Absorption: This is the ability to absorb other powers by touching the person who has them. Three types of Absorption can be chosen from: powers, material, and psyche.
Material Absorption is the absorption of Skin Temper, Ignore Damage, and DP of substances.
Psyche Absorption allows the absorption of knowledge, psychic powers, and intelligence. The character will absorb the memories, learning, and any psychic powers the target has.
Power Absorption allows the absorption of any power except robotic, item, or psychic. Power Absorption does not steal the basic abilities (increased Strength, Cosmic Rays). It steals the effects (Hand to Hand Damage, Cosmic Blast). Things that can be stolen include Hand to Hand Damage, Blasts, EP, DP, Carrying Capacity, Movement, Skin Temper, and Action Modifier. The abilities are only taken if there is a corresponding power. Hand to Hand damage will only be absorbed if the target has increased strength, for example.
Powers/Abilities that are automatic, such as Special Immunity, have a chance of working equal to the percentage taken. If the character steals 50% of the victim’s Immunity to Sausage, and is then attacked by a Vienna sausage, the Immunity has a 50% chance of working.
The character using this power must hit for DP, or use 3 Q points from the Combat Roll, to absorb powers from the target. Also, note that all the relevant powers or abilities are absorbed, including weaknesses if relevant or oriented towards the type of absorption (i.e. susceptibility to X-Rays for power absorption, phobia of zucchini for intelligence absorption, solubility in water for substance absorption, etc.)
Basic Effects: (Percentage Taken)
Percentage Taken: The percentage of power/material/ psyche taken per hit (per segment) is PR times 5. A character with Material Absorption PR 7 can steal 100% of a steel girder’s properties, after 3 segments of touching it. Upon absorption, the target must save on d100 greater than or equal to the percentage of power taken times Skin Temper (normal ST for physical powers, Mind ST for psychic powers), or fall unconscious for d100 rounds. Targets for Material Absorption will not fall unconscious or lose Skin Temper, Damage Points, or Ignore Damage.
Automatic Effects: (Duration)
Duration: Power/material/psyche is lost by the character with this power, and regained by the target, PR rounds after it was taken.
Acid Production: This is the ability to create acid and use it as a weapon. The acid type is equivalent to the character’s PR. See Acid, under Equipment.
Basic Effects: Acid Type, Range
Acid Type: The Acid Type is half the character’s PR, on the Sphere Chart.
Range: Maximum Range is PR minus 3, meters. Short Range and Range Set are PR (Square Chart).
Agility Bonus: Roll the dice given where the bonus was rolled up and add this to the character’s current agility. This power does not use EP.
Air Control: This is the power to control air motion.
Basic Effects: (Wind Speed, Wind Blast, Range)
Wind Speed: The maximum Wind Speed the character can bring wind to is PR times 10 kmph. The wind speed loses speed at the rate of 1 kmph for each meter beyond Maximum Range.
Wind Blast: The damage done by a Wind Blast PR/4, round down.
Range: The character can control air at up to PR (from Result to Square Chart) meters. This is also the Maximum Range of the Wind Blast. Short Range and Range Set are PR.
Alchemy: This is the ability to transmute matter from one form to another. Most (80%) of characters with this power must choose a specific matter that targets are transformed to. The rest can transform targets to any element.
Living things attacked with this power must save vs. constitution (Sphere Chart), on 2d10. Unliving things generally have a Constitution of 0. If this save is not successful, the target is transmuted for a duration equal to the amount it was missed by (Result to Sphere), minutes.
The character using this power in combat must either hit for DP or use 4 Quality Points from the Combat Roll in order to touch the target.
Basic Effects: Mass, Saving Throw Penalty
Mass: If the character cannot transmute all of something, none of it can be transmuted. The PR required for mass is the mass in kilograms (divided by 10), on the Sphere Chart.
Saving Throw Penalty: The character can give a penalty to the target’s saving throw of 1 per PR point.
Anti-Matter Production: The person with this ability can create tiny amounts of anti-matter.
Basic Effects: (Explosion, Range of Center)
Explosion: This does one fifth PR, rounded up, d6 damage as an Explosion (see Combat). It has a Short Range of PR divided by 5, Range Set of PR divided by 10, Maximum Range of PR divided by 4, and gets a bonus of twice PR to the Explosion Combat Roll.
Range of Center: The center of the explosion may be sent up to PR times 3 meters away from the person with the power. See Thrown Objects, under Combat, for what the character must do to attack the correct area. The character gets a bonus of 3 to Attack, since it isn’t really being thrown, but created at the target spot.
Half of these characters can create an even smaller amount of anti-matter and control it so as to keep it from blowing up immediately. The anti-matter appears as a glowing black sphere, PR/3 centimeters in diameter.
Astral Planes Travel: The character is able to travel in astral form anywhere, nearly instantly, if the character has already been there.
Basic Effects: Movement, Passengers, Saving Throw Change)
Movement: If the character doesn’t or can’t travel instantly, astral flight is possible at normal movement times PR on the Doubles Chart.
If the character can travel instantly (usually because the character has already been to the destination before), look the distance (in km) on the Doubles Chart for the number of rounds the trip takes. The character can reduce this by up to PR rows.
Passengers: The character can only bring PR/3 passengers (round up) along on any astral trip, and each must make a save vs. Willpower minus the saving character’s Learning or be unable to become astral. Passengers can easily become lost in the astral planes. The EP used for taking passengers along is only used once--to bring them. It is not necessary to use EP to keep them there.
Passengers who are forced to come along are allowed a save vs. Willpower plus Learning.
Saving Throw Change: The penalty/bonus to targets’ saves is the character’s PR.
The character may also have access to another astral plane. Roll a d100 to see what plane(s) are accessible:
Planes Accessible: (d100)
01-50 None (well, this one)
51-70 All Dream Planes
71-90 Roll Once for a Medium Plane
91-99 Roll Once for a Major Plane
00 Roll twice more
Medium Planes: (d10)
1-4) Plane of Universes
5-7) Plane of Time Lines
8-9) Plane of Multiverses
10) Plane of Time
Major Planes: (d10)
1-4) Plane of Light
5-8) Plane of Darkness
9-10) Plane of Neutrality
See the descriptions of these planes for what the character can do there.
Being in a dream plane allows contact with other people by dreams.
See Astral Planes Travel, under Playing the Game, for combat and rules for the Astral Planes.
Beauty Bonus: Roll up the bonus with the dice given where this power was gained, then add it to the character’s Beauty. There is a 1% chance that a hero should actually subtract the roll from beauty, a 5% chance that Intelligent Robots should do so, and a 20% chance that villains should do so. This power does not use EP.
Brain Wave Hearing: The character with brain wave hearing has a hearing multiplier of 1/2. This is not ESP. The character can only hear what someone else is saying or directing mentally at the character, and the character can talk normally, but what is said is heard in the mind(s) of the target(s). In this case, learning is substituted for strength for loudness. This power does not use EP.
Breathe Water: This is the ability to breathe oxygen from water. Due to the fact that at greater depths there is less oxygen, the character will only be able to breathe at depths up to Power Roll divided by 4, kilometers. Fifty percent of characters with this power also have the ability to survive greater pressures. The character can reduce the Bonus Pool penalty due to high pressure by the character’s PR. This power does not use EP.
Burrow: This is the ability to burrow and tunnel through soil and ground. The character can move through non-cohesive materials (like soil and dirt) easily.
Basic Effects: (Movement)
Movement: Burrowing speed is normal movement, using PR as Move Q. When burrowing, divide this speed by the density of the material being burrowed through. If the character attempts to burrow through cohesive material (like wood, iron, cement), also multiply by the Skin Temper of the material.
Chameleon: This is the power to become almost invisible by changing color and hue to that of the surroundings.
Basic Effects: (Hiding)
Hiding: Subtract twice PR from the perception roll of those rolling to see the character. Defense is increased by half PR, round up. EP is only required to change color with chameleon, not to remain that way, unless the character moves around, in which case EP is used normally.
If the character is attacking, reduce the Defense Bonus by 4 and divide by 2.
If the character is moving, those rolling to see have a bonus of 1 per movement PR.
Charisma Bonus: Roll the dice given where the bonus was rolled up and add this to one of the character’s charisma scores. The character can divide the bonus up among both charisma scores if so desired. There is a 25% chance that villains who roll up Charisma Bonus are fear-inspiring villains. This power does not use EP.
Clairvoyance: Clairvoyance is the ability to see places other than where the person is. There is a 50% chance that the character can also hear things in the area being watched.
Basic Effects: Distance, Senses
Distance: Look up the distance to the desired target (in kilometers) on the Doubles Chart for the PR required. The character must either be looking at a specific distance and direction, or be looking at a place familiar to the character.
Senses: Sight (and Hearing, if the character can hear) for the power are equal to the character’s PR.
Constitution Bonus: Roll the dice given where the bonus was rolled up and add to the character’s constitution. This power does not use EP.
Control Chance: This is the ability to affect probabilities.
Basic Effects: (Chance Change, Hex Blast, Range)
Chance Change: The character can modify other people’s 2d10 rolls by up to PR (three times PR for d100 rolls). The modification is directly to the roll, not to the bonus pool.
Hex Blast: A hex is a random blast which warps probabilities at the target area. For example, causing a wall in New York City to choose that moment to topple, or causing a vehicle’s electrical system to stop working. The Editor should adjust the chance of a hex working, depending on how probable the hex is. The base chance will be the PR, on 2d10.
Range: Look up the distance to the target on the Sphere Chart, for the PR required for range.
Control Similar Animals: The character is able to control one or more species of animal (wolf, lion, house cat, etc).
To determine what type(s) of animals the character controls, roll 3d6. A result of 3 or 18 indicates control of all animals. A result of 4 or 17 indicates control of all of the type which the character represents (that is, all cat-like creatures, all bird-like creatures, water creatures, etc). 5 or 16 means control of d4+1 species, and anything else indicates one species.
Basic Effects: (Quantity, Distance)
Quantity: The character may control twice PR in Damage Points of animals at one time. Those numbers are those that can be explicitly controlled with exact commands. Five times as many can be controlled through emotions.
Animals are allowed a save vs. their willpower plus learning plus DP, minus this character’s PR, on d100.
Distance: The maximum distance at which animals can be controlled is PR (from the result column to the Sphere column) meters, times 2.
Convert To Energy: This is the ability to convert one’s own matter to energy and travel in the same manner as that energy does. The player must choose an energy form. As energy, the character automatically travels at the speed of light or below, with no EP cost. Some examples of energy forms: Radio waves, heat, light, electricity.
Basic Effects: (Extra Mass, Energy Blast)
Extra Mass: Besides the character’s body, up to half PR kilograms of continuous matter can also be converted.
Energy Blast: The character can use an energy blast doing up to half PR damage.
Automatic Effects: (Ignore Damage, Extra DA)
Ignore Damage: Energy forms will be immune to most physical attacks, but not to most energy attacks. They can ignore damage (energy) equal to their PR divided by 3, round up, when in energy form.
Defense: The character’s Defense can be increased by up to PR when in the energy form, but Attack is reduced by the same amount.
Cosmic Awareness: The character with this ability may attempt to know things.
Basic Effects: (Question)
Question: The player asks the Editor a question. The chance of finding the answer is a 2d10 roll vs. PR. It takes a number of minutes to find the answer equal to d100 minus the Q (plus the Q if the PR roll was failed). Roll 2d100 for the percentage of that time that the character perceives. (If 50 is rolled on 2d100, the character thinks that only half the actual time has gone by.) This power does require EP for the actual time.
Cosmic Rays: This is the power to create cosmic rays in a high intensity beam.
Basic Effects: (Damage)
Damage: The character’s cosmic ray does PR damage. Short Range, Range Set, and Maximum Range depend on the PR applied to damage: Look up the PR, from the Result column to the Sphere column, for Short Range. Move down 4 rows for Range Set, and up 5 rows for Maximum Range. Ranges are in meters.
Darkness: This power allows the character to negate light in a certain area. From the outside, this appears to be a perfectly black sphere, dome or whatever shape the character makes it. In this area nothing can be seen by normal methods. The character can even make the dome or sphere hollow, thus allowing light sources inside the shape to work, but not allowing light to flow into or out of the shape.
Basic Effects: (Size Points)
Size Points: The character has up to twice PR points for Range and Radius. Range is the maximum distance away that the center of effect may be placed. Each point used for Range counts 1 row on the Sphere Chart, for meters. Radius is the radius of the darkness sphere. Each point used for Radius counts 1 row on the Sphere Chart, for meters.
Half of those with Darkness can stop Ultraviolet light. Half of those with Darkness can stop Infrared light. Two percent stop all electromagnetic radiation, including radio waves.
Death Touch: This is the ability to kill with only a touch.
Basic Effects: (Death Touch)
Death Touch: Characters using this power must hit for DP for it to take effect, or spend 4 Quality Points from the Combat Roll. Targets are allowed a save vs. maximum DP plus constitution (Sphere Chart) minus half the Death Touch PR (Sphere Chart), on 2d10. If the save is not successful, the target dies (gains d% of half PR as Death Points). If the save is successful, the target merely loses PR EP (as EP that heals back sleeping), and half PR DP (as penetrating damage), saving throw not allowed and unmodified by Skin Temper or Ignore Damage.
Density Control: This is the ability to change density. The player must roll a d100 to see in which direction the density change occurs: 01-50 means both directions (but roll a separate PR for both), 51-75 means Lower Density, and 76-00 means Increase Density.
Basic Effects: (Low Density, High Density, Extra Mass)
Low Density: Half the character’s mass for each PR. See Atmosphere, under Special Rules, for changes due to very low density. The character can ignore PR in bludgeoning damage at the low density, and can multiply Jump Score by the PR.
High Density: Double the character’s mass for each PR. The character can ignore half PR in damage, and gains a bonus to Skin Temper equal to PR (Doubles).
Extra Mass: The character can bring along up to PR kilograms.
Duplication: This is the ability to duplicate physical powers, mind/psychic powers, or skills. The player must choose which to take. In order to be able to duplicate a power or skill, the power must be known. To know a power, the character must study someone with it for the amount of time needed to gain 2 training points. Learning a new power requires that these 2 training points be diverted to it also.
Basic Effects: (Number of Powers)
Number of Powers: The number of powers a character can hold at one time is the PR divided by 3, round up.
Automatic Effects: (Known Powers)
Known Powers: The character can know a number of powers equal to PR.
Remember also that EP is required to use the power as if the power were the character’s.
Only 20% of Human (Organic) characters can duplicate powers by studying a robotic/mechanical user, and only 60% of Robotic/mechanical characters can duplicate powers by studying a human/organic user.
Duplicate Person: This is the ability to duplicate the face and shape of another human.
Basic Effects: (Changing)
Changing: Multiply the PR by 2 for the number of points by which abilities can be changed to duplicate a person. In order to look like another person, beauty, height, and weight must be made the same. Changing physical beauty requires 1 point per beauty point changed. For height, 5 centimeters requires 1 point. For weight, 10 kilograms requires 1 point. Going down always uses half the number of points. Changing sex requires 5 points. If all these statistics are exactly the same as the person being duplicated, then the character looks exactly like the person being duplicated.
Close scrutiny by someone who knows the target may reveal the discrepancy. That person is allowed a perception roll, at a bonus equal to the PR needed to fully duplicate the target, and a penalty equal to the PR used to duplicate the target. Skills (such as Ventriloquism or Disguise) can also directly affect the perception roll, at the Editor’s option.
EP is only required to change with this power, not to remain changed.
Electric Power: This is the ability to control and create electricity.
Basic Effects: (Damage, Skin Temper, Lift/Throw, Control)
Damage: Electrical blast damage is PR/3 (round up). Add 50% if the target is grounded, and double if the target is well grounded.
ST: The character can increase Skin Temper by half PR (Sphere Chart).
Lift/Throw: The character can use static electricity to lift and move objects. The Strength for the Lift/Throw roll is the PR applied..
Control: The character can control a number of points of electricity equal to PR. Reduce PR by the distance to the electricity in meters, on the Sphere Chart.
Emotion Control: This is the ability to affect people’s emotions mentally.
Basic Effects: (Save Penalty, Range, Reactions)
Save Penalty: Targets are allowed a save vs. willpower minus twice the character’s PR, minus any modifications due to predisposition (already angry, already attracted, etc), on a d100. If the character concentrates on only one target, use 4 times PR instead of twice PR for the reduction. If the target realizes that emotion control is being attempted, willpower can be added to the saving throw.
Range: The emotion control will work on anyone within PR meters.
Empathic Healing: With this ability, the healer can take wounds from another person. 80% of Empathic Healers may take on penetrating damage. 75% of these can take on injury damage. 50% of these can take on permanent damage.
Basic Effects: (Wound Size, Restoration Rate)
Wound Size: The character can take wounds at the rate of half PR points per round.
Restoration Rate: The PR indicates the number of bludgeoning damage points the healer may heal from that which was taken, every round. Penetrating damage points are regained at half this rate. Injury and permanent DP are regained at this rate every minute.
Example: The Chessman loses 5 DP from a gunshot wound--4 Penetrating and 1 Bludgeoning. Healer (who has 6 DP) heals Chessman. Healer has a PR of 2, so it takes 3 rounds (2 and a half) to take the wound away, using 15 EP. Chessman now no longer has the wound, but Healer does, and is down to 1 DP. Healer heals the Penetrating Damage first (his choice), at his maximum rate of 1 per round. It takes 4 rounds to do so (using 20 more EP). Healer decides to let the Bludgeoning Damage heal on its own, since he’s already used 35 EP.
Remember that the empathic healer actually has the wound, and any bleeding or other effects of the wound take place on the healer.
Characters with this power cannot heal their own wounds with this power--those are healed at the character’s normal healing rate. However, 25% of villains who have this power are only able to heal themselves--by transferring their wounds to another person, in the same way as normal Empathic Healers transfer wounds to themselves. However, in this case the wounds transferred do not heal on the other person, except as normal.
Empathy: Empaths have the ability to feel other people’s emotions.
Basic Effects: (Bonus to Chance of Success)
Bonus to Chance of Success: To determine a target’s emotions, a roll must be made under perception plus the target’s newoen, plus five times PR, minus the distance in meters to the target (Sphere Chart), on d100. Touching the target adds the Empath’s newoen to the chance. If the target realizes what is happening and resists, subtract the target’s willpower from the chance. The empath will know what the target is feeling, towards whom, and what kind of a feeling it is.
80% of Empaths can show targets the empath’s feelings. The chance is the same as above, except that the empath’s willpower is used in place of perception + target’s newoen. Half of empaths who can Show Feelings can show fake feelings. That is, they can make others think the empath is happy, when actually angry, etc.
Empaths can scan the area around them. The chance of picking up emotions for any individual is the same as above. Roll only once. This scan is vaguer than a direct attempt (the empath only detects the kind of feeling), but it has a chance of picking up any individual in the area. The scan can be directed towards a particular direction, if desired, to weed out undesirable targets.
Explosive Touch: The character with this power can cause explosions upon touching solid matter.
Basic Effects: (Explosion)
Explosion: The character with this power can do PR/4 round up, d6 damage just by touching something, and can add this damage to Hand Damage attacks. The carrier attack must do DP, or the attacker must use 4 Quality Points from the Combat Roll.
Short Range for the explosion is the damage PR, millimeters. Range Set is the damage PR centimeters. Maximum Range is the damage PR decimeters. The explosion gets a bonus to Attack others of twice the damage PR. The explosion gets a bonus of half the damage PR (Sphere Chart) vs. Skin Temper against who/what ever was touched. This cannot bring a skin temper below one.
Half of these characters may cause explosions which do PR/5 round up, d6 damage when touching liquid matter.
The explosion does not go towards the character causing the explosion. Thus, people behind this character will not be affected by the explosion either.
Extra Appendage: This will usually be an arm, tentacle, etc., depending on the situation and planned origin of the robot. Some ideas are: telescoping arm, vise hand, normal appendage, eye in back of head. This will not add to any ability, basic or derived, although it should give advantages. The person with eyes in the back of the head would be allowed a full sight perception roll for attacks on all sides. A person with four arms won’t gain extra attacks/round, but will be able to hold 2 things while still fighting normally, etc.
This does not use EP.
Fire Coat: This is the ability to light up like a Roman candle, control fires, and create fire blasts.
Basic Effects: (Damage, Distance, Weight, Blinding, Skin Temper)
Damage: Damage is the PR/2. The character can spread the beam to get a better chance of hitting. For each point taken from damage, 1 can be added to the Combat Roll. Fire blasts may be forked, also, dividing the damage between more than one target. Attack Q must be supplied for each target. The Maximum Range for the Fire Blast is determined separately from the damage. See Distance, below. PR applied to Maximum Range cannot be applied to Damage.
Distance: The character can control fires at a distance of up to PR, read from the Result Column to the Sphere Chart, meters. This is also the Maximum Range with the Fire Blast. Short Range and Range Set are standard.
Weight: Weight is the mass that the character can cause to go into the air (caused by heat rising). This includes the character. Remember that the character is on fire when flying. If the character wishes to cause something else to fly on its own, it must be given a fire coat, which is likely to burn it up. Look up the weight being lifted on the Square Chart, for the PR required. Remaining PR can be used for speed in decimeters/segment.
Blinding: There is a chance that others will be blinded if the character lights up completely. Those in the area must make a Perception roll vs. blindness. If the save is not made, roll damage for the number of segments the target is blinded. All people in the area are targets. There is a penalty to that roll of the PR used for blinding, times 4.
Skin Temper: The character with this power can increase ST by PR divided by 2 rows when flaming.
Automatic Effects: (Safe Temperature)
Safe Temperature: The temperature of the fire is the PR applied to damage, times 100, degrees Celsius. Add this (using maximum PR) to the character’s Maximum Safe Temperature (see Temperatures under Situations).
Flight, Slow: This is the ability to fly.
Basic Effects: (Movement, Combat Bonus)
Movement: The Movement Roll Q is the PR plus height (Square Chart). Movement is in meters/segment.
Combat Bonus: The Combat Bonus Pool can be increased by up to half PR. This will only work when the character is flying in an open area.
Flight, Fast:This is the ability to fly at speeds which are a significant fraction of, or exceed, the speed of light.
Basic Effects: (Speed, Combat Bonus)
Speed: The Move Roll Q is the PR, and speed of flight is 10 to the power of half the Q, meters/segment. 7.2 times 10 to the 7th meters per segment is the speed of light, so characters moving at Q 16 and above will exceed the speed of light. See Space Travel, under Worldly Matters. The penalty to the Move Roll Bonus Pool is half the Q applied to movement, rounded up.
Combat Bonus: In flight, the character’s Combat Bonus Pool can be increased by PR.
Force Field: The Force Field is a sphere of force that helps keep out physical and energy attacks. Force fields also keep attacks from leaving the force field. Half of characters with this power can create walls as well as spheres. Ninety percent of characters with this power can create oblong spheres.
Basic Effects: (Diameter, Range, Skin Temper, Ignore Damage)
Size: The maximum diameter of the force field is the PR, meters. If a wall is created, the total of length and width cannot be greater than twice that. If an oblong sphere is created, the total of the vertical diameter and the horizontal diameter cannot be greater than twice the diameter listed.
Range: No part of the force field can be further than PR meters (Result to Sphere chart) from the character.
Skin Temper: The field has a Skin Temper of PR.
Ignore Damage: The field can ignore twice PR points damage.
Freeze Ray: This is the ability to project a freezing ray.
Basic Effects: (Ray)
Ray: Ray damage is one third the PR. The ray’s temperature is the PR applied to damage times 10, below zero Celsius. A bonus vs. ST of PR/3 (round up) is gained. This cannot bring ST below row 0.
Generate Self: The character with this power can fission into two or more bodies, each looking exactly the same. These bodies are controlled by one mind. The character can control all at the same time, see through all eyes, and react normally for each body.
Basic Effects: (Number of Bodies, Generate Mass)
Number of Bodies: The character can create up to PR bodies.
Generate Mass: Only half of characters with this power can generate extra mass when generating other selves. This means that if the character is wearing a suit, all characters end up wearing the same suit. Up to PR kilograms of possessions can be ‘copied’ to the generated selves, if the character can Generate Mass.
Characters who cannot generate outside mass can choose what possessions go where. A character with normal clothes over a costume could change into a person with normal clothes and a person with a costume, or a person with normal clothes over a costume and a nude person. It’s the character’s choice.
When recombining, average the scores for DP, VP, and EP of all selves to determine the DP, VP, and EP of the unbroken self. This power requires EP maintain the division. If the bodies cannot rejoin--they’re too far apart--then EP continues to be lost. However, any body that’s asleep only counts as ‘half’ a body for EP use (this cannot increase the number of bodies the character can become).
If one of the bodies falls unconscious, the player must save vs. willpower on d100, or all other bodies fall unconscious for 2d10 minutes. If one of the bodies dies, the player must make a save vs. willpower or the character is unable to re-absorb that body, and the abilities strength, agility, constitution, sight, and hearing, and the attribute build will be multiplied by the number of selves the character had become, divided by this number +1, ignoring fractions. If the character cannot join up with that body, a save vs. (new) constitution (Sphere Chart) on 2d10 must be made, or the character’s PR is reduced by the amount the roll was missed by.
Possession powers will only control the body possessed. Hypnosis and mind control powers, however, control the mind, thus controlling all bodies.
If one body is transported to another plane or universe, control of this body may be lost. The player should roll below to see where the bodies may be transported without losing control (roll d100):
01-40 this plane, this universe only
41-60 other astral planes, this universe
61-80 other astral planes, other universes
81-90 other astral planes, other multiverses
91-99 other astral planes, multiverses, time-lines
00 other planes, multiverses, time-lines, times
When a body is transported across planes, universes, or times without the knowledge of the character, the player is allowed a perception roll, with a bonus of newoen and agility, in order to choose where the controlling mind goes. This save is not allowed if the character is unconscious, and is not necessary if the character knows the travel is about to occur. Bodies lost due to travel become vegetables, and are treated as having died as far as re-absorbing.
Get Small: This is the ability to decrease size.
Basic Effects: (Size Change)
Size Change: Each PR halves the character’s height (for the number to divide height by, look up the PR used, +1 on the Result column, and read to the Doubles chart). This power requires EP only to change size (up and down). See Size Modifiers, under Combat Situations for special combat changes. In the new size, ranges and sight/hearing distances, may be modified. Many other figured statistics will change as well, most notably mass.
Get Tall: This allows a character to increase height. Increased height will affect combat. See Size Modifiers, under Combat Situations. Mass changes with height as well.
Basic Effects: (Height Increase)
Height Increase: Look up the PR used from the Result column to the Sphere Chart, and multiply by 10. This is the percentage increase in height. If the character uses 4 PR to increase height, this is a height increase of 40%. If the character’s height were 1.873, increase it by .1873 times 4, or .75, for 2.623. Get Tall only uses EP to change height, up or down.
Gliding: This is the ability to glide. Usually, though not always, the character will have vestigial wings.
Basic Effects: (Speed)
Speed: The character’s Move Roll is PR, in .1 meters per segment (as normal). The movement increase for each roll is halved, but the penalty to the rolls is normal. There is a bonus to the roll equal to the wind speed in kilometers per hour, if the character is going with the wind. Against the wind, this is a penalty. Crosswind, the penalty is half this. If it is raining, there is a penalty to the roll equal to the Weather Number (see Weather, under Worldly Matters).
Gravity Control: This power is the ability to cancel and reinforce gravity.
Basic Effects: (Gravity Change, Range, Radius, Flight, Gravity Barrier, Gravity Beam)
Gravity Change: Look up the PR used from the Result column to the Sphere Chart, and divide by 10, for the number of Gravities the character can create/cancel. A gravity of 1 is exactly equal to Earth’s gravity, allowing the character to cancel gravity or make it double. On the moon, a gravity of .2 can cancel gravity--the moon’s is 1/6th of Earth’s.
Reinforcing gravity multiplies weights in the area by that amount plus 1: a .1 increase brings 100 kilograms to 110 kilograms, or 60 kilograms to 66 kilograms. A 1.4 increase brings 100 kilograms to 240 kilograms. An increase of 13 brings 100 kilograms to 1400 kilograms.
Range: The character can place the Gravity Change up to PR (result to Sphere Chart) meters away.
Radius: The Gravity Change can be as wide as PR (result to Sphere Chart) meters in diameter.
Flight: The character can fly by creating gravity greater than the planetary gravity ahead of the character. Subtract the planetary gravity (1 on Earth) from the gravity the character is using to fly. Multiply that number by 10 for the character’s Move Roll, in .1 meters/segment A character will need, on Earth, to create a gravity greater than 1 (PR of 10) to fly. Maneuverability is penalized by 1.
Gravity Barrier: The character can create a gravity barrier, increasing Skin Temper by up to half PR rows.
Gravity Beam: The character can create a gravity beam, doing PR/3 (round down) points of damage.
Healing: This is the ability to heal wounds, restoring Damage Points that other characters have lost.
Basic Effects: (DP)
DP: The PR is the number of DP which can be healed, with a Performance Time of 2 minutes. Thirty percent of characters with this power can also heal Injury Points, with a Performance Time of 6 minutes. Thirty percent of those can heal Permanent Injuries. This has the added basic effect of Permanent Points (up to PR), which transforms Permanent Injuries of up to Permanent Points to normal injuries. Wounds of greater than the healer’s Permanent Points cannot be healed at all. The Performance Time for Permanent Points is 10 minutes.
Five percent of healers can also heal Death Points. They have the added basic effect of Resurrection Points (up to half PR). The healer can bring dead characters whose Death Points do not exceed the healer’s Resurrection Points, back to life. The Death Points are transformed to Permanent Injury Points (which can then be transformed from Permanent Points to Injury Points, if the healer can do that). The Performance Time for Resurrection Points is 1 hour.
Ten percent of healers can heal at a distance instead of just on touch. They have the basic effect of Range, up to PR meters.
Ten percent of healers can heal themselves.
Hear More Frequencies: This is the ability to hear other than normal sound. Roll d4 to see what is heard, and the power roll is simply the character’s Hearing. For a description of the hearing, see that entry under powers. Eighty percent of characters who can hear more frequencies can talk on these frequencies also. This power uses no EP.
3) Ultrasonic and Subsonic
4) Roll again, hearing in this manner is times (d6+1)
Hearing Power: Roll this with the dice given where the power was rolled up. Hearing power allows the character to hear things as if they were closer. Divide the real distance by the hearing power PR for the distance which a noise seems to be. This power uses no EP.
Heat Ray: This is the ability to create rays of heat.
Basic Effects: (Heat Ray)
Heat Ray: The Heat Ray does PR/2 points damage. It has a bonus vs. Skin Temper of the PR used for damage, divided by 6. It’s temperature is 30 times the square of the PR used for damage.
Hold Breath: Multiply the character’s hold breath score by the PR (Result column to Sphere Chart). This power uses no EP.
Hypnotic Power: To hypnotize, the character must catch the eye (or other visual organ) of the target. Hypnosis only works against sentient creatures of similar mind-set to the character with the power.
Basic Effects: (Save Penalty, Time Between Saves)
Save Penalty: Once caught, the target is allowed a save vs. Willpower minus twice the PR used, on d100. If the target knows hypnosis is being attempted, there is a bonus of willpower on the roll. This save is allowed again every time the hypnotizer tries to have the hypnotized person do something, at a penalty of four times the PR used, and a bonus of from 1 to willpower, depending on the magnitude of the action. Having someone attack to kill close friends will usually add full willpower.
A post-hypnotic suggestion is also possible once a target is hypnotized. Every time the post-hypnotic suggestion is carried out, the target is allowed a saving throw vs. willpower minus the PR used to implant it, plus a number depending on the magnitude of the suggestion (see above).
Time Between Saves: The target is also allowed a save after a specific time, both to become unhypnotized and to throw off any post-hypnotic suggestions. Look up the PR used for Time Between Saves on the Result Column, read to the Doubles Chart, for the number of rounds between saves (divide by 5 for the number of minutes, 300 for the number of hours, or 7200 for the number of days).
This power requires EP to hypnotize only, not to keep someone hypnotized, although the subject will not have the Save Penalty if it’s not being applied. EP is also required each time a post-hypnotic suggestion is implanted. Post-hypnotic suggestions use the same Time Between Saves as the hypnosis itself.
Ice Coat: This is the ability to attract and freeze moisture in the atmosphere.
Basic Effects: (Blast Damage, Amount, Ice Coat)
Blast: An ice blast does PR/2 points of damage. Due to the relative slowness of the blast, there is a penalty of 1 to Attack. The Short Range of the blast is the PR used for damage, divided by 5. The Range Set is the PR divided by 4. The Maximum Range is the PR used.
Amount: The character can create PR cubed, cubic meters of ice per action. Use twice PR in heavy rain, and 10 times PR if the character is under water.
Ice Coat: The character can become covered with ice, increasing ST by up to one third PR, Ignore Damage by half PR points, round up, and decreasing Defense by PR/6, round up.
Automatic Effects: (Minimum Temperature)
Temperature: The temperature of the ice is 9 minus 3 times the PR used for Damage/Creation, in degrees Celsius. The character’s Minimum Temperature is at least this (see Temperatures, under Situations).
Ignore Damage: Roll the PR with the dice given where the power was rolled up. This allows the character to ignore that many points damage. Apply this before Skin Temper adjusts the damage. As an example, a person with the ability to ignore 4 points damage, with a Skin Temper of 2 (Row 4), would take 1 point damage from 6 points (6 minus 4 is 2, and 2 divided by 2 is 1) and would take 5 points from 14 points (14 minus 4 is 10, and divided by 2 is 5).
When Ignore Damage is used, it’s treated as if the character took DP for purposes of Throwback and Pushback. The player chooses whether or not to use Ignore Damage if only VP are lost. If DP would be lost, Ignore Damage is automatic.
There is a 50% chance that this is only partial protection. If so, it will only protect a character 50 + d20 percent of the time. Every time the character is hit for damage, a save must be made vs. that number, on a d100. The character can train in blocking damage with Ignore Damage as Armor Use. Opponents can attempt to get past the ignore damage as if trying to get past armor.
This power does not use EP.
Illusion, Psychic: This is the ability to manipulate the brain’s sensory centers.
Basic Effects: (Save Penalty, Number of Targets, Range, Sense Points)
Save Penalty: Those affected are allowed a Perception roll minus the PR used, plus the amount of damage the illusion can do. If they know that it is an illusion, they gain a bonus of their willpower. There is also a penalty equal to the number of sense points used in the illusion.
Number of Targets: Look up the number of targets on the Doubles chart for the PR required for number of targets. Only subjects who are in range and known to the psychic can be affected.
Range: The maximum distance a target can be from the psychic is the PR for range, read from the Result column to the Sphere Chart.
Sense Points: The character can use up to PR Sense Points. Each sense has a number of sense points corresponding to it. Illusions can have these components: olfactory (1 point), heat/cold (1 point), optical (2 points), auditory (2 points), and touch (4 points). There is also the option of movement. This doubles the cost of any illusion, but if a target under sway of the illusion attempts to move, the target will feel the illusion of movement, but will, in actuality, be staying right in the same spot, unmoving.
These illusions can damage, even kill, if a subject believes them (see Illusionary Damage, under Combat). Only illusions with a Touch component or a heat/cold component can cause damage, and damage will be what the target believes the illusion can do.
Immortality: This power causes the character to live longer than most people.
Automatic Effects: (Longevity, Fate, Injury Resistance)
Longevity: Multiply the age at which deterioration starts and all other ages given in the aging section (except for age of maturity, normally) by the number corresponding to the PR below.
PR Aging PR Aging PR Aging PR Aging
3 2 4 5 5 10 6 15
7 25 8 40 9 60 10 100
11 150 12 220 13 320 14 480
15 750 16 1000 17 1500 18 2000
+1 X 3/2
Some immortals have Fate or Injury Resistance. Roll d100:
01-50 Neither Fate nor Injury Resistance
79-98 Injury Resistance
99-00 Fate and Injury Resistance
Fate: Immortality increases the number of Fate Points the character starts with by half the PR. The character gains .15 Fate Points per issue rather than the standard .1 Fate Point.
Injury Resistance: Add half PR, round down, to the character’s Resist Death score.
Increased Healing: Add the PR to the character’s Healing Roll Bonus Pool.
90% of characters with this power have the ability to heal DP while not resting, per minute. 70% of these characters heal Penetrating Damage at the healing rate per hour. If so, 70% of these characters also heal Injury Damage per day, and 50% of the characters who do that also heal Permanent Damage, but as if it were Injury Damage (healed at the normal rate, not per day).
25% of all characters with Increased Healing heal EP (that heals per round) while not resting at the healing rate per minute. 10% of these characters also heal EP (that heals per hour) as if sleeping--they don’t normally need to sleep.
This power does not use EP.
Increased Speed: This increases the character’s movement rate.
Basic Effects: (Increased Reaction)
Increased Reaction: When performing actions that take time, up to PR (Sphere Chart) can be used to reduce the Performance Time of the Action. In the case of Combat, up to PR can be added to the Bonus Pool.
Automatic Effects: (Move Increase)
Move Increase: Add PR to your Move Roll. For characters with this power, movement is increased/decreased in 1 meter/segment increments. If used to increase the speed of Flight, Slow, the increment becomes 10 meters/segment.
Infectiousness: The character is able to cause diseases. The player should choose whether infection occurs when the character does damage with the body, or when touching the target for prolonged periods in a way that traditionally spreads germs (kissing, for example).
Basic Effects: (Chance of Infection, Disease Type, Onset Time)
Chance of Infection: The target is allowed a save vs. Constitution minus PR, on 2d10.
Disease Type: If the person is infected, it is with a viral disease of type equal to half PR.
Onset Time: Once a target is infected, the disease will start at 0 and increase by 1 point every 60/PR minutes, until it is at the specified type. See Diseases, Viral for an explanation of what happens then.
There is a 10% chance that a character with this power infects with a chronic disease. The Onset Time for a chronic disease is 24 hours divided by the Onset Time PR. Once it hits the maximum, see Diseases, Chronic, for an explanation of what happens.
Infrared Vision: Infra-red is heat, just below the color red in the light spectrum. Infrared vision allows the character to see the outlines of living things in the dark--their heat signature. Different kinds of things will have a different heat signature. This power does not use EP.
Injury Resistance: Add the PR to the character’s Resist Death score. This power does not use EP.
Invisibility, Light: This invisibility is the power to control or change normal light in such a way as to become invisible.
Basic Effects: (Save Penalty)
Save Penalty: Persons attempting to see the invisible character are allowed a perception roll at a penalty of three times PR. Sight will not modify the roll, except for microscopic vision.
20% of characters who have light invisibility can be seen in infra-red. 10% can be seen in ultraviolet, 30% can be seen with X-Ray vision, and 60% can be seen with Radar. All can be seen with Sonar.
Half of characters with Light Invisibility only need to use EP to change back and forth. Other characters must use EP to stay invisible also.
Half of characters who use EP to stay invisible can turn other things invisible also. They have the added basic effect of Range and of Volume.
Range: The target must be PR (Result to Sphere Chart) meters away or closer.
Volume: The target must be less than or equal to PR (Result to Sphere)/2 cubic meters in volume.
Invisibility, Psychic: This is the ability to make people believe that something or someone is not there. The character can attempt to make anything within sight not there.
Basic Effects: (Save Penalty, Effect Range)
Save Penalty: Those viewing the character (or what the character is making invisible) are allowed a Perception roll at a penalty of twice PR. If the viewer knows there is something invisible in the area, there is a bonus equal to willpower on this save.
Effect Range: This power works on all sentients within PR (Result column to Sphere Chart), times 10 meters.
Jump: This is the ability to jump great distances.
Basic Effects: (Extra Dodge, Damage Increase)
Extra Dodge: The character can add PR (Sphere Chart) to Defense. However, the same amount must be subtracted from the character’s Quality with whatever Roll is being attempted.
Damage Increase: Hand Damage can be increased by PR (Square Chart) points.
Automatic Effects: (Jumping)
Jumping: Add the character’s PR to the character’s Jump Roll. Also, the character uses meters, instead of decimeters, for distance.
Laser Hearing: The character has a hearing multiplier of 10 with laser hearing. However, the laser must be aimed perfectly to be heard, and smoke, walls, trees, and other obstructions can kill signals. This power doesn’t require EP. Laser Hearing uses the character’s normal Hearing score.
Learning Bonus: Roll the bonus with the dice given where this power was rolled up. Then add the bonus to the character’s Learning. This power does not use EP.
Life Support: The character can create a life support field that surrounds the character’s body.
Basic Effects: (Vacuum, Pressure, Temperature)
Vacuum Protection: The power can provide enough atmosphere to make up for PR atmospheres.
Pressure Protection: For high pressures, the field can withstand up to PR squared atmospheres before it caves in.
Temperature Protection: For cold temperatures, the field can withstand down to PR times 200 degrees below zero. For high temperatures, it can withstand up to PR cubed, times 10 degrees before it breaks down.
Half of characters with this power also have the Basic Effect of Range, which is twice PR meters. They can provide a life support field for other characters in range. Each field uses EP separately.
Lifting: Add the character’s PR to the character’s Lift Roll and half the character’s PR to the Throw Roll.
Light Control: This is control over light--the ability to change its movement and create light.
Basic Effects: (Laser Blast, Light Area, Save Penalty)
Laser Blast: The character can create a laser that does PR/2 points damage. This damage can be done when there is an endless supply of light to turn into laser light. In darkness, the character can only create half this.
Light Area: The character can illuminate an area PR (Result to Sphere Chart) meters in diameter.
Save Penalty: The character can try to blind an opponent (+1 to Attack) or everyone in the vicinity (automatically hits). The flash blinds for PR times 5 segments (twice PR, d6 segments for an explosive flash). Reduce this time by the number of meters away each target is (Sphere Chart). The blinding flash does not cause any physical damage. Targets are allowed a Perception roll (see Perception) to see if they can avert their eyes.
The character cannot create darkness, because there will always be more light coming in. However, in special cases, if all incoming light can be controlled, darkness can be effected.
Light Illusion: This is the ability to create light and shape this created light into pictures. The light can be made into any shape with any colors.
Basic Effects: (Range, Size)
Range: Look up half the Range (in meters) on the Sphere Chart, for the PR required for range. No part of the illusion can be beyond this range.
Size: Add the height, width, and depth of the illusion (Sphere Chart), for the PR required for the size of the illusion.
Light Vision: A robot with this sight mode sees just like any normal human. If light can be transmitted, treat it as a flashlight: the robot can thus turn it on in the dark for normal sight range. The light can be in different colors. This power does not require EP.
Luck: Any die roll made against the character, and any saving throw made by the character with this power can be modified to the benefit of the lucky person. Whenever the Lucky character enters a situation where luck is important, the player should make a 2d10 roll vs. Luck (Sphere Chart). If successful, the Q modifies rolls in that situation to the benefit of the lucky character. If it’s a 2d10 roll, the Q modifies it directly. If it’s a d100 roll, modify it by Q times 2. This power does not use EP.
The character is also allowed a Lucky Escape Roll. In cases when die rolls are not normally made, but the character needs some luck (for example, when about to be captured by some attackers, being knocked unconscious, etc), the character is allowed a Lucky Escape Roll, which if made indicates that something happened to save the character from whatever was about to happen. The Editor is allowed much leeway as to exactly what saved the character, and as often as not the luck will land the character into another strange situation. There is a penalty of 3 to the Lucky Escape Roll for each previous Lucky Escape Roll that issue.
Magic Resistance: Any magic used around this character has a chance of simply not working or being reduced. Reduce the Level of Effect of any relevant spell effects by the character’s PR. Reduce the character’s PR by one for each meter beyond the character. Non-relevant spell-effects will include Range and Radius. If the Magic Resistance is still in effect at the caster’s location, it affects all the effect levels, including range and radius. If the Magic Resistance is still in effect at the center of effect, it’ll reduce all the effect levels except range.
Suppose a wizard casts the third level spell Radiation. The wizard is 10 meters from the character with Magic Resistance, PR 11. The wizard casts the Radiation with 5 levels in Range (50 meters, centered 40 meters from the Magic Resistant character), 8 levels in Radius (16 meter radius), 6 levels in amount, and 4 levels in Type. First, the Magic Resistance is still in effect at the caster: the caster is 10 meters away, and the PR is 11. So, all effects are reduced by 1 level (11 minus 10). This reduces the range to 40 meters (level 4), the radius to 14 meters (level 7), the amount to 5, and the Type to 3 (changing it from heat to light, probably infra-red).
If the wizard were 55 meters from the character, and cast it with a range of 50 meters, 5 meters from the character, all effects except range would be reduced by 6 (11 minus 5), effectively nullifying the spell. It’ll still have a radius of 4 meters, but the amount will be 0 and the type will be 0.
If the wizard were 65 meters from the character, and cast it 15 meters from the character, neither the caster nor the center of effect are within range of the character’s Magic Resistance, so only the last 2 effects (amount and type) are affected, and those only within 11 meters of the character. Directly at the character, both effects are reduced to nothing. Ten meters from the character, they’re each reduced by 1 level (11 minus 10).
This power does not use EP.
Magic Spell: Either the character has somewhere gained knowledge of a spell, or the character has the ability to use a magic spell as an innate power.
Roll d100 to see what level the spell is, and then roll to see which spell is gained, giving each spell an even chance. There is a 60% chance of having a minor spell also. Roll this until the roll is missed. All spells are cast at the level of the normal (high level) spell gained, even if this level is greater than the character’s intelligence (but if the level is greater, the character must choose option 1, below). The character has a 2 in 6 chance of adding 1 to the level, rolled until missed.
At this point the character must choose how to treat the spell(s). There are two choices:
1) treat it as a power. The character doesn’t have to worry about Concentration. The spell’s Effects are Basic Effects. The character’s PR is the character’s level plus 1d6. Performance Time is the Base Casting Time. The base EP Use row is 0 (4 for Minor Spells).
It really isn’t a magic spell, it just looks like one. There is a 35% chance that a spell which changes the universal or astral continuum does not do so as a power, and a 90% chance that a Ceremony does not require any objects/materials. Even if the Ceremony does require objects/materials, the player and Editor should work together to determine the requirements in a way that fits with the character. The training points required for training in the spell are halved for minor spells.
2) treat it as a spell. Treat the spell as if the character had learned it under the rules for Wizardry. The casting chance is not halved, even though the character probably has not yet learned magic. Any spells learned later also do not half the casting chance, and the roll to know is vs. willpower, not intelligence (see Learning Magic After Starting Play) for other spells the character attempts to learn. The character is sort of a ‘half’ wizard.
Roll Spell Level
00 Roll again, adding 14 to the level
Magnetic Powers: This is the ability to create powerful magnetic fields.
Basic Effects: (Lift/Throw, Skin Temper, Metal Blast)
Lift/Throw: The character’s Strength for Lifting/Throwing metal is twice PR.
Skin Temper: A person with this power can increase ST by PR divided by 2 rows vs. metal weapons.
Metal Damage: The character can do damage to metal equal to PR. There’s a bonus of 3 to the combat pool for this.
Automatic Effects: (Non-Magnetic Weight)
Non-Magnetic Weight: For each kg of magnetic material controlled, PR/10 kg of non-magnetic material can be carried. The character still cannot magnetically lift more than the weight given by the applied PR. Thus, a character with PR 15, lifting 20 kilograms of metal can also lift 20 * 1.5, or 30, kilograms of non-metal. This requires 7 PR points to lift (20+30=50, which is 14 on the Sphere Chart).
Map Sense: The character’s sight multiplier with Map Sense is 1/4. With Map Sense, a character sees a mental map of the area nearby. The sense will even map around objects a person can, for example, map a person hiding behind a tree, or a room the character has yet to enter. This power does not use EP.
Microwave Hearing: The character’s hearing multiplier with Microwave is 10,000. This power does not use EP.
Mind Control: This is the ability to control minds from distances.
Basic Effects: (Save Penalty, Range)
Save Penalty: The target is allowed a save vs. Perception plus willpower minus PR times 3, on a d100. If the target knows that mind control is being attempted, there is a bonus equal to willpower on this save. There is another save allowed every time the controller has them do something they would not normally do. This save is as above, at a bonus of 1 to willpower, depending on the magnitude of the action.
Range: PR required for Range is the distance in meters, on the Doubles Chart. If the distance between the controlled and the controller ever goes beyond this, control is lost.
Mind Travel: This is the ability to travel into someone else’s Personal Mind-Reality.
Basic Effects: (Save Penalty)
Save Penalty: The target is allowed a save vs. willpower, minus twice the enterer’s PR.
See Astral Travel/Mind Combat under Worldly Situations for more information on Personal Mind-Realities. This power requires EP only to enter.
Missile Fire: This power does not have a PR. The character has a built in weapon. The character can store only a certain number of missiles, and must replenish these when they run out. This power does not use EP.
Roll Missile Capacity
1 Handgun, Type d4 2d20
2-3 Needler, Type d4 2d12
1-2) poisoned, type d4+1
3-8) sleep poison, type d4+1
9-10) no poison supplied
4 Grenade Launcher 2d4
type d4, and type d3 explosive grenades
5 Dart Gun, Type d4 3d10
1-2) poisoned, type d4+1
3-9) sleep poison, type d4+1
10) no poison supplied
6 Pod Gun, Type d4 2d12
1-2) poisoned, type d4+1
3-8) sleep poison, type d4+1
9) explosive pods, type d3+1
10) initial pods not special
Modem: This device allows the robot to talk with computers and interface with electronic devices.
Basic Effects: (Connect, Range, Control)
Connect: The target is allowed a save vs. willpower (if it has any) minus three times the PR, plus any Protection Knowledge the target has (anti-connect software, anti-viral programs, etc.). If the target is non-sentient, this only requires EP to connect. If the target is sentient, the character must maintain control, and uses EP to do so.
Range: Only 60% of Robots have the basic effect of Range. They do not require a wired interface with the computer. The PR required for Range is the distance in meters, on the Sphere Chart.
Molecule Control: This is the ability to control non-living molecules, and reshape what they make up. This means reshaping molecules (separating hydrogen and oxygen in water, for example, or combining sodium and chloride into salt) as well as reshaping what the molecules make up (changing a chair to a table).
Basic Effects: (Mass, Molecular Blast)
Mass: Characters can control as much mass as could be Thrown to that range with half PR as the Throw Roll Q.
Molecular Blast: A molecular blast can be used which does PR points damage. To organic matter, this blast does half that, rounded up.
Ten percent of these characters have the ability to control living matter molecules also. The character must be able to control the entire mass of the creature or plant, and sentient creatures are allowed a saving throw vs. Willpower. The character has the added Basic Effect of Save Penalty, which reduces saves by PR. Characters who can control living matter do PR points of damage to living matter with their Molecular Blast.
Natural Weaponry: The player adds PR to the character’s strength for purposes of damage with a natural weapon. This must be a claw, tusk, hand, etc. The damage done with the character’s Natural Weapon counts as Penetrating Damage if it is a claw, tusk, or other edged/pointed body part. 10% of characters with this power have a Penetration of PR (Doubles). This power does not use EP, and cannot be trained in.
Open Locks: This is the ability to cause locks to open. A PR 7 person trying to open a skeleton key lock (type 1) at 0 range will roll 2d10 vs. 13 (7 times 2, minus 1). This will use 5 EP.
Basic Effects: (Chance of Success, Range)
Chance of Success: The player must roll vs. twice PR on 2d10, at a penalty of the lock type.
Range: The character’s range with this power is half the PR in meters.
Perception Bonus: Roll the bonus given where this power was rolled up, and add this to the character’s Perception. This power does not use EP.
Phobia: This is the ability to cause fear in people.
Basic Effects: (Targets, Range, Save Penalty, Worst Fear)
Targets: The character can cause fear in up to PR targets (Result column to Sphere Chart). The character must know about each target, and each target must be within Range.
Range: Targets must be within PR times 3 meters.
Save Penalty: Each target is allowed a save vs. willpower minus twice this character’s PR.
Worst Fear: The character can also attempt to cause the targets to feel their worst fear. This costs 5 PR. If a Worst Fear save is missed, the target’s worst fear manifests itself for the target, almost as an illusion.
If the target knows that phobia is being attempted, there is a bonus of willpower to the save.
Plant Control: This is the ability to control the movement of plants.
Basic Effects: (Plant Points, Range, Agility)
Plant Points: The character has a number of plant points equal to PR (Result column to Sphere Chart). This measures the amount of plants which can be controlled. Grass is worth 1 point per square meter. Flowers are worth 2 points per square meter, bushes are worth 1 point, and trees are worth 4 points each. Divide Plant Points by 8, ignoring fractions, for the 4 sided dice of damage that can be done with large grass. Divide the Plant Points by 4 for the number of d4 which can be done with large flowers and bushes. Divide Plant Points by 2 for the d6 which can be done with trees. Using grass gives a +5 to Combat, a flower patch or a bush gets +3, and a tree +1.
Range: The maximum range is PR, read from the Result column to the Sphere Chart, meters.
Agility: The plants have an agility of PR.
Power Beam: The power beam is a beam of force.
Basic Effects: (Mass, Force Blast)
Mass: Mass is the amount of matter which can be pushed or held with the beam. The PR required to push/hold something is half the mass of the target, on the Sphere Chart. Add 1 to the mass for each meter the target is from the character.
Force Blast: A Power Beam does half PR points damage. Power Beams cause bludgeoning damage.
Power Enhancement: These powers enhance another power’s effectiveness. The player can roll d100 to see what type of enhancement is gained:
01-75 Minor Enhancement
76-99 Major Enhancement
00 Limited Godlike Ability
If the player rolls 01 or 99, the enhancement gained works on d4+1 applicable powers.
Minor Enhancement: Choose one of these:
Area Effect: The power affects all possible targets (controlled by user) within a diameter of PR meters. The range of the effect remains normal, and becomes the range to the center of effect. Diameter uses EP as another Basic Effect.
Increased Range: Multiply the ranges (short range, range set, maximum range, range of center of effect, diameter of effect, etc) of one power by PR. This doesn’t use EP. If multiplying doesn’t do much, the character can add PR meters instead. This will use EP, as another Basic Effect.
Multiple Increased Ranges multiply the PR, rather than add (unless that’s what the player wants).
Increased Duration (3d6): Multiply the duration of one power by PR. This enhancement does not use EP. If multiplying doesn’t do much, add PR rounds to the duration. In this case, Duration does use EP, as an added Basic Effect.
Multiple Increased Durations multiply the PR, rather than add (unless that’s what the player wants).
Increased Effect (3d6): The number of things (or mass of objects) that can be affected is multiplied by PR. This does not use EP. Multiple Increased Effect multiply the PR, rather than add.
Minor Addition/Modification: Add something minor to one or more of the powers the character has. For example, a character with the Telepathic Operator power might also gain the ability to detect mutants and their powers along with psychics. A person with Molecule Control or Magnetism might gain the ability to build things with their power (for example, buildings and electric guitars). The possibilities are endless. This uses EP only as far as it is based on the other power.
Separate Power Source: The affected power(s) use EP from a source separate from the character’s normal EP. This power source will consist of 2d6 EP, plus 1d6 EP for each power affected. If it affects 1 power, the power source will have 3d6 EP; if 4 powers, 6d6 EP. This EP supply is inaccessible except to the affected powers, and the affected powers can generally not use normal EP. This supply ‘heals’ as normal EP.
Major Enhancement: Choose one of these:
Major Addition/Modification: Very similar to the Minor Enhancement of Minor Addition. Basically, assume this to be a major enhancement to the power. A character with Psychic Blast, for example, might gain the ability to ignore both Skin Temper and Ignore Damage with the attack. A character with Plant Control might gain the ability to cause the plants controlled to lift up their roots and move, at PR meters/round (increasing their bonus to hit by 2, among other things). Again, the possibilities are limited only by your imagination and your Editor’s judgment.
Permanent Effect: The player can choose one power to have a permanent effect. This power will always be on, and will not use EP. Effects with duration will last until the character says it stops (Alchemy, for example, or Charm). If used on a personal power (such as invisibility), the power is always in effect (always invisible, or at least when the character wants it). This enhancement does not use EP (nor does it have a PR).
Power Increase: Power Rolls of affected powers increase for a specific reason. This enhancement can also apply to an ability.
The reason and affected power/ability are set by the player and Editor. The reason is usually a trigger. The trigger could be damage--for every 10 points of damage taken to VP and DP, the more powerful the character’s Power Beam becomes. Or, the trigger can be an emotion--the angrier the character gets, the bigger the character gets. The trigger can be tied to the power itself--for each consecutive use of the power at full, the increase occurs. Or the trigger can be tied to another power, in the same way. Or the trigger can be completely different. A character with Generate Self might get stronger every 30 minutes apart. To keep something like this reasonable, there should be a danger to staying apart too long.
The player must make a 2d10 roll vs. the PR. The Quality of the roll can be used to reduce the EP cost for the increase or to increase any affected Power/Ability by one.
The Power Increase will be lost by 1 point every PR rounds, unless a specific trigger is also set for losing the Power Increase (such as a character with Generate Self rejoining, the character calming down, etc.).
Power Increase has a Performance Time of 1. Power Increase is often involuntary: although it will still use EP (and usually at maximum), it will only use EP when successful.
Special Transformation: The character can cause another target to momentarily be able to use a power that the character can use. The character can control the use. For example, a character with Astral Travel can force other persons to travel into the astral plane.
Basic Effects: (Range, Save Penalty)
Range: The Range of the Transformation is PR meters, and once the target leaves this range, the transformation ends.
Save Penalty: The target is must roll a saving throw (whether willing or not) vs. the target’s DP (Sphere) minus the transformer’s DP (Sphere), on 2d10.
EP use is as follows: The transformer must use EP just as if using the power being forced.
Never Misses/Never Fails: One of the character’s powers or attacks will either rarely miss, or rarely fail to work. Attack Scores with that power/attack have a bonus equal to half the character’s PR with Never Misses/Never Fails. Any saving throws of the target will be reduced by a certain amount: saving throws made on d100 are penalized by twice the PR. Saving throws made on 2d10 are penalized by half PR, round down. This power does not use EP.
Limited Godlike Ability: This is the ability to use powers to gain much more varied effects. A character with the Speed power might attempt to follow a villain across a lake by moving so fast surface tension doesn’t break, and then might appear in more than one place at a time by moving at extremely high speeds, and then might try to blow the villain away by creating high winds.
Basic Effects: (Basic Chance)
Basic Chance: The Basic Chance that the attempt will succeed is the character’s PR with Limited Godlike Ability (rolled on 2d10).
The further afield an attempt is, the more penalties to the Bonus Pool. Trying to affect non-ferrous materials with the power Magnetism will have a penalty of 20. Attempting to move between universes by ‘vibrating’ through them with the Vibratory Power will have a penalty of 4. The attempts given above for Speed all have no modifier.
-4 totally unrelated, but go together--high speed travel (flight, running) to travel between universes;
-10 totally unrelated, but not completely different--using healing to control someone’s muscles;
-20 totally unrelated use of power, completely different effect--using Shape Change to cause a block to spontaneously lift itself off the ground (ala telepathy), or using the power of Electricity to change a character’s form to that of a frog;
Examples: Moving across the lake is movement: the character uses EP as movement, and has no penalty to the Bonus Pool. Appearing in more than one place at a time requires 5 PR from the Speed PR, so will use EP for that. Creating a high wind will use EP as if the character had Air Control at the character’s PR with Speed.
This enhancement affects d100 divided by d8 percent of the character’s powers, round up. EP used is normal EP for the power, and the added Basic Effect of Basic Chance.
Psionic Blast: This is a mind attack. Damage taken from this attack is modified by the target’s Astral/Mind Combat Skin Temper, not the normal Skin Temper and Ignore Damage. Psionic Blast can only affect living things with learning and newoen greater than 0.
Basic Effects: (Damage)
Damage: Damage is equal to half the Power Roll, and counts as penetrating to the head. The attacker must attempt to hit the head in a Called Shot (see Special Combat Adjustments). There is a +2 to the Combat Roll Bonus Pool.
Psychic Blast: The psychic blast is a beam of pure destructive psychic force. It does bludgeoning damage. It has the Basic Effect of Damage, equal to half PR.
Pyrokinesis: This is the ability to start fires and increase temperatures.
Basic Effects: (Temperature Increase, Explosion, Center, Radius)
Temperature Increase: The PR required for a temperature increase is the increase desired, on the Sphere Chart.
Explosion: The character can also elect to create an explosion of heat. This does PR/5 (round up) d6 points of damage as an Explosion, and the player must make a Combat Roll as a Thrown Weapon and then as an Explosion (see Combat).
The explosion gets a bonus of PR to its Attack Score. Maximum Range is half PR. Short Range is PR divided by 10, and Range Set is half Short Range.
Center: The explosion or temperature increase can be sent up to twice PR meters away.
Radius: The temperature increase can have a radius of up to PR/4 meters.
Radar: This is the ability to see the outlines of objects. Radar (whether or not true radar waves are involved) is emitted by the character, and the returning waves (those that bounce off of objects) are seen by the character. Thus, the character can see in the dark just as well as in the light, with radar. The character’s sight multiplier with Radar is 10. This power does not use EP.
Radiation: The character can increase radiation in an area.
Basic Effects: (Intensity, Area of Effect, Beam)
Intensity: The character can create up to PR intensity radiation.
Area of Effect: The intensity affects an area PR meters in diameter.
Beam: The character can also shoot a radiation beam doing PR/3, round down, points damage. Anyone hit for DP by a radiation beam must save as if just coming into contact with radiation of intensity equal to the damage (see Radiation, under Systems).
Radio Frequencies: This is the ability to hear radio waves. The character’s hearing multiplier with Radio hearing is 100,000. This power does not use EP.
Reincarnation: This is the ability to reform or replace the character’s body when it dies. The new body is exactly the same as the old, at full hit points. This power is used before Fate Points are used and after the Impossible Escape chance is tried. For the time it takes to reform/replace the dead body, make a 2d10 roll vs. the PR. Look the negative of this up, from the Result chart to the Doubles chart, for the number of days it takes to reform/reincarnate.
This power does not affect the astral form unless that Optional Rule is used on this power (in which case, it doesn’t affect the physical body).
A character with Reincarnation doesn’t have to roll Immortal Spirit rolls--they are automatically successful (the character’s spirit will automatically wait around for the reincarnation to take effect).
Sand Control: Sand Control is the ability to control sand and earth.
Basic Effects: (Lift/Throw, Sand Damage, Earthquake, Earthquake Radius, Earthquake Range)
Lift/Throw: Use the PR as the Strength for the Lift/Throw Roll for the amount of sand the character can lift.
Sand Damage: Against rock, earth and sand, the character can do damage equal to PR. There is a bonus of 3 to the Combat Pool for this.
Earthquake: Earthquakes measure PR minus 14, (Square Chart), on the Richter scale at the center.
Earthquake Radius: The radius of the earthquake will be PR meters. The intensity decreases by 1 every PR meters beyond the center.
Earthquake Range: The maximum range to the center of effect for an earthquake is PR squared, meters.
Automatic Effects: (Non-Sand Weight)
Non-Sand Weight: For every kilogram of sand which is moved, PR divided by 10 kilograms of non-sand can be carried with it. The total mass still cannot be greater than the mass given on the table.
Screw Up Magic: This person has the ability to jinx magic and casters in the area.
Basic Effects: (Area of Effect, Spell Penalty)
Area of Effect: The radius of effect can be up to twice the PR, in meters.
Spell Penalty: Reduce the chance of spell success by 5 times the character’s PR, and subtract half this from the Magic Screw Up roll.
Sensitive: This is the ability to know what is occurring/will occur/has occurred, in relationship to a person, place, or object. These have an Ectoplasmic Modifier, depending on the strength of the events ‘stored’ in the person/place/object. The average modifier is minus 10. The lowest is minus 50, and the biggest is plus 30. The average death leaves a modifier of zero.
Basic Effects: (Sensitivity, Concentration, Control)
Sensitivity: The chance that the character can pick up the events from an object or person is the PR plus Perception plus the Ectoplasmic Modifier, each round. The character may know certain parts of the vision, like time, place, or people involved. The character will know a percentage of the facts equal to PR plus the Ectoplasmic Modifier.
Characters will sometimes see visions without trying: the chance of this occurring is the Ectoplasmic Modifier plus PR. This will still use up EP--subtract the Ectoplasmic Modifier from the die roll. This is the PR used in Sensitivity. If the character is not surprised, the character can attempt to Concentrate and Control.
Concentration: The chance of keeping the vision is PR times 5%, rolled each round until the vision is lost.
Control: In order to control part of the vision, the player must roll underneath willpower plus PR minus the Ectoplasmic Modifier.
Shape Change: This is the ability to change shape and alter color. The character must choose which Type of Shape Change to use: Animal Life, Inanimate Object, or Plant Life.
Basic Effects: (Change Points)
Change Points: The character has a total number of points which decide how different these new shapes are. The number of points is equal to PR. It only costs EP to change shape, not to retain the shape.
Height in the following charts indicates the dimension which has most changed, whether height, width, or depth. The character can change into any shape within the confines of Type and Points.
Animal Life: The character changes shape into any form of animal life. Here is a list of what the character can change, how many points it takes, and what this modifies:
Height: 1 point halves height & mass
2 points per increase equal to
Mass: 1 point per halving of mass.
3 points per doubling of mass.
Wings: 2 points for normal Move,
additional points add to Move Roll
Natural Weapon: 1 point per point of damage.
Skin Temper: 3 points per row bonus
Ignore Damage: 3 points per 1 increase
Attack Bonus: 2 points per +1
Defense Bonus: 3 points per +1
Inanimate Object: The character changes into simple objects. The inanimate objects do not have Move Rolls, Jump Rolls, or Combat Rolls. To determine height points, assume the character starts as a box, each side as long as one third the character’s height. Point costs:
Height: 1 point per halving of height:
1 point doubling of height.
Mass: 1 point per halving of mass.
1 point per doubling of mass.
Movement: 1 point per point of Move Roll/
Jump Roll: 1 point per point.
Skin Temper: 1 point per row bonus.
Ignore Damage: 1 point per 1 increase.
Lift Roll: +1 point per bonus.
Plant Life: This is the ability to become a plant. The character can do Hand damage to ground/rock, per minute. Plants do not have Move Rolls, Jump Rolls, or Combat Rolls. Changes/Point costs:
Height: 1 point per halving of height:
1 point per doubling of height.
Mass: 1 point per halving of mass.
1 point per doubling of mass.
Combat Roll: 2 points (standard Combat Roll)
Movement: 3 points per point of Move Roll
Jump Score: 1 point per point
Skin Temper: 2 points per Row bonus.
Ignore Damage: 2 points per 1 increase
Examples for Shape Change
Michael Doolittle has the power Shape Change. Here are his relevant abilities/attributes while normal:
PR=13, Height=2 meters, Mass=80 kilograms, Skin Temper=1 (Row 0)
Suppose Michael has Animal Life Shape Change, and wants to become a Pegasus. Here’s how he envisions it:
Length +1 meter: 1 point
Mass times 2: 3 points
Wings: 4 points +2 to Move Roll
+1 to Defense: 3 points
+1 to Attack: 2 points
Final Abilities/Attributes: PR=13, Length=3 meters, Weight=160 kg, ST=1
Now he wants to become an ant:
Length to .0078 meter: 8 points Mass halved 8 times
ST + 1 row: 3 points
Ignore Damage + 1 3 points
Final Abilities/Attributes: PR=13, Length=.078 meters, Weight=.313 kg, ST=4/5
Now suppose Michael has Inanimate Shape Change, and wants to become a rope, 30 by .02 meters diameter:
Height halved 6 times: 6 points mass halved six times
Mass doubled twice: 2 points
Lift Roll +3: 3 points
Skin Temper +2 rows: 2 points
He has become a 30 meter long, 5 kg, 3 cm thick rope with a Skin Temper of 4/5. His Strength is 14, so his Lift Roll is 10.
Finally, suppose Michael has Plant Life Shape change, and wants to become a small elm:
Height doubled twice: 2 points
Mass doubled four times: 4 points
Skin Temper + 2 rows: 4 points
Combat Roll: 1 point
He is an 8 meter tall elm with a Skin Temper of 4, and can attack nearby targets.
Sight Multiplier: Roll the dice given where this power was rolled up. The character can see far away things as if they were closer. Divide the true distance something is from the character by the sight multiplier for the distance it seems to be, for identification purposes, reading, or missile attacks. This power does not use EP.
Sixth Sense: This is the ability to sense attacks and danger without having to see the attack or attacker. When in battle, it will automatically work.
Basic Effects: (Combat Bonus)
Combat Bonus: Add half PR to the character’s Combat Bonus Pool.
Automatic Effects: (Perception, VP Bonus, Radius)
Perception: Add PR to the character’s Perception.
VP Bonus: Add PR to VP.
Radius: There is a penalty of 10 to the Perception roll for potential danger, every PR meters.
Characters with Sixth Sense are allowed a Perception roll when something potentially dangerous is happening nearby. If someone is in danger, there is a bonus of PR to the roll. If friends of the character are in danger, the bonus is twice PR, and if the character is in danger, the bonus is three times PR.
Skin Temper Bonus: Roll the dice given where this power was rolled up, and add this to the character’s Skin Temper Row.
There is a 25% chance that this only gives partial protection. If so, it has a Cover (see Armor) of 30 + 2d20. Every time the character is hit for damage, a save must be made vs. that number, on a d100. The character can train in blocking damage with Skin Temper as Armor Use. Opponents can attempt to get past the Skin Temper as if trying to get past armor.
This power does not use EP.
Slide Molecules: This is the ability to shift one’s own molecules in order to travel through solid matter.
Basic Effects: (Density, Skin Temper, Penetration, Extra Mass)
Density: The character may slide through any object of density equal to or less than PR (Result chart to Sphere chart) grams per cubic centimeters (g/cc).
Skin Temper: The character can increase Skin Temper by PR/3 rows (round up).
Penetration: The character can get a Penetration of PR divided by 2 (round up).
Extra Mass: The character may wear or carry up to PR times 5 extra kilograms of continuous matter when sliding.
The character cannot slide through energy, although the Skin Temper bonus will still count towards those attacks. The character can selectively slide body parts, and choose which parts of the target to slide through, thus attacking a person through armor, or attacking someone while sliding through the target’s own weapon. A character with Slide Molecules can also go right through Ignore Damage. Doing any of those (attacking through armor, sliding through a weapon while attacking, etc.) requires the use of 2 Combat Q points.
Smell (4d6): The character has an acute sense of smell, and is able to remember past smells. Add the strength of the smell to the character’s PR. Multiply by 5, and subtract the number of meters the smell is away from the character. The player must roll 2d10 less than or equal to this. Smell strengths are generally the DP of the animal being smelled, but they can be stronger or weaker. This power does not use EP.
Sonar: This is the ability to use sound as a sight, by listening for the reflections of the sound from objects. The character’s sight with Sonar is the character’s hearing score, with a ‘sight’ multiplier of 1/2. This power does not use EP.
Sound: This is the ability to create large quantities of sound. Half of these characters can create sound in the subsonic frequencies, and half can create sound in the ultrasonic frequencies. The character can use this power to imitate sounds if the character learns ventriloquism.
Basic Effects: (Damage, Range, Strength)
Damage: The Sonic Blast can either do normal (bludgeoning) damage or stun damage, character’s choice. The character can even do partially normal damage and partially stun damage. The damage done is half the PR.
Range: Range is the maximum distance that a sound source can be created at. It’s not the maximum range of the sound blast. The Range is the PR, read from the Result to the Sphere Chart.
Strength: The sound can have a strength (see hearing) of up to PR times 5.
Sound Hearing: This is normal human hearing. Hearing with sound is the character’s Hearing Score. This power does not use EP.
Special Immunity: The character can take one special immunity such as not needing food, not needing to breath air, being immune to any light (Laser) weapons, being immune to small iron, immunity to all plant-made weapons, etc. This power does not use EP.
Speed: This is the ability to move (run, think) at extremely fast speeds.
Speed: The character’s Move Roll is replaced by the Speed PR. The speed is 10 to the power of one third the Move Q (round up), meters/segment. Since 7.2 times 10 to the 7th meters/segment is the speed of light, characters moving at Q 24 and above will exceed the speed of light.
If the Move Roll is failed, assume a base (Q=0) movement of 1 meter/segment and modify for the failure as for normal movement, rather than using the above formula.
Automatic Effects: (Increased Reaction)
Increased Reaction: When performing actions that take time, up to twice PR can be used to reduce the Performance Time of the Action. In the case of Combat, up to PR can be added to the character’s Combat Q.
Sting: Stings are dart-like projectiles created from the body or a weapon. Damage is the damage done from the sting hitting a person. 25% of characters with the power Sting are able to use poison. If the character wants poison to take effect, the target must take DP, or the player must use 5 Quality Points. Roll d100 to see what kind of poison can be used:
01-48 sleep poison
49-96 true poison
97-00 choose when shooting
Basic Effects: (Damage, Poison Type)
Damage: The sting does a half PR points damage. Short Range is PR/2 meters, Range Set is PR/5 meters, and Maximum Range is PR times 3.
Poison Type: Poison Type is one third PR, on the Sphere Chart.
Strength Bonus: Roll the increase with the dice given where this power was rolled up, and add this number to the character’s present strength. This power does not use EP.
Stretch: This is the power to stretch the body long distances.
Basic Effects: (Length & Thinness, Attack Modifier)
Length & Thinness: Characters can increase to PR squared times their normal height, and at that point are decreased to normal width divided by PR squared.
Attack Modifier: The character can increase Attack or Defense by up to PR.
Automatic Effects: (Skin Temper, Injury Resistance)
Skin Temper: The character’s Skin Temper is increased by one fourth PR rows (round up).
Injury Resistance: Increase the character’s Resist Death score by PR/3, round up.
Stun: This is the ability to do stun damage. There is a 20% chance that the character must touch the target when attempting to stun. If this is the case, the stun attack can be used for all Unarmed hand attacks. Otherwise, the character stuns with a ray, with the standard Performance Time of 20 segments, as any other power.
30% of characters with this power actually have paralysis. Treat it exactly the same as stun, but when a target is paralyzed, the muscles lock up in the position they were in when paralyzed.
Basic Effects: (Damage)
Damage: The character can do two-thirds PR points of stun damage.
Subsonic Hearing: This is a frequency just lower than normal hearing. The character’s Hearing in the subsonic range is normal Hearing, although the character has the option of rolling for another Hearing score, which applies only to subsonic hearing. This power does not use EP.
Supersensitive Touch (4d6): With this power the character’s sense of touch has been amplified to an amazing degree. With supersensitive touch a character can feel shapes, size and position of objects in the range indicated. Even at a PR of 4, the character can read a book just by feeling it, assuming the character has learned how to recognize the feel of letters.
Automatic Effects: (Range, Defense and Attack)
Range: Double the character’s PR, and subtract the distance in decimeters from the character. The player must roll 2d10 less than or equal to this, to feel the target.
Defense and Attack: At medium to high Power Rolls of this ability, the character can use the power to see in the dark. Combat Pool penalties, Attack penalties, or Defense penalties will be reduced by PR/3 points. The player must choose which penalties to negate. This cannot give a Combat, Attack, or Defense bonus.
Telekinesis: This is the ability to move objects through the power of the mind.
Basic Effects: (Lift/Throw Roll, Telekinetic Punch, Telekinetic Shield)
Lift/Throw Roll: The character can lift as much as if Strength were PR.
Telekinetic Punch: The character can do half PR points bludgeoning damage in a punch. Short Range and Range Set are half the PR applied to the punch. Maximum Range is a separate effect, and requires PR equal to the distance to the target, on the Sphere Chart.
Telekinetic Shield: The Telekinetic Shield has 3 basic effects: Skin Temper, Ignore Damage, and Cover. Skin Temper is the PR. Ignore Damage is two thirds PR. Cover is PR times 20. The telekinetic shield is treated as a shield (see Armor).
Telepathic Operator: This is the ability to detect minds. The character can scan an area within range and determine how many sentient minds are within the area. The character can also see and remember brain patterns, and can use this ability to track minds within range, and recognize people from their brain patterns. The character can recognize minds with psychic power, and will be able to tell how powerful that mind is compared to other minds the character has scanned. The character will recognize those with magic aptitude, although until the character figures it out, this brain pattern may seem odd. The character will be able to recognize if the pattern is human or not, and with experience can learn to recognize specific animal patterns (treat it as a Knowledge Score).
Basic Effects: (Radius)
Radius: Look up the radius the character wants to scan (in meters) on the Sphere Chart for the PR required.
Eighty percent of Telepathic Operators can protect people from mind control, illusion, and similar psychic attacks. They have the added Basic Effects of Protection and Number of Targets.
Protection: They can give a bonus of PR times 5 to saves made on d100, and PR to saves made on d20.
Number of Targets: Protection can be given to PR people within range.
Fifty percent of Telepathic Operators can act as a focus for other minds with psychic powers. They have the added Basic Effects of Transfer Percentage and Number of Targets. See above for Number of Targets.
Transfer Percentage: The Transfer Percentage is the percentage of the PR that is focused. It is PR times 10. For example, if the Telepathic Operator is focusing the Teleportation power of a hero with Teleportation PR 12, at a transfer percentage of 60%, the Operator manifests Teleportation at a PR of 7. Transfer percentage cannot be greater than 100.
Note that use of Teleportation will also use EP--if the full PR 7 teleportation ability were used that round, 5 EP would be added to the EP the Operator is using to focus the Teleportation.
Telepathy: This is the ability to read minds. Sixty percent of telepaths have the ability to talk with the mind also.
Basic Effects: (Range, Talk, Save Penalty)
Range: At PR 1, the character must touch the target to use Telepathy. Otherwise, look up two-thirds the PR (round down) from the result to the Sphere chart, for the distance (in meters).
Talk: It takes 1 PR to talk via telepathy.
Save Penalty: If the target knows its mind is being read, and tries to stop it, it may save vs. willpower, minus twice the telepath’s PR on d100.
There are different thresholds of mind-reading. The top threshold is simply reading topmost thoughts. Each time the telepath tries to go to a deeper level, the target is allowed another saving throw. Each attempt to go deeper requires 1 action also. Here are the levels:
Reasons behind the thoughts
Memories less than 1 month old
Memories less than 1 year old
Memories less than 10 years old
Memories less than 100 years old
Teleportation: This is the ability to warp space somewhat and travel immense distances in very short periods of time. Roll d100 to see how the character teleports:
01-80 personal teleportation
81-96 portal teleportation
97-00 the character can use both methods.
Basic Effects: (Mass, Portal Diameter, Portal Range, Teleport Distance)
Mass: Characters with Personal teleportation can bring up to PR times 5 kilograms of continuous matter.
Portal Diameter: Characters with Portal teleportation can create a door one fifth PR meters in diameter.
Portal Range: Characters with Portal teleportation can create a door one half PR meters away.
Teleport Distance: The PR required for teleportation distance is the distance in meters (Doubles Chart), minus 3.
Think Fast: This is the ability to think at speeds far faster than the normal rate. Except for minor sense-based functions (such as reading, listening), the body does not respond at the higher rate. For 80% of characters with Think Fast, the Effects are Automatic. For the rest, they are Basic Effects.
Effects: (Fast Thinking, Fast Working)
Fast Thinking: The character has twice PR points to use to reduce the Performance Time of mostly thought-based actions, such as Inventing, Reading, etc. The Editor and Player must decide whether Think Fast can be applied to any particular action.
Fast Working: Because of the high rate of thinking, the character can perform most other actions at a higher Quality. The character has a bonus of PR (Doubling Chart) to most of the character’s Bonus Pools (including Combat).
Time-Line Travel: This is the ability to travel to parallel time lines. The method of travel will be (roll d100)
01-40 Personal Travel
41-80 Portal Travel
Basic Effects: (Mass, Portal Diameter, Portal Range)
Mass: Characters with Personal travel can bring up to PR times 5 kilograms of continuous matter.
Portal Diameter: Characters with Portal travel can create a door one fifth PR meters in diameter.
Portal Range: Characters with Portal travel can create a door one half PR meters away.
Automatic Effects: (Leave Chance)
Leave Chance: A character has a PR times 4 chance of being able to materialize (become non-ethereal) out of the time stream. Once a character misses a roll for a specific timeline, that timeline can’t be tried for again until PR is increased. Once the roll is made, the character can always materialize on that time-line.
The character cannot move around unless fully in the time line. Characters cannot move while ethereal.
Time Travel: Time Travel is done ethereally, like Time-Line Travel. The Editor should note that changing history adds at least 1 to the Universal Continuum. For the method of travel, roll d100:
01-40 Personal Travel
41-80 Portal Travel
Basic Effects: (Time, Mass, Portal Diameter, Portal Range)
Time: In one round of the character’s time, the character can travel PR (Result to Doubles Chart) rounds. Divide by 5 for the number of minutes. Move down 8 rows for the number of hours, 12 rows for the number of days, 15 rows for the number of weeks, and 21 rows for the number of years.
Mass: Characters with Personal travel can bring up to PR times 4 kilograms of continuous matter.
Portal Diameter: Characters with Portal travel can create a door one fifth PR meters in diameter.
Portal Range: Characters with Portal travel can create a door one half PR meters away.
Automatic Effects: (Time Chance)
Time Chance: A character has a PR times 3 chance of being able to materialize (become non-ethereal) out of the time stream. Barring strange situations, the character can always materialize out of the time stream in a spot where he or she has already existed, either because of already traveling there or because it is the character’s home time. See Time Travel, under Worldly Matters, if the character fails the roll for a certain time.
A character cannot move around unless not ethereal--fully out of the time stream. A character with Time Travel may, through the use of 5 EP per PR minutes, stay motionless in time--freeze the action of time from the character’s perspective. Otherwise, the character in the time stream who is not actively traveling through time will travel at the normal rate into the future.
Transducer: This is the ability to convert one form of energy to one other form. The energies can be just about anything. The character can never be damaged by the energy which can be converted, unless this is gained as a weakness.
Basic Effects: Efficiency
Efficiency: The percentage of efficiency is PR times 5. If a combat roll is required to use the energy, divide the points being used by 4, rounding down, for the number of d6 done by the attack. For example, Ectol has the power of transducing cosmic energies to electrical energy. She gets hit by a 40 point Cosmic Ray, taking 40 points. Her PR is 10, so she has a 50% conversion rate. She converts it to a 20 point blast. Now, if she is touching something (a wall, for example) no combat roll is required, so she does 20 points damage. If she tries to send it back at the attacker, she will do 20/4, or 5d6 damage, if she hits. Sometimes, the actual damage of energy is unknown. In that case, the Editor should set a power level equivalent to what the energy being converted should do at 100% conversion, and then multiply it by the percentage of efficiency.
Automatic Effects: Dissipation Rate
Dissipation Rate: The character may store the energy instead of using it immediately. Stored energy dissipates at the rate of 1 point damage every PR rounds.
Ultrasonic Hearing: This is a frequency just higher than normal hearing. The character’s Ultrasonic Hearing Score is the character’s Hearing. This power does not use EP.
Ultraviolet Vision: The sun gives out almost enough ultraviolet to make this sight mode similar to normal light. However, since ultraviolet light is present at night, from stars, the character will be able to see nearly as well at night as in the daytime. Subtract a maximum of 2 from the rolls to see at night (at least on the surface of the earth), and give no penalties to Combat for being unable to see, since the character is able to. This power does not use EP.
Universe Travel: This is the ability to create entrances to other universes. There is a 50% chance that the character will be able to create a portal (door way) to the other universe. There is also a 50% chance that the character can pop in and out. (simply think about it and travel to the other universe) If neither or both of these rolls are made, the character has the ability to do both.
Basic Effects: (Mass, Portal Size, Range to Portal)
Mass: A character with Personal travel can bring 10 times PR kilograms of continuous matter.
Portal Size: The portal size is PR/4 meters.
Range to Portal: Look up the distance to the portal (in decimeters) on the Square Chart for the PR required for range.
Roll 4d8 for the number of universes:
4 or 32 all universes are accessible
5-6 or 30-31 5 universes are accessible
7-8 or 28-29 4 universes
9-11 or 25-27 3 universes
12-14 or 22-24 2 universes
15 to 21 1 universe
Use your imagination, and see the descriptions of universes already catalogued, when making up your universes.
There are two types of universes that the character may be able to travel to. Roll a d100 once to see where the universes that the character can travel to are.
01-95 Universes in this multiverse
96-00 Universes in another multiverse
If the character travels to a universe in this multiverse, moves around, and travels back to this universe, the character will arrive in a different place. For example, if the space differential is 2 meters there to 1 meter here, and the character moved 12 meters in that universe, the character will come back 24 meters away from the starting position. If the character travels to a universe in another multiverse, then travel can only be to a spot the character has already traveled from or appeared at. That includes coming back to this universe. The first time the character travels to the universe, determine a random spot for the destination point (it will be near some mass with low energy, i.e., a planet, if it is that kind of universe). From that point on the character can only appear at a spot already appeared at or traveled from.
Universes have time and space differentials (see the Hero’s Guide). Our universe’s Time Differential is 45. Our universe’s Space Differential is 60. For the character’s universes (roll for each universe), roll d100 each for the space and time differentials.
If a 100 is rolled, there is a 10% chance of rolling d100 again and adding. If a 1 is rolled, there is a 10% chance of rolling d100 and subtracting. If the universe is in another multiverse, the chance of further rolling after rolling a 1 or 100 is 50%. If the resulting Differential is less than 1, make it positive, add 1, and divide into 1 for the true differential number.
Example: A player rolls 30 for the time differential, and 90 for the space differential. So, if the character goes to that universe, stays 6 minutes and moves 15 feet, then comes back to this universe, the character has been gone 9 minutes here, and has moved 10 feet.
Vacuum: The character can create a vacuum in a specific area.
Basic Effects: (Atmospheres, Range, Radius)
Atmospheres: The character can reduce atmospheric pressure by a number of earth atmospheres equal to PR (read from the Result chart to the Sphere Chart). Atmospheric pressure can never be less than zero. See Situations, Pressure and the Hold Breath Action Roll for the damage done by lack of atmosphere and oxygen.
Range: The center of the vacuum can be sent up to PR (Result to Sphere Chart) meters away.
Radius: The radius of the vacuum sphere can be up to half PR (Result to Sphere Chart) meters in diameter.
Automatic Effects: (Short Range, Range Set)
Short Range: The short range for the vacuum sphere is the character’s maximum PR divided by 4.
Range Set: The range set for the vacuum sphere is the character’s maximum PR divided by 5.
Vertical Crawl: The character is able to walk on walls and ceilings. The Move Roll is vs. PR plus Height (Square Chart). There is a penalty to the Bonus Pool for every 15 degrees away from straight up the angle is. A straight wall will subtract 0, a flat ceiling will subtract 6 (90 degrees off), and a flat floor will add 6. Also, subtract or add to the Bonus Pool depending on the surface material:
Wood: +5 Rock: +4 Brick: +3 Metal: -2 Glass: -3
Vertigo: This is the ability to warp the target’s sense of direction and control. Each target gets a save vs. willpower, on d100. If the target knows what is happening and actively fights it, a bonus of willpower can be gained.
Targets affected by this power are almost helpless. They are unable to tell direction, cannot attack, and cannot defend. Treat them as stunned/unconscious. Targets may make another save at the beginning of each round, but with only half willpower, and no willpower bonus.
Basic Effects: (Range, Radius, Save Penalty)
Range: The character has a range equivalent to twice the PR in meters. Short Range and Range Set are PR/5 meters each.
Radius: The radius of effect is PR meters.
Save Penalty: The character can give the targets a save penalty of PR.
Vibratory Power: This is the ability to create vibrations at high rates and high amplitude. The main ability of this character is to induce rapidly increasing vibrations in objects.
Basic Effects (Vibrational Attack)
Vibrational Attack: Damage is the one third the character’s PR. For every consecutive attack (it must be maintained) the character hits something or someone with this attack, a bonus of 1 vs. Skin Temper is gained. This bonus can reduce the Skin Temper of something (or someone!) below zero. If the character ever misses the target, the Skin Temper bonus is completely negated, and the character must start over reducing the Skin Temper of the target.
Automatic Effects: (Maximum ST Bonus)
Maximum ST Bonus: The Maximum Bonus is the character’s PR (halved if the attack is being used at range instead of touch).
Water Control: This is the ability to control water molecules and the cohesive properties of water.
Basic Effects (Mass, Water Damage)
Mass: Replace Strength in the Lift/Throw Roll with PR.
Water Damage: The character can cause half PR damage to a target by controlling the water in the target. This requires 4 Quality points.
Automatic Effects (Non-water Mass)
Non-Water Mass: The character can lift up to PR/50 kilograms of non-water mass for every kilogram of water, although the total mass lifted can still not be greater than that given by the Lift/Throw Roll.
Weather Control: This is the ability to control the weather, or subsets of it.
Basic Effects: (Range, Radius)
Range: PR required for Range is the distance, in kilometers, on the Sphere chart.
Radius: PR required for the radius of effect is the radius, in hundred meters, on the Sphere chart.
Automatic Effects: (Detect Weather)
Detect Weather: The character with Weather Control can tell what kind of weather is going on elsewhere if a Perception roll is made, adding the character’s Weather Control PR, and subtracting the distance in kilometers to the area in question (Sphere Chart). The roll can be made as often as desired. It has a Performance Time of 50, but may be combined with most other physical actions.
The player must also see what aspects of weather control can be controlled. Roll d100 on each of the following chances, and if the player rolls less than or equal to the chance, that aspect can be controlled. If no powers are gained on the first try, choose d3+2 of them. The player can choose to roll a separate PR for each aspect.
75% Change Temperature
60% Create Precipitation
65% Create Wind
55% Call Weather
50% Call Lightning
Basic Effects: (Maximum Degrees, Degrees per Round)
Maximum Degrees: The maximum degrees Celsius which the temperature can be shifted by is PR times 5.
Degrees per Round: The character can increase temperature by PR degrees per round.
Basic Effects: (Weather Levels Moved, Levels Per Round)
Weather Levels Moved: See Weather for details. The character can move the weather from its present state up or down by PR, maximum.
Levels Per Round: The character can move up or down the chart by PR levels per minute.
Basic Effects: (Wind Speed Shift, Per Round Increase)
Wind Speed Shift: The maximum kilometers per hour which the wind can be shifted by is equal to the character’s PR times 10.
Per Round Increase: The character can increase speed by half PR kmph per round.
Basic Effects: (Speed)
Speed: Weather formations in the control area can be brought to wherever the character wants them at a rate of one tenth PR kilometers per round.
Call Lightning: This is the power to call a lightning bolt from the sky.
Basic Effects: (Damage)
Damage: It does PR points of damage. During a thunderstorm, add 3. To non-grounded targets, half the damage. The Performance Time is 40.
Web: This is the ability to create a web.
Basic Effects: (Size)
Size: Add the length of the web to its width (which is 0 for a single line), add look this up on the Square Chart for the PR required.
Automatic Effects: (Chance to Stick, Ranges, Weight)
Chance To Stick: The chance for the webbing to stick is PR times 10. Slick materials will reduce this chance--Glass reduces it by 20, metal by 10.
Ranges: Short Range is PR/5 meters, and Range Set is PR/4 meters.
Weight: The webbing has a ‘strength’ of PR. Assume its mass is the character’s mass, to determine the Lift Roll. Add the smallest of width or length to the bonus pool.
Willpower: The player can add twice the PR to the character’s EP. In addition to this, the character can make an Extra Effort using the Willpower PR as well as abilities. The Willpower PR heals per minute when resting, and per hour when normally active. This power does not use EP.
Wings: Wings allow the character to fly. The character cannot train in the Wings PR. The character can train in ‘running,’ but apply it to Wings instead.
Basic Effects: (Height, Movement, Combat Pool Bonus)
Height: The character can fly at a height of up to PR kilometers
Movement: The character has a Move Roll Q of twice the PR points, plus height (on the Square Chart).
Combat Pool Bonus: The character’s Combat Pool can be increased by 1 per 3 PR used for this, if the character is in an open area and flying while attacking.
Automatic Effects: (Wingspan)
Wingspan: The wings will have a span of one tenth the PR times the character’s height, meters.
Withering: This is the ability to age a target creature. The target is allowed a save vs. DP on 2d10.
There is a 9% chance that a character rolling up this power actually gets the opposite, which decreases the age by the power roll.
Fifty percent of all characters with Withering can affect objects.
When living things are aged beyond their age of deterioration, or younger than birth, they lose DP: Each attack, make a 2d10 roll vs. Constitution, minus the number of years beyond deterioration (months, if aged below birth), on the Sphere Chart. If unsuccessful, the negative Quality is taken as Penetrating Damage. This damage is affected by Skin Temper and Ignore Damage, and heals normally. It does not come back automatically as the aging wears off.
This power cannot affect the character using it.
Basic Effects: (Aging, Save Penalty)
Aging: The character causes the target to age half PR years on a successful attack. Forty percent of characters with this power can use it at range, doing half damage. For any withering to take effect, the target must take DP from the attack, or the attacker must use 4 Quality points. Skin Temper and Ignore Damage do not affect this attack.
Save Penalty: The Witherer can apply a penalty of up to PR on the saving throw.
Automatic Effects: (Duration)
Duration: The years come back at the rate of one every PR minutes, if the target is still alive.
Withstand Temperature Extremes:If the character can withstand both low and high temperature extremes, roll a separate PR for both. Multiply the character’s constitution by the PR for determining temperature damage for low temperatures, and by PR squared for temperature damage from high temperatures.
Divide the amount low or high temperatures are beyond the character’s minimum and maximum by PR, before looking it up on the Square chart. (See Temperatures under Situations)
Roll d100 for the type of extremes:
01-25 withstand low temperature extremes
26-50 withstand high temperature extremes
51-75 both low and high extremes
76-00 both, with a separate PR for each.
This power does not use EP.
X-Ray Vision: This is the ability to see through objects. This power does not use EP.