chapter 4: super-powers

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20 Chapter 4: Super-Powers Super-Powers are the heart of this game. They function very much like skills, but with some features all their own. Gaining Super-Powers Super-Powers are gained when the character is being created, before play begins. The player and GM should come up with an origin story to explain why the character has these strange and unusual powers. Anything that meets the GM’s approval is acceptable, but as we’re emulating comic book super heroes virtually any rationalization is possible. Once play begins, a character may only acquire new Super-Powers with explicit GM permission and a sort of in-game story reason. It may be that the player has an idea to explain why his or her character would steadily gain seemingly unrelated superpowers, but it’s something the character is wholly unaware of. Players who wish to have their characters gain new Super-Power should inform the GM well ahead of the game session. This will allow the GM to more smoothly slip in the acquisition of new powers into the game and will avoid wasted time at the game session itself. Functionally, you gain Super-Powers by spending super points. Each super power has a listed base cost, which may be reduced in various ways. Distinct Super-Power Applications Most Super-Powers have a number of “Distinct Applications”, various things you can do with it. For example, the Super-Power Telepathy covers mental communication. It has four distinct applications: Telepathic Communication, Thought Detection, Memory Search, and Mental Influence. When you pay the base cost of a Super-Power you gain all of its distinct applications, some however, may require a particular number of ranks in the Super-Power. A common way to lower the base price of a Super-Power is reducing the distinct applications your character has. A telepath could decide she doesn’t wish to have the two memory applications and thereby reduce the base cost she pays for Telepathy. This is more fully explained in Chapter 5: Power Adjustments. Regardless of Power Adjustments, you will have at least one distinct application of any Super-Power you possess. Ranks Like skills, Super-Powers have ranks. When you first acquire a Super-Power, you have it at 1 rank.You can increase your ranks in a superpower at the rate of 1 rank per 1 super point. Your ranks in a Super-Power add to your power check totals. Many Super-Power entries have a ranks table with details about any rank based factors. Most of the feats based on Super-Powers require a character to have so many ranks in the Super-Power to be eligible for the feat. Super-Powers have a rank cap that matches and functions exactly as does skills, but multi-classed characters figure the cap separately for each of their classes. A multi-classed Physical 3 / Mentalist 2 has a rank cap of 5 on his mentalist superpowers and 6 on his physical Super-Powers. If the Super-Power is available to both classes use the higher to calculate the rank cap. Power Checks: Using Super-Powers Whenever a character uses a Super-Power, the GM may call for a power check. This follows the same method as a Skill check: Ranks in Super-Power + Relevant Ability Score Modifier + D20 + Conditional Modifiers = Power Check Total Your total indicates how successfully you used your Super-Power. Some applications have specific penalties for failing a power check. Power checks may be a move or an attack action, as specified in the Super-Power’s description. Super-Powers are each based on one of the six ability scores, as listed in their description. Your modifier in that ability score is applied to your power check. Many Super-Powers have applications that are passive in nature. Unless otherwise specified, these do not require a power check to use. Attacks With Super-Powers Attacks made using a Super-Power are rolled as normal attacks, except the ability score bonus added to the attack roll is the ability score the Super-Power is based upon, not (necessarily) strength or dexterity. The Base Attack Bonus is stacked atop this. Sample file

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Page 1: Chapter 4: Super-Powers

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Chapter 4: Super-Powers Super-Powersaretheheartofthisgame.Theyfunctionverymuchlikeskills,butwithsomefeaturesalltheirown.

Gaining Super-Powers Super-Powersaregainedwhenthecharacterisbeingcreated,beforeplaybegins.TheplayerandGMshouldcomeupwithanoriginstorytoexplainwhythecharacterhasthesestrangeandunusualpowers.AnythingthatmeetstheGM’sapprovalisacceptable,butaswe’reemulatingcomicbooksuperheroesvirtuallyanyrationalizationispossible.

Onceplaybegins,acharactermayonlyacquirenewSuper-PowerswithexplicitGMpermissionandasortofin-gamestoryreason.Itmaybethattheplayerhasanideatoexplainwhyhisorhercharacterwouldsteadilygainseeminglyunrelatedsuperpowers,butit’ssomethingthecharacteriswhollyunawareof.PlayerswhowishtohavetheircharactersgainnewSuper-PowershouldinformtheGMwellaheadofthegamesession.ThiswillallowtheGMtomoresmoothlyslipintheacquisitionofnewpowersintothegameandwillavoidwastedtimeatthegamesessionitself.

Functionally,yougainSuper-Powersbyspendingsuperpoints.Eachsuperpowerhasalistedbasecost,whichmaybereducedinvariousways.

Distinct Super-Power Applications MostSuper-Powershaveanumberof“DistinctApplications”,variousthingsyoucandowithit.Forexample,theSuper-PowerTelepathycoversmentalcommunication.Ithasfourdistinctapplications:TelepathicCommunication,ThoughtDetection,MemorySearch,andMentalInfluence.WhenyoupaythebasecostofaSuper-Poweryougainallofitsdistinctapplications,somehowever,mayrequireaparticularnumberofranksintheSuper-Power.AcommonwaytolowerthebasepriceofaSuper-Powerisreducingthedistinctapplicationsyourcharacterhas.Atelepathcoulddecideshedoesn’twishtohavethetwomemoryapplicationsandtherebyreducethebasecostshepaysforTelepathy.ThisismorefullyexplainedinChapter5:PowerAdjustments.RegardlessofPowerAdjustments,youwillhaveatleastonedistinctapplicationofanySuper-Poweryoupossess.

Ranks Likeskills,Super-Powershaveranks.WhenyoufirstacquireaSuper-Power,youhaveitat1rank.Youcanincreaseyourranksinasuperpowerattherateof1rankper1superpoint.YourranksinaSuper-Poweraddtoyourpowerchecktotals.ManySuper-Powerentrieshavearankstablewithdetailsaboutanyrankbasedfactors.MostofthefeatsbasedonSuper-PowersrequireacharactertohavesomanyranksintheSuper-Powertobeeligibleforthefeat.

Super-Powershavearankcapthatmatchesandfunctionsexactlyasdoesskills,butmulti-classedcharactersfigurethecapseparatelyforeachoftheirclasses.Amulti-classedPhysical3/Mentalist2hasarankcapof5onhismentalistsuperpowersand6onhisphysicalSuper-Powers.IftheSuper-Powerisavailabletobothclassesusethehighertocalculatetherankcap.

Power Checks: Using Super-Powers WheneveracharacterusesaSuper-Power,theGMmaycallforapowercheck.ThisfollowsthesamemethodasaSkillcheck: Ranks in Super-Power + Relevant Ability Score Modifier + D20 + Conditional Modifiers = Power Check Total YourtotalindicateshowsuccessfullyyouusedyourSuper-Power.Someapplicationshavespecificpenaltiesforfailingapowercheck.Powerchecksmaybeamoveoranattackaction,asspecifiedintheSuper-Power’sdescription.Super-Powersareeachbasedononeofthesixabilityscores,aslistedintheirdescription.Yourmodifierinthatabilityscoreisappliedtoyourpowercheck.

ManySuper-Powershaveapplicationsthatarepassiveinnature.Unlessotherwisespecified,thesedonotrequireapowerchecktouse.

Attacks With Super-Powers AttacksmadeusingaSuper-Powerarerolledasnormalattacks,excepttheabilityscorebonusaddedtotheattackrollistheabilityscoretheSuper-Powerisbasedupon,not(necessarily)strengthordexterity.TheBaseAttackBonusisstackedatopthis.

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Super-Power’s Relevant Ability Score Bonus + Base Attack Bonus + D20 + Conditional Modifiers = Attack With Super-Power Total OftenasuccessfulattackwithaSuper-Powerentitlesyoutoapowerchecktodeterminetheattack’stypeandamountofdamagedice.

ASuper-Powermaybethesubjectofthevariousweaponspecialtyfeats,suchasWeaponFocus,WeaponExpertise,etc.Thesewillincreasetheattackordamagerollsasnormalforthefeats.

Saves vs. Super-Powers OnmanyoccasionsthevictimortargetofaSuper-Power’seffectisentitledtoasavingthrowofsomekind.WhenaparticularDCisnotmentionedintheSuper-Power’sdescription,itwillbedeterminedasfollows:BaseDCof10+halfRanks(roundeddown)intheSuper-Powerinquestion+bonusofthatSuper-Power’srelevantAbilityScore.

Super Fatigue ManySuper-Powershaveapplicationsthatmayonlybeusedeverysooften.Attemptingtousethatapplicationprematurelyaresubjecttoapenaltyonpowerchecksandattacks,ormaynotworkatall,asdetailedintheSuper-Powerdescription.Inallcasesitnegatesanyresttimeyou’vealreadytaken.

Sources Of Super-Powers IndividualSuper-Powerscancomefromamyriadofsources.Ingeneral,thesesourcescanbegroupedintothreetypes.Super-Powersmightbesomethingapersonisbornwith,theymightbegainedthroughbizarrecircumstances,ortheymightsimplybeduetosomegadgetsapersonuses.

Character Who Were Born With Super-Powers, Or The Potential For Them, “Gained” These Powers Just By Surviving Birth. Acharactermighthavebeenbio-engineeredwhilestillinthewomb,orperhapsthechild’sparentswerebio-engineeredtoproduceasuper-humanchild.Itevenmightbethatbothofthechild’sparentsaremutantswhohavepassedontheirgeneticmutationstoachildwho,technicallyspeaking,isn’tamutantbutwasbornwithsuperhumanpowersduetoparentage.

Characters Who Gained Super-Powers Due To Bizarre Circumstances Were Born As Ordinary As Anyone Else. ThecircumstancesthatphysiologicallychangedthemandgrantedthemSuper-Powerscouldbevirtuallyanything,andthecomicsareloadedwithexamples.Thecharactermighthavebeenbathedinstrangeenergy,bittenbyafantasticcreature,dousedinbizarrechemicals,graftedwithcybernetics,theadultsubjectofabio-engineeringexperimentthatwenthorriblewrong(orperhapsfartooright).

Characters Whose Super-Powers Come From Gadgets Do Not, Obviously, Have Natural Powers Of Their Own (Although It Is Certainly Possible To Create A Character With Both Natural And Gadget-Driven Super-Powers). Theiroriginwillbewrappedupinthecircumstancesthroughwhichtheygainedthegadget,orgadgets.Theymayhavebuiltthegadgetthemselves,founditandfigureditout,orhaditgiventothemforsomereason.ItisimportanttonotethatcharacterswhichareentirelydependentongadgetsfortheirsuperpowersarenotconsideredExtraordinarycharacters,orevennecessarilyGadgeteers.ApersonwithoutinherentSuper-Powers,butwithagadgetthatprovidestheEnergyManipulation:SonicSuper-PowerisanEnergyManipulator.

Creating New Super-Powers PlayersandGMswhowanttocreatetheirownhome-brewedSuper-Powersareencouragedtodoso.TheprocessissimplyamatterofdecidingwhatsortofabilitiestheSuper-Powershouldgrant,theDCsforvariousdegreesofsuccess,andwhateffecthigherrankshaveontheSuper-Power’sapplications.

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Adjusting, Twisting, And Changing Around The Listed Super-Powers TheremaybetimeswhenaplayerwouldlikeaSuper-Powerthatturnsouttobeveryclosetoonethatisalreadylisted.OrtheremaybeaplayerwhoreallylikesoneparticularSuper-Power,butwantstochangesomethingaboutit.Insuchcases,makinganadjustmenttothelistedSuper-Powerisprobablyeasierthancreatingonefromscratch.

Achangeinthebasesuperpointcostislikely.Anysuchchangeistobeinafactorof3.

Example:Aplayerwantsacharacterthatcancommandplastics.Hewantsplasticthingstodowhathetellsthem:bend,twist,splitintopartsthatdoseparatethings,andsoon.There’snosuchSuper-Powersetupassuch,butwhattheplayerwantstodotoplasticisalmostjustlikewhattheEM:MagnetismSuper-Powerdoestoferrousmetals. TheplayerandGMdecidethecharacter’sSuper-Powerwillbecalled,“ControlPlastics.”ItwillhavetheTKMetalsandChargeMetalsAbilitiesoftheEM:MagnetismSuper-Power,butalteredtoaffectplasticsinstead.TheGMrulesthatitbreaksthesuspensionofdisbelieftoallowControlPlasticstohaveananalogtotheMicro-Magnetism,EMShield,orHardEMPulseAbilities,butbecauseofthatthebasesuperpointpriceofControlPlasticswillbereducedby3fromtheEM:Magnetismbaseprice,bringingitto9.

AnotherchangetheymakeistheweightthatthecharacterwillbeabletoaffectwithTKMetal.Since10poundsofplasticismostoftengoingtobealotmorematerialthan10poundsofferrousmetal,theyreducetheamountofweightto10%ofwhat’slistedforEM:MagnetismanddrawupanappropriateDCchart.

SowithpowercheckofDC5,thecharactercanthecharactercanmakehalfapoundofplasticdowhathewishes.Thatdoesn’tsoundlikesomuch,buttheGMrulesthattheinfluencedplasticcanbepartofalargerplasticitem.Forexample,acomputerkeyboardweighsmorethan1pound,butthecharactercouldcommandonehalfpoundoftheplasticofthatkeyboardtoformintoatendrilandmakeitpressbuttons.ControlPlasticsisnowaformidableSuper-Power,especiallyforonethatdidn’texistuntiltheplayerdecidedhewantedit.

Chart 4-1: The Super Powers Super-Power Base Cost Classes Base Ability Fly Feat? Adhesion 12 P Wisdom no Appendage 9 p Strength maybe Armor Skin 6 P notapplicable no Density Control 12 P Wisdom no Elasticity 9 P Dexterity no EM: Electricity 12 E-M Wisdom no EM: Force 15 E-M Wisdom no EM: Magnetism 12 E-M Wisdom yes EM: “Mysterious” 12 E-M Wisdom yes EM: Nuclear 15 E-M Wisdom yes EM: Sonic 9 E-M Wisdom yes Immunity 6 P notapplicable no Magic Sense 9 Magician Wisdom no Magic Research 3 Magician Intelligence no Mega-Strength Varies P notapplicable no Mega-Tough Varies P notapplicable no Metamorph Physical 3 P Constitution maybe Reptile Brain 12 P Wisdom no Shape Change 15 P C yes Spell Resistance 12 Magician Wisdom no Super Ability Scores 3 E-M,M,P notapplicable no Super Metabolism 15 P notapplicable no Super Sense: Hearing 6 P notapplicable no Super Sense: Sight 3 P notapplicable no Super Sense: Smell 9 P notapplicable no Super Sense: Taste 3 P notapplicable no Super Sense: Touch 3 P notapplicable no Super Vision 12 P notapplicable no Super Speed 15 P Dexterity no Telekinesis 12 M Wisdom yes Telepathy 12 M Intelligence no Teleport: Physical 12 E-M,P Wisdom no Water Breathing varies P Constitution no Weather Control 15 E-M Wisdom yes

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Descriptions of Super-Powers:

Adhesion Character Class:Physical Base Super Point Cost: 12 Ability Score:S

Youcanadheretoallmundanesurfaces,andcanmoveathalfyournormalmovementratealongthem.Youmustusebothfeetandbothhandstoadhereandsomove.However,withhigherRanksyouwillbeabletoadhereandmovewithonlyhandsorfeetonthesurface,andyoumayeventuallyadherebyjustonehandorfoot.Ranksdictatehowmanylimbs,intheformoffingertipsand/orthesolesofthefeetarerequiredtoadhere.Limitingthenumberofrequiredlimbstoholdontoasurfaceisnotanapplicableadjustment,asthesamethingiscoveredusingtheLimitedRankspoweradjustment. Youmayadheretoasurfaceandsupportyourownweightplus20poundsperRank,uptothemaximumcarryingcapacityforyourStrength.Bareskinneednotbetouchingthesurfaceinorderforyoutoadheretoit.Adhesionwillfunctionthroughmundaneclothofuptosweatshirtthickness,butleather,rubber,orothertoughermaterialmustbeextremelythinoritwillblockthesuper-power’seffectiveness(GMcalloncasebycasebasis).Adhesionwillnotfunctionthroughmetalofanykind,soyouareadvisedtonotwearmetalglovesandboots.

Ranks Abilities: 1-3 Minimum Limbs to hold onto surface: 4 4-10 Minimum Limbs to hold onto surface: 2 11 Minimum Limbs to hold onto surface: 1

Appendage Character Class:Physical Ability Score: N/A Base Super Point Cost: Varies

ThisisnotaSuper-Powerassuch,butaphysicalconditionthatfunctionsasaoneforgamepurposes.EachtimeyoutakethisSuper-Powerrepresentseitheroneextraappendageorasymmetricalpaironyourbody.Notethatthe“appendage”neednotbewhatamedicaldictionarywoulddefineitas.Itmaybehorns,spikyshouldergrowths,wings,oranythingelsetheplayerimaginesandtheGMapproves.

Extraappendagesmaybeprehensileornon-prehensile.BothmaygrantyoubonusesorpenaltiestocharismabasedskillchecksattheGM’sdiscretion.Prehensileappendageswillshareyourdexterityandstrengthinthewaymundaneappendagesdo.Bydefault,aprehensileappendagemayonlyliftwhatyoucanliftusingonearm.

Thetypeandusefulnessofappendagesdictatetheirinitialsuperpointcost.Appendagesthatdon’tchangeyourstatisticsatallarefree.Appendagesthatarenotprehensileandalsogiveyouacharismabasedmodifiertoanyskillcheckscost1superpointforeachbonus.YoucannotreducethecostoftheSuper-Powerbyclaimingacharismapenalty.

Prehensilesingle,orasymmetrical,appendagescost6Superpoints.Apairofsymmetricalappendagescost9Superpoints.

RanksinthisSuper-Powerdictatehowoftenyoucanuseyourextraappendage(s)forextraattacks,andtheattackbonususedforsuchattacks.YoumustmakeaFullAttacktotakeadvantageoftheextraattack(s).Nopenaltiesforattackingwithmultipleweaponsapply.UnlessotherwisespecifiedandGMapproved,anyAppendagewilldounarmedattackdamageofd3.Eachasymmetricalappendagegrantsyouagrapplebonusof+1,symmetricalpairs,agrapplebonusof+3.Thesegrapplebonusesstackwiththemselvesandothergrapplebonuses.

WingsautomaticallygrantyoutheFlyfeat.Anyotherflightrelatedfeat(includinghover)mustbeacquiredasnormal.Becauseofthis,theyarenotconsiderednon-prehensileforsuper-pointcostconsiderations.

Possible Power Adjustments: Appendage Carries A Charisma Based Modifier Of -1:1Point Appendage Carries A Charisma Based Modifier Of -2: 2Points Appendage Carries A Charisma Based Modifier Of -3: 3Points

WANTED: New Superhero Team seek-

ing new geek member. Must have glasses and

the ability to hack computers. Super Human

Powers a plus. Must be a team player. Gamma

Radiated applicants need not apply.

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Ranks Benefit 1-4 Symmetrical Pair:1extraattackeveryotherroundatBAB+1 Asymmetrical: 1extraattackeveryotherroundatBAB+0 6 Symmetrical Pair:1extraattackeveryotherroundatBAB+2 7 Asymmetrical: 1extraattackeveryotherroundatBAB+1 8 Symmetrical Pair: 1extraattackeveryotherroundatBAB+3 9 Asymmetrical:1extraattackeveryotherroundatBAB+2 10 Symmetrical Pair: 1extraattackeveryroundatBAB+3 11 Asymmetrical: 1extraattackeveryotherroundatBAB+3 12 Symmetrical Pair: 1extraattackeveryroundatBAB+4 13 Asymmetrical: 1extraattackeveryroundatBAB+3 15 Symmetrical: 2extraattackseachroundatBAB+4and+1respectively 16 Asymmetrical:1extraattackeveryroundatBAB+4 18 Symmetrical: 2extraattackseachroundatBAB+5and+2respectively 19 Asymmetrical:2extraattackseveryroundatBAB+4and+1respectively 22 Symmetrical: 2extraattackseachroundatBAB+6and+3respectively 23 Asymmetrical: 2extraattackseveryroundatBAB+5and+1respectively

Armor Skin Character Class:Physical Base Super Point Cost: 6 Ability Score:N/A

Yourskinissupertoughandprotectsyoufarbeyondnormal.ArmorSkingivesyoualimitedinvulnerabilityagainstdamageintheformofahardnessrating.Yourhardnessratingisrankbasedandlistedbelow.ThisisapassiveSuper-Powerandrequiresnopowerchecks.

ArmorSkin’shardnessratingisnoteffectiveagainststrictlymagicenergies,butdoesprotectagainstmundaneenergy,suchasfire,createdbymagic.Itisalsoineffectiveagainstthebonusdamagedeliveredbyanymagicalweapon,butdoesprotectagainsttheweapon’sbasedamage.

Possible Power Adjustments: Armor Skin ineffective against 1 particular energy type:1point Armor Skin ineffective against 2 particular energy types:2points Armor Skin ineffective against 3 particular energy types:3points Armor Skin completely ineffective against magically created mundane energies: 2points Armor Skin completely ineffective against magic weapons’ base damage: 2points

Ranks Hardness Rating Ranks Hardness Rating Ranks Hardness Rating

Density Control Character Class: Physical Base Super Point Cost: 12 Ability Score: W

ThisSuper-Powerallowsyoutomakeyourselfmoreorlessdense,whiletakingupthesamevolumeofspace.TherearefivedistinctapplicationstothisSuper-Power: Increase Density, Decrease Density, Affect Others’ Density, Partially Discorporate/Harden, and Discorporation Attack. Increase Density:YouincreaseyourdensityandgainaHardnessvalue.ThisrequiresapowerchecktodeterminehowmanyHardnesspointsyougain.Youmaymaintainanincreaseddensitywithconcentration.Increasingyourdensityisanattackaction.

1 HardnessRating:1 2 HardnessRating:2 3 HardnessRating:3 4 HardnessRating:4 5 HardnessRating:5 6 HardnessRating:6 7 HardnessRating:8 8 HardnessRating:10 9 HardnessRating:12

10 HardnessRating:14 11 HardnessRating:16 12 HardnessRating:18 13 HardnessRating:20 14 HardnessRating:22 15 HardnessRating:24 16 HardnessRating:26 17 HardnessRating:28 18 HardnessRating:30

19 HardnessRating:32 20 HardnessRating:34 21 HardnessRating:36 22 HardnessRating:38 23 HardnessRating:40 >23 +2HardnessRating eachaddedRank

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Hardness DC Hardness DC Hardness DC

Decrease Density: Lessdensecharactersare“discorporate,”(for“disruptedcorporal”),notincorporeal.Thedifferencesbetweenthetwoareasfollows:Discorporatecharactersmaymoveinanydirection(butmaynotwalkonair)atthecharacter’sstandardmovementrate.Discorporatecharactersdonotleavefootprints,buttheyDOhaveascentandtheymaymakeverbalnoises.Whilediscorporate,charactersgaina+2MoveSilentlybonusandsuffera-2Listenpenalty.Physicalattacksdonoharmtodiscorporatecharacters,butenergyattacksdeliverdamageasnormal.

Whendiscorporateyoumayonlymakeyourselfanduptoalightloaddiscorporatealongwithyou.DiscorporatinganythingnotonyourpersonrequirestheuseoftheDiscorporateOtherapplication.

WhilediscorporateyoumayattempttopassthroughsolidobjectbymakingapowercheckagainstaDCbasedontheHardnessoftheobjectyou’reattemptingtopassthrough.Discorporatingisanattackaction.

Hardness Pass Through DC 0 5 1 – 4 8 5 – 7 12 8 – 9 15 10 – 12 18 13 – 16 21 17 – 20 25 +5 DC for every Hardness point over 20

Affect Others’ Density:Youmustbetouchingtheotherthatyouwishtoaffect,andthisothermaybelivingornot.Youmayaffectseveralothersatonce,solongaseveryoneiseithertouchingyouortouchingsomeoneorsomethingthatis.Youmayaffectasmanyindividualsasyouwish,buttheDCincreasesbyweight.Afailuremeansonlyyouareaffected.Onceyouhaveaffectedothers,theyremainthatwayuntiltheyceasetouchingyouoryoucanceltheeffect(whichalsocancelsituponyourself).Affectingthedensityofothersisanattackaction.

Todiscorporateothers,makeapowercheckagainstaDC Of 12 + 1 For Every 50 Pounds Of The Other(S), Rounded Up.TheDCofpassingthroughobjectsdoesnotincreaseifyoutakeother,discorporated,peoplewithyou.

ToincreasethedensityofothersmakeapowercheckagainstDC 12 + 1 For Every 50 Pounds Of The Other(S), Rounded Up, +2 For Every Point Of Hardness You Wish To Convey.Makeasecondpowerchecktodeterminethehardnessratingyoureach.

Partial Discorporate/Harden: ThisAbilityallowsyoutomakeonlypartofyourbodymoreorlessdense.Makeapowerchecktodeterminehowsmallanareaofyourbodyyoucanaffect.Thisisanattackaction.

Area DC Area DC

Attacking With Discorporation:CharacterswithDensityControlmayattempttoattackbyinsertingadiscorporatedlimbintoatarget’sbodyandthenincreasingthelimb’sdensity.Solidifyingwithinalivingcorporealentitycauses1D6per2Ranksdamage(max20D6)tothatentity.Italsocausesatremendousamountofpain.ThevictimofsuchanattackmustmakeaWillsaveversusaDCofthedamagetheattackdeliveredorfallunconsciousfor1D10rounds.SuchanattackrequiresasuccessfulTouchattack. IfyoudonothavethePartialDiscorporation/HardenAbility,youmustchangeyourentirebody’sdensitytousethismethodofattack.Regardless,thisisanattackaction.

A Note On Weight: Yourweightisreducedtovirtuallyzerowhenyoudiscorporate.Partialdiscorporationreducesweightbyapercentagerelativetothebodyareathatisnonsolid.Whenyoumakeyourselfdenser,yourweightincreasesby10%perhardnesspoint.Justwheretheextraweightcomesfromorgoeshasbeenamysterytosuper-heroscientistsandwritersforages.Themysteryisnotsolvedhere.

1 2 2 4 3 6 4 8 5 10 6 13 7 17

8 20 9 25 10 30 11 35 12 40 13 45 14 50

15 55 16 60 17 65 18 75 19 85 20 95

5’ or larger DC15 4’ – 5’ DC18 2’ – 4’ DC22 1’ – 2’ DC28

6”- 1’ DC35 1” – 6” DC45 < 1” DC50

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Possible Power Adjustments: Can Not Decrease Or Can Nor Increase Density:3Points Cannot Affect Others’ Density:2Points No Partial Discorporate/Harden Ability: 2Points Cannot Attack With Discorporation:2Points

Elasticity Character Class: Physical Base Super Point Cost: 9 Ability Score: D

ThisSuper-Powerletsyouelongateorcompactyourbodyasifitweresomethingrubbery.Youbodyabsorbsimpactbetterandallowsyoutoformyourelasticbodyintoshapesofvariouscomplexities.Whenstretchedorcompacted,yourtotalbodymassisunaltered.Youmayremainstretched,compacted,orinaparticularshapeforasmanyroundsasyourconstitutionscore.YoumayextendthisbymakingapowercheckeachroundofDC5foreveryextraround.Youmaynotusethesameabilityagainuntilyouhaverestedforhalfthelengthoftimeyouusedit.

Stretching:Youmaystretchyourbodybeyondyourdefaultreachof3feet.ThebaseamountyoumaystretchislistedontheRankedAbilitieschart,butthismaybeexceededbymakingapowercheck.Failingacheckmeansyoustretchtothelengththatmatchesyourpowercheckresult.Stretchinguptothemaximumofyourbasestretchlengthdoesn’tgenerallyrequireapowercheck,buttheGMmaycallforoneifyouattempttostretcharoundobstaclesorduringunusualorviolentcircumstances.Youmaystretchyourentirebodyorstretchdifferentpartsinsectionsgoingindifferentdirectionstoyourmaximumreach.Stretchingisanattackaction.

Compacting: Youmaysqueezeyourselftoasmallersizeor,despitethename,extendtoalargersize.Thisrequiresapowercheckbasedontheamountofthesizechange.Whileyoumaycompactyourselfassmallasfinesize,youmayonlyincreaseyourbodytwosizeslarger.Failingthecheckindicatesyoucompactorextendtosizeappropriatetoyoupowercheck’sresult.Youmainmaintainthisnewsizewithconcentration.

Damage Reduction: Bludgeoningandpiercingattacksdeliverlessdamagetoyou,asyourbodycanflowwiththeirinertia.Forgamepurposesthisincludesallmundanebulletsexceptexplosiveones.Thedamagereductionis1pointforeachrankinthisSuper-Power.Thisisapassiveapplication.

Form Shapes:Asamoveaction,youcantoformyourelongatedbody,orpartsofit,intoshapesofvaryingcomplexity.Formingashaperequiresapowercheckbasedonthecomplexityoftheshape.FordetailsonwhatconstitutesSimple,Involved,andComplexshapes,refertoAppendix2onpage89.Youmayformbludgeoningorpiercingweaponsthatdeliverdamage(inplaceofnormalunarmeddamage),butthisaddstotheDCasindicatedbelow.Youmayformmultipleshapesatthesametime(turningbothhandsintohammers,forexample),uptooneshapeforeverythreeranksyouholdinthisSuper-Power,butmustdeclareyourintenttodosobeforemakingyourpowerchecks–onecheckforeachshapeyouintendtoform.

Stretch Up To An Additional 5’: DC5 Stretch Up To An Additional 10’: DC8 Stretch Up To An Additional 15’: DC10 Stretch Up To An Additional 20’: DC12 Stretch Up To An Additional 30’: DC15 Stretch Up To An Additional 50’: DC20 Stretch Up To An Additional 75’: DC30 Stretch Up To An Additional 100’: DC40

Stretch Up To An Additional 150’: DC50 Stretch Up To An Additional 200’: DC60 Stretch Up To An Additional 250’: DC70 Stretch Up To An Additional 300’: DC80 Stretch Up To An Additional 400’: DC90 Stretch Up To An Additional 500’: DC100 Each Additional 50’ Adds 10 To The DC

+/- 1’: DC3 +/- 2’: DC5 +/- 3’: DC7 +/- 4’: DC10

+/- 1 Size: DC12 +/- 2 Sizes: DC15 - 3 Sizes: DC20 - 4 Sizes: DC25

- 5 Sizes: DC30 - 6 Sizes: DC40 - 7 Sizes: DC50 - 8 Sizes: DC60

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Simple Shape: DC15 Shape Does 1D4 Damage: +5DC Involved Shape: DC 25 Shape Does 2D4 Damage: +10DC Complex Shape: DC 30 Shape Does 3D4 Damage: +20DC Shape Does 4D4 Damage:+30DC Shape Does 5D4 Damage:+40DC

Entangling:ThisspecialattackusesyourSuper-Powertowraparoundatargetandeitherpinhimordeliveraconstrictingattack.YoumusthaveeitherthestretchingorformshapesdistinctapplicationofthisSuper-Powertomakethisattack.

Thisfunctionsasagrappleattack,butifyouhavethestretchingabilityofthisSuper-Poweryouneednotbeinthesamesquareasyourfoe,yourfoeonlyneedbewithinyourbasestretchlength.Thisattackisconsideredan“armed”attack,soyourfoereceivesnoattackofopportunityonyou.Whenyouandyourfoemakeopposedgrapplechecks,youmakeyoursasfollows:D20 + BAB + Size Modifier + Your Ranks In Elasticity.ThischeckisalsotheDCforanyofyourfoe’sEscapeAttemptskillchecks.

DuetothenatureofthisSuper-Power,youcanmaintainagrappleandstillmaintainyourthreatrange.YoumayalsomaintainthegrappleandmoveifyoumakeapowercheckversusDC15.

Inadditiontotheotherpossibleactionsyoumaymakeagainstagrappledfoe,youmaymakeaconstrictingattack.ThebasedamageyoudeliverisstrengthbasedandlistedontheRankedAbilitieschart.

Possible Power Limitation Negatives: Can Only Stretch 1 Body Section: 3Points Can Only Stretch 2 Body Sections: 2Points Can Only Stretch 3 Body Sections: 1Point Can Not Form Shapes: 2Points Can Only Form Simple Shapes: 2Points Can Not Form Complex Shapes: 1Point

Ranks Abilities Ranks Abilities

Energy Manipulation: Electricity Character Class: E-M Base Super Point Cost: 12 Ability Score:W

ThisSuper-Powerallowsyoutoinfluenceexistingelectricalsystemsandgenerateelectricityinandofyourself,whichmaybeusedoffensively,defensively,orevenfortravel.TherearefivedistinctapplicationstoEM:Electricity:Charged State, Electrical Override, Ride the Lightning, Conducting, and Shock.AnyoneofthemmakesyoueligiblefortheTractorBeamFeat.

Charged State:Youhave“electrified”yourself.AslightauraofelectricitycracklesaroundyourbodywheninaChargedState.AspotcheckbaseDC10noticesthis.Whileinachargedstateyougainadefensebonusagainstelectricalattacksanddelivertouchdamage,butsufferavulnerabilitytowaterattacks.Apowercheckdeterminesthe

1 Base Stretch Distance: 5’ Constrict Damage: 1 Pt. 2 Base Stretch Distance: 10’ Constrict Damage:1d2 3 Base Stretch Distance: 15’ 4 Base Stretch Distance:25’, ThreatRangeAsLarge Constrict Damage:1d4 5 Base Stretch Distance: 35’ 6 Base Stretch Distance: 45’ 7 Base Stretch Distance: 60’ 8 Base Stretch Distance: 75’ Constrict Damage:1d6 9 Base Stretch Distance: 100’ 10 Base Stretch Distance:150’, ThreatRangeAsHuge 11 Base Stretch Distance: 200’ 12 Base Stretch DistAnce: 250’ Constrict Damage: 1d8

13 Base Stretch Distance: 300’ 14 Base Stretch Distance: 400’ 15 Base Stretch Distance: 500’ 16 Base Stretch Distance:600’, ThreatRangeAsGargantuan Constrict Damage: 1d10 17 Base Stretch Distance: 700’ 18 Base Stretch Distance: 800’ 19 Base Stretch Distance: 900’ 20 Base Stretch Distance: 1000’ 21 Base Stretch Distance:1100’, ThreatRangeAsColossal Constrict Damage:1d12 22 Base Stretch Distance: 1300’ 23 Base Stretch Distance: 1500’ >23 Base Stretch Distance:+5’Per 3AddedRanks

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strengthofthechargedstate.Touchdamageaffectsanyonethattouchesyou,andanyonetouchingthem,andanyonetouchingthatperson,uptoeightpeople(eachentitledtoafortitudesavingthrow).Anyoneelectricallyinsulateddoesnottakeorpassalongthisdamage.Yourwatervulnerabilityshowshowmuchadditionaldamageyoutakefromeverysuccessfulwaterattackuponyou.Enteringachargedstateisamoveaction.

DC Defense Bonus Touch Damage Water Vulnerability 10 +2 D4 +6Damage 20 +5 D8 +4Damage 30 +12 2d8 +2Damage 40 +20 4d8 +1Damage

Electrical Override: Thisapplicationallowsyouto“feel”theflowofelectricitythoughwiringandelectronicdevices,togaugeitspower,andtoaffectit.Usingthisabilityisanattackaction.

ApowercheckopposedbyaDCbasedonhowwelladeviceinsulatesitspowertellsyouhowelectricallypowerfuladeviceisingeneralterms:Jolt Strength, Low Wattage, Medium Wattage, or High Wattage.

Youmayattempttocutpowerto,overload,shortcircuit,orotherwisedisableelectronicdevicesbymakingapowercheckagainstthedevice’squalityandlevelofprotection.SeethechartsinDisableDeviceforDCsandselectasappropriateforyourtargetdevice.Youmayattempttoperformthisoperationatrange,butevery5’ofdistanceadds10totheDC.IfyouhavetheCautiousfeat,youmayapplyitsbonustothischeck.

Ride The Lightning:Thisapplicationallowsyoutoskatealongtheedgesofhighwattageelectricalfields,primarilypowerlinesandtelephonelines.YoumustmakeapowercheckofDC10toproperlyconnectwithanelectricalfield,butthenmaytravelataconstantspeedof50’,presumingobstaclesdonotinterfere.

Youcanonlyskateonthetopofelectricalfields,andsomustapproachthemfromabove,suchasjumpingfromarooftoptoanearbyphoneline.Youmayjumpfromoneelectricalfieldtoanother,usinganEM:Electricitypowercheckasajumpcheck.

With 6 Ranks In EM: ElectricityandtheRidetheLightningabilityyouareeligiblefortheFlyfeats,rationalizedascreatingandexploitingimbalancesinnaturalelectricalfields.

Shock:Thisapplicationissimplyusesanelectricalshocktodeliverdamage.Attackasnormal,thenmakeapowerchecktodeterminethetypeofdamageyoudeliver.Therangeforthisattackis50’+50’per5ranksinthisSuper-Power.Ifyoudeliverthedamagethroughatouchattackyougaina+10toyourpowerchecktodeterminedamage.

ThisisadraininguseofyourSuper-Powerandmayonlyattemptiteverysooften,asdescribedontherankedabilitieschart.AttemptingtouseShocktoosoonresultsinacumulative-5penaltyforeachadditionalattempt,andforcesyoutobeginrestingallover.ThefastestfrequencyforShockisonceeveryotherround.

Ranks Shock Frequency DC Damage 1 1PerDay 5 1D3 2 1Per12Hours 10 2D6 3 1Per6Hours 20 4D6 4 1PerHour 30 8D6 5 1PerHalfHour 40 12D6 6 1Per15Minutes 40 16D6 7 1PerMinute 50 20D6 8 1Per5Rounds 9 1EverOtherRound

Conducting: Thisapplicationallowsyoutophysicallyconnectyourselftoanelectricalgeneratororcircuitofhigherthan“jolt”strength,andusetheitselectricity.Youmustbeconnectedtothegeneratororcircuitinsomeelectricallyconductiveway,suchastouchingaactiveoutletorlivewire.Youmaymakeshockattackseveryroundwhenconducted,regardlessofyourrankbasedfrequency.Furthermore,youareinaDC20–40ChargedState,dependingonstrengthofthegeneratororcircuit.LowwattagecircuitsandgeneratorsgiveyouaDC20chargedstate,mediumsgiveyouaDC30,andhighwattagesaDC40.

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Possible Power Adjustments: No Charged State Ability: 1Point No Electrical Override Ability: 1Point No Ride The Lightning Ability: 1Point No Transformer/Conducting Ability: 1Point No Shock Ability: 2Points

Energy Manipulation: Force Character Class:E-M Base Super Point Cost: 15 Ability Score: W

ThisSuper-Powerallowsyoutocreateandcontrolaconstructofpureforceenergy.Thepossiblerationalizationsforitareendless.These“ForceConstructs”maypotentiallybeinwhatevershapeyoucanimagine,andmaybemanipulatedoncecreated.Theconstructsaresolid,inthattheyarenotliquidorgas,butmaybehollowifyouwish.Theforceconstructisdirectlyconnectedtoyou,orthegadgetgeneratingit,byastring-sizedtetherofforce.

CreatingaforceconstructisanattackactionthatrequiresapowercheckagainstaDCdeterminedbythespecificsoftheforceconstructyouareattemptingtocreate.Ifyourcheckfailsyoudonotcreateanything.

There Are Five Steps To Determining The DC Of The Force Construct You Wish To Form. Determine Shape Complexity:1. ThisdeterminesthebaseDCtocreatetheforceconstruct.Determine The Actual Size: 2. AnysizeexceptTinyorSmalladdstothecreationDC.Actualsizedeterminesmodifierstotheconstruct’sgrappleanddefense,butnotattack.Determine The Statistical Size:3. Thissetsthepowerandtoughnessoftheconstruct.EverythingexceptMediumstatisticalsizeaddstothecreationDC.Statsizedeterminestheconstruct’sstrength,hitpts,slam,bite,claw,andgoredamage,aswellastheconstruct’smassivedamagethreshold.Determine Color: 4. Ifany.AnycoloringaddstotheconstructionDC.Ifyouarerestrictedtoonecolor,ignorethisstep.Determine Color Patter:5. Ifany.Anythingmorethanabold,simplepatternaddstotheconstructionDC.Ifyouarerestrictedtoonecolor,ignorethisstep.

DC Shape Complexity 5 Simple:Plank,Bat,Globe,Barbell,SimpleGeometricShapes 10 Involved:Bridge,BasicTools(Screwdriver,Pliers),Cutting-Edges(Sword,Scissors), Ladder,String,Chair,Net,Sled,PicketFence 15 Complex: Recliner,SawBlade,CrazyStraw,Unicycle,Tree 25 Very Complex:Clock,Telescope,Bicycle,Car(Body,Tires),ArtisticSculpture 40 Ridiculous:HighlyArticulatedFull-BodyArmor,EngineBlock,TreeGrove

DC Modifier Actual Size DC Modifier Statistical Size +2 Fine +0 Medium +1 Diminutive +5 Large +0 Tiny +10 Huge +0 Small +20 Gargantuan +2 Medium +35 Colossal +4 Large +6 Huge +10 Gargantuan +14 Colossal

DC Modifier Color +5 Eachcolor(max+20)

DC Modifier Pattern +0 Simple,BoldColorPattern +10 ComplexColorPattern +20 ArtisticPattern(IncludesMakingAConstructLook“Real”)

Youmaycreateaforceconstructanywherewithinyourrange:10’multipliedbyyourEM:Forceranks.Formingaforceconstructisanattackaction.Onceformedyoumaymaintainandcontroltheforceconstructforaslongasyoucanmaintainconcentration.Youmayformmultipleconstructs,butmustmakeseparatepowerchecksforthecreationofeachone,andyoumustmakeseparateconcentrationchecksforeachone.Youmaychangeanythingabouta

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forceconstructbymakinganotherpowercheckagainsttheDCoftheforceconstruct’snewform.

Aforceconstructmaylift,shove,squeeze,attack,orotherwisemanipulatethingsandpeopleindueaccordancetoitsshapeandstrength.Mostactionswillnotrequireapowercheck,buttheGMmaycallforaDC10–25powercheckforsignificantlycomplicatedactions.Thoughtheforceconstructcanmoveaboutinmid-airuponyourcommands,itisimportanttorememberthattheforceconstructissubjecttogravity.Eitheryouortheforceconstructmustbesupportedbysomething.Forceconstructsdonotconductmundaneenergy.

AttackingwithaforceconstructusesthestandardSuper-Powerattackrollexceptyoumaychosetousetheforceconstruct’sstrengthbonusinsteadofyourownwisdombonus.Toattackwithmultipleforceconstructsrequirescommittingtoanalloutattack,andyoumaymakenomorethanyournormalnumberofattacks.

Thedefenseratingofyourforceconstructis10 + (size modifier) + your wisdom modifier.Youmay“heal”damagedonetoyourforceconstructasanattackaction.Makeapowercheckandyourforceconstructis“healed”bytwiceyourresult,uptoitsoriginalmaximum.Youmustalsostillkeepupyourconcentration.IfyourforceconstructsufferdamageoveritsMassiveDamageThreshold,youmustmakeawillsaveDC15orconstructdissipates.

Theforceconstructmovesasyouwillataspeedof10’forevery4rankyouhaveinEM:Force.Youmayuseincreasethespeedofyourforceconstructwithapowerchecktodetermineitsmaximumspeed.Onceyousetthespeednomorepowerchecksareneededtomaintainit,buttheymaybeneededtocontroldirectionandyoumustmakeaseparateconcentrationchecktokeepupthespeed.Youmayslowthespeedatwill,butincreasingitrequiresapowercheck.

DC Max Speed DC Max Speed

Youmayformforceconstructwingstogiveyouaflightspeedandabilityaslistedbelow.Youmayimproveyourflightspeedwithapowercheck.Each10pointsofyourpowerchecktotaladds5’toyourspeed.Additionalattemptsonlyincreaseyourspeedfromthebasespeedfromyourinitialpowercheck.

DC Wing Flight Speed Flight Ability 25 20’ Clumsy,AnAdditional-2OnActionsPerFlyFeat. 30 30’ Poor,AsTheFlyFeat. 35 40’ Average,AsTheFlyingProficiencyFeat. 45 50’ Good,AsTheFlyingDexterityFeat. 55 60’ Perfect,AsTheFlyingGraceFeat.

Actual Size: Actualsizedeterminesyourforceconstruct’smodifierstograppleanddefense.

Actual Size Grapple Modifier Defense Modifier Colossal +16 -8 Gargantuan +12 -4 Huge +8 -2 Large +4 -1 Medium +0 +0 Small -4 +1 Tiny -8 +2 Diminutive -12 +4 Fine -16 +8

Statistical Size: Thisdeterminestherelativepowerlevelofyourforceconstruct,itsstrengthandstrengthmodifier,hitpoints,massivedamagethreshold,andthedamageitdeliversbyvarioustypesofattack.

Statistical Damage Massive Damage Size Str Hit Pts Slam Bite/Clamp Claw/Slash Gore Threshold Colossal 47 280 4D6 2D6 2D8 4D6 31 Gargantuan 39 160 2D8 1D8 2D6 2D8 27 Huge 31 80 2D6 1D6 2D4 2D6 23 Large 23 30 1D8 1D4 1D6 1D8 19 Medium 15 15 1D6 1D3 1D4 1D6 15

10 80’=9Mph 15 100’=11Mph 20 125’=14Mph 25 150’=17Mph 30 200’=23Mph

35 300’=34Mph 40 500’=57Mph 45 800’=91Mph 50 1000’=114Mph

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Negative Unnecessary Visual: YourcolorForceConstructglowswiththelightofa5wattlightbulb.Restrictedtoonecoloronly(nocolor/invisibleapplies)

Energy Manipulation: Magnetism Character Class:E-M Base Super Point Cost: 12 Ability Score: W

Youareabletomanipulateferrousmetals.TherearefivedistinctapplicationstothisSuper-Power:Tk Metal, Charge Metals To Attract And Hold Onto Each Other , Micro-Magnetism, Electro-Magnetic Shield Generation, and Generating A Hard Electro-Magnetic Pulse.

Unlessotherwisementioned,theRangefortheEM:MagnetismAbilitiesis5’perRank.Thisisnotincremental. TK Metal:Youmaylift,move,orholdinplacesuchferrousmetalsuptothemaximumweightallowedbyyourpowercheck.Youmayalsobend,twist,orotherwiserendsuchmetalswithapowercheckbasedontheHardnessandThicknessofthepieceofmetalyouaretryingtoaffect.ThebaseDCisthemetal’sHardnessrating+2perfootofthickness.UsingTKMetalisanattackaction.

ThisapplicationmakesyoueligiblefortheFlyfeat,rationalizedasyousubtlychargingyourbodyandinfluencingtheplanet’smagneticfieldsinsuchawaythatyouareliftedandcarriedaboutwithflight’sfreedom.Becauseofthatinterplay,withthefeatyoumayflyevenifyourranksdon’tallowyoutoliftyourownbodyweight.Youcannot“Fly”otherpeople,butifyoucanlifttheirweightyoumayliftandmovethemalathetelekinesisSuper-Power,presumingtheyhavesufficientmetalontheirpersontosupporttheirbodyweight.

Usingthisabilitytohurlthingsintopeopledeliversdamageaslistedfortheweapon(ifaweapon)oranimprovisedweaponofappropriatesize.Hurlinglivingbeingsintoobstacles,includingtheground,deliversdamagebasedonapowercheck.Toperformthisactionyoumustmakeapowerchecktodetermineifyoumovetheweightofyour

choiceobject,thenmakeaSuper-Powerattackroll.Ifsuccessful,rolldamageasdescribed.

DC Weight DC Damage Single Target 5 >5Pounds 5 1D3 10 20Pounds 10 2D6 15 30Pounds 20 4D6 20 50Pounds 30 8D6 25 75Pounds 40 12D6 30 100Pounds 50 20D6 35 150Pounds 40 300Pounds 45 400Pounds 50 500Pounds 55 600Pounds 60 700Pounds 65 800Pounds 70 1000Pounds 75 1200Pounds +5 To Dc For Every Additional 200 Pounds

Charge Metals: Asanattack,youmay“charge”ferrousmetalssothattheycoupletogetherasmagneticallyattractedmetalswill.Thusyoucanpiecetogethermanysmallerpiecesofmetalintosomethinglargertoamaximumweightdeterminedbyyourpowercheck(usethesamechartasTKMetal).Thischargelastsaslongasyoumaintainconcentration.

Micro-Magnetism:Thisapplicationallowsyoutocreatesmallmetalitemsandattacksomeoneusingtheir

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ownbody.

Create Items:Youmayformitemsbymakingapowerchecktogathermicroscopicparticlesofferrousmetalsfromthenearbyenvironment,shapethem,chargethemintoholdingthatshape,andthenfusetheparticlesintothatshape.Thustheobjectwillholdthatshapeuntilbroken;youhavecreatedasmallsomethingoutofvirtuallynothing.Thisapplicationisseverelylimitedinweight,andaverydrainingprocess.Youmayonlyattempttoformoneobjectadayforevery4ranksinEM:Magnetism,andmustresttheSuper-Poweratleastonehourbetweenattempts. Toformanitem,decidethatitem’sstatisticalstrengthandsize.MakeapowercheckopposedbythesumoftheDCsfromthechartsbelow.Youmayattemptthisasanattackaction,butgaina+4bonustoyourcheckforeveryroundupto10roundsthatyoufocusandconcentrateontheattempt.Ifyourconcentrationbreaksatanytime,theattemptfails.Ifyoufailthepowercheck,theattemptfails.

DC for Items statistical strength: DC increase based on item’s target size:

DC Hardness Hit Points Break DC Increase Item Size 30 0 1 1 +0 <1” 40 0 2 1 +10 1”–2” 50 1 2 2 +20 2”–4” 60 1 3 2 +40 4”–6” 80 2 3 3 +60 FineSize +80 DiminutiveSize

Attack:MicroscopicMagnetismmaybeusedtoattack.Youcanpotentiallyfocusontheminutebitsofferrousmetalswithinaperson’sbodyandholdthoseparticlesinplaceormovethemcontrarytonormalbodilyfunctiontodeliverdamage.Todothisyoumustspendafullroundfocusingyourpoweronthoseparticles,whichrequiresaPowerCheckofDC30.Thefollowinground,makeasecondpowercheckDC30.Ifsuccessful,youdeliver1D10damagetoyourtarget.Eachsucceedinground,ifthecheckisagainsuccessfullymade,thedamagedeliveredincreasesby1D10.Thevictimreceivesafortitudesaveforhalfdamageeachround.Thisattackhasanabsoluterangeof5’per5ranksinEM:Magnetism.

EM Shield:Thisapplicationcreatesasortofelectromagneticshieldaroundyouoranareaandgivesyouapersonaldefensebonusagainstattacksbasedonenergyattacks,includingdirectattacksbytheEM:Mysterious,EM:Electricity,EM:Magnetism,andEM:NuclearSuper-Powers,aswellasattacksbymetalprojectiles,includingmundanebulletsinmetalshells.Otherformsofattackignorethisdefensebonus.ForminganEMShieldisanattackaction.Makeapowerchecktodetermineyourdefensebonus.Tocreateanareaeffect,adjustyourpowercheckwitha-5penaltyforevery10’ofareayouwishtoshield.

DC Defense Bonus DC Defense Bonus

Hard E-M Pulse:Youcansendoutfromyourbodyawaveofelectromagneticenergythatisforcefulenoughtodeliverphysicaldamageandpossiblydisruptcybernetics.RanksdictatehowoftenyoumaycreateahardE-Mpulse.Attemptstocreateonetoosoonsufferacumulative-5penaltyandnegateallprevious‘resttime’.Youmayalsousethistoattackanarea.

Ranks Hard E-M Frequency DC Damage 1 1PerDay 5 1d3 2 1Per12Hours 10 2D6 3 1Per6Hours 20 4D6 4 1PerHour 30 8D6 5 1PerHalfHour 40 12D6 6 1Per15Minutes 50 20D6 7 1PerMinute 8 1Per5Rounds 9 1EverOtherRound

5 +1 10 +2 15 +4 20 +8 25 +12 30 +16 35 +20

40 +25 45 +30 50 +35 55 +40 60 +45 65 +50 70 +55

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Energy Manipulation: “Mysterious” Character Class: E-M Base Super Point Cost: 12 Ability Score:W Duration:Standard

Thereseemstobeaconventionincomicbooksthatallowsforcharacterstobecome“somehow”affectedbya“mysterious”energy.MostofthetimethissortofthingresultsinaSuper-Powercoveredelsewhere.Oftenthough,this“MysteriousEnergy”grantsthecharacterasetofseeminglyunrelatedpowers,often:increasedstrength,speed,andstamina,theabilitytoshootsblastsofunidentifiedenergyfromthehands,oreyes,orsomewhere,andtheabilitytofly.ThisSuper-PowerissomethingofacatchallforthoseSuper-Powerapplicationsderivedfroma“mysterious”energy,whichmayormaynotbedetailed,thesourceofadventures,oreverevenaddressedagainasbefitsyourparticularcampaign.

EM:Mysterioushasfourdistinctapplications:Energy Bolts, Save Bonuses, Ability Score Increases, and The Energy Halo.With4ranksyouareeligiblefortheFlyfear.ThisSuper-PowerisimmediatelyeligiblefortheTractorBeamFeat.

Energy Bolts:Thesedeliverrawconcussivedamageatanincrementalrangeof5’plus5’perRank.MakeaSuper-Powerattackrollandthen,ifsuccessful,makeapowerchecktodetermineyourdamagedicefortheattack.Energyboltsareinstantaneousinduration,alittlewarm,orangeincolor,andgenerallycomet-shapedwitha“ball”aboutthesizeofashot-putandatrailabouttwofeetlong.Youmaychangethisdescriptionhoweveryoulike,solongastheGMapprovesandthereisstatisticalchange.ThisisademandinguseoftheSuper-Powerandcanonlybedoneeverysooften,aslistedontheRankedAbilitychart.Attemptstouseitprematurelysufferacumulative-5attackandpowercheckpenalty,andresetyourresttimetonone. DC Bolt Damage DC Bolt Damage DC Bolt Damage

Energy Halo:Youbringupalightlyglowingenergyfieldthatsurroundsyourbody,givingtemporarydamageresistanceasdeterminedbyyourpowercheck.ThisisademandinguseoftheSuper-Powerandcanonlybedoneeverysooften,aslistedontheRankedAbilitychart.Attemptstobringitupprematurelyautomaticallyfail.Youmaymaintaintheenergyhaloforupto1roundperrankinthisSuper-Power.

DC Halo’s Damage Resistance 10 +2 20 +5 30 +12 40 +20 50 +25 55 +30

Save Bonuses & Ability Score Increases: Theseareselfdescriptive.TheexactbonusesandincreasesarelistedontheRankedAbilitieschart.Theystackwithanyandallothersavebonusesandabilityscoreincreasesyouobtainthroughothermeans.

Possible Power Adjustments:No Energy Bolts Ability: • 2PointsNo Energy Halo Ability: • 2PointsNo Save Bonus Ability:• 2PointsNo Ability Score Increases Ability:• 2Points

Ranked Abilities

5 1D2 10 1D3 15 2D6 20 3D6

30 4D6 35 4D8 40 4D10 50 4D12

60 6D8 65 6D10 70 6D12

1 Energy Bolt:OnceEveryDay 2 Energy Bolt:OnceEvery12Hours Save Bonus: +1Fortitude 3 Energy Bolt: OnceEvery4Hours Energy Halo:OnceADay 4 Energy Bolt: OnceEvery10Rounds Save Bonus:+1Reflex,FlyFeatPossible 5 Energy Bolts: OnceEvery5Rounds 6 Energy Halo: OnceEvery12Hours.

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Ranked Abilities

Energy Manipulation: Nuclear Character Class: E-M Base Super Point Cost: 15 Ability Score:W

Youcanaffectmatteronanatomiclevel.Itisanunfortunateaxiom(ofthisgameanyway)thatwhenmatterissoaffectedontheatomiclevelittendstoexplode.Theprimaryadvantageisthatyouareundamagedbytheexplosionsyoucause,sothiscanbeaveryusefulpowerinafight.

Therearefourdistinctapplicationsgrantedbythissuperpower:Explosions, Explosive Bolts, Delayed Blast Explosions, and Transform Matter.ThisSuper-PowermakesyoueligiblefortheFlyFeat,butnotuntilyouhave6ranks.Flyingisrationalizedascreatingminutenuclearalterationstomoveyouthroughtheair.

Explosions:Thisapplicationscanbeusedintwoways.Bothareattackactions.

You may cause an explosion by affecting the air before you (“air explosion”)•You may cause an explosion of matter. (“matter explosion”)•

Air Explosion: YoucauseanairexplosionbysimplyapplyingtheSuper-Powertotheairsomewherenearby.Theexplosionhappensatonce,doingthedamageandhavingtheradiuslistedontheRankedAbilitieschart.Youmaycreateanairexplosiononceeachround.TheDCforcreatinganairexplosionisrangebased:DC10+5per5’.Thosein

theblastradiusareentitledtoareflexsaveforhalfdamage.

Matter Explosion: Youcancausemattertoexplodebytouchingsomethingapplyingthesuperpower.AtouchattackmayberequiredattheGM’sdiscretion,especiallyifyou’reattemptingtoexplodeanorganic.Onceyou’retouchingtheitemyouwanttoexplode,youmaymakeapowerchecktocausetheexplosion.

TheDCtocausesomethingtoexplodeisbasedonthetarget’ssizeandhardness.YoumaychosetodirecttheexplosionasaconewithanincreasetotheDC,but

youmustdeclareyourintenttodosobeforemakingyourpowercheck.SeeChart4-4andaddallrelevantDCs.

Anexplosion’sdamageandareaofeffectarebasedonthesizeoftheitemexploded.SeeChart4-5forthefactors.Allwithintheareaofeffectgetareflexsaveforhalfdamage.Theitemexplodesatonce.Thereisnotimetopickitupandthrowitbeforetheexplosionhappens.Evenifyouhavetheiteminyourhandsandactivatethepoweratthesameinstantyoubegintotosstheitem,itwillexplodebeforeitleavesyourhands.

Itshouldbenotedthatsuccessfullycausingorganicmattertoexplodemaywellkillsaidorganicmatter.Explodedorganicsthatdon’tdieoutrightwillbleedattherateof1-3D12perround(determinenumberofD12afterexplosion).

7 Energy Bolt: OnceEvery3Rounds 8 Save Bonus: +1Fortitude(Total+2) 9 Ability Score Increase:+1Strength Energy Bolt: OnceEveryOtherRound 10 Energy Halo: OnceEvery4Hours. SavE Bonus:+1Reflex(Total+2) 12 Ability Score Increase: +1Constitution 14 Energy Halo: OnceEveryHour. 16 Ability Score Increase: +1Dexterity 18 Energy Halo: OnceEveryHalfHours. 19 Save Bonus: +1Fortitude(Total+3) 20 Ability Score Increase: +1Constitution 22 Ability Score Increase: +1Strength Save Bonus:+1Reflex(Total+3) 23 Ability Score Increase: +1Dexterity >23 Energy Halo: FrequencyDoubledEvery5Ranks(Max1Each2Rounds)

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