Phoenix is an expansion pack for the d20 system. With it, you To account for the great variety that the superhero genre
run a superhero game on top of existing rules from The d20 requires, Phoenix uses a point-based system to buy powers and
Modern Role-Playing Game, and it assumes you have access to feats. These are called Character Points (or CPs). Also, this
those rules and already understand them. If you don't already game has, in addition to skills, feats, and powers, a whole other
know those rules, then this book isn't going to make a lot of way to add flavour to your characters, called Advantages and
sense to you. Complications, which are in Chapter 1: Character Creation.
Who Made This Book? To use your powers, you often have to expend a little bit of
energy, which takes the form of Power Points (PPs). Powers also
There once was a game called Deeds Not Words created by have Origins, in-game explanations for how they manifest, and
Scott Lynch, but his growing career as a novelist drew him away they include things like mutant physiology or fantastic
from it. He left the game to the discussion forum that had by then technology. PPs and Origins are explained in Chapter 5: Powers.
grown up around it. Two members of that group, Jayson Stevens Character classes in Phoenix are built on the D&D model, not
and Orion Ussner Kidder, took the lead in creating a second the d20 Modern model, which means that they proceed from 1 st
edition, which Jayson called "Phoenix." Obviously, that name to 20th level. They are also divorced, as much as possible, from
stuck. Unfortunately, Jayson was also drawn away from the powers and instead represent superhero and pulp-fantasy
game, which left Orion with the project. Instead of Deeds Not archetypes, like the wealthy playboy, the street-level scrapper, or
Words, 2nd Edition, a stand-alone game, he decided to take what the loyal sidekick. That's why you can buy magic, psionics, and
we had and make an expansion pack for the d20 Modern Role- supertech as powers (see Mystic Spell-Casting and Psionic
Playing Game. After Jayson had been gone from the project for Manifestation in Chapter 5: Powers), and the actual F/X classes
quite some time, Dan J. Anderson and Matt Sloane stepped in are optional (see F/X Classes in Chapter 2: Classes).
and provided a great deal of invaluable input. Many others have In order to replicate the feel of comics in which many
contributed to this book and the rules herein, ether through characters routinely ignore bullets and other small, conventional
conversation or play-testing, including Jay Garcia, Dr. David weapons, the most expedient game mechanic is to give them
Tsang, Scott Sharplin, Samantha Hjalmarson, Jonathan Wong, enough DR that they can ignore those kinds of attacks. An
Elizabeth Gusnoski, and Andrew Day. exceedingly high Defence is still vulnerable to a lucky bullet. DR
20 isn't. Therefore, DR as a power is a lot cheaper than it is (or
This is a Beta Product ought to be!) in other d20 games. See the power Damage
Reduction in Chapter 5: Powers for more details.
This version of Phoenix is still undergoing play-testing. What Any attack using a weapon that has an Origin, including your
that means is that if you play the game and you find something body, is "Super" in Phoenix, which is an inherent quality, like
that doesn't work, something that isn't properly balanced, or a "magic." Any ability score of 25 or higher is also Super. Whereas
loophole of some kind, we'd really like to hear about it. Play the in standard d20, DR is vulnerable only to energy and magic, in
hell out of the game and then email us and explain what you Phoenix, it's also vulnerable to Super attacks. Super abilities are
found and how you'd recommend we fix it. We will compile the described in detail in Chapter 7: Combat and Equipment.
changes and release a micro-update, as the need arises. Finally, there are several Styles of Play for this game, which
We'd also love to hear your suggestions for new things to add reflect different eras and styles in comics. Though the Styles
to the system, like new powers, new classes, or new rules that contain few hard-and-fast rules, they are meant as a guide to
will help further and more accurately replicate a superhero-style storytelling and game-play in this system. They're in Chapter 8:
experience in a role-playing game. We'll read your suggestions Game Mastering.
and put our collective brains to the task of making it all work. You Spell Things Weird
You can help us in this task by joining us at our discussion group.
All are welcome. Yes. Yes, I do. This document was produced in Canada, so it
How Does This Book Work? follows Canadian spelling standards, with words like "defence"
and "armour." We promise that you'll get used to it. We also
This book is an expansion pack. That means it runs on top of provide, as much as possible, metric conversions for imperial
standard d20 rules, which are freely available as System measurements. Although d20 is based on imperial in combat (5-
Reference Documents (SRDs). This book offers four things over- foot squares and such), we want to provide as many options as
and-above regular d20 rules. First, it has thirteen new classes that we can for you to set your games in one of the many countries
are tailor-made for pulp and superhero adventures. Second, is has that has embraced the metric system.
a vastly expanded selection of feats, so that you can play a
superhero without powers, if you so desire. Third, is has over
fifty pages of superpowers. Fourth and finally, a whole schwack
of new rules designed to take into account the superhero genre
and its elevated power level.
Table of Contents
Phoenix.......................................................... i Harmonised Starting CPs .............................. 43 Limitations.....................................................90
Introduction............................................................ ii Other Class Options.............................................. 43 Power Descriptions............................................... 90
Modern Classes................................................. 43 Powers: A.......................................................... 90
Chapter 1: Character Creation .............. 1 Mixed Classes................................................... 44 Powers: C.......................................................... 97
Building a Hero.......................................................1 Omega Levels....................................................44 Powers: D........................................................ 102
Concept............................................................... 1 Powers: E – G..................................................105
Power Theme...................................................... 1 Chapter 3: Skills....................................47 Powers: H – L..................................................114
Ability Scores......................................................1 Class Skills........................................................ 48 Powers: M – N................................................ 121
Class.................................................................... 1 Synergy Bonus.................................................. 48 Powers: P.........................................................123
Powers................................................................. 1 Super Skills....................................................... 48 Powers: R........................................................ 134
Putting It All Together........................................ 1 Omega-Level Skills...........................................49 Powers: S.........................................................136
Example: Amazon Warrior .............................. 1 Skill Descriptions..................................................49 Powers: T........................................................ 147
Example: Blaster............................................. 1 The Synergy Roll.................................................. 51 Powers: W....................................................... 157
Character Points......................................................2 Creating Powers..................................................161
CPs and Levels....................................................2 Chapter 4: Feats...................................... 53 Don't Duplicate a Power..............................161
Generating Ability Scores .......................................2 Naming Conventions .........................................53
Look for Pre-Existing Versions ................... 161
Standard Ability Spreads ................................. 2 F/X Feats........................................................... 53
Determine CP Cost...................................... 161
Rolling for Ability Scores ............................... 2 Tongue-In-Cheek Feats ..................................... 53
Determine Power-Point Cost ....................... 161
Action Points.......................................................... 2 Feat Groups....................................................... 53
Determine Activation/Sustain Times ...........162
Power Stretch...................................................2 Feat Descriptions.................................................. 53
The Act-Roll System.......................................... 162
Mercy Blow..................................................... 2 Feats: A - B........................................................53
Activation DCs................................................162
Stabilise........................................................... 3 Feat Table..............................................................54
Act Roll Consequences................................... 162
Negate Damage............................................... 3 Feats: C..............................................................61
Feats.............................................................163
Death Retcon................................................... 3 Feats: D............................................................. 63
Metapowers................................................. 163
What Makes A Superhero....................................... 3 Feats: E - F........................................................ 64
Mission, Powers, and Identity.............................3 Feats: G - H....................................................... 66 Chapter 6: F/X....................................... 165
Mission ........................................................... 3 Feats: I...............................................................66 Mystic Spells...................................................... 165
Powers............................................................. 3 Feats: K - L........................................................69 0-Level Mystic Spells (Cantrips) .................... 165
Identity.............................................................4 Feats: M – N......................................................70 1st-Level Mystic Spells...................................165
Secret Identities...................................................4 Feats: O – P....................................................... 71 2nd-Level Mystic Spells ................................. 166
Costumes......................................................... 4 Feats: Q - R....................................................... 72 3rd-Level Mystic Spells .................................. 167
Getting Recognised......................................... 4 Feats: S.............................................................. 73 4th-Level Mystic Spells.................................. 167
Pulp Heroes......................................................... 5 Feats: T..............................................................75 5th-Level Mystic Spells.................................. 168
Non-Human Species............................................5 Feats: U - W...................................................... 76 6th-Level Mystic Spells.................................. 169
Rewards (or "This Ain't D&D") ............................. 5 Tongue-In-Cheek Feats .........................................77 7th-Level Mystic Spells.................................. 170
Advantages and Complications.............................. 5 Feat Groups...........................................................82 8th-Level Mystic Spells.................................. 170
Ads...................................................................... 6 Combat, Defensive............................................82 9th-Level Mystic Spells.................................. 171
Comps................................................................11 Combat, General............................................... 82 Mystical Armaments...........................................171
Combat, Offensive............................................ 82 Mystic Armour Abilities................................. 171
Chapter 2: Classes................................. 25 Combat, Ranged................................................82 Mystic Weapon Abilities.................................173
Superhero Classes.................................................25 General.............................................................. 82 Psi-Powers.......................................................... 176
Superhero Class Features.................................. 25 Mystical.............................................................82 1st-Level Psi-Powers.......................................176
Power Dice.................................................... 25 Proficiencies......................................................82 2nd-Level Psi-Powers..................................... 177
Starting Proficiencies.....................................25 Psionic............................................................... 83 3rd-Level Psi-Powers ...................................... 177
Sample Characters......................................... 25 Save Enhancers................................................. 83 4th-Level Psi-Powers...................................... 178
"Per Day" and "Per Session" Abilities ..........25 Skill Enhancers..................................................83 5th-Level Psi-Powers...................................... 178
Class Feature Types....................................... 26 Supertech...........................................................83 6th-Level Psi-Powers...................................... 178
Multi-classing................................................ 26 Tongue-In-Cheek ...............................................83 7th-Level Psi-Powers...................................... 178
Adventurer.........................................................26 Vehicle...............................................................83 8th-Level Psi-Powers...................................... 178
Champion.......................................................... 27 9th-Level Psi-Powers...................................... 179
Martial Artist.....................................................28 Chapter 5: Powers................................. 85 Psionic Armaments.............................................179
Mastermind....................................................... 29 Power Points......................................................... 85
Psionic Armour Abilities .................................179
Sidekick.............................................................30 Power-Point Deficit ...........................................85
Psionic Weapon Abilities ................................ 179
Sleuth.................................................................31 Origins.................................................................. 85
Supertech Inventions .......................................... 181
Sneak................................................................. 33 Biological...................................................... 85
Activating Inventions ...................................... 182
Socialite.............................................................34 Cosmic........................................................... 85
Inventing......................................................... 182
Soldier............................................................... 35 Mystical......................................................... 85
Super Equipment.............................................182
Thinker.............................................................. 36 Psionic........................................................... 85
Doohickies.......................................................183
Warrior.............................................................. 37 Supertech....................................................... 85
Ray Guns.........................................................183
Optional Classes................................................... 38 Power Notes..........................................................85
Gizmos............................................................ 183
F/X Classes........................................................38 Flavour Text...................................................85
Superchemicals............................................... 183
Inventor............................................................. 38 Game Roles................................................... 86
Gadgets and Power Armour............................ 183
Mentalist............................................................40 Power Stretch.................................................86
Supertech Armaments.........................................183
Mystic................................................................41 Power Descriptors.................................................86
Supertech Armour Abilities............................ 184
Generic Superhero.............................................42 Powers........................................................... 86
Supertech Weapon Abilities ............................ 186
Hit Die........................................................... 42 Traits.............................................................. 86
Power Die...................................................... 42 Items.............................................................. 86 Chapter 7: Combat and Equipment...191
Act Bonus...................................................... 42 Metapowers................................................... 86 Combat................................................................191
Skill Points.....................................................43 CP Cost.......................................................... 87 A Word About Violence.................................. 191
Class Skills ................................................... 43 Prerequisites ................................................. 87 Building Damage............................................ 191
Proficiencies ................................................. 43 Activate .........................................................87 By Floor.......................................................192
Base Attack....................................................43 Sustain .......................................................... 87 As a Whole.................................................. 192
Saving Throws...............................................43 The Power Table................................................... 88 Combat Manoeuvres....................................... 192
Defence..........................................................43 Range............................................................. 89 Grapple........................................................ 192
Reputation......................................................43 Standard Saves...............................................89 Knockback................................................... 192
Class Features................................................ 43 Enhancements................................................89 Sunder and Disarm...................................... 193
Stapling........................................................193 Handling Powerful PCs...................................... 209 Mechanoids..................................................... 221
Swinging Attacks.........................................193 The Blaster/Sniper....................................... 209 Androids...................................................... 222
Two-Weapon Fighting................................. 193 The Tank...................................................... 209 Robots..........................................................222
Zero-G Combat............................................194 The Flyer..................................................... 209 Power Suites....................................................... 223
Damage Reduction.......................................... 194 The Hidden Mystic/Mentalist ......................209 Acrobat........................................................ 223
Massive Damage............................................. 194 The Speedster.............................................. 209 Blaster..........................................................224
Non-Lethal Damage........................................ 194 Villains Cheat.................................................. 210 Brainiac........................................................224
Making Non-Lethal Attacks ........................ 194 Power Levels...................................................... 210 Charmer....................................................... 224
Super Attacks.................................................. 194 Street Level..................................................210 Duelist..........................................................225
Super Speed.....................................................194 City Wide.....................................................210 Flyer.............................................................225
Races and Chases........................................ 196 National....................................................... 210 Magician...................................................... 226
Super-Speed Chases.................................... 196 Global.......................................................... 210 Speedster......................................................226
Super Strength.................................................196 Legendary.................................................... 210 Tank............................................................. 226
Improvised Weapons ................................... 197 Mythic..........................................................210 NPCs................................................................... 227
Slowing a Moving Object............................198 Styles of Play...................................................... 210 Adonis..........................................................227
Swinging......................................................... 198 Fun............................................................... 210 The Batter.................................................... 228
Swinging as Movement............................... 198 Galactic........................................................ 211 Bengal..........................................................229
Jumping at the End of a Swing....................198 Gritty............................................................211 Brainchild.................................................... 230
Kicking Off in Mid-Swing.......................... 198 Pulp.............................................................. 211 Brain Doctor................................................ 231
Continuous Swinging.................................. 199 Space Opera................................................. 211 Chaingun Sally............................................ 232
Falling While Swinging...............................199 Wuxia...........................................................211 Cyrus Samedi...............................................234
Swinging in Combat.................................... 199 Putting It All Together.....................................211 Deadline.......................................................235
Zero-Gravity Movement ................................. 199 Optional Rules.................................................... 212 Doc Sprocket............................................... 236
Low-Gravity Movement .............................. 200 Awesome Bonus.............................................. 212 Dr. Byrdapak................................................237
High-Gravity Movement ............................. 200 CP Distribution Methods.................................212 Force Majeure..............................................238
Equipment...........................................................200 Lump Sum................................................... 212 Little Dragon............................................... 239
Wealth............................................................. 200 Front-Loaded............................................... 212 Lone Star..................................................... 241
Wealth Bonus...............................................201 XP Debt....................................................... 212 The Mad Engineer....................................... 241
Buying......................................................... 201 The One-Shot...............................................212 Minion......................................................... 243
Selling..........................................................201 Hit Points.........................................................213 Ms. Comet................................................... 244
Divvying Wealth..........................................202 Variable Negative HPs .................................... 213 Mistah Two Hatz......................................... 245
Cash............................................................. 202 Vitality/Wounds...............................................213 Monkey Queen............................................ 246
Body Armour.................................................. 202 Vitality Points and Would Points.................213 Officer X-Ray.............................................. 247
Armour and Shield Bonuses........................ 202 Taking Wound Damage ............................... 213 Phoenix Maximus........................................ 247
Modifying Body Armour .............................203 Healing and Recovery................................. 214 Rage............................................................. 249
Generic Firearms.............................................204 Special Effects............................................. 215 Sharky..........................................................250
Firearm Types.............................................. 205 NPCs and Villains........................................215 Silver Sabre................................................. 251
Rates of Fire................................................ 205 Metagame Analysis..................................... 215 Slag.............................................................. 252
Ammo Capacity...........................................205 Sponge......................................................... 253
Ammo Type................................................. 205 Chapter 9: Heroes and Villains.......217 Tim Toady....................................................254
Size.............................................................. 206 Templates............................................................ 217 Titan Omega................................................ 255
Restriction....................................................206 Aliens.............................................................. 217 Whip Lass ................................................... 256
Modifying Generic Firearms ....................... 206 Greys............................................................217 White Knight............................................... 257
Fantasy Species............................................... 217
Chapter 8: Game Mastering............ 207 Aerials..........................................................217 Appendices.............................................. 259
Calculating Experience .......................................207 Atlanteans.................................................... 218 Game Terms........................................................259
The XP Formula.............................................. 207 Half-Atlanteans............................................219 Modifier Types....................................................261
Narrative Awards.............................................207 Brutes...........................................................219 Character Sheets................................................. 264
Effective Character Levels .............................. 208 Cat People....................................................220 PC Record Sheet, p1....................................265
Superheroes and RPGs ....................................... 208 Mole People.................................................220 NPC Record Sheet, p1................................. 268
Trashing the Scenery....................................... 208 Rock People.................................................220
Lethality.......................................................... 208 Tomorrow People ....................................... 221 Open Gaming License..........................269
Index of Tables
Table 1-1 Natural Ability Costs ..................................2 Table 2-11 Thinker................................................... 36 Table 7-1 Building Stats ......................................... 191
Table 1-2 Action-Point Bonus Dice ........................... 2 Table 2-12 Warrior................................................... 38 Table 7-2 Two-Weapon Fighting ............................193
Table 1-3 Masks......................................................... 4 Table 2-13 Inventor.................................................. 39 Table 7-3 Running Speeds......................................195
Table 1-4 Buying Off Comps..................................... 6 Table 2-14 Mentalist.................................................40 Table 7-4 Super Strength Stats............................... 197
Table 1-5 Ads............................................................. 6 Table 2-15 Mystic.....................................................41 Table 7-5 Improvised Weapon Damage ................. 197
Table 1-6 Comps.......................................................11 Table 2-16 Generic Superhero ..................................42 Table 7-6 Wealth and Lifestyle ...............................200
Table 2-1 Class Overview........................................ 25 Table 2-17 Modern CLass Power Dice .................... 43 Table 7-7 Relative PDCs........................................ 201
Table 2-2 Adventurer................................................26 Table 2-18 Phoenix Class Prerequisites ................... 44 Table 7-8 Body Armour......................................... 203
Table 2-3 Champion................................................. 27 Table 2-19 Omega Levels .........................................45 Table 7-9 Generic Firearms ....................................204
Table 2-4 Martial Artist............................................ 28 Table 3-1 Skills.........................................................47 Table 7-10 Generic Ammunition ............................205
Table 2-5 Mastermind.............................................. 29 Table 3-2 Points per Level........................................48 Table 7-11 Modifying Generic Firearms ................ 206
Table 2-6 Sidekick....................................................30 Table 3-3 Synergy Bonuses...................................... 48 Table 8-1 Dying......................................................214
Table 2-7 Sleuth........................................................32 Table 4-1 Feats......................................................... 54 Table 8-2 Stabilising...............................................214
Table 2-8 Sneak........................................................ 33 Table 4-2 Tongue-In-Cheek Feats ............................ 78 Table 8-3 Vitality and Size..................................... 215
Table 2-9 Socialite....................................................34 Table 5-1 Powers...................................................... 88
Table 2-10 Soldier.................................................... 35 Table 5-2 Act Bonuses by Class and Level............ 162
CHAPTER 1: CHARACTER CREATION
This chapter covers a variety of basic elements of the game, your Natural Ability Scores using a power, then the resulting,
all having to do with character creation. It starts with explaining higher score is a Super Ability Score.
how Character Points work, then how to use them to buy ability Class
scores, and then spends a couple of pages talking about the
superhero genre and how it works in a role-playing game. With a concept and ability scores, you can focus in on a class.
Finally, this chapter also contains Ads and Comps (Advantages There are eleven classes and three optional classes, so you have a
and Complications), which are little extra touches that you can lot to choose from. Each class favours certain kinds of powers or
add to your characters that either give them advantages or add ability combinations. The important part is to find a class that
complications to their lives. reflects your concept and grants the kinds of class features that
Building a Hero will allow you to live out the concept. Sometimes, the class
concept might fit the character you have in mind, but the class
Character creation in Phoenix proceeds through a few steps, features won't be right, so you want to read the descriptions
which are in the same order as the chapters in this book. The carefully.
steps are: Powers
The best feats to take would be the ranged feats, obviously, The simplest option is to just spend Table 1-1 Natural
starting with Point-Blank Shot. Pumping up your attack and your 40 points on Table 1-1 and buy Ability Costs
damage bonus with your blast is your primary concern. In the powers as a separate step, but the more Ability Mod- Point
same vein, a powerful Energy Attack is pretty much the way to complex options can produce more Score ifier Value
build a blaster. Your secondary concern is not getting hit, though, powerful or unusual characters. 3 -4 +5
so feats like Dodge or Spring Attack could be helpful, or powers
like Invisibility, Flight, or Amazing Dodge. The flying, invisible Standard Ability Spreads 4 -3 +4
blaster is exactly the kind of pain in the ass you want to be to For your convenience, here are 5 -3 +3
your opponents. four standard spreads of Natural 6 -2 +2
Character Points Ability Scores. If you don't want to 7 -2 +1
spend a great deal of time on Table 1-1
you can just grab one of these spreads 8 -1 -
Character Points, or "CPs," are the base unit of the game.
With them, you can purchase Advantages and Powers. There are and get on with character creation. 9 -1 1
also Ads that allow you to buy Feats for 2CP each, Skill Points at 10 - 2
1CP for 4, and you can even take the Highly Experienced Ad, • Min/Max: 20, 18, 8, 8, 8, 8
11 - 3
which raises your Character Level. You buy your Natural Ability (costs 40CP)
• Even: 18, 16, 14, 12, 10, 10 12 +1 4
Scores with CPs (see Table 1-1), and the powers Ability Boost
and Ability Enhancement allow you to raise your Ability Scores (costs 40CP) 13 +1 5
into the "Super" range. • Low: 14, 12, 12, 10, 10, 10 14 +2 6
CPs and Levels (20CP left over)
15 +2 8
• Very Low: 10, 10, 10, 10, 10
There are two important things to note, here. First, at every (28CP left over) 16 +3 10
level, you get 10CPs to spend on Ads and Powers. You may 17 +3 13
bank your CPs if you want to, saving up for a big power, or you Rolling for Ability Scores 18 +4 16
may spend them all as you go. Second, you start play at 4 th GMs can, of course, employ a
level, which means that you start with 40CPs . Starting at a more traditional method of ability- 19 +4 20
higher level than 1 keeps the sheer strength of your powers in
st
score generation using one of the 20 +5 24
balance with your class features. It's not generally very fun to be standard die-rolling methods, but if
able to raze a building with your Heat Vision but get knocked out they do so, you will not receive 40 CPs at character creation to
by a thrown brick. When you start play at 4 th level, you get all of buy your scores; instead, you receive only 10 CP per level.
the benefits of those levels, including Wealth score increases,
feats granted every 3 levels and +1 to one ability score every 4 Action Points
levels as well as skill points, class features, etc.
You get a number of Action Points (APs) equal to 6 plus
Generating Ability Scores one-half your character level (rounded down) at every level. At
character creation, you get 6AP. You can use Action Points to
In addition to the 10CP you receive per character level, at increase a single d20 roll by 1d6 for every 5 character levels you
character creation you get 40CP to buy your Natural Ability have earned, including levels 21 to 40, the Omega Levels (see
Scores off of Table 1-1). These are the Ability Scores that you Table 1-2). There are five other uses of Action Points as well:
had before you got powers and/or without your powers. A Power Stretch, Mercy Blow, Stabilise, Negate Damage, and
Natural score of 20 is the highest that you can buy at character Death Retcon.
creation, although you can raise your Natural scores with the
+1 you gain every four levels, as per d20 rules, so it is possible Power Stretch
to start play with a Natural Ability Score of 21. Cost: 1AP
If you want to, you can spend fewer than 40 points on You can use one of your powers Table 1-2 Action-
Table 1-1 and bank the rest. There is a strategy to this system. for something it doesn't do, but Point Bonus Dice
Natural Ability Scores are more expensive than Ability logically could (that's comic-book Level Dice
Enhancements, but Ability Enhancement is a power and can be "logic," of course). See Power Stretch
in Chapter 5: Powers, for more 1 st
to 5 th
1d6
affected by the metapowers (see Chapter 5: Powers). Therefore,
you have a few distinct options: details. 6 to 10
th th
2d6
(a) build a character with high Natural Ability Scores who 11 to 15
th th
3d6
cannot have those abilities stolen or suppressed Mercy Blow
Cost: 1AP 16 th
to 20 th
4d6
(b) build a character with low Natural scores but leave
If one of your attacks kills an 21 to 25
st th
5d6
yourself with more CPs to spend on other things
(c) build a character with low Natural Ability Scores but opponent, you can bring the 26 th
to 30 th
6d6
raise them with Ability Enhancement, and risk that those opponent to -1 HPs and stabilised 31 to 35
st th
7d6
powers could be affected by one of the metapowers (i.e., the opponent doesn't keep losing
36 to 40
th th
8d6
HPs). You must declare that you're doing this before your turn What Makes A Superhero
has ended, though obviously that would be after the GM has
declared the NPC to be dead. No in-game explanation is A lot of this game is deliberately left open to your
necessary. You're just that good at pulling your punches when the interpretation. We don't, for example, have detailed descriptions
time is right. of exactly what an Energy Attack: Concussive looks like or the
fantasy-physics behind it because we'd like to leave that kind of
Stabilise thing up to you. Flavour, description, and storytelling are the job
Cost: 1AP of the players and the GM, and it's a fun job, so we're not going
If your HPs go below zero and you are in the process of to take it away from you.
dying, you can spend 1 Action Point to stabilise. You can invoke Also, the superhero genre is wide and varied, so the best way
this effect on your last round before you die, if you want to. to allow you to experience that great variation is by keeping our
descriptions fairly, well, generic. So think about how you want
Negate Damage your powers to appear and how you want your character to
Cost: 2AP appear. It's all up to you. There are lots of different superheroes,
If you are struck for what looks like a great deal of damage from tuxedo'd mystics who dash through the night, to spandex-
from a single attack, you can avoid that damage altogether. clad aliens, to cyborg battle machines. But to give you a place to
You must invoke Damage Negation after the hit has been start, in this section, we'll talk a little bit about the feel of
announced but before the damage has been announced. GMs are superhero stories and a related genre or two.
under no obligation to tell you how much damage an attack However, never forget that no matter what we say about
would have caused had you not negated it. No in-game how superheroes usually act, the whole point of an RPG is
explanation is necessary, but it can be a fun addition to the that you are in charge of your own story. You don't have to do
colour-commentary of an on-going battle. any of the things we describe below when you play your
characters. The superhero genre is extremely flexible. If you
Death Retcon want to forgo a costume, go ahead. If you want to be a hero
Cost: 3AP
without powers, there is ample precedent for it. If your origin
If you are killed (i.e., brought below -10 HPs) you can
story is that you flipped a coin after getting powers and it was
retcon yourself back to life. You must declare your intention to
heads (hero!), that's a kind of origin in and of itself. You do not
do so on your next turn after you were killed, and you must come
have to have a secret identity if you don't want one. You can just
up with a sufficiently plausible (although not necessarily logical
go by your real name. Powers, mission, and persona are just
or probable) explanation for how you really seemed dead a
guidelines for the most typical kind of superhero. You can do
moment ago but aren't any longer. For example, if you fall out a
whatever you want. If you and your gaming group are all having
window, you might have grabbed a flag-pole and swung in a
fun, you are by definition playing the game "correctly."
window downstairs. If you were stabbed in the heart and fell to
the ground, you might discover that you had a book in your Mission, Powers, and Identity
breast pocket that was just thick enough that the blade left you
unharmed. When you're retconned back to life, you are flat- There are three things that most superheroes, despite their
footed and the GM will place you in the combat (you will either great variety, have in common: a mission (M), a set of powers
get up from where you fell, or come back into the area at an (P), and a heroic identity (I). 1
appropriate place).
When you come back, you have the same number of hit Mission
points you had before you were killed. For example, if you had The mission of a superhero usually describes why he or she is
only 5 HPs left, and were struck for 30 HPs, you would return to driven to fight monsters, criminals, or international pseudo-
5 HPs after the Death Retcon. Furthermore, you are removed military groups bent on world domination as well as why she
from the on-going effect that killed you (if any). If you were might be compelled to defend innocent people from the random
plunged into a pool of molten steel, you wouldn't just reappear in accidents of the world. It can be something as vague as an
the steel. Your character would, miraculously, have caught a injunction from a dead family member, a desire to keep people
hanging chain just before hitting the vat (even though there really from a tragedy you experienced, or a dedication to an ideal or
wasn't a chain there to begin with), or if plausible, you could cause. Your mission isn't a set of marching orders. It's the way
burst from the side of the vat with your Super Strength, you look at the world and your place in it. It's a lot like an
unharmed but really, really pissed off. Minor elements of the Allegiance, but more heroic.
environment can change, like a door being broken down or a
new, mundane object popping into existence, but you cannot Powers
create a powered item or utterly destroy one, either. One-time set Under the rules of this game, powers are a particular kind of
pieces, however, are ripe for destruction. You may invoke a in-game effect, different than skills or feats, for example. They
Death Exemption only once per session, regardless of how many have Origins and run by set rules, but in the sense of the
APs you have.
1 These paragraphs are largely based on Peter Coogan's Superhero: Secret
Origin of a Genre (Monkey Brain Books, 2006).
superhero genre, your "powers" can be a lots of things. In this you can still wear your tights rolled up your legs and arms, but
sense, powers are whatever you rely on to do your superheroing. they're a little easier to detect (Observe DC 20).2
A single Super ability could be your whole suite of powers. A You can also take off your street clothes and change into your
metric crap-tonne of useful skills could be your powers. Mastery tights, but that takes four rounds, plus a fifth to store you
of a particular feat tree could be your powers. clothing, as described above. If your costume is anything more
than tights—like a leather jacket or body armour—then you need
Identity to carry it in its own backpack or case, and changing will take a
Your superhero identity is a combination of your name, lot longer. It's always two rounds to get out of your street clothes.
costume, and origin story. The first two usually tell a very Changing into a different set of what are essentially street
shortened version of the last. If you have animal powers, for clothes, army pants and a leather jacket for example, is another
example, you might name yourself after that animal. Your two rounds. Suites of actual body armour have donning times
costume could have a stylized symbol of that animal. The point is listed in them. Collecting your clothes still takes another round.
that your appearance (your name and costume) reflects where GMs are encouraged to play up the tension of costume
you came from, how you got your powers, and/or what you stand changes as part of an exciting encounter, but also encouraged to
for. not let taking an extra round to put on your boots become so
Your origin story, which is different from a power's Origin, pivotal that whole games are decided on that basis. It's a
usually entails getting your powers, facing a personal tragedy or balancing act between enforcing rules and creating satisfying
significant personal event that drives you to be a superhero, or storytelling.
some combination of the two. If you witnessed a heinous crime
or were personally damaged by it, you might dedicate yourself to Getting Recognised
eliminating crime, for example. Even with a mask, you can still potentially be recognized.
A slightly thinner, but perfectly acceptable, origin story Anyone who knows you knows your face, but also your build,
involves getting powers and deciding what to do with them. You your walk, and how you tend to stand. Covering your face helps,
might have been working in your secret laboratory and but there's still a chance that they can tell who you are.
discovered a chemical that made you telepathic. You might have Recognising you requires an opposed test, Observe vs.
encountered a powerful, cosmic being who gave you powers so Disguise/Performance (player's choice). Remember, though,
that you could serve it. You might be the victim of a tragic that only people who already know what you look like have a
accident that resulted in being rebuilt through bionic technology. chance of recognizing you. If you lose your mask and a random
The possibilities are practically endless. After you got these bystander sees your face, they'll just think you're "some woman"
powers, you then chose superheroism. or "some guy."
Table 1-3 lists the Table 1-3 Masks
Secret Identities equipment bonuses that various Equipment
kinds of masks and costumes Mask
Bonus
One last trope of the superhero genre to cover is the secret provide. This bonus applies to
identity, sometimes spuriously called a "civilian" identity Domino +10
your Disguise/ Performance
("superhero" is not a military rank!). Anyone can have one of roll. Domino masks cover only Half +15
these as long as they take some basic measures to disguise the eyes, while half-masks Full-Face +20
themselves while they do their superheroing. This is the in-story cover either the lower or upper Hood/Cap +10
reason for the persona we just discussed. A mask and a costume half of your face. Full-face
keep people from telling who you are in real life. Bulky Clothing +10
masks cover your whole face. A
hood, hat, or other device that
Costumes covers your head can obscure your hair's length and colour.
Changing into your costume is most often a matter of pulling Bulky clothing, like heavy leather or body armour as well as
off your normal clothes to reveal the colourful tights you've wrap-around capes and cloaks, hides your body's shape. The
hidden underneath. As long as you're wearing head-to-foot equipment bonuses for masks stack with those of hoods/caps as
clothing—pants and long sleeves, for example—you can hide well as bulky clothing, but bonuses from masks do not stack with
your costume. An Observe check (DC 25) can detect a each other, for obvious reasons.
costume under your clothes. For game purposes, we tend to just The same mechanic applies if someone tries to recognise
hand-wave away practical concerns like how this would make your voice, except that you can use only your Perform skill. In
you a lot warmer than just wearing your street clothes, and where
you store your boots. Pealing off your normal clothes to reveal
your costume takes two rounds, assuming you leave your clothes
where you change. Collecting your clothes and storing them, in a 2 We'd like to take a moment to point out that the equipment bonuses for
masks and clothing, as listed above, are not related to reality in the slightest.
bag or case, takes another round. If you wear short sleeves Humans are shockingly good at recognising each other based on very subtle
and/or have uncovered legs —shorts or short skirts/dresses— cues, like speech patterns and body language, which masks can't hide.
Instead, these numbers represent the superhero conventions by which the
hero's parent, lover, or best friend suddenly can't recognise her at all because
she's wearing a mask and some tights. If you want to play a more realistic
game, subtract 5 from all the equipment bonuses. But even then...
this case, coving your mouth with cloth or even just your hand treat those scores as your natural stats (see Generating Ability
muffles its sound enough that you get a +10 to your roll. Scores, above). From there, proceed with character creation as
There are lots of ways you can disguise yourself and lots of normal.
ways you can get recognized, of course. Your GM will make all The other option is a little more work but a lot more flexible.
in-the-moment rulings under circumstances that these few You can build a species out of existing character options in
paragraphs can't cover. the game. You could make all manner of vampires, for example,
Pulp Heroes out of a few Ability Enhancements (Strength, Charisma), some
carefully selected Ads and Comps ( Bane [silver], Diurnal Power
Superheroes are most familiar from American comic books, Cycle, Chemical Dependency [blood]), and some powers
but pulp fantasy is a genre and a prose style that was popular (Damage Reduction, Life Leech, Longevity, Natural Weapons,
back when comics first turned up in America and Britain. Pulp etc.). This way you can tailor the species' features to your own
heroes lead pretty much directly to superheroes. tastes—for example you might build a Russian-style vampire that
Pulp heroes tend to be based on science-fiction concepts that doesn't fear the Sun—and you won't get stuck with racial abilities
border on the magical, like star-powered time-cars, but they can that are specific to a medieval fantasy game rather than a modern
also delve into dimly-understood mysticism, usually of an fantasy game.
exoticised and distinctly Eastern variety. They don't have secret Rewards (or "This Ain't D&D")
identities as often as superheroes, but going undercover can be
part of their shtick. The general power level of pulp heroes is Never forget that Phoenix is not a fantasy battle system.
often pretty low, so if you were to run a pulp game, you might You should not expect to be rewarded with fabulous wealth and
want to reduce it to 5CPs per level . A power set could be new toys at the end of the every encounter. Superhero stories just
something as simple as more than two abilities over 20 or being don't work that way. Instead, you get XP and Character Points to
able to jump to especially great heights. There are also examples buy new powers, and of course you get to be a Big Damn Hero.
of pulp heroes who are like unto gods, though, so don't feel If you find super Devices or you are materially rewarded in some
hampered by that number if you want to delve into the pulps. other way, it will be unusual and ought to be the in-game result
Pulp heroes don't usually have the kind of thematic unity that of spending CPs. Equipment, money, and "items" are just not part
the superhero has. Their powers might not be on a theme, and of the reward system in this game.
they rarely wear costumes that establish the character's history, If you think about it, superheroes generally don't act out of
but what they lack in iconic power, they make up for with sheer, a desire to be rewarded. Although exceptions exist, the vast
Jazz-age style. Pulp heroes can ride into the afterlife in a roadster. majority are driven by their own moral code or an event that
They can learn to project illusions by spending a Summer in the shaped their personalities, which is why we just spent a whole
"mysterious Orient." In pulps, cities are dark and frightening page talking about the genre itself and the MPI model. Try not to
places filled with constant danger and criminal conspiracies. In think of Phoenix as a game that's about material rewards for the
pulps, there really are Martians and their culture is millennia old. characters, but instead about having fun as players.
That can be damned fun.
Non-Human Species
Advantages and Complications
Most people in a contemporary superhero setting are humans,
but there are certainly exceptions: aliens, Atlanteans, androids, Ads and Comps, as they're called for short, are little extras
etc. There are two ways to create these kinds of characters. that aren't quite feats and certainly aren't powers, but
First, you can use a pre-built species, either one from the nevertheless have a real effect on your life. Where feats usually
SRDs or one of the custom species in Chapter 9: Heroes and indicate some skill or ability that you possess, Ads can be
Villains, see Fantasy Species and Templates. The species in this material, like an indestructible costume, or extremely
book are built out of Phoenix rules and specifically patterned on ephemeral, like a boost to your good name. Comps are things
aliens and creatures familiar from superhero comics. When you that make your life a little more complicated , as their name
use a pre-built species from the SRDs, it will have a Level implies, but not necessarily flaws or hindrances . A dependant
Adjustment, so you can either use some or all of your starting family member or loved one, for example, complicates your life,
levels, Phoenix characters start at 4 th, or you can take ranks in the as does a strong dislike of guns. Neither of these things are bad.
Highly Experienced advantage (i.e., pay 10CP per Level They just make being a superhero a little tougher. Ads cost CPs
Adjustment). and Comps grant CPs.
Example: A Fire Giant is a +4 to your ECL (Effective You must clear your Ads and Comps with your GM because
Character Level). If you wanted to play one, you could either some, specifically the Comps, might simply not complicate your
start your character at 5 th level (1st level superhero, +4 Level life enough in a particular game setting or under a certain style of
Adjustment) or you could buy the Fire Giant's racial qualities for play. Forsworn From Firearms, for example, complicates your
40CP (i.e., 4 ranks in Highly Experienced). Template monsters, life only if you live in a country in which firearms are commonly
like vampires, are even easier to apply. Simply create a character, available and legal. Similarly, if your GM runs a light-hearted,
as normal, then apply all the template abilities and penalties, and high-fantasy game, then it may be the case that nobody uses
finally either adjust your level or pay the 10CP per LA. In the firearms to begin with. Similarly, in a game set in a small, urban
case of races or monsters that already have natural ability scores,
area, Bad Driver might not mean much because you don't do any Table 1-5 Ads
driving at all. Name Value Benefit
In a standard game, you cannot take more than 15CP
Additional Identity 1/rnk an additional false persona
worth of Comps at character creation, but your GM can
choose to lift that maximum as she sees fit. Similarly, you can Ally 2/rnk people who have your back
take new Ads/Comps at every level-up , providing that you can Amazing Costume 2CP seriously tough duds
supply a suitable explanation for how these things suddenly Connection 1/rnk friends in the know
appeared in your life. Ideally, these new Ads/Comps will result
Database/Library 2/rnk a private library or database
from experiences you've actually had, in-game, such as
developing a Phobia or a acquiring a Nemesis. Fearless 3CP you are immune to fear/charm
You can buy off Feat 2/rnk you gain one feat
Comps with CPs, which Table 1-4 Buying Off Comps
Field Commander 3/rnk reposition your teammates
means you do so as part of Comp's Value Cost
Good Rep 1/rnk +1 to Reputation
the process of levelling-up. 1CP to 4CP Value + 1CP
Buying off a Comp costs Grunt 10/rnk loyal soldiers for your cause
5CP to 8CP Value + 2CP
the value of the Comp plus Highly Experienced 10CP you get an extra level
1CP for every 4CP of its 9CP to 12CP Value + 3CP
Law-Enforcement Powers 2/rnk you can arrest people
value, to a minimum of 13CP to 16CP Value + 4CP
Minions 2/rnk non-combat followers
1CP extra (i.e., value of the
Comp plus 25%, see Table 1-4). A 6CP Bane costs a total of 8CP Multiple Origins 2/rnk you have more than one origin
to remove, for example. Personal Assistant 1/rnk a trusted friend who helps you
Many Ads/Comps are purchased on a per-rank basis . The Position of Power 1/rnk you have influence
cost per rank is listed in the description, and the total costs are
Protected Identity 1/rnk -15 to find your secret ID
listed next to the rank description. For example, 3 ranks in Ally is
6CP (2CP per rank). Ads and Comps also have enhancements or Sidekick 3/rnk you have a loyal lieutenant
Additional Comps, which you purchase separately, over and Skill Points 1/rnk you gain 4 skill points
above the cost/value of the Ad or Comp itself. Super Pet 2/rnk your cat wants to fight crime
Ads
Windfall 2/rnk bonus Profession check
Additional Identity
Cost: 1CP per rank convenience, they have a vested interest in helping you from
You have constructed at least one false persona, in addition to time to time. They can know you in your heroic identity, your
your every-day identity and your adventuring identity. The normal identity, or both, as you please.
usefulness and depth of this alternate identity both depend on Allies generally ask for nothing in return for favours and
how many CPs you invest in it. You can have multiple information, as long as you your respect them and treat them
Additional Identities. You must purchase them separately. well. On rare occasions, an ally might ask a favour in return.
Rank 1 (1CP): Competent Forgeries. Your secondary Friendship is a two-way street, after all. Allies are moderately
identity withstands casual perusal. It has fake addresses (email vulnerable to the actions of other NPCs. As long as you're careful
and physical), a well-forged picture ID, a false employment not to expose them to harm directly and keep your friendship
record, and even a small bank account. DC 15 Research check to somewhat discreet, they will be safe. If you abuse their trust,
reveal this identity as fake. however, they could quickly become the equivalent of
Rank 2 (2CP): Expert Forgeries. Your secondary identity is Dependants, and if you're particularly callous, they might even
quite well developed. It includes all of the above, plus a driver's turn on you.
license, passport, work permits, multiple bank accounts, rent and You can have multiple Allies. You must purchase them
property records, criminal records, and school records. DC 20 separately.
Research to reveal this identity as fake. Rank 1 (2CP): Your ally is fairly low on the totem pole of
Rank 3 (3CP): Superb Forgeries. Your secondary identity his chosen profession. He might be a beat cop, a rookie reporter,
has a great deal of substantiating background evidence. It has all a small-time thug, a low-ranking military officer, etc.
of the above, plus photos, mementos, letters from fictitious Rank 2 (4CP): Your ally is relatively well off and well
relatives, awards and plaques, school papers, and mentions in placed. She might be a police captain, a well-known newspaper
newspapers and other media dating back at least several years. columnist, a crime boss, or a veteran military officer, for
DC 25 Research check to reveal this identity as fake. example.
Rank 3 (6CP): Your ally is very well placed and has a wide
Ally variety of powers and information sources. He might be a police
Cost: 2CP per rank chief, the most powerful mobster in the city, the editor of a major
Allies (as compared to Connections or Personal Assistants, daily newspaper, or a flag-rank military officer.
described below) are NPCs willing to risk something on your Rank 4 (8CP): Your ally is at the head of a very, very useful
behalf. Whether they are true friends or simply allies of organization or personal power base. She might be a director of a
government agency, a global crime figure, a senator, or a senior When you build your Connection, come up with a rational
military adviser with national authority. for his/her primary and secondary areas . A lab tech working
on a government project will know about science/technology, but
Amazing Costume also hears things about the government. A professor of history
Cost: 2CP knows art/history, but also has his ear to the ground about
Most super-heroes have to fret over the state of their local/history and pop culture.
costumes, checking them for the constant wear-and-tear that a Possible connections can be from a lot of different places,
life of adventuring entails. Costumes are regularly burned, shot, organizations, or communities such as (but not limited to) law
cut, boiled, and blasted off their wearers, and must be completely enforcement (PD, FBI, RCMP, Interpol), government (local,
replaced... but not yours! You own a nigh-miraculous costume regional, national, international), media (newspaper, radio, TV,
that is probably tougher than you. An Amazing Costume simply internet), the army, religious institutions (local temple, church
cannot be destroyed, damaged, discoloured, or distorted . It hierarchy), business (local chamber of commerce, multinational
will re-size itself to the wearer's frame , including shifting sizes, conglomerate), sub-cultures (sports, fashion, TV/movies, books,
keep itself clean, and allow itself to be worked or reworked cars), local communities (neighbourhood watch, the gay
when its owner (and only its owner) desires a change. The community, an ethnic community), or even organized crime
costume may contain whatever regular armour or materials the (street gangs, Syndicate, Yakuza, Mafia, Triad).
character desires, other than Power Armour. Although the Bad things can happen to Connections. In the event that a
costume cannot actually be affected by any force on Earth, it will Connection disappears, is incapacitated, or is killed, a new one
offer no special protection to its wearer. You could fall into a will replace him or her, but not immediately. Relationships like
vat of acid and die, but the Amazing Costume would bubble up this take time to develop, often several weeks or months, and
to the surface, unharmed. Where you got this miraculous bit of require active effort on your part, especially if the old one died.
tailoring is up to you. You will go without your Connection for 1 session, though you
can speed up the process in-game through role-playing (i.e.,
Limitation: Permanent Costume Diplomacy), bribery/favours, or even threats, if appropriate
Value: 1CP (Intimidation). It does not cost extra CPs.
Your Amazing Costume never comes off. It's effectively You can have multiple Connections, but you must purchase
grafted onto your body. How you use the bathroom or perform them separately.
other personal, bodily functions is a mystery. Rank 1 (1CP): A minor Connection grants a +4 bonus to
Gather Information checks that are relevant to the Connection’s
Connection area of expertise.
Cost: 1CP per rank Rank 2 (2CP): A medium Connection grants a +8 bonus to
You have made a contact in a sector of society that can be of Gather Information checks that are relevant to the Connection’s
great assistance in your heroic career. As compared to an Ally or area of expertise.
a Personal Assistant, Connections are a source of aid and Rank 3 (3CP): A major Connection grants a +12 bonus to
information, but they will balk if abused and sometimes Gather Information checks that are relevant to the Connection’s
require something in return for their services . Unlike Ally or area of expertise.
Personal Assistants, Connections feel no emotional link to you.
Each Connection should be a person, but doesn't need to be a Database/Library
fully-fleshed character. He or she is just "a friend at the DA's Cost: 2CP per rank
office," "this guy I know at the Ministry of Defence," or "a You own a massive computer database or physical library.
woman who knows a man who has a cousin at the Pentagon." Rank 1 (2CP): A database or library offers a +2
Depending on the circumstances, a Connection can even be a circumstance bonus to three Knowledge, Profession, or Craft
small group of people, like a street gang or "the folks down in skills (player's choice) . You must spend one hour researching in
R&D at Megacorp Industries." Connections can provide the library/on the database to get this bonus, and you can
information in two areas. Generally speaking, Connections offer research only one answer to one question, involving one skill, at
their services for free once per adventure , and must be paid, a time.
intimidated, or cajoled for further services. Rank 2 (4CP): Your database or library grants a +2
From the following list, pick one primary and one circumstance bonus to all Knowledge, Profession, and Craft
secondary area of knowledge: checks. You must spend one hour researching in the library/on
• art/history the database to get this bonus, and you can research only one
• government answer to one question, involving one skill, at a time.
• the law/legal history
• law enforcement Fearless
• local history/popular culture Cost: 3CP
• the military You are immune to fear and charm effects generated by skills,
• science/technology class features, and feats, but not powers (including traits, spells,
and psi-powers).
Feat Enhancements
Cost: 2CP per rank (1 feat) Enhancement: Grunt Feat
You gain one feat. You are not limited by feat groups, but you Cost: 2CP per rank
cannot use this Ad to buy a feat for which you don't have the For every rank in this enhancement, you can grant an
prerequisites. You can take this Ad multiple times. Each time, additional feat to one of your Grunts. You can take this
you gain a new feat. enhancement multiple times, either granting feats to multiple
Grunts, or granting a single Grunt multiple feats. Note, however,
Field Commander that Grunts have to fulfil all of the same prerequisites that feats
Cost: 3CP per rank normally require, and they are only 1 st-level NPCs with a limited
On your turn, as a swift action, you can reposition your range of stats.
teammates. You do this by barking out an order or yelling some
last-minute, life-saving advice, whatever you'd be more likely to Highly Experienced
do. How many teammates you can reposition and how far is Cost: 10CP per rank
based on how many ranks you have in the Ad. This Ad increases your XP to the minimum you need for
Rank 1 (3CP): 1 teammate, 5 ft. reposition (1 square). your next level, but it does not grant the 10CP that normally
Rank 2 (6CP): 2 teammates, 5 ft. reposition (1 square). comes with level advancement . You can also use it to buy a
Rank 3 (9CP): 3 teammates, 10 ft. reposition (2 squares). template or species with a Level Adjustment , so an LA +4
Rank 4 (12CP): 4 teammates, 10 ft. reposition (2 squares). would require 4 ranks in Highly Experienced. You can take this
Rank 5 (15CP): 4 teammates, 15 ft. reposition (3 squares). Ad multiple times, even multiple times at once. Its effects stack.
act as spies, or even parley with the enemy. Minions are as loyal Enhancements
to you as someone would be to a paying job, but no more so . Enhancement: Skilled Personal Assistant
They will not sacrifice their safety for you. They are not Cost: 4CP
believers in your mission. They succumb easily to intimidation or Prerequisite: 1 Rank of Personal Assistant
bribery, but their first choice is always to remove themselves Your PA gains one level of Expert for every two character
from a situation rather than choose sides based on risk or reward. levels that you have. Which is to say, every second time you gain
If a Minion dies or leaves then he, she, or ze is gone for the a level, the Skilled PA gains a level.
rest of that gaming session and the following gaming session. At
the beginning of the next session after that, you finally manage to Position of Power
replace your Minion. Cost: 1CP per rank
Minions do not have any combat abilities. They surrender You enjoy a position (whether earned or inherited) of
or flee at the first sign of violence. They have no feats or considerable social privilege and responsibility . The exact
proficiencies, and certainly not powers. They don't even have a effects of this Ad are mainly left to role-playing situations.
BAB. They can theoretically do anything that a PC can if it However, it can grant circumstance bonuses to certain situations,
requires no training or special skills, but they are utterly unable if the GM deems it appropriate.
to function in combat. They just cower or run away. You can find You cannot hold multiple Positions of Power.
stats for Minions in the NPCs section of Chapter 9: Heroes and Rank 1 (1CP): You might be an assistant professor at an
Villains.4 educational institution, a low-ranking military or law-
Enhancements enforcement officer (rank equivalent to Sergeant), a very minor
Enhancement: Skilled Minion holder of a patent of nobility (baronet), or have a minor position
Cost: 1CP in local politics (city hall bureaucrat).
This enhancement grants a single Minion 4 Ranks in one Rank 2 (2CP): You might be a dean or department head at an
skill of your choice, which grants a +4 to the roll. The skill in educational institution, a military or law-enforcement officer
question can be either Trained Only or Untrained. Minions can (rank equivalent to Lieutenant), a holder of a relatively minor
Take 10 or Take 20. In dangerous situations, they tend to drop patent of nobility (Baron or Viscount), or have a position in local
what they're doing and run away rather than attempt to complete politics of some influence (city council, regional representative).
their task. No Minion can have more than 4 ranks in a skill ; Rank 3 (3CP): You might be a senior administrator at an
however, you can grant a single Minion 4 ranks in multiple skills. educational institution, a major director of an institution such as a
Thus, you can take this enhancement multiple times, but its museum, a law-enforcement or military officer of some seniority
effects do not stack. Instead, they apply to different skills. (rank equivalent to Captain), a holder of a patent of nobility
(Count or Earl), or a hold a fairly powerful position in local
Multiple Origins politics (mayor of a moderate-sized city, representative to a
Cost: 2CP per rank national ruling body).
Prerequisite: more than one power With GM permission, you may purchase positions even
Your powers come from more than one origin. When you higher than those listed, at prices deemed appropriate by the GM.
take this Ad, you must also take a new power that you GMs and players are both warned that positions of considerable
designate as having a different Origin than your other powers. power can be disruptive to an on-going campaign and difficult to
You can change the Origin of one of your powers, but only with maintain in conjunction with a heroic adventuring career.
the GM's permission and a really good in-game explanation. You
can take this Ad at character creation, of course, assuming you Protected Identity
have multiple powers. As a completely random example, your Cost: 1CP per rank
Webbing could be supertech and your Surface Adhesion could be You have taken extraordinary steps to ensure that one or more
biological (as it should be!). of your identities is totally unconnected to the other(s). You can
come up with whatever explanation you wish. You can take this
Personal Assistant Ad multiple times, either to upgrade your Protected Identity to
Cost: 1CP per rank Rank 2, or you can apply it to a Alternate Identity.
A friend aids you in your heroic and personal life. Your PA Rank (1CP): The DC of any and all skills associated with
can be a family member (by blood, adoption, or choice), a close uncovering a connection between one of your identities and any
friend, or even a loyal employee. For every rank in this Ad, the other(s) you might have increases by +15. An investigator must
PA has an equal number of levels in the Expert class , but she have solid, convincing evidence that the identities in question are
never gains levels and does not have access to powers. in any way connected in order to ignore the DC increase, and that
evidence must come from a direct blunder on your part, such as
running around town with your mask down or calling your
boyfriend "snooky bunny" in public.
Rank 2 (2CP): The DC of any and all skills associated with
4 Minions are designed to be purchased by PC heroes, not NPC villains. There
is no point in a GM's villainous Mastermind using his or her own CPs to buy uncovering a connection between one of your identities and any
extra help because doing so would just take CPs away from the Mastermind other(s) you might have increases by +30. An investigator must
him/herself, and thus lower the XP reward for the heroes.
have solid, convincing evidence that the identities in question are Skill Points
in any way connected in order to ignore the DC increase, and that Cost: 1CP per rank (4 skill points)
evidence must come from a direct blunder on your part, such as You gain 4 skill points. This Ad does not raise your Max
running around town with your mask down or calling your wife Ranks, nor does it change your Class skills. It merely grants
"sugar lips" in public. more skill points. You can take this Ad multiple times.
Bad Rep
Additional Comp: Extreme Hostility Value: 1CP per rank
Value: 1CP For every rank you take in this Comp, one of your identities
When attacking, wild animals always go after you first. This (superheroic, normal, Additional Identity, etc.) gains a - 1 penalty
Comp is incompatible with the power Animal Affinity. However, to its Reputation score.
you can still have a familiar because they are quasi-magical and Additional Comps
intelligent versions of their respective species. Additional Comp: Misinterpreted
Value: 1CP
Anxious Activation An unpleasant group of people has embraced you as a
Value: 3CP per rank representative of their ideals, even though you are thoroughly
One of your powers activates uncontrollably whenever you against them and their ideology (e.g., religious fanatics,
are under certain specific, anxiety-inducing situations. You react bloodthirsty vigilantes, neo-Nazis, etc.). This group will tend to
blindly out of a combination of anger and fear. If the power is appear in you life at untimely intervals, and statements to the
offensive, then it automatically targets the source of the press never seem to make them go away. This can cause serious
anxiety (see below), even if that means targeting an inanimate social friction if some people do not understand that you actually
object or activating a power that you consciously know will have aren't associated with that group.
no useful effect. This Comp has two modes: damage and
proximity Additional Comp: Mistaken Identity
Value: 1CP
Damage You find yourself continually confused with a villain who
Rank 1 (3CP): Any time you take lethal damage in excess of uses a similar name or costume ("I’m not Firemaster, dammit,
¼ your total HPs, your designated power activates. I’m Firedancer!"). You must deal with the constant indignity of
Rank 2 (6CP): As rank 1, but your designated power rumours and mistakes concerning your true identity ("No, no, the
activates any time you take any lethal damage. victims were rescued by Firedancer! Dancer, you idiot! What?
Rank 3 (9CP): As rank 2, but your designated power also No, I did not burn down Parliament, that was Fire master!")
activates any time you take non-lethal damage and any time
you have to make a Fortitude or Reflex save . Bad Save
Value: 1CP per rank
Proximity You take a permanent -1 penalty to one save: Fortitude,
Rank 1 (3CP): Your designated power activates any time any Reflex, or Will (player's choice). You can take this Comp up to 5
threatening person, creator, or objects comes within 10 feet of times per save. Its effects stack.
you. Your conscious awareness of its presence triggers the
Anxious Activation, however, so if you're unaware of it, then it Bad Shot
does not trigger your power. Value: 2CP per rank
Rank 2 (6CP): As Rank 1, but the radius is 20 feet. You cannot take any proficiency or feats that pertain to
Rank 3 (9CP): As Rank 2, but the radius is 30 feet. ranged weapons, including firearms, non-ballistic projectiles, or
thrown weapons. Because of this non-proficiency, you take a -4
Additional Comps penalty on all ranged attack rolls.
Special: This Comp is incompatible with Amazing Accuracy.
Additional Comp: Exclusive Anxious Activation Additional Comp: Worse Shot
Value: 4CP For every rank in this Additional Comp, you take an
Your designated power activates only when it is set off by additional -2 to hit when using firearms. You take take this
Anxious Activation. Under dire circumstances, you can attempt Additional Comp up to three times, for a total penalty of -10.
a Will save to trick yourself into feeling like you're in danger
(DC equals 10 + the CP value of the power). For example, Bane
recalling anxiety-inducing memories or sensations, getting a Value: varies
team-mate to attack you, etc. There is something that your powers simply have no effect
on. Energy Attacks do no damage to it, Natural DR doesn't block
Bad Driver it. This Comp comes in two parts.
Value: 2CP per rank First, what your Bane actually is, and
Substance Value
You just suck at driving anything with an engine. second, the severity of its effects on
you. Steel 8 CP
Rank 1 (3CP): You take a -4 penalty to Drive/Pilot checks.
Rank 2 (6CP): You take a -8 penalty to Drive/Pilot checks. Lead 8 CP
Rank 3 (9CP): You take a -12 penalty to Drive/Pilot checks, Bane Substances Wood 5 CP
and you must spend 1 Action Point to even attempt such a check. The value of your Bane depends
Attack Type 5 CP
Special: This Comp is incompatible with all Vehicle feats. on how many CPs you have invested
in your powers and what it actually Stone 4 CP
is. Banes are worth 1CP for every Uncommon 3 CP
given number of CPs worth of powers you have. For example, note altered Defence scores if they equip their NPCs with your
Steel is worth 1CP for every 3CP worth of powers you have, and Bane armour.)
Wood is worth 1CP for every 4CP worth of powers. You cannot Attacks using your Bane do not cause extra damage to you,
take Bane if you have fewer CPs invested in your powers but they do ignore any defensive powers you might have, such as
than the Bane's value, which means that you cannot take Wood Damage Reduction or Natural Armour. Amazing Dodge is
unless you have a least 5CP invested in your powers, for unaffected by a Bane attack because it never has a chance to
example. If you buy more powers during your career, your Bane connect with your body, unless you take Area Toxicity, in which
Comp does yield more CPs retroactively. If and when this case your Bane substance throws your Amazing Dodge ability
happens, you can either bank or spend the CPs, as normal. off just enough to ignore the power's bonus.
Steel, lead, wood, stone refer to anything made with those If you have Danger Sense, the presence of your Bane
substances. For weapons to effect you, their "business end" must substance will continuously set it off, regardless of whether there
be made of the relevant substance. A hammer is a Steel weapon, is an actual imminent threat of being attacked with it.
even if its handle is wooden. All bullets are assumed to be lead,
unless otherwise noted. Additional Comps
Attack Type refers to blunt, slashing, piercing, or ballistic Additional Comp: Ingestion Toxicity
attacks. Pick one. Value: 2CP
Finally, Uncommon Substances are anything that is unusual Swallowing more than a few grams of your Bane, putting it in
in the manufacture of weapons, armour, and ammunition. your mouth, or otherwise having it introduced to the inside of
Examples include by are not limited to: cold iron, plastic, a type your body provokes a Fortitude save (DC 30). Failure indicates
of metal other than steel or lead (silver, copper, bronze), a that you take 1d4 HPs of poison damage per round and a -4
specific type of wood (oak, ash, maple, cedar), a specific kind of penalty to attack rolls, saving throws. This effect lasts for 2d4
stone (granite, shale, limestone). Uncommon substances must be rounds.
solids. Gases and liquids are covered by the Chemical Note that powers that grant bonuses to your saving throws
Vulnerability and Vulnerability comps. GMs have the final say as have no effect on Bane substances. This Additional Comp is
to whether a substance is Uncommon. incompatible with a Bane that is not an actual substance
Additional Comp: Crit Damage Increase you must start making Will saves (i.e., at the start of the 6 th
Value: 2CP round). The save DC is 10, plus any damage (lethal or non-
All weapons composed of the Bane substance have their lethal) that you either take or deal in mêlée. You can work
critical damage multiplier increased by 1 when used against you. yourself up by getting hit, but you can also work yourself up by
You can take this Additional Comp twice. The effects stack. hitting people. If you pass the saves, you are agitated but you do
not go into a rage.
Additional Comp: Disfigurement If you fail your save, however, you fly into a rage. While you
Value: 1CP rage, you abandon all ranged attacks except for throwing
If you are reduced to zero or fewer HPs by your Bane, you things, and you attack whichever enemy most recently struck
take -1 ability damage to Charisma due to a lasting scar or other you for damage. If no one struck you for damage, you attack the
damage to your appearance. This damage is permanent, but can closest enemy. If there is no enemy close enough to you to move
be removed through plastic surgery (purchase DC 25), or and make a mêlée attack against (including by charging), or
Restoration, but not simple healing, mundane or otherwise. throw something at, then you must make a Will save (DC 12) to
resist the urge to attack whoever is closest to you, including
Additional Comp: Extra Sensitivity friends, comrades, and innocent bystanders. Once you fail this
Value: 3CP save, you attack whoever is closest to you for the rest of your
The effects of your Toxicity double. You take 1d8 damage per rage. Note, however, that you do not immediately become stupid.
round instead of 1d4, and a -8 to attack rolls, saving throws, and You can still use strategy and tactics. You can still attack
skill checks instead of -4. In the case of Ingestion, your Fortitude intelligently, but you are driven to attack something at all times.
save is DC 40 and the effects last 2d8 rounds. To take this Comp, Finally, while you're raging, you are unaware of how hurt you
you must have one of the three Toxicity Comps. might be (i.e., the GM keeps track of your HPs), but you also
gain a +4 to any Will saves that involve attempts to control
Bizarre Area Effect your mind (because you're in a near beastly state).
Value: 2CP per rank Your rage lasts a number of rounds equal to your
You are constantly surrounded by some kind of unusual Constitution modifier, but it also ends 1d4 rounds after
cosmetic or environmental effect that clings to you, or indeed combat ends, either because you become separated from the
emanates from you, as a side-effect of one or more of your combat or because you manage to kill everyone.
powers or physical nature. This does not have to be a NB: this complication functions properly if and only if you
supernatural effect, but that's the most common explanation. You voluntarily remind the GM that you have to make your Rage
might exude a powerful smell, be surrounded by an eerie glow, saves. You can't just wait for the GM to "catch" you on it. If you
or just give the screaming willies to anyone who's standing near forget to roll your Rage save more than a couple of times, the
you. The effect can be bright, loud, or annoying. The exact GM is perfectly within her rights to state that you've been
effect is the stuff of flavour text. If you take Form Shifting, then somehow cured of the Complication, and therefore you must give
the Bizarre Area Effect, whatever it might be, only plagues in up 10CP worth of abilities (skills, feats, powers, advantages, etc.)
your empowered form. from your character. It's the honour system.
For every rank in this Comp, you suffer a -4 penalty to Additional Comps
Disguise, Gather Information, Handle Animal, and Stealth Additional Comp: Form-Shifting Rage
checks. You can take this Comp twice. Value: 4CP
Reduce the CP value of this comp by half if you take it as Prerequisite: Form Shift (complication)
well as Form Shifting. Having the Bizarre Area Effect 'on' only The only way to activate your Form Shift ability is to fly into
half the time means it's only half as complicating to your life. a rage, and the only way to return to your normal form is to end
your rage. You have no access to any of your powers and/or traits
Additional Comps when you're in your normal form, unless you take the Additional
Comp Accessible Powers (see Form Shift).
Additional Comp: Really Dramatic Activation
Value: 3CP Additional Comp: Power Rage
When Form Shifting and/or Dramatically Activating a power, Value: 4CP
your Bizarre Area Effect briefly, and spectacularly, activates. If Prerequisite: 10CP worth of powers that activate
this happens while you're Disguised, or are trying to Gather The only way to activate any of your powers is to fly into a
Information, Handle and Animal, or Stealth, the check penalty rage. Only while you're raging can you activate your powers.
for Bizarre Area Effect triples. While in a rage, you can use your powers, even if they are ranged
attacks (e.g., Telekinesis, Energy Attack, etc.).
Berserker Rage
Value: 6CP Calling Card
You fly into an incoherent rage when you spend too much Value: 2CP
time in mêlée combat. After a number of rounds in combat You feel compelled to leave an identifying mark at the major
equal to your Wisdom modifier, to a maximum of 5 rounds, scenes of all your adventures. It might be a physical mark on a
wall, an object left at the scene, or even a particular way of your PPs are replenished, but if you don't, you suffer the
incarcerating villains. You must leave your calling card whenever consequences of withdrawal. You would not, however, suffer the
you are victorious in a physical confrontation, foil a criminal side-effects listed in Chemical Dependency.
scheme more complex than knocking over a liquor store, or even There are two different Additional Comps that go with this
just causing a public scene while in costume. The actual calling Comp. You can take either one, but not both.
card is something simple, easy, and cheap, like an actual card, for Additional Comps
example, and requires only a standard action. You will always
leave your Calling Card if you have the time, but if you're Additional Comp: Chemical Power Point Generation
pressed for time, you can make a Will save (DC 15). If you win, Value: 1CP
you resist the urge to leave your mark. If you fail, you just can't In addition to having to use your chemical to activate your
help yourself. powers at all, you must take it to regenerate Power Points. Every
If you consistently elect to roll your Will save every time you six hours, when you would normally regenerate your points on
leave a scene and are forced to leave your card only when you your own, you have to take your chemical. Without your
fail, then the GM is encouraged to raise your DC until you fail it chemical, your body just doesn't do the job on its own.
consistently. If you take this Comp, you need to play along. This Additional Comp is incompatible with Single Power
combinations are at your discretion but the GM has final say on This Comp is incompatible with any feat or power that
whether they're appropriate and reserves the right to over-ride specifically improves the character’s chance of withstanding the
them as she sees fit. As always, complaining to the GM is highly effects of drugs or poisons.
unlikely to get you very far.
Feats, advantages, powers, or any other in-game effect that Cold-Blooded
boosts your ability to resist poisons or other chemicals has no Value: 2CP
effect how how this Comp affects you. Your circulatory system has difficulty maintaining its
Rank 1 (2CP): You must receive at least one dose of this essential core temperature on its own. You must spend at least
substance every 24 hours or you suffer a -1 penalty to all die one hour (preferably more whenever possible, but one is
rolls, including but not limited to attack rolls, skill checks, saving sufficient) out of every twenty-four basking in a heated
throws, and damage rolls. You suffer another -1 penalty every 24 environment, under a strong sun, or against a heated object. If
hours that you're deprived of the substance. Eventually, craving you don't, you suffer a -2 penalty to Strength, Dexterity, and
and withdrawal will effectively leave you helpless. Wisdom until you can to do so again. These penalties stack every
Rank 2 (4CP): Rather than a -1 penalty, you suffer a -2 24 hours, starting 24 hours after the last time you were in a
penalty after 24 hours, cumulative. When this penalty reaches heated environment. If any of your abilities reaches 3, you fall
-10, you must make a fortitude save (DC 18) or fall into a coma. into a comatose state. If they all reach 0, then you die.
You must make this save every six hours until you fall into the This Comp is not incompatible with powers or special
coma or get your substance. You can survive in a coma abilities that render the character resistant to damage from cold-
indefinitely if you are under professional care, but if you simply based sources. However, such resistances will not change the
fall unconscious in an alley or on your bathroom floor, you must affects of the Comp.
continue making fortitude saves (DC 18) every six hours. If you
fail, you die. Dependant
Rank 3 (6CP): In addition to the above, the DC of each Value: 2CP per rank
fortitude save is 20 and rises by 2 with every subsequent save. If You take care of someone close to you, a spouse/partner or
you fail a save, you die immediately. ex-spouse/partner, a parent or guardian, a child, a sibling, a
Additional Comps friend, etc.. Any time someone discovers your identity, secret or
Additional Comp: Controlled Supply not, they effectively know about your Dependant. While
Value: 4CP designing your games, your GM will roll to see if your
The substance is rare and proprietary, and someone else has a Dependant shows up and then work him or her into the story.
monopoly on it. You are entirely dependent on an NPC for your When that happens, he or she will be threatened by some
supply. side-effect of your superheroic activities, including but not
necessarily being directly attacked or kidnapped by a
Additional Comp: Side Effects supervillain. The frequency with which your Dependant shows
Value: 2CP up in your life is based on his or her CP value. You can have up
The substance has an intoxicating or debilitating side effect. to 4 Dependants in your life at varying levels.
For one hour following the intake of each dose, you suffer a -4 GMs are also encouraged to introduce your Dependants into
penalty to 2 abilities. You pick the two abilities and the choice is the every-day life of your games. They're not just people who
permanent. can be threatened. They're your loved ones, after all.
Rank 1 (2CP): Your Dependant shows up on a roll of 3 or
Additional Comp: Power Linked less on 1d20 during any given session.
Value: 2CP Rank 2 (4CP): Your Dependant shows up on a roll of 6 or
You powers are linked to or granted by your substance. If and less on 1d20 during any given session.
when you take penalties for withdrawal, you lose the use of 5CPs Rank 3 (6CP): Your Dependant shows up on a roll of 9 or
worth of powers (selected randomly). Every subsequent time you less on 1d20 during any given session.
lose a save and/or take an additional penalty, you lose another Rank 4 (8CP): Your Dependant shows up on a roll of 12 or
5CPs worth of powers, randomly selected. less on 1d20 during any given session.
Dramatic Activation activations turn into a full-round action plus a swift action, then a
Value: 2CP full-round plus a move action, etc.
To activate one of your powers you must either make a
Gesture or shout a Command Word. You pick which power and Favours Owed
whether the Dramatic Activation is a Gesture, a Command Word, Value: 2CP per rank
or both (see below). PP costs do not change. Sustaining the You have incurred a substantial obligation to an NPC. This is
power does not require Dramatic Activation. The power must a debt of service and/or honour rather than just money. You owe
have an activation and a total cost of at least 5CP. the NPC your time and effort at regular intervals and there are
definite consequences should you fail to heed the call.
Command Word The NPC owed favours should be generally cordial, but not
If you are gagged or otherwise silenced, you cannot use your overly friendly or sympathetic toward your goals. Crime bosses,
command word. You also cannot whisper a command word. You corrupt police officers, and government agencies are all great fun
must speak it at least as loudly as you would to a small group of in this role.
people in a public place. If you use a command word while Rank 1 (3CP): The NPC is firm about the debt, but neither
attempting to Move Silently, you take a -10 on your opposed sadistic nor too demanding. He will ask for small favours. A
check. Your command word can be in any language, and indeed, minor annoyance, but not a continuous disruption to your life.
doesn't need to be a word, per se. It can be a guttural grunt or a Rank 2 (6CP): The NPC asks quite a bit more of the
nonsense phrase. character, requiring risky and/or lengthy services that can thwart
an attempt to keep a regular schedule.
Gesture Rank 3 (9CP): The NPC all but owns you, makes use of you
You cannot execute your command word when grappled, all the time, and has the means to respond unusually harshly
entangled, or pinned. If you perform a gesture while attempting should you not meet your obligations. This level of involvement
to blend into a crowd, you take a -10 to your opposed check must be approved by the GM, because it can easily become
(Stealth vs. Observe). Your gesture can be dance-like, martial disruptive to an ongoing game, though it can also be what fuels
artsy, or profane. You can flex a biceps, close your hands in an on-going game.
prayer, or just flip the bird. It's up to you. Additional Comps
Additional Comps Additional Comp: Dark Secret
Additional Comp: Complex Activation Value: 2CP
Value: 2CP The nature of the NPC, as well as the nature of the favours
Your Dramatic Activation is finicky and requires that you owed, is so contrary to your public motives and reputation that
pass a Perform check (DC 15). If you pass the check, the power you have to conceal the existence of the debt, as well as the
activates normally. If you fail, the power does not activate, but nature of your service to the NPC, from even your closest allies.
you do not lose any PPs for the effort. This Additional Comp (Take this Additional Comp only with the GM's approval,
does not increase the activation time. because it, too, can either disrupt or come to dominate an on-
going game.)
Additional Comp: Disruptable Activation
Value: 2CP Form Shift
Your Dramatic Activation so precise that they can be Value: 2CP
disrupted, just like spell-casting (see the skill Concentration for Prerequisite: you must have powers
DCs to maintain concentration). You can apply the feat Combat You must shift from your normal physical form to a super-
Casting to Dramatic Activation and get a +4 on your powered hero form in order to access your powers. Shifting from
Concentration check. This does not mean that your Dramatic your mundane to your powered form requires a move action,
Activation provokes an attack of opportunity. costs 1PP, and counts as Activating a power, which means you
can apply the Dramatic Activation Comp to it. Form Shifting, the
Additional Comp: Provocative Activation action, can also be detected by Power Detection.
Value: 2CP Your heroic form's face can be covered or uncovered, at your
Your Dramatic Activation provokes attacks of opportunity, option, and both your heroic and normal forms wear whatever
just like spell-casting. Your Command Word or Gesture requires clothing, armour, and equipment (up to a light load) that they
so much concentration that they distract you from the fight in wore the last time they shifted. Your Charisma score is not
front of you. This does not mean that your Dramatic Activation different (unless your Charisma is a power), but your facial
can be disrupted. features can be totally different if you want them to be. This
means that you could have a heroic form that is not recognisably
Additional Comp: Slow Activation similar to your normal form, regardless of rolls made to Observe
Value: 2CP checks. The two forms don't have to be similar in any way, if you
Your activation time increases by one step up the "action" don't want them to be.
scale: free/swift, move, standard, full-round. A move action
become a standard action, for example. Slowed full-round
If you take this comp as well as Bizarre Area Effect, reduce choose (i.e., if you can't cast spells or manifest psi-powers, you
the CP value of the latter by half. Having the Bizarre Area Effect can't take this Comp).
'on' only half the time means it's half as complicating to your life.
Glass Jaw
Additional Comps [Physical Comp]
Additional Comp: Accessible Powers Value: 2CP per rank
Cost: 1CP per 5CP of the power's value You fall down when you take one in the chin. Whenever an
You can access one or more of your powers in your normal opponent scores a successful critical hit against you with a mêlée
form if you pay for the privilege. You have to pay for each one attack that deals non-lethal damage, the damage multiplier
individually at a cost of 1CP for every 5CP of the power's value, increases by 1, from x2 to x3, for example, or x3 to x4. You can
including enhancements if any, but not reduced by Limitations. take this comp twice. Its effects stack.
The minimum cost is 1CP. Special: You cannot take this Comp in conjunction with
You can also buy access to a power at a lowered level of powers or feats that grant DR of 5 or better.
effectiveness. For example, if you have 10 ranks in Amazing
Leap in your heroic form (worth 10CP), you can pay 1CP to have Hero's Code
access to only 5 ranks in your normal form. This partial-access There are some things that you just won't do. In moments of
option applies only to powers that can be reduced to lowered drastic need, you can attempt to over-ride your Hero's Code. The
effectiveness by taking away ranks in the power, removing GM will set a DC for doing so (at least 20). However, if you go
enhancements, or the like. back to this well too often, the GM is perfectly within her rights
to increase the Will save by large numbers. If you take this
Forsworn From Firearms Comp, you have to play along.
Value: 2CP per rank This Comp is modular. You can take any or all of its Modes.
You shun the use of guns of any sort (including futuristic
gun-like weapons like blasters or laser rifles). You might think of Mode: Fair Play
them as brutal, clumsy, noisy, or dishonourable. A family Value: 4CP
member or loved one might have been shot by one. The You refuse to flank in combat, shoot anyone in the back, take
explanation is up to you. This restriction does not apply to non- opponents unaware, or attack anyone lying prone. This comp is
lethal gun-like weapons that are not actual firearms or energy incompatible with the Dirty Fighter Feat and precludes you ever
weapons, such as a taser, or a net-launching guns, and it does not making Sneak Attacks.
apply to damaging projectile powers like Energy Attack, although
it does apply to an Energy Attack Gadget. Mode: Honesty
Rank 1 (2CP): You steadfastly refuse to carry or use Value: 2CP
firearms, although you grudgingly acknowledge that other people You may not place any ranks in Bluff or Gambling. You
might have legitimate reasons for doing so. In extreme cases, you absolutely refuse to tell lies except in the most dire circumstances
may pick up a firearm and use it for a purpose other than —even to "bad guys"—or to exaggerate, gamble, or lie on behalf
shooting someone (e.g., cutting a rope, detonating an explosive, of others. You can still conceal his non-adventuring identity or
throwing it to an ally, etc.). The GM may call for a Will save (of identities. That kind of lying just doesn't count. This Comp is
at least DC 15) before allowing you to do so. incompatible with any Feat that improves the Bluff or the
Rank 2 (4CP): You refuse to even touch a firearm, even Gambling skill.
when your life or the lives of others might be on the line. Your
have extreme personal reasons for actively hating guns. A loved Mode: Law and Order
one might have been killed by one, for example. Only in truly Value: 2CP
extreme circumstances—a number of lives hang in the balance— Even if you are a costumed vigilante, you have the utmost
can the character attempt a very difficult Will save (at least DC respect for the letter of the law and balk at pushing its boundaries
25) to pick up a firearm and use it on an inanimate object. Even too far. Your view yourself as a "forward element" of uniformed
then, under no circumstances can the character actually use it law enforcement and prefer to turn matters over to the legitimate
against another living or sentient being. authorities as soon as possible. You refuse to pick locks, break
and enter, interrogate suspects without turning them over to the
F/X Deficiency police first, commandeer vehicles or property from ordinary
Value: 2CP per rank citizens, etc. Basically, if it involves anything more than
You cannot cast spells/manifest psi-powers from one school, patrolling and confronting criminals or villains engaged in
domain, or discipline (player's choice). You can take up to three obvious acts of mischief and mayhem, you can't do it.
ranks in this Comp. Each time, pick a new school, domain, or
discipline. Mode: Loyalty
To take this Comp, you must be able to cast spells or manifest Value: 2CP
psi-powers from the school, domain, or discipline that you You are incapable of abandoning a friend or ally, even if it
would make sense to do so, even in foolish or suicidal
conditions. Come Hell or high water, you fight side-by-side with repaired by either technological or supernatural means, and
your friends and will die doing so if that’s what fate decrees. You powers or feats cannot compensate for the penalties associated
are rarely the one that gets sent running for help. with it.
Rank 1 (2CP): Reduce your base speed by 10 feet.
Mode: Mercy Rank 2 (4CP): Reduce your base speed by 10 feet, take a -1
Value: 4CP penalty to Defence, and a -2 penalty to Climb, Jump, and Tumble
You do not kill, ever, even in the pursuit of the greater good. checks.
You cannot intentionally kill another person, nor allow another Rank 3 (6CP): Reduce your base speed by 10 feet, take a -2
person to die when your actions could save them. Even an penalty to Defence, and a -4 penalty to Climb, Jump, and Tumble
accidental death in which you're involved will feel like your checks. You cannot run or charge.
responsibility. Rank 4 (8CP): You have lost the use of your legs. Without
some kind of aid, you are capable only of crawling, which
Mode: Extreme Mercy requires a full-round action to move 10 feet. You lose your
Value: 4CP Dexterity bonus to Defence, suffer a -2 penalty to Defence, grant
In addition to Mercy, you have extreme difficulty dealing attackers a +2 to hit, and automatically fail Jump and Tumble
with the guilt caused by a death that you think you could have checks. Climb checks take a -6 penalty.
prevented. If you accidentally cause or fails to prevent a death Rank 5 (10CP): You have lost the use of your legs and your
(provided you realistically could have done so), you lose all of arms. You are normally considered helpless. 5 This does not
your Action Points as a reflection of your anguish. prevent you from using alternative means of movement, such as
Flight. You can take this Comp only with GM approval, and a
Illiterate good idea as to how to even play such a character.
Value: 4CP
You cannot read, and therefore cannot place skill ranks in Impaired Vision
Computer Use, Craft (chemical, electronic, pharmaceutical, Value: 2CP per rank
structural, writing), Decipher Script, Demolitions, Disable You have suffered damage to your sight. The nature of the
Device, Forgery, Gamble, Investigate, Knowledge (arcane lore, damage is such that it cannot be repaired by either technological
behavioural sciences, business, civics, Earth and life sciences, or supernatural means, and powers or feats cannot compensate
history, physical sciences, tactics, theology/philosophy, for the penalties associated with it. You can take this Comp with
technology), Navigate, Pilot, Profession (GM's discretion), Read/ the Super Senses power.
Write Language, Research, Treat Injury, or Use Magic Device. Rank 1 (2CP) Nearsighted. Your attack rolls take a -2
You begin the game knowing only the spoken form of your penalty and your opponents have a +1 to attack you. You take a -
native language. You can buy off this Comp, with the GM's 4 penalty on all Observe checks.
permission, but until you do so, you cannot learn to read any new Rank 2 (4CP) Partially Blind. Your attack rolls take a -6
language. This Comp is incompatible with any feat that involves penalty and our opponents have a +2 to attack you. You take a
"book learning," including anything that enhances the skills -10 penalty on all Observe checks. You can read only over-sized
listed above. printing in books or on computers.
Rank 3 (6CP) Totally Blind. Everything has full concealment
Impaired Hearing for you. You always have a 50% miss chance in combat. You
Value: 2CP per rank lose your Dexterity bonus to Defence, if any, and your opponents
You have suffered damage to your hearing. The nature of the have a +2 bonus on attack rolls. You automatically fail all
damage is such that it cannot be repaired by either technological Observe checks, as well as any other effort to detect things based
or supernatural means, and powers or feats cannot compensate on sight. Your Search checks take a -6 penalty. (NB: Totally
for the penalties associated with it. Blind is incompatible with vision-based powers, such as the
Rank 1 (2CP), Partial Deafness: You take a -6 penalty to Super Sight enhancement of Super Senses or Error: Reference
Listen checks, and may not spend Actions Points to re-roll them. source not found because no matter what powers you load into
The Listen skill is cross-class for you, regardless of your actual your eyes, you're still blind.)
class. Additional Comps
Rank 2 (4CP), Total Deafness: You automatically fail Listen Additional Comp: Night/Day Blindness
checks, take a -4 penalty on Initiative checks, and have a 20% Prerequisite: Partially Blind or Total Blindness
chance of spell failure when casting spells with verbal Value: 50% discount
components and/or a -4 to Perform checks you make to You suffer your Impaired Vision penalties only during the
Dramatically Activate a power. day or at night (player's choice). For one hour around dawn and
dusk, you suffer half the penalties. Partial Blindness becomes
Impaired Mobility Nearsightedness, and Total Blindness becomes Partial Blindness
Value: 2CP per rank (as above). This Additional Comp halves the value of your
You suffer from a permanent affliction that limits your ability Blindness.
to move. The nature of the damage is such that it cannot be
5 This is a game term only and not a comment on actual quadriplegic people.
time); activating a device or machine that would, in theory, end a story. The frequency is expressed as a percentage chance with the
fight or accomplish your over-all goals (i.e., a "master plan"); or GM will roll on percentile dice. They will always be integrated
delivering what looks to be the final blow to an almost subdued into the plot, not just random people who throw grenades at you
opponent. When this happens, you must make a Wisdom check out of spite.
or spend one Standard action monologuing about the situation Rank 1 (1CP): 15%
you're in. For the purposes of role-play, it's best if you actually Rank 2 (2CP): 30%
make a little speech (and that is half the fun of this comp, isn't Rank 3 (3CP): 45%
it?). Rank 4 (4CP): 60%
The most common form of monologuing is when you
explain, in dramatic detail, exactly what you're doing and why, Power
which often gives your enemies just enough time to stop you. Your Nemesis has a number of CPs relative to your power.
Other options include: gloating about how they couldn't possibly This includes the value of character levels. If you were 5 th level
stop your plans from completion (once you push this button right and had 30CPs worth of powers, then you would have a total of
here) or telling them how their many mental deficiencies have 80CP in your character. That means that a 2CP Nemesis could
kept them from stopping you (until now). have up to 40CP in either levels, or powers, or both. The power
GMs have final say as to what triggers a monologue, and they of your Nemesis is expressed as a fraction of your total CPs.
are perfectly within their rights to trigger one outside of combat Rank 1 (1CP): 25%
as well, but it is ultimately up to you to voluntarily make Rank 2 (2CP): 50%
monologuing checks. If you or the GM determine that you Rank 3 (3CP): 100%
should have made a check but didn't, you automatically fail the Rank 4 (4CP): 150%
next one.
This comp is obviously most common among villains, Non-Oxygen Breather
specifically Masterminds, but Champions are also prone to Value: 2CP per rank
stopping in mid-fight to preach to the enemy about the virtues of You respiratory system processes something other than
ethical behaviour or physical fitness, and more playful heroes oxygen. In Earth-like environments, you require a filtration
system or portable atmosphere supply, as well as a sealed private
might think it's worth the time spent to sling clever insults at the
bad guys. refuge away from Earth-standard atmosphere. You can decide
NB: This Comp requires some vigilance, and therefore what you do breathe. This Comp is incompatible with the Need
attention and energy, on the part of your GM. Ask him or her Not Breath power.
before taking the Comp. Rank 1 (2CP): Normal nitrogen-oxygen earth air is inert gas
Rank 1 (3CP): Wisdom DC 15 for you. Breathing it causes no toxic distress, but you can
Rank 2 (6CP): Wisdom DC 20 smother in it the same way a human can smother in carbon
Rank 3 (9CP): Wisdom DC 25 dioxide. Apply drowning rules if you find yourself in an oxygen
atmosphere without a filtration mask (same purchase DC as a gas
Nemesis mask) or holding your breath.
Value: varies Rank 2 (4CP): Oxygen is a metabolic poison to you.
A Nemesis is an arch-villain who, for whatever reason, is Exposure to oxygen atmosphere (once you stop holding your
obsessed not just with defeating you, but doing so publicly to breath) counts as a poison attack, save DC 18, 1d6 Constitution
prove his or her superiority to you. A Nemesis can be any person, damage for round of exposure. Thus, you suffer both
group, or organization that has a personal investment in causing asphyxiation and poison effects at once. Ability damage lingers if
you harm and the means to accomplish it. A Nemesis has two you survive the asphyxiation effects.
aspects, frequency and power. The frequency with which your Rank 3 (6CP): Oxygen is a virulent metabolic poison to you
Nemesis shows up in your life is based on his or her CP value and an irritant to your mucous membranes. You must not allow
The CP value of this comp is the total of the frequency and any part of your face or respiratory system to come into contact
power of your Nemesis. You can take this Comp up to 4 times, with it. Even momentary exposure to oxygen (regardless of
for a total of 4 Nemeses. Any other regular villains are just part whether or not you hold your breath) counts as a poison attack,
of your Rogues Gallery, and though threatening and annoying, save DC 20, 1d6 Constitution damage for round of exposure.
they don't have the same personal stake in humiliating you. You Exposing your eyes requires a Fortitude save DC 20. If you fail,
can also upgrade an existing Nemesis. This kind of thing should you are blinded for as long as you're exposed to oxygen, and for
happen through an in-game explanation. A particularly another 1d6 rounds afterwards. You must make these saves
humiliating defeat at the hands of your Nemesis might embolden versus poison every round until you leave the oxygen or start
her. Alternatively, if you embarrass him, he might come back taking damage from it.
even madder than before.
Notoriety
Frequency Value: 2CP
Your GM will roll to see if your Nemesis shows up while You have acquired a reputation as "the one to beat" within a
designing your game and then work him, her, or them into the certain field of skill or ability. You might be renowned as the
greatest pool player, the best shot with a bow, or something scrutiny. Sometimes, shops or restaurants won’t admit you, but
similar. You are notorious for a skill or ability that is governed by you're free from actual violence.
your statistics, such as skill or attack roll. You don't actually have Rank 2 (4CP): You face a society with a deeply entrenched
to be the best. You just acquired a reputation as the best. Having suspicion of your kind (whatever "kind" that might be), and as a
a story of how you acquired that reputation is helpful, but not result experience constant discrimination, embarrassment,
necessary. disdain, and occasionally even threats or physical assaults.
Any time you're in public, there is a 10% chance that some Rank 3 (6CP): The prejudice you face is officially
random fool walks up and challenges you. It is your sanctioned by the government of the society in which you live.
responsibility to remind the GM to make this roll. If you forget, You are formally treated as a second-class citizen, if you have
the GM will double the percentage chance the next time. If you any rights at all, and you must often submit himself to some kind
enter a specific environment, the GM will increase the of official surveillance system and have restricted freedom of
percentage chance based on that environment. If you enter a pool movement. You must get your GM's permission before taking
hall and you're a pool player, you're going to be challenged, for this Comp because it has a significant effect on the game world.
example. Challengers can be friendly or rude, at the GM's
discretion, but they are always insistent. If you refuse a Phobia
challenge, a crowd will inevitably gather and goad you until you Value: 2CP per rank
leave or take the challenge. You have an unreasonable fear of a certain thing or situation.
Every time you don't take a challenge, the next time you're in This phobia must centre on an object or situation that is
public, the percentage chance of being challenged goes up by reasonably common, yet not entirely disruptive to the ongoing
10%. If your percentage change reaches 50%, you reputation game. Possibilities include (but are not limited to): animals
flips from "the one to beat" to "the one who's a total chicken" and (snakes, insects, rats), water, crowds, heights, open spaces,
the percentage itself keeps going up. You do not flip back to "the enclosed spaces, darkness, guns, knives, sharp objects, water,
one to beat" until you win a challenge. If your percentage reaches cards, or magic/the Occult.
100%, you literally cannot leave your house without some bozo Rank 1 (2CP): When you are in the presence of the object of
telling you you're a huge 'fraidy-cat. your phobia, you suffer a -2 penalty to all rolls, including skill
You cannot take this Comp unless you have a Reputation checks, attack rolls, and saving throws. Furthermore, if you move
rating higher than 5. The higher your Reputation, the more within 10 feet of your phobia, you must make a Will save (DC
powerful the challengers will be. 15), or you cannot approach.
Additional Comps Rank 2 (4CP): When you are in the presence of the object of
Additional Comp: Violent Rep your phobia, you suffer a -4 penalty to all rolls, including skill
Value: 3CP checks, attack rolls, and saving throws. Furthermore, if you move
Your Notoriety is for a challenge that is lethally dangerous, within 10 feet of your phobia, you must make a Will save (DC
like duelling with pistols or drift racing. The challenges you take 20), or you cannot approach.
aren't necessarily direct attacks, but the activity is easily Additional Comps
dangerous enough to kill you. Additional Comp: Public Knowledge
You cannot pick an activity that could not kill you. If you Value: 2CP
have Need Not Breath, for example, the challenge cannot be Your phobia is known to the public, and any opponent who
holding your breath underwater. makes an Intelligence roll (DC 10) might use it against you, if he
or she so chooses.
Origin Vulnerability
Value: 1CP per rank Poor Healing
For every rank in this Comp, you suffer a -2 penalty to Value: 6CP
Saving Throws against one of the five Origins (Bio, Cosmic, You recover from injury and illness more slowly than most.
Mystic, Psi, Supertech). You are extra vulnerable to all attacks or Any and all means of healing, other than natural rest, work at
effects that come from that Origin. You can take this Comp half strength for you. This includes powers, mystical effect,
multiple times. Each time, it's effect either stack, or they apply to medicine, and rest.
a new Origin type. This Comp is incompatible with any feat or power that
This Comp is incompatible with any feat or power that grants increases your rate of healing.
any special resistance to particular Origin types.
Quirky Systems
Ostracism Value: 2CP
Value: 2CP per rank Your Supertech powers behave strangely when you take
You are feared and hated for something that you cannot damage. At least half of your CPs invested in powers must be
change. You could be an alien, have mutant genes, or just have a supertech in Origin. This includes Gadgets and Power Armour.
look on your face that people hate. Whenever you take a critical hit or more than ten points of
Rank 1 (2CP): You experience occasional taunts from electrical damage from a single attack, there is a 25% chance
strangers, and often find your subjected to epithets or unpleasant (non-cumulative) that a system dysfunction will render you a bit
spastic, inflicting a -2 penalty to all rolls related to your distinct people. They can have different moral systems, love
Supertech powers or parts for 1d10 rounds. These effects do not different people, and see the world from completely different
stack if you are similarly damaged again before the first effects points of view. Your personae might have different skills, feats,
have faded, but because the durations happen simultaneously, or even different classes (ability scores and powers remain the
you can extend your Quirky time. same). Neither remembers the experiences of the other, but both
will invent reasons to seek a private space to change personae
Shortfall (and clothes). Neither persona needs to be "fake," necessarily.
Value: 2CP They could both be very real, honest parts of your personality.
For your current level, and your current level only, you do not They're just split from each other. If one of them is fake, it
get a Profession check to increase your Wealth. You still doesn't have to be the mundane one. The superhero persona
potentially receive a Wealth increase based on your Ranks in might have sought refuge in an invented "normal" life.
Profession. You can justify this sudden loss of money any way Normally, if you're in your mundane persona and you take
you like including a surprise audit, a really bad investment, or damage from an attack or are forced to roll a saving throw, you
theft or accident (which requires you to replace the stolen/ will switch to your superhero persona to protect yourself. When
destroyed item[s]). You can apply this Comp during level-up you finish a fight or mission as your superhero persona, you will
only, of course, and Phoenix characters start at 4 th level, so you change back to your mundane persona within 1d4 minutes. Also,
can apply it up to 4 times during character creation. if you go to sleep as your superhero persona, you will invariably
wake up as your mundane persona, even if you've been rendered
Slow Activation unconscious in a fight and wake up in that same fight. You can
Value: 4CP per rank voluntarily switch between personae or resist switching personae.
You are slow and awkward when activating powers. Both require a Will check (DC 20). The GM might raise this DC
Rank 1 (3CP): You cannot ready actions to activate powers. under extreme circumstances, for example, if you're being shot at
Rank 2 (6CP): Your activation time for one power (player's but want to stay as your mundane persona, or if a loved one is
choice) increases by one step on the following scale: pleading with your superhero persona to change back into your
• free/swift action mundane self.
• move action If you combine this Comp with Form Shift, then each
• standard action personality will correspond to one form. Usually, this means that
• full-round action your empowered form will correspond with your heroic persona.
• 1 round If you combine the two, your ability scores might shift between
You must have at least one power with an activation time of personae because you lose your powers when in normal form.
at least a swift action to take Rank 2 of this Comp. You can take It is entirely possible to buy off this Comp, perhaps even as
Rank 2 multiple times. Each time, it either applies to a new the culmination of "years" of hard work on the part of the
power (player's choice) or it increases the activation time by one character. When that happens, the two personalities integrate
step. You can apply this Comp to Mystic Spell-Casting and with each other, becoming a combination of the two, a middle-
Psionic Manifestation , in which case it applies to individual ground that remembers everything that both experienced. 6
spells/psi-powers.
Touch-Activated Power
Slow-Witted Value: 2CP per rank
Value: 1CP per rank You have a power that activates whenever you touch people,
For every rank in this Comp, you take a -2 penalty to all whether you want it to or not. Choose one power that can affect
Initiative rolls. You can take this Comp up to six times. The targets at range (either Touch or a range in feet) and that has a
effects stack. negative effect (damage, blindness, etc.). The power goes off
whenever you make skin-to-skin contact through anything
Small Size thinner than cotton or polyester cloth.
Value: 2CP In combat, your clothing can be cut or ripped off, therefore
Your size is small. You might be an alien, a clinical dwarf, or whenever you occupy the same square with anyone who is not
the result of an accident or experiment gone wrong. You are completely covered, make a Reflex save (DC 10) to avoid skin
small-sized instead of medium. You are between 2 and 4 feet tall, contact. Occupying the same square includes moving through
weigh between 8 and 60 pounds, gain a +1 to your Defence, a +1 spaces occupied by comrades. You can also accidentally set off
to hit medium or larger opponents, gain a -4 grapple medium or your power by Aiding Another, getting or giving first aid,
smaller opponents, and, finally, a +4 to Stealth checks. You can searching through someone's possessions, exchanging objects, or
take this Comp if you're adolescent (not at your full height yet), anything else the GM deems to have a risk of skin-to-skin
but you will have to pay it off as you grow.
6 We feel compelled to fess up, here. "Split Personality" (aka Multiple
Split Personality Personality Disorder or Dissociative Identity Disorder) kinda sorta doesn't
Value: 3CP really exist. It doesn't manifest as a clean split between distinctly different
"people" living in one body and it's exceptionally rare. But this is a game
Your superhero persona and your mundane persona have built about fantasy and Split Personality is extremely dramatic and can be a lot of
a wall in between them, in your head. They behave like two fun to play. So have at it. Just remember that it ain't real.
contact. The GM can also, as the situation dictates, either raise or requires all your concentration, or that it's derived from a fickle
lower the Reflex save DC. energy source, or something else entirely. The explanation is, of
If you fail your Reflex save, the power activates as normal course, up to you. If you designate Flight as your Unipower, for
(causing damage, provoking a saving throw). Both Touch attacks example, then you cannot activate any other power while you are
and ranged attacks alike are both presumed to be "hits" by virtue Flying. You must land before using an Energy Attack, Webbing,
of failing the saving throw. You expend PPs as normal. If you do Cause Unconsciousness, or any other power that requires
not have any PPs left, nothing happens. Don't bother with the activation. You can use traits simultaneously with a Unipower.
Reflex save. You can take this Comp multiple times. Each time, it
You can take this Comp up to 4 times. Each time, it increases designates one new Unipower.
both your Reflex save (to avoid contact) and your Constitution
save (to resist ability damage) by 5. Unreliable Power
Alternatively, if you take this Comp multiple times, you can Value: 1CP per rank
apply it to a different power each time, in which case you can Your powers don't always activate when you want them to.
take it as many times as you have separate powers. Select one power that requires the expenditure of PPs to activate.
Whenever you attempt to use that power, you must succeed at a
Unimaginative Will save or the power fails to activate (you don't expend PPs if
Value: 2CP you fail). You can take this comp multiple times. It applies to a
You cannot invent new spells or psi-powers, nor assist new PP-activated power each time.
another in the process of inventing spells or psi-powers. You Rank 1 (1CP): Will DC 10 to Activate your power.
must have at least 5 ranks in the base Mystic Spell-Casting power Rank 2 (2CP): Will DC 15 to Activate your power.
or 5 ranks in the base Psionic Manifestation power to take this
Comp. Vulnerability
Value: 1CP per rank
Unipower You are unusually vulnerable to one kind of energy-based
Value: 2CP per power attack (player's choice). For every rank in this Comp, y ou suffer
Prerequisite: at least 3 powers a -1 penalty to any roll you make to avoid damage or other
You have a power that you cannot activate when you have negative effects from your chosen energy type. You can take this
any other power activated. This might be because that one power Comp up to 6 times. The effects stack.
Class Feature Types dangerous. For some, that means exploring unknown lands and
There are three kinds of class features, Extraordinary, Power- or testing new technology under life-threatening conditions, but
Like, and Super. for others, it means putting on a costume and fighting crime right
Extraordinary (Ex) class features are (ostensibly) not at home, in a fantastic world right next to the mundane one.
outside the realm of realistic possibility, but they are the kind of Adventurers rely, consciously or not, on the fantastic strokes of
thing that only a superhero can do. The Aventurer's Plot Device, luck and serendipity that follow them around like loyal hounds,
for example, is theoretically possible—someone could just be and they delight in taking on ridiculous odds just so they can beat
that well prepared—but most people can't always have the right them. They live in the impossible.
tool on-hand for every job. Sample Character: Officer X-Ray
Power-Like (PL) class features duplicate a power and can be
affected by the metapowers. This category includes mystical and Skill Points at 1 st Level: (6 + Int per level) x4
psionic effects. Skill Point per Level: 6 + Int modifier
Super (Su) class features are outside of the realm of realism, Class Skills: Bluff (Cha), Climb (Str), Craft (mechanical,
but are so intrinsic to a particular way of looking at the world, structure, visual art) (Int), Drive (Dex), Escape Artist (Dex),
which is what classes represent, that they cannot be affected by Gamble (Wis), Gather Information (Cha), Jump (Str),
the metapowers. This includes the Martial Artist's ability to shift Knowledge (current events, history, popular culture) (Int),
her life force within her body through Unity of Being, for Observe (Wis), Pilot (Dex), Profession (Int), Repair (Int), Ride
example. (Dex), Search (Int), Spellcraft (Int), Stealth (Dex), Survival
(Wis), Swim (Str), Treat Injury (Wis).
Multi-classing
Multi-classing works according to standard d20 rules in Starting Proficiencies: 8
Phoenix, with just one exception. Starting proficiencies don't Lucky Item (Su): At level 1, Adventurers can designate one
"stack" when you multi-class. Instead, when you take a new possession (object, article of clothing, anything that can be
class, you "top up" your proficiency total to match the new class. carried), as their "lucky item." Once per game session, before any
If the new class has more Proficiencies, then you gain the Saving Throw or Skill roll, Adventurers can invoke the luck of
difference. If it has fewer, then you make no changes. the item, which grants a +2 to the roll. If they lose the item
Sample Character: Adonis during the course of an adventure before using it's luck, they
cannot call on its luck until they recover the item itself.
Adventurer Any Lucky Item that is lost or destroyed, and not recovered
Hit Die: 1d8 by the end of the session, will “luckily” be found or recovered
Power Die: 1d8 (through any old rationale you like) at the end of the session.
Adventurers are motivated by boredom, restlessness, and At levels 4 and 8, Adventurers can invoke the Lucky Item's
wanderlust. The mundane world is excruciating for them, so they bonus twice and then thrice per session, respectively (yes, I said
seek out the abnormal, the forbidden, and most of all, the "thrice." It's a perfectly cromulent word).
Table 2-2 Adventurer Plot Device (Ex): At level 1, Adventurers gain
one Plot Device, as per the feat (see Chapter 4:
Level Base Attack Fort Ref Will Def. Rep. Class Features
Feats).
1 +0 +1 +1 +1 +1 +3 Lucky Item, Plot Device
Jack of All Trades (Ex): At level 2,
2 +1 +1 +1 +1 +1 +4 Jack-of-All-Trades
Adventurers can use all "trained only" skills as if
3 +2 +2 +2 +2 +2 +4 Special Ability
they were trained. However, when using those
4 +3 +2 +2 +2 +2 +5 Lucky Item (twice), Bonus Feat skills untrained, a roll of 1 is a Critical Failure,
5 +3 +3 +3 +3 +3 +5 Fabled Luck, Protective Instincts which can result in breaking a tool, hurting
6 +4 +3 +3 +3 +3 +6 Special Ability themselves, or otherwise royally screwing up
7 +5 +3 +3 +3 +3 +6 Bonus Feat whatever they’re trying to do. Regardless of the
8 +6/+1 +4 +4 +4 +4 +7 Lucky Item (thrice) specifics, the failure will be spectacular and
9 +6/+1 +4 +4 +4 +4 +8 Special Ability unfavourable. GMs are encouraged to toss some
10 +7/+2 +5 +5 +5 +5 +9 Protective Instincts good natured disaster at the otherwise blessed-by-
11 +8/+3 +5 +5 +5 +5 +9 Renaissance Man the-gods lives of Adventurers.
12 +9/+4 +6 +6 +6 +6 +10 Bonus Feat, Special Ability Special Ability (Ex): At levels 3, 6, 9, 12, 15,
13 +9/+4 +6 +6 +6 +6 +10 Skill Mastery 18, Adventurers can take one of the abilities,
14 +10/+5 +6 +6 +6 +6 +11 Bonus Feat listed in italics. They can take each ability only
15 +11/+6/+1 +7 +7 +7 +7 +11 Special Ability, Protective Instincts once, unless its text says otherwise. Unlike Class
16 +12/+7/+2 +7 +7 +7 +7 +12 Bonus Feat x2 Features, Special Abilities that replicate feats
17 +12/+7/+2 +8 +8 +8 +8 +13 Favoured Save
require prerequisites, just like a normal feat.
18 +13/+8/+3 +8 +8 +8 +8 +14 Special Ability
Delay Disaster: If an Adventurer fails to disarm a
19 +14/+9/+4 +9 +9 +9 +9 +14 Bonus Feat x3
bomb or trap, it detonates or otherwise 'goes
20 +15/+10/+5 +9 +9 +9 +9 +15 Protective Instincts
off' 1d2 rounds later, at the end of the round, instead of going being hit by a vehicle while you are on foot, regardless of
off immediately. whether the hit is an accident or a deliberate attack.
Encyclopaedic Memory: You can re-roll any failed Knowledge
check once. You can do this twice per session. Bonus Feats: At levels 4, 7, 12, 16, and 19. Groups: Combat,
Evasion: You can avoid even magical and unusual attacks with Defensive; Save Enhancers; Skill Enhancers.
great agility. If you make a successful Reflex saving throw Fabled Luck (Ex): At level 5, once per day, Adventurers can
against an attack that normally deals half damage, then you roll two d20s for any roll requiring a d20 (attacks, skills, saves,
instead take no damage. You can use Evasion only if you are initiative, etc.) and choose the more favourable roll.
wearing light armour or no armour. If you are helpless, you Protective Instincts (Ex): At levels 5, 10, 15, and 20,
do not gain the benefit of Evasion. Adventurers receive one of the three basic Save Enhancer feats
Fisticuffs: You gain a +2 competence bonus to damage rolls (Lightning Reflexes, Great Fortitude, or Iron Will), at the player's
when you hit with an Unarmed Strike. discretion. If they already have all three, they can choose to take
Nerves of Steel: When using the Jack of All Trades class feature, one of the Awesome save enhancers. If they have all three of
rolling a 1 on a d20 does not count as a critical failure. them, they can take one of the Supreme save enhancers.
Nimbleness: Your Speed increases by +5 feet. Renaissance Man (Ex): At level 11, all skills are considered
Pursuit Specialist: Gain a +4 competence bonus to Drive and/or Class Skills for the Adventurer, for the purposes of paying skill
Ride checks rolled while in ‘hot pursuit’ of any adversary. points. NB: this applies only to the Adventurer class. If the
Slippery Mind: If you fail a Will Save against a mind-affecting character takes levels in other classes past this point, the normal
spell or power, you can re-roll that Will Save once, on your restrictions for cross-class skills apply at those class levels.
next turn. Skill Mastery (Ex): At level 13, with 2 skills in which
Steady Hands: Re-roll any failed Craft check a single time. You Adventurers already have at least one rank, including cross-class
can do this twice per session. skills, they can now Take 10, even under stressful circumstances
Uncanny Dodge: You retain your Dexterity bonus to Defence (if or when failure involves direct personal risk. If they are granted
any) even if you are caught flat-footed or struck by an this class feature multiple times, they can pick 2 new skills each
invisible attacker. However, you still lose your Dexterity time.
bonus to Defence if you are immobilised. If you already have Favoured Save (Ex): At level 17, Adventurers can Take 10
Uncanny Dodge, then this Special Ability grants Improved with one of their Saves (Fortitude, Reflex, or Will, player's
Uncanny Dodge instead. choice).
Walk Away Unscathed: If you crash or lose control of a ground
vehicle (car, truck, bus), then you can spend 1AP to take no Champion
damage. You don't have to be driving the vehicle to use this Hit Die: d12
ability. You can use this ability to take half damage from Power Die: d6
The Champion is a hero for an ideal, a nation, or an
institution. Champions are living symbols,
walking icons. They are charming,
Table 2-3 Champion
persuasive, and never at a loss to orate on the
Level Base Attack Fort Ref Will Def. Rep. Class Features
glory of their causes, the importance of the
1 +1 +1 +1 +1 +1 +3 Swaggering Bravado, Iconic Attack +2 ideology for which they fight, or the malice
2 +2 +1 +1 +1 +1 +4 Chutzpah! +2 and cruelty of their enemies. Champions fight
3 +3 +2 +2 +2 +2 +4 Iconic Presence +2 with the dedication of the True Believer.
4 +4 +2 +2 +2 +2 +5 Bombastic Aura I Sample Character: Doc Sprocket
5 +5 +3 +3 +3 +3 +5 Bonus Feat
6 +6/+1 +3 +3 +3 +3 +6 Iconic Attack +4 Skill Points at 1 st Level: (4 + Int per
7 +7/+2 +3 +3 +3 +3 +6 Bonus Feat level) x4
8 +8/+3 +4 +4 +4 +4 +7 Chutzpah! +2 Skill Points per Level: 4 + Int modifier
9 +9/+4 +4 +4 +4 +4 +8 Bonus Feat, Unshakable Resolve Class Skills: Bluff (Cha), Climb (Str),
10 +10/+5 +5 +5 +5 +5 +9 Iconic Attack +6 Craft (mechanical, visual art, writing) (Int),
11 +11/+6/+1 +5 +5 +5 +5 +9 Bonus Feat x2 Diplomacy (Cha), Drive (Dex), Gather
12 +12/+7/+2 +6 +6 +6 +6 +10 Iconic Presence +4 Information (Cha), Intimidate (Cha), Jump
13 +13/+8/+3 +6 +6 +6 +6 +10 Bonus Feat x2 (Str), Knowledge (art, civics, history,
14 +14/+9/+4 +6 +6 +6 +6 +11 Iconic Attack (crit range x2) theology/ philosophy) (Int), Observe (Wis),
15 +15/+10/+5 +7 +7 +7 +7 +11 Bonus Feat
Profession (Int), Ride (Dex), Search (Int),
Sense Motive (Wis), Swim (Wis), and Treat
16 +16/+11/+6/+1 +7 +7 +7 +7 +12 Chutzpah! +2
Injury (Wis).
17 +17/+12/+7/+2 +8 +8 +8 +8 +13 Iconic Attack +6, Bonus Feat
18 +18/+13/+8/+3 +8 +8 +8 +8 +14 Iconic Presence +6
Starting Proficiencies: 10
19 +19/+14/+9/+4 +9 +9 +9 +9 +14 Inflexible Will, Bonus Feat
20 +20/+15/+10/+5 +9 +9 +9 +9 +15 Iconic Attack +8
have Uncanny Dodge, then they get Improved Uncanny Dodge Unity of Being (Su): At level 17, Martial Artists can, as a
instead. swift action, trade PPs for HPs or HPs for PPs, at a ratio of 2:1.
Bonus Feats: At levels 5, 9, 10, 12, 15, 18, and 20. Feat This means that they could trade 12 HPs for 6PPs or vice-versa.
groups: Combat, Defensive; Combat, General; Combat, They cannot trade enough points to put their HPs to zero or
Offensive. lower, and there is no such thing as negative PPs. Martial Artists
Float Like a Butterfly (PL): At level 6, Martial Artists must be conscious to use this class feature.
receive Amazing Leap and two ranks in Powered Leap Ageless (PL): At level 19, Martial Artists no longer take any
(enhancement) and one rank in Catfall. These ranks stack with penalties for ageing. Although they do still physically age and
any previous ranks the Martial Artist has taken in those two will eventually die of old age, their ability scores never change as
powers. a result of the ageing process.
Protective Instincts (Ex): At levels 7 and 13, Martial Artists Mastermind
receive one of the three basic Save Enhancer feats (Lightning
Reflexes, Great Fortitude, or Iron Will), player's choice. If they Hit Die: d6
already have all three, they can choose to take one of the Power Die: d10
Awesome save enhancers. If they have all three of them, they can Masterminds pride themselves on planning for every
take one of the Supreme save enhancers. contingency, knowing their enemies' every strength and
Uncanny Dodge, Improved (Ex): At level 8, Martial Artists weakness, and learning to use both against them. Regardless of
can no longer be flanked. This defence denies anyone else the their physical power, Masterminds employ complex tactics,
ability to Sneak Attack them by flanking them, unless they have manipulation and mind games, and strategic thinking with
at least 4 more character levels or hit dice than the Martial Artist military precision. Before they walk into a room, they have
in the class that grants the Sneak Attack feature. already played out every possible scenario in their minds and
Improved Evasion (Ex): At level 11, Martial Artists' planned for them all. Masterminds are particularly good at either
Evasion ability improves. They still take no damage on a inspiring or terrorizing their lieutenants into serving them with
successful Reflex saving throw against attacks, but also take only unquestioning efficiency. They get especially good use out of
half damage on a failed save. A helpless Martial Artist does not abilities that provide helpers and servants (i.e., Ally, Connection,
gain the benefit of Improved Evasion. Grunt, Minion, Personal Assistant) or those that grant the ability
Sting Like a Bee (Ex): At level 14, the critical multiplier of to aid or inspire others in combat (Improved Co-operative
Martial Artists' unarmed strikes increases by x2 (thus x2 Attack, Field Commander). Though the Mastermind may seem
becomes x3, and so on), and the critical threat range doubles best suited as a villain, they can just as easily be inspirational
from (thus 20 becomes 19-20, 19-20 becomes 17-20, etc.). leaders of men and women. The difference between Masterminds
Favoured Save (Ex): At level 16, Martial Artists can Take 10 and Champions, though, is that Masterminds often will not stand
with one of their Saves (Fortitude, Reflex, or Will; player's shoulder-to-shoulder with their followers in battle, instead taking
choice). up a less glorious, but potentially more useful, position far
behind the lines.
Sample Character: Slag
Table 2-5 Mastermind
Level Base Attack Fort Ref Will Def. Rep. Class Features Skill Points at 1 st Level: (6 + Int per level) x4
1 +0 +1 +0 +2 +1 +3 Imposing Presence +2 Skill Point per Level: 6 + Int modifier
2 +1 +1 +0 +3 +1 +4 Tactical Genius +2, Special Ability Class Skills: Appraise (Int), Bluff (Cha),
3 +2 +2 +1 +3 +2 +4 Inspiring Presence +2 Climb (Str), Computer Use (Int), Craft
4 +3 +2 +1 +4 +2 +5 Bombastic Aura (mechanical) (Int), Diplomacy (Cha), Drive
5 +3 +3 +1 +4 +3 +5 Bonus Feat, Cross-Trained (Dex), Gamble (Wis), Gather Information (Cha),
6 +4 +3 +2 +5 +3 +6 Imposing Presence +4 Intimidate (Cha), Investigate (Int), Jump (Str),
7 +5 +3 +2 +5 +3 +6 Tactical Genius +4, Special Ability Knowledge (behavioural sciences, business,
8 +6/+1 +4 +2 +6 +4 +7 Inspiring Presence +4 current events, history, tactics, theology/
9 +6/+1 +4 +3 +6 +4 +8 Inflexible Will, Bonus Feat philosophy) (Int), Observe (Wis), Pilot (Dex),
10 +7/+2 +5 +3 +7 +5 +9 Mind Expansion Profession (Int), Repair (Int), Ride (Dex), Search
11 +8/+3 +5 +3 +7 +5 +9 Imposing Presence +6, Special Ability (Wis), Sense Motive (Wis), Spellcraft (Int).
12 +9/+4 +6 +4 +8 +6 +10 Tactical Genius +6, Chutzpah! +2
13 +9/+4 +6 +4 +8 +6 +10 Inspiring Presence +6
Starting Proficiencies: 8
Imposing Presence (Ex): At level 1,
14 +10/+5 +6 +4 +9 +6 +11 Bonus Feat, Special Ability
Masterminds receive a +2 competency bonus to
15 +11/+6/+1 +7 +5 +9 +7 +11 Mind Expansion
all Bluff, Diplomacy, and Intimidate checks. The
16 +12/+7/+2 +7 +5 +10 +7 +12 Imposing Presence +8, Chutzpah! +2
bonus increases by +1 at levels 6 (+4), 11 (+6),
17 +12/+7/+2 +8 +5 +10 +8 +13 Tactical Genius +8
and 16 (+8).
18 +13/+8/+3 +8 +6 +11 +8 +14 Inspiring Presence +8 Tactical Genius (Ex): At level 2,
19 +14/+9/+4 +9 +6 +11 +9 +14 Bonus Feat x2, Special Ability Masterminds can grant a +2 circumstance bonus
20 +15/+10/+5 +9 +6 +12 +9 +15 Chutzpah! +2, Mind Expansion
to the skill checks and attack rolls of anyone who fights on their Inspiring Presence (Ex): At level 3, Masterminds grant a +2
side and remains within 50'. This requires a move action, to bark morale bonus to attack and damage rolls and Will saves against
orders or otherwise direct their allies. Masterminds can do this fear or charm effects to anyone who fights on their side and
three times per day. This effect lasts for a number of rounds equal remains within 50 ft. This effect requires not effort on the
to the Mastermind's Charisma modifier +2. The bonus increases Mastermind's part and lasts for as long as the Mastermind
by +1 at level 7 (to +4), 12 (to +6), and 17 (to +8). actively fights in the battle. This bonus increases at level 8 (to
Special Ability (Ex): At levels 2, 7, 11, 14, and 19, +4), 13 (to +6), and 18 (to +8).
Masterminds can take one of the abilities listed in italics, below. Bombastic Aura (Su): At level 4, Masterminds become so
They can take each ability only once, unless its text says magnificent, awesome, or scary that they add their Charisma
otherwise. Unlike Class Features, Special Abilities that replicate modifier to their Defence as a insight bonus. This bonus affects
feats require prerequisites, just like a normal feat. only those who are within 30'. Anyone who is immune to fear
Encyclopaedic Memory: You can re-roll any failed Knowledge and/or charm effects ignores this bonus.
check once. You can do this twice per session. Bonus Feat: At levels 5, 9 14, 19. Feat groups: Defensive
Exhort Lieutenants: By expending 1AP and a free action, you Combat, Save Enhancers, and Skill Enhancers.
can grant a +1 bonus to the skill checks and saves of up to ten Cross-Trained (Ex): At level 5, Masterminds gain this feat.
people at a time. The effect lasts a number of rounds equal to Inflexible Will (Ex): At level 9, Masterminds can Take 10 on
the Mastermind's Charisma modifier. any Will Save, but they must declare their intention to do so
Bonus Feat: You can pick a free feat from one of the following before they make their rolls.
groups: Defensive Combat, Save Enhancers, and Skill Mind Expansion: At levels 10, 15, and 20, Masterminds
Enhancers. apply a permanent +1 to either Intelligence, Wisdom, or
Opportunist: Any time an opponent within your standard mêlée Charisma (player's choice).
reach takes damage from someone else's attack, you can Chutzpah!: At levels 12, 16, and 20, Masterminds get a
choose to make an Attack of Opportunity against that permanent +2 to Charisma.
opponent. You can do so only once per round, even with Sidekick
Combat Reflexes, and this attack counts against your total Hit Die: d8
number of Attacks of Opportunity. Power Die: d8
Scare Tactics: Once per day, Masterminds can roll two d20s for Sidekicks are more than just junior partners of an older or
any Intimidate check and select the best result. more powerful superhero. They are experts at playing a
Slippery Mind: If you fail a Will Save against a mind-affecting supporting role in a superhero's quest for justice. Sidekicks’
spell or power, you can re-roll that Will Save once, on your abilities are geared toward staying out of the spotlight in order to
next turn. keep their hero looking good. They are highly-trained team
Vanish Into Another Life: Free 4CP Additional Identity, ready for players who are better at following than leading, at least until
use at all times. they get a little older.
Sample Character: Sponge
Table 2-6 Sidekick
Skill Points at 1 st Level: (5 + Int per
Level Base Attack Fort Ref Will Def. Rep. Class Features
level) x4
1 +0 +0 +2 +1 +2 +0 Restore Confidence, Cooperative Attack Skill Point per Level: 5 + Int modifier
2 +1 +0 +3 +1 +3 +0 Improved Flanking I Class Skills: Bluff (Cha), Climb (Str),
3 +2 +1 +3 +2 +3 +0 Heroic Intervention Computer Use (Int), Craft (electronic,
4 +3 +1 +4 +2 +4 +0 Sneak Attack +1d6, Armour of Obscurity mechanical) (Int), Disable Device (Int),
5 +3 +1 +4 +3 +4 +1 Evasion Drive (Dex), Escape Artist (Dex), Gather
6 +4 +2 +5 +3 +5 +1 Improved Cooperative Attack, Bonus Feat Information (Cha), Jump (Str),
7 +5 +2 +5 +3 +5 +1 Unwavering Loyalty +2, Improved Flanking II Knowledge (current events, popular
8 +6/+1 +2 +6 +4 +6 +1 Sneak Attack +2d6, Uncanny Dodge culture, technology) (Int), Observe (Wis),
9 +6/+1 +3 +6 +4 +6 +2 Distraction (-1) Search (Int), Sense Motive (Wis), Sleight
10 +7/+2 +3 +7 +5 +7 +2 Unwavering Loyalty +4 of Hand (Dex), Stealth (Dex), Swim (Str),
11 +8/+3 +3 +7 +5 +7 +2 Set-Up Attack, Improved Evasion Treat Injury (Wis), Tumble (Dex).
12 +9/+4 +4 +8 +6 +8 +2 Sneak Attack +3d6, Bonus Feat
13 +9/+4 +4 +8 +6 +8 +3 Distraction (-2) Starting Proficiencies: 6
14 +10/+5 +4 +9 +6 +9 +3 Unwavering Loyalty +6, Bonus Feat Restore Confidence (Ex): At level 1,
15 +11/+6/+1 +5 +9 +7 +9 +3 Bonus Feat
twice per session, Sidekicks can grant any
one comrade within 50 feet a free re-roll
16 +12/+7/+2 +5 +10 +7 +10 +3 Sneak Attack +4d6, Bonus Feat
on any Will save. This requires an
17 +12/+7/+2 +5 +10 +8 +10 +4 Distraction (-3)
immediate action, to yell something
18 +13/+8/+3 +6 +11 +8 +11 +4 Unwavering Loyalty +8, Bonus Feat x2
encouraging, flash a big, goofy grin, or
19 +14/+9/+4 +6 +11 +9 +11 +4 Bonus Feat x2
otherwise offer moral support.
20 +15/+10/+5 +6 +12 +9 +12 +4 Sneak Attack +5d6, Bonus Feat
Cooperative Attack: At level 1, Sidekicks receive this feat. Bonus Feats: At levels 6, 12, 14, 15, 16, 18, 19, and 20,
Improved Flanking I (Ex): At level 2, Sidekicks can grant a Sidekicks can pick free feats from the following feat groups:
team mate a flanking bonus just by engaging in mêlée against the Combat, Defensive; General; Save Enhancers.
same opponent. The Sidekick's position relative to the team Unwavering Loyalty (Ex): At level 7, Sidekicks receive a +2
mater does not matter. Only the Sidekick's team mate gains the to any roll to resist mental effects (psionic, magical, etc.) that
flanking bonuses. At level 7, Sidekicks received Improved would compel them to betray, harm, or abandon their allies. This
Flanking II (Ex), which means that the Sidekick now gains the bonus improves by +2 at level 10 (to +4), level 14 (to +6), and
Flanking bonuses as well. level 18 (to +8).
Armour of Obscurity (Ex): At level 4, Sidekick's become Uncanny Dodge (Ex): At level 8, Sidekicks retain their
experts at not attracting the attention of their enemies. They can Dexterity bonus to Defence (if any) even if they are caught flat-
take the Charisma bonus of any ally who is (a) within 30' and (b) footed or struck by an invisible attacker. However, they still lose
visibly present to the enemy, and add it to their own Defence their Dexterity bonus to Defence if they are immobilised. If they
score as a competence bonus. already have Uncanny Dodge, then they automatically get
Sneak Attack (Ex): At levels 4, 8, 12, 16, and 20, Sidekicks Improved Uncanny Dodge (see below) instead.
receive +1d6 Sneak Attack damage. If they can catch an Distraction (Ex): At levels 9, Sidekicks are such an
opponent when he is unable to defend himself effectively from annoyance to adjacent opponents that those opponents suffer a -1
their attacks, then they can strike a vital spot for extra damage. to Defence. This penalty stacks with the effects of Flanking and
Their attack deals extra damage any time the target would other such distraction ploys in combat. The penalty improves by
be denied their Dexterity bonus to Defence (whether the target 1 at level 13 (to -2) and 17 (to -3).
actually has a Dexterity bonus or not), or when the Sidekick has Set-Up Attack (Ex): At level 11, Sidekicks can effectively
flanked them. This extra damage is initially 1d6, and increases give their highest attack to an adjacent ally. Sidekicks use a
by 1d6 at the levels indicated above. Critical hits do not standard action to create an opportunity for an ally to attack an
multiply Sneak Attack damage. opponent that they both threaten in mêlée. The attack made by
Ranged attacks can count as Sneak Attacks only if the target the ally is either at the Sidekick's highest attack bonus, or the
is within 30 feet. ally's, whichever is higher. Sidekicks can Set Up only one attack
With a sap (blackjack) or an unarmed strike, Sidekicks can per round. The attack happens during the Sidekick's round, but is
make a Sneak Attack that deals non-lethal damage instead of rolled by the ally. The ally expends one Attack of Opportunity in
lethal damage. They cannot use a weapon that deals lethal order to use the Sidekick's Set-Up Attack.
damage to deal non-lethal damage in a sneak attack, not even Evasion, Improved (Ex): At level 11, Sidekicks become
with the usual –4 penalty. even better at avoid damage. When they fail Reflex saves they
Sidekicks can perform a Sneak Attack on only living take only half damage, and if they succeed they take no damage.
creatures with discernible anatomies or vital systems , which They can use Evasion only if they are wearing light armour or no
includes people, aliens, and fantasy creatures, as well as armour. If they are helpless, then they do not gain the benefit of
Mechanoids (Chapter 9: Heroes and Villains), but it does not Evasion.
include undead, constructs, oozes, plants, and incorporeal Sleuth
creatures. Any creature that is immune to critical hits is not Hit Die: d6
vulnerable to Sneak Attacks. Power Die: d6
Sidekicks must be able to see the target well enough to pick The thinking-man's crime fighter, Sleuths are experts in
out a vital spot and must be able to reach such a spot. They surveillance, detection, psychology, gathering information in all
cannot Sneak Attack while striking a creature or target that has its forms, and using evidence to not only reconstruct crimes, but
concealment, and they cannot strike at the limbs of a creature's solve them in progress or even predict them before they happen.
because their vital spots (body and/or head) are out of your reach. Sleuths themselves vary greatly in terms of style and practise.
They can hit aliens, animals, and other non-human creatures, as Some are all brains, paying attention to nothing but verifiable
long as they have something akin to "vital areas." evidence and irrefutable logic. Some are all guts, relying on
Heroic Intervention (Ex): At level 4, Sidekicks can instantly instinct and an uncanny feel for people. Some are immaculately
change places with any adjacent ally character for the express dressed and exude class. Some are rumpled, down-on-their-luck
purpose of taking an attack already successfully made against alcoholics. Some are private detectives, who are pulled into
that ally. Sidekicks can use this ability at any time, as an adventures as part of their jobs, some are free agents who just
Immediate Action, once per round. stick their noses into mysteries when they smell them, and some
Evasion (Ex): At level 5, Sidekicks can avoid even magical are law-enforcement agents, sworn to uphold justice. The one
and unusual attacks with great agility. If they make a successful thing that ties them together is the driving need to take the
Reflex saving throw against an attack that normally deals half random facts all around them and turn them into concrete stories,
damage, then they instead take no damage. They can use Evasion to know what really happened when nobody else does.
only if they are wearing light armour or no armour. If they are Sample Character: Deadline
helpless, then they do not gain the benefit of Evasion.
Cooperative Attack, Improved: At level 6, Sidekicks Skill Points at 1 st Level: (8 + Int per level) x4
receive this feat. Skill Point per Level: 8 + Int modifier
Starting Proficiencies: 8 Sharp Eyes I (Ex): At level 4, Sleuths can re-roll any failed
Bonus Advantage (Ex): At level 1, Sleuths receive one of Search or Observe check. They can do so twice per session. At
two bonus Ads, either Law-Enforcement Powers (2CP), or a level 7, Sleuths get Sharp Eyes II, at which point they can re-
Rank 2 Connection (2CP). At levels 4, 7, 11, and 17, Sleuths roll any failed Search or Observe check four times per session.
receive another 2CP to spend on Connection or Law- Sixth Sense (Ex): At levels 4, 13, and 19, Sleuths receive a
Enforcement Powers, as they see fit. +2 to all skills or checks related to observation: Forgery,
Investigative Knack (Ex): At level 2, Sleuths receive a +4 Decipher Script, Gather Information, Investigate, Observe,
bonus to any and all rolls pertaining to directly examining Search, Sense Motive, and Treat Injury.
evidence, either on the scene or in a 'crime lab' after the fact. At Sneak Attack (Ex): At levels 5, 10, 15, and 20, Sleuths
levels 10 and 13, this bonus increases by +2. receive +1d6 Sneak Attack damage. If they can catch an
Bonus Feat: At levels 2, 8, 11, 14, and 18. Feat groups: opponent when he is unable to defend himself effectively from
General Combat, Save Enhancers, and Skill Enhancers. their attacks, then they can strike a vital spot for extra damage.
Special Ability (Ex): At levels 3, 6, 9, 12, 16, and 19, Sleuths Their attack deals extra damage any time the target would
can take one of the abilities, listed in italics. They can take each be denied their Dexterity bonus to Defence (whether the target
ability only once, unless its text says otherwise. Unlike Class actually has a Dexterity bonus or not), or when the Sleuth has
Features, Special Abilities that replicate feats require flanked them. This extra damage is initially 1d6, and increases
prerequisites, just like a normal feat. by 1d6 at the levels indicated above. Critical hits do not
Encyclopaedic Memory: You can re-roll any failed Knowledge multiply Sneak Attack damage.
check once. You can do this twice per session. Ranged attacks can count as Sneak Attacks only if the target
Evasion: You can avoid even magical and unusual attacks with is within 30 feet.
great agility. If you make a successful Reflex saving throw With a sap (blackjack) or an unarmed strike, Sleuths can
against an attack that normally deals half damage, then you make a Sneak Attack that deals non-lethal damage instead of
instead take no damage. You can use Evasion only if you are lethal damage. They cannot use a weapon that deals lethal
damage to deal non-lethal damage in a sneak attack, not even jobs as making sure that freedom is enjoyed by all. They have a
with the usual –4 penalty. stronger tendency to work outside or even in opposition to the
Sleuths can perform a Sneak Attack on only living creatures law, though, in which case they see it as another thing keeping
with discernible anatomies or vital systems , which includes them from their freedom.
people, aliens, and fantasy creatures, as well as Mechanoids (see Sample Character: The Batter
Chapter 9: Heroes and Villains), but it does not include undead,
constructs, oozes, plants, and incorporeal creatures. Any Skill Points at 1 st Level: (10 + Int per level) x4
creature that is immune to critical hits is not vulnerable to Skill Point per Level: 10 + Int modifier
Sneak Attacks. Class Skills: Appraise (Int), Bluff (Cha), Climb (Str),
Sleuths must be able to see the target well enough to pick out Computer Use (Int), Craft (chemical, electronic, mechanical,
a vital spot and must be able to reach such a spot. They cannot pharmaceutical, structural) (Int), Diplomacy (Cha), Disable
Sneak Attack while striking a creature or target that has Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex),
concealment, and they cannot strike at the limbs of a creature's Forgery (Int), Gamble (Wis), Gather Information (Cha),
because their vital spots (body and/or head) are out of your reach. Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge
They can hit aliens, animals, and other non-human creatures, as (behavioural sciences, business, current events, earth and life
long as they have something akin to "vital areas." sciences, physical sciences, tactics, technology) (Int), Observe
Shadowy Presence (Ex): At levels 5, Sleuths receive a +2 (Wis), Perform (Cha), Profession (Wis), Repair (Int), Ride (Dex),
competence bonus to Stealth checks. The bonus increases by +1 Search (Int), Sense Motive (Wis), Sleight of Hand (Dex) Stealth
at levels 10 (to +4), 15 (to +6), and 20 (to +8). (Dex), Swim (Str), Tumble (Dex), Use Device (Wis), Use Rope
Skill Mastery (Ex): At level 17, with 2 skills in which (Dex).
Sleuths already have at least one rank, including cross-class
skills, they can now Take 10, even under stressful circumstances Starting Proficiencies: 8
or when failure involves direct personal risk. If they are granted Sneak Attack (Ex): At all odd-numbered levels, Sneaks
this class feature multiple times, they can pick 2 new skills each receive +1d6 Sneak Attack damage. If they can catch an
time. opponent when he is unable to defend himself effectively from
Sneak their attacks, then they can strike a vital spot for extra damage.
Hit Die: d6 Their attack deals extra damage any time the target would
Power Die: d6 be denied their Dexterity bonus to Defence (whether the target
Sneaks just don't like being trapped. They take any barrier to actually has a Dexterity bonus or not), or when the Sneak has
their freedom, literal or figurative, as a personal insult, and they flanked them. This extra damage is initially 1d6, and increases
have an almost pathological desire to pick all the locks, open all by 1d6 at the levels indicated above. Critical hits do not
the doors, or talk their way out of any and all restrictions. They multiply Sneak Attack damage.
can be agents of the law, certainly, but they'll tend to see their Ranged attacks can count as Sneak Attacks only if the target
is within 30 feet.
Table 2-8 Sneak With a sap (blackjack) or an unarmed strike,
Sleuths can make a Sneak Attack that deals non-lethal
Level Base Attack Fort Ref Will Def. Rep. Class Features
damage instead of lethal damage. They cannot use a
1 +0 +0 +2 +0 +1 +0 Sneak Attack +1d6
weapon that deals lethal damage to deal non-lethal
2 +1 +0 +3 +0 +1 +0 Special Ability
damage in a sneak attack, not even with the usual –4
3 +2 +1 +3 +1 +2 +0 Sneak Attack +2d6
penalty.
4 +3 +1 +4 +1 +2 +0 Special Ability, Bonus Feat Sneaks can perform a Sneak Attack on only living
5 +3 +1 +4 +1 +3 +1 Sneak Attack +3d6 creatures with discernible anatomies or vital
6 +4 +2 +5 +2 +3 +1 Special Ability systems, which includes people, aliens, and fantasy
7 +5 +2 +5 +2 +3 +1 Sneak Attack +4d6, Bonus Feat creatures, as well as Mechanoids (see Fantasy
8 +6/+1 +2 +6 +2 +4 +1 Special Ability Species, Chapter 9: Heroes and Villains), but it does
9 +6/+1 +3 +6 +3 +4 +2 Sneak Attack +5d6 not include undead, constructs, oozes, plants, and
10 +7/+2 +3 +7 +3 +5 +2 Special Ability, Bonus Feat incorporeal creatures. Any creature that is immune
11 +8/+3 +3 +7 +3 +5 +2 Sneak Attack +6d6 to critical hits is not vulnerable to Sneak Attacks.
12 +9/+4 +4 +8 +4 +6 +2 Special Ability Sneaks must be able to see the target well enough
13 +9/+4 +4 +8 +4 +6 +3 Sneak Attack +7d6, Bonus Feat to pick out a vital spot and must be able to reach such
14 +10/+5 +4 +9 +4 +6 +3 Special Ability a spot. They cannot Sneak Attack while striking a
15 +11/+6/+1 +5 +9 +5 +7 +3 Sneak Attack +8d6 creature or target that has concealment, and they
16 +12/+7/+2 +5 +10 +5 +7 +3 Special Ability, Bonus Feat cannot strike at the limbs of a creature's because their
17 +12/+7/+2 +5 +10 +5 +8 +4 Sneak Attack +9d6
vital spots (body and/or head) are out of your reach.
18 +13/+8/+3 +6 +11 +6 +8 +4 Special Ability
They can hit aliens, animals, and other non-human
creatures, as long as they have something akin to
19 +14/+9/+4 +6 +11 +6 +9 +4 Sneak Attack +10d6, Bonus Feat
"vital areas."
20 +15/+10/+5 +6 +12 +6 +9 +4 Special Ability, Bonus Feat
Special Abilities (Ex): At all even-numbered levels, Sneaks opponent. You can do so only once per round, even with
can take one of the abilities, listed in italics. They can take each Combat Reflexes, and this attack counts against your total
ability only once, unless its text says otherwise. Unlike Class number of Attacks of Opportunity.
Features, Special Abilities that replicate feats require Resiliency: Gain a +1 bonus to both Fortitude and Will saves.
prerequisites, just like a normal feat. Skill Mastery: With 2 skills in which you already have at least
Calm Nerves: You can take 10 on any Reflex save, but you must one rank, including cross-class skills, you can now Take 10,
declare your intention to do so before your make your rolls. even under stressful circumstances or when failure involves
Crippling Strike: Victims of Sneak Attacks take -2 penalty to direct personal risk. If you are granted this class feature
Strength for 1d4 rounds. multiple times, you can pick 2 new skills each time.
Defensive Roll: Once per day, you can take half damage from Slippery Mind: If you fail a Will Save against a mind-affecting
any attack that would bring you to 0 or fewer HPs. This spell or power, you can re-roll that Will Save once, on your
requires a Reflex save equal to the damage. You cannot make next turn.
Defensive Rolls if you are denied your Dexterity bonus (if Trap Evasion: You gain a +2 bonus to Reflex saves to avoid traps
any) or are unaware of the in-coming attack. The effects of and a +2 dodge bonus to Defence against attacks by traps.
this special ability to not stack with Evasion. You can take this special ability twice. It's effects stack.
Evasion: You can avoid even magical and unusual attacks with Trap Speciality: You gain a +2 competence bonus to detect,
great agility. If you make a successful Reflex saving throw design, understand, disarm, or set up traps. You also gain
against an attack that normally deals half damage, then you Trapfinding, which means that you can attempt to defeat
instead take no damage. You can use Evasion only if you are Super traps (i.e., traps with Origins). If you beat the DC of a
wearing light armour or no armour. If you are helpless, then Defeat Security check by 10, then you bypass the trap or
you do not gain the benefit of Evasion. device without setting it off. Finally, you can attempt to
Evasion, Improved: Your Evasion ability improves. You still take Disable traps and other devices that have DCs higher than 20.
no damage on a successful Reflex saving throw against Uncanny Dodge: You retain your Dexterity bonus to Defence (if
attacks, but also take only half damage on a failed save. If any) even if you are caught flat-footed or struck by an
you are helpless, you do not gain the benefit of Improved invisible attacker. However, you still lose your Dexterity
Evasion. bonus to Defence if you are immobilised. If you already have
False Papers: Gain a 2CP Alternative Identity. You can take this Uncanny Dodge, then you automatically get Improved
special ability multiple times. It grants a new Alternate Uncanny Dodge instead.
Identity each time. Uncanny Dodge, Improved: You can no longer be flanked. This
Nimbleness: Your Speed increases by +5 feet. defence denies anyone else the ability to Sneak Attack you by
Opportunist: Any time an opponent within your standard mêlée flanking you, unless they have at least 4 more levels than you
reach takes damage from someone else's attack, you can in the class that grants the Sneak Attack feature.
choose to make an Attack of Opportunity against that Bonus Feats: At levels 4, 7, 10, 13, 16, 19, and 20. Feat
groups: Combat, Defensive,
Table 2-9 Socialite Combat, Ranged, Skill
Enhancers.
Level Base Attack Fort Ref Will Def. Rep. Class Features
1 +0 +0 +0 +2 +2 +3 Comfortable Lifestyle (+4 Wealth), Reputation +1
Socialite
2 +1 +0 +0 +3 +3 +4 Perks (4 CP)
3 +2 +1 +1 +3 +3 +4 Cross-Trained, Reputation +2 Hit Die: d6
4 +3 +1 +1 +4 +4 +5 Bombastic Aura Power Die: d6
5 +3 +1 +1 +4 +4 +5 Perks (2 CP), Swaggering Bravado, Reputation +3 Socialites are rich people
6 +4 +2 +2 +5 +5 +6 Rakish Charm +2, Connection with time on their hands and a
7 +5 +2 +2 +5 +5 +6 Chutzpah!, Bonus Feat, Cross-Trained, Reputation +4 thirst for attention. Unlike
8 +6/+1 +2 +2 +6 +6 +7 Perks (2 CP) Champions, they rarely have a
9 +6/+1 +3 +3 +6 +6 +8 Rakish Charm +4, Connection, Reputation +5 quest or mission. Unlike
10 +7/+2 +3 +3 +7 +7 +9 Chutzpah!, Bonus Feat Adventurers, they don’t crave
11 +8/+3 +3 +3 +7 +7 +9 Perks (3 CP), Reputation +6 danger per se, except in so far
12 +9/+4 +4 +4 +8 +8 +10 Rakish Charm +6, Connection
as it makes them look good
13 +9/+4 +4 +4 +8 +8 +10 Chutzpah!, Bonus Feat x2, Reputation +7
when they escape it. What
others accomplish through
14 +10/+5 +4 +4 +9 +9 +11 Rakish Charm +8, Perks (2 CP)
training, skill, or just plain luck,
15 +11/+6/+1 +5 +5 +9 +9 +11 Cross-Trained, Reputation +8
Socialites accomplish through a
16 +12/+7/+2 +5 +5 +10 +10 +12 Chutzpah!, Bonus Feat x2
dazzling array of fabulous
17 +12/+7/+2 +5 +5 +10 +10 +13 Perks (3 CP), Reputation +9
equipment and a genetic
18 +13/+8/+3 +6 +6 +11 +11 +14 Chutzpah!, Bonus Feat x3 inability to conceive of their
19 +14/+9/+4 +6 +6 +11 +11 +14 Rakish Charm +10, Connection, Reputation +10 own failure. Not necessarily
20 +15/+10/+5 +6 +6 +12 +12 +15 Perks (4 CP)
egomaniacs, Socialites simply understand the adage "never let Reputation. Socialites can save these CPs to buy an expensive
them see you sweat" on a nigh-spiritual level. They are just as Ad, or spend them one at a time.
often magnanimous about their wealth as not, funding other Cross-Trained (Ex): At levels 3, 7, and 15, Socialites gain
superheroic (or supervillainous) efforts, occasionally even doing this feat.
so anonymously so that they appear more like 'real superheroes' Bombastic Aura (Su): At level 4, Socialites become so
in the public eye. magnificent, awesome, or scary that they add their Charisma
Sample Character: Brain Doctor modifier to their Defence as a insight bonus. This bonus affects
only those who are within 30'. Anyone who is immune to fear
Skill Points at 1 st Level: (6 + Int per level) x4 and/or charm effects ignores this bonus.
Skill Point per Level: 6 + Int modifier Swaggering Bravado (Ex): At level 5, Socialites can re-roll
Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), any failed Charisma check or Charisma-based skill check. They
Computer Use (Int), Craft (visual art, writing) (Int), Diplomacy can do this twice per session.
(Cha), Drive (Dex), Gamble (Wis), Gather Information (Cha), Rakish Charm (Ex): At levels 6, 9, 12, 14, and 19, Socialites
Intimidate (Cha), Jump (Str), Knowledge (art, business, current receive a +2 to all Bluff, Diplomacy, and Gather Information
events, popular culture) (Int), Observe (Wis), Ride (Dex), Search checks, to a total of +10 by level 19.
(Int), Sense Motive (Wis), Swim (Str) Connection (Ex): At levels 6, 9, 12, and 19, Socialites
receives a 2CP Connection Ad. Socialites can either take new
Starting Proficiencies: 6 Connections every time, creating a stable of friends and allies, or
Reputation (Ex): At levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and put the points into the same Connection, which would represent
19, Socialites receive a +1 to their Reputation scores. They either not only the Connection's rising influence in the world, but an
can't resist smiling for the cameras, even though they have secret increasing trust in the Socialite. The Connection(s) can be people
lives as crime fighters, or they use their wealthy status as a cover Socialites know in their normal lives, or as their super personae,
for those secret lives. or a mixture of the two.
Comfortable Lifestyle (Ex): At level 1, Socialites receive a Chutzpah! (Su): At levels 7, 10, 13, 16, and 18, Socialites
+4 bonus to their Wealth, which represents their fabulous get a permanent +1 to Charisma.
affluence. Bonus Feats: At levels 7, 10, 13, 16, and 18. Feat groups:
Perks (Ex): At levels 2, 5, 8, 11, 14, 17, and 20, Socialites General, Save Enhancers, Vehicle.
receive additional CPs with which they can take one of the Ads
listed below. These additional CPs represent inheritances from Soldier
wealthy relatives, the maturing of investments made decades Hit Die: d10
beforehand, or their increased fame and glory, either as Power Die: d6
superheroes or private citizens. Perk list: Allies, Alternate Soldiers put their military training and their equipment to
Identity, Assistant, Connection, Database/Library, and effective use. They execute their missions with mechanical
precision and efficiency is their top priority, and
they take a great deal of pride in doing so. They are
Table 2-10 Soldier
exceedingly loyal, placing the needs of the group
Level Base Attack Fort Ref Will Def. Rep. Class Features
and the mission above the needs of the individual.
1 +1 +1 +1 +0 +2 +1 Bonus Feat They tend toward world-weariness, though. Their
2 +2 +1 +1 +0 +3 +1 Sneak Attack +1d6 practicality can sometimes lead to cynicism and
3 +3 +2 +2 +1 +3 +2 Bonus Feat fatalism. Some Soldiers who become extremely
4 +4 +2 +2 +1 +4 +2 Protective Instincts, Evasion embittered can become Mercenaries. Instead of
5 +5 +3 +3 +1 +4 +3 Bonus Feat acting out of duty to the mission, they sell their
6 +6/+1 +3 +3 +2 +5 +3 Sneak Attack +2d6 skills for money, and their loyalty is based in
7 +7/+2 +3 +3 +2 +5 +3 Bonus Feat professionalism rather than belief in their leaders.
8 +8/+3 +4 +4 +2 +6 +4 Skill Mastery Sample Character: Chaingun Sally
9 +9/+4 +4 +4 +3 +6 +4 Bonus Feat
10 +10/+5 +5 +5 +3 +7 +5 Sneak Attack +3d6 Skill Points at 1 st Level: (6 + Int per level) x4
11 +11/+6/+1 +5 +5 +3 +7 +5 Bonus Feat Skill Point per Level: 6 + Int modifier
12 +12/+7/+2 +6 +6 +4 +8 +6 Protective Instincts, Cross-Trained Class Skills: Craft (mechanical) (Int),
13 +13/+8/+3 +6 +6 +4 +8 +6 Bonus Feat Demolitions (Int), Drive (Dex), Intimidate (Cha),
14 +14/+9/+4 +6 +6 +4 +9 +6 Sneak Attack +4d6 Jump (Str), Knowledge (earth and life sciences,
15 +15/+10/+5 +7 +7 +5 +9 +7 Bonus Feat
history, physical sciences, tactics, technology)
(Int), Language (read/write, speak) (n/a), Navigate
16 +16/+11/+6/+1 +7 +7 +5 +10 +7 Skill Mastery
(Int), Observe (Wis), Pilot (Dex), Profession (Wis),
17 +17/+12/+7/+2 +8 +8 +5 +10 +8 Bonus Feat
Repair (Int), Stealth (Dex), Survival (Wis), Swim
18 +18/+13/+8/+3 +8 +8 +6 +11 +8 Sneak Attack +5d6
(Str).
19 +19/+14/+9/+4 +9 +9 +6 +11 +9 Bonus Feat
20 +20/+15/+10/+5 +9 +9 +6 +12 +9 Favoured Save, Bonus Feat
Starting Proficiencies: 12 They can hit aliens, animals, and other non-human creatures, as
Bonus Feats: At every odd level, Soldiers receive bonus feats long as they have something akin to "vital areas."
from the following feat groups: Combat, Ranged; Save Protective Instincts (Ex): At level 4 and 12, Soldiers receive
Enhancers; Vehicle. one of the three basic Save Enhancer feats (Lightning Reflexes,
Sneak Attack (Ex): At levels 2, 6, 10, 14, and 18, Soldiers Great Fortitude, or Iron Will), player's choice. If they already
receive +1d6 Soldier Attack damage. If they can catch an have all three, they can choose to take one of the Awesome save
opponent when he is unable to defend himself effectively from enhancers. If they have all three of them, they can take one of the
their attacks, then they can strike a vital spot for extra damage. Supreme save enhancers.
Their attack deals extra damage any time the target would Evasion (Ex): At level 4, Warriors can avoid even magical
be denied their Dexterity bonus to Defence (whether the target and unusual attacks with great agility. If they make a successful
actually has a Dexterity bonus or not), or when the Soldier has Reflex saving throw against an attack that normally deals half
flanked them. This extra damage is initially 1d6, and increases damage, then they instead take no damage. They can use Evasion
by 1d6 at the levels indicated above. Critical hits do not only if they are wearing light armour or no armour. If they are
multiply Sneak Attack damage. helpless, then they do not gain the benefit of Evasion.
Ranged attacks can count as Sneak Attacks only if the target Skill Mastery (Ex): At levels 8 and 16, with 2 skills in which
is within 30 feet. Warriors already have at least one rank, including cross-class
With a sap (blackjack) or an unarmed strike, Sleuths can skills, they can now Take 10, even under stressful circumstances
make a Sneak Attack that deals non-lethal damage instead of or when failure involves direct personal risk. If they are granted
lethal damage. They cannot use a weapon that deals lethal this class feature multiple times, they can pick 2 new skills each
damage to deal non-lethal damage in a Sneak Attack, not even time.
with the usual –4 penalty. Cross-Trained (Ex): At Level 12, Soldiers gain this feat.
Soldiers can perform a Sneak Attack on only living creatures Favoured Save (Ex): At level 17, Soldiers can Take 10 with
with discernible anatomies or vital systems , which includes one of their Saves (Fortitude, Reflex, or Will, your choice).
people, aliens, and fantasy creatures, as well as Mechanoids (see
Chapter 9: Heroes and Villains), but it does not include undead, Thinker
constructs, oozes, plants, and incorporeal creatures. Any Hit Die: d4
creature that is immune to critical hits is not vulnerable to Power Die: d12
Sneak Attacks. Thinkers are cerebral creatures who get by on wits and smarts
Soldiers must be able to see the target well enough to pick out at the expense of strength. The real power, so says the Thinker, is
a vital spot and must be able to reach such a spot. They cannot in knowing more than your enemy. Thinkers, Sleuths, and
Sneak Attack while striking a creature or target that has Masterminds are cut from the same cloth in that regard, but the
concealment, and they cannot strike at the limbs of a creature's Thinker does not necessarily focus on one particular skill set,
because their vital spots (body and/or head) are out of your reach. either puzzle-solving or leading people, but instead is a
Renaissance Man or Woman who takes in
knowledge and secrets from every direction and
Table 2-11 Thinker
uses it all to their own, often inscrutable ends.
Level Base Attack Fort Ref Will Def. Rep. Class Features
Sample Character: Dr. Byrdapak
1 +0 +0 +0 +2 +0 +3 Jack of All Trades
2 +1 +0 +0 +3 +0 +4 Renaissance Man Skill Points at 1 st Level: (10 + Int per level) x4
3 +1 +1 +1 +3 +1 +4 Special Ability Skill Point per Level: 10 + Int modifier
4 +2 +1 +1 +4 +1 +5 Plot Device Class Skills: Appraise (Int), Autohypnonosis
5 +2 +1 +1 +4 +1 +5 Sixth Sense (Wis), Bluff (Cha), Computer Use (Int),
6 +3 +2 +2 +5 +2 +6 Special Ability Concentration (Con), Craft (all) (Int), Decipher
7 +3 +2 +2 +5 +2 +6 Inflexible Will Script (Int), Demolitions (Int), Disable Device
8 +4 +2 +2 +6 +2 +7 Tactical Genius +2, Mind Expansion (Int), Forgery (Int), Gamble (Wis), Investigate
9 +4 +3 +3 +6 +3 +8 Special Ability (Int), Knowledge (all) (Int), Navigate (Int),
10 +5 +3 +3 +7 +3 +9 Bafflegab Observe (Wis), Language (read/write, speak)
11 +5 +3 +3 +7 +3 +9 Set-Up Attack (none), Research (Int), Supercraft (Int), Use Device
12 +6/+1 +4 +4 +8 +4 +10 Special Ability (Int).
13 +6/+1 +4 +4 +8 +4 +10 Tactical Genius +4
14 +7/+2 +4 +4 +9 +4 +11 Sixth Sense Proficiencies: 4
15 +7/+2 +5 +5 +9 +5 +11 Special Ability, Bafflegab
Jack of All Trades (Ex): At level 1, Thinkers
can use all "trained only" skills as if they were
16 +8/+3 +5 +5 +10 +5 +12 Mind Expansion
trained. However, when using those skills
17 +8/+3 +5 +5 +10 +5 +13 Tactical Genius +6
untrained, a roll of 1 is a Critical Failure, which
18 +9/+4 +6 +6 +11 +6 +14 Special Ability
can result in breaking a tool, hurting themselves, or
19 +9/+4 +6 +6 +11 +6 +14 Contingency Plan
otherwise royally screwing up whatever they're
20 +10/+5 +6 +6 +12 +6 +15 Mind Expansion, Bafflegab
trying to do. Regardless of the specifics, the failure will be Mind Expansion: At levels 8, 16, and 20, Thinkers apply a
spectacular and unfavourable. GMs are encouraged to toss some permanent +1 to either Intelligence, Wisdom, or Charisma
good natured disaster at those know-it-alls. (player's choice).
Renaissance Man (Ex): At level 2, all skills are considered Bafflegab (Ex): At level 10, Thinkers can spew out a fluid
Class Skills for the Thinker. stream of smart-sounding gobbleygook. This takes a swift action
Special Ability (Ex): At levels 3, 6, 9, 12, 15, and 18, to perform, and Thinkers can use it once per session. Opponents
Thinkers can take one of the abilities, listed in italics. They can who are in earshot and can understand the language that the
take each ability only once, unless its text says otherwise. Unlike Thinker is speaking must make Will saves (DC = 15 + Thinker's
Class Features, Special Abilities that replicate feats require Intelligence bonus). Opponents who fail are so puzzled that they
prerequisites, just like a normal feat. cannot attack the Thinker at all. Opponents who pass are
Bonus Feat: You can pick a free feat from one of the following distracted enough that they cannot make attacks of opportunity
groups: Mystical, Psionic, Skill Enhancers. against the Thinker. The effect lasts for 1d4 rounds. At levels 15,
Encyclopaedic Memory: You can re-roll any failed Knowledge and 20, Thinkers can use Bafflegab one additional time per
check once. You can do this twice per session. session.
False Papers: Gain a 2CP Alternative Identity. You can take this Set-Up Attack (Ex): At level 11, Thinkers can effectively
special ability multiple times. It grants a new Alternate give their highest attack to an adjacent ally. Thinkers use a
Identity each time. standard action to create an opportunity for an ally to attack an
Fool Me Once: If you encounter the same trap more than once opponent that they both threaten in mêlée. The attack made by
(same manufacturer/builder), you get a cumulative +1 the ally is either at the Thinker's highest attack bonus, or the
competence bonus to disarm/deactivate the trap. Upon seeing ally's, whichever is higher. Thinkers can Set Up only one attack
the trap for a second time, you get a +1, at the third time +2, per round. The attack happens during the Thinker's round, but is
etc. rolled by the ally. The ally expends one Attack of Opportunity in
Learn From Your Mistakes: You can re-roll any failed Craft or order to use the Thinker's Set-Up Attack.
Knowledge check. On the re-roll, you can add your Death Exemption (PL): At level 19, Thinkers are so well-
Intelligence modifier as a competence bonus. You can do this prepared that they can avoid being damaged by otherwise lethal
twice per session. attacks. They gain the ability to invoke a Death Retcon (see
Mind Over Matter: Three times per session, you can apply your Chapter 1: Character Creation) once per game session.
Intelligence modifier as an insight bonus to any skill check,
regardless of its key ability. Warrior
Nerves of Steel: When using the Jack of All Trades class feature, Hit Die: d10
rolling a 1 on a d20 does not count as a critical failure. Power Die: d6
Scholarly Pursuits: 6 bonus ranks in any Knowledge skill. You Warriors are masters of combat, from good old fisticuffs to
can take this special ability multiple times. Each time, it complex weapons training. They don't always have the exoticism
yields another 6 ranks. of the Martial Artist, or the flair of the Champion, or the rigorous
Skill Mastery: With 2 skills in which you already have at least training of the Soldier, but they do not give up and they almost
one rank, you can now Take 10, even under stressful always have a fresh set of tricks up their sleeves.
circumstances or when failure involves direct personal risk. Sample Character: Lone Star
You can take this ability multiple times. It applies to two new
skills each time. Skill Points at 1 st Level: (4 + Int per level) x4
Slippery Mind: If you fail a Will Save against a mind-affecting Skill Point per Level: 4 + Int modifier
spell or power, you can re-roll that Will Save once, on your Class Skills: Climb (Str), Craft (chemical, mechanical,
next turn. structural) (Int), Drive (Dex), Gather Information (Cha),
Plot Device (Ex): At level 4, Thinkers gain one Plot Device, Intimidate (Cha), Jump (Str), Knowledge (physical science,
as per the feat (see Chapter 4: Feats). tactics, technology) (Int), Observe (Wis), Pilot (Dex), Profession
Sixth Sense (Ex): At levels 5 and 14, Thinkers receive a +2 (Int), Repair (Int), Search (Int), Sense Motive (Wis), Swim (Str),
to all skills or checks related to observation (Observe, Search, Treat Injury (Wis).
Spellcraft, Psicraft, etc.).
Inflexible Will (Ex): At level 7, Thinkers can Take 10 on any Starting Proficiencies: 10
Will Save, but they must declare their intention to do so before Bonus Feats: One at every level. Feat groups: Combat,
they make their rolls. Defensive; Combat, General; Combat, Offensive.
Tactical Genius (Ex): At level 8, Thinkers can grant a +2 Natural Aptitude (Ex): At levels 1, 5, 11, and 15, Warriors
competence bonus to the skill checks and attack rolls of anyone can apply a +2 bonus to one of two pairs of skills: either Gather
who fights on their side and remains within earshot or within Information and Intimidate, or Bluff and Diplomacy. Once
sight. This effect lasts for a number of rounds equal to the Warriors pick one of the two pairs, the bonuses apply to only that
Thinker's Intelligence modifier +2. The bonus increases by +2 at pair. The choice is permanent.
level 13 (to +4), and 17 (to +6). Cross-Trained (Ex): At levels 3, 7, 13, and 17, Warriors gain
this feat.
seeing the trap for a second time, you get a +1, at the third building, but do so almost instantaneously and at nearly no
time +2, etc. The maximum bonus is +10. material cost. They must spend 2 Action Points and they must
Jack of All Trades: You can use all "trained only" skills as if have a smattering of electronic bits and pieces to work with, in
you were trained. However, when using those skills addition to a few every-day tools (screw-driver, pliers, a little
untrained, a roll of 1 is a Critical Failure, which can result black tape, etc.). They could scavenge the parts of a lamp, a pop
in breaking a tool, hurting yourself, or otherwise royally machine, and a VCR to make a lazer blaster for example (i.e.,
screwing up whatever you're trying to do. Regardless of Energy Attack: Heat). In a pinch, Inventors can use a Plot Device
the specifics, the failure will be spectacular and for either the tools or the components, but not both, which means
unfavourable. GMs are encouraged to toss some good that if they have two Plot Devices, then they're ready to go.
natured disaster at the Thinker. Creating Inventions in this way requires Research and Supercraft
Learn From Your Mistakes: If you spend an Action Point, you checks, the DCs of which are +5 their normal DC. There is no
can re-roll any failed Craft or Knowledge check. On the Wealth check. The total build time is one minute.
re-roll, you can add your Intelligence modifier as an Plot Device (Ex): At level 11, Inventors gain one Plot
insight bonus. You must declare your intention to do this Device(see Chapter 4: Feats).
before the results of the original roll are calculated and/or Bafflegab (Ex): At level 13, Inventors can spew out a fluid
announced. stream of smart-sounding gobbleygook. This takes a swift action
Nerves of Steel: When you use the Jack of All Trades class to perform, and Inventors can use it once per session. Opponents
feature, you can roll a 1 on a d20 and it does not count as who are in earshot and can understand the language that the
a critical failure. Inventor is speaking must make Will saves (DC = 15 + Inventor's
Skill Mastery: With 2 skills in which you already have at least Intelligence bonus). Opponents who fail are so puzzled that they
one rank, including cross-class skills, you can now Take cannot attack the Inventor at all. Opponents who pass are
10, even under stressful circumstances or when failure distracted enough that they cannot make attacks of opportunity
involves direct personal risk. If you are granted this class against the Inventor. At levels 10, 15, and 20, Thinkers can use
feature multiple times, you can pick 2 new skills each Bafflegab one additional time per session.
time. Invent Nullifier (PL): At level 15, Inventors can build
Steady Hands: You can re-roll any failed Craft check once. Supertech devices that are tailor-made to attack a specific
This does not add any time to the Craft attempt. It individual person or target for maximum effect, but the device
represents your ability to see one of your own mistakes has no effect on anything or anyone else. This device is called a
coming and correct for it. You can do this twice per Nullifier.
session. To make such a device at all requires intimate knowledge of
the target. With first-hand knowledge (i.e., having seen the target
Rapid Deployment Cycle (Ex): At level 9, Inventors can in a battle or other situation in which his/her/its abilities were on
build any Inventions that they are already otherwise capable of display), the Inventor must make a Research check, the DC of
Table 2-13 Inventor which equals 20 plus the target's ECL.
Base
The parts needed to build a Nullifier have a PDC of 15 plus
Level Fort Ref Will Def. Rep Class Features the target's ECL.
Attack
1 +0 +0 +0 +2 +0 +0 Supertech Invention Building a Nullifier takes one day for every Equivalent
2 +1 +0 +0 +3 +0 +0 Bonus Feat Character Level (ECL) that the target has. The Inventor cannot
3 +1 +1 +1 +3 +1 +0 Supertech Invention I
do anything else in that day other than eat, sleep, and construct
4 +2 +1 +1 +4 +1 +1 Special Ability
the device. During the build time, Inventors must choose if their
Nullifier will provoke a Massive Damage roll, and thus risk the
5 +2 +1 +1 +4 +1 +1 Supertech Invention II
death of the target, or will merely render the target unconscious.
6 +3 +2 +2 +5 +2 +1 Bonus Feat
Once completed, a Nullifier is a two-handed device (of any
7 +3 +2 +2 +5 +2 +2 Supertech Invention III
shape and/or configuration, be creative) with which the Inventor,
8 +4 +2 +2 +6 +2 +2 Special Ability
and no one else, must make a touch attack against the target. If
9 +4 +3 +3 +6 +3 +2 Rapid Deployment Cycle the touch attack is successful, then the device does one of two
10 +5 +3 +3 +7 +3 +3 Bonus Feat things.
11 +5 +3 +3 +7 +3 +3 Plot Device The first option is non-lethal: the Nullifier removes all the
12 +6/+1 +4 +4 +8 +4 +3 Special Ability targets PPs and disperses them in a harmless light-show,
13 +6/+1 +4 +4 +8 +4 +4 Bafflegab suppresses all their powers for 4d6 round, and provokes a
14 +7/+2 +4 +4 +9 +4 +4 Bonus Feat Fortitude save (DC 30). If the target fails the save, he/she/it falls
15 +7/+2 +5 +5 +9 +5 +4 Invent Nullifier unconscious.
16 +8/+3 +5 +5 +10 +5 +5 Special Ability The second option is potentially lethal: the Nullifier reduces
17 +8/+3 +5 +5 +10 +5 +5 Improved Nullifier the target's total HPs by half and provokes a Massive Damage
18 +9/+4 +6 +6 +11 +6 +5 Bonus Feat roll, which the target must succeed at or die. GMs can rule that
19 +9/+4 +6 +6 +11 +6 +6 Improved Nullifier particularly powerful targets, like gods or cosmic powers, cannot
20 +10/+5 +6 +6 +12 +6 +6 Special Ability
be killed by a Nullifier. In that case, it merely reduces their HPs Skill Point per Level: 3 + Intelligence modifier
to -1 (stabilised). Class Skills: Authohypnosis (Wis), Bluff (Cha),
Improved Nullifier (PL): At levels 17 and 19, Inventors can Concentration (Con), Craft (Int) (visual art, writing), Diplomacy
add one of the following improvements to any Nullifiers that (Cha), Gather Information (Cha), Knowledge (Int) (art,
they build: behavioural science, theology/philosophy), Perform (Cha),
Penetration: The DCs for Fortitude saves against your Psicraft (Int), Sense Motive (Wis), Use Device (Cha).
Nullifier's effects rise by +10. Therefore, the Massive
Damage roll is DC 25, and the Fortitude save against Barred from Powers/Traits : Mentalists' powers are their
unconsciousness is DC 40. psi-powers, therefore they cannot take powers or traits, but they
Range: Your Nullifiers now have a range of 25 feet. You can can use CPs to buy skills, advantages, and feats.
take this improvement multiple times. The effects stack. Psionic Manifestation (PL): Mentalists manifest Psi-Powers
Trigger: Your Nullifiers can now "go off" on their own (a) at by expending Power Points at a rate of 4PP per manifester level
a specified time (or after a specified countdown), (b) (ignore power-point costs for psi-powers as listed in the SRDs).
when they come into contact with their designated target, Manifesting is an act of concentration and willpower. It requires
or (c) that target enters the Nullifier's effective range. no physical movement, and therefore is unaffected by armour or
even being tied up. It does, however, provoke attacks of
Mentalist opportunity, so taking damage or being distracted can break a
Mentalist's concentration, as per spell-casting rules. Mentalists
Hit Die: d4 can manifest psi-powers for as long as they have PPs, and
Power Die: d12 although they often make a habit of esoteric meditation, they
Mentalists have learned to channel their minds and their wills gain PPs back at the regular rate, just like everyone else.
into psionic powers that manifest in the world. They tend to be
less flashy than Mystics, but no less powerful or potentially Proficiencies: 4
deadly for it. Mentalist are often proponents of esoteric Starting Psi-Powers (PL): At level 1, Mentalists start to
meditation systems, either from the more mysterious corners of awaken 1st-level psi-powers from within their consciousness, and
the globe or from simply spending hours at a time contemplating can learn to master a number equal to their Charisma modifiers
their own minds. Mentalists manifest their psi-powers mostly +4. At each level thereafter, they gain a number of psi-powers
through intuition, and though they can certainly learn from each equal to their Charisma modifier.
other, there is no fraternity of psionic study. Psicrystal Affinity (Ex): At level 1, Mentalists gain this feat.
Sample Character: Psionic Meditation (Ex): At level 2, Mentalists gain this
feat.
Skill Points at 1 st Level: (3 + Intelligence per level) x 4 Narrow Mind (Ex): At level 4, Mentalists gain this feat.
Bonus Feats: At levels 6, 12, and 18. Feat groups: Combat,
Table 2-14 Mentalist Defensive; Psionic; Save Enhancers.
Level
Base
Fort Ref Will Def Rep Class Features Speed of Thought (Ex): At level 8, Mentalists gain this feat.
Attack Mind Blade (PL): At level 10, Mentalists gain the ability to
Psi-Power Level 1, manifest a semi-solid blade composed of psychic energy distilled
1 +0 +0 +0 +2 +0 +0
Psicrystal Affinity
from their own mind. Manifesting a Mind Blade takes a move
2 +1 +0 +0 +3 +0 +0 Psionic Meditation
action. The blade has the same stats as a short sword (1d6
3 +1 +1 +1 +3 +1 +0 Psi-Power Level 2
damage, crit 19–20/x2) and appears as a solid shaft or blade of
4 +2 +1 +1 +4 +1 +1 Narrow Mind force. A Mentalist's personality affects the appearance of his or
5 +2 +1 +1 +4 +1 +1 Psi-Power Level 3 her mind blade. An upright, righteous Mentalist's blade might be
6 +3 +2 +2 +5 +2 +1 Bonus Feat a straight shaft of pure white light. A playful, chaotic mind could
7 +3 +2 +2 +5 +2 +2 Psi-Power Level 4 produce a dancing blade of flame. A malevolent and villainous
8 +4 +2 +2 +6 +2 +2 Speed of Thought Mentalist's blade could be pitch black and covered in spikes.
9 +4 +3 +3 +6 +3 +2 Psi-Power Level 5 Mentalists apply Charisma modifier to attack and damage with a
10 +5 +3 +3 +7 +3 +3 Mind Blade Mind Blade, instead of their Strength modifier.
11 +5 +3 +3 +7 +3 +3 Psi-Power Level 6 Mentalists who are smaller or larger than medium-sized
12 +6/+1 +4 +4 +8 +4 +3 Bonus Feat create mind blades that are proportionate to their size. Consult
13 +6/+1 +4 +4 +8 +4 +4 Psi-Power Level 7 the SRDs to determine the damage of over- or under-sized
14 +7/+2 +4 +4 +9 +4 +4 Mind Blade Enhancement weapons.
15 +7/+2 +5 +5 +9 +5 +4 Psi-Power Level 8 Mind Blades have Hardness 10 and 10 hit points, so they can
16 +8/+3 +5 +5 +10 +5 +5 Up the Walls be sundered, but Mentalists can create another one on their next
17 +8/+3 +5 +5 +10 +5 +5 Psi-Power Level 9
move action. The moment they relinquish their grip on their
18 +9/+4 +6 +6 +11 +6 +5 Bonus Feat
blade, it dissipates. A mind blade is a Super weapon (Psionic
Origin) for the purposes of bypassing DR.
19 +9/+4 +6 +6 +11 +6 +6 Mind Blade Enhancement
20 +10/+5 +6 +6 +12 +6 +6 Psionic Endowment
Mentalists wield mind blades just like mundane weapons, Class Skills: Concentration (Con), Craft (Int) (visual art,
therefore they can use them in conjunction with feats like Power writing), Drive Wis), Knowledge (earth and life sciences, history,
Attack and Weapon Specialization. Psi-powers, spells, or other theology/philosophy) (Int), Observe (Wis), Perform (Cha),
effects that would enhance a normal weapon work on mind Profession (Int), Repair (Int), Ride (Dex), Search (Int), Spellcraft
blades, although obviously such effects are not permanent and (Int), and Use Device (Wis).
like bonuses don't stack.
In addition to the Psionic weapon enhancements in Chapter 6, Starting Proficiencies: 4
you can also load your Mind Blade with the following: Barred from Powers/Traits : Mystics' powers are their
• Keen: Double weapon's critical threat range. spells, therefore they cannot take powers or traits, but they can
• Merciful: 2d6 non-lethal damage instead of 1d6 lethal. use CPs to buy skills, advantages, and feats.
• Mighty Cleave: One additional Cleave attack (if you Spellcasting (PL): Mystics cast spells by expending Power
have Cleave already) Points at a rate of 3PP per level of spell (1PP for 0 th-level). Sleep,
• Vicious: Add 1d6 damage to the weapon in addition to or lack thereof, doesn't affect spellcasting. Mystics can cast spells
1d6 damage to the wielder. for as long as they have PPs.
Mystics must follow arcane spell failure rules regarding
Mind Blade Enhancement (PL): At levels 14 and 19, the armour. In cases where a particular kind of armour does not have
Mind Blade receives a +4, either in the form of a bonus to a noted arcane failure percentage, just calculate 5% per point of
attack/damage, or an equivalent enhancement (player's choice), protection. A Concealable Vest, for example, grants a +4 and
or some combination of the two (player's choice). See Chapter 6: therefore has a 20% spell failure rate.
F/X, for Psionic enhancements. As of level 14, Mentalists can Mystics must obey all rules regarding components for spell-
also purchase enhancements for their Mind Blades at a cost casting, including verbal, somatic, and material components as
of 2CP per +1 (or equivalent), but a single Mind Blade can have well as foci (holy symbols). Sometimes the old gods need to be
a maximum +10 to hit/damage and +10 in equivalent coaxed into helping the modern magic-user.
enhancements (total +20; i.e., the Mind Blade behaves just like The Mystic's Spell Lists : Keen eyes will note that the
an Esoteric Item, see Chapter 5: Powers) Mystic's spell lists (in the Appendix) are a combination of the
Cleric, Druid, and Wizard/Sorcerer lists. Mystics are pulp-
In addition to the enhancements in Chapter 6: F/X, Mentalists fantasy magic-users, which means that they have access to the
can apply the following enhancement to a Mind Blade: great bulk of supernatural powers.
Multi-Classing: upon taking the Mystic class, you receive all
Ranged Mind Blade Cantrips/Orisons and a number of spells equal to your
The Mind Blade is so coherent that its wielder can throw Intelligence modifier +6, just like starting Mystics.
it like a ranged weapon. It dissipates when it either misses or
hits its target. Thrown mind blades have a range increment of
30 feet. Table 2-15 Mystic
Moderate psychokinesis; EML 10 , Craft Psionic Arms
th Level Base Attack Fort Ref Will Def Rep Class Features
and Armour, concussion blast, +1 bonus. Starting Spells,
1 +0 +0 +0 +2 +0 +0 0 and 1 -Level Spells,
th st
Summon Familiar
Up the Walls (Ex): At level 16, Mentalists gain this feat.
2 +1 +0 +0 +3 +0 +0 Bonus Feat
Psionic Endowment (Ex): At level 15, Mentalists gain this
3 +1 +1 +1 +3 +1 +0 2nd-Level Spells
feat.
Mystic 4 +2 +1 +1 +4 +1 +0 Special Ability
5 +2 +1 +1 +4 +1 +1 3rd-Level Spells
Hit Die: d4 6 +3 +2 +2 +5 +2 +1 Spell Defence +1
Power Die: d12 7 +3 +2 +2 +5 +2 +1 4th-Level Spells
Mystics are the masters of lost arts of manipulating the blind 8 +4 +2 +2 +6 +2 +1 Bonus Feat
forces of nature and the power of ancient gods. They wield 9 +4 +3 +3 +6 +3 +2 5th-Level Spells
magical spells fashioned by great mages and powerful priests 10 +5 +3 +3 +7 +3 +2 Special Ability
who lived and died centuries ago. Many in the modern world 11 +5 +3 +3 +7 +3 +2 6th-Level Spells
don't believe that Mystics even exist and those few who do often 12 +6/+1 +4 +4 +8 +4 +2 Spell Defence +2
fear them, even if they fight on the side of justice and peace. 13 +6/+1 +4 +4 +8 +4 +3 7th-Level Spells
Mystical power defies logic, reason, and science and therefore is 14 +7/+2 +4 +4 +9 +4 +3 Bonus Feat
not just frightening for what it can do but for its ability to sweep
15 +7/+2 +5 +5 +9 +5 +3 8th-Level Spells
aside the entire modern world with a gesture and a puff of smoke.
16 +8/+3 +5 +5 +10 +5 +3 Special Ability
Sample Character: Cyrus Samedi
17 +8/+3 +5 +5 +10 +5 +4 9th-level Spells
18 +9/+4 +6 +6 +11 +6 +4 Spell Defence +3
Skill Points at 1 st Level: (3 + Intelligence per level) x 4
Skill Point per Level: 3 + Intelligence modifier 19 +9/+4 +6 +6 +11 +6 +4 Bonus Feat
20 +10/+5 +6 +6 +12 +6 +4 Special Ability
Starting Spells (PL): At level 1, Mystics learn all 0-level create a great deal of imbalance if some use the Generic class and
spells (Cantrips and Orisons) and a number of spells equal to some use the standard classes.
their intelligence modifier +6. At each subsequent Mystic level, When you create a Generic Superhero, you get 100CPs to
they automatically learn or research a number of new spells equal buy your Generic Class Features , everything from Hit Dice to
to their Intelligence modifier. If they find spellbooks or scrolls Sneak Attacks. You can build a weak class and bank your CPs, in
they can attempt to learn those spells in the conventional manner. order to buy extra powers for example, or you can spend it all
Spell Access: (PL): At odd-numbered levels, Mystics gain and make the strongest class possible.
access to new and more powerful spell levels as detailed in their
spell lists (see Mystic Spells in Chapter 6: F/X). Hit Die
Summon Familiar (PL): At level 1, Mystics can summon a 2CPs for d4
familiar according to the rules laid out for Wizards/Sorcerers. 4CP for d6
Bonus Feats: At level 2, 8, 14, and 19. Feat groups: General; 6CPs for d8
Mystical; Save Enhancers. 8CPs for d10
Special Ability (PL): At levels 4, 10, 16, and 20. 10CPs for d12
Mystic Channelling: In exchange for increasing the casting time
of a spell, reduce the PP cost by 2. A spell with a casting time Power Die
of swift becomes a move action, a move action becomes a 2CPs for d4
standard action, standard becomes full-round, full-round 4CPs for d6
spells require one complete round plus a swift action, and 6CPs for d8
then the cycle starts again. Increased casting time for 8CPs for d10
metamagic feats apply before Mystic Channelling increases. 10CPs for d12
Mystic Defence: +1 bonus to Fortitude and Reflex. You can take
this special ability twice. Its effects stack. This is a Super Act Bonus
effect with a mystic Origin. If you use The Act-Roll System (see Chapter 5: Powers), then
Mystic Knowledge: Gain 2 spells of any level the Mystic can instead of a Power Die, you can buy an Act Bonus that
cast. You can take this special ability multiple times. Its progresses by level at the same rate as a Base Attack Bonus (see
effects stack. Table 2-16), but without iterative attacks. Only the highest Base
Mystic Power: The Mystic permanently gains a number of PPs Attack Bonus translates into your Act Bonus.
equal to 2 + Intelligence modifier. You can take this special 4CPs for "Poor"
ability multiple times. Its effects stack. 8CPs for "Fair"
Mystic Will: +2 bonus to your Will save. This bonus stacks with 12CPs for "Good"
any and all other bonuses to Will. This is a Super effect with
a mystic Origin.
School Concentration: Pick one arcane school or divine domain. Table 2-16 Generic Superhero
With that school or domain, your targets' save DCs increase Level Base Attack / Act Roll Fort, Ref, Will, Def, & Rep
by +1. You can take this special ability multiple times. Its
Poor Fair Good Poor Fair Good Excel.
effects stack.
1 +0 +0 +1 +0 +1 +2 +3
2 +1 +1 +2 +0 +1 +3 +4
Spell Defence (PL): At level 6, Mystics receive a +1 bonus to
3 +1 +2 +3 +1 +2 +3 +4
resist or break free of mystical effect. This potentially includes
saving throws, skill checks, grapple checks, etc. At level 6, this 4 +2 +3 +4 +1 +2 +4 +5
bonus increases to +2, and at level 18 it increases to +3. This is a 5 +2 +3 +5 +1 +3 +4 +5
Super effect with a mystic Origin. 6 +3 +4 +6/+1 +2 +3 +5 +6
7 +3 +5 +7/+2 +2 +3 +5 +6
Generic Superhero 8 +4 +6/+1 +8/+3 +2 +4 +6 +7
9 +4 +6/+1 +9/+4 +3 +4 +6 +8
As its name suggests, this class is generic, but we don't mean 10 +5 +7/+2 +10/+5 +3 +5 +7 +9
that it's identical to all the others. We mean that it belongs to the 11 +5 +8/+3 +11/+6/+1 +3 +5 +7 +9
genre called "superhero" and therefore you can build any kind of 12 +6/+1 +9/+4 +12/+7/+2 +4 +6 +8 +10
superhero class you want out of it. You should never combine 13 +6/+1 +9/+4 +13/+8/+3 +4 +6 +8 +10
Generic Superheroes with heroes of other classes, though. If you
14 +7/+2 +10/+5 +14/+9/+4 +4 +6 +9 +11
use the Generic class, then everybody should use it. By virtue of
15 +7/+2 +11/+6/+1 +15/+10/+5 +5 +7 +9 +11
its modular nature, the Generic Superhero has the potential to be
16 +8/+3 +12/+7/+2 +16/+11/+6/+1 +5 +7 +10 +12
far, far more powerful than all the others. It is an optimiser's
17 +8/+3 +12/+7/+2 +17/+12/+7/+2 +5 +8 +10 +13
dream. That can be great fun if you're at a table full of
optimisers, or if none of them are optimisers, but it can also 18 +9/+4 +13/+8/+3 +18/+13/+8/+3 +6 +8 +11 +14
19 +9/+4 +14/+9/+4 +19/+14/+9/+4 +6 +9 +11 +14
20 +10/+5 +15/+10/+5 +20/+15/+10/+5 +6 +9 +12 +15
Skill Points
3CPs for 2 points + Int modifier Harmonised Starting CPs
3CPs per additional point When you build a Generic superhero, you receive 40CPs to
spend on Natural ability scores, 40CPs for your character levels
Class Skills (because you start play with 4 th level characters), and finally
4CPs for 6 Class skills 100CPs to spend on your Class Features. A GM who is
1CP per additional Class skill comfortable with facing down a table full of very powerful
characters can, at her discretion, just give starting Generic
Proficiencies heroes 180CPs to spend on everything. This optional rule
4CPs for 4 proficiencies would mean that your players could build the lowest ability
1CP for each additional proficiency scores and the weakest class features in order to buy the most
devastating power suite possible, or pump the PC's Natural
Base Attack scores up to all 20s, or build a class with Excellent in every
4CPs for "Poor" category (BA, Defence, Saves, etc.). Inexperienced players might
8CPs for "Fair" accidentally build something unplayable (i.e., powerful enough
12CPs for "Good" to decimate a city but weak enough to die from a bee sting), but
experienced optimisers will most certainly crunch the numbers
Saving Throws
and build something remarkably powerful. GMs should hesitate
3CPs for "Poor"
before taking this option, but for those who enjoy that sort of
6CPs for "Fair"
thing, have at it!
9CPs for "Good"
12CPs for "Excellent" Other Class Options
Defence In addition to the optional classes above, there are three other
3CPs for "Poor" ways to play classes in Phoenix. You
6CPs for "Fair" can use the Basic/Advanced classes Table 2-17 Modern
9CPs for "Good" from the SRDs, you can mix Basic CLass Power Dice
12CPs for "Excellent" classes with Phoenix classes, and, Class Die
finally, you can extend classes past
Base
Reputation 20th level. The following section
2CPs for "Poor" details these three options. Strong d6
4CPs for "Fair" Fast d8
6CPs for "Good" Modern Classes Tough d6
8CPs for "Excellent" Smart d8
In this model, you simply use the
Class Features Base and Advanced classes from d20 Dedicated d8
The Generic Superhero has no class features of its own, but it Modern as written, but with the Charismatic d6
can buy them at a cost of 3CP each (except as indicated below). addition of 10CP per level and access
Advanced
There are two rules that apply here, however. First, you can buy to Powers and Ads/Comps. Other than
your class, you play under Phoenix Acolyte d10
class features only at the minimum level at which they're
offered for an existing class. For example, no class receives rules. All you need to add to a pre- Battlemind d10
Protective Instincts before 4 level. Therefore a Generic
th existing class in order to play it in Bodyguard d6
Superhero cannot take it until 4 th level. Second, many class Phoenix is a Power Die. Table 2-17
Daredevil d6
features effectively have prerequisites because there is a I and a lists the power dice for the standard
Advanced classes. Field Medic d8
II, for example, like Uncanny Dodge or Shadowy Presence.
Therefore, just like feats, you cannot take the "Improved" or "II" If you want to use a class that's Field Scientist d8
version if you do not have the beginner version. not in the table, it's not particularly Gunslinger d6
The class feature "Bonus Feat" costs 10CPs initially, at difficult to come up with a power die.
Infiltrator d6
which point you must pick three Feat Groups. These are your feat Power Dice range from d6 to d10.
Investigator d6
groups for the rest of your career. From then on, you get a bonus The Power Die is granted based
feat every third level from one of those three groups but starting primarily on need. If the class is Mage d10
at 2 level (i.e., 2 , 5 , 8 , 11 , 14 , 17 , and 20 ).
nd nd th th th th th th oriented toward a particular kind of Martial Artist d6
The class feature "Special Ability" costs 10CPs initially, at power that requires a lot of PPs, then Negotiator d8
which point you have to chose one class's Special Ability list (not it gets a bigger power die. The
Thinker, for example, needs that d10 Personality d8
including the Sneak). From then on, you get 1 Special Ability
every three levels (i.e., 3 , 6 , 9 , 12 , 15 , and 18 ). Because it
rd th th th th th because its combat abilities are very Soldier d6
is so much longer than all the others, the Sneak's Special weak. Warriors, on the other hand, get Techie d6
Ability list costs 15CPs to purchase. only d6 because they already have a
Telepath d10
fair bit of combat readiness, but they're also more likely to take not do it on their own. Alternatively, GMs can build new levels
traits or powers that don't require a lot of PPs. If you use the themselves and present them to the players, although there
Phoenix classes and the standard Advanced classes as a guide, should be some room for negotiation in this case.
you can assign power dice based on parallel character concepts. Each class's bonuses follow a pattern. Producing Omega-
Sample Character: Level tables for all classes would take up a lot of room, so
Mixed Classes instead, Table 2-19 lists the stats by progression type (poor, fair,
good, excellent). Determine which progressions your class's stats
In this model, you treat the Phoenix classes like Advanced use, and then apply that number to your character. For example,
classes. Your first four levels (before you start play) are in a Base if you're playing a Soldier, your BAB is "good," which means
class. When you start playing, you can continue with that Base that at level 27, your highest attack will be at +27. You'll notice
class or switch to an Advanced class when you meet the that BAs don't grant more than five iterative attacks in a round.
prerequisites. The Base class becomes your back-story, your life We've done this because, frankly, doing seven attacks in a round
before you entered the superhero world. Table 2-18 lists the is a nightmare to try to play at the table. If you really want more
prerequisites for the 13 Phoenix classes. than five attacks, there are other ways to do it.
Sample Character: Ms. Comet Class features are a bit more tricky, but they, too, follow a
Omega Levels more or less predictable progression. They are awarded at semi-
regular intervals, every three or four or five levels, for example.
Given just how powerful superheroes can get—igniting suns
They also increase at a set rate, from +1 to +2 and so on, or from
with their Energy Attacks, restarting the time-stream through a
+2 to +4. For every mathematically-predictable class feature you
sheer act of will, becoming gods on Earth—it's only appropriate
have, you can simply extend the frequency and the bonus
that they should be able to progress past level 20. Levels 21 and
increase. For example, if you're playing a Mastermind, you get
beyond are called the Omega Levels. There are two options for
Inspiring Presence starting at 3 rd level, and it increases by +2
playing Omega-level characters.
every 5 levels, so you can simply continue that pattern past 20 th
The easiest way is to multi-class. If you take alternate levels
level. However, the Sleuth gets Investigative Knack at 2 nd, 8th,
of Soldier, Sneak, and Socialite, for example, you can build a
and 13th level, which is not a regular progression. We
very tough skill-monkey who can appear behind you like magic
occasionally have to break the pattern in order to avoid "dead"
and knock you on your ass, which might just resemble a certain
levels, levels with no bonus. In Omega levels, you can simply
millionaire-playboy that we've all heard of. Alternatively, a
approximate the progression of irregular class features.
Thinker/Soldier could be an an enlightened fighter who is just as
Investigative Knack is about every 6 levels and the bonus starts
capable at diplomacy as combat, like a certain Amazonian we all
at +4 and increases by +2 every time, so you can continue that
know and love. A Warrior/Inventor might build a wrist-mounted
pattern. Extending a class into Omega levels requires a bit of
web-shooter. A Thinker/Soldier might be a blind lawyer by day
judgement and a little leg work, but it's not as hard as it sounds.
and a vigilante by night. By combining the 13 existing classes in
If you end up with something that's too powerful, not powerful
creative ways, you can create a path that leads up to 40 th or even
enough, or just not very fun to play, then adjust it. You have that
60 level and, thus, create new flavours of classes that recreate a
th
power.
great number of superhero character-types.
Sample Character: Phoenix Maximus
The other option is to extend an existing class past 20 th
level, which takes some work but can satisfy the character-class-
purists among you. Players and GMs must work in tandem in
order to construct new levels for existing classes. Players should
Omega-Level Skills reason to distrust the subject, then anything from a +4 (the
subject knows that the PC is trying to sell them something) to a
You can use Epic skills from the SRDs (called "Omega- +30 (the subject is currently locked in a fight to the death with
Level" in our game), if you have sufficiently high bonuses to the PC) might be appropriate. GMs reserve the right to add large
achieve them. In many cases, Epic skills can outright replace bonuses to Sense Motive checks made by villains who are
certain powers, such a Climb (instead of Surface Adhesion). currently trying their damndest to kill, humiliate, or otherwise
You can also take the Skill Aptitude feat tree to increase or even defeat the heroes, and when narratively appropriate, to simply
eliminate your maximum ranks in a skill. You can thus wave them. An entire game should not be resolved by a single
potentially create a character with no actual powers but many Diplomacy check.
equivalent abilities by ramping up your skills to "epic" Other factors to keep in mind are risk vs. reward, on the part
proportions. of the NPCs, the PC's actions just before the attempt at
Skill Descriptions Diplomacy, and the PC's appearance and presence. A high-risk
deal on the part of the subject is less attractive. It will sound fishy
The skills listed below have been changed from the SRDs . if a PC who just tried to kill you is now ostensibly offering to
The following skills have been combined into a single skill: help you. Alternatively, if a bunch of Big Damn Heroes walk up
• Spot + Listen = Observe and ask you to use their car to save the world, you're more likely
• Hide + Move Silently = Stealth to say "yes."
• Knowledge (arcana) + Spellcraft = Spellcraft Action: Diplomacy generally takes at least a full minute of
• Knowledge (psionics) + Psicraft = Psicraft discussion and longer, potentially much longer, the larger the
• Use Magical Device + Use Psionic Device = deal is. Asking someone to borrow a lighter won't take long.
Use Device (also includes Supertech devices) Asking someone to lend you their car so that you can pursue a
We have also changed Diplomacy into a negotiation skill villain could take a lot longer.
rather than a non-magical charm effect, slightly altered how you You can attempt a full-round Diplomacy check in combat,
roll Profession checks, added a specific use to Knowledge (pop but you take a -20 circumstance penalty.
culture), and created the Supercraft skill, which you use to build Try Again: If you alter the parameters of the deal you are
Supertech devices (see the Invention feats in Chapter 4: Feats). proposing, or just alter the way that you present the deal so that it
appears different, then you can attempt to convince the subject
Diplomacy that this new deal is even better than the last one. This is called
(Cha, Use Untrained) "haggling." You do not get a second Diplomacy roll just for
Use this skill to propose a deal or negotiate with people 7 offering the same deal again.
Check: When you make an offer or propose a deal with an
NPC, you roll your Diplomacy against that subject's Sense Knowledge (pop culture)
Motive check. If you win the check, then you successfully (Int, Use Untrained)
convince the subject that the deal you're offering is a good one. If With this skill, you can identify Power CR
the subject wins the check, then she successfully sees through famous figures like performers Strength Range
any lies, half-truths, or embellishments you might have told in (actors, musicians, models), athletes, Low 1 – 40CR
order to make the deal look better. or politicians. Answering a question Medium 41 – 60CR
What the subject might do at that point is a matter of role- that could be answered through High 61 – 100CR
playing, but the degree to which they make the check and the general knowledge is DC 10 (i.e.,
sheer volume of bullshit you lay down will be a factor. If she just watching the news, hearing stories Very High 100 – 150CR
barely makes her Sense Motive check, then she might propose a from people you know, etc.); a more Run! 151+CR
counter-offer. If she just fails the check, she might grumble at specialised but still fairly basic
having been convinced. As a rule of thumb, for every 5 points by question is DC 15 (i.e., looking something up on purpose,
which you make the roll, the subject is significantly happier paying specific attention to the news); and for extremely difficult
about the deal. For every 5 points by which she makes her or obscure questions are DC 20 to 30 (i.e., you'd need access to
Sense Motive roll, the more insight and understanding she has specific information sources in the news, academic research, or
into why you proposed the deal the way that you did and all the the scientific community).
strategies you might have used to convince her to take it. If you You can also identify people in the superhero/supervillain
make deals in good faith, then there won't necessarily be any "community." The DC for the check equals 10 + Reputation
recriminations, unless you're dealing with someone who is Bonus of an individual (or the average Reputation of a team). A
already belligerent. If you attempt to swindle your subject, she is successful check means you know the general history of the
very likely to react negatively if she catches you at it. individual and one of their powers or weaknesses (player's
GMs should also be fairly liberal with situational modifiers choice), or the reputation of the most famous member of the team
on this skill. If the subject has no reason to distrust the PC at all, (going by the Reputation score). For every 5 points by which you
then there should be no modifier. If the subject already has exceed the DC, you know another power/weakness. If you ask
for a weakness and there isn't one, then you know of one of their
7 This revised version of Diplomacy is based on Rich Burlew's rewrite from powers instead, and vice-versa.
Giant in the Playground Games .
Knowledge of a power includes which power it is (the GM relevant DCs remain the same, but Stealth is opposed by Observe
will name it as it appears in Chapter 5: Powers), and an abstract instead of Spot or Listen.
sense of the strength of that power, measured in Character
Points (see table). The GM, alternatively, provide flavour-text Supercraft
explanations for an NPC's power levels. Instead of "medium," (Int, Trained Only)
she could say "can punch through concrete" or "fly as nimbly as Use this skill to identify powers that you observe being
a humming bird and as fast as a jet." If you plan to use this skill a activated, and determine your knowledge of how they work.
lot, you should talk with your GM about what kind of description Identifying a power requires a standard action and a skill check
the two of you would prefer. (DC = 10 + the Base Cost of the power). You can identify
powers either at the time they are activated, or while they're
Observe being sustained. If you have the power Supertech Invention, you
(Wis, Use Untrained) can also identify powers that are loaded into Supertech devices
This skill combines all abilities contained in the skills Listen (Doohickies, Superchemicals, Ray Guns, and Gizmos).
and Spot, and it incorporates all forms of sensory observation You can also just rummage around inside your head for the
(smell, taste, touch, etc.). Modifiers apply separately if they answers to questions about powers and how they work.
affect separate senses. An Observe check you make in the dark Answering a question that could be answered through general
would be penalised if you were primarily looking for something, knowledge is DC 10 (i.e., watching the news, hearing stories
but not penalised if you trying to identify a smell or sound. form people you know, etc.), a more specialised but still fairly
Observe is opposed by Stealth (i.e., instead of Hide and Move basic question is DC 15 (i.e., looking something up on purpose,
Silently). paying specific attention to the news), and for extremely difficult
or obscure questions are DC 20 to 30 (i.e., you'd need access to
Profession Wealth Wealth specific information sources in the news, academic research, or
(Wis, Use Untrained) Check Increase the scientific community).
You use this skill to determine Finally, you must roll a Supercraft check in order to build
how much, if at all, your Wealth DC +1
Supertech devices. The DC varies based on what kind of Device
score increases when you level up. DC +5 +2 you attempt to build (see the Invent feats in Chapter 4: Feats).
This happens in two steps. Note, DC +10 +3
though, that you allocate your Skill DC +15 +4 Use Device
points for having just gained a level DC +20 +5 (Cha, Trained Only)
before you perform these two DC +25 +6 This skill allows you to activate devices of all kinds,
checks. etc. etc. including scrolls, gizmos, psi-stones, ray guns, wands, and
First, you roll a Profession dorjes, even though you don't actually have the skills, feats,
check, the DC of which equals your Ranks in Wealth powers, or other pertinent abilities that would normally allow
Wealth score. If you meet the DC, Profession Increase you to do so.
you get a +1 to your Wealth. You 1 +1 Check: You make a Use Device check each time you activate
get another +1 for every 5 points by 5 +2 an item with an Origin. To use a continuous effect, you must
which you accede the DC. 10 +3 make a skill check once per hour, or when the GM decides it's
Second, increase your Wealth 15 +4 dramatically appropriate.
score if you have ranks in You must consciously choose which requirement to emulate.
20 +5
Profession: +1 Wealth for 1 rank, That is, you must know what you are trying to emulate when you
and an another +1 for every 5 25 +6 make a Use Device check, such as a the Supercraft feat, spell-
ranks (see table). etc. etc. casting ability, or the like. The DCs for various tasks involving
Use Device checks are summarized on the table below.
Psicraft General: Emulate a Class Feature
(Int, Trained Only)
This skill now includes all abilities associated with the skills
Psicraft and Knowledge (psionics). Task Use Device DC
Activate Blindly 25
Spellcraft Decipher Written Spell 25 + spell level
(Int, Trained Only) Address a Power Stone 25 + psi-power level
This skill now includes all abilities associated with the skills Use a Gizmo 15 + CP cost of power
Spellcraft and Knowledge (arcane lore). Use a Dorje or Psicrown 20
Use a Power Stone 20 + effective caster level
Stealth Use a Ray Gun 20
(Dex, Use Untrained) Use a Scroll 20 + caster level
This skill is a combination of Hide and Move Silently. A Use a Wand or Staff 20
single role now encompasses both skills, which means that you Emulate Ability Score see text
can render yourself both silent and hidden from view. All Emulate a Class Feature 20
Sometimes you need to use a class feature to activate an item. Normally, to manifest a power from a power stone, you must
Your effective level in the emulated class equals your check have the power stone’s power on your class power list. This skill
result minus 20. This skill does not let you use the class feature allows you to use a power stone as if you had a particular power
of another class. It just lets you activate items as if you had the on your class power list. The DC is equal to 20 + the manifester
class feature. level of the power you are trying to manifest from the power
Mystical: Activate Blindly stone.
Some magic items are activated by special words, thoughts, Before you use a power stone, you must first have addressed
or actions. You can activate such an item as if you were using the it to determine what powers it contains. In addition, manifesting
activation word, thought, or action, even if you don't know it. a power from a power stone requires a minimum Charisma score
You do have to perform some equivalent activity in order to of 10 + the psi-power's level. If you don't have a high enough
make the check. That is, you must speak, wave the item around, score, you must emulate the ability score with a separate check
or scream "WORK DAMN YOU!!!" You get a +2 bonus on your (see above). This use of the skill applies to other power
Use Device check if you've activated the item in question at least completion psionic items.
once before. Psionic: Use a Psi-Power Trigger Item
If you fail your check, the item doesn't activate. If you fail by Normally, to use a dorje, psicrown, or other psi-power
10 or more, you suffer a mishap. A mishap means that the item or triggered device, you must be have that psi-power on your
device does release some energy, but it doesn't do what it was manifester list, but this skill allows you to activate such a device
supposed to. The item can, for example, strike the wrong target, as if you had that psi-power, even if you can't manifest psi-
cause 1d4 points of damage per level of spell or psi-power, cause powers at all.
1 point of damage per CP cost of a power (including Supertech: Fiddle With The Knobs
enhancements, not including limitations or discounts, etc.) GMs To determine the power of a Supertech device
can feel free to get creative with mishaps, but they can also just (Superchemical, Doohicky, Ray Gun, or Gizmo), you need to
stick with basic damage. study it for a full minute. The DC to determine the power is 5
Mystical: Decipher a Written Spell points higher than normal.
This works just like deciphering a written spell with the Action: Use-Activated. You roll a Use Device check as part
Spellcraft skill, except that the DC is 5 points higher. of the action (if any) required to activate the item.
Deciphering a written spell requires 1 minute of concentration. Try Again: Yes, but if you ever roll a natural 1 while
Mystical: Emulate Intelligence attempting to activate an item and you fail, then you can't try to
To cast a spell from a scroll, you need a high Intelligence activate that item again for 24 hours.
score in the appropriate ability. Your effective ability score Special: You cannot take 10 with this skill.
(appropriate to the class you're emulating when you try to cast If you have the Magical Aptitude feat, you get a +2 bonus on
the spell from the scroll) is your Use Device check result minus Use Device checks.
15. If you already have a high enough score in the appropriate The Synergy Roll
ability, you don't need to make this check.
Mystical: Use a Scroll This is an optional rule. You can use the Synergy Roll
If you are casting a spell from a scroll, you have to decipher it instead of, not in addition to, the synergy bonus. 8 When you
first. Normally, to cast a spell from a scroll, you must have the make a check with a primary skill, you can also roll an Aid
scroll’s spell on your class spell list. Use Device allows you to Another check with a secondary skill and, in effect, Aid yourself.
use a scroll as if you had a particular spell on your class spell list. This Aid check does not take any more time, but you can Aid
The DC is equal to 20 + the caster level of the spell you are yourself with only one secondary skill at a time.
trying to cast from the scroll. In addition, casting a spell from a
scroll requires a minimum score (10 + spell level) in the
appropriate ability. If you don't have a sufficient score in that
ability, you must emulate the ability score with a separate Use
Device check (see above).This use of the skill also applies to
other spell completion magic items.
Mystical: Use a Spell-Trigger Item
Normally, to use a wand, staff, or other spell-trigger device,
you must be have that spell on your caster list, but this skill
allows you to activate such a device as if you had that spell, even
if you can't cast spells at all.
Psionic: Address a Power Stone
Successfully addressing a power stone allows you to find out
what power or powers it contains. Doing this requires 1 minute
of concentration.
Psionic: Use a Power Stone
8 The Synergy Roll is based on a rule proposed by "Lordzack" (not his real
name) on the Paizo discussion boards.
Feat Table
Table 4-1 lists all feats available in the Phoenix game, including those that comes from the SRDs (D&D, d20Modern, and The
Psionics Handbook). Feats unique to Phoenix or altered from the SRDs are in bold-face, and Psionic feats are labelled with a P. The
table lists feats alphabetically by tree, so that "Brawl, Improved" is under "Brawl." We have done this so that you can see a feat's
prerequisites at a glance.
Agile Wrestling When you shoot at vehicles, they blow up real good.
[Combat, Offensive] Prerequisites: Anti-Vehicle Speciality
Your wrestling skills are precise and controlled. Benefit: As Anti-Vehicle Speciality, but an additional +2 (+4
Prerequisites: Dex 13, Combat Martial Arts, Improved total), and an additional +1d6 damage (total +2d6). Also, double
Grapple. the critical threat range of any weapon you use to attack a
Benefit: Apply your Dexterity modifier rather than your vehicle.
Strength modifier to all grapple checks.
Armour Focus
Anti-Vehicle Speciality [Combat, Defensive]
[Vehicle] You are particularly good with particular kind of armour.
You are adept at striking at the weak points of vehicles. Prerequisites: Proficiency with the armour
Benefit: You get a +2 competence bonus to all attack rolls Benefit: Choose one specific piece of armour or protective
made against vehicles (though not against targets within or upon gear. When wearing it, you get a +1 to both your Maximum
a vehicle) and a +1d6 damage bonus to any successful attack Dexterity bonus and your armour penalty (i.e., a Max Dex +4
upon a vehicle. You do not multiply this damage when you score becomes +5, and an armour penalty of -3 becomes -2).
critical hits (i.e., just like a Sneak Attack). Special: You can take this feat multiple times. Each time, it
applies to a different type of armour. You can apply this feat to
Anti-Vehicle Speciality, Improved Power Armour.
[Vehicle]
Armour Mastery, Arcane Will saves (DC 15) or be shaken for 1d4 rounds. At the
[Mystical] beginning of a Blazing Charge, you must have at least 4
You are trained to cast spells while impeded by armour shots/bullets left in your firearm, and at the end of it, you have
Prerequisites: Light Armour Proficiency depleted all shots/bullets in that firearm/clip, regardless of how
Benefit: The feat reduces by 10% the Arcane Spell Failure of many times you attacked.
any armour you wear and are proficient with. This feat cannot
lower your chance of spell failure to less than 5%. Blind Shot
[Combat, Ranged]
Armour Specialisation When you fire blind, you hit.
[Combat, Defensive] Prerequisites: Wis 13, Alertness, Blind-Fight
Your favoured armour is a second skin. Benefit: If you make a ranged attack and miss because of
Prerequisites: Proficiency (armour), Armour Focus concealment, you can re-roll the miss change (percentile) once.
Benefit: You get an additional +1 to your Maximum Note: This feat can be used against concealment granted by
Dexterity and armour penalty on top of what Armour Focus mist, smoke, fog, darkness, and blindness on the shooter's part. It
grants, and you get a +1 to the Armour bonus that the armour can not be used to negate concealment provided by solid physical
grants. This brings your total bonuses up to +2 to Max Dex and cover or invisibility on the part of a target.
armour penalty, and +1 to your Defence.
Special: You can take this feat multiple times. Each time, it Blinding Strike
stacks with the Armour Focus feat. [Combat, Offensive]
You are skilled at making a swift, precise strike to the eyes.
Astrobatics Prerequisites: Dex 13, BA +4, Combat Martial Arts
[Skill Enhancers] Benefit: To make a Blinding Strike, you sacrifice one attack
You are trained in both zero- and low-gravity environments and take a -4 penalty to hit, plus -4 per size category the target is
Benefits: You take no penalties to movement or skills when different than you (because their eyes are harder to strike). If
in a zero-gravity environment or a low-gravity environment. your opponent's eyes are covered by goggles or heavier
Normal: You take a -4 to attacks, Jump, and Tumble checks protection (like a helmet), then you cannot make a Blinding
in zero-/low-gravity environments. Strike at all. If you hit, you blind your opponent for 1d4 rounds.
Blinding Strikes do no actual damage. You cannot make more
Back-Roll Throw than one Blinding Strike attack in in a round.
[Combat, Defensive]
A back-roll throw is an elegant grappling technique. You grab Break Hold
the arms of an onrushing foe, plant a foot in their stomach, and [Combat, Defensive]
roll backward, flinging them backwards over you. You are great at breaking out of grapples.
Prerequisites: BA +2, Combat Martial Arts Prerequisites: Combat Martial Arts, Improved Grapple
Benefit: Whenever an opponent charges or bull rushes you Benefit: You get a +4 bonus to any roll (Escape Artist check
and fails his attack roll, you can make an immediate unarmed or Strength ability check) made to break out of an opponent's
attack roll with a +2 circumstance bonus. If successful, the successful grapple.
opponent will be moved five feet behind you and dropped there,
prone. Any of your allies in or adjacent to the space where the Brew Potion
opponent is deposited receive attacks of opportunity against that [Mystical]
opponent. You can create mystic potions.
Special: You must have at least one hand free in order to Prerequisite: Spellcasting 2nd Level
make use of this feat. Benefit: You can create a potion of any 3rd-level or lower
spell that you know and that targets one or more creatures.
Blazing Charge Brewing a potion takes a number of hours equal to the spell's
[Combat, Ranged] level + the caster level of the spell. When you create a potion,
You have perfected the delicate art of running straight at your you set the caster level, which must be sufficient to cast the spell
opponents while screaming at the top of your lungs and pulling in question and no higher than your own effective caster level.
the trigger as fast as you can. You make any and all choices about the spell's effects at the
Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, time of brewing the potion.
Shot on the Run For materials needed to create the potion, the Purchase DC is
Benefit: If you have a firearm in hand, you can execute a 17 + the spell's level + the caster level of the potion (whatever
full-attack while charging. This means that you can make all your you decide to set it at). This is in addition to the costs for any and
attacks, just as if you were making a normal full-attack, but do so all material components necessary for the spell itself.
at any point along the path of your charge (i.e., a double-move in Within any given seven-day period, the number of potions
a straight line). You take -2 to attack and -4 to Defence until the you can brew is limited by the total levels' worth of spells in
beginning of your next turn. If you strike a target or miss them by them. That number cannot exceed your Constitution modifier
5 points or less on your attack roll, then those targets must make times 4. For example, if you have Constitution 18 (+4), then you
cannot make more than 12 levels worth of devices in one seven- Combat Expertise, Improved
day period. A single potion with a 2nd-level spell is two levels [Combat, Defensive]
worth of spells. The best offence is a good defence.
Feats: C Prerequisites: Int 13, Combat Expertise
Benefit: As Combat Expertise, except that the maximum
Cloakfall points you can trade is 10 and can exceed your Base Attack.
[General]
You can use a cape as a glider. Combat Nerves
Prerequisites: Dex 13. [Combat, General]
Benefit: If you wear a cape or cloak, you double the distance You never flinch when reacting to danger.
at which you can fall without taking damage. You must be Prerequisites: Dex 13, BA +4, Improved Initiative
conscious to use this feat. Benefit: When you roll for Initiative, roll 2 twenty-sided dice
and pick the highest roll.
Combat Casting Special: If you have a super-power or any other extraordinary
[Mystical/Psionic] ability that already allows you to roll 2 twenty- sided dice on
You keep your mind focused when you're in a fight. Initiative checks, you can instead roll 3.
Benefit: You a +4 bonus on Concentration checks made to
cast a spell or manifest a psi-power while on the defensive or Combat Pilot
while you are grappling or pinned. [Vehicle]
You are trained to handle aircraft in a battle.
Combat Casting, Improved Prerequisites: Pilot (any) 5 ranks.
[Mystical/Psionic] Benefit: Anyone attacking an aircraft operated by you suffers
In the violent chaos of battle, nothing makes you flinch. a -1 penalty to his attack rolls. Any attacks launched from your
Prerequisite: Combat Casting aircraft against another vehicle gain a +1 bonus.
Benefit: You get an additional +4 bonus on Concentration
checks made to cast a spell or manifest a psi-power while on the Combat Shot
defensive or while you are grappling or pinned. This bonus is [Combat, Ranged]
cumulative with that provided by Combat Casting, for a total You are accustomed to gunplay in m êlée.
bonus of +8. Prerequisites: Point-Blank Shot, Precise Shot
Benefit: You do not provoke attacks of opportunity when you
Combat Diagnosis shoot a firearm or futuristic pistol- or rifle-like weapon.
[Combat, General]
You have an eye for telling how hurt people are. Control Anything
Prerequisites: Wis 13. [Vehicle]
Benefit: You can (as a free action, once per round) estimate You can drive, fly, or pilot just about anything.
approximately how much of a subject's total HPs he or she has Prerequisites: Drive (any) 5 ranks, Pilot (any aircraft) 5
left. You diagnose the subject's remaining HPs as a percentage ranks, Pilot (any watercraft) 5 ranks.
and to within 10% their total. A subject with 80HPs left out of Benefit: You can now operate any vehicle as if you were
100 would look 80% healthy, as would a subject with 8HPs out trained. This includes any vehicle that can be controlled by a
of 10, for example. single pilot, even things as esoteric as flying saucers and anti-
grav speeders.
Combat Driving Normal: Ordinarily, driving or piloting a strange vehicle
[Vehicle] counts as a "trained action," and thus cannot be attempted by
You are trained to handle vehicles in a battle. those without the appropriate skill.
Prerequisites: Drive (any) 4 ranks.
Benefit: Anyone attacking a ground vehicle that you operate Co-operative Attack
suffers a -1 penalty to attack. Any attacks launched from your [Combat, Offensive]
vehicle against another vehicle gain a +1 bonus. You are trained in team-based combat.
Benefit: When you use the "aid another" manoeuvre during
Combat Expertise, Awesome combat, you grant the aided character a +4 bonus to attack or a
[Combat, Defensive] +4 bonus to Defence.
You never let your guard down. Special: If the character you aid has the Cooperative Attack
Prerequisites: Int 13, Combat Expertise, Improved Combat feat, then you grant a +6 instead of the normal +4.
Expertise Normal: The "aid another" manoeuvre ordinarily confers a
Benefit: As Combat Expertise, except that the maximum +2 bonus to attack or a +2 bonus to Defence.
points you can trade is 20 and can exceed your Base Attack.
Co-operative Attack, Improved
[Combat, Offensive]
You're exceptionally good at supporting your allies. Benefit: You can enchant weapons or protective gear with
Prerequisites: Dex 13, Cooperative Attack either a simple enhancement bonus or an equivalent special
Benefit: You can use the "aid another" action as a swift ability. Chapter 6: F/X contains a list of special arms/armour
action. abilities, but that list is by no means exhaustive.
Normal: "Aid another" requires a standard action. You can either make your own mastercraft item or enchant an
existing item. To enchant an existing item, you must first acquire
Craft Cognizance Crystal raw materials for the enchantment process. The PDC = 19, and
[Psionic] increases by 2 for every +1 enhancement (or equivalent). Thus
Prerequisite: Psionic Manifestation (2nd-Level) a +2 item requires a Wealth check DC 7. The enchanting process
You can infuse crystals with spare power points. takes a half-day for every +1 enhancement bonus (or
Benefit: You can create a cognizance crystal, which stores equivalent). If you enchant a piece of armament with a special
mental energy that can be converted to psionically-attuned PPs ability, you must have the spell associated with it and cast it as
(i.e., for manifesting psi-powers only). You can create a part of the enchantment process. The appropriate spell is listed
cognizance crystal with a number of PPs equal to the PP cost with the special ability description.
of the highest level of psi-powers you can manifest . This is the If you make your own item, add the time that it takes to make
effective manifesting level of the crystal, which is used to the item (see the Mastercraft skill) to the enchanting time.
determine the crafting time, the PDC of the raw materials, and Furthermore, the PDC for the raw materials equals the PDC of
the XP cost. the item, +2 for every +1 enhancement bonus (or equivalent).
The creation time is a number of hours equal to the Note: For more information about Mystic Armaments, see
effective manifesting level, the Purchase DC = 17 + the effect Chapter 6: F/X.
manifesting level, and the XP cost is the effective manifesting
level squared and then multiplied by the PDC of the raw Craft Psionic Armaments
materials. [Psionic]
Note: Cognizance crystals are the rough equivalent of potions You can craft psionic weapons and armour.
and Superchemicals. For more information about cognizance Prerequisite: Psionic Manifestation (3rd-Level)
crystals, see Chapter 6: "F/X".9 Benefit: You can attune weapons and protective gear with up
to a +5 enhancement bonus and a +5 equivalent in special
Craft Dorje abilities. Chapter 6: F/X contains a list of special arms/armour
[Psionic] abilities, but that list is by no means exhaustive.
You can make crystals that stores a psi-power. You can either make your own mastercraft item or attune an
Prerequisite: Psionic Manifestation (3rd-Level) existing item. To attune an existing item, you must first acquire
Benefit: You can attune a dorje with any psi-power that you raw materials for the attuning process. The PDC = 19, and
know. When you attune a dorje, you set the manifesting level of increases by 2 for every +1 enhancement (or equivalent). Thus
its psi-powers, which must be sufficient to manifest the psi- a +2 item requires a Wealth check DC 7. The attuning process
power in question and no higher than your effective manifesting takes a half-day for every +1 enhancement bonus (or
level. You make any and all choices about the psi-power's effects equivalent). If you attune a piece of armament with a special
at the time of attuning the dorje, including the effective ability, you must have the psi-power associated with it and
manifesting level of the dorje itself. manifest that psi-power it as part of the attunement process. The
Attuning a dorje takes a number of hours equal to the psi- appropriate psi-power is listed with the special ability
power's level + the manifesting level of the psi-power description.
(whatever you decided to set it at), multiplied by 3. A 3rd-level If you make your own item, add the time that it takes to make
psi-power with an effective manifesting level 2, for example, the item (see the Mastercraft skill) to the attuning time.
would take 15 hours ([3 + 2] x 3 = 15). The PDC for materials Furthermore, the PDC for the raw materials is the PDC of the
needed to attune the dorje is 19 + the psi-power's level + the item, +2 for every +1 enhancement bonus (or equivalent).
manifesting level of the dorje (whatever you decide to set it at). Note: For more information about psionic armaments, see
Note: Dorjes are the direct analogue of wands and Ray Guns. Chapter 6: F/X.
For more information about dorjes, see Chapter 6: "F/X".
Craft Psi-Stone
Craft Mystic Armament [Psionic]
[Mystical] Prerequisite: Psionic Manifestation (1st-Level)
You can craft mystic weapons and armour. You can imprint crystals with psi-powers.
Prerequisite: Spellcasting (3 rd-Level) Benefit: You can create a psi-stone with any psi-power that
you know. It takes a number of hours equal to the psi-power's
level + the manifesting level of the manifester (whatever you
9 We've done our best to streamline the Item-Creation process, for mystic, decide to set it at). When you imprint a psi-stone, you set the
psionic, and supertech items. If you prefer a simpler method, though, don't
forget that you can just buy a Gadget, which is just a hand-held power that manifesting level, which must be sufficient to manifest the psi-
comes with a discount (see Chapter 5: Powers), and then you can say you power in question and no higher than your own effective
built it yourself.
manifesting level. You make any and all choices about the psi- Your critical hits hurt more.
power's effects at the time of imprinting the psi-stone. Prerequisites: BA +8, Proficiency with weapon, Improved
Tor materials needed to imprint the psi-stone, including the Critical Range
crystal itself, the PDC = 15 + spell level + the manifesting level Benefit: With one particular weapon, add x2 to its critical
of the psi-stone (whatever you decide to set it at). This is in hit damage. Thus, if you had a weapon with a x3 to crits, this
addition to the costs for any and all material components feat would change it to a x4. You can take this feat multiple
necessary for the psi-power itself. times, but its effects do not stack. Instead, it applies to a new
Note: Psi-stones are the rough equivalent of scrolls and weapon.
Gizmos. They are called "power stones" in all other published Special: This feat does stack with power enhancements that
sources, but we have renamed them to alleviate confusion with grants an extra x2 to critical damage.
actual powers. For more information about psi-stones, see
Chapter 6: F/X. Critical Range, Improved
[Combat, Offensive]
Craft Wand You are good at scoring critical hits.
[Mystical] Prerequisites: BA +8, Proficiency with weapon
You can make mystic wands. Benefit: With one particular weapon, double the critical
Prerequisite: Spellcasting (3rd-Level) threat range. Thus, if you had a weapon with a critical range of
Benefit: You can create a wand with any spell that you know. 20, this feat would change it to 19-20. If you had a weapon with
When you craft a wand, you set the caster level of its spells, a critical range of 19-20, this feat would change it to 17-20.
which must be sufficient to cast the spell in question and no You can take this feat multiple times, but its effects do not
higher than your effective caster level. You make any and all stack. Instead, it applies to a new weapon.
choices about the spell's effects at the time of crafting the wand. Special: This feat does stack with power enhancements that
Crafting a wand takes a number of hours equal to the spell level increases critical threat range.
+ the caster level of the spell, multiplied by 3 . A 3rd-level spell
with a caster level of 2, for example, would take 15 hours ([3 + Cross-Trained
2] x 3 = 15). [Skill Enhancers]
For materials needed to craft the wand is PDC = 21 + the You have skills beyond your normal access.
spell's level + the caster level of the wand (whatever you Benefit: Select two skills that are cross-classed, for you, and
decide to set it at). This is in addition to the costs for any and all you can make them class skills. They will stay that way
material components necessary for the spell itself, which you regardless of multi-classing.
must expend 50 times (once for each charge on the wand). Special: You can take this feat multiple times. Each time, it
Within any given seven-day period, the number of potions applies to two new cross-classed skills.
you can brew is limited by the total levels worth of spells in Feats: D
them. That number cannot exceed your Constitution modifier
Damage Threshold, Improved
times 4. For example, if you have Constitution 18 (+4), then you
[Combat, Defensive]
cannot make more than 12 levels worth of devices in one seven-
You take a licking and keep on ticking.
day period. A single potion with a 2nd-level spell is two levels
Benefit: Your massive damage threshold increases by a
worth of spells.
number of points equal to your Constitution score.
Note: Wands are the direct analogue of dorjes and Ray Guns.
Normal: The maximum for a massive damage threshold is
For more information about wands, see see Chapter 6: F/X.
still 50. [This feat has been changed to match the Massive
Damage rules in Phoenix.]
Crippling Blow
[Combat, Offensive]
Daredevil Driver
You can cripple your opponents with an unarmed strike.
[Vehicle]
Prerequisites: Str 13, Dex 15, Combat Martial Arts, Pressure
You are the bastard child of the God of Cars
Point Attack
Prerequisites: Drive (any) 5 ranks.
Benefit: You can designate any unarmed strike as a Crippling
Benefit: You get a +4 bonus to any roll made to operate a
Blow. If you hit, you cause 1 temporary point of Strength or
motorized ground vehicle in a situation of immediate risk (that is,
Dexterity damage (player's choice). You can make only one
if failing the roll will result in the vehicle taking damage in some
Crippling Blow per round. The effects of Crippling Blow are
fashion).
cumulative. The target of a Crippling Blow must have discernible
humanoid anatomy and physiology. Anyone with an armour or Daredevil Pilot
natural Defence bonus of more than +6 are immune to this feat's [Vehicle]
effects. The jet gods love you.
Prerequisites: Pilot (any) 5 ranks
Critical Damage, Improved
[Combat, Offensive]
Benefit: You get a +4 bonus to any roll made to operate an Benefit: You can use the Deflect Arrows feat up to twice per
aircraft in a situation of immediate risk (that is, if failing the roll round. All other conditions and limitations still apply.
will result in the aircraft taking damage in some fashion). Special: If you also have the Snatch Arrows feat, you can
now catch up to two projectiles per round.
Daring Escape
[Save Enhancers] Dodge
You have a penchant for ducking out of danger in style. [Combat, Defensive]
Benefit: You get a +4 bonus to any skill check you make Prerequisites: Dex 13
while escaping from a dangerous situation, provided that the Benefit: In combat, you get a +2 dodge bonus to Defence
escape has some element of risk. This includes but is not limited against a single opponent. In mêlée, this automatically applies to
to diving out a plate-glass window, swinging across a deep whomever attacked you first, but you can choose to apply it
chasm, or jumping a speeding motorcycle over a flaming anyone in the combat whom you can see or otherwise identify
barricade. This bonus is not merely added to Escape Artist individually. In the case of ranged attacks, this bonus
checks and the like. It represents a flair for cinematic exits. automatically applies after a ranged attacker fires at you for the
Special: The bonus applies to all rolls made in the process of first time, but again, you can apply it to any ranged attacked
escape. For example, if you leap from a sixth-story balcony whom you've already seen or identified. You can take this feet up
(Jump check), look about wildly for a soft spot to land (Observe to 3 times. Its effects stack.
check) and attempt to break your fall in a huge pile of garbage
(Tumble check), the bonus would apply to each roll. Drug Resistance
[Save Enhancers]
Dead Aim You are great at shaking off drugs and chemicals.
[Combat, Ranged] Prerequisites: Con 13
You are a trained sniper. Benefit: You get a +4 bonus to all rolls made to resist
Prerequisites: Wis 13, Far Shot deleterious drugs, poisons, and their lingering effects.
Benefit: Before making a ranged attack, the you can take a Special: You can take this feat twice. It's effects stack.
full-round action to line up your shot. This grants you a +2
circumstance bonus on your next attack roll. Once you begin Feats: E - F
aiming, you can't move, even to take a 5-foot step, until after you
make your next attack. If you move or otherwise lose your Endurance
concentration, you lose the circumstance bonus. [Save Enhancers/Skill Enhancers]
Benefit: You gain a +4 bonus on the following checks/saves:
Deadeye • Swim checks to resist non-lethal damage
[Combat, Ranged] • Constitution checks to continue Running
Your hand is steady and deadly. • Constitution checks to avoid non-lethal damage from a
Prerequisites: BA +11, Dex 19, Point-Blank Shot, Precise forced march
Shot, Improved Precise Shot • Constitution checks to hold your breath
Benefit: You add your Dexterity modifier to your ranged • Constitution checks to avoid non-lethal damage from
attack damage as a bonus. starvation or thirst
• Fortitude saves to avoid non-lethal damage from hot or
Deadly Precision cold environments
[Combat, Offensive] • Fortitude saves to resist damage from suffocation.
Your Sneak Attacks pack a punch. Also, you can sleep in very uncomfortable circumstances—
Prerequisites: BA +8, Dex 15 on a kitchen chair, folded up in a car trunk, or wearing heavy
Benefit: Re-roll 1's on your damage rolls for all your armour—without become fatigued the next day.
successful Sneak Attacks.
Endurance, Improved
Defensive Martial Arts [Save Enhancers/Skill Enhancers]
[Combat, Defensive] You have the stamina of a triathlete.
You're hard to tag in a fight. Prerequisites: Con 13, Endurance
Benefit: You gain a +2 dodge bonus to Defence against Benefit: This feat increases the Endurance bonus by an
mêlée attacks. If you lose your Dexterity bonus to defence, you additional +4, which brings the total to +8. Additionally, you can
also lose this +2 dodge bonus. sleep practically anywhere—on pavement in the Winter, in a
locker at the airport, during a U2 concert—without becoming
Deflect Arrows, Improved fatigued the next day.
[Combat, Defensive]
You brush arrows aside like they're floating feathers. Entangling, Improved
Prerequisites: Dex 15, Combat Martial Arts, Deflect Arrows [Combat, General]
You are highly adept at entangling opponents.
Prerequisites: BA +1
Benefit: When you entangle another person in mêlée, he or Favoured Enemy
she moves at half speed, cannot run or charge, suffers a -4 [Combat, General]
penalty to attack rolls and a -6 penalty to Defence. You can also You are great at hurting a particular creature.
use a whip as an entangling weapon. Benefit: You get a +1 competence bonus to attack rolls and a
Normal: Normally, an entangled creature moves at half +2 competence bonus to damage rolls made against foes that fall
speed, cannot run or charge, suffers a -2 penalty to attack rolls, into one of the following categories: Human/Humanoid Mutants,
and a -4 penalty to Defence. Also, whips are not entangling Specific Humanoid or Alien Species, Animals,
weapons without this feat. Magical/Legendary Beasts, Plants, Machines/Machine Life, and
Undead.
Environmental Combat Speciality Special: You can take this feat multiple times. Each time, it
[Combat, General] applies to a new creature type.
You are trained to fight in a specific environment.
Prerequisites: BA +1 Favoured Enemy Focus
Benefit: Select one environment from the list below. In that [Combat, General]
environment, you get a +1 competence bonus to all attack rolls You are really great at hurting a particular creature.
and a +1 dodge bonus to Defence. The environments are: Arctic, Prerequisites: Favoured Enemy
Desert, Forest (Temperate), Jungle, Mountain, Ocean, Outer Benefit: Select a class of enemy for which you already has
Space, and Underground. the Favoured Enemy feat. Against foes of that category, you get
Special: You can take this feat multiple times. Every time, it an additional +1 competence bonus to attack rolls (cumulative
applies to a new environment. with the bonus conferred by Favoured Enemy). Additionally, the
critical hit threat range of any weapon you use against a foe of
Evasive Manoeuvres that category doubles.
[Vehicle] Special: You can take this feat multiple times. Each time, it
You know how to drive defensively. applies to a new creature type.
Benefit: You grant a +2 dodge bonus to the Defence of any
ground vehicle you drive (car, truck, motorcycle, etc.). Fearless
[Save Enhancers]
Evasive Manoeuvres, Improved You laugh in the face of danger.
[Vehicle] Prerequisites: Wis 13, Unshakable
You really know how to drive defensively. Benefit: You get an additional +4 to any roll made to resist
Prerequisites: Evasive Manoeuvres fear, horror, and demoralization, for a total bonus of +8
Benefit: You grant an additional +2 dodge bonus to any
ground vehicle you're driving, for a total of +4. Also, this Dodge Fortitude, Awesome
bonus now applies to the Defence of any passengers in the [Save Enhancers]
vehicle versus attacks made directly against them rather than the You are unusually tough, even for a super-hero.
vehicle itself. Prerequisites: Con 13, Great Fortitude
Normal: Passengers in a vehicle do not get any defensive Benefit: You get an additional +2 bonus to all Fortitude
benefits from the pilot/driver. saving throws, for a total bonus of +4.
who passes this saving throw is immune to your Frightful Heightened Immune System
Presence for 24 hours. [Save Enhancers]
Feats: G - H You immune system is an overachiever.
Benefit: You get a +4 bonus to any roll made to resist
Grazing Shot diseases, viruses, bacteria, and any other invasive pathogens.
[Combat, Ranged] Special: You can take this feat twice. It's effects stack.
You can aim glancing shots that hurt but don't kill.
Prerequisites: Dex 13, Point-Blank Shot, Precise Shot Heroic Intervention
Benefit: You can deal non-lethal damage with a ranged [Combat, General]
firearm attack if you so choose. You must chose before you make You are great at taking hits meant for others.
the attack, not after. Prerequisites: Dex 13
Benefit: Once per round, you can instantly switch places with
Gun Fu any medium- or large-sized person directly adjacent to you (i.e.,
[Combat, Ranged] within five feet) specifically in order to take the damage from a
You are a walking, one-man, John-Woo movie. successful attack meant for that adjacent person. You must
Prerequisites: Dex 19, BA +8, Point-Blank Shot, Rapid Shot, invoke this feat after the attack's success is announced but before
Manyshot, Greater Manyshot you see or hear the damage. You will be hit by the attack you
Benefit: As a full-round action, and only when you are two- intercept, even if it normally would not hit you due to your
gun fighting, you can make a number of firearm attacks equal to Defence score. Using this feat requires a swift action. You can
your Dexterity modifier. Instead of your normal attack not use this feat while flat-footed.
progression, all Gun Fu attacks use your highest attack bonus.
The manoeuvre expands all your ammunition at the end of the Hidden Power
full-round action, regardless of how much you started with, but [General]
you can run out of ammunition during a Gun Fu attack . Each You have deep reserves of spiritual energy.
gun/hand must perform an equal number of attacks, or within one Benefit: Your Power-Point total improves by +4.
(i.e., if your Dexterity bonus is an odd number). You can perform Special: You can take this feet multiple times. Its effects
Gun Fu once per session for every 4 character levels you have. stack.
The maximum number of attacks this feat can provide is eight in
a single round. Holdout
Note: Anyone with the Quick Reload feet can reload an [Skill Enhancers]
empty weapon between attacks granted by this feat, if needed. You are adept at concealing things upon your person.
Prerequisites: Sleight of Hand 5 ranks
Hail of Bullets Benefit: When you secret a weapon or item on your person
[Combat, Ranged] using Stealth, the Observe check to detect it receives a +10
You have a particularly speedy trigger finger. circumstance bonus.
Prerequisites: Dex 13, Point-Blank Shot, Rapid Shot,
Double Tap Home Turf Advantage
Benefit: You can burst-fire guns that do not normally feature [General]
this capability (such as revolvers and semi-automatic pistols). You know your territory like the back of your hand.
Each burst requires (and expends) three rounds of ammunition. Benefit: In your home city, and only in your home city, you
get a +2 bonus to all Gather Information and Knowledge
Hard to Kill (current events) or Knowledge (popular culture). Furthermore,
[General] when you are outside—on the streets, in the alleys, leaping from
You just won't to give up the ghost. rooftop to rooftop, etc.—you get a +2 bonus to Stealth checks.
Prerequisites: Con 13, Toughness Your "home city" is your permanent home base, somewhere you
Benefit: You must be knocked down to -15 Hit Points before have lived for at least five years.
you die. Additionally, at -1 hit point or lower, you have a 20%
chance per round of stabilizing instead of 10%. This feat stacks Hotshot
with other effects that increase your chance to stabilize or [Vehicle]
decreases your death threshold (the negative number of HPs at You are great at using vehicles weapon systems.
which point you actually die). You can take the feat multiple Benefit: You get a +1 bonus to all attack rolls made to
times. Each time, it increases the chance to stabilize by 10% and operate a vehicular weapon system.
decreases your death threshold by 5HPs. Feats: I
Normal: Ordinarily, you have a 10% chance per round of
stabilizing when below 0HPs and you die at -10 HPs. Infighter
[Combat, Defensive]
You are adept at close-quarters combat.
Prerequisites: Dex 13, Dodge
Benefit: All mêlée attacks of opportunity against you suffer a process (i.e., using Invent Super Equipment). Every 2CP-worth
-2 penalty to hit. This is a penalty to the attack roll and not a of powers is equivalent to a +1 enhancement.
dodge bonus to Defence, so it doesn’t go away when you are
caught flat-footed. Invent Gizmo
[Supertech]
Initiative, Awesome You can make multi-use, multi-power Supertech devices.
[Combat, General] Prerequisite: Intelligence 23, Supertech Invention (power),
You respond to danger in the blink of an eye. Invent Super Equipment, Invent Doohicky, Invent Ray Gun
Prerequisites: Dex 13, Improved Initiative Benefit: You can build a Gizmo with any powers that you
Benefit: You get an additional +4 bonus on initiative checks, can load into a device via the Supertech Invention power (see
for a total bonus of +8. Chapter 5: Powers).
The PDC for the materials you need to build the Gizmo is
Initiative, Supreme 21 + the CP cost of the power. You make any and all choices
[Combat, General] about the power's effect at the time when you build it, including
You react to threats almost before they appear. ranks, enhancement, limitations, energy or damage types, etc..
Prerequisites: Dex 15, Improved Initiative, Awesome To actually build the device requires a Supercraft check. The
Initiative DC is 10 + the total CP cost of the power you load into the
Benefit: You get an additional +4 bonus on initiative checks, Doohicky (DC = 10 + CP cost).
for a total bonus of +12. The build time of a Gizmo equals three times the CP cost
of its power in hours. Under emergency circumstances (i.e.,
Invent Doohicky during a game session), you can spend up to 16 hours a day
[Supertech] building a Gizmo, but under normal circumstances (i.e., "down
You can make one-shot Supertech devices. time" between games), you can work a maximum of 8 hours a
Prerequisite: Intelligence 19, Supertech Invention (power), day. Furthermore, while you're working, you have to maintain the
Invent Super Equipment equivalent of caster concentration.
Benefit: You can build a Doohicky with any power that you Within any given seven-day period, the number of devices
can load into a device via the Supertech Invention power (see you can build is limited by the total CP cost of the powers you
Chapter 5: Powers). load into them. That number cannot exceed your Constitution
The PDC for the materials you need to build the Doohicky modifier times ten. For example, if you have Constitution 18
is 15 + the CP cost of the power. You make any and all choices (+4), then you cannot make more than 40CPs worth of devices in
about the power's effect at the time when you build it, including one seven-day period.
ranks, enhancement, limitations, energy or damage types, etc..
The build time of a Doohicky equals the CP cost of its Invent Ray Gun
power in hours. Under emergency circumstances (i.e., during a [Supertech]
game session), you can spend up to 16 hours a day building a You can make hand-held, multi-use, power projectors.
Doohicky, but under normal circumstances (i.e., "down time" Prerequisite: Intelligence 21, Supertech Invention (power),
between games), you can work a maximum of 8 hours a day. Invent Super Equipment, Invent Doohicky
Furthermore, while you're working, you have to maintain the Benefit: You can build a Ray Gun with any power that you
equivalent of caster concentration. can load into a device via the Supertech Invention power, the cost
To actually build the device requires a Supercraft check. The of which is 20CP or lower (see Chapter 5: Powers).
DC is 10 + the total CP cost of the power you load into the The PDC for the materials you need to build the Ray Gun
Doohicky (DC = 10 + CP cost). is 19 + the CP cost of the power. You make any and all choices
Within any given seven-day period, the number of devices about the power's effect at the time when you build it, including
you can build is limited by the total CP cost of the powers you ranks, enhancement, limitations, energy or damage types, etc..
load into them. That number cannot exceed your Constitution The build time of a Ray Gun equals twice the CP cost of
modifier times ten. For example, if you have Constitution 18 its power in hours. Under emergency circumstances (i.e., during
(+4), then you cannot make more than 40CPs worth of devices in a game session), you can spend up to 16 hours a day building a
one seven-day period. 10 Ray Gun, but under normal circumstances (i.e., "down time"
between games), you can work a maximum of 8 hours a day.
Invent Empowered Equipment Furthermore, while you're working, you have to maintain the
You can put powers into Inventions. equivalent of caster concentration.
Prerequisites: Intelligence 17, Supertech Invention (power), To actually build the device requires a Supercraft check. The
Invent Super Equipment DC is 10 + the total CP cost of the power you load into the
Benefits: You can now build powers (but not traits, spells, or Doohicky (DC = 10 + CP cost).
psi-powers) into Super Equipment as part of the Invention Within any given seven-day period, the number of devices
you can build is limited by the total CP cost of the powers you
10 For a full description of what supertech devices look like and how they load into them. That number cannot exceed your Constitution
function, see Supertech Inventions in Chapter 6: F/X.
modifier times ten. For example, if you have Constitution 18 Mastercraft item, + 2 for every +1 enhancement (or
(+4), then you cannot make more than 40CPs worth of devices in equivalent).
one seven-day period. The total build time of a Supercraft device equals the build
time for the item itself, but increases by x2 for every +1
Invent Ray Gun, Improved enhancement bonus (i.e., +1 doubles the build time, +2 triples
[Supertech] it, etc.).
You can make extremely powerful Ray Guns. To actually build the device requires a Supercraft check. The
Prerequisites: Intelligence 21, Supertech Invention (power), DC is the same as for building a Mastercraft tool of the same
Invent Super Equipment, Invent Doohicky, Invent Ray Gun kind, but add twice the enhancement bonus to the DC (i.e.,
Benefit: This feat grants you the ability to load powers of any DC = ordinary DC + enhancement bonus x 2). If you already
CP cost into your Ray Gun (i.e., there is no 20CP limit). have a Mastercraft item and you're upgrading it to Supertech,
then the DC equals 10 + enhancement bonus x 2)
Invent Super Armament You can also upgrade an existing tool, either ordinary or
[Supertech] mastercraft. To do that, halve the PDC for the raw materials and
You can make armour fit for the gods. the build time, but the Supercraft check remains the same.
Prerequisites: Intelligence 17, Supertech Invention (power), Within any given seven-day period, the number of devices
Invent Super Equipment you can build is limited by the total CP cost of the powers you
Benefit: You can make Super armaments with up to a +10 load into them. That number cannot exceed your Constitution
enhancement bonus (Supertech), and up to +10 worth of modifier times ten. For example, if you have Constitution 18
Supertech special abilities (see Chapter 6: F/X). You cannot (+4), then you cannot make more than 40CPs worth of devices in
load powers into Super Armaments. This feat applies to both one seven-day period.
weapons and protective gear (armour or shields). A +1 Note: This feat grants an enhancement bonus, not a
enhancement bonus on a weapon grants a +1 to attack and a +1 Mastercraft bonus. Enhancement bonuses and Mastercraft
to damage. A +1 enhancement bonus on a shield or suit of bonuses do not stack.
armour grants a +1 to its Defence bonus, and if applicable, its
Equipment Penalty. Invent Superchemical
The PDC for the materials you need to invent a Super [Supertech]
Armament equals the PDC to build or purchase the You can mix up a formula that creates a Super effect.
Mastercraft item + 3 for every +1 enhancement (or Prerequisite: Intelligence 17, Supertech Invention (power),
equivalent). Invent Super Equipment
The build time of Super Armaments equals a number of Benefit: You can make a dose of Superchemicals with any
hours equal to the total enhancement value, including special power that you can load into a device via the Supertech Invention
abilities, multiplied by 3. power. The cost of the power must be 15CP or lower ( Chapter 5:
To actually build the device requires a Supercraft check. The Powers).
DC is the same as for building a Mastercraft tool of the same The PDC for the materials you need to make a
kind, but add twice the enhancement bonus to the DC (i.e., Superchemical is 17 + the CP cost of the power. You make any
DC = ordinary DC + enhancement bonus x 2). If you already and all choices about the power's effect at the time when you
have a Mastercraft item and you're upgrading it to Supertech, build it, including ranks, enhancement, limitations, energy or
then the DC equals 10 + enhancement bonus x 2) damage types, etc.. The duration of any Superchemical is 2d4
Within any given seven-day period, the number of devices rounds, minutes, or hours, depending on the Sustain time(s) listed
you can build is limited by the total CP cost of the powers you in the power.
load into them. That number cannot exceed your Constitution Superchemicals come in one of three forms: liquid,
modifier times ten. For example, if you have Constitution 18 intravenous, or pills. Intravenous Superchemicals reduce the
(+4), then you cannot make more than 40CPs worth of devices in PDC by -2. Pills increase the PDC by +2.
one seven-day period. The creation time of a Superchemical equals the CP cost
of its power in hours. Under emergency circumstances (i.e.,
Invent Super Equipment during a game session), you can spend up to 16 hours a day
[Supertech] building a Superchemical, but under normal circumstances (i.e.,
You can make devices of super proportions. "down time" between games), you can work a maximum of 8
Prerequisites: Intelligence 17, Supertech Invention (power) hours a day. Furthermore, while you're working, you have to
Benefit: You can make tools and technology (not weapons or maintain the equivalent of caster concentration.
protective gear) that grants a +1 to a +10 enhancement bonus To actually create the Superchemical requires a Supercraft
(Supertech) on skill checks . This bonus stacks with the item's check. The DC is 10 + the total CP cost of the power you load
normal equipment bonus, if any. into the Doohicky (DC = 10 + CP cost).
The PDC for the materials you need to invent a Super Within any given seven-day period, the number of devices
Armament equals the PDC to build or purchase the you can build is limited by the total CP cost of the powers you
load into them. That number cannot exceed your Constitution
modifier times ten. For example, if you have Constitution 18 Knockback, Supreme
(+4), then you cannot make more than 40CPs worth of devices in [Combat, Offensive]
one seven-day period. Your knockbacks are seriously nasty.
Feats: K - L Prerequisites: Str 25, Power Attack, Improved Knockback,
Awesome Knockback
Knockback, Awesome Benefit: You get yet another +4 bonus your damage rolls for
[Combat, Offensive] the purposes of determining whether you knock opponents back.
Your knockback attacks are particularly effective. This does not affect actual distance or damage, but instead affects
Prerequisites: Str 25, Power Attack, Improved Knockback whether or not you achieve Knockback against an opponent. This
Benefit: You get an additional +4 bonus your damage rolls bonus stacks with Awesome Knockback, thus your total bonus is
for the purposes of determining whether you knock opponents +12.
back. This does not affect actual distance or damage, but instead NB: You can apply this feat to the power Energy Attack, if
affects whether or not you achieve Knockback against an you take the Knockback enhancement. You do not need Power
opponent. This bonus stacks with Improved Knockback, thus Attack or a Strength score of 25.
your total bonus is +8.
NB: You can apply this feat to the power Energy Attack, if Lab Magic Mastery
you take the Knockback enhancement. You do not need Power [Mystical]
Attack or a Strength score of 25. You know your way around your mystical laboratory.
Prerequisites: Mystic Level 3.
Knockback, Distance Benefit: You get a +4 competence bonus to all Spellcraft
[Combat, Offensive] checks made to analyse spells or magic items, as well as invent
Your knockbacks really send people flying. new spells, while sequestered in your laboratory or workshop.
Prerequisite: Str 25, Power Attack, Improved Knockback
Benefit: Your knockbacks throw your targets a number of Last Desperate Trick
squares equal to 1/5th your damage roll (i.e., the total damage, in [General]
feet). You always have one last card up your sleeve.
Normal: Knockback causes victims to be flung a number of Benefit: This feat allows you to use any single class ability,
squares equal to 1/10th the damage of the knockback attack (i.e., a special ability, or feat ability again after you have used it the
number of feet equal to half the damage). maximum number of times per day or session. You can also use
NB: You can apply this feat to the power Energy Attack, if any class feature that normally require expenditure of an Action
you take the Knockback enhancement. You do not need Power Point without expending one.
Attack or a Strength score of 25. Special: You can use this feat only once per day. It does not
allow you to use an ability that requires PPs.
Knockback, Improved
[Combat, Offensive] Lethal Hurling
You're particularly good at smacking people around. [Combat, Ranged]
Prerequisites: Str 25, Power Attack You throw weapons with like a Major League pitcher.
Benefit: You receive a +4 bonus to your effective damage Prerequisites: Str 15, Dex 13, BA +2, proficiency with
rolls for the purposes of determining whether you knock thrown weapons
opponents back. This does not affect actual distance or damage, Benefit: +2 damage bonus with all thrown weapons.
but instead affects whether or not you can meet or beat your Special: This bonus applies only to directly thrown weapons.
target's Knockback Threshold. Do not add it to projectiles, bullets, grenades, or grenade-like
NB: You can apply this feat to the power Energy Attack, if weapons.
you take the Knockback enhancement. You do not need Power
Attack or a Strength score of 25. Light-Footed
[General]
Knockback, Light You leap to your feet with ease and speed.
[Combat, General] Prerequisites: Dex 13
You are good at pulling your punches. Benefit: You can stand up from prone as a swift action.
Prerequisites: Dex 15, Combat Expertise Normal: Standing up from prone is a move action.
Benefit: You strike opponents in such a way that you do not
cause knockback unless you want to. Low-Light Vision
NB: You can apply this feat to the power Energy Attack, if [General]
you take the Knockback enhancement. You do not need Power You eyes are unusually sharp in poor illumination.
Attack or a Strength score of 25. Benefit: You can see twice as far as usual in conditions of
dim illumination, and see as well as you normally can in moonlit
conditions.
Special: This feat does not stack with any other low-light or You can take this feat multiple times. Each time, it applies to
dark vision abilities. a new subtype of the Craft skill.
Feats: M ‒ N
Mastercraft, Advanced
Mastercraft [Skill Enhancers]
[Skill Enhancers] Prerequisite: Intelligence 15, Craft (subtype) 5 ranks,
You can create mastercraft equipment. Mastercraft (subtype), Improved Mastercraft
Prerequisite: Intelligence 13, Craft (subtype) 5 ranks Benefit: Your Mastercraft items have a higher bonus, cost
Benefit: You can make mastercraft equipment from scratch. more, take more time to build, and are more difficult to make:
You must apply this feat to one of the Craft subtypes: chemical, • Equipment: +3 to relevant skill
electronic, mechanical, pharmaceutical, structural. The subtypes • Weapons: +2 to attack and damage
apply to specific kinds of mastercraft equipment are: • Armour/Shields: +3 Max Dex and Equipment Penalty
as well as +2 to defence
• Chemical: explosives, corrosives, and reactants • Build Time: x4
• Electronic: anything with electronic or electrical • PDC: cost of item +3
components, from computers to lamps • Craft Check: normal +5
• Mechanical: anything with moving parts, including If you fail the Craft check for an Advanced Mastercraft item,
firearms and vehicles, and any solid object that needs to but you do make what would be the check for an Improved
be machined, like car parts or mêlée weapons. Mastercraft or basic Mastercraft item, then the item has only the
• Pharmaceutical: drugs (legal or otherwise) and lesser bonus. Sometimes, your work just doesn't turn out quite as
naturopathic remedies well as you'd hoped.
• Structural: buildings, bridges, and the like You can take this feat multiple times. Each time, it applies to
a Craft subtype to which you already applied Improved
Different kinds of Mastercraft items gain different Mastercraft.
bonuses:
Mastercraft, Improved
• Equipment: +1 to relevant skill [Skill Enhancers]
• Weapons: +1 to attack You can create equipment of astoundingly high quality.
• Armour/Shields: +1 Max Dex and Equipment Penalty Prerequisite: Intelligence 17, Craft (subtype) 5 ranks,
Mastercraft (subtype)
"Protective Gear" includes modern items as well as archaic Benefit: Your Mastercraft items have a higher bonus, cost
armour and shields. A +1 to an item's Equipment Penalty lowers more, take more time to build, and are more difficult to make:
the penalty (e.g., Max Dex -4 becomes Max Dex -3). • Equipment: +2 to relevant skill
An Appraise, Craft, or Repair check (DC 10) allows someone • Weapons: +1 to attack and damage
to detect Mastercraft quality after cursory inspection (a move • Armour/Shields: +2 Max Dex and Equipment Penalty
action to visually inspect the item will do), but most of the time as well as +1 to defence
Mastercraft quality is visible at a glance. The item's parts fit • Build Time: x3
better and move more smoothly when manipulated. It doesn't • PDC: cost of item +2
rattle or creak when handled. The grips are comfortable in the • Craft Check: normal +4
hand. It generally feels more solid and more reliable. If you fail the Craft check for an Improved Mastercraft item,
It takes twice as long to build mastercraft equipment than it but you do make what would be the check for Mastercraft, then
would to build the same ordinary item. the item has only the regular Mastercraft bonus. Sometimes, your
The PDC for the raw materials to make a mastercraft work just doesn't turn out quite as well as you'd hoped.
item equals the normal PDC to build it + 1 (see the Craft You can take this feat multiple times. Each time, it applies to
skill). To upgrade an ordinary item to mastercraft, the PDC for a Craft subtype to which you already applied Mastercraft.
the materials equals half the PDC to build the item.
The Craft DC to make mastercraft equipment equals the Mastercraft, Supreme
normal DC to make that item + 3. You must have Craft in the [Skill Enhancers]
appropriate subtype for the item you're building. The GM makes Prerequisite: Intelligence 19, Craft (subtype) 5 ranks,
this roll for you. If you succeed, you have built the device. If you Mastercraft (subtype), Improved Mastercraft
fail, then you just couldn't get it to work. If you fail by more than Benefit: Your Mastercraft items have a higher bonus, cost
10, the device tests fine in the lab, but in the field it falls apart, more, take more time to build, and are more difficult to make:
shoots sparks, or otherwise refuses to function. • Equipment: +4 to relevant skill
Not all items are sturdy enough to even be mastercraft. A • Weapons: +3 to attack and damage
mastercraft T-shirt, for example, wouldn't be significantly • Armour : +4 Max Dex and Equipment Penalty as well
different than a normal T-shirt. The GM will make a final call on as +3 to defence
whether an item can be Mastercraft at all. • Build Time: x5
• PDC: cost of item +4 Benefit: Choose a super power. Add +4 to the Difficulty
• Craft Check: normal +6 Class for all saving throws or against the super power you select.
If you fail the Craft check for a Supreme Mastercraft item, Special: This feat has no effect on powers that don't provoke
but you do make what would be the check for an Advanced, saving throws. You can take this feat multiple times. It applies to
Improved, or basic Mastercraft item, then the item has only the a new power each time.
lesser bonus. Sometimes, your work just doesn't turn out quite as
well as you'd hoped. Power Focus, Greater
You can take this feat multiple times. Each time, it applies to [General]
a Craft subtype to which you already applied Advanced Your super power is astoundingly effective.
Mastercraft. Prerequisites: Power Focus, Improved Power Focus.
Benefit: Choose a super power to which you already have
Merciful Mauler applied the Improved Power Focus feat. Add +4 to the Difficulty
[General] Class for all saving throws against the super power you select.
You are especially good at pulling your punches. This bonus stacks with the bonus from Power Focus and
Benefit: You can make mêlée weapon attacks and unarmed Improved Power Focus, for a total of +12.
strikes that do non-lethal damage with no penalty to hit. This Special: This feat has no effect on powers that don't provoke
includes edged and piercing weapons, unarmed strikes enhanced saving throws. You can take this feat multiple times. Each time,
by a super ability (e.g., Strength, Dexterity, etc.), and thrown you upgrade one Improved Power Focus that you already have.
objects, but not projectiles and firearms. How you manage to
attack with, say, a lance and not do lethal damage is up to you to Power Focus, Improved
describe. [General]
Normal: To deal non-lethal damage with a lethal weapon One of your powers is much more potent.
usually incurs a -4 penalty to hit. Prerequisites: Power Focus
Benefit: Choose a super power to which you already have
Mercy Blow applied the Power Focus feat. Add +4 to the Difficulty Class for
[General] all saving throws against the super power you select. This bonus
You can put your opponents down without killing them. stacks with the bonus from Power Focus, for a total of +8.
Benefit: When you make a coup de grace attack against a Special: This feat has no effect on powers that don't provoke
helpless foe, you have the option of declaring a "mercy blow" saving throws, obviously. You can take this feat multiple times.
rather than a killing blow. Carry out the coup de grace attack as Each time, you upgrade one Power Focus that you already have.
per normal. If the attack is successful, the victim suffers non-
lethal damage equal to their current HP total. This knocks the Power Penetration
victim unconscious immediately. [General]
Feats: O ‒ P Your powers blast through Resistance.
Benefit: You get a +2 bonus on power checks (1d20 + net CP
Origin Resistance value of power), or caster checks (1d20 + caster level), or
[Save Enhancers] manifester checks (1d20 + manifester level) you make to
You are particularly resistant to one Origin. overcome Power Resistance, Spell Resistance, or Psionic
Benefit: You gain +2 bonus on all Saves made against one Resistance. Pick one.
Origin (player's choice). You can take this feat up to five times. It Special: you can take this feat up to 3 times. It applies to a
applies to a different Origin each time. new kind of resistance each time. The feats Spell Penetration and
Psi-Power Penetration have been removed from Phoenix.
Origin Resistance, Greater
[Combat, Defensive] Power Penetration, Improved
You are extremely toughened against a particular Origin. [General]
Benefit: You have DR4 versus damage that comes from one Your powers blast through Resistance.
Origin (player's choice). You can take this feat up to five times. It Prerequisite: Power Penetration
applies to a different Origin each time. Benefit: You get an additional +2 bonus on power checks
(1d20 + net CP value of power), or caster checks (1d20 + caster
Point-Blank Shot level), or manifester checks (1d20 + manifester level) you make
[Combat, Ranged] to overcome Power Resistance, Spell Resistance, or Psionic
You're great at shooting close-up. Resistance. This bonus stacks with the bonus from Power
Benefit: +2 competence bonus with any ranged attack from Penetration to the effect that you chose (either powers, or spells,
within 30 ft. of the target. or psi-powers).
Special: you can take this feat up to 3 times. It stacks with
Power Focus one of your Power Penetration feats each time. The feats Greater
[General]
Spell Penetration and Greater Psi-Power Penetration have been
Your super power is more effective than most.
removed from Phoenix.
unconscious. You can perform a Sleeper Hold only on creatures Prerequisite: Jump 5 ranks
with discernible, humanoid anatomy. Anyone that doesn't breathe Benefit: You do not need to get a running start when making
is unaffected. high or long jumps. The DC equals the distance in feet.
Normal: When making a high or long jump, you must have a
Sliding Shot running start of 20 feet, or else the DC is doubled.
[Combat, Ranged]
You can slide across the ground and just keep shooting! Staple, Improved
Prerequisites: Dex 13, Dodge, Point-Blank Shot, Mobility, [Combat, General]
Shot On The Run You are very good at pinning people by their clothes.
Benefit: As part of a full attack action, you can slide or roll Benefit: You get a +4 to hit when you make Staple attacks,
along the ground up to half your normal movement distance and if you Staple with a ranged weapon, you can perform the
while taking a full-attack action with a firearm or firearms. You manoeuvre up to one range increment away or 30 feet, whichever
are prone for the duration of this manoeuvre (+4 Defence against is greater. If the Stapled person chooses to take a move action to
ranged attacks, -4 Defence against mêlée attacks) and can choose remove the weapon, she must make a Strength check (DC 10),
to remain prone or stand up as a free action when you come to a and if she attempts to rip her clothes, she must make a Strength
stop. You do not trigger attacks of opportunity while sliding check (DC 15). Increase the DC of the Strength check by +4 for
unless you end your sliding movement in a threatened area. every additional staple. For example, if you use three attacks to
Special: Improved Prone Fighting does, indeed, combine throw three daggers at a target and Staple her to a wall, the
with this feat. Thus, if you had both feats and executed a Sliding Strength DC is 22.
Shot, your Defence during the action would be +1 against ranged
attacks and -1 against mêlée attacks. Nifty. Stick-Up Artist
[Skill Enhancers]
Sneak Attack, Dexterous "You can get much farther with a kind word and a gun than
[Combat, Offensive] you can with a kind word alone." -Al Capone
Your hand is deadly steady when making sneak attacks. Prerequisites: Intimidate 5 ranks
Prerequisites: Dex 13, BA +1, Sneak Attack Ability,. Benefit: When you attempt to use the Intimidate skill against
Benefit: Whenever you make a sneak attack with a mêlée a subject by pointing or otherwise threatening with a gun, you get
weapon, apply your Dexterity modifier to damage (rather than a +4 fear bonus on your check. Once per encounter, if you fail an
your Strength modifier), regardless of what you strike with. Intimidate check, you can fire a "warning shot," which allows a
retry on the following round as if the first check had not failed.
Sniper Additional "warning shots" have no effect.
[Combat, Ranged] Special: Any bonus a target might against fear effects (such
You are trained in shooting from great distances. as the Unshakable feat) raises the DC of your Intimidate check
Prerequisites: Point-Blank Shot, Precise Shot, Sharpshooter, by that bonus. Fear bonuses negate the ability to fire a "warning
Sneak Attack Ability shot" in order to get a second skill roll.
Benefit: You can apply your full sneak attack damage to any Normal: Ordinarily, you receive only a +2 circumstance
successful surprise attack made with a rifle equipped with a bonus from threatening a subject with a firearm.
telescopic sight. Such an attack requires that you spend a full
round aiming just before the round in which you make the attack. Sucker Punch
Normal: You cannot ordinarily make sneak attacks at a range You can put people down when they're not looking
beyond 30 feet. [Combat, Offensive]
Prerequisites: BA +3, Brawl
Sprint Benefit: If you hit with an Unarmed Strike (Brawl), and you
[General] have not struck this target yet in that combat, and that target is
You are quick on your feat. flat-footed, then you automatically score a critical hit. Because
Prerequisite: Run you use Brawl to make this attack, the damage is non-lethal.
Benefit: You can add a number of feet that equals 1d4 plus Special: This feat has been changed from "Knockout Punch"
your Strength or Dexterity modifier to your speed for 1 round at in order to more accurately reflect its true function.
a time. Whether you use Strength or Dexterity for your speed is
up to you, but the choice is permanent. Every round you Sprint, Sucker Punch, Improved
you must make a Constitution check, starting at DC 10 but You really know how to smack people before they're ready
increasing +2 every round. If you fail the check, you cannot [Combat, Offensive]
Sprint again for a number of rounds equal to the number of Prerequisites: BA +6, Brawl, Sucker Punch
rounds you spent Sprinting. Benefit: This feat function exactly the same as Sucker Punch,
and it also increases the critical multiplier of your Unarmed
Standing Jump Strike by x2 (i.e., it increases by one multiple).
[Skill Enhancers]
You can make great leaps without a running start.
Special: This feat has been changed from "Improved Normal: You ordinarily recover a number of PPs equal to
Knockout Punch" in order to more accurately reflect its true your character level every six hours.
function.
Swinging, Combat
Super Strike [Combat, Defensive]
[Combat, Offensive] You're deadly on the end of a rope.
You can deliver super-powered blows with anything. Prerequisite: Dex 13, Improved Swinging
Prerequisites: Str 18 or Dex 18 Benefit: You retain your Dexterity and dodge bonuses while
Benefit: When making a mêlée attack with a normal weapon, swinging,
your attacks count as super.
Normal: Ability scores of 25 are super. Swinging, Improved
[Skill Enhancers]
Super Style You're downright majestic when you dangle on a rope.
[Skill Enhancers] Prerequisites: Dex 13
You are a trend-setter. Benefit: You get a +4 to Tumble and Jump checks while
Prerequisites: Cha 13 swinging.
Benefit: Once per session per point of Charisma modifier Feats: T
you possess, you can add a +2 circumstance bonus to any
Charisma-based skill or ability check where your outstanding Teambreaker
dress sense and force of personality might be used to lend some [Combat, Defensive]
charm-power. You are trained to fight people working in groups.
Prerequisites: BA +4, Dex 13, Int 13, Combat Reflexes
Sunder, Improved Benefit: Whenever an opponent uses the Aid Another
[Combat, General] manoeuvre or the Cooperative Attack or Improved Cooperative
You are good at smashing and slashing objects. Attack feat against you in mêlée, you get an attack of opportunity
Prerequisites: Int 13, Combat Expertise against whomever is using Aid Another or the person being
Benefit: You receive a +4 to hit when you perform the aided.
Sunder manoeuvre and you do not provoke an attack of Special: This feat does not allow you to make more attacks of
opportunity. This bonus stacks with Precise Sunder. opportunity than you normally can.
the Leet. The loser of this opposed check takes 1d4 morale Yelling your Battle Cry requires a move action and constitutes an
damage per point of difference between the rolls. It's epic spank action in combat, and therefore afterwards, you are no longer
or epic fail, but either way, the screenshots will end up on the flat-footed. You can use this feat once per session, plus once for
forums. every four character levels you have.
Catch Bullets If you are outside of your home territory, your GM might
[Tongue-In-Cheek; Combat, Defensive] allow you to spend 2APs to have a cache nearby (in a tree, under
You can pluck a speeding bullet out of the air. an over-pass, etc.). In a truly exotic location (inside a villain's
Prerequisite: Dexterity 17, Defensive Martial Arts, Deflect lair, on the Moon, etc.), and if you ask really nicely, your GM
Arrows, Dodge, Dodge Bullets, Lightning Reflexes could be on enough antihistamines to allow you to spend 3APs to
Benefit: As an Immediate action, if someone fires a gun at have a cache nearby.
you, you can elect to roll try to catch the bullet with your bare
friggin' hands. To use this feat, you must have line of sight on Glasses of Disguise
your attack, be aware that he, she, or it is firing at you, and you [Tongue-In-Cheek; General]
cannot be denied your Dexterity bonus to Defence. You cannot You can hide behind a pair of specs.
catch shotgun pellets. Benefit: By wearing a pair of glasses in your everyday life
Attempting to catch a bullet requires an opposed roll, your and not wearing them in your superheroic persona, you get the
Reflex save versus the attacker's attack roll. If you succeed, you equivalent benefit to wearing a Full-Face mask when you're in
catch the bullet. If you fail, the bullet hits you, regardless of costume (DC 25 to recognise you, see Chapter 1: Character
whether the attack roll beat your Defence score, because you Creation) and no mask in your everyday life. After all, you
deliberately interposed yourself in front of that there bullet . couldn't possibly be the same person; one wears glasses and the
other one is a superhero.
Dodge Bullets
[Tongue-In-Cheek; Combat, Defensive] Heroic Comeback
You are good at avoiding getting shot. [Tongue-In-Cheek; Combat, General]
Prerequisite: Dexterity 17, Dodge, Deflect Arrows, You just won't die.
Defensive Martial Arts Prerequisite: Constitution 13, Toughness
You get a +8 Dodge bonus against all firearms attacks if you Benefit: Once per game session, you can use 1 Action Point
can see and are aware of your attacker(s), and you retain your to bring yourself from zero or lower HPs to 5HPs. You must
Dexterity bonus to Defence. actually be alive to use this feat. Raising your HPs requires a
Swift action, but getting up from where ever your corpse landed
Dodge Energy is another matter.
[Tongue-In-Cheek; Combat, Defensive]
You are good at avoiding getting zapped. Moral Authority
Prerequisite: Dexterity 17, Dodge, Deflect Arrows, [Tongue-In-Cheek; Combat, Offensive]
Defensive Martial Arts You can deliver a hell of a homily.
You get a +8 Dodge bonus against energy-based attacks. This Prerequisite: Charisma 13, Allegiance to an institution or
primarily includes the power Energy Attack, but can also include philosophy with some kind of moral tone (government, religion,
spells, psi-powers, energy-based technological weapons, etc. political party, etc.)
This bonus applies only to your Defence score, not to your Benefit: If you can convincingly explain to a villain where
Reflex (i.e., you can dodge only attacks, not things you must roll he, she, or it has gone wrong, what their moral failings are, the
a saving through to avoid). You gain the benefits of this feat if ethical conundrum in their own mind can imbue a -4 Bogus
you can see and are aware of your attacker(s), and you retain penalty to all rolls for 1d4+1 rounds (in combat) or 1d4+1
your Dexterity bonus to Defence. minutes (out of combat). You can invoke this feat only once per
session. In combat, you must expend a standard action to deliver
Equipment Cache your heroic message of goodness, fiscal responsibility, personal
[Tongue-In-Cheek; General] hygiene (or whatever).
You were a Boy Scout in a former life. For example: The evil Apocalypso has cornered Constable
Prerequisite: Plot Device Courage on a narrow catwalk. "Now I will beat you to within an
Benefit: When you're in your territory (usually a city), you inch of your life!” the madman cackles as he advances with fists
can spend an Action Point to remember that you miraculously raised.
thought ahead and stowed a cache of supplies 1d6 blocks away "Not likely," the good Constable responds, "clearly, my strict,
(down an alley, under a dumpster, etc.). The cache can contain Royal Canadian Mounted Police regimen of callisthenics and
any or indeed all of the following items: restrained eating habits give me a physical advantage over a
• spare clothes (a superhero costume or regular clothes, reckless and unhealthy miscreant such as yourself. After all, your
nothing that grants a Defence bonus) henchmen raided the Tasty Loins Pork Processing Plant last
• money (a wad of cash, a spare credit card, etc.; grants week solely to indulge your late-night craving for bacon!"
+1d4 Wealth for the remainder of the session) [They roll and opposed test, Apocalypso loses.]
• ammunition (1d4 clips, bundles of arrows, Supertech "Blast!" cries Apocalypso, as he is filled with self-doubt.
batteries, whatever is appropriate to your weapon) Clearly, the Constable is correct. He is getting a little wide
• food and water (enough to feed you for a day) around the middle.
• one Plot Device
"Let this be a lesson in the virtues of physical fitness!" cries Benefit: You can use a verbal feat or during a move action or
the Constable, as he beats Apocalypso into unconsciousness. a full-round action that includes only movement, which means
that you can simultaneously perform a verbal action and a
Mumbo-Jumbo physical action. For example, you can attempt to Bluff while
[Tongue-In-Cheek; Skill Enhancers] moving, a full-round Diplomacy check while Running.
Your mystical insights are stronger when you mumble. Special: This feat is incompatible with the Monologuer
Prerequisite: Wisdom 13 Comp.
Benefit: You gain a +4 Awesome bonus to skills you make to
build, repair, or study a mystical item, provided that you can ad- Parley, Improved
lib a vaguely believable load of arcane blither before you make [Tongue-In-Cheek; Combat, General]
the roll. This does not add any time to your skill check. You Talk while you fight
(your character) actually mumbles while she works. You can Prerequisite: Charisma 15, Parley
blither about ley-lines or "blind forces of the Universe" or Benefit: You can talk during a standard action or a full-round
whatever. These essentially meaningless phrases help you attack action, which means you can simultaneously perform a
concentrate. You can use this feat a number of times per session verbal action and an attack. For example, you can attempt to
equal to your Wisdom modifier. Intimidate while attacking.
Special: This feat is incompatible with the Monologuer
New-Age Nonsense Comp.
[Tongue-In-Cheek; Skill Enhancers]
The inner eye seeks through through nonsense. Plot Device
Prerequisite: Charisma 13 [Tongue-In-Cheek]
Benefit: You gain a +4 Awesome bonus to skills you make to Where do you get those wonderful toys?
build, repair, or study a psionic item, provided that you can ad-lib Benefit: Once per session, you can dig into your pockets and
a vaguely believable load of new-age nonsense before you make find a single, extremely useful mundane tool or device. The exact
the roll. You can witter on about crystals or chakras or whatever. nature of the device is unspecified until such time as you invoke
These essentially meaningless phrases help you concentrate. This the feat, but it can become virtually anything you happen to need
does not add any time to your skill check. You (your character) —an electronic lock-pick, a grappling hook gun, a re-breather, a
actually mumbles while he works. You can use this feat a compact motorcycle repair kit, etc.— up to Purchase DC 15. For
number of times per session equal to your Charisma modifier. the remainder of the session, the Device stays as whatever you
wanted it to be, but at the beginning of the next session, it is once
One-Liner again unspecified and ready to be something else that you
[Tongue-In-Cheek; Combat, Defensive] miraculously just happened to have with you. Invoking the Plot
You have a penchant for glib wisecracks. Device does not require a purchase roll and it does not affect
Prerequisite: Charisma 13, Diplomacy 5 ranks your Wealth score because you had it the whole time (wink,
Benefit: If you can deliver a clever pun, witty double- wink). You can take this feat up to three times. Each time, you
entendre, or snappy retort at the top of your round, you can grant get one more plot device per session.
yourself an Awesome bonus to all rolls that round, except for
damage rolls. Delivering the one-liner requires a swift action, Pwned
and the GM decides if the bonus is worth +2 or +4, depending You like sneaking up on noobs.
how clever it was and/or how much everyone at the table Prerequisite: 5 ranks in Stealth
laughed. Benefit: You can make a Pwned attack against anyone who
fails an Observe check to notice you, or is otherwise unaware of
Onomatopoeia your presence. Pwned attacks grant an extra +1d4 morale bonus
[Tongue-In-Cheek; Combat, Offensive] to damage, because who doesn't love laying the smack on a loser
Baff! Zow! noob?
Benefit: If you (both you at the table, and you, your
character) can yell an appropriate onomatopoeia while you roll Pwned Hard
your attack dice (Wham! Bonk!), you can grant yourself a +4 Prerequisite: 5 ranks in Stealth, Pwned Attack
Awesome bonus to your damage roll. (Kronk! Slam!) You can Benefit: As Pwned Attack, with an additional +1d4 morale
use this feat three times per session, and you have to yell a bonus to damage, for a total of +2d4.
different onomatopoeia each time (Zing! Kablamo!). If you
repeat an onomatopoeia and anyone at the table notices, you Pwnage, Major
instead take a -4 Bogus penalty to damage. Prerequisite: 5 ranks in Stealth, Pwned Attack, Pwned Hard
Benefit: As Pwned Attack, with an additional +1d4 morale
Parley bonus to damage, for a total of +3d4.
[Tongue-In-Cheek; Combat, General]
Have a lively conversation while on the move
Prerequisite: Charisma 13
Feat Groups
Combat, Defensive Quick Draw Two-Weapon Fighting, Power Focus
Quick Sheath Improved Power Focus, Greater
Agile Riposte Stand Still Unarmed Damage, Improved Power Focus, Improved
Armour Focus Staple, Improved Weapon Familiarity Power Penetration
Armour Specialisation Sunder, Precise Weapon Finesse Power Penetration, Improved
Back-Roll Throw Trip, Improved Weapon Focus Quick Change
Break Hold Turnabout Disarm Weapon Focus, Greater Resist Fatigue
Chaotic Mind Weapon Speed Weapon Specialisation Renown
Cloak Dance Weapon Specialisation, Run
Combat Expertise Combat, Offensive Greater Sprint
Combat Expertise, Improved Whirlwind Attack Swift Healing
Combat Expertise, Awesome Agile Wrestling Swift Power-Point Recovery
Damage Threshold, Blind Fight Combat, Ranged Third Hand
Improved Blinding Strike Toughness
Defensive Martial Arts Brawl Blazing Charge Track
Deflect Arrows Brawl, Improved Blind Shot Wild Talent
Deflect Arrows, Improved Bull Rush, Improved Break Hold Mystical
Dodge Cleave Burst Fire
Light-Footed Cleave, Great Combat Shot Armour Mastery, Arcane
Elusive Target Combat Martial Arts Dead Aim Augment Summoning
Infighter Combat Martial Arts, Improved Deadeye Brew Potion
Light-Footed Combat Martial Arts, Double Tap Combat Casting
Mobility Advanced Far Shot Combat Casting, Improved
Origin Resistance, Greater Co-operative Attack Grazing Shot Counterspell, Improved
Shield Focus Co-operative Attack, Gun Fu Craft Mystic Armament
Shield Specialisation Improved Hail of Bullets Craft Wand
Snatch Arrows Combat Throw Lethal Hurling Empower Spell
Swinging, Combat Combat Throw, Improved Manyshot Enlarge Spell
Teambreaker Crippling Blow Manyshot, Greater Extend Spell
Two-Weapon Defence Critical Damage, Improved Mounted Ranged Attack Heighten Spell
Unbalance Opponent Critical Range, Improved Point-Blank Shot Lab Magic Mastery
Wariness Deadly Precision Precise Shot Maximize Spell
Weapon Parry Flyby Attack Quick Reload Quicken Spell
Grapple, Improved Rapid Shot Scribe Scroll
Combat, General Knockback, Awesome Sharpshooter Silent Spell
Knockback, Distance Shot on the Run Spell Focus
Combat Diagnosis Knockback, Improved Skip Shot Spell Focus, Greater
Combat Nerves Knockback, Supreme Sliding Shot Still Spell
Combat Reflexes Sniper Turning, Improved
Diehard Mercy Blow Stick-Up Artist Widen Spell
Disarm, Improved Overrun, Improved Two-Weapon Fighting, Mixed
Entangling, Improved Power Attack Proficiencies
Environmental Combat Sunder, Precise General
Speciality Pressure-Point Attack Proficiency: Armour (archaic)
Favoured Enemy Shield Bash, Improved Action Hero Proficiency: Armour (heavy)
Favoured Enemy Focus Sleeper Hold Cloakfall Proficiency: Armour (light)
Feint, Improved Sneak Attack, Dexterous Fast Move Proficiency: Armour (medium)
Heroic Intervention Spring Attack Frightful Presence Proficiency: Armour
Heroic Surge Stunning Fist Hard to Kill (powered)
Initiative, Awesome Sucker Punch Hidden Power Proficiency: Firearms
Initiative, Improved Sucker Punch, Improved Home Turf Advantage (advanced)
Initiative, Supreme Sunder, Improved Last Desperate Trick Proficiency: Firearms (exotic)
Knockback, Light Super Strike Light-Footed Proficiency: Firearms
Merciful Mauler Streetfighting Low Profile (personal)
Precise Strike Two-Weapon Fighting Low-Light Vision Proficiency: Shields
Prone Fighting, Improved Medical Expert Proficiency: Weapons (archaic)
Power Points
Mystical
Power Points are what you expend in order to use most This Origin comes from the supernatural in its traditional
powers. They represent willpower, grit, or in the case of form, the harnessing of blind forces of the universe and the
Gadgets, an abstracted fuel or a power source. Powers that are blessings of divine beings. It includes both the Arcane and the
"always on," which includes most traits, don't require PPs, but Divine. All spells, spell-like effects, and magic items are
powers that manifest a one-time effect, like an Energy Attack, mystical in Origin.
generally do.
The Power Die listed in your class description functions the Psionic
same way as a Hit Die. At every class level, you roll your Power This Origin indicates the external manifestation of internal
Die and add that to your pre-existing total. Like Hit Points, when power, sheer force of will, mind over matter. All psi-powers,
you take your first superhero level, you get your full Power Die. psionic effects, and psionic items are psionic in Origin.
Unlike Hit Points, you do not modify your Power Point roll by
any ability score. Supertech
This Origin includes technology that is beyond the
Also like HPs, you naturally regenerate PPs over time. Every
mundane. What is actually beyond the mundane changes about
6 hours (i.e., 4 times a day), you regenerate a number of
every fifteen minutes, so the rule of thumb when in doubt is if the
power points equal to your character level. If you get a full
technology in question directly duplicates a power, then it's
night's sleep (or equivalent trance, meditation, etc.), then you
Supertech. Inventions (Gizmos, Superchemicals, Super
regain all your PPs.
Armaments, and Ray Guns) are all supertech. Most Gadgets and
Finally, if you personally don't have any powers, then you
Power Armour are supertech, but they can be of any origin.
are immune to Power Leech, although if you have items that
use PPs or have an activation (including "free"), then those items
All your powers must all have the same Origin , although
are not immune to Power Leech.
Power-Point Deficit you can take the Multiple Origins advantage to get over that
restriction. Any power can have any Origin . All that's required
You can also effectively cannibalise your own body in order is a sufficient explanation. An Energy Attack can come from a
to fuel your powers even after you're out of actual Power Points. mutant ability you discovered when you were 10, or a bolt of
Doing so requires that you trade 1 point of your Constitution pure will from the depths of your mind, or a Buck Rogers ray
for 1PP. This happens in the same action that you spend the PPs; gun. Your Origin will have a lot to do with your origin story,
you cannot keep the PPs after you've cannibalised them. where you got your powers and how they work. From a
Remember that as you reduce your Constitution, you also loose character/story point of view, it makes a big difference if your
HPs, your Fortitude save goes down, and you reduce all your powers are perceived as part of the world of science (Supertech
Constitution-based stats accordingly. If you reduce your or Bio), magic (Mystical), pseudo-science (Psionics), or
Constitution to zero, then you die, instantly. something totally mysterious (Cosmic).
Instead of regenerating PPs (see below), if you go into power- From a rules point of view, some powers interact with other
point deficit, you regenerate only your Constitution score by a powers, and Origins often play a role, for example the
rate of 1 per hour. Until you regenerate your full Constitution metapowers are often keyed to a particular origin, and various
score, you do not regenerate PPs. kinds of Resistance are, as well. There is also is a significant
Origins difference between mystic, psionic, and supertech items (see
Chapter 6: F/X).
Every power has an Origin, an in-game explanation for where Power Notes
the heck the power comes from, what it's source is, where it
originates (just to be blatant about it). Anything with an Origin is The following short entries detail a few different game
Super, and anything Super bypasses unmodified DR (just like in elements to do with powers. They didn't fit anywhere else, so
other d20 games where magic automatically bypasses here they are, in alphabetical order.
undmodified DR). Similarly, anything with an Origin can be
affected by the metapowers. There are five Origins: Flavour Text
Our descriptions for powers might, at first, seem a bit dry.
Biological There is a reason for this. We've written them to be abstract
This Origin indicates powers that come from your because the superhero genre is extremely varied and flexible. So
physiology in some way. It includes mutants and aliens, as well instead of writing up specific descriptions for every power we
as genetic alterations, deliberate or otherwise. It's often shortened could think of, we simply made powers that apply somewhat
to "Bio." generic bonuses or grant abilities ruled by existing game
mechanics (at least as much as possible). This way, you can
Cosmic apply any description you'd like for your powers.
This Origin includes any energy source that is An Energy Attack: Concussive can be a giant ghostly hammer
misunderstood and mysterious , from the totally illogical results that slams out of your forehead. Natural Weapons can be golden
of being bitten by radioactive animals or struck by lightning, to daggers you shoot out your nose. Mighty Lifting could be a
empowerment by forces from beyond. It is the catch-all gleaming steel exoskeleton grafted onto your body, from head to
explanation for the unexplainable.
86 Chapter 5: Powers
foot. How the powers manifest and what they look like is and (b) would have a saving throw associated with it. A more
entirely up to you. directed effect might have an attack roll attached.
You can describe powers as if they're combined.
Appendages can have Natural Weapons built onto them. Your Power Descriptors
Amazing Leap might actually be a side-effect of shooting your
Energy Attack: Heat downwards, like a rocket. Your Power Powers
Armour could grant Amazing Accuracy because it has a HUD These are physical or energy-based manifestations that you
built into it. You can attribute all your powers, no matter how generate with your body, will, mind, or soul . You buy them
many or how diverse, to one source, if you want to. If you with Character Points. Almost all of them require the expenditure
have an Ability Enhancement s, Super Speed, Energy Attack: of Power Points, but a few don't. Most are one-time effects, like
Heat, and Amazing Dodge, you're breaking no rules if you Energy Attack. Traits, Items, Metapowers, Spells, and Psi-Powers
consistently claims that these all derive from the awesome power are subtypes of Powers in Phoenix.
of your pecs.
You can invent visual effects for your powers, with a Traits
limited freedom. You can't alter your abilities, and you can't These are a special kind of power. When the text refers to
duplicate a skill, a feat, a power, or an ad/comp through a visual- "powers" in general, it refers to traits as well. Only when
effect. You also cannot duplicate the functioning of any mundane referring specifically to traits does the text use the term "traits."
technology. For example, you might give off a slight glow or Traits have no activation or sustain costs and they are
glitter effect when you use a particular power, but you can't shed inherent to your body's physiology . They're often physical
enough light to read by. A power's manifestation can't have a attributes that are not necessarily supernatural—like an extra
useful, in-game effect that isn't listed in its description, but you're limb (Appendages) or retractable claws (Natural Weapon)—but
free to describe it in impressive terms. Basically, if it doesn't they can also be little knacks and abilities that are so fundamental
impinge on the hard rules governing you or your powers, you can to you that they simply can't be distinguished them from your
describe them any way you like. We provide the rules and you body—Amazing Leap or Longevity, for example. This is why
provide the flavour. That's how this particular game works best. they are unaffected by the metapowers. Their Origin is most
It's a very fantastic genre, so have fun with it. typically Bio (they're parts of your body), but they can be
anything in theory, assuming you provide a good enough
Game Roles explanation. They are usually not considered Super unless
The powers in this game are mostly either combat-related otherwise noted.
(offensive/ defensive) or utility powers. There are very few buffs
and only two healing powers (Healing Touch and Repairing Items
Touch, and the latter is useful only on mechanical creatures). The As their name suggests, these are physical objects that act as
superhero genre just does not contain many powers that conduits for powers. The four Item powers are: Gadget
gamers would normally assign to the standard rolls "buffer" (including Power Armour), Iconic Item, Esoteric Item, and
and "healer." We have done this on purpose in order to simulate nominally Supertech Invention.
the superhero genre as closely as possible, and one of the upshots Gadgets are items that can manifest a single power (never a
of that decision is that healing lethal damage is not easy (i.e., trait) and are automatically replaced if lost. They are most
healers are rare). Players and GMs should both be aware of this typically Supertech. Power Armour is a bunch of Gadgets with
dynamic in the game design their characters and their world(s) armour plating. Gadgets grant a CP discount as a percentage of
accordingly. The standard solution is to make most damage non- the total cost of their power, because they can be lost, used
lethal and save lethal damage only for particularly dramatic or against you, or even potentially destroyed.
important encounters. Iconic Items are nigh-indestructible objects that manifests all
of your powers. Iconic Items grant a one-time discount because
Power Stretch they cannot be destroyed, but on occasion could be lost or stolen.
Every power has a standard use, expressed in terms of rules Esoteric Items have one or more of the standard
and stats. However, it's also possible to "stretch" your powers enhancements from the SRDs and/or Chapter 6: F/X. Their
in order to do things not listed in the text . Power Stretching Origins are therefore mystical, psionic, or supertech. Esoteric
costs an Action Point, and your GM has final say on whether or Items do not grant powers, so there is no CP discount. Instead,
not your Power Stretch works, whether there is a check (using a there is just a cost for the item and the mystic, psionic, or
skill, an attack, etc.) or any other special circumstances involved supertech special abilities that the item carries.
in your particular attempt to stretch your power beyond its Finally, Invent Supertech allows you to make short-term,
normal use. There might also be a PP cost associated with the sometimes single-use Supertech devices (Doohickies,
stretch—doubling the Activate cost for example—or just a flat Superchemicals, and Ray Guns).
PP cost decided by the GM. For example, a character with super
strength might want to clap his hands loudly enough to deafen Metapowers
opponents. Such an action would (a) require a PP cost equivalent Power Absorption, Power Detection, Power Duplication,
to a similar kind of attack (Energy Attack: Sonic, for example), Power Leech, Power Nullification , and Resistance: Power are
metapowers, which means that their primary function is to
interact with powers. They do not work on traits because traits character with Energy Strike, which is "1PP per d6 By Level."
are so fundamental to how your body works that they're That means that you can activate up to a 5d6 Energy Strike for
indistinguishable from your basic physiology. free, but a 6d6 Energy Strike would cost 1PP.
A power's activation time determines whether it provokes
CP Cost attacks of opportunity. The abstract rule is that activation times
Every power has a cost in Character Points. This is a one- that take up actions in combat do provoke, but activation times
time expense. Many powers also have enhancements listed with that are roughly equivalent to free actions do not, and use-
them, which are also one-time expenses. Costs are sometimes activated powers do or don't provoke based on the action needed
listed as "varies" when there are options within a power that can to activate them.
change the price. They're also often listed as a certain number of
CPs "per rank." In this case, the text will describe what benefit The upshot is that the following activation times do
one "rank" of a power provides. provoke attacks of opportunity:
No matter how many discounts or limitations you pile on, the • full-round action
minimum cost of a power is its base price before • move action
enhancements, or 1CP per rank in the power. • standard action
• use-activated (manifesting)
Prerequisites • use-activated (skill check)
(enhancements and limitations only) • use-activated (spell-casting)
You have to have all the prerequisites for an enhancement or
limitation before you can purchase it. In almost all cases, the While the following activation times do not provoke
prerequisites are other enhancements/limitations. attacks of opportunity:
• free action
Activate
• immediate action
(PP cost; action)
• swift action
This is how much time and energy it takes to start a power. It
• use-activated (attack)
refers only to the first round in which you start a continuous
power or the single use of an instantaneous power. Activation • use-activated (move)
costs are listed in PPs, then a semi-colon, and an action type, • use-activated (special)
such as "2PPs; standard action." They often specify a PP cost
per unit of the power, as in "2PPs per d6; standard action" or In addition, any power with an activation time of "use-
"1PP per 100lbs.; use-activated (attack)." The action type is activated (attack)" automatically counts as a weapon.
sometimes listed as "use activated (blank)," which means that Therefore, you are armed if you have one of those powers and
there is some other action (in brackets) that has to take place to can activate them. Also, you can apply weapon-based feats to
use a power, usually making an attack, moving, or employing a them, so you can take Improved Critical Range for Energy
skill, as in "use-activated (jump)." The minimum activation cost Attack, for example. You still need to qualify for all the
of a power is 1PP, regardless of discounts (except "by level" prerequisites of the feat(s), of course, and some feats have no
powers, see below). affect on some powers. For example, Improved Critical Damage
You can activate a continuous power only once per round would have no affect, one way or the other, on Power
and it lasts at least one round. You can activate instantaneous Absorption.
powers, like attacks, as many times per round as you have the It is possible to provoke an attack of opportunity just by
appropriate actions. moving, but activating a power that enhances movement or
There is one special kind of activation. The By Level provides a kind of movement does not by itself provoke
designation means that there is a numerical element of your attacks of opportunity, even though the movement itself could.
power (damage, healing, bonus points, weight, etc.), and you can
Sustain
activate a number of units of that element equal to half your
(PP cost; action)
character level for free. You essentially get these first units for
This entry is left off of most powers. The default for
free, after which you must pay PPs. This means that you can
sustaining a continuous power is that on your turn you must
activate/sustain these powers at a minimum level of effectiveness
use a free action and spend the Activation cost (in PPs) to
for free, for ever, and at will, but if you want to exceed that
keep the power "on." The easiest way to adjudicate this at the
minimum, then you have to pay. You must have at least 1PP left
table is to announce only when you activate and then deactivate a
in order to activate a By Level power.
power, rather than declaring, round after round, that the power is
The activation entry will state the cost in PPs as "per" the
still active. GMs, therefore, will simply assume that if you
power's effects (e.g., damage, healing, weight, distance, etc.) but
activate a power, it stays active and you are paying the PP cost
By Level. This means that if you stay under your By Level
every round. However, some powers indicate different sustain
maximum, the activation is free , but go above that maximum
costs, either in PPs or actions or both.
and you pay per effect. For example, you are a 10 th-level
The Sustain entry simply repeats the standard rules (i.e., same Standard Saves
PP price and a free action) or indicates something other than the Some powers provoke saving throws from your targets. A
standard. There are special Sustain times that have a different PP few list a set DC (e.g., "Reflex 15"), and some indicate what
cost in combat than outside combat. In this latter case, the entry happens if you pass the save (e.g., "Reflex 15 [half]). Most
will say "per round/minute" or "per round/hour," for power DCs, however, follow a standard formula: 10 + half your
example. This means that in combat, you must pay the PP cost character level + ability modifier.11 When a save DC is not
per round, and out of combat, you pay only per minute, hour, etc. specified, that means that you use the standard DC, as in: " Reflex
Powers just take a lot more juice to run when you're in a fight. (half), Intelligence." This line indicates that the save type is
Reflex, the DC is the standard formula, the relevant ability for
Range the power user is Intelligence, and the save is for half damage.
Ranges of "self" affect only you. Ranges of "touch" require a
touch or touch attack. You can always touch yourself. Other Enhancements
ranges are listed in feet or, very rarely, miles. These are add-ons to a power, tailor-made for that power in
particular, and that you can buy with CPs. Enhancements work
11 This formula is approximately equal to the standard saving formula for
spells: 10 + ability score + caster level.
just like mini-powers and some use the same short-hand as above
(activate, sustain, etc.). Every enhancement is specific to its Physical
power. You cannot buy an enhancement and apply it to a power Cost: 2CP per +1 to Strength, Dexterity, and Constitution
other than the one it is listed with, although you will find quite a Activate: 2PPs per +4; move action
few enhancements that are common to many powers. For every rank in this mode, you can increase all three of
your physical ability scores (Strength, Dexterity, and
Limitations Constitution) by +1. The activation cost is 1PP for every +4 to
These are limiting factors for powers, like a vulnerability, an your ability score, or portion thereof.
in-game hindrance, or some other annoyance. Unlike
enhancements, Limitations reduce the price of the power to Total
which they're attached. That's the whole point of them. Cost: 4CP per +1 to all your ability scores
Limitations do not grant CPs. They reduce the cost of the power Activate: 3PPs per +4; move action
you're buying. No matter what limitations you put on a power, For every rank in this mode, you can increase all six of your
you cannot reduce its price to lower than the cost of the base ability scores by +1. The activation cost is 1PP for every +4 to
power or to the cost of 1 rank in the power your ability score, or portion thereof.
Power Descriptions You do not need to Boost your designated score(s) by your
full amount. If you had four ranks in Ability Boost: Charisma ,
Powers: A for example, you could increase your score by +1, +2, +3, or +4,
at your discretion. When you are Boosted, you can choose to
Ability Boost expend a move action to Activate the power again in order to
[Power] raise or lower your score(s).
Cost: by mode When you increase an ability score, that increase affects all
Activate: by mode related stats.
Sustain: per round/minute; move action • All Scores: relevant Skill checks
Range: self
• Strength: mêlée attack/damage bonus, lifting capacity
This power allows you to
Ability Boost Mode Costs • Dexterity: ranged attacks, Defence bonus, Reflex saves
temporarily increase one more
• Constitution: HPs, Fortitude saves
more of your ability scores. One Single 1CP per level
• Intelligence: Spell DCs, not Skill Points (see below)
rank in Ability Boost, regardless of Mental 2CP per level • Wisdom: Will saves
mode (see below), grants a +1
Physical 2CP per level • Charisma: Turning checks
bonus to the relevant ability or
Total 4CP per level Boosting your Intelligence does not increase your skill
abilities. There are four modes of
points because you do not go back in time and "have learned"
this power: Single, Mental,
things that you previously didn't know.
Physical, and Total.
When you end a Boost, you simply reduce all your stats to
The PP cost for Ability Boost varies by mode and by
their un-Boosted levels, but HPs work differently. In this case,
Character Level (CL). You can activate Ability Boost for a
you take the number of extra points your Boost granted you, and
number points equal to or less than your CL for free. All
subtract that number from both your total HPs and your current
Boost points over and above your CL cost PPs, as described in
HPs. If doing so were to reduce your current HPs to below zero,
the modes (below). For example, if you were 9 level, you could
th
then you would suffer all the consequences thereof. If it were to
Boost a Single score up to +9 for free, but +11 could cost 2pps
reduce them to below -10 , then you would be dead (unless you
per round. You could also Boost all your Mental scores up to +9,
had feats or powers that would prevent that from happening).
but +11 would cost 4PPs per round.
Example: You are 4th level, have 20 HPs, and a Constitution
of 10 (+0). You then activate Ability Boost and raise your
Single
Constitution score to 20 (+5), which increases your total HPs by
Cost: 1CP per +1 to one ability score
20 (four levels at +5 per level). You then take 25 HPs worth of
Activate: 1PP per +4; move action
damage, which puts you at 15 HPs total. If you end your Boost at
For every rank in this mode, you can increase one of your
that point, your total HPs and your current HPs are both reduced
ability scores by +1. The activation cost is 1PP for every +4 to
by 20, which brings you to -5 HPs.
your ability score, or portion thereof.
Please do not bog down a game by calculating your Boosted
stats at the table. It is only polite to do that math before the game
Mental
starts.
Cost: 2CP per +1 to Intelligence, Wisdom, and Charisma
Enhancements
Activate: 2PPs per +4; move action
Enhancement: Reduced Drain
For every rank in this mode, you can increase all three of
Cost: 1CP per rank in Ability Boost
your mental ability scores (Intelligence, Wisdom, and Charisma)
Activating your Boosted scores now costs half (Single: 1PP
by +1. The activation cost is 1PP for every +4 to your ability
per +8; Mental/Physical: 2PPs per +8; Total: 3PPs per +8 ).
score, or portion thereof.
You can now assume a genuinely alien appearance, sporting affect your attack progression. You can take this trait multiple
scales instead of skin, or giant grey eyes with no pupils. You can times. Its effects stack.
change your height by up to 50% in either direction, and your Limitations
weight by up to 50%. You can also mimic clothing, although Limitation: Power
you would have to take off your normal clothing in order to do Value: 1CP per two ranks
so. You can add appendages, such as extra limbs, tails, or wings, Activate: 1PP per rank (By CL); use-activated (attack)
but they are purely ornamental. You cannot fly, for example, or Sustain: per round; free action
use extra limbs to grasp objects or support your weight. You can Your Amazing Accuracy is a power.
also appear non-organic, made of metal or stone, for example.
Amazing Combat Skill
Enhancement: Move Action Shifting [Trait]
Cost: 2CP Cost: 5CP per rank (+1 to Base Attack)
You can shift your form as a move action instead of a full- You have highly advanced combat skills, outstripping others
round action. Additionally, you can shift between forms without at your level. For every rank in this trait, you gain a permanent
returning to your natural form. +1 to your Base Attack Bonus. This trait can potentially increase
your attacks per round, or grant a prerequisite for a Feat. You can
Enhancement: Fine Detail take this trait multiple times. Its effects stack.
Cost: 3CP Limitations
You have absolute control over the finest details of your Limitation: Power
appearance, right down to your retinas and fingerprints. If you Value: 1CP per rank (+1 to Base Attack)
have a subject's fingerprints and/or retinal patterns to study for an Activate: 1PP per rank (By CL); use-activated (attack)
hour, you can duplicate them well enough to fool any modern Sustain: per round; free action
biometric scanner. Only DNA testing will be able to determine Your Amazing Combat Skill is a power.
that you are not whom you appear to be.
Amazing Diplomacy
Enhancement: Vocal Mimic [Trait]
Cost: 3CP Cost: 1CP per rank (+2 to Diplomacy)
You can change your vocal chords to alter your voice. For every rank in this power, you get a +2 competence bonus
Assuming you have heard another person's voice before, you can to your Diplomacy checks. You can take up to 30 ranks in this
duplicate it nearly perfectly. This adds an additional +5 bonus to enhancement. Its effects stack.
Disguise checks. You can use your Disguise check to fool a voice Limitations
scanner, but without the +5 bonus this power affords. Limitation: Power
Limitations Value: 1CP per 2 ranks in Amazing Diplomacy
Limitation: Illusory Alterations Activate: 1PP per rank (By CL); use-activated (skill check)
Value: 1CP Your Amazing Diplomacy is now a power. This limitation
Instead of creating an actual physical change, Alter yields 1CP for every two ranks you have of Amazing Diplomacy
Appearance now creates an illusion of the appearance you (for a total cost of 3CP per +4), and you must pay the activation
assume. Regardless of your Origin, people can still Disbelieve cost every time you apply the bonus to a Diplomacy roll.
your appearance as if it were a magical illusion. The DC for a
Disbelief check is 10 + half your CL + your Charisma bonus. Amazing Defence
Your illusory appearance includes both visual and tactile [Power]
elements. For example, you can make yourself skinny and people Cost: 1CP per rank (+1 enhancement bonus to Defence)
will see your ribs and feel your bony arms. However, because Activate: 1PP per rank (By CL); use-activated
your Alteration is now illusory, you cannot change your body's Sustain: per round; free action
actual physical nature, so a scale would reveal your true weight. Range: self
Hard evidence of your actual weight versus your illusory weight For every rank in this power, you get a +1 enhancement 12
is one of the many things that could grant someone a Disbelief bonus to Defence. You can take up to 5 ranks in this power.
check against your new appearance.
This limitation is not compatible with the Fine Detail Enhancements
enhancement. Enhancement: Inherent Defence
Cost: 1CP per rank in Amazing Defence
Amazing Accuracy Your Amazing Defence is now a trait.
[Trait]
Cost: 2CP per rank (+1 to ranged attacks)
12 Amazing Defence is less expensive than the other protection powers (i.e.,
You have a precise and deadly eye. For every rank in this Amazing Deflection, Amazing Dodge, Natural Armour) because it is a power
power, you gain a +1 competence bonus to all your ranged attack and not a trait. You have to activate it and it can be affected by metapowers.
rolls. This does not alter your Base Attack, and therefore cannot The enhancement, Inherent Defence, turns it into a trait, and therefore it
increases the cost to match that of the other Defence powers.
you reach the apex of your spring, as dictated by your Jump include magic beasts, familiars, or the like. Any creature with an
check, you begin to fall, again moving 2 feet laterally for every 5 Intelligence score greater than 2 is not affected by this power.
feet vertically. If the distance between two walls is so small that No ordinary animal will ever attack you, except in self-
the character cannot fail the Jump checks, then GMs should feel defence. Even hungry apex predators (sharks in the sea, tigers
free to skip the math. In cases where a "wall" has an extremely prowling a jungle) will leave you alone. Only supernaturally-
small surface area, such as a single branch on a tree, GMs might compelled or controlled animals will behave in a hostile manner
raise the Jump DC. toward you.
Outside of a combat situation, it's best not to sweat the small Enhancements
details of a Wall Spring unless serious bodily harm is a Enhancement: Animal Handling
possibility. If it's just for flavour, there's no need to go through Cost: 1CP per rank
the headache of doing all the dice-rolling and the math. For each rank in this enhancement, you get a +3 bonus on all
Example: Spring-Heeled Jack has a Jump score of +27 . He Handle Animal checks
makes an Amazing Leap toward the side of a building and rolls a
12, which means he reaches a height of 39 feet (27 + 12). At this Enhancement: Sensitivity
point, he makes a Wall Spring off of the side of the building, and Cost: 2CP
rolls a 9, which means he springs upward 36 feet (27 + 9), and You can instantly tell whether or not any animal within ten
away from the wall 14 feet (36 / 5). If there were another vertical feet is under any form of supernatural compulsion or control,
surface somewhere in that 14 feet, such as a lamp-post, he could though you will not be able to identify the source of such control
Wall Spring again. merely by the use of this power. You can also instantly gauge the
relative physical health of any normal animal simply by looking
Amazing Scrutiny at it. This allows you to receive an estimate of how many hit
[Trait] points the animal in question has, accurate to within 5 HP.
Cost: 1CP per rank (Sense Motive +2)
For every rank in this power, you get a +2 competence bonus Enhancement: Animal Telepathy
to your Sense Motive checks. You can take up to 30 ranks in this Cost: 2CPs
enhancement. Its effects stack. You have an uncanny ability to sense what is "on an animal's
Limitations mind," simply by looking at it. You can use this ability once per
Limitation: Power round as a free action. You will sense a brief and abstract
Value: 1CP per 2 ranks in Amazing Scrutiny impression of the animal's primary concern, such as "predator
Activate: 1PP per rank (By CL); use-activated (skill check) near," "scared of intruders," "lost my mate," or "resting now,
Your Amazing Scrutiny is now a power. This limitation yields belly full." Subsequent rounds of contact will reveal whatever is
1CP for every two ranks you have of Amazing Scrutiny (for a on the animal's mind in those rounds, but no further depth.
total cost of 3CP per +4), and you must pay the activation cost
every time you apply the bonus to a Sense Motive roll. Animal Form
[Power]
Amphibious Cost: 6CP
[Trait] Activate: 1PP; full-round action
Cost: 3CP Sustain: per round/hour
You can breath under water, indefinitely. The water does not Range: self
have to be totally pure, but it must be actual water, not just any You can change into one particular animal. This is your
liquid. Any poisons or toxins in the water travel into your base animal. It always has the same shape and the same
bloodstream instantly, as if you had swallowed them. markings. It can be from large- to tiny-sized. You can turn into a
mythical creature but you do not gain any of its supernatural
Limitations abilities. For example, you could turn into a unicorn, but it would
Limitation: Aquatic just be a horse with a horn. You cannot change into another
Value: 1CP basically humanoid creature unless it is of a distinctly different
You must breath water most of the time. You can survive species, and even then, you retain your own facial features. You
outside of the water for a number of hours equal to your can eat, rest, even sleep in your Animal Form, consuming PPs the
Constitution modifier, but after that you, must spend an equal whole time, but if you are forcibly rendered unconscious or
number of hours breathing water or start to suffer from killed, you (or your corpse) revert to your usual shape. Any part
asphyxiation. of your body separated from your animal body reverts to its
original form.
Animal Affinity While in your Animal Form you cannot talk unless the
[Trait] animal in question can talk, which includes any animal that can
Cost: 3CP mimic, such as a parrot, and despite your Dexterity score, if you
You have an unusual level of rapport and understanding with don't have hands then you cannot work complex machines or
all normal animals. This includes unnatural animals, but does not controls. A tiger has Dexterity 15, but it does not have opposable
thumbs, so it's useless at working doorknobs. Your Animal Form You can take this power multiple times. Each time, you pick
can be a primate, like a baboon, which would be able to use its another base animal. You must shift back into your natural form
hands just as well as the average person. before you shift into a different base-animal form.
You retain your Intelligence and Wisdom scores, but the
physical abilities (Strength, Dexterity, Constitution) change to Enhancements
the average of that animal. Your Charisma while in Animal Form Enhancement: Colour Control
is the average of yours and the animal's. Cost: 1CP
You gain the animal's natural abilities, including mode of You can now completely control the colours of the shapes
locomotion (walk, fly, climb, swim) and attack sequences you assume. You are no longer restricted to natural coloration.
(claw/claw/bite, swoop-and-rake, or constriction, for example). Thus you can become a neon purple Bengal Tiger if you really
You gain the animal's natural Defence score. You do not want to.
gain any of the animal's supernatural abilities, if any
(petrification, breath weapon, energy drain, etc.), but if it has Enhancement: Costume Shifting
unusual abilities due to pure physiology, like a hawk's keen sight Cost: 2CP
or a spider's ability to climb walls, you do gain those. The rule of All your worn or carried equipment now shifts with you, into
thumb is that if an ability is like a trait, then it's retained. If it's your Animal Form. This includes both your clothing and
like a power, then it's not. The GM has final say one what protective gear. Your equipment does not shift to accommodate
qualifies as a natural or supernatural ability. your new body. Clothing changes shape to accommodate your
You retain your levels, Hit Dice, Hit Points, Power Points, new form and it will either shrink or expand to fit any size
Base Attack, and Saving Throws. You will need to recalculate difference between you and the Animal Form.
your Knockback and Massive Damage thresholds based on your Protective gear similarly shifts to fit you and continue to
ability scores while in Animal Form. Your Animal Form's ability protect you. However, if it decreases in size, however, it loses
scores adjust any of the above stats, as applicable. some of its protective properties. If reduced to small size it takes
Example: A Constitution score that is lower than your own a -2 circumstance penalty. When reduced to tiny, it takes a -4. At
can cause you to lose total HPs, and a Dexterity that's higher than diminutive or lower size, it has no bonus at all.
yours can add bonuses to some skill checks. You retain your
powers in your Animal Form, although some traits might be Enhancement: Easy Shifting
redundant, like Natural Weapons. Extra Appendages do not Cost: 1CP
automatically become part of an animal's natural attack sequence You can now shift between base animals without having to
(because they're not natural), but you can incorporate them in by revert back to your natural shape first.
following the Two-Weapon Fighting rules. If your new body
cannot reasonably perform a Dramatic Activation or a Enhancement: Family
verbal/somatic spell, then it cannot employ those powers. Cost: 2CP
Your equipment does not transform to match the new form. You can now shift into several species directly related to your
If your Animal Form doesn't have hands, you immediately drop chosen Animal Form. If your chosen form were a tiger, you could
your items. If you have a limb that could conceivably hold an change into any one of the big cats. If it were the perigrin falcon,
object, like a bird's talons or a prehensile tail, you can make a you could change into any falcons. If it were a wolf spider, you
Reflex check, DC 12, to catch falling items. Any clothing or could change into any kind of poisonous spider. If it were a rattle
armour you wear when you shift into your Animal Form behaves snake, you could change into any kind of poisonous snake. All
as it would logically, either falling off, bursting at the seams, or other rules are unchanged, including size restrictions. You can
just constricting your movement. Reverting to ordinary form take this enhancement multiple times. Each time, it applies to
does not cost PPs, but doing so is a full-round action. another base Animal Form.
You can freely designate physical qualities of your new
form, such as gender, colour (hair, feathers, skin, shell, etc.), but Enhancement: Order
only within the normal ranges for a creature of that type. You Cost: 2CP
cannot for example become a neon-blue tiger, but you can choose Prerequisite: Family
to be either white or orange, and you can design or designate a You can change into a more generalised group of animals
particular stripe pattern. The basic dimension's of the animal are directly related to your Animal Form's Family. For example, if
also at your discretion, but they have to be within the norms of your Family were falcons, you could turn into any bird of prey. If
the species. You can't be an 8-foot budgie, for example. If you it were poisonous spiders, you could turn into any spider. If it
want to be a larger- or smaller-than-normal creature, you can take were poisonous snakes, you could turn into any kind of snake.
Size Shift. You can, in this case, activate both powers at once. All other rules are unchanged, including size restrictions. You
Although you still pay the full PP cost for both activations (i.e., can take this enhancement multiple times. Each time, it applies to
you could shift into your increased/decreased size and your another Family.
Animal Form in a single full-round action), the activation times
occur simultaneously. Enhancement: Class
Cost: 2CP
Prerequisite: Family, Order who got "stuck" as an animal, or that you are an animal that
You can change into any animal located in your base Animal sometimes changes into a human. It's up to you.
Form's Class, either mammalian, avian, reptilian, aquatic, or
insectoid. If your base animal were a tiger, for example, you Limitation: Shape Only
could change into any mammal. If your base animal were a Value: 4CP
gecko, you could change into any reptile. All other rules are When you shift into your Animal Form, you assume only the
unchanged, including size restrictions. You can take this physical shape of it. You retain your ordinary colouring. As a
enhancement multiple times. Each time, it applies to another dog, for example, your fur would be the colour of your hair. You
Order. also do not gain any of the special abilities of your form, such as
physical abilities, flight, or attack routines. You are, essentially,
Enhancement: Larger Animal still you, you just physically resemble the animal you've changed
Cost: 2CP per size category into. This Limitation is not compatible with Colour Control,
For every rank in this enhancement, you can shift one size though it is compatible with Costume Shifting, in which case the
category larger than your normal minimum. If you are a medium- animal you shift into retains the colours of your clothing or
sized person, for example, you can shift all the way up to huge. costume.
The activate and sustain costs are an additional 1PP per size
category, on top of the base cost for the power. Appendages
[Trait]
Enhancement: Move Action Shift Cost: 3CP per appendage
Cost: 2CP You have one or more additional prehensile appendages
You can now shift into your Animal Form as a move action. attached to your body. These can be arms, tails, tentacles or even
animated hair.
Enhancement: Reflexive Shift Standard appendages have the same Strength and reach you
Cost: 3CP have, but they have nothing as articulate as a hand, so you cannot
Prerequisite: Move Action Shift use them to manipulate objects with any fine skill, just hold
Activate: 1PP; swift action them. You can use your appendages to make unarmed strikes for
If you retain your Dexterity bonus and are hit for physical 1d2, non-lethal damage, though you do not gain any additional
damage (either by an attack or something that triggers a saving attacks, but they suffer -5 penalty to hit and damage due to the
throw), you can make a Reflex save to instantly shift to your clumsiness of the additional appendages. To enhance your
Animal Form before the damage occurs. The DC of the Reflex Appendages' ability to attack, see the Combat Appendage
save equals either half the attack roll or the save DC of the in- enhancement and the Two-Weapon Fighting feats (Chapter 4:
coming effect, -5. You must declare your intention to invoke this Feats).
enhancement after the hit is announced but before full damage is Although a heavy coat or cloak might conceal your extra
calculated. appendages at a medium distance, there is no way for you to hide
your extra appendages from scrutiny at close range. Furthermore,
Enhancement: Retain Physical Abilities you must purchase or make customized armour and clothing that
Cost: 4CP fits your unusual appendages, unless they are located on your
You retain your Strength, Dexterity, and Constitution while body in such a way that they do not reasonably interfere with that
you're in your Animal Form. Ignore the animal's abilities scores armour or clothing.
and use your own. The physical shape and appearance of your appendages is up
to you. They could be cybernetic tentacles, ectoplasmic arms, a
Enhancement: Smaller Animal monkey tail, or whatever you like.
Cost: 2CP per size category Enhancements
For every rank in this enhancement, you can shift one size
category smaller than your normal minimum. If you are a NB: You have to purchase enhancements for each appendage
medium-sized person, for example, you can shift all the way individually. You can mix and match different enhancements and
down to tiny. The activate and sustain costs are an additional 1PP build various appendages. For example, you can have an arm
per size category, on top of the base cost for the power. with a hand and a separate retractable tail with reach.
1d10 Behaviour she might attempt to cast. The effect of this power lasts for 1d10
1 wander away for 2d4 rounds rounds. If you use it again on an already deafened victim, it will
last 1d10 rounds from that time. The durations are not
2-6 do nothing for 1 round cumulative.
7-9 attack nearest creature for 1 round (not the creator of Enhancements
the Cause Confusion effect) Enhancement: Extended Duration
10 act normally for 1 round Cost: 2CP per 1d10 rounds
The duration of the deafness you cause is extended by an
Save: Will (negates), Charisma-based additional 1d10 rounds for each rank in this enhancement. You
You can cause your target to become temporarily confused can take this up to four times, for a maximum duration of 5d10
with a touch. To use this power, spend 2PP and make a m êlée rounds.
touch attack. The target then make a Saving Throw to avoid
being confused. This is a mind-affecting power. Characters Enhancement: Ranged Use
affected by it begin behaving randomly on their next action, as Cost: 4CP
indicated on the table (below). You can now use Cause Deafness at a range of up to 30 feet.
Roll again each round to see what the subject does that round, Instead of a mêlée touch attack, you must make a ranged touch
except on a result of 1. Wandering creatures leave the scene as if attack. The victim gets a save, as usual.
disinterested. Attackers are not at any special advantage when
attacking them, as they will still try to avoid being hit. Any Enhancement: Extended Range
confused creature who is attacked automatically attacks its Cost: 3CP per rank
attacker(s) on its next action, rather than rolling. The effect of Prerequisite: Ranged Use
this power lasts for 1d10 rounds. If you use it again on an already The range at which you can use Cause Deafness increases by
confused victim, it will last 1d10 rounds from that time. The 30 feet for each rank in this enhancement, to a maximum of four
durations are not cumulative. ranks, which grants a range of 150 feet. The Range Increment for
Enhancements this power is 30 feet.
Enhancement: Extended Duration
Cost: 4CP Cause Earthquake
The duration of the confusion you cause now lasts for 10 [Power]
rounds plus a number of rounds equal to your Intelligence Cost: 12CP
modifier. You no longer roll duration. Activate: 2PP; full-round action
Sustain: full-round action
Enhancement: Ranged Use Range: 60ft
Cost: 6CP You can cause localized but extremely powerful earthquakes.
You can now use Cause Confusion at a range of up to 30 feet. Select a target point within range and spend 2PP to activate the
You must succeed at a ranged touch attack to successfully use the power. The earthquake affects everything within a 10-foot radius.
power. The victim gets a save, as usual. It knocks people down, collapses structures, opens cracks in the
ground, and more! The shocks last for one full round, during
Enhancement: Extended Range which time people on the ground within the area of effect can't
Cost: 5CP per rank move along the ground or attack. Mystics on the ground must
Prerequisite: Ranged Use make Concentration checks (DC 20 + spell level) or lose any
The range at which you can use Cause Confusion increases spells they try to cast. The earthquake affects all terrain,
by 30 feet for each rank in this enhancement, to a maximum of vegetation, structures, and creatures in the area. The exact effects
four ranks, which grants a range of 150 feet. The Range depend on the terrain and its features:
Increment for this power is 30 feet.
Cave, Cavern, or Tunnel
Cause Deafness The power collapses the roof, dealing 8d6 points of damage
[Power] to any creature caught under the cave-in. Affected creatures can
Cost: 6CP make a Reflex Save for half damage. An earthquake centred on
Activate: 1PP; use-activated (attack) the roof of a very large cavern could also endanger those outside
Range: touch the actual area of effect but below the falling debris.
Save: Fortitude (negates), Charisma-based
You can cause your target to become temporarily deaf with a Cliffs
touch. To use this power, spend 1PP and make a m êlée touch Cliff edges crumble, causing a landslide that travels
attack. The target then makes a Saving Throw to avoid being horizontally as far as it fell vertically. An earthquake centred at
deafened. In addition to the obvious effects, a deafened foe the top of a 100-foot cliff would cause the falling cliff to sweep
automatically fails Listen checks, suffers a -4 penalty on 100 feet outward from the base of the cliff. Any creature in the
initiative, and has a 20% chance to miscast and lose any spells
path of the falling debris sustains 8d6 points of damage. Affected Cause Fear
creatures can make a Reflex Save for half damage. [Power]
Cost: 6CP
Open Ground Activate: 1PP; use-activated (attack)
All creatures standing in the affected area must make Reflex Range: touch
saving throws or fall prone. Fissures open in the ground, and Save: Will (negates), Charisma-based
every creature on the ground has a 25% chance to fall into one. You can fill your target with overwhelming fear with a touch.
Affected creatures can make a Reflex Save to avoid falling in To use this power, spend 1PPs and make a mêlée touch attack.
(DC + 5). These fissures remain when the earthquake comes to The target can make a Saving Throw to avoid being overcome
an end. All fissures are 2d6 feet deep, and, if deeper than the with fear. This is a mind-affecting power. If the target fails his
occupant is tall, require a successful Jump or Climb check to will save, she becomes shaken (-2 penalty on attack rolls, saving
escape (whichever the occupant attempts to do). throws, skill checks, and ability checks).
The effect of this power is cumulative. If you use this power
Structure to successfully affect a target who is already shaken, the target
Normal, one- or two-storey structures collapse and deal 8d6 will become frightened. A frightened creature flees from the
damage to their occupants, who can make a Reflex save for half source of its fear as best it can. If unable to flee, it might fight. A
damage. Particularly sound structures, those reinforced with frightened creature takes a -2 penalty on all attack rolls, saving
stone, concrete, or steel, will stay standing, as will any structure throws, skill checks, and ability checks. A frightened creature can
that is three storeys or more. However, flying debris and building use special abilities, including spells, to flee; indeed, the creature
materials still cause 4d6 worth of damage to their occupants, and must use such means if they are the only way to escape. A
they still get a save, as above. frightened creature is just like one that is shaken, except that the
creature must flee if possible.
River, Lake, or Marsh If you use this power on a frightened target, the target
Fissures open underneath the water, draining it away from becomes panicked. A panicked person must drop anything he
that area and forming muddy ground. Soggy marsh or holds and flee at top speed from the source of its fear, in addition
swampland becomes quicksand for 1 round, sucking creatures to any other dangers he encounters, along a random path. He
and structures down. Anyone in the area must make a Reflex can't take any other actions. In addition, he takes a -2 penalty on
save or sink into the mud and quicksand. At the beginning of the all saving throws, skill checks, and ability checks. If cornered, a
next round, the rest of the body of water rushes in to replace the panicked person cowers and does not attack, typically using the
drained water, possibly drowning those caught in the mud. total defence action in combat. A panicked person can use special
abilities, including spells, to flee; indeed, he must use such
Enhancements means if they are the only way to escape.
Enhancement: Enhanced Range The effect of this power lasts for 1d3 minutes from the time
Cost: 3CP per rank of its last application. The victim remains at the same level of
The range at which you can cause a quake is extended by 30 fear until the duration ends, at which time he returns to normal.
feet for each rank in this enhancement. You can take this He does not gradually work backwards from panicked to
enhancement a maximum of 3 times. frightened to shaken.
Enhancements
Enhancement: Enhanced Violence Enhancement: Ranged Use
Cost: 1CP per rank Cost: 4CP
For every rank you purchase of this enhancement, you can You can now use Cause Fear at a range of up to 30 feet.
spend one extra PP for one extra d4 of damage, in addition to any Instead of a mêlée touch attack, you must make a ranged touch
and all effects your earthquake would have caused otherwise. attack. The victim gets a save, as usual.
The DCs for Reflex saves are unaffected. You can take this
enhancement up to 8 times. Enhancement: Extended Range
Cost: 4CP per rank
Enhancement: Standard Action Quake Prerequisite: Ranged Use
Cost: 3CP The range at which you can use Cause Fear increases by 30
The activate and sustain times for Cause Earthquake are now feet for each rank in this enhancement, to a maximum of four
both one standard action. ranks, which grants a range of 150 feet. The Range Increment for
this power is 30 feet.
Enhancement: Wider Area
Cost: 3CP per rank Enhancement: Increased Duration
Each rank in this enhancement increases the radius of the Cost: 2CP per rank
affected area by 5 feet. You can take this enhancement up to 8 Each rank in this enhancement extends the duration of the
times. power by an additional 1d3 minutes. You can take this up to four
times, for a maximum duration of 5d3 minutes.
Range: varies
Enhancement: Extended Range Save: Will (negates), Charisma-based
Cost: 4 CP per rank You can radiate an aura of
Prerequisite: Ranged Use charisma around you, influencing Area
Cost
The range at which you can use Cause Pleasure increases by the emotions of anyone within of Effect
30 feet for each rank in this enhancement, to a maximum of four range. People exposed to your aura 5 feet 5CP
ranks, which grants a range of 150 feet. can roll a Saving Throw to avoid the 10 feet 7CP
effects. Charismatic Aura is a mind- 15 feet 9CP
Cause Unconsciousness affecting power and affects 20 feet 11CP
[Power] everyone within the area. Subjects 25 feet 13CP
Cost: 12CP affected by the power get a Will 30 feet 15CP
Activate: 2PP; use-activated (attack) save to resist its effects at the top of
Range: touch each of their rounds. Activation Cost
Save: Fortitude (negates), Charisma-based The cost of this power varies Time Multiplier
You can cause your target to become instantly unconscious depending on the area of effect Full-Round
x1
with a touch. To use this power, spend 2PP and make a m êlée (radius), and the activation time. Action
touch attack. The target can then make a Saving Throw to avoid Multiply the area cost by the Move
x2
being affected. activation multiplier to determine Action
If the victim fails the Will save, he will instantly fall into a the total cost of the power. Swift
x3
deep slumber, and is Helpless. Victims remain asleep for 1d4 Sustaining the power requires no Action
rounds, or until forcibly woken up by an outside force. Loud concentration. Anyone in the
sounds (even explosions) or shaking cannot wake him up, but power's radius must roll a Will save every round to avoid its
being struck and/or taking damage will. Once awake, he is prone effects. If they fail, they are affected for that round. They make a
but in full command of his faculties. If you use the power on an new save every round, and can fail or succeed every round.
already sleeping victim, it will last 1d4 rounds from that time. There are three modes to choose from: Charm, Intimidation,
The durations are not cumulative. The power, when used on and Repulsion. You can take this power multiple times. Each
someone who is sleeping normally, prevents the creature from time, you gain a different mode.
waking up by anything less than being struck or taking damage.
The person sleeps for the same duration as it would have Aura of Charm
otherwise (i.e., until the morning), but he will sleep right through People affected by this power look upon you as a trustworthy
his alarm clock. and respectable friend. You cannot actually control them like
Enhancements automata, but they perceive your words and actions in the most
Enhancement: Extended Duration favourable way. Charmed people do not obey orders harmful to
Cost: 5CP per 1d4 rounds themselves, never obey orders to commit suicide, and only obey
The duration is extended by an additional 1d4 rounds for each orders to get into combat if they are sure they can win. Any
rank in this enhancement. You can take this up to four times, for threatening act by you or your apparent allies will immediately
a maximum duration of 5d4 rounds. break the power's effect and render the subjects immune to a its
effects a full minute (10 rounds). This power cannot affect people
Enhancement: Ranged Use who are already engaged in combat with you or your apparent
Cost: 3CP allies.
You can now use Cause Unconsciousness at a range of up to
30 feet. Instead of a mêlée touch attack, you must make a ranged Aura of Intimidation
touch attack. The target still gets a save. People affected by this power look upon you as a figure of
great menace and near invulnerability. Affected people do not
Enhancement: Extended Range flee, but are unable to take any form of hostile or hindering
Cost: 3CP per 30 ft. action against you. They are thoroughly convinced that any such
Prerequisite: Ranged Use action will have no positive effect, but will definitely have
For every rank in this enhancement, increase the range of terrible consequences for themselves or their friends. This does
your Cause Unconsciousness by 30 feet, to a maximum of four not prevent affected people from taking hostile action against
ranks (150 feet total). The range increment for this power is 30 your allies.
feet.
Aura of Repulsion
Charismatic Aura People affected by this power immediately want nothing
[Power] more than to escape from the area, in effect forcing them to run
Cost: varies away from you. They cannot take any other action but escaping
Activate: 1PP; varies from you, until they are outside the power's area of effect. Once
Sustain: per round; free action outside it, they take whatever actions they want to, including
using ranged attacks against you. However, they are unable to Alternatively, "DR 12 / Super, Ballistic" is vulnerable to both
enter the area of effect again as long as the power remains active. super attacks and ballistic attacks (i.e., from firearms).
Enhancements NB: Many enhancements and limitations for this power are
Enhancement: Extended Duration written as "1CP per 2 ranks." This notation means that for every
Cost: 3CP per rank 2 ranks you have in the base power, you pay (for enhancements)
Instead of making a new saving throw every round, people or receive (for limitations) 1CP. The easiest way to do this is to
affected by your aura(s) can roll only every second round. You buy ranks in the base power and then subtract or add to that total.
can take this enhancement multiple times, increasing the number
of rounds between saves by one each time, to a maximum of 5 Enhancements
round (four ranks). Enhancement: Automatic Active DR
Cost: 3CP
Enhancement: Reduced Area Prerequisite: Active DR (Limitation)
Cost: 3CP In addition to activating consciously, your Active DR
You can control the exact radius that your aura affects, from activates automatically, immediately after you take damage for
as small as 5 feet up to your maximum. Changing the area of the first time in a particular combat. It also remains on after you
effect requires a quick action. are struck unconscious and stays on until you run out of PPs. It
shuts off if you actually die.
Enhancement: Selective Presence
Cost: 4CP Enhancement: Super DR
Your aura effects only those in your area of effect whom you Cost: 2CP per rank
want it to effect. You can selectively exclude anyone in your Your DR now works against physical Super attacks, but not
radius, such as friends and allies, from being affected by your energy-based attacks. You would be protected from a knife
aura. You can alter whom the aura effects as a quick action. thrown with Super-Dexterity, but not an Energy Attack, for
example. 14
Powers: D
Enhancement: Trait
Damage Reduction Cost: 1CP per 2 ranks
[Power] Your DR is now a trait.
Cost: 2CP per rank (DR 1 / Super). Limitations
Activate: free; free action Limitation: Active DR
Range: self Activate: 1PP per 2 ranks; swift action
For every rank in this power, you get DR 1. You can describe Sustain: per round; free action
this ability any way you like, as a force field, super-dense skin, a Value: 1CP per 2 ranks
magical aura, whatever, but the power does not require any Your DR is now a power, and you must activate it
particular visual manifestation if you don't want to have one. You consciously. If you are rendered unconscious, your DR
can simply appear to be bullet-proof. Regardless of the deactivates.
manifestation, this power neither reduces nor raises your
Charisma score nor does it affect your ability to use Stealth or Limitation: Density Increase
otherwise pass undetected. Value: 1CP per rank
Standard DR protects you from physical damage of all kinds, Your DR is the result of an increase
but not Super attacks (which includes mystical and psionic to your body's density, thus it makes you Density Increase
damage) and not mundane energy (including fire electricity, etc.). physically harder. Your Dexterity and DR Weight
Damage Reduction is always active, which means that if you Strength are unaffected by your 1 - 10 x2
have the power, you can be detected by Power Detection at all increased density because your muscles 11 - 20 x3
times. increase in density as well, but the more
Many of the enhancements/limitations for this power alter 21 - 30 x4
dense your body is, the more you weigh. 31 - 40 x5
what your DR does and does not affect. Most of them are written For every 10DR, add x2 to your weight.
as a cost or value per rank. For example, [Origin] DR costs 1CP 41 - 50 x6
Because increasing your weight has
per rank, which means that if you have 5 ranks in Damage many, many in-game effects (slowing
Reduction, then [Origin] DR would cost 5CP. down cars, destroying chairs and seats, destroying anything
When you note your DR score on your character sheet, there that's under you if you fall, etc.), you must ask special permission
is a set formula with up to 3 terms. The first indicates what the from the GM to take this limitation.
DR does affect, the second indicates how many points of damage
is reduced, and the third indicates what the DR is vulnerable to. Limitation: DR / [attack type]
For example, "Mystic DR 10 / Super" does block mystical Value: 1CP per rank
damage, but does not block damage from Super attacks.
14 For protection from energy-based attacks, see the power Resist Energy.
Your DR is now vulnerable to one of the four attack types: You can detect the looming presence of unknown danger
ballistic, blunt, piercing, or slashing. You can take this limitation within a 30-foot radius of your position. Anything immediately
up to four times. Each time, it applies to a new attack type. dangerous or threatening (i.e., preparing to cause harm within a
round or two) raises a tingly sensation on the back of your neck.
Limitation: DR / Metal You cannot define the nature of the danger or the direction from
Value: 1CP per 2 ranks which it will comes, but you know it's there.
Your DR is now vulnerable to any attack made with a metal
weapon/projectile. The part of the weapon/projectile that does Dominate Animals
the damage must be metal for you to be vulnerable. [Power]
Special: "DR/Metal" is incompatible with a metallic Cost: 8CP
Substance (see below). Activate: 1PP; full-round action
Sustain: per round; free action
Limitation: DR / Stone Range: 300ft
Value: 1CP per rank Save: Will (negates), Charisma
Your DR is now vulnerable to any attack made with a This power allows you to mentally dominate and control
weapon with a stone head. animals at a distance. You can control any number of animals
within range, as long as their total Hit Dice do not exceed your
Limitation: DR / [substance] rank. Each affected animal is allowed Saving Throw to resist
Value: 1CP per rank your domination. You cannot control insects or any animals with
Your DR is now vulnerable to a particular substance that is at an Intelligence greater than 2. Familiars and other enhanced
least somewhat unusual in the creation of weapons. Uncommon animals are also immune to this power. You can, at a distance,
substances include: cold iron, plastic, a type of metal other than mentally command any animal you successfully dominate.
steel (silver, copper, bronze, etc.), a specific type of wood (i.e., The commands must be simple, and the animal must be able
oak, ash, maple, cedar, etc.), or a specific kind of stone (granite, to understand and perform them. Thus you can command a dog
shale, limestone). Choose only one uncommon substance at a to guard or fetch, but commanding a budgie to dig a tunnel is
time. Substances other than those listed here can be futile. Likewise, a nightingale might be able to sing well, but you
"uncommon," but only with the GM's permission. Remember, the cannot get it to sing Beethoven's 9 Symphony because it does
th
substance doesn't have to be unusual in general, just unusual in not understand that concept. The animal remains in control of its
the manufacture of weapons. You can take this limitation actions, but will obey commands without hesitation or dispute. If
multiple times. Each time, it applies to a new uncommon not actively commanded, an animal will fall back on the last
substance. general command it was given, that it can continue to do, such as
Special: A metallic Substance is incompatible with "guard me" or "attack him." If it can't do so, it will act of it's own
"DR/Metal." accord, which might include leaving the area of control. If
dominated animals move out of range, the domination
Limitation: DR / Wood immediately ends.
Value: 1CP per rank Using Dominate Animals is a difficult task, requiring a great
Your DR is now vulnerable to any attack made with a deal of concentration. As a result, you lose your Dexterity bonus
weapon with a wooden head. to Defence, and you can take only a single standard or move
action each round. Any skill checks (with the exception of
Danger Sense Concentration) you might be called upon to make also suffer a -4
[Trait] penalty.
Cost: 3CPs If you and another character both attempt to control the same
With this trait, you cannot be caught flat-footed. Your animal, you both make an opposed test using your Will saves.
Dexterity bonus to Defence is effectively always on because you Whomever rolls higher takes control of the animal for a number
have a preternatural sense of when something or someone is of rounds equal to the margin by which she won the opposed roll.
about to attack you for the first time.
Enhancements Enhancements
Enhancement: Unsurprised Enhancement: Extended Range
Cost: 3CPs Cost: 2CP
You cannot be surprised in combat, which means that Triple the range at which you can control animals (900 feet).
attackers never get a surprise round against you. If you are with a
team and the rest of your team is surprised, you get to roll your Enhancement: Increased Domination
initiative at the same time as your attackers (who have a surprise Cost: 1CP
round) and then act according to that initiative roll. For each CP invested in this enhancement, you can control 1
addition Hit Die of animals beyond your level. Additionally, you
Enhancement: Precognition get a +1 bonus on opposed Will Saves to contest control of an
Cost: 2CPs
animal. You can take this enhancement up to 8 times. Its bonuses following information: Hit Dice, Hit Points, Initiative, Speed,
stack. Defence, Attacks, Damage, Saving Throws, Ability Scores, Class
Limitations Features, Skills, Feats, and Proficiencies, as well as Power Points
Limitation: Limited Animal Types and Powers, if you take the appropriate enhancements.
Value: varies
You can Dominate only into a limited kind of animals. Enhancements
1CP: Wide Group. You can Dominate a single kingdom of Enhancement: Blind Loyalty
animals (mammalian, aviary, reptilian, aquatic, or insectoid). Cost: 3CP
2CP: Limited Group. You can Dominate a specific group of Your Dupes follow your orders blindly, including suicide
animals within a kingdom, such as bovines or birds of prey. missions or unethical acts, although it would be inconsistent with
3CP: Tiny Group. You can Dominate a particular kind of your own ethics to order Dupes to do things that are inconsistent
animal, like cats, or hawks. with your ethics, wouldn't it?
4CP: Specific Creature. You can Dominate one particular
animal, like a specific bread of domesticated animal, like a Enhancement: Empathy
Siamese cat or a Doberman, or a particular sub-set of a species, Cost: 3CP
like a Canada goose. Range: 50 miles
You and your Dupes can sense each other's basic emotions.
The GM has the final call on what qualifies as a Wide, At any time, any one of you can actively scan the other members
Limited, Tiny, or Specific form. of the group, including one of the Dupes scanning you. This
takes a swift action. You/they will read one of the following
Duplicate Self emotional states: afraid, angry, confused, happy, sad. Physical
[Power] barriers do not normally block this communication, though
Cost: 8CP per Dupe Powered fields potentially can.
Activate: 2PP per Dupe; standard action
Sustain: per round/minute per Dupe; free action Enhancement: Telepathy
Range: self Cost: 3CP
For every rank in this power, you can spontaneously generate Prerequisite: Empathy
a perfect Duplicate of yourself. They appear wearing your Range: 50 miles
clothes but do not have any gear, either weapons or armour. You and your Dupes can communicate mentally, in real-time,
Dupes do not have any powers, power points, or action points. exactly as if you were talking. Physical barriers do not normally
They have your total HDs, but have only half your total hit block this communication, though Powered fields potentially
points. They retain abilities conferred by class, as well as skills can.
and feats. They do not have powers, spells, or psi-powers. They
do not have any power points. Enhancement: Unity
Dupes appear at the end of the action in which you created Cost: 5CP
them, standing in a square adjacent to yours, flat-footed and Prerequisite: Empathy, Telepathy
unarmed. They act immediately after you in the initiative order. Range: 50 miles
You cannot make a Dupe appear in a square that you do not have You and your Dupes are fully aware of each other to such an
physical contact with, for example behind a door or on the other extent that you are effectively one mind that happens to be split
side of a wall, but if you can reach some part of your body into into two or more bodies. The whole group automatically knows
that space—by putting your hand through a mail slot or kicking everything that any one member knows. You work in perfect
through a wall—then you can have a Dupe appear there. You can harmony and constantly creep other people out by finishing each
cancel any one of your Dupes at any time as a free action. other's sentences. In combat, you effectively gain the
They simply disappear without a trace (although you can Cooperative Attack feat, but only when Aiding each other. This
describe that in more detail, if you want to). does not constitute a prerequisite for the Improved Cooperative
Your Dupes have your personality and think just like you . Attack feat.
They happily obeys your orders, but they also have their own
sense of self-preservation and, just as you would, will refuse to Enhancement: Dupe Power Points
go on a suicide mission unless the circumstances are dire (NB: Cost: 5CP
sending a Dupe on a suicide mission is, by definition, proof that You and your Dupes divide your Power Points among you in
you wouldn't go yourself). For the sake of simplicity, you will separate pools. Divide your PPs equally and give yourself the
most often play your Dupes yourself but the GM reserves the remainder. Dupes do not regenerate PPs and their potential PP
right to take over for you if circumstances dictate it. For total is half of your PP total.
example, if a Dupe were to uncover a game-changing secret that NB: If you take this enhancement, make sure to do the
you haven't discovered yet, then the GM might step in. appropriate dividing before the game.
You should have a couple of shortened character sheets
with your Dupes' stats on-hand for games. They need the
Enhancement: Dupe Traits You have to physically absorb your Dupes back into your
Cost: 3CP body in order to cancel them, which requires that you move into
Your Dupes have your traits. one's square. Absorbing a Dupe is a free action. If it's in a
grapple or otherwise being held by someone who's moving, you
Enhancement: Dupe Powers need to make a touch attack against the Dupe to cancel it, but a
Cost: 5CP normal or Blindly Loyal Dupe won't try to dodge your touch. An
Prerequisite: Duplicate Traits Argumentative Dupe could very well try to avoid being
Your Dupes have your powers, including Gadgets and Iconic cancelled, especially if it thinks it's real and perceives you as a
Items, but no other kind of Super equipment or Item powers. threat. Until you cancel your Dupes, they continues to consume
PPs, whether you want them to or not. They disappear only once
Enhancement: Memory Retention you run out of PPs.
Cost: 2CP Powers: E ‒ G
When you cancel your Dupes, their memories and
experiences automatically transfer into your mind. You can send Energy Attack
one to watch a subject and it doesn't have to report back, for [Power]
example. Just cancel it and its memories flood into yours. This Cost: by mode
can lead to a sense of split personality because even though you Activate: by mode
logically know which memories are yours and which are the Sustain: by mode
Dupe's, subjectively, there's no way to tell the difference. Range: by mode
Save: by mode
Enhancement: Reduced Drain With this power, you can generate energies harmful to your
Cost: 2CP foes and even project those energies over distances. This power
Sustain: per round/hour is extremely broad and has a lot of options. You can do anything
Your sustain cost changes from per minute to per hour when from charging your skin like an electric eel's to generating a
not in combat. sonic screen that can shatter concrete. You'll want to read through
the whole description pretty carefully before you take this power.
Enhancement: Robust Dupe There's a lot to it.
Cost: 6CP There are three major options in this power: energy type,
Your Dupes have a number of HPs equal to your total. This mode (which governs area of effect), and ranks (i.e., damage
does not change their actual HD, just their total HPs. dice, the price of which depends on the mode). There are also
enhancements and limitations that can radically alter the way the
Enhancement: Simulacra power works.
Cost: 10CP Energy Type
If you die while you have at least one Dupe activated, then
something akin to you life essence will flow into one of your Energy Attacks manifest as one of the five standard energy
Dupes (the GM will choose randomly). Over the course of a day, types: chemical, cold, electricity, heat, and sonic. Bear in mind,
that Dupe will slowly regain all of your original character's though, that the five energy types are quite broadly defined.
memories, abilities, levels, powers, feats, skills, etc. Which is to Chemical attacks include acid and corrosion. Cold attacks can be
say, after 24 hours, that Dupe becomes your character, as you sheer freezing, frost, ice, or just the slowing of molecular
knew him or her. For role-playing purposes, your Dupe might movement. Electricity includes any kind of spark or lightning
occasionally have some degree of identity crisis, wondering if he effect. Heat can be good old flames, or a laser, or molecular
or she is actually the original, or merely a copy that took on the agitation (i.e., a microwave effect), or even radiation. Finally,
original's soul or mind, but in game terms, it is your original sonic attacks cause shock waves, which are essentially
character. concussive or kinetic effects. You can have only one energy
Limitations type, unless you take the Variable Energy Type enhancement.
Limitation: Argumentative
Value: 3CP Modes
Your Dupes feel no natural loyalty to you past their own
sense of ethics (which means that if you're a bastard, so are your Energy Attacks manifest in one of five different modes: Aura,
Dupes). If your Dupes have access to your powers, they might Burst, Cone, Line, and Ranged. The cost is "per rank"; 1 rank
even argue about who is the original. GMs might prefer to play equals 1d6 damage. You must pick one, but you can add others
Argumentative Dupes themselves, for the sake of making sure using the Variable Attack enhancement.
that they're a genuine pain in the ass.
Mode: Aura
Limitation: Contact Cancellation Activate: 4PPs per rank (By CL); swift action
Value: 3CP Sustain: per round; free action
Save: Reflex (half), Wisdom-based
You can surround your body with harmful energy. Anyone Cone Burst Line Distance or Cost per
who contacts this aura takes damage from it. This includes Length Radius Range Increment rank (1d6)
attempts at touch attacks, unarmed strikes, bull rushes, or other N/A 5 ft. 5 ft. / mêlée 1CP
attacks that require contact with the body. When your Aura is on, 20 ft. 10 ft. 50 ft. 2CP
anyone who grapples you automatically takes maximum damage 40 ft. 20 ft. 100 ft. 3CP
from it every round due to prolonged exposure. Because Auras
60 ft. 30 ft. 150 ft. 4CP
do not require attack rolls, you cannot score a critical hit with
one. Auras do not offer any kind of protection, even against their
own energy type. For example, an Energy Strike (5 ft.) that does 6d6 damage
costs 6CP (1CP x 6 dice). A 50-foot Energy Line that does 6d6
Mode: Burst damage costs 12CP (2CP x 6 dice). A 20-foot-radius Energy
Activate: 3PP per rank (By CL); use-activated (attack) Burst that does 6d6 costs 18CP (3CP x 6 dice). Finally, a 40-foot
Save: Reflex (half), Wisdom-based Energy Cone that does 6d6 damage costs 18CP as well (3CP x 6
You can radiate a brief Burst of energy outward from your dice).
body in a spherical radius. This causes damage to those within When you make an Energy Attack, you can choose to use all
the radius of the Burst effect. You are not harmed by your own or just some of the damage dice you purchase. You are not
Burst effect when you are the centre of it (see the Ranged Burst required to use maximum dice every time.
enhancement, below). The bigger your Burst, the more CPs you Enhancements
have to pay per d6 of damage. Enhancement: Controlled Area
Cost: 2CP
Mode: Cone Prerequisite: Burst, Cone, or Line mode
Activate: 3PP per rank (By CL); standard action You can reduce the area of effect (range, radius, or length) of
Save: Reflex (half), Wisdom-based your Energy Attacks, from as little as 5' to the maximum area of
You can project energy in a conical shape in the direction of the Energy Attack that you purchase. A 50-foot Line Energy
your choosing (use standard rules for cone effects). The longer Attack could be 40 feet, 25 feet, or even just 5 feet long.
your Cone, the more CPs you have to pay per d6 of damage.
Enhancement: Exempted Area
Mode: Line Prerequisite: Burst, Cone, or Line mode, Controlled Area
Activate: 2PP per rank (By CL); standard action Cost: 2CP per rank
Save: Reflex (half), Wisdom-based Activate: 1PP per rank; use-activated (attack)
You can create a beam, bolt, or tunnel of damaging energy For every rank in this enhancement, you can create a 5-ft.
(use standard rules for line effects). The longer your Line, the area (i.e., enough room for a Medium-sized person) within your
more CPs you have to pay per d6 of damage. area-effect Energy Attacks that doesn't cause damage. You could
initiate a Burst, for example, that avoids killing an innocent
Mode: Ranged bystander, or a Line that skips your teammate. These exempted
Activate: 1PP per rank (By CL); use-activated (attack) areas in your Energy Attack cost 1PP each. You can take this
You can generate a blast of energy that behaves like a ranged enhancement multiple times. Its effects stack.
weapon. Attacking with that energy blast requires an attack roll
which is modified by Dexterity, like any other ranged attack. Enhancement: Controlled Damage
Energy Attacks crit on 20/x2. You are armed if you have this Cost: 2CP
power and PPs left to use it. Activate: free; free action
A Ranged Energy Attack with a range of "mêlée" (see table, You can switch your Energy Attack from lethal to non-lethal.
below) is referred to as an Energy Strike; it requires physical
contact, but it is not a touch attack in game terms. Instead, you Enhancement: Ghost Touch
deliver it with an unarmed strike, which means that if you hit, Cost: 2CP
then you do your unarmed strike damage as well as your Energy Your Energy Attacks count as "force effects," which means
Attack damage. If you miss, you do neither, and you expend PPs that they deal damage normally against incorporeal creatures.
in the process.
Enhancement: Improved Critical Range
Area of Effect and Damage Dice Cost: 3CP
Your damage dice are more expensive, per die, based on the This enhancement increases the critical threat range of your
area of effect of your Energy Attack. On the table below, locate Energy Attack to 19-20 (instead of just 20).
your chosen Mode, and then scan across to a range or area
(length for Cones, radius for Burst, distance for Line and Range). Enhancement: Improved Critical Damage
That area corresponds to the Cost per Rank. Aura's are always Cost: 3CP
1CP per rank because they're effectively touch-ranged. This enhancement increases the critical damage multiplier of
your Energy Attack to x3.
and its effects stack, but the minimum cost is 1 rank of damage
Enhancement: Immunity (the By CL activation cost remains unchanged).
Cost: 1CP
You are completely immune to your own Energy Attacks. Enhancement: Split Strike
Even if your attack were absorbed and fired back on you using Cost: 2CP
one of the metapowers, you would suffer no damage. This does Activate: 2PP per attack; use activated (attack)
not offer any protection against any other source of damage, You can now split your Ranged attacks between two targets.
including Energy Attacks from other characters, even if they use Divide the damage dice between the targets evenly, rounding
the same energy type. down. You make a single attack roll against both targets. All
other ranged attack rules apply normally.
Enhancement: Increased Mass Infusion
Cost: 2CP per rank Enhancement: Touch Attack
Prerequisite: Energy Infusion (limitation) Cost: 4CP
For every rank in this power, you can Infuse another Small- Prerequisite: Ranged/Strike Energy Attack
sized object's worth of mass with explosive energy, and that mass Your Strike Energy Attack is now a Touch attack, and/or your
can be part of a larger object or structure. For example, with two Ranged Energy Attack is now a Ray. It ignores armour, shields,
ranks in this power, you could Infuse a small hole in a wall and and natural bonuses to Defence.
then detonate it, thus making a hole (a frozen chunk of wall
shatters, a burned chunk is reduced to ashes, etc.). With several Enhancement: Variable Energy Type
ranks, you might do enough damage to take out the foundation of Cost: 3CP
a small building. You can choose an additional Energy Type and switch
between Types, attacking with fire one round and a sonic burst
Enhancement: Knockback the next, for example. Since there are five energy types, you can
Cost: 2CP take this enhancement up to six times.
Your Energy Attack can cause knockback if the damage meets Limitations
or exceeds your target's knockback threshold. Limitation: Energy Infusion
Value: 1CP per 2d6 damage
Enhancement: Lingering Damage Prerequisite: Strike Energy Attack
Cost: 2CP per die of damage Activate: 1PP per die of damage; use activated
Your Energy Attack causes extra damage to affected creatures You can Infuse inanimate objects (no larger than Small-sized)
on the subsequent round. For every rank in this power, your with harmful energy that is released when the object impacts a
target takes 1d6 damage for an additional round after the initial target. For example, a rock Infused with cold will cause freezing
attack. At 3 ranks, for example, your target takes 1d6 for three damage on a successful hit. The object itself disintegrates when
rounds after the first attack. The most logical energy types for the energy is released, therefore it does energy damage only and
this enhancement are chemical and heat (i.e., corrosion or the object is permanently lost. All rules for throwing objects in
burning), but you can rationalize anything you like. combat apply normally. You have to make physical contact with
the object you want to Infuse. The range increment of the object
Enhancement: Ranged Burst you throw depends entirely on the nature of the object. The GM
Prerequisite: Burst Energy Attack has final say on the range increments of miscellaneous objects.
Cost: 4CP You can infuse an object as a free action, and then throw it,
You can now initiate Burst Energy Attacks at a distance, which costs 1PP per die of damage. You can infuse objects and
much like the Fireball spell. The maximum range of your Burst give them to other people to throw. As a move action, you can
corresponds with its radius on the Range Increment and Damage infuse a number of objects equal to your Dexterity modifier.
Dice table, above. For example, a 10-foot radius Burst will, with Giving items to someone else also takes a move action; taking
this enhancement, have a 50-foot range. Like a Fireball, you the item from you costs them a move action. If you drop an
simply declare the centre point of your Ranged Burst and watch Infused object, it goes off at your feet and causes half damage to
your enemies take damage. Your Burst behaves normally in all you. If you toss one to a comrade, you must succeed at a ranged
other ways, including its radius and Saving Throw. If you are touch attack at your comrade and she must make a Reflex save
caught in your own Ranged Burst, you will take damage from it, (DC 15) to catch it. If either of you fail your rolls, the Infused
unless you also have Immunity (see above). However, you still object lands at her feet and causes half damage to her.
do not take damage from a regular Burst centred on yourself. You can Infuse ammunition for a weapon such as a bow or
sling. You fire these projectiles normally and do energy damage
Enhancement: Reduced Power Drain on a successful hit. You cannot use this power to infuse bullets or
Cost: 2CP other firearm ammunition because firing the gun causes the
Every rank in this enhancement reduces your Energy Attack's object to release its energy, which would probably destroy the
cost by 1 rank. You can take this enhancement multiple times, firearm. Any object that you infuse with energy but do not use
disintegrates in 5 rounds and releases its energy harmlessly.
This enhancement is not incompatible with the Ranged mode If you just want a weapon with a Power loaded into it, you can
of Energy Attack, but taking both would be redundant and costly. take a Gadget with the Weaponise enhancement.)
Esoteric Items are just things you happen to own. They are
Limitation: Object Detonation always either mystic, psionic, or supertech, but that has nothing
Value: 1CP to do with your power Origin. Esoteric Items can be lost, stolen
Prerequisite: Energy Infusion (and used against you), or destroyed, and they are not
Infused objects detonate after 5 rounds instead of dispersing automatically replaced. Caveat emptor! 16
their energy harmlessly.
Fast Healing
Limitation: Maximum Power [Power]
Value: 2CP Cost: 2CP
Prerequisite: minimum damage 3d6 Activate: free; use-activated (special)
You cannot reduce the number of dice you deal with an Sustain: free; free action
energy attack. You always do full damage and spend full PPs. Range: self
You heal naturally, through bed rest or hospital attention, at
Enhancement: Non-Lethal double your normal rate, which means twice your character
Value: 2CP levels per day (or twice your character levels plus your
Your Energy Attack does non-lethal damage only. Constitution modifier per day, if you have the Swift Healing
feat). You heal over the course of the day, but for game purposes
Limitation: Short Range you get the HPs back at the end of each 24-hour period. A
Value: 3CP forgiving GM might grant partial healing if your day is
Prerequisite: Ranged Touch Attack (50 feet) interrupted in the middle. This power stops functioning if your
Your Energy Attack has a maximum range (not a range hit points drop below zero and it will not restore severed limbs or
increment!) of 30 feet, no more. lost ability points.
Enhancements
Limitation: Slow Attack Enhancement: Regeneration
Value: 2CP Cost: 2CP per rank
Your Energy Attack now requires a move action to activate in Activate: 1PP per HP (By CL); swift action
addition to the activation time listed under its mode(s). Thus, an For every rank in this power, you heal 1HP per round. This
Aura now requires a move action; Burst, Cone, Line, and Ranged healing occurs at the top of each of your rounds, in combat. You
now require a move action to activate and a then a standard cannot activate or sustain this power when you're unconscious.
action to attack.
Enhancement: Ability Regeneration Ability
Esoteric Item Cost: 2CP per rank Regeneration
[Item] Prerequisite: Regeneration Recovery
Cost
Cost: 2CP per rank (+1 equivalent) For every rank in this power, your Speed
Range: as enhancement recover lost ability points at an accelerated 1 point per
2CP
You have an item of mystical, psionic, or supertech power. rate (see table, right). 12 hours
For every rank in this power, your Item receives a +1 bonus or 1 point per
4CP
the equivalent of a +1. A single Item can have up to a total of +10 Enhancement: Cling to Life 6 hours
in enhancement bonuses (hit/damage or defence) as well as up to Cost: 2CP 1 point per
a +10 equivalent in special abilities (like Dancing, Spell Prerequisite: Regeneration 6CP
4 hours
Resistance, or Bane, for example), for a total of +20 (40CP cost). Your Regeneration now automatically 1 point per
A list of special abilities for weapons is in Chapter 6: F/X, activates or stays on when you reach zero 8CP
2 hours
though this list is by no means exhaustive. HPs or lower, but only while you actually 1 point
To acquire the Item itself, you must buy it using your Wealth. remain alive, and of course you must have 10CP
per hour
It must be mastercraft quality, but its Purchase DC is reduced by PPs left to activate/sustain the power.
10 to a minimum total Purchase DC of 4. Items are most often
weapons, protective gear, or hand-held objects, but they can Enhancement: Resurrection
theoretically be anything you like. The only requirement is that Cost: 6CP
they must be displayed prominently in order to function. Magical Prerequisite: Regeneration, Cling to Life
underwear, as much as they sound like a wonderful idea, 15 don't There is no lower limit to your HPs. You keep
work unless you wear them on the outside (a not altogether Regenerating, at your maximum rate, even after you die. When
unprecedented fashion choice in the world of superheroes). (NB:
16 You are free to play your character as if you created your Esoteric Item
yourself, or as if you found it, or even as if you simply purchased it. Never
forget that powers are just ways to support your role-playing choices. If you
15 Readers in the UK can substitute "pants" for "underwear" in this example. want to "really" make your Items, however, you can take the Invention feats
"Magical pants" sounds funnier anyway. or the power Supertech Invention.
you regain consciousness (usually at 0HPs), you have no PPs left Flight Skill
but you are, for all intents and purposes, in good health.
Manoeuvre Clumsy Poor Average Good Perfect
Your body keeps healing as long as your head is attached to
your body and your body is whole . As gristly as it is to Minimum
Half Half Half None None
Forward Speed
contemplate, your body cannot regenerate if it is cremated,
disintegrated, dissolved, puréed, or chopped into tiny pieces. Hover No No No Yes Yes
While you are "dead" (usually when you're below -10HPs) Fly Backward No No No Yes Yes
you are have no brain activity, no heart beat, no pulse, etc. Even Reverse No No No -5 ft. Free
to a trained eye, you are dead. However, very close, medical
Turn 45º / 10 ft. 45º / 5 ft. 45º / 5 ft. 90º / 50 ft. Any
inspection reveals that your cells are regenerating at a fantastic
rate. Turn in Place No No +45º / 5 ft. +90º / 50 ft. Any
Maximum Turn 45º 45º 90º Any Any
Enhancement: Inherent Healing
Up Angle 45º 45º 60º Any Any
Cost: 4CP
Your Fast Healing is now a trait. This enhancement is Up Speed Half Half Half Half Full
incompatible with Regeneration and any enhancement that uses Down Angle 45º 45º Any Any Any
Regeneration as a prerequisite. Down Speed Double Double Double Double Double
Between Down
Enhancement: Purification and Up
20 ft. 10 ft. 5 ft. 0 ft. 0 ft.
Cost: 4CP
Your body is immune to the worst effects of drugs, poisons, and cruising speed by taking enhancements. Your Flight Skill is
and diseases. You suffer only half the normal losses from these "Average" (see table, above). Consult the SRDs for how to read
sources. In the case of diseases, you can make two Fortitude flight-skill stats.
saves per day to avoid the effects of the disease. Additionally, Enhancements
you never suffer permanent Ability Drain as a result of a poison, Enhancement: Air Lift
drug, or disease. Cost: 1CP per 500 lbs.
For every rank in this power, you can lift an additional 500
Flight pounds of your normal lifting capacity, up to a maximum of your
[Power] actual maximum lift capacity as determined by your Strength
Cost: 6CP score. This enhancement does not allow you to lift any more
Activate: free; use-activated (fly) while in Flight then you could on the ground.
Sustain: free; free action NB: If you have Mighty Lifting, you need only buy enough
Range: self ranks in this Enhancement to meet your normal maximum lift,
You can take to the air like a bird. You do not have the ability not your maximum lift as enhanced by Mighty Lifting.
to fly outside of an atmosphere, but other than that, you can
supply any explanation of your flight that you wish, from Enhancement: Cruising Speed
telekinesis (Psionic), to a jet pack (Supertech Gadget), to a bite Cost: 2CP per rank
from a nuclear pigeon (Bio). For each rank in this enhancement,
You can lift only yourself and 100 pounds of additional Flight Speed
add a multiplier to your cruising speed
weight, regardless of your Strength score. At 25 pounds over (but not your tactical speed). The first Ranks Speed
your maximum weight, your speed is reduced by 25% and you rank is x2, the second is x3, etc. 1 40 ft/mph
can no longer ascend. At 50 pounds over, your speed is reduced
by 50%, and you descend at a speed of 20 feet per round, though 2 60 ft/mph
Enhancement: Flight Skill
you can still move laterally. At 75 pounds, your speed is reduced 3 80 ft/mph
Cost: 5CP per skill category
by 75%, and you descend at 60 feet per round but can still move For every rank in this enhancement, 4 120 ft/mph
laterally. At 100 pounds or more over your maximum load, you your Flight Skill increases by one step. 5 160 ft/mph
fall like a stone, incurring any and all damage or other effects You can take this enhancement twice,
that would normally occur when falling from a great height. 6 240 ft/mph
once raising your skill to Good, and a
Your Flight speed is 30 feet per round and 30 miles per 7 320 ft/mph
second time to raise it to Excellent. See
hour. The first is your "tactical" speed. Use tactical speed when table (below, left) for flight-skill stats. 8 480 ft/mph
you are in combat situations (e.g., dodging in-coming attacks, 9 640 ft/mph
making attacks of your own, making constant course corrections, Enhancement: Flight Speed
etc.). You can take double moves and even "run" when you fly at 10 960 ft/mph
Cost: 2CP per rank
tactical speed, though the Run feat does not modify your 11 1,280 ft/mph
For every rank in this enhancement,
"running" speed while flying. The second is your "cruising" your tactical and combat speeds 12 1,920 ft/mph
speed. Use Cruising speed when you travel from one place to increase (see table, right). 13 2,560 ft/mph
another in relative safety. You can increase your tactical speed
14 3,840 ft/mph
Your bubble has a Defence score of 10 . Your personal For every rank in Bubbles Diameter Cubic Feet Air
Defence bonuses (Dexterity, powers, armour/shields) are all this enhancement, you 1 6 ft. 113 ft.3 4 hours
inside the bubble so they're no help to its Defence. If you're can create another 2 8'6" 318 ft.3 11 hours
running, falling, or flying, then its Defence rises to 12 because Force Field bubble. 3 10'4" 587 ft.3 20 hours
the bubble is a moving target. Flanking a bubble does not grant a All your bubbles must 4 12 ft. 904 ft.3 32 hours
+2 to hit because it's not a living creature, so splitting its touch each other on a 5 13'4" 1264 ft.3 44 hours
attention does no good. A bubble cannot be caught flat-footed. side, not just a corner. 6 14'8" 1662 ft.3 59 hours
However, the bubble is a separate target from you . Attacks They do not, however, 7 16 ft. 2094 ft.3 74 hours
directed at you strike the bubble instead, and attacks directed at have to be one, big 8 17 ft. 2559 ft.3 90 hours
the bubble do not strike you at all. Area effects that cause block. You can string
9 18 ft. 3053 ft.3 108 hours
damage, like a Burst Energy Attack can potentially affect you them out into any
10 19 ft. 3576 ft.3 126 hours
when you're inside a Force Field bubble. If you fail your Will shape you like, as long
11 20 ft. 4126 ft.3 146 hours
save (see above), the bubble falls and the area effect acts upon as they still cover
12 20'9" 4701 ft.3 166 hours
you normally. individual 5-foot
Your bubble traps any gasses that are in its radius. If you squares. 13 21'6" 5301 ft.3 187 hours
create it an NO2 environment, then it will have enough air to If you put a bubble 14 22'6" 5924 ft.3 209 hours
breath for 4 hours. At the end of 4 hours the environment is around someone else, 15 23'3" 6570 ft.3 232 hours
poisoned by carbon dioxide, at which point you must make a that person can choose 16 24 ft. 7238 ft.3 256 hours
Fortitude save (DC 20). If you succeed, you manage to remain to make a Reflex save 17 24'9" 7927 ft.3 280 hours
unaffected by the lack of oxygen. You must make another to avoid being encased, 18 25'6" 8636 ft.3 305 hours
Fortitude save (DC 20) every hour thereafter. The first failure, and she can also do 19 26'2" 9366 ft.3 331 hours
however, makes you fatigued, the second makes you exhausted, damage to the bubble 20 26'9" 10115 ft. 3 357 hours
and after a third failure you fall unconscious, at which point the internally exactly the
Force Field drops. Succeeding at any of these checks merely same way as she could from the outside. Doing so forces you to
keeps you in your present state, either unaffected, fatigued, or make a Will save or lose the bubble, as described in the base
exhausted. You don't get better until you either refresh your air power.
supply or leave the carbon-dioxide environment. Finally, instead of adding individual bubbles, or their
You can submerge a bubble in water or other liquid, but it's equivalents, you can also increase the over-all surface area of
a weightless globe of buoyant air so if it is submerged, it one, big, vaguely spherical bubble (see table, right). When you
immediately ascends at a speed of 30 feet per round. However, make a bubble larger than 6 ft. in diameter, its centre point is one
while submerged, you must make a Fortitude save every round to of the corners of your square. While the power is active, you can
resist the pressure of the water. The DC of the check is 10, +2 for increase or decrease the size of one of these large bubbles and/or
every 10 feet of depth. Thus, at a 50-foot depth, the DC would be alter their shape by expending a swift action.
20.
You can maintain a Force Field bubble in a vacuum, as Enhancement: Separate Bubbles
well. This requires a DC 15 Fortitude save every round . If you Cost: 6CP
fail, the Field drops. Prerequisite: Multiple Bubbles, Ranged Bubbles
Enhancements Activate: +1PP per extra bubble; special
Enhancement: Malleable Bubbles You can now create Force Field bubbles separately, not
Cost: 6CP touching each other at all. Thus you can toss one onto yourself
You can now control the exact shape of your Force Field. and others on your team mates, for example. Keeping multiple
Instead of a spherical bubble, you can shrink, twist, and contort it bubbles active at once costs an extra 1PP for every bubble after
at your whim. You're no longer required to make the bubbles an the first one because your attention is split. The activation time
enclosed shape, either. You can flatten one and create a 10-by-20- for this enhancement and for the main power occur
foot wall. The minimum size is about 60 cubic inches (a 4-inch simultaneously. Thus, if you activate three 5-foot bubbles, the
cube or a 3-inch diameter sphere). If you have multiple bubbles, activation time is just one move action.
you can now snake them around corners and make them take No two bubbles can occupy the same space, so you cannot
creative shapes. Thus, you can now create contiguous bubbles on make a two-layered bubble. You can, however, place a bubble
diagonals, not just on facing sides. Reshaping a bubble requires a inside another bubble if none of the walls occupy the same lines
move action. on the battlemap (e.g., around your whole team and a second,
much smaller one, around yourself).
Enhancement: Multi-Bubble
Cost: 3CP per rank Enhancement: Ranged Bubbles
Activate: 1PP per bubble; swift action Cost: 3CP
Sustain: per round/hour; free action For every rank in this power, you can manifest your Force
Save: special Field 30 feet away at its nearest point. If you put a bubble around
someone else, that person can choose to make a Reflex save to
avoid being encased, and she can also do damage to the bubble Gadgets are by default hand-held (Tiny-sized), about the
internally exactly the same way as she could from the outside. size of a runner's baton or a paper-back novel. They weigh about
You can take up to 5 ranks in this enhancement for a total a kilo (2 - 3 pounds), and have a Hardness of 3 and 10HPs. A
distance of 150 feet. Gadget reduced to 0 or fewer HPs becomes a pile of broken
components and ceases to function.
Enhancement: Tough Bubbles You can have as many individual Gadgets as you want, but
Cost: 1CP per rank each one can have only one power.18
For every rank in this power, your Will saves to keep your
bubble up despite damage or pressure receives a +1 enhancement Repair
bonus. You can take this enhancement multiple times. Its effects If your Gadget takes damage without being destroyed, then
stack. you can get it repaired by someone with the appropriate skill.
You can repair Biological Gadgets using Craft (pharmaceutical),
Gadget Supertech with Repair, Mystic with Spellcraft, and Psionic with
[Item] Psicraft. Cosmic Gadgets are, by definition, bizarre and unusual.
Cost: see table (below) Depending on the in-game explanation for the Gadget itself, the
Activate: as power GM will rule on an appropriate skill on a situational basis. Bio
Sustain: as power Gadgets can also be healed by powered or mystical means, such
Range: as power as Healing Touch or any of the Cure spells.
It's a staple of comic-book superheroes to have powers that Each repair attempt restores a number of hit points equal
are derived from high-tech devices, magic items, and artefacts to the result of the check, subtracted by 10 (i.e., HP = Check -
dropped from the heavens. These are Gadgets. You can load a 10). GMs are also, of course, perfectly within their rights to insist
single power, as well as any of its enhancements and that a particular Gadget, especially if it's Cosmic, can be fixed
limitations, into a Gadget. Traits cannot be loaded into Gadgets only by consulting the Grand High Mech-Mage-Poobah of the
because traits are inherent parts of your body; however, many Hyreilean Order of Paraganastania (or whatever) if it would
traits can be taken as powers with the appropriate limitation. make a good adventure hook.
Because of these
limitations, and the fact that Gadget Discount Replace
Gadgets can be lost, stolen, Total Cost If your Gadget is lost, stolen, or damaged beyond repair, you
Discount
and destroyed, you get a of the Power have two options to replace it. First, you can try to find it by
discount on the price of the 5CP +1CP conventional means, in-game, which is probably going to be the
power you load into a Gadget. most fun. This can involve retracing your steps if you lost it, and
6CP to 10CP +2CP
For every 5CP you load into possibly negotiating with the small child who inevitably found it
a Gadget, you get a 1CP 11CP to 15CP +3CP and is using as his new toy. In cases where the Gadget was
discount, which works out to 16CP to 20CP +4CP stolen, you might have to challenge and defeat the thief, but
about 20% off (see table, 21CP to 25CP +5CP without the benefit of the power that Gadget gives you, which is
right). Calculate the discount also fun in its own way.
26CP to 30CP +6CP
based on the net cost of the Alternatively, you can go one session without your Gadget
power, including, levels, 31CP to 35CP +7CP (in addition to the session in which you lost it) and have it
enhancements, and limitations. 36CP to 40CP +8CP replaced at the beginning of the subsequent session . During
You must invest at least 5CP 41CP to 45CP +9CP the session in which you don't have it, you're simply "working on
into a Gadget to get the getting it back." You must also provide an explanation that is
46CP to 50CP +10CP
discount. You can upgrade an convincing to both your GM and your fellow players for how it
existing Gadget with new miraculously reappeared in your life.
enhancements and limitations. You can have more than one Explanations can include, but are not limited to: figuring out
Gadget at a time. where you lost it and going back, making a deal with whomever
The Origin of your Gadget must be the same as that of the stole it to return it, going back to whomever gave it to you and
rest of your powers. If you have no other powers, the Gadget getting a new one, or even building a new one yourself. No
can be any Origin you like, but if you take multiple Gadgets they material or in-game mechanics need to be invoked in this last
all have to have the same Origin. You can role-play as if it's case. The materials, expertise, and work-space needed to make
mentally activated, or has a set of controls of some kind, or even the Gadget are simply not discussed, as is traditional with super-
both. In any case, using a Gadget does not change the kind or powered items or weapons in comic books, most of the time.
number of actions required to use the power loaded into it, except
that you do have to have it in your hand to use it.
Gadgets automatically consume your PPs. This might not 18 If you want to have "made your Gadget yourself," you're perfectly free to
role-play the character that way. There's no real difference between that and
make real-world sense, but it's the simplest way to use them in- using the Invention feats or the Supertech Invention power because powers
game. If you want to say that you're "low on tillium fuel" or that are merely a game mechanic, a way to give you the abilities you want. It's
your "atomic batteries are depleted," nobody's going to stop you. just a matter of which in-game option you prefer and how much you're
willing to pay for it. How you describe your powers is, as always, up to you.
Limitation: Medium Gadget Saving Throw. Thus, medium devices are +2, large +4, huge +6,
Value: 2CP and so on. If your roll is higher than the roll of a simple device, it
Your Gadget is medium-sized instead of tiny. It weighs 25 becomes jammed. If it is equal or lower, the power fails. Against
pounds. It can be the shape of a large staff or a small filing complex devices, you inflict a penalty equal to half the amount
cabinet. It is unwieldy enough that you have to carry it in two you exceed the device's roll by. Thus if you roll 17 and the device
hands. This limitation is incompatible with Diminutive Gadget, rolls 13, you inflict a -2 penalty on the item.
Fine Gadget, and Small Gadget. Sentient machines add +10 to resist the effects of Gremlinism,
though automatons do not.
Enhancement: Voice Activated Enhancements
Value: 3CP Enhancement: Extended Duration
Your Gadget's controls are verbal and it's designed to mount Cost: 3CP per die of duration
on your clothing or your gear. As long as you can speak, you can The duration of your Gremlinism is extended by an additional
operate it. It does, however, have to be out in the open to die (d6 or d3, as appropriate) for each rank in this enhancement.
function. You can't hide in a bag or swallow it (a swallowed You can take this up to five times, for a maximum duration of
Gadget is effectively a power. That means that an opponent can 5d6 rounds (to jam simple items) or 5d3 rounds (complex
still attempt to Sunder or Disarm your Gadget. devices).
per attack. This enhancement also lowers the Activation time for Enhancement: Resurrection
other enhancements off of the base power. Each Activation is Cost: 5CPs
either halved (e.g., 10 minutes becomes 5), or reduced by one Prerequisites: 10 ranks in Healing Touch, Raise Dead
action time (full-round, standard, move, swift). Activation: 15PP; 10 minutes
This enhancement works the same as Raise Dead, with three
Enhancement: Full-Attack Healing exceptions. First, you do not need a whole body, any small
Prerequisite: Move-Action Healing portion thereof will do, although it must have been part of the
Cost: 2CP body at the time of death, not a blood or skin sample taken
You can activate Healing Touch as a full-attack, which means beforehand. Second, subjects must have died a number of years
that you can employ it in an iterative attack sequence. For ago equal to or less than your total CL. They cannot have died of
example, if you BA were +11/+6/+1, you could Heal three times simple old age, but instead a specific, identifiable cause, such as
in a round, and if applicable, you would have to make attacks at massive injury or a specific disease. Finally, subjects Resurrects
those BAs. All other rules regarding iterative attacks apply as with their full HPs and in complete health. Subjects still gain a
normal. negative level.
You expend your PPs at the beginning of the Resurrection
Enhancement: Purification process, and you must maintain concentration throughout.
Cost: 2CP
Activation: special; full-round action Enhancement: True Resurrection
You can now direct your healing energy toward purifying Cost: 5CPs
bodies of poisons, drugs, or diseases. Activate the power as Prerequisites: Healing Touch 10 rnks, Raise Dead,
normal, and decide how many dice to apply, then roll the total. If Resurrection
the rolled total plus 10 is greater than the Save DC of the toxin or Activation: 20PP; 10 minutes
disease in question, it will be instantly and painlessly purged This enhancement works the same as Raise Dead, with three
from the subject's body. Dice rolled in this manner do not heal exceptions. First, you do not need a body at all, just a specific,
any HPs. Purification does not restore hit points, power points, personal knowledge of exactly who you want to Resurrect. You
ability points, or anything else already lost due to the effects of a can Resurrect a known friend or family member, for example,
chemical or disease. but not a celebrity or historical figure unless you met them
personally. Second, subjects must have died a number of years
Enhancement: Ranged Healing ago equal to or less than your CL times 5. Finally, subjects
Cost: 2CP per 10 feet. Resurrect with their full HPs and in complete health. They do not
For every rank in this enhancement, you can Heal at a range lose any levels or Constitution points.
of 10 feet. You must successfully hit your target with a ranged You expend your PPs at the beginning of the Resurrection
touch attack, and you expend your PPs regardless of whether you process, and you must maintain concentration throughout.
hit the target. Targets can elect to not dodge while you attempt
your touch attack, but at best, they still have a Defence of 10. Enhancement: Restoration, Lesser
You can take this enhancement multiple times. Its effects stack. Cost: 2CP per rank
Prerequisites: 5 ranks in Healing Touch
Enhancement: Raise Dead Activation: 3PP; standard action
Cost: 10CP For every rank in this enhancement, you can restore 1d6
Prerequisite: 10 ranks in Healing Touch points of temporary ability damage. It also eliminates and
Activation: 10PP; 1 minute (10 rounds) improves an exhausted condition to fatigued. It does not restore
You can bring the dead back to life. You must be in permanent ability drain. You can take this enhancement multiple
possession of the whole body of the deceased. Raise Dead cures times. Its effects stack.
all diseases, removes all poisons, and heals injury (see below), You expend your PPs at the beginning of the Restoration
but it does not regrow missing parts. Those parts simply heal process, and you must maintain concentration throughout.
over. If they're vital (like organs or a head), then the subject dies
again. Furthermore, the subject cannot have died more than a Enhancement: Restoration
number of days equal to or less than half your CL. The GM Cost: 4CPs
might rule that you cannot Raise particularly alien aliens, but Prerequisites: 5 ranks in Healing Touch, Lesser Restoration
generally speaking, you can Raise any creature that is basically Activation: 6PPs; full-round
made of flesh and bone. You cannot Raise machines, even living This enhancement instantly cures all temporary ability
ones, or the undead. Raised subjects gain a negative level until damage to one ability, but it cannot restore Constitution points
they next level-up. Subjects come back to life with 1 HP per level lost because of previous deaths. It also eliminates all fatigue or
(or hit die, if applicable). exhaustion from the subject.
You expend your PPs at the beginning of the Raising process, Finally, it also removes negative levels and/or restores one
and you must maintain concentration throughout. experience level to anyone who has taken permanent level drain,
although the subject has to have gained that negative level/level
drain at some point within a number of hours equal to your your body chemistry, your unique mental signature, or even your
character level. Anyone who has a negative level restored has the very soul. You must have your Iconic Item in your hand in order
minimum number of experience points for that level, and no to access its powers. If it is Wearable (see below), then you must
more. be wearing it to use its powers.
You expend your PPs at the beginning of the Restoration Iconic Items can potentially be lost or stolen and if that
process, and you must maintain concentration throughout. happens, you'll just have to track yours down. They are, however,
nigh indestructible by conventional means. Each one has 1,000
Enhancement: Restoration, Greater HPs, Hardness 100, Resistance 50 to all energy types, Resistance
Cost: 4CPs 50 to all Origins, and self-repairs at a rate of 5HPs per round.
Prerequisites: 5 ranks in Healing Touch, Lesser Restoration, Iconic Items are, by default, hand-held objects (tiny-sized)
Restoration that weigh about 3 pounds, so something the general size and
Activation: 9PPs; 10 minutes shape of a baton or soft-ball, for example. They always appear
This enhancement cures all temporary ability damage to all unusual or mysterious in some way. They might be covered in
the subject's abilities, except Constitution points the subject glowing circuitry or constantly surrounded dancing sparks, for
might have lost due to previous deaths. It also eliminates fatigue example. The specifics are up to you, but Iconic Items cannot
and exhaustion, as well as all forms of insanity and confusion, appear mundane.
including mundane mental conditions (e.g., depression, bi-polar Enhancements
disorder, schizophrenia, etc.) Enhancement: Diminutive Item
Finally, it also reverses the effects of any and all level Cost: 2CP
draining or negative levels that the subject might have suffered. Your Iconic Item is diminutive-sized instead of tiny. It weighs
The subject returns to the highest level she has ever attained, 1 pound. It is the size of a cell phone, a pocket watch, or a
although she has to have gained the negative level/level drain conductor's baton. You can slip it into a pocket. This
within the last week (seven days). enhancement is incompatible with Fine Item, Small Item, and
You expend your PPs at the beginning of the Restoration Medium Item.
process, and you must maintain concentration throughout.
Enhancement: Fine Item
Limitation Cost: 4CP
Limitation: Slow Healing Your Iconic Item is fine-sized instead of tiny. It weighs an
Value: 2CP per rank ounce or two. It is the size of a large coin or a ball-point pen. You
For every rank in this enhancement, your Healing Touch can palm one and still work a phone or drive. You can,
activation time increases by one action type on the following depending on the shape, tuck it behind your ear. This
scale: standard, full-round, 1 round, 2 rounds, 3 rounds. Thus, enhancement is incompatible with Diminutive Item, Small Item,
you can take this feat up to 4 times. and Medium Item.
of its power package. Cuts, blows, and blasts will leave the shift from corporeal to Incorporeal form, all equipment you wear
Iconic Item untouched but still do damage to you. and/or hold shifts with you unless you drop it, at which point it
becomes solid again. When you activate or sustain your
Fine Items are wearable as a watch or bangle, a large and bulky Incorporeal Form, you remain in that state for a full round. You
ring, a pair of glasses, a head band, or a light necklace. cannot cancel it half-way through your round.
Diminutive Items are wearable as a pair of gloves or shoes, a belt, While Incorporeal, your appearance does not change, and
a neck tie/scarf, or a hat. you cannot talk to or be heard by corporeal people. Anyone
Tiny Items are wearable as a single gauntlet or boot, a bulky belt, trying to hear you must roll a Listen check DC 30 (the
or a bike helmet. supernaturally sensitive ear might still detect you, but nothing
Small Items are wearable as a heavy jacket, a motorcycle helmet else can). Other Incorporeal people can hear you and talk to you
(full-faced), a pair of heavy boots, or a pair of bulky normally. Sound-based attacks, like sonic attacks, do no damage,
gauntlets. and other sound-based effects have no effect. You can, for
Limitations example, roll and fail a save against a Command spell, but you
Limitation: Medium Item cannot actually hear the command itself.
Value: 2CP All physical objects, including mundane weapons, pass
Your Item is medium-sized instead of tiny. It weighs 25 through you. Chemicals, from knock-out gas to acid, have no
pounds. It can be the shape of a large staff or a small filing effect on you. You are similarly unable to manipulate anything
cabinet. It is unwieldy enough that you have to carry it in two around you. You cannot pick up and use objects. You cannot
hands. You can put it on your back, but it's still bulky as all hell. open doors or operate machinery. You can't even blow out a
This limitation is incompatible with Diminutive Item, Fine Item, candle without shifting back to corporeal form. Normal energy
and Small Item. effects, like fire or electricity, similarly have no effect. Super
attacks that are only physical, a Super-Strength head butt for
Limitation: Non-Exclusive Use example, have no effect but energy-based Super attacks affect
Value: 4CP you normally, like an Energy Attack: Heat. Other Incorporeal
Your Iconic Item is no longer loyal to you. Other people can people or attacks can harm you.
use it, if they get their hands on it, but they have to expend twice In-keeping with the tradition of such conceits in comics,
as many PPs to access its power(s). For anyone other than you, when you move, you float just off of the floor or ground. If you
powers that do not normally have a PP cost, like traits, now have want to move through the floor, you must deliberately jump
an Activation of "1PPs; per round." through it, at which point you then fall to the next floor down.
You can move downward (at your base speed and taking up a
Limitation: Small Item move action) by simply falling off of something, but if you hit a
Value: 1CP floor or the ground, you stop, though you take no damage for
Your Iconic Item is small-sized instead of tiny. It weighs 12 doing so. You can freely ascend or descend through matter only
pounds. It is about the size and shape of a walking stick, so a if you can fly by other means (although you can also take the Fly
baseball bat, an umbrella, or a golf-club, for example. They can in Matter enhancement). There is no logical explanation for this.
also be a more blocky shape, like a briefcase or laptop. This It's a genre gag. Just go with it.
limitation is incompatible with Diminutive Item, Fine Item, and Particularly dense substances, such as lead, fantasy or sci-fi
Medium Item. metals (vibranium, adamantium, etc.) might block your
movement, at the GM's discretion. Energy-based barriers, like
Limitation: Symbiosis the Force Field power or the Wall of Force spell do block your
Value: 3CP per rank movement.
Your body is attuned to your Iconic Item so intimately that Enhancements
without it, you become weak and sickly. Whenever your Item is Enhancement: Fly in Matter
not in your possession (more than 5 ft. away from you), you take Cost: 2CP
a -2 penalty, per rank in the enhancement, to either your physical You can move through solid matter as if you could fly at your
or mental stats (player's choice, permanent). If you had three normal movement rate.
ranks in the power, for example, you would take a -6 penalty.
You can take this limitation up to 5 times, for a -10 penalty. Enhancement: Incorporeal Other
Cost: 3CP
Incorporeal Form Activate: 1PP; standard action
[Power] Sustain: per round/minute; free action
Cost: 12CP Range: touch (special)
Activate: 1PP; standard action Save: Fortitude, Constitution-based
Sustain: per round/minute You can turn one person Incorporeal, but you must remain in
Range: self physical contact with that person. You can do this when you,
You can pass through solid objects, walk through walls, glide yourself, are Incorporeal. In which case, you render the target
through furniture, and generally go wherever you like. When you Incorporeal by touching them. If you simultaneously render
yourself and another person Incorporeal, then you can activate Instead of becoming fully Incorporeal, your body is instead
both effects at once, in a single standard action. If you attempt to transformed into a coherent gas. You appear mostly as you do
render someone Incorporeal against their will, you must first when solid, except that you shimmer and shift in the breeze and
succeed at a touch attack, at which point they are entitled to a you're somewhat translucent. All rules for Incorporeality are
Fortitude save to avoid the effect. unchanged except the following.
First, you cannot pass through an air-tight barrier. For cases
Enhancement: Manifest Sound of barriers that are no air-tight but nevertheless do not afford a
Cost: 2CP great deal of air flow, GMs might impose a move action just to
Activate: free; use-activated (speak/make noise)\ pass through the barrier. Second, you are considered three sizes
You can now make noise when you choose to, though when smaller than your normal size when determining how, and how
you do so you make all noises you might make normally. You much, wind affects you. If you are medium normally then you
can talk and hear, but your change jangles, your clothes rustle, take the same penalties as a fine-sized creature when attempting
and so on. You are also vulnerable to sonic attacks, but take only to resist wind of any kind. Third, you move through liquids at
half damage from them. You can now hear as normal, and half speed than when you move through the air. Fourth, you take
therefore are affected by sound-based effects, like the spell half-damage from energy attacks, and full damage from Super
Command. attacks.
This limitation is compatible with all of this power's
Enhancement: Partial Incorporeality enhancements, except that Fly In Matter applies only when you
Cost: 4CP are moving through matter that is porous enough that you can
Activate: +1PP; free action move through it at all.
Sustain: per round/minute; free action
You can make one segment of your body Incorporeal at a Limitation: Ghost
time if the rest of you is corporeal, or vice-versa. The body Value: 2CP
segments are: head/neck, shoulders/chest, stomach/waist, thighs, This limitation flips your natural state from solid to
calves, feet, hands, forearms, and upper arms. In the case of Incorporeal, which means that you are insubstantial all the time,
doubled body parts (feet, hands, etc.), you can make either both except when you activate/sustain the power. This enhancement
or just the left or the right Incorporeal at a time. Whenever you does not necessarily make you an actual ghost, of course, but that
render just one part of your body Incorporeal or solid, you must is one of the possible reasons why you might take it.
pay an extra 1PP to maintain the effect.
Invisibility
Enhancement: Scramble Mundane Technology [Power]
Cost: 2CP Cost: 10CP
When a mundane piece of technology passes through your Activate: 1PP; full-round action
Incorporeal body, there is a 50% chance that it will short out, Sustain: per round/minute; free action
rendering it useless until it is Repaired (DC 15). If it is shorted Range: self
out, you also take 1d4 non-lethal damage. You can use this power to vanish from sight. Your clothes,
equipment, and any reasonably small items you carry (no larger
Enhancement: Swift-Action Shift than a medium weapon) will turn invisible with you. Invisibility
Cost: 2CP applies to the visible spectrum, and will fool anything and
You can shift forms as a swift action. anyone who relies on it, including normal surveillance cameras.
Abilities that detect heat or infrared can still detect you, as
Enhancement: Reflexive Shift can anything that can see ultraviolet light, if it shines on you.
Cost: 3CP Invisibility only affects vision. Your body is still quite solid.
Prerequisite: Swift-Action Shift Therefore, anything that does not depend on visible light for
Activate: 1PP; swift action detection, such as ultrasound motion detectors and radar, will
If you retain your Dexterity bonus and are hit for physical pick you up.
damage (either by an attack or something that triggers a saving Items that you drop or put down will become visible; items
throw), you can make a Reflex save to instantly shift into you pick up disappear if you tuck them into your clothing,
Incorporeal form a split second before the hit has a chance to do pockets, or pouches. Any part of an item that you carry that
damage. The DC of the Reflex save equals either the attack roll extends more than 5 feet from you becomes visible, such as a
or the save DC of the in-coming effect. You must declare your trailing rope. If you pick up someone else and carry him or her,
intention to invoke this enhancement after the hit is announced that person will not turn invisible, unless he or she is small
but before full damage is calculated. enough to fit into one of your pockets.
Limitations Your Invisibility ends if you attack anyone or anything, begin
Limitation: Gaseous Form casting a spell, or you use a power with an obviously visual
Value: 4CP effect. Actions you direct at unattended objects do not render you
visible, nor does causing harm indirectly. You can open doors,
talk, eat, climb stairs, cut the ropes holding a rope bridge while Enhancement: Reduced Power Drain
enemies are on it, remotely trigger traps, drive a car, launch Cost: 2CP
missiles from an aircraft, and so forth, but not shoot a gun, throw This reduces your sustain cost by 1 PP. You can take this
a punch, or fire an Energy Attack. enhancement only once.
This power does not silence you, and certain other conditions Limitations
can render you detectable, such as stepping in a puddle, or being Limitation: Mental Invisibility
immersed in mud. Value: 2CP
Enhancements You do not actually become invisible. Instead, you mentally
Enhancement: Invisible Attack convince people, through whatever explanation you like, to "not
Cost: 4CP see you." They can look right at you, but your presence simply
You can now remain invisible while attacking, casting most does not register in their minds. This functions like normal
spells or using most powers. Highly visible powers, or powers Invisibility in all ways, except one. Non-intelligent means and
with a Bizarre Area Effect, will still break the Invisibility. non-organic creatures can detect you, things like machine life,
robots, security cameras, or motion sensors, for example. By the
Enhancement: Full-Spectrum Invisibility same token, creatures otherwise immune to Charm effects
Cost: 2CP automatically see through Mental Invisibility. Your image can be
The power conceals you from detection by infra-red, recorded with a camera. All other enhancements and rules apply
thermographic, ultraviolet, and other forms of super vision. normally.
Powers and abilities specifically designed to see invisible
creatures can still pierce your Invisibility. Limitation: Intelligent Only
Value: 1CP
Enhancement: Conceal Other Prerequisite: Mental Invisibility
Cost: 3CP Your Mental Invisibility works only on creatures or people
Activate: +1PP; full-round action with Intelligence scores above 5. It does not affect animals.
Range: touch (special)
You can turn one person Invisible, but you must remain in Limitation: Naturally Invisibile
physical contact with that person or some part of their clothing; Value: 2CP
thus you can hold hands, grab on to their collar, or one of you Your natural state is your invisible form, and you have to
could carry the other. The activation time is the same as your expend PPs to make yourself visible. All other rules of the power
normal activation time for this power. If you render yourself and apply as normal.
another person Invisible at the same time, you can activate both
power effects at once. Limitation: Stuck Invisible
Value: 6CP
Enhancement: Conceal Group You cannot render yourself visible at all; clothing, equipment,
Cost: 4CP and other objects no longer become invisible when you carry
Activate: +4PP; full-round action them. You can make yourself visible by wearing cloths, glasses, a
You can turn yourself, and everyone within 5 feet of you, wig, etc., but your actual body is transparent.
invisible. This can include anyone in an adjacent square, in Special: You can "buy off" this limitation for 8CPs.
combat situations (8 people), or up to 16 people in a non-combat
situation. Those within the area of effect can see each other. Life Leech
Anyone who leaves the area will become visible again. The [Power]
Invisible Attack enhancement does not apply when using Cost: 3CP per 1d6 of Leeching
Conceal Group. If anyone concealed makes an attack, your Activate: 2PPs per d6 (By CL); use-activated (attack)
Invisibility ends for the whole group. Range: touch
Save: Fortitude (negates), Constitution-based
Enhancement: Standard Action Shift For every rank in this power, you can potentially Leech 1d6
Cost: 2CP HPs from one target and absorb half of those HPs into yourself.
You can now turn Invisible in a single Standard action. You can Leech one specific Creature Type: humanoid, undead, or
mechanoid (player's choice). To perform a Life Leech attack, you
Enhancement: Move Action Shift must make a touch attack against your target. If you succeed, you
Cost: 2CP do negative-energy damage to the target and convert it into
You can now turn Invisible in a single Move action. positive energy that you channel into yourself.
You cannot score a critical hit with a Life Leech attack. You
Enhancement: Swift Action Shift must expend PPs whether you hit or not. You cannot combine
Cost: 2CP this power with an Unarmed Strike. You lose any HPs that you
You can now turn Invisible in a single Swift action. Leech that exceed your current HP capacity. You can take up to
10 ranks in the power.
The By-CL cost of Life Leech is different than the standard, must still hit with a touch attack once you've grappled the target,
because when you use it, you're both doing damage and healing and that attack takes a -4 penalty (because you're in a grapple).
yourself. Therefore, you can activate the power for a number of Why you might need to grapple to Leech is up to you, but one
dice equal to one-quarter (¼) your CL for free. Basically, 1d6 for extremely common explanation is that you need to bite the target
every four levels, so 1d6 from 1 st to 4th level, 2d6 from 5 th to 8th, on the neck (hint hint). You cannot take this limitation if you
3d6 at 9th to 12th, etc. Note that this is just your "by-CL" amount, have the Ranged Use enhancement.
not your maximum allowed.
Enhancements Liquid Form
Enhancement: Efficient Leech [Power]
Cost: 3CP Cost: 12CP
You now gain 1HP for every HP you Leech from a target. Activate: 1PP; move action
Sustain: per round/hour; free action
Enhancement: Extra Hit Points Range: self
Cost: 3CP You can turn your body into a translucent liquid substance.
If the number of hit points you Leech from a target exceeds Any equipment you wear or carry falls to the floor when you
your maximum hit points, you now retain them temporarily. You shift to Liquid Form. Returning to your normal form is a move
lose extra hit points at a rate of 1 per round until you reach your action.
normal maximum. If you take damage, that damage counts While in Liquid Form, you take only half normal damage
toward your extra hit points first. from physical attacks, after applying DR and all other relevant
Remember that non-lethal damage renders you staggered or resistances. Fire/Heat based energy attacks do double damage, as
unconscious only when it equals your current HP total. do Ice/Cold based attacks. Again, apply damage after DR. Other
Therefore, if you have extra HPs, above your normal maximum, attacks deal damage normally. You are considered unarmed in
then you can conceivably have non-lethal damage that also liquid form, but can otherwise fight normally using unarmed
exceeds that maximum. In that case, as your extra hit points strikes. You cannot grapple or be grappled in Liquid Form. Your
faded, you would eventually become staggered for one round saves, ability scores and other traits are unaffected. You cannot
and then fall unconscious on your next round, unless someone or speak, or use spells while in liquid form, nor do you benefit from
something healed you in the intervening time. Natural Weapons.
While in Liquid Form, your body has all the flexibility and
Enhancement: Retain Hit Points malleability of a liquid. You can easily flow under a door or
Cost: 1CP through a crack, as well as pass through grates and fences. You
Prerequisite: Extra Hit Points cannot pass through impermeable surfaces, however. You move
When you have extra hit points, you lose them at a rate of at your normal movement rate.
1HP every second round. You still have the full benefit of any powers you might have,
including those that improve Defence or DR, in Liquid Form.
Enhancement: Constitution Leech You also cannot be blinded or deafened. You still require oxygen
Cost: 3CP per 1d4 Constitution damage (assuming you breathe), but you can absorb it from the
For every rank in this enhancement, you cause 1d4 temporary atmosphere, or even from water if you are submerged in it. You
ability point damage to Constitution instead of Leeching HPs. will still asphyxiate in an area without oxygen (such as space), or
For every 1d4 Constitution points, you gain a flat 5HPs. You can by being drowned in a liquid that contains no oxygen.
take this enhancement up to 5 times. If you use this power to hide within a larger pool of liquid,
you get a +20 to your Stealth check.
Enhancement: Additional Creature Type Enhancements
Cost: 3CP Enhancement: Liquid Equipment
You can Leech the hit points of one additional creature type. Cost: 2CP
You can take this enhancement multiple times. Each time, it Your equipment shifts into liquid form along with you. You
applies to a new creature type. cannot use any equipment in liquid form, though. Liquid armour
offers no protection. Your equipment returns to normal when you
Enhancement: Ranged Use do.
Cost: 4CP
You can Leech at a distance, using a ranged touch attack. The Enhancement: Swift-Action Shift
power now has an effective range increment of 20 feet. Cost: 2CP
You can now shift forms as a swift action.
Limitations
Limitation: Grappling Leech Enhancement: Reflexive Shift
Value: 3CP Cost: 3CP
You can Leech HPs from targets only when you've Prerequisite: Swift Action Shift
successfully grappled them. All other rules apply normally: you Activate: 1PP; swift-action
If you retain your Dexterity bonus and are hit for physical Range: self
damage (either by an attack or something that triggers a saving You can assume the shape of any inanimate object but only if
throw), you can make a Reflex save to instantly shift into, or out it is within one size category of your own. For example, a
of, Liquid Form a split second before the damage occurs. In the mailbox or bookcase is about medium-sized. While in the shape
case of most physical attacks, being in Liquid Form means you of an object, you cannot move at all, except to shift back to
take half damage. If you are in Liquid Form and are hit by a heat- normal shape. Only an Observe (DC 20) or Search check (DC
or cold-based attack, shifting into solid form avoids the double 15) will reveal that you are not actually the object whose form
damage that those attacks normally do when you're in Liquid you've taken on.
Form. The DC of the Reflex save equals either half the attack You do not gain the Hardness of an object you become, which
roll or the save DC of the in-coming effect, -5. You must declare means that if you're used as a weapon, you take half damage and
your intention to invoke this enhancement after the hit is deal half damage to anything you're used to strike. You can
announced but before full damage is calculated. change into simple objects only, without moving parts. If you
change into something that would have moving parts, you take
Enhancement: Reduced Power Drain only the shape of it and lack the functionality.
Cost: 2CP
The activation cost to shift into Liquid Form is reduced by Enhancements
1PP. You can take this Enhancement twice. This enhancement Enhancement: Machine Form
has no effect on the sustained cost. Cost: 3CP
Prerequisites: Craft (mechanical) 3 ranks
Limitations You now have the ability to take on the shape of fully
Limitation: Naturally Liquid functional machines with moving parts. Thus you can become a
Value: 2CP functional door, bicycle, hide-a-bed, car, gun, what have you. To
Your natural state is your liquid form, and you have to expend change into a complex machine, anything with more moving
PPs to make yourself solid. All other rules of the power apply as parts than a few simple hinges, you need a minimum of 3 ranks
normal. in the appropriate Craft skill. To turn into a car, for example,
requires Craft (mechanical). To turn into a cell phone requires
Limitation: Stuck Liquid Craft (electronic), and so on. GMs might impose extra PP costs
Value: 6CP depending on the complexity of the machine you form. A wheel
You cannot render yourself liquid at all; clothing, equipment, or a functioning door should have no additional cost, but
and other objects no longer become liquid when you carry them. replicating a working mechanical cash register might.
Special: You can "buy off" this limitation for 8CPs. You do not automatically gain the Hardness of an object you
become, which means that if you try to fire a bullet as a gun and
don't have adequate DR, you're going to be in for a world of hurt.
Longevity You can, in theory, become an electronic device, but your parts
[Trait] are still basically organic, so any electrical flow would cause
Cost: 1CP per 100 years damage.
You age at a rate much slower than most people. For every
rank in this power, add 100 years to your lifespan. Ageing effects Enhancement: Electrical
increase your age in real years, which means that you effectively Cost: 2CP
don't age much because you have many more years to spare. You Prerequisite: Craft (electronic) 3 ranks, Craft (mechanical) 3
can take up to 5 ranks in this power. ranks, Machine Form
You can now form machines that carry electrical signals and
Enhancements run on conventional power, like a wall socket or car battery,
Enhancement: Ageless without taking damage. You can, for example, change into a
Cost: 1CP computer and plug into a wall, or an electric mower. This
Prerequisite: 5 ranks in Longevity enhancement does not grant any form of resistance to electrical
You are now essentially immortal. While you can still die of attacks.
injuries or disease, you will never die as a result of age, and are
completely immune to ageing effects. Your apparent age is in Enhancement: Internal Combustion
your mid-twenties by default, though you can choose a different Cost: 2CP
apparent age if you wish. Prerequisite: Craft (mechanical) 3 ranks, Machine Form
Powers: M ‒ N You can now form machines that run on internal combustion,
including engines and firearms. You can turn into a car that runs
Metamorph
on gas or a canon that fire real canon balls. This enhancement
[Power]
does not grant any form of resistance to sonic/concussive attacks
Cost: 3CP
or damage from explosions that originate outside your
Activate: 1PP; full-round action
mechanical body.
Sustain: per round/hour; free
Observe DC Barrier (see table, right). Class Features vary slightly in power level
5 thin wood or plaster (e.g., an inside wall) and/or utility, and you can emulate only those class features that
you observe in action (you cannot emulate a Bonus Feat and then
10 thick wood (e.g., a door, reinforced wall) pick a random feat, for example).
10 every-day clothing To activate this power, you must observe someone employing
12 body armour the ability you want to mimic. It take 20 minutes per CP value
13 metal, 1 inch (e.g., door, wall, etc.) of the ability. You can observe either first-hand (e.g., attending a
basketball game) or through a recording (e.g., watching a karate
15 concrete/stone, 1 foot tournament on TV). For vocal abilities (singing, accents), you
18 concrete/stone, 3 feet can listen to an audio recording. You must observe someone
20 dense metal (e.g., lead, titanium, gold), 1 foot performing the actual ability you want to mimic. You can't just
23 dense metal (e.g., lead, titanium, gold), 3 feet rummage around in their character sheet. To learn a new ability,
you must purge yourself of an old one of equal or greater value
25 solid dirt, 10 feet (player's choice), which requires a full-round action of
below), you will see through the barrier for as long as you like. If concentration, during which you must close your eyes and
you look away, your eyes refocus and you must start the process remain perfectly still. Using the ability afterwards does not cost
again in order to see through that particular object. PPs. You pay the activation when you observe the ability in use.
You must use a move action to activate this power, but The abilities you mimic must be physical in nature , not
sustaining it is effectively free as long as you continue to look mental, and mimicking an ability cannot raise your actual ability
through the object you designate. scores. For example, you could Mimic touch-typing, but not
To look into a person's body requires more subtlety than screenwriting. Similarly, you could Mimic a particular set of
looking through them. It takes one round of Observing them dance moves and a certain ability to improvise similar moves,
before you can start to make out details. At the beginning of the but you would not have the mental capacity to design your own
second round, you can then actually examine under someone's choreography. As a rule of thumb, you can mimic anything based
skin. You can see implants, Supertech Inventions, mundane or on Dexterity, or something that is learned. You can mimic the
otherwise, and even detect alien anatomy. Seeing into a creature's number of Ranks someone has in a physical skill (e.g., Tumble,
body grants a +10 circumstance bonus to any attempt to diagnose Climb, Swim). You can mimic physical feats, and you do not
and/or heal injury. To learn anything from looking into someone's need that feat's prerequisites (e.g., Combat Martial Arts or
body, you have to have relevant skills in human anatomy, and Dodge). Finally, you can mimic class features that are based on
you can see only what you would see if their skin were removed. a physical action (e.g., Uncanny Dodge or Walk Away
If, however, you have Super Senses or Error: Reference source Unscathed), but you cannot mimic a Champion's Bombastic
not found, you can combine it with Penetrating Vision and Aura, for example, because Charisma is a mental ability score.
potentially learn other things about people's insides.
Enhancements
Enhancements
Enhancement: Swift Action Sight Enhancement: Quick Study
Cost: 2CP per rank Quick Study
Cost: 2CP Ranks
For every rank in this Times (per rank)
You can use Penetrating Vision as a swift action.
enhancement, reduce your 1 10 minutes
Enhancement: Reduced Power Drain observation time to learn an ability
(see table, right). 2 5 minutes
Cost: 2CP
Your Penetrating Vision no longer has an activation or 3 1 minute
sustained cost, but is still a Power. Enhancement: Able Learner
Cost: 6CP 4 40 seconds
Photographic Muscle Memory If you currently have a 5 20 seconds
[power] mimicked feat or skill in your
repertoire and you level up, you 12 seconds
Cost: 2CP per rank (1CP worth of abilities) 6
can learn that feat or skill at a (two rounds)
Activate: 1PP per CP value of target power; special
Sustain: special reduced cost. Feats cost 1CP 7 full-round action
You can mimic other people's instead of 2CP, and Skill ranks
Ability Costs by CP cost 1CP for 8 points, instead of 8 standard action
physical abilities through visual
observation. However, you retain Item Cost 1CP for 4 points. If you buy a feat 9 move action
only a limited amount/number of in this fashion, you must have its
Skill Points 1 CP for 4 10 swift action
mimicked abilities at a time. For prerequisites, unlike with the base
Class Features 3CP power.
every rank in the power, you can
retain 1CP worth of abilities , Feats 2 CP each
going by the standard CP costs Powers CP Value
Power Absorption
[Metapower] Enhancement: Increased Consumption
Cost: 12CP per rank (Origin) Cost: 2CP
Activate: 1PP; use-activated (attack) If you Absorb a power worth less than your maximum CPs (5
Sustain: per round (special rules apply); free action normally, but potentially more if you take Ehhanced Absorption),
Range: touch you can use the remaining CP to Absorb more of the target's
Save: Fortitude (negates), Constitution-based powers. Which power you Absorb next is always chosen
You have the ability to temporarily "steal" the powers of randomly. You can, conceivably, Absorb all of a target's power
other people. When you Absorb a power, your target temporarily with this enhancement.
lose use of one of her powers and you gain that power. This
power can affect only one kind of Origin, which you chose when Enhancement: Multiple Absorptions
you buy it. Traits are immune to Power Absorption. You must Cost: 4CP
touch your target to use this power, which in combat requires a You can now use Power Absorption as many times per round
touch attack. This touch attack requires precision and a small as you can make touch attacks.
amount of concentration, so it cannot be an unarmed strike You
must expend 1PP to activate the power before you roll your touch Enhancement: Precise Absorption
attack, so the PP is lost regardless of whether you hit. You can Cost: 4CP
use this power only once per round. When you attempt to Absorb a power, you can choose which
Your target gets a Saving Throw to avoid the power's effects. power. However, this power does not grant the ability to sense
If she fails, you Absorb one of her powers (randomly selected). what a target's power are, so your choice is limited to those
You can randomly select by using dice, flipping a coin, etc. You powers that you already know that the target has. If you know
can retain the power for a maximum of 2d6 rounds (depending that someone has Flight, you can Absorb it, but if you don't
on how many PPs you have left). At the end of that duration, the know that she has Energy Attack, you cannot.
target is entitled to a new Saving Throw, although you do not
need to make a fresh attack. Enhancement: Ranged Use
You can Absorb up to a 5CP power for each activation. If a Cost: 4CP
power is worth more than 5CP, you Absorb only 5CP worth of You can now Absorb powers at a distance, using a ranged
the power. GMs might round off this amount, so that you employ touch attack. The power now has an effective range increment of
a power without Enhancements, for example, or at a reduced 20 feet.
rank in effectiveness. In such cases, if it's logical, the person
affected by the power might retain some of it. For example, if Enhancement: Variable Absorption
you Absorb 5CP from a 8CP Energy Attack, the target retains a Cost: 3CP per Origin
3CP Energy Attack. Again, GMs will estimate Absorbed and You can Absorb another Origin type (player's choice). The
depleted powers on the fly, for the sake of expediency, and exact power does not change in any other way. You can take this
math is not required. You can, theoretically, use this power enhancement up to four times. It adds a new Origin type each
multiple times to Absorb all of a target's powers. time.
You can also use this power to Absorb super abilities. In this
case, you absorb 4 ranks worth of Ability Enhancement and the Power Armour
target loses 4 ranks in it. [Item] Power Armour Discounts
You cannot Absorb any power that has a base cost greater Discount: 1CP per 5CP Total Cost
than 5 CP. Examples of this include Incorporeality and Activate: as power Discount
of the Powers
Polymorph. If you randomly select a power that you cannot Sustain: as power 5CP 1CP
Absorb for this reason, just randomly select another. Range: as power
Targets cannot activate powers that you Absorb completely, Power Armour is a body- 6CP to 10CP 2CP
but if they have sufficient PPs left to use those powers at reduced mounted frame that you can 11CP to 15CP 3CP
effectiveness, they can do so. Continuous powers cease to install Gadgets onto and that is 16CP to 20CP 4CP
function for the duration of Power Absorption's effects. covered in armour plating. The 21CP to 25CP 5CP
Power Absorption has no permanent effects. frame contains control systems
Enhancements that integrate all your Gadgets' 26CP to 30CP 6CP
Enhancement: Enhanced Absorption functions so that you can use them 31CP to 35CP 7CP
Cost: 4CP per rank all simultaneously, just like having 36CP to 40CP 8CP
Increase the number of CP you can Absorb by 5, for a total of powers. You wear Power Armour 41CP to 45CP 9CP
10 CP. This also raises your Super ability Absorption, thus it just like you would a suit of
reduces the target's score by -8 and raises your corresponding armour. It is assumed to be sized 46CP to 50CP 10CP
score by +8. You can take up to four ranks in this enhancement, for you, but its fortifications
raising the amount of CPs you Absorb to 25 and Super ability increase your height and width enough that you tower over
Absorption to 20.
people of your size category. If you are Small-sized, for example, Physical damage that would normally affect you, instead
then so is your Power Armour. reduces the HPs of the suit. That includes anything that would do
You purchase your suit's Gadgets just like you would you physical harm: energy strikes, physical attacks, falling,
regular Gadgets; you get a 1CP discount for ever 5CP worth of explosions, etc. Exceptions include anything that normally
powers you purchase (approximately 20% off), including all bypasses armour, such as poisons or psionic attacks. In addition
enhancements and limitations. There are two differences between to that, critical hits split their doubled damage between you and
Power Armour and Gadgets, however. First, calculate the Gadget the suit.
discount as a total of the whole suit, not per Gadget. Second, you Suits that take significant damage can start to malfunction.
cannot apply the enhancements and limitations listed under When an attack reduces your suit's HPs to ½ their total, your
Gadget. Power Armour has its own enhancements and attacker rolls 1d12 and the corresponding Gadget has a 50%
limitations. Remember that Gadgets can't be loaded with traits or chance of no longer functioning (i.e., you cannot activate its
other items, so neither can Power Armour. power). This is the result not of damaging the Gadget directly,
You must actually wear your Power Armour to access its but damaging the integrated systems that allow you to control
powers. To activate and/or sustain a suit's powers, you consume your Gadgets.
your own PPs, just like Gadgets. The PP costs of those powers When an attack does damage that would reduce the suit's HPs
are unaltered. to ¼, your attacker rolls 1d12 again and another Gadget has a
Power Armour is most commonly Supertech but it can 50% chance of ceasing to function. If the d12 roll indicates a
conceivably be any Origin and you can describe it in almost any Gadget that has already been rendered non-functioning, roll
terms you like. It could, for example be a crystalline shell again. If the d12 indicates an unoccupied Gadget slot, then you
(Cosmic), a living symbiote (Bio), or an ancient suit of magical are a lucky bastard because nothing happens. If a single attack
armour (Mystic). The one common factor is that Power Armour reduces the suit to ½ and ¼, both at once (taking it from 80HPs
is a bulky, full-body covering of some kind. It can be traditional down to only 15,for example), then your attacker rolls 1d12
European plate-male, feudal Japanese battle armour, or make you twice and up to 2 corresponding Gadgets have to roll for a
look like you just stepped out of an anime film. You could be malfunction.
covered in a golden skin or blue crystal. Feel free to get creative. When a suit reaches 0 or fewer HPs, three things happen.
You can load up to 12 Gadgets into your suit and each one is First, it stops absorbing damage. Incoming damage goes
housed in a particular piece of the armour: helm, chest plate, directly to the wearer, although the suit does retain its armour
back plate, left and right arms, belt/cod piece, left and right bonus. Second, individual Gadgets on the suit can now be
thighs, and left and right boots (see table, below). Sundered just like objects that are worn or carried. Sunder
Power Armour mostly behaves attempts that reduce a Gadget to 0HPs cause the Gadget in
the same way as standard armour. It Gadget Locations question to cease functioning until repaired. Third, all your
has an armour bonus of +2 and Helm 1 Gadgets must make a 50% failure check (as above) .
incurs an Armour Check Penalty Chest Plate 2 Gadgets that are individually sundered must be individually
of -1, a Maximum Dexterity bonus repaired (see the Gadget description). Gadgets that are knocked
Back Plate 3
of +8, and weighs effectively 25 lbs. out by damaging the suit are not individually damaged, as noted,
A great deal of its internal Left Arm 4 thus the way to return them to functioning is to repair the suit
mechanics are dedicated to Right Arm 5 itself. When a suit is brought up to ¼ its HPs, one Gadget comes
supporting its own weight and Left Gauntlet 6 back on-line, and another one comes back when the suit is
allowing the wearer to move with brought back to ½ its HPs. When a suit is brought up to full
Right Gauntlet 7
relative ease and freedom, so the HPs, all Gadgets begin to function again, unless they were
penalties for wearing it are minimal. Belt/Cod Piece 8 rendered non-functional by a Sundering attack.
You can, however, take the Left Thigh 9 To fix a suit of Power Armour requires a check to the
Armoured enhancement to increase Right Thigh 10 appropriate skill (again, see Gadgets for more information on
its physical protection at the cost of repairing them). The DC for the check is 10. For every point by
Left Boot 11
manoeuvrability. which you exceed the skill check, you restore 1HP to the suit.
You must take the Proficiency: Right Boot 12 This requires an appropriate workspace (a machine shop,
Armour (powered) in order to chemical lab, an attuned crystal vault, etc.) and takes one hour. If
wear/pilot power armour without a penalty. The Armoured you repair zero or fewer HPs (i.e., the skill check is a modified
enhancement (see below) can increase the armour bonus but it 10 or less), then you cannot do any more work for the day,
also increases the penalties for wearing armour. although the suit is not any more damaged by such a failed
Unlike other kinds of armour, Power Armour has its own attempted. If your skill check result is 5 or less, you accidentally
HPs; it is designed to absorb incoming damage so that you don't cause an extra 2d6 damage to the suit. You can Take 10 on this
have to. If your suit is Supertech, this could represent self- check if circumstances permit.
detonating plates that sacrifice themselves to ward off physical Healing effects, like Healing Touch or one of the Cure spells,
damage. A Biosuit might actually take hits and bleed to keep you can affect a Bio-Origin suit of Power Armour. However,
safe. The specific explanation is, as always, up to you. individual applications of those healing effects must be directed
Regardless, suits of Power Armour start with 50HPs. separately at either the suit or the wearer. Not both
weighs 8 tonnes. You take all the standard penalties and bonuses Enhancement: Air Tank
for being Huge: Defence -2, Grapple +8, Space 15 ft., Reach 15 Prerequisite: Space Suit or Submarine
ft. Huge Power Armour grants an addition two Gadget slots: left/ Cost: 1CP per rank
right forearms. You can still access ranks 4 through 8 of the Your Power Armour has an extra Air Tank, but this spare tank
Armoured enhancement. takes up one of your Gadget slots. For every rank in this
You must get special permission from your GM to take Huge enhancement, you have 1 extra hour of air. You can take the
Power Armour because your character will not fit in most places enhancement up to three times.
and will fall through most floors, which can have an affect on the Limitations
game. Limitation: Fragile Armour
Value: 2CP
Enhancement: Power Points Prerequisite: 10CP worth of Gadgets
Cost: 2CP per rank (+5PPs) If an attacker rolls d12 and strikes an empty Gadget slot, she
For every rank in this power, Rate of CP re-rolls the d12 until she hits an occupied slot. In addition,
your suit of Power Armour gets +5 Self-Repair Cost Gadgets have a 75% chance of being rendered non-functional at
PPs of its own. You can use these 1HP / hour 2CP ½ and ¼ HPs, though they are not all rendered non-functional
points to fuel only the suit's when the suit reaches 0HPs or lower.
powers. You can take this 1HP / minute 3CP
enhancement multiple times. Its 1HP / round 5CP Power Detection
effects stack. 2HP / round 10CP [Metapower]
Cost: 5CP
3HP / round 15CP
Enhancement: Self-Repairing Activate: 1PP; move action
Cost: varies 4HP / round 20CP Sustain: per minute; special
This enhancement grants your 5HP / round 25CP Range: 60 ft.
Power Armour the ability to repair You can sense when certain kinds of powers are used in your
itself, as per the table. It can self-repair only if it is at 0HPs or near vicinity, but you must have Power Detection activated to do
more. As always, how the suit self-repairs is up to you. A Bio so. If a power is activated or sustained within your range, then
suit could just heal very quickly. A Supertech suit might be filled you will sense it. As a move action, you can concentrate on the
with nanobots. A Mystical suit could just glow and reform itself, power and can get a general sense of direction (in one of the
little by little. eight cardinal directions).
If you expend a second move Power CR
action, either on that or a subsequent Strength Range
Enhancement: Power Armour Resurrection round, and only while still in range, Low 1 – 10CR
Cost: 4CP you can get a sense of distance to Medium 11 – 25CR
Prerequisite: Self-Repairing within 20 feet (i.e., if it were 25 feet High 26 – 50CR
Your Power Armour continues to self-repair even after it's away, you'll sense "between 20 and
Very High 51 – 75CR
been brought to 0HPs or below, although the Rate of Healing is 40 feet"). On the third round, you
can tell the power's Origin and its Run 76+ CR
halved (½ HP every hour for 2CP, 1HP every round for 5CP,
etc.). As long as the bulk of the parts are within 1 foot of each strength, measured in CPs .
other, they will eventually reform into the Power Armour you You can detect Super ability scores only when and if they are
know at love. actively in use. Thus, someone using Super Strength to throw a
car, someone using Super Dexterity to dodge a blow, someone
Enhancement: Space Suit using Super Constitution to make a saving throw, etc. Attacking,
Cost: 3CP avoiding damage, making a skill check, and making a saving
Your Power Armour is adapted to allow you to survive in throw all constitute a Super Ability "in use."
space. It is air tight, has an independent oxygen supply (which You also detect anyone who has powers that are not activated
lasts for 1 hour and takes up only minimal space on your suit), and who passes within half of your Power Detection range.
sufficient shielding to ward off radiation, and is physically sturdy Concentrating on the power yields the same results, and takes as
enough to withstand the negative pressure of a vacuum. much time, as detailed above.
If a target has more than one active power, you will sense the
Enhancement: Submarine total CP of all of them, and you will get a sense of the Origin of
Cost: 3CP whichever is more powerful, if they have different Origins. Only
Your Power Armour is adapted to allow you to survive under if the powers are within 2CP of each other, will you sense
water. It is air tight, has an independent oxygen supply (which multiple Origins.
lasts for 1 hour and takes up only minimal space on your suit), This power cannot cancel for the miss chance of
and is physically sturdy enough to withstand the pressures of concealment, but it does add a +10 bonus to your Observe or
deep-sea diving. Listen check to sense the physical presence of a concealed
character whose powers you have Detected (invisible, in the
dark, behind a curtain, etc.). You also might be able to Activate: 1PP; use-activated (attack)
extrapolate a position based on your observations in concert with Sustain: per round (special rules apply); free action
the power (i.e., your GM tells you that you hear someone in the Range: touch
closet and you sense a power in that direction, less than 10 feet Save: Fortitude (negates), Constitution-based
away), but that kind of problem-solving is up to you. You have the ability to temporarily mimic the powers of other
Although you can, technically, sense someone using Mental people. This power can affect only one kind of Origin, which you
Invisibility with this power, their power sees to it that you do not chose when you buy it. Traits are immune to Power Duplication.
notice that you sense it. You must touch your target to use this power, which in combat
Enhancements requires a touch attack. This touch attack requires precision and a
Enhancement: Broad Detection small amount of concentration, so it cannot be an unarmed strike.
Cost: 2PP You must expend 3PPs to activate the power before you roll your
You can now detect the use of items (magic, psionic, touch attack, so the PPs are lost regardless of whether you hit.
supertech) and item-based powers ( Gadgets, Power Armour, You can use this power only once per round.
Inventions, etc.). However, you can detect only items that have Your target gets a Saving Throw to avoid the power's effects.
been or are activated. Thus, you cannot detect a Mystical sword If she fails, you Absorb one of her powers (randomly selected).
+2 (no activation), but you can detect a Belt of Flight if the You can randomly select by using dice, flipping a coin, etc. You
wearer is flying. Instantaneous effects hit you like a flash, so you can retain the power for a maximum of 2d6 rounds (depending
have no opportunity to sense distance, or Origin and strength, but on how many PPs you have left). At the end of that duration, the
if the same effect is used again on a subsequent round during the target is entitled to a new Saving Throw, although you do not
same encounter, that second use counts as your second round of need to make a fresh attack.
detection (distance), and a third use a third round You can Duplicate up to a 5CP power for each activation. If a
(Origin/strength). Thus, if a Mystic were to use three Magic power is worth more than 5CP, you Duplicate only 5 CP worth of
Missile spells from a wand in your range over the course of six the power. GMs might round off this amount, so that you employ
rounds, you would detect, first, the power's use, second, it's a power without enhancements, for example, or at a reduced
distance, and third, it's Origin and strength. The CP strength of a level of effectiveness. You can, theoretically, use this power
Mystical or Psionic item is double it's caster level. multiple times to Duplicate all of a target's powers.
You can also use this power to Duplicate super abilities, but
Enhancement: Detect Anomaly instead of calculating CP costs, you simply gain a +4 to a super
Cost: 2CP ability in which your target has at least a +4 Enhanced Ability.
You have the ability to detect major anomalies in the natural For example, if your target has Constitution 27, Intelligence 32,
space-time continuum, provided they are within 500 feet of your and Charisma 25, you could roll d6 to determine which you gain.
location. These anomalies include wormholes, cosmic portals, If it's Intelligence, your Intelligence score would gain a +4.
altered time-flow, astral gates, tears in space-time, dimensional However, if you were to start with an Intelligence score of +30
rifts, distorted geometry, and the like. You will have only a and the target's was 32, Duplication could raise yours only to 32.
general sense of the direction of the anomaly until you are within You cannot Duplicate any power that has a base cost greater
60 feet of it, at which time you will know its precise location. than 5 CP, and that does not have a less costly version. Examples
of this include Incorporeality and Polymorph. If you randomly
Enhancement: Detect Entity select a power that you cannot Duplicate for this reason, select
Cost: 2PP again. Power Duplication has no permanent effects.
You now have the ability to detect the presence of significant
beings (more than 10 hit dice) that have the Outsider, Enhancements
Extraplanar, Omega, or Undead types, including infernal beings, Enhancement: Enhanced Duplication
celestials, deities, elementals and other such beings. The Entities Cost: 4CP per level
in question do not have to have or use any powers for you to Increase the number of CP you can Duplicate by 5, for a total
detect them. Their mere presence is sufficient. You can detect of 10 CP. This also raises your Super ability Duplication to +8.
Entities at double the normal distance, and automatically You can take up to four levels of this enhancement, for a total of
pinpoint their location if invisible or otherwise concealed. 25 CP or +20.
Enhancement: Multiple Duplications You can Leech other people's power points with a touch .
Cost: 4CP For every rank in this mode, you Leech 1d6 PPs. You must hit
You can now use Power Duplication as many times per round your target with a touch attack to use this power. The touch
as you can make touch attacks. attack requires precision and a small amount of concentration, so
it cannot be an unarmed strike. You lose PPs regardless of
Enhancement: Precise Duplication whether you hit. You can use this power only once per round.
Cost: 4CP Your target gets a Saving Throw to avoid the power's effects. If
When you attempt to Duplicate a power, you can choose she fails, you Leech her PPs. She loses points and you gain them.
which power. However, this power does not grant the ability to Power Points you Leech above your own maximum are lost.
sense what a target's power are, so your choice is limited to those The By-CL cost of Offensive Leech is different than the
powers that you already know that the target has. If you know standard, because when you use it, you're both draining your
that someone has Flight, you can Duplicate it, but if you don't target and replenishing yourself. Therefore, you can activate the
know that she has Energy Attack, you cannot. power for a number of dice equal to one-quarter (¼) your CL for
free.
Enhancement: Ranged Duplication Enhancements
Cost: 4CP Limitation: Non-Lethal Defensive Leech
You can now Duplicate powers using a ranged touch attack. Prerequisite: Defensive Leech
The power now has an effective range increment of 20 feet. Cost: 1CP per rank in the base power
When you Leech incoming Super damage, you take a number
Enhancement: Variable Duplication of non-lethal HPs of damage equal to the number of PPs you gain
Cost: 3CP per level (Origin) (e.g., 1 non-lethal HP for every lethal HP). If you take non-lethal,
You can Duplicate another Origin type (player's choice). The energy-based, Super damage, then you avoid the damage entirely
power does not change in any other way. You can take this and gain the standard number of PPs.
enhancement up to four times. It adds a new Origin type each
time. Limitation: Power-Point Overload
Cost: 5CP per rank (3PPs)
Power Leech For every rank in this enhancement, you can retain 3PPs
[Metapower] above your personal total when you use either Defensive or
Cost: by mode Offensive Leech.
Activate: by mode
Range: by mode Enhancement: Ranged Offensive Leech
Save: by mode Prerequisite: Offensive Leech
This power allows you to Leech the Power Points of other Cost: 3CP
characters. The Origin of those PPs does not matter; your body You can now Leech powers at a distance, using a ranged
can simply convert the vital life force, radionic batteries, touch attack with a maximum range of 20 feet.
crystalline will (or whatever) into PPs for yourself. This power Limitation
has two modes, Offensive Leech and Defensive Leech. Limitation: Active Defensive Leech
Value: 1CP per rank in the base power
Mode: Defensive Leech Activate: free; free action
Cost: 4CP per rank (3HPs) Your body does not automatically Leech in-coming damage.
Activate: free; use-activated (take damage) Instead, you must consciously activate the power, which you can
This mode allows you to absorb energy-based, Super do only when you can see or otherwise sense an incoming attack.
attack damage and convert it into PPs. In any given round and Absorbing damage in this way qualifies as an action in combat,
for every rank in the power, you can absorb 3HPs of damage, and so afterwards, you are no longer flat-footed.
you gain 1PP for every 3HPs you Leech. You must forgo your
Saving Throw in order to use this mode. You cannot retain any Power Nullification
PPs beyond your personal total. You retain them until the end of [Metapower]
your next turn, at which point they dissipate harmlessly. You Cost: 5CP per rank (Origin)
Leech PPs reflexively, whenever you take damage from a Super Activate: 1PP; use-activated (attack)
attack. You cannot direct powers at yourself in order to recharge. Sustain: per round (special rules apply); free action
Range: touch
Mode: Offensive Leech Save: Fortitude (negates), Constitution-based
Cost: 2CP per rank (1d6 PPs) You have the ability to temporarily suppress the powers of
Activate: 1PP per rank (By CL); use-activated (attack) other people. This power can affect only one kind of Origin,
Range: touch which you chose when you buy it. Traits are immune to
Save: Fortitude (negates), Constitution-based Nullification. You must touch your target to use this power,
which in combat requires a touch attack. This touch attack
Anyone whom you attempt to Possess gets Saving Throw to Cost: 4CP
resist the effect. Anyone with more than 4HD gets to make a Your body can withstand the stress of extreme pressure, such
fresh Saving Throw every hour. Anyone with more than 8HD as that which is found deep underwater. You have total immunity
gets to make a fresh saving throw every minute. Anyone with to the physical dangers of compression and decompression,
more than 12HD gets to make a fresh saving throw every round. otherwise known as "the bends." Your body maintains normal
GMs can also rule that Possessed people get fresh saving throws internal pressure no matter how dense the air or water is beyond
at dramatically appropriate moments, like impassioned pleas your skin.
from loved ones or actions that are particularly anathema to the This adaptation offers no protection against de-pressurisation,
possessed person's personality or morality. such as that caused by exposure to space, nor does it supply you
Enhancements with oxygen. You can still asphyxiate if you do not have
Enhancement: Increased Range sufficient oxygen. Powers that alleviate your need to breath, or
Cost: 2CP equipment that provides breathable air, function normally
Increase the maximum range at which you can Possess by assuming that they, too, can survive deep-see pressures.
30ft. You can take this enhancement up to three times, for a
maximum range of 120feet. Probability Manipulation
[Power]
Enhancement: Improved Possession Cost: 8CP
Cost: 2CP Activate: 1PP per +1 (By CL); use-activated (special)
You get a +4 skill bonus on you opposed Will test to Possess Range: 30ft
someone. You can take this enhancement up to three times. The This power allows you to alter the very laws that govern your
effects stack. reality (i.e., change the dice). You can affect the chances of any
event you're aware of and that requires a die roll, as long as it
Enhancement: Power Channelling occurs within the power's range. Your character is not aware that
Cost: 4CP her life is ruled by dice, of course, but she has an uncanny ability
You can use your powers while you Possess someone else's to sense when certain events are ruled by mathematical
body. You cannot access your traits. You still use your own PPs probability.
to fuel your powers, not those of the body you Possess. You can influence the results of anything that requires a
die roll (e.g., attack roll, saving throw, skill check, or damage
Limitations roll), but you can't effect anything that you can't sense or don't
Limitation: Animal Possession know about. You can activate this power after seeing the
Value: 3CP outcome of a die roll, but you must do so before anyone (GM
You can Possess only animals. You cannot Possess insects or or player) announces the in-game results. You can activate
any animals with an Intelligence greater than 2. Familiars and this power only once per round. You can also use this power on
other enhanced animals are also immune to this power. All other events that aren't strictly related to die rolls, but are similarly
rules function as normal for this power. ruled by mathematical probability, like a coin flip, or a game of
Rock-Paper-Scissors.
Limitation: Body Swap This power changes the actual results on the die. It does
Value: 3CP not add a bonus to a roll, or subtract from a DC. You can change
Instead of Possessing the bodies of your targets, your minds a 15 to a 17 on a d20, for example, but never a 6 to a 7 on a d6.
swap, you in their bodies and them in yours. Anyone who's Thus you can change an attack roll to a 20 to attain a critical
Swapped into your body follows the rules of the unenhanced threat.
version of Possession. Thus, they has access to your physical The by-CL cost of Probability Manipulation is different than
abilities and powers, but not your memories, skills, or feats, and the standard, because it is potentially very powerful. You can
they consume their own PPs. If they have Possession, they can activate the power for a number of +1's to a die roll equal to one-
use any enhancements they might have purchased, such as Power quarter (¼) your CL for free.
Channelling. This power can affect only a single die roll at a time. If
you apply the power to a roll that uses multiple dice, you can
Limitation: Memory affect only one of those dice. Thus, if someone rolled 3d6 and
Value: 3CP rolled three 5's, you could increase only one of those dice to a 6.
People whom you Possess remember everything you did You could not increase the total roll to an 18.
while in their bodies. They were awake and aware and in Enhancements
possession of all their senses, even though you were controlling Enhancement: Cause Accidents
their bodies. They have no access to your mind, nor do you have Cost: 3CP
any access to theirs. Activation: 1PP per 1d6 (max 4d6); standard action
Save: Reflex, Charisma-based
Pressure Adaptation You have the ability to manipulate luck in such a way as to
[Trait] cause seemingly random accidents to occur, and they just happen
to cause damage to your enemies. The damage is from 1d6 (1PP) Cost: 12CP per psi-power level
to 4d6 (4PPs), at the player's discretion. Prerequisite: Psionic Origin
The nature of these accidents always varies, and they are Activate: 4PPs per psi-power level 24;
always physically possible, if sometimes implausible. The exact use-activated (manifestation)
cause can be anything from a stray flowerpot falling on Range: varies
someone's head to a roller skate being in just the wrong place Save: as Psi-Power
when someone steps on it. You can decide what you want to This power 25 grants you the ability to manifest psi-powers.
happen, but the GM must approve and reserves the right to alter Every rank in this power grants two things: a) access to one level
details. Victims do not necessarily realize they are the targets of of psi-powers (see Chapter 6: F/X) , and b) you learn, and thus
malicious forces, but they might figure it out if they're paying can manifest, 10 psi-powers off of that list. The base power
attention. You can cause an accident only within the power's grants access to 1 st-level psi-powers, and every subsequent rank
range, and doing so does not require an attack roll. in the power grants access to the next level of psi-powers . The
Origin of Psionic Manifestation is always psionic. Your Origin,
Enhancement: Enhanced Accidents or one of your Origins, must be Psionic for you to take this
Cost: 2CP power.
Prerequisite: Cause Accidents You can, at will, manifest psi-powers for as long as you have
Activation: 1PP per 1d6 (max 8d6); standard action power points, regardless of sleep or lack thereof. You can, at will,
Save: Reflex (half), Charisma-based manifest any psi-power to which you have access, as long as you
You can now cause up to 6d6 damage with your accidents. have PP to spend and the psi-power's components, regardless of
You can also spend an extra 2PPs that make the accident harder sleep or lack thereof.
to avoid; a Reflex save now reduces the damage to half. You must spend 30 minutes a day preparing your mind and
soul for the act of manifesting for the next 24 hours. This can be
Enhancement: Increased Range time spent in prayer, meditation, or study. This 30 minutes can be
Cost: 2CP at any time of day but it must be a consistent, specific time of
Increase the maximum range at which you can manipulate day, like dusk or 4:20. Your manifesting can be disrupted, as per
probability by 30 feet. You can take this enhancement up to 3 standard rules, and it does provoke attacks of opportunity.
times, for a maximum range of 120 feet. Manifesting times are written into the psi-power descriptions.
Use your Charisma score to determine your psi-power's
Enhancement: Multiple Dice saving throws and your maximum manifester level. To take the
Cost: 2CP per die base version of this power, you need at least a 10 in the
You can now affect an additional die. You still must pay 1PP appropriate ability score and the enhancements require even
for every +1 over half your CL, and you can affect only dice that higher scores (as noted in their prerequisites), but they follow a
are part of a single action (e.g., multiple dice rolled for damage). standard formula. Your ability score must equal the level of the
You can take this enhancement multiple times. Its effect stack. psi-power + 10. Therefore, to manifest a 7 th-level psi-power
requires an attribute of 17 or more.
Enhancement: Rapid Use Your effective manifesting level equals the maximum level
Cost: 3CP per activation you can manifest multiplied by two . Therefore, if you can
For every rank in this power, you can activate Probability manifest 5 th-level psi-powers, then your effective manifesting
Manipulation one more time per round. You can apply this extra level is 10. If you can manifest only 3 rd-level psi-powers, then
activation to a different event (altering both your attack roll and your effective manifesting level is 6. Thus your manifesting level
your damage roll, for example), or to alter an additional die in a is not, in fact, linked to your character level in any way.
single roll (allowing you to change three 5's into two 6's and a 5, Finally, this power grants the ability to activate psi-power-
for instance). You can take this enhancement up to three times, triggered items like dorjes and psicrowns. You have access to
for a maximum of four activations in a single round. the Mentalist spell lists (see Chapter 6: F/X). Your Manifester
Level equals your highest spell-casting level multiplied by 2 .
Limitations
Limitation: Power Cap Enhancements
Value: 1CP per rank (see below) Enhancement: Increased Manifester Level
There is a distinct limit to how much you can bend Cost: 5CP
probability in a short period. For 1 rank in the limitation, you can
spend no more than 4PP on this power per round. For 2 ranks, the
limit drops to 2PP per round. Even if you have Rapid Use, the PP 24 Manifesting psi-powers takes more PPs than casting the equivalent level of
limit applies per round, and thus you must divide the PP among spells because they have fewer restrictions on their use; they do not require
components and function regardless of armour.
the uses. PPs spent on Cause Accident count against this limit.
25 In Phoenix, classes reflect personality types, dictate fighting abilities, skill
access, and things like that. They don't determine powers, and in a superhero
Psionic Manifestation setting, psi-powers are a kind of power. Therefore, we've converted them to
[Power] actual in-game "powers." If your GM agrees, and you're particularly attached
to manifesting as a class ability, you can play a Mentalist.
For every rank in this enhancement, your Manifester Level This power grants a Resistance score against one of the five
increases by 1. You can take a number of ranks in this energy types: acid, cold, electricity, heat, or sonic/concussive.
enhancement equal to your CL. Its effect stacks. For every rank in this power, you gain Resistance 1 to one energy
type. You can take this power multiple times. The effects either
Enhancement: Psi-Power stack or apply to a different energy type. At rank 20 in a single
Cost: 1CP per rank (psi-power level) energy type, you gain total immunity to that type. This power
This enhancement allows you to learn a new psi-power of activates as a free action the instant you are targeted by its energy
your choosing. You can select any spell off of the Mentalist spell- type.
casting list. Spells cost 1CP per level, so Energy Burst would Note, though, that this power has no effect on other powers.
cost 3CP. Thus, it does not reduce the damage of an Acidic Energy Attack,
Powers: R for example, but it does reduce the damage of falling into a vat of
mundane acid. To resist powers, you need Power Resistance or
Repairing Touch Origin Resistance.
[Power] Enhancement
Cost: 1CP per 1d6 of Repairing Enhancement: Energy Absorption
Activate: 1PP per d6 (By CL); standard action (touch) Cost: 1CP per rank (2HPs)
Range: touch Activate: none; use-activated (taking damage)
Save: Fortitude (negates); Wisdom-based For every rank in this power, you can transform 2HPs of
You can repair mechanical, electronic, or Supertech Resisted damage from your Resistance: Energy type into 1PP for
Inventions, as well as machine life, by laying your hands on yourself. You cannot take more ranks in this power than you
them. In the case of every-day machines that do not have HPs, have ranks in Resistance: Energy. You must buy this
the simpler the machine, the few dice required. Basic electrical enhancement by energy type, and that type must correspond to a
devices, like toasters or ovens, need only one die. Anything with type in which you already have Resistance: Energy.
electronic components requires at least 2 dice. Anything with real
computer-like capabilities—desktop machines, PDAs, cellular Enhancement: Energy Revitalisation
phones, mp3 players, etc.—requires at least 3 dice. You can Cost: 1CP per 1HP
repair electronic components but not software using this power. Activate: 1PP per 3 ranks (i.e., 3HPs);
Alternatively, a mechanically complicated machine, like a car, use-activated (taking damage)
requires at least 2 dice per major component, like the radiator or For every rank in this power, you can transform 2HPs of
the brake system, for example. The GM will estimate these Resisted damage from your Resistance: Energy type into 1HP of
things on a case-by-case basis, but only in the case of machines healing for yourself. You cannot take more ranks in this power
that don't have HPs. than you have ranks in Resistance: Energy. You must buy this
Supertech is the most logical Origin for this power, but you enhancement by energy type, and that type must correspond to a
are not limited to it. You might have a psychic rapport with type in which you already have Resistance: Energy.
machines or have been imbued with a mystical affinity for them.
As always, it's up to you. Enhancement: Imbue Resistance
Enhancements Cost: 3CP
Enhancement: Ranged Repair Activate: 2PPs per person; free
Cost: 2CP per 10 ft. Range: touch (special)
You can now repair machines at range. To do this, you must You can now confer Resistance onto other people. You must
successfully hit your target with a ranged touch attack. Targets maintain physical contact with them to maintain the effect.
that are ambulatory (i.e., machine life) can elect to stand still and
thus negate their own dodge bonuses, if any. You can repair at a
distance of up to 10 feet for every rank in this power. You can Enhancement: Super Resistance
take this enhancement 5 times. Its effect stacks. Cost: 5CP
Prerequisite: Energy Resistance 10 rnks
Enhancement: Repair Software Activate: none (use activated)
Cost: 2CP Your Resist Energy now has a chance of blocking Super
You can now return software to working order. This allows energy attacks. You have PR score against those powers and
you to return the average personal computer to working order as super effects that cause damage using the specific energy to
if it all the software were freshly, and correctly, installed. which you are normally immune (see Power Resistance, below).
Any attack of that nature must succeed in a power check against
Resist Energy
the total value of your Energy Resistance abilities for that
[Metapower]
specific energy type. For example, if you had Resist Energy:
Cost: 2CP per rank (Resistance 1)
fire/heat at level 10 Resist Energy: cold at level 10, then the
Activate: none; use-activated (special)
attacker using fire would roll against a PR score of 10. If you
Range: self
You can now confer SR onto other people. You must maintainsized people count as two Others, and Huge-sized as three
physical contact with them to maintain the effect, anyone who Others, and so on. The additional person must be touching you
targets them must roll separately to overcome the SR score, when you Meld. Anyone you bring into a shadow with you must
which is of course the same as yours. maintain physical contact with you, but they can move within the
shadow and even Jump between shadows just as you do.
Enhancement: Increased Resistance However, having to hold hands (or what have you) imposes a -10
Cost: 2CP per rank penalty on Jump checks. In addition, anyone in a shadow with
For every rank in this enhancement, increase your Spell you is exposed to Shadow Horrors, if you have that limitation.
Resistance by two (see the table). They must make the same Will save and face the same
Powers: S consequences.
Mode: Decrease Size Having to look these things up at the table causes a real slow-
Cost: 4CP per size category down.
This enhancement allows you to temporarily decreases your Enhancements
size by one category per rank. You can shift from your regular Enhancement: Retain Attack Bonus
size (presumably medium) to your minimum size, but not to Prerequisite: Increase Size
intermittent sizes. Stat bonuses and penalties per size category Cost: 2CP
are listed on the next page. You do not take a penalty to attack when you Increase.
A reach of "0 feet" means that you must enter a combatant's
square to attack, which provokes an attack of opportunity. If you Enhancement: Retain Constitution
fall unconscious, die, or run out of PPs, you automatically grow Prerequisite: Decrease Size
to normal size. Cost: 2CP
Please consult all d20 rules pertaining to combat between You retain your Constitution score when you Decrease.
differently-sized creatures before taking this power into a game.
Having to look these things up at the table causes a real slow- Enhancement: Retain Strength
down in game-play. Prerequisite: Decrease Size
Cost: 2CP
Mode: Increase Size You retain your Strength score when you Decrease.
Cost: 4CP per size category
This enhancement allows you to increase your size by one Enhancement: Shift Clothing
category per rank. You can shift from your regular size Cost: 1CP
(presumably medium) to your maximum size, but not to Your "working clothes" Size Shift with you. This can be a
intermittent sizes. Stat bonuses and penalties per size category traditional superhero costume or simply a set of clothes you wear
are listed one the next page. while you superhero around. It has been specially treated,
If you are caught in a space that would normally not fit a magically enhanced, manufactured (whatever) in such a way that
person of your newly increased size, you increase to the it changes its size. You cannot shift anything that grants any kind
maximum allowable by the space and then make a Strength of Defence bonus of more than +1. Objects on or about your
check (using your increased Strength, DC determined by the person do not change size. This enhancement merely allows you
GM) to possibly burst through your enclosure. If you fail, you to avoid being naked.
stop growing. If you succeed, you grow to your full increased This enhancement applies to one set of clothes at a time. You
size, bursting through the enclosure (presumably the must designate your chosen costume before game-play begins
ceiling/roof). If you fall unconscious, die, or run out of PPs, you and you can switch your designated set only either between
automatically shrink to normal size. games or after one set has been lost, stolen, or destroyed. You
Please consult all d20 rules pertaining to combat between can take this enhancement multiple times. Each time allows you
differently-sized creatures before taking this power into a game. to designate another suit.
Enhancement: Shift Equipment throw), you can make a Reflex save to instantly shift your size
Cost: 2CP before the damage occurs. The DC of the Reflex save equals
Prerequisite: Shift Clothing either half the attack roll or the save DC of the in-coming effect,
All your worn or carried equipment now shifts in size with -5. You must declare your intention to invoke this enhancement
you, except Power Armour. Consult standard d20 rules for under- after the hit is announced but before full damage is calculated.
and over-sized weapons to determine new damage dice, but
bonuses from powers do not decrease, except those that are Enhancement: Variable Shift
ability dependant (Strength, Dexterity, etc.). Because the size of a Cost: 3CP
tool has a lot to do with the job to be done, under- and over-sized Instead of shifting between your normal size category and
tools apply equipment penalties: Colossal -32, Gargantuan -16, your maximum/minimum, you can now shift through the
Huge -8, Large -4, Small -4, Tiny -8, Diminutive -16, Fine -32. categories in between. Activation and sustain costs (in PPs or
GMs are also perfectly within their rights to declare a particular actions) do not change.
tool to be simply useless for a particular job. A tiny hammer Limitations
won't drive a nail. A large Allen key simply won't fit Limitation: Fatiguing Shift
Your protective gear, if any, is less effective when it's smaller. Value: 2CP
If reduced to small size, your costume's armour bonuses (if any) Changing size is extremely difficult or painful. Doing so
take a -2 penalty. When reduced to tiny, they take a -4 penalty. At leaves you fatigued for one round per size category of change: -2
diminutive or lower size, it has no armour bonus at all. Strength, -2 Dexterity, cannot charge or run. Decreasing back to
Consumables, including magical potions or Supertech normal size does not leave you fatigued.
chemical formulae, provide the same effects that they normally
would. Their effectiveness does not increase or decrease with Limitation: Natural Size
size. They take the same amount of time to drink, because they Value: 2CP
shift size relative to you. Your natural state is your maximum Size-Shifted form. liquid
Equipment size decrease does not affect other people or form, and You have to expend PPs to make yourself solid. If you
creatures on your person, including animal companions or can Form Shift both larger and smaller, then you can either pick
shrunken characters, and it affects only objects that you can carry one as your natural size, or flip a coin whenever you deactivate
about your person (in pockets, hanging off of your belt, etc.). the power to see which direct you Shift in.
Carrying a car over your shoulder doesn't allow you to make it
larger or smaller. Limitation: Stuck Sized
Any objects that you drop or are taken away from you slowly Value: 4CP
shift back to their normal size at a speed of one size category per You cannot render yourself medium-sized at all. You can shift
round, and then shift back to your size at the same speed, if you around to any other size you're capable of assuming, but you just
pick them up again. can't seem to nail "medium."
Special: You can "buy off" this limitation for 5CPs.
Enhancement: Shift Power Armour
Prerequisite: Power Armour (Item) Space Adaptation
Cost: 6CP [Trait]
Your Power Armour now shifts in size with you, but only Cost: 4CP
when you activate Size Shift. The shift doesn't take any more PPs Your body can withstand the hazards of space, including de-
or any additional time. All standard bonuses/penalties for size- pressurisation, vacuum exposure, cold, and radiation. You have
categories apply as normal. total immunity to the physical dangers of being in space.
This adaptation offers no protection against overpressure,
Enhancement: Standard Action Shift such as that caused by the crushing depths of the ocean, nor does
Cost: 2CP it supply you with oxygen, nor does it protects you from taking
You can change size as a standard action. directed damage from Powers (i.e., any attack with an Origin).
You can still be hurt by a freeze-ray or heat vision, just not by
Enhancement: Swift Action Shift exposure to space as an environment.
Cost: 2CP
Prerequisite: Standard Action Shift Stretching
You can change size as a swift action. [Power]
Cost: 1CP per 5 feet of stretching
Enhancement: Reflexive Shift Activate: none; use-activated (special)
Cost: 3CP Range: self
Prerequisite: Swift Action Shift You can stretch your limbs and body to extended lengths as if
Activate: 1PP per size category; swift action you were made of rubber. For each rank in this power, you can
If you retain your Dexterity bonus and are hit for physical stretch yourself up to 5 feet longer or taller than usual (arms,
damage (either by an attack or something that triggers a saving legs, torso, neck, etc.). You gain a one-time +2 bonus on
Disguise checks, because of the ability to change your height. will shoot from cover if they have ranged weapons, etc.).
You gain a +1 bonus per rank to Escape Artist checks. Summoned creatures appear wherever you want within the
Each rank in this power grants only one foot of extra reach in power's range, but they must be visible to you with the naked
combat (you can't fully extend because of the leverage and eye. They act directly after you in the initiative order, but do
balance needed for combat). Once you have 6 ranks in Stretching not appear until your full-round activation is complete. You can
you can make attacks at a 10-foot range, though you still threaten take up to 10 ranks in this power.
only at 5 feet (adjacent squares). The base stats for summoned creatures are as follows:
If you have multiple attacks due to a high BAB and use the
full-attack action against an opponent who is not in your normal HD 1d12+1 (7HPs)
threatened range, you must direct all your attacks against that Speed Walk 30 ft., Swim 30 ft., Fly 30 ft. (average)
same same foe. If you have Two-Weapon Fighting, you can Defence 12 (Natural +1, Dex +1); DR 2 / super
choose different targets for your on- and off-hands, but all BAB +1
relevant attacks for a particular hand must be against the same Mêlée: +2, Ranged: +2
foe. You can still split your attacks up as normal within your Attack(s) 3CP worth of either Natural Weapons or
normal reach if you choose not to stretch. Energy Attack
Attacking with a Stretched limb does not provoke an attack of Size/Reach Medium / 5 ft.
opportunity because it is an attack, but moving part of your body Saves Fort +3, Ref +3, Will +3
through a threatened space does, just as if you had moved Ability Scores Str 12 +1, Dex 12 +1, Con 12 +1
through that space yourself. Int 12 +1, Wis 12 +1, Cha 12 +1
Enhancements Skills Observe +5, Stealth +5
Enhancement: Bounciness
Cost: 2CP Summoned creatures can have any appearance or physical
Your body is rubbery enough that you can bounce on impact nature that you like, although that doesn't change their hard
after long falls, reducing the damage you take. For every rank in stats (above). You could, for example, summon a fighting dog
Stretching you have, you ignore the first 30 feet of falling whose Natural Weapons are his teeth and claws. However, if
distance before calculating damage. Thus if you had 5 ranks in your power theme were technological, you could call up a small,
Stretching, you could fall 150 feet without taking damage. If wheeled robot with a laser on a turret ( Energy Attack: Heat). If
desired, you can bounce back up (or away if you impact a surface you theme were mystical, you could summon a ball of lightning
horizontally) to half the distance you can safely fall. that flies around and rams into people ( Energy Strike:
Electricity). Although the stats are set, there is some flexibility in
Enhancement: Putty Body terms of attack forms and movement, but the greatest flexibility
Cost: 8CP is in your imaginative description.
Prerequisite: 6 ranks in Stretching If the summoned creature has an Energy Attack, that attack
You have the ability to stretch, flatten, twist, and fold your has no PP cost; its Energy Attack or Natural Weapon and its
body into any number of shapes with precise control. You can Damage Reduction are all traits and therefore not affected by
now squish down to less than half your normal size, though you metapowers. However, the presence of the Summoned creature is,
retain the same mass, and practically ooze out of any kind of itself, a power effect, so that is subject to metapowers. When
restraint short of a sealed container, making most Escape Artist they are reduced to 0HPs, summoned creatures disappear in a
checks unnecessary. In extreme cases where you might need to puff of smoke, a shower of sparks, or whatever visual effect you
make an Escape Artist roll, you get a +5 enhancement bonus per like, but you can also instantly dismiss them as a free action. If
rank in Stretching. You can also flatten your body during a fall, someone else attempts to dismiss them using a metapower (or
becoming something of a human parachute. This reduces the Dispel Magic or Dispel Psionics, if your Origin is mystical or
effective distance of a fall by 10 feet per rank in Stretching you psionic), then you resist with 1d20 + CP + Wis bonus (where
have. This enhancement does not, however, allow you to "CP" is the total CP cost of the power, including all
replicate other powers, like Appendages or Natural Weapons. enhancements and limitations).
It is only polite to your fellow gamers to have all stats for
Summon Creature summoned creatures, including choices about powers and
[Power] enhancements, written down before the game begins.
Cost: 4CP NB: Several enhancements for this power list the activation
Activate: 2PPs per rank (By CL); full-round action time as "use-activated (power activation)." This designation
Range: 30 ft. means that you can use these enhancements only at the time that
For every rank in this power, you can summon one Medium- you activate the base power.
sized creature to aid you in combat. At any given time, you can Enhancements
have a number of summoned creatures equal to your ranks in Enhancement: Controlled Creatures
the power. Summoned creatures fight to the death for you, Cost: 4CP
intuitively identifying friend and foe. They fight singlemindedly This enhancement grants you the ability to direct your
but with a modicum of strategy (they will flank if they can, they creatures' actions as if they were agreeable teammates with
whom you share a language (they grunt, howl, chatter or HD +1d12 +1 (+7HPs)
whatever and you speak your language). They can now perform Speed +5 ft. (walk, fly, or swim)
actions other than fighting if you direct them to do so, and you BAB +1
can coordinate their strategy, although you must actively call out Saves all +1 (in addition to ability score increases)
commands to them. The PP cost is an addition to the base power. Ability Scores all +2
Skills all +2
Enhancement: Mental Link
Cost: 4CP The "By Character Level" cost to activate this power
Prerequisite: Controlled Creatures applies per creature and per rank in the enhancement .
This enhancement creates a mental link between you and Therefore, a single Summoned creature with four ranks of
your summoned creatures such that you can direct them with a Enhanced Creature would be 20PPs (1 base + 4 ranks x 4PPs =
thought, and it grants an empathic sense of what they are 20), but if you were CL 10 then the activation would be free. The
experiencing; you can tell if they're fighting, if they're being same would be true if you have five creatures each enhanced
chased, if they're sneaking up to something or someone, or if with 1 rank of Enhanced Creature.
they are simply resting in place. The PP cost is an addition to the When you activate the power, you choose how many ranks
base power only (i.e., you don't have to activate Controlled of this enhancement you want to apply to all of your
Creatures in order to activate Mental Link). summoned creature(s). For example, if you had 5 ranks in this
power, you could give a single creature a 25CPs, +5 HD, +50 ft.
Enhancement: Extended Duration speed, etc. If you had 10 ranks and you could Summon 5
Cost: 2CP per rank creatures, then you could give each one 5CPs, +1 HD, +10 ft.
For every rank in this enhancement, your creature(s) last an speed, etc. You also do not have to distribute the ranks evenly, so
additional hour, unless they're destroyed first. in the previous example, you could also Summon 4 creatures at
the base stats, and 1 with 25CPs, +5 HD, +50 ft., etc. You cannot
Enhancement: Extended Range rearrange these ranks after you activate the power or after a given
Cost: 2CP creature is destroyed. You can designate ranks only at activation.
This enhancement increases the range of the base power by
30 ft. You can tak this enhancement up to 4 times to a maximum Enhancement: Reinforcements
range of 150 ft.. Cost: 3CP
Activate: special (see text); standard action
Enhancement: Flying Creature While your Summoned creatures are active, you can replace
Cost: 5CP per rank any that are killed, destroyed, or otherwise removed from the
Activate: 1PP per creature; game at a cost of 1PP per creature and 1PP per rank in Powerful
use-activated (power activation) Creature, if you employ that enhancement.
For every rank in this enhancement, your creature gains one
run in the Flight-Skill ladder. You can take this enhancement up Enhancement: Smaller Creature
to three times: Average (1 rank), Good (2 ranks), Excellent (3 Cost: 3CP
ranks). Activate: 1PP per creature per size category;
use-activated (power activation)
Enhancement: Larger Creature For every rank in this power, you can Summon a creature that
Cost: 3CP is 1 size category smaller than Medium. You can take this
Activate: 1PP per creature per size category; enhancement up to 4 times: Small (1 rank), Tiny (2 ranks),
use-activated (power activation) Diminutive (3 ranks), and Fine (4 ranks).
For every rank in this power, you can Summon a creature that
is 1 size category larger than medium. You can take this Enhancement: Standard-Action Summoning
enhancement up to 4 times: Large (1 rank), Huge (2 ranks), Cost: 2CP
Gargantuan (3 ranks), and Colosal (4 ranks). 27 Activating the base power now takes only a Standard action,
but if you have enhancements that require more than a Standard
Enhancement: Powerful Creature action, you must use whichever activation is longer.
Cost: 3CP per rank
Activate: 2PPs per rank per creature (By CL); Enhancement: Move-Action Summoning
use-activated (power activation) Prerequisite: Standard-Action Summoning
This enhancement grants your Summoned creature an Cost: 2CP
additional 5CPs worth of powers, feats, or skills. In addition, it Activating the base power now takes only a Move action, but
raises the summoned creature's stats (see below). if you have enhancements that require more than a Standard
action, you must use whichever activation is longer.
27 For a tabulated list of all the size modifiers, see the power Size Shift, which is
just three pages previous to this one.
Limitations don't have a bonus unless the object is moving (Reflex +4, or
Limitation: Full Power higher if it's moving faster), or Concealed (Reflex +2 per 10%
Value: 2CP miss chance). GMs can and should take other circumstances into
Prerequisite: special (see text) account that might make Snatching more difficult. The main
You must activate Summoning at maximum ranks, every time. factor is sight. To Snatch an object, the Snatcher must be able to
This enhancement applies either to the ranks you purchase in the clearly see it and concentrate on it for the duration of a Standard
base power (i.e., the maximum number of creatures), or to other action. You can Snatch multiple objects. The power simply
enhancements. It can apply to Extended Duration, Extended teleports one to you.
Range, Powerful Creature, or Smaller Creature/Larger Creature
(whichever you have more ranks in; if you have the same number Enhancements
of ranks, then it's player's choice). You must have at least 2 ranks Enhancement: Enlarged Cache
in either the base power or one of these enhancements to take this Prerequisite: Hidden Objects
power. Cost:
+5 objects
Limitation: No Control
Value: 8CP Enhancement: Extended Range
Your summoned creature(s) does not intuitively fight for you, Prerequisite: Snatch Objects
and instead fights randomly with anything that moves. Cost: 4cp per rank (30 ft. extension)
For every rank in this enhancement, your Snatch Object range
Summon Objects increases by 30 ft. You can take this enhancement up to 5 times.
[Power] Its effects stack.
Cost: 8cp per mode
Activate: 1pp; full-round action Enhancement: Fast Summoning
You can teleport objects to yourself. These objects cannot be Cost: 3cp per rank (action time)
larger than Tiny and/or a two-handed weapon, and they cannot be For every rank in this enhancement, you decrease the
animals or creatures of any kind. They can be plants or food, just activation time of the power in either mode on the following
nothing with a will of its own. There are two modes of this scale: standard action (1 rank), move action (2 ranks), swift
power: Hidden Objects and Snatch Objects. action (3 ranks), immediate action (4 ranks). This decrease
applies to all enhancements as well.
Hidden Objects
Range: Earth Enhancement: Transport Objects
You have a secret cache of objects somewhere in the world. It Prerequisite: Snatch Objects
could be under your bed. It could be a kilometer below the Earth. Activate: 2pp
Either way, you have spent some time in or near that cache, Cost: 8cp
attuning yourself to the space, memorising its features and the You can now transport one object from one place to another
arrangement of your objects. This cache can contain up to 10 within your Snatch range. Doing so requires the same activation
objects in it. When you activate the base power, you select one of time but costs double the PPs. Transported objects retain the
those 10 objects and it appears in your hand. You must activate speed and momentum they had at the moment of transport. You
the power a second time in order to send your object back to your can transport objects into mid-air.
cache. You can Summon multiple objects. The power simply
brings one to you or sends one back to the cache. However, you Enhancement: Reflexive Swap
cannot send random objects back to your cache. Each object Prerequisite: Snatch Objects, Transport Objects, Fast
must be specially prepared much like the cache itself. Summoning (rnk 4)
Activate: 2pp; immediate action
Snatch Objects When an object in your size range comes within 5 ft. of you,
Range: 100 ft. you can Transport it to somewhere else within your range. The
Save: (holder) Reflex, Intelligence-based object gets a Reflex save, as normal. Remember that you can
You can teleport objects in your line of sight to your hot little transport only objects that you can follow with the naked eye, so
hands. The object disappears at the beginning of your activation you cannot Reflexively Swap bullets and most other mechanical
and reappears at the end. You cannot Snatch an object that you projectiles (GM's discretion).
suspect or even know is present. You must be able to see it, You do not have conscious control over where the object
although you can see it through powered or supernatural means goes. Reflexively Swapping objects is a gut-reaction that leaves
(e.g., Penetrating Vision, Claravoyance, etc.). The holder of the no time for conscious thought. To determine where the object
object gets a Reflex save to avoid your attempt to Snatch it, but ends up, roll 1d12 twice using each roll as a direction: from "1
you can catch people flat footed with this power, in which case o'clock" to "12 o'clock," one horizontal roll and one vertical.
they do not get their Dexterity bonus to their Reflex save. Then roll for distance using whatever combination of dice makes
Objects not currently in anyone's hands get a Reflex roll, but the most sense given your range. For 100 ft. range, roll 1d20 in
order to narrow the object's position down to a 5-ft. space. If You usually do not need to make Observe checks to notice
your rolls would put the object inside a solid object, then it is, objects and people nearby you that are within the range of the
indeed, embedded in that object until such time as someone digs enhancement, provided there is nothing blocking your specific
it out. sense (i.e., you can smell around corners, but you cannot hear
through a sound-proofed wall).
Enhancement: Small Objects Visibility, and lack thereof, still affects your movement. You
Cost: 4cp still lose your Dexterity and Dodge bonuses, if any, against
You can now Summon small-sized objects, in either mode. attackers you cannot see. Opponents who have Concealment still
get a percentage miss chance against your attacks.
Enhancement: Medium Objects
Prerequisite: Small Objects Enhancement: Blindsense II
Cost: 6cp Cost: 3CP
You can now Summon medium-sized objects, in either mode. One of your senses (the one you picked for Blindsense I) is
now as sensitive and accurate as most people's sense of sight.
Enhancement: Large Objects You have all the abilities of Blindsense I, plus you are not subject
Prerequisite: Small Objects, Medium Objects to gaze attacks, you suffer no penalties if you're blinded, and you
Cost: 6cp ignore blur effects. However, you cannot distinguish specifically
You can now Summon large-sized objects, in either mode. visual details, such as colours, and you cannot read the printed
word. Any attack against your chosen, alternate sense can
Enhancement: Huge Objects effectively blind you. Blindsense II does not function in a
Prerequisite: Small Objects, Medium Objects, Large Objects vacuum.
Cost: 10cp
You can now Summon huge-sized objects, in either mode. Enhancement: Protected Senses
Cost: 2CP
Enhancement: Swap Object Your eyes, ears, and other sensory organs are protected
Prerequisite: Snatch Objects against mundane effects that would overload and/or damage
Activation: 2pp them, such as extremely loud noises, flash/bang grenades, and
Cost: 3cp stink bombs. This enhancement protects against the side effects
You can now Swap one Hidden Object for another in a single of Mystical effects (for example, the blinding effect caused by a
activation. You can dismis any object you have in hand and beam of light aimed into your eyes), but not against Mystical
Summon any object you want. This activation costs double the effects designed specifically to cause blindness, deafness, or
PPs. other sensory debilitation. It does not protect against all sonic
effects, merely those directly related to deafening. Thus, you are
Super Senses still vulnerable to a Harpy song or the HP damage from an
[Power] Energy Attack: Sonic.
Cost: 3CP per +2 to various skills
Activate: free; free action Enhancement: Super Hearing
Your senses are highly acute, several times more sensitive Cost: 2CP
than normal. For every rank in the power, you get a +2 bonus on Your ears are incredibly sensitive. You can hear beyond the
the following skills: Observe, Search, Survival (Track), normal range of frequencies. This enhancement doubles all
Disable Device, and Sleight of Hand . This bonus also applies to hearing-related bonuses from Super Senses, and doubles the
any other situation in which heightened senses would be a distance at which you can hear things. You can clearly hear ultra-
benefit, such as detecting poisoned or spoiled food, or anything and sub-sonic frequencies, such as dog whistles, ultrasonic
that requires a delicate or precise touch. For each rank in this motion detectors, and creatures using echolocation.
power, you can accurately see, hear, smell, and feel twice as far You can detect another creature's presence—person, animal,
as normal (i.e., add this distance like a multiplier: x2, x3, x4, etc.—but not its specific location. If you expend a move action,
etc.). you can get an accurate direction of the source (within the ranges
Enhancements listed above). If you move within 5 feet of the creature, you can
Enhancement: Blindsense I pinpoint it and know its location essentially as well as you could
Cost: 3CP by sight (save for the details that only visual senses could reveal,
You can use one of your senses (player's choice) out to a of course). Unless someone who is using the Stealth skill takes
range of 30 feet with about half the sensitivity and accuracy as special care to utterly silence themselves (e.g., via the Silence
you normally would with your eyes. This can include a keen spell), you get a +8 competence bonus to detect them using the
sense of smell, a finely-honed tactile sense with which you can Observe skill. This applies specifically to situations in which
literally feel the world around your, acute hearing that borders on someone attempts to catch you flat-footed to execute a Sneak
sonar or echolocation, or even the ability to taste the air around Attack.
you.
Enhancement: Super Scent through some other means, like night-sight goggles or a power,
Cost: 3CP then you can use this ability. 29
This enhancement lets you detect approaching enemies, sniff The Vision enhancements, below, are modes of the Super
out hidden foes, and track by sense of smell. You can detect Sight enhancement, above. They are powers; therefore, you must
opponents within 30 feet. If the opponent is upwind, the range is activate them, and they can be affected by the metapowers. You
60 feet. If it is downwind, the range is 15 feet. You can detect cannot activate multiple Vision modes at a time unless you take
strong scents, such as smoke or rotting garbage, at twice the Multiple Vision.
ranges noted above. You can detect overpowering scents, such as
a tire fire, at three times these ranges. Enhancement: Dark Vision [power]
You can identify familiar odours just like you might Cost: 5CP
recognise familiar sights and even experience a complexity of Activate: free; swift action
scent that most people can get only out of a symphony or a Prerequisite: Super Sight
ornately-designed building. You can see in a complete absence of light. 30
You can detect another creature's presence—person, animal,
etc.—but not its specific location. If you expend a move action, Enhancement: Energy Vision [power]
you can get an accurate direction of the source (within the ranges Cost: 3CP
listed above). If you move within 5 feet of the creature, you can Prerequisite: Super Sight
pinpoint it and know its location essentially as well as you could Activate: free; swift action
by sight (save for the details that only visual senses could reveal, You can see a faint aura around objects that use or radiate
of course). Unless someone who is using the Stealth skill knows energy, such as electronics or batteries. This includes characters
specifically to mask their scent as well as their sound and visual with Supertech powers, and most powered technological devices,
presence, you get a +8 competence bonus to detect them using but not just anything with an Origin.
the Observe skill. This applies specifically to situations in which
someone attempts to catch you flat-footed to execute a Sneak Enhancement: Expanded Vision [power]
Attack. Cost: 4CP
If you have the Track feat and Super Scent, you can Track by Prerequisite: Super Sight
smell instead of by visual and other clues. Thus, if you are in an Activate: free; swift action
environment in which someone or something would not leave You can now see into both the infrared and ultraviolet ranges
visible tracks, you can still sniff them out, quite literally. You of light. No one who does not share this ability will never know
also ignore the effects of surface conditions and poor visibility. If what it's like to discover two more colours. Groovy. Anyway, you
a trail crosses over water, particularly running water, it's ruined, can now effectively see in the dark by navigating heat signatures
literally washed away. However, if you can breath under water or seeing by UV light, but your Expanded Vision is only as keen
(i.e., you have the Amphibious trait), then you can also employ as Blindsense I (see above). You can, however, also see relative
your sense of Super Scent across water. heat signatures in the following ranges: cold (below freezing),
The typical DC for a fresh scent trail is 10. The DC increases cool (freezing to room temperature), warm (above room
or decreases depending on the strength of the quarry's odour, the temperature), and hot (oven/cooking temperatures). You can also
number of creatures, and the age of the trail. GMs might grant vaguely make out active IR signals in the air, and you can see
circumstances bonuses for any of the above factors. Likewise, for any ink, stamp, or other chemical that is visible only under UV
every hour that the trail has been cold, the GM will apply a -2 lamps.
circumstance penalty to the check.
False, powerful odours can easily mask other scents. The Enhancement: Invisible Vision [power]
presence of such an odour completely spoils your ability to Cost: 4CP
properly detect or identify other smells, and the base Survival Prerequisite: Super Sight
DC to track becomes 20 rather than 10. 28 Activate: free; swift action
You can see invisible objects and creatures, such as those
Enhancement: Super Sight protected by the Invisibility spell or power. This power also
Cost: 4CP works against Mental Invisibility.
Your eyes are unbelievably accurate. This enhancement
doubles all sight-related bonuses from Super Senses, and doubles Enhancement: Origin Vision [power]
the distance at which you can see things. It also adds +100% to Cost: 3CP
the unmodified Range Increments of all your ranged attacks. Prerequisite: Super Sight
Finally, any time you roll a miss-chance for concealment, you Activate: free; swift action
subtract 20% from the target number. This last ability works only
29 You can also increase your range increments through the Far Shot feat, by
if you can actually see, so you can't do it if you're blind, for
buying a scope, or Modifying Generic Firearms . Range Increment increases
example, or subjected to total darkness. If you can see clearly are always relative to the original, unmodified Range Increment of the
weapon.
30 Note that this enhancement grants the ability to see in complete darkness,
28 Super Scent is a slightly-altered version of the Scent ability. unlike Low-LIght Vision, which is a feat.
You can detect a faint aura Magnification This limitation is not compatible with any enhancement for a
around anything with an Origin, Ranks sense other than the one you choose, or with the Two Senses
Factor
including people who have active 1 x100 limitation.
powers (but not inactive ones); any 2 x1500
supertech, mystical, or psionic Limitation: Two Senses
3 x500,000
items; people who are currently Value: 2CP
4 x750,000
under the influence of a power, You only have two Super Senses of your choice, rather than
including spells and psi-powers. 5 x1,000,000 all of them. Bonuses from this power (and the Protected Senses
enhancement) only apply to the chosen senses.
Enhancement: This limitation is obviously not compatible with any
Microscopic Vision [power] enhancement for a sense other than the ones chosen, or with the
Cost: 1CP per rank Single Sense limitation.
Prerequisite: Super Sight
You can now focus your eyes in such a way that they work as Super Speed
a microscope. You can now magnify, with your naked eye, to a [Power]
factor of 100. You can take this enhancement multiple times. Cost: 4CP
Each time, it increases your magnification factor (see table). Activate: none; use activated (Run)
1500x is around the maximum power of a mechanical Range: self
microscope, and 1,000,000x is about the equivalent of an This power increases your speed when you Run (i.e., as a
electron microscope, which is to say that you could examine full-round, move action). Instead of multiplying your speed by
objects on a molecular level. x4, you now Run at x8.
Enhancements
Enhancement: Multiple Vision Enhancement: Bonus Actions
Cost: 2CP Cost: 4CP per bonus action
Prerequisite: Super Sight Activate: 1PP per Bonus Action; use-activated (special)
You can see with multiple modes of Super Sight at the same For every rank in this enhancement, you can take one
time. You do not need to switch between them, and the additional standard action each round. Each extra action you take
overlapping visuals do not distract or disorient you. You can still costs 1PP. You can buy this enhancement a maximum of 4 times
turn specific types of vision on and off at will. for a total of 6 actions in a round (five standard actions and one
move action).
Enhancement: Super Touch
Cost: 2CP Enhancement: Bonus Full-Round Action
Prerequisite: Super Sight Cost: 3CP
Your sense of touch is incredibly sensitive, which includes Prerequisite: Bonus Actions
the ability to sense vibrations in the ground or even through the With this enhancement, you can combine two Bonus Actions
air. This enhancement doubles all bonuses from Super Senses and perform a full-round action, such as a run or full attack.
related to touch, specifically Search, Disable Device, and Slight
of Hand. You can now read normal print with your fingertips. Enhancement: Combo Attack
You can detect another creature's presence—person, animal, Cost: 2CP per attack
etc.—but not its specific location. If you expend a move action, Prerequisite: Speed Multiplier
you can get an accurate direction of the source if it is within 30 Activate: 1PP per attack
ft. If you move within 5 feet of it, you can pinpoint it and know Your strikes land so quickly that your target's body receives
its location essentially as well as you could by sight (save for the the damage as if it were from one attack. You can combine the
details that only visual senses could reveal, of course). Unless damage from two consecutive attacks of any kind (two iterative
someone who is using the Stealth skill does not make vibrations attacks within a full-attack action, two standard actions, two
through the ground (e.g., they're flying), you get a +8 attacks from two-weapon fighting or a double weapon, etc.). The
competence bonus to detect them using the Observe skill. This total damage between the two attacks counts towards the target's
applies specifically to situations in which someone attempts to Massive Damage Threshold and the target's DR, instead of
catch you flat-footed execute a Sneak Attack. calculating them separately. Every extra rank in the power allows
Limitations you to add another attack's damage to the Combo Attack. At 3
ranks, you can string together 4 consecutive attacks, for example.
Limitation: Single Sense Every attack within a Combo Attack costs 1PP, but you can
Value: 3CP use as many or as few of your total available Combo Attacks as
You only have a single enhanced sense of your choice, rather you like. With 3 ranks, for example, you could combine the
than all of them. Bonuses from this power (and the Protected damage of up to 4 attacks, which could cost 4PPs, but you could
Senses enhancement) only apply to that single sense. also combine only 2 for 2PPs. You can take this enhancement
multiple times. Its effects stack.
happen continuously, so between rounds you are still in mid-run, 50PPs and you invested 20PPs into an Invention, then you would
not standing still. effectively have only 30PPs left. You could then use those 30PPs
to fuel other powers, and they would regenerate as normal. Once
Enhancement: Quick Step you expend all the PPs in the Invention, then you would start to
Cost: 3CP per 5 feet. regenerate those points. If you lose an Invention, or if it is stolen
Activate: 1PP per rank or destroyed, you do not get your PPs back until you can rest for
Each rank in this enhancement allows you to move 5 more a night. If someone else activates one of your Inventions, they
feet than normal when taking a Five-Foot Step. If you spend 6CP expend the PPs that you invested into it.
on this enhancement, you can move up to 15 feet before or after a The total build time for an Invention is 1 minute
full attack action, for instance. All other rules for 5-Foot Steps multiplied by the CP cost of the power, to a maximum of 1
apply normally. You can take this enhancement multiple times. hour. While you're working, you must maintain the equivalent of
Its effects stack. You cannot take more ranks in Quick Step than caster concentration. At the end of this time, you must make a
you have levels of Speed Multiplier. Supercraft check, the DC of which equals 20 + the total CP cost
of the power, including all ranks and enhancements. If you pass
Supertech Invention the check, then the Invention functions normally. If you fail the
[Trait] check, the Invention does not function. If you fail the check by
Cost: 8CP more than 10, then you do not know that the Invention doesn't
Activate: as power function. It tests find in the lab, but the first time you try to use it
Sustain: as power "in the field," it craps out on you, makes whiny noises, falls
Range: Item apart, or shoots a shower of harmless sparks, but that's it.
With this power, you can construct Inventions. Inventions are Within any given seven-day period, the number of
devices of indefinite shape and configuration (it's up to you!), but Inventions you can build is limited by the total CP cost of the
they are always Supertech in Origin and they are always powers you load into them. That number cannot exceed your
hand-held and provoke an attack of opportunity to activate . Constitution modifier times ten. For example, if you have
Other people can attempt to activate your Inventions, but they Constitution 18 (+4), then you cannot make more than 40CPs
must have either this power or the Use Device skill in order to worth of Inventions in any given seven-day period.
succeed. After an Invention is activated once, it burns itself out
Your Origin, or one of your Origins, must be Supertech for forever. They're just not long-term items.
you to take this power. You can make more than one Invention at Enhancements
a time, if you can afford it with your PP (see below). 31 Enhancement: Increased Power
The base power costs 8CP, which allows you load a power Cost: 3CP per rank (2CP each)
into your Invention(s) with a cost of up to 4CP and you can load This enhancement raises the maximum CP value of the
only one power into an Invention at a time. The power must be powers you can load into an Invention by 2CP per rank. If you
able to target one or more people or areas. It cannot be a trait, a take two ranks in this power, for example, you can load a total of
spell, or a psi-power. 8CP into an Invention (base 4CP, plus two ranks in 2CP).
You must Research any power you load into an Invention, but
once you've researched it once, you never need to do so again. Enhancement: Multiple Activations
The DC for the Research check is 10 + the total CP cost of the Cost: 5CP
power. If you fail this check, you have used up the Research time This enhancement grants the ability to activate your
without any positive results. Inventions multiple times. You must invest enough PPs into a
In lieu of a library or laboratory in which to do your given Invention for it to expend its power more than once. When
Research, you can use a person who has the power you're trying you build an Invention with more than one activation, the
to replicate. That person needs to be present for the entire Research check increases to 15 + CP cost.
Research time and the entire build time, but he, she, or it does not
need to maintain concentration (see below). Enhancement: Multiple Powers
You must also invest the Invention with your own PPs, Cost: 5CP
which means that you can at any one time invest a number of PP Prerequisite: Multiple Activations
into your Inventions equalling your Character Level (CL). Any This enhancement grants the ability to load more than one
additional PPs you invest in you Inventions comes form your power into an Invention. You must invest enough PPs into a
current total. Until you expend the PPs that are locked into the given Invention for it to activate all its powers at least once each.
Invention, you do not regenerate them. For example, if you had When you build an Invention with more than one power, the
Research check increases to 20 + CP cost.
31 Supertech Invention is more akin to Mystic Spell-Casting and Psionic
Manifestation than item creation, so you can't make permanent items with it. Enhancement: Sustain Power
Instead, you make short-term devices that simulate powers, which is
basically a different in-game explanation for something that functions a lot Cost: 5CP
like spells or psi-powers. To make permanent items, see the Invention feats Prerequisite: Multiple Activations
(Chapter 4: Feats), or you can take one of the Item powers : Esoteric Item,
Gadgets/Power Armour, and Iconic Item.
This enhancement allows you build Inventions that can much time to do so. You must spend a move action to mentally
sustain a power. You must invest enough PPs into a given "log in," but after that you need pay only as much attention as
Invention for it to sustain a power for more than one round. you would to perform a given operation. However, you can do it
When you build an Invention that can sustain a power, the covertly and at a distance, although you must already know that
Research check increases to 15 + CP cost. there is a computer there to connect to. Someone using the
computer to which you're connected gets a Computer Use check
Surface Adhesion (DC 20) to possibly notice that files are moving, data is being
[Power] accessed, memory is activated, etc., and therefore might conclude
Cost: 3CP that someone is covertly connected to the computer. If they are
Activate: none; use-activated (movement) actively searching for such activity, the DC is only 15.
Range: self
You can climb and travel on vertical surfaces, or even Enhancements
ceilings, with ease. You must have your hands free to move in Enhancement: Bonus Actions
this manner. You travel at your full speed and you can take a Cost: 3CP
double-move, but you cannot run. Activate: 1PP per bonus action
You do not need to make Climb checks of any kind, even For every rank in this enhancement, while you are mentally
when upside down. You retain your Dexterity bonus to Defence, connected to a computer you get one bonus standard action of
and opponents get no special bonus to their attacks against you. interaction with the computer. Each extra action you take costs
3PP. You can buy this enhancement a maximum of 4 times for a
Enhancements total of 6 actions in a round (five standard actions and one move
Enhancement: Fast Climb action). These actions can be used only to interact with the
Cost: 1CP computer, nothing else.
You can "run" on vertical surfaces (i.e., move x4 your base
speed, in a straight line), but without the Hands Free Enhancement: Data Core
Enhancement, you actually move on all-fours, as opposed to Cost: 4CP
upright running. You can download data into your head and upload it to
another computer at a later time. The data is not accessible while
Enhancement: Hands Free stored in your mind. Your brain, a far more complex memory
Cost: 1CP storage/retrieval system than the average computer, can record
You can climb using only two of your limbs, either just your data as fast as a given computer can output it, and vice-versa. Up/
feet, or just your hands, or one of each. If you "stand" on a wall, download speed is, therefore, based on the computer in question,
you can use your hands just as well as you would on level not you.
ground, which means that you can manipulate objects, perform In most cases, you have plenty of room in your head, but
acts of manual dexterity (i.e., use skills), and, of course, make GMs are within their rights to limit you in truly outrageous
attacks. You are still subject to gravity, of course. situations. You cannot, for example, download the entire Library
Powers: T of Congress into your head, but a couple of books of plain text or
a CD are no problem.
Technopathy
You can, using this enhancement, upload a file to a computer
[Power]
and execute it.
Cost: 5CP
Activate: 1PP; move action
Enhancement: Data Reader
Sustain: per round/hour; move action
Cost: 4CP
Range: 30 feet
Prerequisite: Data Core
You can make mental contact with computers, including
You can now read the data in your head as if it were loaded
desk-top machines, laptops, and PDAs, but not to anything that is
into its appropriate client software. This means you can view
considered supertech, so no bionics, alien technology, androids,
pictures or video files and you can read text, but you don't have
or Gadgets. Any computer that has some form of human
access to the actual code, and you cannot alter the data. It is "read
interface is vulnerable to this power. The computer in question
only." Without Bonus Actions, it takes just as long to read or
must be on, but it does not need to have an active wireless
view data in your head as it would to do so with a computer.
connection. You connect with it directly. You still interact with
Reading a book still takes hours.
the software of a given piece of technology, though, so you
essentially have a virtual suite of input/output devices in your
Enhancement: Data Manipulation
head. You see the screen in your mind and enter data with your
Cost: 4CP
thoughts.
Prerequisite: Data Reader
This power does not automatically grant you Computer-
You can now edit the data in your head as if you had the
related skills, nor can you download data into your mind. You
appropriate software, altering text, touching-up photos, etc.
can glean as much information using this power as you could if
Without Bonus Actions, it takes just as long to do this work as it
you were to sit down in front of the computer and it takes just as
would sitting in front of a computer. But you can do it in your You can connect to the internet using just your mind as if you
head, anywhere you like. were using a standard suite of browsers and internet applications.
You can connect from anywhere that has a wireless network. You
Enhancement: Executables can use public networks without a problem, but private networks
Cost: 3CP still require an ID and a password. Of course, if you have a
Prerequisite: Data Core, Data Reader, Data Manipulation sufficient Computer Use bonus, you can just try to hack the
You can now download programmes into your head and run connection, as well.
them as if they were running on a computer. You don't need extra
software for basic editing; Data Manipulation takes care of that, Telekinesis
but that enhancement doesn't cover speciality software, like [Power]
hacking tools for example. Those, you need to download and Cost: 5CP32
install. Compatibility is not an issue. Your mind is flexible Activate: 1PP per 100lbs. (By CL); standard action
enough to translate any commercially-available, human-made Sustain: per round/hour; varies by use
programming language into a usable form. You just need to Range: 30 feet
download the file and take about 5 minutes to install it. With this power, you can manipulate objects from a distance,
However, alien or other non-human software is far more wield weapons, or throw objects as an attack. When
difficult. To load this kind of software into your mind, you must manipulating an object, you can basically do anything that
first download it, then make a Computer Use check, DC 20 (or could normally do with two hands, like working a panel of
higher, if the GM decides this technology is even more alien). buttons, opening doors, undoing clasps, or just lifting objects and
Every time you attempt to use that software, you must make a moving them. If you could perform a given action with your
fresh Computer Use check (DC 20). If you fail, using the hands then you can do it with Telekinesis, and it requires the
software takes an extra move action where Computer Use would same number of actions to do so. The power isn't actually a hand,
normally take only a standard action. If you succeed, you can use of course, its a localized field of force, but for the purposes of
the software normally. sorting out what you can and can't do with it, the "two-hands"
rule is about right. With two hands, for example, you could not
Enhancement: Increased Range lift a whole building because your fields of force are so small that
Cost: 2CP they would simply go through the building's walls or floors. 33
Increase the range of your Technopathy by 30 feet. You can If you cannot see what you're doing, then you're just as
take this enhancement up to 3 times for a total range of 120 feet. limited as if you were working blind with your actual hands.
Telekinesis does afford a mental form of force-feedback, so you
Enhancement: Remote Control can feel your way around with it, for example, too reach around a
Cost: 4CP corner for a light switch, but you're just as likely to accidentally
You can now connect with simple electrical devices that are knock something over when working blind with with Telekinesis
capable of receiving remote-control signals, everything from RC as you would be with your hands. Also, sheer distance from a
cars to televisions. delicate or complex job can impair your ability to perform it
correctly. Your GM might apply an effective range increment
Enhancement: Sense Computer of 5 feet to your Telekinesis for delicate operations. Your
Cost: 3CP per rank Dexterity (see below) dictates how generally adroit you are with
You can now sense the presence of any computer—laptop, your Telekinesis.
desktop, PDA—within 20 feet. This sense is blocked by 1 inch of Wielding a weapon or using a firearm from a distance
steel or other dense metal and/or 6 inches of concrete. You can qualifies as a "delicate or complex job," therefore it has a 5-foot
take this enhancement up to four times. Each time after the first range increment. You can throw objects in a straight line,
add 10 feet to the distance (i.e., 30 feet at 2 ranks, 40 feet at 3 directly away from you using either a 30-foot range increment
ranks, etc.). or the increment of a range weapon, whichever is greater. You
can also throw weapons at angles to you—picking something up
Enhancement: Speed Read that's to your right and throwing it to your left, for example—but
Cost: 2CP per rank doing so reduces the range increment to 10 feet or half of the
You can read/view information off of a computer (or out of object's given increment, whichever is greater.
your Data Core) much more quickly, approximately one minute
for every hour the reading/viewing would normally take. The
GM has final say on exactly how long certain tasks would take. 32 The price of Telekinesis is keyed to Ability Enhancement . The price of
You can take this enhancement a second time, which speeds you increasing your physical ability scores is the same as increases your
up even more, converting hours of reading to individual move Telekinetic Strength and Dexterity.
33 Telekinesis might seem limited at first, but remember that Phoenix is
actions.
designed on the premise that you get what you pay for, so although logically,
Telekinesis could potentially be used to fly, deliver kinetic attacks, etc., those
Enhancement: Wireless abilities are already other powers (i.e., Flight and Energy Attack). If you want
Cost: 4CP powers that Telekinesis would theoretically grant, then you have to pay for
them separately.
Telekinesis uses four stats: range, speed, Strength, and but you cannot carry any supernatural materials, like magical
Dexterity. energy.
Your Telekinetic range is 30 feet. Increasing the range of the
power does not increase the range increments for manipulating Enhancement: Split Hands
objects, including wielding weapons, throwing things, or firing Cost: 3CP per Split
weapons. Prerequisite: Extra Hands
You can move objects through the air at a speed of 30 feet For every rank in this enhancement, you can "split" your
and perform slam attacks with them, which are basically mêlée hands between two different tasks, which means that you could
attacks at range. manipulate more than one object at a time. You can take this
Your Telekinesis has a Strength score and a Dexterity enhancement multiple time. Each time, it splits your hands again.
score. These are literally the ability scores of your Telekinesis. At one rank, you split your hands in two. At two ranks, you split
They dictate how much you can lift, how hard you can throw them into three, etc. Each split makes the groups of hands
objects, how delicately you can manipulate tools, etc. approximately even.
Strength add modifiers to hit and damage when you wield a Example: if you had five hands and took 2 ranks of this
weapon, and it dictates your weight allowance. You can be power, you would have three separate groups to work with, two
encumbered by having a lot of weight "on your mind," as it were. of which would have 2 hands each, and one would have just 1
You can make grapples with this power, and they rely on your hand. You cannot "split" an individual hand, so logically, the
Telekinetic Strength. If you Pin someone with Telekinesis, and maximum ranks you can take in this enhancement is one fewer
your Telekinetic Strength is high enough, you can then lift, move, than your total number of Telekinetic hands.
or throw that person, or even use them as a blunt weapon.
Dexterity modifies your attack rolls for thrown objects and Enhancement: Increased Dexterity
governs how nimble and delicate your Telekinetic "feel" is. Your Cost: 2CP per +1 to Telekinetic Dexterity
Telekinetic Strength and Dexterity start at 10 (+0) and you can For every rank in this enhancement, increase your Telekinetic
increase them with enhancements. Dexterity by 1 point.
Enhancements
Enhancement: Broad Elements Enhancement: Increased Strength
Cost: 4CP Cost: 2CP per +1 to Telekinetic Strength
Prerequisite: Elemental Mastery (limitation) For every rank in this enhancement, increase your Telekinetic
Your Elemental Mastery extends to all substances related to Strength by point 1.
your element.
Earth Mastery can affect hard minerals and substances like Enhancement: Increased Range
asphalt. If your Elemental Mastery Strength score is Super, then Cost: 2CP
you can pull up chunks of asphalt or yank hunks off of stone Increase the range of your Telekinesis by 30 feet. You can
buildings. take this enhancement up to three times, to a total range of 120
Water Mastery extends to all liquids, regardless of water feet.
content, as long as they are not inside some sort of container.
Air Mastery allows influence over all smokes, gases, and Enhancement: Imbue Hardness
even aerosol sprays. Cost: 1CP per 1 point of Hardness
Finally, Fire Mastery allows control over all heat and Activate: 1PP per point of Hardness; move action
combustion. For every rank in this enhancement, you can imbue an object
you're controlling with your Telekinesis with a point of Hardness.
Enhancement: Extra Hands Imbuing Hardness requires a move action. The effect lasts 10
Cost: 3CP per Extra Hand rounds. Remember that Hardness scores do not stack. An object
For every rank in this enhancement, you get an extra "hand" with a Hardness of 10 will not be raised to Hardness 12 by
when using Telekinesis. You can take this enhancement up to five Imbuing it with 2 points.
times for a total of six hands. Each extra hand grants a +2 to
Grapple checks. Enhancement: Increased Speed
When you have 4 hands, you have enough control to carry Cost: 2CP per 10 feet
liquids, as if you were scooping them up with a ladle. Increase the speed at which you can move metal objects
When you have 6 hands, you can carry gasses, as if you were through the air by 10 feet. You can take this enhancement up to
trapping them in your hands. You cannot necessarily tell which three times. The effects stack.
gases are which, and you cannot filter the air to select "only the
poison gas" or "only the nitrogen," but you could grab a visible Enhancement: Mental Muscle
cloud of gas. Cost: 5CP
With 8 hands you can carry mundane, non-material things Your Telekinetic Strength equals your Intelligence score, and
like fire or electricity (even though that should be impossible), your Telekinetic Dexterity equals your Wisdom score. You can
also take Increased Dexterity and Increased Strength, of course,
but your Telekinetic scores will still equal your Intelligence and Fire includes living flames. When you lift and carry them,
Wisdom, so there's not much point in doing that, is there? they temporarily need no source. You maintain their fire with
your will power.
Enhancement: Multiple Elements Finally, water includes volumes of relatively pure water
Cost: 4CP (H2O), and no other kinds of liquid.
Prerequisite: Elemental Telekinesis (limitation)
You can now select a second element to control, buy when Limitation: Magnetic Telekinesis
you activate Elemental Mastery, you must designate which Value: 3CP
element you control for the duration of that activation/sustain Your Telekinesis affects only ferrous metals. All other rules
time. You can switch to another element only by dropping the apply normally.
first activation and starting a new one. You can purchase this
enhancement up to three times and select another element each Enhancement: Electro-Magnetic Pulse
time. Cost: 4CP
Prerequisite: Magnetic Telekinesis
Enhancement: Simultaneous Elements Activation: 2PP; standard action
Cost: 4CP Area of Effect: 1-foot radius sphere
Prerequisite: Elemental Telekinesis (limitation), Multiple Save: Fortitude, Wisdom
Elements By mentally activating a burst of random magnetic energy,
You can now control multiple elements at the same time. All you can potentially knock out electronic devices. You can create
other rules apply as normal. an EMP anywhere within the power's range, and the area of the
Limitations effect is approximately a 1-foot-diameter sphere.
Limitation: Common Substance The EMP itself provokes a save from the device (see above).
Value: 2CP If it fails, then the devices stops functioning for 1d4 rounds. If it
You can affect only one general category of solid substance fails by more than 10, then the device is non-functional until it is
with your Telekinesis. Common substances include metal, wood, repaired (DC 20). If it passes, it is unaffected by your EMP.
stone, and plastic. GMs might allow you to take a similarly If you make an Electronics or Computer skill check (DC 15),
common substance, but only with special permission. you can identify the spot in a large machine that would knock out
its primary memory, control mechanism, CPU, or other spot that
Limitation: Decreased Dexterity would deactivate the whole machine. This skill check requires a
Value: 1CP per -1 Telekinetic Dexterity standard action to observation the machine. You get a +2 bonus if
For every rank in this limitation, decrease your Telekinetic you have the machine's schematics at hand or its internal systems
Dexterity by -1. This limitation is incompatible with the Mental are open to general view. You take a -2 penalty if its systems are
Muscle enhancement. unusual (an obscure make or a home-built design), or if the bulk
of the exterior simply isn't visible. You need to have a general
Limitation: Decreased Strength sense of the structure of the whole machine to identify its
Value: 1CP per -1 Telekinetic Strength vulnerable point. The GM can, of course, raise or lower the DC
For every rank in this limitation, decrease your Telekinetic in unusual circumstances.
Strength by -1. This limitation is incompatible with the Mental Some electric or electronic components are hardened against
Muscle enhancement. EMPs, which means that they are effectively immune to this
effect. The only way to find out is to try.
Limitation: Elemental Telekinesis
Value: 4CP Limitation: Uncommon Substance
Your Telekinesis affects only one of the four classical Value: 4CP
elements: Air, Earth, Fire, or Water. Earth and Water follow the You can affect only one specific kind of solid substance with
same Strength/weight rules as normal Telekinesis. However, for your Telekinesis. Uncommon substances include specific metals
Air and Fire, this limitation switches your carrying capacity from or alloys (steel, gold, copper, iron), specific kinds of wood (ash,
weight to volume. For every point of Elemental Telekinetic oak, cedar), or particular types of stone or other minerals
Strength above 10, you can manipulate about a cubic foot of air (concrete, granite, limestone).
or fire. At Strength 10, you can manipulate anything less than 1
cubic foot. Telepathy
Earth objects must be either stone or dirt, and cannot be [Power]
machined or processed by human hands. Rocks and stones are in; Cost: 6CP
asphalt is out. Activate: 1PP; move action
Air includes volumes relatively pure air (NO 2), and do not Sustain: per round/hour; varies by use
include other kinds of gasses Range: 30 feet
Save: Will (negates), Charisma-based
This power grants you the ability to monitor the surface Enhancement: Relay
thoughts of a subject, as they flash past the subject's conscious Cost: 2CP
mind. Subjects get a Will save either every round (in combat) or Prerequisite: Converse
every hour (as per the activation cost). If they fail, you can sense Activate: +1PP per round/hour; use-activated (relaying)
whatever they are thinking in that moment, including imagery You can now have Telepathic conversations between several
and sensory information (a picture, a smell, a sound) or abstract conversants. You simply act as relay, sensing and then sending
data (numbers, words). If they succeed, they block your attempt each person's thoughts to the group. This costs 1PP extra per
to Listen, but don't notice that you tried. If they succeed by more round/hour, on top of the cost of Conversing.
than 5, they recognise your attempt for what it is and act
accordingly. Enhancement: Increased Range
You can sense the surface thoughts of only living, biological Cost: 3CP per rank
creatures that have organised thoughts. In essence, you can read This enhancement increases the range of your Telepathy by
the mind of anything with language . If you attempt to read any 30 ft. You can take this enhancement up to 4 times, to a
creature with an Intelligence score of 5 or below, you default to maximum of 150 ft.
the Empathy limitation (see below) because such creatures
thoughts that are ordered enough to read in detail. Enhancement: Long-Distance Range
You do not hear voices or read thoughts like text, but instead Cost: 3CP per rank
holistically sense what the subject thinks; therefore, language Prerequisite: Increased Range (4 Ranks)
barrier is not an issue. If you spoke only Japanese, and the This enhancement increases the range of your Telepathy to
subject spoke only Swahili, you could still sense her thoughts. In 1000 miles / 1500 kilometers, and then each additional rank
this way, you can sense untranslatable concepts, for which you grants another 1000 miles / 1500 kilometers. You can take this
personally might not have words. enhancement multiple times. Its effects stack.
No physical barrier blocks Telepathy. It reaches to its
maximum range regardless of what's in the way. Regardless of Enhancement: Instant Therapy
Origin, the feat Closed Mind grants a +2 to any save against this Cost: 10CP
power. Activate: 4PPs; 10 minutes
Enhancements Save: special (voluntary only)
Enhancement: Broadcast This enhancement allows you to delve into a subjects' mind
Cost: 3cp and illuminate their innermost traumas and joys such that they
Prerequisite: Send suddenly see their own lives with such sharp clarity that they no
Activate: 1PP; move action longer seek out self-destructive (and just plain destructive)
Range: 30 ft. behaviours. Subjects of this effect must enter into the process
You can psychically "yell" and anyone in radius "hears" you voluntarily; it requires that they participate just as much as you
(in their minds). In one move action, you can Broadcast anything do. A subject under the influence of a mind-altering effect or
you could say out loud in the same time. substance does not have the ability to take part in the process.
Only a genuinely free mind can take part in this kind of therapy.
Enhancement: Converse Even a subject manipulated to take part in the process—through
Cost: 2cp
Activate: 1PP per round/hour; use-activated (conversing) Instant
Range: 30 ft. Therapy Condition
Save: Will (negates); Charisma-based DC
You can now open a two-way channel of communication
a source of frustration, but not life-changing (e.g.,
between yourself and a subject. You cannot hear thoughts that
10 difficulty communicating with family/friends,
aren't deliberately sent to you, and others sense only the thoughts
relationship/job frustration)
you send to them. You can "speak" double the number of
words/ideas that you normally could in the same span of time, a distraction that alters the way the subject lives
20
and you can Telepathically Converse while performing other (e.g., miner phobia, tendency to addiction, etc.)
actions (e.g., moving, attacking, using a skill, etc.). You need seriously impacts the subject's ability to hold a job,
only be within 30 ft. 30 have adult relationships, and the like (e.g., major
Subjects get a Will save either every round (in combat) or phobia, full-blown addictive behaviour)
every hour (as per the activation cost). They can choose to wave
their Will saves, in which case they can end the conversation any subject is almost unable to take care for him/herself
time they like, as if they were hanging up a telephone. Those 40 (e.g., severe phobia to every-day experiences, acute
who do roll the save and beat the DC have successfully blocked anxiety, extreme bipolar disorder)
your attempt to connect to their minds. subject is unable to function, cannot care for
50 him/herself, requires full-time care by a family
member or medical professional
Bluff, Intimidate, or Diplomacy, for example—will find that, example, but not long-term memories like bank account
because they were sold a false bill of goods, they cannot benefit numbers, childhood memories, or knowledge that's a result of
from it. schooling.
The rules that follow apply only in those situations where In a move action, you can collect 4 specific pieces of
time is a factor or the results have in-game consequences. If you information about a subject, which take the form of four
want to use this enhancement essentially for narrative questions you can ask the GM. You can ask each question after
flavour, then GMs are strongly encouraged to not sweat the you hear the answer to the previous question, and thus tailor
details (e.g., reforming a career criminal, curing someone's them to hone in on a particular piece of information, but every
eating disorder, allowing them to come to terms with their question you ask about the subject counts toward your total,
trauma). However, if the subject is an important NPC, then including clarifications of previous questions.
play it by the book.
The process takes 10 minutes, during which time you just sit Enhancement: Long-Term Reading
quietly with the subject, both of you free from distractions of all Cost: 3CP
kinds. Some quiet music the most you can tolerate. You roll a Prerequisite: Short-Term Reading
Behavioural Sciences check and so does the subject. If, between Activate: 2PP; move action
you, you make the DC, then the subject is relieved of one major Save: Will (negates), Charisma-based
neurosis, on-going trauma, or the like. The DC starts at 10, for You can dig past the short term and examine a subject's long-
garden-variety emotional difficulties, and can go as high as 40. term memory to retrieve extremely personal information about
the subject's life, like old phone numbers, the smell of a former
Enhancement: Listen In lover, formative childhood experiences, or a book he or she has
Cost: 2CP read. In a single move action, you can collect
Activate: 1PP; move action In a move action, you can collect 4 specific pieces of
Save: Will (negates), Charisma-based information about a subject, which take the form of four
If you are within range of a telepathic conversation, you get a questions you can ask the GM. You can ask each question after
free Sense Motive check (DC 15, not including the +20 bonus for you hear the answer to the previous question, and thus tailor
Listening) to notice the conversation. If you succeed, you notice them to hone in on a particular piece of information, but every
the Conversation happening and you can attempt to Listen to it, question you ask about the subject counts toward your total,
which prompts a Will save. The Will save is made by the including clarifications of previous questions.
participant with the highest Will modifier, and every member of
the group can aids the roll (potentially adding +2 each). As with Enhancement: Swift Action Telepathy
Listen, if they succeed, they block you but don't notice you. If Cost: 3CP
they succeed by 5 or more, they do notice you. If they fail the You can use any of the various Listen or Broadcast modes of
save, you are now a participant in the conversation and hear all Telepathy as a swift action.
sent thoughts. You can send a thought of your own, of course, but
that would blow your cover and the participants could all "hang Enhancement: Telepathic Influence
up," if they so desired. Cost: 2CP per attitude
Activate: 2PPs per rank; standard action
Enhancement: Psychic Scream Save: Will (negates), Charisma-based
Cost: 2CP You can attempt to influence anyone you can see within your
Activate: 3PPs; standard action (attack) Telepathy's range, as per the Diplomacy skill. Every rank in the
Save: Will (negates), Charisma-based power grants one level of attitude shift (i.e., hostile, unfriendly,
You can direct a psionic cacophony straight into a single indifferent, friendly, helpful). Target's need to be both in range
target's mind and potentially render them stunned for 1d4 rounds. and line of sight. They get a Will save (see above). You can also
Targets get a Will save to resist the effects. People who are combine this power with a normal Diplomacy check, in which
stunned get no actions, drop anything they hold, lose their case you both talk to someone and nudge their mind at the same
Dexterity bonus to Defence (if any), and take a -2 penalty to time. Doing this grants a +10 circumstance bonus to your
Defence for standing there like slack-jawed morons. Diplomacy roll per rank in the enhancement.
Limitations
Enhancement: Short-Term Reading Limitation: Empathy
Cost: 3CP Value: 3CP
Activate: 1PP per round; move action Instead of hearing fully-formed, language-like thoughts, you
Sustain: move action sense only the emotions of your subjects. Broadly speaking, you
Save: Will (negates), Charisma-based can sense any emotion that has a single name, like fear, anxiety,
You can dig past surface thoughts and examine a subject's anger, lust, happiness, contentment, or frustration. You cannot
memories and impressions. You have access to the subject's sense physical states like hunger, sleepiness, or arousal. All
short-term memory (about the last week). You can call up what modes and enhancements function normally except that you are
she had for breakfast or what conversations he had yesterday, for limited to sensing emotions. This limitation is incompatible with
"Mishap" means you've been briefly "scrambled" by the or the save DC of the in-coming effect. You must declare your
Teleportation process. You suffer 2d6 points of non-lethal intention to invoke this enhancement after the hit is announced
damage. This damage is not reduced or prevented by but before full damage is calculated.
anything. You then arrive "off target," and will be dazed for
1d3 rounds upon arrival. Enhancement: Safe Teleport
Cost: 2CP
You can combine Teleportation with Temportation to move You roll two twenty-sided dice whenever you have to roll a
through time and space simultaneously. Total the PP costs for Mishap Check, and select the most favourable of the two rolls.
both powers, but Activation times happen simultaneously.
Therefore, if your activation time to Teleport were a standard Enhancement: Certain Teleport
action and your activation time to Temport were a full-round Cost: 3CP
action, then a combined Teleport/Temport (or "Tardis jaunt") Prerequisite: Safe Teleport
would take a full-round action. Activate: 1PP; full-round action
Enhancements By spending an additional 4PPs when you Teleport, you can
Enhancement: Standard-Action Teleport travel to a closed or hidden space with no chance of a mishap.
Cost: 2CP While you cannot use this to Teleport to a completely unknown
You can Teleport as a standard action. location, like a villain's hidden base, you can Teleport to places
you barely know anything about, such as a tiny village
Enhancement: Blink Attack somewhere in Madagascar that you once saw in a postcard,
Cost: 2CP without a mishap. You merely need to have some idea of where
Prerequisite: Standard-Action Teleport the target site is, and a vague notion of what it looks like.
Activate: 1PP; full-round action (special)
Range: 75 feet, line of sight Enhancement: Teleport Other
As a full-round action, you can make a Blink Attack, which Cost: 3CP per rank
means that you Teleport once, make a single mêlée attack, and Activate: 1PP; full-round action
then Teleport back to where you started. The Teleportation that Range: Touch
follows your attack does not provoke an attack of opportunity. For every rank in this enhancement, you can take one
medium-sized person with you when you Teleport. Large-sized
Enhancement: Full Blink Attack people count as two Others, and Huge-sized as three Others, and
Cost: 2CP so on. The additional person must be touching you when you
Prerequisite: Standard-Action Teleport, Blink Attack Teleport.
Activate: 2PPs; full-round action (special) Limitations
Range: 75 feet, line of sight Limitation: Sight Teleport Only
As a full-round action, you can Teleport, make a full-attack, Value: 2CP
and then Teleport again. The Teleportation that follows your You can Teleport only to places in your line of sight. Your
attack does not provoke an attack of opportunity. "line of sight" can be enhanced by powers or mundane
technology like binoculars, but you cannot Sight Teleport based
Enhancement: Blink Blitz on reproduced images, like a television signal or a web-cam. You
Cost: 2CP cannot attempt any Teleport that would require a Mishap Check.
Prerequisites: Standard-Action Teleport, Blink Attack, Full This limitation is compatible with all enhancements and
Blink Attack limitations of Teleportation, but obviously Safe Teleport and
Activate: 2PP per Teleport; full-round action (special) Certain Teleport will rarely apply.
As part of a Full Blink Attack, you can now Teleport between
individual attacks within your full-attack sequence, if you so Temport
choose. The Teleportations that follow your attacks do not [Power]
provoke attacks of opportunity. Cost: 5CP
Activate: 1PP per hour; full-round action
Enhancement: Reflexive Teleport Range: self
Cost: 3CP With this power, you can move from one moment in time to
Prerequisite: Standard-Action Teleport another that is forward in time. You must declare how far
Activate: 1PP; swift action forward you want to Temport when you start. You can specify
If you retain your Dexterity bonus and are hit for physical down to the minute, but you must pay 4PPs for every hour or
damage (either by an attack or something that triggers a saving portion thereof, even if you travel less than an hour forward. You
throw), you can make a Reflex save to instantly Teleport out of arrive in the new time in the same physical spot that you left.
danger a split second before the damage occurs. You reappear in You can combine Teleportation with Temportation to move
the same spot after the Reflexive Teleport, but avoid the damage through time and space simultaneously. Total the PP costs for
entirely. The DC of the Reflex save equals either the attack roll both powers. Activation times don't stack. Therefore, if your
Teleportation activation time were a standard action and your Cost: 2CP per round
Temportation activation time were a full-round action, then a Prerequisite: Time Stop
combined Teleport/Temport would take a full-round action only. You can now stay in stopped time for an extra round. You can
take this enhancement twice, for a maximum of 3 rounds of Time
Enhancements Stop.
Enhancement: Day Temport
Cost: 3CP Enhancement: Temport Backwards
Activate: 1PP per day; full-round action Cost: 8CP
You can now Temport in days, instead of hours. If you travel Activate: 1PP per year; full-round action
less than a day forward, you must pay in hours, as with standard You can now travel backward in time, but you cannot travel
Temportation. into your own timeline, which means you cannot meet yourself
and you cannot interact directly with events that would influence
Enhancement: Year Temport your own life, such as meeting your parents. If you attempt to
Cost: 4CP jump to a place that would influence your own life, you bounce
Prerequisite: Day Temport back to your starting place, having expending your PPs as
Activate: free; full-round action normal. The GM has final say on what constitutes a time that has
Sustain: 1PP per year an influence on your own life, but generally you cannot Temport
You can now Temport in years, or portions thereof, instead of backwards into the same physical setting (the same city, for
days, but you arrive at the same time of day that you left, unless example) that is within your own lifetime. You have to go past
you also expend PPs on an additional hourly jump. If you start at the date of your own birth to stay local. If you travel to a distant
10am and travel 3 years, 8 months forward, arriving at 6:30pm, location with little or not influence on your own life, then you
you would have to pay 21PP (12PP for 3.5 years, 9PP for 8.5 can travel within your own lifetime. You also you cannot go
hours). anywhere near your own ancestors for at least four generation
backwards. You can, for example, have a coffee with your great-
Enhancement: Temport Other great-great-grandmother, but not your parents, grandparents,
Cost: 4CP great-grandparents, or great-great-grandparents.
Activate: 1PP per person; full-round action
Range: Touch Enhancement: Move-Action Temport
For every rank in this enhancement, you can take one Cost: 3CP
medium-sized person with you when you Temport. Large-sized You can now Temport as a move action.
people count as two Others, and Huge-sized as three Others, and
so on. The additional person must be touching you when you Enhancement: Reflexive Temport
Teleport. Cost: 3CP
Prerequisite: Move-Action Temport
Enhancement: Time Stop Activate: 1PP; swift action
Cost: 6CP If you retain your Dexterity bonus and are hit for physical
Activate: 3PP; full-round action damage (either by an attack or something that triggers a saving
Sustain: swift action throw), you can make a Reflex save to instantly Temport a
You can stop time and move freely while the world is frozen. moment into the future just before the damage occurs. You
Everything in the world still affects you as normal, including reappear in the same spot after the Reflexive Temport. The DC of
gases or in-place energy effects, as well as gravity or drowning. the Reflex save equals either the attack roll or the save DC of the
People around you are effectively helpless. in-coming effect. You must declare your intention to invoke this
Your body and objects you physically move, including our enhancement after the hit is announced but before full damage is
clothing, are all that you can effect. Energy, including that which calculated.
you generate with your body, like an Energy Attack, does not Limitations
function. Cars won't turn on. Computers only show what's on Limitation: Temporal Stasis
their screens, if they're on at all, and you cannot affect software Value: 3CP
while time stopped. Electrical switches of all kinds are Activation: 1PP per hour; full-round action
functionless, for you. If you flip a switch while Time Stopped, Range: self
the machine won't function until you start time again. Chemical You can place yourself in temporal stasis, effectively jumping
reactions don't work, so matches or gas stoves won't light. forward in time but only subjectively. While you are in stasis,
Poisons don't activate outside of a pumping heart, so you can't you remain motionless and essentially at the world's mercy. You
poison anyone else, or rather, they won't be poisoned until you are vulnerable to physical but not mental attacks, because your
start time again. However, you can swallow chemicals and they mind is effectively "off." Anybody attempting to connect to it
will function in your body. will just hear the ocean.
Your body is also in a state of biological suspension, thus you
Enhancement: Extended Time Stop do not need to eat or breath and are unaffected by chemicals that
would poison or anaesthetize you, though acids, corrosives, and you. You don't need line of Turning Most Powerful
other physical attacks still affect your body. Gases are never sight to a target, but you do Check Undead Affected
taken into your lungs, and poisons introduced to your body need a clear line of effect, a Result (Max HD)
through darts or hypodermic needles, for example, have an effect straight, unblocked path 0 or lower your level -4
only after you come out of the stasis. Your body can be carried, between yourself and your
and as a standard action your limbs can be moved into a seating target(s). 1 - 3 your level -3
position or other postures. You do not age while in stasis. First, roll a turning 4-6 your level -2
If you are killed while in temporal stasis, you technically check to see how powerful 7-9 your level -1
haven't died yet because your body is outside of normal time and an undead creature you can 10 - 12 your level
if your body can be fully repaired before you come out of it, you turn. This is a Charisma
will live, though you'll feel sore as hell and not know why unless check (1d20 + your 13 - 15 your level +1
someone tells you. Charisma modifier). The 16 - 18 your level +2
table, below, gives you the 19 - 21 your level +3
Thick Skinned hit dice of the most 22 or higher your level +4
[Trait] powerful undead you can
Cost: 10CP affect, relative to your
You are so tough that attacks that would normally inflict character level. On a given turning attempt, you can turn no
lethal damage on you, instead do only non-lethal damage. This undead creature whose Hit Dice exceed the result on this table.
does not include mundane energy damage or any form of Super If your turning check is high enough to let you turn at least
attack (powers, spells, psi-powers, super-abilities, etc.). some of the undead within 60 feet, roll 2d6 + your CL + your
If you are rendered unconscious due to having taken too Charisma modifier for turning damage. That's how many total hit
much non-lethal damage, you then start to take lethal damage as dice of undead you can turn.
normal. If your Charisma score is average or low, it's possible (but
Enhancements unusual) to roll fewer Hit Dice of undead turned than indicated
Enhancement: Resistant Skin on your turning check. For instance, at 1 st level with an average
Cost: 3CP Charisma score, you could get a turning check result of 19 (your
Mundane energy now causes only non-lethal damage to you, level +3, or 4 HD), which is enough to turn a wight, but then roll
until you pass out from non-lethal damage. You still take lethal only 3 on his turning damage roll—not enough to turn that wight
damage from Super attacks. after all.
You can skip over already turned undead that are still within
Enhancement: Super Skin range, so that you do not waste your turning capacity on them.
Cost: 7CP Turned undead flee from you by the best and fastest means
Prerequisites: Resistant Skin available to them. They flee for 10 rounds (1 minute). If they
Super attacks now cause only non-lethal damage to you, until cannot flee, they cower (giving any attack rolls against them a +2
you pass out from non-lethal damage, at which point you start bonus). If you approach within 10 feet of them, however, they
taking lethal damage. The GM might still rule that particularly overcome being turned and act normally. (You can stand within
powerful attacks, like nuclear explosions or energy blasts from 10 feet without breaking the turning effect—you just can't
cosmic powers, still affect you, but very few mortally-generated approach them.) You can attack them with ranged attacks (from
effects can cause you lethal damage. at least 10 feet away), and others can attack them in any fashion,
Limitations without breaking the turning effect.
Limitation: Power If you have twice as many levels (or more) as the undead
Value: 3CP have Hit Dice, you destroy any that you would normally turn.
Activate: free; swift action
Sustain: free; free action Enhancements
Your Thick Skin is now a power, which means you have to Enhancement: Extended Duration
activate and sustain it (as above), and it can be affected by the Cost: 3CP per 5 rounds
metapowers. Extend the duration of your Turning effect by 5 rounds for
each rank in this enhancement. You can take this up to 5 times,
Turn Undead for a maximum duration of 30 rounds (3 minutes).
[Power]
Cost: 5CP Enhancement: Extended Range
Activate: 1PP; use-activated (attack) Cost: 2CP per 30 feet
Range: 60 feet Increase the range at which you can Turn by 30 feet for each
You have the ability to repel or even destroy undead creatures rank in this enhancement, to a maximum of three ranks, which
by channelling positive energy into an offensive attack. You turn grants a range of 150 feet.
the closest turnable undead first, and you can't turn undead that
are more than 60 feet away or that have total cover relative to Enhancement: Enhanced Turning
Cost: 2CP per +2 enhancement bonus to Charisma Range: 500 ft. radius (overhead)
Each rank in this enhancement grants you a +2 enhancement You can create thick cloud cover directly overhead.
bonus on your Charisma check to see how powerful an undead
you can turn. You can take this up to three times, for a maximum Enhancement: Rain
bonus of +6. Cost: 4CP
Prerequisite: Clouds
Enhancement: Increased Turning Activate: 1PP; full-round action
Cost: 3CP per 1d6 Turning Damage Range: 100 ft. radius (centred on you)
Increase your Turning Damage by 1d6 for each rank in this You can create rain, but to do so, there must be clouds
enhancement. You can take this up to three times, for a maximum overhead, either natural clouds or clouds you create yourself.
damage of 5d6 + your CL + your Charisma modifier. Rain reduces visibility and audibility ranges by half, resulting in
a -4 penalty on Observe checks. It automatically extinguishes
Enhancement: Rebuke Undead unprotected flames. Ranged weapon attacks are at a -4 penalty.
Cost: 3CP
You channel negative energy rather than positive energy, Enhancement: Rainstorm
allowing you to rebuke or even control undead, rather than Cost: 2CP
turning them. If you take this enhancement, you can no longer Prerequisite: Clouds, Rain
turn undead normally. It permanently changes the way you Activate: 1PP; full-round action
channel life energy. Instead of Turning undead, you now Rebuke Range: 100 ft. radius (centred on you)
them. Instead of destroying them, you can now Command them. You can create rainstorms that all but destroy visibility and
A rebuked undead creature cowers as if in awe (attack rolls audibility, but to do so, there must be clouds overhead, either
against the creature get a +2 bonus) but does not flee. This effect natural clouds or clouds you create yourself. In a Rainstorm,
lasts 10 rounds. A commanded undead creature is under your Observe checks take a -10 circumstance penalties and
mental control. You must take a standard action to deliver mental sight/hearing range is down to one-quarter. Ranged attacks suffer
orders to undead that you command. At any one time, you can a -8 circumstance penalty, due to both bad visibility and the
command a number of undead that, collectively, are equal to or physical effect of the driving rain. Unprotected flames are
less than your own CL. You can relinquish command on any immediately extinguished. Small, delicate objects can be
commanded undead creature or creatures in order to command smashed by the pounding rain drops. Single-pane windows are
new ones. All other enhancements affect Rebuking Undead often smashed (at GM's discretion, for flavour).
normally. Rebuking Undead is always an evil act, for game
purposes. Enhancement: Lightning Strike
Powers: W Cost: 3CP per rank (2d6 damage)
Prerequisite: Clouds, Rain
Weather Mastery Activate: By CL; standard action (attack)
[Power] Range: 100 ft.
Cost: 5CP per rank Save: Reflex (half), Wisdom-based
Activate: 1PP per rank; standard action This enhancement grants you the ability to call down and
Sustain: per round/minute; standard action direct Lightning Strikes. For every rank in the enhancement, your
Range: 100 ft. radius (centred on you) Lightning causes 2d6 to the damage. You can call down a
For every rank in this power, you can raise or lower the Lightning Strike during a naturally-occurring storm or one of
temperature by 10 degrees. Thus, you can turn a comfortably your own Rainstorms. These Lightning Strikes emanate from the
warm day (20ºC) into a sweater weather (10ºC), sweater weather storm clouds themselves, and not from your body. Lighting
into chilly weather (0ºC), chilly into freezing (-10ºC), and etc. Strikes fill a 20-by-20-ft. area (4 squares), but they also qualify
Alternatively, you can turn a comfortably warm day (20ºC) into a as a Line effect as they travel through the air. Lighting Strikes
hot day (30ºC), a hot day into blazing heat (40ºC), and blazing travel straight down.
heat into Living On The Sun (50ºC), etc. The temperature shifts
at a rate of 10ºC per round, but you can activate a radical shift in Enhancement: Forked Lightning
a single action. For example, you could lower the temperature by Cost: 3cp per rank
30ºC in a single standard action and for the next three rounds, the Prerequisite: Clouds, Rain, Lightning Strike
temperature would lower by 10ºC on your turn. Activate: 1pp; free
This power works only when you are outdoors or in an Range: 50 ft.
extremely large space, like a covered football field. You can take You can now, at your discretion, split your Lighting Strike
up to 5 ranks in the power. between two targets. Each Strike does half damage and fills half
Enhancements the space (2 squares instead of 4). You can take this enhancement
Enhancement: Clouds a second time. At Rank II, you can split your Lightning Strike
Cost: 1CP twice and, thus, create four Strikes, each of which does ¼
Activate: free; standard action damage and fills only a single square.
For every rank in this power, you can change the temperature
Enhancement: Snowstorm by up to 30ºC in a single standard action. You can take this
Cost: 5CP power multiple times. Its effects stack.
Prerequisite: Clouds
Activate: 1PP; full-round Enhancement: Fog
Range: 100 ft. radius (centred on you) Cost: 4CP
You can create thick, driving snow, but to do so, there must Activate: 1PP; standard action
be clouds overhead and the temperature must be below freezing. Range: 20 ft. radius (centred on you)
These conditions can be natural or you can produce them You can create fog, either as a low-lying cloud layer or a mist
yourself. Snowstorms reduce visibility ranges by three quarters, that rises from the ground, fog obscures all sight, including
imposes a -8 circumstance penalty on Observe and Search darkvision, beyond 5 feet. Creatures 5 feet away have
checks. Snowstorms impose a -10 circumstance penalty to concealment (attacks by or against them have a 20% miss
ranged attacks. They automatically extinguish unprotected chance).
flames.
Enhancement: Wind
Enhancement: Blizzard Cost: 5CP
Cost: 2CP Activate: 1PP; standard action
Prerequisite: Clouds, Snow Range: special
Activate: 1PP; full-round Save: Fortitude, Wisdom-based
Range: 100 ft. radius (centred on you) You can create a Wind Storm. Instead of a radius, Wind
You can create swirling, blinding, freezing snow, but to do so, Storms take up a 40ft. x 40ft area, centred on you (unless you
there must be clouds overhead and the temperature must be have the Distant Weather enhancement). You are unaffected by
below freezing. These conditions can be natural or you can your own Wind. You must declare the direction of the wind when
produce them yourself. Visibility is reduced to one-quarter your you activate this power. Wind Storms automatically extinguish
normal range, but to see anything at all requires an Observe any unprotected flames, and impose a -4 penalty to ranged
check (DC 15). Blizzards impose a -20 circumstance penalty to weapon attacks and Observe checks. In addition, Wind Storms
ranged attacks and automatically extinguishes unprotected provoke a Fortitude save. Those who fail the save are knocked
flames. After one round, snow covers the ground and starts to back 1d4 squares (1d4 x 5 feet) in the direction of the wind.
freeze. Anyone walking on it must reduce their speed by half in
order to walk without falling. Moving at full speed triggers a Enhancement: Hurricane
Reflex save (DC 15). Those who fail the save fall and land prone. Cost: 5CP
Activate: 2PP; standard action
Enhancement: Hailstorm Range: speciality
Cost: 3CP per rank (2d6 damage) Save: Fortitude (DC +5), Wisdom-based
Prerequisite: Clouds, Snow Storm You can create a hurricane. Instead of a radius, Hurricanes
Activate: By CL; standard action (attack) take up an 80ft. x 40ft area, centred on you (unless you have the
Range: 100 ft. Distant Weather enhancement). You are unaffected by your own
Save: Reflex (half), Wisdom-based Hurricane. You must declare the direction of the wind when you
This enhancement grants you the ability to create a small, activate this power. Wind Storms automatically extinguish any
focused, damaging hailstorm. For every rank in the enhancement, unprotected flames, and impose a -8 circumstance penalty to
your Hailstorm causes 2d6 damage. You can call down a ranged attacks from firearms or energy weapons (including
Hailstorm during a naturally-occurring snow storm one of your powers), but thrown weapons or archaic projectiles (i.e., bows)
own. Hailstorms fill a 30-by-30-ft. area (9 squares) . are useless. In addition, Hurricanes provoke a Fortitude save
(standard DC +5). Those failing the save are knocked back 2d4
Enhancement: Distant Weather squares (2d4 x 5 feet) in the direction of the wind and take 2d6
Cost: 3CP non-lethal damage.
The centre-point of the 100 ft. radius of your Weather
Mastery can now be up to 500 feet away from you. Placing Webbing
weather at a distance has no additional activation/sustain cost of [Power]
its own. Your PP cost and activation time are the same as Cost: 4CP
whatever Weather Mastery ability you use. Activate: 1PP per 50 ft. (By CL); standard action
Range: special
Enhancement: Fast Temperature Shift This power allows you to spontaneously create natural, silken
Cost: 2CP per 30ºC fibres, usually directly from your body, like a spider or silk-
Activate: free; standard action (see text) worm. You can project this webbing out, as if it were a liquid
Range: n/a under great pressure. Once it dries, it forms organic rope. You
buy this power in two steps: first, the range increment, and on). You will rarely need to know these weight allowances , but
second, strength. if it comes up, just look up this table.
You can, in one round, produce a single strand of Webbing Webbing can be used, generally speaking, for three purposes:
that is up to three times the length of your range increment and Climbing and Swinging, Tripping and Entangling, and Disarming
you can continue to do so indefinitely, creating one continuous and Snagging Objects. You can use it any way you like. It's just
strand. This costs 2PPs per round, unlike projecting Webbing at organic rope, after all, but these three are the most common.
range. After about a half hour, Webbing dissolves on its own; it
turns wispy and floats away on the breeze. It also tastes awful, so Climbing and Swinging
we don't recommend getting it in your mouth. Webbing is You can fire your Webbing at any solid surface and the far
initially quite sticky, but after just a few moments, it dries in the end will stick fast with a strength equal to the rope's Strength
air and becomes as smooth as silk. In fact, for all intents and score. This requires a move action. Remember, though, that the
purposes, it is silk. wall itself might not be all that strong. Drywall won't support
Shooting Webbing is a ranged touch attack, and you can your weight, for example. Hitting something as large as a
apply feats that enhance attack rolls, like Weapon Specialization. building does not normally require an attack roll. You do need to
Any enhancements to damage would be wasted on Webbing. make a touch attack to hit something any smaller than a major
piece of architecture, or to hit a large edifice while falling.
Range Increment Range Large, fixed points generally have a natural Defence of 10,
The range increment starts at 10 feet Cost and that score rises as the target gets smaller. If the target is
Increment
and every additional 10 feet costs 1CP. 10 feet Free moving, it effectively gains a dodge bonus (determined by the
This is not the maximum length of GM). If you are falling in a controlled dive while making the
webbing you can create, but the range 20 feet 1CP attempt (i.e., you jump on purpose), you take a -4 to hit. If you
increment for projecting it at range, 30 feet 2CP are falling in an uncontrolled dive (i.e., you were pushed or
either offensively or out of utility. The 40 feet 3CP thrown), then you take a -6. Any and all other penalties or
maximum range increment is 50 feet (see 50 feet 4CP bonuses to hit apply as normal. GMs have the ultimate say in the
table, above). Defence score of the target. (For more rules pertaining to
Swinging as Movement , see Chapter 7: Combat and Equipment.)
Strand Strength
The strength of your Webbing is expressed as an actual Tripping and Entangling
Strength score which doubles as the Escape Artist DC to You can shoot your Webbing at opponents. This allows you to
escape it. A Strength of 16 means that you would need a 16 or make ranged Trip attacks as if you were using a rope-like
more to escape entanglement. Webbing Strength starts at 10 and weapon, such as a whip. Making this kind of attack requires a
every additional +2 costs 1CP. The maximum Strength for your standard action. The stickiness of the Webbing grants a +4 on
Webbing is 30 (see table, below). your opposed test to Trip or Disarm. All rules for Trips and
This number also determines the maximum drop, swing, Disarms apply normally.
and still strength of a single strand of Webbing (see table). You can also attempt to entangle people by covering them
"Drop strength" is how much weight the webbing can take with so much Webbing that it hampers their movement. This
without snapping if that weight were dropped from a height of 10 requires a ranged touch attack. If the attack succeeds, target then
feet or more. "Swing strength" is the maximum load that a strand get a Reflex save against your attack roll . Large targets get a
can support while swinging. "Still strength" is the maximum +4 on their saving throws, and Huge targets get a +8. Targets
weight a rope can withstand while hanging still or dropped from larger than Huge are too big to be entangled by Webbing. Small
less than 5 feet. The still strength is four times the drop strength, targets get a -4 on their saving throws, and Fine creatures get a
the swing strength is twice the drop strength, and the drop -8, but smaller than fine creatures simply slip between the
strength equals the heavy load of the Webbing's Strength score. threads of Webbing, so they cannot be entangled by it. Targets
Thus, webbing with a strength of 16 has a drop strength of who succeed at their saving throw avoid being entangled, and
230lbs, a swing strength of 460lbs, and a still strength of just targets who fail are entangled.
under 1000lbs. Rope strengths start at 10 (for free) and cost 1CP Entangled people move at half speed, cannot run or charge,
per 2 points thereafter (1CP for a score of 12, 2CP for 14, and so take a -2 penalty on attack rolls, and a -4 penalty on their
Dexterity scores.
Strength Score / Still Swing Drop CP On the targets' turn(s), they can use a standard action to
Escape DC Strength Strength Strength Cost attempt to break out of the Webbing, just the same as if they were
10 400lb. 200lb. 100lb. free grappled (i.e., either a Strength or an Escape Artist check). The
DC of both checks equals your Webbing's Strength score (i.e.,
12 520lb. 260lb. 130lb. 1CP
this is not an opposed Strength test). They can attempt to escape
14 700lb. 350lb. 175lb. 2CP on every round in which they are entangled. (For more rules
16 920lb. 460lb. 230lb. 3CP pertaining to Grapple rules, see Chapter 7: Combat and
18 1200lb. 600lb. 300lb. 4CP Equipment.)
20 1600lb. 800lb. 400lb. 5CP
22 2080lb. 1040lb. 520lb. 6CP
© Copyright
24 Orion Ussner
2800lb.Kidder 2010
1400lb. 700lb. Phoenix
7CP v10 (draft) 159
160 Chapter 5: Powers
Disarming and Snagging Objects You can now spew out so much Webbing that you can fill an
You can use Webbing to snag and retrieve objects that weigh area in a single standard action. The volume equals one 10-foot
up to half of your light load (yours, not your Webbing's). If your cube per 10 feet of your range increment (NB: this is not the
Webbing's drop strength is less than half your light load, then the same as your range increment cubed). Every person in that area
strand will snap when you yank on it. In this case, your Webbing must save or be entangled.
isn't as strong as you are. You can perform a Disarm in combat as
per the standard rules (i.e., you and the target make opposed Enhancement: Standard-Action Snag
attack rolls). If you succeed, you now have your opponent's Cost: 2CP
weapon on the end of your strand, and you can, as a move Activate: free; use-activated (attack)
action, use a ranged touch attack against yourself to flip it You can snag objects in a single standard action. You must
into your hand. To snag an unattended object requires basically still roll to hit the object and then roll to hit yourself to catch it,
the same sequence: an attack roll (standard action) against the as normal, but both of these rolls happen within a single standard
object and a ranged touch attack against yourself (move action) action. You are encouraged but not required to say "yoink!" when
to catch it. you perform this manoeuvre.
You can leave an object on the end of the Webbing and use it
as a make-shift sling, swinging the object on the end of the Enhancement: Snag and Sling
strand and letting go. This doubles the range increment of the Prerequisite: Standard-Action Snag
object in question as a thrown weapon. You can also hit someone Cost: 2CP
with whatever is on the end of the rope by swinging it into them. You can now snag thrown objects and sling them back at your
Your range is 15'. You cannot attack anyone further away or opponents in a single attack of opportunity. When someone
closer, and you have no threatened range (because the strand is throws a weapon/object at you, you automatically gain an
just too slow). The damage is determined just like you would optional disarm attempt, as an attack of opportunity. If you win
with any improvised weapon. In both cases, you must be the disarm, the weapon/object is now swinging on the end of
proficient with some kind of rope/chain based weapon (spiked your strand and you can sling it at anyone in your range using the
chain, whip, lasso, etc.) or else you take the standard penalty for same roll as you did for your disarm, because it's all part of one,
non-proficiency (i.e., -4 to hit). fluid motion. You can also choose to retain the weapon/object
Enhancements and not sling it at anyone, just swinging in on the end of your
Enhancement: Improved Entangling strand, but you need to make the standard touch attack against
Cost: 3CP per rank yourself if you want to catch it.
Activate: free; use-activated (attack)
Save: Reflex vs. Attack Roll (negates) Enhancement: Web Net
Anyone you Entangle using your Webbing now takes -4 to Cost: 3CP
attack, -8 to their Dexterity score, and can move only 5 feet Activate: 1PP; use-activated (attack)
per round. You can take this enhancement a second time, which You can now shoot out a wide cone of Webbing that spreads
increases the penalties again to -8 to attack, -16 to Dexterity, and laterally, sticking fast to its surroundings, which forms a springy
renders the target unable to move at all, although they can still net to catch your, or someone else's, fall. This net has a
take move actions. maximum surface area of four 5-by-5-foot squares, but the
shape will conform to the space in which it's thrown. It can be as
Enhancement: Expanded Entangling thin as 5 feet on a side. You must have at least three anchor
Cost: 2CP points or two wide surfaces to throw a net. For example, a
Activate: free; use-activated (attack) Thrown Net between three trees would make a triangle, and one
Save: Reflex vs. Attack Roll thrown into a tight alley (two walls) would make a rough square.
When you make an entangling attack with your Webbing and Thus the area of the net depends partially on the surfaces to
your primary target fails their save, everyone in an adjacent which it's stuck.
squares must make Reflex saves, the DC of which are half You must actually hit the appropriate surfaces, just like
your attack roll, and with the same results as your normal shooting Webbing while falling. The Strength of your Webbing
entangling attack. Because entangled targets are not actually must be sufficient to catch whomever might fall onto it. If their
anchored to anything but each other, they are effectively in one weight exceeds the drop strength, then the net will snap into
big involuntary grapple. The results of this arrangement can be tatters. Finally, the surfaces to which the net is stuck must have
damn funny. the strength to take the weight (i.e., a sapling won't do). Anyone
falling into your Web Net from more than 10 feet incurs its drop
Enhancement: Voluminous Entangling strength. Finally, once it springs into shape, the individual strands
Cost: 2CP are no longer sticky, so people who fall into your Web Net are
Prerequisite: Improved Entangling not entangled.
Activate: 1PP per 10-foot cube; standard action
Save: Reflex vs. Attack Roll
Enhancement: Large Web Net shifts (3CP). Look through the enhancements to get an idea of
Cost: 3CP what already has a price and use it if it's there.
Prerequisite: Web Net One full power is about 8 to 10CP. By a "full" power, we
Activate: 1PP per full-round action; full-round action mean that it has some kind of debilitating effect in combat
You can quickly spin and throw a Large Web Net. This (damage, unconsciousness, etc.), or it achieves some useful effect
requires more time (a full-round action), but covers an area equal either in or out of combat (avoiding obstacles, manipulating
to one 10-by-10-foot square for every 10 feet of your range objects in a convenient way, etc.), and it has a couple of useful
increment (NB: this not the same as your range increment enhancements loaded on to it. This is a very rough estimate, of
squared). If your range increment were 30 feet, for example, you course. The base powers are often about 5CP to start and then
could make three 10-by-10-feet squares. In all other respects, a have options that raise the price further, but the more useful a
Large Web Net functions just like a normal Web Net. power is, the more expensive you should make it. That point
bears repeating: the measure of power's CP cost is its use value in
Creating Powers the game, not how hard it "should be" to achieve a certain effect
by the reckoning of real-world physics or some such rationale.
There is unfortunately no purely mathematical way to create For example, flying at the speed of light is only 2CP because it's
a balanced power. Many factors have to be taken into account. just not that useful in a game.
Here are the guidelines that we used to create the super powers to Aside from sheer power level, flexibility is something else to
begin with. If you or your GM want to invent a new one, follow take into account when pricing a power. A power that grants a
these general guides and use your judgement. Be prepared to specific bonus, a +2 to Defence for example, may be extremely
change the power after you've designed it and even used it in a useful but it's limited to that one thing. A power that the player
game or two. If it seems to powerful in the game, then reign it in. can shape into many and various forms should be very
If it seems useless, then beef it up. expensive, like Force Field. The moment you put that kind of
creativity in the player's hands, they will make something deadly
Don't Duplicate a Power out of it. This is not bad. Creativity is the soul of role-playing
The first question to ask yourself is if the power you want to games. It just needs to be expensive.
create is already in the system. For example, there is no power
called Claws because the Natural Weapons trait already does Determine Power-Point Cost
that. There is not Heat Vision because Energy Attack already Power Point cost is usually just 1PP to activate and 1PP per
does that. Similarly, there are powers you can get only by round to sustain, but if the power grants an especially useful
combination, which is on purpose. The powers do only what they ability, feel free to raise it, but keep in mind that a 5 th-level
say they can do. If you want a useful ability out of the game, you character, the default starting level of the game, will have only
have to pay for it. The argument that, "with this power I should around 25 PPs, on average. It's perfectly reasonable that they can
be able to do something else" is anathema to the philosophy of maintain a very strong power for only a few rounds. If the PP
this system. cost is 4PP per round, they will get only five or six rounds out of
By keeping the powers as separate as possible, the system it before they need to rest and regenerate power points, and it'll
provides both a great deal of flexibility and maintains fairness. In be the only power they can use.
this system, you cannot for example take Fire Form and thus Powers that are based on a base unit of measurement and are
gain flight, flame strikes, heat resistance, etc. If you want to build designed to be used regularly can be "By Character Level" ("By
a character with all those abilities, you have to pay for them CL"). The exemplar for this activation cost is Energy Attack.
individually. Making a power that simply combines several Energy Attacks that do relatively little damage don't cost
powers that are already in the game essentially breaks the system anything in order to allow you to use them a lot. Very powerful
as it's designed, so don't do that. Energy Attacks do cost a lot, however.
The sustain cost, if applicable, is just the activation cost and a 5, then you take a Fatigue penalty to your Act Rolls for the rest
free action, unless you think that sustaining the power should of the encounter or scene. For every 5 points by which you fail
require attention, in which case assign a swift, move, standard, or the roll, you take a cumulative -2 to your Act Rolls. This
full-round action as you see fit. penalty represents your body or Item's decreasing ability to
channel powerful energies. Your will slackens, your muscles tire,
That's about as specific as we can get with these guidelines. your tech overheats, etc. Your Fatigue penalty lasts until the end
There is no formula to plug in and get a perfectly balanced of the encounter or until you go five rounds without activating
power. You have to test it to know how it will behave in a game any powers. Instantaneous healing—anything with an Origin—
and you have to be willing to alter it once you've tested it to also counters the effect. Instead of restoring HPs, every die of
make sure that it works and is fair. If, as a GM, you do find that healing reduces your Act-Roll penalty by 2 (e.g., 3d6 would
something is either too powerful or not powerful enough, you take a Fatigue penalty of -10 to -4).
should just talk to the player and tweak it until it's not You can score a Crit on your Act Roll. If you roll a natural
unbalancing the game any more. If, as a player, you realise that 20 and confirm the success, then you get a x2 multiplier on your
it's underpowered, then you have every right to ask if you can damage or you increase your power's Save DC by +4 or you
make it more on-par with your fellow players' abilities. If you double the numerical value of the power's effect(s) (whichever
realise it's overpowered, then it is your responsibility to suggest a the GM deems appropriate).
way to limit it without ruining your fun. The best way to solve
these kinds of problems is almost always the direct approach, There are a few changes you need to make to the game to
person to person, rather than trying to solve it all "in-game." make the Act Roll system work.
Feats Special: You can take this feet multiple times. Each time, it
Remove the feat Hidden Power. Add the following feats: affects a power for which you have taken Awesome Focused
Activation.
Activation, Improved
[General] Act-Roll Crit, Improved
You have deep reserves of spiritual energy. [General]
Benefit: Your over-all Act Bonus improves by +2. You have over-achieving powers.
Prerequisite: Act Roll +6
Activation, Awesome Benefit: The critical threat range for your Act Rolls increases
[General] to 19-20.
Your inner strength is unreal.
Prerequisite: Improved Activation Act-Roll Crit, Awesome
Benefit: Your Act Bonus improves by an additional +2, for a [General]
total of +4. Your powers pack unusual punch.
Prerequisite: Act Roll +6, Improved Act-Roll Crit
Activation, Supreme Benefit: The critical multiplier for your Act Rolls increases
[General] from x2 to x3.
You can move mountains with your force of will.
Prerequisite: Improved Activation, Advanced Activation Metapowers
Benefit: Your Act Bonus improves by an additional +2, for a Change Power Leech to the following:
total of +6.
Power Leech
Focused Activation [Metapower]
[General] Cost: by mode
You are skilled at activating a particular power. Activate: by mode
Benefit: Your Act Rolls gain a +4 bonus with one power. Range: by mode
Special: You can take this feet multiple times. Each time, it Save: by mode
affects a new power. This power allows you to Leech the Act Bonus of other
characters. The Origin of their powers does not matter; your
Focused Activation, Improved body can simply convert the vital life force, radionic batteries,
[General] crystalline will (or whatever) into energy that you use to drive
You excel at activating one of your powers. your powers. This power has two modes, Offensive Leech and
Prerequisites: Focused Activation, Character Level 6 Defensive Leech.
Benefit: Your Act Rolls gain an additional +4 bonus with the
power you picked for Focused Activation, for a total of +8. Mode: Defensive Leech
Special: You can take this feet multiple times. Each time, it Cost: 4CP per rank (3HPs)
affects a power for which you have taken Focused Activation. Activate: free; use-activated (take damage)
This mode allows you to absorb energy-based, Super
Focused Activation, Awesome attack damage and convert it into an Act-Roll bonus . In any
[General] given round and for every rank in the power, you can absorb
One of your powers is bonded to your very soul. 5HPs of damage and gain a temporary +1 enhancement
Prerequisites: Focused Activation, Awesome Focused bonus to your Act Rolls. You must forgo your Saving Throw in
Activation, Character Level 8 order to use this mode. You retain this bonus until the end of
Benefit: Your Act Rolls gain an additional +4 bonus with the your next turn, at which point the energy dissipates harmlessly if
power you picked for Focused Activation, for a total of +12. you don't use it. You Leech power reflexively, whenever you take
Special: You can take this feet multiple times. Each time, it damage from a Super attack. You cannot direct powers at
affects a power for which you have taken Improved Focused yourself in order to recharge.
Activation.
Mode: Offensive Leech
Focused Activation, Supreme
Cost: 2CP per rank (Act Bonus +2)
[General]
Activate: use-activated (attack)
One of your powers is bonded to your very soul.
Range: touch
Prerequisites: Focused Activation, Awesome Focused
Save: Fortitude (negates), Constitution-based
Activation, Character Level 10
You can Leech other people's Act Roll bonus with a touch .
Benefit: Your Act Rolls gain an additional +4 bonus with the
For every rank in this mode, you Leech 2 points off of their Act
power you picked for Focused Activation, for a total of +16.
Roll. You must hit your target with a touch attack to use this
power. The touch attack requires precision and a small amount of
concentration, so it cannot be an unarmed strike. You can use this
power only once per round. Your target gets a Saving Throw to Enhancement: Ranged Offensive Leech
avoid the power's effects. If she fails, you Leech her Act Roll Prerequisite: Offensive Leech
bonus. She takes a -2 penalty and you gain a +2. Cost: 3CP
You can now Leech powers at a distance, using a ranged
Enhancements touch attack with a maximum range of 20 feet.
Limitation: Non-Lethal Defensive Leech Limitation
Prerequisite: Limitation: Active Defensive Leech
Cost: 1CP per rank in the base power Value: 1CP per rank in the base power
When you Leech incoming Super damage, you take a number Activate: free; free action
of non-lethal HPs of damage equal to half the bonus you Leech Your body does not automatically Leech in-coming damage.
(e.g., if you Leech +4, you take 2 non-lethal HPs of damage). If Instead, you must consciously activate the power, which you can
you take non-lethal, energy-based, Super damage, then you avoid do only when you can see or otherwise sense an incoming attack.
the damage entirely and gain a bonus. Absorbing damage in this way qualifies as an action in combat,
so afterwards, you are no longer flat-footed.
Sanctuary: Opponents can't attack you, and you can't attack. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1
Shield of Faith: Aura grants +2 or higher deflection bonus. round/level.
Shield: Invisible disc gives +4 to Defence, blocks magic Fog Cloud: Fog obscures vision.
missiles. Fox's Cunning: Subject gains +4 Int for 1 min./level.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 Gentle Repose: Preserves one corpse.
damage) for 1 min./level. Ghoul Touch: Paralyses one subject, which exudes stench that
Shocking Grasp: Touch delivers 1d6/level electricity damage makes those nearby sickened.
(max 5d6). Glitterdust: Blinds creatures, outlines invisible creatures.
Silent Image: Creates minor illusion of your design. Gust of Wind: Blows away or knocks down smaller creatures.
Sleep: Puts 4 HD of creatures into magical slumber. Heat Metal: Make metal so hot it damages those who touch it.
Speak with Animals: You can communicate with animals. Hideous Laughter: Subject loses actions for 1 round/level.
Summon Monster I: Calls extraplanar creature to fight for you. Hold Animal: Paralyses one animal for 1 round/level.
Summon Nature's Ally I: Calls creature to fight. Hold Person: Paralyses one humanoid for 1 round/level.
True Strike: +20 on your next attack roll. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Unseen Servant: Invisible force obeys your commands. Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level
Ventriloquism: Throws voice for 1 min./level. (max +10).
Invisibility: Subject is invisible for 1 min./level or until it attacks.
2nd-Level Mystic Spells Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 Locate Object: Senses direction toward object (specific or type).
round/three levels. Magic Mouth: Speaks once when triggered.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary HP Make Whole: Repairs an object.
+1/level (max +10). Minor Image: As silent image, plus some sound.
Alter Self: Assume form of a similar creature. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three
Animal Messenger: Sends a Tiny animal to a specific place. levels, max 8).
Animal Trance: Fascinates 2d6 HD of animals. Misdirection: Misleads divinations for one creature or object.
Arcane Lock: Magically locks a portal or chest. Obscure Object: Masks object against scrying.
Augury: Learns whether an action will be good or bad. Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Barkskin: Grants +2 (or higher) enhancement to natural armour. Phantom Trap: Makes item seem trapped.
Bear's Endurance: Subject gains +4 to Con for 1 min./level. Protection from Arrows/Bullets: Subject immune to most ranged
Blindness/Deafness: Makes subject blinded or deafened. attacks.
Blur: Attacks miss subject 20% of the time. Pyrotechnics: Turns fire into blinding light or choking smoke.
Bull's Strength: Subject gains +4 to Str for 1 min./level. Reduce Animal: Shrinks one willing animal.
Calm Emotions: Calms creatures, negating emotion effects. Remove Paralysis: Frees one or more creatures from paralysis or
Cat's Grace: Subject gains +4 to Dex for 1 min./level. slow effect.
Chill Metal: Cold metal damages those who touch it. Resist Energy: Ignores first 10 (or more) points of damage/attack
Command Undead: Undead creature obeys your commands. from specified energy type.
Consecrate: Fills area with positive energy, making undead Restoration, Lesser: Dispels magical ability penalty or repairs
weaker. 1d4 ability damage.
Continual Flame: Makes a permanent, heatless torch. Rope Trick: As many as eight creatures hide in extradimensional
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). space.
Darkness: 20-ft. radius of supernatural shadow. Scare: Panics creatures of less than 6 HD.
Darkvision: See 60 ft. in total darkness. Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1
Daze Monster: Living creature of 6 HD or less loses next action. ray/four levels (max 3).
Death Knell: Kills dying creature; you gain 1d8 temporary hp +2 See Invisibility: Reveals invisible creatures or objects.
to Str, and +1 level. Shatter: Sonic vibration damages objects or crystalline creatures.
Delay Poison: Stops poison from harming subject for 1 Shield Other: You take half of subject's damage.
hour/level. Silence: Negates sound in 20-ft. radius.
Desecrate: Fills area with negative energy, making undead Soften Earth and Stone: Turns stone to clay or dirt to sand or
stronger. mud.
Detect Thoughts: Allows "listening" to surface thoughts. Sound Burst: Deals 1d8 sonic damage to subjects; may stun
Eagle's Splendour: Subject gains +4 to Cha for 1 min./level. them.
Enthral: Captivates all within 100 ft. + 10 ft./level. Spectral Hand: Creates disembodied glowing hand to deliver
False Life: Gain 1d10 temporary hp +1/level (max +10). touch attacks.
Find Traps: Notice traps as a rogue does. Spider Climb: Grants ability to walk on walls and ceilings.
Fire Trap: Opened object deals 1d4 +1/level damage. Spiritual Weapon: Magic weapon attacks on its own.
Flame Blade: Touch attack deals 1d8 +1/two levels damage. Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you. Magic Fang, Greater: One natural weapon of subject creature
Summon Nature's Ally II: Calls creature to fight. gets +1/four levels on attack and damage rolls (max +5).
Summon Swarm: Summons swarm of bats, rats, or spiders. Magic Vestment: Armour or shield gains +1 enhancement bonus
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha per four levels.
damage. Magic Weapon, Greater: +1/four levels (max +5).
Tree Shape: You look exactly like a tree for 1 hour/level. Major Image: As silent image, plus sound, smell and thermal
Warp Wood: Bends wood (shaft, handle, door, plank). effects.
Web: Fills 20-ft.-radius spread with sticky spiderwebs. Meld into Stone: You and your gear merge with stone.
Whispering Wind: Sends a short message 1 mile/level. Neutralize Poison: Immunizes subject against poison, detoxifies
Wood Shape: Rearranges wooden objects to suit you. venom in or on subject.
Zone of Truth: Subjects within range cannot lie. Nondetection: Hides subject from divination, scrying.
Phantom Steed: Magic horse appears for 1 hour/level.
3rd-Level Mystic Spells Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Animate Dead: Creates undead skeletons and zombies. Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Arcane Sight: Magical auras become visible to you. Protection from Energy: Absorb 12 points/level of damage from
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, one kind of energy.
and checks; or 50% chance of losing each action. Quench: Extinguishes non-magical fires or one magic item.
Blink: You randomly vanish and reappear for 1 round/level. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to
Call Lightning: Calls down lightning bolts (3d6 per bolt) from Defence.
sky. Ray of Exhaustion: Ray makes subject exhausted.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./ Remove Blindness/Deafness: Cures normal or magical
level. conditions.
Contagion: Infects subject with chosen disease. Remove Curse: Frees object or person from curse.
Create Food and Water: Feeds three humans (or one horse) per Remove Disease: Cures all diseases affecting subject.
level. Searing Light: Ray deals 1d8/two levels damage, more against
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). undead.
Daylight: 60-ft. radius of bright light. Secret Page: Changes one page to hide its real content.
Deep Slumber: Puts 10 HD of creatures to sleep. Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. Shrink Item: Object shrinks to one-sixteenth size.
radius. Sleet Storm: Hampers vision and movement.
Diminish Plants: Reduces size or blights growth of normal Slow: One subject/level takes only one action/round, –1 to
plants. Defence, reflex saves, and attack rolls.
Dispel Magic: Cancels spells and magical effects. Snare: Creates a magic booby trap.
Displacement: Attacks miss subject 50%. Speak with Dead: Corpse answers one question/two levels.
Dominate Animal: Subject animal obeys silent mental Speak with Plants: You can talk to normal plants and plant
commands. creatures.
Explosive Runes: Deals 6d6 damage when read. Spike Growth: Creatures in area take 1d4 damage, may be
Fireball: 1d6 damage per level, 20-ft. radius. slowed.
Flame Arrow: Arrows deal +1d6 fire damage. Stinking Cloud: Nauseating vapours, 1 round/level.
Fly: Subject flies at speed of 60 ft. Stone Shape: Sculpts stone into any shape.
Gaseous Form: Subject becomes insubstantial and can fly Suggestion: Compels subject to follow stated course of action.
slowly. Summon Monster III: Calls extraplanar creature to fight for you.
Gentle Repose: Preserves one corpse. Summon Nature's Ally III: Calls creature to fight for you.
Glyph of Warding: Inscription harms those who pass it. Tiny Hut: Creates shelter for ten creatures.
Halt Undead: Immobilizes undead for 1 round/level. Tongues: Speak any language.
Haste: One creature/level moves faster, +1 on attack rolls, Vampiric Touch: Touch deals 1d6/two levels damage; caster
Defence, and Reflex saves. gains damage as hp.
Helping Hand: Ghostly hand leads subject to you. Water Breathing: Subjects can breathe underwater.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Water Walk: Subject treads on water as if solid.
Illusory Script: Only intended reader can decipher. Wind Wall: Deflects arrows, smaller creatures, and gases.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max
+15). 4th-Level Mystic Spells
Invisibility Purge: Dispels invisibility within 5 ft./level.
Invisibility Sphere: Makes everyone within 10 ft. invisible. Air Walk: Subject treads on air as if solid (climb at 45-degree
Keen Edge: Doubles normal weapon's threat range. angle).
Lightning Bolt: Electricity deals 1d6/level damage. Animate Dead: Creates undead skeletons and zombies.
Antiplant Shell: Keeps animated plants at bay. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Arcane Eye: Invisible floating eye moves 30 ft./round. Resilient Sphere: Force globe protects but traps one subject.
Black Tentacles: Tentacles grapple all within 20 ft. spread. Restoration: Restores level and ability score drains.
Blight: Withers one plant or deals 1d6/level damage to plant Rusting Grasp: Your touch corrodes iron and alloys.
creature. Scrying: Spies on subject from a distance.
Charm Monster: Makes monster believe it is your ally. Secure Shelter: Creates sturdy cottage.
Command Plants: Sway the actions of one or more plant Sending: Delivers short message anywhere, instantly.
creatures. Shadow Conjuration: Mimics conjuration below 4th level, but
Confusion: Subjects behave oddly for 1 round/level. only 20% real.
Control Water: Raises or lowers bodies of water. Shout: Deafens all within cone and deals 5d6 sonic damage.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, Solid Fog: Blocks vision and slows movement.
saves, and checks. Spell Immunity: Subject is immune to one spell per four levels.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Death Ward: Grants immunity to death spells and negative Stoneskin: Ignore 10 points of damage per attack.
energy effects. Summon Monster IV: Calls extraplanar creature to fight for you.
Detect Scrying: Alerts you of magical eavesdropping. Summon Nature's Ally IV: Calls creature to fight.
Dimension Door: Teleports you short distance. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to
Dimensional Anchor: Bars extradimensional movement. 20 ft. Passing through wall deals 2d6 damage +1/level.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane. 5th-Level Mystic Spells
Divination: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus, +6 to Str, and 1 HP/level. Animal Growth: One animal/two levels doubles in size.
Enervation: Subject gains 1d4 negative levels. Atonement: Removes burden of misdeeds from subject.
Enlarge Person, Mass: Enlarges several creatures. Awaken: Animal or tree gains human intellect.
Fear: Subjects within cone flee for 1 round/level. Baleful Polymorph: Transforms subject into harmless animal.
Fire Shield: Creatures attacking you take fire damage; you're Break Enchantment: Frees subjects from enchantments,
protected from heat or cold. alterations, curses, and petrification.
Fire Trap: Opened object deals 1d4 damage +1/level. Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Flame Strike: Smite foes with divine fire (1d6/level damage). Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take
Freedom of Movement: Subject moves normally despite Con damage.
impediments. Command, Greater: As command, but affects one subject/level.
Geas, Lesser: Commands subject of 7 HD or less. Commune with Nature: Learn about terrain for 1 mile/level.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant Commune: Deity answers one yes-or-no question/level.
vermin. Cone of Cold: 1d6/level cold damage.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level Contact Other Plane: Lets you ask question of extraplanar entity.
spell effects. Control Winds: Change wind direction and speed.
Hallucinatory Terrain: Makes one type of terrain appear like Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many
another (field into forest, or the like). creatures.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Disrupting Weapon: Mêlée weapon destroys undead.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can Dominate Person: Controls humanoid telepathically.
pass through. Dream: Sends message to anyone sleeping.
Imbue with Spell Ability: Transfer spells to subject. Fabricate: Transforms raw materials into finished items.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max False Vision: Fools scrying with an illusion.
+20). Feeblemind: Subject's Int and Cha drop to 1.
Invisibility, Greater: As invisibility, but subject can attack and Hallow: Designates location as holy.
stay invisible. Hold Monster: As hold person, but any creature.
Locate Creature: Indicates direction to familiar creature. Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many
Magic Weapon, Greater: +1 bonus/four levels (max +5). creatures.
Minor Creation: Creates one cloth or wood object. Insect Plague: Locust swarms attack creatures.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 Interposing Hand: Hand provides cover against one opponent.
damage. Mage's Faithful Hound: Phantom dog can guard, attack.
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar Mage's Private Sanctum: Prevents anyone from viewing or
creature. scrying an area for 24 hours.
Polymorph: Gives one willing subject a new form. Magic Jar: Enables possession of another creature.
Rainbow Pattern: Lights fascinate 24 HD of creatures. Major Creation: As minor creation, plus stone and metal.
Reduce Person, Mass: Reduces several creatures. Mark of Justice: Designates action that will trigger curse on
Reincarnate: Brings dead subject back in a random body. subject.
Mind Fog: Subjects in fog get –10 to Wis and Will checks. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each
Mirage Arcana: As hallucinatory terrain, plus structures. deals half damage.
Nightmare: Sends vision dealing 1d10 damage, fatigue. Circle of Death: Kills 1d4/level HD of creatures.
Overland Flight: You fly at a speed of 40 ft. and can hustle over Contingency: Sets trigger condition for another spell.
long distances. Control Water: Raises or lowers bodies of water.
Passwall: Creates passage through wood or stone wall. Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
Permanency: Makes certain spells permanent. Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for
Persistent Image: As major image, but no concentration many creatures.
required. Disintegrate: Makes one creature or object vanish.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or Dispel Magic, Greater: As dispel magic, but +20 on check.
less until it performs a task. Eagle's Splendour, Mass: As eagle's splendour, affects one
Plane Shift: As many as eight subjects travel to another plane. subject/level.
Prying Eyes: 1d4 +1/level floating eyes scout for you. Eyebite: Target becomes panicked, sickened, and comatose.
Raise Dead: Restores life to subject who died as long as one day/ Find the Path: Shows most direct way to a location.
level ago. Fire Seeds: Acorns and berries become grenades and bombs.
Righteous Might: Your size increases, and you gain combat Flesh to Stone: Turns subject creature into statue.
bonuses. Forbiddance: Blocks planar travel, damages creatures of
Secret Chest: Hides expensive chest on Ethereal Plane; you different alignment.
retrieve it at will. Forceful Hand: Hand pushes creatures away.
Seeming: Changes appearance of one person per two levels. Fox's Cunning, Mass: As fox's cunning, affects one subject/
Shadow Evocation: Mimics evocation below 5th level, but only level.
20% real. Freezing Sphere: Freezes water or deals cold damage.
Slay Living: Touch attack kills subject. Geas/Quest: As lesser geas, plus it affects any creature.
Spell Resistance: Subject gains SR 12 + level. Globe of Invulnerability: As lesser globe of invulnerability, plus
Summon Monster V: Calls extraplanar creature to fight for you. 4th-level spell effects.
Summon Nature's Ally V: Calls creature to fight. Glyph of Warding, Greater: As glyph of warding, but up to 10d8
Symbol of Pain: Triggered rune wracks nearby creatures with damage or 6th-level spell.
pain. Guards and Wards: Array of magic effects protect area.
Symbol of Sleep: Triggered rune puts nearby creatures into Harm: Deals 10 points/level damage to target.
catatonic slumber. Heal: Cures 10 points/level of damage, all diseases and mental
Telekinesis: Moves object, attacks creature, or hurls object or conditions.
creature. Heroes' Feast: Food for one creature/level cures and grants
Telepathic Bond: Link lets allies communicate. combat bonuses.
Teleport: Instantly transports you as far as 100 miles/level. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill
Transmute Rock to Mud: Transforms two 10-ft. cubes per level. checks; immunity to fear; temporary hp.
Tree Stride: Step from one tree to another far away. Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to
True Seeing: Lets you see all things as they really are. many creatures.
Unhallow: Designates location as unholy. Ironwood: Magic wood is strong as steel.
Wall of Force:Wall is immune to damage. Legend Lore: Lets you learn tales about a person, place, or thing.
Wall of Stone: Creates a stone wall that can be shaped. Liveoak: Oak becomes treant guardian.
Wall of Thorns: Thorns damage anyone who tries to pass. Mislead: Turns you invisible and creates illusory double.
Waves of Fatigue: Several targets become fatigued. Move Earth: Digs trenches and build hills.
Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
6th-Level Mystic Spells Permanent Image: Includes sight, sound, and smell.
Planar Ally: As lesser planar ally, but up to 12 HD.
Acid Fog: Fog deals acid damage. Planar Binding: As lesser planar binding, but up to 12 HD.
Analyse Dweomer: Reveals magical aspects of subject. Programmed Image: As major image, plus triggered by event.
Animate Objects: Objects attack your foes. Repel Wood: Pushes away wooden objects.
Antilife Shell: 10-ft.-radius field hedges out living creatures. Repulsion: Creatures can't approach you.
Antimagic Field: Negates magic within 10 ft. Shadow Walk: Step into shadow to travel rapidly.
Banishment: Banishes 2 HD/level of extraplanar creatures. Spellstaff: Stores one spell in wooden quarterstaff.
Bear's Endurance, Mass: As bear's endurance, affects one Stone Tell: Talk to natural or worked stone.
subject/level. Stone to Flesh: Restores petrified creature.
Blade Barrier: Wall of blades deals 1d6/level damage. Suggestion, Mass: As suggestion, plus one subject/level.
Bull's Strength, Mass: As bull's strength, affects one subject per Summon Monster VI: Calls extraplanar creature to fight for you.
level. Summon Nature's Ally VI: Calls creature to fight.
Cat's Grace, Mass: As cat's grace, affects one subject/level. Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms nearby creatures. Sequester: Subject is invisible to sight and scrying; renders
Transformation: You gain combat bonuses. creature comatose.
Transport via Plants: Move instantly from one plant to another Shadow Conjuration, Greater: As shadow conjuration, but up to
of the same kind. 6th level and 60% real.
Undeath to Death: Destroys 1d4/level HD of undead (max Simulacrum: Creates partially real double of a creature.
20d4). Spell Turning: Reflect 1d4+6 spell levels back at caster.
Veil: Changes appearance of group of creatures. Statue: Subject can become a statue at will.
Wall of Iron: 30 hp/four levels; can topple onto foes. Summon Monster VII: Calls extraplanar creature to fight for you.
Wind Walk: You and your allies turn vaporous and travel fast. Summon Nature's Ally VII: Calls creature to fight.
Word of Recall: Teleports you back to designated place. Sunbeam: Beam blinds and deals 4d6 damage.
Symbol of Stunning: Triggered rune stuns nearby creatures.
7th-Level Mystic Spells Symbol of Weakness: Triggered rune weakens nearby creatures.
Teleport Object: As teleport, but affects a touched object.
Animate Plants: One or more plants animate and fight for you. Teleport, Greater: As teleport, but no range limit and no off-
Arcane Sight, Greater: As arcane sight, but also reveals magic target arrival.
effects on creatures and objects. Transmute Metal to Wood: Metal within 40 ft. becomes wood.
Changestaff: Your staff becomes a treant on command. Vision: As legend lore, but quicker and strenuous.
Control Undead: Undead don't attack you while under your Waves of Exhaustion: Several targets become exhausted.
command. Word of Chaos: Kills, confuses, stuns, or deafens non-chaotic
Control Weather: Changes weather in local area. subjects.
Creeping Doom: Swarms of centipedes attack at your command. 8th-Level Mystic Spells
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for
many creatures. Animal Shapes: One ally/level polymorphs into chosen animal.
Delayed Blast Fireball: 1d6/level fire damage; you can postpone Antimagic Field: Negates magic within 10 ft.
blast for 5 rounds. Antipathy: Object or location affected by spell repels certain
Destruction: Kills subject and destroys remains. creatures.
Ethereal Jaunt: You become ethereal for 1 round/level. Binding: Utilizes an array of techniques to imprison a creature.
Finger of Death: Kills one subject. Charm Monster, Mass: As charm monster, but all within 30 ft.
Fire Storm: Deals 1d6/level fire damage. Clenched Fist: Large hand provides cover, pushes, or attacks
Forcecage: Cube or cage of force imprisons all inside. your foes.
Grasping Hand: Hand provides cover, pushes, or grapples. Clone: Duplicate awakens when original dies.
Heal: Cures 10 points/level of damage, all diseases and mental Control Plants: Control actions of one or more plant creatures.
conditions. Create Greater Undead: Create shadows, wraiths, spectres, or
Hold Person, Mass: As hold person, but all within 30 ft. devourers.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for
many creatures. many creatures.
Insanity: Subject suffers continuous confusion. Demand: As sending, plus you can send suggestion.
Instant Summons: Prepared object appears in your hand. Dimensional Lock: Teleportation and interplanar travel blocked
Invisibility, Mass: As invisibility, but affects all in range. for one day/level.
Limited Wish: Alters reality—within spell limits. Discern Location: Reveals exact location of creature or object.
Mage's Magnificent Mansion: Door leads to extradimensional Earthquake: Intense tremor shakes 80-ft.-radius.
mansion. Horrid Wilting: Deals 1d6/level damage within 30 ft.
Mage's Sword: Floating magic blade strikes opponents. Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Phase Door: Creates an invisible passage through wood or stone. Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to
Plane Shift: As many as eight subjects travel to another plane. many creatures.
Power Word Blind: Blinds creature with 200 hp or less. Iron Body: Your body becomes living iron.
Prismatic Spray: Rays hit subjects with variety of effects. Irresistible Dance: Forces subject to dance.
Project Image: Illusory double can talk and cast spells. Maze: Traps subject in extradimensional maze.
Refuge: Alters item to transport its possessor to you. Mind Blank: Subject is immune to mental/emotional magic and
Regenerate: Subject's severed limbs grow back, cures 4d8 scrying.
damage +1/level (max +35). Moment of Prescience: You gain insight bonus on single attack
Restoration, Greater: As restoration, plus restores all levels and roll, check, or save.
ability scores. Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
Resurrection: Fully restore dead subject. Planar Binding, Greater: As lesser planar binding, but up to 18
Reverse Gravity: Objects and creatures fall upward. HD.
Scrying, Greater: As scrying, but faster and longer. Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Polymorph Any Object: Changes any subject into anything else.
Power Word Stun: Stuns creature with 150 hp or less. Shades: As shadow conjuration, but up to 8th level and 80%
Prismatic Wall: Wall's colours have array of effects. real.
Protection from Spells: Confers +8 resistance bonus. Shambler: Summons 1d4+2 shambling mounds to fight for you.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing. Shapechange: Transforms you into any creature, and change
Repel Metal or Stone: Pushes away metal and stone. forms once per round.
Scintillating Pattern: Twisting colours confuse, stun, or render Soul Bind: Traps newly dead soul to prevent resurrection.
unconscious. Storm of Vengeance: Storm rains acid, lightning, and hail.
Screen: Illusion hides area from vision, scrying. Summon Monster IX: Calls extraplanar creature to fight for you.
Shadow Evocation, Greater: As shadow evocation, but up to 7th Summon Nature's Ally IX: Calls creature to fight.
level and 60% real. Teleportation Circle: Circle teleports any creature inside to
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns designated spot.
creatures, damages objects. Time Stop: You act freely for 1d4+1 rounds.
Spell Immunity, Greater: As spell immunity, but up to 8th-level True Resurrection: As resurrection, plus remains aren't needed.
spells. Wail of the Banshee: Kills one creature/level.
Summon Monster VIII: Calls extraplanar creature to fight for Weird: As phantasmal killer, but affects all within 30 ft.
you. Wish: As limited wish, but with fewer limits.
Summon Nature's Ally VIII: Calls creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage. Mystical Armaments
Symbol of Death: Triggered rune slays nearby creatures.
Symbol of Insanity: Triggered rune renders nearby creatures The following weapon and armour special abilities are
insane. reprinted from other SRDs and altered slightly for the Phoenix
Sympathy: Object or location attracts certain creatures. game. This list is not exhaustive and with the GM's permission,
Telekinetic Sphere: As resilient sphere, but you move sphere you might be able to bring special abilities in from other
telekinetically. published sources. These enhancements can be loaded into both
Temporal Stasis: Puts subject into suspended animation. Esoteric Items as well as Mystical items that you make yourself.
Trap the Soul: Imprisons subject within gem.
Whirlwind: Cyclone deals damage and can pick up creatures. Mystic Armour Abilities
Word of Recall: Teleports you back to designated place.
These abilities can be applied to armour, shields, or any other
9th-Level Mystic Spells protective gear.
Etherealness
Arrow Deflection On command, this ability allows the wearer of the armour to
This shield protects the wielder as if he had the Deflect become ethereal (as the ethereal jaunt spell) once per day. The
Arrows feat. Once per round when he would normally be struck character can remain ethereal for as long as desired, but once he
by a ranged weapon, he can make a DC 20 Reflex save. If the returns to normal, he cannot become ethereal again that day.
ranged weapon has an enhancement bonus, the DC increases by Strong transmutation; ECL 13th; Craft Mystical Armaments,
that amount. If he succeeds, the shield deflects the weapon. He ethereal jaunt; Price +7 bonus.
must be aware of the attack and not flat-footed. Attempting to
deflect a ranged weapon doesn't count as an action. Exceptional Fortification
ranged weapons, such as boulders hurled by giants or acid This suit of armour or shield produces a magical force that
arrows, can't be deflected. protects vital areas of the wearer more effectively. When a
Faint abjuration; ECL 5th; Craft Mystic Armaments, shield; critical hit or sneak attack is scored on the wearer, there is a
Price +2 bonus. chance that the critical hit or sneak attack is negated and damage
is instead rolled normally.
Bashing
A shield with this special ability is designed to perform a Fortification Chance for Base Price
shield bash. A bashing shield deals damage as if it were a Type Normal Damage Modifier
weapon of two size categories larger (a Medium light shield thus Light 25% +1 bonus
deals 1d6 points of damage and a Medium heavy shield deals Moderate 75% +3 bonus
1d8 points of damage). The shield acts as a +1 weapon when Heavy 100% +5 bonus
used to bash. (Only light and heavy shields can have this ability.)
Moderate transmutation; ECL 8th; Craft Mystical
Strong abjuration; ECL 13th; Craft Mystical Armaments,
Armaments, bull's strength; Price +1 bonus.
limited wish or miracle; Price varies (see above).
Blinding
Ghost Touch
A shield with this ability flashes with a brilliant light up to
This armour or shield seems almost translucent. Both its
twice per day upon command of the wielder. Anyone within 20
enhancement bonus and its armour bonus count against the
feet except the wielder must make a DC 14 Reflex save or be
attacks of incorporeal creatures. It can be picked up, moved, and
blinded for 1d4 rounds.
worn by incorporeal creatures at any time. Incorporeal creatures
Moderate evocation; ECL 7th; Craft Mystical Armaments,
gain the armour or shield's enhancement bonus against both
searing light; Price +1 bonus.
corporeal and incorporeal attacks, and they can still pass freely
Energy Resistance through solid objects.
A suit of armour or a shield with this property normally has a Strong transmutation; ECL 15th; Craft Mystical Armaments,
colour and/or motif matching its energy type. Acid: metallic etherealness; Price +3 bonus.
sheen. Cold: white or blue with fur trim. Electricity: yellow or
Glamoured
blue with lightning. Fire: red or yellow with flames.
A suit of armour with this ability appears normal. Upon
Sonic/Concussive: extra-thick padding/plates. The armour
command, the armour changes shape and form to assume the
absorbs the first 10 points of one type of energy damage per
appearance of a normal set of clothing. The armour retains all its
attack that the wearer would normally take (similar to the resist
properties (including weight) when glamoured. Only a true
energy spell).
seeing spell or similar effect reveals the true nature of the armour
Faint abjuration; ECL 3rd; Craft Mystical Armaments, resist
when disguised.
energy; Price +4 bonus.
Moderate illusion; ECL 10th; Craft Mystical Armaments,
Energy Resistance, Improved disguise self; Price +5 bonus.
As energy resistance, except it absorbs the first 20 points of
Invulnerability
energy damage per attack.
This suit of armour grants the wearer DR 5/Super.
Moderate abjuration; ECL 7th; Craft Mystical Armaments,
Strong abjuration and perhaps evocation (if miracle is used);
resist energy; Price +6 bonus.
ECL 18th; Craft Mystical Armaments, stoneskin, wish or
Energy Resistance, Greater miracle; Price +3 bonus.
As energy resistance, except it absorbs the first 30 points of
Reflecting
energy damage per attack.
This shield seems like a mirror. Its surface is completely
Moderate abjuration; ECL 11th; Craft Mystical Armaments,
reflective. Once per day, it can be called on to reflect a spell, psi-
resist energy; Price +8 bonus.
power, or ranged-use power back at its creator exactly like the
spell turning spell.
Strong abjuration; ECL 14th; Craft Mystical Armaments, Moderate conjuration; ECL 15th; Craft Mystical Armaments,
spell turning; Price +5 bonus. grease; Price +4 bonus.
Silent Moves, Improved These special abilities can be applied to weapons of all kinds,
As silent moves, except it grants a +10 competence bonus on mêlée and ranged, as well as firearms, where applicable.
Move Silently checks.
Moderate illusion; ECL 10th; Craft Mystical Armaments, Bane
silence; Price +3 bonus. A bane weapon excels at attacking one type or subtype of
creature. Against its designated foe, its effective enhancement
Silent Moves, Greater bonus is +2 better than its normal enhancement bonus. It deals an
As silent moves, except it grants a +15 competence bonus on extra 2d6 points of damage against the foe. Bows, crossbows,
Move Silently checks. and slings so crafted bestow the bane quality upon their
Moderate illusion; ECL 15th; Craft Mystical Armaments, ammunition. Possible bane designations include, but are not
silence; Price +4 limited to: animals, a specific humanoid species (other than
human), magical animals, plants, the undead, cyborgs/robots, an
Slick Origin type, or a class. You cannot specify something subjective
Slick armour seems coated at all times with a slightly greasy like, "people I don't like" or "wankers." You cannot specify
oil. It provides a +5 competence bonus on its wearer's Escape "Human" because a Phoenix game, almost everyone is human.
Artist checks. (The armour check penalty still applies normally.) You cannot specify a gender, a race, a social class, or a sexual
Faint conjuration; ECL 4th; Craft Mystical Armaments, orientation because that would just be icky.
grease; Price +2 bonus. Moderate conjuration; ECL 8th; Craft Magic Arms and
Armour, summon monster I; Price +1 bonus.
Slick, Improved
As slick, except it grants a +10 competence bonus on Escape Brilliant Energy
Artist checks. A brilliant energy weapon has its significant portion
Moderate conjuration; ECL 10th; Craft Mystical Armaments, transformed into light, although this does not modify the item's
grease; Price +3 bonus. weight. It always gives off light as a torch (20-foot radius). A
brilliant energy weapon ignores non-living matter. Armour and
Slick, Greater shield bonuses to Defence (including any enhancement bonuses
As slick, except it grants a +15 competence bonus on Escape to that armour) do not count against it because the weapon passes
Artist checks. through armour. Dexterity, deflection, dodge, natural armour, and
other such bonuses still apply. A brilliant energy weapon cannot of fire damage on a successful hit. Bows, crossbows, and slings
harm the undead, constructs, or objects. It does half damage to so crafted bestow the fire energy upon their ammunition.
living machines, like androids and cyborgs, or alien life-forms Moderate evocation; ECL 10th; Craft Magic Arms and
made of inorganic material, like rock creatures or sentient clouds Armour and flame blade, flame strike, or fireball; Price +1
of blue gas. This property can be applied only to m êlée weapons, bonus.
thrown weapons, and ammunition.
Strong transmutation; ECL 16th; Craft Magic Arms and Flaming Burst
Armour, gaseous form, continual flame; Price +4 bonus. A flaming burst weapon functions as a flaming weapon that
also explodes with flame upon striking a successful critical hit.
Dancing The fire does not harm the wielder. In addition to the extra fire
As a standard action, a dancing weapon can be loosed to damage from the flaming ability (see above), a flaming burst
attack on its own. It fights for 4 rounds using the base attack weapon deals an extra 1d10 points of fire damage on a successful
bonus of the wielder. At the end of 4 round, it drops. While critical hit. If the weapon's critical multiplier is x3, add an extra
dancing, it cannot make attacks of opportunity and the person 2d10 points of fire damage instead, and if the multiplier is x4,
who activated it is not considered armed unless they are add an extra 3d10 points of fire damage. Bows, crossbows, and
otherwise armed. In all other respects, it is considered wielded or slings so crafted bestow the fire energy upon their ammunition.
attended by the creature for all manoeuvres and effects that target Even if the flaming ability is not active, the weapon still deals its
items. While dancing, it takes up the same space as the activating extra fire damage on a successful critical hit.
character and can attack adjacent foes (weapons with reach can Strong evocation; ECL 12th; Craft Magic Arms and Armour
attack opponents up to 10 feet away). The dancing weapon and flame blade, flame strike, or fireball; Price +2 bonus.
accompanies the person who activated it everywhere, whether
she moves by physical or magical means. If the wielder who Frost
loosed it has an unoccupied hand, she can grasp it while it is Upon command, a frost weapon is sheathed in icy cold. The
attacking on its own as a free action; when so retrieved the cold does not harm the wielder. The effect remains until another
weapon can't dance (attack on its own) again for 4 rounds. command is given. A frost weapon deals an extra 1d6 points of
Strong transmutation; ECL 15th; Craft Magic Arms and cold damage on a successful hit. Bows, crossbows, and slings so
Armour, animate objects; Price +4 bonus. crafted bestow the cold energy upon their ammunition.
Moderate evocation; ECL 8th; Craft Magic Arms and
Defending Armour, chill metal or ice storm; Price +1 bonus.
A defending weapon allows wielders to transfer some or all
of its enhancement bonus to their Defence as a bonus that stacks Ghost Touch
with all others. As a free action, wielders can choose how to A ghost touch weapon deals damage normally against
incorporeal creatures, regardless of its bonus. (An incorporeal
allocate the weapon's enhancement bonus at the start of their turn
(i.e., before using the weapon), and the bonus to Defence lasts creature's 50% chance to avoid damage does not apply to attacks
until their next turn. with ghost touch weapons.) The weapon can be picked up and
Moderate abjuration; ECL 8th; Craft Magic Arms and moved by an incorporeal creature at any time. A manifesting
Armour, shield or shield of faith; Price +1 bonus. ghost can wield the weapon against corporeal foes. Essentially, a
ghost touch weapon counts as either corporeal or incorporeal at
Disruption any given time, whichever is more beneficial to the wielder.
A weapon of disruption is the bane of all undead. Any undead Moderate conjuration; ECL 9th; Craft Magic Arms and
creature struck in combat must succeed on a DC 14 Will save or Armour, plane shift; Price +1 bonus.
be destroyed. A weapon of disruption must be a bludgeoning
weapon. Icy Burst
Strong conjuration; ECL 14th; Craft Magic Arms and An icy burst weapon functions as a frost weapon that also
Armour, heal; Price +2 bonus. explodes with frost upon striking a successful critical hit. The
frost does not harm the wielder. In addition to the extra damage
Distance from the frost ability, an icy burst weapon deals an extra 1d10
This property can be placed only on a ranged weapon. A points of cold damage on a successful critical hit. If the weapon's
weapon of distance has double the range increment of other critical multiplier is x3, add an extra 2d10 points of cold damage
weapons of its kind. instead, and if the multiplier is x4, add an extra 3d10 points.
Moderate divination; ECL 6th; Craft Magic Arms and Bows, crossbows, and slings so crafted bestow the cold energy
Armour, clairaudience/clairvoyance; Price +1 bonus. upon their ammunition. Even if the frost ability is not active, the
weapon still deals its extra cold damage on a successful critical
Flaming hit.
Upon command, a flaming weapon is sheathed in fire. The Moderate evocation; ECL 10th; Craft Magic Arms and
fire does not harm the wielder. The effect remains until another Armour, chill metal or ice storm; Price +2 bonus.
command is given. A flaming weapon deals an extra 1d6 points
Skate: Subject slides skilfully along the ground. Strength of My Enemy: Siphon away your enemy's strength and
Stomp: Subjects fall prone and take 1d4 nonlethal damage. grow stronger.
Synesthete: You receive one kind of sense when another sense is Sustenance: Go without food and water for one day.
stimulated. Swarm of Crystals: Crystal shards are sprayed forth doing 3d4
Telempathic Projection: Alter the subject's mood. slashing damage.
Thicken Skin: Gain +1 enhancement bonus to your Defence for Thought Shield: Gain PsR 13 against mind-affecting powers.
10 min./level. Tongues, Psionic: You can communicate with intelligent
Vigour: Gain 5 temporary hit points. creatures.
Wall Walker: Grants ability to walk on walls and ceilings.
2nd-Level Psi-Powers
3rd-Level Psi-Powers
Animal Affinity: Gain +4 enhancement to one ability.
Body Adjustment: Heal 1d12 damage. Claws of the Vampire: Heal half of your claw's base damage.
Body Equilibrium: You can walk on non-solid surfaces. Concealing Amorpha, Greater: Quasi-real membrane grants you
Body Purification: Restore 2 points of ability damage. total concealment.
Cloud Mind: You erase knowledge of your presence from target's Danger Sense: Gain +4 bonus against traps.
mind. Dimension Slide: Teleports you very short distance.
Concealing Amorpha: Quasi-real membrane grants you Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
concealment. Dispel Psionics: Cancels psionic powers and effects.
Concussion Blast: Deal 1d6 force damage to target. Duodimensional Claw: Increases your natural weapon's threat
Control Sound: Create very specific sounds. range.
Darkvision, Psionic: See 60 ft. in total darkness. Ectoplasmic Form: You gain benefits of being insubstantial and
Detect Hostile Intent: You can detect hostile creatures within 30 can fly slowly.
ft. of you. Empathic Feedback: When you are hit in mêlée, your attacker
Dimension Swap: You and an ally switch positions. takes damage.
Dissolving Touch: Your touch deals 4d6 acid damage. Empathic Transfer, Hostile: Your touch transfers your hurt to
Dissolving Weapon: Your weapon deals 4d6 acid damage. another.
Ego Whip: Deal 1d4 Cha damage and daze for 1 round. Energy Bolt: Deal 5d6 energy damage in 120-ft. line.
Empathic Transfer: Transfer another's wounds to yourself. Energy Burst: Deal 5d6 energy damage in 40-ft. burst.
Energy Adaptation, Specified: Gain resistance 10 against one Energy Retort: Ectoburst of energy automatically targets your
energy type. attacker for 4d6 damage once each round.
Energy Push: Deal 2d6 damage and knock subject back. Energy Wall: Create wall of your chosen energy type.
Energy Stun: Deal 1d6 damage and stun target if it fails both Eradicate Invisibility: Negate invisibility in 50-ft. burst.
saves. Escape Detection: You become difficult to detect with
Feat Leech: Borrow another's psionic or metapsionic feats. clairsentience powers.
Hustle: Instantly gain a move action. Evade Burst: You take no damage from a burst on a successful
Id Insinuation: Swift tendrils of thought disrupt and confuse your Reflex save.
target. Exhalation of the Black Dragon: Your acid breath deals 3d6
Identify, Psionic: Learn the properties of a psionic item. damage to a close target.
Inflict Pain: Telepathic stab gives your foe –4 on attack rolls, or Graft Weapon: Your hand is replaced seamlessly by your
–2 if he makes the save. weapon.
Knock, Psionic: Opens locked or psionically sealed door. Keen Edge, Psionic: Doubles normal weapon's threat range.
Levitate, Psionic: You move up and down, forward and back via Mental Barrier: Gain +4 deflection bonus to Defence until your
mental support. next action.
Mental Disruption: Daze creatures within 10 feet for 1 round. Mind Trap: Drain 1d6 power points from anyone who attacks
Missive, Mass: You send a one-way telepathic message to an you with a telepathy power.
area. Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
Painful Strike: Your natural weapons deal an extra 1d6 non-lethal Share Pain, Forced: Unwilling subject takes some of your
damage. damage.
Prowess: Instantly gain another attack of opportunity. Solicit Psicrystal: Your psi-crystal takes over your concentration
Psionic Lion's Charge: You can make full attack in same round power.
you charge. Telekinetic Force: Move an object with the sustained force of
Psionic Lock: Secure a door, chest, or portal. your mind.
Psionic Scent: Gain the scent ability. Telekinetic Thrust: Hurl objects with the force of your mind.
Recall Agony: Foe takes 2d6 damage. Time Hop: Subject hops forward in time 1 round/level.
Sense Link, Forced: Sense what subject senses. Touchsight: Your telekinetic field tells you where everything is.
Share Pain: Willing subject takes some of your damage. Ubiquitous Vision: You have all-around vision.
Vampiric Blade: You heal half of your base weapon damage. Plane Shift, Psionic: Travel to other planes.
Power Resistance: Grant PR equal to 12 + level.
4th-Level Psi-Powers Psychic Crush: Brutally crush subject's mental essence, reducing
subject to –1 hit points.
Aura Sight: Reveals creatures, objects, powers, or spells of Psychofeedback: Boost Str, Dex, or Con at the expense of one or
selected alignment axis. more other scores.
Claw of Energy: Your claws deal additional energy damage. Shatter Mind Blank: Cancels target's mind blank effect.
Correspond: Hold mental conversation with another creature at Tower of Iron Will: Grant PR 19 against mind-affecting powers
any distance. to all creatures within 10 ft. until your next turn.
Death Urge: Implant a self-destructive compulsion. True Seeing, Psionic: See all things as they really are.
Detect Remote Viewing: You know when others spy on you
remotely. 6th-Level Psi-Powers
Dimension Door, Psionic: Teleports you short distance.
Divination, Psionic: Provides useful advice for specific proposed Aura Alteration: Repairs psyche or makes subject seem to be
action. something it is not.
Energy Adaptation: Your body converts energy to harmless light. Breath of the Black Dragon: Breathe acid for 11d6 damage.
Freedom of Movement, Psionic: You cannot be held or otherwise Cloud Mind, Mass: Erase knowledge of your presence from the
rendered immobile. minds of one creature/level.
Immovability: You are almost impossible to move and gain DR Co-opt Concentration: Take control of foe's concentration power.
15/–. Contingency, Psionic: Sets trigger condition for another power.
Inertial Barrier: Gain DR 5/–. Disintegrate, Psionic: Turn one creature or object to dust.
Intellect Fortress: Those inside fortress take only half damage Dispelling Buffer: You are buffered from one dispel psionics
from all powers and psi-like abilities until your next action. effect.
Mindwipe: Subject's recent experiences wiped away, bestowing Form of Doom: You transform into a frightening tentacled beast.
negative levels. Fuse Flesh: Fuse subject's flesh, creating a helpless mass.
Personality Parasite: Subject's mind calves self-antagonistic Mind Blank, Personal: You are immune to scrying and mental
splinter personality for 1 round/level. effects.
Power Leech: Drain 1d6 power points/round while you maintain Overland Flight, Psionic: You fly at a speed of 40 ft. and can
concentration; you gain 1/round. hustle over long distances.
Psychic Reformation: Subject can choose skills, feats, and Remote View Trap: Deal 8d6 points electricity damage to those
powers anew for previous levels. who seek to view you at a distance.
Psychic Vampire. Touch attack drains 2 power points/level from Retrieve: Teleport to your hand an item you can see.
foe. Suspend Life: Put yourself in a state akin to suspended
Steadfast Perception: Gain immunity to illusory effects, +6 animation.
bonus on Spot and Search checks. Temporal Acceleration: Your time frame accelerates for 1 round.
Telekinetic Manoeuvre: Telekinetically bull rush, disarm,
grapple, or trip your target. 7th-Level Psi-Powers
Trace Teleport: Learn destination of subject's teleport.
Truevenom Weapon: Your weapon is horribly poisonous. Decerebrate: Remove portion of subject's brain stem.
Truevenom: Your natural weapons are covered in horrible poison. Divert Teleport: Choose destination for another's teleport.
Wall of Ectoplasm: You create a protective barrier. Energy Conversion: Offensively channel energy you've
Weapon of Energy: Weapon deals additional energy damage. absorbed.
Energy Wave: Deal 13d4 damage of your chosen energy type in
5th-Level Psi-Powers 120-ft. cone.
Evade Burst: You take no damage from a burst on a successful
Adapt Body: Your body automatically adapts to hostile Reflex save.
environments. Insanity: Subject is permanently confused.
Catapsi: Psychic static inhibits power manifestation. Moment of Prescience, Psionic: You gain insight bonus on single
Ectoplasmic Shambler: Foglike predator deals 1 point of attack roll, check, or save.
damage/two levels each round to an area. Oak Body: Your body becomes as hard as oak.
Incarnate: Make some powers permanent. Phase Door, Psionic: Invisible passage through wood or stone.
Leech Field: Leech power points each time you make a saving Sequester, Psionic: Subject invisible to sight and remote viewing;
throw. renders subject comatose.
Major Creation, Psionic: As psionic minor creation, plus stone Ultrablast: Deal 13d6 damage in 15-ft. radius.
and metal.
Metaconcert: Mental concert of two or more increases the total 8th-Level Psi-Powers
power of the participants.
Oak Body: Your body becomes as hard as oak. Bend Reality: Alters reality within power limits.
Iron Body, Psionic: Your body becomes living iron. Faint psychoportation; EML 4th; Craft Psionic Arms and
Matter Manipulation: Increase or decrease an object's base Armour, burst; Price +1 bonus.
hardness by 5.
Mind Blank, Psionic: Subject immune to mental/emotional Radiant
effects, scrying, and remote viewing. The wearer of this kind of Armour gains resistance 10 against
Recall Death: Subject dies or takes 5d6 damage. energy attacks (acid, cold, electricity, fire, or sonic). The Armour
Shadow Body: You become a living shadow (not the creature). absorbs the first 10 points of damage dealt by any such attack,
Teleport, Psionic Greater: As psionic teleport, but no range limit and this absorption causes it to radiate light for a number of
and no off-target arrival. rounds equal to the points of damage absorbed. This light is
True Metabolism: You regenerate 10 hit points/round. sufficient to illuminate a 60-foot-radius area.
If the Armour absorbs more damage while it is radiating
9th-Level Psi-Powers light, the newer radiant effect overlaps (does not stack with) the
effect that was already in place.
Affinity Field: Effects that affect you also affect others. Moderate psychokinesis; EML 9th; Craft Psionic Arms and
Apopsi: You delete target's psionic powers. Armour; energy adaptation; Price +4 bonus.
Assimilate: Incorporate creature into your own body.
Etherealness, Psionic: Become ethereal for 1 min./level. Ranged
Microcosm: Creature or creature lives forever more in world of The wielder of a ranged shield can throw it in combat, with a
his own imagination. range increment of 30 feet. While in the air, the shield is treated
Reality Revision: As bend reality, but fewer limits. in all ways as a ranged weapon and cannot be blocked or grabbed
Timeless Body: Ignore all harmful, and helpful, effects for 1 except by those with appropriate feats. No matter the size of the
round. wielder, a buckler or light shield deals 1d6 points of damage and
Psionic Armaments a heavy one 1d8 points. (A tower shield cannot be created with
this special ability.) The wielder’s Strength modifier and the
The following weapon and armour special abilities are shield’s enhancement bonus add to the base damage.
reprinted from other SRDs and altered slightly for the Phoenix A ranged shield flies through the air back to the creature that
game. This list is not exhaustive and with the GM's permission, threw it. It returns to the wielder just before the creature’s next
you might be able to bring special abilities in from other turn (and is therefore ready to use again in that turn).
published sources. These enhancements can be loaded into both Catching a ranged shield when it comes back is a free action.
Esoteric Items as well as Psionic items that you make yourself. . If the wielder can’t catch it, or if the wielder has moved since
throwing it, the shield drops to the ground in the square from
Psionic Armour Abilities which it was thrown.
Faint psychokinesis; EML 5th; Craft Psionic Arms and
These abilities can be applied to armour, shields, or any other Armour, far hand; Price +1 bonus.
protective gear.
Time Buttress
Gleaming This kind of shield gives the wielder a chance to avoid telling
This kind of Armour is usually made of crystal, though it blows by using time itself as a shield. Once per day, the wielder
doesn’t have to be. Gleams and flashes from the Armour give the can use timeless body as though manifesting the power.
wearer and his Armour a “fuzzy” appearance, granting the Strong psychoportation; EML 17th; Craft Psionic Arms and
wearer concealment. Armour, timeless body; Price +5 bonus.
Faint metacreativity; EML 5th; Craft Psionic Arms and
Armour, concealing amorpha; Price +3 bonus. Vanishing
On command, this suit of Armour or shield renders its wearer
Power Resistance and all the wearer’s equipment invisible to the minds of others,
This kind of Armour or shield grants the wearer power as if he had manifested the power cloud mind. The wearer can
resistance while it is worn. The power resistance can be 13, 15, use this ability twice per day.
17, or 19, depending on the amount that was built into the Faint psychokinesis; EML 5th; Craft Psionic Arms and
Armour or shield. Armour, cloud mind; Price +3 bonus.
Moderate clairsentience; EML 9th; Craft Psionic Arms and
Armour, power resistance; Price +2 bonus (PR 13); +3 bonus (PR Psionic Weapon Abilities
15); +4 bonus (PR 17); or +5 bonus (PR 19).
These special abilities can be applied to weapons of all kinds,
Quickness mêlée and ranged, as well as firearms, where applicable.
This kind of Armour increases the wearer’s speed by 5 feet.
Thus, a character whose normal speed in Armour is 20 feet Bodyfeeder
moves 25 feet in Armour of quickness. All feeder weapons have a special ability that functions only
upon scoring a successful critical hit. A bodyfeeder weapon
grants its wielder temporary hit points equal to the total damage Strong psychoportation; EML 12th; Craft Psionic Arms and
dealt by a successful critical hit. These temporary hit points last Armour, psionic plane shift; Price +4 bonus.
for 10 minutes. Thus, if the wielder of a bodyfeeder weapon
successfully scores a critical hit while the wielder still enjoys Lucky
temporary hit points from a previous critical hit, the wielder A lucky weapon offers a second chance at success. Once per
gains only the better of the two values: either his current number day, the wielder can re-roll a failed attack roll (whether a single
of temporary hit points, or the new influx of temporary hit points, attack or one in a series of multiple attacks) as a free action. The
whichever is higher. re-rolled attack uses the same bonuses or penalties as the missed
Strong psychometabolism; EML 12th; Craft Psionic Arms roll.
and Armour, claws of the vampire; Price +3 bonus. Moderate clairsentience; EML 8th; Craft Psionic Arms and
Armour, fate of one; Price +1 bonus.
Collision
Collision weapons psionically increase their own mass at the Mindcrusher
end point of each swing or shot. Such weapons deal an extra 5 Any psionic creature struck in combat by a mindcrusher
points of damage on each successful strike, in addition to the weapon loses a number of power points equal to half the amount
weapon's enhancement bonus. Bows, crossbows, and slings of hit point damage the weapon deals (only the base damage of
bestow the extra damage upon their ammunition. the weapon contributes to the power point loss; additional
Moderate metacreativity; EML 10th; Craft Psionic Arms and damage from high Strength or other sources does not cause
Armour, matter manipulation; Price +2 bonus. additional power point loss). A psionic creature that is out of
power points (or has none) must succeed on a DC 17 Will save or
Coup de Grace take 1d2 points of Wisdom damage.
Coup de grace weapons are exceptionally dangerous. On a Strong psychometabolism; EML 12th; Craft Psionic Arms
successful critical hit, the foe must succeed on a DC 27 Will save and Armour, psychic vampire; Price +2 bonus.
or be paralyzed for 1 round. While this ability does work on
creatures that are immune to extra damage from critical hits, it Mindfeeder
does not work on creatures without an Intelligence score. Bows, All feeder weapons have a special ability that functions only
crossbows, and slings bestow this ability on their ammunition. upon scoring a successful critical hit. A mindfeeder weapon
Strong telepathy; EML 19th; Craft Psionic Arms and Armour, grants its wielder temporary power points equal to the total
psionic dominate; Price +5 bonus. damage dealt by a successful critical hit. These temporary power
points last for 10 minutes. The wielder gains power points even if
Dislocator the target has none (effectively, its hit point damage is converted
The wielder of this kind of weapon can attempt to dislocate a to power points). Constructs and undead are not subject to
designated foe up to three times per day. On a successful hit, the mindfeeder weapons. As with temporary hit points, temporary
foe must succeed on a DC 17 Will save or be teleported 1–100 power points do not stack with each other; they overlap. Thus, if
miles in a random direction. If the weapon misses, the use is a mindfeeder weapon successfully scores a critical hit while the
wasted. Bows, crossbows, and slings bestow this ability on their wielder still enjoys temporary power points from a previous
ammunition. critical hit, the wielder gains only the better of the two values:
Strong psychoportation; EML 12th; Craft Psionic Arms and either her current number of temporary power points, or the new
Armour, psionic teleport; Price +3 bonus. influx of temporary power points, whichever is higher.
Strong psychometabolism; EML 15th; Craft Psionic Arms
Dissipater and Armour, psychic vampire; Price +3 bonus.
This kind of weapon is devastating to creatures and objects
composed of or originally formed from ectoplasm (such as astral Power Storing
constructs, walls of ectoplasm, creatures in ectoplasmic form, A power storing weapon allows a manifester to store a single
and items created using the metacreativity discipline). Against targeted power of up to 5 power points in the weapon. (The
qualifying targets, a dissipater weapon ignores damage reduction power must have a manifesting time of 1 standard action.) Any
and hardness, and treats all successful hits as critical hits. time the weapon strikes a creature and the creature takes damage
Strong metacreativity; EML 12th; Craft Psionic Arms and from it, the weapon can immediately manifest the power on that
Armour, dismiss ectoplasm; Price +1 bonus. creature as a swift action if the wielder desires. (This ability is an
exception to the rule that manifesting a power from an item takes
Great Dislocator at least as long as manifesting that power normally.) Once the
The wielder of this kind of weapon can attempt to greatly power is manifested, the weapon is empty, and a manifester can
dislocate a designated foe up to three times per day. On a imbed any other targeted power of up to 5 power points into it.
successful hit, the foe must succeed on a DC 20 Will save or be The weapon telepathically whispers to the wearer the name of the
cast into a random alternate plane of existence. If the weapon power currently stored within it. A randomly generated power
misses, the use is wasted. Bows, crossbows, and slings bestow storing weapon has a 50% chance to have a power stored in it
this ability upon their ammunition. already.
Strong psychokinesis; EML 12th; Craft Psionic Arms and extra damage. This extra damage is ectoplasmic in nature and is
Armour, creator must be a manifester of at least 12th level; Price not affected by damage reduction. Bows, crossbows, and slings
+1 bonus. bestow this ability upon their ammunition.
Strong psychokinesis; EML 12th; Craft Psionic Arms and
Psibane Armour, concussion blast; Price +2 bonus.
A psibane weapon is crafted to oppose psionic beings. When
used against such creatures, its effective enhancement bonus is 2 Soulbreaker
higher than its actual enhancement bonus. It deals an extra 2d6 This weapon has a special ability that functions only upon
points of damage against psionic opponents. It bestows one scoring a successful critical hit. On a successful critical hit, a
negative level on any psionic creature attempting to wield it. This soulbreaker weapon bestows one negative level on the foe. One
negative level remains as long as the weapon is in hand and day after being struck, if the negative levels have not been
disappears when the weapon is no longer wielded. This negative purged, the subject must succeed on a DC 18 Fortitude save for
level never results in actual level loss, but it cannot be overcome each negative level or lose a character level.
in any way while the weapon is wielded. Psibane bows, Strong telepathy; EML 12th; Craft Psionic Arms and Armour,
crossbows, and slings bestow this ability upon their ammunition. mindwipe; Price +3 bonus.
Strong clairsentience; EML 15th; Craft Psionic Arms and
Armour, bend reality; Price +2 bonus. Sundering
This kind of weapon allows a wielder to attack opponents’
Psi-Power Storing weapons as if he had the Improved Sunder feat.
A psi-power storing weapon allows a you to store a single, Faint metacreativity; EML 5th; Craft Psionic Arms and
targeted psi-power of up to 3 rd level in the weapon. The Armour, Great Sunder, metaphysical weapon; Price +1 bonus.
manifesting time must be a standard action or faster. You do not
have to have the ability to manifest psi-powers to use this Suppression
weapon. Any time the weapon strikes a creature and the creature An opponent or object struck by this kind of weapon is
takes damage from it, the weapon can immediately manifest the subject to a targeted dispel psionics power. The wielder makes a
psi-power on that creature as a free action if the wielder desires. power check (1d20 + 5 + manifester level, maximum +15)
(This special ability is an exception to the general rule that against a DC of 11 + the manifester level of the power to be
manifesting from an item takes at least as long as manifesting dispelled. Bows, crossbows, and slings bestow this ability upon
that psi-power normally.) Once the psi-power has been their ammunition, but can do so only three times per day.
manifested from the weapon, anyone who can manifest psi- Moderate psychokinesis EML 10th; Craft Psionic Arms and
powers can channel any other targeted psi-power of up to 3 rd Armour, dispel psionics; Price +2 bonus.
level into it. The weapon telepathically imparts to the wielder the
name of the psi-power currently stored within it, but not the Teleporting
specific effects of that psi-power. A randomly rolled psi-power This ability can be imbedded only in weapons that can be
storing weapon has a 50% chance to have a psi-power stored in it thrown. A teleporting weapon returns through the Astral Plane to
already. the creature that threw it. It teleports into the throwing creature’s
Strong psychokinesis; EML 12th; Craft Psionic Arms and empty hand in the round following the round when it was
Armor, EEML 12 th; Price +1 bonus. thrown, just before that creature’s turn. It is therefore ready to
use again on that turn.
Psychokinetic Faint psychoportation; EML 5th; Craft Psionic Arms and
Upon command, a psychokinetic weapon glows from the Armour, psionic dimension door; Price +1 bonus.
inside with lethal psionic energy. The energy does not harm the
hands that hold the weapon. Such a weapon deals an extra 1d4 Supertech Inventions
points of damage on a successful hit. This extra damage is
ectoplasmic in nature and is not affected by damage reduction. This section describes exactly how Supertech Inventions
Bows, crossbows, and slings bestow this ability upon their work. It also provides a list of of weapon/armour special abilities
ammunition. that you can use with the Invention feats . Supertech Inventions
Moderate psychokinesis ; EML 10th; Craft Psionic Arms and are essentially the magic items of the superhero world, but notice
Armour, concussion blast; Price +1 bonus. that they are not the same as theoretically possible but highly
improbable/implausible superhero tools. Grapple-guns for
Psychokinetic Burst example are kinda sorta plausible in the real world, but a web-
This weapon functions as a psychokinetic weapon that also shooter isn't, even though they accomplish a very similar task. Of
releases a blast of destructive psionic energy upon scoring a course, web-shooters could be invented any minute now. With
successful critical hit. In addition to the extra damage of the technological innovation always on the increase, the line between
psychokinetic ability (see above), a psychokinetic burst weapon the plausible and the Super is blurry. For the game purposes,
deals an extra 1d6 points of damage on a successful critical hit. If Supertech Inventions replicate actual, written powers, whereas a
the weapon’s critical multiplier is x3, add 2d6 points of extra mastercraft tool might just serve a similar purpose. A grapple-
damage instead, and if the multiplier is x4, add 3d6 points of
gun, for example, might have the same utility as Webbing, but it • Armaments: Mastercraft item PDC + 3 per +1 enhancement
doesn't actually have the same in-game numeric values and rules.
There are four kind of Supertech Inventions that you can For Doohickies, Superchemicals, Ray Guns, and Gizmos ,
build yourself (Doohicky, Ray Gun, Gizmo, and you build the whole item from scratch. No Mastercraft item is
Superchemical) and two that you buy as powers (Gadget and necessary.
Power Armour). The first four are always Supertech in Origin, • Doohicky: PDC = 15 + total CP cost of power
whereas Gadgets and Power Armour can be of any Origin. • Superchemicals: PDC = 17 + total CP cost of power
Metapowers can affect Supertech Inventions, but in limited ways, • Ray Gun: PDC = 19 + total CP cost of power
as indicated by the metapower descriptions. Power Leech doesn't • Gizmo: PDC = 21 + total CP cost of powers
work on Superchemicals, for example, because they don't have
PPs, but it could work on a Ray Gun. On the other hand, Power Third, determine creation time of building the Invention.
Nullification or Duplication could work on all three because it For Equipment and Armaments, the time is the build time for a
acts directly on powers. Mastercraft item of that type, plus more time for the Supertech
Activating Inventions enhancement.
• Equipment: Mastercraft build time + enhancement x2
Doohickies, Ray Guns, and Gizmos all require the same basic • Armaments: Mastercraft build time + enhancement x3
steps to activate them. Superchemicals are slightly different, as
noted in their description. The standard steps are (a) Fiddle With For Doohickies, Superchemicals, Ray Guns, and Gizmos ,
The Knobs, and then (b) Make It Go Boom. In order to do either the build time equals the total CP cost of the power(s), including
of these things, you must have the power Supertech Invention or ranks, enhancements, limitations, and modes in hours.
the skill Use Device. • Build Time = Total CP cost of power(s) in hours
Fiddle With The Knobs: Make a Supercraft skill check, the Fourth, determine the Supercraft DC and roll the check.
DC of which equals 10 + the base cost of the powers loaded For Equipment and Armaments, the DC is the DC to create that
into the Invention. If you pass the check, then you know one of item using the Mastercraft feat, plus a modifier based on the
the Invention's powers. If you fail the check, you have enhancement bonus you place on the item.
discovered nothing. • Equipment:
Make It Go Boom: You must have the Invention in your Supercraft DC = Mastercraft DC + enhancement x2
hand. Activating a Invention provokes an attack of • Armaments:
opportunity. The effect the Invention creates is exactly the same
Supercraft DC = Mastercraft DC + enhancement x3
as if you'd activated the power that's loaded into it. All the
specifics of its effects (enhancements/limitations, energy type,
For Doohickies, Superchemicals, Ray Guns, and Gizmos ,
etc.) are determined when the Invention is built. You just push
the Supercraft check is 10 plus the total CP cost of the power(s),
the buttons and it does its thing.
including ranks, enhancements, limitations, and modes in hours.
Inventing
• Supercraft DC = 10 + total CP cost of power
We have attempted to streamline the item-creation process,
with Mystical and Psionic items as well as Supertech Inventions. Finally, note that you can create a limited amount of
Here we present a step-by-step guide to the process so that you Supertech in a given time period. Within any given seven-day
won't get as lost in the specific instructions in the Invent feats. period, the number of Inventions you can build cannot
First, decide which kind of Invention you want to build exceed your Constitution modifier times ten.
based on what kinds of powers you want and who you want to For example, if you have Constitution 21 (+5), then you
use them. Only someone with Supertech Invention or Use Device cannot make more than 50CPs worth of Inventions in one seven-
can activate Doohickies, Ray Guns, and Gizmos. Anyone can use day period.
Equipment, Armaments, and Superchemicals. Only Gizmos can For more information on Supertech Inventions, see the feats
have more than one kind of Power loaded into them. Invent Super Equipment, Invent Super Armament, Invent
Second, determine the Purchase DC of the raw materials Doohicky, Invent Ray Gun, and Invent Gizmo in Chapter 4:
you need to build the Invention. Supertech Armament and Feats.
Equipment must start as Mastercraft items, and the enhancement Super Equipment
process consumes some extra resources as well. The PDC,
Super equipment is any ordinary tool or device that's been
below, assumes you're building a custom item for the
suped-up with the Invent Super Equipment feat. Its bonus is
Invention, in which case, just plug in the cost of building the
Enhancement and its Origin is Supertech , but for the most part
item yourself. If you purchase the item, or already have it,
is just imparts a bonus on a particular task, most often a skill.
then plug its used cost into the equation instead of its new cost.
Anyone can use Super equipment. It is use-activated, which
There is a cost attached to the item itself, even if you already
means that you just have to use it for what it's designed to do and
have it, because upgrading an item requires a significant amount
you'll get the bonus to that task.
of alteration. The "used cost" simulates the cost of alteration.
• Equipment: Mastercraft item PDC + 2 per +1 enhancement
CL 8, Energy Attack (Variable enhancement); Price +2 use (Decipher Script DC 10 + 2d6). Of course, just reading this
code is not enough to identify a person, but comparing the
Energy Damage, Variable imprinted code to an actual DNA test of an individual would
This weapon behaves like an Energy Damage item, with the allow someone to identify the wielder. This kind of weapon is in
additional ability that it can switch between energy types at the use by some ultra-secret organisations on Earth, as well as a few
flick of a convenient button, located on its grip, as a free action. extra-terrestrial law enforcement and military. It is an extremely
The price of this weapon depends on how many energy types it accurate way to determine exactly who fired a weapon and to
has loaded into it what effect.
The Purchase DC for this kind of weapon's ammo, in the case CP 2, Supertech Invention; Price +1 bonus
of projectiles or firearms, is +1 higher than its normal ammo,
and, for the sake of narrative continuity, it requires that you have Ginsu (melee)
a supplier of exotic goods, such as a mad-scientist or inventor This weapon's edges are treated with a special hardening
type. Even if that person is a good friend, scrabbling together the process, and its balance is so perfect that its critical threat range
parts and custom-making the ammo still costs +2 to the Purchase doubles (e.g., from 20 to 19-20, or from 19-20 to 17-20). You can
DC. apply Ginsu only to slashing or piercing weapons. Ginsu does
Energy Attack (Variable enhancement) not stack with other effects that increase critical threat range,
2 Energy Types: CL 4, Price +3 including the feat Improved Critical Range.
3 Energy Types: CL 6, Price +4 CP 4, Amazing Fighting; Price +1 bonus.
4 Energy Types: CL 8, Price +5
5 Energy Types: CL 10, Price +6 Ginsu, Improved (melee)
In addition to the effects of the Ginsu ability, this weapon has
Exotic Material been further treated and altered such that its critical damage
This weapon is made of a substance, material, or alloy that is multiplier increases by one (e.g., from x2 to x3, or x4 to x5, etc.).
unknown to ordinary science. Its composition is completely You can apply Improved Ginsu only to slashing or piercing
unique, and therefore it cannot be affected by any Power or other weapons. Improved Ginsu does not stack with other effects that
effect that targets a particular material or substance, such as increase critical threat range, including the feat Improved Critical
magnetism, rusting, warping wood, etc. Damage.
CP 2, Supertech Invention; Price +1 bonus CP 4, Amazing Fighting; Price +2
The Purchase DC for this kind of weapon's ammo, in the case a supplier of exotic goods, such as a mad-scientist or inventor
of projectiles or firearms, is +2 higher than its normal ammo, type. Even if that person is a good friend, scrabbling together the
and, for the sake of narrative continuity, it requires that you have parts and custom-making the ammo still costs +1 to the Purchase
a supplier of exotic goods, such as a mad-scientist or inventor DC.
type. Even if that person is a good friend, scrabbling together the Telepathy
parts and custom-making the ammo still costs +1 to the Purchase Will DC 15: CP 8, Price +4 bonus
DC. Will DC 20: CP 14, Price +8 bonus
Telepathy
Will DC 15: CP 4, Price +2 bonus Summoned
Will DC 20: CP 8, Price +4 bonus This weapon teleports to its owner upon command, and
Will DC 25: CP 12, Price +6 Bonus disappears again upon a different command. The owner either
speaks a command word or hits a button to Summon the item,
Suggestive, Improved which requires a move action. The weapon has to be stored
This weapon functions exactly as a Suggestive weapon, somewhere in physical space—it doesn't just disappear—but that
except that the owner can programme in a custom suggestion. space can be literally anywhere on the same planet. The owner
The suggestion can consist of a single, basic idea or command. must have a small device, tiny-sized, on his or her person that
As a rule of thumb, the suggestion should be a single verb, in the summons the weapon. This device does not have to be in-hand to
imperative form, although some basic concepts require more than summon the weapon; it can be pinned to a shirt, mounted on the
one word. GMs have the final say on what qualifies and reserve wrist, etc. You can also Hide it on your person; your Hide check
the right to require a simpler command. would be opposed by someone else's Observe check or a Search
The Purchase DC for this kind of weapon's ammo, in the case check. Such a Search check gets a +5 bonus.
of projectiles or firearms, is +2 higher than its normal ammo, CP 2, Teleport; Price +1 bonus.
and, for the sake of narrative continuity, it requires that you have
By Floor roll, as normal, and you'll almost always hit because it's a Touch
Average HPs per floor of various kinds of buildings are attack. Third, there's an opposed Strength test , which is
indicated on the table below. A two-floor house, for example, has analogous to the damage roll on a regular attack, except for size
100 HPs. A building with a larger area can have more HPs, at the modifiers, which also aren't that complicated. So there you go;
GM's discretion. Buildings can also have Hardness, as indicated it's a pretty simple, three-step process that's actually quite similar
by what they're made of (wood, stone, steel, etc.). to making attacks.
When a single floor's HPs are reduced to zero, then that floor
collapses. If you are inside the building and on a floor that Knockback
collapses, you take Debris Damage (see Table 7-1). You get a Knockback happens when you get hit by something big and
Reflex save for half that damage (DC 15). If you are within a blunt that sends you flying, instead of just doing damage to you.
five-foot step of an exit (door, window, etc.) that takes you out ofKnockback is generally involuntary. A blunt attack made by
the building entirely, passing the Reflex save indicates that you someone with Super Strength and which inflicts damage
leapt out of the building, so you take no damage at all. equal to or greater than your Knockback Threshold will
If you are on a floor other than the top and a higher floor provoke the Knockback effect.
falls on you, then your Reflex save also indicates whether you Your Knockback Threshold is 10 + Strength modifier +
are pinned in the rubble. If you fail, you're pinned. For every Fortitude save. GMs might rule that a slashing attack with a
round that you're pinned, you take 1d6 non-lethal damage. If you particularly large weapon, like an over-sized axe, might provoke
are rendered unconscious by this non-lethal damage, you must Knockback. If the damage of the attack meets or exceeds your
make a DC 15 Constitution check or start taking 1d6 damage per Knockback Threshold, then you are Knocked Back.
round. If you die, then at least you're already buried. If you are Knocked Back, you take damage normally, but you
If you have Improved Evasion and save for no damage, are also thrown directly away from your attacker for a
then you managed to find a pocket in the debris. If you are under number of squares equal to 1/10th the damage of the attack (i.e.,
more than one floor of a building, you have enough breathable half the damage, in feet). If the damage is less than 10, then you
air for about 4 hours (see suffocation rules). are only Knocked Back within your square. If you have DR, then
When a floor collapses, it and all the floors above it, if any, take that amount off of the damage before you calculate your
come crashing down on the floor below. Thus the Debris Knockback distance. You incur attacks of opportunity while
Damage of all the falling floors is applied to the floor below you sail through the air in this manner. You land prone at the
the collapsed floor. appropriate distance, unless you roll a Reflex save (DC 15) , in
which case you land on your feet, or kip up, or something equally
As a Whole cool. If you can fly or otherwise control your position in
When a building takes damage as a whole, it has several space, then your Reflex Save is only 10, and you halve the
Failure Thresholds. Every time the HPs are reduced by the distance you are Knocked Back
equivalent of one floor's worth of HPs, the building has to People who are larger than Medium get an effective +4 size
roll a Fortitude save (DC 5, see Table 7-1 for Fort bonuses). If bonus to damage, for the purposes of calculating Knockback (not
the building fails this check, the whole building falls. The DC for an actual +4 to damage). Their Knockback Threshold is also
the Fortitude save increases by +2 every time the building has to +4. People who are smaller than Medium get a corresponding
make this check. -4 size penalty to effective damage and to their Knockback
Combat Manoeuvres Threshold. GMs can also rule that if the weapon itself is bigger
than a Medium-sized person, then it might grant a +4 to effective
The following texts describes combat manoeuvres that are damage.
either new in Phoenix or altered from standard d20 rules. If you pass through someone else's square when you're
Knocked Back, they must roll a Reflex Save (DC 15) to avoid
Grapple
being hit by you. If they fail, you slam into them and you roll 1d6
If you have Super Strength (25+), you are not reduced to
for every square you had left to travel. The two of you split that
half speed if you try to move someone while grappling ,
damage and must make another Reflex save (DC 15) to avoid
because you can just drag them with you. The GM might rule
end up on the ground, prone (as above). This is called Cascading
that a particular opponent is simply too heavy for your Super
Knockback. A GM who likes math could have you continue to
Strength to make a difference (e.g., if you were to try to resist a
cause Knockback as you fly through the air, but it's a lot of
robot made of gold for example), but in such cases, you can
finicky numbers and there are only so many hours in the day. If
simply consult your Encumbrance stats for your Strength score
you simply hit a wall or other fixed object during your
and resolve the issue that way, if necessary.
Knockback, don't bother with the first Reflex save. You and the
As an additional note, the Grapple manoeuvre is not nearly as
wall share the damage. Don't forget that the wall could have
complicated as it's made out to be, so we thought we'd try to
Hardness.
explain it in a way that makes sense. First, it draws an attack of
If you get Knocked Back from a direction other than
opportunity for the same reason that an unarmed strike does: if
laterally, then different things happen. From above, double the
you're not trained in that kind of combat, your target will have an
distance; from below, halve the distance.
opening to resist. If you take Improved Grappling, then you don't
have to worry about the problem. Second, you make an attack
Sunder and Disarm penalty to your Tumble check. If you fail the check, you can't get
These manoeuvres is not different in Phoenix, but we think yourself to within mêlée range of your target.
it's important to remember all the things you can do with them Finally, you can make a Swinging Charge. You get the
other than just destroying someone's weapon or taking it away. standard -2 Defence and +2 to hit for a Charge, but you don't
Never forget that you can target items that someone is holding or have to move in a straight line. Instead, your movement is
wearing, so you can snatch a mobile phone or slash someone's determined by the arc of your swing.
belt off, for example. Superheroes do this kind of thing all the
time. So do gunslingers (shooting things out of people's hands) Two-Weapon Fighting
and swashbucklers (slicing off clothing), and superheroes are The Two-Weapon Fighting rules have not been significantly
closely related to both of those other kinds of heroes. You can changed in Phoenix, although there are a couple of additions to
also snatch away the detonator for the C4 that's been planted on it. First, you can take the trait Appendages and gain additional
the city dam, or you can smash the bottle of mystic potion that a off-hands, an option only available to monsters in standard d20.
villain drinks to gain her powers. Attacking the enemy and Second, we have altered how the feat tree is arranged in order to
doing damage directly is not your only option. Destroying and/ simplify it and integrate the Appendages option.
or taking props away can often resolve a fight. The basic rules from the SRDs are that to fight with two
weapons, you must have either two mêlée weapons (e.g., a club
Stapling and a knife) or two one-handed ranged weapons (e.g., two
Stapling is when you pin someone to a wall or other surface pistols). When you wield two weapons, you get a single bonus
by their clothes using a piercing weapon or a projectile that is attack with your off-hand, but you take a -6 to attack with your
more than a few inches long (i.e., arrow, bolt, throwing knife, primary hand and a -10 with your off-hand. If your off-hand
etc.). The target must be wearing clothes that reasonably have weapon is light, those penalties are instead -4 and -8,
some spare cloth to pin (i.e., no skin tights or form-fitting respectively. If you have the Two-Weapon Fighting feat, then
armour), and they must be standing in front of and adjacent to a your penalties are -4 and -4, and if you have the feat and your
surface that your weapon can pierce. To perform the Staple, off-hand weapon is light, then the penalties are -2 and -2. For a
you must be either in mêlée range or, with a projectile, within full break-down of all those numbers, see Table 7-2.
one range increment or 30 feet (whichever is less), and you In order to gain additional off-hand attacks, you have two
must hit the target's Touch AC. If you succeed, the target is options. First, you can take the Improved Two-Weapon Fighting
Stapled to the wall or surface and has to either rip their clothes feat, which grants an additional iterative attack with your off-
as a swift action (to free themselves), or take a move action to hand. You can take Improved Two-Weapon Fighting multiple
remove the staple, which requires a DC 10 Strength check . times to gain additional iterative attacks with your off-hand while
GMs might raise the DC of the Strength check if the clothing in making a full-attack action. Basically, this means that you can
question is particularly tough, like a biker jacket. Increase the DC take a full-attack action with your off-hand, but you have to
of the Strength check by +2 for every additional staple. For "buy" those individual, iterative attacks with the Improved
example, if you use three attacks to throw three daggers at a Two-Weapon Fighting feat.
target and Staple her to a wall, the Strength DC is 16. See the feat
Staple, Improved for more options with this combat manoeuvre. Table 7-2 Two-Weapon primary
off-hand(s)
Fighting hand
Swinging Attacks
You can attack as part of a swing action (see below, -6 -10
off-hand weapon is not "light"
Swinging). All the swinging rules apply normally. You cannot to attack to attack
make attacks with two-handed weapons because to wield them,
-4 -8
you'd need to take your hands off the rope (unless you have more off-hand weapon is "light"
to attack to attack
than two hands, of course), but you can make unarmed strikes
with your free hand or your feet/legs. To perform a Swing -4 -4
Two-Weapon Fighting feat
Attack, first, you must take a move action and make a Tumble to attack to attack
check to place yourself adjacent to the target . Second, you Two-Weapon Fighting feat and -2 -2
must take a standard action to kick the snot out of him (i.e., roll off-hand weapon is "light" to attack to attack
to hit, etc.). After your attack, you are still on the rope, but you
can drop to the ground as a free action. By the rules as written,
this swing, Tumble, and attack are three separate, distinct actions, Second, you can take the trait Appendages, as well as the
but you're of course free to say that you swing up to your target, enhancements Combat Appendage and Hand, and thus
performed a mid-air somersault and catch him under the chin effectively build yourself an additional off-hand. You can then
with your heel before hitting the ground like a cat. Even the apply the Two-Weapon Fighting tree to each one of your off-
most mundane attack can be enhanced through description. hands, following exactly the same rules as above . At that point,
You can also Spring Attack while swinging to strike your "two" weapon fighting is a euphemism; it's really Multi-Weapon
target in mid-swing. However, this incurs a -4 circumstance Fighting.
Once you have built your off-hands and/or taken Two-
Weapon Fighting feats, and chosen appropriate weapons, we
strongly encourage you to calculate your attack bonuses once Non-Lethal Damage
and have them ready before the game starts . It's impolite to do
all that math at the table. Some attacks and effects are so superficial that, though they
can knock you on your ass, they don't have any permanent
Zero-G Combat effects. This is non-lethal damage. In Phoenix, unarmed strikes
There are no new manoeuvres for Zero-G combat, but a few made by people without the proper training (i.e., the Combat
rule changes do apply. In Zero-G, everyone has a Knockback Martial Arts feat) or without super-strength, both cause non-
Threshold of 10, you do not need Super Strength to provoke lethal damage. Some weapons and powers are specifically
Knockback, and Knockback distance applies to both your target designed to do only non-lethal damage. Some other things, like
and yourself (because of Newton's Second Law... look it up). If heat or exhaustion, can cause non-lethal damage as well. Specific
you can fly or otherwise maintain your position in space, then things that cause non-lethal damage will say so in their
your Knockback Threshold is unaffected, and you do not incur descriptions.
Knockback on yourself. When you take non-lethal damage, it does not reduce your
Damage Reduction Hit Points. Instead, subtract real damage from your total HPs,
and keep a running total of your non-lethal damage. When your
Standard DR in Phoenix blocks mundane physical damage non-lethal damage equals your current HP total, you become
only. It does not block energy damage or Super attacks (which staggered, and when it exceeds your current HPs, you fall
includes any attack with an Origin and/or any attack made with unconscious. This can happen either as a result of taking so
an Ability Score of 25 or more), as well as all Spells, Psi-Powers, much non-lethal damage that it's more than your current HP total,
and Powers, including those generated by Items and Inventions. or having your HPs reduced to below your current non-lethal
DR scores are written as three terms: what the DR blocks, damage.
the amount of reduction, and what the DR is vulnerable to. For
example, "DR 10 / Super" is standard DR, as described above. A Making Non-Lethal Attacks
score of "mystical DR 15 / Super" blocks mystical damage up to You can choose to do non-lethal damage with a mêlée
15 HPs per attack, but is vulnerable to all other Super attacks. A weapon that normally deals lethal damage, including unarmed
score of "supertech 12 / ballistic" indicates that the DR blocks strikes, but you take a -4 penalty to attack. This means that you
attacks with a supertech Origin, but is vulnerable to bullets. attack with the "flat of the blade" or otherwise pull your punches.
Some DR has multiple vulnerabilities or multiple The feat Merciful Mauler can eliminate this penalty in most
protection types. For example, "supertech, cosmic 10 / wood, circumstances (see Chapter 4: Feats). You can also do lethal
slashing" indicates that the DR blocks supertech and cosmic damage with non-lethal weapons, including unarmed strikes, but
attacks, but is vulnerable to wooden or slashing weapons. you again take a -4 penalty to attack.
Adhering precisely to this notation formula is not as important as Super Attacks
being very clear in your notes about what your DR does or
doesn't protect you from. "Super" is the Phoenix equivalent of "magic." It's the catch-
Massive Damage all term for anything outside of the normal range of human
ability. Any in-game effect that has an Origin is automatically
Sometimes, an attack is so powerful that even if it doesn't Super. Any attack or effect that comes from an item—mystical,
reduce your HPs to zero, it's still so traumatic that your body just psionic, or supertech—is Super. Enhancements granted by
can't survive the ordeal. This is massive damage. Phoenix uses a Mastercraft tools or weapons are not Super, but those granted by
combination of the two published massive damage systems. Supercraft weapons are.
Your massive damage threshold is either 50HPs, or it equals Like magic in standard d20 games, Super attacks in Phoenix
your Constitution score (not your modifier) multiplied by automatically bypass most DR. Similarly, anything or anyone
your total character levels, whichever is lower. If you take normally only hit by magic effects or attacks can, in Phoenix, be
damage from a single attack that equals or exceeds your massive hit by Super attacks. Strength scores of 25 or above are Super,
damage threshold, then you must make a Fortitude save against and 24 and below are not. Super Strength also automatically
DC 15 or immediately drop to -1HPs, but stabilized. does lethal damage, whereas scores of 24 and below do not.
For example, if you were 3 rd level and had a Constitution of Therefore an attack aided by one of those scores, usually
14, then your massive damage threshold would be 42. If a single Strength or Dexterity, is Super as well. A rock (or a car) thrown
attack were to do 42HPs or more, you would then be forced to by someone with a Dexterity of 27 is Super. A punch from
roll a Fortitude save against DC 15. If you failed that save, you someone with a Strength of 32 is Super.
would drop to -1HPs, stabilised. Super Speed
We've altered massive damage in Phoenix so that normal
people drop pretty quickly (i.e., they're at -1HPs and stable), and Table 7-3 Running Speeds (next page) lists all the possible
heroes can avoid accidentally killing people because they're speeds at which you could move using Super Speed if you start
standard attacks do well in excess of how much the average with a base speed of 30 ft. and increase it through feats and/or
person can take without dying. powers. This covers the majority of characters , but some
conditions that add 5 ft. or 10 ft. of movement could make the
table less useful than the formula (at the end of this section) .
Before you even look at this table, ask yourself if it's information If you take levels in Speed Multiplier you need to find
you actually need to know, because if it's not, then don't bother. If your new base speed and cross-reference it to your Running
you intend to use your flight or running speed to actually travel Multiplier, if any. If you start with a Base Speed of 30 feet, for
from place to place, especially during a game, then you'll want to example, and then purchase 3 levels of Speed Multiplier (x4),
know how fast you can move, but if you're concerned only with then your Base Speed would be 120 feet (30 ft. x4). If you also
movement during combat, then just use your speed in feet per purchased a Running Multiplier of x12, then your full Running
round. speed would be 1,440 feet per round, which works out to 175kph
The table itself bears some explanation. First, all speeds are (109mph). You'd zoom past highway traffic.
listed in both miles per hour (mph) for our American and British All of these calculations apply regardless of whether you're
friends and then in kilometres per hour for the rest of us ( kph). running, flying, driving, or swinging on a web-line. If you can go
Second, the left-most column is the speed multiplier for 120 feet as a move action while riding your bicycle, then you can
when you are Running as a full-round action. This corresponds travel at 22kph (16mph), for example.
to the basic Super Speed power which increases only your To get some real-world perspective, a Speed of 2880 ft. (90
Running multiplier. If you don't take any levels of Speed ft. Move, x32 Run) is 524 kph/327 mph, which is just shy of the
Multiplier, then the first two columns are all you ever need to speed of sound, 36 or Mach 1. So Mach 2, twice the speed of
worry about. Just look up your "Running Multiplier" and then sound, is about 1047kph/655mph (90 ft. Move, x64 Run).
check the "Base Speed 30 ft" column. Now you know how fast Finally, 891,709kph/557,318mph (300 ft. Hustle, x16348 Run) is
you can Run. Record that number on your character sheet and creeping up on 0.1 C, or 1/10th the speed of light. The idea that
you never need to look at this gawd-awful table again.
36 The speed of sound changes depending on air pressure and temperature, but
this rule of thumb is good enough.
someone can move at these kinds of speeds by slapping their feet big enough, it's best to move to a relative map instead of a
against the ground is, of course, ridiculous, but ridiculousness is fixed map. On a relative map, you place your racers/chasers in
sort of the point of a superhero game, so just enjoy. positions relative to each other based on their respective speeds
If you have a Base Speed that's not on this table, then you and resolve the chase with the assumption they are continuously
must use the following formula: multiply your Base Speed by on the move.
your Running speed, then divide by 8.8 to get your real-world For example, if you have two characters moving at speeds of
speed in miles per hour. Take your MPH and multiply by 1.6 120 ft. and 150 ft. respectively, the slower character will be 30 ft.
to find your KPH. If you have a non-standard base speed or you behind at the end of the first round, 60 ft. behind at the end of the
can sometimes move at different Base Speeds (for example if second, and so on (assuming both are moving at maximum
you can Size Shift), then please do all these calculations before speed). Alternatively, if the chasers are moving at a Run, then
you get to the gaming table. It's only polite. you'll want to change the map's scale. Instead of 5-ft. squares,
you can move to 10-ft. or even 20-ft.
Races and Chases When speedsters Run, they can easily cover hundreds of
Racing and chasing happens a lot in comics and action clicks over the course of a combat. If you're math-fu is strong,
movies, but under standard d20 rules, chases are pretty boring. If you can figure the lowest-common denominator of their two
the racers have the same speed, then there's no contest. All speeds and set the map's scale to that number. For example, if
involved characters take their movement and nobody catches two characters were moving at 360 ft. and 400 ft. per round
anyone. If the racers have different speeds, then the faster one is respectively, you could set a scale of 40-ft. squares because both
guaranteed to eventually catch up. There are factors that can of their speeds are evenly divisible by 40. On that scale, the
make chases more interesting however, specifically obstacles. faster character could move up to 10 squares, and the slower only
Obstacles include anything that keep the characters from 9 squares. Of course, each square still represents 40 feet of space,
moving their maximum speed, either double-moves or but now you can depict the chase more easily.
Running, and you use the Climb, Jump, and Tumble skills to If you have a chase in which the characters move at a
overcome those obstacles. The rules do not essentially change, Run, then don't sweat small amounts of lateral movement.
except that the GM will have to know those skills very well and Technically, you can Run only in straight lines, but over the
have DCs readied before the game or just get comfortable with course of several hundred feet, a little drift is acceptable, so the
estimating them on the fly. If and when GMs set up a chase in a chasers might Run along a curved freeway or weave in and
game, or if one just breaks out, they must remember to place lots around traffic. If it's just for flavour, this kind of thing can help to
of interesting things in the racer's way: cars (both moving and make a chase more dramatic. This requires a certain amount of
stationary), baby carriages, pets, bike messengers, gates, improvisation on the part of the GM and a willingness to
stairwells, locked doors, plate-glass windows, fire escapes, rearrange the map on the fly in order to simulate the new
anything and everything that slows the characters down and environments that your chasers might end up in over the course
makes them use their skills. The more the characters use their of the Chase itself. If you run your game in a real city that you
skills, the more the chase is decided by those skills and not just know well, you can even estimate how many blocks your
by their base speeds. Of course, someone with Super Speed is characters traverse and the neighbourhoods that they run through,
probably going to catch someone without it, but even a speedster from a downtown core, to outlying residential areas, to suburbs,
can trip and fall down an open sewer. It's not the same as trashing even out into the hinterlands, and then all the way back.
the scenery, but remember that the environment is half the fun If the participants have Bonus Actions, then they can of
of any good action sequence in a film, so fill that environment course keep attacking each other or interfering with/saving
with stuff. innocent bystanders the whole time. In fact, that kind of thing is
For straight-out chases, the Sprint feat creates the ability to encouraged! The name of the game is danger after all (the name
have slightly different running speeds, and therefore stage chases is actually "phoenix," but you know what we mean). The
that are potentially quite close, and therefore more exciting. Any important thing in this kind of Chase, for the GM, is to keep
players who have characters who use this feat will have to describing the scenery in detail . Just switching positions relative
keep track of exactly how many feet in excess of a full square to each other on the battlemap isn't nearly as fun as knowing that
they are, per round. For example, a character who Sprints 38 the wake from your chase just set off a whole block of car
feet per round needs to keep that floating extra 3 feet in mind and alarms, or that you've just passed through Edmonton when you
add a square of movement every second round. As long as each started in Seattle.
individual player (including the GM) keeps track, and they all Super Strength
compare notes, you can tell exactly where people are during a
chase, in which a few feet (i.e., arm's length) can decide the Super Strength mostly speaks for itself. You have a higher
outcome of the scene. Strength score and your bonuses go up accordingly. Published
sources don't list the encumbrance and loads for scores above 30;
Super-Speed Chases because those are important for super fights, we calculated them
Such encounters can present a practical problem when it for you (see Table 7-4). A Strength 60 is not necessarily the
comes to mapping. If a chase breaks out between characters who upper limit in Phoenix, but that's the biggest we could make the
can move fast enough that a standard battlemat will no longer be table.
Improvised Weapons
Super fights get a little nuts in comics, and so they should in
Phoenix. Streets are ripped up. Cars a thrown. Buildings topple.
Table 7-4 Super Strength Stats
Because Strengths scores can be well above the human range, the
Strength normal Improvised Weapons rules aren't always applicable. In
Bonus Light Medium Heavy
Score Phoenix, you can use an improvised weapon, in mêlée or as a
10 - 33 lb. 66 lb. 100 lb. projectile, if it is less than your Light load. If it is less than
11 - 38 lb. 76 lb. 115 lb. half your light load, then you can wield it/throw it with one
12 +1 43 lb. 86 lb. 130 lb. hand. If you increase your loads through the power Mighty
13 +1 50 lb. 100 lb. 150 lb. Lifting, then you do indeed increase the maximum weight of
14 +2 58 lb. 116 lb. 175 lb. objects you can use as improvised weapons.
15 +2 66 lb. 133 lb. 200 lb. If your improvised weapon is four or more size categories
16 +3 76 lb. 153 lb. 230 lb. different than your own, in either direction, then you simply don't
17 +3 86 lb. 173 lb. 260 lb. have the leverage or fine control to wield it like a weapon. A
18 +4 100 lb. 200 lb. 300 lb. fine-sized hero trying to lift a car is going to have a hard time
19 +4 116 lb. 233 lb. 350 lb. finding something to grab, even if she has the Strength to do it. A
20 +5 133 lb. 266 lb. 400 lb. colossal-sized hero trying to throw a baseball will probably just
21 +5 153 lb. 306 lb. 460 lb. crush it between thumb and forefinger.
22 +6 173 lb. 346 lb. 520 lb. Over-sized weapons do damage according to Table 7-5,
23 +6 200 lb. 400 lb. 600 lb. above. The damage on this table has been adjusted upwards from
24 +7 233 lb. 466 lb. 700 lb. standard d20 rules because superheroes are more generically
Super Strength Stats prone to hitting people with things that are lying around, so the
25 +7 266 lb. 533 lb. 800 lb. damage potential should match that tendency. W e've also added
26 +8 306 lb. 613 lb. 920 lb. a new size category, "Ginormous," because Colossal just
27 +8 346 lb. 693 lb. 1,040 lb. wasn't big enough. GMs can, of course, adjust the damage up or
28 +9 400 lb. 800 lb. 1,200 lb. down depending on the circumstances. Objects that weigh
29 +9 466 lb. 933 lb. 1,400 lb. significantly more than the average for their size, for example,
30 +10 532 lb. 1,064 lb. 1,600 lb. might do more damage, and objects that are less heavy than the
31 +10 612 lb. 1,224 lb. 1,840 lb. average for their size might do less. Also, objects that are more
32 +11 692 lb. 1,384 lb. 2,080 lb. aerodynamic or easier to wield might do more damage, or vice-
33 +11 800 lb. 1,600 lb. 2,400 lb. versa. As a rule of thumb, every 100 pounds of weight adds
34 +12 932 lb. 1,864 lb. 2,800 lb.
35 +12 1,064 lb. 2,132 lb. 3,200 lb.
36 +13 1,224 lb. 2,452 lb. 3,680 lb. Table 7-5 Improvised Weapon Damage
37 +13 1,384 lb. 2,772 lb. 4,160 lb. Object Weapon
38 +14 1,600 lb. 3,200 lb. 4,800 lb. Examples
Size Damage
39 +14 1,864 lb. 3,732 lb. 5,600 lb. 18-wheeler, private jet,
40 +15 2,128 lb. 4,256 lb. 6,400 lb. Ginormous 16d6
small building, hummer
41 +15 2,448 lb. 4,896 lb. 7,360 lb.
42 +16 2,768 lb. 5,536 lb. 8,320 lb. pick-up truck, shed,
Colossal 12d6
43 +16 3,200 lb. 6,400 lb. 9,600 lb. telephone pole,
44 +17 3,728 lb. 7,456 lb. 11,200 lb. dumpster, pop machine,
Gargantuan 8d6
45 +17 4,256 lb. 8,528 lb. 12,800 lb. very small car
46 +18 4,896 lb. 9,808 lb. 14,720 lb. 10-foot ladder, mailbox,
47 +18 5,536 lb. 11,088 lb. 16,640 lb. Huge 4d6
oil barrel, park bench
48 +19 6,400 lb. 12,800 lb. 19,200 lb. garbage can, TV set,
49 +19 7,456 lb. 14,928 lb. 22,400 lb. Large 2d6
office chair, tire iron
50 +20 8,512 lb. 17,024 lb. 25,600 lb.
51 +20 9,792 lb. 19,584 lb. 29,440 lb. brick, briefcase, bowling ball,
Medium 1d8
52 +21 11,072 lb. 22,144 lb. 33,280 lb. hockey stick, guitar
53 +21 12,800 lb. 25,600 lb. 38,400 lb. big rock, drill, helmet,
Small 1d6
54 +22 14,912 lb. 29,824 lb. 44,800 lb. fire extinguisher, flower pot
55 +22 17,024 lb. 34,112 lb. 51,200 lb. small rock, mug, screwdriver,
56 +23 19,584 lb. 39,232 lb. 58,880 lb. Tiny 1d3
wrench
57 +23 22,144 lb. 44,352 lb. 66,560 lb. Diminutive ashtray, CD case, paperweight 1
58 +24 25,600 lb. 51,200 lb. 76,800 lb.
59 +24 29,824 lb. 59,712 lb. 89,600 lb. coin, ball-point pen,
Fine -
60 +25 34,048 lb. 68,096 lb. 102,400 lb. computer mouse
1d6 damage. However, any players who whine, carry on, and of extra space below you, for example. If there isn't enough
generally makes asses of themselves about the weight of a space, then you must make a Reflex save, DC 15, or you hit the
thrown object in order to weasel their way into more damage ground and take falling damage as normal. If you make the save,
should know that such behaviour is not appreciated by the GM. then you hit the ground running. You can substitute a Tumble
Thrown objects generally lose their kinetic energy when they check for the Reflex save, at your discretion.
hit their targets and fall to the ground, but if the object in To determine success or failure for the swing, make a
question is more than twice the weight of the target, it will Tumble check DC 14 (base DC 10, +4 equipment bonus for the
continue to fly along its vector for two range increments before itrope). The DC rises by +2 for every 5 feet out of true the
starts to plummet. An object that can roll, due to a round shape orswing is. "Out of true" means one of three things: (1) the start
sufficiently robust wheels, might continue for another range point and end point are at different heights, (2) you have to swing
increment, but unless it lands on a slope or gets some other help, in a lateral arc (i.e., around instead of straight), or (3) the fixed
it will stop at that point. GMs are encouraged to eye-ball where point of the tether isn't equidistant between your start and end
such objects land and PCs are encouraged not to get too wrapped points. You also add +2 for every 50 pounds over a light load .
up in real-world physics. Example: If the rope's fixed point were 5 feet closer to you
You can also throw objects in such a way that they spend than your target point or 5 feet to the left (so that you have to
most of their movement scraping along the ground. After one swing in an arc), the DC would be 12. If the end point of the
full range increment in the air, the object hits the ground and swing were 10 feet higher than your starting point, the DC would
begins sliding, exactly as if it were affected by a knockback (see be 14. If all three factors were out by 5 feet, then the DC would
the Knockback rules, above). The thrower makes a damage roll be 16. If all three were out by 10 feet, the DC would be 22. And
for the object, and it travels half that distance in feet. If the object
so on.
can roll (i.e., it's spherical or cylindrical) or has wheels, it travelsThis can get to be a complicated set of calculations, so GMs
the full distance. are encouraged to eye-ball the DC. GMs are also encouraged to
let "flavour" swinging go without tedious checks. If it's just for
Slowing a Moving Object show, to make the character look cool, then don't sweat it. If it's
If you are in the path of a moving object and you have Super actually a risky manoeuvre, then enforce the rolls.
Strength, then you can try to hasten its deceleration. As a full- If you succeed, you land on your target square, on your
round action, you can plant your feet on the ground and your feet. If you fail the check, you land prone and take 1d6 non-
hands or shoulder to the object. For every full-round action you lethal damage. This does not provoke an attack of opportunity,
spend doing this, you roll a Strength check and reduce the but standing up does. If you fail the check by more than 10, then
object's remaining HPs/feet by that number. The power Mighty you fall in mid-swing at a point to be determined randomly.
Lifting multiplies your Strength bonus for the purposes of Example: You're attempting to make a 50-foot swing with a
making this roll. fixed point 15 feet off of a straight line, 5 feet too close to you,
If you you are flying, you can use a full-round action to and landing on a rooftop that is 10 higher than where you're
reduce the object's remaining HPs/feat by 1d6 per 100 pounds standing. At +2 to the DC for every 5 feet out, that's a DC 24.
that you can lift. Be sure to take into account the Air Lift Difficult, but not impossible. If you were to roll a 25, you would
enhancement when you calculate your maximum weight. land clean. If you were to roll a 20, you would hit the ground like
a sack of wheat, but you would just get the wind knocked out of
Swinging you. If you were to roll a 10, you would fall right off the rope,
into the traffic and soon-to-be traumatised bystanders, below. We
Dangling on the end of a rope 20 stories in the air isn't the hope you have clean underwear on (see Falling While Swinging ,
most prudent thing to do, usually, but it looks so damn cool that below).
it's a major part of superhero comics. The in-game benefit of The following pages contain specific rules for particular
swinging is that you can cover a bigger distance than a jump, tricks you can do while swinging. Rules for attacking while
without nearly as much chance of falling to your pulpy death. swinging are in the Combat Manoeuvres section, above.
Swinging as Movement Jumping at the End of a Swing
Swinging on a rope is part of a move action, like jumping or If you let go of the rope when it's more or less horizontal (at
climbing, but you swing twice as fast as your size and the end of your swing), you can make a Jump check as if you
encumbrance would normally allow (NB: Super Speed does had a running start. You swing your body upward to achieve
not increase swinging speed). If you swing for a distance of 30 height, or throw it forward to achieve distance. Thus, you can
feet, it counts as only 15 feet of your movement. swing across a chasm, let go of the rope at the other end, and
To swing, you need a rope or other tether, like a strand of make a fresh Jump check, all as part of the same move action.
Webbing, that is connected more or less equidistant between your
self and the spot you want to land on. You also need some room Kicking Off in Mid-Swing
below you because the arc the swing will take you down before it Although you cannot change your swinging trajectory in mid-
goes up again. If it's pertinent (e.g., you might actually hit the swing, you can push off of a solid, anchored point, for example
ground), then you need an extra 5 feet downwards for every 25 swinging against the side of a building and kicking off of it. If
of total swinging distance. A 50-foot swing requires about 10 feet
you swing at an angle to the wall, you can make a Jump check as Falling While Swinging
if you had a running start. The result of the check indicates how If and when you fall off a rope, you fall at a slight angle in
far along the arc of the swing you manage to get (i.e., how far the direction in which you were swinging. For every 20 feet you
you launch yourself away from the wall). If you swing straight fall downwards, you also drift 5 feet in the direction of your
into a wall, you can repel off of it as if you were making a Jump swing. If this causes you to impact a solid surface, like a
check without a running start. The distance, again, indicates how building, then you take damage as if you'd fallen to that height,
far you manage to get from the wall, along the arc of the rope's and then you start to fall straight down (i.e., you land in that
length. Swinging directly into a wall, however, causes the same same square). For example, you were to fall at 120 feet in the air
amount of damage as falling, but you can reduce that damage just and drift into a building after 40 feet, you'd then take damage as
as you would a normal fall (i.e., through a Tumble check, or if you'd fallen 40 feet. If and when you hit the ground at the end
Catfalling). of that fall, you'd take damage from the whole fall: 120 feet.
However, there is no need to calculate the exact number of
Continuous Swinging feet you travel laterally unless the game calls for it. If, for
If you have Webbing, you can fire a fresh strand as a standard example, you might drift next to a building that you could grab
action each round. Thus, you can change direction by affixing a on to to keep from falling, then calculate your lateral movement,
fresh strand to a new anchor point and letting go of the old but if you're just spiralling through empty air, there's no need to
strand. This whole chain requires a move action (swing) and a burn the brain-cells doing the math.
standard action (fire strand). If you're doing it as a form of
movement, out of combat, you just need to make a single Swinging in Combat
Tumble check, as part of your move action, with a base DC of While you are swinging, you lose your Dexterity and dodge
20. Failing means that you simply didn't manage to affix a bonuses to Defence, but you are a rapidly-moving target, the
second strand and you're still on your original strand. Failing by same as if you were running, and therefore also get a +2 to your
10 or more means that you fall (see below, Falling While Defence. If you are hit for damage while in mid-swing (between
Swinging). At the end of this full-round action, you're again in rounds or by a Readied action), you must make a Fortitude save
mid-swing and ready to start the whole thing over again the next with a DC equal to the damage you took. If you fail, the pain and
round. You pick a new direction in which to swing at the stress of the taking damage causes you to involuntarily let go of
beginning of this full-round action. the rope. For Swinging in Combat, see the previous section.
GMs are, of course, free to increase the DC for performing
swings in difficult environments, like through a very skinny Zero-Gravity Movement
alley, between moving vehicles, or the like. In fact, it's worth
noting that the GM always retains the right to increase DC's as In Zero-G, all your attacks, Jump, and Tumble checks are at -
she sees fit. 4, unless you have the Astrobatics feat (see Chapter 4: Feats).
If you're out of combat and swinging as a form of You cannot perform a Run action in space, but if you can fly,
transportation, then you can make these Swinging checks once then you can move freely as if every direction were "lateral"
per minute instead of once per round. If your Tumble bonus is movement (i.e., there is no up or down). However, if your ability
high enough that you're guaranteed success, then rolling isn't to fly relies on being in an atmosphere (i.e., Wings) and you're in
necessary because natural 1's are not automatic failures on skill the vacuum of space, then you're out of luck.
checks. Lucky you! If you can't fly, you move in zero-G environments by pushing
You can, in theory, keep swinging and switching ropes off of one fixed point and "landing" on another. For mundane
indefinitely. However, it is extremely tiring. Moving in this way movement, just floating around inside a ship for example, there's
is like running. Thus, you can keep swinging for a number of no need to make any rolls. In combat or other dangerous
rounds equal to your Constitution score , but once those rounds situations in which timing is important, however, you must
are expended you must make a DC 10 Constitution check. The essentially throw yourself from one place to another, which
DC of this check increases by 1 every round until you fail or requires either a ranged touch attack or a Tumble check
finally arrive wherever it is you're going in such a damn hurry. (player's choice). You have a range increment of 30 feet and the
If you fail this check, you just don't have the energy for DC for the attack/Tumble check equals the Defence score of
another swing and you must rest for 1 minute (10 rounds) to get the square you want to arrive on. An object or surface that
your breath back. You can rest while hanging off of your rope, takes up a five-foot square area has a Defence of 10, but a
but every time the strand swings with you on it as dead weight, it medium-sized object is Defence 14, a small object is Defence 18,
looses 1 foot of distance and height at both ends, so after 10 and so on.
rounds, you've lost a total of 20 feet (10 feet at each end). You However, you do not automatically stop on a square. Instead,
can also climb down off of your rope, if that's an option, and rest you have to land on a large surface or grab a fixed object to arrest
on the ground for a mere 60 seconds. While resting, you are not your movement, which you can automatically do at the end of a
at any penalties. You just don't have the energy to do any more single move action. If you take a double-move, however, you
swinging manoeuvres or to employ the Run action. must make a Reflex save (DC equals 10 +2 per 10 feet of
Tumble distance) to arrest your movement.
If there is nothing to grab on to in that square, then you keep
moving, involuntarily, at your movement rate. Moving in this
manner does not count as a move action because you expend no equipment. This section presents altered rules for Wealth and two
effort on maintaining your speed or manoeuvring around objects. new kinds of equipment: Generic Firearms and Body Armour.
You can, of course, use actions to try to arrest your movement.
Tumble check. Involuntary movement occurs at 30 feet per round Wealth
and does not count against your movement.
The Wealth system detailed in the SRDs does not quite fit the
Low-Gravity Movement superhero genre for a couple of reasons. First, it assumes that
If you find yourself in a low-gravity environment, as opposed heroes are prone to looting (i.e., beating the snot out of the bad
to a zero-G environment, the easiest thing to do is apply the guys and nicking their stuff). Second, it makes some attempts to
same -4 to Jump and Tumble checks. Assuming 0.5G (half of normalise Wealth scores in the long run (i.e., keep everyone in
Earth's gravity), you would Jump twice as high and you take the same general range of wealthiness). This doesn't work for a
half-damage from falling. You cannot Run unless you take the superhero-based game because there's not a lot of looting in
Astrobatics feet because you have to learn to travel with half of superhero stories, and being disgustingly wealthy is a set
your weight, and thrown weapons and projectiles take a -4 character type. It's even a class in Phoenix: the Socialite. The
penalty because they do not arc through the air in the same way, slightly altered Wealth rules, below, are designed to address those
although firearms are basically unaffected. problems of genre and also eliminate a couple of loopholes in the
If you want to get very specific about it, you can actually Wealth system. We present a complete explanation of our Wealth
calculate all of these bonuses/penalties based on the amount of system here so that you only need to consult once source rather
gravity present. For example, the Moon has 1/5th the gravity of than going back and forth between this book and the SRDs.
Earth (0.2G), so your Jumps would be five times longer/higher To begin with, then, Wealth does not indicate how much
(i.e., multiply by 5), and falling damage would be five times less money you have. It isn't money in your pocket, or gold pieces in
(divide by 5). In addition, if you want to be precise, instead of your backpack. Instead, it symbolically represents how much
applying a flat -4 penalty, you could apply a -1 for every 0.1G buying power you have access to at a moment's notice. It's
different from Earth, so the Moon (0.2G) would be a -8. Once designed to replicate the modern world; whether you have a
you get lower than 0.1G, you are effectively in a zero-gravity certain amount of money in a bank account (or your pocket) has
environment, and those rules would apply. relatively little to do with what you can go out and purchase
right now.
High-Gravity Movement Wealth is a combination of liquid capital (money), credit
If you find yourself in a high-gravity environment, you take a (credit cards, credit rating, lines of credit, IOU's), investments,
-8 to Jump and Tumble checks. Assuming 2G (double Earth's and even the expectation of future income (i.e., I can buy
gravity), you would Jump half as high and take twice as much something for a $1000 today if I know I'm going to receive
damage from falling. You would have to calculate your speed $1500 tomorrow). The amount you can buy at a moment's notice
based on adjusted encumbrance, as well. Thrown weapons and
projectiles take a -4 penalty because they do not arc through the
air the same way. High-gravity also halves the range Table 7-6 Wealth and Lifestyle
increments of all ranged weapons, including firearms (e.g., if it's Wealth Lifestyle
normally 100 ft., in high-G it's 50 ft.). Impoverished:
If you want to get very specific about it, you can calculate all +0
Living off of what's in your pockets
of these bonuses/penalties based on the amount of gravity
Working Poor:
present. On a planet that has three times Earth's gravity (3G), +1 to +4
Living paycheque to paycheque
your jumps would be 1/3 as high and falling damage would
triple. In addition, if you want to precise, instead of applying a Lower-Middle Class:
flat -4 penalty, you could apply a -4 for every 1G different from +5 to +10 Long-term, well-paying job; own a major asset
Earth, so 2G would be a -4, 3G -8, 4G -12, etc. Range increments (e.g., condo, car)
would, likewise, be divided by the G-rating of the environment: Upper-Middle Class:
divide by 2 for a 2G environment, by 3 for 3G, etc. At a certain +11 to +15 Long-term career with job security; own multiple
point, increased gravity makes you unable to move at all (i.e., major assets (home, cars, etc.)
when your weight exceeds your maximum lift), but well before Wealthy:
that point, your own limbs would be so heavy that even lifting +16 to +20 Hold investments (e.g., shares); long-term, high-
them to aim a weapon would be nigh impossible. If and when status career; own several major assets
that happens, the GM is entirely within her rights to declare that
Rich:
you cannot make attacks at all any more.
+21 to +30 Living off of a portfolio of investments; possibly
Equipment don't have to work at all; own several major assets
Some superheroes and villains base their entire identity on Loaded:
being extremely rich and/or fabulously well-outfitted with +31 or Own several major assets; investments are worth
higher enough that markets shift with your decisions;
could live like a king indefinitely without working
is almost undoubtedly very different than the amount of actual purchase. Either you Table 7-7 Relative PDCs
capital you own. You can be broke, but have a dozen credit cards lowered your bank Wealth
in your pocket. Such is the mystery of modern finance. balance, or took a chunk PDC
Adjustment
Thus, Wealth is an abstract number measured as a bonus, out of your credit limits, PDC = Wealth x1 +/- 0
just like BA or Saves, and it is fluid; it decreases when you buy or something like that. In
PDC = Wealth x1.5 +/- 1
expensive things and increases when you level up or come into any case, your ability to
money. purchase items at a PDC = Wealth x2 +/- 2
moment's notice has PDC = Wealth x2.5 +/- 3
Wealth Bonus decreased. You lose PDC = Wealth x3 +/- 4
At first level, you determine your Wealth Bonus through a Wealth depending on PDC = Wealth x3.5 +/- 5
process similar to how you determine your Hit Points; you factor how high the PDC is PDC = Wealth x4 +/- 6
a die roll into a formula: relative to your current PDC = Wealth x4.5 +/- 7
Wealth score. If the PDC PDC = Wealth x5 +/- 8
2d4 + Occupation Bonus (+1 for having Profession ranks) is twice your Wealth then
you take -2, but f it's five times your Wealth then you take -8, etc.
At every subsequent level, you make a single Profession (see Table 7-7). The actual formula is -1 Wealth for every 50%
check that can potentially increase your Wealth Bonus (see that the PDC exceeds your current Wealth score (before the
Chapter 3: Skills). You can also take the Windfall Ad which purchase, obviously). For example, with a Wealth Bonus of +10,
grants an additional Profession check (see Chapter 1: Character you could purchase a PDC 15 item, but it would cost you Wealth
Creation). At character creation, then, you roll the above formula -1.
to determine initial Wealth, and then make (at least) three You never lose Wealth if you fail your Wealth Check , and
Profession checks for 2 nd, 3rd, and 4th level, respectively. At that you can try to buy the item again as many times as you like, but
point, you can start making purchases. you have to shop for it all over again (see below). Your Wealth
Consult Table 7-6 to get a general idea of what kind of Bonus cannot ever be lower than +0. Wealth +0 means that you
lifestyle corresponds to your Wealth Score. These descriptions have no purchasing power save what's in your pockets. You live
are generalisations only; you can interpret your Wealth directly from hand to mouth, scraping up a few dollars a day to
differently, if you want to. For example, having a fabulously feed yourself.
wealthy character is mostly a matter of role-play and For any item that's unusual (i.e., something you couldn't find
description. Although a certain Gotham socialite or New York in a mid-sized mall in an urban centre), it takes a number of
arms dealer might be disgustingly rich, they primarily show off hours equal to the PDC of the item to locate it. This can be
that wealth through character moments, such as showing up to time you spend browsing stores, or you can do this research from
public events with a super-model on each arm or living in a a phone and/or an internet connection. You can Take 10 or Take
stately manor. Unless these character touches turn into in-game 20 on Wealth Checks; doing so multiplies the shopping time by
benefits (i.e., using the models as Contacts or the stately manor 10 or by 20, respectively. To buy something used, you can take -
as a place to hide), then GMs should just let them be descriptive 3 off of the PDC of the item, but the purchase always takes a
text. By the same token, extreme poverty for the sake of role- number of hours equal to that PDC.
play is also allowed and does not have to negatively affect the
character's actual Wealth score . Living under a bridge but Selling
somehow also having access to strangely advanced technology To sell an item, you simply use the Wealth Check/PDC
could be a fun contradiction to play. Never stifle your players' calculations in reverse. You get a Wealth increase that is
creativity if it doesn't actually break a rule. They're allowed tosimilarly relative to your current Wealth. Whenever you sell a
look cool. They're allowed to flaunt their status. You should common, functional consumer good, you take -3 off of the PDC
indulge whatever fantasy your players want to live out, if you canbecause that item is by-definition used. If you attempt to sell art
do so within the rules. The game is all about fantasy, after all. or other treasures to a legitimate buyer (which means you have
legitimate reason to be selling it or convincingly forged
Buying paperwork), then that -3 doesn't apply. There's no such thing as a
To buy something, you must make a Wealth Check against "used" Mona Lisa. However, to sell something on the black
the item's Purchase DC (PDC). This roll works exactly the same market, you must reduce the PDC by 50% (rounding down).
as rolling to hit versus a Defence score. You roll 1d20 plus your The amount of Wealth you gain is exactly equal to the
Wealth Bonus against the PDC of the item. If you meet or beat amount you would have lost if you had purchased that same item.
the PDC then you have rummaged around in your pockets and If the PDC of the item were three times your Wealth, for
found the right combination of cash and/or cards that allows you example, then you would get Wealth +4 (see Table 7-7 again),
to afford the purchase. If your Wealth Bonus exceeds the price and if the used PDC were equal to your less than your current
of the item, then there is no need to roll; you can just buy that Wealth, you would get no increase at all . It just wouldn't be
item with no penalty. worth your while to sell that item, given how wealthy you
If the PDC is significantly higher than your Wealth already are.
Bonus, then you might lose Wealth as a result of the
This last rule might not make sense at first. Intuitively, if you it's going to disappear before you know it. Remember, the goal
have $100,000 to your name and sell something worth $100,000, here is not to simulate an exact dollar amount. Unless the PCs
then you should have $200,000. However, remember that Wealth stop and spend an hour counting the money, there's no reason
represents access to buying power, not just having money. If you why they'd know it's exact value anyway. The point is to simulate
had the ability to purchase something worth $100,000 without the feeling of having a big wad of cash in your hand. You start
severely altering your lifestyle then you probably have far in out buying drinks for all your buddies off of what looks like a
excess of that amount to your name. Finding a bag with $100,000 bottomless stack of bills, but then at the end of the night it's
in it, therefore, would not alter your overall Wealth. mysteriously all gone because around 1am you started in on the
really good vodka.
Divvying Wealth However, the conversion tables are from the US in 2001 , so
In most cases, superheroes don't stumble upon great huge they don't bear a lot of resemblance to the current economic
piles of cash, and if they do, they usually turn them over to the climate, and they're not very useful if you're not in the US. The
authorities, or use them for some poetically just purposes, or best thing to do is not think in dollars, pounds, rupees, or what
possibly a bit of both. This depends on the flavour of your game, have you, and instead think in Wealth. What kinds of items do
of course. We're just talking about what's likely based on genre, you want your PCs to be able to buy? That's the important
not what you must do. question.
If you do end up with a pile of valuable goods on your hands, Body Armour
and you have a way to turn them into liquid capital, then you
simply sell the loot using the Selling rules, above, and then In addition to the protective gear listed in the SRDs, you can
divide the Wealth Adjustment among the PCs as evenly as also purchase inserts (which slip under or into your clothing),
possible with whole numbers (there's no such thing a half a point helmets (which protect your head and face), and plates (which fit
of Wealth). Remember once again, though, that if that PDC is over your clothing), and thus offer you additional protection from
equal to or lower than your current Wealth, then the amount just physical injury. Some Body Armour is just re-purposed sporting
isn't enough to alter your finances. It'll buy a couple of lunches or goods (usually the plastic kind), but the rest is either military- or
fill your tank a few times, but that's about it. law-enforcement-grade gear that you purchase through surplus
stores, mail-order, or have custom-made. In any event, the PDCs
Cash are as listed, and although it's a little weird for someone in the
In the rare case that you do find a big bag of money, modern world to buy what amounts to armour, it's by no means
remember that it doesn't instantly travel into your bank account, illegal, and therefore there is no restriction modifier to your
nor does it inform your credit cards that you are now flush with purchase DC.
liquid capital, nor does your credit rating rise. In the modern
world, a big bag of money is actually rather inconvenient, Armour and Shield Bonuses
especially if it was acquired through illegal or quasi-legal means. d20 Modern has only one Defence bonus type for physical
The simplest solution is to just treat it as cash which the PCs protection, the Equipment bonus, but Phoenix has a lot of fantasy
can then spend until it runs out. For smallish amount of money, mixed into its modern setting, so we use all three. Armour is
this works just fine. If it's a large enough amount, however, that something you wear. If putting your hand on it would look like
the PCs might try to integrate it into their actual Wealth scores, someone putting their hand on you, then it's armour. Shields are
then it gets a wee bit more complicated. things you carry. If you lift it up and put it between yourself and
Before you divvy up a bag of money and/or integrate it the hurty things, then it's a shield. Any time you buy something
into your own Wealth, treat it as if it had its own Wealth from outside of the Phoenix manual that grants an equipment
score. That bag, by virtue of being filled with cold, hard cash, bonus, you need to make a simple judgement call as to whether it
has buying power. A person holding that bag can make purchases would be armour or a shield.
out of their own Wealth, going by the standard rules, or they can
make Wealth checks based on the bag's Wealth. When you Inserts
divide the Bag of Wealth among the players , treat its Wealth Inserts are small disks of plastic, ceramics, or metal that you
score like a PDC and divide the resale value as we just explained affix to your clothing. The individual disks be very small and
above, but without he -3. There's no such thing as used money. affixed to a mesh that is then sewn into clothing, or they can be
However, most banks are required to report the nature of any larger and fit, individually, into special pockets. Meshes are
cash deposits over a certain value, usually around US$5000, flexible but more delicate; large disks are less flexible but more
£3000, or €3500 (consult local laws about your game's setting to robust. For game purposes, there's no difference between the two.
be sure). Inserts come in Light, Medium, and Heavy. You cannot layer
For the sake of players' imaginations, GMs can look up the inserts. They grant an Armour bonus.
PDC-to-money conversions (in the SRDs) and treat a Bag of
Wealth as if it were around ten times the equivalent dollar-value Helmets
For example, a Bag of Wealth 4 would be around US$200. You Helmets fit over the head, protect the skull, and usually wrap
can buy PDC 4 items ($20) "for a while," and the pile doesn't around the face, thus protecting some of the most vital areas of
visibly shrink, but start spending money on expensive stuff, and the body. They are most typically designed for riding
motorcycles or other open-air vehicles (Heavy Helmets), but are
also designed for some sporting events, like fencing or baseball have scrounged together enough titanium to beat out a chest plate
(Light Helmets). Heavy Helmets always have some way of in your basement. That kind of thing is entirely up to you.
seeing out the front, either a hardened but clear polymer, a fine You cannot apply these modifications to protective gear
mesh, or even a traditional slatted "beaver," as found in medieval found in the SRDs without your GM's explicit permission
armour. Light Helmets are often open-faced. Light Helmets because those items have specific physical qualities already (such
impose a -2 penalty to Observe checks, and Heavy Helmets as being made of metal). You can combine any and all
impose a -4. They grant an Armour bonus. modifications to body armour, but you cannot layer the same
kind of modification. For example, you cannot take Hardened
Plates twice in order to get a +2 Armour Bonus.
Plates are form-fitting pieces of hardened material (metal,
ceramic, polymers, etc.) that affix to the outside of your body, on Heavy/Light
top of your clothes, usually by straps, buckles, velcro, or some This kind of body armour is made of materials of different
combination thereof. They most resemble "armour" in the weights but similar hardness. Adjust its Maximum Dexterity,
traditional sense. Lower-Body plates cover the thighs, shins, and Armour Penalty, and Speed Modifier accordingly. It could be
groin, and Upper-Body plates cover the chest, stomach, back and super-light ceramic or super-dense metal, for example.
shoulders. Full-Plate covers all of the above, as well as the neck,
arms, and usually gloves and boots of some kind (these latter are Flexible
not often plated, but instead just made of durable materials). This kind of body armour is made of materials that can bend
They grant an Armour bonus. and flex but retain their protective qualities, such as meshes,
textiles that become rigid on impact, or space-age variations on
Modifying Body Armour good old chain mail. Adjust the Maximum Dexterity of the
You can buy slightly different kinds of body armour, which armour as indicated. This could be made of ultra-modern woven
adjusts the PDC, as listed in the table. Almost all of the options fibres or space-age plastic.
translate to using better/poorer materials to make the armour
(e.g., titanium instead of steel, household plastic instead of Hardened/Softened
sophisticated polymers). In real terms, these kinds of armour are This kind of body armour is made of materials of different
either custom made or home made, or of higher or lower quality. hardness/softness, but about the same weight. Reduce or increase
Remember that you can supply whatever flavour text you want, its Armour bonus to Defence as indicated. This could have been
so your armour could be recycled hockey gear, or you might specially treated in a patented chemical process, or weakened by
years of use and repair.
Conductive reduces the body armour to +0 protection, then the armour has
This kind of body armour conducts electricity. It is usually effectively melted right off of your body. It'll be a pain in the ass
made of metal, but other materials are theoretically possible. to clean up, too. The most common low-melting-point body
armour is athletic padding (e.g., hockey gear, American football
Ferrous pads, etc.).
This kind of body armour is made of a metal that can be Generic Firearms
affected by magnetic fields. To be ferrous literally means that the
metal has some iron in it. The superhero genre is not overly preoccupied with firearms.
They're a little too bland, not colourful or flashy enough in a
Fragile world of heat vision and web shooters. Therefore, instead of the
This kind of body armour is made of a material, like ceramics published material on firearms in d20, which attempts to
or certain plastics, that does not bend or dent but instead shatters somewhat accurately represent the products created by the
when it takes a blow at the wrong angle and/or of sufficient modern firearms industry, Phoenix uses generic firearms that are
strength. Every time you either (a) take a critical hit or (b) take more akin to fantasy games in which you buy a "long sword" or a
30 or more HPs of damage in a single blow, Fragile body armour "great axe" instead of a particular long sword created by a
loses 1 point of protection. If this reduces the body armour to +0, specific manufacturer, or a specific great axe made by a
then the damage effectively destroys it. It falls off your body in particular designer. Table 7-9 lists an array of Generic Firearms.
shards. This kind of armour could be a kind of ceramic designed In brackets, after the generic name, is an example of the kind of
to take hits so that you don't. gun that is included in the general category. For example, you
can purchase a submachine gun and call it an Uzi , an MP5, or
Low Melting Point whatever you like. You can buy a heavy revolver and call it a
This kind of body armour is usually made of plastic, but it Smith and Wesson .44 or a Colt Python, etc. You can also
can also be certain kinds of metal. Whenever it takes fire/heat describe them as hand- or custom- made firearms of no
damage of 30 HPs or more, it loses 1 point of protection. recognisable design. Ultimately, the numbers are there to
Whenever it takes electrical/ lightning damage of 50HPs or more, support your own creativity, not over-ride it with real-world
it loses 1 point of protection. This reduction is cumulative. If it details.
Longarms
Rifle, Light (e.g., Remington 700) 2d8 90 ft. S 6 int L1 large 8 lb. 14 Lic +1
Rifle, Medium (e.g., HK PSG1) 2d10 90 ft. S 6 clip L2 large 16 lb. 22 Lic +1
Rifle, Heavy "Sniper" (e.g., Barrett Light 50) 2d12 120 ft. S 12 clip L3 huge 35 lb. 24 Lic +1
Shotgun, Bean-Bag 2d8 NL 20 ft. S 4 int B large 10 lb. 16 Lic +1
Shotgun, Sawed-Off 2d8 10 ft. S 2 int Sl med 4 lb. 15 Ill +4
Shotgun 2d8 30 ft. S 6 clip Sl large 8 lb. 16 Lic +1
Shotgun, Double-Barrel 2d8 30 ft. S 2 int Sl large 8 lb. 15 Lic +1
Shotgun, Heavy 2d10 30 ft. S 6 int S2 large 11 lb. 17 Lic +1
Submachine Gun (e.g., HK MP5, Uzi) 2d6 50 ft. S/A 30 clip P2 large 7 lb. 18 Res +2
Assault Rifle (e.g., AK-47) 2d8 80 ft. S/A 30 clip L1 large 9 lb. 18 Res +2
Exotic Firearms
Machine Gun, Light (e.g., FN Minimi) 2d8 80 ft. S/A 30 clip L1 large 12 lb. 19 Res +2
Machine Gun, Medium (e.g., M60) 2d10 100 ft. A linked L2 huge 22 lb. 21 Res +2
Machine Gun, Heavy (e.g., M2HB) 2d12 120 ft. A linked L3 huge 75 lb. 22 Mil +3
Rocket Launcher (e.g., M72A3 LAW) 10d6 150 ft. 1 1 int special large 5 lb. 15 Mil +3
Grenade Launcher (e.g., M79) - 70 ft. 1 1 int special large 7 lb. 14 Mil +3
You are, of course, free to use the makes and models of • Rocket Launchers literally launch self-propelled
firearms in the standard d20 rules, just avoid mixing the two rockets. The launchers themselves are light plastic or fibre-
systems. The numbers aren't quite the same from one to the other. glass tubes you can aim with. They are single-use items. The
rocket destroys them after if fires. Rocket launchers use
Firearm Types specialised, self-propelled rocket ammo.
Handguns are firearms that you can fire comfortably with • Grenade Launchers shoot special grenades that are
one hand, although using two hands is traditional. All handguns shaped like large bullets (see d20 rules for the kinds of
use P-type ammo. grenades you can load into a Grenade Launcher). These
simple weapons simply help you to get the grenade to a
• Derringers are very small pistols with only two bullets target. All other rules regarding attacking with grenades
loaded internally. They're extremely easy to hide. apply.
• Revolvers have a central barrel that rotates each fresh
bullet into place. They either break at the top via a hinge just Rates of Fire
in front of the trigger, or the barrel swings out to the side. "1" means you must reload the weapon every time you fire
Revolvers usually have 6 chambers for bullets, but you can it. It takes one round of ammunition at a time. "Single" means it
upgrade them to 9 or 12. requires manual action (i.e., cock the hammer, pull the bolt, etc.).
• Pistols take clip ammo that loads into the handle. You "S" designates a semi-automatic weapon (it automatically loads
reload them by simply replacing the magazine. the next bullet, usually through a slide, a spring-loaded
• Machine Pistols are essentially the same as pistols, but magazine, or what have you). "A" indicates a fully-automatic
they can switch between semi-auto and fully-automatic fire. firearm (it auto-loads and fires bursts of bullets). Finally, "S/A"
means that the weapon can switch from semi-automatic to fully-
Longarms are firearms that you can fire comfortably with automatic as a free action.
both hands. You can fire them with one hand, but you take a -4
penalty. This isn't very realistic, but neither are superheroes. Ammo Capacity
Most longarms use L-type ammo, except Submachine Guns, Each gun has a maximum number of bullets it can carry, and
which use P-type, and Shotguns, which use Sh-type. a mechanical means to carry them. "Internal" firearms keep their
bullets in the body of the weapon. "Cylinder" firearms keep their
• Rifles have long barrels and fire single shots at a time. bullets in a rotating barrel. "Clip" firearms keep their bullets in a
They are either internally loaded or take clip ammo. pre-loaded magazine. Finally, "Linked" firearms take bullets that
• Shot Guns are basically the same a rifles, but they can are linked to each other by small metal clips of 50 at a time.
fire rounds of shot (tiny steel balls) instead of bullets. The Reloading a clip firearm or a cylinder firearm with a speed
Double-Barrel Shotgun is an old favourite, and is "semi- loader (a device that holds the bullets and slips them all in the
automatic" because you can fire each barrel in rapid barrel at once) takes a move action. Reloading the individual
succession. The Sawed-Off Shotgun is usually illegal, but bullets into a cylinder or into an Internal firearm takes a full-
makes for a weapon that is easier to conceal, although it also round action. You can link two belts of linked ammunition to
drastically reduces the gun's range. Shotguns use S-type each other as a move action, and thus maintain uninterrupted fire.
ammo.
• Submachine Guns are mid-way between machine Ammo Type
pistols and machine guns. They have fully-auto fire, and Ammunition breaks down into three types. The types are
they require two hands to shoot, but they use P-type ammo. "P" for "pistol," "L" for "longarm," and "Sh" for "shot." Each
• Assault Rifles are fully-automatic and require two-hands of those types have different weights (1, 2, and 3) which
to fire properly. correspond to the three levels of damage that the corresponding
Exotic firearms are weapons that require special training or Table 7-10 Generic Ammunition
finicky operation. Machine guns fall into this category because Type/Weight Amount Damage PDC
they are belt-fed and generally only used in military situations. Pistol 1 50 2d4 4
Rocket and grenade launchers are exotic because they simply do
Pistol 2 50 2d6 5
not operate or fire like other firearms.
Pistol 3 50 2d8 6
• Machine Guns are fully-automatic rifles that are so Rubber 50 2d6 NL 5
heavy that they must be mounted to fire properly. If you are Longarm 1 20 2d8 4
strong enough to lift one, you can attempt to fire a machine Longarm 2 20 2d10 5
gun two-handed, but you take a -4 penalty to hit. If you are
strong enough to life a machine gun with one hand, you can Longarm 3 20 2d12 6
attempt to fire it one-handed, but you take a -8 penalty to hit. Shot 1 10 2d8 4
Machine guns use L-type Ammo. Shot 2 10 2d10 5
Bean-Bag 10 2d8 NL 4
firearm type does. See Table 7-10 for the full break-down of Table 7-11 Modifying Generic Firearms
firearm types, damage, and ammo types. Modification Benefit PDC Increase
Shot is small containers of pellets. When they fire, the pellets Mastercraft +1 to attack +3
spread out in a wider area, but do less damage individually. As a Range +10 feet +1
result, shot taks a -1 to damage for every range increment after Damage +2 HPs per bullet +1
the first.
Ammo Capacity I 50% increase +1
There are also two kinds of non-lethal rounds, Rubber
bullets and Bean-Bag rounds. Rubber bullets have been made of Ammo Capacity II 100% increase +2
wood, wax, and most recently plastic. We use "rubber" as a Modifying Generic Firearms
generic term for any handgun round that's designed to be, as it You can also modify your guns, having them customised or
were, less-than-lethal. You can purchase rubber bullets for any doing it yourself, or just buying superior quality.
firearm that takes P-type ammo, and they do 2d6 non-lethal
damage, except on a critical hit, in which case they do half their Mastercraft
damage as non-lethal and half as lethal. These weapons gain a Mastercraft bonus +1 to attack and
Bean-Bag rounds are small pouches filled with lead balls. damage for PDC +3. For a Mastercraft bonus of +2 or more, you
You must buy a special kind of Shotgun to fire Bean-Bag rounds, have to make in-game contact with someone who has the skills to
however, and they follow the same rules about lethality as plastic do such work. That kind of quality is not available on the open
rounds: 2d8 non-lethal, except on a critical hit, in which case market.
half their damage is non-lethal and half is lethal.
Range
Size You can increase the range of your firearm, usually by having
The size of a firearm dictates how you grip it and who can the barrel elongated slightly, but any flavour text you like will
comfortably do so. If you are the same size as your weapon, you do. Pay PDC +1 to increase the weapon's Range Increment by
can use that weapon in one hand. If the weapon is one size larger +10 ft.. The maximum Range Increment for a handgun is 60 ft..
than you, then you need two hands. If the weapon is two sizes The maximum Range Increment for a longarm is 150 ft.. 37
larger than you, then you need to either set the weapon on the
ground or use a mount (like a bipod). Damage
You can try to use a weapon that's one size too large in one You can increase the damage of your firearms by purchasing
hand (i.e., a medium-sized person with a large-sized firearm), but special bullets that either explode on impact (concussive), or
you take a -4 penalty to attack. You can also try to use a weapon flatten (slashing/piercing), or burn (heat/fire). Extra-damage
that's two sizes too large in two hands (i.e., a medium-sized ammo costs PDC +1 and increases the damage by HPs +2.
person holding a huge-sized weapon), but again, you take a -4 to When you purchase the ammo, you must specify if the extra
attack. Finally, you can try to use a weapon two sizes too large damage is concussive, heat-based, or slashing/piercing.
in one hand (i.e., a medium-sized person with a huge weapon),
but you take a -8 penalty to attack. These penalties are not just a Ammo Capacity
matter of strength, but of the design of the firearm, the size of the You can purchase custom-made magazines or larger-than-
grip, the balance of the weapon, etc. normal revolvers that can carry more bullets than the off-the-
With weapons that require a mount, you must take a full- shelf version listed on Table 7-9. Pay PDC +1 to increase the
round action to set the weapon in place, either flipping up a number of bullets by 50% (which also increases weight by
mount and positing the barrel, or lying down and firing the gun 25%), or PDC +2 to increase capacity by 100% (and weight by
from a prone position. 50%).
Restriction
The restriction of a firearm refers to just how easy/legal it is
to get your hands on. The modifiers on Table 7-9 Generic
Firearms adjust the PDC of a weapon when you attempt to
purchase it off of the Black Market. Bare in mind, however, that
these restrictions refer to the United States , which has
relatively lax gun laws compared to many other countries
(although far more restrictive than some other countries). If
your game is set in a nation with more strict gun laws, add +1
at least to all of the Restrictions , and you might as well do a
little research into that country's gun laws, for that extra bit of
realism.
37 You can also increase your range increments through the Super Senses
power, the Far Shot feat, or by buying a scope (found in the SRDs).
good at it, give them 500xp as a sign of encouragement. If they characters' weaknesses, but the point of the game is fun (not
have a consistent character who seems to have something of a "winning"), and as a GM, a lot of the responsibility for that fun
full life—family, friends, a job—then give them 100xp per game rests with you. Give them challenges that aren't easy, but do
as a role-play award. If they meticulously think through a match the PCs' strengths. Basically, give them something to do
backstory and have elaborate plans for the emotional with all the fancy-ass abilities they gave themselves .
development of their characters and their relationships with other When you design your big fights, don't leave only a single
characters, then give them the 100xp per-game award, as above, way to win. Don't force your players into a particular narrative
but for individual moments of high drama, toss out the path that you like. For every challenge in the game, an NPC or
occasional 100xp award. just an obstacle, make sure you can think of two or three ways
Effective Character Levels that the players could get around it with the skills and powers
that they already have. That way, you know that they're bound to
It is very important to note that the CLs above assume that think of their own way to do it (and the best moments for a GM
your PCs and NPCs all have roughly 10CP per character are when the players think of things that are a complete surprise).
level (or equivalent in special level adjustments or the Highly But if there's only one way to win, then they're just playing a
Experienced advantage). If your PCs or NPCs do not have guessing-game with you, and that's not very much fun, is it?
10CPs per level, then you must adjust their CL accordingly. You
shouldn't have to do this math very often, and it's not as Trashing the Scenery
complicated as it might seem. One Character Level is worth
10CP; therefore, you just need to find the new average between One of the most identifiable aspects of combat in
the character's levels and their Character Points. Total the level superhero comics is that stuff gets trashed. Cars are thrown
and the CPs (assuming 1 level equals 10CPs), and then halve the back and forth. Streets are ripped to pieces. Buildings topple.
result. The formula looks like this: That is exactly how a super fight should go. Just like a normal
fight should destroy the room, a super fight should take down the
(CL + [CPs / 10]) /2 = Effective Character Level neighbourhood. Wanton destruction is pretty much what we're
going for, here. Don't underestimate just how much more
For example, the sample villain Sharky is a 10th-level exciting a fight is if you make sure to point out that you took out
character with 60CPs, so he has an Effective Character Level of a phone booth with a missed kick, or that when you knocked
8 (10 + 6 =16, 16 / 2 = 8). Cyrus Samedi is a 14th-level character back a villain, he went straight through a brick wall. Don't worry
with 100CPs, so he has an ECL of 12 (14 + 10 = 24, 24 / 2 = 12). too much about the exact number of HPs it might take to do these
It's actually quite simple. things. The sets are expendable. They exist to make the fights
Superheroes and RPGs more fun. Even a missed attack can be exciting if it's
accompanied by a car blowing up, and missing is a lot less of a
The biggest difference between the stories you've seen and bummer if something cool happens .
read and the kinds of games players generally like, is in how the This is also a great way to make your villains more
heroes win. In fiction, heroes often win by sheer luck , a hold- threatening. Instead of "He tries to hit you with his eye-beams.
over from deus ex machina stories in which the heroes prevail He misses," say "He tries to hit you with his eye-beams, but you
because they are favoured by the gods. This can happen by manage to dodge out of the way and he puts a hole in the wall
finding exactly the right kind of weapon to defeat a particular behind you big enough to see the hair salon inside." More fun.
monster, right there in the alley where the fight takes place. It can More threatening. More rewarding when the PCs finally kick that
be a straight-forward "magic sword" story, in which the villain's ass.
protagonist needs a particular item to defeat the villain, because You can also use destruction to your advantage by having
no other attack affects it. Also, villains often go down by villains threaten to destroy the homes and property of innocent
exceedingly poetic means. They might kills themselves using the people, and possibly put your heroes on the defensive. You'll
tools of their own villainy, like falling into vat of noxious poisons want to decide on the violence level of your game to determine,
they're about to dump into the city reservoir, or being chewed up for example, whether there are people on the bus that your
in their own bizarre death machines. That's how fictional and villains use to pound the crap out of your heroes. It's also a
cinematic heroes often prevail. In these kinds of stories, the good common gag in superhero comics, for example, that buildings
guys win, at least in part, because the universe favours them. and cars that are destroyed in super fights are conveniently empty
RPG heroes, however, like to win through the application or abandoned.
of their abilities, as opposed to dumb luck. They want all the Lethality
work they put into making their characters to translate into
clever, strategic, and heroic victories. The key, then, is to let There is very little healing available in the modern world
them do so. Design your game around the PCs. Play to their outside of scientific medicine. Even in a superhero world,
strengths. Reward their cleverness and ingenuity. There's a healing powers are quite rare (only one: Healing Touch), so
certain resistance to doing this among a lot of GMs because it taking lethal damage in large amounts can be a game-ender.
feels like you're holding yourself back or even coddling the Although it is not required, we recommend that you use non-
players. There is certainly a time and a place for playing on the lethal damage in most encounters and save lethal damage for
particularly dramatic or important scenes. Doing so means that
your PCs can heal their non-lethal damage between scenes, but Flight, or Invisibility. Anything that keeps them from getting hit.
taking that damage in combat still has meaning because if they Blasters are best taken out by other Blasters, NPCs who are
fall, they're very vulnerable. It also means that when someone better hidden and/or just out of firing range. Extending your
does actual lethal damage to those players, it will be all that more NPC's range to the maximum can be just as helpful with Blasters
dramatic. as extending a mêlée fighter's reach. Also, a Blaster who can't see
The in-game explanation for this stylistic choice is very is useless. Blind him and he's just a target.
simple: in safe, law-abiding communities, most people don't
want to commit murder. There are exceptions, of course, even in The Tank
the so-called First World, but given the law-enforcement systems Tanks are characters who've pumped all their abilities into
in place in nations such as the USA, Holland, or Japan, killing is defence. They usually have extremely high Defence scores, DR
just not very high on even a villain's list of useful options, coming out of their pores and have layered on armour to the
especially compared to a mediaeval-fantasy world. Theft and point where they can't move. Toss one or two powerful attacks on
mayhem are one thing, but leaving a whole lot of dead bodies there, and they can just wade into fights and nickel down the
behind is not a great strategic choice, even for organised criminal enemies at their leisure.
syndicates and the like. Tanks are built to withstand all kinds of physical attack, so
Of course, if you choose to use lethal damage, you can just as don't attack them physically. Hit them with chemical attacks, like
easily rethink your game-world such that that is the most sleeping gas or even good old tear gas. They're almost always
reasonable option (e.g., a veritable arms race between heroes and fighter classes, though, so they'll have high Fortitude saves. If
villains, the likes of which many comics have depicted), although your gas attacks aren't working, hit them with mental attacks. A
in such a world, you might want to encourage players to take well-placed spell or psi-power can turn a team's biggest threat
healing powers and/or provide NPCs who have them, otherwise into it's biggest liability. Don't be afraid to take over people's
you'll have a whole lot of death, or a whole lot of down-time minds and make them fight their team mates. It's a staple of
between games, or both. Ultimately, this stuff is always up to comics. Use it.
you. We just like to provide a few options so that you make your
own decisions. The Flyer
Handling Powerful PCs Flyers aren't as much of a problem as they might seem like,
but they can be annoying. A flying hero can ignore obstacles like
There are times when a particular player has struck on a buildings and walls. They just go over them. That's what makes
character design that seems to be unstoppable, and despite what Flight so useful. They can also stay totally out of range in a fight.
we just said about playing to your players' strengths, having no Flying Blasters are particularly challenging. Much like you fight
fear of defeat isn't nearly as much fun as facing a genuine threat Blasters with Blasters, fight Flyers with Flyers. Just send a flying
and then defeating it. The key is the sense of accomplishment. villain against the flying hero, and you can properly occupy it
Players don't get that from merely wandering through a story and thus even the odds. As for limiting their range of movement,
you've already determined the outcome of, and they also don't get flying is kinda useless in close quarters, so set a few fights in the
it when they can tear through the story like wet cardboard. So sewers and see how much value they get out of that Flight power.
here are a few standard "unbeatable" superhero archetypes and The goal is not to kill them but to keep them guessing, keep them
how to beat the snot out of them. on their toes, keep them working to stay one step ahead so that
The basic strategy is, instead of trying to attack the most their victories are always meaningful.
powerful aspect of a character, you simply avoid it. This is a
matter of lateral thinking. If they have a high DR score, find a The Hidden Mystic/Mentalist
A smart Mystic or Mentalist stays well away from the fight,
kind of attack that doesn't rely on damage to defeat the character.
and emulates the Blaster in many ways. A really smart one
DR, for example, is useless against grappling, and a grappled
doesn't even let others realized they're in the fight at all. If she
character can't do much of anything. A character with a hideously
sits in a parked car a block away from a fight or in a café on a
high Strength score might do disgusting amounts of damage per
second floor, over-looking the fight, she can wreak a lot of havoc
round, but only against things he can hit. Send an incorporeal
and you'll never even know she's there. The solution here is to
villain against him, one who has some attacks she can use while
remember that anyone using powers is detectable. Power
incorporeal, and he's out of luck. Whatever they're strongest
Detection is your friend. Surely, someone has realized that this
attack is, make a character who can barely be affected by it.
team has a "silent member," so the next time they go up against
Whatever their strongest defence strategy is, simply avoid it and
that team, they'll be prepared. They'll sneak up on the little
use a different kind of attack. It's pretty simple once you get the
bastard, sitting in their comfy little café, and bonk them on the
knack of it.
head. Judicious use of Metapowers can be a real help here, too.
The Blaster/Sniper Suppressing or even stealing their powers really puts the shoe on
Blasters put all of their energy into striking from a distance, the other foot.
which usually means Energy Attacks, but they can also be
fantastically skilled snipers. Blasters usually stay out of the fight The Speedster
Characters who are built for speed usually employ a
and fire into it. They'll take secondary abilities like Stealth skills,
particular strategy: run into combat, deliver a series of attacks in
a single round (using Bonus Actions), and then run out of the
combat entirely (using Spring Attack). Doing this almost National
guarantees that the speedster can never even be targeted, let alone For 150CP, you can diversify, buying several smaller powers,
hit. Simply running around a corner can keep them from taking like Amazing Leap and Amazing Combat Skill, as well as a
damage at all. The solution to this is extremely simple. Sacrifice couple of major power suites, and a feat tree on the side. You are
an action and Ready an attack against the speedster. No matter nationally recognized, and probably have an international
how fast a character moves, you can still Ready an action for "the reputation, too.
next time that little bastard tries to kick me in the neck." Feel free
to Ready the NPC's nastiest attack. Putting up a good fight Global
makes the PC's victory that much sweeter. Once you get to 200CP, you can buy several major suites,
Villains Cheat many minor powers, a couple of feat trees, and you're globally
recognized. You might even have honorary citizenship in other
The last thing to remember when facing players who seem to countries or be considered a "citizen of the world."
think they have the system all figured out is simple: villains
cheat. That means that you should feel free to have them dangle Legendary
old ladies and school-children off the edges of suspension Once you reach 300CP, you are a living force of history,
bridges to get the upper hand on your heroes. Superheroes have moving mountains and deciding the fate of the world. Your
to follow certain basic moral principles. Villains don't. There powers rival those of Hercules or the Monkey King. There are
is a danger, of course, that the old ladies actually fall in the water, probably cults that worship you and great epics written about you
but instead of holding back, not actually dropping the ladies into (or the pop culture equivalent). Citizenship is a trivial matter.
the water, use it to up the ante. If you drop them, the heroes now
have a search-and-rescue job on their hands, and then they have Mythic
to do triage, and then they becomes an impromptu ambulance Beyond the 400CP range, worlds tremble at your anger. Your
service, and on it goes. Meanwhile, the villain is long gone. abilities are genuinely god-like. You treat the reaches of space or
In the same vein, allow villains to break the actual rules of the dimensions of reality as your playground and you probably
the game every so often. Give them enhancements or even shed the last vestiges of humanity a long time ago.
whole powers that aren't in the system. Allow them to do things
that they're not supposed to be able to and don't feel that you Styles of Play
have to make any excuses for it. Make a sniper whose bullets
pass through DR, just because it'll scare the bejezuss out of the There are several sub-genres within superhero and pulp
players. It's not cheating because as the GM, it's not your job stories, and if you want to give your games a particular kind of
to win. It's your job to make the game as fun as possible , and feel, you can use one of them. They tend to match up with
a big part of that is maintaining a threat level that gives the particular eras in comics, science fiction, and fantasy, but the
players a feeling of accomplishment. Don't go over-board, of actual era of the setting is entirely up to you.
course. If the players get the sense that they can't rely on the
rules at all, they'll start to not have fun any more, but having one Fun
element in every game that's simply outside the rules is fine. Fun stories are the most commonly recognized sub-genre of
superheroism. Nobody ever gets killed. Heroes and villains alike
Power Levels are just "knocked out" and always eventually wake up. Villains,
though reviled by society, seem to go into and get out of jail
If you choose to give out a different amount of CPs at without much explanation, and have a seemingly never-ending
character creation and/or per level, that has a effect on the budget to build elaborate hide-outs and cartoony props. In Fun
general power level of the game. You are by no means required stories, the cops are never corrupt, the heroes' vigilante behaviour
to give exactly the amounts described below, but they will give is never questioned, and general tone is downright silly.
you a general idea of what to expect. You can institute a rule that whenever someone would
normally kill a character, they can instead bring that character to
Street Level -1 hit points, stabilized. That way, people don't die but they are
For 40CP, you can buy a power and a few enhancements, a solidly defeated. You can also make a rule that, though nobody
respectable Energy Attack, for example, a very good Flight consciously knows it, guns simply don't hit people or do damage.
package, or a single ability in the super range (25 or more). You People can be shot and killed in other places, foreign wars or
could also forgo powers and buy an entire feat tree. Heroes of tragic back-stories, but within the game, it just doesn't happen.
this power level patrol the city looking for muggers and are Superheroes and supervillains realize this, on some unconscious
probably well-known in their neighbourhoods. level, and that's why they don't bother using guns.
The most common Origins in Fun games are Supertech and
City Wide Cosmic. Technology is, of course, a sign of the inevitable
For 100CP, you can buy two power suites, or really load up progress of humanity. It's the triumph of civilization over nature,
on feats. You're a major hero in a major city, taking on infamous a sign of our collective sophistication. By the same token,
crime bosses and occasionally getting national attention. Cosmic origins are usually related to accidents with science in
Gritty Wuxia
Gritty stories are ultra violent. Death lies around every Wuxia is the name of a Chinese genre of high-fantasy martial
corner, and they're usually filled with people who have a grim arts. It's popular in both novels and cinema. For our purposes, we
enjoyment of killing. Villains are killed routinely and heroes die apply it (spuriously!) to all high-fantasy martial arts, including
regularly, though they are just as often brought back as hideous works from Korea, Thailand, Japan, etc.
cyber-creatures, or undead monsters possessed by the dark forces Powers in Wuxia are always Mystical. They come straight
of Hell, or a little of both. out of the discipline and spiritualism of the martial arts. Having
The most common Origins in in Gritty stories are Supertech strong Kung Fu is this genre's universal explanation for powers,
and Mystic. Cyborgs and undead are particular favourites, but including Ability Enhancement, Flight, Amazing Leap, etc.
any power that takes over a hero or villain and enslaves them to a Wuxia showcases physical abilities like leaping and fighting.
cursed existence of some kind will do th ejob. A sentient parasite Flashy powers like Energy Attacks are rare.
that attaches itself to a player and grants vicious fighting abilities Death is pretty common in Wuxia; it's generally set in a
(Biological) or a weakened death god that needs a place to hide version of Imperial or Ancient China in which law-enforcement
and chooses a human host (Mystic), or even both, are entirely is lax at best. It's a bit like the Chinese equivalent of the Old
appropriate. Guns are everywhere in Gritty stories, and they're West or barbarian Europe. None of these settings are accurate to
usually big, shiny, and highly phallic . Just go with it, if that's their historical period, of course, but that doesn't need to stop you
what you're into. from having fun in them. In modern Wuxia-style stories, set in
big cities like Hong Kong or Kyoto, characters have to deal with
Pulp legal consequences of death and killing, but those deaths will
Pulp adventures are based on the Golden Age of American probably happen. Guns are at a real minimum in Wuxia because
comics, the 30s and 40s. The most common Origins are Mystic the whole point is to show off fancy martial arts moves. Exotic
and Supertech. The Mystic powers are steeped in ancient rites Asian weapons are entirely appropriate, of course.
and usually have a culturally exotic feel. Be careful about
propagating ethnic stereotypes of spiritualism in Asia, the Middle Putting It All Together
East, and among Aboriginal peoples, but also feel free to have
fun with the generic types of the era: Noirish detectives, sci-fi These styles should, just like the descriptions of standard
supermen, mad scientists, and stage magicians who have real superheroes in Chapter 1, be taken with a handful of salt. Never
magic. Supertech powers in Pulp games are usually based in forget that it's your game, that it's up to you to decide exactly
extremely hazy pseudo-science, like harnessing the power of what kind of feel you're going for, and that you are not bound by
moonbeams. Supertech in this style appears almost identical to genre. Instead, you should think of genres as opportunities, little
Mysticism, so taking Esoteric Items with Supertech Origins is prepared sets of storytelling conceits that you can whip out when
quite appropriate. you need to. Feel free, for example, to combine genres if you
The violence level of Pulp stories is actually quite high. want to. A Gritty Space Opera that takes place on the Moon
Powers can accidentally kill people. The police shoot criminals could be quite fun, or Wuxia Mystery Men leaping and springing
regularly, and criminals have no qualms about shooting right around New York, or a Fun adventure that's played at the Cosmic
back. Guns are fairly common. The "urban jungle" is a dangerous level, with evil demi-gods gnashing their teeth and complaining
place, and Pulp stories can have a distinctly Noir and/or horror that they "would have got away with it, too, if not for you kids!"
tone. Feel free to get a bit creepy. Whatever you choose to do, though, talk to your players.
Don't just make decisions by fiat. Ask them what kind of game
they want, listen to what they think will be fun, and try to awesome forces you to stand up and applaud whomever thought
amalgamate it all into one story. It's not easy, and you can't of it. Awesome bonuses can be applied cross-player. If for
satisfy everyone all the time, but the more you and your players example the team Sneak comes up with a brilliantly ridiculous
can agree one what style of gaming you're looking for, the more tactic for the team Blaster to employ, the Blaster might get the
fun everybody gets to have, and fun is the real point, after all. bonus because she's performing the action, although the Sneak
gets the bragging rights.
Optional Rules CP Distribution Methods
There are several optional rules that we thought up while we The standard rules for Phoenix state that characters get 10CP
created this game, different ways of doing things that we liked per level and they start at 4 th level, which means they start with
but that didn't quite fit the rest of the system. They're all good 40CPs. However, CPs are a very fluid game mechanic, so there
ways of running the game, but some of them didn't make it are other ways to distribute them in your games: Front-Loaded,
because one particular policy was decided upon early or just Lump Sum, XP Debt, and The One-Shot.
because there needs to be one official way to do things and we GMs are, of course, free to mix and match any aspects of
had to pick one. these systems or to adjust the exact numbers of CPs they give out
Most of our optional rules are in the chapters that they pertain (either at character creation and/or per level). Once you start
to. The following list shows all the optional rules that are not in running the game, these things are all up to you. The distribution
this chapter: methods we've presented here give you a set of trustworthy
• Rolling for Ability Scores , p2 defaults, but in the end, it's your game. Never feel you're so
• F/X Classes, p38 bound to the rules that you can't use your own judgement.
• Generic Superhero, p42
Lump Sum
• Other Class Options (Modern Classes, Mixed Classes,
At character creation, the PCs receive a sum of character
and Omega Levels), p43
points, usually between 40CPs and 80CPs, depending on the
• The Synergy Roll, p51
GM's preference. This system most closely mimics the way that
• Tongue-In-Cheek Feats, p77 superhero comics actually work. In theory, superheroes get
• The Act-Roll System, p162 powers at the beginnings of their careers and then, after that, they
gain experience, but their powers stay basically the same.
The rest of this section details several optional rules that for
Phoenix, listed in alphabetical order: the Awesome Bonu, Front-Loaded
alternative CP Distribution Methods, Variable Negative HPs, and At character creation, the PCs receive between 20CPs and
the Vitality/Wounds system, slightly altered for Phoenix. 60CPs, but at every level thereafter, they get only 5CPs. This
system is a compromise between the standard 10CP per level and
Awesome Bonus the Lump Sum method.
which simulates the feeling of playing characters who developed You gain Vitality points exactly the same way you gain Hit
on their own rather than just having been created. Points: at every level, you roll your Hit Die, as designated by
your class (or your "Vitality Die" if you prefer) and add your
Hit Points Constitution bonus (you get at least 1 Vitality point regardless of
penalties to your roll); for your first level, you gain maximum
In concrete terms, HPs are a very abstract game mechanic. Vitality points on the die.
They're so abstract, in fact, that you and your players can Wound points represent how much true physical damage you
conceive of them in many ways. The mechanic remains can withstand. You always have a number of Wound points
consistent, of course, but you can describe taking damage in equal to your Constitution score. If your Constitution goes up
different terms. The most obvious conception is that HPs or down, then your Wound points go up and down with it. Once
represent the characters taking physical damage, and when they you lose all your Vitality points, damage applies directly to your
are sufficiently injured, they pass out and fall down. You can also Wound points.
think of HPs as a measure of pain and shock. In this version,
taking damage is about being rendered unable to think clearly Critical Hits
enough to be considered conscious. HPs, earned by level, could Critical hits bypass your Vitality and apply directly to
represent the characters' increasing ability to reduce in- your Wounds. They do not get multiplied, as under standard d20
coming damage, shifting their stance or posture such that they rules. Critical Multipliers on weapons do not exist in the Vitality/
turn a potentially fatal blow into a "mere flesh wound." There are Wound system.
many options. Weapons and attacks gain a +1 to their critical threat for
The next two sections detail actual rule changes to HPs and every x2 multiplier after the first one . Thus, x3 grants a +1 to
how they work; one is very minor, and the other is a full-blown the range (e.g., 20 becomes 19-20), and x4 grants a +2 (e.g., 20
overhaul of the damage system. becomes 18-20), and x5 grants a +3 (e.g., 20 becomes 17-20).
Variable Negative HPs Please do all of this math before you get to the gaming table. 39
Instead of the standard 10 negative HPs, you can rule that Non-Lethal Damage
your negative HPs equal your Constitution score. In this This system obviates the need to separate non-lethal and
system, you don't die until you reach a number of negative HPs lethal damage because Vitality is in effect non-lethal and Wounds
equal to your Constitution. You can now potentially lie on the are lethal. Attacks that normally deal non-lethal damage instead
ground "dying" for a lot longer, which means your team mates deal Vitality damage, except in the case of a critical hit.
don't have to run and save you right away.
This rule changes Phoenix a lot considering that it's possible Zero Vitality Points
to pump your Constitution up into the 20s or 30s using Ability At 0 Vitality, you can no longer avoid taking real physical
Boost and Ability Enhancement. It creates a situation in which damage. Any additional damage you receive reduces your
those who have high Constitution scores and take the Dieheard Wounds.
feat are nigh unkillable. The corollary is that high Constitution
scores become far more valuable. Taking Wound Damage
Vitality/Wounds The first time you take Wound damage you become
fatigued, even if it's only a single point. You can't Run or Charge,
The Vitality/Wounds system is a published, open-gaming and you take a -2 penalty to Strength and Dexterity. These effects
option that fits quite well with a modern, fantastic game like last until you have rested for 8 hours or until you heal the Wound
Phoenix. It creates a system in which you can take a great deal of damage, whichever comes first. Additional Wound damage
damage, in the form of Vitality, and regenerate it very quickly doesn't make you exhausted.
between encounters, but you also run the risk of taking Wounds In addition, when you take Wound damage, you must roll
that could put you down for the count quickly. It increases your a Fortitude save (DC 5 + Wound damage). If you succeed,
ability to keep playing without the aid of supernatural healing, nothing happens. If you fail, you are stunned for 1d4 rounds.
which is not in great supply in Phoenix, but it also means that During that 1d4 rounds, anyone can expend a Standard action to
you can get smacked down by a lucky hit. The combination relieve your stunned condition by giving you a slap on the face,
works well for the cinematic/fantastic action-based genre on splashing you with cold water, yelling "WAKE UP DAMN
which this game is based. The following text is slightly altered YOU!", or the like.
from the original source, Monte Cook's Unearthed Arcana, in
order to fit the Phoenix system and the superhero genre. Zero Wound Points
There is no such thing as negative Wound points. They get to
Vitality Points and Would Points 0 and then stay there. Any additional Wound damage triggers the
Vitality points are a measure of your ability to turn a direct same effects as "Taking Wound Damage" (above), but your
hit into a graze or a glancing blow with no lasting damage. Like Wounds stay at 0, regardless. At 0 Wound points, you are
hit points in the standard d20 rules, Vitality points go up with
level, giving you a greater ability to shrug off attacks at high 39 Under the standard Vitality/Wounds rules, critical hits ignore Damage
levels. Most types of damage reduce Vitality points. Reduction, but given how common and cheap DR is in Phoenix, we feel this
would be inappropriate to our game.
disabled and must make a Fortitude save (DC 15). If you Recovering with Help
succeed, you remain disabled. If you fail, you fall unconscious When you're dying, someone can make a Treat Injury
and start "Dying" (see below). check (DC 15) to render you stable (this requires a standard
action and provokes and attack of opportunity). Even if that
Disabled check fails, one hour later, you become stable and you have a
When you are disabled, you are conscious, but you can take 10% chance of regaining consciousness , at which point you
only a single move or standard action each turn , but not both, become disabled. If you remain unconscious, you have the same
nor can you take full-round actions. You move at half speed. chance to regain consciousness every hour. Even while you're
Taking move actions doesn't risk further injury, but performing unconscious, you recover Wounds naturally, becoming conscious
any standard action automatically shift your condition to and resuming normal activity when your Wound points rise to 1
"Dying"; this includes any action the GM deems strenuous, or higher.
including some free actions such as casting a quickened spell.
Natural Healing
Dying You recover Vitality at a rate of 1 point per hour per
When you are dying, Table 8-1 Dying character level.
you are unconscious and Failure/Success Results With a full night’s rest, you recover 1 Wound point per
near death. Each round, character level (minimum 1 per night), or twice that amount
Fail dead
on your turn, you make with complete bed rest for 24 hours. Any significant interruption
a Fortitude save (DC 10, Succeed dying during the rest period prevents the you from healing that night.
+1 per turn after the first) Succeed by 5 – 10 stable
to become stable. If if conscious, Assisted Healing
Succeed by 10 or more
you fail this save, you disabled Long-term care (see the Treat Injury skill) doubles the rate at
die. If you succeed on which you recover lost Vitality/Wounds.
this save by less than 5, you do not die but also do not improve.
You are still dying and you must continue to make Fortitude Supernatural Healing
saves every round. If you succeed on the save by 5 or more but Powers that heal hit point damage work somewhat differently
by less than 10, you become stable but remain unconscious. If in this system. Apply the dice of healing to your Vitality points,
you succeed on the save by 10 or more, you become conscious and apply the number of dice to your Wounds.
and disabled. See Table 8-1 for quick reference. For example, Healing Touch at 10 ranks would grant 10d6
When you are dying, anyone can make a Treat Injury check Vitality and 10 Wounds.
(DC 15) to render you stable. This check requires a standard Effects that return a number of hit points not based on a die
action and provokes an attack of opportunity. roll, such as Heal, apply the healing to lost Wound points first,
then to lost Vitality. For example, an 11th-level Mystic casting
Stabilising Heal has 110 points of healing to apply. If the target has taken 12
If you are stable, then points of Wound damage and 104 points of Vitality damage, the
you are unconscious. Table 8-2 Stabilising spell heals all the Wound damage and 98 points of the Vitality
Every hour, you must roll Failure/Success Results damage, leaving you with only 6 points of Vitality damage
a Fortitude save (DC 10, Fail dying remaining.
+1 per hour after the Succeed stable
first). If you succeed, you Fast Healing
remain stable. If you conscious, Fast healing, either the species trait or the power, restores
Succeed by 5
succeed by 5 or more, you disabled Wound points first, and then Vitality points . For creatures that
regain consciousness but you're still disabled. have no Constitution score (e.g., undead or constructs), fast
If you fail the save, you are now dying. If you succeed by healing restores Wounds instead of Vitality.
less than 5, you remain stable and your condition does not get
worse. You are stable and unconscious and you must continue to Regeneration
make Fortitude saves every hour. If you inflict damage onto an NCP with regeneration, the
If you are unaided, stable, and conscious, and have 0 damage goes only to Vitality, even in the case of critical hits.
Wound points, you have a 10% chance to start recovering Anyone with regeneration who runs out of Vitality points
Wound points naturally, starting that same day. Once you start becomes fatigued as if they had taken Wound point damage.
recovering Wound points naturally, unaided, you are no longer in Excess damage, however, does not affect their Wounds.
danger of dying. Certain attack forms automatically deal Wound damage
to a regenerating NPCs, typically fire and acid (see their
Healing and Recovery individual descriptions), although they can attempt a Fortitude
After taking damage, you can recover Vitality and Wounds save (DC 10 + damage) to convert this to Vitality damage, which
through natural healing (over the course of hours or days) or by they can then regenerate normally. Otherwise, regeneration
supernatural means. functions as described in the standard rules and in individual
NPC descriptions.
and instead have solid-coloured eyes that are a few shades darker Telekinesis: Base Power, enhancements: Mental Muscle,
than their skin. Extra Hands x2, Increased Range x2.
Size: Large. Telepathy: Base Power, enhancements: Listen In, Short-
Height/Weight: Rock People are about a half-a-head taller Term Reading, Long-Term Reading, Telepathic Influence (x3)
than the average human, and they weigh about 3000lbs on Skills: Tomorrow people can make Knowledge checks in any
average. field, even if they have no ranks in the specific skill. Their
Speed: 20 feet hustle. They're strong, but slow. memories and powers of observation are so strong that they don't
Ability Scores: Rock People are extremely strong and very need to "study" things to know about them.
tough, but not necessarily off-putting or stupid. Feats: Negotiator.
• Strength +10 Level Adjustment: +4
• Constitution +4 CP Cost: 40 CP
Starting Occupation: Rock People who are from a Mechanoids
community of Rock People will have an occupation from that
community. Their Wealth is based on currency and objects of Mechanoids are a creature type, like Constructs, but in a
trade from that community, mostly various kinds of stone, science-fiction vein instead of a fantasy motif. Mechanoids are
however, so their Occupation's Wealth Bonus is halved at physically machines in every sense, but for some reason, they
character creation. have as much free will and self-conscious thought as any
Damage Reduction: DR 5, limitation: Density Increase (x6 intelligent, organic creature. The explanation for a Mechanoid's
to weight). free will can include anything from highly-sophisticated
Natural Defence: +5 to Defence. programming to a random act of God. They can be a happy
Knockback: Rock Creatures provoke Knockback accident of human invention or a visitor from space. They can be
automatically, even if their Strength scores are not Super. part of a species of intelligent machines or a one-in-a-million
Pressure Adaptation/Vacuum Adaptation : Base Powers. individual.
Rock People can effectively survive in space or at great ocean Abilities: Mechanoids have no Constitution score, because
depths 'cause, like, they're made of rock. they are not organic creatures. They do not get a HP bonus for
Skills: +5 to all Knowledge or Craft checks relating to stone, levels or hit dice, nor do they get a bonus to their Fortitude Saves
rock, or geology. They know this intuitively and through or to Constitution-based skills. Nothing short of transformation
experience, but not necessarily as scientific knowledge. into an organic creature can grant a mechanoid a Constitution
Feats: Combat Martial Arts, Improved Unarmed Strike score.
Damage x3 (1d8 damage). Immunities: Mechanoids are immune to mind-influencing
Level Adjustment: +4 effects, poison, sleep, paralysis, stunning, disease, necromancy
CP Cost: 40CP effects, and any effect that requires a Fortitude save unless the
effect also works on objects or is harmless. They are not subject
Tomorrow People to non-lethal damage, ability damage, ability drain, energy drain,
Tomorrow People are big-headed telepaths. They are usually or the effects of massive damage. They cannot be raised from the
either from the future, or a genetic anticipation of a possible dead through mystical means.
evolutionary path. They can also be straight-up mutants. Repairing and Healing: Mechanoids do not normally "heal"
Type: Humanoid. as part of a natural process, although mechanoids can have the
Physical Description: Tomorrow People are shorter in Fast Healing power, in which case they have a self-repairing
stature than the average human, but make up for it by having big, system of some kind (nanobots, internal servos, etc.). Instead of
giant heads, which puts them at about the human average. Their traditional healing, they must be repaired using either the Repair
heads really are huge, like beach balls. skill or Supercraft. Each mechanoid has a Repair DC. A
Size: Medium. successful Repair check against this DC "heals" the mechanoid
Height/Weight: Tomorrow People average about the same of the listed amount of damage (in dice). This takes a half-hour.
height as humans, but their bodies are about two-thirds the size If you use the Supercraft skill instead, you get a +10 on this
of a human's, while their heads are several times larger. check. Mechanoids are all Supertech. The power Repairing
Speed: 20 foot hustle. Their big, giant heads hinder them. Touch restores HPs to Mechanoids, as well.
Ability Scores: Tomorrow People are immensely intelligent Battlefield Repair: You can also do a Battlefield Repair job
and insightful, but also sickly and weak. as a move action. This uses the same DC and heals the
• Strength -8 mechanoid for half the HPs (rounded down). However, that
• Constitution -8 repair job is very quick and dirty and the mechanoid will lose
• Intelligence +8 those HPs again after a number of rounds equalling your
• Wisdom +8 Supercraft or Repair roll, divided by 4 (round down). At the end
Starting Occupation: Tomorrow People are not limited in of this time, the mechanoid will catastrophically fail, usually in a
their Occupations, but they are incapable of doing anything that shower of sparks. At this point, he/she/it loses the HPs gained
requires physical exertion. Have we mentioned the giant heads? from the Battlefield Repair, plus an additional 2d6 points. Due to
Amazing Diplomacy: +10 to Diplomacy the damage done, the mechanoid cannot be Battlefield Repaired
again until after a normal repair session undoes the damage done on attack rolls, ability checks, skill checks, and saving throws
by the Battlefield Repair. each day until they can rest.
Repairable:
Androids • Supercraft DC 30, 3d6 repaired
Androids are designed to look just like humans, and with a • Repair DC 40, 3d6 repaired
great degree of success. They have flexible skin and naturalistic Each skill check to repair an Android represents 10 minutes
movement. Their skin and hair can replicate the whole range of of work. Androids with half or more of their HPs left can repair
human tones, from mahogany browns to ruddy pinks, and pale themselves, but with a -5 to the check because of the awkward
blond to deep black. Their eyes move very much like a human's angles. The power Repairing Touch restores HPs to Androids the
would and they even display emotion. Very close inspection, same as if they were mundane machines.
however, reveals that they are created by human (or other) hands. Sensors: Android's personal sensor systems include
Their hair follicles might be placed a little too regularly, for extremely sensitive audio/video sensors and a chemical vapour
example, or their eyes might be a slightly wrong shade of brown. scanner that allows them to see, hear, even smell and taste with
Something about them isn't quite right, if you look close enough. the same acuity as an organic person. They also have pressure
Androids are even more unusual than Robots in the modern sensors on their "skin" and joints that allow them to manipulate
world, but for some inventors, replicating the human form is the objects and perform other acts of manual dexterity. They have a
ultimate technological feat, and a very small few actually +2 equipment bonus to Listen and Spot checks because of their
succeed at it. highly acute and precise sensors. All other skills are unmodified
by the android's sensors.
Type: Mechanoid. Skills: Androids get one less skill rank per level than other
Physical Description: Androids resemble humans right down characters, and four less at character creation (i.e., -1 to the
to the action of muscles under their skin. number of ranks granted by their class). Their Constitution-based
Size: Medium by default, but they can be larger or smaller if skills receive no ability modifier, penalty or bonus.
you apply the appropriate Complications. Free Language Skills: None.
Speed: 30 (hustle) Feats: Androids receive no feats at 1 st level, unless they're
Ability Scores: Androids start with lower Charisma scores class features. After that, they gain feats normally (1 every 3
because, even with all the work put into them, they're still not levels, and as part of their class features). They can also buy feats
quite right and people can tell that kind of thing. with Character Points.
• Charisma -4 Size: Medium.
Starting Occupation: Androids do not have starting Height/Weight: Androids have the same height range as
occupations. Starting occupations represent life experiences normal humans.
gained before becoming a hero, but robots have no such life Level Adjustment: +2
experiences. CP Cost: 20CP
Hit Points: Androids get +10 HPs at first level, due to their
sturdy construction, but their hit dice are determined by class and Robots
they never get a Constitution modifier to their HPs because they Robots roughly duplicate the appearance and bodies of their
do not have Constitution scores. creators. However, their bodies are visibly machine-like in some
Massive Damage: Androids do not have a Massive Damage way. They have blank eyes, visible hinges and servos, gleaming
Threshold. They do not have to make Massive Damage rolls. silver skin, or the like. Robots, no matter how intelligent,
Armour: Androids can wear any protective gear that a sensitive, and even downright soulful, will just never look
human could. human.
Critical Systems: Although they are constructs, androids Sophisticated, self-aware robots are extremely rare in the
have vital areas and critical systems. Consequently, they are modern world, but the occasional mad scientist or visionary
subject to critical hits. inventor manages to combine just the right hardware and
Lifelike Appearance: Only very close inspection reveals that software to make something that, for all intents and purposes, is
Androids aren't human: a Spot (DC 30) or a physical Search (DC alive. Alien robots occasionally visit the Earth, but it's rare.
25). They can increase their human-like appearance by using the
Disguise skill. Type: Mechanoid.
Rest Cycle: Androids need to rest for 8 hours a day, just like Physical Description: Robots are built to roughly resemble
most humans. Either they have a recharge cycle or they must humans. They have one head, two arms, two legs, between six
spend several hours 'decompiling' all the data they collect every and a dozen fingers, depending on the whims of the creators, and
day, or they just have to plug into WoW every night and hunt feet with optional toes. Robots are visibly non-human, however.
vore. In any case, in every 24-hour period, they shut down for 8 Their bodies are usually made of metal plates, and they aren't
hours. During their rest cycle, they are immobile and unaware of built to wear clothing, so if they do, it has to be custom tailored
their surroundings. Sufficient noise or physical jostling can shock (Purchase DC +1).
them into awareness, much like if they were sleeping. If they Size: Medium.
cannot enter their rest cycle, they suffer a cumulative -1 penalty
Height/Weight: Because they're built to look humanoid, This requires two full days of uninterrupted work. The
Robots are usually the same size as humans, although they can be process is labour-intensive, rescuing as many old parts as
larger or smaller, if the player chooses. possible and scrabbling together new parts. The Purchase DC of
Speed: 30 (hustle) the new robot body is 10, but increases by +2 for every Effective
Ability Scores: Robots cannot purchase a natural Charisma Character Level that the robot had when it 'died.' At the end of
score of more than 8. the 48 hours, make a Supercraft check (DC 20) but +1 per PL or
A robot's low Charisma is not a result of their machine-like a normal Repair check (DC 30) +1 per PL. If the check fails, then
appearance. A high-Charisma robot looks just as machine-like, you have to attempt the whole process again, but this time the
but its mannerisms—the way it talks and stands, its Purchase DC is lowered by 10.
understanding of how to communicate with and behave around If/when the repair check succeeds, the robot is essentially
biological creatures—are just that much more sophisticated or back to 'life,' but he, she, or it takes a permanent -1 to Charisma.
honed. They can also be just plain pretty, all gleaming metal and Either the whole experience was so traumatizing that the robot is
art-deco lines. A high-Charisma Robot is entirely possible. It'll simply 'never quite the same again,' or the old sense of human
just never look human. interaction just doesn't quite work in the new body.
Starting Occupation: Robots do not have starting Sensors: Robot personal sensor systems include audio/video
occupations. Starting occupations represent life experiences sensors and a chemical vapour scanner that allows them to
gained before becoming a hero, but robots have no such life effectively see, hear, even smell and taste with the same acuity as
experiences. an organic person. They also have pressure sensors on their
Hit Points: Regardless of class, robots gain 1d10 HPs per "skin" and joints that allow them to manipulate objects and
level. At character creation, they get maximum hit points (10). perform other acts of manual dexterity. They have a +2
They do not apply a Constitution modifier to their HP rolls, but equipment bonus to Listen and Spot checks. All other skills are
instead gain a number of bonus hit points at character creation unmodified by the robot's sensors.
based on their size: Small +5 HPs, Medium-size +10 HPs, Large, Skills: Robot get one less skill rank per level than other
+20 HPs. characters, and four less at character creation (i.e., -1 to the
Massive Damage: Robots do not have a Massive Damage number of ranks granted by their class). Their Constitution-based
Threshold. They do not have to make Massive Damage rolls. skills receive no ability modifier, penalty or bonus.
Armour: Robots can wear protective gear, but the Purchase Free Language Skills: None.
DC is +1 because it has to be specially fitted. They can also take Feats: Robots receive no feats at 1 st level, unless they're class
powers and traits that grant Defence bonuses, of course. features. After that, they gain feats normally (1 every 3 levels,
Critical Systems: Although they are constructs, robots have and as part of their class features). They can also buy feats with
vital areas and critical systems. Consequently, they are subject to Character Points.
critical hits. Level Adjustment: +1.
Rest Cycle: Robots need to rest for 8 hours a day, just like CP Cost: 10CP.
most humans. They have a recharge cycle, or they must spend Power Suites
several hours 'decompiling' all the data they collect every day, or
they just have to plug into WoW every night and hunt vores. In Power suites are groups of pre-bundled powers, feats, and
any case, in every 24-hour period, they shut down for 8 hours. advantages/complications with a CP cost attached so that you can
During their rest cycle, they are immobile and unaware of their simply buy the suite and apply it to your character. The suites are
surroundings. Sufficient noise or physical jostling can shock worth 40CP each, and also include suggestions for additional
them into awareness, much like if they were sleeping. If they enhancements and/or feats you might take at later levels. The
cannot enter their rest cycle, they suffer a cumulative -1 penalty costs of the suites are also broken down by individual items
on attack rolls, ability checks, skill checks, and saving throws (power, ad/comp, feat, etc.) so that you can add, change, or
each day until they can rest. remove those items as you see fit. Each suite has a recommended
Repairable: class attached, and even some suggestions about tactical
• Supercraft DC 30, 3d6 repaired application.
• Repair DC 40, 3d6 repaired
Each skill check to repair a Robot represents 10 minutes of Acrobat
work. Robots with half or more of their HPs left can repair Acrobats specialise in movement skills—climbing, jumping,
themselves, but with a -5 to the check because of the awkward tumbling—and thus make great sneak-attackers or pursuit
angles. The power Repairing Touch restores HPs to Robots the specialists. An Acrobat's "powers" mostly take the form of
same as if they were mundane machines. enhanced Dexterity, Constitution, and skills.
Robot Resurrection: A robot reduced to 0 hit points is Acrobats tend to stay on the periphery of fights, using their
effectively dead. They do not have negative HPs. They can, skills to stay on the defensive and dodge most attacks, until they
however, be 'resurrected' by transferring a few key components, tumble in attack when their targets aren't looking. They're
usually part of the memory module (i.e., the brain) into an especially good at navigating through rough terrain, leaping
entirely new body. across rooftops and sliding down fire-escapes to get the drop on
fleeing villains.
The best classes for Acrobats are Sneaks (for the skill points the flip side, a Brainiac who finds himself surrounded by hostile
and the sneak attack damage), Adventurers (for the devil-may- individuals or forces might prudently seek his own safety rather
care attitude), Sidekicks (for the defensive abilities), and Martial than even engaging with those hostiles. Brainiac's tend to rely on
Artists (for their combat abilities). Super Intelligence and Supertech Invention, if they are tech-
oriented.
Powers The best Brainiac classes are Inventors and Thinkers because
Ability Enhancement : Dexterity +5 10CP those classes can take the greatest advantage of a high
Amazing Leap (Powered Leap) +40 ft. 4CP Intelligence score. Thinkers take advantage of sheer volume of
Catfall II, 60 ft. 4CP knowledge and tactics, while Inventors are particularly oriented
Feat Tree: Dodge, Mobility, Spring Attack 6CP towards Supertech Invention; however, a Thinker with Supertech
Feat Tree: Skill Aptitude (Tumbling), Awesome Aptitude, Invention as a power might cover both areas nicely.
Supreme Aptitude 6CP Brainiacs try not to get into fights at all, either wiping out
Skill Points: +40 10CP their opponents before the fight starts, or, when mired in an
unexpected conflict, ending it quickly from a safe position or
Recommended Feats simply removing themselves from it. Brainiacs are not forbidden
Acrobatic, Error: Reference source not found, Astrobatics, to pick up some combat abilities, of course, but it's not where
Combat Reflexes, Combat Swinging, Combat Throw, Defensive their true strength lies.
Martial Arts (Deflect Arrows, Improved Deflect Arrows, Dodge
Bullets, Lightning Reflexes, Catch Bullets), Dextrous Sneak Powers
Attack, Fast Move, Improved Feint, Improved Initiative Ability Enhancement : Intelligence +10 20CP
(Awesome, Supreme), Light-Footed, Nimble, Quick Draw, Quick Supertech Invention 19CP
Sheath, Run (Endurance), Standing Jump Increased Power II
Multiple Activations
Blaster
Blasters hit targets from a distance using Energy Attack. This Recommended Feats
suite therefore includes one big-ass ranged attack power and Invent Super Equipment (Invent Super Armament, Invent
some ranged-attack feats. Superchemical, Invent Doohicky, Invent Ray Gun, Invent
Blasters tend to be calculating fighters. They don't get their Improved Ray Gun, Invent Gizmo), Mastercraft (Advanced
hands dirty in mêlée but instead sit calmly back (or hide, or float) Mastercraft)
and blast enemies as the whim strikes them. Blasters who can fly, Tongue-In-Cheek: Plot Device (Equipment Cache),
hide, or turn invisible are extremely good at whittling down the Technobabble
enemy and can make great field commanders because they're
always in a position to observe the big picture. Charmer
The most appropriate Blaster classes grant the maximum BA Charmers use their Charisma as their primary weapon, but
progression (Champion, Martial Artist, Soldier, Warrior) and/or their foes often don't even realise they've been "defeated"
those grant sneak attacks, to enhance sniping damage (Sidekick, because the Charmer makes them think they're acting voluntarily,
Sneak, Soldier). A high Dexterity score is extremely helpful or in their own interest, or that they thought of it themselves. The
because it grants a ranged attack bonus. ultimate victory for a Charmer is to walk away with a smile on
her face knowing that she just made an ally, inverted a defeat into
Powers a victory, fell into a pile of shit and came out smelling like a rose.
Amazing Accuracy 5 levels 10CP Mental-manipulation powers, like Charismatic Aura, are the
Ranged Energy Attack (any energy type) main powers of a Charmer, but a combination of Amazing
50-foot range increment, 10d6 damage 20CP Diplomacy and the Skill Aptitude feat tree can produce a
Improved Critical Range 2CP character who is so "diplomatic" that as soon as she opens her
Improved Critical Damage 2CP mouth, the battle is over. If your GM allows Tongue-In-Cheek
Touch Attack 4CP feats, a Charmer can effectively buff herself and debuff her
Knockback 2CP enemies on a regular basis.
Charmers try to do everything they can to avoid combat, not
Recommended Feats necessarily because they have low or no combat abilities, but
Point-Blank Shot, Precise Shot , Improved Precise Shot, instead because a verbal victory is more efficient. When push
Deadeye, Rapid Shot, Manyshot, Greater Manyshot, Skip Shot. comes to shove, a combat-skilled Charmer will defend herself,
but even getting to the point where violence is necessary is a bit
Brainiac of a defeat in and of itself, for a true Charmer.
A Brainiac's most potent arsenal is his mind. They either The best classes for your Charmer are those that rely on
think their way out of dangerous situations or build their way out. Charisma anyway, such as the Champion or the Mastermind,
Brainiacs look at the big picture and try to find a resolution to the although if you have the points to spend, a "Charming Thinker"
whole situation, rather than attacking individual opponents. On can be very powerful indeed: a brain to think your way out of
difficult situations and the mouth to talk your way out. Such a Powers
character might never have to even throw a punch. Ability Enhancement : Strength or Dexterity +5 10CP
Amazing Accuracy or Amazing Fighting +10 20CP
Powers Amazing Initiative +10 10CP
Ability Enhancement : Charisma +7 14CP
Amazing Diplomacy 8 Ranks (+16 Diplomacy) 8CP Recommended Feats
Charismatic Aura: Charm 18CP Action Hero, Combat Expertise (Awesome, Improved),
Move Action Improved Critical Damage (Improved Critical Range), Holdout,
10 ft. radius Improved Initiative (Awesome, Supreme), Merciful Mauler,
Variable Aura: Repulsion Mercy Blow, Weapon Focus (Greater Weapon Focus, Weapon
Specialisation, Greater Weapon Specialisation), Quick Draw,
Recommended Feats Quick Sheath.
Attentive, Deceptive, Frightful Presence, Persuasive, Poker Mêlée: Blind Fight, Cleave (Great Cleave), Improved Staple,
Face, Renown or Low Profile, Skill Aptitude (Amazing, Improved Disarm, Improved Feint, Improved Sunder (Precise
Supreme), Super Style, Trustworthy, Unshakable (Fearless); Sunder), Super Strike, Two-Weapon Fighting (Improved Two-
Tongue-In-Cheek Feats feats: Battle Cry,Heroic Comeback, Weapon Fighting, Mixed Two-Weapon Fighting, Two-Weapon
Moral Authority, Parley (Improved Parley), Verbal Riposte Defence), Weapon Finesse
Ranged: Combat Shot, Lethal Hurling, Point-Blank Shot
Duelist (Precise Shot, Deadeye, Rapid Shot, Manyshot, Greater
Duelists are experts with a particular weapon and specifically Manyshot, Shot on the Run)
trained to use that weapon against a similarly equipped opponent. Tongue-In-Cheek: Tactical Nude Advantage
Nothing gives a Duelist more pleasure than facing down a
combatant skilled in the very same weapon. Duelists are mostly Flyer
experts in mêlée weapons, specifically swords, but can also be Flyers can do many things. They're great look-outs or pursuit
trained in the subtleties of a gun fight or even combat. The specialists. They can pick off earth-bound targets, either in m êlée
primary powers of a Duelist are Strength and/or Dexterity, so that or with ranged attacks. The following suite gives you the powers
they can wield their chosen weapon with the greatest and feats for a mêlée-based Flyer, but you can easily sub-out or
effectiveness, follow by Constitution, to survive long enough to expand to include Blaster powers. The primary power of the
win their duels, or Intelligence, so that they can take the Flyer is, of course, Flight, and you can supplement that with the
Intelligence-based feats that aid in duels (see below). Although Aerobatics feat as well as vision powers.
the typical Duelist isn't a high-powered character, it is perfectly In combat, Flyers float just out of range of the fight and take
feasible to build a superhero who's chosen duelling weapon is a pot-shots, similar to the Acrobat's tactics, either using Fly-By
telephone pole or Energy Attack. Attack or ranged attacks. A Flyer with a good sniper rifle is a
The best classes for Duelists have high BA and HPs, so powerful character indeed.
Champion and Warrior. Soldiers, who are more focused on The best classes for the Flyer grant a high BA, like the
tactical victory than "honourable" duels, are not as suited to Soldier, which also grants a Sneak Attack. The Martial Artist is
being Duelists, although it is conceivable that the particular also a good choice if you want a physical Flyer. But if you're not
expectations of a given duelling style might be that you to catch interested in a combat-oriented Flyer, you can take a Sneak for
your opponent off-guard, in which case the Soldier's sneak the skill points, which you can use to enhance physical skills, or
attacks might come in handy. Martial Artists have lower HPs a Sidekick, for their ability to contribute to a fight without quite
than Champions, Warriors, or Soldiers, but their BA is just as getting into the fight.
high, and they have access to special abilities relating to unarmed
combat that could be directly applicable to a specific kind of Ability Enhancement : Dexterity +4 10CP
duel. Flight (Excellent Skill, Fast Cruising, Flight Speed III) 24CP
Duelists stride into combat and face their opponents head on. Feat Tree: Dodge, Mobility, Flyby Attack 6CP
They dispatch with untrained opponents quickly and with little Option: Energy Attack: Ranged 50 ft, 5d6 10CP
joy, unless the challenge is truly interesting (e.g., fighting five Option: Point-Blank Shot, Precise Shot, Sharpshooter,
armed combatants while hanging from a chandelier and drinking Deadeye, Sniper 10CP
a glass of wine). Any opponent they deem to be suitably trained, Option: Dodge, Mobility, Flyby Attack, Brawl,
Duelists will approach and challenge openly. From then on, Knockout Punch 10CP
Duelists will concentrate on only that opponent, engaging with
others only in order to get closer to and defeat that opponent. Recommended Feats
They consider it gauche and potentially even dishonourable to Astrobatics, Far Shot (Dead Aim), Deadly Precision,
interrupt such a fight. Arch-enemies stick to duelists like cat hair Dextrous Sneak Attack, Power Attack,
on wet shoes.
Drive +6 (rnk 6), Escape Artist +6 (rnk 6), Forgery +20 (rnk 6), Hero's Code: Honesty +2CP
Gamble +18 (rnk 13), Gather Info +30 (rnk 13), Handle Animal Glass Jaw (Ranks 1) +2CP
+19 (rnk 6), Intimidate +30 (rnk 13), Investigate +27 (rnk 13), Monologuer (Rank 1) +4CP
Kn: Art +27 (w research +4) (rnk 13), Kn: Behavioural Sciences
+27 (w research +4), (rnk 13), Kn: Business +27 (w research +4), The Batter
(rnk 13), Kn: Civics +27 (w research +4) (rnk 13), Kn: Current (created by Orion Ussner Kidder)
Events +27 (w research +4) (rnk 13), Kn: Earth/Life Sciences
+27 (w research +4) (rnk 13), Kn: History +27 (w research +4) Full Name: Alexandra Krakus
(rnk 13), Kn: Physical Sciences +27 (w research +4) (rnk 13), Appearance: The Batter is an attractive woman in her mid-
Kn: Popular Culture +27 (w research +4) (rnk 13), Kn: Tactics 20s with bleach-blond hair. She wears a costume that looks like a
+0 (w research +4) Kn: Technology +27 (w research +4) white and purple baseball uniform reminiscent of the Yankees in
(rnk 13), Kn: Theology/Philosophy +27 (w research +4) (rnk 13), the 1920s, complete with a batter's helmet and bat (both made of
Observe +14 (rnk 13), Perform +19 (rnk 6), Profession +7 polished steel) and a satchel full of "baseballs" (grenades) slung
(rnk 6), Psicraft +0 (address powerstone +4), Repair +20 over her shoulder. In cold or wet weather, she wears a long
(art/paintings +4, electronics +4, supertech +4) (rnk 6), Researchpurple leather coat.
+27 (w research +4) (rnk 13), Ride +15 (rnk 13), Search Personality/History: No one knows that much about The
+27 (rnk 13), Sense Motive +14 (rnk 13), Sleight of Hand +10 Batter because she doesn't stick around long enough for people to
(rnk 6), Spellcraft +0 (decipher scrolls +4), Stealth +6 (rnk 6), ask questions. She was born in Poland but immigrated at a young
Survival +0 (tracking +4), Supercraft +0 (fiddle with the knobs age, and at some point she gained the ability to run at several
+4), Swim +13 (rnk 13), Treat Injury +11 (rnk 6), Tumble +6 hundred miles an hour. These abilities seem to be inherent to her
(rnk 6), Use Device +26 (scrolls +2, supertech +4) (rnk 13), Use body and not the product of technological or mystic
Rope +6 (bindings +2) (rnk 6), enhancement.
Languages English, French, Spanish, Japanese, Cantonese, The Batter tends to choose her own safety above all else. As
Korean, Cree, Polish, Portuguese, Ojibwa, hired muscle, she does an impeccable job of never getting
Swahili, Mandarin, Russian, Vietnamese caught, which is a plus, but it means that she abandons jobs when
Feats Unshakable (Fearless), Battle Cry, Moral the threat level gets too high. If she perceives that she can't win,
Authority, Skill Aptitude, Diplomacy she runs away, with no compunctions. She seems to have no
(Amazing, Supreme), Skill Aptitude, Sense sense of embarrassment and has even gloated about it on the rare
Motive (Amazing, Supreme), Skill Aptitude, occasions she's stayed in one place long enough to have a
Behavioural Sciences (Amazing, Supreme), conversation. She is neither a major threat nor a push-over. She
One-Liner (Verbal Riposte), Parley (Improved remains a very effective professional mercenary by avoiding
Parley) putting herself in a position of real risk.
Power Die 5d12 / 5d6 (50) Location: Western Canada/Pacific North-West USA
Origin Bio Combat/Tactics: Instead of putting herself in fights, The
Powers Batter runs in from a safe position using Super Speed, delivers a
Ability Enhancement , Int rnk 10, Cha rnk 10 series of devastating attacks with her bat, using Bonus Actions,
40cp
Amazing Initiative: Initiative +20, Power and then retreats to another safe position, usually somewhere out
10CP
Cause Pleasure of sight. She employs her signature weapons, a solid steel bat
37CP
Debilitating Pleasure rnk 3, Enhanced Pleasure rnk 3, polished to a gleaming shine, and a bag of custom-made baseball
Extended Duration rnk 3, Fatiguing Pleasure grenades.
She will start a fight by either hitting the baseball grenades at
Special Abilities her opponents to throw them off-guard, or threatening innocent
Socialite Comfortable Lifestyle], Reputation +3, bystanders (thereby occupying hero-types). Sometimes, if she's
Perks: Ally, Rank 3 (Editor, Toronto Star) feeling cheeky, she'll just drop a half-dozen grenades at her
Cross-Trained, Bombastic Aura, Swaggering opponent's feet, but usually only if she knows that particular
Bravado target is a genuine threat, like a brick, a tank, or another
Thinker Jack of All Trades, Renaissance Man, Special speedster. The Batter will usually withdraw from a fight if she's
Ability: Skill Mastery (Diplomacy, reduced to less than ¼ of her hit points or she is outnumbered
Intimidation), Plot Device, Sixth Sense more than 4 to 1. She has no interest in fighting to the death, and
Wealth 22 neither is she particularly interested in the legal consequences of
Equipment +12 killing anyone.
Ads Feat x11: Skill Aptitude, Diplomacy (Amazing, Baseball Grenades: the Batter's baseball grenades look just
Supreme), Skill Aptitude, Sense Motive like regular baseballs but are rigged to denote when they take an
(Amazing, Supreme), Skill Aptitude, initial hit, and explode one a second. That way, she can launch
Behavioural Sciences (Amazing, Supreme), them with her bat, and they explode on contact with the ground
Verbal Riposte (Improved Parley) 22cp or her hapless target. She also has had them rigged with special
Comps Forsworn From Firearms (Rank 1) +2CP explosives and soft shrapnel, which makes them cause only non-
lethal damage. She enjoys creating chaos by blowing up innocent Skill Points 4cp
bystanders, but there's no reason to have murder charges Equipment Baseball Bat (steel) 1d8 20/x2, Batter's Helmet
following her around. (steel), Baseball Grenades (20-ft burst, 4d6
non-lethal, 10-ft RI, custom made),
Class Sneak 6 Undercover Vest, Long Leather Coat (purple)
Species Human
Ethnicity Polish Bengal
Nationality Polish (resident of America and Canada) (created by Jen Starling)
ECL 6 (6 levels + 63cp)
Hit Dice 6d6 (33 + Con) Full Name: Adwitiya "Addie" Mukerji
Mass. Damage 50hp Appearance: Bengal is over six feet tall and has a lean,
Initiative +11 muscular frame. She sports punky hair cuts and changes her hair
Speed 120 ft. colour on a semi-regular basis. Her dark skin sets off her
Defence 34 +2* (Class +3, Dex +4, Amazing Dodge +5, gleaming white teeth (not quite fangs), which she often bears in
Amazing Deflection +5, Long Coat +2, battle just before leaping on her targets.
Undercover Vest +3, Helmet +2, *Dodge +2) Personality/History : Bengal's charismatic presence is not the
Touch: 22 +2*, Flat-Footed: 25 result of a sly wit or keen fashion sense. When her powers
Knockback 17 appeared, one of the side effects was an increase in her self-
Base Attack +4 (mêlée: +7, ranged: +8) confidence which resulted in the emergence of a jovial,
Attacks Bat +7 (1d8nl +3 20/x2) magnanimous personality, a part of herself that had always been
Baseball Grenades +8 (4d6 non-lethal) hidden before.
Unarmed Strike +8 (1d6nl, 20/x2) Location: Portland, Oregon, USA
Ability Scores Str 16 +3, Dex 18 +4, Con 14 +2, Power Theme: Bengal possesses the strength, reflexes, and
Int 10, Wis 10, Cha 12 +1 super-acute senses of the Indian tiger that she named herself
Size/Reach Medium / 5 ft. after. Her height and weight increased out of proportion with the
Allegiance Survival average girl. She was over six-foot and 200 pounds (all of it
Saves Fort +4, Ref +9 Will +2 muscle) by the age of 16. Although she took some early abuse
Action Points 6 from her peers for this, she quickly realized just how much
Reputation +1 confidence her size and physical strength could lend her. She is
Occupation Criminal not one to threaten to get her way. Instead, she possesses the
Skills quiet confidence of someone who who doesn't have to.
Appraise +9 (rnk 9), Climb +12 (rnk 9), Cr: Chemical +5 (rnk 5), Combat/Tactics: Bengal leaps into battle with the
Cr: Structural +5 (rnk 5), Demolitions +6 (identify weak points enthusiasm of pouncing cat, relying on her strength and speed.
+2) (rnk 4), Disable Device +9 (rnk 9), Escape Artist +13 (rnk 9), She doesn't have formal combat training and doesn't often find
Investigate +0 (crime scene analysis +2) (rnk 0), Jump +14 (rnk that she needs it. She prefers to knock out her opponents rather
9), Kn: Current Events +9 (rnk 9), Kn: Popular Culture +4 (rnk than killing them, but has a tendency to bat them around a little
4), Repair +0 (buildings +2, locks +2) (rnk 0), Search +0 (secret first.
doors +2) (rnk 0), Sleight of Hand +13 (rnk 9), Stealth +13 (rnk
9), Tumble +15 (rnk 9), Use Rope +4 (bindings +2) (rnk 0), Class Warrior 6
Languages English, Polish Species Human
Feats Brawl, Dodge (Lightning Reflexes, Mobility, Ethnicity Indian
Spring Attack), Improved Initiative, Super Nationality American
Strike, Undercover Vest (Focus/Specialise), ECL 6 (6 levels +55cp)
Merciful Mauler Hit Dice 6 d10 (72HPs)
Proficiencies Armour (light, medium, heavy), Firearms Mass. Damage 50hp
(personal, advanced), Weapons (simple, Initiative +12
archaic, improvised) Speed 40 feet
Power Die 6d6 (21pp) Defence 24 (Dex +4, Class +5, Amazing Dodge +5)
Origin Biological Touch: 24, Flat-Footed: 15
Powers Total 42CP Knockback 21
Super Speed Run rnk 4, Speed rnk 3, Bonus Actions rnk 3 22cp Base Attack +6/+1 (mêlée: +13, ranged +10)
Amazing Dodge rnk 5 (+5) 10cp Attacks unarmed strike +20/+15 (1d3 + 1d6 +7)
Amazing Deflection rnk 5 (+5) 10cp Ability Scores Str 25 +7, Dex 19 +4, Con 22 +6,
Special Abilities Sneak Attack (+3d6), Evasion, Uncanny Dodge Int 12 +1, Wis 15 +2, Cha 15 +2
(Improved), Bonus Feat (Dodge) Normal: Str 9, Dex 11, Con 9, Cha 12
Wealth +8 Size/Reach Medium / 5 ft.
Ads Feats x12 12cp Allegiance
Saves Fort +11, Ref +7, Will +4 Mr. Mind's tutelage, learned to deflect objects, and even raise
Action Points 9 himself into the air. Since Mr. Mind's death, he has developed a
Reputation +3 bit of a nervous Telekinetic tick. Whenever a threat gets within 10
Occupation Athlete feet of him, he reflexively blasts his Telekinetic energy in all
Skills 45 directions. He has learned to restrain himself to the point where
Climb +16 (rnk 9), Diplomacy +2 (rnk 0), Gather Info +2 (rnk 0), these blasts are not lethal, but without Mr. Mind to train him, he
Intimidate +11 (rnk 9), Jump +39 (rnk 0), Ride +2 (rnk 0), Sense doesn't know how gain more control over this potentially useful
Motive +11 (rnk 9), Stealth +13 (rnk 9), Tumble +13 (rnk 9), ability.
Languages English, Hindi Combat/Tactics: Brainchild's grasp of combat is somewhat
Feats limited. He was trained up as a fighter by Mr. Mind, but has little
Wariness, Athletic, Brawl, Combat Reflexes, Dodge, Mobility, grasp of actual strategy. When his back is to the wall and he feels
Spring Attack, Agile Riposte, Improved Initiative (Awesome he needs to fight for his life, he tends to simply throw a dumpster
Initiative), Combat Nerves, Light-Footed, Lightning Reflexes at his attacker, but usually just after Flying to a safe position,
(Awesome), Merciful Mauler, Power Attack, Improved above and away from the fight. However, if he is not directly
Knockback, Vicious Knockback, Run, Fast Move, Standing threatened and can keep his wits about him, he will initiate a
Jump, Track Telekinetic grapple and simply remove his enemies from the
battlefield. Based on his study of architecture, Brainchild is also
Proficiencies Armour (light, medium, heavy, archaic),
good at (but reluctant to) do strategic damage to buildings such
Weapons (simple, archaic, improvised, over-
that they fall down on people. Like dropping heavy weights on
sized), Firearms (personal, advanced)
them, this is a last-ditch effort on his part as he is not comfortable
Power Die d6 (21pp)
doing serious bodily harm to anyone. This is not a moral stance,
Origin Biological (spontaneous mutant)
per se, so much as an unwillingness to have it on his conscience.
Powers
Amazing Dodge +5 Dodge bonus 10cp
Class Soldier 6
Amazing Leap, Powered Leap rnk2 (+30) 3cp
Species Human
Super Senses +4, Low-Light Vision 9cp
Ethnicity Ukrainian
Special Abilities Natural Aptitude (+2 Intimidate/Diplomacy)
Nationality American
Cross-Trained (Balance, Move Silently)
ECL 6 (6 levels + 60cp)
Wealth +8
Hit Dice 6d10 (35hp)
Brainchild Mass. Damage 50hp
(created by Orion Ussner Kidder) Initiative +1
Speed 30 ft.
Full Name: Kyle Uszkalo Defence 21 (Class +5, Dex +1, Amazing Deflection +5)
Appearance: Brainchild wears a light jacket with a white T- Touch 16; Flat-Footed 20
shirt that has a cartoony brain stencilled on the front, as well as Knockback 15
beige cargo pants (or shorts, if it's warm), and army boots. Back Base Attack +6/+1 (mêlée: +6/+1, ranged +7/+2)
when he was Jr. Mind (see below), he had an Amazing Costume Attacks Unarmed Strike +0 (1d3nl, provokes)
coloured in blue and purple that matched Mr. Mind's, but those TK Throw 90 ft. +8/+3 (by weight, 20/x2)
days are long gone. TK Slam 90 ft. +17/+12 (by weight, 20/x2)
Personality/History : Kyle was a child prodigy whom Mr. TK Burst (kinetic, non-lethal) 10-ft. burst
Mind, a telepathic superhero, identified early on and trained to be (5d6, +4 to knockback)
his sidekick (with Kyle's parents' permission). While Mr. Mind Ability Scores Str 10, Dex 12 +1, Con 10,
specialised in mental communication and projecting illusions, Int 30 +10, Wis 12 +1, Cha 10 +26cp
Kyle's ability was geared towards sheer Telekinetic strength. By Normal: Int 14 +1
the age of 12, he could throw a car, if needs dictated. His Size/Reach Medium / 5 ft.
incredible Telekinetic power was only rivalled by his once Allegiance Slacker
bottomless intellect. Sadly, when Mr. Mind was killed in action, Saves Fort +5, Ref +6, Will +5
Kyle, only 15 at the time, became embittered. He ignores his Action Points 6
intellect as much as possible and long since dropped his flashy Reputation +3
superhero costume. He can't quite kick the habit, though, and Occupation Adventurer
although he denies that he has any interest in heroism as such Skills 144
(claiming that he "only does it ironically"), the fact is that he's Climb +4 (rnk 4), Computer Use +14 (rnk 4), Cr: Mechanical
still out there, risking life and limb. He's not really sure why he +16 (rnk 6), Cr: Structural +14 (identify weak points +2) (rnk 4),
does it either. Demolitions +19 (rnk 9), Disable Device +14 (rnk 4), Drive 3
Location: Chicago, Illinois, USA (rnk 0), Escape Artist +5 (rnk 4), Gather Info +6 (rnk 4),
Power Theme: Brainchild's powers are all Telekinetic. He Intimidate +9 (rnk 9), Investigate +14 (rnk 4), Kn: Earth/Life
started with simply lifting and manipulating objects, but under Sciences +12 (rnk 0), Kn: History +19 (rnk 9), Kn: Popular
Culture +14 (rnk 4), Kn: Tactics +19 (rnk 9), Navigate +19 before it blossomed into full-blown telepathy. Then he spent the
(rnk 9), Observe +10 (rnk 9), Pilot +10 (rnk 9), Psicraft +14 next few months learning how to turn it off.
(rnk 4), Repair +19 (engines/machines +2) (rnk 9), Search +14 After being in private practise for several years, he began to
(rnk 4), Stealth +10 (rnk 9), Survival +10 rnk 9), Treat Injury +5 see the possibilities of introducing his keen insight and telepathic
(rnk 4), Use Device +4 (rnk 4) powers to world at large, intervening in dangerous situations with
Languages English, French, German, Spanish, Russian, his mind, ending violent confrontations not with a fist or a gun,
Czech, Polish, Ukrainian, Norwegian, Swedish but with a thought.
Feats Merciful Mauler, Lightning Reflexes, Weapon Location: Halifax, Nova Scotia, Canada
Focus (Telekinetic Throw), Iron Will, Great Power Theme: Brain Doctor's powers are all telepathic in
Fortitude, Stealthy nature. He can read minds and sense emotions, nudge people's
Proficiencies Armour (light, heavy), Firearms (personal, thoughts into particular directions, and even perform instant
advanced), Shields, Weapons (simple, archaic, psychotherapy. He doesn't just fight crime, nor does he just stop
improvised) criminals. He stops criminality itself.
Power Die 6d6 (21pp) Combat/Tactics: Brain Doctor rarely raises his fists in anger
Origin Psionic or has to shield himself from danger, although it has happened
Powers just often enough that he protects himself from accidental harm.
Ability Enhancement , Intelligence +16 32cp He first engages a dangerous person in dialogue, employing his
Amazing Deflection +5 (power) 7cp highly trained skills (Sense Motive, Bluff, Diplomacy) in concert
Flight, Speed 30 ft., Average Skill, Air Lift +2000lbs 10cp with his Telepathy (Listen, Long-Term Reading) to "talk" the
Energy Attack, Burst (kinetic), 10 ft. radius, 5d6, 8cp person down, get them to resolve the situation voluntarily.
Knockback, Non-Lethal, Maximum Power Failing that, he will resort to more manipulative means
Telekinesis, Mental Muscle (532/1064/1600 lb.) 32cp (Diplomacy and Telepathic Influence). Once that happens, he
Extra Hands rnk 2, Imbue Hardness rnk 6, then continues the dialogue and uses Instan Therapy to help
Max Power (Limitation) Total 89cp alleviate the negative feelings and traumas that lead the
Special Abilities Evasion, Sneak Attack (+2d6) individual to such dangerous activities to begin with.
Wealth +8
Comp Anxious Activation: Proximity rnk 1 +3cpClass Socialite 10
(Burst Energy Attack) Species Human
Ethnicity Trinidadian
Brain Doctor Nationality Canadian
(created by Orion Ussner Kidder) ECL 10 (10 levels + 100CPs)
Hit Dice 10d6 (50HPs)
Full Name: Jamal Carver, MD/PhD Mass. Damage 50
Appearance: Jamal Carver is a Black man in his 30s. At 5'9" Initiative +13 (Dex, Feat)
and 170 lb., he's not especially imposing, but what he lacks in Speed 30 ft.
bulk he makes up for in presence. His eyes can just as easily bore Defence 25 +8* (Cls +7, Dex +1, *Bombastic Aura +8,
into your soul as they can fill you with a sense of safety. In his Heavy Inserts +3, Undercover Vest +3)
every-day life, Carver dresses the part of the medical Touch: 17 +5*, Flat-Footed: 24 +5*
professional: slacks and a tie, lab-coat when called for. In his Knockback 13
other life, Brain Doctor wears a long leather coat and form- Base Attack +7/+2
fitting body-armour underneath, both in shades of blue, the most Attacks Brawl +8/+3 (1d6 non-lethal)
calming colour. Psychic Scream DC 22 (stunned, 3PPs)
Personality/History : Jamal Carver was always the kid that Telepathic Influence DC 22 (Diplomacy, 2PPs)
other kids went to with their problems. He listened. He didn't Ability Scores Str 10, Dex 12 +1, Con 10
actually say much, but the few words he did speak were enough Int 14 +2, Wis 16 +3, Cha 27 +8
to make people feel better. He was always listening, always Natural: Cha 20 +5
concentrating on what people had to say. A career in Size/Reach Medium / 5 ft.
psychotherapy simply made sense, to him and everyone who'd Allegiance The Canadian Medical Association
known him. Saves Fort +3, Ref +4, Will +11
He wrote his doctoral dissertation in how micro-expressions Action Points 10AP
are controlled by the motor-centres of the brain, and at some Reputation +13
point during one of his half-awake nights of writing and research, Occupation Doctor
something in him clicked into place. He no longer had to listen to Skills 104
hear what people were thinking. Body language, tone of voice, Bluff +25 (rnk 13), Cr: Chemical +0 (w research +4) (rnk 0),
even just the way someone breathed was enough to open their Cr:Electronic +0 (w research +4) (rnk 0), Cr: Mechanical +0
minds to him. He spent the first several months learning to hone (w research +4) (rnk 0), Cr: Pharmaceutical +0 (w research +4)
this skill, which started as extremely fine-tuned observation (rnk 0), Cr: Structural +0 (w research +4) (rnk 0), Cr: Visual
Art +0 (w research +4) (rnk 0), Cr: Writing +8 (w research +4) Chaingun Sally
(rnk 6), Diplomacy +45 (rnk 13), Disguise +12 (rnk 0), (created by Orion Ussner Kidder)
Intimidate +18 (rnk 6), Kn: Art +0 (w research +4) (rnk 0),
Kn: Behavioural Sciences +15 (w research +4) (rnk 13), Full Name: Sally Fjelgard
Kn: Business 0 (w research +4) (rnk 0), Kn: Civics +0 Appearance: Chaingun Sally dresses in black fatigues
(w research +4) (rnk 0), Kn: Current Events +2 (w research +4) reminiscent of a SWAT uniform, complete with visored helmet
(rnk 0), Kn: Earth/Life Sciences +0 (w research +4) (rnk 0), and bullet-proof vest. Her hair is usually tied in a loose pony tail
Kn: History +0 (w research +4) (rnk 0), Kn: Physical and hangs behind her helmet. Her real "uniform" is the, on
Sciences +0 (w research +4) (rnk 0), Kn: Popular Culture +2 average, dozen firearms she has on her person at any given time,
(w research +4) (rnk 0), Kn: Tactics +0 (w research +4) (rnk 0), all of them either custom-made or heavily altered.
Kn: Technology +0 (w research +4) (rnk 0), Kn: Theology/ Personality/History : Sally Fjelgard spent several years in the
Philosophy +0 (w research +4) (rnk 0), Observe +11 (rnk 8), Canadian military where she excelled at target shooting,
Profession +16 (rnk 13), Research +15 (w research +4) (rnk 13), electrical engineering, and ballistics. She left the military under
Sense Motive +36 (rnk 13), Sleight of Hand +5 (rnk 0), Treat somewhat mysterious circumstances with an honourable
Injury +9 (rnk 6) discharge and full pension, but her records are sealed past that.
Languages English, French Subsequently, in need of a job but not an income, she
Feats Brawl, Improved Initiative (Awesome, consciously chose the life of a vigilante and assembled a
Supreme), Power Focus Telepathy (Improved, "costume" based entirely on practical necessity. In Edmonton,
Greater) she teamed up and soon began dating Whip Lass, becoming one
Proficiencies Armour (light, medium, heavy), Shield, of Canada's few out superhero couples. As a duo, they are
Weapons (simple, improvised) jokingly, but fondly, known as "Whips and Chains."
Power Die 10d6 (65PPs) Location: Edmonton, Alberta, Canada
Origin Psionic Power Theme: Chaingun Sally doesn't have any overt
Powers powers, but her technical expertise runs distinctly into the realm
Ability Enhancement , Charisma +5 10cp of the fantastic. Unlike many super-scientists, she also has a firm
Amazing Diplomacy rank 20 20cp grounding in traditional engineering and hard science. She
Diplomacy +10 combines power-enhanced firearms with her own skills, honed
Amazing Scrutiny rank 20 20cp over years of training and practise. Since teaming up with Whip
Sense Motive +40 Lass, she has significantly expanded her repertoire of non-lethal
Resist Powers (PR 33) 25cp weapons, starting with rubber bullets and bean-bag rounds, but
Telepathy Save DC +6 (feats) 29cp working her way up to various kinds of launchers for hand-cuffs
Listen In, Psychic Scream, and bolas-like entanglers. She carries conventional firearms as
Short-Term Reading, Long-Term Reading, well, of course, for those situations where only lethal stopping
Swift-Action Telepathy, Instant Therapy power will do the job. She tends to travel in an armoured SUV
Telepathic Influence rnk 4 Total 104cp with a full toolkit and fold-out gun racks in the trunk. At any
Special Abilities given time, Sally also carries 20CP-worth of Inventions that she
Comfortable Lifestyle, Reputation +5, Perks (8CP), Cross- has created using Supertech Invention power, some examples of
Trained (Kn [behavioural sciences], Profession [therapist], which are below under "equipment."
Research), Bombastic Aura, Swaggering Bravado, Rakish Charm Sally's Chainguns are mini machine pistols designed to take
+4, Connection (4CP), Chutzpah! +2, Bonus Feat x2 linked ammo that feeds from Sally's backpack. As such, she
almost never runs out of bullets. Sally follows the "lefty-lethal"
Wealth +15 rule. All guns she fires from the right hand are loaded with non-
Equipment Long Coat (Heavy Inserts), Undercover Vest lethal rounds, which use a custom-made polymer that is
Ads Good Rep rnk 4 (Rep +4) 4cp extremely unlikely to ever cause permanent injury, but
Perks: Database/Library rank 2 free everybody knows that her left-hand gun fires lethal rounds.
Good Rep rank +4 free The Cuff Gun is a forearm-mounted launcher that fires a pair
Connection of locking rings connected to a chain. Resembling a bolas more
Rank 3: Chief Editor, Halifax Gazette than actual hand-cuffs, the rings spin in a circle until they hit
(Government, Local History/Pop Culture) something, usually the legs or arms of someone trying to run
Rank 1: Human-Rights Lawyer away, and then wrap tight and lock.
(Law/Legal History, Law Enforcement) free The Net Launcher fires a human-sized net made of high-
Comps Hero's Code: Mercy, Extreme Mercy +8cp tension plastic that opens and then envelopes the target. The
edges of the net have small, smooth hooks that latch onto the net
itself, thus wrapping the target up tightly. The Net Launcher is
still in the development phase, however, since it's hard to aim and
has a very short range.
Combat/Tactics: Sally very much enjoys sneaking up on her Supercraft +25 (fiddle with the knobs +2) (rnk 17),
targets and hitting them before they have a chance to fight back. Use Device +9 (supertech +6) (rnk 8)
Ending the fight quickly is her way of keeping casualties to a Languages English, Urdu, Arabic, Pashto
minimum. She has a strict policy of meeting force for force. She Feats
is perfectly willing to go easy on targets who don't employ Mastercraft (Advanced), Invent Super Equipment (Invent Super
deadly force, but once they show intent to do real harm, she does Armament, Invent Doohicky, Invent Ray Gun [Improved Ray
not see any reason to hold back. Gun], Invent Gizmo, Invent Superchemical), Improved Critical
Damage (Range), Improved Initiative, Point-Blank Shot (Precise
Class Soldier 14 Shot, Combat Shot, Grazing Shot, Deadeye, Sharpshooter,
Species Human Sniper, Rapid Shot, Many Shot, Shot on the Run, Blazing
Nationality Canadian Charge, Skip Shot), Two-Weapon Fighting (Improved x2,
ECL 14 (14 levels + 140CP) Mixed), Weapon Finesse, Weapon Focus: chaingun (Weapon
Hit Dice 14d10 (77HPs) Specialisation, Greater Focus, Greater Specialisation)
Mass. Damage 50HPs
Proficiencies Armour (light, medium, heavy, archaic),
Initiative +8
Shields, Firearms (personal, advanced, exotic
Speed 30 ft.
[chaingun, cuff gun, net launcher]), Weapons
Defence 27 (Class +9, Dex +2, Tactical Vest +6)
(simple, archaic, over-sized)
Touch: 21, Flat-Footed: 25
Power Die 14d6 (51PPs)
Knockback 20 HPs
Origin Supertech
Base Attack +14 / +9 / +4
Powers 100cp
Mêlée: +14/+9/+4, Ranged: +21/+16/+11
Ability Enhancement : Intelligence +6 12cp
Attacks
Mighty Lifting rnk 4 (x4) 8cp
Chaingun +26/+21/+16 (2d6 19-20/x3 )
Supertech Invention 72cp
Dual Chainguns +24/+24/+19/+19/+14/+14 (2d6 19-20/x3 40 ft.)
Increased Power rnk 10 (20cp cap),
Chaingun Rapid Shot +24/+24/+19/+14 (2d6 19-20/x3 40 ft.)
Multiple Activations, Sustain Power
Dual-Chaingun Rapid Shot +22/+22/+22/+17/+17/+12/+12
Esoteric Item: Chainguns (pair) 24cp
(2d6 19-20/x3 40 ft.)
custom heavy machine pistols (see below)
Chaingun Many Shot +22/+22 (6d6 19-20/x3 40 ft.)
attack/damage +10, DNA Key +2
Heavy Rifle +18/+13/+8 (2d12, 20/x2, 180 ft.)
Special Abilities Bonus Feats x7 (ranged, saves, vehicle), Sneak
Heavy-Rifle Rapid Shot +16/+16/+11/+6 (2d12, 20/x2, 180 ft.)
Attack (+4d6), Protective Instincts x2 (Great
Heavy-Rifle Many Shot +14/+14 (6d12 20/x2, 180 ft.)
Fortitude, Iron Will), Evasion, Cross-Trained
Bean-Bag Gun +18/+13+/+8 (2d8 NL, 20/x2)
(Cr: Electronic, Supercraft).
Cuff Gun +18/+13/+8 Touch attack (20 ft.)
Wealth +20
Net Launcher +18/+13/+8 Touch attack (10 ft.)
Ads Feat x20 40cp
Baton +18/+13/+8 (1d6 20/x2)
Comps Favours Owed +9cp
Dual Batons +16/+16/+11/+11/+6/+6 (1d6 20/x2)
General Paul St. Pierre CAF
Special Attacks Blazing Charge: full-attack while charging
Insatiable Curiosity +2cp
Grazing Shot: non-lethal firearm attacks
Notoriety (Violent Rep) +5cp
Skip Shot: ignore cover, -2 attack, -1 die
Equipment
Sneak Attack: +4d6
Tactical Vest Armour +6, MD +2,
Sniper: sneak attack beyond 30'
Bean-Bag Shotgun 2d8NL, 20 ft., S, 4 internal, B-rounds
Ability Scores Str 10, Dex 18 +4, Con 14 +2,
Sleepy Stick 1d6L/NL, mêlée, 1d6, 19-20/x2
Int 22 +6, Wis 10, Cha 13 +1
Heavy Rifle scope (Range x1.5) 2d12, 180 ft., S, 12 clip, L3
Size/Reach Medium / 5-foot
Chainguns heavy machine pistols (2d12, 20/x2, 40 ft.)
Allegiance Whips and Chains
customised: linked ammo
Saves Fort +10, Ref +10, Will +10
left hand: lethal rounds, right hand: rubber
Action Points 14 APs
Cuff Gun touch attack, -4 attack (must hit legs), 20 ft.
Reputation +6
impedes movement faster than 5 ft.
Occupation Technician
hit while running, Reflex (DC 20) or fall/trip
Skills 108
Net Launcher touch attack, 10 ft. range or entangled
Cr: Electronic +23 (rnk 15), Cr: Mechanical +16 (rnk 10),
Cr: Structural +6 (identify weak points +4) (rnk 0), Demolitions
Sally's Inventions:
+21 (rnk 15), Drive +22 (rnk 15), Kn: Technology +12 (rnk 6),
Craft +6 (address power stone +2) (rnk 0), Repair +23
The Amazingly Accurate Maglight is one of Sally's favourite
(electronics, machines/engines, supertech +6) (rnk 17),
Inventions: a flashlight loaded with Amazing Accuracy (as a
Spellcraft +6 (decipher scrolls +2) (rnk 0), Stealth +12 (rnk 5),
power). She holds the flashlight with one hand, over the barel of
her gun, and fires with the other hand. Turning the flashlight on
activates the power. It grants her ranged attacks a +10 to her The Web Sprayer is a small fire-extinguisher that Sally
ranged attacks. (Amazing Accuracy: CP 15, Activate: 1pp per altered and filled with a liquid polymer that sprays out in the
round per rank (By CL); use-activated [ranged attack]). form of many thin strands; it appears and behaves like silk
The Amazing Combat Gloves are a pair of black, leather, webbing, although it has the oily texture of plastic. The Webbing
fingerless gloves that, to most people, would look like driving has an effective Strength of 18, and anyone who is entangled by
gloves. Instead, they are a form-fitting pair of flexible circuit- it takes a -8 to attack, -16 to Dexterity, and cannot move,
boards that wirelessly interface Sally's guns with her optic although they can take move actions. ( Webbing, CP 14, Activate:
nerves. The upshot is that, when she wears the gloves, they 1pp per 50 ft. (By CL); standard action.)
increase her BAB by +5 (to +19/+14/+9), and grant an additional
iterative attack. For the gloves to work, both must be in contact Cyrus Samedi
with the weapon she fires, and so she cannot use them to wield (created by Orion Ussner Kidder)
two weapons at once. (Amazing Combat Skill: CP 20, Activate:
1pp per round per rank (By CL); use-activated [attack]). Full Name: Cyrus "Saturday" Graham
The Amazingly Deflective Riot Shield is the equivalent of a Appearance: Cyrus is a tall, African-American man who
small shield made of clear plastic. It projects a force field that stands at just a hair over six feet, has dark brown eyes that seem
repels physical objects, thus granting Sally a +5 Deflection bonus black, and black curly hair. He typically dresses in dark colours,
to Defence. There is a small activation stud on the handle. the only exception being the occasional splash of a crimson or
(Amazing Deflection, CP 8, Activate: 1pp per round per rank [By darker red. He almost always also wears a black leather longcoat
CL]; free action.) which is reinforced with armouring plates. Despite his good
The Sleepy Stick is a standard, telescoping stun baton, the looks, the force of his personality is what really makes him
likes of which Sally regularly carries anyway, which delivers a noticeable. He exudes a feeling of power and competence, and
special nerve-scrambling signal from its tip. Anyone hit by the his eyes seem to pierce into your soul, seeking your fears and
baton (either hit for damage or hit as a touch attack) must roll a secrets. Being in his presence is definitely unsettling.
Fort save (DC 18) or fall unconscious for 1d4 rounds. ( Cause Personality/History : Cyrus Graham was born in New
Unconsciousness: CP 12, Activate: 2pp; use-activated [attack]) Orleans, Louisiana 42 years ago. His parents were married early
—too early—and had fallen out of love by the time Cyrus was 3.
The Bubble Blower looks like a handle with a button on top. While they tried to show their son their love for him, their
When Sally presses the button, a barely visible sphere inflates indifference towards each other made this difficult. Therefore
and surrounds her at a range of about 2 feet. The bubble blocks Cyrus found the bulk of love and friendship in the family dog.
all physical contact and contains about 4 hours-worth of air. Unfortunately, the dog died in Cyrus' 14 th year, devastating the
Damage to the bubble invokes a Will Save from the invention young man.
(which has an effective Will of +14 because of the Tough Bubble It was then that Cyrus' affinity for the dead became apparent.
enhancement). The DC equals the damage of the in-coming One night, a week after the dog had been buried in the small back
attack. Attacks that bring down a bubble do not automatically yard, Cyrus awoke to find his dead friend curled up in its usual
strike Sally. See the power description for more details. ( Force spot at the foot of his bed, its dead eyes watching him as if
Field: CP 10, Activate 1pp per round/hour; move action). waiting for something. The boy was understandably startled, but
The Big Clunky Aviators are a large pair of glasses that bend felt that the creature meant him no harm.
light around Sally and funnel a small cone of it into the lenses, Cyrus sought advice from the neighbourhood “wise
thus rendering her invisible but still able to see. The glasses woman,” who, while never having seen one herself, told the boy
require constant, manual adjustment in order to keep the light- the stories of Vaudun high priests that were said to have the
well properly aligned; Sally has to keep one hand on the glasses power to raise the dead and summon spirits to do their bidding.
at all times. Fortunately, she has mastered the art of holding the Hearing this, Cyrus was excited, if somewhat reticent. He would
glasses and wielding a firearm at the same time. (Invisibility, CP never have to lose a friend again.
14; Activate: 1PP; full-round action.) Cyrus since has studied much in the realm of death magic,
Sally built the Power-Seeking Phone out of the shell of an old starting with Louisiana Voodoo/Vaudun, and going back to some
cell phone, using its buttons and most of al its screen. The phone of the "root" belief systems from west Africa. This earned him
can sense the activation of powers, including Inventions or the nickname "Saturday," meant derisively, but when he built a
Gadgets/Power Armour, within 90 ft. (Power Detection, CP 9, reputation as a real practitioner of the dark arts, that name faded
Activate: 1pp; move action.) and he started going by Cyrus Samedi, so named after the loa,
The Power Jammer is built out of the shell of an MP3 player. Baron Samedi. Cyrus' main preoccupation is understanding
It generates a very short-range signal that disrupts the natural Vaudun on the deepest possible level. He sells his services to the
energies that some people seem to use to create super-power highest bidder in order to fund his curiosity.
effects, although it so far has no effect on mysticism and psionics Location: Unknown, Louisiana, USA
(which Sally only just barely believes in). The upshot is that the Power Theme: Cyrus is a Necromancer. His entire power set
Power Jammer grants Sally a PR score of 19. (Resistance: is based around death and the dead, whether he is creating death,
Power, CP 11, Activate: none; use-activated.) or controlling it.
Combat/Tactics: Since Cyrus is not as adept in direct combat
as those he may face, he will generally stand back and direct his 8th-level caster
minions from relative safety. He will cast any appropriate Special Abilities Imposing Presence (+4), Tactical Genius (+4),
defensive spells (that aren't already active) such as Greater Reassuring Presence (+4), Bombastic Aura,
Invisibility and Protection from Arrows/Bullets , and use his Cross-Trained (Concentration), Inflexible Will,
offensive spells as needed. Favoured spells are ranged damage Mind Expansion (Cha +1), Chutzpah!
spells, such as Flame Strike and Ray of Enfeeblement and ranged Wealth 22
touch spells via Spectral Hand. When confronted in his lair, he Equipment Dagger, Bane "good" (1d4, 19-20/x2)
usually has multiple spells cast on the area, such as Desecrate Spells
and Unhallow. 0th All
1st Bless, Burning Hands, Cause Fear (N), Charm
Class Mystic 14 Person, Chill Touch (N), Deathwatch, Detect
Species Human Undead, Mage Armour, Magic Weapon, Ray of
Ethnicity Black Enfeeblement
Nationality American 2nd Command Undead, Cure Moderate Wounds,
ECL 12 (14 levels + 98 CPs) Death Knell, Desecrate, Gentle Repose, Ghoul
Hit Dice 14d6 (71hp) Touch, Protection from Arrows / Bullets, Resist
Mass. Damage 50 Energy, Scorching Ray, Spectral Hand
Initiative +3 3rd Animate Dead, Bestow Curse, Contagion,
Speed 30 ft. Dispel Magic, Halt Undead, Neutralize
Defence 23 (Dex +3, Class +7, Bombastic Aura +3) Poison, Ray of Exhaustion, Searing Light,
Knockback 20 Speak with Dead, Vampiric Touch
Base Attack +11 4th Cure Critical Wounds, Death Ward, Dismissal,
Attacks Unarmed Strike +11 (1d3NL, untrained) Enervation, Fear, Flame Strike, Greater
Bane Dagger +11 (1d4, +2d6 "good") Invisibility, Greater Magic Weapon,
Darkwood staff +11 (1d6/1d6 dmg) Restoration, Stoneskin
Medium Pistol +14 (2d6 dmg, 30’ range, 7 5th Disrupting Weapon, Mage's Private Sanctum,
round clip, armour-piercing rounds -2 DR) Nightmare, Permanency, Raise Dead, Scrying,
Ability Scores Str 10, Dex 16 +3, Con 12 +1 Symbol of Pain, Teleport, Unhallow, Waves of
Int 16 +3, Wis 20 +5, Cha 20 +5 Fatigue
Natural: Wis 16 +3 6th Antilife Shell, Circle of Death, Contingency,
Size/Reach Medium / 5 ft. Create Undead, Dispel Magic, Greater,
Allegiance None Eyebite, Globe of Invulnerability, Symbol of
Saves Fort +10, Ref +10, Will +18 Fear, Undeath to Death, Word of Recall
Action Points 10AP 7th Arcane Sight, Greater, Control Undead,
Reputation +11 Finger of Death, Heal, Resurrection,
Occupation Criminal Restoration, Greater, Sunbeam, Symbol of
Skills 102 Stunning, Symbol of Weakness, Waves of
Autohypnosis +11 (rnk 0), Bluff +10 (rnk 5), Concentration +16 Exhaustion
(rnk 15), Cr: Visual Art +10 (rnk 7), Diplomacy +12 (rnk 5),
Disguise +7 (rnk 0), Gamble +7 (rnk 0), Intimidate +7 (rnk 0), Deadline
Kn: History +8 (rnk 5), Kn: Tactics +8 (rnk 5), Kn: Theology/ (created by Charlie Dunn)
Philosophy +8 (rnk 5), Observe +20 (rnk 15), Repair +18 (art +2,
supertech +6) (rnk 15), Search +13 (rnk 10), Spellcraft +18 (rnk Full Name: Jack Dupp
15), Survival +5 (tracking +2) (rnk 0), Use Device +5 (supertech Appearance: Deadline wears a porcelain mask and a black
+6) (rnk 0) trench coat and fedora. Those who have seen under the mask
Languages English, Latin, French, Haitian, Bantu know that his face is severely burned and unrecognisable. He
Feats doesn't wear it to keep his identity secret. The mask and coat are
Arcane Armour Mastery, Combat Casting, Great Fortitude, Iron in fact manifestations of pure will. They will dissipate on the day
Will (Awesome), Lightning Reflexes, Mystical Aptitude, Power he dies.
Penetration, Extend Spell, Spell Focus (Necromancy) Personality/History : Ace reporter Jack Dupp was
incorruptible. Time after time, he published the dirty laundry of a
Proficiencies Armour (light, medium, heavy), Firearms dark and heartless city. He scoured the underworld to expose the
(personal, advanced), Weapons (simple, worst of humanity to the light of day. This insatiable desire to
archaic, improvised) meet out justice was his undoing.
Power Die 14d10 (92) Following a lead from an anonymous source, Jack followed
Origin Mystic the right-hand man of Vinnie "The Nose" Scarpitelli deep into
Powers Ability Enhancement , Wisdom +4 8CP the warehouse district. He snuck into the abandoned warehouse
Mystic Spell-Casting rnk 8 (0th to 8th) 90CP
with only his courage and his video camera to protect him. Inside Skills 41 points
he found barrels and barrels of toxic waste. Rather than properly Climb +7 (rnk 7), Computer Use +6 rnk 3), Cr: Writing +6
dispose of the sludge that was produced by the city's chemical (rnk 3), Disable Device +10 (rnk 7), Investigate +10 (rnk 7),
factories, The Nose took the money for the disposal contracts and Kn: Current Events +6 (rnk 3), Observe +10 (rnk 7), Repair +3
stored it temporarily before pouring into the sewers. (locks +2) (rnk 0), Search +10 (rnk 7), Sense Motive +10 (rnk 7),
Jack had just finished collecting enough evidence to put The Stealth +9 (rnk 7), Survival +3 (tracking +2) (rnk 0), Treat
Nose away for good when he began to smell an acrid burning. As Injury +4 (rnk 1)
he burst out of the warehouse office he saw the cavernous space Languages English, Spanish, German
filled with smoke and the fierce orange glow on all sides. Feats Brawl, Double Tap, Holdout, Point Blank Shot
Seconds later the warehouse exploded with enough force to level Proficiencies Armour (light), Firearms (Personal, Advanced)
all the surrounding structures, spreading a toxic cloud over the Weapon (Improvised)
area. Jack Dupp had only enough time to try to shimmy down the Class Features: Connection (4CP), Investigative Knack,
floor drain when the building went up, but not before he was Bonus Feat: Iron Will, Slippery Mind,
horribly scarred and changed for life. Sharp Eyes I, Sixth Sense
Regaining consciousness on the banks of the river, a shadowy Powers 35cp
figure rose up, a force of justice and vengeance. Having no Amazing Accuracy +10 20CP
fingerprints, no face and no identity, he took the name Deadline. Amazing Initiative rnk 5 (Initiative +5) 5CP
He dons a white porcelain mask, a symbol of the empty page yet Amazing Leap, Wall Spring 3CP
to be printed, and travels the darkened streets in a black suit, Catfall rnk 2 4CP
trench coat and fedora. His weapon is the gun, his justice is final, Danger Sense 3CP
and his mission is to wipe the city clean once more. Advantages 7cp
Location: New York, NY, USA Amazing Costume 2CP
Power Theme: Deadline's powers are, like his costume, Database/Library rnk 2 4CP
manifestations of pure, angry will power, awakened by the Fearless 3CP
accident that cost him his face. They give him an unusual Skill Points rnk 4 (16 points) 2CP
sensitivity to danger as well as physical toughness. Comps +4cp
Combat: Deadline prefers to get the drop on his opponents, Calling Card +2CP
hitting them hard so they never get a chance to hit back. He Insatiable Curiosity +2CP
sneaks up on them, often counting on his high initiative to get the Wealth +9
first blow, and then unloads his pistol. Deadline is very careful Equipment Amazing Costume (black trench-coat and two-
about who he kills, though, and so he's trained himself to hold his piece suit, white featureless mask)
own in a fist-fight without doing permanent harm. His justice Medium Pistols (2) "Colt 1911"
may be blind, but it's not without mercy. Hand-Held Digital Video Camera (30 minutes
of memory)
Class Sleuth 4
ECL 4 (4 levels + 40cp) Doc Sprocket
Species Human (created by Jan-Carlo "Jay" Garcia)
Ethnicity White
Nationality American Full Name: n/a
Hit Dice 4d6 HP (16) Appearance: Doc Sprocket is an intricately worked, well-
Power Points 6+3d6 (16) articulated bronze-and-steel robot dressed in a snappy, but
Origin Psionic somewhat worse-for-wear, pin-stripe suit and top-hat. The Doc's
Initiative +7 immobile face is decorated with precious metals, gold and silver,
Speed 30ft its fingers are tipped with soft leather, and its feat covered in
Defence +17 (Class +2, Dex +2, Danger Sense +3) rubber treads, although it insists on wearing size-16 wing-tips
Touch +17; Touch: +17 , Flat Footed: N/A with spats. When it goes out in public, it tends to wear its suit
Base Attack +3 (mêlée: +3, ranged +13) and top hat, black gloves, a thick scarf wrapped around its lower
Attacks Fist +4 (1d6 non-lethal) face, and large sunglasses over its "eyes." Its voice emanates
Medium Pistol +15 "Colt 1911" (2d6 ballistic) from its head, but its lips do not move, and it sounds like a
Double Tap Colt 1911 pistol +13 (3d6 ballistic) record-player from the 1890s. The Doc has never allowed anyone
Ability Scores Str 10, Dex 14 +2, Con 10, to open it and inspect its inner workings. However, passive
Int 16 +3, Wis 16 +3, Cha 8 -1 observation indicates that it contains technology and materials
Size/Reach Medium / 5 ft. from a variety of historical eras, including Hellenic mechanics,
Saves Fort +2, Ref +7, Will +9 Medieval metallurgy, Victorian steam power, automobile parts,
Reputation +0 and modern electronics.
Action Points 8 Personality/History : As part of an estate salvage sale,
Occupation Investigative carnies from one of America's great travelling carnivals
purchased an odd item quite cheaply: an ancient-looking steamer Attacks Unarmed Strike +19/+14 (d6 +8 NL,
trunk with the words "Doc Sprocket" stencilled in fading black Knockback +8); Pugilism Mode +19/+14 (6d6
ink on the side. Locked within was the folded form of the Doc +8 NL, Knockback +8)
himself. Padded around this "statue" were decaying clothes from Ability Scores Str 26 +8, Dex 25 +7, Con n/a (Robot),
a variety of eras; ancient Greek togas, Renaissance doublets and Int 10, Wis 8 -1 , Cha 26 +8
hose, Victorian gentlemen's evening-wear, and (the last being the Natural: Str 18 +4, Dex 17 +3, Cha 20 +5
least ruined) a dark blue threadbare suit with matching top hat. Size/Reach Medium / 5 ft.
The statue was dressed in the suit and hat and put on display in Allegiance Strangeness
their Gallery of Curiosities. The day after it went on display, it Saves Fort +9, Reflex +12, Will +4
went missing. Action Points 10 AP
Doc Sprocket no longer remembers for what reason it was Reputation +9
created. All it knows is that it seeks to find and protect Occupation none (Robot)
"strangeness." Thankfully for the world, it finds most humans Skills 52
"strange." Climb +18 (rnk 10), Intimidate +15 (rnk 10), Jump +20 (rnk 10),
Delusions of Humanity (Custom Mental Comp): Doc Observe +4 (rnk 5), Repair +10 (rnk 10), Treat Injury +4 (rnk 5),
Sprocket is (apparently) a clockwork and steam-driven robot that Tumble +16 (rnk 5)
thinks that it is human. Nothing that anyone can do or say will Languages English
dissuade it from believing this fact. It does realise that even for a Feats Brawl (Knockout Punch), Great Fortitude
human, it is rather unusual, but highly unusual humans are all (Awesome), Power Attack (Improved
over the place. The Doc believes in its humanity so strongly that Knockback, Awesome Knockback), Standing
it reacts "appropriately biological" even when it shouldn't. If it Jump, Toughness x4
becomes aware of an effect that should harm a human, it will Proficiencies Armour (light, medium, archaic), Shields,
mimic whatever it thinks a human reaction would be, "drowning" Weapons (archaic, simple, improvised, over-
underwater, "asphyxiating" from lack of oxygen, making sized), Firearms (personal, advanced)
coughing noises in smoke, or even suffering from a Power Die 35 PPs
psychosomatic flu. For game purposes, this means that Doc Origin Supertech
Sprocket rolls a Will save (instead of a Fortitude save) against Powers 100cp
any such effects once it becomes aware of them, and it suffers the Ability Enhancement , Str +8, Dex +8, Cha +8 48cp
appropriate consequences. If it doesn't know the appropriate Amazing Leap, Powered rnk 4 (Jump +50) 5cp
consequences, the Doc will fake them. Catfall 60 ft. 4cp
Location: Vancouver, BC, Canada Damage Reduction, DR 30, Density Increase x4 30cp
Power Theme: Doc Sprocket's "powers" are all the results of Mighty Lifting 2 Ranks (x3 to lift) 4cp
its robotic body, as such it's tougher and faster than humans, and Natural Weapons "Pugilism Mode" 9cp
surprisingly agile. Its main weapons are two ratcheting, steam- Improved Damage 6d6, Retractible
impact fists. When "the gloves come off," his forearms revolve
outwards and expand, steam hisses from artfully-concealed Special Abilities Swaggering Bravado, Iconic Attack +3,
brass-and-steel fittings, and the fingers of its hands telescope Chutzpah!, Iconic Presence +1, Bombastic
outward and lock into "Pugilism Mode." Aura I, Bonus Feat (Brawl, Knockout Punch,
Combat: The Doc is a speedy, hand-to-hand brawler who Power Attack), Unshakable Resolve
leaps into the fray with simulated gusto. It is seemingly incapable Ads Highly Experienced (Robot LA +1) 10cp
of deliberately harming an innocent human, but anyone it Skill Points rnk 1 1cp
identifies as a "villain" or "monster" will receive a good Comps Bizarre Area Effect 2 Ranks +4cp
thrashing. Doc Sprocket has little technique and no panache, but Delusions of Humanity (custom) +6cp
it makes up for that with single-mindedness. Wealth +10
Location: Vancouver, BC, Canada Int 11, Wis 11, Cha 12 +1 +20CP
Power Theme: Little Dragon's powers are all based in the Size/Reach Medium / 5 ft.
martial arts, but they long ago took on almost mythic proportion. Allegiance Vancouver, BC, Canada
He can punch through solid steel, run through the air, deflect Saves Fort +13, Ref +20, Will +13
bullets with the flat of his hand, and hurl bolts of pure energy. Action Points 20
Combat/Tactics: Little Dragon prefers not to fight. He goes Reputation +14
out of his way to offer non-violent options whenever a fight Occupation Adventurer
starts and keeps offering those non-violent options while he Skills 164
fights. When he has to defend his own life or someone else's, he Diplomacy +20 (rnk 10), Gather Info +20 (rnk 10), Intimidate
uses the minimum force that he deems necessary. He often puts +16 (rnk 10), Jump +59 (rnk 20), Kn: Civics +14 (rnk 10), Kn:
himself at a serious disadvantage and has occasionally been Theology/Philosophy +14 (rnk 10), Observe +15 (rnk 10),
seriously injured as a result, but he is simply not one to raise his Profession +25 (rnk 20), Ride +10 (rnk 0), Sense Motive +15
fists in anger if there is any other option. (rnk 10), Swim +21 (rnk 20), Treat Injury +15 (rnk 10), Tumble
That said, when he does choose to fight, he is fully capable of +34 (rnk 24)
wreaking monumental destruction. He is reluctant to use his Languages English, Cantonese
powers partly because he knows just how strong he is, but when Feats
he does, he single-mindedly and without hesitation poors all of Action Hero, Blind Fight, Combat Expertise, (Improved Disarm,
his strength and will into subduing the target. This often means Improved Trip), Combat Martial Arts (Improved, Advanced),
rendering that target unconscious or otherwise unable to do harm, Endurance (Diehard), Improved Unarmed Damage ( Pressure-
but it has occasionally meant that target's utter and complete Point Attack, Crippling Blow, Stunning Fist), Combat Reflexes,
destruction. Little Dragon has a long, long fuse, but when he Cooperative Attack (Improved), Defensive Martial Arts (Combat
goes off, the results are mythic. Throw [Improved], Deflect Arrows [Improved]), Dodge (Agile
Riposte, Mobility, Spring Attack, Whirlwind Attack), Heroic
Class Martial Artist 10 / Champion 10 Intervention, Improved Initiative, Light-Footed, Lightning
Species Human Reflexes, Power Attack (Cleave), Quick Change, Run (Fast
Ethnicity Chinese Move), Standing Jump, Super Strike, Toughness (Hard to Kill,
Nationality Canadian Swift Healing), Weapon Finesse
ECL 20 (20 levels + 202CP)
Proficiencies Armour (light, medium, heavy), Firearms
Hit Dice 10d8 + 10d12 (177HPs)
(personal, advanced), Shields, Weapons
Mass. Damage 50HPs
(simple, archaic, improvised, over-sized)
Initiative +12
Power Die 10d8 / 10d6 (84)
Speed 40 ft.
Origin Mystical
Defence 39 +71 +22 (Dex +7, MA +5, Chp +5,
Powers 176cp
Bombastic Aura +7 1, Dodge +22, Defensive
Ability Enhancement 70cp
Martial Arts +2, Amazing Deflection +5,
Con +4, Dex +12, Int +2, Wis +5, Cha +12
Amazing Dodge +5)
Amazing Deflection rnk 5 (+5) 10cp
Touch: 33 +71, Flat-Footed 32
Amazing Dodge rnk 5 (+5) 10cp
Combat Expertise: up to +5 to Defence
Amazing Leap Powered rnk 2 (Jump +30) 0cp
Knockback 25
Damage Reduction, 20/super, active, automatic 33cp
Base Attack +20/+15/+10/+5
Energy Attack: Concussive, ranged 100 ft., 10d6, 38cp
Mêlée: +22/+17/+12/+7,
non-lethal, touch attack, improved critical damage/range
Ranged: +28/+23/+18/+12
Catfall 30 ft. (class feature)
Attacks
Flight 30 ft (average) 5cp
Unarmed Strike +28/+23/+18/+13
Thick Skinned 10cp
(1d10 + 2, 19-20/x3, lethal/non)
Special Abilities
Energy Strike +28/+23/+18/+13
Martial Artist: Combat Martial Arts, Improved Unarmed
(1d10 +10d6 19-20/x3, mêlée,concussive, non-lethal)
Damage I, Evasion, Defensive Awareness,
Energy Attack +28/+23/+18/+13
Uncanny Dodge (Improved), Bonus Feats x4,
(10d6, 19-20/x3, 100' range, concussive, non-lethal)
Float Like a Butterfly, Protective Instincts
Special Attacks
Champion: Swaggering Bravado, Iconic Attack,
One-Inch Punch (Iconic Attack) +3 hit/dmg
Chutzpah!, Iconic Presence, Bombastic Aura,
Pressure-Point Attack (-1 Attack, -2 Defence)
Bonus Feats (x3), Unshakable Resolve
Crippling Blow (-1 Strength or Dexterity)
Ads Feat x17 34cp
Comps Hero's Code: Mercy, Extreme Mercy +8CP
Ability Scores Str 14 +2, Dex 26 +8, Con 16 +3,
Wealth +16
Int 14 +2, Wis 16 +3, Cha 26 +8
Equipment Yellow Track Suit
Natural: Dex 14 +2, Con 12 +1,
'71 Buick (w fuzzy dice/ seats)
calling himself the Mad Engineer, because he's not a mad Action Points 20APs
"scientist." He's an engineer. He builds things. Things that work. Reputation +6
The Mad Engineer largely builds things out of interest, Occupation Technician (Comp Use, Craft [chemicals,
sometimes just assembling parts until they become something, electrical, mechanical, structural], Knowledge
almost as if the parts have a mind of their own. He becomes [business, earth/life sci, physical science, tech],
instantly uninterested in them as soon as they're done, and he has Repair, Research
seemingly no awareness that some of them are quite dangerous, Skills 414
but neither is he interested in hurting anyone. The inventions are Computer Use +35 (rnk 20), Cr: Chemical +27 (rnk 20),
their own reward. He sells whatever he makes in order to buy Cr: Electronic +35 (rnk 20), Cr: Mechanical +35 (rnk 20),
more parts to make more inventions, and he's both very happy Cr: Pharmaceutical +27 (rnk 20), Cr: Structural +35 (identify
and very rich as a result. weak points +8) (rnk 20), Demolitions +35 (identify weak points
Location: Vancouver, BC, Canada +8) (rnk 20), Disable Device +27 (electronics +8) (rnk 20),
Power Theme: The Mad Engineer's main powers are Super Drive +14 (rnk 10), Investigate +7 (crime scene analysis +8)
Intelligence and Supertech Invention. He uses those powers to (rnk 0), Kn: Business +27 (rnk 20), Kn: Earth/Life Sciences +27
build Supertech devices and very little else. (rnk 20), Kn: Physical Sciences +27 (rnk 20), Kn: Popular
Note to GMs: the Mad Engineer is a great justification for the Culture +12 (rnk 5), Kn: Technology +27 (rnk 20), Navigate +17
presence of Wondrous Supertech to your game. Anyone who (rnk 10), Pilot +10 (rnk 10), Profession +20 (rnk 20),
takes an Item power (Esoteric Items, Gadgets, Iconic Items, and Psicraft +12 (rnk 5), Repair +31 (electronics, engines/machines,
Power Armour) but doesn't have a good reason to have made buildings, locks +8; supertech +14) (rnk 24), Research +27
such an Item him/her/itself could have simply purchased it from (rnk 20), Search +7 (secret doors/compartments +8) (rnk 0),
the Mad Engineer. Spellcraft +12 (scrolls, power stones, knobs +4) (rnk 5),
Combat/Tactics: The Mad Engineer does not often get into Supercraft +50 (rnk 35), Treat Injury +28 (rnk 20), Use
fights. He has almost not combat skills, and anybody who knows Device +10 (supertech +14; psionic, mystic +4) (rnk 10),
him either wants to do business with him at some point in the Languages Cantonese, Czech, English, French, Japanese,
future or is afraid of that he might have rattling around in his Latin, Mandarin
pockets. If and when the Mad Engineer ends up in the middle of Feats
a skirmish, he touches a button on his watch and it expands into a Control Anything Mastercraft (Advanced), Invent Super
suit of full-body armour. Equipment (Invent Super Armament, Invent Doohicky, Invent
Ray Gun, Improved Ray Gun, Invent Gizmo, Invent
Class Inventor 20 Superchemical), Skill Aptitude x3: Supercraft
Species Human
Proficiencies Armour (light, heavy)
Ethnicity Chinese
Power Die 20d12 (135PPs)
Nationality Canadian
Origin Supertech
ECL 20 (20 levels + 200CPs)
Powers Supertech Invention free
Hit Dice 20d4 (51.5 HPs)
Increased Power rnk 18 64cp
Mass. Damage 50
Multiple Activations, Sustain Power
Initiative +0
Special Abilities Bonus Feats x5 (General, Supertech, Vehicle),
Speed 30 ft.
Supertech Invention (I, II, III), Special Ability
Defence 16 (Cls +6)
(Delay Disaster, Encyclopaedic Memory, Jack
Armoured 35 (Cls +6, Plate Mail +19)
of All trades, Learn From Your Mistakes,
Touch: 16, Flat-Footed: 35
Steady Hands, Rapid Deployment Cycle, Plot
Knockback 16 HPs
Device, Bafflegab), Invent Nullifier
Base Attack +10 / +5
(Penetration, Ranged 25 ft.)
Mêlée: +10 / +5, Ranged: +10 / +5
Wealth +30
Attacks
Ads Database/Library rnk 2 4cp
Blaster: Ranged 100 ft. +10+/5 ray,
Comps Glass Jaw rnk 2 (Crit x4) +4cp
(6d6, cold, lethal/non-lethal, 19-20/x3)
Insatiable Curiosity +2cp
Blaster: Cone 40 ft., (6d6, cold, lethal/non-lethal, Ref. 20 [half])
Magnetic Signature +2cp
Wrap In A Can, Ref. DC = Attack Roll,
Equipment
5-ft. Spread DC = ½ Attack Roll
Healing Gloves, move-action touch +10/+5 (10d6 healing)
Instant Armour Plate Male, Armour +9, Max Dex +4, Equip
Penalty -4, Hardened (Armour +1), Ultra-Light
Ability Scores Str 11, Dex 11, Con 11
(Max Dex +3, Equip Penalty +2, Speed +10 ft.,
Int 24 +7 (natural), Wis 11, Cha 11
Weight -75%), Enhancement (Supertech) +10,
Size/Reach Medium / 5 ft.
DR 7/Super, Retractible (wristwatch)
Allegiance Science!
Saves Fort +6, Ref +6, Will +2
The Mad Engineer built the Instant Armour as his first line of Restoration [6pp Full-Round Action], CP 20, Activate: 1pp per
defence in case he ends up in a the midst of a fight. He is quick 1d6 (By CL))
to activate it and then remove himself from a fight or simply hide
somewhere safe. When it's retracted, the Instant Armour takes Wrap In A Can is a cylindrical device that shoots out a sheet
the form of an expensive-looking wristwatch. of what looks like plastic-wrap but is far stronger. It instantly
sticks to almost anything, most especially itself, which in effect
The Mad Engineer's Inventions means that it tends to wrap itself around whatever it touches. The
The Inventions that Tsang carries with him tend to be non- Mad Engineer uses Wrap In A Can when he wants to capture
lethal and highly functional. He machines his own parts, which someone and talk to them; all he has to do is cut a hole in the
costs more but produces more attractive and convenient Wrap, which also helps the subject breath. He has improved the
Inventions, and they tend to have an aesthetic that incorporates design over the years so that the Wrap seriously debilitates its
rounded corners and chrome: Space Opera meet fifties American targets' ability to move (Improved Entangling rank 2), and it
automobiles. He carries 40CP worth of Inventions at any given spreads outwards from its target (Expanded Entangling). If his
time, to be selected from the following list. GMs can also, of targets are clumped in a small area, he can also simply empty the
course, give him any new Invention that they might think of. can into the area (Voluminous Entangling). The Mad Engineer
has works for years to make the Wrap nearly unbreakable
The Anti-Gravity Rod renders the wielder's body imune to the (Strength 24). (Webbing, 50 ft. range, Str 24, Improved
effects of gravity and inertia. By also emitting powerful bursts of Entangling rnk2, Expanded Entangling, Voluminous Entangling,
kinetic energy, it allows the Mad Engineer to fly through the air CP 14, Activate: 1pp per 50 ft. [By CL]; use-activated [attack].
with extreme precision and speed. He usually uses it to simply
remove himself from a dangerous situation, if at all possible. Minion
(Flight, Flight Skill Excellent, Speed 160 ft/mph, CP 24, Minions are low-level, quasi-loyal followers who do the
Activate: free; free) bidding of a leader, often a Mastermind or a Champion. They are
non-combat characters, but they can have a variety of uses.
The Blaster emits inverse microwaves which instantly freeze Minions can, for example, do bank runs, perform mundane
whatever they're pointed at, and when in non-lethal mode, they labour, answer phones, relay information, act as spies, or even
simply render the targets so numb that they fall to the ground. It parley with the enemy. They do not, however, have any combat
looks like a prop from a 60s science-fiction TV show, with a abilities. They cower and surrender at the first sign of violence.
small radar dish at the tip and a rounded, oblong grip. The Mad They have no feats and certainly not powers. They don't even
Engineer almost always uses it in non-lethal mode, but he will have a BAB.
defend himself with deadly force if he deems it necessary. He
will use the Cone mode if his attackers are within its radius, and Class n/a
the Ranged mode if they are not. He doesn't mind hitting Species any (without special abilities)
bystanders, but only if the Blaster is in non-lethal mode. (Energy ECL ½
Attack, Cone or Ranged, 6d6, Cold, Touch Attack, Improved Hit Dice 1d4 (2HPs)
Critical Damage/Range, Knockback, Controlled Damage; CP 35, Mass. Damage 10
Activate: 1pp per 1d6 (By CL)) Initiative +0
Speed 30 ft.
The Force Shield is a small, shield-shaped disk that the Mad Defence 10
Engineer grips in his hand. The edges of the disk project a globe Touch: 10 , Flat-Footed: 10
of agitated molecules that react to physical force or powerful Knockback 0
energy by swirling close together and thus protecting whomever Base Attack n/a
is within the globe. If the Mad Engineer has to remain mobile or Attacks none (cower in fear at any sign of danger)
agile, he uses the Force Shield rather than his Instant Armour. Ability Scores Str 10, Dex 10, Con 10
(Force Field, Tough Bubbles (Will +20), CP 36, Activate: 1pp Int 10, Wis 10, Cha 10
per 1d6; move action, Sustain: per round/hour; free action) Size/Reach Medium / 5 ft.
Allegiance Leader
The Healing Gloves are covered with micro-needles at the Saves Fort +0, Ref +0, Will +0
fingertips and those needles deliver a short-living retrovirus that Action Points n/a
both supplies nearby cells with calories and instructs them to Reputation +0
devote all their energy to healing process. The upshot of the Occupation none
effect is that subjects heal as they would normally but at a highly Skills none
accelerated pace. The backs of the gloves are covered with a Languages a single language (Leader's choice)
series of chambers, delivery tubes, and a delicate sensory web Feats none
that maintains just the right levels of retroviral matter so as not to Proficiencies none
inadvertently give the patient cancer. ( Healing Touch, Move- Power Die n/a
Action Healing, Full-Attack Healing, Lesser Restoration rnk I, Origin n/a
Powers none a perceived villain. When attacking a villain is the quickest way
Special Abilities none to solve a problem, however, she leaps into action, first using her
Wealth +0 Comet Collision (Iconic Attack) against the most powerful
Equipment provided by Leader opponent, and then slugging it out with anyone left standing.
Ads none
Comps none Class Charismatic 2 / Strong 4 / Champion 6
Species Human
Ms. Comet Ethnicity Jewish
(created by Randall "Rando" Donaldson) Nationality American
Mixed-Class Sample Character ECL 12 (12 levels + 121CPs)
Hit Dice 2d6 Charismatic / 4d8 Strong /
Full Name: Carol Moritz 6d12 Champion (106HPs)
Appearance: Carol is a tall, striking woman with a head of Mass. Damage 50 HPs
curly black hair and nearly olive-toned skin. Her brown eyes Initiative +2
have been known to make grown men, and none too few women, Speed 30 ft.
weep. She stands proudly, feet planted and shoulders level. She is Defence 22 +8* (Dex +2, Class +6, Amazing
covered in muscles from neck to ankles, although she hides it Defence +4, *Bombastic Aura +8)
well with creative tailoring. Ms. Comet wears a red-and-yellow Touch: 22, Flat-Footed: 20, DR 5/super
costume with a flaming comet on the chest, and when Carol Knockback 29
invokes any of her powers, her hair turns bright red and her body Base Attack +11/+6/+1
becomes engulfed in a very small aura of flame which radiates a Mêlée: +21/+16/+11, Ranged: +13/+8/+3
small amount of heat, but not enough to do damage. Attacks Unarmed Strike +23/+18/+13 (1d8 +10 NL)
Personality/History : Carol Moritz was born in Manhattan's Energy Attack +22/+17/+12 (6d6 +1 cold)
Lower East Side, the daughter of progressive Jewish parents who Special Attacks Iconic Attack "Comet Collision" (charge +4)
had a life-long in social justice. Upon graduation from Yeshiva Ability Scores Str 30 +10, Dex 14 +2, Con 14 +2,
University, she became a career and academic councillor. After a Int 16 +3, Wis 14 +2, Cha 26 +8
series of brief positions at various universities, she found herself Natural: Str 18, Int 16, Wis 14, Cha 16
in Honolulu, counselling students at the University of Hawaii at Size/Reach Medium / 5 ft.
Manoa. Allegiance Social Justice
On a hike near a dormant vulcano, Carol slid into a lava Saves Fort +9, Ref +9, Will +8
outlet and found herself trapped in the heart of the ancient Action Points 12
mountain. She followed the only path available to her, which Reputation +8
only lead her deeper into the vulcano. After a whole day of Occupation Academic (Comp, Kn [bus, civics])
following the caverns, she found a chamber deep underground. Skills 132
The chamber glowed with a dull blue light. With nowhere else to Bluff +17 (rnk 7), Cr: Chemical +3 (research +2) (rnk 0),
go, she pushed on but soon passed out from exhaustion. When Cr: Electronic +3 (research +2) (rnk 0), Cr: Mechanical +3
Carol woke up, she felt not only refreshed but invigorated. She (research +2) (rnk 0), Cr: Pharmaceutical +3 (research +2)
kept moving until she came to a point from which she could see (rnk 0), Cr: Structural +3 (research +2) (rnk 0), Cr: Visual Art +3
daylight a hundred feet above her. Frustrated, she reached for the (research +2) (rnk 0), Cr: Writing +3 (research +2) (rnk 0),
light only to find herself floating upward toward it. She flew into Diplomacy +29 (rnk 15), Disguise +10 (rnk 0), Gather Info +29
the air above the vulcano and found she could control her ascent (rnk 15), Intimidate +25 (rnk 15), Kn: Art +3 (research +2)
and descent with a thought. Over the next few weeks, Carol (rnk 0), Kn: Behavioural Sciences +10 (research +2) (rnk 7),
discovered that the mysterious radiation had also toughened her Kn: Business +3 (research +2) (rnk 0), Kn: Civics +10
body, making her strong and tough, and even able to survive (research +2) (rnk 7), Kn: Current Events +10 (research +2)
without oxygen and in the vacuum of space. (rnk 7), Kn: Earth/Life Sciences +3 (research +2) (rnk 0),
Location: Hawaii, USA Kn: History +3 (research +2) (rnk 0), Kn: Physical Sciences +3
Power Theme: Ms. Comet's powers are heat-based, despite (research +2) (rnk 0), Kn: Popular Culture +3 (research +2)
the fact that comets are balls of frozen gas. The radiation caused (rnk 0), Kn: Tactics +3 (research +2) (rnk 0), Kn: Technology +3
her body to absorb some of the Earth's volcanic heat, which she (research +2) (rnk 0), Kn: Theology/Philosophy +10
can release upon command (Energy Attack). It also made her (research +2) (rnk 7), Observe +17 (rnk 15), Repair +3
body strong and her mind keen, a combination which also made (research +2) (rnk 0), Research +10 (rnk 7), Sense Motive +17
her inhumanly charismatic. (rnk 15), Treat Injury +17 (rnk 15),
Combat/Tactics: Ms. Comet always works, first, to clear any Languages English, Hebrew, Arabic
endangered bystanders from an area, often carrying them to Feats Windfall x2, Skill Aptitude (Diplomacy),
safety in her arms, on her back, or in a convenient vehicle which Brawl (Improved), Iron Will, Point-Blank Shot,
she can fly to safety. She does not consciously prioritise; it is Power Attack, Weapon Focus (Energy Attack)
simply part of her personality that she gives aid before attacking Proficiencies Weapons (simple, archaic, over-sized), Shields,
Armour (light, medium, heavy, archaic), relying on his luck and agility to dodge bullets and other
Firearms (personal, advanced) projectiles. Although the loa does not fear death, Calvi does, and
Power Die 2d6 Charismatic / 4d6 Strong / he will reassert his will and flee the scene if he senses he is in a
6d6 Champion (78PPs) hopeless situation.
Origin Cosmic
Powers 131cp Class Champion 5
Ability Enhancement 68cp Species Human
Str +12, Dex +4, Int +4, Wis +4, Cha +10 Ethnicity Black
Amazing Defence rnk 4 Defence +4 4cp Nationality Canadian
Damage Reduction rnk 6 12cp ECL 6 (10 levels + 53CP)
Energy Attack: Ranged, 50 ft., 6d6, heat (lava blast) 12cp Hit Dice 5d12 (41hps)
Flight, Flight Skill rnk 1, Good, Flight Speed rnk 4, 120 ft. 25cp Mass. Damage 50hp
Cruising Speed rnk 2, 360 ft., Vacuum Flight Initiative +6
Mighty Lifting rnk 3 6cp Speed 30 ft.
Need Not Breath 4cp Defence 21 (Class +4, Dex +2, Bombastic Aura +5)
Special Abilities Touch: 21, Flat-Footed: 19
Talents Coordinate, Ignore Hardness (Improved) Knockback 14
Class Features Swaggering Bravado, Iconic Attack +4 (Comet Base Attack +5 (mêlée +5, ranged +7)
Collision), Chutzpah! +2, Iconic Presence +2, Attacks Bladed Top Hat (ranged) +13 (1d4 +5)
Bombastic Aura I, Bonus Feat Ability Scores Str 10, Dex 14 +2, Con 16 +3,
Wealth +18 Int 12 +1, Wis 10, Cha 21 +5
Ads Field Commander rnk 2 6cp Size/Reach Medium / 5 ft.
Windfall rnk 2 4cp Allegiance The Lower-East Side
Comps Bizarre Area Effect rnk 2 (fire aura) +4cp Saves Fort +4, Ref +5, Will +5 (-2 save vs. magic)
Hero's Code: Loyalty, Mercy +6cp Action Points 5
Monologuer rnk 2 +6cp Reputation +6
Occupation Criminal
Mistah Two Hatz Skills 32
(created by Scott Sharplin) Bluff +12 (rnk 7), Diplomacy +12 (rnk 5), Gather Info +12
(rnk 5), Intimidate +15 (rnk 8), Kn: Popular Culture +3 (rnk 1),
Full Name: Calvin Williams Sense Motive +5 (rnk 5), Sleight of Hand +5 (rnk 1),
Appearance: Mistah Two Hatz’s features suggest African Langauges English, French
descent, yet his skin is chalky white. He dresses eccentrically but Feats Home Turf Advantage, Improved Initiative,
immaculately, his long, dark coat and suit suggestive of a Iron Will
colonial past. However, his defining feature is always his hat: Proficiencies Armour (light, medium, heavy), Firearms
either a gleaming black silk top hat, or (when the top hat is (personal, advanced), Shields, Weapons
removed) a writhing mass of red, snakelike horns. (simple, archaic, improvised, exotic [Bladed
Personality/History : Calvin was a leg-breaker for a black- Top Hat])
market antiques trader until he happened to find a top hat Power Die d6 (17pp)
possessed by an ancient voodoo loa spirit. The loa now inhabits Origin Mystic
Calvin's body, merging with his personality to create a chaotic Powers
cocktail of greed, pride, and twisted self-righteous justice. While Amazing Accuracy rnk 5 (Ranged +5) 10cp
Calvin’s old personality occasionally becomes dominant, the Amazing Dodge rnk 5 (Dodge +5) 10cp
confident loa has much more power. Charismatic Aura 15-foot range, Variable (charm or repel) 22cp
Location: Vancouver, BC, Canada (Lower-East Side) Move-Action Activation
Power Theme: The loa’s power seems like luck to outside Esoteric Item "Bladed Top Hat" 12CP
observers, but in reality, it stems from a heightened awareness +5 hit/damage, Returning (+1)
and dexterity. Mistah Two Hatz also radiates preternatural Special Abilities Swaggering Bravado, Iconic Attack (Hat
emotional energy, alternately charming or terrifying his foes into Trick), Chutzpah!, Iconic Presence, Bombastic
submission, depending on which hat is visible (the 'terror' hat Aura, Bonus Feat (Iron Will)
hides beneath the 'charm' hat, leading his enemies to advise, Ads Amazing Costume 2cp
'Don’t make him take off his hat!'). Good Rep rnk 2 (Rep +2) 2cp
Combat/Tactics: Mistah Two Hatz tends to rely on his Comps Animal Antipathy rnk 2: Hostility +3cp
emotional powers to forestall combat as long as possible, but Vulnerability (Mystic) rnk 2 +2cp
once committed, he fights with fierce delight and rarely shows Wealth +8
mercy. If his terror compulsion fails to deter foes, he will retreat Equipment Bladed Top Hat (Esoteric Item)
to a greater distance and launch his top hat as a ranged weapon,
will always, always, rise from his own corpse to finish the battle.
Full Name: Nεστορ Κατσυφρακις (Nestor Katsufrakis) He always activates his armour, regardless of threat level, and
Appearance: Nestor is a tall, powerful man with dark hair, then usually employs Intimidation to scare his enemies into
olive skin, and deep, brown eyes. He dresses in modern Greek submission. If that does not work, he gauges the enemy's strength
clothing, but when he operates as Phoenix Maximus, he changes and decides how much force is necessary to neutralise them. He
into the mystical armour that his father gave him: helm, has, on a few occasions, simply employ blinding, deadly force
breastplate, shield, grieves, and bracers. Under his armour, he upon first encountering a dangerous opponent, but for the most
wear a modern bodysuit, decorated in a pattern of reds and part, he matches force for force, first non-lethal hand-to-hand
oranges, and modern footwear, usually a heavy boot. combat, then low-powered but lethal flame strikes ( Energy
Personality/History : Nestor is a native of Kerkyra ("Corfu") Attacks), and finally, high-powered flame strikes. Phoenix
who joined the Greek army as soon as he was old enough and Maximus does not shy away from deadly force because he is
was killed in action very soon after. On the day of his own squeamish or even out of a simple moral injunction against
funeral, he returned wearing Ancient Greek armour and killing. Instead, he merely believes that killing is unnecessary
surrounded by divine flame. He explained that he was, in fact, and counter-productive to his ultimate goal of creating stable,
the most recent mortal son of Ares, whom most think of only as global, peaceful order.
the god of war, but also the god of civil order and courage. Ares
took pity on his dead son and granted him a form of immortality. Class Soldier 20 / Mastermind 20
Like the Phoenix, whenever Nestor dies, he rises from his own Species Human/Olympian
corpse. Ethnicity Phaiakes (Kerkyran)
Nestor took the name "Phoenix Maximus" and started Nationality Greek
operating as Greece's national defender. Despite his father's thirst ECL 40 (40 levels + 403 CPs)
for war, Phoenix Maximus believes that global peace is in Hit Dice 20d10 + 20d6 (340 HPs)
Greece's best interests, so he consistently fights for peace rather Mass. Damage 50HPs
than military dominance, much to the disappointment of certain Initiative +4
members of the Greek government. The EU granted him special Speed 30 ft.
law-enforcement powers only a few years after his debut as a Defence 45 +21 +72 (Sld +12, Mst +9, Dex +4, Power
hero, and he joined the Global Guardians during the most recent Armour +10, Armour Specialisation +1,
attempted extra-terrestrial invasion of Earth. 1
Dodge +2, 2Bombastic Aura +7)
Since his rebirth, he has also become a pious worshipper of Touch: 31 +7*, Flat-Footed: 36 +7*
the Ancient Greek Pantheon, and he accepts the prayers of many Knockback 39
around the globe because he considers himself to be at a demi- Base Attack +35/+30/+25/+20/+15
god. Many of his fellow Greeks do not believe his story of divine Mêlée: +42/+37/+32/+27+22
progeny, however—it's a majority Christian nation—and Ranged: +39/+34/+29/+24/+19
therefore they strongly object his pretension to god-like status. Attacks
Phoenix Maximus is a collection of philosophical paradoxes. Unarmed Strike +43/+38/+33/+28/+23 (1d4 +7 20/x2)
He believes that only strength of arms can guarantee global Medium Pistol +40/+35/+30/+25/+20 (2d6 20/x2)
peace, and he occasionally implies that a global, fascist state with Rapid Shot +38/+38/+33/+28/+23/+18 (2d6 20/x2)
himself as the leader would guarantee freedom and social order Manyshot +36/+36 (2d6 20/x2)
throughout the world. When asked about this position, he has Flaming Spear (Ranged Energy Attack) 100 ft. / ranged touch
answered, "Wouldn't the world be better with me in charge?" +43/+38/+33/+28/+23 (1d6 – 10d6 19-20/x2)
Location: Kerkyra, Greece Rapid Shot +41/+36/+31/+26/+21 (1d6 – 10d6 19-20/x2)
Power Theme: Phoenix Maximus's powers all derive either Manyshot +39/+39 (1d6 – 10d6 19-20/x2)
from his father's gift of pseudo-immortality or the mystical Special Attacks
armour that he gave his son after his rebirth. His skin is Sneak Attack +5d6
supernaturally tough. He also heals at a fantastic rate and even Energy Aura touch, 1d6 – 10d6, +1d6 for 10 rounds
returns from death, if anyone does manage to kill him. His Energy Burst 20 ft. radius Reflex DC 34 (1d6 – 10d6)
armour is infused with the ashes of the Phoenix, and thus it
allows him to fly, the shield generates a Force Field of Ability Scores Str 25 +7, Dex 18 +4, Con 18 +4,
impenetrable heat, the right bracer produces a spear made of Int 12 +1, Wis 16 +3, Cha 25 +7
divine flame, and the thorax can radiate heat on command and Natural Str 16 +3, Dex 12 +1, Con 14 +2,
protects him from all forms of burning or fire. Wis 10, Cha 18 +4
Combat/Tactics: Phoenix Maximus enters battle with a Size/Reach Medium / 5 ft.
steely resolve that is terrifying to behold. He usually flies in at Allegiance Ares / The Pantheon
full speed, slamming into the ground, surrounded by a ball of Saves Fort +22, Ref +21, Will +23
godly flames. If innocent bystanders are in danger, his first Take 10 Will and Fort; -6 vs. Cold
priority is to evacuate, but while in a "war zone," he takes his Action Points 40 APs
time because he knows that his body is nigh indestructible and he Reputation +21
brothers built their personae as "fightin' mad" heroes. That anger Ads Feat x2 4cp
wasn't real, of course, until Fury's death. Skill Points x17 (68 points) 17cp
Combat/Tactics: As his name suggests, Rage tends to bound Special Abilities Combat Martial Arts, Improved Unarmed
into fights, counting on his strength and ferocity to see him Damage, Cooperative Attack, Improved
through. Although he is a skilled fighter, from years of practise Flanking I, Armour of Obscurity, Sneak
with Fury, you'd never tell from the way he barrels in to every Attack I, Heroic Intervention, Bonus Feat
confrontation. Since Fury died, Rage started carrying an over- Equipment War Axe
sized axe. So far, he uses it only on those villains that he knows
can't be seriously injured by it. Sharky
(created by Orion Ussner Kidder)
Class Sidekick 4 / Martial Artist 1
Species Human Full Name: Leonard Calvino
Ethnicity Mexican Appearance: Sharky appears to be a handsome, burly young
Nationality Mexican man in his 20s. He favours suits of a cut and style that went out
ECL 4 (5 levels + 51cp) of fashion in the 1950s and overindulges in gaudy rings, but he
Hit Dice 5d6 (44hp) makes it look good. When he activates his cyberwear, two long,
Mass. Damage 50hp curved blades extend from his wrists and out about a foot, which
Initiative +3 slices his sleeves (and he always complains when someone
Speed 30 ft. "makes" him do that), and a large steel "fin" pops out of the top
Defence 23 (Dex +3, Natural Defence +5), of his head.
Touch 23, Flat-Footed 15 Personality/History : Leonard "Sharky" Calvino retired from
Knockback 15 (Boosted 20) a life of crime at the age of 70 and his nephew and namesake,
Base Attack +4 Leonard Jr., took over. Leonard Sr. had been a loneshark in San
Attacks Unarmed +13 (1d6 +9 super) Francisco for many years and learned to be not only a sneaky
War Axe +13 (1d12 +9 super) bastard, but also, eventually, a leader of men. When he stepped
Sneak Attack +1d6 down as local boss for the Calivetti family, he thought he was
Ability Scores Str 18 +4, Dex 14 +2, Con 16 +3 done, but then superheroes started showing up in his town, and
Int 12 +1, Wis 10, Cha 10 he wasn't having it. He spent his remaining years using up family
Boosted: Str 28 +9, Dex 24 +7, Con 26 +8 resources harrying and annoying any superhero he didn't like.
Size/Reach Medium / 5 ft. His nephew didn't like giving up the money, he didn't feel like he
Allegiance none currently (formerly "Rage and Fury") could say "no." When Sharky died of a combination of physical
Saves Fort +1, Ref +5, Will +3 injury and being way too old to get into a fight with a bunch of
Boosted: Fort +9, Ref +12 superheroes, a plan he had instigated years before went into
Action Points 5 action. His poor schmuck of a nephew was killed, and Sharky's
Reputation +1 brain was put into his young body, along with a whole pile of
Occupation Celebrity cybernetic enhancements that made him a real shark. Sharky
Skills 127 knows very little about how these cybernetics work and often is
Bluff +10 (rnk 8), Climb +12 (rnk 8), Diplomacy +2 (rnk 0), delighted to find he can do something or wreak havoc in a way
Disguise +2 (rnk 0), Drive +10 (rnk 8), Escape Artist +10 he hadn't previously anticipated. The doctor who installed it all
(rnk 8), Gamble +2 (rnk 0), Gather Info +10 (rnk 8), and killed his nephew (who soon after became his lover), fixes
Intimidate +10 (rnk 8), Jump +14 (rnk 8), Kn: Popular him when he gets damaged.
Culture +9 (rnk 8), Observe +8 (rnk 8), Perform +8 (rnk 8), Location: San Francisco, California, USA
Repair +5 (rnk 4), Ride +4 (rnk 0), Search +9 (rnk 8), Sense Power Theme: Sharky's cybernetics are loosely based on his
Motive +8 (rnk 8), Sleight of Hand +12 (rnk 8), Stealth +10 nickname, specifically the wrist blades, which faintly resemble
(rnk 8), Survival +0 (tracking +2) (rnk 0), Swim +12 (rnk 8), fins, and of course his functionless head fin. The energy blasters
Treat Injury +8 (rnk 8), Tumble +12 (rnk 8), Use Rope +9 in his forearms and his ability to Fly are in no way shark-like, but
(bindings +2) (rnk 7), he thinks they're pretty cool anyway.
Feats Improved Grapple, Defensive Martial Arts, Combat/Tactics: If he's alone, Sharky stays above fights and
Combat Throw, Skill Aptitude (intimidate, use fires at his enemies, and will only physically enter a fight if he
rope), has no choice. If he's in a group, which he prefers, he will have
Proficiencies Firearms (personal, advanced), Armour his underlings flank his opponents so that he can stab them from
(simple, light, medium), Weapons (simple, behind (i.e., sneak attack). He uses his ability to inspire his
improvised, archaic) underlings immediately, and although he's not much of a
Power Die d6 (18pp) strategist, sheer guts and bravado can count for a lot.
Origin Biological (mutant)
Powers Ability Boost: Physical rnk 10 (+10) 20CP Class Mastermind 5 / Sneak 5
Natural Armour rnk 5 (Natural +5) 10CP Species Human
Ethnicity Italian
Nationality American Silver Sabre
ECL 8 (10 levels + 60cp) (created by Orion Ussner Kidder
Hit Dice 10d6 (75hp)
Mass. Damage 50hp Full Name: Joyce Gigliotti-Chiang
Initiative +0 Appearance: Silver Sabre rarely dresses in exactly the same
Speed 30 ft. costume twice, but her theme is consistently somewhere between
Defence 26 +4* (Class +6, Amazing Deflection +5, Musketeer and Zorro, complete with hose, lace, buckles, long
Natural Armour +5, Bombastic Aura +4*) coat, rapier dangling from her hip, and a bandolier of throwing
Touch: 26 +4*; Flat-Footed: 26 daggers. She is every bit the swashbuckler, from top to bottom. A
Knockback 19 colour-coordinated Carnivale-style domino mask covers her face,
Base Attack +6/+1 (mêlée: +9/+4, ranged: +6/+1) and she rotates through several wigs of long black hair, some
Attacks Natural Weapons (fins) +9/+4 (2d6 +3), straight, some curly, some wavy, etc. Although Silver Sabre is a
Energy Attack +6/+1 (5d6, conc., non-lethal) bit of a clothes horse at the best of times, she also uses her
Unarmed Strike +9/+4 (1d6 +3, non-lethal) rotating costumes and wigs to hide her height, her exact features,
Special Attacks Cause Fear 30 ft. (Will DC 19) even her ethnicity, which is half-Italian and half-Chinese.
Sneak Attack +3d6 Personality/History : Joyce never quite fit anyone's
Ability Scores Str 16 +3, Dex 10, Con 14 +2, expectations. She was part tom-boy and part girly-girl, so when
Int 12 +1, Wis 10, Cha 18 +4 she discovered swashbucklers in old movies, she found her
Size/Reach Medium / 5 ft. happy middle-ground. It turned out that you can wear lace and
Allegiance The Calivetti Family wigs and kick ass. She quickly appointed herself protector of the
Saves Fort +6, Ref +5, Will +5 playground and became very, very good with a pointed stick.
Action Points 10 When she was 18, she started venturing out in a much simpler
Reputation +4 version of her present costume, and she has never stopped.
Occupation Criminal Location: Vancouver, BC, Canada
Skills 147 Power Theme: Silver Sabre has no powers but instead has
Appraise +6 (rnk 5), Bluff +17 (rnk 13), Diplomacy +13 (rnk 5), trained her fighting skills to their peak. She specialises in the
Disguise +8 (rnk 0), Drive +5 (rnk 5), Forgery +6 (rnk 5), rapier, and although she has trained with it as a duelling weapon,
Gamble +6 (rnk 6), Gather Info +18 (rnk 10), Intimidate +21 she concentrates on non-lethal applications.
(rnk 13), Profession +7 (rnk 7), Sense Motive +10 (rnk 10), Combat/Tactics: Silver Sabre usually tumbles into combat
Sleight of Hand +4 (rnk 0), Stealth +10 (rnk 10), with a hearty "ha HA!" and displays her weapon(s). She is
Languages English, Italian pathologically incapable of not talking while fighting, and she
Feats Brawl, Co-operative Attack (Improved Co- usually starts with an encouragement to surrender, in the form of
Operative Attack), Dodge (Riposte), Stick-Up an Intimidate check. If that fails, she proceeds to disarm, trip, and
Artist, Quick Draw generally embarrass her opponent(s). She's particularly fond of
Proficiencies Armour (light, medium), Firearms (personal, slicing off men's clothing (Sunder) and nailing them to walls
advanced), Weapons (simple, archaic, (Staple). Once she feels she has to hammer the moral lesson
improvised) home, she'll use her Sword Spank attack, in which she allows her
Power Die 5d10 + 5d6 (75pp) attacker to approach, spins around behind them, and then literally
Origin Supertech spanks their butt with the flat of her rapier (hence the non-lethal
Powers damage).
Ability Enhancement , Constitution +4 8cp
Amazing Deflection (power) +5 7cp Class Champion 4
Cause Fear 30ft, Will 6cp Species Human
Energy Attack: Concussive, 50 ft. ranged 5d6, Non-Lethal 8cp Ethnicity Chinese-Italian
Fast Healing 12cp Nationality Canadian
Regeneration, Cling to Life, Back From the Dead ECL 4 (4 levels + 41 CPs)
Flight Speed 40 ft., Average Skill 6cp Hit Dice 4d12 (31)
Natural Armour +5 (power) 7cp Mass. Damage 48
Natural Weapons Improved Damage rnk 2, Retractible 6cp Initiative +12
Total 60cp Speed 35 ft.
Special Abilities Sneak Attack +3d6, Uncanny Dodge, Evasion Defence 18 +41 +22 +23 (Cls +2, Dex +4, Leather
Imposing Presence, Tactical Genius, Armour +2, 1Bombastic Aura +4, 2Dodge,
Reassuring Presence, Bombastic Aura
3
Two-Weapon Defence +2)
Wealth +10 Touch: 16 +4 1 +22 +23, Flat-Footed: 14 +4 1
Equipment Pin-Stripe Suit, SUV (Black), at least three Knockback 14
Grunts, Mobile Phone Base Attack +4
Entry," Iconic Presence, Bombastic Aura, flat on their backs. When desperate, she can repeat one of her Per
Unshakable Resolve, Inflexible Will Day abilities, and she often converts her inner strength into
Ads Amazing Costume: solar suit 2CP death-defying feats of acrobatics or combat skill (using the
Law Enforcement Rank 2 (National) 4CP Action Hero feat).
Large Size 2CP
Comps Bizarre Area of Effect Rank I: radiant +2CP Class Mastermind 7 / Warrior 7
Magnetic Signature +2CP Species Human
Wealth +16 Ethnicity Ukrainian
Nationality Canadian
Whip Lass ECL 14 (14 levels; 142CP)
(created by Orion Ussner Kidder) Hit Dice 7d6 + 7d10 (87 HPs)
Mass. Damage 50HPs
Full Name: Diane Kovalevsky Initiative +16
Appearance: Whip Lass wears an Old-West-themed Speed 40 ft.
costume, with jodhpurs and a button-up tunic in shades of dusty Defence 34 +21 +22 +43 ; DR 16 (super)
brown leather. She keeps her curly hair cut short and almost (Mst +3, Wrr +3, Dex +4, Bombastic Aura +4,
always wear shades. The faster her whips flash, the more calm Two-Weapon Defence +2, 1Dodge +2, 2Def.
her expression becomes until it's almost blank, her eyes hidden Martial Arts +2 in mêlée, 3Elusive Target +4
from view. vs. ranged when in mêlée, Light Helmet +2,
Personality/History : Diane discovered a talent for whips and Leather Armour +2 [Heavy Inserts +3, Armour
ropes at an early age. She used them for utility, art, and also just Specialisation +1])
for fun. As a teenager, she happened to have been carrying one of Touch: 20, Flat-Footed: 24
her whips when she witnessed a gang of boys about to beat up a Knockback 20
young woman. Acting on instinct, she scared them off with the Base Attack +12/+7/+2
crack of her whip and a few stern words. She learned two things Mêlée: +12, Ranged: +16
that day. First, it doesn't take much to scare the bejezus out of Attacks Whip +19/+14/+9 (1d3 +1 super)
bullies. Second, she liked saving people. She's been doing it ever Dual Whips +17/+17/+12/+12/+7/+7
since. In Edmonton, she teamed up with and then began dating Whip Disarm/Trip +12 to opposed tests
Chaingun Sally, which made them one of Canada's few out Special Attacks Attacks of Opportunity: 4 per round
superhero couples. As a duo, they are jokingly, but fondly, Ability Scores Str 10, Dex 19 +4, Con 14 +2,
known as "Whips and Chains." Int 12 +1, Wis 10, Cha 18 +4
Location: Edmonton, Alberta, Canada Size/Reach medium/5 ft.
Power Theme: Whip Lass has no powers, but she has honed Allegiance Whips and Chains
her physical abilities and transformed herself into an extremely Saves Fort +10, Ref +9, Will +7 (-5 vs. Mysticism)
capable fighter. She has trained specifically in non-lethal combat Action Points 14 APs
with a whip and in psychological confrontation, either Reputation +10
intimidating opponents into leaving or just reasoning with them, Occupation Technician
as the circumstances require. Skills 105
Whip Lass's Whips were designed and built by Chaingun Bluff +23 (Feint +34) (rnk 15), Diplomacy +25 (rnk 15),
Sally (after she promised not to mount firearms on them). They Disguise +10 (rnk 0), Escape Artist +14 (rnk 10), Intimidate +23
are made from metallic fibres that, at the press of a button, can (rnk 15), Jump +21 (Swing +17) (rnk 15), Kn: Behavioural
tightly curl on the end, thus locking the whip onto anything from Sciences +11 (rnk 10), Profession +5 (rnk 5), Ride +25 (rnk 15),
a low-hanging branch to someone's legs. The whips combine all Sense Motive +10 (rnk 10), Sleight of Hand +15 (rnk 5),
the functionality of weapons and tools. Whip Lass rides a speed Treat Injury +11 (rnk 11), Tumble +25 (rnk 15), Use Rope +4
bike and has trained to drive it one-handed so that she can use (bindings +4 (rnk 0)
her free hand to swing a whip. Feats
Combat/Tactics: Whip Lass first and foremost employs her Action Hero, Armour Focus (Armour Specialisation ), Combat
ability to reason with or scare off any would-be combatants. Her Diagnosis, Combat Driving, Combat Expertise (Improved,
ideal fight never starts. When it does, however, she employs non- Awesome, Improved Trip, Improved Disarm, Improved Feint,
lethal combat manoeuvres—tripping, disarming, entangling—to Turnabout Disarm, Third Hand), Daredevil Driver, Dodge (Agile
render her opponents unable to fight back, and then she once Riposte, Mobility, Spring Attack, Whirlwind Attack), Defensive
again attempts to convince them to disengage entirely. She can Martial Arts (Elusive Target), Evasive Manoeuvres (Improved),
make multiple attacks of opportunity per round, and she often Run (Fast Move, Sprint), Great Fortitude (Awesome, Supreme),
uses them to make Opportunist attacks against opponents who Improved Initiative (Awesome, Supreme), Iron Will (Awesome,
take damage from her partner, Chaingun Sally. She can also Supreme), Last Desperate Trick, Lightning Reflexes (Awesome,
immediately attack anyone whom she disarms, so she often Supreme), Merciful Mauler, Mounted Combat (Ride-By Attack),
disarms and then trips opponents, leaving them weaponless and Quick Draw, Standing Jump, Super Strike, Super Style,
Improved Swinging (Combat Swinging), Toughness x5, Swift appropriate political leadership on Muslims (whom he spuriously
Healing, Hard to Kill, Two-Weapon Fighting (Improved x2, believes are a race), and everything else on a dimly-conceived
Two-Weapon Defence), Vehicle Focus (Greater), Weapon cabal of Jews, African-Americans and assorted "foreigners." In
Finesse, Weapon Focus (Weapon Specialisation ) fact, he thinks that anyone who is not White is a "foreigner" and
Proficiencies Armour (light, medium, heavy, archaic), that anyone who is not a Neo-Nazi is a "traitor." He
Shields, Weapons (simple, archaic, exotic unproblematically equates being White with being American and
mêlée [whip], over-sized, improvised) being a racist. In his teens, Jesse gravitated to the Neo-Nazi
Power Die 7d10 + 7d6 (59PPs) movement. His killer instinct was noticed by one of the wealthier
Origin - leaders of his local group, one David Miller, and that man gave
Powers Esoteric Item: The Whips (x2) +1 8cp Jesse the White Knight armour. Miller continues to be Jesse's
Super +1 patron, although he has displayed little ability or desire to
Trip/Disarm +8 actually control him. Jesse has spent a significant amount of his
Latches to targets with a Touch Attack adult life in jail, but thus far, Miller has managed to use the
Esoteric Item: Leather Armour DR 16 16cp White Knight armour to break him out. The two remain at large,
Special Abilities hiding in the homes of various Neo-Nazi sympathisers around
Mastermind Imposing Presence, Opportunist, Bonus Feat the US and occasionally in Canada.
(Dodge), Reassuring Presence, Bombastic Location: Alabama, USA
Aura, Bonus Feat, Cross-Trained Power Theme: Jesse's powers are all built into his White
(tumble/escape artist) Knight armour, which is built around the theme of a mediaeval
Warrior Bonus Feats, Combat Diagnosis, Combat knight, complete with sword and shield. Even without the
Expertise (Improved, Awesome, Supreme) armour, however, Jesse's most powerful offensive weapon is his
Natural Aptitude, Cross-Trained x2 (move pathological (and highly illogical) hatred of anything that does
silently/research, tumble/use rope ) not conform to his exceedingly narrow definition of "normal."
Ads Database rnk 2 2cp Combat/Tactics: Jesse has very little sense of strategy, but
Knowledge, Profession, Craft (all) +2 makes up for it in ferocity. He dives straight for his target and
Feat x66 112cp commits as much grievous bodily harm as he can until that target
Skill Points x9 36cp drops, at which point he moves to the next target. Working in this
Comps Forsworn From Firearms Rank 1 +2cp way, Jesse can do a great deal of damage before police or
Hero's Code: Loyalty, Extreme Mercy +6cp superheroes arrive and attempt to subdue him. At that point, he
Origin Vulnerability +5cp starts attacking them.
rnk 5: -5 vs. Mysticism
Wealth +12 Class Warrior 10
Equipment Whips (x2), Leather Armour (Heavy Inserts, Species Human (barely)
DR 16 [supertech]), Light Helmet, Motorcycle Ethnicity Very, very White
Motorcycle Racing Bike, Init. +0, Man. +1, Speed 370 Nationality American
(37), Def. 14, Hard. 10, HPs 18, Size: L ECL 10 (10 levels + 99cp)
Armour Plated (Def. +4), Hardness 10, Man. -2 Hit Dice 10d10 (85HPs, Boosted 135HPs)
Mass. Damage 50HPs
White Knight Initiative +3, Boosted +7
(created by Orion Ussner Kidder) Speed 30 ft.
Defence 21 (Class +7, Dex +5, Size -1)
Full Name: Jesse McGovern Flat-Footed: 16, Touch: 14
Appearance: Out of armour, Jesse is the embodiment of the Power Armour 37 (Class +7, Dex +5, Size -1, Armoured +8,
cliché of a Neo-Nazi skinhead: 6'2", muscles on top of his Shield +7); Flat-Footed: 32, Touch: 22
muscles, a patchwork of tattoos that combine various types of Knockback 24 (Boosted 29)
swastikas and other imagery that he thinks represents the Third Base Attack +10 / +5; Mêlée: +13/+8, Ranged: +11/+7
Reich. He consistently wears a self-righteous expression that is Boosted: Mêlée: +18/+13, Ranged: +16/+12
simultaneously scowl and sneer. Attacks Unarmed Strike +13/+8 (1d3 +4)
In his power armour, White Knight looks like an idealised Medium Pistol +12/+7 (2d6 +2)
vision of a medieval chevalier, the kind of imagery only available In Armour Unarmed Strike +13/+8 (1d3 +4)
in children's books or historically inaccurate films. His armour is Boosted: +18/+13 (1d3 +9, super)
painted to resemble a Crusader's tabard, with white tunic and red Greatsword (over-sized) +16/+11 (3d6 +4)
cross on the chest. Boosted: +21/+16 (3d6 +12, super)
Personality/History : Jesse grew up exceedingly poor in Shield Bash (over-sized) +13/+8 (1d6 +4)
Alabama and was rased in racism from an early age. He was Boosted: +18/+11 (1d6 +9, super)
taught to blame his inability to find a girlfriend on gay people, Special Attacks Knockback: +4 to provoke
his poverty on liberal governments, lack of what he perceives as
Cat People Thus, a 5th-level character with 90CPs worth of feats, powers,
Humanoids with cat-like features, including claws, fangs, etc. has a Power Level of 7. See Chapter 8: Game Mastering.
tails, and fur. See Chapter 9: Heroes and Villains, "Fantasy
Species." Energy
This game term refers to one of the five energy types: cold,
Champion corrosion, electricity, heat, sonic/concussive.
Charismatic heroes for a cause. See Chapter 2: Classes.
260 Appendices
Gizmos Origins
Multiple-use, multiple-power, supertech devices. See Chapter The source of your powers. The five Origins are: Biological,
6: F/X, "Supertech Inventions." Cosmic, Mystic, Psionic, and Supertech. See Chapter 5: Powers.
Items Pistols
Powers that are physical objects: Esoteric Items, Gadgets, Handguns that automatically cock themselves and take box-
Iconic Items, and Power Armour. See Chapter 5: Powers, "Power type ammunition. See Chapter 7: Combat and Equipment,
Descriptors," "Generic Firearms."
Psionic (Psi) "super" for the purposes of bypassing Damage Reduction. See
This Origin designates powers that come from the force of Chapter 7: Combat and Equipment, "Super Attacks."
your mind and your will. See Chapter 5: Powers, "Origins."
Super Attacks
Rates of Fire Any attack modified by a Super Ability Score (i.e., a score of
The number of times you can fire a given firearm in a round. 25 or more. See Chapter 7: Combat and Equipment, "Super
See Chapter 7: Combat and Equipment, "Generic Firearms." Attacks."
of your physiology. Species modifiers do not stack with entirely tangible field of force that hovers in front of you. Shield
themselves. bonuses do not apply against touch attacks.
Character Sheets
The following four pages contain character sheets for you have 8 lines to list your most common attacks—weapons,
Phoenix. The first three are an expanded sheet for PCs, and the powers, special attacks, etc.—and all the room you'll need to list
last one is a condensed sheet that's useful for GMs. The sheets all the bonuses and/or penalties that apply, including your full-
aren't entirely self-explanatory. attack sequence and all your damage bonuses. Each separate set
On the PC Record Sheet, we've tried to provide not just of boxes works as a tally. Fill in all the values and add them up in
space to write down your character's stats, but space to list all the the last box. In the case of the attack sequence, the numbers add
bonuses and/or penalties you're likely to have so that at any time, up to your hight attack bonus, and then you can calculate your
if you lose one of those bonuses or penalties, you can redo the iterative attacks (if any) from there.
math on the fly. There are three Ability Score columns. The first Finally, below the Attacks area, you have room to list your
column is your Natural Scores (before they are altered by any powers. If you have more than four powers, then you can print
powers), the middle common is your bonus or penalty (ranks in the optional third page of the PC Record Sheet, which has room
Ability Enhancement or Ability Boost), and the last column is for another 16 powers. With all three sheets, you have room for
your modified score. This arrangement means that if you ever 20 different powers. That ought to be enough. In each power box,
have your powers taken away or you don't have them activated, you have room for all the standard stats (CP Cost,
then you can tell at a glance how to adjust your Saves, Defence, Activation/Sustain, and Saves) and a large empty space for any
HPs, Attacks, and etc. of the more complicated notes you might need to write down.
We've left you a large box to write down your PPs because Most powers have their own, unique qualities, and empty space
they change amounts all the time, and we've separated Hit Points is the best way to note that kind of thing.
into two boxes, lethal and non-lethal, because in the modern On the second page, you have room for all your skills, and
world, a lot more people make non-lethal attacks for legal three large areas for class feature and feats, Ads and Comps, and
reasons (why get hung up for murder when you can avoid it?) equipment, respectively. Again, we've left these spaces basically
and because fewer people are trained to actually kill. Under your blank because what you put in them is so varying that trying to
HPs, there's a line for DR. Damage Reduction is a relatively squish you into specific boxes would be counter-productive.
cheap power in Phoenix, so having room to list it is useful. The NPC Record Sheet is for GMs. It holds space for 3
Remember that the formula is that the first space indicates what characters, and rather than leaving space for all your calculations,
specific materials the DR does apply to, the second indicates the it is compact for the sake of convenience; shuffling through a
actual reduction value, and the third space (after the slash) stack of a half-dozen villains, all with their own character sheets,
indicates what the DR is vulnerable to. The first and third spaces gets annoying very quickly. The spaces are basically self-
aren't necessary, but they're common. explanatory. The one piece of advice we will give you is that you
There are also small boxes next to Defence (the hexagon) and might want to use a full PC Sheet for your Big Bad because
under your Saves so that you can list all the things that contribute often, these compact sheets just don't have enough room, and you
to those scores, as well. For your attacks, if you fill in all four will want to list all of your Big Bad's abilities to give the PCs the
types (BA, Mêlée, Ranged, and Grapple), you should be able to fight that they deserve. For lieutenants and minor villains, the
sort out your attack rolls relatively quickly for anything that's not compact sheet saves a lot of space and confusion.
already listed in the Attacks area. In that Attacks area, though,
Abilities Natural Scores Bonus/Penalty Adjusted Score Saving Throws Attack Bonuses
Base Attack
STR Fortitude
Con Class Feat Power Misc
DEX Mêlée Attack
CON Reflex
Dex Class Feat Power Misc Ranged Attack
INT
WIS Will
Grapple
Wis Class Feat Power Misc
CHA
Ability
Power
Misc.
Damage
Feat
Feat
Attacks Reach
AttackSequence Total Die Range Mult
Powers Origin(s):
Power CP Cost Power CP Cost
Activate Activate
Sustain Sustain
Save Save
Range Range
©Range
Copyright Orion Ussner Kidder 2010 Range
Phoenix v10 (draft) 265
266 Appendices
Occupation Bonuses, Species Features, Class Features, Feats
"T" This skill is trained only; "E" This skill takes an equipment penalty; "E2" This skill doubles the equipment penalty
Synergy
Ability
Penalty
Ranks
Total
Misc.
Skills
PC Record Sheet,
Autohypnosis Wis
p2
Bluff Cha
Climb E Str
Concentration Con
Craft Int
Craft Int
Craft Int
Demolitions T Int
Diplomacy Cha
Disguise Cha
Drive Dex
Forgery Int
Gamble Wis
Hide E Dex
Interrogate Cha
Kn: T Int
Kn: T Int
Kn: T Int
Kn: T Int
Kn: T Int
Navigate Int
Observe Wis
Perform Cha
Perform Cha
Pilot T Dex
Profession Wis
Psicraft Int
Repair T
Int Equipment Wealth:
Research Int
Ride Dex
Search Int
Sleight of Hand TE
Dex
Spellcraft Int
Survival Wis
Swim E2 Str
Tumble TE
Dex
266
Use Rope Dex Phoenix v10 (draft) © Copyright Orion Ussner Kidder 2010
Appendices
Powers 267
PC
Power Record Sheet, p3 CP Cost Power CP Cost
Activate Activate
Sustain Sustain
Save Save
Range Range
Physical Description :
Skills, Profi ciencies, Special Abilities, Feats, Powers :
Physical Description :
Skills, Profi ciencies, Special Abilities, Feats, Powers :
Physical Description :
Skills, Profi ciencies, Special Abilities, Feats, Powers :