Player Capabilities


Knowledge is measured on a ‘scale’ of 0 to 100, although Knowledge Scores can be more than 100. Knowledge Scores of 20 or above indicate competency (job-level ability). Scores of 50 or above indicate Doctorate-level ability, and scores of 70 or above are for those considered the top of their field. When you create new knowledges, design them around that.

Knowledges are things that people know. Stop and think for a moment, and out pops a fact, or a connection between two facts. Knowledge requires that you study to get better. On the job training helps, but it’s not quite enough.


Powers are measured on a ‘scale’ of 3 to 18 (3d6), although Power Rolls can be less than 3 or more than 18. When you create a new power, you’ll have to decide what the ‘average’ person with the power can do, at the beginning of their career. If you don’t have many examples to go on (only one comic book character has the power, for example), decide whether you want that example to be weak, average, or powerful, and design the power’s scale around that decision.

Powers should be limited to things that require a definite change in genetics or anatomy to accomplish. If a power could also be a skill, then it shouldn’t be a power. Can people learn this ability, or do they have to undergo some strange sci-psi-magical accident to gain it?


Skills are measured on a ‘scale’ of 3 to 18, although Skill Levels can be less than 3 or more than 18. Normal people aren’t likely to have a skill level of more than seven in a skill unless they’re especially dedicated. Competency is gained at skill level 2, and anyone with a level of 5 should be fairly good. When you create new skills, design them around those levels.

Skills are usually things that directly affect specific panels in a comic book. They are physical or mental actions. Skills require that you train to get better. Studying helps, but it’s not enough.


When you create spells, measure them against other spells to determine the appropriate level. Spell level is tied more to the spell’s complexity than to the apparent power. A spell that causes a small wind by telekinetically moving air will be very low level. A spell that causes a small wind by opening numerous tiny holes to another dimension will be very high level (and will probably cause problems with the Space/Time Continuum).

Spells that transfer mass or energy between times, time-lines, or universes are likely to create vortices or warps in the Space/Time Continuum. Spells that transfer mass, energy, or spirits between the astral planes are likely to do the same to the Astral Continuum.