“All Rules are optional. But some rules are more optional than others.”
- Item-Based Option
- There is a 1% chance that all the character’s powers derive from a device. If not, there is a 1% chance, rolled for each power, that it is derived from a device. To determine the device, use the Magic Item Table under Lists and Tables or choose a likely device that is consistent with the character’s powers. In the unlikely event that no instructions have been found for this item, Percent Control is divided by 3. Only 8% of items allow the user to…
- Optional Transformation
- There is a 1% chance that the character has two forms: a superhero form (in which all powers may be used), and a normal form (in which no powers can be used). It costs no EP to change back and forth. Upon going unconscious, the character automatically reverts to the normal form. The change can take place on any of the character’s Actions (and can be done simultaneously with any other action). Many characters with animalistic powers have a form…
- Alien Option
- Each character has a 1% chance of being an alien. If a character is an alien, an Age Multiplier must be rolled up, because most aliens age differently than normal Earth humans. Roll 2d4, add 5, then divide this by 10. The player has a 50% chance, rolled until missed, of rolling the 2d4 again, adding 5, dividing by 10, and multiplying the previous number by that. Now, whenever the Editor must roll something that has to do with age (for example,…
- Optional Talent/Reverse Talent Rules
- Characters may be better at some areas of knowledge than they are in others, and even highly intelligent characters can find some areas of knowledge hard to study. Each character has a 26% plus newoen chance of having a talent. Roll this chance until missed. Once that is rolled, the character has a 35 plus half learning minus 5 times the number of reverse talents already gained, percent chance of having a reverse talent. This is also rolled until missed.
- Electronic/Animal Control Option
- A character with psychic powers (probably not magic spells, unless the wizard is a robot) whose powers manipulate the mind may choose to instead have these powers be effective against electronics, and intelligent robots who are normally Psychically Immune. Such powers will not work on robots who aren’t Psychically Immune (see Psychic Immunity, under Creating a Character). For example, a player who decided to say that his characters Illusion…
- Astral Effect Option
- Characters with the ability to travel in the astral planes may have powers that work in the astral planes, towards astral beings, rather than in the physical planes, towards physical beings. See Astral Plane Travel. Likewise, most skills apply only physically— Evasion applies in physical combat, but not in mental combat. Players can decide that such skills are Mentally oriented rather than Physically.
- Immortality Option
- Mature characters with the power Immortality have a 20% chance of being older than their rolled age. For actual age, subtract the character’s age of maturity from the rolled age, multiply by the immortality multiplier (from the power, Immortality), and multiply by d%. Add this to the character’s rolled age. If you do not know the age the character matured, roll d4, add to 15, and add d12-1 months.
- Magical Styles
- A character wishing to be a wizard can, instead of studying all magical spells with equal aptitude, choose to study magical styles, specializing in specific areas of magic. These styles can extend up to four levels—class, area, type, and kind.
- Magical Symbols
- If a spell does not require a magical symbol, then such a symbol can (depending on the magic’s tradition) increase the chance of successfully casting a spell. Spells must be cast to a point within the symbol. The symbol must be drawn perfectly, or the bonus is not gained— instead, an equal penalty is gained. If the target/effect is moved from the symbol, the spell is immediately canceled. If the symbol is broken or ruined while the spell is in…