Release Notes



Table 1.1: Ability Modifiers

|Score |Mod |Base HtH Dam. | | | | |

|1 |-5 |1d3 | | | | |

|2-3 |-4 |1D3 | | | | |

|4-5 |-3 |1D3 | | | | |

|6-7 |-2 |1D3 | | | | |

|8-9 |-1 |1D3 | | | | |

|10-11 |0 |1D3 | | | | |

|12-13 |+1 |1D3 | | | | |

|14 |+2 |1D3 | | | | |

|15 |+2 |1D6 | | | | |

|16-17 |+3 |1D6 | | | | |

|18-19 |+4 |1D | | | | |

|20-21 |+5 |2D6 | | | | |

|22-23 |+6 |2D6 | | | | |

|24 |+7 |2D6 | | | | |

|25 |+7 |3D6 | | | | |

|26-27 |+8 |3D6 | | | | |

|28-29 |+9 |3D6 | | | | |

|30-31 |+10 |4D6 | | | | |

|32-33 |+11 |4D6 | | | | |

|34 |+12 |4D6 | | | | |

| | | | | | | |

| | | | | | | |

| | | | | | | |

| | | | | | | |

Bigger and Smaller Creatures: The figures on Table 9.1: Carrying Capacity are for Medium-size creatures. Larger creatures can carry more weight depending on size category: Large ( x 2), Huge ( x 4), Gargantuan ( x 8), and Colossal ( x 16). Smaller creatures can carry less weight depending on size category: Small (3/4), Tiny (1/2), Diminutive (1/4), and Fine (1/8). Thus, a human with a Strength score magically boosted to equal that of a giant would still have a harder time lifting, say, a horse or a boulder than a giant would.

Tremendous Strength: For Strength scores not listed, determine the carrying capacity this way. Find the Strength score between 20 and 29 that has the same ones digit as the creature’s Strength score. Multiply the figures by four if the creature’s Strength is in the 30s, 16 if it’s in the 40s, 64 if it’s in the 50s, and so on. For example, a cloud giant with a 35 Strength can carry four times what a creature with a 25 Strength can carry, or 3,200 pounds, multiplied by eight because the cloud giant is Gargantuan, for a grand total of 25,600 pounds.

Table 9.1: Carrying Capacity

Light Medium Heavy

Load Load Load

1 Str up to 3 lb. 6 lb. 10 lb.

2 Str up to 6 lb. 13 lb. 20 lb.

3 Str up to 10 lb. 20 lb. 30 lb.

4 Str up to 13 lb. 26 lb. 40 lb.

5 Str up to 16 lb. 33 lb. 50 lb.

6 Str up to 20 lb. 40 lb. 60 lb.

7 Str up to 23 lb. 46 lb. 70 lb.

8 Str up to 26 lb. 53 lb. 80 lb.

9 Str up to 30 lb. 60 lb. 90 lb.

10 Str up to 33 lb. 66 lb. 100 lb.

11 Str up to 38 lb. 76 lb. 115 lb.

12 Str up to 43 lb. 86 lb. 130 lb.

13 Str up to 50 lb. 100 lb. 150 lb.

14 Str up to 58 lb. 116 lb. 175 lb.

15 Str up to 66 lb. 133 lb. 200 lb.

16 Str up to 76 lb. 153 lb. 230 lb.

17 Str up to 86 lb. 173 lb. 260 lb.

18 Str up to 100 lb. 200 lb. 300 lb.

19 Str up to 116 lb. 233 lb. 350 lb.

20 Str up to 133 lb. 266 lb. 400 lb.

21 Str up to 153 lb. 306 lb. 460 lb.

22 Str up to 173 lb. 346 lb. 520 lb.

23 Str up to 200 lb. 400 lb. 600 lb.

24 Str up to 233 lb. 466 lb. 700 lb.

25 Str up to 266 lb. 533 lb. 800 lb.

26 Str up to 306 lb. 613 lb. 920 lb.

27 Str up to 346 lb. 693 lb. 1,040 lb.

28 Str up to 400 lb. 800 lb. 1,200 lb.

29 Str up to 466 lb. 933 lb. 1,400 lb.

30 Str up to 532 1064 1600

31 Str up to 612 1224 1840

32 Str up to 692 1384 2080

33 Str up to 800 1600 2400

34 Str up to 932 1864 2800

35 Str up to 1064 2132 3200

36 Str up to 1224 2452 3680

37 Str up to 1384 2772 4160

38 Str up to 1600 3200 4800

39 Str up to 1864 3732 5600

40 Str up to 2128 4256 6400

41 Str up to 2448 4896 7360

42 Str up to 2768 5536 8320

43 Str up to 3200 6400 9600

44 Str up to 3728 7456 11200

45 Str up to 4256 8528 12800

46 Str up to 4896 9808 14720

47 Str up to 5536 11088 16640

48 Str up to 6400 12800 19200

49 Str up to 7456 14928 22400

50 Str up to 8512 17024 25600

51 Str up to 9792 19584 29440

52 Str up to 11072 22144 33280

53 Str up to 12800 25600 38400

54 Str up to 14912 29824 44800

55 Str up to 17024 34112 51200

56 Str up to 19584 39232 58880

57 Str up to 22144 44352 66560

58 Str up to 25600 51200 76800

59 Str up to 29824 59712 89600

60 Str up to 34048 68096 102400

61 Str up to 39168 78336 117760

62 Str up to 44288 88576 133120

63 Str up to 51200 102400 153600

64 Str up to 59648 119296 179200

65 Str up to 68096 136448 204800

66 Str up to 78336 156928 235520

67 Str up to 88576 177408 266240

68 Str up to 102400 204800 307200

69 Str up to 119296 238848 358400

70 Str up to 136192 272384 409600

71 Str up to 156672 313344 471040

72 Str up to 177152 354304 532480

73 Str up to 204800 409600 614400

74 Str up to 238592 477184 716800

75 Str up to 272384 545792 819200

76 Str up to 313344 627712 942080

77 Str up to 354304 709632 1064960

78 Str up to 409600 819200 1228800

79 Str up to 477184 955392 1433600

80 Str up to 544768 1089536 1638400

+10 Str x 4 x 4 x 4

Table 9.2: Carrying Loads

Max Check ... Speed ...

Load Dex Penalty Run

Medium +3 -3 2/3 x4

Heavy +1 -6 2/3 x3

Before you can play any role playing game you must create a character, in this case a superhero, to be your fantasy counterpart. Character creation is divided into five steps. First, you will roll dice to determine your character's physical and mental abilities. These are such things as Strength, Intelligence, Dexterity, etc. Second, you will roll dice to determine your character's super powers. Can he or she fly, walk through walls, or hurl lightning bolts? This is the "super" part of being a superhero. Third you will choose your character class and profession. Fourth, you will choose what skills your character needs to survive and advance. Fifth, and last, you will roll dice to determine how much money your character has to buy equipment with.

Abilities

Ability scores describe your character's relative physical and mental talents and characteristics. The basic ability scores for most people will range between 3 (feeble) and 18 (exceptional).

Exceptional individuals can raise one or more of these scores higher than this range, but most people will average 10 or 11 on any given score. Most of your character's basic abilities are rolled on 4D6 with the lowest die dropped.

Strength: Strength determines your characters raw muscle power, it determines how much you can lift, and how much damage you do. Your Strength modifier is used for such things as swimming and climbing. The character will do 1 D6 of damage in unarmed combat for every five points of Strength the character has above 10. If the characters Strength is below 15, they will do 1D3 of damage. In addition the Strength modifier is added to hand to hand damage. Strength is usually abbreviated as "STR", and is rolled on 4D6 dropping the lowest die.

Will: Will power is patience, perseverance, self control, the ability to concentrate under fire, and to some extent wisdom. It helps you to resist being stunned in combat, and to resist mind affecting powers. Will is seldom abbreviated, and is rolled on 4D6 with the lowest die dropped.

Intelligence: Intelligence will help your character solve problems, spot traps, learn skills, and notice important details. It often plays the best if your character's Intelligence is close to your own, since it is you, the player, who must do the thinking anyway. The character's Intelligence may be chosen, rather than rolled. Intelligence is usually abbreviated as "INT", and is rolled on 4D6 with the lowest die dropped.

Constitution: Constitution is your character's general physical toughness. A higher Constitution helps you resist injuries, helps you continue to function when injured, and survive injuries that would kill a lesser mortal (For details see "Injury and Death", Page 24). Constitution is usually abbreviated as "CON", and is rolled on 4D6 with the lowest die dropped.

Personality: This is strength of Personality and sense of self, it helps your character achieve fame, fortune, and make his or her presence felt. It is what gets your character noticed and listened to, not necessarily how much you are liked or admired. Personality is sometimes abbreviated as "PERS" (but not very often). It is rolled on 4D6 with the lowest die dropped.

Dexterity: Dexterity affects speed of movement, as well as reflexes and initiative in combat. Dexterity is often abbreviated as "DEX", and is rolled on 4D6 with the lowest die dropped.

Vitality: Vitality is the one exception, when it comes to rolling ability scores, see your character class for information on rolling vitality. This represents your character's physical and mental energy. Vitality is what super powers run on, and reflects just how much damage a character can take and remain conscious. Vitality will go up with levels, so don't worry if yours seems low. Vitality is sometimes abbreviated as "VIT".

Specialty: The Specialty roll is an additional bonus that you can add to your character's ability scores. This allows you to customize your character a bit, and give him or her some areas of strength (after all, he or she is supposed to be superhuman). The Specialty is rolled with 2 D10 for a “Heroic” character, 5 D12 for a “Larger than Life” character, or 4 D20 plus 1 D10 for an “Epic” scale character. You may spread the resulting points around among the 7 basic ability scores in anyway you choose.

Movement: Your characters base movement rate is 30, this may be modified by race or powers.

Option: Some people like a larger variation in running speeds. Your base movement rate is (Dex/3) * 5.

Option: As an alternative to rolling dice for your character ’s abilities, consider using the following system: Instead of rolling 4D6 for each Ability score, start with 67 points and distribute them among those same scores. This is the average number of points you would get by rolling the dice for Strength, Intelligence, Will, Dexterity, Constitution, and Personality. No score can be less than 3, of course.

At this point you may decide whether to create a Heroic character, a “Larger than Life” character, or an “Epic” scale character.

Players who roll dice for their characters get a Specialty roll, which yields points to add to any ability score, or spread among the ability scores in any way that they choose. You will get a generous slice of this as well, though just how generous is up to the Referee. Heroic characters will get 17 extra “Specialty” points. “Larger than Life” characters get 32 Specialty points. “Epic” scale superhero’s get 47 “Specialty” points. These bring your total points up to 84, 99, and 114, respectively.

Powers

The next step in creating your character is to determine what your character's Powers are. On the next page there are several lists of Powers. Roll 1D100 once for Offense, Defense, Transportation, and Special powers, and note which Powers you rolled. Some Referees allow players to simply pick the powers they want for their characters, and that's all right as long as the players don't get too ridiculous.

If, when rolling, you get an Offense Power which has an asterisk (*) next to it, it means that you may choose the defense that matches it, instead of rolling on the Defense power table. The matching defense is the one just to the right of the offense that you rolled. For example, if you rolled 39 on the Offense Power table, which is Magnetic Attack, you could choose Magnetic Defense instead of rolling for a Defense. This does help generate consistent characters, if that's what you want (of course, strange characters can be fun too...). See "Powers" on Page 31 for power descriptions.

Free Powers: One of the tables that appears on the next page is titled Free powers. These are powers that are a mixed blessing, that include disadvantages to balance out the advantages the powers give. Characters may have any of these powers that they want. Read them carefully before you take them though.

Minor Powers/Enhancements: These are powers that can be gained, and added to, as your character advances, individually they are not as powerful as full powers but several together can be. At character creation you may trade in one of your normal powers for three Minor powers or Enhancements, if you choose.

Notes on Powers: Many times you will have a preconceived idea about the character you want to play, and random selection of powers isn't going to be satisfactory. In cases like this there is no reason that you can't pick the powers you want for your character. Just remember that the Referee has to approve the result

INSERT TABLE OF POWERS

Character Classes: Heroes and Villains

Character Classes are general groups that a character may belong too. Every character in the game will belong to one of these groups. Players may choose the class their own character starts in. The Referee may change this class during play based on the character's behavior, or at the player’s request. Non-Player Characters (NPCs) will have a class too, although it will not always be obvious to the players just which class a particular person is. The following sections will explain the character classes of this game and what they mean.

Heroes: These are the good guys, usually belonging to one of the players, though they could be NPCs Heroes will work to maintain law and order, preserve human life, protect the public safety, and oppose criminals. In repayment for these services, Heroes will frequently receive rewards, inexpensive (or free) medical care, and public praise. (For details on rewards, seethe section on "Money Matters", on Page 17). Heroes who perform villainous acts will become Fallen Heroes (see "Fallen Heroes", which follows).

Game Rule Information

Heroes have the following game statistics

Hit Die: D8

Starting Vitality: The Hero starts with 30 (fit) + 4D8 + Con Modifier * 4 Vitality points

Feats: A Hero gains a feat at levels 1, 3, and every 3 levels thereafter.

Class Skills: The Heroes Class skills are determined by their profession. Choose a profession from the packages listed under the skill section, or create your own.

Skill Points at first level (4+Int Modifier) * 4

Skill Points at Each Additional Level: 4 + Int Modifier

TABLE: The Hero

Base Fort Ref Will

Level Attack Bonus Save Save Save Special*

----- ------------ ---- ---- ---- -------

1 +0 +2 +2 +2 Bonus power

2 +1 +3 +3 +3 Bonus power

3 +2 +3 +3 +3

4 +3 +4 +4 +4 Bonus power

5 +3 +4 +4 +4

6 +4 +5 +5 +5 Bonus power

7 +5 +5 +5 +5

8 +6 +6 +6 +6 Bonus power

9 +6 +6 +6 +6

10 +7 +7 +7 +7 Bonus power

11 +8 +7 +7 +7

12 +9 +8 +8 +8 Bonus power

13 +9 +8 +8 +8

14 +10 +9 +9 +9 Bonus power

15 +11 +9 +9 +9

16 +12 +10 +10 +10 Bonus power

17 +12 +10 +10 +10

18 +13 +11 +11 +11 Bonus power

19 +14 +11 +11 +11

20 +15 +12 +12 +12 Bonus power

• This Bonus Power can be either a Minor Power or an Enhancment

Class Features

All of the following are class features of the Hero.

Weapon and Armor Proficiency: The Hero is proficient in simple weapons.

Powers: A Hero normally starts with four powers and one limitation.

Bonus: A Hero gains an additional +3 inherent bonus to hit at 1st level.

Skills

The fourth step in character creation is to select Skills. Skills are expert abilities available to anyone with the time and patience to learn them. Every character in the game starts with a number of skills based on their class and Int modifier and will be able to learn more when they have gained some experience: Every level gained gives the character more skills to spend as listed in the character class. Note: The maximum skill points you can have in a Class Skill is Level +3, the maximum in a Cross Class Skill is (Level /2) + 2. Unless otherwise specified everyone is considered to speak their native language and to be literate.

Skill List: Animal Empathy (PERS), Appraise (INT), Balance (DEX), Bluff (PERS), Climb (STR), Concentration (CON), Connections (Pers), Craft (INT), Demolitions (Wis), Detect Weakness (Int), Detective Work (Int), Diplomacy (PERS), Disable Device (INT), Disguise (PERS), Element Control (Pers), Escape Artist (DEX), Forgery (INT), Foresight (Int), Gather Information (PERS), Handle Animal (PERS), Heal (WIS), Hide (DEX), Intimidate (PERS), Intuit Direction (WIS), Jump (STR), Knowledge (INT), Listen (WIS), Move Silently (DEX), Open Lock (DEX), Perform (PERS), Pick Pocket (DEX), Profession (WIS), Read Lips (INT), Ride (DEX), Search (INT) Security Systems (Int), Sense Motive (WIS), Speak Language (Int), Spellcraft (INT), Spot (WIS), Surveillance (Wis), Swim (STR), Tumble (DEX), Unarmed Combat, Use Rope (DEX), Vehicle Operation (Dex, Trained Only), Wilderness Lore (WIS).

For more detailed descriptions of skills see the Skill section.

Money

The final step in creating your character is to find out how rich or poor your character is: Money can't buy everything, but poverty can't buy anything. Roll D100, and consult the table below to learn how much money your character has. It is possible to get extra money in your character's "Savings" by borrowing money. This will increase your savings by the amount you originally got from the table, but will lower your character's income bracket by one full category until the loan is paid back. The loss of income reflects the interest payments on the loan. The loan must be paid back separately by the character. Similarly, investments in stocks, business or career training can raise income, so higher income brackets can be "bought" by paying the "Savings" amount of the next higher bracket from the one you are in.

Dice Total Weekly Annual

Roll Savings Income Annual

01-05 $0 $60- $150 $7,500

06-10 $0 $150- $260 $13,100

11-20 $750 $260- $420 $23,000

21-30 $2,250 $420- $525 $25,000

31-49 $3,000 $525- $650 $34,000

50-66 $7,500 $650- $750 $37,500

67-76 $15,000 $750- $1,000 $50,000

77-86 $22,500 $1,000- $1,200 $60,000

87-92 $30,000 $1,200- $1,500 $75,000

93-96 $37,500 $1,500- $2,250 $100,000

97-99 $45,000 $2,250- $3,000 $150,000

100 $50,000 $3000- ∞ $250,000-∞

Equipment

Equipment

Now that you have some money, what do you spend it on? The answer is: Anything you want. Anything available in the real world is available in the game world, at about the same prices.

However, to simplify your life a bit, here is a list of uncommon

items that you might find useful.

Equipment List

Body Armor: Body Armor is padding worn to cut damage caused by heavy impacts. It's bulky and restrictive, and is not bulletproof. Body Armor costs $15 per point of damage reduction, and reduces any bonus you may get from DEX or Martial Defense by one for every 5 points of body armor worn (ie. 10 points of armor is -1, 20 is -2). This adjustment is rounded normally. Body armor cuts collision vitality damage done by collisions in half, but never reduces it by more than your Constitution, or than it has armor points. It weighs 1/4 pound per point and is considered to have an AR of 1.

Bulletproof Uniform: Bulletproof clothing is made of a special Kevlar™ fabric, and comes in two thicknesses. It works by absorbing some or all of the bonus CON damage done by bullets The heavy form is stiff, resembling light leather. It will absorb up to 2 points of CON damage per attack. It costs $50 a square foot, and reduces your Dex modifier 2. This has an AR of 1

The lighter form resembles heavy silk, and is much preferred by nimbler characters, since it doesn't interfere with movement at all. It is a bit more expensive, and will subtract up to 1 point of CON damage. This form costs $75 a square foot. Both forms can be made fireproof for double the cost. (Fireproof clothing cuts damage caused by incidental contact with fire by 50%. It does not help against Flame Attacks). This has an AR of 1

Crash Helmet: A Crash Helmet is simply body armor for the head. Instead of reducing Dex or martial defense bonuses with it's bulk, it inter-feres with hearing and peripheral vision. In other words for every 5 points of Armor it reduces your spot and listen checks by 1. This has an AR of 1.

First Aid Kit: This is a small case containing bandages, sterile dressings, and medications used for cuts, burns, and other injuries: No hero should be without one.

Flak Vest:A Flak Vest, also called a bulletproof vest, is a heavily padded suit that covers the main torso and hip areas. It will absorb up to 4 points of bonus CON damage per attack. It also acts as ten point body armor. Note that you can still be shot in the head or legs, and that the suit does hinder movement, just like any other body armor does (see "Body Armor", above).

Floodlight: Floodlights can come in many different sizes, from hand held flashlights to ones that mount on a car and will blister paint at ten paces. They are useful for signalling people, blinding opponents, or even (gasp) lighting a room. Only the biggest ones will be able to dazzle people ($75 and up).

Guns: Most of the guns used in this game are handguns, and all of the prices noted reflect this. For the most part, super types don't need or use guns, which is just as well, since it is very hard to get a permit without giving your true name. Referee's should actively discourage the casual use of guns by player characters. Using a gun requires proficiency in guns or heavy guns (depending on type). Using one without proficiency incurs a five point attack penalty. Note that while shotguns do immense damage at close range, this damage is cut in half for each 10 yards the target is from the gun. See Weapons, Page 26.

Homing Bugs:A Homing bug can send a radio signal up to 20 miles, and will run for 24 hours on a battery. Doubling the range or life span doubles the cost (base cost is $50), and bugs that can pick up voices costs double.

Infrared Lenses: These are special goggles that will let you see in all but total darkness by making heat traces visible. The resolution is poor, and peripheral vision is non-existent, mak-ing them useful for surveillance, but a handicap in combat (choose half the battlefield as where you are looking. Anyone not in that half is considered to be flanking you).

Knockout Darts: These small darts are fired by an air gun, making them nearly silent. Originally designed for trapping animals without harming them, they deliver a strong anesthetic directly into the bloodstream. The guns are single shot only, requiring about 1 round to reload. Although the dart does no serious injury, it must be able to penetrate before it can work (See Penetrating Weapons, Page 27). Anyone hit by one must roll a Fortitude Saving Throw DC: 12 or pass out for 1D12 minutes (See "Saving Throws"). Note that it is a crime to administer any kind of drug without the person's permission. Anyone with a weak heart, or who is taking any kind of drug (including alcohol) could die if shot with one of these.

Light Amplification Goggles: Light Amplification Goggles, also called Starlight lenses or Nightfinders, will allow normal vision in all but total darkness by enhancing the available light by ten times. Peripheral vision is poor, and sudden bright lights can easily blind you (Reflex Saving throw DC 15, modified by intensity or be blinded 1D10 rounds)

Radios: Radios can provide quick, easy communications among characters, provide an easy way to call in the police or an ambulance, and can help you keep up with the latest pop' hits. They come in all sizes, from the "Captain Starflight" toy walkie-talkie that can reach half a block (with fresh batteries) up through broad band units that can reach half the continent. The most common type is a powerful CB or FM transceiver with a 10 mile range (this is the type built into the helmet listed as having a radio). This costs about $150, and can be tuned to police emergency bands (frequency scanners are extra).

The other type of radio is a tracking receiver, which can tell you the exact direction a particular signal is coming from. Two people with these units can triangulate on a signal, and determine its precise location (to within a few hundred feet). This type of specialized receiver costs about $100.

This list of equipment is not complete: It would have to list everything in the world (and be bigger than a Sears catalog). Its purpose is to give a few ideas for gadgets and how they work in the game. You can use things that aren't on the list, and the Referee can change any of the items shown, to reflect the level of technology in his or her game world.

Body Armor $15 per point of collision damage reduction.

Bulletproof Uniform $1,100 Full suit, restrictive form. $1,600 Full suit, lightweight form $675 Cape, lightweight form

Crash Helmet $75 10 Pt. Light helmet $150 15 Pt. Full helmet $450 15 Pt. Full helmet, bulletproof

$750 15 Pt. Full bulletproof w/radio

$75 Shatterproof visor

$125 Bulletproof visor

$20 extra for mirrored visor

First Aid Kit $10

Flak Vest $2,000 10 Pt. bulletproof armor

Floodlight $5 Pocket flashlight

$15 Large flashlight

$35 Small floodlight w/battery pack

$75 Medium floodlight with colored lenses

and battery pack, with flasher

$120 Large floodlight, lenses, adjustable

beam

Guns $50 .22 “Saturday Night Special”

$75 .22 caliber, average quality

$120 .32 or .38 caliber, or good .22

$200 Good .38 or 357

$400 .44. or .45, top .38 or 357

$750 Good .44 or 45

$1500 Top of the line .44 magnum

50% extra for automatic pistols

Homing Bugs $50 to $500

I.R.Goggles $2,250 Lets you see in darkness, but poorly

Knockout Darts$300Air powered dart gun, single shot

$5 Cost per dart

Starlight Lenses $5,000 Light amplification

Radios $25 Cheap handheld, 100 yard range

$35 Medium hand held, 1/4 mile range

$150 Handheld short wave, 5 mile range

$150 Tracking receiver for homing bugs

$225 CB/FM with microphone, 10 mile

$300 Medium quality short wave, 20 mile

$300 Police frequency monitor w/scanner

$750 Full range hand held, 50 mile range

per point of collision damage reduc-tion.

Equipment List

Pistols:

22 = 1D8 Vit +1 Con 20 x3

32 = 1D10 Vit +1 Con 20 x3

38 = 1D12 Vit +2 Con 20 x3

44 = 2D8 Vit + 2 Con 20 x3

45 = 2D10 Vit +2 Con 20 x3

Rifles:

22 = 2D8 Vit +2 Con 20 x3

32 = 2D10 Vit +2 Con 20 x3

38 = 2D12 Vit +3 Con 20 x3

44 = 3D8 Vit +3 Con 20 x3

45 = 3D10 Vit +3 Con 20 x3

Brass Knuckles +1D4 20 x2*

Club +1D6 20 x2*

Staff 1D8 20 x2*

Knife = +1D4 +1 Con 20 x2*

Shortsword = +1D6 +2 Con 20 x2*

Sword = +1D8 +2 Con 20 x2*

Telephone pole +2D6 20 x2*

Car +4D6 20 x2*

*This damage is in addition to your normal hand to hand damage. A character with a 15 Strength wielding a shortsword would do 1D6 +2 vitality (from strength) +1D6 vitality +2 Con (from shortsword)

Exceptionally strong characters can find mundane weapons breaking in their hands. No weapon can do more damage (discounting bonuses from Martial Arts, Unarmed Combat skill, called shots, crits, and the bonus the weapon gives) than it takes to destroy it, however weapons take half damage from attacks they make.

Example: Bob the athlete has a Strength of 16 (1d6+3), swinging a wooden baseball bat (hardness 5, hp 5) has a very hard time breaking it. At maximum he does 9 points of damage. Cut in half this can’t top the bat’s hardness of 5.

Example: Strongman has a Strength of 40 (6d6+15) swinging a wooden baseball bat (hardness 5, hp 5) he finds it’s not quite up to withstanding his strength. On an average swing Strongman does 36 points of damage from strength, even with the bat taking half damage (18 points) that’s more than enough to destroy it. The bat deals 20 points of damage (the amount needed to destroy it) and shatters into a million (or at least two) pieces.

AP: Armor Piercing attacks can bypass the damage reduction of powers or armor. Every AP attack is given an AP Value which determines how well it bypasses defenses or armor. If the AP of the attack is equal or greater than the AR (Armor Rating) value of the defense/armor the defense/armor does not apply any damage reduction to the attack.

Dum-Dums add 1 point of con damage unless the person is wearing bulletproofing or is hardened, then it subtracts 1.

Explosive Ammo adds 1 die of vitality damage based on the caliber size

OPTION: Deadly guns: In the comics heros go against multiple thugs with guns and (normally) come out relatively unscathed, this is reflected in the low damage done by guns here. If you think guns and other penetrating weapons should be more deadly, use the weapon damage listed in the current BBP for damages. For defenses, ‘Subtract 1 Con’ becomes: Convert Con Damage to Vitality damage, and ‘Subtract 2 (or more) Con’ becomes: Ignore Con Damage. Penetrating attack becomes: ‘Add 2 dice of Con damage, equal to the dice the attack power does’. If you use this option remember that a thug with a gun (or even a knife) can take out many heroes with one shot.

Rules of Play

DICE NOTATION

These rules use the following die notations:

d4 = four sided die

d6 = six sided die

d8 = eight sided die

d10 = ten sided die

d12 = twelve sided die

d20 = twenty sided die

d% = percentile dice

Die rolls are expressed in the format:

[#] die type [+/- modifiers]

Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together. Add 2."

ROUNDING FRACTIONS

In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. Exception: Certain rolls, such as damage and hit points, have a minimum of 1.

MULTIPLYING

Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (x2) and a double (x2) applied to the same number results in a triple (x3, because 2 + 1 = 3).

BASIC TASK RESOLUTION SYSTEM

These rules assume a standardized system for determining the success or failure of any given task. That system is: d20 + Modifiers vs. Target Number. The type of task determines the Modifiers and Target Number. If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure.

A "natural 20" on the die roll is not an automatic success. A "natural 1" on the die roll is not an automatic failure.

SAVING THROWS

A saving throw roll is used to resist powers, reduce damage from explosions, and many other things. The saving throw roll is:

d20 + Base save bonus + other modifiers due to equipment, active effects, environment, circumstance, powers, etc. + ability modifier vs. DC of Save

The Saving Throw succeeds if the total of the die roll plus modifiers equals or exceeds the DC of the save. The three different kinds of saving throws are these:

Fortitude:

These saves measure a combatant's ability to stand up to massive physical punishment or attacks against a combatant's vitality and health. Apply a combatant's Constitution modifier to a combatant's Fortitude saving throws.

Reflex:

These saves test a combatant's ability to dodge attacks. Apply a combatant's Dexterity modifier to a combatant's Reflex saving throws.

Will:

These saves reflect a combatant's resistance to mental influence and domination. Apply a combatant's Wisdom modifier to a combatant's Will saving throws.

Saving Throw Difficulty Class

The DC for a save is determined by the effect that triggered the save attempt. Any effect that allows a save will indicate the necessary DC, and the effects of saving.

Detection and Observation:

Noticing details and finding hidden things can be very important to a character. Noticing a fact, object, or important detail is usually decided with a skill check. Use Spot, Search, or Listen as appropriate.

Breaking Items

BREAKING AN ITEM AND ATTACKING OBJECTS

Damage to Objects

The amount of damage that an object can withstand depends on what it is made out of and how big it is. Weapon damage is rolled normally against objects.

Table: Substance Hardness and Vitality

Substance      Hardness       Vitality

---------      --------       ----------

Paper 0 2/inch of thickness

Rope 0 2/inch of thickness

Glass 2 1/inch of thickness

Ice 0 3/inch of thickness

Wood 5 10/inch of thickness

Stone 10 15/inch of thickness

Iron 12 30/inch of thickness

Steel 15 30/inch of thickness

Reinforced Steel 20 40/inch of thickness

Super Metal 40 80/inch of thickness

Table: Common Weapon and Shield Hardness and Vitality

Weapon Hardness       HP

------ --------       --

Tiny blade 15 1

Small blade 15 2

Medium-size blade 15 5

Large blade 15 10

Small metal-hafted weapon 15 10

Medium-size metal-hafted weapon 15 25

Small hafted weapon 5 2

Medium-size hafted weapon 5 5

Large hafted weapon 5 10

Huge club 5 60

Table: DCs to Break or Burst Items

A common use of Strength is to break open doors and burst bonds. Larger and smaller creatures get size bonuses and size penalties on these Strength checks: Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.

Strength Check to: DC

------------------ --

Break down simple door 13

Break down good door 18

Break down strong door 23

Burst rope bonds 23

Rip a car door off 23

Bend iron bars 24

Break down barred door 25

Burst chain bonds 26

Break down iron door 28

Break down reinforced steel door 35

Rip off Car door 30

Table : Object Hardness and Vitality

Object Hardness Vitality Break DC*

------ -------- ---------- ---------

Rope (1 inch diam.) 0 2 23

Simple wooden door 5 10 13

Spear 5 2 14

Small chest 5 1 17

Good wooden door 5 15 18

Treasure chest 5 15 23

Strong wooden door 5 20 23

Masonry wall (1 ft. thick) 8 90 35

Hewn stone (3 ft. thick) 8 540 50

Chain 10 5 26

Manacles 10 10 26

Masterwork manacles 10 10 28

Handcuffs 15 20 30

Iron door (2 in. thick) 10 60 28

* Break DC: The DC for a Strength check needed to destroy the item in one action, rather than reducing it to zero hit points through a series of attacks.

Immunities

Inanimate objects are immune to critical hits. Objects are immune to subdual damage. Animated objects are immune to critical hits because they are constructs.

Ranged Weapon Damage

Objects take half damage from ranged weapons (except for damage from siege engines and the like). Divide the damage by 2 before applying the object's hardness.

Energy Attacks

Objects take half damage from most energy attacks. Divide the damage by 2 before applying the hardness. Cold attacks deal one- quarter damage to objects. Sonic attacks deal full damage to objects.

Ineffective Weapons

The Referee may determine that certain weapons just can't deal damage effectively to certain objects. For example, a combatant will have a hard time chopping down a door by shooting arrows at it or cutting a rope with a club.

Vulnerability to Certain Attacks

The Referee may rule that certain attacks are especially successful against some objects. For example, it's easy to light a curtain on fire or rip up a scroll.

Hardness

Each object has hardness—a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object's hit points.

Vitality

An object's vitality total depends on what it is made of and how big it is. When an object's vitality points reach 0, it's ruined. Very large objects have separate hit point totals for different sections.

Saving Throws

Unattended non-superpowered items never make saving throws. They are considered to have failed their saving throws, so they are always fully affected by (for instance) an explosion. An item attended by a combatant (being grasped, touched, or worn) receives a saving throw just as if the combatant herself were making the saving throw.

Superpowered items always get saving throws. A Superpowered item's Fortitude, Reflex, and Will save bonuses are equal to 2 + one-half its level. Attended superpowered items either make saving throws as their owner or use their own saving throws, whichever are better.

Breaking Items

When a combatant tries to break something with sudden force rather than by dealing regular damage, use a Strength check to see whether the combatant succeeds. The DC depends more on the construction of the item than on the material.

If an item has lost half or more of its hit points, the DC to break it drops by 2.

Combat Basics

Attack Roll

To score a hit that deals damage on your attack roll, you must roll the target’s Armor Class (AC) or better.

Melee Attack Roll: 1d20 + base attack bonus + Bonuses + size modifier = AC hit

Ranged Attack Roll: 1d20 + base attack bonus + Bonuses + size modifier + range penalty = AC hit

A natural roll of 20 on the die always hits if a hit is possible, a natural 1 on the die always misses.

Table: Attack Roll Modifiers

Circumstance Melee Ranged

------------ ----- ------

Attacker flanking defender* +2

Attacker on higher ground      +1 +0

Attacker prone                 -4 -2

Defender sitting or kneeling   +2 -2

Defender prone +4 -4

Defender stunned, cowering,

or off balance                 +2***                  +2***

Defender surprised or

flat-footed                    +0***                  +0***

Defender running               +0***                  -2***

Defender grappling

(attacker not)                 +0*** +0****

Defender pinned                +4*** -4***

Defender has cover             —–— See Cover —–—

Defender — See Concealment —

Defender helpless              See Helpless

*A combatant flanks a defender when a combatant has an ally on the opposite side of the defender threatening him.

***The defender loses any Dodge bonus to AC.

****Roll randomly to see which grappling combatant a combatant strikes. That defender loses any Dodge bonus to AC.

Helpless Combatants

A melee attack against a helpless combatant gets a +4 circumstance bonus on the attack roll. A ranged attack gets no special bonus. A helpless defender (naturally) can't use any Dodge bonus to AC.

COVER AND CONCEALMENT

Depending on the situation, a combatant may gain bonuses or suffer penalties on the combatant's attack roll. A combatant's DM judges what bonuses and penalties apply.

Cover

Cover provides a bonus to a combatant's AC. The more cover a combatant has, the bigger the bonus.

Table: Cover

Degree of Cover AC Cover Reflex

Cover Bonus Save Bonus

--------- -------- ------------

1/4 +2 +1

1/2 +4 +2

3/4 +7 +3

9/10 +10 +4*

Total - -

*Half damage if save is failed; no damage if successful.

Degree of Cover

Cover is assessed in subjective measurements of how much protection it offers a combatant. The Referee determines the value of cover. This measure is not a strict mathematical calculation because a combatant gains more value from covering the parts of the body that are more likely to be struck.

Cover Reflex Save Bonus

Add this bonus to Reflex saves against attacks that affect an area. For nine-tenths cover, a combatant also effectively has improved evasion. These bonuses, however, only apply to attacks that originate or spread out from a point on the other side of the cover.

Striking the Cover Instead of a Missed Target

If it ever becomes important to know whether the cover was actually struck by an incoming attack that misses the intended target, the Referee should determine if the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target with cover but high enough to strike the target if there had been no cover, the object used for cover was struck. This can be particularly important to know in cases where a combatant uses another combatant as cover. In such a case, if the cover is struck and the attack roll exceeds the AC of the covering combatant, the covering combatant takes the damage intended for the target.

If the covering combatant has a Dodge bonus to AC, and this bonus keeps the covering combatant from being hit, then the original target is hit instead. The covering combatant has dodged out of the way and didn't provide cover after all. A covering combatant can choose not to apply his Dodge bonus to AC, if his intent is to try to take the damage in order to keep the covered combatant from being hit.

{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{

}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}

Concealment

Concealment includes all circumstances where nothing physically blocks a blow or shot but where something interferes with an attacker's accuracy.

Concealment Example Miss Chance

----------- ------- -----------

One-Quarter Light fog; moderate darkness; light foliage 10%

One-Half Dense fog at 5ft. 20%

Three-quarters Dense foliage 30%

Nine-tenths Near total darkness 40%

Total Attacker blind; target invisible;

total darkness; dense fog at 10 ft. 50%

Concealment is subjectively measured as to how well concealed the defender is. Concealment always depends on the point of view of the attacker.

Concealment Miss Chance

Concealment gives the subject of a successful attack a chance that the attacker missed because of the concealment. If the attacker hits, the defender must make a miss chance percentile roll to avoid being struck. When multiple concealment conditions apply to a defender, use the one that would produce the highest miss chance. Do not add the miss chances together.

{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{

}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}

INFLICTING DAMAGE

Damage Rolls

If the attack roll result equals or exceeds the target's AC, the attack is successful, and the combatant deals damage. Roll the appropriate damage for a combatant's weapon. Damage is deducted from the target's current vitality points after applying any defenses or reductions they may have.

Minimum Weapon Damage

If penalties to damage bring the damage result below 1, a hit still deals 1 point of damage.

Critical Hits

When a combatant makes an attack roll and gets a natural 20, the combatant hits regardless of the target's AC, and the combatant has scored a threat. The hit might be a critical hit (or "crit"). To find out if it's a critical hit, the combatant immediately makes a critical roll — another attack roll with all the same modifiers as the attack roll the combatant just made. If the critical roll also results in a hit against the target's AC, the combatant's original hit is a critical hit. If the critical roll is a miss, then the combatant's hit is just a regular hit.

A critical hit means that the attacker rolls for damage more than once, as indicated by the weapon description for the weapon that scored the threat, with all the attacker's usual bonuses, and add the rolls together to get total damage. Unless otherwise noted all powers Crit on a 20 and deal x2 damage on a critical hit.

Exception: Bonus damage represented as extra dice is not multiplied when a combatant score a critical hit.

Increased Threat Range

Sometimes a combatant's threat range is greater than 20. In such cases, a roll below 20 is not an automatic hit. Any attack roll that doesn't result in a hit is not a threat.

Increased Critical Multiplier

Some weapons or powers, deal better than double damage with a critical hit.

Multiplying Damage

Sometimes a combatant multiplies damage by some factor, such as when a combatant scores a critical hit. Roll the damage (with all modifiers) multiple times and total the results.

SPECIAL TERMS

Face

How wide a face a combatant presents in combat. Face is essentially the border between the square or rectangular space that a combatant occupies and the space next to it. These faces are abstract, not "front, back, left, and right," because combatants are constantly moving and turning in battle. Unless a combatant is immobile, it practically doesn't have a front or a left side—at least not one that can be identified on the tabletop.

Flanking

If a combatant is making a melee attack against an opponent, and an ally directly opposite the combatant is threatening the opponent, the combatant and the combatant's ally flank the opponent. A combatant gains a +2 flanking bonus on the attack roll. The ally must be on the other side of the opponent, so that the opponent is directly between the combatant and the ally.

Flat-Footed

At the start of a battle each combatant is considered flat-footed. A combatant can't use a Dodge bonus to AC (if any) while flat-footed, and can’t take free actions. Combatants are not considered flat footed at the start of the battle if they knew when the battle was going to start.

Initiative Check

At the start of a battle, each combatant makes a single initiative check. An initiative check is a Dexterity check + any power or feat modifiers. If two or more combatants have the same initiative check result, the combatants who are tied go in order of Dexterity (highest first). If there is still a tie, flip a coin.

Touch Attack

Touch attacks come in two types: melee touch attacks and ranged touch attacks. A combatant can score critical hits with either type of attack. A combatant's opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. The target's other AC bonuses apply normally.

SIZE MODIFIERS

Size            AC/Attack Modifier

---- ------------------

Fine +8

Diminutive +4

Tiny +2

Small +1

Medium 0

Large -1

Huge -2

Gargantuan -4

Colossal -8

Apply this modifier to the attack rolls and AC values of combatants, unless the value has not already been precalculated to include this modifier.

COMBAT SEQUENCE

Step One:

The DM determines which combatants are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a partial action during the surprise round. Combatants who were unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round.

Step Two:

Combatants who have not yet rolled initiative do so.

Step Three:

Combatants act in initiative order.

Step Four:

When everyone has had a turn, the combatant with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.

THE COMBAT ROUND

Each round represents about 6 seconds in the game world. Anything a person could reasonably do in 6 seconds, a combatant can do in 1 round.

When a combatant's turn comes up in the initiative sequence, that combatant performs his entire round's worth of actions.

Effects that last a certain number of rounds end just before the same initiative count that they began on.

The following are the types of actions that can be performed in a round:

Partial Action: As a general rule, a combatant can do as much with a partial action as a combatant could with a standard action minus a move. Typically, a combatant may take a 5-foot step as part of a partial action. Partial actions include making a single attack, activating a power (unless the power indicates otherwise), or using most skills.

Move-Equivalent Action: Move-equivalent actions take the place of movement in a standard action or take the place of an entire partial action. The combatant can normally also take a 5 foot step.

Standard Action: A standard action allows a combatant to do something and move a combatant's indicated speed during a combat round. A combatant can move before or after performing the activity of the action.

Full-Round Action: A full-round action consumes all a combatant's effort during a round. The only movement a combatant can take during a full- round action is a 5-foot step before, during, or after the action. A combatant can also perform free actions. Some full-round actions do not allow a 5-foot step.

Free Action: Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. You can perform one or more free actions while taking another action normally. However, the Referee puts reasonable limits on what you can really do for free. For instance, calling out to your friends for help is free. Reciting your college thesis, however, takes several minutes. Free actions can be taken outside your initiative count, but not while you are surprised or flat footed. Unless otherwise noted, activating a Defense power is a free action.

Combat Manuvers

Block: Any punch, kick, or other hand to hand attack can be Blocked. To do this you must roll a successful hand to hand attack on your opponent, with a penalty equal to the opponent’s attack bonuses. Note that this need only hit the outside of the defense, if the opponent's defense has an outside as such. See section 5 of the "Notes on Powers", Page 31, for details. You do no damage if you succeed, but you will subtract your hand to hand damage from the damage you take from the blow. Though this can be performed on another initiative count this uses an action (you lose your next action though your initiative doesn’t change), and the effort costs 1 Vitality point, and puts your next attack in that fight at a penalty of -1 to hit. The penalties as well as the Vitality cost are cumulative, as any number of attacks can be blocked once you have forfitted your next action in this manner.

Bullrush: A combatant can bull rush as an attack action or a charge action.

When a combatant bull rushes, the combatant attempts to push an opponent straight back instead of attacking him. A combatant can normally only bull rush an opponent who is one size category larger than the combatant, the same size, or smaller.

Initiating a Bull Rush: First, the combatant moves into the defender's space.

Second, the combatant and the defender make opposed Strength checks. The combatant adds a +4 bonus for each size category that the combatant is above Medium-size or a -4 penalty for each size category that the combatant is below Medium-size. The combatant gets a +2 charge bonus if the Bull Rush is attempted at the end of a Charge. The defender gets a +4 stability bonus if he has more than two legs or is otherwise exceptionally stable.

Bull Rush Results: If the combatant beat the defender, the combatant pushes the defender back 5 feet +1 foot for each additional point by which the combatant exceeded the defender’s check result. A combatant can't, however, exceed his or her normal movement limit.

If the combatant fails to beat the defender's Strength check, the combatant moves 5 feet straight back. If that space is occupied, the combatant falls prone in that space.

Coupled Attack: A Coupled Attack allows one attack power or weapon to act as the carrier for another. Such combination attacks require an action to prepare. Although this allows a single attack to deliver massive amounts of damage, remember that the first attack must hit before the second one has a chance to hit. While there is only one attack roll for this, it is used for both attacks, so it it possible for one of the attacks to hit and the other to miss. If you are Coupling to a hand to hand attack (such as a punch) the hand to hand attack must hit for the second attack to have a chance of hitting.

Pulling Punches: You don't have to do full damage with every attack, and there are times when you won't want to. Your control over the damage you do isn't exact, but you can control treasonably well by choosing how many damage dice to roll.

You may roll any number of dice you choose, from one all the way up to your full power.

An attack power used at half power or less cost one less Vitality, and hand to hand is free.

Aid another [Standard]

Description: If a combatant threatens an opponent with which an ally is engaged in melee combat, the combatant can attempt to aid the ally as a standard action. The combatant makes an attack roll against AC 10. If the combatant succeeds, the combatant's ally gains either a +2 circumstance bonus to attack that opponent or a +2 circumstance bonus to AC against that opponent (the combatant's choice).

Attack (melee) [Standard]

Description: The combatant attacks an opponent in a space that combatant threatens. The attack roll is:

d20 + Attack modifiers vs. AC of target

Attack modifiers consist of the combatant's base attack bonus, size adjustment, and any other bonuses that apply to the attack roll.

A natural 1 on the d20 is always a miss, and a natural 20 on the d20 is always a hit.

If the modified attack roll is equal to or greater than the AC of the target, the attack is successful. The attack may also be a Threat. See Critical Hits and Dealing Damage, below, for more details.

A combatant can choose to fight defensively when taking the attack action. If a combatant does so, the combatant takes a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.

Attack (ranged) [Standard]

Description: The combatant attacks an opponent in line of sight to the combatant, within range of the ranged weapon or power being used. A target is in line of sight if no obstructions between the combatant and the target grant 100% cover. The maximum range for a thrown weapon is five range increments, for projectile weapons it is ten range increments. The attack roll is:

d20 + Attack modifiers vs. AC of target

Attack modifiers consist of the combatant's base attack bonus, size adjustment, and any other bonuses that apply to the attack roll. Each range increment of distance between the combatant and the target after the first will impose a penalty, per the weapon description.

A natural 1 on the d20 is always a miss, and a natural 20 on the d20 is always a hit.

If the modified attack roll is equal to or greater than the AC of the target, the attack is successful. The attack may also be a Threat. See Critical Hits and Dealing Damage, below, for more details.

If a combatant shoots or throws a ranged weapon or power at a target that is engaged in melee with an ally, that combatant suffers a -4 penalty on its attack roll. Two combatants are engaged in melee if they are enemies of each other and either threatens the other. (A held, unconscious, or otherwise immobilized combatant is not considered engaged unless he is actually being attacked.)

If a combatant's target (or the part of a target a combatant is aiming at, if it's a big target) is at least 10 feet away from the nearest ally, the combatant can avoid the -4 penalty, even if the combatant being aimed at is engaged in melee with an ally.

A combatant can choose to fight defensively when taking the attack action. If a combatant does so, the combatant takes a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.

Climb [Full]

Description: As a full round action, a combatant can climb at one half base speed.

Climb [Move Equivalent]

Description: As a move equivalent action, a combatant can climb at one quarter base speed.

Charge [Full]

Description: The combatant must move before attacking, not after. The combatant must move at least 10 feet and may move up to double speed. All movement must be in a straight line, with no backing up allowed. The charge stops as soon as the combatant threatens the target. A combatant can't run past the target and attack from another direction.

After moving, the combatant may make a single melee attack or a bull rush. The combatant gets a +2 bonus on the attack roll. The combatant also suffers a -2 penalty to AC for 1 round.

Coup de grace [Full]

Description: A combatant can use a melee weapon to deliver a coup de grace to a helpless foe. A combatant can also use ranged weapon, provided the combatant is adjacent to the target. The attacker automatically hits and scores a critical hit. If the target survives the damage, the target must make a Fortitude save (DC 10 + damage dealt) or die.

A combatant can't deliver a coup de grace against an opponent that is immune to critical hits, an opponents that have a chance to avoid criticals have that chance to avoid the Coup de grace critical damage.

Delay [Not an Action]

Description: When a combatant delays, the combatant voluntarily reduces it's own initiative result for the rest of the combat. When a combatant's new, lower initiative count comes up later in the same round, the combatant can act normally. A combatant can specify this new initiative result or just wait until some time later in the round and act then, thus fixing the combatant's new initiative count at that point.

A combatant can only voluntarily lower its initiative to –10 minus its initiative bonus. When the initiative count reaches –10 minus a delaying combatant's initiative bonus, that combatant must act or forfeit any action that round.

If multiple combatants are delaying, the one with the highest initiative bonus (or highest Dexterity, in case of a tie) has the advantage. If two or more delaying combatants both want to act on the same initiative count, the one with the highest bonus gets to go first. If two or more delaying combatants are trying to go after the other, the one with the highest initiative bonus gets to go last.

Disarm [Varies]

Description: The combatant and an adjacent target make opposed attack rolls with the their respective weapons. If the weapons are different sizes, the opponent with the larger weapon gets a bonus on the attack roll of +4 per difference in size category. If the target is using a weapon in two hands, he gets an additional +4 bonus. If the combatant beats the target, the target is disarmed. If a combatant attempted the disarm action unarmed, the combatant now has the weapon. Otherwise, it drops to the ground at the target's feet. If the combatant fails, then the target may make an attempt to disarm the combatant as an immediate, free action.

This action substitutes for a melee attack, not an action. As melee attacks, it can be used once in an attack or charge action,

Dive Attack [Full]

Description: Creatures that fly can make dive attacks.

A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet.

Double move [Full]

Description: A combatant can move up to double base speed.

Draw a weapon [Move Equivalent]

Description: If a combatant has a base attack bonus of +1 or higher, a combatant can combine one of these actions with a regular move.

Drop an item [Free]

Description: The item falls to the floor in the same space as the combatant.

Drop to the floor [Free]

Description: The combatant is considered to be prone.

Extinguish flames [Full]

Description: This action will extinguish small fires on equipment, furniture, or the combatant's person. Larger blazes will require the use of water, sand, or some other material to snuff the flames.

Feint [Standard]

Description: This is a specialized use of the Bluff skill. See the Bluff skill for more details.

Heal a dying friend [Standard]

Description: This may involve the use of a power, or a use of the Healing skill.

Mount or dismount [Move Equivalent]

Description: Self explanatory.

Open a door [Move Equivalent]

Description: Self explanatory.

Overrun (charge) [Standard]

A combatant can try to overrun as part of a charge action against an opponent that is one size category larger, the same size, or one size smaller than the combatant. Only one attempt to overrun can be made per charge.

An overrun takes place during the movement portion of a charge. With an overrun, a combatant attempts to move through the opponent's area.

First, a combatant must charge at least 10 feet in a straight line into the defender's space.

Then the defender chooses either to avoid the combatant or to block the combatant. If he avoids the combatant, the combatant keeps moving. (A combatant can always move through the space occupied by someone who lets a combatant by.) If the defender blocks a combatant, make a trip attack against the defender (see Trip, below). If the combatant succeeds in tripping the defender, the combatant can continue the charge in a straight line as normal.

If a combatant fails and is tripped in turn, the combatant is prone in the defender's space. If a combatant fails but is not tripped, the combatant has to move 5 feet back the way the combatant came. If that space is occupied, the combatant falls prone in that space.

Pick up an item [Move Equivalent]

Description: A character must be in the same space as the item to be picked up.

Ready [Standard]

Description: The ready action lets a combatant prepare to take an action later, after a combatant's turn is over but before a combatant's next one has begun. Readying is a standard action.

Only partial actions can be readied. Specify the partial action a combatant will take and the conditions under which it will be taken. When those conditions are met, the combatant may take the readied partial action. The partial action comes before the action that triggers it. For the rest of the fight, the combatant's initiative result is the count on which the combatant took the readied action, and the combatant acts immediately ahead of the combatant whose action triggered the readied action.

If the combatant takes the readied action into a subsequent round, and the conditions are met before the combatant's normal initiative, the combatant's initiative rises to that new point in the order of battle, the combatant may take the readied action, and whether that action is taken or not, the combatant does not get a regular action that round.

Refocus (no move) [Full]

Description: Refocus is a full-round action during which a combatant cannot move. The combatant moves up in the initiative count and is positioned as though it had rolled a 20 on the initiative check. Other modifiers (such as for Dexterity and for the Improved Initiative feat) also apply to this roll of 20 when determining the new initiative check result.

Retrieve a stored item [Move Equivalent]

Description: Self explanatory.

Run [Full]

The combatant can move up to four times the combatant's base speed in a straight line (or three times base speed if the combatant is in heavy armor). The combatant loses any Dodge bonus to AC since the combatant can't avoid attacks.

A combatant can run for a number of rounds equal to the combatant's Constitution score, but after that, the combatant must succeed at a Constitution check (DC 10) to continue running. The combatant must check again each round in which the combatant continues to run, and the DC of this check increases by 1 for each check a combatant has made. When a combatant fails this check, the combatant must stop running. A combatant who has run to the limit must rest for 1 minute (10 rounds) before running again. During a rest period, the combatant can move no faster than a normal move.

Second Wind [Standard (when conscious)][Special]

Description: This means to call up your final reserves of Vitality. Some call it an adrenaline surge, some call it willpower, but a lot of people can use it. This is an unusual action in that you can attempt it even while unconscious. To call up your character’s Second Wind, you must roll a special check: roll a D100, if this is less then your PERS + Will you have succeeded. If you Succeed while your character is unconscious the character becomes conscious. If the character was stunned they become un-stunned. By succeeding you also regain an amount of Vitality you have lost equal to your PERS + Will. While a character can attempt a Second Wind as many times as they choose, this can only be attempted in battle and can only succeed once in any given battle.

Sheathe a weapon [Move Equivalent]

Description: Self explanatory

Speak [Free]

Description: The DM may place limits on what may be reasonably communicated in a six-second combat round.

Stand up from prone [Move Equivalent]

Description: Self explanatory.

Start full round action [Partial]

The start full-round action partial action lets a combatant start undertaking a miscellaneous full-round action, which the combatant can complete on the following round (even with a partial action). This option is normally used when a combatant is suffering some other condition that restricts the combatant from taking full round actions.

Strike a weapon [Standard]

Description: A combatant can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that a combatant's opponent is holding. The attacking weapon must be no more than one size category smaller than the weapon attacked.

Then the attacker and the defender make opposed attack rolls. If the attacker wins, the attacker has made a successful attack against the weapon or shield.

This can also be done with a ranged attack, but treat it as striking an objects (below).

Strike an object [Standard]

An inanimate, immobile object has an AC of:

5 + its size modifier.

Immobile objects are easy to hit. With a melee attack, the combatant gets a +4 bonus to the attack roll. If a combatant takes a full-round action to line up a shot (as with the coup de grace against a helpless foe), the combatant gets an automatic hit with a melee attack and a +5 attack bonus with a ranged attack. (Objects, however, are immune to critical hits.)

Attacking a held, carried, or worn object is more difficult. Objects that are held, carried, or worn by a combatant, are harder to hit. Any deflection, dodge, power, or luck bonus to AC the combatant may have applies to the object. The attacker doesn't get any special bonus for attacking the object. If the target object is in the opponent's hand, it gets a +5 AC bonus because the opponent can move it quickly out of harm's way.

Table: Size and AC of Objects

Size AC Modifier

----- -----------

Colossal -8

Gigantic -4

Huge -2

Large -1

Medium-size +0

Small +1

Tiny +2

Diminutive +4

Fine +8

Trip an opponent [Varies]

A combatant can try to trip an opponent as a melee attack. A combatant can only trip an opponent who is one size category larger than a combatant, the same size, or smaller.

Making a Trip Attack: Make a melee attack as a melee touch attack. If the attack succeeds, make a Strength or Unarmed Combat skill check (whichever is greater) opposed by the defender's Dexterity, Strength, or Unarmed Combat skill check (whichever is better). A combatant gets a +4 bonus for every size category he is larger than Medium-size or a -4 penalty for every size category he is smaller. The defender gets a +4 stability bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If a combatant wins, a combatant trips the defender. If a combatant loses, the defender may immediately react and make a Strength or Unarmed Combat Skill check (whichever is greater) opposed by a combatant's Dexterity, Strength, or Unarmed Combat skill check to try to trip a combatant.

A tripped combatant is prone. Standing up from prone is a move-equivalent action.

A combatant may make a trip attack against a mounted opponent. The defender may use his Ride skill in place of his Dexterity, Strength or Unarmed Combat skill check. If a combatant succeeds, a combatant pulls the rider from his mount.

This attack form substitutes for a melee attack, not an action. As a melee attack, it can be used once in an attack or charge action.

Total defense [Standard]

Description: A combatant doesn't attack or perform any other activity other than moving at base speed, but the combatant gets a +4 dodge bonus to AC for 1 round. The combatant's AC improves at the start of this action, so it helps against any attacks of opportunity provoked while moving.

Use a skill that takes 1 action [Standard]

Description: Self explanatory.

Use a skill that takes 1 round [Full]

Description: Self explanatory.

Throw: Anything that can be held with one hand (half STR) can be thrown. To find out how far and how fast it can be thrown, multiply the character's STR by five and subtract one half (1/2) the weight of the object being thrown. The result is the speed that the object can be thrown at. It is also the distance the object can be thrown straight up: Double this distance if it’s being thrown horizontally (across) instead of vertically (up). You can throw any object you can lift, at a speed up to your own movement, as an alternative. Thrown weapons are treated like clubs.

Overpower: By gathering your power over time you can cause your ranged attack power to do more damage. Spend one round ‘gathering your energy’ this costs the same amount of vitality as the attack power you are using and is a full round action. Once you start you cannot take more than a 5 ft step until you complete your attack, or let the energy dissipate. The round after you have gathered your energy you may take a normal attack option, paying the power cost again, to fire your attack for double damage. In other words, spend a round and double the vitality to have your attack do double damage on the next shot.

Grapple: Grappling means wrestling and struggling hand-to-hand.

In order to initiate a grapple, a combatant needs to make opposed grapple checks against an opponent. A grapple check is something like a melee attack roll.

A combatant's attack bonus on a grapple check is: Base attack bonus + any power modifier + special size modifier.

Special Size Modifier: The special size modifier for a grapple check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium-size +0, Small –4, Tiny – 8, Diminutive –12, Fine –16. Use this number in place of the normal size modifier a combatant uses when making an attack roll.

To start a grapple, a combatant first needs to grab and hold a combatant's target. Attempting to start a grapple is the equivalent of making a melee attack. If a combatant gets multiple attacks in a round, a combatant can attempt to start a grapple multiple times (at successively lower base attack bonuses

Step 1: Grab:

The combatant makes a melee touch attack to grab the target. If the combatant fails to hit the target, the combatant fails to start the grapple.

Step 2: Hold:

Make an opposed grapple check. If the combatant succeeds, the combatant has started the grapple, and the combatant deals damage to the target as if with an unarmed strike. Special: the defender can choose to add his strength to the grapple check to resist. This can only be done if the combatant has something to break free from, or someway to use strength to resist (if someone is telekinetically holding you in midair bringing your strength to bear is virtually impossible). If the defender uses this option, the attacker can also add his strength to the check.

If the combatant loses, the combatant fails to start the grapple. The combatant automatically loses an attempt to hold if the target is two or more size categories larger than the combatant is (but the combatant can still make an attempt to grab such a target, if that's all the combatant wants to do).

Step 3: Move In:

To maintain the grapple, the combatant must move into the target's space

Step 4: Grappling:

The combatant and the target are now grappling.

If a combatant's target is already grappling someone else, then the combatant can use an attack to start a grapple, as above, except that the combatant's grab automatically succeeds. The combatant still has to make a successful opposed grapple check to deal damage and must still move in to be part of the grapple.

When a combatant is grappling (regardless of who started the grapple), the combatant can make an opposed grapple check as an attack. If the combatant wins, the combatant can do the following:

Damage A combatant's Opponent: A combatant deals damage as with an unarmed

Pin: A combatant can hold an opponent immobile for 1 round. (If a combatant gets multiple attacks, the combatant can use subsequent attacks to damage the opponent. A combatant can't use a weapon on a pinned opponent or attempt to damage or pin a second opponent while holding a pin on the first.) While a combatant is pinned, opponents other than the one pinning the combatant get a +4 bonus on attack rolls against the combatant (but the combatant is not helpless).

Break Another's Pin: A combatant can break the hold that an opponent has over an ally.

Escape: A combatant can escape the grapple. A combatant can take whatever movement the combatant gets. If more than one opponent is grappling a combatant, the combatant's grapple check result has to beat all their check results to escape. (Opponents don't have to try to hold a combatant if they don't want to.)

When an opponent has pinned a combatant, the combatant is held immobile (but not helpless) for 1 round. The combatant can make an opposed grapple check as a melee attack. If the combatant wins, the combatant escapes the pin, but the combatant is still grappling.

In addition to making opposed grapple checks, a combatant has a few other options while grappling.

Weapons: A combatant can attack with a light weapon while grappling (but not while pinned or pinning). A combatant can't attack with two weapons while grappling.

Wriggle Free: A combatant can make an Escape Artist check (opposed by a combatant's opponent's grapple check) to get out of a grapple or out of being pinned (so that the combatant is just being grappled). Doing so counts as a standard action; if a combatant escapes a grapple, the combatant can also move in the same round.

Force Free: A combatant can make a Strength check opposed by either the opponents grabble or strength check (whichever is better) to force themselves free. This can only be done if the combatant has something to break free from, or someway to use strength to resist (if someone is telekinetically holding you in midair bringing your strength to bear is virtually impossible).

Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Opponents that are one size category smaller than a combatant count for half, opponents that are one size category larger than a combatant count double, and opponents two or more size categories larger count quadruple.

Additional enemies can aid their friends with the aid another action.

While a combatant is grappling, that combatant's ability to attack others and defend a itself is limited.

No Dodge Bonus: A combatant loses it's Dodge bonus to AC (if a it has one) against opponents a it isn't grappling. (A combatant can still use the bonus against opponents the combatant is grappling.)

Rapid Fire Weapons: Fully automatic weapons (machineguns) may hit with 1 D4 to 1 D6 bullets per attack, depending on the rate of fire. The damage for all bullets which hit is totaled before defenses are applied. Some exceptionally fast guns may hit with as many as 1 D8 bullets. Due to the vibrations that such firing causes, however, there is an attack penalty of -4 to hit. Note: "Automatic" pistols are not in this category. They are auto-loading, not machine guns.

Note: essentially all weapons require some type of training or practice to use effectively.

Explosions: Explosions will not do bonus CON damage unless there was shrapnel. To determine where the explosion is centered, roll a "To Hit" on the area, hitting an undefended spot as a Prone Opponent. For each point the shot was missed by, move the center of the blast 5 feet further away. Explosions are considered to automatically hit everything in the area, but a Reflex save for half damage is normally allowed.

OPTION: Degrading explosions: instead of doing a set amount of damage to everything in an area, explosions do more damage at their center, everything at the center takes full damage, for every foot away from the center up to 10 feet the damage is reduced by 1, for every foot from 10 to 20 feet away the damage is reduced by 2, for every foot from 30-40 damage is reduced by 3, etc… This allows for bigger areas of explosion and more realistic explosion damage. A Reflex save for half is still allowed with this option.

Penetrating Weapons: Only penetrating weapons such as knives or bullets do any extra CON damage.

Martial Arts Maneuvers

This section details some moves and tricks that call for some special training in unarmed combat, whether from a formal school, or just some skill. There will be several references to your “Hand to Hand” skill in these. This is one of several things (choose the best). It is your level plus 3 if you have the appropriate Martial power. (See Unarmed Combat Skill, Page 57)

Body Throw: A Body Throw uses an opponent's weight and strength against them when they are attacking hand to hand.

When it works, the attacker is thrown to the ground, taking ½ of their hand to hand damage.

To attempt a Body Throw, you normally must be readied to body throw. The body throw is a contested roll against your attacker, Roll your Unarmed Combat Skill vs. your opponents To Hit or Unarmed Combat Score (whichever is better). If you beat your opponent, they are thrown. When readied to body throw you can throw any number of opponents.

Break fall: One of the first things taught in any form of the Martial Arts is how to fall down without getting hurt (much).

This is called a break fall, and usually involves rolling with the impact, distributing it evenly, and/or slapping the ground to block the damage. This means that you have to have at least one arm free and in working order, though two is better. You also have to be able to control the way you land (i.e. which part of your body hits first). You normally want to land on your feet, then roll onto your back. This requires an Unarmed Combat Check DC 10 +1 per 5ft fallen. If you make it, then roll your hand to hand damage, including your Unarmed Combat bonuses. Double this number if you were able to use both hands. Subtract the total from the damage you took in the fall. Other attack powers will not aid in this, regardless of how much damage they can do, unless they are permanently linked to your hand, and do collision damage. This maneuver is only available if you have some form of unarmed combat training (i.e. one of the Martial powers or Unarmed Combat skills), and can be used any time you are slamming into a surface. To use it when being Body Thrown, you must make an opposed Unarmed Combat skill check against the opponent throwing you.

Lock: Treat this as a grapple, but you can use your Unarmed Combat skill in place of your base attack bonus.

Injury and Death

Minor Injuries: Usually, when someone gets hurt, the damage is taken off of their Vitality score. This type of injury is simply tiring, rather like getting the wind knocked out of you. Lost Vitality is healed at a rate of one fifth (1/5) their current CON per minute of rest (minimum 0), and has no real long-term affect. If your Vitality score goes below zero, then you’ve collapsed in exhaustion, and will probably be unconscious. Even if you are conscious, can’t take any action that requires the slightest effort (such as standing). You can hardly move, and no powers that cost Vitality can be used until you have some Vitality to use.

Stun: Whenever someone takes more damage than their current CON score, then they may be Stunned. To find out roll a Fort or Will Save whichever is greater vs DC 10 + 1 for each Con point suffered. If the Save is missed, then the character is stunned for one round.

Knockout: Anyone who is hit in the head by a Stunning blow, or is otherwise Stunned while they are already Stunned (see above) will be knocked unconscious for a number of rounds equal to the number of rounds that they would have been Stunned. Characters may wake up by getting their second wind (See Second Wind, Page 21).

Note: If a target takes more Vitality damage in a single shot than their Constitution score, they take one point of temporary Constitution damage as well.

DEATH, DYING, AND HEALING

Your vitality points represent how much damage you can take before being disabled, knocked unconscious, or killed.

0 Vitality Points: If your Vitality points drop to 0, you are disabled. You can only take partial actions, and you take 1 point of damage after completing an action.

-1 to -Con Vitality: If your hit points drop to from -1 to (0 – Your Normal Con), you’ve been knocked unconscious.

-Con Vitality: If your Vitality points fall to the negavtive of your Con or below, you are approaching death. For every point below this you take 1 point of temporary Con damage (Con damage taken in this manner does not cause additional HP loss). You also take 1 point of temporary Con damage each round. This loss can be stopped with a stabilization roll (10% chance each round. Remember that if your Con reaches 0 you die.

Healing: You can stop a dying character’s loss of Con points with a successful Heal check (DC 15) or with even 1 point of magical or superpowered healing. If healing raises a character’s Vitality points to 1 or more, he can resume acting as normal.

Knocking Things Around

When it comes to knocking people around, nobody does it like super heroes. In a typical fight there are bodies and wreckage flying everywhere. In this game, we call it Slam distance. To find out how far you Slam someone when you hit them, subtract one tenth (1/10) their weight from the Vitality damage you did. The result is the distance they get thrown. Of course, this only happens if you hit with a physical attack, such as your fist or a Force Beam (Lasers and Mind Blasts don't Slam people).

A person who resists this can subtract their Strength from the distance they are slammed. When the flying body lands, it will be moving at a speed equal to one half (1/2) the distance it was thrown. Use this to find the damage done with the "Falling and Colliding" rules, which follow.

Falling and Colliding The bigger you are...

When something (or someone) falls, they eventually hit the ground. How much that hurts depends on how fast they we removing when they hit. For simplicity sake, speed at point of impact is the same as the height the person fell from, in feet.

That's the simple part.

To find out how much damage a fall or any other type of collision does, use this simple rule: Every collision is treated like thrown object. The damage is based on the strength used in the throw. If you don’t know the strength, or if something modifies the speed, use this simple formula: Weight/10 + Speed/5.

Once you know the strength, simply roll normal hand to hand damage, adjusting the roll to account for the surface being hit.

For example. a hardened club gets +2 per dice. Generally, Add +1 per dice for every 10 pounds of weight (rounded), and+1 per dice for a hard surface, such as wood. +2 per dice for hitting a harder surface, such as stone or concrete. -1 per dice for softer surfaces, such as sand or packed soil. -2 per dice for water or mud. You get the idea. Note that, no matter how many pluses you get, you can’t do more than double the number actually rolled on the dice.

If the person is running into a movable object, like a table or another person, use the weight of the lighter object or person.

And remember, both the man and the wall that he hit take the same damage, not including defenses or moves to cut that damage.

Note that when you hit something, or are hit by something in blunt collision, you can’t take more damage than it took to break the thing that hit you.

Advancement

Gaining Levels: At the end of each adventure you should receive experience points. Add these to the total you already have and write it on your character sheet. This table will tell you what level a character with your experience should be.

Advancement Earned Experience Table Base Points50 x Challenge Rating per character10% Value of Rewards ReceivedBonuses0% - 50% If villains captured alive0% - 50% for Exceptional Roleplaying0% - 80% for Exceptional Heroism0% - 20% for Exceptional Teamwork0% - 30% for Exceptional Style0% - 50% for Contributing to Good StoryPenalties0% - 80% for Killing Villains0% - 50% for playing out of character0% - 10% for Gross Cowardice0% - 20% for Gross Stupidity0% - 20% for Gross Lack of Teamwork0% - 20% for Gross Violations of the Law0% - 10% for Endangering Team Mates0% - 20% for Endangering Bystanders0% - 90% for Killing Bystanders0% - 100% for Non Participation10% value of property recklessly destroyed It’s impossible to earn more than one Level on a single adventure.

If the points earned would raise a character two Levels, then they are raised one Level, and are one experience point short of their next Level. All experience beyond that is lost.

Raising Ability Scores: Each time you advance a level you may increase an ability score by 1 point.

Acquiring New Powers: Your class will list the Minor powers or Enhancements you gain each level, minor powers and Enhancements are listed in the powers section. Several Minors can be taken to gain a full power as listed. Some powers, such as Magic/Psychic will modify this number. You can never have the same Enhancement more times then your 1+(Character Level/4). Enhancements can be added to powers when you have achieved the 2nd minor power level.

Powers

The following section contains the descriptions of the various super powers found in this game. Most of them are fairly clear, but there are a few things that you may need to know about the powers in general.

1) Speeds are always given in movement rate. Some are have an additional Non-Combat miles per hour (MPH) listing. Range increments are always given in feet. Weights are always in pounds (lbs), and time is usually in rounds (6 seconds) or minutes. All powers unless otherwise noted can be fired up to 10 range increments.

2) For purposes of what level the power is (to determine damage and other affects) it is considered first level when you pick up the 2nd minor power and advances 1 level for every level you advance.

3) All combat powers will have some noticeable effect when they are in use, unless the description specifically says otherwise. You get to decide just how your powers look when in use, but they always look like something.

4) Most of the Defense powers that can be turned off (activating a Defense is normally a free action).

5) You may alter or adjust any combat power (offense or defense) using the Inventing Powers rules, in Appendix B.

Essentially all combat powers were built with these rules.

6) Minor powers normally cost as much Vitality as the full powers, unless otherwise noted.

7) Unless otherwise noted all defense powers gain a +2 power bonus to defense every 4 levels.

Power Descriptions

Several new Descriptors/Abilities have been added over and above those listed in the PHB.

[Energy] – Descriptor for energy damage. This is a superset of elemental and other energy types.

Power Bonus – This is a bonus that can be added to AC. This represents a combination of dodge, armor, natural armor, deflection, and even insight. It does not stack with itself, but does stack normally with other bonuses and can be increased by certain enhancements to powers.

ER – Energy Resistance. Resistance to Energy subtracts this number from energy damage done.

PR – Physical Resistance. Subract this number from all Collision damage done.

NPR – Resistance to Non-Collision damage. Subtract this from all Non-Collision damage.

Half Damage from collision/non-collision. You take half damage from the appropriate type of damage. Remember D20 adding rules: two powers that give ½ damage = 1/3 damage.

Special – When you have both the ability to cut damage by a fraction and the ability to subtract damage (CR/NCR/AR/Con reduction) only one applies at a time. Either halve the damage OR subtract, do not do both. This is applied separately to each type of damage (Collision, NonCollision, Con, etc…). For example with Invulnerability being hit by a flaming sword doing 2 Con, 30 points of Collision, and 10 points of Fire, you could Halve the Collision damage, Ignore the Con damage, then subtract 10 from the Energy damage.

Half Strength Powers are half as effective as full strength: they do half the damage, have half the range increment or area, and any other benefits they give are halved. Any saving throws the power would normally force an opponent to make have a DC reduced by 4.

AP – Armor Piercing. For attacks this is their Armor Piercing value, if this value is equal to or greater then the Armor Rating (AR) value of a Defense or armor, it ignores all damage reduction abilities of the armor or defense.

Armor Rating (AR) – The effectiveness at which the Armor or Power stops Armor Piercing attacks. Unless otherwise noted all Defense powers have AR 1

Acrobatics

The Acrobatics power gives your character inhuman agility and balance. It incorporates many different aspects of Acrobatic maneuvers and abilities. Roll 1 D6 and add 4 to determine just how many Acrobatic Talent points you have.

Each Talent point can "buy" a special ability from the list below. You may place several points into any of the abilities, enhancing them even further. Some of these abilities can be enhanced by acquiring skills.

Climbing: This gives you the ability to climb near vertical surfaces, and even truly vertical ones if handholds are available. Each point adds +5 a Power bonus to your climb checks as well as letting you do the following (normally without checks). Two talent points will allow you to climb rough vertical faces, even if there are no handholds. Three lets you climb smooth faces and cling to ceilings as if you were a spider. Four points allows you to cling to slippery surfaces, such as ice, and five allows you to walk normally at any angle on any surface that isn't totally frictionless (like a Force Field). You can move at your normal speed while climbing. You may also take 10 for climb checks.

Juggling: This talent lets you throw and catch things with extreme precision. Each talent point acts as a Power bonus to dice rolls for throwing or catching. (It also allows you to juggle.)

Leaping: This talent lets you leap large distances. Each talent point adds a +20 Power bonus to your jump check. Your jumping distance is not limited by your height.

Tightrope: With this talent you can walk a tightrope or similar surface. Each degree adds a +5 Power bonus to balance checks and allows you to take 10. You can move at full speed (rather than half) by increasing the target DC by +10.

Trapeze: Your character can swing on a rope or line without penalties for timing or balance. Swinging can add 10 per Talent point to your movement speed while swinging (base 20)

Optionally, one of these points can be spent to give your character the power to project or shoot a line to swing on.

This can take any form the player chooses. These can be 40 feet in length + 5ft/level, and attach to any surface or hold the character could grab or cling to.

Tumbling: Your character automatically starts with one point in this talent, besides the points that you rolled for.

This allows easy flips, rolls, handsprings and summersaults, in or out of combat. This increases your movement in combat situations by 5 feet per 2 talent points in Tumbling. Routine movement while tumbling may be made without any check, and each talent point acts as a 5 point Power bonus for any Tumbling check that is required. When using the all out or partial defense option increase your AC by an additional +1 per 2 tumbling points you have.

1st) Minor: You have 2 Acrobatics Points

2nd) Minor: You have 4 Acrobatics Points

3rd) Minor: Full Acrobatics.

Enhancements: Extra Acrobat (gain 3 talent points), Acrobatic Dodge (+1 Dodge bonus to AC), Evasion (Req: Acrobatic Dodge)

Armored/Metal Body

AC: Variable You may choose any one of the three basic forms of this power: Armor, Bionic limbs, or a Metal Body (android or robotic). All of the forms add to your hand to hand damage, as if you were wearing brass knuckles (see Weapons Table, Page 26).

Armor:

AC: +4 (+2 Armor, +2 Power)

Cost: 0

Armor usually refers to some type of metallic suit or protective padding. This will add a +2 Armor and a +2 Power Bonus to your AC and will reduce collision damage by half. The first point of Con damage from penetrating weapons will be ignored. In addition to this, Armor increases your Strength by 1 D10 and adds 2 D8 to your CON. It also doubles your weight. CON damage done to you will come first from the Armor. When all of the Armor's CON is gone, so are all of the bonuses that the Armor gave you (STR and damage reduction). It will still add to AC but that’s all. Repair takes a day per CON point.

1st) Minor: Armor bonus +1, Power Bonus +1

2nd) Minor Armor bonus +2, Power Bonus +2, 1d10 to Str.

3rd) Minor: Full Armor.

Enhancements: Extra Hardened (subtract an additional 2 points of Con damage from penetrating weapons), Increased AC (+1 Armor/ +1 Power bonus to AC), Physical Resistance: +5, Fortified 50%, Fortified 75% (Req: Fortify 50% or more), Increase AR value +1

Bionics:

AC: +6 (+2 Nat, +4 Power)

Cost: 0

Bionics usually refers to visible mechanical replacements for normal arms and/or legs. You may have any number of your normal limbs (or torso) as bionic replacements. Bionics will increase your Strength and CON by 3D6, and your Vitality by 3D10. If both legs are Bionic then you can run four times your normal speed, and leap twice your normal distance. If you have a Bionic arm then you may apply this extra Strength to your hand to hand damage. Bionics adds +2 Natural and a +4 Power Bonus to AC. Note that the self repair capacity of Bionic limb is quite limited, so you will heal CON damage at half (1/2) the normal rate.

1st) Minor: +1Natural Armor, + 1 Power

2nd) Minor: +1 Nat, +1 Power, +1d6 Str, Con, Vit

3rd) Minor: Full Bionics

Enhancements: Increased DC (+1 Nat +1 Power), Extra Limbs, Normal Heal Rate, Human Looking (synthetic skin, non-ferrous materials, ability to transform, or perhaps the bionic benefits are just inate powers you have), Increased jump (increase your jump multiplier by 2), Hardened (increase Con subtracted by 1), Increased AR value +1 (Req: Hardened)

Metal Body:

AC: +3 (+1 Armor, +2 Power)

Cost: 0

A Metal Body usually means that your character is an android or robot of some type. As such, you gain a +1 Armor Bonus and a +2 power bonus to AC. Gain 2 D10 of Strength, and 2D6 of CON. Being machine, you are effectively immune to drugs and poisons and you don’t need to breathe. Extremes of climate don't bother you at all, and you take only half damage from collisions unless special armor piercing weapons were used. The first 3 points of bonus CON damage done by penetrating weapons is ignored. You get a five point bonus to any Saves vs. mental attacks, such as Mind Blast or Mind Control. The bad news is that you weigh four times normal, and recover CON damage at a third (1/3) the normal rate. You are also likely to be unpopular, since the average man feels threatened by machines. You will seldom, if ever, be able to pass as human, so you have an extra Social Limitation (see Page 45).

1st) Minor: +1 Armor Bonus, Power Bonus +1

2nd) Minor: Immune Drug/Poison, Subtract 1 from Con damage, 3 point bonus to Mental saves.

3rd) Minor: Full Metal Body

Enhancements: Extra Hardened (subtrace an additional 1 point of Con damage), Built In Weapon, Increased AC (+1 Armor +1 Power), Human Looking, (Or transform from human to metal as a free action), Fortified 50%, Fortified 75% (Req: at least 50% Fortified), Fortified 100% (Req: at least 75% Fortified), Energy Resistance: 5, Increased AR value +1

Cold Attack

[Cold, Energy, NonCollision]

Damage: 3d8 + 1d8/level

Range: 20 feet + 10ft/level

Cost: 2

When your character has the power of Cold Attack they can generate a concentrated beam of negative energy. The usual effect of this blast is to drain the heat from the target. Upon Gaining Cold Attack choose an Enhancement from the list below.

1st) Minor: 2D6 Cold attack

2nd) Minor: Half Strength Cold Attack

3rd) Minor: Full Cold Attack.

Enhancements: Double range increment, Ice Casing, Collision Conversion (When firing your attack you can choose to have it do Blunt or Piercing Collision damage rather then cold/energy/non-collision damage), Cost reduction (reduce vitality cost by 2), Increased Hardness (Pre: Ice Casing – the hardness of the ice you create is increased by 5), Cone

Cold Defense

[Cold]

AC: +6 (+2 Armor, +4 Power)

Cost: 1/minute

The power of Cold Defense enables you to radiate a form of negative energy which interferes with and weakens most incoming attacks. This power is commonly used to create ice armor from the moisture in the air. This armor will reduce all collision damage by half. When this power is active you gain Energy Resistance Cold of 10. You can also use this power to lower the temperature within 10 feet per level of you by five degrees per level, at a cost of one Vitality point per five degrees per minute.

1st) Minor: +1 Armor +1 Power

2nd) Minor: +2 Armor +2 Power

3rd) Minor: Full Cold Defense

Enhancements: Enanced AC (+1 Armor +1 Power), Minor Flight (Req: Cold Attack), Cold Resistance +10, Energy Resist +5, Body of Ice (Become cold subtype, gain PR 5) , Increased AR Value +1

Darkness

[Shadow]

AC: +4 (+2 Deflection, +2 Power)

Cost: 1/ft/minute

This power allows your character to surround him or herself with a field of negative light, effectively blacking out an area of the character's choosing. This would allow you to darken areas of 1 foot in radius per 1 Vitality points spent each round.

This negative energy gives you a +2 deflection and a +2 Power bonus to armor, unless your opponents have some way of seeing in the dark, in which case it only grants the +2 deflection. You may see normally in your own Darkness, even under conditions when normal vision would not work. Attacks made in or through your Darkness will be affected by it, yet your own attacks will not be impaired. Since this power does not silence you, nor stop any of the other non-visual traces that you leave, opponent's who can make an observation check DC 15 will be able to tell your general location within the darkness. However, unless they can somehow know your exact location, you will gain at least a Flank Attack bonus to any attacks against opponent’s within the Darkness. This power will reduce non-impact damage by half (1/2), unless special armor piercing weapons were used.

1st) Minor: Shadows around you. + 1 Deflection + 1 Power.

2nd) Minor: +2 Deflection +1 Power

3rd) Minor: Full Darkness

Enhancements: Enhanced AC (+1 Power +1 Deflection), Wall of Shadow, Reduced Cost (reduce total cost by 2), Increased AR Value +1

Dimension Door

Dimension Door is a portal to a parallel world. It can be opened anywhere within five feet of you and can lead into any dimension that you choose. Any number of people can pass through it, making it one of the best ways of getting the entire team to a trouble spot at once. Using the parallel world affectionately known as "Hyperspace" as an intermediate stop, you can exit the "Real World" and re-enter it anywhere you want, thus letting the power work as a group Teleport. Remember that this is actually two uses of the power, once into Hyperspace, and once to get out. The time and cost are also doubled.

Alternate worlds may be available to adventure in, if therefore chooses, but remember that the conditions in these worlds are set by the Referee. Neither the true past nor future can be reached. Abusing the power to gain access to exotic technology or massive wealth is a bad idea: High Tech dimensions where money grows on trees are there, but the physical laws of these dimensions may stop you from returning.

Dimension Doors cost five Vitality points to open, and stay open for 1 full round. They are normally three feet by seven feet. Enlarging them increases the cost proportionally, and holding the door open for more than a round also increases the Vitality cost. Intense energy fields can make opening the door difficult or impossible, and can make exact targeting difficult: Super powers in use can foul things up, so avoid using it in combat. The door may be closed before the end of the round byte user, for the same five points it costs to open it. If the doors "Hit" by an attack, it might be forced closed. The attack must do more damage than the Will of the user, and the user is entitled to a Will Save DC Damage done - Will. Picking exact target locations works the same way that Teleportation does, noting that you can't see your destination from another dimension. See "Teleportation", Page 49 for an explanation of target error. Also remember that, like Teleportation, motion is maintained when using the door, and you cannot direct the door to move. It may move with you in vehicle, at the Referee's discretion, but generally the doors are immobile.

1st) Minor: Doors can only transport you 1 mile (they take 2 actions to open, and cost double).

2nd) Minor: Doors can transport you 10 miles.

3rd) Minor: Full D-Door.

Enhancements: Reduced Cost (subtract 2 from cost), longer duration (doors last 1 minute), Tracking Dimention Door, Dimentional Pocket, Open door into and out of hyperspace at the same time.

Enhanced Attack

This power increases the chance of hitting with an attack power or ability, adding a "To Hit" bonus of one point +1 at first level and an additional +1 per 3 levels of your character, to a maximum of plus five. This applies to only one power or attack, which you must choose when you gain this power. It also adds one of the following advantages to the attack power. You must select which advantage at the time the power is gained.

Extended Range: This will double the range increment of one attack power. It does not increase the cost of the power.

Enhancements: Increase the range increment by an additional 1 muptiple (3x, 4x, etc…).

No Range Penalty: This advantage eliminates any penalty to hit that might be caused by attacking at long range. This does not extend the range in any way, nor does it affect the cost or damage of the power.

Enhancements: Increase Range Increment by 20

Rapid Fire: The attack may be fired as a machine-unlike series of shots, each doing half the normal damage. In Rapid Fire mode you take a –2 penalty to hit, but the power can hit a target 1 D6 times, with all hits being counted as a single attack. The cost of the attack is increased by 1, but the cost is paid only once for the six shot burst.

Rebound Shot: The attack may be fired so as to bounce from target to target. An attack roll must be made on each target, with penalties for total range as appropriate. If an attack misses, no more aimed rebounds can be made. Each rebound reduces the damage of the attack by two dice (so the first target takes 6 D10, the next takes 4 D10, and the next one after that takes 2 D10, etc.). Using this option increases the Vitality cost of the attack by 3.

Explosion: This allows an attack power to generate an explosion when it hits. This uses twice the normal cost of the power, but entire areas can be affected. See Page 26, Explosions, for area and damage.

Cone: This allows the power to be used as a cone.

Line: This allows the power to be used in a line.

Penetrating Attack: This advantage adds a penetrating element to an attack. The power will do two points Con damage, in addition to its regular damage.

Enhancements: Increase Con damage by 1

Armor Piercing: This advantage lets the power's normal damage penetrate an opponent's defenses more effectively. Defenses which reduce damage from attacks have a chance to be pierced by attacks enhanced with this power. When pierced, they will not reduce damage at all. You start with an AP Value of 1. Which means your attack bypasses defenses/armor with an AR Value of 1.

Enhancements: Increase AP Value by 1

Power Drain: This advantage allows your character to nullify or absorb powers from opponents, removing them from the victim. To do this, you must hit them in hand to hand combat, taking a –3 to your attack. If you succeed, and the victim fails a Will Save DC 10 + Power Level + Personality modifier, then you will steal one of his or her powers for 1 D6 rounds per level that your character has. If, when the character is created, you decide that you only want to nullify the power (you don’t get them), then the save DC is increased by 2. Powers stolen will be chosen randomly. Note: Powers can’t be stolen from devices.

Enhancements: Increase Save DC by 1.

1st) Minor: No benifit

2nd) Minor: +1 Hit

3rd) Minor: Full Enhanced Attack

Enhanced Defense

This power increases the effectiveness of a defense power. This is done by increasing the AC of a defense with a +2 Power Bonus. It also adds one of the following advantages to the defense power. You must select which advantage the power has at the time the power is gained.

Absorption: This advantage allows you to absorb a specific form of energy, transferring it to an ability score or power. For every five points of damage absorbed, you will gain one point in the ability score you are transferring to, or 1 point of damage per dice in the attack power you absorb to (for your next attack only). You can continue to absorb damage this way, even after you reach your maximum ability (twice the original ability score), but beyond a certain point you will take damage. The amount you can absorb per attack depends on the energy you are absorbing (the less common, the more you can absorb)

Type Amount

Fire 20

Cold 20

Electric 20

Acid 20

Force 20

Mystical 20

Blunt 15

Piercing 20

Slashing 20

Energy 15

Collision 10

Non-Collision 10

You can absorb up to the amount listed per attack. Damage in excess of this number is taken normally.

Attacks that the Character can absorb will not cause Con loss when they exceed the Characters Con. Ability increases will last for 1 D4 minutes plus one per level of your character. Any type of energy can be absorbed this way, but you must choose which type, and where it is to be stored, at the time the character is created. Storing energy in Vitality is possible.

Enhancements: Increase the amount you can absorb per attack by ½ the starting amount (round down), Double the duration, Double the max you can store

Hardened: This modifier gives your defense the ability to stop damage from penetrating weapons, such as knives or bullets. Subtract 4 from the Con damage done by penetrating weapons. This has an AR value of 2

Enhancements: Increase the amount of Con damage subtracted by 2, Fortified 25%, Fortified 75% (Req. Fort 25%), Fortified 100%, Increased AR +1

Damage Reduction: This modifier will allow your defense to reduce either impact or non-impact damage by half. The choice of which type of damage to reduce is made when the power is acquired.

Reflection: This advantage gives your character the ability to redirect some or all of an attack made against him. For each level the character has, one dice of damage may be reflected back. If the attack is penetrating, like a bullet or knife, then half the penetrating damage is reflected. All unreflected damage is taken normally. To Reflect an attack, make a Reflex save DC = 15 + the number of dice you are trying to reflect. Only ranged attacks fired toward the character may be reflected, and require an attack roll at -2 to hit. Although the character must have an action available to reflect an attack, Reflection doesn't actually use up the action.

Enhancements: Reduce the DC of the Reflex check by 2, Reflect an additional die.

Damage on Contact: This advantage causes the defense of the possessor to do damage whenever touched by anyone or anything (choose the damage type based on the defense/special affect). The damage will be 1 D6 per 2 levels. This effect can be withdrawn from an area, or dropped altogether as the character desires.

Enhancements: Increase the damage by 1D6

Fortification: 100% Fortified

Flame Attack

[Flame, Energy, NonCollision]

Damage: 3D10 + 1d10/level

Range: 20 ft + 10ft/level

Cost: 3

This is the power of tele-pyrotics, and allows your character to create heat and/or flames at will, for a cost of three points per use. The most common form of this power is to act as a human flamethrower, shooting streams of flame. It is also possible to create fiery explosions affecting every target in an area. These can be placed anywhere within your normal Flame Attack range. (See Explosions, Page 26, for blast area and damage).

1st) Minor: 2D6 Flame attack

2nd) Minor: Half Strength Flame Attack

3rd) Minor: Full Flame Attack

Enhancementes: Line, Cone (Req: Line), Minor Flight (Req: Flame Defense), Wall of Flame, Ignite (target catches fire), Douse (put out flames), Body of Flame (Req: Flame Defense), Cost Reduction (Reduce cost by 2), Flame Control (Req: Flame Defense or Ref Approval)

Flame Defense

[Flame, Energy, NonCollision]

AC: +5 (+2 Deflection, +3 Power)

Cost 2/minute

This is the ability to use heat and/or flames as a defensive shield. These flames cause anyone touching them to take 1 D6 of damage per 2 levels of your character. When this power is active gain Energy Resistance – Fire 10.

Flame defense cuts non-impact damage by half (1/2), and subtracts 1 point of Con damage done by bullets.

1st) Minor: +1 Power

2nd) Minor: +1 Deflection +2 Power, 1D4 per level on contact

3rd) Minor: Full Flame Defense

Enhancements: Ignite, Increased Damage (Increase damage done by 1d6), Trail of Flame, Body of Flame (Req: Flame Attack), Douse, Increased AC (+1 Deflection +1 Power), Flame Control (Req: Flame Attack), Flame Resistance (20), Increased AR +1

Flying

With this power your character can fly through the air at great speed. Your flight speed in combat is 80+5/level or Base Speed x3 +5/level, out of combat you can travel this speed in MPH.

Flight costs 1 vitality point per minute.

1st) Minor: Levitate, can move up or down at 30.

2nd) Minor: Fly at base speed x2 (Max 80)

3rd) Minor: Full flight.

Enhancements: Increased Speed: (add 20 to speed), Increased Manuverability, Reduced Cost (free), Hyper Flight (Increase Non-Combat Flight speed by 10x), Interplanetary flight (Req: Hyper Flight Increase Non-Combat Flight Speed by 100x)

Force Beams

[Force, Collision]

Damage: 3D8 + 1d8/level

Range: 20 feet + 10ft/level

Cost: 2

With this power your character can project concentrated shafts of coherent energy that can strike an opponent. These are the legendary "Repulser Rays" and "Concussion Beams" of the comic books and science fiction. They can be used to push or break things, or to create semi-invisible columns and support beams of immense strength

When used to attack they cause double the normal knockback. Supports made with this power cost 2 Vitality points per round and up to 1 +1 /level may be kept up at once and have a Strength of the users Strength and Will combined. You may not attack with this power and maintain columns at the same time.

1st) Minor: Force Beams 2D6

2nd) Minor: Half Strength Force Beams

3rd) Minor: Full Force Beams

Enhancements: Increased Range Increment (+10), Reduced Cost (-2), Increased Strength (+2/level to Beams ‘Strength’ score), Force Bubble (Req: Force Field), Cone

Force Field

[Force]

AC: +4 (+2 Armor, +2 Power)

Cost: 1 per ft per minute

This is the ability to generate a wall of Force that completely surrounds your character. This wall will usually be visible, looking like a glass bubble, or something similar. Force Fields may be shaped in any way that you want, but are generally rounded oblongs or spheres. Force Fields cost one Vitality point per foot of radius per round: You can extend your field to include others, if you are willing to put out the effort. While you can attack normally through your own Force Field, anyone else attacking through it (from either side) must deal with it, treating all targets as if they had a Force Field defense (in addition to whatever other defenses they have). Force Fields can be made air or water tight for double the normal Vitality cost. Force Fields reduce damage from physical impact, flames, or anything else that requires contact with a material object by half (1/2), and subtracts 2 from Con damage done by penetrating weapons. Force Fields give a +2 Armor +2 Power bonus to AC. Treat an expanding force field as a Bull Rush (Or strength check to break) to everything it pushes, with a Strength equal to your Strength and Will combined with a +1 per level to the strength check.

Although Force Fields can withstand any amount of purely physical pressure, and expanding Force Fields are all but unstoppable, these bubbles can be broken. Any attack made specifically against the Force Field, doing more damage than the Will of the user, can break the field. To hold the field intact the user must make a Will Saving throw DC: 10 + 1/5 damage done. It is possible to have a Force Field less than a foot in radius, and any less than six inches in radius cost no Vitality. This allows no room for the field to give, so it won't reduce damage at all, though it will still give you the AC bonus.

1st) Minor: +1 Armor Bonus, Self Only

2nd) Minor: +2 Armor +1 Power, Extendable

3rd) Minor: Full Force Field

Enhancements: Force Bubble (Req: Force Beam), Fortified 50%, Fortified 100% (Req: Fortfy 50%), Reduced Cost (cost –2), Increased Con reduction (+2), Increased AC (+1 Power +1 Armor), Wall of Force, Minor Flight (Req: Force Beam), Increased AR +1

Heightened Ability

The power of Heightened Ability allows you to add 4D6 to any of your character's rolled ability scores (Strength, Intelligence, Dexterity, Constitution, Will, Personality or Vitality). This bonus is rolled when the character is created, and may be placed into any one ability.

1st) Minor: Add 1D6 to the ability

2nd) Minor: Add 2D6 to the ability

3rd) Minor: Full Heightened Ability

Enhancements: Increased Ability (+4)

Heroic Aura

AC +0

Cost: 0

A person with Heroic Aura has a simple talent for not being hit. In fact, it often looks like they never get hit at all. They seem to have a talent for leaping over sprays of gunfire, sidestepping death rays, and generally being where the pain isn’t. There is a price for this, however. That effortless tumbler’s leap, or lightning fast dodge is far from effortless.

When successfully “hit” in combat, the character will appear to have been missed, but will suffer 1/2 the damage, due to muscle strain, hard landings, etc. This effectively “Hardens” the defense, subtracting all the Con damage done from Penetrating weapons. It also means that no Save is needed to resist the effects of Paralyzation and/or Mind Blast attacks, since they never actually made contact. This does not add anything to your Armor Class, you just appear not to be hit. Tumble is always a class skill for you.

1st) Minor: Subtract 1 from Con damage done.

2nd) Minor: +3 save vs. Paralyzation and Mind Blast

3rd) Minor: Full Heroic Aura

Enhancements: Fortification 50%, Fortifiecation 100%, Increased AR +1, Increased AC (+1 Power, +1 Dodge)

Heroic Physique

Damage: +10 Str. or 20 Str. + 5/level

Cost: 0

A person with a Heroic Physique is unusually strong, and looks it. The power adds 1 D10 to the character's Personality score, and also either adds 10 to their Strength, or raises it to 20, whichever is better in addtion the character gains +5 to his or her strength score per level. Thus, at first level, the character has a minimum Strength of 25. Adding 5 when second level is reached means a minimum Strength of 30, etc.

1st) Minor: Increase Str by 4

2nd) Minor: Increase Str by 6, Pers by 1

3rd) Minor: Full Heroic Physique.

Enhancements: Increased Jump (Jump not limited by height), Increased Str +5, Double Lift, Increased Personality (+4), Ground Shock (Req: 50+ Str), Knockback, Breaker (+5 to strength checks to break objects)

Increased Density

AC: +6 (+2 natural, +4 Power)

Cost: 0

Increasing a character's Density means to add to their mass and weight without changing their size. In this game it means having tougher skin, harder bones, and more resilient muscles.

Roll 2 D10 and add the sum to the character's Constitution score. Stronger bones mean that you will be able to lift twice as much weight as your STR score would normally allow. Having tougher skin and muscles also means that many attacks will have less effect on the character: Bonus CON damage done by penetrating weapons will be blunted, Subtract 1 from Con damage done by penetrating weapons. Collisions will do 1/2 normal damage. The character will not be pushed as far, since his/her weight is increased by 50%, add +5 to the roll to resist bull rushes. This power grants you a +2 Natural Armor Bonus and a + 4 Power Bonus, and costs no Vitality to use.

1st) Minor: Reduce Con damage by 1.

2nd) Minor: +1 Nat Arm, +1 Power, Increase weight 25%, Add 1D10 to Con

3rd) Minor: Full Increased Density

Enhancements: Increased AC (+1 Nat +1 Power), Reduced Con Damage (subtract additional 2), Enhanced Lifting (Increase lift multiplier by 1), Reduced Knockback (+5 to resist), Hard to Kill, Increased AR +1, Increased Con +3, Eliminate weight increase

Insubstantiality

AC: +5 (+5 Power)

Cost: 3/minute

Characters who can become Insubstantial need fear almost nothing. Being without substance, they can walk through nearly any solid object. Because of this ethereal nature, they are almost impossible to hit with any physical object. They cannot normally carry other people or more than 50 lbs with them while insubstantial. They can cause portions of their bodies to become solid, allowing them to affect the real world, but this enables them to be affected by physical objects. This power does not make you immune to electricity, so passing through electrified barriers is not only painful; it’s impossible (Other limitations may be substituted for this). Similarly, such characters can be stopped by Force Fields (which aren't solid matter), or by anything else the Referee thinks should stop them (just because). Insubstantial characters can exist for extended periods of time within solid objects, or even in a vacuum, if they can arrange some way to breathe.

If your character, or anything your character is holding, materializes inside a solid object, your character will be stunned for 3 - 18 (3 D6) rounds, and will lose the power to become Insubstantial for 1 D6 days. Attacking an object or person while insubstantially embedded in it in any other way will cause the attack to backfire, injuring the attacker. This will harm only the character with the power, and can do no harm to the target: The character is forced out and away from the target.

1st) Minor: +2 Power Bonus to AC

2nd) Minor: +3 Power Bonus to AC, by concentrating you can move through solid objects

3rd) Minor: Full Insubstantial.

Enhancements: Increased AC (+2 Power Bonus), Increased Carry (up to your maximum lift), 2nd Minor Flight, Reduced Cost (-2)

Invisibility

There are three ways to become Invisible, each with its own special advantages and drawbacks. You may choose any one of them. Invisibility affects you anything you are carrying.

Enhancements: Increased Carry

Camouflage:

AC: +6 (+6 Power)

Cost: 3/minute

A common form of Invisibility is the chameleon-like ability of camouflage. This simply lets you blend in with the background, matching color and appearance with your surroundings. Cameras will not be able to detect you easily, though some optical detection systems will be able to. Note that you change color, visual texture and pattern, but you do not actually generate any light: You will still cast a shadow and are not silenced which can give you away, and will give opponents a general idea of your location once they are aware of your presence. (They can target you once they know you are there). Being invisible gives you a +2 attack bonus against those who can’t see you. This gives a +6 power bonus to AC.

1st) Minor: +2 Power Bonus.

2nd) Minor: +3 Power Bonus

3rd) Minor: Full Camouflage

Enhancements: Disguise, Increased AC (+2 Power Bonus)

True Invisibility:

AC: +6 (+6 Power)

Cost: 3/round

Being "Truly" Invisible means that your power actually bends light around your body, or makes it totally transparent. This makes cameras and optical alarm systems almost useless. While this is a nice power, it has a disadvantage.

When fully invisible, you can’t see by normal means, since the light you would see by is passing around or through you without effect. In combat, once an opponent is aware of your presense they can locate you with a spot check DC 10 + Power Level. This power gives you a +6 power bonus to AC. You can see by becoming partially visible (i.e. be semi-transparent), and keep a +6 Power bonus to AC.

1st) Minor: +2 Power Bonus

2nd) Minor: +3 Power Bonus

3rd) Minor: Full Invis

Enhancements: See while Invisible, Increased AC (+2 Power)

Mental Invisibility:

AC: +6 (+6 Power)

Cost: 3/round

The subtlest form of Invisibility is type of mental projection that affects the minds of everyone in sight, blanking your presence from their consciousness.

This makes you not only Invisible, but inaudible and without scent as well. This doesn’t affect unintelligent objects, such as cameras or alarm systems, and will not affect anyone who is out of your presence: You can be seen by a person in another room, if they are watching through camera. You must make a Will Save DC 15 to maintain this when hit in combat, and you cannot keep it up when stunned or unconscious. If you are Forced in this way to become visible, then you will not be able to re-establish your Invisibility for one full round. Once someone is aware of your presence, they might be able to see through your Invisibility by making a Will Save DC 15 + Power Level

1st) Minor: +2 Power Bonus

2nd) Minor: +3 Power Bonus

3rd) Minor: Full Mental Invis.

Remember, unless your opponent can somehow know your exact location, you will gain at least a Flank Attack bonus when attacking from Invisibility.

Enhancements: Reduced Cost (2), Increased Carry

Invulnerability

AC +0

Cost: 0

This power makes you virtually impenetrable, allowing you to cut that damage by half or subtract 10 + Level from vitality damage done, whichever results in less damage. Even mental attacks (Mind Blast, Paralyzation) do only half damage to you.

In addition to this, you will take no CON damage at all until all of your Vitality is gone. Bonus CON damage done by penetrating weapons is simply ignored. The only normal way to take CON damage is to have your Vitality reduced to, and below, the negative of your CON. Additional damage taken when in this state will cause CON damage. See Serious Injuries, on Page 25 for details. The Referee may rule that exceptional weapons or circumstances will be capable of doing CON damages well. This normally adds nothing to your AC, just makes you hard to hurt. This starts with an AR value of 2 and is considered 50% Fortified.

1st) Minor: Subtract 2 from damage done.

2nd) Minor: Subtract 5 from damage done.

3rd) Minor: Full Invulnerability

Enhancements: Fortified 100%, Increase damage subtracted by 3. Increased Defense (+1 Natural Armor +1 Power Bonus), Increased AR (+2), Hard To Kill

Laser Attack

[Energy, Noncollision]

Damage: 3D8 + 1d8/level

Range: 30 feet + 20ft/level

Cost: 2

With this power your character can generate light in almost any quantity, and can focus it into laser beams of dangerous intensity. The range of these beams is practically unlimited, though they aren't accurate beyond a range increment of 20. Generating light, like that of a table lamp or flashlight is easy and requires no effort. Choose an extra Enhancement with this power.

1st) Minor: 2D6 Laser attack

2nd) Minor: Half Strength Laser Attack

3rd) Minor: Full Laser Attack.

Enhancements: Laser Illusions, Reduced Cost (2), Blinding Attack, Increased Threat Range, Increased Crit Multiplier (+1), Increase Range Increment (+50 ft)

Lightning Attack

[Electrical, Energy, Noncollision]

Damage: 3D10 + 1d10/level

Range: 25 feet + 5ft/level

Cost: 2

This power lets your character create and hurl bolts of electricity. You may also cause these bolts to explode, affecting everything within range of the blast. (See Explosions for blast range and damage). This explosive blast costs four Vitality points to use, and hits the general area desired as a Prone Opponent, hitting on anything but a one (modified by range and motion).

1st) Minor: 2D6 Lightning attack

2nd) Minor: Half Strength Lightning Attack

3rd) Minor: Full Lightning Attack.

Enhancementes: Line, Cone (Req: Line), Minor Flight (Req: Lightning Defense), Stun, Electrical Control (Req: Lightning Defense or Ref Approval), Cost Reduction (Reduce cost by 2)

Lightning Defense

[Electrical, Energy]

AC: +6 (+2 Deflection, +4 Power)

Cost: 1/round

With this power your character can charge his or her body with enough electricity to disrupt and divert incoming attacks, giving him or her a +2 Deflection and a +4 Power bonus to AC. The charge can be maintained for little or no effort (1 VIT per hour) out of combat, but costs 1 point per round in a fight. Damp weather may make this more difficult to maintain, and being wet makes it impossible. When this power is active you gain Energy Resistance Electrical 10. This power cuts non-impact damage by half (1/2), and reduces Con damage done by bullets by 1.

1st) Minor: +1 Power

2nd) Minor: +2 Deflection +2 Power

3rd) Minor: Full Lightning Defense

Enhancements: Increased AC (+1 Deflection +1 Power), Electrical Control (Req: Lightning Attack), Electrical Resistance (20), Damage on Contact 1D6/2 Levels), Minor Flight (Req: Lightning Attack), Body of Lightning, Increased AR +1

Luck Defense

AC: +4/+6 (+2 Luck, +2 Power)/(+2 Luck, +4 Power)

Cost: 0

The power of Luck is the unique ability to have fate smile upon you, consistently. Misfortune misses you, and harmful situations are harmless. In this game, Luck is represented in one of two ways: Luck, as a defensive power, grants you a +2 Luck and a +2 power bonus to attacks.

Additionally, you are endowed with "Luck Points". Basic Luck points start at 4 plus Personality Modifier. You will gain another Luck point for each Level of your character.

These points can be spent to affect any dice roll that you have to make for your character, or that directly affects your character.

They can be spent in one of three ways:

1) You can add to or subtract them from the dice roll

2) You can spend a point to call for a re-roll of the dice

3) You can spend Luck points in place of CON damage taken.

You can only influence a dice roll once. Bonuses or penalties must be declared before the dice is rolled, but re-rolls can be called for "after the fact". You may spend as many of your Luck points as you like on an event. Luck points, once used, come back at a rate one per hour.

The second form that Luck can take is commonly called "Super Luck". It is exactly like normal Luck, except that it gives +2 Power +4 Luck bonus to AC, and has twice the normal number of basic Luck points associated with it. It is restricted, however. Super Luck can not be used to boost an attack in any way. Ever.

Additionally, there will be a Power Limitation on the character’s Luck, described as a condition under which the character’s Luck is not merely unusable, but reversed.

You should select which type of Luck the character will have at the time the character is created.

1st) Minor: +1 Luck bonus to AC

2nd) Minor: +1 Luck Bonus, 1 (or 2 depending on type) Luck points.

3rd) Minor: Full Luck

Enhancements: Increased Points (+1 or +2 Depending on Type), Increased AC (+1 Luck +1 Power), Lucky Saves (+1 Luck bonus to all saving throws), Push Your Luck

Magic/Psychic

[Magic/Psychic]

A person who possesses Magic or Psychic powers is skilled, at the magical or psychic arts. They get a large number of minor powers or enhancements, but these come with severe limitations: Minor powers purchased through Magic Psychic can never be used in any way to gain a full power, when buying up they are limited to the “2nd Minor Power” level (though you can buy enhancements for them) and do not stack with the normal Minor Powers you gain, they will always need to be activated (they aren’t always on), once activated they will last 2 rounds per level, and will always cost Vitality (The double the normal power cost or 4, whichever is greater), in addition in order to add an enchancement to a power not gained through Magic/Psychic you must permanently add the [Mystical] description to the power in addition to any other descriptors it may have and pay the additional Vitality cost incurred by Magic/Psychic powers. With the Referees permission you may create other effects of similar power level. You gain 1 minor power and +1 minor power per level (For a total of 2 at first level). Any power gained this way has the additional descriptor [Mystical].

Enhancement: Double Duration, Spontanious Magic (one of your minors is Spontanious), Minor Flight

Magnetic Attack

[Collision]

Damage: 3D6 + 1d6/level

Range: 20 + 10ft/level

Cost: 3

With this power your character can generate and/or control tremendous amounts of magnetic Force. Metal objects may be moved or thrown magnetically, as if you had an invisible arm of inhuman strength. You can use this power to hit any metal, or anyone who is wearing or carrying metal (no matter how small the amount), doing base damage to them in addition to any weapon damage (for thrown or controlled objects). There’s never any size penalty to hit metal or metal bearing objects.

It is possible to affect nonmetallic objects, although size penalties will apply, and your magnetic damage and strength are effectively cut in half.

As an alternate to the sudden sharp jolt of the attack, you can use a continous force (paying for it each round) to move metal objects with a magnetic Strength of 10+5 per level (for purposes of Strength checks, and lifting capacity), or non-metal objects with half that Strength, in order to grab a resisting subject you treat this as a grapple (though you gain a +1 bonus and +1 per 2 levels to the grapple check against metal objects). A resisting subject can attempt to escape the grapple normally and can twist to fire at you unless you pin them. You can normally move objects up to 1 range increment per round as a free action. (though you can throw anything you have grip on as a standard attack action at up to your maximum range, causing damage equal to your attack damage).

1st) Minor: 2D6 Magnetic Attack, Magnetic Str of 1

2nd) Minor: Half Power Magnetic Attack

3rd) Minor: Full Magnetic Attack

Enhancements: Double Range Increment, Increased Lift (x2), Magnetic Control (Req: Magnetic Defense or Ref approval), Minor Flight (Req: Magnetic Defense), Increased Magnetic Str (+5), Increased Damage (1D6), AP +2 (vs. Metal Only), Increased Grapple Bonus (+1)

Magnetic Defense

AC: +5 (+2 Deflection, +3 Power)

Cost: 1/minute

This is the ability to build an intense magnetic field around your character, which deflects and slows incoming attacks. This cuts any noncollision damage, or damage done by metal weapons in half.

1st) Minor: +1 Power +1 Deflection

2nd) Minor: +2 Power +2 Deflection

3rd) Minor: Full Magnetic Defense

Enhancements: Increased AC (+1 Deflection +1 Power), Reduced Cost (1), Increased AR 1

Martial Arts

Damage: Str + 2d6 + 1d6/level

Range: 0

Cost: 0

One of the most popular ways to hurt someone in the comics into simply punch them very hard, very fast, and very often.

Having the power of Martial Arts means that your character is gifted in the fine art of close order mayhem. You might be an acclaimed boxer, a Karate expert, or a heavy-handed street brawler: Whatever the explanation, your character is good at hurting people. That "go for the throat" instinct gives you several advantages in a fight: You are faster and more sure with your fists, so you get an initiative bonus of one point per level of your character, to a maximum of +6, and an attack bonus of +1 at first level and an additional +1 every 2 levels (3, 5, etc…). You are much more dangerous then the average man and as such gain +2d6 +1d6/level to your hand to hand attacks. This bonus to damage stacks with the damage bonus given by the Unarmed Combat skill.

These bonuses apply to bare handed attacks, and to one type of hand held, muscle powered weapon that is used in your particular style. With your chosen weapon you do your increased damage in addition to weapon damage.

In addition, you are exceptionally skilled; you automatically gain 3 points +1 per level of the Unarmed Combat Skill (you still have the normal maximums). Tumble is always a class skill for you.

1st) Minor: 2 Unarmed Combat Skill points

2nd) Minor: +1D6 Damage +1 Hit

3rd) Minor: Full Martial Attack.

Enhancements: Built in Weapon, Extra Weapon, Whirlwind Attack as a standard action (attack all enemies within 5 ft of you), Extra damage (1D6), Increased Threat Range (x2), Increased Crit Multiplier (+1), Increased Con Damage (+1).

Martial Defense

AC: +5 (+2 Dodge, +3 Power)

Cost: 0

The best defense is simple: Don't be where the other guy is shooting. This is the essence of Martial Defense, which is simply a talent for not getting hit. Additionally, you can “Roll with the Punch” which means you can cut collision damage in half if you knew the attack was coming (not surprised or flat footed). Your character is a skilled Martial Artist and automatically gains 3 points +1 per level of the Unarmed Combat Skill (you still have the normal maximums). Tumble is a class skill for you.

Special: If you also have Martial Attack you may attempt the body throw maneuver 1/round without a readied action.

1st) Minor: +1 Dodge +1 Power

2nd) Minor: +2 Dodge +2 Power

3rd) Minor: Full Martial Defense

Enhancements: Increased AC (+2 Power), Increased AR +1, Evasion, Improved Evasion (Req: Evasion)

Material Limitation Material Limitations are simply materials or material conditions that have a bad effect on your character or your character’s powers. The more uncommon the material or condition, the more serious the effects. An example of a Material Limitation is a Werewolf, who is Invulnerable, but can be hurt by silver weapons. You can make up anything you like as a Limitation, so make it colorful and fun to play. Remember though, the Referee has the final word on what is an acceptable Limitation, and what isn't.

Mental Defense

AC: +7 (+2 Insight, +5 Power)

Cost: 0

Mental Defense is a subtle power which gives your character a moment to move just before you are attacked. This split-second warning is gotten by reading the body language, and perhaps the mind, of your opponent. This will make you fairly hard to and give you a permanent +2 to initiative, as well as giving you a five point bonus when blocking Mind Control, Mind Reading, or any other mind affecting powers used against you. In addition you cannot be flanked and are always able to act during the surprise round.

1st) Minor: +1 Insight +1 Power

2nd) Minor: +2 Insight +2 Power +1 Initiative

3rd) Minor: Full Mental Defense

Enhancements: Increased AC (+1 Insight +1 Power), Increased Initiative +4, Fortified 50%, Fortified 100% (Req: Fort 50%+), Evasion, +3 to saves vs. Mind affecting

Mental Limitation

Characters who have Mental Limitations suffer from some form of insanity, be it minor or major. This might be an irrational fear of an item or condition that is not normally very frightening, or it may be a raging psychosis. Perhaps you don’t have full conscious control over some or all of your powers, or feel insane anger when you see people being hurt. This type of limitation can be a lot of fun, since it can catch the other players off guard, and make your character memorable as a person.

Mental Power

Mental Power is a special ability or power which is purely mental in nature, such as a “sixth sense”. This can include any of a wide variety of abilities, which are described below. Add your character’s Intelligence and Will modifiers together to get the number of “mental talent” points you have to spend on powers from the following list (Minimum 3).

1st) Minor: 2 Talent Points

2nd) Minor: Half Full Talent Points

3rd) Minor: Full Mental Power.

Enahncements: Increased Talent Points (+2)

Clairvoyance I: This is the ability to see or sense things that are beyond the range of normal senses. Visions may appear to your character at any time, showing things that are, or will be, important to him or her. It does not show the past. If a Will Save DC 25 can be made then you can get visions of any place you wish to see, so long as the location is known. This Save may be attempted once per day per level of your character. This costs 2 talent points.

If you pay one additional talent point, you will also gain clairaudience (i.e. you will be able to hear as well as see)

Enhancements: Increase number of times you can try to see a location (+3), Reduce Will Save target by 4

Clairvoyance II: This form of Clairvoyance allows you to perceive your local surroundings normally, even under conditions that would prevent normal vision from working.

This form is quite reliable, but has limited range (line of sight) and effectiveness. This costs 2 talent points.

Danger Sense: This is the ability to recognize immediate personal danger, even when there is no physical evidence to go on. This means that you get to roll Initiative twice at the start of a battle, keeping the better of the two rolls.

Surprising you will be difficult, though not impossible: The power warns you of danger, but does not tell you the nature or source of that danger unless you can make a Will Save DC 25. This Save will let you recognize the source, or the nature of the danger, but not both. This costs 3 talent points.

Enhancements: The save lets you recognize both the source and the nature of the danger.

Hysterical Strength: This is the ability to boost your Strength far beyond normal bounds for short periods of time. This is done by shifting Vitality points directly into Strength. For each Vitality point you spend, you gain your ([level / 2] + 1) in Strength. For example, at 1st level you gain 1 point of Strength for each Vitality point. At 2nd and 3rd levels, you gain 2 points of Strength for each Vitality point spent, etc. Out of combat this boost will last for one round for each level that you have, to a maximum of six rounds. In combat the increased Strength will last for one action or attack, no longer. This power may be used once per day per level of your character. This costs 4 talent points.

Enhancements: +2 Uses per day, +1 point of Str gained per vitality

Mental Illusions: This is the ability to project telepathic hallucinations into the minds of others. You may influence one person for each INT point your character has. Unless the person has reason to suspect the illusion, or possesses the power of Mental Defense, then they are subject to its special reality. If they do resist, then they must make a Will Save with a DC 15 + Power Level to see through the illusions. If you intend for the illusion to do damage of any kind then you must make a Will Save DC 30. Failure means the total breakdown of the illusion, but success means that your victims may take Vitality damage up to your Intelligence score times your level. While opponents may believe that they are taking CON damage, and may even believe that they are dying, they will never take any real CON damage from an illusion. You may affect the mind of anyone in sight. Affecting several people may require an attack roll, as will any attempt to do damage.

Mental Illusions cost three Vitality points per minute to maintain, and may be used as a form of invisibility in noncombat situations. This costs 6 talent points.

Enhancements: Double the number of people affected. Increase Will Save by +2.

Mind over Body: This is the power to overcome your body’s normal needs by Force of will. For 1 talent point, you can slow your heart rate and pulse so as to appear dead. In this state you need 1/10th the normal supply of oxygen, food, or water. You must wake up to eat and drink, of course.

For more talent points you can extend this state of deep rest to restore lost Vitality and Constitution at higher than the normal rate. 2 points means twice normal. 3 points means three times normal, etc.

For one talent point, you can extend this to aid others. They must be willing, and can awaken at any time that they choose. You must stay with them while they are in this meditative trance, but you can extend to as many peoples you have Will points, divided by 3 (round normally).

Thus, a 10 Will means you can help 3 others, 11, 12, or 13means 4 others, etc.

Enhancements: Gain 3 talent Points to spend on Mind Over Body.

Mind Reading: This is the ability to probe the inner workings of someone else's mind, reading memories and experiences at will. This power works only at short range: arm’s length or closer. Experiencing the mind of another person to the fullest can leave your character disoriented and confused for a short time, until your own personality can reassert itself (Opposed Personality Check against the target). If the Save was missed, then you will be confused for the number of rounds that you lost the check by. A resisting or Hostle opponent can resist this by making a Will saving throw with a DC = 10 + your Personality modifier + your level. If they make the save you cannot try to read their mind for 1 hour. This costs 4 talent points

Enhancements: Increased the Will DC by 2, Lie Detection

Mind Scan: This is the ability to sense minds in your immediate area. If the person is known to you, you may identify the person’s mind with a simple DC 10 observation roll. You may observe the mood of the person with similar check, whether you know the person or not. The range is your Intelligence in yards. It may be increased with a DC 10 Will save, doubling for each point you made the Save by.

When used in conjunction with Telepathy, it effectively extends the definition of “Conversational Range”.

Alternately, you may Scan at half normal range centered on any person you have Telepathic contact with, using their willing mind as a relay. This costs 1 talent point.

Enhancements: Lie Detection

Psychic Impressions: This is the ability to learn about people by examining things or places related to them. When using this power the referee should roll a Will Save DC: 15 for you, possibly modified by the referee based on an item with especially strong (the watch given to Stonefinger by his father on his deathbed) or especially weak (the watch Stonefinger bought yesterday). Each time this is successful you will get a vision telling you about the person you are seeking. You may continue to try this for as long as you like, but if you miss the Save then you will start receiving images of other people connected with the object or place being examined. Note that, since the Referee rolls this Save, you won't know when it was missed. Once the Save is missed, you will continue down the wrong trail until you have rested at least eight hours.

This costs 4 talent points.

Telepathy: This is the ability to send and receive surface thoughts. This requires that you either know the person very well, or be within "conversational range" of them.

Telepathy can be blocked by a Will SaveDC 10 + your Personality modifier + your level, by Mental Defense, or by anything else the Referee thinks should stop it. Reading anything other than surface thoughts requires a totally unresisting mind, or an unconscious one. Reading someone’s mind while they are dreaming may be interesting, but is less than informative.

A Telepath can actively work with a number of minds equal to twice the Telepath's Intelligence modifier (minimum 4), and can pass messages from one person to another without effort or thought. Note that Telepathic contact with an opponent may make you more vulnerable to mental attacks (i.e. Mind Blast, Mind Control). This costs 4 talent points.

Enhancements: Increase the Save DC by 2, Double the number of minds you can work with, Lie Detection

Mind Blast

[Non-Collision, Mental]

Damage: 3D10 + 1d10/level

Range: 20 + 10ft/level

Cost: 3

This powerful attack is a direct assault on the nervous system and conscious mind of your target. The range increment is 20 and the damage equals 3 D10 + 1 D10 per level of your character. In addition to this damage your victim must Save vs. Will DC 10 + ½ your Personality Modifer +1 per 2 levels or be stunned for 1 round (see” Stun", Page 24). While this power does a great deal of Vitality damage, it will never do any CON damage, nor can it affect inanimate objects. Mind Blasts cost three Vitality points each.

1st) Minor: 2D10 Mind Blast.

2nd) Minor: Half Strength Mind Blast

3rd) Minor: Full Mind Blast

Enhancements: Increased Save DC (+2), Increased Range Increment, Increased Damage (+1D10)

Mind Control

[Mental]

Damage: Special

Range: 20 + 10ft/level

Cost: 5 + 1/minute to maintain

This insidious attack form allows your character to take control of another person's mind, hypnotizing them so that they will willingly cooperate with you in most things. A successful attack means that you have established mental contact with your victim. The victim must make a Will Save DC 10 + Your Personality Modifier + ½ your level. Subjects resist this control, and those forced to take actions against their nature receive a new saving throw with a bonus of +1 to +5 depending on the type of action required. Obviously self-destructive orders are not carried out. Victims can be set to do complicated tasks, and can leave your sight without your losing control, but you must give that control some attention at all times. If you want to implant a post-hypnotic suggestion before releasing control then you must keep control for one minute without distraction or interruption. Such suggestions should be brief (a dozen words or so), and are subject to the Referee’s approval, as well as a Will Save at the time the suggestions to be carried out.

Each person you have under control effectively reduces your Personality modifier by 1 point, with regard to gaining control over more people.

1st) Minor: Minor suggestion ‘You need to scratch’

2nd) Minor: Suggestion ‘These are not the droids you’re looking for’

3rd) Minor: Full Mind Control

Enhancements: DC Increase +1, Increased Range (x2), Quick Suggestion (Suggestion as a standard action), Reduced Cost (-2), Memory Modification

Non-Breathing

This Power makes your character free of the need for food, or water, or air, etc. You have a D6 plus 3 points to spend to reduce or eliminate these bodily needs. It costs: 1 point to breath under water, 2 points to ignore breathing all together, 1 point to go without food, 1 point to go without water, 1 point to ignore extreme heat (not including flame attacks, etc), 1 point to ignore extreme cold (not including cold attack), 1 point to ignore the effects of vacuum, 1 point to ignore the affects of extreme pressure (not including attacks), 1 point to ignore radiation (not including attacks), 1 point to slow aging by 1/8th, 2 points to halt aging completely.

You should determine the exact nature and effects this power will have on your character at the time the power is gotten. The points are not normally changeable later on.

1st) Minor: 1 point

2nd) Minor: 3 points

3rd) Minor: Full Non Breathing.

Enhancements: +3 Points

Optical Defense

AC: +6 (+2 Dodge, +4 Power)

Cost: 1/minute

This is the power to project an optical illusion which makes you seem to be several feet from your actual position, and can make you blurry and hard to see. This makes your character harder to hit, and reduces the damage taken from non-collision attacks by half. Simple visual blurring can be maintained without effort or cost. Remember that this is a visual illusion, not a true shape change.

1st) Minor: +1 Dodge +1 Power

2nd) Minor: +2 Dodge +2 Power

3rd) Minor: Full Optical

Enhancements: Increased AC (+2 Power), Reduced Cost, Disguise, Fortification 75%, Increased AR +1

Paralyzation

[Energy, Non-Collision] or [Physical]

Damage: 3D8 + 1d8/level

Range: 20 + 10ft/level

Cost: 3

Paralyzation ray is commonly a beam of energy that scrambles the nervous system of any living being it hits. In addition to damage, the target will be knocked unconscious for 3 D6 rounds unless a Fortitude Save is made DC: 10 + ½ Char Modifier +1 per 2 levels. Note that Androids and Robots receive a five-point bonus to this Save, and that the power has no effect on unconscious people or inanimate objects. It can never do any CON damage.

Optionally, Paralyzation can be defined as a physical immobilizer, such as a web or glue. In this form no save is called for, since it does no damage. Instead, this requires that damage be done to it in order to break free. Roll damage normally, to find out how much damage it will take to escape. The burst DC of the immobilizer is 20 + number of dice done.

1st) Minor: 2D8 damage

2nd) Minor: Half Strength Paralyzation

3rd) Minor: Full Paralyzation

Enhancements: Increased Range Increment, Extra Damage (1D8), Increaseds Save DC (+2), Reduced Cost (-2), Hardness +5 (for immobilizer)

Physical Limitation

Physical limitation is a handicap or disability, often connected with the character's powers. For example, a person with suit of power armor (Armored/Metal Body) may be paralyzed from the waist down, so that he or she needs the suit to walk.

Physical Limitations need not be that severe, and most won’t be. Any type of disability which truly inconveniences you, even slightly, or only part of the time is a reasonable limitation.

If you can't seem to come up with a workable limitation, try reducing your character's Strength or CON to 10 - 1 D6.

Plasma Blast

[Energy, NonCollision]

Damage: 3D12 + 1d12/level

Range: 10 + 5/level

Cost: 3

Plasma Blast is a beam of pure energy that is so powerful it ionizes the air as it passes, making it glow. By focusing this beam on a target for a full round, it’s possible to do even more damage (up to twice as much, plus count the objects hardness as half), though this only works on objects that are totally stationary, such as walls or doors. The attack form costs three Vitality points per use, and the cutting beam costs six. Special: ‘Light Saber’ by permanently reducing the maximum range to 5 ft you can reduce the cost by 2, add up to 2 Con points of damage to the attack, and allow the cutting beam to always be in affect (though it still only does the extra affect against Inanimate Objects)

1st) Minor: 2D12

2nd) Minor: Half Plasma

3rd) Minor: Full Plasma

Enhancements: Reduced Cost (-2), Increased Damage (+ 1D12), Line, Increased Threat Range, Triple damage to objects on focused beam

Power Limitation

If your character has a power Limitation then there is some condition that can keep some or all of your powers from operating normally. Maybe you can't hit targets that aren't moving somehow, or maybe you need to take a special power pill regularly.

It's up to you to decide what the limitation is, so be creative.

Do you need to make a Save to use a power properly?

Does your power only work a few times a day? Work out some conditions with the Referee that limit the power without making your character unplayable. The less often your powers are affected, the more severe the limitation should be. For example, heavy radiation is rare, so it might remove some or all of your powers for an extended period of time. Think of a werewolf, who must Transform on nights of the full moon, and loses the power completely on the night of the new moon.

Pulse Bolts

[Energy, Noncollision]

Damage: 3D10 + 1d10/level

Range: 30 + 15ft/level

Cost: 3

Pulse Bolts are concentrated blasts of Force in a form that is unstable and in constant change, shifting from matter to energy and back. It is this change that causes the bolts to pulse with light, and which gives them their name. These bolts have the strange ability to convert normal matter to tachion energy, effectively disintegrating it. Hardness is completely ignorted by Pulse Bolts (super metals and super powered devices are normally an exception to this but the Referee is (as always) free to use his or her discretion). In addition, this power confers a special awareness of physical and mental energy fields, letting you identify the presence of super-powers in use anywhere within range of your attack, even when the source would not normally be visible.

1st) Minor: 2D10

2nd) Minor: Half Strength Pulse Bolts

3rd) Minor: Full Pulse Bolts

Enhancements: Increased Range Increment, Increased Damage (+1D10), Increased Crit Multiplier, Increased Power Sense (lets you sense residual power and rough power level)

Regeneration

With the power of Regeneration your character can recover quickly from injuries that would keep others in the hospital for weeks, or kill them outright. Lost Ability points will be healed at 24 times the normal rate, healing you as much in an hour as abnormal man would heal in a day, and Vitality is recovered at 1 point per round (reguardless of activity) in addtion to the normal rate. It is even possible to regroup lost arms and legs, although this takes some time. This power will not bring you back from death.

1st) Minor: Double Ability and Con Healing

2nd) Minor: Ability Healing x4, Heal 1 point every other round.

3rd) Minor: Full Regeneration

Enhancements:

Increase Ability Recovery I (Heal Ability Scores at a rate of 1/ ten minutes Increase Vitality healing by 1/round),

Increase Ability Recovery II (Req Increase Ability Recovery I. Heal Ability Scores at a rate of 1/minute Incrase Vitality healing by 1/round)

Increase Ability Recovery III (Req Increase Ability Recovery II. Heal Ability Scores at a rate of 1/round, increase Vitality healing by 1 per round),

Increase Recovery IV (Increase Ability Score and Vitality Recovery by +1/round)

Select or Invent One

The "Select or Invent One" entry on the powers table means exactly that: Select one power from the table, or invent a new power. The power you select or invent does not need to fit the category of the table that you rolled on, but can be a power from any table, or in any category. The only restrictions are: You can't Select or Invent a power that has the small (S) next to it on the power table. Invented powers must be approved byte Referee, and must be fully detailed on the character sheet(use the back, if you need to). Take a look at Appendix B for notes and advice on inventing your own powers.

Social Limitation

This limitation makes it difficult for your character to fit into normal society. The exact nature of the problem is up to you, but the possibilities are endless. Maybe your character has an odor, or an appearance so strange that people just don't like humor her (or it). You may be a member of a minority group, and subject to racial or religious prejudice. Having enemies in positions of power (like the editor of a newspaper) would qualify too, as would being an Unsung Hero (see "Character Classes", Page 2). Work something out with the Referee, but don't be too hard on yourself.

Sonic Attack

[Energy, Noncollision]

Damge: 3D8 + 1d8/level

Range: 20 + 10ft/level

Cost: 2

This power gives your character total mastery of sound, and the ability to use with a Range increment of 20 feet. Sonic blasts cost two Vitality points per shot, and do 3 D8+ 1 D8 of damage per level of your character. Both damage and range are doubled when used underwater, but the power will fail totally in a vacuum (of course). A Will Saving Throw DC 15 will allow you to shatter glass or crystal anywhere around you.

You can imitate voices, or anything else you have heard, almost perfectly, and amplify your voice by up to 4x per level, effectively giving you a +10 +2/level bonus to any skill checks to disguise your voice. In addtion, when you gain this power you may select an enhancement for it from the list below.

1st) Minor: 2D8

2nd) Minor: Half Power Sonic

3rd) Minor: Full Power Sonic

Enhancements: Cone, Line, Sound Control, AP +1, Deafen, Increased Damage (+1D6), Double Range, Explosion (Radiating out from you)

Special Vehicle

Special Vehicle is custom transportation of the finest kind. Be it a boat, car, plane, or starship, it will be among the fastest, most maneuverable of its kind. To determine the nature of especial Vehicle, roll once more on the "Transportation" powers table. Your Vehicle will usually be some type of wheeled ground transport, unless it has some other power like Flying, or Swimming. A special Vehicle could be as small as a skateboarder as big as a 747, but is always distinct and separate from your person or costume: It is something you ride, not something you wear. A Special Vehicle with Super Speed might be a car that runs in the 200 MPH range, and one that flies might be a rocket bike. Spaceships are impressive, but might be shot down by military agencies, and are hard to park.

Besides being a way to get around, a Special Vehicle has its own weapons and defense systems: Roll once on each table, Offense and Defense, to find out what other powers your particular vehicle has. The vehicle can't advance in levels as you do, unless you give it enough of your own Experience points to allow such an advance, and the weapons it carries usually need someone to operate them. Special Vehicles have a hardness value 2 D10 higher than typical of the vehicle type, and use your Vitality, Just as other device-powers do. Note that Special Vehicles are usually considered "normal" sized, with regards to attack and defensive size modifiers. This power isn't available through ” Select or Invent one".

1st) Minor: Vehicle with 1st Minor in transportation and defense.

2nd) Minor: Vehicle with 2nd Minor in Transportation, Defense, and Attack

3rd) Minor: Full Special Vehicle

Enhancements: Increased Hardness +10

Special Weapon

The Special Weapon power is really unusual as attack powers go. It makes your character a specialist at either using or building exotic weapons. Note that this power is unavailable through the "Select or Invent one" option of the powers table, and may not be gotten through Magic or Psychic powers.

Weapon: The first form of this power is the possession oaf Special Weapon, a super weapon with several powers built into it. Roll three times on the Offense powers table to determine just what these powers are. You should select one of these to become a "Stun Only" attack, which does Vitality damage, but never any CON. This power is for use against normal villains. You are, of course, inhumanly adept with this weapon, gaining +1 to hit with the weapon (or any similar device). Due to the personal nature of this type of weapon it usually requires extensive training for anyone else to use it effectively. You may, if you choose, give up one of the three powers in order to have your Special Weapon be a normal weapon (such as a gun or sword) with extra powers added. You may also choose to trade one of the powers in the weapon for the Enhanced Defense power. Special Weapons like this are usually replaceable if lost or broken, but not always: The more powerful the weapon, the harder it is to replace. It can bean adventure in itself to replace any Special Weapon.

Gageteer: A person with this form of Special Weapon is superhumanly skilled at invention and technology. They gain 15 skill points to spread among technical areas (Knowledge, Profession, and Crafts). Their technical genious effectively gives them a large number of minor powers or enhancements, but these come with sever limitations: Minor powers purchased through Gageteer can never be used in any way to gain a full power, when buying up they are limited to the “2nd) Minor Power” level and do not stack with the normal Minor Powers you gain, they will always need to be activated (the aren’t always on), once activated they will last 2 rounds per level, and will always cost Vitality (The double the normal power cost or 4, whichever is greater), and they will always be in gaget form, that is they will be some physical objects that has the potential to be stolen or destroyed, in addition in order to add an enchancement to a power not gained through Special Weapon you must permanently convert that power to a gaget (this should only be done at character creation or when power is gained) and pay the additional Vitality cost incurred by gageteer powers.. With the Referees permission you may create other effects of similar power level. You gain 1 minor power and +1 minor power per level (For a total of 2 at first level)

Enhancement: Double Duration, Spontanious Invention (one of your minors is Spontanious), 2nd Minor Flight

Stretching

AC: +5 (+2 Natural, +3 Power)

Cost: 0

The Stretching power will give your character the ability to stretch and twist like a rubber band. You can extend your arms, legs, etc to a length equal to your character's DEX +10/level, in feet, and the length and width of your main torso can be doubled for every level. Stretching allows you to fold yourself in half, slip through narrow openings, or flatten your body as thin as paper. Exceeding these limits is possible, but it may hurt a bit (1 point of CON damage per attempt). Collisions will do only one half (1/2) damage to you. Remember that if you need to breath then you can't stay in strange contortions for very long: You must allow your lungs room to expand, and your heart room to pump

1st) Minor: +1 Natural +1 Power

2nd) Minor: +1 Natural +2 Power, Stretching 10 feet.

3rd) Minor: Full Stretching

Enhancements: Increased AR +1, Increased Length (double normal stretching ability), Disguise, Electrical Resistance (+10), Increased Move (+15), Increased AC (+1 Power)

Super Leap

This power will allow your character to jump great distances easily, and land safely when dropping from great heights. From standing start you can leap up to five times your Strength, in feet, and running jumps can carry you up to ten times your Strength in feet jumping is not limited by height. When falling, you can safely drop and land from heights of up to 15 times your Strength (assuming you can land on your feet). This is usually a soft landing, so you won’t have to worry about smashing buildings, cars, or pavement when you land. Your speed, when leaping, will be equal to the distance. Super Leap costs one point of Vitality per use.

1st) Minor: Jump 2x normal amount

2nd) Minor: Jump up to 2x your Strength

3rd) Minor: Full Super Leap

Enhancements: Increased multiplier (+5), Never take damage from fall

Super Skill

This power is simply a talent for learning things, and acquiring Skills. Your character starts with ten (20) extra Skill points, above and beyond what he or she is normally entitled to. When acquiring new skills the character will get an extra 2 skills per level. All skills are considered in class for you. This power is unlike other powers in that some Normals will have something like it, but do not underestimate its potential: Skill and knowledge defeat raw power almost every time. This power is unavailable as magic/Psychic power, since the Magic doesn't last long enough to allow you to study and practice.

1st) Minor: +4 Skill points

2nd) Minor: +8 Skill Points

3rd) Minor: Full Super Skill

Enhancements: +5 Skill points, Increased Maximum (the maximum you can have in a skill based on level is increased by 2)

Super Speed

With this power your character can move faster than normal and can maintain this speed for as long as his or her Vitality holds out, paying Vitality cost as if you were flying (see Page 15). Your reflexes are lightning fast, giving you an initiative bonus of two points per level of your character, to maximum of +6. You can accelerate and brake at twice your normal rate, and turn twice as tightly as your speed would normally allow (see "Maneuvering" Page 15 for turning, braking, etc.). Your speed is 80 +10/level or your Base Speed x 3 +10/level whichever is greater. Out of combat you can accelerate up to this speed in MPH.

1st) Minor: Increase Speed by +10

2nd) Minor: Speed is +20, +2 Init

3rd) Minor: Full Super Speed.

Enhancements: Increased Speed (add 15 base speed), Increased Manuverability, Hyper Speed (Increase non-Combat Speed by 10x), Spring Attack, Extra Move Equivelent I (Req: Increased Manuverability, Increased Speed), Extra Partial Action I (Req: Extra Move I, Base Speed 75, Replaces Extra Move), Extra Full Action I (Req Extra Partial I, Base Speed 85, Repalces Extra Partial)

Super Strength

This is the ultimate in Strength boost: Add 25 to your Strength and double your lifting capacity.

1st) Minor: +4 Str

2nd) Minor: +6 Str

3rd) Minor: Full Super Strength

Enhancements: Increased Str +5, Increase Lifting Capacity x2, Jump is not limited by Height.

Superior Senses

Having Superior Senses means that you see, hear, smell, touch, or taste things in a manner that is beyond the ability of normal people. This could mean that your eyes are sensitive enough to allow normal vision in total darkness, or perhaps you have bat-like hearing that lets you hear into ultra-sonic ranges. Roll 1D4 and add 3, to find out how many sensory enhancements your character has. These can all be applied to one sense, or spread among several senses, as you choose. Each enhancement can be used to boost one aspect of a sense by ten times. As an exception to the normal rules for adding multipliers, Superior Senses multiplies rather than adds: 3 degrees of telescopic vision gives you 10x10x10 = 1000x telescopic vision. The legendary X-Ray vision will require three enhancements; so will any other sense which is a completely new ability. Under no circumstances will this power ever let you shoot X-Rays or anything else from your eyes: It just lets you see the ones already there. X-Ray Vision will allow you to see through objects selectively, but there is a one point penalty to observation rolls for each foot of material being looked through.

Telescopic Vision will cut this penalty by half, but lead or other dense metals will stop this power entirely.

Although they normally use no Vitality, a certain amount of attention is needed to use Superior Senses, to shut out the distractions of normal sensory input. An Invisible person might be spotted with Superior Senses, but that person still gets his or her normal Defense Class. Powers that require visual contact to function, such as Telekinesis or Mind Control, will never function in combat through Superior Senses. In general each degree in an enhanced sense will give you a +2 power bonus to rolls to detect things with that sense (tasting poison, hearing whispering, ect…). Note that when using your superior sense extreme conditions could cause overload, making you lose all use of the sense for 1D4 minutes (or longer depending on the sorce). Having your hearing increased by 10,000x when a gunshot goes off can be painful.

Sample Superior Senses:

Telescopic Vision: Each point gives you x10 telescopic vision and cuts range penalties in half.

Microscopic vision: Each point gives you x10 microscopic vision and a +2 to any seach checks where this would apply (spotting the cracks of the secret door)

Low Light Vision (1): You can see as well in low light conditions as you can normally, halve all penalties for being in low light as long as some light is available.

Darkvision (2): You can see in darkness normally, though your dark vision is in black and white.

X-Ray vision(3): This is blocked by lead, heavy metals, or anything else the Referee thinks should block it.

Sonar (3) Sonar ignores penalties for darkness or concealment (such as fog)

Enhanced Touch: Each degree increases your sense of touch by 10x and gives a +2 bonus to sensory rolls involving touch at 100x or more you can read with your finger tips.

Enhanced Taste: Each Degree increases your sense of taste by 10x and gives a +2 bonus to sensory rolls involving taste.

Enhanced Hearing: Each degree increases your hearing by 10x and gives a +2 bonus to sensory rolls involving hearing.

Increased Smell: Each degree increases your sense of smell by 10x and gives +2 bonus to sensory rolls involving smell. Special: at 10,000x or more this duplicates the Scent ability.

Increased Sight: Your vision is much sharper than normal, you get a +1 bonus to sensory rolls involving sight.

1st) Minor: 1 Superior Sense Point

2nd) Minor: 3 Superior Sense Points:

3rd) Minor: Full Superior Senses

Enhancements: Protected Senses (you are not subject to sensory overload), +2 Superior Sense Points, Lie Detection

Telekinetic

[Blunt (or weapon), Collision]

Damage: 3D6 + 1d6/level

Range: 20 + 10ft/level (special)

Cost: 2

Telekinetic Attack means your character has the power of “mind over matter”. You can move any object in sight as if you had an invisible arm of infinite length and inhuman strength. This is not limited to the normal 10 range increments – if you can see it, you can potentially hit it. You can use this as a Telekinetic fist, or use it to grab, hold, or throw things (to throw anything that is resisting you must grab it first – see below). When striking with this power, you do 3 D6 +1D6 per level of damage + any weapon damage (for any thrown or controlled objects). You must pay for this effort though, costing 2 points per attack.

As an alternate to the sudden sharp jolt of the attack, you can use a continous force (paying for it each round) to move objects with a Strength of 5 per level (for purposes of Strength checks, and lifting capacity), in order to grab a resisting subject you treat this as a grapple (though you gain a +1 at first level and a additional +1 every 4 levels to the grapple check). A resisting subject can attempt to escape the grapple normally and can twist to fire at you unless you also pin them. You can normally move objects up to 1 range increment per round as a free action. (Though you can throw anything you have grip on as a standard attack action at up to your maximum range, causing damage equal to your attack damage).

There is never a size bonus or penalty to hit with this power: If you can see it, you can hit it. Size bonus can offset range penalties, but will never actually count as a bonus. The only exception to this is when you retrying to hit a particular part of an opponent, due to the distractions of movement, and the habit that we all have of seeing people as one object: Hitting a gun in an opponent's hand is easier than hitting the hand itself. This power requires concentration to use, so it can affect only one object at a time unless you also have the power of Telekinetic Defense. Telekinesis will only affect visible objects, and powers like X-Ray vision (Superior Senses) will not substitute for normal vision in this respect: It might work in a non-combat situation, but never during a fight.

1st) Minor: 2D6 Telekinetic Attack, TK Str of 1

2nd) Minor: Half Power TK Attack

3rd) Minor: Full TK Attack

Enhancements: Double Range Increment, Increased Lift (x2), Minor Flight (Req: TK Defense), Increased Str (+5), Increased Damage (1D6), Increased Grapple Bonus (+1)

Telekinetic Defense

AC: +6 (Deflection +2, Power +4)

Cost: 2

Telekinesis is the ability to move objects by power of thought.

As a defense it’s used to simply deflect incoming attacks away from your character. This form of Telekinesis will work with minimal attention, unlike Telekinetic Attack, and will let you influence more than one thing at a time. Anything in plain sight, of up to a pound per level of your character, can be moved Telekinetically. This power reduces by half all collision damage. Telekinesis won't work on things that you can't see unless you have some way of knowing exactly where they are.

1st) Minor: +1 Deflection +1 Power

2nd) Minor: +1 Deflection +3 Power

3rd) Minor: Full TK Defense

Enhancements: Increased AC (+1 Power), Increased AR +1

Teleportation

Teleportation is the ability to travel from place to place instantly, past any barrier, and over any distance. This is safest if you can see your destination, or if you know it well enough to walk around it with your eyes closed. Teleporting to an unknown area is done by stating the distance and direction that you wish to travel in. This is dangerous, of course, since there is a 50% chance of landing off target, subject to adjustment by the referee. If you land off target, roll 1 D6, noting which direction the one pip is facing. This is the direction of the error. Roll another D6 to find the amount of the error. For Teleports of less than a mile, this is the number of feet off target. For greater distances, multiply this distance by the number of miles traveled.

If a teleporter lands inside a solid object then his or her reflexes will kick in, diverting them to the nearest open area. The shock will drain all Vitality, and reduce CON to zero: The character is unconscious and dying! Without medical care of some type, the character will continue to lose CON until he or she dies (see "Death", Page 24).

Teleportation is effortless for short hops (under 300 feet), but costs one plus the number of miles being traveled for longer’ ports. Teleporting in combat costs three more Vitality points than usual.

1st) Minor: Teleport 50 feet (cost 6)

2nd) Minor: Teleport 1 mile Cost 5

3rd) Minor: Full Teleport

Enhancements: Reduce Cost (-3), Teleport Safely (If a teleport would land you inside a solid object, it just fails instead), Teleport Shunting (Req: Teleport Safely. If a Teleport would land you inside a solid object you may shunt your self up to 5ft per level to appear in the nearest non-solid space), Teleport Tracking, Teleport Misdirection (foil teleport tracking), Teleport as a Free Action (1/rnd)

Transformation

This is the power to change form and appearance at will. There’re several variations on this power that will be described separately. The player should decide which form the power will take when the character is created.

Shape Shift: This usually means changing between two different forms, such as a wolf and a man. This power costs one Vitality point per hour to use. Enhancements: Animal Kingdom (Transform into any normal animal)

Size Change: This version of the power will allow you to change sizes, either growing larger or shrinking, but not both. In combat this form could involve the "Combat Modifiers" for large or small targets (Page 24). Someone who changes size will find that their Strength, Constitution consequently Vitality have changed with their size.

Growth: A character who grows in size becomes tougher, stronger, and more powerful but they also become easier to hit and have a much harder time hitting smaller targets. Growth allows you to increase your size category by 1 step. Gaining all the benefits and drawbacks listed on the tables below (as well as any other normal benefits/penalties for size). Enhancemnts: Grow by an additional Step, Trample

Shrinking: A character who shrinks in size becomes weaker, and less powerful but they also become eaiser to hit and have a much easier time hitting larger targets. Shrinking allows you to decrease your size category by up to 2 steps. Do this by reversing all the bonuses given for increasing size. Enhancemnts: Shrink an additional Step.

Size AC/Attack Modifier Dimension* Weight**

---- ------------------ ---------- --------

Fine +8 6 in. or less 1/8 lb. or less

Diminutive +4 6 in.-1 ft. 1/8 lb.-1 lb.

Tiny +2 1 ft.-2 ft. 1 lb.-8 lb.

Small +1 2 ft.-4 ft. 8 lb.-60 lb.

Medium 0 4 ft.-8 ft. 60 lb.-500 lb.

Large -1 8 ft.-16 ft. 500 lb.-4,000 lb.

Huge -2 16 ft.-32 ft. 4,000 lb.-32,000 lb.Gargantuan -4 32 ft.-64 ft. 32,000 lb.-250,000 lb.

Colossal -8 64 ft. or more 250,000 lb. or more

Size Increases

A size increase affects a creature’s ability scores, AC, attack bonuses, and damage as indicated on the following tables.

Old Size* New Size Str Dex Con Attack Spot DC

--------- -------- --- --- --- ------ -------

Fine Diminutive Same -2 Same -4 -4

Diminutive Tiny +2 -2 Same -2 -4

Tiny Small +4 -2 Same -1 -4

Small Medium-size +4 -2 +2 -1 -4

Medium-size Large +8 -2 +4 -1 -4

Large Huge +8 -2 +4 -1 -4

Huge Gargantuan +8 Same +4 -2 -4

Gargantuan Colossal +8 Same +4 -4 -4

*-Repeat the adjustment if the creature moves up more than one size. For example, if a creature advances from Medium-size to Huge size, it gains +16 Strength, -2 Dexterity, and -2 to attack bonus and Armor Class.

Old Damage (Each)* New Damage

------------------ ----------

1d2 1d3

1d3 1d4

1d4 1d6

1d6 1d8

1d8 1D10

1D10 1D12

1d12 1d12+1

1d12+1 1d12+2

Etc…

The only clinker in the size change is weight. If a person grows to twice his or her normal height, they are also twice as big across the shoulders, and twice as deep through the chest. This means that they should weigh more than twice as much. In fact, they will weight eight (2x2x2) times as much. Tripling height will mean 27 (3x3x3) times normal weight. Half size means one eighth (1/(2x2x2))weight, and 1/3 size means one 27th (1/(3x3x3)) weight.

Example: The 4th level villain called Titan can transform himself into an 18 foot giant (Huge). This increases his already impressive Strength (25) by +16 and turns his 15 CON into a 23. The Con change increases his Vitality by from 62 to 90. His Lightning bolts do increased damage, instead of 7D10 they do 7D12 +14. His hand-to-hand damage went from 3D6+7 (for 25 strength) to 6D6 +15 for the strength increase then was increased further from the die size increase to 6D10 +15.

His weight goes from 200 lbs to 5,400 lbs, so anything he steps on will be pulverized.

Titan is at -2 to hit normal size characters, and they are at +2 to hit him, due the the size difference. Nobody will ever get so heavy that they can't move, but they can come close. If Titan fell from any distance, the impact would probably kill him. Unfortunately for civilization, Titan can fly.

Certain combat maneuvers, such as Block and Body Throw, are harder to do to oversized opponents. They are done at a penalty equal to the "to hit" bonus that the size difference normally gives, unless the thrower/ or blocker

is level with the giant. (ie. on a building, or flying)

This form of the power costs one point of Vitality per round, plus the number of category changes Thus Titan must pay 3 points per round to remain 18 feet tall.

Chameleon: This version of Transformation would allow minor changes in appearance, so as to be a sort of super disguise ability. If this power is linked with the Stretching power, then you are a true shape-shifter, able to assume the shape and appearance of anything that is within 10% per level of your size and weight. This power costs one Vitality point per shift, and one point per hour to maintain the altered size or shape. It gives a +10 +1/level power bonus to disguise checks.

Vibratory Attack

Damage: 3D4 + 1d4/level (special)

Range: 10 + 5ft/level

Cost: 2

This power lets your character send intense vibrations through his or her body, adding extra damage whenever you hit anything in hand to hand combat. Add 3 D8 + 1 D8 per level of your character to your bare handed combat damage. You can also use these vibrations at a distance by vibrating the air itself, generating shock waves. Used in this fashion the power is a ranged attack doing 3D4 +1D4/level. Note that this is the only power which can be” Coupled" with your hand without penalty (See "Coupled Attack" under Combat Maneuvers, Page 19, for the restrictions that apply to everyone but you). This power is considered AP 1. Note: Sonic does full damage to objects (most energy attacks do half damage).

1st) Minor: 2D4 Attack

2nd) Minor: Half Strength Vibratory

3rd) Minor: Full Vibratory

Enhancements: +1 AP, Increased Damage (+1 die), Increased Range (x2), Cone

Power Enhancements

Blinding Attack – You can focus your attack to attempt to blind your opponents, this does no damage, but forces them to make a Reflex save DC 10 + ½ your power level or be blinded for 1 minute (Blinded characters can’t see, suffer a 50% miss chance, loose all AC bonuses from Dodging)

Body of [Energy Type] – You can transform yourself into a solid representation of the appropriate Element, you become completely immune to the element but suffer double damage from its opposing element. In addition your elemental state gives you Physical Resistance (PR) 5

Built In Weapon – You either have a normal weapon (or weapons) that is built into your body somehow, or a weapon that you can summon. This can be anything from retractable Claws built into your forearms to a shotgun concealed in your metal arm to a sword you can summon out of thin air. If the weapon is broken or destroyed in some way it can usually be replaced (depending on it’s nature).

Cone – You can fire your attack in the shape of a cone, damaging everything inside it. The Cone starts at you and can extend up to one range increment of your attack. The wide end of the Cone is always as wide as the Cone is long. Cone damage is half that of your normal attack damage. Those affected by the Cone can make a Reflex Save DC 10 + the number of dice done to take half cone damage. For attacks that have saving throws (such as Paralyzation) the DC to resist it in explosion form is reduced by 4. When using Cone increase the cost of the attack by 1.

Enhancements: Increased Length +1 Range Increment, Increased Save +2

Cost Reduction – Reduce the total cost of the power by the amount indicated.

Deafen -- You can focus your attack to attempt to Deafen your opponents, this does no damage, but forces them to make a Fortitude save DC 10 + ½ your power level or be Deafened for 1 minute per level.

Dimensional Pocket – You have a personal extra-dimensional storage space. This space has a radius of 2 feet per level. Opening the storage area costs 1 vitality.

Disguise – You can use your power as a super human disguise kit. You get a +5 Power bonus and an additional +1 per level to disguise attempts. This only applies to things that can be affected by the power. (so a physical illusion won’t help you disguise your voice)

Douse – You have the ability to put out normal fires and flames within the range of your attack.

If these fires are being generated by another super power you must make an opposed roll of 1d20 + your power level.

[Energy Type] Control – You have the ability to sense and control the appropriate element within the range of the appropriate attack power. You gain the Element Control Skill as an in-class skill and can use it untrained.

Enhanced AC – Increase the AC of the power by this amount, allowing it to stack with bonuses it currently grants.

Explosion – The attack can generate an explosion with a radius of 20 feet, damaging everything within it. Explosion damage is half that of your regular attack damage. Those affected can make a reflex Save DC 10 + the number of dice done to take half damage. This costs twice the vitality points of the regular attack. For attacks that have saving throws (such as Paralyzation) the DC to resist it in explosion form is reduced by 4. When using an Explosion increase the cost of the attack by 1. Enhancements: Increased Radius +10, Increased Save +2

Force Bubble – Your character can project force bubbles around other people or things at a distance. You must encapsulate the entire object or none of it (i.e. you can’t take a gun without taking the person holding it). Unwilling targets can avoid the bubble by making a Reflex save DC 15 + power level. Objects held this way can be moved as if you had a Strength equal to your Strength and Will +2 per level and can be moved up to 1 range increment a round as a free action. Anyone being attacked through a force bubble is treated as if they had force field defense. Bubbles can be broken, any attack made specifically against the Force Bubble, doing more damage than the Will of the user, can break the Bubble. To hold the field intact the user must make a Will Saving throw DC: 10 + 1/5 damage done. Force Bubbles cost 4 Vitality + 1 per foot in radius for each round.

Ground Shock – You can hit the ground with tremendous force, usually destroying the ground and causing a shockwave to radiate out from there. This can be treated as either a Cone that only affects targets on the ground that extends out to Strength/5 feet, or as an Explosion, centered on you that only affects ground targets and has a radius of Str/5 feet. Using either affect does the damage to all the ground in the area of affect. You are not normally affected by your own ground shock.

Enhancements (Any that apply to cone or explosion)

Hard to Kill – Instead of falling unconscious when you drop below 0 vitality you are considered disabled (may take only partial actions take 1 point of vitality damage when you take an action). Instead of dying at 0 Con, you fall unconscious at 0 Con. you die when your Con reaches negative it’s normal value –2 per level. You gain a +1/level Fortitude bonus to resist death affects or Coup De Grace. Example: The 5th level hero Drifter has Hard to Kill and a 10 Con. When knocked to –4 vitality he is still conscious, though taking partial actions is all he can do and they hurt (1 pt damage). He doesn’t die when his Con reaches 0, but instead when his Con reaches –20 (-his original Con –2/level)

Ice Casing -- The ice which forms on your targets can be used to cover large areas (up to one 10 ft sq/level), or to immobilize people, if you so choose. To immobilize roll a normal attack with a –3 penalty to hit. Roll your damage normally, to find out how much damage it will take to break out of the ice (how much Vitality it has). The burst DC of this is 20 + number of dice done. The ice will be thick and firm, and will melt at one point per round. You must state your intent to freeze the target before the attack is rolled this form of the attack does no damage at all.

Enhancements: Increase the Hardness of the ice by +5, Ice melts at 1 pnt/minute.

Ignite – Any thing coming into contact with this power must make a Reflex Save DC 10 + power level or catch fire. A burning object will take 1D6 Fire damage per round until the fire is put out (standard action to make a new Reflex save)

Increased Carry – Increase the amount you can carry with you with this power up to your maximum carry.

Increased Critical Multiplier – Increase the Critical multiplier of this power by 1.

Increased Maneuverability – Your Maneuverability is perfect, you can turn on a dime, stop, start, and accelerate instantly (normally you turn with a radius equal to your speed).

Increased Power Sense – You can sense residual traces left by super powers. The length you can sense the power is determined by its original power level:

Source: Power Level

Super Powered Device Level/4

Super Powered Creature Level/3

Power Used or Active Level

Power Level Traces

1 or less Faint

2-4 Moderate

5-10 Strong

11+ Very Strong

Traces Length Traces Stay

Faint 1D6 minutes

Moderate 1D6 x 10 minutes

Strong 1D6 hours

Overwhelming 1D6 days

Increased Threat Range – The Threat range of this power is doubled (usually from 20 to 19-20)

Knockback – The knockback done by this power is doubled.

Laser Illusions – You can project visual illusions of the type known as Holograms anywhere within 1 range increment assuming there is a clear line of sight between you and your illusion. These images may be up to one 5x5x5 area per level. Remember that they have no reality or substance of any kind: Attacking illusions is a waste of time, but so is having illusions attack. To make illusions believable you must make an Intelligence check with the DC set by the Referee and dependent on the complexity of the illusion

Sample DCs:

Illusion: DC

Stationary Wall 10

Stationary Person 15

Active Person 20

Enhancements: Increased Size (triple the area you can affect), Realistic Illusions (+5 to saves)

Lie Detection – This requires that you have X-Ray vision, Telepathy, or Superior Senses of at least 100x normal hearing, smell, or touch. You must also be in a position to use these: Using Superior Touch would require that you be touching a pulse-point of the person questioned, smelling the difference in a person’s perspiration would require an area with relatively fresh air, and hearing a heartbeat would require a fairly quite room. This takes your full concentration allows you to sense lies unless your target makes a Will Saving throw DC 15 + ½ your power level. The Referee may apply other bonuses or penalties as the situation warrants.

Line – Your power can be fired in a 5 ft wide line up to its maximum range. Line damage is ½ your normal power damage. Anything in the line takes damage, but receives a Reflex Save DC: 10 +1 per die for half damage. Objects that completely block the Line (such as a wall) can stop it unless the attack does enough damage to destroy it. For attacks that have saving throws (such as Paralyzation) the DC to resist it in line form is reduced by 4. Enhancement: Increase width of line by 5ft, Increase DC +2

Memory Modification – You can use your power to modify your subjects’ memories. Treat his as Mind Control for the DC to resist. If the memory is subject to close scrutiny or is unbelievable the subject gets and additional saving throw. This memory modification can be detected (Spot DC: 15 + power level) by Telepathy, Mind Reading, or anything else the Referee decides. Up to 1 minute of memories can be modified per use of this power.

Minor Flight – Gain the 2nd Minor Flight power. This can be increased normally.

Push Your Luck – You can push your luck to the breaking point. You can continue to spend Luck points even when you don’t have any left, but for each one spent this way the Referee gets one luck point the they can (and will) spend against you on another roll. You cannot push beyond double your original amount.

Scent -- This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

The creature can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a standard action. If it moves within 5 feet of the scent's source, the creature can pinpoint that source.

The creature can follow tracks by smell, making a Wilderness Lore check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures such as sharks, however, have the scent ability and can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Wilderness Lore DC to track becomes 20 (or more) rather than 10.

Spontaneous Invention – Turn on of your Minor powers gained by special weapon into a spontaneous invention slot. At any time, up to once per session, you can ‘Invent’ a 1st minor super power. This requires time, and an appropriate Craft or Engineering roll with a DC of 15. If you take this enhancement again another of your minors becomes spontaneous allowing you to build devices that can emulate a 2nd Minor Power. The device you create lasts until you build a new one. That is, you can only have one device active for each time you take this Enhancement.

Spontaneous Magic – Turn on of your Minor powers gained by Magic/Psychic into a spontaneous Magic slot. At any time, up to once per session, you can create a 1st minor super power. This requires time, and a Spellcraft check DC 20. If you take this enhancement again another of your minors becomes spontaneous allowing you to create affects that can emulate a 2nd Minor Power. The power you create lasts until you create a new one. That is, you can only have one spontaneous magic active for each time you take this Enhancement.

Stun – Your attack has a chance to stun your opponent. In addition to taking the damage your opponent must make a Fortitude Save DC 10 + the number of dice done or be stunned for 1 round. A Stunned character cannot attack but may defend themselves normally (they are not prone).

Teleport Misdirection – You can make yourself harder to track by Teleport Tracking. Increase their Spot check to trace you by +1/power level. If this causes them to miss the roll, they think they made it but any attempts to follow are treated as a completely blind teleport.

Teleport Tracking -- You can attempt to follow (via teleport) a teleporter. To do this make a Spot check DC 20 to sense the destination of the teleporter, this DC is increased by +1 for each minute that has passed. Teleporting this way is dangerous, and is considered a blind teleport.

Tracking Dimension Door – You can attempt to track the location of a D-Door and open another Door to the same place. Make a Spot check DC 20 to sense the destination of the door this DC is increased by +1 for each minute that has passed. Remember that because D-Doors go through Hyperspace this must normally be made twice, once to track the door they made through hyperspace another to trace their door out.

Trail of Flame – You can leave a trail of flame behind you, the flame lasts for 1 round and anyone passing through it takes 1D6 per 2 levels in fire damage. This can be activated as a free action and Costs 2 vitality per round. Enhancements: Extend duration to 1 minute, Ignite, Increase Damage +1D6

Trample -- As a standard action during its turn each round, the character can literally run over an opponent at least one size category smaller than itself. The character merely has to move over the opponent. The trample deals physical bludgeoning damage equal to half the characters Hand-to-Hand damage.

Trampled opponents can attempt Reflex saves for half damage. The save DC is 10 + the number of dice rolled for damage.

Wall of X – You can use your power to create a wall of the appropriate type. Walls are vertical planes that can cover up to 10 square feet per power level. They can never be created inside a solid object, or through an area that is occupied by a solid object. The type of wall determines its affects. Each wall costs 5 vitality for each unit of duration listed.

Wall of Flame – This wall radiates heat and cannot be seen through by normal means, it is not solid but anything passing through the wall takes flame damage equal to your flame attack (fire resistant clothing will help here). This wall last as long as you concentrate on it and up to 2 rounds per power level after that. You can drop this wall as a free action.

Wall of Shadow – This is a wall of solidified darkness. It cannot be seen through be normal means and has a hardness 10 and 10 hp per level. It lasts for as long as you concentrate and up to 1 minute per power level after that. You can drop the wall as a free action.

Wall of Force – This wall can be seen through, but is a solid wall of force. This wall has 10 HP per level and is treated as a force field. That is, it takes half damage from things that require physical contact. Being an object it also takes half damage from most energy types. This wall lasts for as long as you concentrate and up to 1 round per power level after that. You can drop this wall as a free action

Minor Powers

+2 To Hit Minor Power gain +2 to hit with a chosen attack.

Communicator Minor Power Communicator is a person with a talent for speaking, and listening, in ways that others can’t. You may select what type of unusual communications your character can do. For example: D can talk to animals. Henchman can speak to machines.

Medium can speak to spirits and ghosts. Green Haven can speak to plants. Note that being able to speak to, and understand the language of something doesn’t mean that they will want to talk to you. You may be able to ask favors, or bargain with them, but this doesn’t mean that the being will be willing and able to do as you ask.

If Green haven asks the house plants to describe a murderer, they might be able to tell him the relative size based on the shadow that they cast, or tell what scent or other chemicals they gave off, but since plants have no eyes, they can’t say what the person looked like. When Henchman asked the auto teller at the bank to show the last three transactions, it could do this. It could not tell Henchman what kind of car a particular person was driving, however, since the parking lot is out orange of the security camera.

Ultimately, remember that normally inanimate objects have very limited senses, and most animals are of relatively limited intelligence.

[Elemental] Resistance Choose an element type (Fire, Cold, Sonic, Acid, Electricity). Gain +10 energy resistance to that element.

Gliding Minor Power Gliding is a form of empowered, aerodynamic flight.

Normally, the character will have to have a running start, and/or drop from a height. Initial speed will match this running start, or the falling speed attained before leveling out. Once airborne, the gliding speed will change, increasing or decreasing slowly to the character’s normal, unenhanced running speed (not counting Sprint, Super Speed, or other powered enhancements). The speed will alter by the character’s normal, untenanted, running speed each round until stable gliding speed is attained. Speed can be increased by diving for speed, then leveling off again. Glider can also slow to as little as ½ their normal running speed (untenanted), but going slower means a stall. Hovering is not possible. As the gliding character moves forward every 20 feat, they will lose one foot in altitude.

The character may be able to gain altitude if they can find an updraft, but this at the Referee’s discretion. Otherwise they must sacrifice speed for altitude.

Instant Change Minor Power This minor power allows the character to change clothes or appearance in the blink of an eye. They can change into one particular ‘super appearance’ including changing clothes and appearance but not adding weapons or equipment and back to normal as a free action.

Mental Shield: This skill is the ability to block certain mental powers, such as Telepathy, Mind Reading, Mind Control, and Mind Blast. Each time this skill is taken you gain a +4 bonus to resist this power.

Poison Immunity – You are immune to poisions of all kinds.

Savant You gain a +6 Inherent bonus to one skill. This skill is considered in-class for you.

Super Reflexes You are unusually fast, gain +2 to initiative and +2 to Reflex Saving Throws.

Swim You can swim at a rate of 30 +5/level and gain +10 to all swim checks.

Tough You don’t take extra Con damage when the damage you take exceeds you Con.

Uncanny Dodge – Your reflexes are such that you cannot be flanked.

Water Walking You can walk on water or any other liquid as if it were solid ground. While you technically could walk on a vat of acid, or a flow of lava, it’s probably a bad idea to do so without some protection…

Free Powers

Cat’s Eyes

Free Power This “Free” power alters the characters eyesight, letting them see into the near-end Ultra-violet range. They will, however, lose the lower end of the normal human visual range. From Red through Orange and up to mid Green will be seen as black or varying shades of gray. The character will receive no vision penalties in low light, half penalties in darkness, and will suffer full vision penalties only in total darkness, such as the inside of a cave.

Extra Limb Free Power This “Free” power means that your character has an extra arm, leg, tail, or whatever. Determine what type of limb you have, and what it’s Strength should be. Subtract that strength from the lifting capacity and hand to hand damage of your remaining limbs: This limb doesn’t come with any muscles, so you have to take them from somewhere else if you want to be able to use it. Wings as extra limbs may be allowable, depending on the Referee, but they’ll need to have enough Strength to lift your weight. Flight speed will be your base speed.

Non-Human Metabolism If your character has a Non-Human Metabolism then his or her physical and biological makeup is different from that of a normal man: You might as well be from another planet. This difference makes you immune to toxic gases, drugs, or poisons that would kill a normal man, so that attacks using these things require a natural 20 to affect you. This difference may be a mixed blessing, however, since it also puts you outside of the area of any doctor's knowledge, should you become injured. The most doctor or hospital can do for you is to bind obvious open wounds, supply you with food, water, and perhaps oxygen, and hope you survive. Blood transfusions, antibiotics, even painkillers will not affect you (except on a natural 20).

Striking Appearance This “free” power gives the character an appearance that is so unusual as to be downright odd whether unusually beautiful or handsome, or inhumanly ugly, or simply odd (fangs, glowing eyes, green skin). Just remember that this applies all the time. You can’t “turn it off”.

Skills

SKILL POINTS

Characters have a number of skill points based on their Class and their class levels.

Depending on a characters' profession (choose a profession) and class, some skills are "class skills" and some skills are "cross-class skills" Cross-class skills require 2 skill points per rank, class skills require 1 skill point per rank. Each character automatically starts with 1 rank of Language (Native) and Knowledge (Local Law)

The maximum number of ranks a character can have in a class skill is equal to that character's level +3. The maximum ranks a character can have in a cross-class skill is half that number.

Starting skill points for the character are listed under the character class. Some powers will modify this number

USING SKILLS

When the character uses a skill, the character makes a skill check to see how well the character does. The higher the result on the character's skill check, the better the character does. Based on the circumstances, the character's result must match or beat a particular number to use the skill successfully. The harder the task, the higher the number the character needs to roll.

Skill Checks

To make a skill check, roll 1d20 and add the character's skill modifier for that skill. The skill modifier incorporates the character's rank with that skill, the character's ability modifier for that skill's key ability, and any other miscellaneous modifiers the character has, including power bonuses and any armor check penalty. The higher the result, the better. A natural 20 is not an automatic success, and a natural 1 is not an automatic failure.

VS. A Difficulty Class

Some checks are made against a Difficulty Class (DC). The DC is a number that the character must score as a result on the character's skill check to succeed.

VS. Opposed Checks

Some skill checks are opposed checks. They are made against a randomized number, which is usually another character's skill check result. Whoever gets the higher result wins the contest.

For ties on opposed checks, the character with the higher key ability score wins.

If these scores are the same, flip a coin.

Retries

In general, the character can try a skill check again if the character fails, and can keep trying indefinitely. Some skills, however, have consequences of failure that must be taken into account. Some skills are virtually useless once a check has failed on an attempt to accomplish a particular task. For most skills, when a character has succeeded once at a given task, additional successes are meaningless.

If a skill carries no penalties for failure, the character can take 20 and assume that the character goes at it long enough to succeed eventually.

Untrained Skill Checks

Generally, if the character attempts to use a skill the character doesn't possess, the character makes a skill check as normal. The character's skill modifier doesn't have the character's skill rank added in because the character doesn't have any ranks in the skill. The character does get other modifiers added into the skill modifier, though, such as the ability modifier for the skill's key ability.

Many skills can only be used if the character is trained in the skill. Skills that cannot be used untrained are marked with a "No" in the "Untrained" column on Table: Skills.

Favorable and Unfavorable Conditions

Some situations may make a skill easier or harder to use, resulting in a bonus or penalty added into the skill modifier for the skill check or a change to the DC of the skill check.

The Referee can alter the odds of success in four ways to take into account exceptional circumstances:

1. Give the skill user a +2 circumstance bonus to represent circumstances that improve performance.

2. Give the skill user a –2 circumstance penalty to represent conditions that hamper performance.

3. Reduce the DC by 2 to represent circumstances that make the task easier.

4. Increase the DC by 2 to represent circumstances that make the task harder.

A bonus to the character's skill modifier and a reduction in the check's DC have the same result: they create a better chance that the character will succeed. But they represent different circumstances, and sometimes that difference is important.

Time and Skill Checks

Using a skill might take a round, take no time, or take several rounds or even longer. Most skill uses are standard actions, move-equivalent actions, or full-round actions. Types of actions define how long activities take to perform within the framework of a combat round (6 seconds) and how movement is treated with respect to the activity. Some skill checks are instant and represent reactions to an event, or are included as part of an action. These skill checks are not actions. Other skill checks represent part of movement. The distance the character jumps when making a Jump check, for example, is part of the character's movement. Some skills take more than a round to use, and the skill descriptions often specify how long these skills take to use.

Practically Impossible Tasks

In general, to do something that's practically impossible requires that the character have at least rank 10 in the skill and entails a penalty of –20 on the character's roll or +20 on the DC (which amounts to about the same thing).

Practically impossible tasks are hard to delineate ahead of time. They're the accomplishments that represent incredible, almost logic-defying skill and luck.

The Referee decides what is actually impossible and what is merely practically impossible.

Extraordinary Success

If the character has at least rank 10 in a skill and beats the DC by 20 or more on a normal skill check, the character has completed the task impossibly well.

Checks without Rolls

Taking 10: When the character is not in a rush and is not being threatened or distracted, the character may choose to take 10. Instead of rolling 1d20 for the skill check, calculate the character's result as if the character had rolled a 10.

Taking 20: When the character has plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), and when the skill being attempted carries no penalties for failure, the character can take 20.

Instead of rolling 1d20 for the skill check, calculate the character's result as if the character had rolled a 20. Taking 20 means the character is trying until the character gets it right. Taking 20 takes about twenty times as long as making a single check would take.

Combining Skill Checks

When more than one character tries the same skill at the same time and for the same purpose, their efforts may overlap.

Individual Events: Often, several characters attempt some action and each succeeds or fails on her own.

Helping the Leader: Sometimes the individual PCs are essentially reacting to the same situation, but they can work together and help each other out. In this case, one character is considered the leader of the effort and makes a skill check while each helper makes a skill check against DC 10. (the character can't take 10 on this check.) For each helper who succeeds, the leader gets a +2 circumstance bonus (as per the rule for favorable conditions). In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once. The Referee limits cooperation as she sees fit for the given conditions.

Skill Synergy: It's also possible for a character to have two skills that work well together. In general, having 5 or more ranks in one skill gives the character a +2 synergy bonus on skill checks with its synergistic skills, as noted in the skill description.

Ability Checks

Sometimes the character tries to do something to which no specific skill really applies. In these cases, the character makes an ability check. An ability check is the roll of 1d20 plus the appropriate ability modifier. Essentially, the character is making an untrained skill check. The Referee assigns a Difficulty Class.

SKILL DESCRIPTIONS

This section describes each skill, including common uses and typical modifiers.

Skill Description Format

Skill Name ([KEY ABILITY]; TRAINED ONLY; ARMOR CHECK PENALTY; [CLASS NAME] ONLY)

The skill name line includes the following information:

Key Ability: The abbreviation of the ability whose modifier applies to the skill check. Exception: Speak Language has "None" listed as its key ability because the use of this skill does not require a check.

Trained Only: If "Trained Only" is included in the skill name line, the character must have at least 1 rank in the skill to use it. If it is omitted, the skill can be used untrained (with a rank of 0). If any special notes apply to trained or untrained use, they are covered in the Special section (see below).

Armor Check Penalty: Apply any armor check penalty to skill checks for this skill.

[Class Name or Power Name] Only: The skill is exclusive to a certain class or classes. No character not of these classes can take the skill. If omitted, the skill is not exclusive.

The skill name line is followed by a general description of what using the skill represents. After the description are three other types of information:

• Check: What the character can do with a successful skill check, how much time it takes to make a check, and the check's DC.

• Retry: Any conditions that apply to successive attempts to use the skill successfully. If this paragraph is omitted, the skill can be retried without any inherent penalty other than consuming additional time.

• Special: Any extra facts that apply to the skill, such as rules regarding untrained use, or if this skill has a synergistic relationship with other skills, or benefits that certain characters receive because of class or race.

THE SKILLS

Animal Empathy (CHA; TRAINED ONLY)

Check: The character can improve the attitude of an animal with a successful check. To use the skill, the character and the animal must be able to study each other, noting each other's body language, vocalizations, and general demeanor. This means that the character must be within 30 feet under normal conditions.

Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

This skill works on animals. The character can use it with a –4 penalty on beasts and magical beasts.

Retry: As with attempts to influence people, retries on the same animal generally don't work (or don't work any better), whether the character has succeeded or not.

(*)Appraise (INT)

Check: The character can appraise common or well-known objects within 10% of their value (DC 12). Failure means the character estimates the value at 50% to 150% of actual value. The Referee secretly rolls 2d6+3, multiplies by 10%, multiplies the actual value by that percentage, and tells the character that value for the item. (For a common or well-known item, the character's chance of estimating the value within 10% is fairly high even if the character fails the check—in such a case, the character made a lucky guess.)

Rare or exotic items require a successful check against DC 15, 20, or higher. If successful, the character estimates the value at 70% to 130% of its actual value. The Referee secretly rolls 2d4+5, multiplies by 10%, multiplies the actual value by that percentage, and tells the character that value for the item. Failure means the character cannot estimate the item's value.

A magnifying glass gives a +2 circumstance bonus to Appraise checks involving any item that is small or highly detailed, such as a gem. A merchant's scale gives a +2 circumstance bonus to Appraise checks involving any items that are valued by weight, including anything made of precious metals. These bonuses stack.

Appraising an item takes 1 minute.

Retry: Not on the same object, regardless of success.

Special: If the character is making the check untrained, for common items, failure means no estimate, and for rare items, success means an estimate of 50% to 150% (2d6+3 times 10%).

(*)Balance (DEX; ARMOR CHECK PENALTY)

Check: The character can walk on a precarious surface as a move-equivalent action. A successful check lets the character move at half the character's speed along the surface for 1 round. A failure means that the character can't move for 1 round. A failure by 5 or more means that the character falls.

The difficulty varies with the surface:

Surface DC

------- --

7–12 inches wide 10

2–6 inches wide 15

Less than 2 inches wide 20

Uneven Floor 10

Surface Angled +5*

Surface Slippery +5*

*Cumulative; if both apply, use both.

Being Attacked while Balancing: Attacks against the character are made as if the character were off balance: They gain a +2 attack bonus and the character loses any Dodge bonus to AC. If the character has 5 or more ranks in Balance or the any ranks in the Acrobatics talent: Balance, then the character can retain the Dodge bonus to AC (if any) in the face of attacks. If the character takes damage, the character must make a check again to stay balanced.

Accelerated Movement: The character can try to walk a precarious surface more quickly than normal. If the character accepts a –5 penalty, the character can move at normal speed as a move-equivalent action. (Moving twice the character's speed in a round requires two checks.)

Special: If the character has 5 or more ranks in Tumble, the character gets a +2 synergy bonus on Balance checks.

(*)Bluff (PERS)

Check: A Bluff check is opposed by the target's Sense Motive check. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can weigh against the character: The bluff is hard to believe, or the action that the target is to take goes against the target's self-interest, nature, personality, orders, etc. If it's important, the Referee can distinguish between a bluff that fails because the target doesn't believe it and one that fails because it just asks too much of the target. For instance, if the target gets a +10 bonus because the bluff demands something risky of the target, and the Sense Motive check succeeds by 10 or less, then the target didn't so much see through the bluff as prove reluctant to go along with it. If the target succeeds by 11 or more, he has seen through the bluff (and would have done so even if it had not entailed any demand on him).

A successful Bluff check indicates that the target reacts as the character wishes, at least for a short time (usually 1 round or less) or believes something that the character wants him to believe.

A bluff requires interaction between the character and the target. Creatures unaware of the character cannot be bluffed. A bluff always takes at least 1 round (and is at least a full-round action) but can take much longer if the character tries something elaborate.

Feinting in Combat: The character can also use Bluff to mislead an opponent in combat so that he can't dodge the character's attack effectively. Doing so is a miscellaneous standard action that does not draw an attack of opportunity. If the character is successful, the next attack the character makes against the target does not allow him to use his Dodge bonus to Armor Class (if any). This attack must be made on or before your next turn. Feinting in this way against a nonhumanoid or robot is difficult because it's harder to read a strange creature's body language; the character suffers a –4 penalty. Against a creature of animal Intelligence (1 or 2) it's even harder; the character suffers a –8 penalty. Against a nonintelligent creature, it's impossible.

Creating a Diversion to Hide: The character can use Bluff to help the character hide. A successful Bluff check can give the character the momentary diversion the character needs to attempt a Hide check while people are aware of the character.

Retry: Generally, a failed Bluff check makes the target too suspicious for a bluffer to try another one in the same circumstances. For feinting in combat, the character may retry freely.

Special: Having 5 or more ranks in Bluff gives the character a +2 synergy bonus on Intimidate and Pick Pocket checks and a +2 synergy bonus on an Innuendo check to transmit a message. Also, if the character has 5 or more ranks of Bluff, the character gets a +2 synergy bonus on Disguise checks when the character knows that the character is being observed and the character tries to act in character.

(*)Climb (STR; ARMOR CHECK PENALTY)

Check: With each successful Climb check, the character can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds) one-half the character's speed as a miscellaneous full-round action. The character can move half that far, one-fourth of the character's speed, as a miscellaneous move-equivalent action. A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper.

A failed Climb check means that the character makes no progress, and a check that fails by 5 or more means that the character falls from whatever height the character has already attained.

A climber's kit gives a +2 circumstance bonus to Climb checks.

The DC of the check depends on the conditions of the climb.

DC      Example Wall or Surface

--      -----------------------

0       A slope too steep to walk up. A knotted rope with a wall to brace against.

5       A rope with a wall to brace against, or a knotted rope, or a rope affected

by the rope trick spell.

10      A surface with ledges to hold on to and stand on, such as a very rough wall

        or a ship's rigging.

15      Any surface with adequate handholds and footholds (natural or artificial),

such as a very rough natural rock surface or a tree. An unknotted rope.

20      An uneven surface with some narrow handholds and footholds, such as a

        typical wall in a dungeon or ruins.

25      A rough surface, such as a natural rock wall or a brick wall.

25      Overhang or ceiling with handholds but no footholds.

—       A perfectly smooth, flat, vertical surface cannot be climbed without the appropriate level of Acrobatics: Climb.

–10*    Climbing a chimney (artificial or natural) or other location where one can brace against two opposite walls (reduces DC by 10).

–5*     Climbing a corner where the character can brace against perpendicular walls (reduces DC by 5).

+5*     Surface is slippery (increases DC by 5).

 *These modifiers are cumulative; use any that apply.

Since the character can't move to avoid a blow while climbing, enemies can attack the character as if the character were stunned: An attacker gets a +2 bonus, and the character loses any Dexterity bonus to Armor Class. The character cannot use a shield while climbing.

Any time the character takes damage while climbing, make a Climb check against the DC of the slope or wall. Failure means the character falls from the character's current height and sustains the appropriate falling damage.

Accelerated Climbing: The character tries to climb more quickly than normal. As a miscellaneous full-round action, the character can attempt to cover the character's full speed in climbing distance, but the character suffers a –5 penalty on Climb checks and the character must make two checks each round. Each successful check allows the character to climb a distance equal to one-half the character's speed. By accepting the –5 penalty, the character can move this far as a move-equivalent action rather than as a full-round action.

Making the character's Own Handholds and Footholds: The character can make his or her own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut holds in an ice wall.

Catching the One's Self When Falling: It's practically impossible to catch the one's self on a wall while falling. Make a Climb check (DC = wall's DC + 20) to do so. A slope is a lot easier to catch the one's self on (DC = slope's DC + 10).

Special: A character with 5 or more ranks in Use Rope gets a +2 synergy bonus on checks to climb a rope, a knotted rope, or a rope and wall combination.

(*)Concentration (CON)

Check: The character can use this skill to maintain concentration in the face of other distractions.The table below summarizes various types of distractions that cause the character to make a Concentration check while attempting to maintain concentration

DC    Distraction

--    -----------

10 + damage dealt Injury or failed saving throw during concentration

10 + half of the damage     

Suffering automatic continuous damage continuous damage

10 + damage dealt

20 Grappling or pinned.

10 Vigorous motion (on a moving mount, bouncy wagon ride, small boat in rough water, belowdecks in a storm-tossed ship).

15

Violent motion (galloping horse, very rough wagon ride, small boat in rapids, on deck of storm-tossed ship).

5 Weather is a high wind carrying blinding rain or sleet.

10 Weather is wind-driven hail, dust, or debris.

15     Caster entangled.

Retry: Yes, though a success doesn't cancel the effects of a previous failure.

Connections (Pers, Trained Only): This is a skill which represents a network of people with skills and/or resources which might be available to the character. These people are ones who are willing to occasionally exchange favors with the character. In acquiring connection, the player must define what type of connection its: An "Engineering" connection might be a person who will fix up a gadget now and then, if you help him field test his inventions. Typically, connections represent a person or group with a particular skill. Note that Connections aren’t normally available ”on the spot", but must be consulted.

In gaining a person as a Connection you are normally becoming connection for them as well. This means that you may be asked to do favors for people at times when it really isn't too convenient. Newspaper people who dig up research and old records may want exclusive stories; police officers that feed you tips will want to to make the arrests, etc.

Each degree in Connections acts as three degrees in the appropriate skill: The person may have more skill than that, but that’s all you can call upon. Connections are not usually available more than once per adventure. Multiple degrees may represent variety of people, or a few highly talented or influential ones.

As a final note, either the player or the Referee should write up the people with whom you are Connected, to use as NPCs (Non-Player Characters). This helps populate the game world with familiar faces and personalities, and helps bring it to life.

Special: A character starts with a number of connection Ranks equal to his Personality Modifier. These ranks are bonus ranks and do not count against your normal maximums.

(*)Craft (INT)

Craft is actually a number of separate skills. For instance, the character could have the skill Craft (Stonmasonry). The character's ranks in that skill don't affect any checks the character happens to make for pottery or leatherworking, for example. The character could have several Craft skills, each with its own ranks, each purchased as a separate skill. 

A Craft skill is specifically focused on creating something, whether a physical object, a computer program, or blueprints for a house; if it is not, it is a Profession.

Check: The character can practice a trade and make a decent living. The character knows how to use the tools of the trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems.

However, the basic function of the Craft skill is to allow the character to make an item of the appropriate type. The DC depends on the difficulty of the item created. The DC, the character's check results, and the price or complexity of the item determine how long it takes to make the item. All crafts require tools to give the best chance of success; if improvised tools are used instead, the check is made with at least a –2 circumstance penalty, though lack of tools can make a task impossible. On the other hand, masterwork tools provide a +2 circumstance bonus.

To determine how much time and money it takes to make an item consult the Referee and use common sense.

Creating Masterwork Items: The character can make a masterwork item (an item that conveys a bonus to its use through its exceptional craftsmanship or design).

To create a masterwork version of an item on the table below, the character creates the masterwork component as if it were a separate item in addition to the standard item.

The masterwork component has its own price and DC. Once both the standard component and the masterwork component are completed, the masterwork item is finished

Repairing Items: Generally, the character can repair an item at the same DC that it takes to make it in the first place.

Retry: Yes, but each time the character misses by 5 or more, the character ruins half the raw materials (where applicable).

Demolitions (Wis): Training in Demolitions teaches you how to prepare, place, and disarm small bombs. Disarming a bomb made by someone else will usually require an opposed skill check. Failure will often mean that you blew yourself up, (Bomb Squad members are 12th degree bomb experts).

Special: If you fail an opposed skill check to disarm someone else’s bomb by 5 or more, you’re in troube.

Special: If you posses no ranks in this skill, you can still try, but you suffer –10 to your roll.

Detect Weakness (Int): This is the Skill of studying an opponent, and spotting weaknesses or predictable patterns of action. This skill is similar to Sense Motive but is less immediate in it’s use, Sense Motive lets you know they are bluffing, Detect Weakness helps you know where they’ll strike next. Detect Weakness helps you discover an oppnenets weakness or limitation, or give you clue to his or her next crime or appearance (Subject to research and a Skill check). Such attempts may be made once per day. This Skill will never tell you an opponent's Secret Identity.

Special: 5 or more ranks in Sense motive gives you a +5 Synergy bonus to Detect Weakness.

Detective Work (Int, Trained Only): This is the Skill of recognizing and preserving evidence. It includes tracing phones and license plates, gathering and comparing fingerprints, and reporting facts and evidence in a manner that is acceptable to the courts.

Special: If the character has 5 or more ranks in Search they gain a +2 Synergy bonus to Detective Work checks for gathering information.

(*)Diplomacy (PERS)

Check: The character can change others' attitudes with a successful check. In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases when two advocates or diplomats plead opposite cases in a hearing before a third party.

Retry: Generally, retries do not work. Even if the initial check succeeds, the other character can only be persuaded so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile.

Special: Charisma checks to influence NPCs are generally untrained Diplomacy checks.

If the character has 5 or more ranks in Bluff or Sense Motive, the character gets a +2 synergy bonus on Diplomacy checks. These bonuses stack.

Disable Device (INT; TRAINED ONLY)

The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, saw, file, etc.). Attempting a Disable Device check without a set of thieves' tools carries a –2 circumstance penalty, even if a simple tool is employed. The use of masterwork thieves' tools enables the character to make the check with a +2 circumstance bonus.

Check: The Referee makes the Disable Device check so that the character doesn't necessarily know whether the character has succeeded. The amount of time needed to make a check and the DC for the check depend on how tricky the device is. Disabling a simple device takes 1 round (and is at least a full-round action). Intricate or complex devices require 2d4 rounds. The character also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use).

Disabling (or rigging or jamming) a fairly simple device has a DC of 10. More intricate and complex devices have a higher DC. The Referee rolls the check. If the check succeeds, the character disables the device. If the check fails by up to 4, the character has failed but can try again. If the character fails by 5 or more, something goes wrong. If it's a trap, the character springs it. If it's some sort of sabotage, the character thinks the device is disabled, but it still works normally.

Device         Time           DC*     Example

------         ----           ---     -------

Simple         1 round        10      Jam a lock

Tricky         1d4 rounds     15      Sabotage a wagon wheel

Difficult      2d4 rounds     20      Disarm a trap, reset a trap

Wicked         2d4 rounds     25      Disarm a complex trap, cleverly

sabotage a clockwork device

*If the character attempts to leave behind no trace of the tampering, add 5 to the DC.

Retry: Yes, though the character must be aware that the character has failed in order to try again.

A character who beats a trap's DC by 10 or more can generally study a trap, figure out how it works, and bypass it (along with his companions) without disarming it.

Disguise (PERS)

The effort requires at least a few props, some makeup, and 1d3 X 10 minutes of work or alternatively a super power. The use of a disguise kit provides a +2 circumstance bonus to a Disguise check. A disguise through use of a disguise kit can include an apparent change of height or weight of no more than one-tenth the original.

The character can also impersonate people, either individuals or types, so that, for example, the character might, with little or no actual disguise, make the character seem like a traveler even if the character is a local.

Check: The character's Disguise check result determines how good the disguise is, and it is opposed by others' Spot check results. Make one Disguise check even if several people make Spot checks. The Referee makes the character's Disguise check secretly so that the character is not sure how good it is.

If the character doesn't draw any attention to him or herself, however, others do not get to make Spot checks. If the character comes to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), the Referee can assume that such observers are taking 10 on their Spot checks.

The effectiveness of the character's disguise depends in part on how much the character is attempting to change his or her appearance:

Disguise             Modifier

--------             --------

Minor details only   +5

Disguised as different sex        -2&

Disguised as different race       -2&

Disguised as different age category           -2*&

*Per step of difference between character's actual age category and disguised age category (young [younger than adulthood], adulthood, middle age, old, venerable).

&Unless a power is used that makes these differences irrelevant.

If the character is impersonating a particular individual, those who know what that person looks like get a bonus on their Spot checks (and are automatically considered to be suspicious of the character, so opposed checks are always invoked).

Familiarity Bonus

----------- -----

Recognizes on sight +4

Friends or associates +6

Close friends +8

Intimate +10

Usually, an individual makes a check for detection immediately upon meeting the character and each hour thereafter. If the character casually meets many different creatures, each for a short time, check once per day or hour, using an average Spot bonus for the group. For example, if a character is trying to pass for a merchant at a bazaar, the Referee can make one Spot check per hour for the people she encounters using a +1 bonus on the check to represent the average of the crowd (most people with no Spot ranks and a few with good Spot skills).

Retry: A character may try to redo a failed disguise, but once others know that a disguise was attempted they'll be more suspicious.

Special: If the character has 5 or more ranks of Bluff, the character gets a +2 synergy bonus on Disguise checks when the character knows that the character is being observed and the character tries to act in character.

Element Control (Pers, Trained Only, Exclusive): This Skill allows characters with certain powers to detect and, to some extent, control energies similar to their own powers. This is the "Element" referred to in the title. Examples would-be: Flames, Lightning, Magnetism, and to a lesser extent, Magic. Other Elements might be detected, but control might not be possible (Talk to your Referee).

The skill allows you to detect your element within range of your attack (if it’s one of the Elemental powers) plus DEX feet per degree of the skill, subject to observation rolls. This should include range and size penalties, but might ignore the normal penalty of -4 for not being able to see the target: This power substitutes for sight, to a limited degree.

Once detected, non-super powered energies may be controlled within the limits of their power supply. Fire and Magnetism can be shaped, enhanced, suppressed, or caused to animate, but not relocated, unless the source is also moved.

Electricity can be suppressed or re-directed, even made to arc where there is no conductor: Wall outlets can be made to spray arcs, but they will do little damage, since the amperage must drop to generate enough voltage to make it arc (Trust me).

Control range is equal to that of your attack (if it’s one of the Elemental powers) plus one half your DEX, in feet, per skill degree. Control requires a Skill Check with a DC set by the Referee (see below), with a +1 bonus for each Power that is based in the Element. This means that people who have this skill have at least a 1-point bonus. Other bonuses and/or penalties can be applied, similar to normal observation rolls: Penalties if it can’t be seen, bonuses if it’s in plain sight, range adjustments, etc.

Sample DCs

Action DC

Detect Appropirate Element 10

Make minor changes to existing elements Strength/Direction/shape 10

Reduce Strength to ½ to a single instance of the element 12

Suppress active instance of the element completely 15

Cause Element to surge to strength x2 (subject to source limitations) 15*

Suppress all instances of the element within range 20

Prevent new instances of the elements from starting within range 25

*Increase DC by +2 for every additional multiple you want.

These actions are subject to size bonuses or penalties as appropriate: a Forest fire would give a large bonus to detection, but a penalty to suppression.

Escape Artist (DEX; ARMOR CHECK PENALTY)

Check: Making a check to escape from being bound up by ropes, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping a net or entangle spell is a full-round action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.

Restraint    DC

--------- --

Ropes Binder's Use Rope check at +10

Net 20

Manacles 30

Handcuffs 30

Tightspace 30

Masterwork manacles 35

Grappler Grappler's grapple check

Physical Immobilizer (such as physical Paralyzation or Ice Casing) 40+Level of attack

Ropes: The character's Escape Artist check is opposed by the binder's Use Rope check. Since it's easier to tie someone up than to escape from being tied up, the binder gets a special +10 bonus on her check.

Manacles and Masterwork Manacles: Manacles have a DC set by their construction.

Net: Escaping from a net is a full-round action.

Tight Space: This is the DC for getting through a space where one's head fits but one's shoulders don't. If the space is long, such as in a chimney, the Referee may call for multiple checks. The character can't fit through a space that the character's head does not fit through.

Grappler: The character can make an Escape Artist check opposed by the enemy's grapple check to get out of a grapple or out of a pinned condition (so that the character is just being grappled). Doing so is a standard action, so if the character escapes the grapple the character can move in the same round. See "Wriggle Free" under Other Grappling Options.

Spell: Escaping from an animate rope, command plants, control plants, or entangle spell is a full-round action.

Retry: The character can make another check after a failed check if the character is squeezing through a tight space, making multiple checks. If the situation permits, the character can make additional checks or even take 20 as long as the character is not being actively opposed.

Special: A character with 5 or more ranks of Use Rope gets a +2 synergy bonus on Escape Artist checks when escaping from rope bonds.

Forgery (INT)

Check: Forgery requires writing materials or tools appropriate to the document being forged, enough light to write by, wax for seals (if appropriate), printing presses (if appropriate), and some time. Forging a very short and simple document takes about 1 minute. Longer or more complex documents take 1d4 minutes per page. To forge a document on which the handwriting is not specific to a person (military orders, a government decree, a business ledger, or the like), the character needs only to have seen a similar document before and gains a +8 bonus on the roll. To forge a signature, an autograph of that person to copy is needed, and the character gains a +4 bonus on the roll. To forge a longer document written in the hand of some particular person, a large sample of that person's handwriting is needed.

The Referee makes the check secretly so the character is not sure how good the forgery is. As with Disguise, the character doesn't need to make a check until someone examines the work. This Forgery check is opposed by the person who examines the document to check its authenticity. That person makes a Forgery check opposed to the forger's. The reader gains bonuses or penalties to his or her check as described in the table below.

Reader's

Condition Check Modifier

--------- --------------

Type of document unknown to reader –2

Type of document somewhat known to reader +0

Type of document well known to reader +2

Handwriting not known to reader –2

Handwriting somewhat known to reader +0

Handwriting intimately known to reader +2

Reader only casually reviews the document –2

Reader has specific tools for identifying forgeries +10 (or more)

As with Bluff, a document that contradicts procedure, orders, or previous knowledge or one that requires sacrifice on the part of the person checking the document can increase that character's suspicion (and thus create favorable circumstances for the checker's opposing Forgery check).

Retry: Usually, no. A retry is never possible after a particular reader detects a particular forgery. But the document created by the forger might still fool someone else. The result of a Forgery check for a particular document must be used for every instance of a different reader examining the document. No reader can attempt to detect a particular forgery more than once; if that one opposed check goes in favor of the forger, then the reader can't try using his own skill again, even if he's suspicious about the document.

Special: To forge documents and detect forgeries, one must be able to read and write the language in question. (The skill is language-dependent.) Barbarians can't learn the Forgery skill unless they have learned to read and write.

Foresight (Int): The Skill of Foresight is the most unusual, and potentially the most useful of all Skills. Simply speaking, it’s the ability to know, in advance, what kind of problems you are likely to face, and what you will need to solve these problems.

This is not pre-cognition in any mystic sense, just a talent for good planning. In play this Skill lets you decide what equipment your character is carrying after you need it. In this way you can have a character who is smarter than you are. Each check with this Skill allows you to pre-plan one piece of equipment, subject to a successful skill check with a DC set by the Item in question. The item must be something that you would normally have access to, such as common household tools. You can't use this to produce something that you couldn't possibly get beforehand, such as a few million dollars or a disintegrator ray (unless your character is a millionaire who owns a ray gun.).

|Type of Item |DC |

|Something it would be normal to |10 |

|carry around (Matches, quarters, | |

|Pocket Mirror $100) | |

|Something it would be unusual, |15 |

|but not odd to be carrying around| |

|(Flashlight, Camera, Extra | |

|Batteries) | |

|Something you wouldn’t normally |20 |

|carry around (Egg beater, spare | |

|sparkplugs, hedge clippers) | |

|Each Additional Item per session |+5 |

(*)Gather Information (PERS)

Check: By succeeding at a skill check (DC 10), given an evening with a few dollars to use for making friends by buying drinks and such, the character can get a general idea of what the major news items are in a city, assuming no obvious reasons exist why the information would be withheld. The higher the check result, the better the information.

If the character wants to find out about a specific rumor, specific item, obtain a map, or do something else along those lines, the DC is 15 to 25 or higher.

Retry: Yes, but it takes an evening or so for each check, and characters may draw attention to themselves if they repeatedly pursue a certain type of information.

Handle Animal (CHA; TRAINED ONLY)

Check: The time required to get an effect and the DC depend on what the character is trying to do.

Task         Time           DC

----         ----           --

Handle a domestic animal Varies         10

"Push" a domestic animal Varies         15

Teach an animal tasks     2 months       15

Teach an animal unusual tasks         2 months       20

Rear a wild animal        1 year         15 + HD of animal

Rear a beast 1 year         20 + HD of beast

Train a wild animal       2 months       20 + HD of animal

Train a beast             2 months       25 + HD of beast

Time: For a task with a specific time frame, the character must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before the character makes the skill check. If the check fails, the character can't teach, rear, or train that animal. If the check succeeds, the character must invest the remainder of the time before the teaching, rearing, or training is complete. If the time is interrupted or the task is not followed through to completion, any further attempts to teach, rear, or train the same animal automatically fail.

Handle a Domestic Animal: This means to command a trained dog, to drive beasts of labor, to tend to tired horses, and so forth.

"Push" a Domestic Animal: To push a domestic animal means to get more out of it than it usually gives, such as commanding a poorly trained dog or driving draft animals for extra effort.

Teach an Animal Tasks: This means to teach a domestic animal some tricks. The character can train one type of animal per rank (chosen when the ranks are purchased) to obey commands and perform simple tricks. The character can work with up to three animals at one time, and the character can teach them general tasks. An animal can be trained for one general purpose only.

Teach an Animal Unusual Tasks: This is similar to teaching an animal tasks, except that the tasks can be something unusual for that breed of animal, such as training a dog to be a riding animal. Alternatively, the character can use this aspect of Handle Animal to train an animal to perform specialized tricks, such as teaching a horse to rear on command or come when whistled for or teaching a falcon to pluck objects from someone's grasp.

Rear a Wild Animal or a Beast: To rear an animal or beast means to raise a wild creature from infancy so that it is domesticated. A handler can rear up to three creatures of the same type at once. A successfully domesticated animal or beast can be taught tricks at the same time that it's being raised, or can be taught as a domesticated animal later.

Train a Wild Animal and Train a Beast mean train a wild creature to do certain tricks, but only at the character's command. The creature is still wild, though usually controllable.

Retry: For handling and pushing domestic animals, yes. For training and rearing, no.

Special: A character with 5 or more ranks of Animal Empathy gets a +2 synergy bonus on Handle Animal checks with animals. A character must have 9 or more ranks of Animal Empathy to get the same +2 synergy bonus on Handle Animal checks with beasts.

A character with 5 or more ranks of Handle Animal gets a +2 synergy bonus on Ride checks.

An untrained character can use a Charisma check to handle and push animals.

(*)Heal (WIS)

Check: The DC and effect depend on the task the character attempts.

Task DC

---- --

First aid 15

Long-term care 15

Treat caltrop wound 15

Treat poison Poison's DC

Treat disease Disease's DC

First Aid: First aid usually means saving a dying character. If a character has negative hit points and is losing Con (at 1 per round, 1 per hour, or 1 per day), the healing character can make her stable. The injured character regains no Con, but she does stop losing them. The check is a standard action.

Long-term Care: Providing long-term care means treating a wounded person for a day or more. If successful, the character lets the patient recover hit points or ability score points (lost to temporary damage) at twice the normal rate: 2 hit points per level for each day of light activity, 3 hit points per level for each day of complete rest, and 2 ability score points per day. The character can tend up to six patients at a time. The character needs a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands.

Giving long-term care counts as light activity for the healer. The character cannot give long-term care to him or herself.

A First Aid kit gives a +2 circumstance bonus to Heal checks. A Hospital gives a +6.

Treat Wound that Reduces Base Speed: A creature that has its speed reduced can be treated by the Heal skill. A successful Heal check removes this movement penalty. Treating such a wound is a standard action.

Treat Poison: To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect).

Every time the poisoned character makes a saving throw against the poison, the character makes a Heal check. The poisoned character uses the character's result in place of her saving throw if the character's Heal result is higher.

Treat Disease: To treat a disease means to tend a diseased character. Every time the diseased character makes a saving throw against disease effects, the character makes a Heal check. The diseased character uses the character's result in place of his or her saving throw if the character's Heal result is higher.

A creature wounded by a spike growth or spike stones spell must succeed at a Reflex save or take injuries that slow his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim's injuries and succeeding at a Heal check against the spell's save DC.

Special: If the character has 5 or more ranks in Profession (herbalist), the character gets a +2 synergy bonus on Heal checks.

(*)Hide (DEX; ARMOR CHECK PENALTY)

Check: The character's Hide check is opposed by the Spot check of anyone who might see the character. The character can move up to one-half normal speed and hide at no penalty. At more than one-half and up to the full speed, the character suffers a –5 penalty. It's practically impossible (–20 penalty) to hide while running or charging.

Larger and smaller creatures get size bonuses and size penalties on Hide checks: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16.

If people are observing the character, even casually, the character can't hide. The character can run around a corner or something so that the character is out of sight and then hide, but the others then know at least where the character went. If the character's observers are momentarily distracted (as by a Bluff check; see below), though, the character can attempt to hide. While the others turn their attention from the character, the character can attempt a Hide check if the character can get to a hiding place of some kind. (As a general guideline, the hiding place has to be within 1 foot per rank the character has in Hide.) This check, however, is at –10 because the character has to move fast.

Creating a Diversion to Hide: The character can use Bluff to help the character hide. A successful Bluff check can give the character the momentary diversion the character needs to attempt a Hide check while people are aware of the character.

(*)Intimidate (PERS)

Check: The character can change others' behavior with a successful check. The DC is typically 10 + the target's Hit Dice. Any bonuses that a target may have on saving throws against fear increase the DC. If you are successful the target can make a Will Saving throw DC = Your check result to avoid being intimidated. Of course the Referee can always decide that you can’t intimidate someone into doing certain actions. Here is a list of sample modifiers to your roll. The Referee may, of course, apply any other bonus or penalty that the situation calls for.

Retry: Generally, retries do not work. Even if the initial check succeeds, the other character can only be intimidated so far, and a retry doesn't help. If the initial check fails, the other character has probably become more firmly resolved to resist the intimidator, and a retry is futile.

Action Adjustment to your roll

----

Impressive display of power (on your part) +1

Incredible display of power (on your part) +2

Clever piece of patter +1

Target is visibly hurt +1

Target is outnumbered +1

Target is unarmed +2

Feeble show of power (on your part -1

Very Feeble show of power (on your part) -2

Indecision on your part -1

If opponents outnumber you -2

If you are visibly hurt -2

If opponent is heavily armed -2

Special: If the character has 5 or more ranks in Bluff , the character gets a +2 synergy bonus on Intimidate checks.

Special: Bonuses and Penalties are set to the roll by the Referee based on situation.

(*)Intuit Direction (WIS)

Check: By concentrating for 1 minute, the character can determine where true north lies in relation to the character (DC 15). If the check fails, the character cannot determine direction. On a natural roll of 1, the character errs and mistakenly identify a random direction as true north.

The Referee makes the character's check secretly so that the character doesn't know whether the character rolled a successful result or a 1.

Retry: The character can use Intuit Direction more than once per day. The roll represents how sensitive to direction the character is at that point in the day. Use the most recently rolled number for all other checks in the same day

Special: Untrained characters can't use an innate sense of direction, but they could determine direction by finding clues.

(*)Jump (STR; ARMOR CHECK PENALTY)

Check: The character jumps a minimum distance plus an additional distance depending on the amount by which the character's Jump check result exceeds 10. The maximum distance of any jump is a function of the character's height.

               Minimum Maximum

Type of Jump   Distance Additional Distance Distance

------------   -------- ------------------- --------

Running jump* 5 ft. +1 ft./1 point above 10 Height X 6

Standing jump 3 ft. +1 ft./2 points above 10 Height X 2

Running 2 ft. +1 ft./4 points above 10 Height X 1 1/2

high jump* Standing 2 ft. +1 ft./8 points above 10 Height

high jump Jump back 1 ft. +1 ft./8 points above 10 Height

*The character must move 20 feet before jumping. A character can't take a running jump in heavy armor or while heavily encumbered.

The distances listed are for characters with speeds of 30 feet. If the character has a lower speed (from armor, encumbrance, or weight carried, for instance), reduce the distance jumped proportionally. If the character has a higher speed, increase the distance jumped proportionally.

Distance moved by jumping is counted against maximum movement in a round normally.

If the character intentionally jumps down from a height, the character might take less damage than if the character just fell. If the character succeeds at a Jump check (DC 15), the character takes damage as if the character had fallen 10 feet less than the character actually did. They can Increase the DC by +5 for each additional 10 feet of falling they wish to subtract.

Special: If the character has 5 or more ranks in Tumble, the character gets a +2 synergy bonus on Jump checks.

A character who has the Run feat and who makes a running jump increases the distance or height he clears by one-fourth, but not past the maximum.

Several powers increase running or jumping, these do affect the Jump skill.

(*)Knowledge (INT; TRAINED ONLY)

Check: Answering a question within the character's field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions), knowleges include sciences (Biology, Geology, etc…) as well as more common uses (Knowledge: Local Area to know how to get place, or Knowledge: Local Law, or Knowledge Math)

Retry: No. The check represents what the character knows, and thinking about a topic a second time doesn't let the character know something the character never learned in the first place.

Special: An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge.

(*)Listen (WIS)

Check: Make a Listen check against a DC that reflects how quiet the noise is that the character might hear or against an opposed Move Silently check.

The Referee may make the Listen check so that the character doesn't know whether not hearing anything means that nothing is there, or that the character rolled low.

DC      Sound

--      -----

0       People talking

5       A person in medium armor walking at a slow pace

        (10 ft./round) trying not to make noise.

10      An unarmored person walking at a slow pace

        (15 ft./round) trying not to make any noise

15      A 1st-level rogue using Move Silently within

        10 ft. of the listener

19      A cat stalking

30      An owl gliding in for a kill

+1      Per 10 ft. from the listener

+5      Through a door

+15     Through a stone wall

In the case of people trying to be quiet, the listed DCs could be replaced by Move Silently checks, in which case the listed DC would be the average result (or close to it).

Retry: The character can make a Listen check every time the character has a chance to hear something in a reactive manner. As a full-round action, the character may try to hear something the character failed to hear previously.

Special: When several characters are listening to the same thing, the Referee can make a single 1d20 roll and use it for all the listeners' skill checks.

(*)Move Silently (DEX; ARMOR CHECK PENALTY)

Check: The character's Move Silently check is opposed by the Listen check of anyone who might hear the character. The character can move up to one-half the character's normal speed at no penalty. At more than one-half and up to the character's full speed, the character suffers a –5 penalty. It's practically impossible (–20 penalty) to move silently while running or charging.

Open Lock (DEX; TRAINED ONLY)

The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, blank key, wire, etc.). Attempting an Open Lock check without a set of thieves' tools carries a –2 circumstance penalty, even if a simple tool is employed. The use of masterwork thieves' tools enables the character to make the check with a +2 circumstance bonus. This skill does not work on electronic locks or card readers, for that see Security.

Check: Opening a lock entails 1 round of work and a successful check. (It is a full-round action.)

Lock DC

---- --

Very simple lock 20

Average lock 25

Good lock 30

Amazing Lock 40

(*)Perform (PERS)

Possible Perform types include Acting, ballad, buffoonery, chant, comedy, dance, drama, drums, epic, flute, harp, juggling, limericks, lute, mandolin, melody, mime, ode, pan pipes, recorder, shalm, storytelling, trumpet, and any other Perform type you can think of. The character is capable of one form of performance per rank.

Check: The character can impress audiences with talent and skill.

DC      Performance

--      -----------

10      Routine performance. Trying to earn money by playing in public is essentially begging.

The character earns 1d10 cp/day.

15      Enjoyable performance. In a prosperous city, the character can earn 1d10 sp/day.

20      Great performance. In a prosperous city, the character can earn 3d10 sp/day.

With time, the character may be invited to join a professional troupe and may develop a regional reputation.

25      Memorable performance. In a prosperous city, the character can earn 1d6 gp/day.

With time, the character may come to the attention of noble patrons and develop a national reputation.

30      Extraordinary performance. In a prosperous city, the character can earn 3d6 gp/day.

With time, the character may draw attention from distant potential patrons or even from extraplanar beings.

A masterwork musical instrument gives a +2 circumstance bonus to Perform checks that involve the use of the instrument.

Retry: Retries are allowed, but they don't negate previous failures, and an audience that has been unimpressed in the past is going to be prejudiced against future performances. (Increase the DC by 2 for each previous failure.)

In addition to using the Perform skill, a character could entertain people with tumbling, tightrope walking, and spells (especially illusions).

Pick Pocket (DEX; TRAINED ONLY; ARMOR CHECK PENALTY)

Check: A check against DC 10 lets the character palm a coin-sized, unattended object. Minor feats of legerdemain, such as making a coin disappear, are also DC 10 unless an observer is determined to note where the item went.

When performing this skill under close observation, the character's skill check is opposed by the observer's Spot check. The observer's check doesn't prevent the character from performing the action, just from doing it unnoticed.

If the character tries to take something from another creature, the character must make a skill check against DC 20. The opponent makes a Spot check to detect the attempt. The opponent detects the attempt if her check result beats the character's check result, regardless of whether the character got the item.

DC      Task

--      ----

10      Palm a coin-sized object, make a coin disappear

20      Lift a small object from a person

Retry: A second Pick Pocket attempt against the same target, or when being watched by the same observer, has a DC +10 higher than the first skill check if the first check failed or if the attempt was noticed.

Special: If the character has 5 or more ranks in Bluff, the character gets a +2 synergy bonus on Pick Pocket checks.

(*)Profession (WIS; TRAINED ONLY)

The character is trained in a livelihood or a professional role, such as apothecary, boater, bookkeeper, brewer, cook, driver, farmer, fisher, guide, herbalist, herdsman, innkeeper, lumberjack, miller, miner, porter, rancher, sailor, scribe, siege engineer, stablehand, tanner, teamster, woodcutter, and so forth.

Like Craft, Profession is actually a number of separate skills. The character could have several Profession skills, each with its own ranks, each purchased as a separate skill.

While a Craft skill represents skill in creating or making an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. If an occupation is a service industry, it's probably a Profession skill. If it's in the manufacturing sector, it's probably a Craft skill.

Check: The character can practice a trade and make a decent living. The character knows how to use the tools of the trade, how to perform the profession's daily tasks, how to supervise untrained helpers, and how to handle common problems. For example, a sailor knows how to tie several basic knots, how to tend and repair sails, and how to stand a deck watch at sea. The Referee sets DCs for specialized tasks.

Retry: An attempt to use a Profession skill to earn an income cannot be retried. The character is stuck with whatever weekly wage the check result brought the character. (Another check may be made after a week to determine a new income for the next period of time.) An attempt to accomplish some specific task can usually be retried.

Read Lips (INT; TRAINED ONLY)

Check: The character must be within 30 feet of the speaker and be able to see her speak. The character must be able to understand the speaker's language. (Use of this skill is language-dependent.) The base DC is 15, and it is higher for complex speech or an inarticulate speaker. The character has to concentrate on reading lips for a full minute before making the skill check, and the character can't perform some other action during this minute. The character can move at half speed but not any faster, and the character must maintain a line of sight to the lips being read. If the check succeeds, the character can understand the general content of a minute's worth of speaking, but the character usually still misses certain details.

If the check fails, the character can't read the speaker's lips. If the check fails by 5 or more, the character draws some incorrect conclusion about the speech.

The Referee rolls the character's check so the character don't know whether the character succeeded or missed by 5.

Retry: The skill can be used once per minute.

(*)Ride (DEX)

When the character selects this skill, choose the type of mount the character is familiar with. For this purpose, "horses" includes mules, donkeys, and ponies. If the character uses the skill with a different mount (such as riding a giant lizard when the character is used to riding horses), the character's rank is reduced by 2 (but not below 0). If the character uses this skill with a very different mount (such as riding a griffon when the character is used to riding horses), the character's rank is reduced by 5 (but not below 0).

Check: Typical riding actions don't require checks. The character can saddle, mount, ride, and dismount from a mount without a problem. Mounting or dismounting is a move-equivalent action. Some tasks require checks:

Riding Task                    DC

-----------                    --

Guide with knees               5

Stay in saddle                 5

Fight with warhorse            10

Leap                           15

Control Mount in Battle        20

Fast mount or dismount         20*

Cover                          15

Soft fall                      15

*Armor check penalty applies.

Guide with Knees: the character can react instantly to guide the character's mount with the character's knees so that the character can use both hands in combat. Make the check at the start of the character's round. If the character fails, the character can only use one hand this round because the character needs to use the other to control the character's mount.

Stay in Saddle: The character can react instantly to try to avoid falling when the character's mount rears or bolts unexpectedly or when the character takes damage.

Fight with Warhorse: If the character directs a war-trained mount to attack in battle, the character can still make the character's own attack or attacks normally.

Cover: The character can react instantly to drop down and hang alongside the mount, using it as one-half cover. The character can't attack or cast spells while using the character's mount as cover. If the character fails, the character doesn't get the cover benefit.

Soft Fall: The character reacts instantly to try to take no damage when the character falls off a mount, such as when it is killed or when it falls. If the character fails, the character takes 1d6 points of falling damage.

Leap: The character can get a mount to leap obstacles as part of its movement. Use the character's Ride skill modifier or the mount's Jump skill modifier (whichever is lower) to see how far the mount can jump. The DC (15) is what the character needs to roll to stay on the mount when it leaps.

Control Mount in Battle: As a move-equivalent action, the character can attempt to control a light horse, pony, or heavy horse while in combat. If the character fails, the character can do nothing else that round. The character does not need to roll for warhorses or warponies.

Fast Mount or Dismount: The character can mount or dismount as a free action. If the character fails the check, mounting or dismounting is a move-equivalent action. (The character can't attempt a fast mount or dismount unless the character can perform the mount or dismount as a move-equivalent action this round.)

Special: If the character is riding bareback, the character suffers a –5 penalty on Ride checks.

If the character has 5 or more ranks in Handle Animal, the character gets a +2 synergy bonus to Ride checks.

If the character's mount has a military saddle, it gives a +2 circumstance bonus to Ride checks related to staying in the saddle.

(*)Search (INT)

Check: The character generally must be within 10 feet of the object or surface to be searched (though certain Superior Senses can modify this distance). It takes 1 round to search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side; doing so is a full-round action.

Task                                                         DC

----                                                         --

Ransack a chest full of junk to find a certain item 10

Notice a typical secret door or a simple trap 20

Find a difficult nonmagical trap not of stone  21+

Find a magic trap              25+ power level used to create

Notice a well-hidden secret door 30

While anyone can use Search to find a trap whose DC is 20 or less, only a character who has this as an in-class skill can use Search to locate traps with higher DCs.

Special: A character who does not have the Track feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less. A character with 5 or more ranks in Detective work gains a +2 Synergy bonus to Search.

Security Systems (Int, Trained Only): This is just a working knowledge of alarm and anti-theft systems, including design, installation, and bypassing them. True Security Systems often consist of more than electronics, and can include guards, watchdogs, and complex locks as well. Simple systems, such as car alarms, can be beaten with one or two degrees, but more complex systems will take more. This skill is also used to bypass electronic locks.

Type DC

---- --

Very simple electronic lock 20

Average electronic lock 25

Good electronic lock 30

Amazing Electronic Lock 40

(*)Sense Motive (WIS)

Check: A successful check allows the character to avoid being bluffed. The character can also use the skill to tell when something is up (something odd is going on that the character were unaware of) or to assess someone's trustworthiness. Trying to gain information with this skill takes at least 1 minute, and the character could spend a whole evening trying to get a sense of the people around the character.

Sense Motive Task DC

----------------- --

Hunch 20

Sense Mind Control 25

Hunch: This use of the skill essentially means making a gut assessment of the social situation. The character can get the feeling from another's behavior that something is wrong, such as when the character is talking to an impostor. Alternatively, the character can get the feeling that someone is trustworthy.

Sense Mind Control: The character can tell that someone's behavior is being influenced by a mind-controlling effect (by definition, a mind-affecting effect), even if that person isn't aware of it herself.

Retry: No, though the character may make a Sense Motive check for each bluff made on the character.

Special: 5 or more Ranks in Detect Weakness will give you a +2 Synergy bonus to Sense Motive.

(*)Speak Language (Int; TRAINED ONLY)

The Speak Language skill doesn't work like a standard skill.

• The character starts at 1st level knowing one language.

• Instead of buying a rank in Speak Language, the character can choose a new language that the character can speak.

• The character doesn't make Speak Language checks except in unusual circumstances (Scrabble) The character either knows a language or the character doesn't.

• A literate character can read and write any language she speaks. Each language has an alphabet (though sometimes several spoken languages share a single alphabet).

Common languages and their alphabets are summarized in Table: Languages

Table: Languages

Language                       Alphabet

--------                       --------

Abyssal                        Infernal

Aquan                          Elven

Auran                          Draconic

Celestial                      Celestial

Common                         Common

Draconic                       Draconic

Druidic                        Druidic

Dwarven                        Dwarven

Elven                          Elven

Gnome                          Dwarven

Goblin                         Dwarven

Giant                          Dwarven

Gnoll                          Common

Halfling                       Common

Ignan                          Draconic

Infernal                       Infernal

Orc                            Dwarven

Sylvan                         Elven

Terran                         Dwarven

Undercommon                    Elven

Retry: Not applicable. (There are no Speak Language checks to fail.)

Spellcraft (INT; TRAINED ONLY)

Check: The character can identify spells and magic effects.

DC Task

-- ----

13 When using read magic, identify a glyph of warding.

15 + spell level Identify a spell being cast. (The character must see or hear the spell's verbal

or somatic components.) No retry.

15 + spell level Learn a spell from a spellbook or scroll. (Wizard only.) No retry for that spell

until the character gain at least 1 rank in Spellcraft (even if the character

find another source to try to learn the spell from).

15 + spell level Prepare a spell from a borrowed spellbook. (Wizard only.) One try per day.

15 + spell level When casting detect magic, determine the school of magic involved in the aura

of a single item or creature the character can see. (If the aura is not a spell

effect, the DC is 15 + half caster level.)

19 When using read magic, identify a symbol.

20 + spell level Identify a spell that's already in place and in effect. (the character must be able

to see or detect the effects of the spell.) No retry.

20 + spell level Identify materials created or shaped by magic, such as noting that an iron wall

is the result of a wall of iron spell. No retry.

20 + spell level Decipher a written spell (such as a scroll) without using read magic. One try per day.

20 Draw a diagram to augment casting dimensional anchor on a summoned creature. Takes 10

minutes. No retry. The Referee makes this check.

30 or higher Understand a strange or unique magical effect, such as the effects of a magic stream.

No retry.

Additionally, certain spells allow the character to gain information about magic provided that the character makes a Spellcraft check as detailed in the spell description.

Retry: See above.

If the character has 5 or more ranks of Use Magic Device, the character gets a +2 synergy bonus to Spellcraft checks to decipher spells on scrolls.

(*)Spot (WIS)

Check: The Spot skill is used primarily to detect characters or creatures that are hiding. Typically, Spot is opposed by the Hide check of the creature trying not to be seen. Sometimes a creature isn't intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it. 

A Spot check result of greater than 20 can generally let the character become aware of an invisible creature near the character (though the character can't actually see it).

Spot is also used to detect someone in disguise.

Condition Penalty

--------- -------

Per 10 feet of distance -1

Spotter distracted -5

Retry: the character can make a Spot check every time the character has the opportunity to notice something in a reactive manner. As a full-round action, the character may attempt to spot something that the character failed to spot previously.

Surveillance (Wis): The Skill of Surveillance is street technique, a knowledge of how to follow a person in a crowd, in a car, or in any other circumstance one might find in a city. It teaches you how to set up observation points that allow you to see critical areas, without being too obvious. To use this skill to set up observation points, make a Skill Check with the DC depending on the particular situation with a 1 point bonus for each hour you spent studying the area (maximum +5).

To use the skill to “tail” someone, you must make a skill check opposed by your targets spot check, with bonuses or penalties set by the Referee. You must make this check at every change of “scene”. This means that following a person down a road, with no turn-offs, calls for one save at the start, and that’s all. Following the same person through a crowd may call for a Save at every corner, or at any point where you might lose sight of the person.

To re-acquire contact once it’s lost, a new Save is called for, with a -1 penalty for each round that has passed since you lost sight of them. If you miss this Save, you may “Press Ahead”, moving quickly and looking around for the person.

When you do this, you break cover, and can be spotted if the person can make an Spot check.

Special: 5 or more Ranks of Hide gives you a +2 Synergy bonus to this skill for purposes of tailing someone.

(*)Swim (STR)

Check: A successful Swim check allows the character to swim one-quarter of the character's speed as a move-equivalent action or one-half the character's speed as a full-round action. Roll once per round. If the character fails, the character makes no progress through the water. If the character fails by 5 or more, the character goes underwater and starts to drown.

If the character is underwater (whether drowning or swimming underwater intentionally), the character suffers a cumulative –1 penalty to the character's Swim check for each consecutive round the character has been underwater.

The DC for the Swim check depends on the water:

Water Conditions             DC

----------------               --

Calm water 10

Rough water 15

Stormy water 20

Each hour that the character swims, make a Swim check against DC 20 or take 1d6 points of damage from fatigue.

Special: Instead of an armor check penalty, the character suffers a penalty of –1 for each 5 pounds of gear the character is carrying or wearing.

Tumble (DEX; TRAINED ONLY; ARMOR CHECK PENALTY)

The character can't use this skill if the character's speed has been reduced by armor, or excess equipment.

Check: The character can land softly when the character falls or tumbles past opponents. The character can also tumble to entertain an audience (as with the Perform skill).

DC      Task

--      ----

15 Treat a fall as if it were 10 feet shorter when determining damage.

+5 Treat the fall as an additional 10 feet shorter when determining damage.

15 Tumble up to 20 feet (as part of normal movement), suffering no attacks of

opportunity while doing so. Failure means the character tumbles 20 feet but suffers

attacks of opportunity normally.

25 Tumble up to 20 feet (as part of normal movement), suffering no attacks of

opportunity while doing so and moving through areas occupied by enemies (over,

under, or around them). Failure means the character tumbles 20 feet and can move through

enemy-occupied areas but suffers attacks of opportunity normally.

Retry: An audience, once it has judged a tumbler as uninteresting, is not receptive to repeat performances. The character can try to reduce damage from a fall as an instant reaction once per fall. The character can attempt to tumble as part of movement once per round.

Special: A character with 5 or more ranks in Tumble gains a +3 dodge AC bonus when executing the fight defensively standard or full-round action instead of a +2 dodge AC bonus.

A character with 5 or more ranks in Tumble gains a +6 dodge AC bonus when executing the total defense standard action instead of a +4 dodge AC bonus.

If the character has 5 or more ranks in Jump, the character gets a +2 synergy bonus on Tumble checks.

If the character has 5 or more ranks in Tumble, the character gets a +2 synergy bonus on Balance checks.

Unarmed Combat: (Special) ): This skill is used to represent skill or expertise in the Unarmed Combat or Martial Arts. First it allows you to perform, and gives you bonuses to certain combat maneuvers such as Body Throw (See Combat Section for Details), in addition to this, it makes you more deadly with your fists, for purposes of Hand To Hand damage add your degrees in Unarmed Combat to your strength for determining damage (only). Example: A 10 strength character normally does 1D3 points of HtoH damage. A 10 strength character with 10 degrees in Unarmed Combat is treated as if their strength was 20 for damage purposes, doing 2D6+5 points of damage.

(*)Use Rope (DEX)

Check: Most tasks with a rope are relatively simple.

DC      Task

--      ----

10      Tie a firm knot

15      Tie a special knot, such as one that slips, slides slowly, or loosens with a

        tug

15      Tie a rope around oneself one-handed

15      Splice two ropes together (takes 5 minutes)

When the character binds another character with a rope, any Escape Artist check that the bound character makes is opposed by the character's Use Rope check. The character gets a special +10 bonus on the check because it is easier to bind someone than to escape from being tied up.

The character doesn't make the character's Use Rope check until someone tries to escape.

Special: A silk rope gives a +2 circumstance bonus on Use Rope checks. If the character casts an animate rope spell on a rope, the character gets a +2 circumstance bonus to any Use Rope checks the character makes when using the rope. These bonuses stack.

If the character has 5 or more ranks in Escape Artist, the character gets a +2 synergy bonus on checks to bind someone.

Vehicle Operation (Dex, Trained Only): This skill is used to represent skill or expertise in the operation of a particular vehicle. For example, you could get Vehicle Operation-Automobile, or Vehicle operation-Airplane. You must specify which vehicle you know how to operate when you get the skill. Normal operations of the vehicle will be no problem (as long as you have at least 1 skill point), but unusual circumstances, such as combat, ‘stunt driving, or chase maneuvers require a skill check with the DC set by the Referee (occasionally this will require opposed checks)

Special: If you are being ‘talked through’ by an expert you can use this skill untrained in non-emergency situations, but you cannot take 10 and you use your roll, or the experts roll, whichever is worse, in any case, both rolls are make at –5.

Wilderness Lore (WIS)

Check: The character can keep him or herself and others safe and fed in the wild.

DC      Task

--      ----

10      Get along in the wild. Move up to one-half the character's overland

        speed while hunting and foraging (no food or water supplies needed). The character can

        provide food and water for one other person for every 2 points by which the character's

        check result exceeds 10.

15      Gain +2 on all Fortitude saves against severe weather

        while moving up to one-half the character's overland speed, or gain +4 if stationary. The character

        may grant the same bonus to one other character for every 1 point by which the

        check result exceeds 15.

15      Avoid getting lost or avoid natural hazards, such as quicksand.

Retry: For getting along in the wild or for gaining the Fortitude save bonus, the character makes a check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, the character makes a check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed.

Special: If the character has 5 or more ranks of Intuit Direction, the character gets a +2 synergy bonus on Wilderness Lore checks to avoid getting lost.

Skill Packages

Feel free to create you own or modify the existing ones, these are just examples.

Bounty Hunter: Professional Skill- Bounty Hunter, Vehicle – Automobile, Detective Work, Search, Stealth, Connections - Bail Bondsmen & Police, Detect Weakness, Gather Information, Hide, Intimidate, Knowledge – Local Area, Knowledge -- Local Law, Surveillance

Martial Arts Instructor: Balance, Climb, Intimidate, Jump, Knowledge (Martial Arts Styles, Appropriate Culture), Profession – Marital Arts Instructor, Speak Language (Choose one), Tumble, Unarmed Combat

Police Officer: Connections – Police, Connections – Gather Information, Connections –Profession (any criminal), Detective Work, Diplomacy, Profession – Police Officer, Speak Language (Choose one), Spot, Surveillance, Vehicle Operation

Doctor: Connections – Profession (Any medical related), Heal, Profession – Doctor, Knowledge (Biology, Biochemistry, Medicine), Speak Language (Latin)

Computer Programmer/Hacker: Connections (Programmers, Hackers), Craft – Computer Program, Detect Weakness, Knowledge (Computers, Electronics, Hacking, any computer related), Profession (Computer Programmer), Security Systems

Scientist: Connections (Science), Craft (as appropriate for science), Knowledge (all), Profession (Scientist)

Soldier: Climb, Connections (Any military), Demolitions, Knowledge (Tactics, Weapons), Profession – Soldier, Vehicle Operation (any military vehicle)

Spy/Secret Agent: Bluff, Connections (Government Agencies), Detect Weakness, Detective Work, Diplomacy, Disguise, Forgery, Foresight, Gather Information, Hide, Knowledge (Any Local Area, Politics), Listen, Move Silently, Open Lock, Profession – Spy, Read Lips, Search, Surveillance

Stunt Man: Climb, Connections (any entertainment industry), Disguise, Intimidate, Jump, Perform, Profession (Stunt Man), Swim, Tumble, Vehicle Operation

Private Detective: Bluff, Connections (Police, Private Detectives, Gather Information), Detect Weakness, Detective Work, Disguise, Foresight, Gather Information, Knowledge (Local Area, Local Law) Sense Motive, Search, Spot, Surveillance

Reporter: Connections (Any), Craft (Photography), Gather Information, Knowledge (Any related to field), Listen, Profession (Reporter), Sense Motive, Speak Language (whichever they report in), Surveillance

Smuggler/Freebooter: Appraise, Bluff, Connections (Border Patrol, Smuggler), Detect Weakness, Hide, Intuit Direction, Knowledge (Local Area), Listen, Move Silently, Profession (smuggler), Vehicle Operation (appropriate type)

Forger/Con-Man: Bluff, Connections (any related), Detect Weakness, Diplomacy, Disguise, Forgery, Knowledge (Local Area), Profession (Forger/Con Man), Pick Pocket, Sense Motive

Enforcer/Bodyguard: Bluff, Connections (Bodyguard), Detect Weakness, Intimidate, Knowledge (Local Area), Profession (Enforcer/Bodyguard), Security Systems, Spot, Unarmed Combat

Assassin/Hit Man: Climb, Connections (Assassin), Demolitions, Detect Weakness, Disguise, Foresight, Hide, Knowledge (Local Area), Move Silently, Open Lock, Profession (Assassin/Hit Man), Security Systems, Surveillance, Unarmed Combat

Samurai: Connections (Samurai), Detect Weakness, Diplomacy, Intimidate, Knowledge (Appropriate Culture related), Handle Animal, Profession (Samurai), Ride, Speak Language (Japanese)

Ninja: Balance, Climb, Connections (Ninja), Detect Weakness, Disable Device, Escape Artist, Hide, Jump, Knowledge (Local Area), Move Silently, Open Lock, Profession (Ninja), Surveillance, Tumble, Unarmed Combat

Street Gang Member: Connections (Gang), Craft (Graffiti), Intimidate, Knowledge (Local Area, Gang Signs), Profession (Gang), Speak Language (As appropriate)

Knight: Connections (nobility, Knights), Diplomacy, Handle Animal, Profession (Knight), Ride, Wilderness Lore

Feats

FEAT DESCRPITOR BLOCKS

Here is the format for feat descriptions.

Feat Name [Type of feat]

Prerequisites: Some feats have prerequisites. A character must have the listed ability score, feat, skill, or base attack bonus in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite.

A character can’t use a feat if the character has lost a prerequisite.

Description of what the feat does or represents in plain language.

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack, a skill, or a level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character to do.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional facts about the feat.

FEAT DESCRIPTIONS

(*)Alertness [General]

Benefit: The character gets a +2 bonus on all Listen checks and Spot checks.

(*)Blind-Fight [General]

Benefit: In melee, every time a character misses because of concealment, the character can reroll the miss chance percentile roll one time to see if the character actually hit.

An invisible or unseen attacker gets no bonus to hit the character in melee. That is, the character doesn’t lose a Dodge bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus. The invisible attacker’s bonuses do still apply for ranged attacks, however.

The character suffers only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character's speed to three-quarters of normal, instead of one-half.

(*)Combat Concentration [General]

Benefit: The character gets a +4 bonus to Concentration checks made to cast a spell while on the defensive.

Crossfire [General]

Prerequisite: Dex 13+

Benfit: When you fire a ranged attack power at an opponent, until your next turn anyone directly opposite your opponent can gain a flank bonus against them (as long as you stay within direct line of fire with your opponent).

(*)Dodge [General]

Prerequisite: Dex 13+.

Benefit: During the character's action, the character designates an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. The character can select a new opponent on any action. Note: A condition that makes the character lose his or her Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

(*)Endurance [General]

Benefit: Whenever the character makes a check for performing a physical action that extends over a period of time (running, swimming, holding the character's breath, and so on), the character gets a +4 bonus to the check.

Extra Profession [General]

Prerequisite: Extra In-Class Skill

Benefit: Choose another Professional package; all this professions skills are considered in-class for you.

Extra In-Class Skill [General]

Benefit: Choose any two non-exclusive skills that are not considered in-class for you. These skills are now considered in-class for you.

Far Shot [General]

Prerequisite: Point Blank Shot.

Benefit: When the character uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When the character uses a thrown weapon, its range increment is doubled.

Flyby Attack [General]

Prerequisite: Fly speed.

Benefit: When flying, the creature can take a move action (including a dive) and another partial action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Normal: Without this feat, the creature takes a partial action either before or after its move.

(*)Great Fortitude [General]

Benefit: The character gets a +2 bonus to all Fortitude saving throws.

Heroic Saves [General]

Increase all saves by +1.

(*)Improved Initiative [General]

Benefit: The character gets a +4 bonus on initiative checks.

Improved Skill Focus [General]

Prerequisite: Skill Focus

Benefit: Chose 1 skill you have skill focus in, gain a +10 to your skill checks with that skill. This overlaps (doesn’t stack with) Skill Focus. This can be taken multiple times, but each time it applies to a different skill.

Improved Trip [General]

Prerequisites: Int 13+

Benefit: If the character trips an opponent in melee combat, the character immediately gets a melee attack against that opponent as if the character hadn’t used the character's attack for the trip attempt.

(*)Iron Will [General]

Benefit: The character gets a +2 bonus to all Will saving throws.

(*)Lightning Reflexes [General]

Benefit: The character gets a +2 bonus to all Reflex saving throws.

Simple Weapon Proficiency [General]

Gun Proficiency [General]

Heavy Gun Proficiency [General]

Exotic Weapon Proficiency [General]

Precise Shot [General]

Prerequisite: Point Blank Shot.

Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty.

Quick Draw [General]

Prerequisite: Base attack bonus +1 or higher.

Benefit: The character can draw a weapon as a free action instead of as a move-equivalent action.

Quick Stand [General]

Prerequisite: Dex 15+

Benefit: You can stand up as a free action.

Rise to the Occasion [Color]

Benefit: When facing a super powered opponent 5 or more levels above you you gain at +3 to hit and a +3 to all saves against that opponent.

(*)Run [General]

Benefit: When running, the character moves five times normal speed instead of four time’s normal speed. If the character makes a running jump, increase the distance or height cleared by one-fourth, but not past the maximum.

Shot on the Run [General]

Prerequisites: Dex 13+, Dodge.

Benefit: When using the attack action with a ranged weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed.

Skill Focus [General]

Benefit: The character gets a +3 bonus on all skill checks with that skill.

Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new skill.

Spring Attack [General]

Prerequisites: Dex 13+, Dodge, base attack bonus +4 or higher.

Benefit: When using the attack action with a melee weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed. The character can’t use this feat if the character is in heavy armor or heavily encumbered.

(*)Toughness [General]

Benefit: The character gains +8 Vitality and +2 vitality per level.

Special: A character may gain this feat multiple times.

Track [General]

Benefit: To find tracks or to follow them for one mile requires a Wilderness Lore check. The character must make another Wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.

The character moves at half normal speed (or at normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions:

Surface DC

------- --

Very soft 5

Soft 10

Firm 15

Hard 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs, very dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or indoor floors or most modern streets. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles).

Condition DC Modifier

--------- -----------

Every three creatures in the group being tracked -1

Size of creature or creatures being tracked:*

Fine +8

Diminutive +4

Tiny +2

Small +1

Medium-size 0

Large -1

Huge -2

Gargantuan -4

Colossal -8

Every 24 hours since the trail was made +1

Every hour of rain since the trail was made +1

Fresh snow cover since the trail was made +10

Poor visibility:**

Overcast or moonless night +6

Moonlight +3

Fog or precipitation +3

Tracked party hides trail (and moves at half speed) +5

*For a group of mixed sizes, apply only the modifier for the largest

size category.

**Apply only the largest modifier from this category.

If the character fails a Wilderness Lore check, the character can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Normal: A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less.

Weapon Focus [General]

Prerequisites: Proficient with weapon, base attack bonus +1 or higher.

The character can for example choose “unarmed strike” or “grapple” or “Flame Attack” for the character's weapon for purposes of this feat.

Benefit: The character adds +1 to all attack rolls the character makes using the selected weapon.

Aura – Guardian [Color]

Something about your character makes people trust in him or her, and look to them when in trouble. This means that adventures will come to you, whether you want them or not. Guardian gives a +4 to any rolls involving trust. Note that gross failures to act as Guardian can cause the loss of this feat.

Pedestal [Color]

Your character is publicly admired and adored. Thus, everyone will cooperate with you, and are usually thrilled to do so. On the down side, everything you do can and will show up in the news, so you have to maintain the highest standards imaginable whenever you are out in public. Be prepared to sign autographs. Pedestal act gives a +2 bonus to checks involving trust, and a +2 bonus to any roll for others to recognize your hero persona.

Serendipity [Color]

This is the talent for simply being in the right place at the right time. For some reason, crimes happen in your immediate area.

Aura – Honorable [Color]

The character tends to be honest and honorable, and has the reputation to match. People will trust the character instinctively. Note that, if a person with this Feat gives his or her word of honor, and breaks it, or otherwise betrays a trust, they may lose this feat. Honorable gives a +4 to checks involving trust

Astute [Color]

Also known as “Has a Clue”, this Feat gives a character a second chance to pick up on a clue that the player missed. This can happen once per .

Noticeable [Color]

This Feats means that your character tends to be noticed. When the character arrives at any place where opponents are operating, they assume that you are there to cause trouble for them. They, therefore, must eliminate you to keep you from interfering in their plan. Thus, you will learn of their plan, and be forced to foul it up. Noticeable gives a +4 to checks involving recognition of your Hero Persona.

Aura – Threat [Color]

A character with this Feat simply acts dangerous. They can't help it. Anyone around them will notice this on a sub-conscious (and usually conscious) level. The character simply feels threatening. If the character can make a Personality Check DC 15 they can suppress this Feat for a short time, but it always comes back. This gives a +5 bonus to checks involving Intimidation

Aura – Evil [Color]

This is similar to the Threat Aura. People observing a character with this Dark Feat will almost instinctively consider the person to be a villain. They see evil in everything the person says or does. Those of darker devotion will see this person as a potential leader, schemer, or master planner. Again, a Personality Check DC 15 can suppress the effect for a short time, but ultimately even this will be seen as a cunningly evil act. This gives a +4 bonus to checks involving Recognition and Intimidation and a –4 Penalty to checks involving trust.

Charmed Life [Color]

This character has a gift for making incredible escapes, surviving catastrophes, and generally staying alive when nobody should reasonably expect it. You are entitled to one fair shot at surviving and/or escaping from a serious problem, per adventure. This may take the form of giving them a Saving Throw when none would normally be allowed, allowing you to find cover or a hiding place at the last moment, or simply letting the opponents make a well-timed mistake. This is not foolproof, but it does improve survival odds.

Daring [Color]

Characters with this Feat have a talent for inventive plans. Once per adventure, per point in Daring, the character may propose a plan that might normally violate the rules,

and/or good sense. The Referee should consider the plan seriously. They don’t have to approve the plan, but they should consider if it fits within game color, and comic book style. The plan should include an element of risk, and should be unexpected.

The same trick will seldom work twice on the same opponent.

Combat Reflexes [Color]

Characters with this Feat are always on the lookout for trouble. Thus, they are hard to surprise. In any battle where the opponents "Seize initiative" or gain suprise, they should roll their Initiative normally. If their Initiative, plus bonuses, totals over 20, they will get to react during the opponent's suprise action. The down side of this is that the character is jumpy, and will over-react to anything that resembles the start of a fight. A backfire may make them duck and roll, drawing a weapon. An unexpected slap on the back may cause them to counter-attack, possibly injuring someone. This is a mixed blessing.

Schtick [Color]

Schtick is a personal theme, trademark, or item of personal style. You get to describe or define something that distinguishes your character from all others. Does your character’s cape always flutter lightly in the breeze? Do you have a talent for timing your exits to some distracting event, for maximum dramatic effect? Is there typically an ominous rumble of thunder in the distance when he or she gets angry? You get to define it any way you like. Remember, though, that Schticks are by definition of no actual value, other

than dramatic. Attempts to define a Schtick that violates this rule will fail. The Schtick will *always* fail when anyone attempts to abuse them.

Reactive Duel of Power [Color]

You don’t have to be readied to initiate a duel of power; instead any time you are not flat footed, you may initiate one as if you were readied for it. If you do this however, you loose your next action (it is considered spend for the Duel).

Reactive Body Throw [Color]

You don’t have to be readied to initiate a body throw; instead any time you are not flatfooted, you may initiate one as if you were readied for it. If you do this however, you loose your next action (it is considered spend for the throw).

Appendix A – Advanced RulesA1

This section deals with some special techniques that more experienced players can use customize their characters. If you are a beginning player or Referee then you may find this section a bit confusing.

Reinterpreting Power Descriptions: Many of the power descriptions include such words as "usually", and "often". This is generally an invitation to be creative. Use this license with a bit of restraint, but use it!

The description of Bionics, under Armored/Metal Body (Page33) states: "Bionic limbs are usually mechanical replacements for normal arms or legs." The key word is "usually".

The Octopus is unusual, but not illegal.

Renaming Powers: You can add a little mystery to your character by changing the names of some of your powers. The new name should be related to the explanation of the way the power works, or perhaps the way that the power looks when it's used.

Renaming the powers didn't actually change them at all, but it did give the character a little more color and life (besides, "Gleam’s easier to say than "Telekinesis").

Special Effects: All combat powers will be noticeable when used, unless the power description specifically says otherwise.

However, the exact appearance of the power is up to you.

Adding thunderclaps, flashes of light, or sprays of color is one-way you can make your character different from anyone else's.

Besides, having a Force Field that glows could give you light when you need it most, and thunderous sound-effects can distract foes at key moments. The only real restriction on this is that the Special Effect should never become so involved that it becomes greater than the power itself. Also remember that the Special Effect you choose becomes part of the power, and is always there when the power is used whether you like it or not.

Basilisk's power works just like a standard Force Beam, but with two twists. The beam looks like a spray of loose stone.

Note that it doesn't actually leave sand or loose stone around afterward; it just looks like it will. The other twist is the idea of turning people to stone, which seems outrageous. The keys that it only does this to people it kills. Since death is usually final, it really makes no difference to the game whether ahead body is flesh and blood, or solid granite. It would be illegal if the power could turn people to stone while they were still alive, or if he turned them into gold, since that makes the Special Effect greater than the original power was.

Linking Powers: Another idea for creating unique, colorful characters is to link two or more powers together to create anew power. To do this, simply choose which of your powers are to be linked, provide a common source or explanation forth powers, and determine how they work when used together.

Example: The Octopus has the power of Bionics (Armored/Metal Body). In his case, the Bionic limbs weren’t replacement arms or legs, they were additional arms and legs.

He has two arms, two legs, and four Bionic tentacles.

Example: G-Force has Telekinetic powers, which are explained as manipulations of gravity. He calls his Telekinetic Attack a "Gravity Beam", and his Telekinetic Defense miscalled a "Gravity Shield".

Example: Basilisk has a Force Beam that he fires from his eyes. The beam looks like a stream of sand and gravel, and anyone killed by it is turned to stone.

Example: Ms. Marvelous has Teleportation, Laser Attack, and Insubstantiality. By defining all of these as manipulations of light, she has linked the Teleportation and Insubstantiality powers. She turns into light (Insubstantial), and while in this state she can "Fly" at the speed of light (Teleport). Solid objects can pass through her, but she can't pass through anything that light won't penetrate. Because she actually travels the distance between her start and end points, she can see where she is going when she Teleports, making it almost impossible to land inside a solid object (a Telephoto’s biggest worry).

Ms. Marvelous new power is quite legal, since it contains both the strengths and weaknesses of the original powers, yet it gives her an edge over any other characters who might have had the same original powers.

Firing Wild: In the real world, it’s obvious that a person can pull the trigger on a gun more often than 1 time in 6 seconds.

The rules that limit actions are there for playability and to reflect that, while a person could shoot a gun several times in a second, they probably wouldn't hit very much. Actions are the times when a character actually has a chance of hitting.

Therefore, characters may "fire" attacks as often as they please.

This helps keep the opponents from counting actions, or knowing when it's safe to stick their heads up. Vitality must be paid for all such firing, and a desired target can be hit only at the Referee’s discretion only.

Fitness: In the real world, some people are more physically active than average, and others are less. To account for this in the game, consider a special Ability score: Fitness. This score has only three possible values: Fit, Average, and Infirm.

Characters who live active lifestyles, or who have jobs that keep them on their feet and moving would be considered Fit.

People who are restricted in their activity, such as the elderly or ill, would be considered Infirm. Everybody else would be considered Average.

Fit people get a bonus of 30 Vitality points (this is already reflected in the heroes Vitality. Long hospital stays can render normally Fit person average or infirm. Physical training and activity can make an infirm person average, and an average one fit. Since most PCs are active super-types, this is a free bonus to player characters, as well as to many villains.

Long Term Disabilities: In the course of the game, characters may receive very serious injuries, severe enough to bring them to the brink of death. In the real world these injuries would continue to plague people for years, and some would never fully recover.

To allow for this type of injury, let's exploit a common error in the use of the rules concerning death. The point of death, in this game, is slightly fuzzy: a person dies when his or her Conges down to the negative of their original CON. If the Referee agrees, the rules might be changed so that a character dies when his or her Conges lower than the negative of his original CON, or below negative 20. In that one point limbo we create, we will do along term injury to the character, probably by lowering some ability score, or restricting some power, or perhaps adding an extra limitation. This injury will not heal in the normal fashion, though lost ability points could be regained through training(see "Raising Ability Scores", Page 30).

The exact nature of the injury is up to the Referee but it’s usually good idea to work with the player and come up with an injury or limitation that is agreeable to both. If you run into stubborn player who won't accept any weakening of his or her” Perfect" character, simply enForce the original rules: The character has died. The player will probably become more reasonable.

Power Devices and Batteries: You may want to have a character with some or all of his or her powers coming from exotic weapons or devices. On the face of it, this is perfectly reasonable, and can be done with little or no change to the way that powers work. There are some advantages to this, but the risk of losing or breaking your super-device evens this out.

(Even "Unbreakable" ones can be lost, and usually can't be replaced). To make this more reasonable, the Referee may let you create a power battery to store some of your own Vitality to run that particular device. Each Vitality point that you transfer to the power battery doubles in the exchange (i.e. You lose1, it gains 2). This stored energy can only be used for that particular device, and once you put it in you can't get it back out.

You are permanently lowering your Vitality score when you build the battery. If the battery runs out of Vitality, then the power or device that uses that battery will not work. The battery will recover Vitality at a rate of one point per minute. You may also add to the battery's capacity each level, though you may never take Vitality out. Lost or broken batteries can be replaced, but you can't carry spares.

Of course, some powers can't reasonably be put into devices.

For example, a device that makes you Invulnerable would beard to rationalize without it being Armor, or a Force Field, or some thing like that. As a rule, powers that cost no Vitality tousle should not be put into devices.

In any case, power devices should never be lent out to other characters. They don't know how to use them, and are likely to hurt themselves trying. They are also likely to break at the worst possible moment (in fact, the Referee should make sure that they do).

Pushing the Limit: There may come a time in the course of the game when you need to put out a little bit more than you have, to exceed your normal limits. This optional rule makes this kind of heroics possible. Pushing the Limit lets you add to your normal damage, though it costs a lot of Vitality to do it.

You can add one point of damage per dice by paying twice the normal Vitality cost of a power: Once for the normal use, and once for the "Push". Adding two points to each damage dice costs triple the normal Vitality cost, etc. In addition to this cost, you subtract the amount of damage the "Push" gave you from the next attack you make in that battle. You can't do Multiple Actions in the same round that you Push the Limit, nor may you do more than double the rolled damage. You must try to do your maximum damage.

Sweep Attack: In both the real world and the world of comics as well, it’s possible to swing a long weapon at a group of people, hoping to hit one of them. You may choose to allow this limited form of "area effect" in the game world as well. The attack is made as a series of single attacks. Only one of the members of the group can actually be hit. Roll the attacks in sequence, one after another until one of them hits, or all of them have missed. The targets may evade normally and are allowed movement, size, Dodging, and Martial Defense to their Defense Class.

The other way that someone may Sweep Attack is with a fully automatic weapon, such as a sub-machine gun, or a power that has rapid-fire capacity (Enhanced Attack may allow this). In this form, roll to determine how many shots can hit. This is usually 1 D4 of shots, although some extremely rapid fire guns allow 1 D6. Determine the arc of fire, which may not be more than 90 degrees. Roll attacks on all targets within the area until either all targets have been missed, or all possible shots have scored a hit. Again all forms of evasion are applicable to the defenders. All other rapid-fire penalties that may be applicable should be used as well, such as penalties to damage (in the case of a power), or to hit (in the case of weapon). "Spraying" at a single target is possible and will allow multiple attack rolls, but only one shot may hit.

Duel of Power: A tactic we often see in the animated versions of comic books is two people firing at each other, with their beams meeting in the center and canceling out (or one beam overwhelming the other). This is called a Duel of power. A character can start a Duel of Power by readying for a ranged super powered attack, this can be used to affect ranged attacks not targeted at you, but in this case your readied action includes moving between the one firing and the one being fired at. If you don’t have the movement to get there, this manuevaer fails. After moving you fire your ranged super powered attack to intercept the incoming attack. No attack roll is needed the powers meet in between the two who fired. Make opposed damage rolls for every 5 points you win the roll by, the point the powers meet moves 5 feet toward your opponent. Fore every 5 points your opponent wins the roll by, the point the powers meet moves 5 feet toward you. Continue making opposed damage rolls (paying the vitality each time) until the contest is ended.

Ways the contest can end: If the point the powers intersect becomes the same space as one of those in the contest they have lost the contest. Their opponent makes an attack on them with a +5 to the attack roll and gain a damage bonus of +1 damage die for every opposed attack roll (beyond the first) that was made. The second way the contest can end is if one of the contestants gives up and tries to move out of the way, they are condidered to have lost the duel, and the winner makes an attack roll on them with a +2 to the attack roll and gains a damage bonus of +1 damage die for every opposed attack roll (beyond the first) that was made.

................
................

In order to avoid copyright disputes, this page is only a partial summary.

Google Online Preview   Download