedicated sympa-
  thizers. It also means that heroes who
  track them back to their bases or seek
  to analyze their strategies may con-
  front their own side’s dirtier secrets.
  While most fictional terrorists have
  normal human levels of competence,
  an empowered foe who dedicates him-
  self to extremist ideals is especially
  fearsome. A super-terrorist may sim-
  ply perform acts of spectacular vio-
  lence, but an even greater threat might
  come from subtler powers. If fanatics
  are hard to stop at the best of times,
  how much worse would they be if they
  could divert guards with mind control
  or anticipate countermeasures with
  precognition?
  Evil Masters
  If the hero who desires powers and
  cinematic abilities must learn them
  from a master, the most formidable of
  foes may be a master who has turned
  to evil.
  The classic evil master sees power
  as desirable in itself, rather than as a
  tool or a side effect of enlightenment.
  He may enjoy using his training for
  the dominance it gives him over oth-
  ers, he may employ it only occasional-
  ly to keep minions in line, or he may
  become a mercenary or a thief, inter-
  ested primarily in material comforts.
  He might teach others without worry-
  ing about what use they will make of
  his teachings, accumulating a follow-
  ing of guards and ambitious students.
  Most of these will be relatively weak,
  dangerous to PCs only in numbers,
  but many evil masters have one very
  tough lieutenant who can handle
  important missions and watch the
  master’s back.
  Heroes may find themselves fol-
  lowing the sort of mission path often
  seen in video games, dealing with
  hordes of minions, then some tougher
  guards, then the lieutenant, and then
  facing a final fight with the boss.
  Lieutenants can also serve to keep
  some PCs entertained while the party
  leader tackles the boss. Because the
  evil master and his lieutenant can
  resemble dark mirrors of the heroes,
  such fights can become very personal;
  revenge is often an important motive.
  Mad Scientists
  Mad scientists, a common feature
  of “pulpier” tales, make dangerous
  opponents because they can match
  even the smartest hero for intellect,
  and their creations are often formida-
  ble in combat. Fortunately, they’re
  also mad. They rant wildly, less 
  interested in conquering the world
  efficiently than in having their genius
  recognized. They are especially 
  fond of complicated and unreliable
  deathtraps.
  Any self-respecting mad scientist
  will have created at least one example
  of applied superscience. This may
  simply be an invention from a tech
  level or two ahead of the rest of the
  game world – modern players in pulp
  games may recognize the “death ray”
  as a laser, or the “super-bomb” as a
  nuclear weapon – but mad science is
  often rather divergent, contradicting
  mainstream 
  scientific 
  theories.
  Villainous inventions are usually the
  sort of dangerous science which needs
  to be suppressed, and mad scientists
  often give up on an idea after it’s been
  used on one failed plot, and move on
  to something new.
  Supernatural Monsters
  When modern-day “empowered”
  stories feature supernatural creatures
  as opponents, they usually fall into
  one of two general types. The beast is
  simply a tough combat opponent.
  There may be plot complications
  involved in determining its motives
  and weaknesses and tracking it down,
  as well as in actually killing it.
  Supernatural monsters can be smart
  and have flexible powers, but a merely
  tough or evasive foe, such as a ram-
  paging werewolf or an acid-dripping
  blob, can be interesting enough for a
  single adventure.
  The boss monster is a more compli-
  cated problem. It has considerable
  power, but even more importantly, it
  has 
  intelligence, 
  minions, 
  and 
  great plans. Slaying a beast probably
  
  represents the climax of a single sce-
  nario; defeating the boss can be the
  climax 
  of 
  a 
  whole 
  campaign.
  Supernatural boss monsters typically
  have extensive, flexible powers, mak-
  ing it hard to destroy them even when
  they’re cornered. Some are dark gods
  or embodiments of chaos and cannot
  be destroyed, only driven off. Other
  common boss monsters include “mas-
  ter” vampires and demon lords.
  Supernatural monsters have either
  of two general natures: traditional or
  uncannily alien. Some ideas about
  what’s “traditional” for monsters orig-
  inate in the pulp era or thereabouts –
  the suave vampire is essentially a
  Victorian invention, while the bipedal
  “wolf-man” is largely a creation of the
  movies. This category ranges from
  rampaging werewolves and lurching
  zombies, through tragic ghosts that
  need to be exorcised rather than
  destroyed, up to Dracula-style “mas-
  termind monsters.” GURPS details for
  such creatures can be found in a num-
  ber of places, including Chapter 6 of
  GURPS Fantasy.
  Alien monstrosities range from
  fairly straightforward extraterrestrial
  races up to near-godlike “Things Man
  Was Not Meant To Know.” They may
  have wildly inhuman powers. Psychic
  abilities are commonplace. Many
  alien creatures are physically formida-
  ble, with superhuman senses and
  strength, as well as claws or fangs.
  Horror-story alien races are also
  sometimes shapeshifters, enabling
  them to infiltrate human society.
  Many aliens manage without powers
  as defined in this book, but a range of
  biological and psionic abilities may be
  appropriate.
  MODERN
  ADVENTURES
  Empowered adventurers in a close
  analog of the modern world must be
  subtle – otherwise, the setting will
  soon change beyond recognition.
  Their battles may still be quite spec-
  tacular; they just have to take place in
  back alleys or on remote islands. The
  virtue of action-adventure stories tra-
  ditionally lies in energy and speed.
  Characters may be somewhat two-
  dimensional, and plots rather pre-
  dictable, but the stories work because
  they sweep audiences up in the excite-
  ment of the moment.
  Typically, plots are reactive. A house
  is reported to be haunted, or criminals
  begin a crime spree, or vampires are
  killing people, and the heroes set out
  to put matters to rights. The heroes
  investigate the problem, distracted
  from time to time by lesser villains, vil-
  lain minions, or personal issues, until
  a new development emerges. This may
  not be good news: the villains may
  achieve some incidental goal, the
  heroes may suffer a serious defeat, or
  a supposed friend may actually be a
  traitor. Thus, the heroes pursue more
  desperate courses of action until they
  finally confront the villain, just in time
  to prevent his final victory.
  This is an effective plot structure,
  though it shouldn’t become a strait-
  jacket. In other cases, a plot can center
  on the PCs’ weaknesses. They may be
  tempted by power or find that their
  organization has been corrupted or
  subverted, so that they must reform it
  or escape.
  Adventures that follow the format
  of the source material can be highly
  episodic. When they resemble short
  stories or standalone TV series
  episodes, this means thwarting a dif-
  ferent villain or solving a new mystery
  every week; when they run to greater
  length, it means dealing with an
  ascending series of threats before
  defeating the source of evil and bring-
  ing about a happy ending. In the latter
  case, many “chapters” may end on
  cliffhangers.
  EMPOWERED GENRES
  213
  Explorers
  One alternative plot structure found in the pulps and SF is the jour-
  ney of exploration. The heroes may be literal explorers, or they may be
  archaeologists or other sorts of scientists.
  The heroes’ opponents may be rival explorers, especially if there’s
  something valuable to find. It’s also possible to discover lost cities or
  hidden peoples (or, in space opera games, whole planets) run by villain-
  ous leaders, who will very likely attack the visitors, and who certainly
  deserve to be taken down a peg.
  Going Macrocosmic
  A “macrocosmic” campaign features major protagonists who are
  gods, archangels, lords of Hell, or manifestations of universal principles
  or powers – not just superhumans, but beings whose actions literally
  shape the universe. Plots in such a setting may involve defending the
  universe or attempting to make a major change in the nature of things
  – or they may be more personal, even soap-operatic, with the emotion-
  al complications gaining a grand and primal edge.
  A macrocosmic campaign usually features one or more worlds
  inhabited by normal “human-level” beings. Some of the action takes
  place there, and the protagonists have some reason to take an interest
  in these lesser beings. If this world resembles Earth, the campaign will
  tend toward cosmic supers (p. 224). If it’s a fantasy world, the cam-
  paign will have more in common with high-power mythic fantasy
  (pp. 203-208).
  In GURPS terms, protagonists in a macrocosmic campaign may be
  built on thousands or even tens of thousands of points, or may simply
  transcend the point system entirely – it’s silly to try to assign a point cost
  for omnipotence! Such entities generally possess abilities such as very
  long-range teleportation, matter creation, ESP, Unaging, and
  Unkillable, many of them with a Cosmic enhancement – and probably
  substantial Modular Abilities (p. B71), enabling them to do almost any-
  thing if they really try.
  
  In some campaigns, powers are
  important, available to both heroes
  and villains – but are kept secret from
  the general public. This may be
  because selfish factions want the
  added advantages that come when
  most people don’t know that they
  should defend against powers, or
  because public exposure would cause
  huge problems for everyone. The “vis-
  ible” world is usually based on pres-
  ent-day reality, although it’s perfectly
  possible to set such stories in the his-
  toric past, the future, or a fantasy
  world. Thus, Secret Powers games
  have a large overlap with the Modern
  Adventure genre (pp. 208-213); the dif-
  ference is a specific focus on secrecy.
  They also overlap with the Psionics
  genre (pp. 217-219), which often 
  features subtle powers.
  BY THE BOOK:
  SECRET POWERS
  Powers in a secrecy-oriented cam-
  paign should be fairly limited, almost
  always tightly constrained by the cam-
  paign concept. Some nonhuman PCs
  (such as angels or vampires) may all
  have very similar abilities. To keep
  things interesting, such beings may
  actually come in subcategories with
  different specializations and talents.
  Power Level
  Human agents in a game where
  conspiracies just know a few useful
  tricks should be competent enough to
  catch those conspiracies’ attentions,
  but need not be super-powered; 150-
  200 points may be a perfectly ade-
  quate starting level. At the other end of
  the scale, secret superheroes or angels
  in material form may well come in at
  several hundred points. Nonhuman
  PCs should have enough points to buy
  appropriate racial templates. When in
  doubt, GMs should err on the low
  side; secret powers games are about
  thinking problems through, not blast-
  ing them aside.
  Unusual Backgrounds
  Here as elsewhere, PCs shouldn’t
  have to take an Unusual Background
  just to have powers that are part of the
  campaign’s basic concept. However, in
  some “conspiracy” campaigns, most
  of the conspirators and their oppo-
  nents are nonpowered humans.
  Powers exist, but as the exotic and
  rare products of the conspiracy’s
  experiments or accidents. In that case,
  empowered PCs who get a real, special
  advantage should also have an
  Unusual Background.
  SUBGENRES
  If “secret powers” games are
  defined by secrecy, then the genre’s
  subcategories are defined by the types
  of powers involved.
  Conspirators 
  with an Edge
  In some low-key stories, the exis-
  tence of powers is just one of the
  secrets to be discovered – possibly
  even one of the less important ones.
  This secrecy is enforced by one or
  more conspiracies, either because
  they fear those powers and want to
  destroy them or because they are care-
  fully preserving a monopoly.
  This sort of campaign is set in a
  paranoid world of plots, spies, and
  betrayal, in which “freelance powers”
  are likely to be hunted down, and even
  those who align themselves with a
  conspiracy can’t be sure who to trust.
  The most common power type is
  probably psionic, but conspiracies
  may also use advanced technology to
  augment their agents (giving them
  technological powers, or biological
  powers via genetic engineering), or
  even adopt advanced training that
  grants chi powers.
  The Scheming Sorcerers
  In the real world, magic is general-
  ly regarded as imaginary. But suppose
  that modern materialism is a conven-
  ient fiction created by scheming
  magic-wielders who decided to go
  undercover?
  The traditional capabilities of
  magic would give any conspiracy a
  huge edge. If the conspirators are
  occasionally seen as eccentrics or
  lunatics, which just means that their
  victims and enemies are even less like-
  ly to guess what’s really going on. The
  sorcerers may be the unchallenged
  rulers of the world, or they may face
  some kind of secret opposition – any-
  thing from dedicated secret agencies
  with a little bit of high technology to
  old-school religious witch-hunters
  who might even have divine powers of
  their own.
  The GURPS Third Edition supple-
  ments GURPS Voodoo and GURPS
  Cabal depict such “conspiracies of
  secret magic.” It’s possible to run
  secret magic games without using
  powers as such, but there will be some
  powers around in most cases.
  This style of campaign comes close
  to “Monster Hunters” (p. 210) and
  “Nightmares in Conflict” (below); the
  difference is that “sorcerers” are gen-
  erally human, seeing themselves as
  using trained skills rather than gross
  powers. However, there may be some
  monsters, subordinate to the human
  sorcerers or on a par with them.
  Human PCs may find themselves
  fighting demons, exorcising ghosts, or
  collaborating uneasily with forgotten
  gods.
  214
  EMPOWERED GENRES
  SECRET POWERS
  
  Secret Superheroes
  A secret superheroes campaign
  adopts many of the assumptions and
  features of a supers setting (pp. 222-
  234) – except for the ones involving
  highly visible public activities, such
  as battles between flying, energy-
  blasting figures over major metropol-
  itan areas. This tends to rule out col-
  orful costumes, although “secret
  supers” may wear practical, rugged
  gear that could pass as drab body-
  suits, and some of them may favor
  quirkish personal styles of clothing
  and appearance.
  The assumption is that the exotic
  power sources of the typical supers
  world exist, but most people who dis-
  cover that they have powers also
  decide to be tactful about them. They
  may fear persecution by frightened
  “normals” or be controlled or hunted
  by some powerful agency that wants
  to preserve a near-monopoly over
  powers. Hints about the existence of
  super-powers may seep out to the
  public and press, but be dismissed as
  exaggerations or sheer nonsense.
  Very few observers understand the
  potential of the most powerful
  supers.
  In such a campaign, there is less
  need to make combat nonlethal than
  in a standard “four-color” game. PCs
  are more likely to be secretive if they
  face a real danger of being killed by a
  lucky shot from a thug or security
  guard, and the fear of persecution is
  more likely to seem real if some supers
  sometimes kill “normals,” accidentally
  or otherwise.
  Comic Illuminati
  Many ideas about secret conspira-
  cies and hidden powers are rather
  ridiculous, especially for anyone who
  tries to believe all of them. It’s entire-
  ly possible to play them for comedy.
  Although 
  many 
  “conspiratorial”
  games exclude superhuman powers,
  or at least downplay them to keep the
  focus on serious human concerns, a
  comic game can let them run riot.
  The GURPS Third Edition supple-
  ment GURPS Illuminati University
  shows one example of this comic
  approach. Many beings who students
  could encounter had powers of one
  sort or another. A “supermarket
  tabloid” game could also work,
  pitching cattle-mutilating aliens and
  vampires against psychics, redneck
  mutants, and Bigfoot. The PCs might
  be government agents battling to
  prevent public hysteria, valiant
  reporters attempting to expose the
  truth to a mysteriously cynical pub-
  lic, or innocent freaks caught in the
  crossfire.
  Nightmares in Conflict
  Secretive beings with vast super-
  natural powers walk the streets of the
  modern world – and they aren’t
  human . . .
  Games on this theme draw on
  ideas that have long been present in
  genre fiction. The reason
  why the powers and con-
  flicts in this subgenre are
  kept secret is usually sim-
  ple. While the monsters
  are powerful, maybe even
  controlling society from
  the shadows, they couldn’t
  stand up to the combined
  power of an alerted and
  angry human race. So
  even rival “monster” fac-
  tions unite to hunt down
  anyone who threatens
  their security. Fortunately
  for them, few people in
  the modern world believe
  in monsters. Because of
  this secrecy, such games
  tend to focus on power
  politics and social scheming, but the
  protagonists have powers in reserve
  for when they need them.
  Campaigns may also be built
  around (fairly) normal mortals discov-
  ering terrible secrets, though the pow-
  ers will lie in the hands of NPCs only.
  Games of empowered hunters fighting
  against secret monsters move toward
  the “Monster-Hunters” subgenre of
  Modern Adventures.
  Heaven vs. Hell, Today
  Or Heavens vs. Hells, or Law vs.
  Chaos, or whatever. Great cosmic
  powers use the Earth as their battle-
  ground, but secretly and relatively
  subtly. Perhaps there’s an explicit
  agreement not to worry their mortal
  pawns too badly, perhaps both sides
  simply recognize that an overt battle
  would destroy the world that both
  seek as a prize, or perhaps some still
  higher power has made a rule. For
  instance, God may have declared that
  humans should choose their path of
  their own free will. Knowing that
  angels and demons exist, let alone
  meeting them, would remove real
  freedom of choice.
  One treatment of this theme is
  Steve Jackson Games’ In Nomine.
  The comic Lucifer
  is another.
  However, the idea of subtle conflicts
  of higher powers being fought out in
  the mundane world is probably as old
  as religion. Mortals usually serve as
  agents of one side or the other, often
  being granted powers of their own
  when they sign up.
  SECRET
  POWERS GENRE
  CONVENTIONS
  In a Secret Powers campaign,
  there should be some logical reason
  that will convince individuals who
  know the truth not to speak out. The
  powers themselves may not be visi-
  ble, or ordinary mortals may forget
  or rationalize away anything that
  they do see. There may also be some
  powerful faction or agency diligently
  enforcing the secrecy. Really sophis-
  ticated conspiracies may even fight
  battles in public in broad daylight
  without anybody noticing; in that
  case, anyone who does anything
  obvious must be assumed to have
  lost by default (unless they can utter-
  ly obliterate their opponents in the
  process).
  EMPOWERED GENRES
  215
  
  Factions and conspiracies are not
  only a common feature of this genre,
  they can also provide a source for
  powers. Such conspiracies are usually
  ancient and appear monolithic to out-
  siders, while actually being shot
  through with factional politics. Their
  prime concern is usually power for its
  own sake, but they may also have spe-
  cific ideas about what’s good for
  humanity . . . or more cryptic objec-
  tives, obscure even to their own
  agents. Naturally, they must be ruth-
  less and efficient, although they may
  have become somewhat cumbersome
  and inflexible over the years. Different
  factions are usually bitter rivals, but
  there is often a certain amount of
  quiet cooperation going on.
  There are often places where pow-
  ers can be exercised in relative safety,
  perhaps even more effectively than
  usual. These may vary from minor
  secret bases and hidden schools, up to
  whole extra-dimensional realms –
  Heaven and Hell, spirit worlds,
  dreamlands, and so on. These secret
  places can serve as strongholds . . . or
  battlegrounds.
  SECRET POWER
  ORIGINS
  The power origins appropriate in
  a secret powers campaign are largely
  determined by the subgenre. What
  does matter is how the PCs discover
  they have powers, and how they
  react to the discovery. If powers are
  seen as a curse, there’s scope for lots
  of angst. If they are given out, very
  carefully, to loyal agents of the con-
  spiracy, then empowered “freelance”
  PCs must be rebels, which requires a
  lot of explanation. If they’re an acci-
  dent of birth, then empowered char-
  acters may find themselves hunted
  by powerful forces, intent on recruit-
  ing or destroying them.
  Conspiratorial groups will try
  hard to control powers and power-
  wielders. When a faction has exten-
  sive access to powers, those powers
  are likely to be either the basis for its
  whole existence – their origin is also
  the origin of the faction itself – or the
  key to its strength, and hence one of
  the most important secrets which it
  must keep.
  If, on the other hand, such groups
  are weak or relatively ineffective, and
  humans gain powers at random,
  there will probably be a number of
  confused and nervous power-wield-
  ers wandering around. Some may be
  located by well-meaning groups; oth-
  ers may find each other and form
  secret gangs or societies; others
  again will doubtless fall into the
  clutches of criminals, minor conspir-
  acies, or fanatics. This can give a
  campaign its overall structure: the
  PCs start out trying to survive, then
  join or form a stable group with an
  ideal, which eventually has to solve
  the problems caused by less fortu-
  nate or high-minded individuals.
  SECRET POWERS
  ANTAGONISTS
  Enemies for secretly empowered
  PCs must either know about the secret
  or be powerful enough to be a threat
  anyway. An enemy may know enough
  to be a threat without knowing every-
  thing, and any foe tough enough to
  survive a battle against the heroes will
  come out of it with some idea about
  their nature.
  Rival Powers
  In many cases, the structure of the
  campaign will define both the origin
  of the antagonists and the nature of
  their powers. Rivals with similar or
  diametrically opposite powers provide
  strong, interesting opponents, and
  plenty of motivation to fight. Their
  main drawback for plot purposes may
  be that the PCs have little reason to do
  anything except fight them, at every
  opportunity.
  Turncoat Powers
  A slightly more complex type of
  opponent is one who started out on
  the same side and chose to turn
  against his former allies. Given that
  intrigue and betrayal are often part of
  a secret powers campaign, such foes
  are bound to appear from time to
  time. They will probably have
  betrayed important secrets to the
  enemy, and quite likely cost some lives
  in the process, so they can inspire con-
  siderable righteous wrath.
  Moreover, played cleverly, they can
  unnerve their former friends just by
  existing. Introspective PCs should
  wonder if they, too, could fall – and
  maybe reassess the reasons for their
  loyalty. What tempted the traitor? Or
  is betrayal sometimes the honorable
  course?
  Mortals/Mundanes
  Although powers should provide a
  serious advantage, “normals” can
  still be a threat. They have numbers,
  some of them can fight, and the need
  to preserve secrecy can be crippling
  in combat. (Morality aside, “leave no
  witnesses” isn’t always a feasible
  option.) Depending on the setting,
  216
  EMPOWERED GENRES
  In many cases, the structure of the campaign will define
  both the origin of the antagonists and the nature of their
  powers. Rivals with similar or diametrically opposite 
  powers provide strong, interesting opponents, and plenty 
  of motivation to fight.
  
  religious faith – or strong unbelief –
  may even disable some powers.
  In worlds resembling present-day
  reality, “mundanes” include police and
  intelligence agencies with substantial
  resources and excellent investigative
  skills. The question of how much “the
  government” knows can become a
  worrying problem.
  SECRET POWERS
  ADVENTURES
  A secret powers campaign should
  involve subtle, thoughtful adven-
  tures. The PCs or their foes may be
  able to deploy formidable powers,
  but public fireworks are discour-
  aged. Careful planning should be at
  least as important. Plots can cover
  faction politics, investigations of
  which groups are responsible for
  which events, efforts to recruit or
  eliminate new talents or to escape
  being recruited, protecting secrecy,
  and preventing witch-hunts.
  Which is not to say that the occa-
  sional big set-piece battle is out of the
  question. If one group goes for broke –
  attempting to grab power, destroy its
  enemies, or pull off some weird and
  dangerous scheme – the PCs may have
  to do whatever’s necessary to stop
  them. Likewise, there will be battles in
  whatever hidden realms or pocket
  dimensions exist. However, quiet vic-
  tories are best.
  An entire fictional genre has devel-
  oped around what it might be like to
  be able to manipulate the world
  directly using force of will, examining
  what the consequences of such pow-
  ers might be for society. Such stories
  often involve newly discovered psis
  being persecuted by fearful normal
  humans or exploited by amoral
  power groups. In other tales, psis are
  established, respected figures – cops
  in futuristic SF settings, or wizards in
  pseudo-medieval fantasy worlds. In
  still other settings, psi powers are
  widespread enough that those who
  possess them aren’t automatically
  very remarkable.
  BY THE BOOK:
  PSIONICS
  PCs in Psionics campaigns can rely
  as much on courage and skill as on
  powers, or they can be galaxy-domi-
  nating supermen.
  Power Level
  PC point totals should be deter-
  mined by the campaign’s intended
  atmosphere and style. “Adolescence
  metaphor” stories can feature limited
  starting values, as low as 50 points and
  certainly no more than 150, although
  GMs may be generous with experience
  to represent the flowering of new pow-
  ers. Protagonists in the “psychic wars”
  are usually more experienced and
  capable psis or brilliant researchers,
  tough secret agents, or special forces
  troops; 250 points would be entirely
  reasonable. Space-opera or fantasy
  games can feature truly formidable
  psis, built on several hundred points –
  though more than about 750 is proba-
  bly getting out of hand.
  One option that can work very well
  is a split of starting points. Players in
  an “adolescence metaphor” game
  might be given 25 or 50 points with a
  disadvantage cap of -10 or -20 points.
  On top of this, however, they get
  another 50 points, plus more from dis-
  advantages, to buy powers. They
  might also be banned from buying
  more than one or two levels of Talent
  at the start.
  Unusual Backgrounds
  When psi powers are the campaign
  focus, there’s no need to require an
  Unusual Background. However, if
  they are rare and hard to control, and
  PCs may well be nonpsionic, an
  Unusual Background may be appro-
  priate, with a level depending on how
  rare psi powers are.
  If most psis peak at a specific
  power level, exceptional individuals
  might be seen as very special. If most
  teleporters are limited to line-of-sight
  “jumps,” someone who can teleport
  several miles into a place he can’t see
  can bypass most anti-teleport protec-
  tions. Such a PC might have to take a
  50-point Unusual Background.
  EMPOWERED GENRES
  217
  Illuminati
  Historically, the Illuminati were (or are believed to have been) a
  secret society founded by Adam Weishaupt in Bavaria in 1776, with the
  objective of taking over the world. Although it was apparently sup-
  pressed by the church and German governments in the 1780s, some
  conspiracy theorists believe that the society survived and plays a large
  part in the hidden history of the world.
  More generally, the term “Illuminati” is used for any powerful,
  secret, conspiratorial group. The term hints that the conspirators pos-
  sess a special understanding of the world that guides them in their quest
  for power. A number of groups have claimed such knowledge through-
  out history, including the Cathars and the original Assassins. Because
  such groups are secretive, they are prime paranoia fodder.
  While Illuminati-style groups are often portrayed as basically ordi-
  nary humans, the idea that they are “illuminated” can suggest that they
  have special powers. If nothing else, it is only logical for an Illuminatus
  to have the Illuminated advantage (p. B60). Special knowledge and
  insights can also suggest psi powers (especially ESP or telepathy). Some
  of the original Illuminati certainly dabbled in magic. Wealth might
  grant access to advanced technology.
  PSIONICS
  
  SUBGENRES
  Subcategories of the psionics genre
  are defined partly by the setting, 
  and partly by the nature of the lead
  characters.
  The Adolescence
  Metaphor
  Protagonists may discover their
  powers in adolescence and have to
  come to terms with being different.
  They may spend some time feeling
  lonely and persecuted before finding
  others of their kind. When they even-
  tually master their powers, they
  become formidable. This plot appears
  in A.E. Van Vogt’s Slan and numerous
  children’s SF stories.
  In other words, psi can be a
  metaphor for adolescence. If the
  youth gains power and respect quick-
  ly, this is wish fulfillment; if he has to
  learn hard lessons, it is more of a
  moral fable. In this type of story, wide-
  spread psi may be new, or at least
  secret, ensuring misunderstandings
  and probably persecution.
  Alternatively, psi may be well-
  established but difficult to master. The
  adolescent psi might have to deal with
  manipulative factions, press attention,
  and friends and family, who may be
  jealous, frightened, or exploitative.
  The Psychic Wars
  In the present or near future, psi
  powers 
  have 
  been 
  discovered.
  Training methods or psionic technolo-
  gy are being developed, but this new
  source of power has been co-opted by
  powerful factions – governments,
  intelligence agencies, and giant corpo-
  rations – and kept secret. The heroes
  are psis who just try to do the right
  thing. This is the basis of a number of
  SF novels and Japanese manga and
  anime stories.
  Plots can range from “adolescence
  metaphor” tales with dark and ruth-
  less parent-figure factions to super-
  hero stories with less-flashy costumes.
  The most typical treatment, though,
  overlaps with the “Secret Powers”
  genre, borrowing much of its style
  from paranoid conspiracy thrillers
  and the grittier sort of espionage story.
  Telepaths and ESP users make effec-
  tive spies, able to ferret out any secret
  protected by conventional means.
  They can also guard against both
  psionic 
  and 
  mundane 
  spies.
  Intelligence agencies would naturally
  become major players in the psychic
  wars. Even without psi, protagonists
  are often asked to do terrible things to
  defend against enemies who are sup-
  posed to be worse. Psionics merely
  adds an extra level to this.
  “Psychic war” stories often feature
  experimental technology and drugs
  that boost or emulate powers. These
  inventions may be dangerous to the
  user. GMs can see GURPS Ultra-Tech
  for useful ideas, but should limit tech-
  nological aids; these stories are prima-
  rily about people, not raw power.
  Science Fantasy
  Science fiction (pp. 220-222) main-
  tains at least a façade of rational logic,
  generally treating psionics as suscepti-
  ble to rational analysis. Science fanta-
  sy uses some of the same tropes, but
  drops rationality in favor of an
  extreme sense of wonder. Psi may
  function very much like magic, along-
  side incomprehensible “ancient tech-
  nologies” and suchlike.
  Science fantasy may be set in the
  far future, with technology either
  regressed or advanced and splintered
  into barely comprehensible arts; in
  some galaxy far away and quite possi-
  bly long ago; or in a world trans-
  formed by catastrophes or miracles.
  (See p. 220 for more on post-catastro-
  phe stories.) Psionic gifts in such set-
  tings may be the result of mutation or
  genetic engineering, or taught by
  organizations styled like a temple or a
  school of magic.
  PSIONICS GENRE
  CONVENTIONS
  Being “special” is often depicted as
  lonely and alienating, and a psi can
  still be a failure despite his advan-
  tages – but powers, especially telepa-
  thy, can also be a way for an individ-
  ual to form relationships. High power
  levels may cause someone, usually a
  villain, to tip over into megalomania.
  Normal humans are often shown as
  fearing and persecuting what they
  don’t understand. The genre’s con-
  cerns with accidents of birth and
  genetics means that family relation-
  ships sometimes loom large; heroes
  and villains may turn out to be
  cousins or brothers.
  PSIONIC ORIGINS
  Psi powers are generally either
  inborn or the product of a special
  training regime, newly invented or
  kept very secret (thus explaining why
  not everyone has powers). These two
  origins can be combined; individuals
  can have different degrees of potential
  psionic power, but those with aptitude
  may still need training to unlock it.
  If some humans are born psis,
  there should be some explanation why
  psi powers weren’t widely noticed for
  much of history. If the power needs
  training or technological aid to be
  effective, the process could be newly
  invented or an old secret. Psi talents
  could be a mutation triggered by radi-
  ation from nuclear technology, some
  kind of industrial pollution, or a side
  effect of a new drug. Meddling aliens
  in the distant past may have inserted
  the genes into human cells, to be acti-
  vated at a certain point in our evolu-
  tion. Or perhaps latent psi powers are
  simply very hard to trigger, and only
  the modern world’s population makes
  them statistically likely to occur – but
  once they’ve been found, science can
  learn to trigger them in others.
  PSIONIC
  ANTAGONISTS
  At a minimum, effective opponents
  must be able to withstand the most
  common psi powers – which usually
  means, given telepathy’s prominence,
  that they need good mental defenses.
  The ability to hit back is less crucial;
  the heroes are usually ordinary
  human beings with a few exotic tal-
  ents, and unless they happen to have
  strong telekinetic shields, weapons
  such as firearms are sufficient once
  the violence starts.
  The Conspiracy
  Psi powers may enable their pos-
  sessors to ferret out secrets, cause car-
  nage while seemingly unarmed, or go
  places where normal people can’t. Any
  self-respecting conspiracy will want to
  control such powers itself – or, if that
  218
  EMPOWERED GENRES
  
  isn’t possible, to destroy them. In sto-
  ries about psionic powers, there is
  often at least one conspiracy run by
  amoral psis.
  A conspiracy of competent psis, in
  a world with few countermeasures,
  will be extremely powerful, able to
  overwhelm any ordinary PC group,
  even one with psi powers of its own.
  Unless the heroes are meant to be
  hunted fugitives, it’s necessary to limit
  the conspiracy’s capabilities.
  If the conspiracy’s leaders are
  much more powerful than the PCs,
  the campaign has an inherent balance.
  The heroes can defeat any number of
  enemy agents, but if they ever cross
  paths with their chief antagonists,
  they’re in serious trouble. Matters
  come to a satisfying climax when the
  heroes have acquired the resources or
  skill to defeat those leaders.
  The Government
  From a sufficiently cynical or para-
  noid viewpoint, a government differs
  from a conspiracy only in that its exis-
  tence, and some of its activities, are
  public knowledge. Politicians and law
  enforcers could probably make a plau-
  sible case for controlling those who
  have psionic powers. They may be sin-
  cere in such concerns, frightened for
  their own power, or a little of each.
  Rulers usually attain their posi-
  tions by political skill or social influ-
  ence rather than raw personal power,
  but they can recruit formidable aid . . .
  and they have the resources of a whole
  nation to call upon. Also, the PCs can’t
  just destroy them and walk away.
  Someone has to run the country, and if
  the old leaders were destroyed by psis,
  their replacements may be even more
  determined to deal with the problem.
  Psis who discover that others of
  their kind are test subjects in secret
  government labs or targets for state-
  sponsored assassins may expose the
  fact. Unless propaganda has turned
  the citizenry against psis on a massive
  scale, these abuses will probably be
  shut down. The government will
  doubtlessly disavow these “horrific
  excesses” and promise a thorough
  house-cleaning. How sincere they are
  about this, and how much they really
  knew, depends on the general nature
  of the campaign. Even if the country
  isn’t being run by paranoid murderers,
  they may be scared or amoral enough
  to turn a blind eye.
  Rogue Psis
  The obvious opponent for a psi
  hero is a psi villain. “Rogue” psis may
  be amoral mercenaries, puppets of an
  enemy faction, or ruthless power-seek-
  ers. Major “rogue” psis will often be
  more powerful than the PCs at the
  start of the campaign, which may well
  center on gaining the experience and
  training to defeat them. They usually
  have one of two personality types:
  nervous and dangerously unstable, or
  coldly controlled. The former are like-
  ly to be puppets or mercenaries, mere-
  ly after profit or short-term survival.
  Conversely, powerful mercenaries and
  psionic master villains must be calm
  and efficient.
  A specific type of rogue psi found
  in some stories is the psychic vampire,
  who takes energy or satisfaction from
  others. This may involve draining life
  energy directly or feeding on extreme
  emotions. Those who steal enough to
  kill each time, or who feed on suffer-
  ing, are monsters; the heroes’ main
  task is usually just to stop them.
  However, their behavior may be a
  form of addiction, making them not
  cold-blooded serial killers but twitch-
  ing junkies.
  Aliens
  Psi powers typically appear in sci-
  ence fiction or modern-day paranoia
  settings. Both of these also commonly
  feature aliens, which may be a com-
  pletely separate aspect of the setting
  or be tied up with the presence of psi.
  Human psi powers may have devel-
  oped as a result of alien experiments
  on kidnapped humans or have been
  unlocked by alien teachings. Ancient
  alien visitors may even have implant-
  ed genes for psi power . . .
  Aliens may be as psionically adept
  as humanity, much more powerful –
  or psionically weak, even “psi-blind.”
  Such crippled aliens will need other
  resources to make them serious antag-
  onists; one obvious option is superior
  technology, with perhaps just enough
  knowledge of psionic science to build
  some kind of limited anti-psi screens
  or jammers. Meddling amoral aliens
  might be trying to transform humani-
  ty into obedient psionic servants and
  tools. Aliens in these stories are often
  shapeshifters, infiltrating human soci-
  ety. This makes them hostile to tele-
  pathic humans, who can penetrate
  their disguises. Aliens might also have
  psi powers that are different from
  those possessed by humans – humans
  can read minds while aliens can mas-
  ter telekinesis, or humans can teleport
  much farther than aliens but take
  longer to trigger the power.
  PSIONIC
  ADVENTURES
  Psionic campaigns tend to be cat-
  and-mouse games of investigation and
  detection, subversion and evasion,
  with occasional outbursts of violence.
  While these set-piece battles can be
  exciting, it’s often more important that
  the campaign includes interesting,
  motivated, capable figures on both
  sides, and a slew of ongoing plots and
  problems for the heroes to tackle.
  Adventures also often become jour-
  neys of self-discovery for the heroes,
  as they learn to control their powers,
  moving from early vulnerability to a
  level where they can defeat some great
  enemy. GMs should permit players to
  spend bonus character points on abil-
  ities and Talents at a rate that reflects
  such progress.
  EMPOWERED GENRES
  219
  
  SF games are most likely to feature
  technological, biological, or psi pow-
  ers. Others appear on occasion, but
  too much that’s explicitly supernatural
  (as opposed to merely “beyond the
  comprehension of current science”) is
  likely to destroy the sense of quasi-sci-
  entific logic that distinguishes the
  genre.
  BY THE BOOK:
  FUTURISTIC SF
  Futuristic SF may have ordinary
  human protagonists, with an occa-
  sional alien or robot who has fairly
  minor powers, or it may focus on
  powers.
  Power Level
  SF campaigns with “normal”
  human heroes usually involve skilled
  individuals with all the benefits of
  high-tech medical care and advanced
  educations. The usual minimum for
  starting PC point totals is 150 points,
  and 200-250 is quite reasonable for
  elite interstellar explorers and ultra-
  tech commando squads. Disadvan-
  tages tend to be minor. Advanced
  medicine and psychology should elim-
  inate many problems, and elite servic-
  es prefer stable, adaptable recruits.
  Cinematic games featuring “best of
  the best” heroes – psis, genetically
  enhanced humans, or aliens with
  expensive racial packages – can move
  into the 300-to-500-point range.
  Lensman-style galactic champions or
  posthumans with a huge array of
  genetic modifications and access to
  extraordinary cybernetic resources
  can go even higher.
  Unusual Backgrounds
  An Unusual Background is only
  required if the PC has something both
  unusual in the setting and genuinely
  advantageous. Merely being an alien,
  genetically enhanced, a psi, or a robot
  doesn’t qualify. Being a member of a
  rare species or embodying experimen-
  tal technology might.
  Data, in Star Trek: The Next
  Generation, is the only (known) 
  sapient android in the Federation.
  However, he’d have to pay points for
  his strength, resilience, and rapid cal-
  culation ability anyway, and they only
  rarely give him a significant advan-
  tage. He’d probably have a 10- or 20-
  point Unusual Background.
  John Crichton, in Farscape, would-
  n’t have an Unusual Background as
  the only Earthman in his part of the
  galaxy; that merely makes him a
  minor curiosity. He probably does
  have one for his unique comprehen-
  sion of wormhole physics, especially
  his intuitive ability to anticipate
  wormhole events.
  SUBGENRES
  While hard SF is very different
  from space opera, the two are on a
  continuum, with all sorts of “space-
  ships and blasters” stories somewhere
  in between.
  Pulp Space Opera
  SF as a marketing category was a
  product of the pulp era (see p. 209).
  Pulp SF ranged from “planetary
  romances” by the likes of Edgar Rice
  Burroughs and C.L. Moore, with
  heroes wandering the deserts of Mars
  or the jungles of Venus, to the galaxy-
  spanning interstellar wars of E.E.
  “Doc” Smith (see GURPS Lensman).
  “Space opera” developed in the pulps.
  Most had continuous action and
  straightforward morality, with little
  time for thoughtful scientific specula-
  tion – chemical rockets could span
  interstellar distances and atomic fuel
  could be hurled into furnaces with
  shovels. This style spread to comic
  strips and movie serials such as Flash
  Gordon and Buck Rogers. The Star
  Wars movies are a modern recreation.
  Such stories most often featured
  square-jawed or intellectually bril-
  liant human heroes. Writers looking
  for more-futuristic thrills would
  often throw in a few aliens who
  might have exotic racial abilities (i.e.,
  biological 
  powers). 
  Aliens 
  and
  human heroes could also be psis;
  Smith’s stories involve enormously
  powerful telepaths, and what is Star
  Wars’ Force but psi power?
  Modern Space Opera
  Space opera evolved from its pulp
  roots to its modern form. Modern
  “media” space opera really begins
  with the appearance of Star Trek in the
  ‘60s. GURPS Traveller is one of many
  examples of this subgenre in RPGs.
  Modern writers pay at least lip
  service to scientific and technological
  logic – starships use fusion or antimat-
  ter power and “hyperspace” or “warp
  drives” – and the special effects have
  grown increasingly impressive over
  time. Some writers seek to merge hard
  SF into stories of spacefaring adven-
  ture; others set “gothic” tales in the far
  future, with ancient, decadent stellar
  empires and half-forgotten science.
  Aliens, robots, and other characters
  with superhuman abilities remain
  popular. Psionics have faded, as real-
  world research has failed to produce
  clear evidence of their existence, but
  they still sometimes appear.
  Post-Apocalypse SF
  Post-apocalypse SF is based on the
  idea of some disaster wiping out civi-
  lization. In some less-realistic ver-
  sions, some of the survivors develop
  powers. Their offspring may display
  radiation-induced mutations, or the
  disease virus may have bizarre side
  effects. There may also be some “old
  technology” around, including robots,
  cyborgs, or the products of genetic
  engineering.
  Such settings often resemble genre
  fantasy, with “feudal” rulers dominat-
  ing patches of the landscape and mon-
  sters lurking in the wilderness. They
  also have an element of horror, given
  the billions of deaths in the back-
  ground story.
  Transhumanist SF
  Modern hard SF abandons the
  less plausible wonders of space
  opera, avoiding “superscience” tech-
  nologies such as antigravity and
  faster-than-light travel. It can still fea-
  ture impressive personal powers,
  because transhumans are less bound
  by limitations that earlier writers
  took for granted. Settings range from
  cyberpunk worlds with cyborgs and
  220
  EMPOWERED GENRES
  FUTURISTIC SF
  
  vast computer networks to “transhu-
  manist” futures such as the one
  depicted in Transhuman Space.
  “Transhuman” or “posthuman”
  heroes may be heavily genetically
  modified, with biological abilities
  impossible to ordinary humans, or
  they may be computer programs –
  artificial intelligences or “uploaded”
  human minds – installed in robot
  bodies. However, this is hard SF, and
  abilities should look scientifically
  plausible. A genetically enhanced
  transhuman might produce shocks
  like an electric eel, given extensive
  modification, but throwing lightning
  bolts hundreds of yards would be dif-
  ficult with any sort of biological body.
  Likewise, a robot might be capable of
  flight, but would need wings, rotors,
  or a powerful engine.
  SF GENRE
  CONVENTIONS
  Science fiction is a broad field; the
  conventions and possibilities of the
  space-going version are discussed at
  length in GURPS Space. When they
  concern themselves with personal
  powers, however, stories are often
  more limited. An alien race or human
  mutant may possess a single ability, 
  or a robot’s built-in systems may
  function as simply another gadget.
  That said, a few stories take a broader
  approach; some of Roger Zelazny’s
  novels, such as Lord of Light, involve a
  wide array of technological and psi
  powers, used with almost superheroic
  flair. SF writers and fans may talk
  about the genre’s regard for scientific
  consistency, but space opera tends to
  use the trappings, not the rigor.
  SF and Psionics
  Psi powers are sometimes assumed
  to be a natural aspect of the universe,
  as comprehensible and controllable as
  electricity, which means that psionic
  science and technology can exist.
  “Psionic SF” includes near-future vari-
  ants of the adolescence metaphor (see
  p. 218), post-apocalypse stories in
  which psi ability is a common muta-
  tion, and grandiose space operas in
  which the heroes’ mental powers com-
  pete with starship weaponry to pro-
  vide the most spectacular set pieces.
  Space opera doesn’t pay too much
  attention to theories about psi. It’s a
  plot device and a source of wonder.
  However, stories may feature psionic
  technology, including devices such as
  “psionic shields” that enable normal
  humans to defend themselves against
  telepathic intrusion.
  ORIGINS FOR
  SF HEROES
  SF heroes tend to be fairly normal;
  even aliens or robots with exotic pow-
  ers are, after all, just born or built that
  way. Psi powers may be inborn or pro-
  duced by training, or even induced by
  superscience, but those are just fea-
  tures of the setting. Typically, starship
  crews or soldiers in interstellar armed
  forces are depicted as receiving good
  training, but that’s just how elite
  explorers and warriors tend to be.
  A few empowered SF heroes do
  have unusual abilities even by the
  standards of their universes. They
  may be exposed to weird influences on
  strange worlds or in the ruins of fallen
  alien civilizations. Or they could be
  changed and trained by meddling
  super-aliens. In “transhuman” SF, they
  may well be genetically modified – a
  theme which earlier space opera
  avoided, although a kind of selective
  breeding was common enough,
  whether informal (as with heroes who
  came from heroic families) or deliber-
  ate (as in the “Lensman” stories).
  SF ANTAGONISTS
  Space travel may lead to encoun-
  ters with dangerous beings, but
  human society also continues to pro-
  duce criminals, tyrants, and other
  nefarious individuals.
  Militaristic Aliens
  Militaristic aliens range from
  unemotional robotic conquerors to
  glory-loving macho warriors. Their
  cultures tend to be extremely regi-
  mented, with huge military budgets.
  They see human society as weak and
  divided, although they may respect
  some human warriors as honorable
  opponents.
  Militaristic aliens don’t have to
  have powers – good weapons, deter-
  mination, and numbers can achieve
  plenty. If they are empowered, they
  may all have offensive abilities (rarely
  better than a good blaster, but symbol-
  ic of their attitude), or they may
  include a subgroup of spies or leaders
  with advanced mental abilities. 
  They are generally quite tough – well-
  armored or just very healthy.
  EMPOWERED GENRES
  221
  
  Sneaky Aliens
  Whereas militaristic aliens set out
  to conquer the universe by raw power,
  organization, and frontal assaults,
  sneaky aliens are masters of subver-
  sion and intrusion. Typically psis or
  shapeshifters, they may set out to soft-
  en their enemies up for a military
  assault, they may seek political power,
  or they may be totally selfish preda-
  tors with strictly individual goals.
  Some are carnivores with a fondness
  for sapient flesh – SF counterparts to
  the vampire and werewolf.
  Star Beasts
  Nonsapient animals shouldn’t usu-
  ally be a threat to well-equipped high-
  tech heroes, but some may have bio-
  logical or psionic powers that com-
  pensate for lower intelligence and
  their lack of technology. Human
  heroes may find themselves trapped in
  a base or starship, light-years from
  home, with limited equipment and an
  alien monster on the loose. One mod-
  ern cliché is a devious and ruthless
  human faction that wants to capture
  the star beast for exploitation, and to
  whom the heroes are disposable.
  Monsters typically display instinctive
  cunning, as well as implausibly active
  metabolisms and bizarre life-cycles.
  Cosmic Aliens
  Militaristic or sneaky aliens want
  power and control over others, but
  cosmic aliens already have lots of
  power – and want to play with it.
  Space opera uses such beings as plot
  devices, with little regard for plausibil-
  ity – but then, it’s hard for humans to
  say what is plausible behavior for a
  vastly superhuman being. Cosmic
  aliens naturally have vast, almost
  supernatural powers.
  A cosmic alien who wants to
  destroy ordinary beings can generally
  do so with ease, unless other cosmic
  aliens work to prevent it. Cosmic
  antagonists in SF are more often nui-
  sances: playing games with the heroes,
  studying them and setting weird tests,
  or using them as pawns in complex
  plans. Heroes may play along, try to
  distract or even outwit the alien, work
  with its cosmic rivals, or study it for
  weaknesses.
  SF ADVENTURES
  Space opera plots are often high-
  energy 
  action-adventure 
  stories
  involving exploration (see the box on
  p. 213) or warfare. Some heroes are
  fugitives, with enemies who think it’s
  worth chasing them across light-years.
  Life on board a starship can lead to
  technical problems and stories of
  interpersonal relationships. Cosmic
  aliens can show up and cause trouble
  for their own peculiar reasons.
  Other stories are set on inhabited
  planets. Detective mysteries, espi-
  onage, and diplomatic relationships
  can all be given a few twists by the
  presence of aliens, robots, and
  advanced technology. Psis struggling
  for control of a near future world over-
  lap with the “Secret Powers” genre.
  Dealings with alien civilizations or
  “transhuman” changes in the nature
  of humanity can lead to violent con-
  flicts over long-term policy.
  Tales of superheroes and supervil-
  lains, sometimes known as “comic-
  book supers,” place high-end powers
  in the foreground. They will usually
  involve several different power types.
  Villains want to fulfill their selfish
  desires, heroes want to stop them,
  and the fights are spectacular. These
  stories can verge on a kind of morali-
  ty play, especially as both sides 
  often favor flamboyant costumes and
  meaningful codenames. However, it’s
  perfectly possible for superhero sto-
  ries to feature subtle characterization
  and moral complexity.
  This genre originated in comic
  books, and that remains its primary
  medium, although “supers” have also
  appeared in novels, radio, television,
  and the movies, often as spin-offs
  from comics.
  BY THE BOOK:
  SUPERS
  Supers campaigns in general have
  few constraints – both the level and the
  range of powers may be vast. This, of
  course, makes it extremely important
  for the GM to make all relevant facts
  about the setting very clear. If magic
  doesn’t work, or technological mind
  222
  EMPOWERED GENRES
  SUPERS
  
  shields are available off the shelf, say
  so! Superhero comics have featured
  virtually every type of power, though
  “moral” powers are rare; the genre
  takes enough of a modern, materialis-
  tic approach that people aren’t usually
  powerful just because they’re very
  good or evil. On the other hand, a cam-
  paign might focus on a single type of
  power, such as mutations or magic,
  and explore that theme.
  Wildcard skills (p. B175) are often
  extremely appropriate. Super-scien-
  tists aren’t just bright and well-read;
  they’re frequently omni-competent.
  An instinctive grasp of every weapon
  in a broad category or a spectacular
  talent for all sorts of engineering
  may be classed as a super-power in
  its own right – so combining
  Gadgeteer, Gunslinger, or Weapon
  Master and a wildcard skill may be
  entirely appropriate.
  Power Level
  “Supers” are by definition superior
  to the run of humanity. The absolute
  minimum plausible starting level for
  the grittiest vigilante campaigns is 250
  points, and most will start at higher
  levels – possibly much higher, from
  500 up to 1,000 or more. The higher
  the baseline point total, the more
  important it is to provide guidelines
  for reasonable attack damage levels,
  defenses, and so on.
  Unusual Backgrounds
  In a typical comic-book supers set-
  ting, full of exotic powers, the idea of
  an “Unusual Background” is effective-
  ly meaningless. Every major character
  has an Unusual Background, to the
  point where people speculate about
  cosmic entities influencing probability
  to create all these champions.
  In a more restricted campaign, the
  Unusual Background advantage may
  restrict the really unusual or offbeat.
  PCs who’ve mastered some wide-
  spread power source that most people
  are still struggling to comprehend or
  who have access to advanced tech-
  nologies in a world where most pow-
  ers are magical might qualify. The cost
  is up to the GM, but should usually be
  quite high (at least 10% of starting
  base points); supers PCs have a lot 
  of points to play with, and unusual
  character features may amplify the
  effectiveness of already-significant
  powers.
  SUBGENRES
  Most supers subgenres derive from
  phases in the history of comics over
  the last 60 years or so. Some even rep-
  resent conscious reactions to some-
  thing that went before.
  Four-Color Supers
  The “baseline” type is usually set in
  the present day, but sometimes takes
  place in a space-operatic future or the
  recent past. “Four-color” stories fea-
  ture spectacular powers, flamboyant
  costumes, melodramatic dialogue,
  and fairly clear morality – all stuff
  appropriate for comics aimed at fairly
  young audiences. Still, the basic for-
  mat is robust and adaptable.
  This subgenre has passed through
  a number of phases in its history.
  “Golden Age” comics, from the 1930s
  through the ‘50s, were straightforward
  and energetic. Morality tended to be
  very uncomplicated – heroes were
  good, and always won out in the end,
  while villains were evil and had to be
  stopped, though heroes could always
  manage this without excessive force
  or moral compromise. Deep character
  motivations and detailed attention to
  continuity were uncommon.
  The “Silver Age,” starting in the late
  ‘50s and early ‘60s, produced what is
  now generally seen as the archetypal
  pattern for superheroes. The colorful
  costumes, morality, and powers sur-
  vived from earlier days, but super-
  heroes now gained deeper characteri-
  zation and a little more attention to
  continuity and plot logic. Dialogue
  became wittier and more verbose, and
  heroes sometimes slipped into angst
  or pretentiousness.
  With decades of history behind
  them, and many ideas having seen
  heavy use, the modern four-color
  style tends to be somewhat self-
  aware, even cynical. “Mainstream”
  superheroes 
  remain 
  essentially
  moralistic, but it’s possible for them
  to endanger opponents and maybe
  even cause some deaths; accidents
  happen. Meanwhile, supervillains,
  who always had an uncanny ability to
  survive defeats and escape from pris-
  ons, sometimes seem close to victory.
  In an uncertain and complicated
  world, four-color heroics sometimes
  shades into other subgenres.
  Four-color superheroics can seem
  artificial and slightly campy, with
  “superheroism” treated as a career
  choice, “supers” forming trade associ-
  ations, and the world threatened on a
  weekly basis but somehow never feel-
  ing really endangered. But it can also
  include fairly deep meditations on
  power and humanity. A campaign can
  cover a range of flavors, though it’s
  hard to recover a sense of seriousness
  if there’s been too much camp, while
  an emphasis on grittiness and dark-
  ness moves stories into a different
  subgenre.
  Super-Vigilantes
  Even early in the history of super
  comics, a darker style of story would
  sometimes appear alongside four-
  color heroism. Strictly speaking, most
  superheroes are vigilantes – unautho-
  rized crime-fighters who actually
  break a few laws themselves. However,
  the term is mostly used of a dark and
  brooding sort of hero, who may well
  kill criminals.
  EMPOWERED GENRES
  223
  But, fortunately, Moir had discovered that his
  sister was mediumistic – in other words, that she
  was a battery of that animal magnetic force which
  is the only form of energy which is subtle enough
  to be acted upon from the spiritual plane as well as
  from our own material one.
  – Sir Arthur Conan Doyle, 
  Playing With Fire
  
  Vigilante stories usually feature rel-
  atively low-powered characters on
  both sides of the battle; apart from
  anything else, the threat of death and
  serious injury should be ever-present,
  and any street punk (or cop) with a
  handgun should be a real danger to a
  careless or unlucky PC. Many vigilante
  heroes have no powers – just high lev-
  els of skill and some good equipment.
  Still, a minor power can give a vigi-
  lante a crucial edge, which can keep
  him alive from one episode to the next.
  Vigilante supers can sometimes
  “cross over” with their four-color
  brethren. Although the latter may dis-
  approve of vigilante tactics, some
  modern heroes tolerate such allies
  when the opposition is even worse.
  Games about vigilantes and other
  lower-power supers operating in a
  “four-color” world can combine the
  “set dressing” of wild powers and the
  occasional exotic plot device with a
  more controllable, gritty level of
  action. It’s best to establish from the
  outset of such a game what kind of
  moral code and how much brutal
  pragmatism is going to be normal in
  the campaign.
  High-Power Horror
  In a world where some beings
  are powerful, secretive, and
  villainous, plots can easily
  shift toward horror, espe-
  cially if four-color conven-
  tions are relaxed slightly.
  After all, even if the
  heroes survive, innocent
  bystanders can easily
  suffer terrible fates, and
  very powerful opponents
  can seriously threaten the
  world – even the universe
  itself – with destruction or
  damnation.
  This mixture of supers and
  horror usually involves supernatu-
  ral powers, and occasionally poorly
  controlled psi or very weird science.
  The heroes may be powerful, but
  their powers probably come with a
  heavy price. They may be trans-
  formed into monsters (Swamp
  Thing), forced to share their bodies
  with barely controlled demons
  (Ghost Rider), or driven to the edge
  of sanity by terrible knowledge
  (Animal Man). They may dream of
  being restored to normal humanity –
  and hence be vulnerable to tempting
  offers from clever villains. Enemies
  sometimes seek to steal their power,
  envying the very thing that the hero
  hates.
  High-power horror plots often
  have a large personal element; heroes
  alternate among saving the world,
  defending their few friends, and seek-
  ing cures for their conditions. The
  heroes may sometimes whine, but
  their powers shouldn’t make them
  happy; this is horror, after all. On the
  other hand, they have the satisfaction
  of saving the world from really terrible
  fates.
  224
  EMPOWERED GENRES
  Historical Supers
  While “supers” stories are mostly set in the present or future, a few
  are set in the past – usually in alternate histories, so that flamboyant
  empowered beings can be added with less trouble.
  Superhero comics date from 1939, and stories set from then onward
  often set out to reconstruct the style of comics of a specific era – or to
  reassess them in a modern light. Comics set in this period often come
  from a writer’s ransacking of the publisher’s back catalogue. World War
  II is popular, as it combines a distinctive style with the opportunity for
  heroes to fight real, much-reviled enemies. (Explaining why the heroes
  didn’t change the course of the war can be hard, but not impossible; see
  p. 200.) Later decades, such as the 1950s or ‘60s, present more difficult
  challenges, but not impossible ones.
  Supers stories set in earlier eras are often alternate histories that ask
  “What if four-color supers appeared in Ancient Rome (or Elizabethan
  England, or the Wild West)?” They may also (or instead) draw on the
  heroic myths and imagery of their chosen period, telling tales of pal-
  adins and wizards in medieval times or steam-powered gadgets and
  revivified mummies in Victorian England (which overlap with the
  “Extraordinary Gentlemen” style discussed below), but adding a touch
  of superheroic flamboyance. Either way, they require a certain amount
  of work to set up – the GM has to be familiar with the chosen era and
  have a good idea how to handle powers – but they may repay the effort
  for gamers who are interested.
  Extraordinary Gentlemen
  This subgenre is a modern invention, typified by Alan Moore’s The
  League of Extraordinary Gentlemen. It marries elements
  from pulp and proto-pulp fiction with concepts
  such as superheroes and super-teams. The
  idea is to take characters from period 
  stories, give their powers full rein, and
  then have them work together, often
  fighting menaces from the same
  period fiction.
  “Extraordinary gentleman” sto-
  ries can be quite modern in their
  attitudes and sensibilities, although
  they can also play the chosen peri-
  od as straight as modern audiences
  will accept. (Authentic period codes
  of honor are one thing; authentic
  period racial attitudes are another.)
  They can also feature a lot of “retrotech”
  and scientific ideas, and may draw heavi-
  ly on the “steampunk” genre (see GURPS
  Steampunk).
  
  Cosmic Supers
  Many four-color stories involve
  very powerful characters. These plots
  may involve threats to the entire world
  (or the universe), interstellar wars,
  and encounters with truly godlike
  beings. It’s possible to run a whole
  campaign on this level. Examples
  include Marvel Comics stories involv-
  ing Adam Warlock and Captain
  Marvel, and DC Comics’ “New Gods”
  stories.
  “Cosmic” supers may be straight-
  forwardly adventurous, but are often
  somewhat horrific; the universe holds
  great dangers, and cosmic-level vil-
  lains can be mind-bogglingly power-
  ful. Even the noblest cosmic heroes
  can seem rather detached from the
  human concerns of most four-color
  supers; after all, they have whole
  worlds to worry about.
  This subgenre can overlap with
  “Tales of the Gods” Mythic Fantasy
  (p. 204) and with the “Heaven vs. Hell”
  Secret Powers approach (p. 215). As in
  those cases, stories often involve visits
  to an ordinary-seeming Earth, whose
  inhabitants remain unaware of the
  great struggles taking place in the
  wider universe.
  Postmodern Supers
  “Postmodern” supers stories are
  created by writers who are aware 
  of the formal conventions of four-
  color style and play with their 
  consequences.
  In the simplest version, superhu-
  mans at least try to follow a version of
  the typical four-color conventions –
  but the universe proves remorselessly
  unsupportive, resulting in dramas of
  ideals vs. harsh reality. “Logical”
  supers often have very limited powers
  or are just well-trained humans. More
  typical superheroes may find that
  even the greatest powers leave them
  with weaknesses and blind spots.
  Superheroes may actually be manu-
  factured by cynical factions who hide
  their sinister schemes under colorful
  costumes and innocent cultural
  assumptions inspired by generations
  of comics.
  Some supers abandon the essen-
  tially reactive approach of traditional
  comics. Instead of waiting for bad
  things to happen, they set out to make
  the world a better place. This often
  ends in tears, or at least turns the
  heroes into ruthless manipulators, but
  some writers suggest that proactive
  heroes would actually do more good.
  Mark Gruenwald’s Squadron Supreme
  and Alan Moore’s Watchmen are 
  classic examples of this sort of post-
  modernism; 
  more 
  recently, 
  The
  Authority explores other angles.
  In a more tongue-in-cheek or
  bizarre story, supers may be aware
  that they are living under peculiar
  rules, and even make flippant refer-
  ences to the fact. Heroes may say that
  they are obliged to fight each other
  when they first meet, even if they
  know that they’re really on the same
  side (a comics cliché mostly designed
  to show how two popular heroes com-
  pare). Or they may comment how
  strange it is that no one ever recog-
  nizes them, despite the skimpiness of
  their masks. In itself, this is simply a
  joke, but the idea can be extended as
  the protagonists probe the true nature
  of their artificial-seeming reality.
  Recent comics series such as Marvels
  and Powers have looked at “superhero
  universes” from the point of view of
  ordinary people – press reporters,
  cops, and so on – living in the shadows
  of these peculiar demigods.
  Characters may end up exploring
  different aspects of their world, find-
  ing different ground rules and conven-
  tions at work, just as different comics
  set in the same “superhero universe”
  may have distinctly different styles
  and atmospheres. They may fight real-
  ity-warping menaces (Doom Patrol) or
  wonder who benefits from the artifi-
  ciality of their world (Planetary).
  “Postmodern” superhumans often
  eschew “sillier” superheroic conven-
  tions such as skimpy masks, cumber-
  some cloaks, frivolous codenames, or
  unsustainable secret identities.
  EMPOWERED GENRES
  225
  Cartoon-Animal Supers
  The earliest stories featuring super-powered talking animals were
  probably anthropomorphic-animal cartoons that parodied four-color
  comics. More recently, some “furry” supers stories have taken the idea
  more seriously, using the animal form of the protagonists as a distanc-
  ing device, a way to make the characters even more different from mun-
  dane humanity.
  A “furry supers” campaign can be played as a fairly straightforward
  four-color game, in which the people beneath the masks happen to be
  cats, dogs, rabbits, and turtles . . . or it can emphasize the nonhuman
  nature of even non-super characters, giving “ordinary” talking animals
  modifiers to their attributes, enhanced senses, and “racial” enmities
  (dogs fight cats, wolves eat pigs).
  
  SUPERS GENRE
  CONVENTIONS
  Four-color supers is a very formal-
  ized genre, with many conventions
  that have more to do with comics
  marketing than internal logic. That
  said, any supers campaign can elimi-
  nate some of the standard features,
  and some subgenres do so deliberate-
  ly. If too many conventions are dis-
  carded, however, it stops being a
  supers game as most people under-
  stand the idea.
  Secret Identities
  The traditional four-color hero is
  an idealistic freelance crime-fighter
  with a mundane day job. To protect
  his friends and family (and his priva-
  cy), he adopts a dual identity, fighting
  crime with costume and code-name,
  then performing quick changes to
  return to his mundane life and ordi-
  nary name. The hero’s “civilian” per-
  sona is often mild-mannered, even
  wimpish. This helps obscure the truth
  and reflects a heroic tendency not to
  boast about one’s power – but it also
  makes superheroes a more appealing
  fantasy for unprepossessing and
  downtrodden adolescents.
  Secret identities are not universal,
  even in four-color comics; some super-
  heroes are celebrities, or live quiet but
  not very secret lives. Still, the idea is
  quite widespread.
  Masks and Costumes
  A secret identity won’t last long if
  the hero looks the same in both guis-
  es, so supers often wear masks.
  These are typically bizarrely small
  and skimpy (sometimes nothing
  more than a pair of eyeglasses!) –
  despite which, even a superhero’s
  family will generally fail to recognize
  him in costume. Indeed, some get by
  for years with no mask at all.
  For supers with no secret identity,
  a costume might seem like a point-
  less affectation, but actually, some
  kind of special clothing can be
  entirely 
  logical. 
  Anybody 
  who
  engages in athletic combat will want
  unencumbering clothes, and a recog-
  nizable costume will help a hero
  exploit a reputation for good deeds
  and effectiveness, or a villain to
  intimidate victims with his reputa-
  tion for evil. Costumes may also
  incorporate body armor (though
  most in the comics seem too skimpy
  for this) or gadgets, while dark colors
  can help with stealth. Some heroes
  see their costumes as uniforms,
  showing their allegiance; a few
  become living symbols of a nation or
  cause, and wear lurid flag-based
  garb.
  Cloaks and capes, one traditional
  feature of superheroism, have been
  the subject of much cynicism in
  recent years. They look stylish, cer-
  tainly, and may make wearers more
  intimidating if swirled with panache,
  but they also have the clear potential
  to cause a lot of practical problems,
  getting stuck in doors, caught in
  machinery, and so on. The presence
  or absence of cloaks may be a subtle
  marker of a setting’s “four-color 
  flavor” level.
  GMs might even declare that “Can
  wear a cloak without silly accidents”
  is a GURPS perk (just like the ability
  to run comfortably in high heels;
  actually, some female supers’ cos-
  tumes defy common sense in multi-
  ple respects). Generous GMs can
  then allow a +1 bonus to influence
  skills when the PC can use the cloak
  to look imposing – and of course, it
  could be used in combat with Cloak
  skill, though few supers seem to
  bother with this.
  Super Names
  A secondary identity also implies a
  second name, but “super names” go
  beyond that. They’re a personal trade-
  mark, something for ordinary humans
  to speak with admiration or fear, and
  often a broad hint as to what the char-
  acter can do. Like costumes, they may
  indicate identification with some
  nation or cause. They may also be
  tagged onto an unidentified super by
  sensationalist press reporters, or care-
  fully selected by some calculating gov-
  ernment or corporate sponsor.
  Gun Control
  Guns do appear in superhero sto-
  ries, and not just in the hands of crim-
  inals and ordinary cops – but most
  superheroes don’t carry them. Many
  do not need to, but in some cases, hav-
  ing a backup sidearm to go with less
  combat-oriented powers would seem
  only logical. Even so, guns tend to be
  limited to “vigilante” or quasi-military
  characters.
  There are several reasons for this.
  First, guns are distinctly lethal, and
  idealistic heroes who refuse to kill
  226
  EMPOWERED GENRES
  
  couldn’t use them without risk.
  Second, they’re hard to disguise, for-
  bidden in many places, and would
  seem inappropriate for many heroes’
  mild-mannered secret identities . . .
  someone who wanders around with
  one in civilian gear will have it noticed
  sooner or later, and it will then draw
  comment, if not worse. (Eccentric
  “theme villains” who carry weird
  gadgets rather than guns may also
  sometimes gain the benefit of sur-
  prise.) Innate powers are much less
  likely to be detected, so it’s probably
  better to rely on them if the hero has
  them. If the PC is a member of a per-
  secuted minority, whether an ethnic
  group or super-powered mutants, a
  gun may also cause further trouble,
  and the hero may prefer to look as
  harmless as possible: “My powers are
  an accident – but I choose not to carry
  weapons.” Training to real compe-
  tence with a gun may also distract
  supers from learning to use more
  important powers.
  Finally, in the world of urban
  crime-fighting which is the primary
  arena of the superhero story, guns are
  the mark of the criminal – “the
  enemy.” Cops go armed, but they have
  to fight crime without the benefit of
  super-powers. The heroes don’t have
  that disadvantage.
  SUPER ORIGINS
  The diversity of the powers in
  superhero stories is reflected in the
  diversity of their origins. Indeed, the
  “origin story” is a much-discussed fea-
  ture of the genre. It can set the tone for
  a super’s whole career: is he a dabbler
  in weird science or strange lore, lucky,
  unlucky, the gullible pawn of a manip-
  ulative faction, or just dedicated? His
  origin may also involve someone who
  becomes a long-running Enemy (and
  who may even gain powers at the
  same 
  time), 
  or 
  an 
  important
  Dependent. Later major revisions may
  revisit this origin, revealing that it
  wasn’t an accident after all or that
  someone with an apparently minor
  role in the story was really much more
  significant.
  If super-powers are to remain at all
  special, power origins must be rare
  and difficult or impossible to repro-
  duce. Sometimes, it turns out that a
  lab accident actually triggered mutant
  genes, or that a cosmic being secretly
  intervened. Some powers may be
  acquired by intensive training, but this
  requires a large degree of natural tal-
  ent and years of study. Alternatively,
  the superhuman may have been kid-
  napped by experiment-loving aliens
  who don’t choose to explain their
  motives.
  Accidents
  Accidental origins, usually involv-
  ing science labs or large energy
  sources, are perhaps the most com-
  mon, although they may have become
  a little less popular in recent years as
  the sheer weight of implausibility
  became ever more obvious. In some
  cases, the “accident” involves an
  attempt to induce powers that suc-
  ceeds beyond anyone’s dreams, but
  with radical side effects (such as turn-
  ing the subject into a megalomaniac
  villain) that make it unlikely to be
  repeated. Perhaps some alien object or
  substance was present, or the hero
  was uniquely susceptible, or the key
  secret was known to only one person
  who subsequently died.
  Accidental origin stories are typi-
  cally associated with the “cutting
  edge” science of the time. In the ‘30s
  and ‘40s, supers got their powers from
  chemicals; in the ‘50s, ‘60s, and ‘70s, it
  was radiation; in the ‘80s, it was
  “cyber”; most recently, it’s been genet-
  ic engineering or nanotechnology.
  (Witness the change in Spider-Man’s
  origin from the original comic book to
  the recent movies.)
  Purchased 
  Super-Powers
  If super-powers can be granted by
  identifiable 
  processes, 
  scientific
  researchers will recreate them, sooner
  or later. It may take a while, and the
  resulting treatments may be pricey
  and unreliable, but it’s a logical conse-
  quence. Likewise, engineers may build
  “battlesuits” that render the wearer
  effectively super-powered.
  Such treatments should generally
  be kept rare and expensive. If it costs,
  say, $10,000,000 to acquire super-
  powers, a small number of million-
  aire industrialists, aristocrats, and
  third-world dictators might be inter-
  ested – although if they’re told it will
  hurt a lot, and the nature and reliabil-
  ity of the results can’t be guaranteed,
  most will probably spend their money
  elsewhere. However, some might offer
  the option to a trusted bodyguard or
  two, just as many governments and a
  few very large corporations would
  doubtless acquire a few trusted super-
  agents.
  Sometimes, the “power process” is
  cheaper but highly unreliable, with
  horrific side effects such as a short-
  ened lifespan or a high proportion of
  lethal failures. If these problems are
  publicly known, only dedicated fanat-
  ics will seek powers. In other cases,
  ruthless organizations and crime lords
  may acquire small armies of deluded
  super-goons.
  Battlesuits are logically harder to
  keep rare – it’s the nature of modern
  technology to be mass-produced – but
  they may have to be hand-crafted at
  huge expense by genius engineers, and
  operated by highly skilled users who
  understand their weird intricacies.
  EMPOWERED GENRES
  227
  Minor Gadgets
  Even supers with innate abilities often have one or two minor gadg-
  ets, or even cybernetic implants. Some are talented inventors in their
  own right, while others are given handy devices by super-scientist allies
  or friendly agencies. Team radios are commonplace.
  This can work fine in games. A gadget or two can help distinguish
  one character from another with similar powers, and can also fill some
  practical requirement that isn’t covered by the PC’s innate powers. A
  telepath might wear body armor, giving him a better chance of survival
  if he gets caught up in gunplay, while a brawler with superhuman
  toughness and strength might use a flight gadget to keep up with his
  more mobile allies.
  
  Dialogue
  Superheroes are big talkers. This is
  necessary in comics, because it lets
  writers transmit information that’s
  hard to depict pictorially, but it’s also
  part of many heroes’ personalities –
  whether the speech in question takes
  the form of high-minded proclama-
  tions, obsessive vows, or snappy witti-
  cisms that drive villains to enraged
  distraction. Villains, meanwhile, are
  often incorrigible ranters, to the point
  that a taciturn villain, who only makes
  threats he can carry out, seems all the
  more sinister for his restraint.
  In all but the grittiest of carefully
  written comics, heroes seem able to
  deliver a multi-sentence speech in the
  time it takes them to throw a punch.
  GMs running four-color games should
  respect this convention; if a player can
  come up with a good heroic line, never
  claim that they don’t have time to say
  it. However, super-verbosity only goes
  so far; if a speech runs to more than
  the length that can fit into a single-
  panel speech balloon, it can be cut
  short by events.
  Some supers with relatively subtle
  powers, such as the ability to absorb
  the energy of others’ attacks and use it
  for themselves, even make a point of
  boasting about their abilities . . . when
  they’d surely do better to keep quiet
  and exploit the ensuing surprise. GMs
  may choose to allow supers to take the
  Visible limitation (p. 112) when a
  power is not actually visible but the
  character’s bragging and behavior
  make its effects obvious anyway.
  Death Is Unreliable
  Comics writers can rarely resist
  bringing back an interesting character
  for another story – even after he was
  supposedly killed. (Certainly, killing
  off a popular hero is commercially
  unwise!) Death is notoriously imper-
  manent in the genre; any kind of get-
  out clause can be and has been used,
  from magic through cloning to “I got
  better.” Villains very rarely die “on
  stage”; even if they don’t return for a
  while, the possibility of their involve-
  ment can feature in intervening plots.
  In games, NPCs as well as PCs may
  have the option to spend bonus char-
  acter points to modify die rolls
  (p. B347) – and should often have a
  few in reserve to ensure that they suc-
  ceed on HT checks to avoid death and
  other rolls to escape terminal prob-
  lems. Major characters may also be
  permitted to buy several levels of Hard
  to Kill (p. B58) with minimal or no
  justification.
  Earth, the Cosmic
  Crossroads
  While supers stories generally
  accept modern cosmology, making
  Earth a very small body in a very large
  universe, they also tend to treat our
  world as somehow important. For one
  thing, humanity is often said to pro-
  duce a much greater number and vari-
  ety of super-powered beings than any
  alien race; we have “unstable genes” or
  228
  EMPOWERED GENRES
  Alternate History 
  and Supers
  Alternate histories are an occasional theme of superhero stories (like
  virtually every other concept found in SF or fantasy). The major comic
  publishers’ core lines are already set in what are, in effect, alternate his-
  tories similar to our own but with supers. However, some stories take
  protagonists off to other alternates (usually but not always featuring
  superbeings) or feature time travel plots in which the heroes struggle to
  prevent historical divergences. It’s often assumed that there are whole
  multiverses with countless parallel timelines, or at least multiple poten-
  tial futures, alongside the main setting.
  Some “postmodern” superhero stories, such as Alan Moore’s
  Watchmen, have taken the “alternate history” concept more seriously,
  exploring the historical consequences and ramifications of the existence
  of super-powers, becoming rigorously worked-out alternate-history 
  stories in the process.
  Dr. Evil: Scott, I want you to meet daddy’s nemesis, Austin Powers. 
  Scott Evil: What? Are you feeding him? Why don’t you just kill him? 
  Dr. Evil: I have an even better idea. I’m going to place him in an easily
  escapable situation involving an overly elaborate and exotic death. 
  Scott Evil: Wait, aren’t you even going to watch them? They could get away! 
  Dr. Evil: No, no, no. I’m going to leave them alone and not actually 
  witness them dying. I’m just gonna assume it all went to plan . . . What? 
  – Austin Powers: International Man of Mystery
  
  are the product of meddling by an
  ancient super-race. While many aliens
  have powers of some kind, these tend
  to be relatively minor and common to
  all members of their species.
  Furthermore, Earth may be some
  kind of “cosmic nexus.” Its position
  may be significant in terms of galactic
  political borders or hyperspace travel
  routes; it may also be the location of
  many gateways to other universes or a
  weakness in the structure of reality,
  making it important to many extra-
  dimensional beings. This in turn
  makes it the natural home for sorcer-
  ous guardians of reality and the like.
  TYPES OF
  SUPERS
  Comics writers try to make every
  superhero and villain unique. They
  don’t always succeed – certain abilities
  (flight, super-strength, martial arts
  skill) are commonplace – but anyone
  creating supers should at least try to
  make them distinctive. Still, there are
  a number of stock types:
  Super-Normals
  Some supers are, in a broad sense,
  normal human beings, trained or
  armed to the limits of plausibility and
  way beyond. Such super-normals may
  be very powerful indeed, especially if
  they make use of advanced technology
  and weird science. Superheroic power
  armor (such as Iron Man’s suit) may
  grant powers on a par with many
  “innate” supers, while alien devices
  may be so powerful as to resemble
  mythic magic (as with the Green
  Lanterns’ rings). While such things
  don’t represent innate powers, they
  may be defined using the powers 
  rules and gadget-related limitations
  (pp. B116-117).
  Other 
  super-normals 
  – 
  most
  famously Batman – don’t bother with
  such things. Most still prove that a
  highly competent human being, with
  the right tools and a few cinematic
  skills, can hold his own among
  “supers.”
  Magicians
  In a sense, most magicians are
  just a type of super-normal, using
  training and knowledge to raise
  them beyond humanity. However,
  the awesome powers and effects that
  they wield justify a category of their
  own.
  While some comic-book magi-
  cians use just their knowledge and
  training, others – probably the
  majority – have one or two magical
  devices, if only to simplify some
  tasks (as with Dr. Strange’s “cloak of
  levitation”) and to save them from
  having to cast too many spells at
  once. Some have power-boosting
  artifacts, while others may be associ-
  ated with godlike beings (such as the
  mighty “lord of law” linked to Dr.
  Fate’s helmet).
  Most comic-book magicians are
  “normal” humans aside from their
  magical training, but some may be
  mutants or aliens, or, like Merlin in
  Arthurian myth, have part-supernat-
  ural ancestry (explaining their excep-
  tional magical talent). In a few 
  cases, fully supernatural beings rely
  primarily on trained abilities, mean-
  ing that they function much like
  magicians, although they may also
  have a few innate supernatural
  advantages as well.
  EMPOWERED GENRES
  229
  Supers and 
  Infinite Worlds
  While GURPS Infinite Worlds doesn’t specifically describe any
  worlds where superheroes exist, they’re surely out there. Maybe they
  have yet to be discovered, or maybe Infinity is just keeping them secret.
  At the simplest, a timeline similar to Homeline could have a fashion
  for freelance vigilantism and flamboyant criminal activity. More spec-
  tacular “supers worlds” could range from coldly logical settings with
  “wild talents” who are mostly co-opted by governments and other large
  organizations, but with the occasional fancy costume showing up on
  the odd figurehead, to outright “four color” universes with multiple
  power types, weird science, and an uncanny tendency for costumed
  heroes to collide with villains of similar power while out on patrol. A
  “superhero timeline” could even be a pocket multiverse (p. B529) or sker-
  ry (described in GURPS Infinite Worlds), with multiple secondary
  paradimensional realms filled with supernatural beings, and frequent
  reality quakes causing “continuity errors” and explaining how history
  could be so jammed full of exotic phenomena without their seemingly
  changing its course very much.
  Infinity Unlimited could take a vigilante supers parallel in its stride
  (ISWAT might see it as a good recruiting ground). Even a logical/post-
  modernist super-world would rate as a relatively minor worry – unless
  any empowered beings looked like they might be world-jumpers, in
  which case they’d be watched very carefully indeed. Four-color worlds
  would seem more threatening, simply because of their unpredictability;
  tourism would probably be banned, despite the long queues of impor-
  tunate comics fans, because the Infinity Secret wouldn’t survive five
  minutes in the face of telepaths and superscience. Overt contact by
  Homeline might barely cause a stir in such a setting (“Parallel worlds?
  Yes, we know about the idea. Can’t say much for your costumes, I’m
  afraid.”), but Infinity really doesn’t want supervillains loose across the
  timelines.
  A “supers world” could even be built around the results of runaway
  transdimensional travel, on a timeline with easy access to others (say,
  lying on a dimensional highway) where Infinity’s secrecy had failed.
  With Cabal members playing their subtle games, supernatural beings
  slipping in and out, superscience imported from Gernsback and Caliph,
  Nazis from Reich-5, dragon-servants from Wyvern, renegade gods from
  Orichalcum, and “super agent” I-Cops desperately attempting damage
  control, things could get as (four) colorful as any comic.
  
  Superhumans
  Other supers are human enough,
  but have acquired serious powers.
  There are, of course, a wide variety.
  Übermenschen are on the edge of
  normal humanity, but have been
  raised one notch beyond by uncanny
  training, careful breeding, or super-
  science (such as the serum that pro-
  duced Captain America). They often
  have physical attributes at marginally
  superhuman levels, and minds as well-
  honed as their bodies. The difference
  between them and super-normals is
  small; although they usually lack pow-
  ers, übermenschen may add a gim-
  mick or two to their array of skills,
  such as superhuman senses (as with
  Marvel Comics’ Daredevil).
  Scientifically changed humans gain
  powers from something that comes
  out of a laboratory (such as the spider
  that bit Spider-Man) or as a side effect
  of other scientific research (such as
  the space incident that created the
  Fantastic Four). See Super Origins
  (p. 227) for more on this topic.
  Mutants are similar to scientifically
  changed humans, but they changed
  before birth; their powers come from
  their genes. The success of the X-Men
  comics and spin-offs has made this a
  popular type. Mutants may simply
  have been subject to radiation or other
  mutagens in the womb – making
  super-mutants a side effect of modern
  nuclear power or industrial pollution
  – but to explain why there should be a
  wide range of mostly beneficial
  human mutations around, the setting
  may feature alien genetic manipula-
  tors in the distant past, who left a lot
  of powers latent in the human
  genome. Comics often depict mutants
  as a persecuted minority, though their
  persecutors seem curiously tolerant of
  aliens or lab-accident victims with
  otherwise very similar powers.
  Cyborgs
  are 
  “scientifically
  changed” – but on a gross physical
  level, with mechanical limbs for
  strength and speed, artificial organs
  for durability, built-in armor and
  weapons, special sensors, and so on.
  This is usually an experimental treat-
  ment for someone who has suffered a
  tragic accident, but a few super-
  cyborgs are the voluntary products of
  rare and very advanced (possibly
  alien) superscience. Cyborg features
  may be obvious and disfiguring (in a
  glossy, high-tech, stylish way) or dis-
  guised. Although extensive, high-pow-
  ered “cyborgization” is needed to pro-
  duce a true superhuman, some supers
  combine implants with advanced
  training or other powers (such as
  Wolverine, with his metal skeleton).
  Magically changed humans are
  again similar to the scientifically
  changed type, but the boosts they
  receive are supernatural, such as
  from ancient artifacts of power or the
  blessings (or curses) of godlike
  beings. They differ from magicians in
  that they don’t cast spells or claim
  much special knowledge (though
  there’s some scope for overlap, if
  magicians cast permanent spells on
  themselves or magically changed
  humans study special techniques).
  Some are deliberately created as the
  champions or servants of cosmic enti-
  ties. Undead are a subcategory of this
  type, and the most traditional altered
  humans, having been changed by
  death. Cinematic vampires, for exam-
  ple, have an array of tricks able to
  challenge most superheroes.
  Nonhumans
  Not all heroes are human – some
  don’t even look it.
  Aliens have featured in supers sto-
  ries since the very early days, thanks
  to Superman. They may come to
  Earth as exiles from dead or dying
  worlds, researchers or diplomats with
  no ethical barrier to involving them-
  selves in local affairs, interstellar cops,
  or renegades from hostile alien cul-
  tures. Many appear remarkably
  human, but possess all sorts of exotic
  abilities (perhaps natural, perhaps
  thanks to alien superscience); others
  are more obviously nonhuman. Some
  have access to advanced technology,
  ranging from the impressive to the
  godlike.
  Robots are usually the product of
  superscience projects that are even
  less effective at reproducing their
  results than those that produce
  human powers or power armor. They
  are typically humanoid but weird-
  looking; heroic types (such as Marvel’s
  Vision) typically look more human
  than robot villains (such as the
  Vision’s creator, Ultron). Most are
  stronger than humans; many display a
  range of other powers. Most claim to
  have difficulty comprehending human
  emotions, though they typically dis-
  play a range of motivations such as
  anger, loyalty, curiosity, or paranoia.
  Spirits – intangible supernatural
  beings – often feature in horror-tinged
  230
  EMPOWERED GENRES
  Four-Color Morality
  “Classic” comic-book supers are usually bound by a strict code of
  ethics, ensuring that their comics are seen as suitable for young read-
  ers. This primarily means that heroes should be essentially law-abiding
  (apart from some minor trespasses and assaults – always in a good
  cause, though), and they absolutely must not kill.
  This strict morality can be the baseline assumption in any true four-
  color campaign, although modern mainstream comics are flexible
  enough that a cynical, ruthless “outsider” won’t look entirely out of
  place. Likewise, stories can explore subjects such as alternative sexual-
  ities without looking too postmodern, although a real Golden Age cam-
  paign would avoid them.
  The key feature of superheroic morality, though, is restraint.
  Superheroes are powerful, and while they feel obliged to use that power
  for good, it’s generally accepted that if they use it too wildly or self-
  indulgently, they’ll lose contact with their essential humanity and even-
  tually be corrupted. Stories and campaigns where this rule doesn’t apply
  will end up exploring the consequences. Unrestrained supers may spi-
  ral into corruption, or factions of supers may become involved in
  unending wars – or the supers may succeed in building a utopia, at least
  on their own terms.
  
  stories, especially as many of them are
  in fact formerly-human ghosts. Others
  may come from “spirit realms” such
  as Heaven or Hell or be manifesta-
  tions of principles or aspects of reality
  such as the Earth’s vegetation (Swamp
  Thing) or elemental fire. They typical-
  ly possess traditional “spirit powers”
  such as limited materialization, the
  ability to possess and control humans,
  or cosmic insights.
  SUPER
  ANTAGONISTS
  The sheer variety of powers and
  personalities in a supers setting is typ-
  ically reflected in the variety of prob-
  lems and enemies.
  Super Criminals
  The generic supervillain is in many
  ways the counterpart of the generic
  hero, often complete with costume,
  mask, code name, origin story, and
  secret identity. However, he’s not moti-
  vated by idealism or morality; he uses
  his powers for profit, power, or glory.
  Supervillains vary at least as much
  as superheroes, from trivial and comic
  to star-spanning. In classic four-color
  stories, they do a good job of sounding
  menacing, but most seem more inter-
  ested in profit and fun than in actual-
  ly killing people. In grittier subgenres,
  they can inflict serious casualties, at
  least on bystanders and minor charac-
  ters. (Batman’s enemy the Joker, a
  harmless prankster in some older ver-
  sions, is depicted committing multiple
  murders for fun in darker modern
  comics.) Major villains are notorious-
  ly hard to kill (see p. 228), so they can
  always come back to fight another day
  if they are interesting enough.
  Supervillains often form teams to
  take on superhero groups, bring down
  a single very tough hero, or commit
  bigger crimes. The problems of estab-
  lishing communications between
  wanted criminals, then holding a team
  of egocentric (often crazy) criminals
  together without their killing each
  other would logically make this quite
  hard, but comic-book villains manage
  – often thanks to the efforts of a
  strong-willed, 
  charismatic, 
  and
  wealthy master villain with resources
  and leadership (or intimidation) skills.
  The authorities might build “super
  prisons” to hold captured supervil-
  lains; while entirely logical, this could
  have the unfortunate side effect of
  bringing villains together in a situa-
  tion where they can start plotting.
  Master Villains
  While almost any supervillain can
  attempt long-term plots, true master
  villains are good at it. Some have
  super-powers of their own, and may
  indeed be formidable in a fight if they
  bother (raw power helps keep minions
  in line), but others are normal
  humans, albeit with considerable
  intelligence, strategic skill, and per-
  haps a few tricks up their sleeves.
  Some don’t even bother with costumes
  or code names, especially if they’re
  clever enough to maintain a façade of
  social respectability.
  Fighting a master villain is typical-
  ly a long-term project, as they may
  have lots of cover stories, escape sys-
  tems, and cinematically effective
  lawyers to get them off every charge.
  Some are genuinely hard to identify,
  either because they have costumed
  secret identities, or because they live
  as legitimate members of society and
  keep their illegal activities well con-
  cealed. However, in most cases, heroes
  identify a master villain quickly, even
  if they can’t actually catch him or
  prove anything in court.
  Master 
  villains 
  also 
  typically
  employ one or two really good empow-
  ered bodyguards or “personal assas-
  sins,” especially if they themselves lack
  powers or dislike dirtying their hands
  with combat. This makes “showdown”
  fights, when the villain’s schemes are
  finally broken (for now), very tough.
  Organized Crime
  Organized crime – traditionally
  secretive, well-established, and vicious
  – can be a worthy opponent for super-
  heroes. While ordinary goons may not
  be serious opponents for bulletproof
  supers, even in large quantities, organ-
  ized criminals can locate and attack a
  hero’s friends, corrupt society, escape
  punishment and otherwise abuse the
  legal system, and hire mercenary
  supervillains to handle super-powered
  problems. In supers games, high-
  ranking crime lords may turn
  out to be supervillains them-
  selves, having fought their way
  to the top or employed their
  organization’s wealth to acquire
  a personal edge from, say, an
  amoral technologist. Certainly,
  many mob bosses qualify as
  master villains.
  But a campaign involving
  the battle against organized
  crime is likely to consist more
  of a steady stream of low-level
  fights and investigations. It’s
  an implicit assumption of
  most superhero stories that
  there are always more low-
  level gangsters and thugs
  ready to replace any who the
  heroes put away, and the sup-
  ply of competent gang leaders
  is nearly as reliable. Games
  focusing on this topic will tend
  to be gritty, not because it’s ter-
  ribly hard to win most battles,
  but because the war never ends.
  Evil Agencies
  An evil agency is typically distin-
  guished from a mere criminal gang by
  the use of advanced technology or
  sometimes supernatural powers, and
  often by twisted ideologies, strange
  uniforms, and grandiose plans. Many
  agencies have large, well-equipped
  secret bases. They include purely
  criminal groups whose objectives 
  are wealth and petty power, but also
  EMPOWERED GENRES
  231
  
  political radicals (it’s traditional to
  have some of these founded by
  escaped former Nazis, though crazies
  from all over the political spectrum
  sometimes join the fun), ninjas and
  other assassination sects with uncan-
  ny martial arts skills, and fanatical
  mystical cults.
  While the typical agent is a normal
  human, most agencies have a few
  more exotic enforcers and “cell lead-
  ers,” or at least hire the occasional
  mercenary supervillain. Some employ
  or are led by brilliant but twisted sci-
  entists 
  who 
  build 
  huge 
  super-
  weapons, or insane mystics who cre-
  ate the magical equivalent. Some
  supers may turn out to have been
  empowered or created by an evil
  agency in the past, giving the fight a
  personal edge on both sides.
  Monsters
  Occasionally, superheroes get to
  deal with large but relatively straight-
  forward problems straight from mon-
  ster movies: titans bent on stomping
  whole cities flat. These creatures are
  often too big to be stopped even by
  superhero attacks, and may even seem
  entirely immune. The heroes must
  investigate their nature to find their
  weaknesses. Battles with monsters
  can thus be complicated by the need
  to conduct research in the middle of a
  major disaster, and perhaps by oppor-
  tunistic villains trying to control the
  creature or steal genetic material.
  Aliens
  “Coming from space” is a classic
  origin for supers of all kinds, heroes
  and villains, but relatively low-pow-
  ered aliens, operating in groups, can
  also make effective antagonists. They
  are likely to have access to very
  advanced technology and the odd
  innate ability, and can have all the
  classic alien motives for villainy,
  such as conquering the Earth (or kid-
  napping its women, if they’re more
  traditional than logical). Some seek
  to prevent humanity, with its unnerv-
  ing ability to produce numerous
  super-powered beings, from getting
  out into the galaxy and disturbing
  the status quo; they may hope to
  achieve this by conquering the
  Earth, destroying it, or inducing
  humanity to fight apocalyptic global
  wars. Most comic-book aliens are
  humanoid, though some are visibly
  nonhuman; they may have racial
  powers.
  Logically, introducing powerful
  alien races, with the technology to
  reach Earth and an inclination to
  conquer, should make a radical dif-
  ference to any campaign world – but
  traditionally, four-color supers just
  don’t work that way. Aliens come to
  Earth, but even if they’re noticed by
  the general public, they go away
  again without anybody managing to
  emulate their technology, or worrying
  about what this proves about human-
  ity’s place in the universe or proven
  faster-than-light travel’s implications
  for physical science of. There may be
  some mention of diplomatic relation-
  ships or planetary defenses, but not
  very much. This is a four-color con-
  vention; 
  exploring 
  more-logical
  implications of this tradition could
  transform a supers game into some-
  thing more space-operatic or post-
  modern.
  Natural Disasters
  Superheroes may also tackle prob-
  lems with no active malice behind
  them, such as earthquakes, aircraft
  crashes, fires, or floods. Typical heroic
  responses involve clearing away rub-
  ble, rescuing people from burning
  buildings, or searching out victims
  using super-senses. This is a good way
  for heroes to build goodwill, although
  a misunderstood hero or antihero may
  have difficulty convincing people of
  his good intentions.
  While disaster relief is a good
  option for an occasional fairly low-key
  plot, realistically, heroes who set out
  to tackle such problems at all system-
  atically could be occupied 24 hours a
  day. They’d save a lot of lives, but not
  have many real adventures. Hence, as
  a matter of genre convention as much
  as anything, natural disasters should
  only come up occasionally.
  Cosmic Incursions
  Supers may also have to deal with
  bizarre threats from outside their uni-
  verse, ranging from demonic inva-
  sions to attempts to revise the narra-
  tive structure of reality. Demons,
  transdimensional conquerors, and the
  PCs’ villainous counterparts from
  worlds where morality is inverted all
  make dangerous enemies.
  Cosmic incursions should usually
  have a distinctly strange and sinister
  edge to them. At the very least, demons
  are traditionally devious, ruthless, and
  adept at temptation. It’s easy to make
  them rather comic, but really, their
  presence should make plots distinctly
  horrific. True cosmic evil is supposed
  to be eternal – and largely immune to
  mere physical force.
  Other threats from outside reality
  can be stranger. Things Man Was Not
  Meant To Know may not be evil so
  much as totally uninterested in
  humanity, and able to drive the
  strongest hero insane just by existing.
  Other “outsiders” can have distinctly
  nonhuman moral codes of their own.
  Heroes may find that only one of two
  universes can ultimately exist, so that
  defending their own reality means
  fighting beings who are just doing the
  same.
  SUPER TEAMS
  While some superheroes are essen-
  tially solitary, the idea of the team-up
  goes back a long way, and can be very
  convenient in RPGs.
  Types of Teams
  Teams form for various reasons. In
  some cases, several heroes share the
  same origin, and may even be mem-
  bers of the same family or all have
  been working in the same place when
  some cosmic accident gave them pow-
  ers. Relatives or long-time colleagues
  start with a basis of friendship and
  trust, and may stick together for
  mutual protection and moral support
  in a strange new life.
  Other groups simply share a job or
  obsession (such as crime-fighting),
  meet in the course of this “work,” and
  recognize that sharing information
  and having someone to guard one’s
  back are good ideas. The first meeting
  may require a rather large coinci-
  dence, although if the campaign’s
  home city is attacked by a powerful
  villain or monster, several heroes may
  well all appear at once. After the group
  has an established base, other new
  heroes may apply to join, or perhaps
  be tracked down and recruited.
  232
  EMPOWERED GENRES
  
  A national government or the
  United Nations may decide to sponsor
  a group, on the grounds that the
  heroes will do more good if they’re a
  little more organized. The rather obvi-
  ous hidden agenda here is that this
  also lets the authorities keep an eye on
  them – maybe even learning their
  secret identities – and send them
  against problems that worry the
  authorities more than they do the
  heroes, but the heroes may decide that
  this is a risk worth taking. Really
  skilled agents may penetrate the
  heroes’ secret identities before recruit-
  ing them. Ethical agents may keep
  these secret, but more ruthless groups
  might apply pressure verging on
  blackmail to get the heroes on board.
  Other teams might be sponsored
  by corporations (probably for publici-
  ty – those who want super-mercenar-
  ies aren’t going to appeal to many
  heroes) or even by wealthy individu-
  als. Supporting a team properly could
  get very
  expensive, especially if
  halfway realistic legal bills start
  mounting up, but super-wealth is a
  feature of supers settings. A variant is
  the “secret school,” dedicated to
  enabling supers to control and under-
  stand their powers more than to using
  them to fight evil – though that could
  be a sideline. While the archetypical
  super-school in four-color comics is an
  academy for mutants (in the “X-Men”
  titles), a hidden monastery dedicated
  to the martial arts or an ancient col-
  lege of magics could fulfill the same
  role. In a world where superscience is
  becoming spectacularly widespread,
  an initially innocuous technical col-
  lege for gifted young researchers
  could find itself becoming a center of
  superheroism.
  Many variants on all these are pos-
  sible. In a story set in wartime, heroes
  could easily be organized as a special
  ops team; this would of course mean
  government sponsorship, with a bit
  more direction and discipline. For
  that matter, if super-powers can be
  created deliberately, major militaries
  would doubtless do so – overtly for
  public relations and as a deterrent,
  quietly for research purposes, or
  secretly 
  for 
  deniable 
  missions.
  Likewise, a team could start out as a
  supervillain gang and move over to the
  side of good for some reason. They
  might be offered pardons in exchange
  for working for the government, help
  fight off an alien invasion and decide
  that they like the ensuing popularity,
  or just try to live up to some kind of
  Robin Hood ideal in a setting where
  the law is seriously corrupt and “noble
  outlaws” really are the only heroes.
  Roles in the Team
  A particular type or style of super-
  power can determine a member’s role
  in the team. For example, a super-
  tough hero, able to soak up heavy
  weapons fire, would make a logical
  combat “point man,” while shadow or
  invisibility powers could make a very
  effective scout. While the range of
  super-powers is vast, and many heroes
  have abilities that enable them to fill
  different roles at different times, there
  are some standard slots.
  Well-recognized examples include
  tough, strong “bricks,” who make
  good point men and who can at least
  delay most opponents or cover
  retreats; “blasters” who provide long-
  range hitting power, and who can
  often also fly, expanding tactical
  options further; “speedsters” who pro-
  vide mobility and a range of sub-
  sidiary tricks; telepathic “mentalists”
  who can subvert or confuse opponents
  and solve many mysteries; stealth spe-
  cialists (often martial artists) who can
  deal with many problems that are not
  susceptible to raw force; and “gad-
  geteers” who usually carry an assort-
  ment of devices, providing a team
  with flexibility, although they may be
  noted for one or two particular tricks.
  Healers are relatively rare in comics,
  though not entirely unknown; see
  p. 194 for more on the problems with
  this type of power.
  EMPOWERED GENRES
  233
  Villain Teams
  Supervillain teams are often structured like hero groups, with a
  brick, a stealth expert, and so on, but the psychological balance is fre-
  quently different. In particular, villain leaders are often far more physi-
  cally powerful than their followers, or at least have very forceful person-
  alities, simply because they have to cow a group of surly super-criminals
  into obedience.
  Other four-color supervillain team members typically fall into one of
  four categories. Soldiers are in the team for money and fun – or for some
  not-too-strong ideological reason, if the team has a cause. Soldiers don’t
  see themselves as leadership material – leaders have more work and are
  bigger targets – and may be impressed by the leader’s charisma or have
  a basic sense of mercenary ethics. They’ll stick around happily as long
  as the team is winning, but will probably quit if things go badly.
  Lackeys, on the other hand, are very loyal. They may exhibit cringing
  inferiority complexes, or they may be devoted to the team’s cause.
  Leaders like lackeys, even if they lack useful powers. Everyone else
  tends to hold them in contempt, unless their loyalty achieves real nobil-
  ity. They generally lack initiative. Programmed robots and bound spir-
  its are special types of lackey.
  The opposite is the Rebel, who covets the leadership. Rebels may be
  blatant, continually arguing with the leader, or secretive; in some
  comics, their real attitudes are revealed in frequent thought bubbles.
  The leader may keep a rebel in line by threats and violence, or the rebel
  may be prepared to smile and wait. Heroes can exploit rebels, but
  should never trust them; the rebel may be using the heroes to eliminate
  the leader.
  Finally, Innocents have probably been tricked into the team by a cun-
  ning leader, perhaps after an unusually sheltered upbringing or bad
  experiences with bigoted “normal” people. Traditionally, they can be
  reformed, maybe even becoming heroes. However, an innocent who
  remains a loyal villain despite everything can be very unnerving – a
  demonstration of the leader’s terrible charisma or the power of an ideal,
  or a challenge to the idealization of loyalty.
  
  Teams also have requirements that
  aren’t directly related to an individ-
  ual’s powers, although the two may be
  linked by style or personal history. For
  example, the combat commander may
  be a super-soldier with tactical and
  command experience, a telepath with
  a good grasp of psychology and the
  ability to send instructions clearly in
  the heat of battle, or simply a mature,
  intelligent father figure. Likewise,
  experts on subjects such as technology
  or magic are often very helpful. “Face
  men,” useful when conducting investi-
  gations or dealing with the press or
  government, may be subtle psis, mar-
  tial artists who look a bit less weird
  and intimidating than their barely-
  human colleagues, or just whichever
  team member sank a few points into
  Charisma and Diplomacy.
  Team Tactics
  Once the team has an established
  membership roster, it can start devel-
  oping group tactics. This is often pre-
  sented as an important advantage,
  though many super-fights seem to
  come down to each member taking on
  one opponent individually. Still, at the
  very least, team members can learn
  each others’ strengths and weakness-
  es, enabling them to ask for the most
  appropriate help when necessary and
  to avoid using area attacks that will
  hurt their own side more than the
  opposition. See also Optional Rule:
  Coordinated Attacks (p. 165) and
  Combining Powers (p. 170); super-
  teams often use such ideas.
  Some teams have specific training
  facilities, and even high-tech “danger
  rooms” that enable them to prepare
  for specific situations and enemies.
  Others simply learn by working
  together over a period of time. Teams
  can develop a “flavor” and a sense of
  unity by agreeing on code words for
  preplanned tactics and developing
  tricks such as a fast flyer grabbing a
  slower colleague and moving him
  where he’s most needed.
  If a group trains together intensive-
  ly, GMs might permit its members to
  buy Leadership or Tactics skills with
  optional specialties in “Teamwork.”
  These can only be used in situations
  where knowing the team and its mem-
  bers provides a significant advantage,
  such as deploying members to make
  best use of their particular attacks. If
  the group includes members with
  whom you haven’t trained at length,
  use the nonspecialized version of the
  skill (which will usually be at -2 from
  the specialty).
  Headquarters 
  and Vehicles
  A team needs an HQ; meeting in
  public places or hanging out in each
  others’ apartments will cramp the
  heroes’ style. Groups with sponsors
  will often be given a base (a
  gritty/postmodern game might feature
  a military-style installation), and
  schools and the like may have build-
  ings; otherwise, arrangements will
  have to be made. Likewise, teams may
  find a use for a vehicle that can get
  them anywhere in their chosen area of
  operations at speed.
  In fact, the team HQ is another
  rather implausible four-color conven-
  tion. Such bases come under attack
  fairly often in the comics, and may
  even show damage and need repair
  from issue to issue, but these attacks
  rarely seem to imperil and terrify the
  neighbors as often as would seem log-
  ical . . . nor do enemies often track
  heroes in and out of the base in an
  attempt to assess the team’s strength
  or break someone’s secret identity.
  An HQ large enough for a multi-
  member team will be expensive, espe-
  cially if it’s located in a major city and
  has good security. A multimillionaire
  sponsor, or a similarly wealthy team
  member who can access his wealth
  without imperiling his secret identity,
  will be extremely useful. The orbital or
  lunar bases seen in some comics
  imply extraordinary resources. The
  facilities often depicted in comics
  (training facilities, high-tech defense
  systems, vehicle pens) all add to the
  cost. Then again, some less formal
  teams manage perfectly well with
  nothing but one member’s larger-than-
  average house.
  SUPER
  ADVENTURES
  Four-color stories are often about
  fighting crime, saving the world, and
  foiling villains – which makes for sim-
  ple adventures when the GM can’t
  think of anything more complicated.
  Have the heroes encounter or learn of
  a crime in progress, probably involv-
  ing a supervillain, and let them tackle
  it. A series of such crimes may imply a
  master villain at work; a slightly more
  complex sequence of events may point
  the PCs toward some globe-spanning
  menace.
  GMs can draw general inspiration
  from anything from gritty TV cop
  shows for vigilante games – with a few
  highly competent heroes taking the
  plot-role of the entire police depart-
  ment – to James Bond movies for mas-
  ter villain or evil agency operations.
  Just add enough super-powered oppo-
  sition to make fight scenes feel seri-
  ous. High-power supers, especially
  those of a supernatural bent, can
  become involved in plots inspired by
  or based on mythology, battling giant
  monsters or diabolical tempters bent
  on subverting humanity.
  However, superheroes are also
  notorious for their soap-operatic per-
  sonal lives, and many players, familiar
  with the genre or just eager for more
  points, will doubtless take plenty of
  disadvantages. GMs shouldn’t be
  ashamed to exploit these by imperil-
  ing dependents, threatening secret
  identities with exposure, and creating
  moral quandaries. This shouldn’t be
  carried to the point where players feel
  unpleasantly harassed by the GM, or
  that every disadvantage they take is
  being used to cripple the PC – that’s
  not fun, and it’s not in genre – but
  those disadvantage points should be
  earned.
  Plots can also revolve around the
  nature of powers, and how the world
  sees heroes in general. Governments
  can try to control these “walking arse-
  nals,” reporters can harass them, cops
  can complain that they’re loose can-
  nons, members of the public can
  worry about their attitudes and barely
  human natures, and supervillains can
  try to subvert them. Part of the point
  of the supers genre is that power
  comes with a price – not just the
  responsibility of getting into super-
  fights, but the difficulty of retaining
  contact with humanity.
  234
  EMPOWERED GENRES
  
  Powers uses the following vocabu-
  lary to discuss superhuman gifts.
  Several terms found elsewhere in
  GURPS pick up more nuanced defini-
  tions here – read carefully!
  ability: A superhuman gift, such as
  being able to fly or shoot lightning
  bolts. It might be a single advan-
  tage, perhaps heavily modified. It
  might instead be several advan-
  tages, either sitting there like ele-
  ments of a meta-trait or connected
  by Follow-Up or Link.
  active ability: An ability that does
  nothing until the wielder chooses
  to use it by taking a maneuver or
  making a die roll. See p. 153.
  active use: Any use of an ability that
  requires a deliberate effort, most
  often a maneuver. This describes
  all uses of active abilities and cer-
  tain uses of passive abilities,
  notably power defenses and excep-
  tions mandated in advantage
  descriptions.
  alternative abilities: A collection of
  related abilities that behave as a
  single ability with multiple set-
  tings, allowing the wielder to use
  only one at a time. See p. 11.
  always on: Describes an ability that
  operates constantly because the
  user can’t consciously deactivate it.
  See p. 153.
  anti-power: A power, superscience
  technology, or natural phenome-
  non that specifically blocks or
  negates a particular power or an
  entire source. See p. 20.
  attack ability: Any ability that can
  injure an opponent or compromise
  his capabilities – most often
  Affliction, Binding, Innate Attack,
  Leech, or Neutralize. Often short-
  ened to “attack.”
  biological power: A power that origi-
  nates from the user’s body. See
  p. 26.
  channeled energies: Any power
  source external to the power’s
  wielder. See p. 24.
  chi power: A power that springs from
  the user’s “inner strength” (chi).
  See p. 26.
  combining powers: A stunt that lets
  multiple users of related powers
  combine 
  forces 
  to 
  produce
  enhanced effects. See p. 170.
  Coordinated Attack: A combat tactic
  that lets multiple fighters attack a
  single target more effectively. See
  p. 165.
  cosmic power: A power that ema-
  nates from creation itself. Often
  reserved for deities. See p. 26.
  default ability: An ability used by
  someone who lacks it by dint of
  modifying a similar ability he does
  have. This stunt costs FP. See
  p. 173.
  defensive ability: Any ability that
  reduces the impact of an attack or
  environmental 
  hazard. 
  Often
  shortened to “defense.”
  diverting defense: A defense that
  stops an attack by channeling the
  incoming energy away. See p. 11.
  divine power: A power granted by a
  deity. See p. 26.
  elemental power: A power that origi-
  nates from an innate affinity with a
  particular form of matter or ener-
  gy, like a fire god or fire spirit’s con-
  trol over flame. See p. 27.
  Energy Reserve: A pool of FP isolated
  from mundane FP and useful only
  for paying FP costs associated with
  powers of a specific source. See
  p. 119.
  enhancement: An extra capability
  added to an advantage. This
  increases the advantage’s point cost
  by a percentage.
  extra effort: Spending FP to get
  increased effect or skill with an
  ability. See p. 160.
  focus: The force or substance a power
  manipulates, or the abstract con-
  cept it revolves around. See p. 7.
  gestalt: A group of psis, usually
  telepaths, who are combining 
  powers.
  latent power: A power the possessor
  can’t actively use, whether because
  his abilities are dormant and as yet
  unrealized, or because he has
  Talent but no abilities. See p. 34.
  limitation: A restriction on the use of
  an advantage. This reduces the
  advantage’s point cost by a percent-
  age.
  magical power: A power that draws
  upon mana – the ambient super-
  natural energy tapped by wizards.
  See p. 27.
  mental ability: Any ability based on a
  mental advantage or that requires
  an IQ, Will, or Per roll – especially
  if it helps the user communicate,
  gather information, or influence
  others. See p. 154.
  mental-influence ability: An ability
  that manipulates or reads others’
  thoughts, emotions, or percep-
  tions.
  metamorphosis: A physical transfor-
  mation that alters the user’s size,
  shape, or physiology. See p. 18.
  modifier:
  An 
  enhancement 
  or 
  limitation.
  GLOSSARY
  235
  GLOSSARY
  
  moral power: A power that emanates
  from a grand moral principle –
  Good, Evil, etc. – in a setting where
  such things are real, tangible
  forces. See p. 27.
  mundane countermeasure: An ordi-
  nary item or condition that inci-
  dentally blocks or negates a power.
  See p. 20.
  nature power: A power that flows
  from the ambient life-energy field
  that surrounds all living things. See
  p. 28.
  negating defense: A defense that
  stops an attack by canceling out its
  source. See p. 11.
  obstructing defense: A defense that
  stops an attack by interposing a
  barrier. See p. 11.
  ongoing effect: Any effect of an abili-
  ty that endures after initial activa-
  tion without requiring a new use of
  the ability.
  opposed powers: Powers with inimi-
  cal foci (fire vs. ice) or sources
  (Good vs. Evil). They needn’t be
  anti-powers, but often are. See
  p. 21.
  origin: The story behind how a power-
  wielder acquired his power. Not the
  same as “source.” See p. 179.
  passive ability: An ability that applies
  constantly or activates in response
  to a stimulus without any input
  from the owner. The GM makes all
  required die rolls. See p. 153.
  physical ability: Any ability based on
  a physical advantage or that
  requires a ST, DX, or HT roll. See
  p. 154.
  physical transformation: Any ability
  that lets the user alter the structure
  or composition of his body. See
  p. 17.
  power: An innate capacity to direct a
  superhuman energy source – inter-
  nal or external – to generate differ-
  ent effects related by a focus. Each
  effect corresponds to an ability.
  Power Block: An active defense that
  concentrates a defensive ability for
  improved effect, at the risk of hav-
  ing no effect on a failure. See p. 168.
  power defense: Any active attempt to
  use a power to avoid an attack; see
  Power Block, Power Dodge, and
  Power Parry.
  Power Dodge: An active defense with
  a movement ability or physical
  transformation that takes the
  defender out of the attack’s path.
  See p. 167.
  power modifier: A modifier – usually
  a limitation – shared by every abil-
  ity of a power. It makes the ability
  subject to the power’s inherent
  drawbacks and benefits. See p. 20.
  Power Parry: An active defense with
  an attack ability that attempts to
  weaken or stop an attack by
  deflecting it or shooting it down.
  See p. 167.
  power skill: A skill that replaces the
  attribute roll to use an ability, but
  only for certain powers in some
  settings. It defaults to the usual
  controlling attribute at -6. See
  p. 162.
  power source: Same as source.
  power technique: A technique that
  lets an ability’s wielder buy off the
  penalty for a special feat with that
  ability. See p. 162.
  psi: The generic term for psionic pow-
  ers or one who possesses them.
  psionic power: A power that springs
  from the user’s mind. See p. 28.
  repeated attempt: The second or
  later attempt to use an ability on
  the same subject or an identical
  one after an initial failure. For cer-
  tain powers, this results in a FP
  cost and a penalty to use the abili-
  ty. See p. 159.
  required disadvantage: A disadvan-
  tage – usually a self-imposed men-
  tal disadvantage – that anyone who
  possesses a particular power must
  take. Violating the disadvantage’s
  restrictions costs the user access to
  his power. See p. 21.
  source: The driving force or paranor-
  mal energy that ultimately makes a
  power or set of powers work.
  Examples include biological, chi,
  cosmic, divine, elemental, magical,
  nature, psionic, spirit, and super.
  Not the same as “origin.”
  special effect: Any feature that differ-
  entiates an ability from the under-
  lying advantage without affecting
  point cost – usually because it’s cos-
  metic or because the GM feels it
  isn’t an overall drawback or bene-
  fit. See p. 113.
  spirit power: A power that works by
  commanding spirits to do one’s
  bidding. See p. 28.
  stunt: A creative use of an ability, not
  addressed in the description of the
  underlying advantage or the nor-
  mal rules for advantage use. See
  p. 170.
  super: A comic-book style hero or vil-
  lain with superhuman powers (but
  not necessarily super-powers).
  super-power: A “comic book” power
  that grants diverse superhuman
  abilities and has no real connection
  to magic, spirits, or other tradition-
  al sources from myth, folklore, and
  literature. Common explanations
  are mutation and weird science.
  See p. 29.
  superscience: Technology that vio-
  lates physical laws. This can be a
  source of powers, especially pow-
  ers granted by gadgets. See Gadget
  Limitations and Powers (p. 107).
  switchable: Describes an ability with
  ongoing effects that the user can
  consciously activate and deacti-
  vate. See p. 153.
  Talent: A natural or learned aptitude
  for a power. Add its level to all suc-
  cess rolls to use that power’s abili-
  ties. See p. 8.
  temporary enhancement: A single
  use of an enhancement, bought
  with FP as a stunt. See p. 172.
  transient: Describes an ability with
  momentary effects that the user
  can consciously trigger. See p. 153.
  transmutation: A physical transfor-
  mation that alters the user’s com-
  position. See p. 19.
  variant trait: A redesigned advantage
  that works in a radically different
  situation than the original but
  shares its game mechanics and
  point cost. The differences amount
  to special effects. See p. 113.
  wild ability: An ability that isn’t part of
  a power and isn’t affected by rules
  that apply specifically to powers.
  236
  GLOSSARY
  
  INDEX
  237
  INDEX
  360° Vision advantage, 17, 39.
  3-D Movement enhancement,
  74.
  Abilities, 7-8, 38; absolute, 
  117-119; active, 153; adding,
  34-37, 199; alternative, 11;
  always on, 153; building, 
  38-119; choosing, 9-19; 
  combining, 171; communi-
  cations, 14, 148; crippled,
  156; cyberpunk, 116; default,
  173-174; detecting, 163-164;
  exertion, 159; fantasy, 116;
  finalizing, 114-115; horror,
  116, 210; improving, 34-37,
  199; inappropriate, 10; 
  influence, 14-16, 148-149;
  information, 14, 16-17,
  149-150; martial arts, 
  116-117; mental, 14-17, 
  148-150, 154; movement, 
  12-14, 147-148; mythic, 117;
  notation, 115; number, 19;
  partially limited, 46; passive,
  153; PC, 184; physical, 154;
  potential, 34-37; pulp, 
  116-117; racial, 180; 
  resisting, 158, 169; sample,
  136-151; science fiction, 116;
  secret, 31; senses, 14, 17,
  150; space opera, 117; 
  special-case, 115-119; 
  success rolls, 157-161; 
  super, 117; switchable, 153;
  transient, 153-154; turning
  off/on, 153-157.
  Abilities Only limitation, 119.
  Absorptive Change enhance-
  ment, 75.
  Accelerated Healing enhance-
  ment, 96.
  Accessibility limitation, 99; as
  power modifier, 25; for
  magic, 116.
  Accurate enhancement, 99.
  Active Change enhancement,
  75.
  Active Defense limitation, 110,
  112, 167-168.
  Active enhancement, 83-84.
  Active IR advantage, 72.
  Active Only limitation, 69.
  Active uses, 153, 173; detecting,
  163; multiple feats, 158;
  power defenses, 168-169.
  Active vs. passive abilities, 153.
  Advantages, 39-98; as Talents,
  29; exotic, 188; level limits,
  31; multiple copies, 12, 28;
  new, 90-98; supernatural,
  186-188; see also specific
  advantage.
  Adventures, 192-199; modern,
  213; mythic fantasy, 208;
  psionic, 219; science fiction,
  222; secret powers, 217;
  super, 234.
  Affects Insubstantial 
  enhancement, 99.
  Affects Others enhancement,
  107-108; on Shapeshifting,
  74; on Shrinking, 76.
  Affects Self enhancement, 51.
  Affects Substantial enhance-
  ment, 99.
  Affliction advantage, 9, 39-41; as
  countermeasure, 21, 31; 
  beneficial, 40; inanimate 
  targets, 40; physical transfor-
  mations, 17; resisting, 169;
  stopping time, 118.
  Affliction Only limitation, 51.
  Air, attacks, 137; power, 121.
  Aliens, 219, 221-222, 230, 232.
  Allies advantage, 41.
  All-Out limitation, 49, 110.
  Alter Reality enhancement, 80.
  Altered Time Rate advantage,
  41-42; stopping time, 118.
  Alternate Form advantage, 18,
  74-75; projection, 44.
  Alternative abilities, 11; 
  crippling, 156; with power
  modifiers, 28.
  Always On limitation, 99-100.
  Ambient energies, 24, 156.
  Amphibious advantage, 13, 42.
  Analyzing enhancement, 47.
  Anchored limitation, 89.
  Animal Control power, 121.
  Animal Empathy advantage, 15,
  48-49.
  Animals, alien, 222; super, 225;
  upgraded, 211.
  Animation limitation, 83.
  Anti-Magic power, 121-122.
  Anti-powers, 20-21, 31-32; 
  channeled energies, 24; in
  play, 155; magical, 121-122;
  moral, 27; Neutralize, 98;
  psionic, 28, 122; Static, 11,
  98; super, 29, 122.
  Antipsi power, 122.
  Anti-Super power, 122.
  Area Effect enhancement, 98,
  100, 172; on Telekinesis, 82.
  Armor, 145-146.
  Armor Divisor modifier, 100,
  172.
  Aspected limitation, 110.
  Astral Projection power, 
  122-123.
  Attacks, 9-11, 158; balancing,
  186; benchmarks, 117; ele-
  mental, 137-142; examples,
  136-145; instant-death, 118;
  mental, 143-144; poisons,
  144-145; ST-based, 146;
  supernatural, 142-144;
  tables, 137, 141, 145; 
  unerring, 117; unstoppable,
  118; using, 164-167.
  Attraction enhancement, 45.
  Attraction/Repulsion limitation,
  83.
  Attributes, 10; as abilities, 13.
  Auditory Only limitation, 95.
  Aura enhancement, 100; 
  164-165.
  Aware enhancement, 43-44.
  Awe advantage, 84.
  Awe and Confusion Check
  Table, 85.
  Backlash limitation, 104; 110.
  Bane limitation, 71.
  Based on (Different Attribute)
  enhancement, 9, 100.
  Binding advantage, 9, 42-43,
  161.
  Bioenergy power, 123.
  Biological powers, as super-
  powers, 182; origins, 180;
  power modifier, 26; special
  rules, 175.
  Bio-Scan enhancement, 72.
  Blessed advantage, 16, 30, 43,
  186.
  Blessing enhancement, 87.
  Blind Only limitation, 89.
  Blink enhancement, 89.
  Blockable limitation, 110.
  Blood Agent modifier, 100.
  Body Alteration power, 123.
  Body Control power, 123-124.
  Bombardment limitation, 100.
  Bouncing enhancement, 80.
  Built-in firearms, 54, 116, 138;
  examples, 136-137; shots, 54,
  159.
  Burst enhancement, 81.
  Campaigns, 199-202.
  Can Carry Objects enhance-
  ment, 108.
  Cannot Memorize Forms 
  limitation, 75.
  Capped limitation, 51.
  Catfall advantage, 43.
  Chameleon advantage, 18, 43.
  Channeled energies, 24.
  Channeling advantage, 14, 
  43-44, 186.
  Chaos power, 124.
  Characters, 183-192.
  Chi powers, as super-powers,
  182; origins, 180; power
  modifier, 26; pulp, 209-210;
  source, 7; special rules, 175;
  wuxia, 207.
  Clairsentience advantage, 17,
  44-45, 163, 196; Obscure, 64;
  projection, 44.
  Clinging advantage, 13, 45.
  Cold/Ice, attacks, 137-138;
  power, 124.
  Collateral damage, 165; from
  Power Parry, 168.
  Collective enhancement, 92.
  Combat, 164-169.
  Combining powers, 170-172.
  Common Sense advantage, 45.
  Communications abilities, 14;
  examples, 148.
  Compartmentalized Mind
  advantage, 44, 67, 81.
  Cone enhancement, 100-101,
  172.
  Confusion advantage, 84.
  Conscious enhancement, 45.
  Constricting enhancement, 43.
  Constriction Attack advantage,
  45.
  Construct enhancement, 48.
  Contact Agent modifier, 101.
  Control advantage, 10, 90-92,
  161, 163; as defense, 168;
  godlike, 92.
  Controllable enhancement, 43.
  Coordinated Attack, 165-166.
  Cosmetic limitation, 92.
  Cosmic enhancement, 26, 97,
  101; anti-powers, 32; 
  countermeasures, 21.
  Cosmic powers, 21; adding, 36;
  as super-powers, 182; 
  example, 124-125; origins,
  180; power modifier, 26, 101;
  source, 7; special rules, 175;
  tiered, 32, 101.
  Costs Fatigue limitation, 101; as
  power modifier, 25.
  Costs Hit Points limitation, 110.
  Countermeasures, 20-21; 
  elemental, 27; in play, 193;
  insulators vs., 24; mundane,
  20; nature, 28; powers with-
  out, 21; psionic, 28, 177-178;
  secrecy, 202; super, 29, 178.
  Create advantage, 10, 92-94,
  161, 163.
  Creation enhancement, 76.
  Creation Pool, 93-94.
  Crippling abilities and powers,
  156; biological, 175; chi, 175;
  psi, 177; via extra effort, 160;
  via power defenses, 167-169;
  via stunts, 170-172.
  Cure Affliction enhancement,
  51.
  Curses, 9, 39, 54, 87, 102, 118;
  examples, 142-143.
  Cursing enhancement, 87.
  Cyclic enhancement, 101; 172.
  Damage Modifiers, 101.
  Damage Reduction advantage,
  53, 118-119.
  Damage Resistance advantage,
  12, 45-46, 118, 169.
  Danger Sense advantage, 16, 46.
  Dark Vision advantage, 17, 
  46-47.
  Darkness power, 125.
  Death power, 125.
  Default abilities, 173-174.
  Defenses, 11-12; balancing, 186;
  benchmarks, 117; examples,
  145-147; extending, 173.
  Delay enhancement, 102.
  Derange limitation, 97.
  Destruction enhancement, 94;
  disintegration, 118.
  Destructive Parry enhancement,
  103, 165.
  Detachable Head enhancement,
  52.
  Detect advantage, 17, 47, 161,
  163-164, 187; Obscure, 64.
  Digital Mind advantage, 130,
  188.
  Digital Oracle advantage, 65.
  
  Dimension Travel power, 125.
  Directed enhancement, 68-69.
  Directional Sound advantage,
  81.
  Disadvantages, 10, 189; affecting
  abilities, 157; limits, 184;
  required, 21-23, 156, 190.
  Discriminatory enhancement,
  59, 98.
  Discriminatory senses, 17, 47.
  Distraction and injury, 155.
  Divine Inspiration advantage,
  63.
  Divine powers, 30; as super-
  powers, 182; example, 126;
  origins, 180; power modifier,
  26-27; source, 7; special
  rules, 175-176.
  Dominance advantage, 187.
  Double Knockback enhance-
  ment, 101.
  Doubling enhancement, 71.
  Drift limitation, 89.
  Drifting enhancement, 172.
  Dual enhancement, 103.
  Duplication advantage, 48.
  Dynamic enhancement, 43, 76.
  Earth, attacks, 139; power, 126.
  Elastic Skin advantage, 18, 48.
  Electricity, attacks, 139; power,
  126.
  Electrokinesis power, 126-127.
  Elemental powers, 30; as super-
  powers, 182; attacks, 137-
  142; power modifier, 27; 
  special rules, 176.
  Emanation limitation, 102, 165.
  Emergencies Only limitation,
  102, 156-157.
  Emotion Control limitation, 61.
  Empathic limitation, 51.
  Empathy advantage, 15, 48-49.
  Energy Reserves, 119; extra
  effort, 161; Leech, 96; power
  modifiers, 25.
  Engulfing enhancement, 45.
  Enhanced Move advantage, 13,
  49.
  Enhanced Tracking advantage,
  17, 49.
  Enhancements, new, 107-109;
  temporary, 172-173; see also
  specific enhancements.
  Environmental limitation, 49,
  64, 110.
  Erosive enhancement, 108.
  ESP power, 127.
  Evil power, 127.
  Extended Duration enhance-
  ment, 102.
  Extended enhancement, 66, 70,
  95.
  Extended (Special) enhance-
  ment, 52.
  External limitation, 90.
  Extra Attack advantage, 49-50.
  Extra effort, 160-161;
  for resistance, 169.
  Extra Recoil limitation, 102.
  Fatigue Only limitation, 70.
  Fatigue Recovery enhancement,
  70.
  Fearlessness advantage, 169.
  Feather Fall enhancement, 43.
  Fickle limitation, 24; 110-111;
  spirit powers, 28.
  Finite Thickness limitation, 67,
  74.
  Fit advantage, 169.
  Flawed limitation, 75.
  Flight advantage, 13, 50, 163.
  Focus, 7; examples, 121-136;
  opposed, 31.
  Follow-Up modifier, 39, 102.
  Force Constructs power, 
  127-128.
  Force Extension enhancement,
  78.
  Force Field enhancement, 108.
  Force fields, 46, 108, 173; 
  examples, 146-147.
  Fragmentation enhancement,
  102.
  Fringe limitation, 57.
  FTL enhancement, 82.
  Full Memory Access enhance-
  ment, 67.
  Full Power Only limitation, 80.
  Futuristic SF genre, 220-222.
  Gadgets, as countermeasures,
  20, 28-29, 177-178; minor,
  227; Modular Abilities as, 64;
  Neutralize and Static vs., 97;
  powers, 107; super, 229; see
  also Superscience.
  Game Time modifier, 108.
  Genre, 203-234.
  Glamour limitation, 111, 169.
  Glossary, 235-236.
  Gods, 183, 185, 204-205, 213,
  215, 224-225.
  Good power, 128.
  Gravity power, 128.
  Gravity-Ripple Comm advan-
  tage, 81.
  Growth advantage, 18, 50-51.
  Guided enhancement, 103.
  Guns, 226-227; see also Built-in
  firearms.
  GURPS Banestorm, 204;
  Cabal, 214; Cliffhangers,
  209; Dragons, 206; Fantasy,
  203, 206-207, 213;
  Illuminati University, 215;
  Infinite Worlds, 210, 229;
  Lensman, 220; Magic, 94,
  131, 180, 188-189, 207;
  Martial Arts, 5, 207;
  Mysteries, 193; Psionics, 
  4-5; Religion, 5;
  Shapeshifters, 4; Space,
  221; Spirits, 5; Steampunk,
  224; Supers, 4-5; Traveller,
  220; Ultra-Tech, 218;
  Voodoo, 214.
  Hands-Free enhancement, 86.
  Hard to Kill advantage, 169.
  Hard to Use limitation, 107,
  111.
  Hazard enhancement, 96.
  Healing, advantage, 19, 51, 161,
  194-195; power, 128.
  Heals FP enhancement, 96.
  Hearing, 17, 51; Obscure, 64.
  Heat/Fire, attacks, 139; power,
  129.
  Hermaphromorph advantage,
  18.
  High Pain Threshold advantage,
  169.
  Homing enhancement, 103.
  Horizontal Only limitation, 80.
  Hypersensory, enhancement, 
  46-47; limitation, 69.
  Hyperspectral Vision advantage,
  17, 51-52.
  Illuminated advantage, 187.
  Illusion, advantage, 15, 94-95,
  161, 163; power, 129.
  Immersive enhancement, 69-70.
  Immunity advantage, see
  Resistant.
  Implants, 10, 116, 230; see also
  Built-in firearms.
  Improvised Forms enhance-
  ment, 75.
  Incendiary enhancement, 102.
  Increased Range enhancement,
  103.
  Independence enhancement, 95.
  Independent Body Parts advan-
  tage, 52-53.
  Independent enhancement, 61,
  108.
  Infiltration enhancement, 53.
  Influence abilities, 14-16; 
  examples, 148-149.
  Information abilities, 14, 16-17;
  examples, 149-150.
  Infravision advantage, 17, 87.
  Initiative enhancement, 95.
  Injury Tolerance advantage, 
  52-53, 118-119.
  Innate Attack advantage, 9, 
  53-55, 161; parry, 167-168.
  Innate Attack skill, 39-40, 54-55,
  113, 158, 164; parry, 168.
  Inspired enhancement, 56, 65.
  Instant Reattachment enhance-
  ment, 52.
  Insubstantial Only limitation,
  111.
  Insubstantiality advantage, 19,
  55-56, 119, 167, 195; projec-
  tion, 44.
  Insulators, 24; elemental, 27;
  nature, 28.
  Interplanar enhancement, 57.
  Intuition advantage, 16, 56, 161.
  Invasive enhancement, 62.
  Invisibility advantage, 19, 56-57,
  195; See Invisible, 72-73.
  Invulnerability, 118-119.
  Jet enhancement, 103.
  Jumper advantage, 13, 57-58,
  197-198; projection, 44.
  Kinetic Energy, attacks, 
  139-140; power, 129.
  Large Items enhancement, 76.
  Leech advantage, 10, 96-97.
  Life power, 130.
  Lift Only limitation, 83.
  Lifting ST advantage, 58-59.
  Light, attacks, 140; power, 130.
  Light Insensitive enhancement,
  74.
  Lighter Than Air limitation, 80,
  87.
  Limitations, gadget, 107; in play,
  156; new, 110-112; see also
  specific limitations.
  Limited Access limitation, 57.
  Limited limitation, 62-65, 70-71,
  78.
  Limited Use limitation, 103.
  Link enhancement, 39, 103.
  Long-Range enhancement, 
  108-109.
  Low Signature enhancement,
  103, 163, 172; special effects,
  113.
  Luck advantage, 59.
  Machine Telepathy power, 
  130-131.
  Magery advantage, 29, 131, 187.
  Magic Resistance advantage,
  169, 177, 187.
  Magical powers, as super-
  powers, 182, 229; example,
  131; mythic, 206-207; 
  origins, 180-181; power 
  modifier, 27, 187; psionic,
  181; secret, 214-215; source,
  7; special rules, 176-177.
  Magnetic limitation, 111-112.
  Magnetism power, 131.
  Malediction enhancement, 9,
  103; beneficial, 40; Cone,
  101; in combat, 165; on
  Leech, 96.
  Mana, 24, 27, 59, 207.
  Mana Damper advantage, 59,
  187.
  238
  INDEX
  
  Mana Enhancer advantage, 59,
  187.
  Mana Sensitive limitation, 27.
  Maneuverable enhancement,
  80.
  Manifestation enhancement, 60.
  Mastery enhancement, 60.
  Matter Control power, 131-132.
  Matter Eater enhancement, 86.
  Maximum Duration limitation,
  111.
  Maximum Height limitation,
  87.
  Medium advantage, 14, 59-60,
  186.
  Meld enhancement, 67.
  Melee Attack limitation, 9, 
  103-104, 164-165.
  Memory Bank enhancement,
  62.
  Mental abilities, 14-17; attacks,
  143-144; examples, 148-150;
  physical vs., 154.
  Mental enhancement, 95.
  Metabolism Control advantage,
  19, 60, 169.
  Metamorphoses, 18; examples,
  151.
  Meta-traits, abilities as, 136,
  145; Alternate Forms, 19, 74.
  Microscopic Vision advantage,
  17, 60-61.
  Mimicry advantage, 14, 61, 161,
  163.
  Mind Control advantage, 15, 61,
  157, 161, 195.
  Mind Probe advantage, 15, 
  61-62, 161, 195.
  Mind Reading advantage, 15,
  61-62, 163, 195.
  Mind Shield advantage, 12, 62,
  169, 173.
  Mindlink advantage, 187.
  Minimum Duration limitation,
  111.
  Minimum Range limitation,
  111.
  Missing Damage Effect limita-
  tion, 102, 112.
  Mobile enhancement, 104, 172.
  Modern adventure genre, 
  208-213.
  Modifiers, 99-112;
  multiplicative, 102; required,
  31; special, 99; ST-based
  damage, 146; on Talents, 29;
  see also Enhancements,
  Limitations, and Power 
  modifiers.
  Modular Abilities advantage,
  62-64.
  Monsters, 206, 210, 212-213,
  232.
  Moral powers, 30, 182; power
  modifier, 27; special rules,
  177.
  More Weight enhancement, 
  76-77.
  Morph advantage, 18, 74-75,
  167.
  Move Only limitation, 83.
  Movement abilities, 167; 
  examples, 147-148; FP cost,
  159.
  Multiple Contacts enhance-
  ment, 62.
  Multiple feats, 158-159.
  Multiple Lock-Ons enhance-
  ment, 49.
  Multi-Strike enhancement, 49.
  Mundane limitation, 69.
  Mythic fantasy genre, 203-208.
  Natural Phenomena enhance-
  ment, 92.
  Nature powers, 182; as super-
  powers, 182; power modifier,
  28; special rules, 177.
  Needs Sample limitation, 75.
  Negated disadvantage enhance-
  ment, 41.
  Neutralize advantage, 10, 97-98;
  Accessibility on, 99; as 
  countermeasure, 20, 31;
  Protected Power, 69, 169;
  vs. non-powers, 97.
  Neutrino Comm advantage, 81.
  Night Vision advantage, 17, 87.
  No Intercept enhancement, 72.
  No Memorization Required
  enhancement, 75.
  No Reattachment limitation, 52.
  No Signature enhancement,
  103, 163-164, 172; special
  effects, 113.
  No Strain enhancement, 89.
  No Vertical Move limitation, 56.
  No Wounding limitation, 102.
  Noisy limitation, 56.
  Non-Combat Speed limitation,
  42.
  Non-Reciprocal Damage
  enhancement, 75.
  Normals, 194, 209, 216-217;
  competent, 208-209; super,
  229.
  Nuisance Effect limitation, 104;
  as power modifier, 25.
  Obscure advantage, 10, 64-65,
  163; as countermeasure, 21,
  31; as defense, 168.
  Once On, Stays On enhance-
  ment, 75, 109.
  One Ability limitation, 97.
  One Attack Only limitation, 79.
  One Power limitation, 98, 119.
  One-Way enhancement, 77.
  Ongoing effects, 155.
  Only Heals FP limitation, 96.
  Onset limitation, 104.
  Opposed powers, 21, 30-32;
  Neutralize, 98; power 
  defenses with, 168.
  Oracle advantage, 16, 65, 187.
  Order power, 132.
  Origins, 179-182; modern adven-
  ture, 211; mythic fantasy,
  205; PC, 184; plots and, 192;
  psionic, 218; science fiction,
  221; secret powers, 216;
  super, 227.
  Overhead enhancement, 104.
  Pact limitation, 104; required
  disadvantages, 23.
  Panoptic enhancement, 39.
  Parabolic Hearing advantage,
  17, 51.
  Parachute enhancement, 43.
  Para-Radar advantage, 17.
  Passive Only limitation, 69.
  Passive vs. active abilities, 153.
  Patrons advantage, 65-66.
  Penetrating Vision advantage,
  17, 66, 196.
  Peripheral Vision advantage, 17,
  87.
  Perks, 66; Accessory, 51, 79, 85;
  special effects, 114; super-
  costumes, 226.
  Permeation advantage, 14, 
  66-67, 167.
  Persistent enhancement, 104,
  172.
  Petrifaction, 118.
  Physical abilities, mental vs.,
  154.
  Physical transformations, 17-19,
  167; examples, 150-151.
  Planetary limitation, 50, 80, 87.
  Plant Control power, 132.
  Plant Empathy advantage, 15,
  48-49.
  Plot points, 192, 199.
  Poison, 9, 40, 55, 93; examples,
  144-145.
  Possession advantage, 15, 67-68,
  157, 195; when projecting,
  67.
  Power Block, 168-169; extra
  effort for, 160.
  Power defenses, 167-169.
  Power Dodge, 167.
  Power Investiture advantage,
  29-30, 126, 187.
  Power level, 183-184; futuristic
  SF, 220; modern adventure,
  208; mythic fantasy, 204;
  psionics, 217; secret powers,
  214; supers, 223.
  Power modifiers, 7-8, 99;
  evaluating, 20-29; examples,
  26-29, 121-136; finalizing,
  25; in play, 156; naming, 26;
  quick reference, 25; stacking,
  28; zero-cost, 25, 27; see also
  specific modifier.
  Power Parry, 167-168.
  Power skills, 162.
  Power techniques, 162.
  Power Theft enhancement, 97.
  Powers, 7; adding, 34-37, 199,
  202; balancing, 186; 
  combining, 170-172; 
  controlling, 190-192; 
  creating, 6-37; crippled, 156;
  defending with, 167-169;
  improving, 34-37, 199; in
  action, 152-178; latent, 
  34-36; learning, 35, 162, 
  189-190; monster-only, 210;
  opposed, 21, 30-32; PC vs.
  NPC, 33, 185; player-created,
  8, 37; prevalence, 201-202;
  relationships, 30-32, 181;
  sample, 121-136; starting,
  33-34; structure, 31; see also
  specific power.
  Precise enhancement, 97.
  Precognition advantage, 16, 
  68-69, 163, 187, 196-197.
  Prerequisites, 31.
  Presence enhancement, 84.
  Probability Alteration power,
  132-133.
  Profiling enhancement, 47.
  Projected Form limitation, 75.
  Projectile limitation, 80.
  Projection, 44; Affects
  Insubstantial/Substantial vs.,
  99; Alternate Form, 75;
  enhancement, 44;
  Insubstantial Only vs., 111;
  limitation, 56, 58, 89.
  Protected Power advantage, 69,
  169.
  Protected Sense advantage, 12,
  69, 169.
  Psi Static advantage, see Static
  advantage.
  Psionics, as super-powers, 182;
  genre, 217-219; magical, 181;
  origins, 181, 218; power
  modifier, 28; science fiction,
  221; source, 7; special rules,
  177-178.
  Psychokinesis power, 133.
  Psychometry advantage, 16, 69,
  161, 163-164, 187; Obscure,
  64.
  Quirks, 10; special effects, 114.
  Racial Memory advantage, 17,
  70.
  Radiation, attacks, 140; power,
  133.
  Radiation enhancement, 102.
  Radiation Tolerance advantage,
  12, 70.
  Ranged enhancement, 9, 105,
  164.
  Rapid Fire enhancement, 105,
  173.
  Rapier Wit advantage, 15, 70,
  161.
  Realism, 183, 200.
  Reattachment enhancement, 71.
  Reattachment Only limitation,
  52, 71.
  Reawakened advantage, 187.
  Recall limitation, 77.
  Reciprocal Rest enhancement,
  75.
  Reduced Fatigue Cost enhance-
  ment, 105.
  Reduced Range limitation, 105.
  Reflexive enhancement, 109.
  Regeneration advantage, 19, 
  70-71.
  Regrowth advantage, 19, 71.
  Reliable enhancement, 57, 109.
  Remote enhancement, 48.
  Repeated attempts, 159;
  combining powers, 171.
  Required Disadvantage 
  limitation, 104, 112.
  Required disadvantages, 21-23,
  156, 190; chi, 26; divine, 26;
  moral, 27; spirit, 28.
  Requires (Attribute) Roll 
  limitation, 112.
  Requires Concentrate 
  limitation, 112.
  Requires Low Gravity 
  limitation, 45, 79.
  Requires Reaction Roll 
  limitation, 111-112.
  Requires Ready limitation, 112.
  Requires Surface limitation, 50.
  Resistant advantage, 12, 71-72,
  169; as countermeasure, 31.
  Resistible limitation, 98, 105.
  Restorations, 19; examples, 151.
  Ricochet, 166-167; enhance-
  ment, 109.
  INDEX
  239
  
  Sapience enhancement, 77.
  Scanner enhancement, 72.
  Scanning Sense advantages, 17,
  72, 163; Obscure, 64.
  Second Nature enhancement,
  44.
  Secondary characteristics, 10.
  Secret powers genre, 214-217.
  Secure enhancement, 82.
  See Invisible advantage, 17, 
  72-73.
  Selective Area enhancement,
  105, 172.
  Selective Effect enhancement,
  105, 109.
  Selectivity enhancement, 105.
  Sense abilities, 14, 17; examples,
  150.
  Sense of Perception 
  enhancement, 86.
  Sense-Based modifier, 9, 
  105-106.
  Sensie enhancement, 82.
  Sensitive enhancement, 69.
  Sensitive Touch advantage, 17,
  73.
  Sequential limitation, 48.
  Serendipity advantage, 73.
  Shadow Form advantage, 19,
  73-74, 167.
  Shapeshifting advantages, 18,
  74-75, 197.
  Short-Range limitation, 112.
  Shrinking advantage, 18, 75-76,
  167.
  Side Effect enhancement, 106.
  Silence advantage, 76.
  Single Skill limitation, 49.
  Size Modifier, 76; resisting
  Affliction, 40.
  Skills, 10; abilities enhancing,
  162-163; chi powers, 175,
  188; cinematic, 188; enhanc-
  ing abilities with, 161; power,
  162; Talents affecting, 188.
  Slow Recharge limitation, 119.
  Snatcher advantage, 13, 76-77;
  granting wishes, 119.
  Social enhancement, 63.
  Sonar Comm advantage, 81.
  Sound/Vibration, attacks, 140;
  power, 133-134.
  Source, 7; affecting FP use, 
  178; examples, 121-136; 
  origin vs., 179; special rules,
  174-178; see also specific
  source.
  Speak Underwater advantage,
  14, 78.
  Speak With Animals advantage,
  14, 77, 188.
  Speak With Plants advantage,
  14, 77, 188.
  Special effects, 39, 113-114;
  detection, 163; fictional 
  abilities, 116; guns, 54; in
  play, 114, 170.
  Special Movement limitation,
  58.
  Special Portal limitation, 58, 89.
  Special Rapport advantage, 
  77-78.
  Special Recharge limitation,
  119.
  Specialized limitation, 44, 
  48-49, 60, 68, 77.
  Specific limitation, 45, 66, 79,
  83, 87-88, 112.
  Spells, 188-189, 207; see also
  Magical powers.
  Spirit Control power, 134.
  Spirit Empathy advantage, 15,
  48-49, 186.
  Spirit Jumper advantage, 57.
  Spirit powers, origins, 181;
  power modifier, 28; source, 7;
  special rules, 178.
  Spirits, 185, 213, 230-231.
  Static advantage, 11, 98;
  Accessibility on, 99; as 
  countermeasure, 20, 31;
  Protected Power, 69; vs. 
  non-powers, 97.
  Static limitation, 95.
  Steal (Other Score) enhance-
  ment, 96.
  Steal Youth enhancement, 96.
  Stethoscopic enhancement, 73.
  Stigmata enhancement, 95.
  Strength (ST), lifting weights,
  58; modified damage, 146;
  see also Attributes.
  Strength-Based (ST-Based)
  enhancement, 103-104.
  Stretching advantage, 18, 78.
  Striking ST advantage, 78-79.
  Stunts, 170-174.
  Stunts Only limitation, 119.
  Submerged enhancement, 88.
  Subsonic Hearing advantage,
  17, 51.
  Subsonic Speech advantage, 14,
  78.
  Suffocating enhancement, 43.
  Suggestion limitation, 61.
  Super Climbing advantage, 13,
  79.
  Super Jump advantage, 13, 
  79-80.
  Super Luck advantage, 80-81;
  granting wishes, 119.
  Super teams, 232-234.
  Super-Effort enhancement, 58,
  83.
  Supernatural attacks, 142-144.
  Super-powers, origins, 182;
  power modifier, 29; special
  rules, 178.
  Supers genre, 222-234.
  Superscience, 180, 212; power
  modifier, 10, 107; see also
  Gadgets.
  Super-Speed enhancement, 42.
  Surge enhancement, 102.
  Surprise Attack enhancement,
  104, 109.
  Swarm enhancement, 53.
  Switchability, 153-154.
  Switchable, body parts, 10, 18,
  81; enhancement, 98, 109.
  Takes Extra Time limitation,
  106.
  Takes Recharge limitation, 106.
  Talents, 7-8; adding, 34, 37, 199;
  affecting cinematic skills,
  188; combining, 171; existing
  advantages as, 29; in play,
  157-158; mundane, 29, 35;
  pricing, 29; resistance, 169;
  starting, 34; with
  Untrainable, 107; see also
  specific power.
  Targeting enhancement, 86.
  Techniques, Coordinated Attack,
  166; default abilities, 174;
  power, 162.
  Telecommunication advantages,
  14, 81-82, 163; Obscure, 65.
  Telecontrol enhancement, 67.
  Telekinesis advantage, 14, 82-
  83, 161, 163; with
  Possession, 67.
  Telepathy power, 134.
  Teleportation power, 134-135.
  Telescopic Vision advantage, 17,
  87.
  Telesend advantage, 14, 81.
  Temperature Control advantage,
  83.
  Temperature Tolerance advan-
  tage, 12.
  Temporal Stasis enhancement,
  118.
  Temporary Disadvantage 
  limitation, 106.
  Temporary enhancements, 
  172-173.
  Terminal Condition limitation,
  112.
  Terrain Adaptation advantage,
  13, 83-84.
  Terror advantage, 15, 84, 161,
  187; Fearlessness, 169.
  Tight-beam burning attacks,
  113.
  Time Mastery power, 135.
  Time-Spanning enhancement,
  109.
  Touch Only limitation, see Melee
  Attack.
  Tracking enhancement, 89.
  Transferable enhancement, 78.
  Transhuman Space, 221.
  Transmutation enhancement,
  94.
  Transmutations, 19; examples,
  151.
  T-Ray Vision advantage, 72.
  Trigger conditions, 34-36.
  Trigger limitation, 106.
  True Faith advantage, 16, 30,
  84-85, 161, 187.
  True Sight enhancement, 73.
  Tunnel enhancement, 89.
  Tunneling advantage, 14, 85-86.
  Turning enhancement, 84.
  Ultra-Fine enhancement, 73.
  Ultrahearing advantage, 17, 51.
  Ultrasonic Speech advantage,
  14, 78, 81.
  Ultravision advantage, 17, 87.
  Unbreakable Bones advantage,
  53.
  Unconsciousness, 155.
  Uncontrollable limitation, 106,
  156-157; new abilities, 34,
  37.
  Uncontrollable Trigger 
  limitation, 106-107, 112.
  Underwater enhancement, 107.
  Universal Digestion advantage,
  86.
  Universal enhancement, 60, 77.
  Unliving Forms Only limitation,
  75.
  Unreliable limitation, 107; new
  abilities, 34, 37.
  Untrainable limitation, 107; new
  abilities, 34, 37.
  Unusual Background advan-
  tage, 31, 184-186; attacks,
  138; futuristic SF, 220; 
  modern adventure, 209;
  mythic fantasy, 204, 207;
  psionics, 217; secret powers,
  214; supers, 223.
  Usually On, enhancement, 109;
  limitation, 100, 112.
  Vampiric Bite advantage, 86; see
  also Leech advantage.
  Vampirism power, 135.
  Variable enhancement, 107,
  173.
  Variant traits, 113.
  Vertical Only limitation, 80, 87.
  Very Rapid Fire enhancement,
  105, 109.
  Vibration Sense advantage, 17,
  86.
  Visible limitation, 112, 164; 
  special effects, 113; supers,
  228.
  Vision, 17, 87; Obscure, 64-65.
  Visual enhancement, 60.
  Visual Only limitation, 95.
  Visualization advantage, 87.
  Voice Library enhancement, 61.
  Walk on Air advantage, 13, 
  87-88.
  Walk on Liquid advantage, 13,
  88.
  Wall enhancement, 173.
  Warp advantage, 13, 88-89, 161,
  163, 167, 197-198; projec-
  tion, 44.
  Water, attacks, 140; power, 
  135-136.
  Weapon Mounts, 138.
  Weather Control power, 136.
  Wild abilities, 6, 8, 20, 25, 27,
  31-32, 34, 39, 101, 110, 173-
  174, 186-189; Neutralize and
  Static vs., 97.
  Wild Ability enhancement, 90.
  Wild Talent advantage, 89-90.
  Wishing enhancement, 59, 73,
  80.
  Words of Power enhancement,
  70.
  World-Spanning enhancement,
  109.
  240
  INDEX
  
  0
  J
  ISBN 1-55634-742-1
  $34.95  SJG 01-0102
  Printed in 
  the USA
  9!BMF@JA:RSVSQXoYjZhZ_ZdZ`
  1ST EDITION, 1ST PRINTING
  PUBLISHED NOVEMBER 2005
  Want to create a superhero? A wuxia fighter?
  An earth-shattering psi? A wizard or shaman 
  with abilities beyond spells and rituals? A god?
  With the GURPS Basic Set and Powers, you have
  everything you need to create superhuman heroes:
  ● Case-by-case advice on how to turn over 100
  advantages from the Basic Set into superhuman
  abilities – with new modifiers, variant traits,
  optional rules, and plenty of examples.    
  ● Five flexible new advantages: Control, Create,
  Illusion, Leech, and Static.
  ● Dozens of new enhancements and limitations to
  fine-tune your abilities.
  ● Energy Reserves to fuel abilities, “alternative
  abilities” that don’t all work at once, and ways
  to substitute abilities you have for those you
  don’t.
  ● Hundreds of sample abilities – energy blasts,
  curses, defenses, mental gifts, and more.
  ● Rules for powers – groups of abilities linked by
  origin – with over 40 ready-to-use examples.
  ● Guidelines on biological, chi, divine, elemental, magical, moral, nature, psionic, spirit, and
  super powers – even godlike cosmic powers – and their interactions.
  ● Advice to GMs on how to keep it fun and prevent high-powered heroes from taking over!
  GURPS Powers requires the GURPS Basic Set, Fourth Edition, and replaces the 
  Third Edition books GURPS Supers and GURPS Psionics. The advice on abilities and 
  powers can be used with any game that features superhuman characters.
  By Sean Punch and Phil Masters    Edited by Andrew Hackard 
  Cover Art by Romas Kukalis, Bob Stevlic, Eva Widermann, and John Zeleznik
  Illustrated by Abrar Ajmal, Alex Fernandez, Justin De Witt, Tony Parker, 
  Bob Stevlic, Chris Quilliams, Eva Widermann, and John Zeleznik
  
SOURCE: textdata/thevault/GURPS Classic/4th edition/Powers.pdf