​Optional Rules: Item-Based Option

  1. ​Optional Rules
  2. Optional Transformation

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 Push their abilities. Each point will take d100 minutes to return. Note that strength, constitution, and agility increases derived from an item do not increase mass.

The player rolls d100 to determine how the item is powered.

01-65 4d6+8 EP. The item must be recharged from a power source when it runs out of EP, and requires d100 minutes to recharge from the power source. The player and Editor must decide what the item ‘plugs into.’
66-00 3d6+9 EP. The item recharges automatically at d8+2 EP per hour. The player and Editor must decide what energy source the item uses.

An item uses Endurance Points just as if it were a person. If the power in the item does not use Endurance Points, there is a 60% chance that the item will work forever. Otherwise, it has 2d20 uses (or hours, if it is a power whose effects last over a duration) before it must be refilled (or recharged).

For example, suppose the player decides that the character’s Sixth Sense power is in a ring. Sixth Sense doesn’t use Endurance Points. So, d100 must be rolled, and if the roll is 60 or less, the ring will last forever. Otherwise, the ring will work for 2d20 hours before it must be recharged. If there is more than one power in an item, roll for Endurance Points or uses as many times as there are powers in the item (whether the power uses Endurance Points or not). For example, suppose a character has Electricity, Magnetism, and Power Beam in a staff. Rolling on the power table above gives a 42. Then 4d6+8 is rolled three times, for a total of 12d6+32 Endurance Points stored in the staff. Do the same for the amount of time it takes to recharge. For the amount of Endurance Points recharged per hour, roll that many times, but do not add the results together. Simply take the best of the rolls. The example staff will take d100 minutes to recharge. The player and Editor decide that the staff must be placed within a powerful magnetic field for 24 minutes to be recharged.

  1. ​Optional Rules
  2. Optional Transformation