TEXT: FASERIP
  FASERIP
  RetRo SupeRheRo
  Role-playing!
  
  2
  ContentS
  intRoduCtion ...............4
  the BaSiC SyStem .........5
  Ranks And Values .......................................5
  Characters and Ability Ranks .....................5
  Rank Shifts .................................................6
  Feats ............................................................6
  ChaRaCteR CReation .....8
  Character Basics ..........................................8
  Campaign Rank ..........................................8
  Ability Ranks ..............................................8
  Determining Ability Ranks ........................9
  Powers .......................................................10
  Power Sources ...........................................10
  Flexibilities and Limitations ......................12
  Determining Powers .................................12
  Random Power Tables...............................13
  Limits ....................................................... 16
  Origin Story ..............................................18
  Benefits .....................................................20
  Specialities ................................................20
  Health .......................................................24
  Karma .......................................................25
  Wealth .......................................................25
  Contacts ....................................................26
  Fame .........................................................26
  Finishing Touches .....................................26
  ComBat ....................27
  Combat Basics........................................... 27
  Rounds And Actions ................................. 27
  Areas And Movement................................28
  Attacking An Opponent ...........................29
  Unusual Attacks ........................................ 31
  Other Combat Actions ..............................32
  Weapons ....................................................34
  Attack Modifiers ....................................... 35
  Damage ....................................................36
  Special Effects ........................................... 37
  Unconsciousness And Dying .....................38
  the enviRonment ....... 39
  Environmental Interaction ........................39
  Weight and Material Strength ...................39
  Damaging Objects .................................... 41
  Speed ........................................................ 41
  Falling .......................................................43
  Drowning .................................................43
  KaRma ..................... 44
  What is Karma? .........................................44
  Gaining and Losing Karma.......................44
   Pushing Your Limits ................................46
  Ensuring Success .......................................46
  Surviving Lethal Injuries .......................... 47
  Power Stunts ............................................. 47
  Karma Pools..............................................48
  Villains & Karma ......................................48
  getting BetteR ......... 49
  Healing .....................................................49
  Character Improvement ............................49
  Building Devices .......................................50
  Gaining Specialities ..................................52
  Gaining Contacts ......................................52
  allieS, enemieS & 
  equipment ................ 53
  Supporting Cast ........................................53
  Bystanders .................................................53
  Combatants ..............................................54
  Animals .................................................... 55
  Equipment ................................................ 57
  SettingS .................. 59
  C.A.P.E.S. .................................................59
  History......................................................59
  Rules Modifications .................................. 61
  How to Run C.A.P.E.S. ............................62
  Wild Magic ...............................................62
  History......................................................62
  Rules Modifications ..................................64
  How to Run Wild Magic .......................... 65
  Age of Rebirth ..........................................66
  History......................................................66
  Rules Modifications ..................................66
  How to Run Age of Rebirth ......................69
  Remnants ..................................................69
  History......................................................69
  Rules Modifications ..................................72
  How to Run Remnants .............................72
  poweR deSCRiptionS ....74
  General Power Notes .................................74
  Alternate Powers .......................................75
  Ability Boost .............................................75
  Absorption ................................................76
  Adaptation ................................................76
  Affliction ................................................... 77
  Alter Ego ...................................................78
  Alteration Ray ...........................................78
  Alternate Form ..........................................78
  Aquatic......................................................80
  Astral Projection .......................................80
  Aura ..........................................................80
  Binding ..................................................... 81
  Blast .......................................................... 81
  Burrowing ................................................. 81
  Continuum Control .................................. 81
  Corrosion ..................................................84
  Danger Sense ............................................84
  Dazzle .......................................................84
  Density .....................................................85
  Detection ..................................................85
  Dimension Control ...................................85
  Dimensional Travel ...................................86
  Dream Control .........................................86
  
  3
  Duplication ............................................... 87
  Element Control .......................................88
  Emotion Control ...................................... 91
  Energy Control ......................................... 91
  Energy Drain ............................................96
  Environmental Awareness .........................96
  ESP ........................................................... 97
  Evolution .................................................. 97
  Extra Body Parts .......................................98
  Fast Attack ................................................98
  Flight ........................................................99
  Force Field ................................................99
  Gestalt.......................................................99
  Growth ...................................................100
  Healing ...................................................100
  Illusion/Images ........................................101
  Immortality ............................................102
  Interface ..................................................102
  Invisibility ............................................... 103
  Leaping ................................................... 103
  Life Support ............................................ 103
  Machine Control ....................................104
  Matter Control .......................................104
  Mental Blast ............................................ 105
  Mimicry ..................................................106
  Mind Control .........................................108
  Mind Shield ............................................ 109
  Phasing ................................................... 109
  Postcognition ...........................................111
  Power Control ..........................................111
  Precognition ............................................ 113
  Reflection ................................................ 114
  Regeneration ........................................... 114
  Resistance ............................................... 114
  Servant .....................................................115
  Shrinking ................................................ 116
  Spinning ................................................. 116
  Spirit Control ...........................................117
  Stretching ................................................117
  Strike ...................................................... 118
  Stunning ................................................. 118
  Super Senses ............................................ 118
  Super Speed ............................................120
  Swinging .................................................120
  Telepathy .................................................120
  Teleportation ........................................... 121
  Transformation .......................................122
  Wall Crawling .........................................123
  Wizardry .................................................123
  index ..................... 124
  liCenSe ...................127
  Designation of Open Content ................. 127
  Open Game License Version 1.0A ........... 127
  RefeRenCe taBleS .... 130
  ◊ Cover Art: Copyright Vector Freebie, used under their Terms of Use.
  ◊ Interior art: Copyright Storn Cook, used under the Creative Commons Attribution 
  Non-Commercial Share Alike 2.5 License.
  ◊ Text: Copyright Blacky the Blackball; except for “C.A.P.E.S.” and “Age of Rebirth” set-
  ting descriptions which are Copyright Tanner Yea.
  All text in this work, including the name “FASERIP”, is hereby designated as Open Content. 
  All art remains the property of its creators.
  
  4
  intRoduCtion
  Welcome to the FASERIP RPG. This is a table-top role-playing game of super heroes and super 
  villains. I’m assuming that if you’re reading this then you’re already familiar both with the super 
  hero genre and with table-top role-playing games, so neither will get a long introduction here.
  why faSeRip?
  This game is an example of what is known in the RPG hobby as a retroclone. Rather than being 
  an attempt to create a new experience for its players, it instead attempts to emulate the experience 
  of playing an older (and long out of print) game. In this case, a game from the ‘80s. Unfortunate-
  ly, much as I would like to give credit to the original game that this game emulates, the license 
  under which I am releasing this emulation prevents me from mentioning its trademarked name.
  Retroclones work by replicating the game mechanics of an older game (which are not subject to 
  copyright law) without replicating the artistic presentation and trade dress of the game (both 
  of which are subject to copyright law). Since the experience of playing a role-playing game 
  is mostly a product of its mechanics rather than the way those mechanics are presented, this 
  allows the retroclone to provide players with the experience that an old and hard to acquire 
  game would give them without the players having to seek out old and worn second hand 
  copies (or even illegally scanned electronic files) in order to acquire the rules of that game.
  The rules of this game are not an exact replica of the rules of the game that it is emulating. While 
  the majority of them are the same there are some differences. The main differences are that 
  this game uses a different list of super powers and that it has a different method of generating 
  characters. However, in play, the game retains the feel of the original game that it is emulating.
  So why call it FASERIP then? The term FASERIP has special meaning to people who played 
  the original game that is being emulated by this one while not being officially connected with 
  that game in any way. I therefore chose to use it as the name for this game in order to make 
  it immediately recognisable by those in the know. If you don’t recognise the name then don’t 
  worry; you can enjoy this game on its own merits with no knowledge of the original game at all.
  So whether you’re already a fan of the original game or a new convert who hasn’t encountered it 
  before, welcome to FASERIP; and I hope you have as much fun playing it as I have had writing it!
  license – This game is released 
  under the Open Game License 
  v1.0a. This allows FASERIP to 
  re-use content published in earlier 
  games under this license, and 
  allows other people to re-use 
  the content of this game under 
  certain conditions providing 
  they also release their work 
  under the same license. See the 
  full license text in the back of 
  this book for more details.
  FASERIP – An acronym based 
  on the initial letter of each of the 
  seven abilities that game char-
  acters have in both the original 
  game and this one: Fighting, 
  Agility, Strength, Endurance, 
  Reason, Intuition, Psyche.
  
  5
  the BaSiC SyStem
  RanKS and valueS
  Most things in FASERIP are measured using a scale of named ranks which have roughly geo-
  metrically increasing values. These ranks and their corresponding values are shown in the table 
  on this page, and they are also printed on the reference table on the back cover of the book. 
  When one of these ranks is used, it is normally referred to by its full name, but occasionally it 
  may be referred to in an abbreviated form and followed by its value in brackets; for example 
  something with a rank of world class may sometimes be referred to as Wc[30]. Although the 
  rank system gives an absolute number for each rank, real life is not that ordered. In reality, 
  things don’t always fit into neat slots of identical value. Therefore when the rank system is used 
  to represent actual measurements such as speeds, weights, material strengths, and so forth it 
  does so in a relatively abstract way; with a couple of examples being given for each rank rather 
  than the values for each of those ranks being converted directly into exact speeds, weights, etc.
  Rank Values
  Rank Name
  Abbreviation and Value
  Zero
  Zr[0]
  Terrible
  Te[2]
  Bad
  Bd[4]
  Average
  Av[6]
  Decent
  Dc[10]
  Great
  Gt[20]
  World Class
  Wc[30]
  Fantastic
  Fa[40]
  Astounding
  As[50]
  Wondrous
  Wo[75]
  Phenomenal
  Ph[100]
  Single-Shift
  Ss[150]
  Double-Shift
  Ds[200]
  Triple-Shift
  Ts[500]
  Planetary
  Pl[1000]
  Stellar
  St[3000]
  Cosmic
  Co[5000]
  Infinite
  In[∞]
  The scale of ranks is split into four sections. Firstly there are the basic ranks (terrible to world 
  class). These ranks are generally on a human scale. Most normal people will have abilities that 
  are average, and only the occasional Olympic athlete or genius would have an ability as high as 
  world class. After these are a set of ranks that are distinctly beyond normal human capabilities. 
  These are the superhuman ranks (fantastic to phenomenal). Most super heroes operate within 
  this set of ranks when performing the activities they are best at, although they may well have 
  normal human ranks in areas outside their specialities. Beyond the superhuman ranks are a 
  set of shift ranks (single shift to triple shift). It is rare for something to be directly measured 
  at one of these ranks, although it is not uncommon for superhuman ranks to be shifted into 
  this range. At the top end of the scale, there are also three cosmic ranks (planetary, stellar 
  and cosmic). These cosmic ranks are there for things that have truly stupendous amounts of 
  power, and are usually well outside the range of even the strongest of superheroes. However, 
  they may sometimes be used to represent an “invulnerable” material or for comparing the rela-
  tive ability of gods or other cosmic entities. Finally, at the two extremes of the scale are zero 
  representing a total absence of an ability and infinite representing an ability of unlimited power.
  ChaRaCteRS and aBility RanKS
  Usually, each player will control a single character in the game, telling the GM how that character 
  is acting and what that character is intending to do (the player says what their character is intend-
  ing to do rather than narrating what they have actually done since the character’s action might 
  GM – Gamemaster, the 
  referee of the game.
  examples – Examples of speeds, 
  weights, material strengths and so 
  forth corresponding to each rank 
  can be found in tables in relevant 
  sections of the rules. Those tables 
  are also collected at the end of 
  the book in a handy appendix.
  shifted – Some things in the 
  game can shift the effective 
  rank of something up or down 
  the scale. This is explained 
  in the next few pages.
  
  6
  not work out as intended). These characters are the main protagonists of the story that is being cre-
  ated, and are called PCs. The GM controls the other characters that the PCs interact with; ranging 
  from minor bit-parts that the PCs meet once to recurring villains, allies and contacts. These char-
  acters are collectively referred to as NPCs. Generally both PCs and NPCs, even NPCs who are an-
  imals, robots, or some other strange type of being, work using the same rules and game mechanics.
  The capabilities of characters are generally measured by two sets of values, both of which are meas-
  ured on the rank scale. The first set of values is a set of ability ranks. All characters have these, 
  whether mundane or super powered. Each of a character’s abilities is measured with a particular 
  rank on the scale. The second set of values is a set of power ranks. Characters only have these if 
  they have super powers, and again each of these is measured with a particular rank on the scale.
  RanK ShiftS
  Often, a rank will be modified by something. This may be the action of a super power, or it may 
  be something more mundane such as favourable or unfavourable conditions. When a rank is 
  modified, this is known as a rank shift. Rank shifts can be positive (which increase the rank) or 
  negative (which decrease the rank), and it is possible for more than one shift to be applied to a rank 
  at once. Rank shifts are usually denoted in this book by their direction and number, for example 
  “+1 RS” means an increase of one rank, whereas “-2 RS” means a decrease of two ranks. Rank shifts 
  are usually cumulative, and all rank shifts that apply in a particular situation should be added 
  together and combined into a single total rank shift before being applied to the rank in question.
  There are four important limitations to always bear in mind when applying rank shifts:
  ◊ Always apply shifts to the rank itself, not the value; for example if something would nor-
  mally have a rank of As[50] and has -3 RS, the resulting rank is Gt[20], not As[47].
  ◊ No rank can ever be shifted below zero.
  ◊ Ranks of triple shift or lower can’t be shifted above triple shift.
  ◊ Ranks of planetary or higher can’t be shifted at all.
  Example: Monkey Nut, the sinister simian sorcerer, normally has a fantastic strength, and will 
  therefore do 40 damage in unarmed combat each time he hits his opponent. However, when he 
  eats a banana he gets a +1 RS to his strength rank, giving him astounding strength. Therefore, 
  after eating a banana he will do 50 damage in unarmed combat each time he hits his opponent.
  featS
  Ranks are not just used for their numeric values. They are also used to determine whether or not a 
  character is successful in a particular activity. For example, breaking down a wall will require a feat 
  of strength and working out the complex mathematical formula needed to crack the password of 
  a computer system in order to cancel a nuclear launch might require a feat of reason. There are 
  two types of feat used in the game, and both types require a roll of the dice in order to determine 
  whether or not the feat has been successful and in some cases also how successful the feat has been.
  The first type of feat is a simple feat. This is the most common type of feat and is used in most 
  situations where the odds of success are based solely or primarily on the rank of the ability or 
  power being used to attempt the feat. To determine the success of a simple feat, roll the dice and 
  look on the universal chart on the back cover of this book. The table shows the scale of ranks 
  across the top from left to right and results of the dice roll down the left hand side. To find the 
  level of success, look down the column for the rank being used for the feat until you find the row 
  for the dice result. The colour of the entry in that row and column indicates the level of success.
  ◊ Fail: If the entry is White then the feat has failed.
  ◊ Bronze: If the entry is Bronze then the feat has succeeded, but only just. It will have the 
  minimum effect that a success on the feat could have.
  ◊ Silver: If the entry is Silver then the feat has succeeded with room to spare. Often this 
  will have no additional effect over and above the effect that a Bronze success would have 
  had, but sometimes (depending on the type of feat being attempted) a Silver success will 
  grant additional effect over and above the basic success.
  ◊ Gold: If the entry is Gold then the feat has succeeded with ease. A Gold success will 
  generally have the maximum effect that a success on the feat could have.
  PC – Player Character, a 
  character directly controlled 
  by one of the players.
  NPC – Non-Player Character, a 
  character that is not directly con-
  trolled by one of the players, and 
  is controlled by the GM instead.
  ability ranks – All characters 
  have seven ability ranks which 
  measure different abilities: Fight-
  ing, Agility, Strength, Endur-
  ance, Reason, Intuition, and 
  Psyche. It is from the initials 
  of these seven abilities that the 
  name FASERIP is derived.
  super powers – This game refers 
  to any ability outside human 
  norms as a super power, for exam-
  ple the ability to fly, even if that 
  ability is a natural one (such as a 
  bird’s ability to fly) or a techno-
  logical device (such as a jet pack).
  unarmed combat – When hit-
  ting people in unarmed combat, 
  characters do an amount of 
  damage to their opponent equal 
  to the rank value correspond-
  ing to their strength rank.
  dice – All dice rolls in FASERIP 
  are percentile rolls, in which you 
  roll two ten sided dice to produce 
  a number between 1 and 100. Ten 
  sided dice can be found at your 
  local hobby shop or purchased 
  online. To make a percentile roll 
  you roll the two dice together 
  after first deciding which should 
  represent the ‘tens’ digit and 
  which should represent the ‘ones’ 
  digit. For example a roll of ‘6’ and 
  ‘1’ is a result of 61. If both dice roll 
  ‘0’ then the result is 100, not 0.
  
  7
  When something requires a simple feat in order to succeed, the rules will normally indicate 
  what effect each type of success will have. If a simple feat is required for something and you are 
  not told what the effect of each level of success is, assume that a Fail results in the feat failing 
  and that any other colour results in the feat succeeding with no additional effect other than 
  basic success (although you can still use the colour as a guide when narrating what happens).
  Example: Physique is fighting against Monkey Nut. With both of them being strong brawlers, they 
  are in hand to hand combat. Physique throws a punch at Monkey Nut, attempting to knock him 
  out. In order to successfully hit her nemesis, Physique must succeed in a simple feat of fighting.
  Physique’s player rolls the dice and gets a 72. Checking the universal chart on the back cover of the 
  book, she sees that a result of 72 with Physique’s world class fighting ability is a Silver result.
  A Silver result when attacking an opponent with a blunt melee attack such as a punch indicates 
  that the attack has hit the opponent, and the opponent takes damage and has possibly been slammed. 
  Had the result of the roll merely been 62, the result would have been Bronze. The attack would 
  still have hit and damaged Monkey Nut but there wouldn’t be the possibility to also slam him. 
  If the result of the roll had been 35 or less, Physique would have failed to hit Monkey Nut at all.
  The second type of feat is called a ranked feat and is used in situations where the odds of suc-
  cess are largely based on an outside measure rather than on the rank of the ability being used 
  in the feat. A ranked feat is distinguished from a simple feat in two ways. Firstly, a ranked 
  feat doesn’t have different degrees of success; when making a ranked feat, you either succeed 
  or fail rather than potentially succeeding with extra effect. Secondly, a ranked feat has a dif-
  ficulty; which is measured on the standard rank scale. For example, trying to control someone’s 
  mind with your mind control super power is a ranked feat. Unlike a simple feat, there aren’t 
  different degrees of success; the mind control either works or it doesn’t. Also unlike a simple 
  feat the difficulty of controlling someone’s mind is not fixed. It depends on the target’s psyche .
  When attempting a ranked feat, you roll the dice and check the ability being used for the feat 
  as normal. However, instead of the colour representing the degree of success it just represents a 
  simple success or failure depending on how your ability rank compares with the difficulty rank.
  ◊ If your ability is more than one rank lower than the difficulty of the feat, you cannot suc-
  ceed.
  ◊ If your ability is exactly one rank lower than the difficulty of the feat, you succeed only if 
  you roll a Gold result.
  ◊ If your ability is the same rank as the difficulty of the feat, you succeed if you roll a Sil-
  ver result or better.
  ◊ If your ability is exactly one rank higher than the difficulty of the feat, you succeed if you 
  roll a Bronze result or better.
  ◊ If your ability is more than one rank higher than the difficulty of the feat, you automati-
  cally succeed and do not need to roll.
  Example: Having been slammed clear across the car park by Physique, Monkey Nut is in a bit 
  of a pickle. However, he’s still got at least one trick up his sleeve. Picking himself up off the floor 
  and turning to face Physique, he attempts to take control of her using his mind control helmet.
  In order to do this, Monkey Nut must succeed in a ranked feat of psyche, pitting his psyche 
  against hers. Because Monkey Nut has fantastic psyche and Physique only has world class psyche, 
  Monkey Nut’s target for the feat is one rank lower than his power rank and he therefore only needs a 
  Bronze result to temporarily take control of Physique’s mind. The GM rolls the dice for Monkey Nut 
  and rolls a 77. This is a Silver result, which is more than enough for Monkey Nut to successfully take 
  control of Physique. In fact it would still have succeeded even if Physique had had fantastic psyche.
  blunt melee – Attacking some-
  one with a blunt melee weapon 
  is a type of simple feat. See the 
  Combat chapter for more de-
  tails about how attacks work.
  slammed – A character who 
  has been slammed has been 
  knocked back by the result of a 
  hard blow and has also possibly 
  been knocked off their feet.
  mind control – A super power 
  which enables you to take 
  control of people’s minds and 
  give them mental commands.
  
  8
  ChaRaCteR CReation
  ChaRaCteR BaSiCS
  A character in FASERIP is defined by a number of features, and these features are determined 
  using a combination of random rolls and player selection during the creation of that character.
  Example: Alex is starting a new campaign, and Sofia needs to create a character to play in it. 
  Throughout this chapter we will follow Sofia’s creation of her super hero character using these rules.
  Campaign RanK
  Before you can generate a character, you must know the campaign rank that the character 
  will be generated for. The campaign rank is set by the GM and serves as a rough measure of 
  the power of the character. Characters created using the same campaign rank won’t all be 
  cookie-cutters of each other, but they will be close enough in power level to operate in the same 
  super team effectively. You won’t accidentally get one character who is strictly street-level and 
  another who is cosmically powered in the same team because of lucky (or unlucky) dice rolls.
  The default campaign rank is world class, which means that super heroes are significantly better 
  than normal people (the “average” super hero is as agile as an Olympic gymnast and as smart as a 
  Nobel laureate) but not completely untouchable when it comes to non-super agents and criminals.
  Example: Alex declares that his campaign will use the default campaign rank of world class.
  aBility RanKS
  Each character in the game has seven ability ranks which show the character’s level of prow-
  ess in different areas. In each case, a typical (not super powered) person would have a rank 
  of average, and anything that is fantastic or higher is considered to be super-human, and 
  counts as a power (which means that it can be used for power stunts). The seven abilities are:
  fighting
  A character’s fighting rank shows how good they are in hand to hand combat and combat with 
  melee weapons. It is most often used in combat where your character will be required to suc-
  ceed in feats of fighting in order to hit your opponents. Your fighting rank also contributes to 
  your health pool, since being better at fighting enables you to better avoid incoming attacks.
  agility
  A character’s agility rank shows how agile, graceful and dextrous they are. It may be used 
  when a character needs to perform some kind of acrobatic or gymnastic feat, but feats of 
  agility are most commonly used to determine the level of success of any ranged attacks that 
  campaign rank – A standard set 
  by the GM for their campaign, 
  which gives a rough indication of 
  the average power of super heroes. 
  Campaign rank is discussed in 
  more detail in the Settings chapter.
  power stunts – These are times 
  when you push a super power 
  into acting in a way that it does 
  not normally act, for example 
  using a telekinesis power to fly by 
  lifting yourself or using a super 
  speed power to spin at high speed 
  creating a whirlwind. Power 
  stunts are discussed in more 
  detail in the Karma chapter.
  health pool – A measure of how 
  much you can fight before you are 
  too hurt to continue. When you 
  are damaged by an attack, your 
  health pool is reduced or used up.
  
  9
  your character makes. Your agility rank also contributes to your health pool, since a high 
  agility enables you to better avoid incoming attacks and turn solid hits into glancing blows.
  StRength
  A character’s strength rank is relatively straightforward. It shows how physically strong they are. 
  It is used when a character tries to lift a heavy item or break through something that is tough, 
  and its associated rank value is used as the base amount of damage done when your character hits 
  someone in unarmed combat. The value associated with a character’s strength rank also con-
  tributes to their health pool, since stronger characters are able to shrug off or deflect more blows.
  enduRanCe
  A character’s endurance rank shows how tough they are. Characters with high endurance ranks 
  are able to better resist the special effects of particularly strong attacks, and are less likely to suc-
  cumb to certain powers. The rank value associated with your character’s endurance rank also con-
  tributes to their health pool, since the tougher they are the harder they are to take out in combat.
  ReaSon
  A character’s reason rank shows how intelligent they are when it comes to logical deduction 
  and invention. Feats of reason are rarely used, and reason is mostly a guide to role-play-
  ing your character. However, a high reason rank can be used to perform many imaginative 
  power stunts involving the invention of things (often accompanied by suitable technobabble).
  intuition
  A character’s intuition rank shows how intelligent they are when it comes to intuitive thinking, 
  inspiration and perceptiveness. It can also be a weak indicator of how lucky someone is. Feats 
  of intuition are used when a character needs to spot something out of the ordinary such as 
  a death trap or an ambush (these feats are usually made against a static rank set by the GM).
  pSyChe
  A character’s psyche rank shows their strength of mind and their willpower. It also shows their 
  resistance to pain and the ability to carry on despite hardship. It is often used in feats involving 
  mental powers. Feats of psyche are used when performing actions using mental super powers.
  deteRmining aBility RanKS
  When creating a character, start by setting the rank of each of the character’s seven abilities 
  equal to the campaign rank. Then roll the dice and look up the result on the Random Abil-
  ity Table below, increasing the listed ability rank by +1 RS (to a maximum of phenomenal).
  Random Ability Table
  Dice Roll
  Ability
  01-14
  Fighting
  15-28
  Agility
  29-44
  Strength
  45-58
  Endurance
  59-72
  Reason
  73-86
  Intuition
  87-00
  Psyche
  Repeat this process twice more, rolling the dice again each time and increasing the listed ability, 
  so that when you have finished you have increased three ability ranks by +1 RS each. If you 
  do roll the same ability rank more than once, that’s fine. Just increase that ability by another 
  +1 RS for each additional time you rolled it (again, this is to a maximum rank of phenomenal).
  Once you have done all three increases, repeat the process three more times, but this time de-
  crease the listed ability by -1 RS each time (to a minimum rank of terrible). Again, it’s fine if you 
  roll the same ability more than once or if you roll an ability that you have previously increased.
  Example: Sofia begins by noting down that all her ability ranks begin at world class. Then she 
  rolls for adjustments. Her first three rolls are 28, 39 and 35. Looking on the table she sees that 
  this gives her a +1 RS to her agility and a +2 RS (because she rolled it twice) to her strength.
  
  10
  She then rolls three more times, this time to see which abilities to decrease. She rolls 89, 24 and 
  67. Looking on the table once more, she sees that this gives her a -1 RS to her psyche, a -1 RS 
  to her agility (which cancels the +1 RS she rolled previously), and a -1 RS to her intuition. 
  After she has finished rolling, she applies the rank shifts, and her ability ranks are therefore:
   
  Fighting: World Class
   
  Agility: World Class
   
  Strength: Astounding
   
  Endurance: World Class
   
  Reason: World Class
   
  Intuition: Great
   
  Psyche: Great
  poweRS
  While not all heroes will have powers, most do; and they are often what differentiates heroes 
  from normal people. While anyone may be very strong, normal people simply can’t fly or 
  shoot lasers from their eyes or turn into diamond or anything weird like that. Just like abili-
  ties, each power has a rank, and the rank indicates how good the power is at what it does. 
  Depending on the individual power this may represent movement speed, damage, difficulty 
  to resist, duration, or any other variable factor. The specific ways in which rank affects each 
  power is given in that power’s specific power description, in the Power Descriptions chapter.
  poweR SouRCeS
  Powers can come from a variety of sources and can have been acquired by a variety of means; 
  largely this will depend on the character’s origin. It’s quite possible for two characters to have 
  similar powers but be very different characters with very different origins. However, all super 
  powers (including ability ranks of fantastic or higher) in FASERIP are classified as having a 
  Source. These sources have no effect on the powers themselves, but things that alter powers 
  may only be able to alter powers from certain sources, for example a sorcerer may be able to 
  use a “Dispel Magic” to suppress powers with the Magic source or a mutation detector may 
  be able to detect characters with at least one power that has the Genetic Mutation source.
  Although each power may only have a single source, characters may have different powers from 
  different sources, and the player may choose the source for each of their character’s powers, for 
  example the player of an alien character may decide that their character’s flight power has an 
  innate source (because their species naturally have wings) but that their character’s other pow-
  ers all have the Science! source (because they represent devices that run on alien technology).
  The possible sources for a power are:
  CoSmiC
  The cosmic power source is not widely understood, even amongst heroes. It seems to some-
  how be an energy inherent in the cosmos, and tends to be associated with the most powerful 
  of beings who are able to shape reality on a whim. It is often associated with distortions of 
  space and time. Because of the immense magnitude of power inherent in the cosmic power 
  source, it is not possible to declare that a power of lower rank than astounding has this source.
  divine
  The divine power source is used for powers that are derived from so-called “upper” dimensions, 
  such as Heaven, Nirvana, Asgard, Tian, and so forth. It is up to each GM to decide which dimen-
  sions of this type exist in their campaign setting. Some settings have a plethora of other dimen-
  sions. Beings using this power source are usually considered to be “good”, but exceptions do exist.
  genetiC mutation
  The genetic mutation power source is for powers with an unusual biological origin. These 
  powers arise from an unusual genetic structure, the DNA of which seems to twist through 
  more than three dimensions. This structure is occasionally found in humans, and even more 
  occasionally found in other animals or even plants. Some aliens also have genetic mutations 
  that operate in the same way. Although the majority of heroes with powers that have the 
  genetic mutation source have origin stories in which they were simply born with the powers 
  or their powers kicked in at puberty, it is also quite common for those with an origin story 
  origin stories – An origin story 
  is the account of how a super 
  hero or super villain came to 
  acquire their powers. Origin 
  stories are discussed in more 
  detail later in this chapter.
  
  11
  containing some kind of transformation (such as an accident in a science lab), since many 
  transformations in this sort of origin story are actually described as activations of an otherwise 
  undiscovered genetic mutation. In fact, the genetic mutation source is quite often the default 
  source for characters whose origin story doesn’t fit their powers to any other source easily.
  infeRnal
  The infernal source is very similar to the divine source, except that it is for powers which stem 
  from the “lower” dimensions, such as Hell, Sheol, Limbo, Niflheim, Jahannam, and so forth. 
  As with divine dimensions, It is up to each GM to decide which dimensions of this type exist in 
  their campaign. Beings using this power source are often seen as “evil”, but exceptions do exist.
  innate
  The innate source is for powers that are not 
  really super powers as such. For example, if 
  a character is a winged alien, their ability to 
  fly is not a power as such but simply a natu-
  ral consequence of the fact that they have 
  wings. Similarly, not needing to breathe 
  is a natural consequence of being a robot.
  Such innate powers cannot normally be 
  disrupted or cancelled by outside forces 
  such as the use of other powers, but neither 
  can they be boosted. However, sometimes 
  these powers may be physically restrained.
  Powers should only rarely have the innate 
  source, and it should only when possession 
  of that type of power could be considered 
  “natural”. GMs should particularly watch 
  out for players who are trying to justify 
  clearly unnatural powers as “Innate” solely 
  to avoid the chance of them being drained 
  or nullified. In particular, it is harder to jus-
  tify higher ranking powers as being innate.
  magiC
  The magic source stems from arcane spells, rituals, practices and items. Magical powers of all 
  types (voodoo, hermetic sorcery, geomancy, qi manipulation, shamanism, and so forth) are all 
  considered to be derived from the same power source, even if the practitioners of the different 
  magical styles have little in common; and such powers are generally interchangeable (for example 
  a power that drains magical abilities is likely to work equally well on abilities powered by her-
  metic sorcery as it does on abilities powered by qi manipulation). At high ranks, magic is almost 
  indistinguishable from cosmic power, and to further muddy the waters many divine or infernal 
  beings have powers with the magic source as well as powers based on their dimension of origin.
  pSyChiC
  The psychic source is used for powers which are derived from mental strength and willpower. 
  These powers are distinct from magic in that they generally just take an act of thought to use 
  rather than any kind of spell or ritual. Although most psychic powers are mental in nature, 
  there is not always a strict one to one correspondence between the two. Many mental powers 
  are actually magical in nature or the result of genetic mutations, and often psychic powers 
  will have physical manifestations (usually in the form of force fields and telekinetic abilities).
  SCienCe!
  The Science! power source is for powers that are derived from beyond-cutting-edge science 
  and technology. In most campaigns there are many brilliant (or mad, but the line between 
  the two is very blurred) scientists who have made breakthroughs which are far beyond that 
  of mainstream academia and who have put these breakthroughs to use developing powerful 
  devices. Science! based powers are usually based on devices of one kind or another, wheth-
  er invented by a brilliant human or an advanced alien. However, occasionally a character 
  will have gained cybernetic implants or the equivalent that use the science! source without 
  being independent devices. The fact that the unique designs of maverick scientists tend to 
  boosted – Super powers 
  can sometimes be boosted 
  to higher ranks by deter-
  mined effort. See the Karma 
  chapter for more details.
  Science! – The Science! power 
  source is always spelled with an 
  exclamation mark to show that it 
  is comic-book technobabble rather 
  than real science. Characters using 
  Science! to do things should not 
  be restricted to what is actually 
  possible using real world science.
  
  12
  never get past the prototype stage and into mass production is something that baffles more 
  mainstream scientists (who often also simply don’t understand the advanced theories behind 
  such designs). For some reason, the advanced hi-tech inventions never seem replicable when 
  not hand-built by their inventors. There are many hypotheses as to why this might be so.
  flexiBilitieS and limitationS
  Super powers are not all equal. Two characters might have the same power, and might even 
  have it to the same power rank. But one of them might have a much more flexible version 
  of the power that can be used in clever ways in which the other more limited version can’t.
  By default, all powers are acquired in a fairly average form. Each power is described in the 
  Power Descriptions chapter, and these descriptions show how each power usually works and 
  what it usually does. However, the majority of powers come with suggested flexibilities and 
  limitations. By adding flexibilities and limitations to a power, the power can be personalised 
  to fit the character better, and also give the character more flexibility and less randomness.
  However, it is never compulsory to add a flexibility and/or limitation to a power. There is 
  nothing wrong with having a character whose powers are “by the book”. The character won’t 
  be weaker or inferior to a character who has flexibilities and/or limitations on their powers.
  If a flexibility on a power allows the power to be used in a way that emulates a different power, 
  the emulated power is always considered to be at the same rank as the power that is being used for 
  the emulation, and is considered to be part of that power rather than a second independent power.
  deteRmining poweRS
  After you have finished determining your character’s initial ability ranks, the next step in creating 
  a character is to determine their powers. This is done in a semi-random fashion, whereby each 
  character gets eight points to spend acquiring and boosting their powers. Points are spent one 
  at a time, and the spending of each point must be fully resolved before the next one is spent.
  Each point spent can either:
  ◊ Acquire a Power : Your character gains a new super power at campaign rank -1 RS. The 
  new power that is acquired must be a power that your character doesn’t already possess.
  ◊ Boost an Ability or Power: One of your character’s abilities or powers increases by +1 RS, 
  although this can’t increase the power beyond phenomenal. Alternately a boost to a power 
  may add a flexibility to that power. In either case, you can only ever boost a power that 
  your character has already acquired. If you don’t already have the power, you can’t boost it!
  You do not get a free choice of how to spend each of your eight points. Instead, you normally roll 
  on the Power Acquisition Table on the facing page to see what you can do with each point in turn.
  flexibilities – Flexibilities are 
  ways in which a power can be 
  used over and above its normal pa-
  rameters. Some flexibilities simply 
  enhance the usefulness of a power, 
  but most involve using the power 
  in a way that emulates the use 
  of a different power, for example 
  using telekinesis to lift yourself 
  up, emulating the flight power.
  limitations – Limitations are 
  restrictions on a power, either 
  restricting the options you 
  have when using it or making 
  it less powerful, for example 
  a mind control power might 
  be restricted to only work on 
  animals rather than people.
  
  13
  Power Acquisition Table
  01-08
  Boost an Ability of your choice
  09-22
  Acquire a random Attack Power
  or Boost an existing Attack Power of your choice
  23-32
  Acquire a random Defence Power
  or Boost an existing Defence Power of your choice
  33-45
  Acquire a random Manipulation Power
  or Boost an existing Manipulation Power of your choice
  46-59
  Acquire a random Mental Power
  or Boost an existing Mental Power of your choice
  60-71
  Acquire a random Movement Power
  or Boost an existing Movement Power of your choice
  72-76
  Acquire a random Physical Enhancement Power
  or Boost an existing Physical Enhancement Power of your choice
  77-86
  Acquire a random Sense Power
  or Boost an existing Sense Power of your choice
  87-94
  Acquire a random Transformation Power
  or Boost an existing Transformation Power of your choice
  95-00
  Acquire a Power of your choice
  or Boost any existing Ability or Power of your choice
  When spending a point, you may choose not to roll on the Power Acquisition Table and spend the 
  point to boost an existing attribute or power of your choice instead. If you take this option more 
  than once to boost the same power, it costs you two points to do it the second time (for a total 
  of three points), and three points to boost the power for the third time (for a total of six points). 
  Note that this increasing cost only applies when you choose not to roll on the table and only 
  applies when doing that to boost the same power multiple times. When you boost a power as the 
  result of rolling on the Power Acquisition Table this does not increase the cost of further boosts.
  Random poweR taBleS
  The following tables show all the super powers split into the categories that are listed in the Power 
  Acquisition Table. Some of these powers have symbols after their names, which you should pay 
  attention to while you are rolling for your powers. The symbols and their meanings are as follows:
  v – If a power is annotated with v, it has more than one type or flavour, and you must choose 
  which type or flavour of the power you have. More details for each power with this symbol can 
  be found in the power’s description in the Power Descriptions chapter. You do not have to choose 
  the type or flavour of your power immediately, but can wait until you have all your powers before 
  making the decision to best match your other powers and your developing character concept.
  M – If a power is annotated with M it is a super power that can be potentially problematic 
  for the GM. This may be because it assumes things about the GM’s campaign setting that 
  might not be true; or it may be because it breaks the kind of campaign that the GM is plan-
  ning to run; or it may simply be that the super power has the potential to disrupt play. In any 
  of these cases, the GM should carefully read the power description and should ask the player 
  to re-roll the power if they think that it will be unsuitable for the campaign they are running.
  
  14
  Random Attack Powers (Acquisition Roll: 09-22)
  01-08
  Affliction
  Page 77
  09-20
  Binding
  Page 81
  21-42
  Blast
  Page 81
  43-50
  Corrosion
  Page 84
  51-58
  Energy Drain
  Page 96
  59-67
  Fast Attack
  Page 98
  68-88
  Strike
  Page 118
  89-100
  Stunning
  Page 118
  Random Defence Powers (Acquisition Roll: 23-32)
  01-12
  Absorption
  Page 76
  13-28
  Aura
  Page 80
  29-48
  Force Field
  Page 99
  49-60
  Mind Shield
  Page 109
  61-72
  Reflection
  Page 114
  73-100
  Resistance v
  Page 114
  Random Manipulation Powers (Acquisition Roll: 33-45)
  01-15
  Alteration Ray v
  Page 78
  16-30
  Continuum Control v
  Page 81
  31-34
  Dimension Control
  Page 85
  35-49
  Element Control v
  Page 88
  50-64
  Energy Control v
  Page 91
  65-79
  Matter Control v
  Page 104
  80-94
  Power Control v
  Page 111
  95-100
  Servant
  Page 115
  Random Mental Powers (Acquisition Roll: 46-59)
  01-08
  Dream Control M
  Page 86
  09-26
  Emotion Control
  Page 91
  27-44
  Illusion/Images v
  Page 101
  45-50
  Machine Control
  Page 104
  51-68
  Mental Blast
  Page 105
  69-77
  Mind Control
  Page 108
  78-82
  Spirit Control M
  Page 117
  83-100
  Telepathy
  Page 120
  Spirit Control – If the GM does 
  not have spirits in their campaign 
  setting, this power is useless.
  Dream Control – This power 
  can result in the player spend-
  ing long periods interacting with 
  the GM on their own, while 
  the other players get bored.
  
  15
  Random Movement Powers (Acquisition Roll: 60-71)
  01-06
  Burrowing
  Page 81
  07-12
  Dimensional Travel M
  Page 86
  13-29
  Flight
  Page 99
  30-46
  Leaping
  Page 103
  47-50
  Phasing
  Page 109
  51-57
  Spinning
  Page 116
  58-73
  Super Speed
  Page 120
  74-80
  Swinging
  Page 120
  81-90
  Teleportation
  Page 121
  91-100
  Wall Crawling
  Page 123
  Random Physical Enhancement Powers (Acquisition Roll: 72-76)
  01-08
  Ability Boost v
  Page 75
  09-16
  Aquatic
  Page 80
  17-24
  Extra Body Parts v
  Page 98
  25-39
  Immortality
  Page 102
  40-77
  Life Support v
  Page 103
  78-100
  Regeneration
  Page 114
  Random Sense Powers (Acquisition Roll: 77-86)
  01-08
  Astral Projection M
  Page 80
  09-20
  Danger Sense
  Page 84
  21-36
  Dazzle
  Page 84
  37-48
  Detection v
  Page 85
  49-56
  Environmental Awareness
  Page 96
  57-64
  ESP
  Page 97
  65-72
  Interface
  Page 102
  73-76
  Postcognition M
  Page 111
  77-80
  Precognition M
  Page 113
  81-100
  Super Senses v
  Page 118
  Random Transformation Powers (Acquisition Roll: 87-94)
  01-09
  Adaptation
  Page 76
  10-14
  Alter Ego
  Page 78
  15-19
  Alternate Form v
  Page 78
  20-24
  Density
  Page 85
  25-29
  Duplication M
  Page 87
  30-34
  Evolution
  Page 97
  35-37
  Gestalt M
  Page 99
  38-42
  Growth
  Page 100
  43-51
  Healing
  Page 100
  52-56
  Invisibility
  Page 103
  57-61
  Mimicry v
  Page 106
  62-66
  Shrinking
  Page 116
  67-71
  Stretching
  Page 117
  72-76
  Transformation v
  Page 122
  77-100
  Wizardry v
  Page 123
  Dimensional Travel – If the 
  GM does not have alternate 
  dimensions in their campaign 
  setting, this power is useless.
  Astral Projection – This power 
  can result in the player spend-
  ing long periods interacting with 
  the GM on their own, while 
  the other players get bored.
  Postcognition – This power 
  can make it very difficult for 
  the GM to run an investiga-
  tion based campaign.
  Precognition – This power can 
  make it very difficult for the GM 
  to run a mystery based campaign.
  Duplication – This power 
  can result in one player getting 
  multiple actions in combat, while 
  the other players get bored.
  Gestalt – This power can 
  result in the player spending 
  long periods interacting with 
  the GM on their own, while 
  the other players get bored.
  
  16
  Example: Sofia now gets eight points that she must spend in order to acquire super powers.
  For her first point, she currently has no powers so she can’t choose to boost an existing power 
  instead of rolling on the Power Acquisition Table. She could boost an attribute, but she wants 
  to see what sort of powers she will have first. Rolling the dice, she gets a 64. She must either 
  acquire a random movement power or boost an existing movement power that she has. Since she 
  currently has no movement powers to boost, she rolls on the Random Movement Powers table 
  and gets a 53. This means she has now acquired the Spinning power at Campaign Rank -1 RS.
  For her second point she decides to roll again. This time she gets a 93 on her roll on the Power Acqui-
  sition Table which means she either acquires a random transformation power or boosts an existing 
  one. Since she has no existing transformation powers (her only power so far is Spinning, which is 
  a movement power) she rolls on the Random Transformation Powers table to see which power she 
  acquires. She rolls a 60, indicating that she acquires the Mimicry power; again at Campaign Rank 
  -1 RS. Since the Mimicry power has a v symbol next to it, this means that there are various sub-
  powers or types of Mimicry. Sofia looks up the description of the power in the Power Descriptions 
  chapter and discovers that she must choose between Animal Mimicry, Plant Mimicry, Power 
  Mimicry, Nemesis, or Material Mimicry. However, since she doesn’t have to choose which 
  type she has immediately, she decides to wait and see what other powers she gets before choosing.
  For her third point, she rolls once more and this time she rolls an 02. She may gain a +1 RS on any 
  ability of her choice. Since her strength is already pretty good, Sofia assumes that her character will 
  probably be in melee combat quite a lot, so she boosts her fighting by +1 RS, taking it to fantastic.
  For her fourth point, Sofia rolls once more hoping to get another super power. She rolls a 40, 
  which means she gets a random Manipulation power. Again, if she already had a manipula-
  tion power she’d be able to boost it instead, but she doesn’t. Rolling a 32 , she sees that she has 
  Dimension Control. As with her other powers, this starts at Campaign Rank -1 RS. Reading 
  the description of the Dimension Control power, Sofia thinks that it might go very well with 
  Material Mimicry. She likes the idea of being able to move along a wall or floor two-dimen-
  sionally and then “pop out” with the physical properties of the surface she was sliding along.
  Aware that she has now used half of her points and that if she keeps rolling she might end up with an 
  incoherent mess, Sofia decides to spend her next two points without rolling on the tables. Instead she 
  boosts her Dimension Control power and her Material Mimicry power. Having a quick look at the 
  flexibilities available for each of them, she decides to use her Dimension Control boost to take the Ex-
  tra Forms flexibility, and to use her Material Mimicry boost to give that power a +1 RS. Because she 
  is spending each of these points boosting a different power, the two boosts only cost her one point each.
  Sofia now has two points left. If she wants to boost either her Material Mimicry again or her Dimen-
  sional Control again, it will cost her both points to boost one of them – since she’s already boosted 
  them once each. She considers boosting her Spinning, but she’s not that enamoured with the power 
  so she decides instead to have another roll on the Power Acquisition table. She rolls a 40, which 
  means that she can either roll for another manipulation power or boost her Dimensional Control 
  again. She decides to boost her Dimensional Control for a second time, giving it +1 RS. It doesn’t 
  cost her two points to do this despite having previously boosted it, because this boost was rolled on 
  the table rather than chosen so it doesn’t count towards increasing the cost of boosts for the power.
  For her final point, Sofia decides not to risk rolling another random power that might be hard 
  to fit in with her existing powers, and so instead she chooses to spend that last point to boost 
  her fighting ability once more for another +1 RS. Again, although she has already boosted 
  it once it only costs her a single point because the previous boost to the ability was rolled rath-
  er than chosen and therefore didn’t count towards increasing the cost of boosts for the power.
  limitS
  When you have finished spending your points to acquire and boost your powers, you have 
  one more chance to adjust them in order to make them less generic and more unique to your 
  character. You may take limits (these are listed in the Power Descriptions chapter for each 
  power) on any of your powers in exchange for further boosts. Each limit you take on a given 
  power lets you add a boost to that power. You can’t take a limit on one power and apply the 
  boost to a different power. The boost must apply to the same power that the limit applies to.
  Spinning – The ability to 
  spin around really fast like 
  a spinning top. It doesn’t do 
  much on its own, but it has 
  some powerful flexibilities.
  Animal Mimicry – The abil-
  ity to copy the abilities of 
  an animal, such as its agil-
  ity or its unusual senses.
  Plant Mimicry – The abil-
  ity to copy the abilities of 
  a plant, such as its wooden 
  form or photosynthesis.
  Power Mimicry – The ability to 
  copy the super powers of others.
  Nemesis – The ability to acquire 
  whatever power is best suited to 
  fight your current opponent.
  Material Mimicry – The ability 
  to copy the material properties of 
  objects, such as their hardness.
  Dimension Control – The ability 
  to change the number of dimen-
  sions you occupy, for example be-
  coming two dimensional to slide 
  through the gap under a door.
  
  Powers
  Name
  Rank
  Pushes
  Ability
  Rank
  Pushes
  Specialities
  Illustration
  Player:
  Name:
  Secret Identity:
  Contacts
  Lifestyle & Gear
  Wealth
  Fame
  FASERIP
  Health
  Karma
  Strength
  Endurance
  Fighting
  Agility
  Reason
  Intuition
  Psyche
  Paradox
  Sofia
  Abbie Saunders
  Astounding
  World Class
  Astounding
  World Class
  World Class
  Great
  Great
  Material Mimicry
  Dimension Control
  160
  70
  Physical materials only
  Extra Forms (1D to 5D)
  Super Speed when 5D
  Fantastic
  Great
  Zero
  Decent
  Physics
  
  18
  Example: Looking at her powers, Sofia thinks that while her Material Mimicry makes sense for her 
  to be able to mimic the abilities of physical materials when combined with her Dimension Control 
  she doesn’t think that mimicking the abilities of energy fits with the dimensional stuff as well. 
  She therefore takes the One Type limit on the power and applies a boost to give it another +1 RS.
  oRigin StoRy
  Once you have finished adjusting your powers, you need to create an origin story for your 
  super hero. This explains how the super hero acquired their powers and became a hero. Dif-
  ferent groups of players vary in terms of the amount of background they want in an origin 
  story. Some like a long and detailed story from which they can extract lots of plot hooks. 
  Others are happy with a couple of sentences that give a simple explanation of how the hero 
  got their powers and has little more. It’s up to your group to decide what your preferences are.
  However, at a minimum the origin story of a character must include the source of their pow-
  ers. For example even the simplest origin story possible (“I’m a mutant. I was born with these 
  powers.”) includes the fact that all of the character’s powers have the genetic mutation source.
  When creating your origin story, you need to get the GM to review it. The GM may have made 
  some decisions about the campaign setting that preclude or require certain origins. For example 
  it may be a setting that doesn’t contain aliens, in which case it would not be possible to have an 
  alien origin; or it may be that the GM has decided that in their setting all powers have the Magic 
  source, and any origin story is fine as long as it involves the character’s powers having that source.
  In general, your origin story should include how you acquired all your super powers. How-
  ever, given the semi-random nature of character generation you may have some powers that 
  simply don’t fit with the rest of your character or don’t fit with the origin story that you think 
  is a great explanation for your other powers. In these cases, create an origin story that skips 
  those powers, and you will have the chance to trade them in for specialities and resources.
  Some sample origins for super heroes, along with the sort of traits often associated with heroes 
  with those origins, are listed below. This is not meant to be an exhaustive guide, just suggestions.
  aRtifiCial
  The character was not born, but was artificially created. Maybe they are a robot or android, 
  or maybe they are some kind of golem or even an undead creature. Heroes with the artificial 
  origin tend to be very physically strong, and will often possess the Life Support power, in-
  dicating that their artificially created bodies do not have the same needs as normal bodies.
  BiRthRight
  The character was either born with their super powers or born with the potential to have powers 
  which then later manifested themselves, possibly at puberty or at a time of great stress. While 
  plot hooks – Things in your 
  character’s story that the GM 
  can include in the game in order 
  to make it more personalised, 
  such as relatives; organisa-
  tions; enemies; and so forth.
  
  19
  this origin is usually used for characters who’s powers stem from genetic mutations, it can also 
  be used for characters with other power types such as having natural magical or psychic powers 
  due to being born when the stars were right, or possessing some mystical bloodline. Charac-
  ters with the birthright origin are often those with a greater number of powers than average.
  gimmiCK
  The character’s powers come from items of one kind or another. These may be technological 
  devices, magical items, cosmic foci, or any other type of item of power, but whatever they are 
  the powers are inherent to the items, not the character themselves. The character may have 
  invented and built the items themselves or may have acquired them via some other means.
  Heroes with the gimmick origin are often those with higher mental ability ranks, indicat-
  ing their ability to have invented or magically attuned to their gimmicks. Gimmick char-
  acters often have the Damage Resistance power and have that power represent a battle-suit.
  tRained
  The character’s powers come as the result of intensive training, possibly self taught or possibly 
  after studying under a master. This is a common origin for costumed vigilantes, martial art-
  ists, and magicians. Heroes with the trained origin often have better ability ranks and more 
  specialities than average, but fewer actual super powers. Some even have no super powers at all.
  tRanSfoRmed
  The character was born a normal human, but some incident transformed them into their heroic 
  self. They may have been in an experiment (either deliberately or reluctantly) or their powers may 
  simply be the result of a bizarre accident. In some ways, this is a “default” origin for super heroes.
  viSitoR
  The character is from another place. Maybe they are an alien from another planet, or maybe 
  they are a supernatural being from another dimension. Depending on exactly where they 
  are from, their powers may be of almost any type. Like the trained origin, this is often the 
  origin for characters with better ability ranks than average but fewer actual super powers. 
  The visitor origin is often combined with another origin (for example the gimmick origin 
  for alien visitors who use hi-tech devices, or the artificial origin for robots of alien origin).
  Example: Sofia now needs to come up with an origin story for her character. Noting that with the 
  Extra Forms flexibility her Dimensional Control gives her a total of four other forms as well as 3d 
  (but each of them must be adjacent to the others in its number of dimensions) she looks to see which 
  she should take. Not wanting to take the 6d form because she thinks dimensional travel might not fit 
  the campaign, she’s left with a choice of going from 0d-4d or from 1d-5d. Comparing the effects of 
  being 0d (you can’t move but you’re invisible and invulnerable to almost everything) and being 5d 
  (you get the equivalent of the Time Control power at the same rank as your Dimensional Control) 
  she decides that she’d prefer to have the 1d-5d range, and this gives her an idea for her origin story...
  Time Control – The ability to 
  manipulate time and its effect on 
  things. Time control doesn’t have 
  a fixed base effect, just a list of 
  flexibilities. When you gain the 
  power you choose one of these 
  flexibilities to act as the base effect.
  
  20
  She decides that her hero was a scientist called Abbie Saunders who was studying hyperdimensional 
  physics when she was given a device and some instructions by a mysterious person dressed as a super 
  hero who appeared in her office. Following the instructions, she operated the device at the time 
  she was told to only for it to be struck by lightning and explode. After the explosion exposed her to 
  strange radiations, Abbie discovered that she had developed the ability to adjust her dimensionality. 
  She was able to go from being one dimensional all the way up to being five dimensional, and the 
  latter gave her the ability to slow the rate at which she moved through time – effectively making 
  her super fast compared to the world around her. Not only that but she was also able to fold her di-
  mensions around those of solid objects, effectively making the object occupy the same space as herself.
  With these powers, she realised that the mysterious stranger had been herself coming from the 
  future. Not only had she been the one who had given herself the device that gave her powers, 
  she had also left a second parcel containing a costume and a handwritten letter explaining the 
  situation. She would use her powers to act as a super hero, and at some point she would master 
  her powers to the extent that rather than just being able to move more slowly through time she 
  would be able to actually time travel. Once she had reached this point of mastery she would then 
  create the device and take it back to her past self, knowing that it would be struck by lightning 
  (because she remembered it happening) and give her past self the powers that she was now using!
  In the above origin story, Sofia has explained how her character, whom she is calling “Paradox”, 
  acquired the Dimension Control and Matter Mimicry powers. Both of these powers will have the 
  genetic mutation power source, with Paradox’s DNA having been altered by the arranged accident. 
  Sofia hasn’t included the Spinning super power in the origin story because she’s intending to trade 
  it in during the next step of character generation and exchange it for specialities and wealth.
  BenefitS
  By the time you have finished your origin story, you should have a good idea of who your super 
  hero is and how they acquired their super powers. You may also have one or more super pow-
  ers that you either couldn’t fit into your origin story or weren’t interested in fitting into your 
  origin story. You must drop these powers from your character, but each super power that you 
  drop in this manner allows you to acquire any two of the following benefits for your character:
  ◊ Wealth: You gain a +1 RS to your wealth rank.
  ◊ Fame: You gain +1 RS to your fame rank.
  ◊ Specialities: You gain a speciality of your choice (this may be the same one twice).
  ◊ Contacts: You gain a contact.
  You may acquire the same benefit more than once.
  SpeCialitieS
  Specialities are mundane but useful talents, and they are a way to show that your character 
  is very good at a particular activity or knowledgeable in a particular area. Specialities are not 
  super powers, and many will likely be possessed by mundane characters as well as heroes. A 
  speciality normally gives you a +1 RS to one of your ability ranks when you are attempting 
  something related to that speciality. When you acquire a speciality, you may freely choose 
  which speciality your character has, and you may choose to have the same speciality more 
  than once (in which case the +1 RS bonuses add together up to a maximum bonus of +3 RS).
  The Specialities Table shows a list of all the specialities, and gives optional die rolls for each 
  in case you can’t decide and you wish to roll randomly for a speciality instead of choosing 
  one. Remember that rolling is completely optional and you may choose your specialities if 
  you prefer. Some specialities require you to choose a particular type of thing to be specialised 
  with, for example if you have the “Art” specialisation you need to decide what type of art 
  your character creates. In these cases, if you pick (or roll) the same speciality more than once 
  you may choose whether your multiple specialities are of the same type or of different types.
  If you want to cut down on the amount of time that is spent rolling dice in your game, in many 
  noncombat or otherwise safe situations the GM may simply decide that a character with a rele-
  vant speciality automatically succeeds at an action because they know what they’re doing without 
  wealth – A rank indicating how 
  much money a character has and 
  how many resources they can 
  bring to bear. Wealth is discussed 
  in more detail later in this chapter.
  contacts – People who you 
  can trust and use as reliable 
  sources of specialist informa-
  tion or help in matters relat-
  ing to their field of expertise.
  fame – A rank indicating how 
  well known and popular a 
  character is. Fame is discussed in 
  more detail later in this chapter.
  
  21
  slowing the game down by determining an exact difficulty for the feat required for the task and 
  then rolling to see if the character succeeds. How often you use this simpler option is something 
  that your group should agree on – some prefer simpler games and others prefer more detail.
  Specialities Table
  Optional
  Die Roll
  Speciality
  01-05
  Acrobatics
  06-08
  Aerial Combat
  09-11
  Art v
  12-14
  Athletics
  15-16
  Business
  17-19
  Computers
  20-24
  Criminology
  25-27
  Driving
  28-30
  Electronics
  31-35
  Investigation
  36-38
  Languages
  39-41
  Law
  42-46
  Leadership
  47-51
  Martial Arts
  52-57
  Medicine
  58-59
  Mechanics
  60-62
  Mental Resistance
  63-65
  Military
  66-68
  Occult
  69-70
  Perform v
  71-73
  Pilot
  74-76
  Power Use v
  77-78
  Psychiatry
  79-84
  Science v
  85-86
  Sleight of Hand
  87-89
  Stealth
  90-92
  Underwater Combat
  93-97
  Weapons v
  98-00
  Wrestling
  aCRoBatiCS
  You gain +1 RS to your agility rank when it is used in feats of agility involving acrobatics.
  aeRial ComBat
  Opponents have a -1 RS penalty to their fighting and agility ranks when they are making 
  feats of fighting or feats of agility to attack you while you are flying or gliding through the air.
  aRt v
  You gain +1 RS to your agility and intuition ranks when they are used to in feats of agil-
  ity and feats of intuition to create works of art of a particular kind. You must choose the 
  type of art when you choose this speciality; for example: painting, sculpting, photography.
  athletiCS
  You gain a +1 RS to your agility rank, strength rank and endurance rank when they are 
  used to perform actions associated with athletics; for example: feats of strength for climb-
  ing and jumping, feats of agility for acrobatics, horse-riding and gymnastics, and feats of 
  endurance for swimming and distance running. This does not apply to attacks in combat.
  
  22
  BuSineSS
  You gain a +1 RS to your reason rank when it is used 
  in feats of reason to determine knowledge about 
  or skill with financial and business related issues.
  ComputeRS
  You gain a +1 RS to your reason rank when it is used 
  in feats of reason to determine knowledge about 
  or skill with computers and computer programs.
  CRiminology
  You gain a +1 RS to your reason and intellect ranks 
  when they are used in feats of intuition to gather 
  information from a crime scene or feats of reason 
  to know about criminals and criminal behaviour.
  dRiving
  You gain a +1 RS to your agility rank when it is 
  used in feats of agility to drive land or sea vehicles.
  eleCtRoniCS
  You gain a +1 RS to your reason rank when it is used in feats of reason to analyse, build, and 
  repair electronic devices. This does not apply when using electronic weapons to attack in combat.
  inveStigation
  You gain a +1 RS to your reason and psyche ranks when they are used in feats of reason to 
  acquire information from research, or feats of psyche to acquire information on the street.
  languageS
  All characters are assumed to be able to speak, read and write a number of languages equal to 
  their reason rank value divided by five (rounded to the nearest whole number). Characters 
  with terrible reason can speak one language but cannot read or write. When determining how 
  many languages your character knows, you gain a +1 RS to your reason rank before dividing it.
  law
  You gain a +1 RS to your reason rank when it is used in feats of reason to know or to practice law.
  leadeRShip
  When you are in a super team and you are acknowledged to be the leader of the team by the 
  rest of the team members, any karma that you donate to the team’s karma pool is doubled.
  maRtial aRtS
  You gain a +1 RS to your fighting rank when making feats of fighting to hit people in un-
  armed melee combat (except for wrestling, which has its own speciality). Additionally, when 
  you successfully hit someone in unarmed melee combat, you may choose to use your fight-
  ing rank instead of your strength rank when determining whether or not your opponent is 
  Stunned or Slammed. See the Combat chapter for more details of stunning and slamming.
  mediCine
  When you treat an injured or sick patient, that patient receives +1 RS to their endurance rank 
  when it is used in order to determine how quickly they recover. See the Getting Better chapter 
  for more details on injuries and how endurance rank affects characters’ recovery from damage.
  meChaniCS
  You gain a +1 RS to your reason rank when it is used in feats of reason to analyse, build, and re-
  pair mechanical devices. This does not apply when using mechanical devices to attack in combat.
  mental ReSiStanCe
  You gain a +1 RS to your psyche rank when it is used as the difficulty for the ranked feat of 
  psyche which is made by opponents who are trying to use mental super powers against you.
  karma – A measure of a charac-
  ter’s self confidence. A character’s 
  karma score can be reduced 
  during play, spending the points 
  to affect dice rolls and push super 
  powers beyond their normal limits.
  karma pool – A super team who 
  work together can pool some or 
  all of their karma enabling them 
  to support each others’ actions.
  Stunned – A character who 
  is stunned is reeling from the 
  blow they were just dealt and 
  misses their next action.
  Slammed – A character who is 
  slammed has been knocked over 
  and possibly knocked backwards 
  by the force of a heavy blow.
  
  23
  militaRy
  You gain a +1 RS to your reason rank when it is used in feats of reason to determine knowledge 
  about or skill with military organisation, tactics, equipment, codes of warfare, and capabilities.
  oCCult
  You gain a +1 RS to your reason rank when it is used in feats of reason to determine knowl-
  edge about or skill with magic, occultism, religious rites and practises, and the supernatural.
  peRfoRm v
  You gain a +1 RS to your agility and intuition ranks when they are used in feats of agility or 
  feats of intuition to determine your skill with a particular type of artistic performance. You also 
  gain a +1 RS to your reason when it is used in feats of reason to determine knowledge about 
  your chosen type of artistic performance and its practitioners. You must choose the type of per-
  formance when you choose this speciality; for example: singing, piano playing, dancing, acting.
  pilot
  You gain a +1 RS to your agility rank when it is used in feats of agility to drive air/space vehicles.
  poweR uSe v
  You gain a +1 RS to feats made with any ability which are associated with a particular one of 
  your powers, chosen by you when you acquire this speciality. This rank shift does not affect 
  the actual rank of the power nor any numerical values associated with it (for example damage). 
  It only applies to feats of ability that you use in conjunction with the power such as attack rolls.
  pSyChiatRy
  You gain a +1 RS to your reason rank when it is used in feats of reason to determine your 
  character’s knowledge of (or skill with) psychiatry, psychology and other mental health is-
  sues. You also receive a +1 RS to your intuition rank when it is used in feats of intuition to 
  determine whether you can recognise that someone is under the influence of a mental power.
  SCienCe v
  You gain a +1 RS to your reason rank when it is used in feats of reason to determine your 
  character’s knowledge about or skill with a particular branch of science. You must choose 
  the branch of science with which your character is skilled; for example biology, chemistry, 
  or physics. If the GM agrees, you can also take this speciality and apply it to something that 
  would be a pseudo-science in the real world but which may actually work (with the benefit 
  of super powers) in the game world, such as alchemy, parapsychology, or animal magnetism.
  science – This speciality covers 
  the use of super hero Science! as 
  well as normal mundane science. 
  However, it does not improve a 
  character’s abilities when using 
  Science! based powers. The speci-
  ality is designed to enhance inven-
  tion and understanding, rather 
  than aiming high-tech devices.
  
  24
  Sleight of hand
  You gain a +1 RS to your agility rank when it is used in feats of agility to determine suc-
  cess in when your character performs sleight of hand manoeuvres such as stealing, palming, 
  swapping or hiding small objects or suddenly producing small objects from hidden pockets.
  Stealth
  You gain a +1 RS to your agility rank when it is used in feats of agility for hiding or sneaking.
  undeRwateR ComBat
  Opponents have a -1 RS penalty to their fighting and agility ranks when they are making feats 
  of fighting or feats of agility to attack you while you are underwater or swimming. Addition-
  ally, you do not take the normal -1 RS penalty to actions (including attacks) while underwater.
  weaponS v
  You gain a +1 RS to your fighting or agility rank (whichever is appropriate) when making feats 
  of fighting or feats of agility in order to attack with your chosen type of weapon. You must 
  choose the type of weapon your character is skilled with; for example swords, pistols, shuriken, 
  shields. If you choose to be skilled with shields, you gain the rank shift only when you are 
  trying to bash someone with a shield or throw it at someone. It does not improve your defence.
  wReStling
  You gain a +1 RS to your fighting and strength ranks when you make feats of fighting or feats 
  of strength to either try to grapple someone, break out of a grapple, or escape from a grapple. 
  This does not increase the amount of damage you can do to someone when grappling them.
  Example: Having dropped her Spinning power, Sofia decided that since her origin story states 
  that Paradox is a physicist in her secret identity, she decides to get the Science (Physics) special-
  ity and a +1 RS to her wealth score. This means that Paradox’s normally world class reason 
  counts as fantastic reason instead when she is making feats of reason to understand physics.
  health
  Add together the four values corresponding to your character’s fighting, agility, strength, 
  and endurance ability ranks. The total value of these four ranks is your health score. For 
  example if you have a fighting of Wc[30], an agility of Wc[30], a strength of Fa[40] and an 
  endurance of Wc[30] you will have a total health score of 30 + 30 + 40 + 30 = 130 points.
  grapple – An attack that involves 
  grabbing people and trying to 
  prevent their escape, rather than 
  simply hurting them. Generally, 
  grabbing someone is quite easy 
  but holding onto them while 
  they try to escape is trickier.
  health – A pool of points that 
  determine your ability to keep 
  fighting. They represent not only 
  physical damage, but also fatigue 
  and skill at avoiding blows and 
  turning solid hits into grazes and 
  near (but exhausting) misses.
  
  25
  Your health pool is a pool of points which is equal to your health score when you are fresh 
  and healthy. These points are used up when you are hurt (usually, but not always, this is as 
  a result of being hit in combat). Any damage that you take is subtracted directly from your 
  health pool, and if your health pool is ever reduced to zero or less you are in big trouble. You 
  are unconscious and, depending on the nature of the damage you took, you may even be dying.
  Example: Paradox has astounding fighting (which has a rank value of 50), world class agility 
  (with a rank value of 30), astounding strength (with a rank value of 50), and world class 
  endurance (with a rank value of 30). She therefore has 50 + 30 + 50 + 30 = 160 health. This is a 
  lot of health, which will come in handy since Paradox is going to be spending a lot of time in melee.
  KaRma
  Add together the three values corresponding to your character’s Reason, Intuition and Psyche 
  ability ranks. The total value of these three ranks is your initial karma score. For example 
  if you have a Reason of Fa[40], an Intuition of Gt[20] and a Psyche of Wc[30] you will have 
  a total karma score of 40 + 20 + 30 = 90 points. Your karma score does not have a pool of 
  points associated with it like your health score, although it will change frequently during play.
  Example: Paradox has World Class Reason (which has a rank value of 30), Great Intuition 
  (which has a rank value of 20), and Great Psyche (which has a rank value of 20). She therefore 
  has 30 + 20 + 20 = 70 karma. This is a slightly below average karma score for a starting char-
  acter, but Sofia is not worried as she knows that she can easily earn more karma through play.
  wealth
  Your character’s wealth rank shows how much money and resources they have access to, and 
  consequently it shows the kind of lifestyle that they can afford. Just like ability ranks, wealth 
  is measured on the standard rank table, and each rank has a default lifestyle associated with it.
  Wealth Ranks
  Rank
  Wealth
  Zero
  Destitute. On the streets and starving or begging.
  Alternately living in the wilds and hunting and scavenging.
  Terrible
  Poor. Only income is benefits or charity. Living in rented 
  rooms and probably struggling with the rent and bills.
  Bad
  Minimum wage income. Living in a rented apartment or 
  house share. Surviving from week to week, but unable to 
  afford luxuries. Uses public transport, or has a wreck of a car.
  Average
  Salaried income at the lower end of the scale. Owns a small 
  house, and can afford a few luxuries. Runs a second hand car.
  Decent
  Solidly middle class income. Owns a nice family house and 
  can afford regular luxuries and holidays. Runs a new car.
  Great
  Upper middle class. Has a profession rather than a job, or 
  possibly a small inheritance. Owns a large house and can 
  afford regular foreign holidays. Owns a new luxury car.
  World Class
  Upper class. Owns more than one house or owns a mansion. 
  Owns or runs a large business or a portfolio of small 
  businesses; or has inherited a title and lands.
  Fantastic
  Super-rich. Owns a number of large businesses or a major 
  corporation. Has multiple properties, possibly a small 
  tropical island. Travels by yacht and corporate jet.
  Astounding
  Royalty. Owns a small country or equivalent. Lives in luxury.
  Wondrous
  Ultra-rich. Owns a mega-corporation or medium country, or 
  is a billionaire socialite.
  Phenomenal+
  Owns and rules a large country.
  Planetary+
  Owns and rules an entire dimension.
  All super heroes are assumed to start with average wealth unless they have traded any unwanted 
  powers for rank shifts to improve their wealth rank. It is possible to start with less than average 
  
  26
  wealth if that fits your character’s origin story, and each rank of wealth that you sacrifice in 
  this manner lets you take an extra speciality or an extra contact. You may not sacrifice wealth 
  to gain extra super powers nor can you sacrifice it to boost your super powers or ability ranks.
  Example: Sofia gets a +1 RS to Paradox’s wealth rank (and the Physics speciality) for trading in 
  her Spinning power. This means that Paradox has decent wealth – she’s got a solidly middle class 
  income from her post-doc work at the university, and probably owns a nice car and her own home.
  ContaCtS
  Contacts are people or organisations that your character is friendly with and who can provide 
  your character with information or help you out in emergencies. These contacts can range 
  from established super heroes to government organisations to military groups or corporations. 
  You can even have super villains or criminal organisations as contacts, although as a super 
  hero you obviously need to be careful how closely you associate yourself with such groups.
  fame
  Your fame is, rather obviously, a measure of how famous and popular you are. As a starting 
  character, you will begin with zero fame since no-one has heard of you. However, if you have 
  traded powers for rank shifts in fame it may start higher than this. Unlike other ranks, fame may 
  actually go “negative” in that it is possible to be actively infamous rather than simply unknown. 
  If you want your character to start with infamy rather than fame, possibly due to a misunder-
  standing that is part of their origin story, you can gain ranks of infamy. Each rank of infamy 
  that you gain in this manner lets you take an extra speciality or an extra contact. You may not 
  gain infamy to gain super powers nor can you gain it to boost your super powers or ability ranks.
  finiShing touCheS
  Your character is now almost ready. You need to determine mundane details like your character’s 
  name, secret identity (if any), costume details, and any equipment they carry around. Generally, 
  you are free to choose these sorts of detail, although in the case of equipment you need to be 
  reasonably realistic in terms of the bulkiness, expense, and availability of what you want your 
  character to have on them. Use your wealth rank as a guide to the sort of equipment and pos-
  sessions your character will be able to afford. However, if your super powers are Science! based 
  and rely on specific devices to function (for example a battlesuit or an alien amulet) you are 
  assumed to possess those specific items even if they would otherwise be out of your price range.
  Many of the super powers you might possess are very destructive to normal clothing, particu-
  larly those involving the transformation of your character’s body or anything that surrounds 
  your character’s body in any kind of energy. If you have this sort of power, you can either 
  assume that your costume is made from Morphic Fabric (a special hi-tech fabric that changes 
  as you change) or that your powers include some kind of in-built protection for your costume.
  help – To persuade someone to 
  help you or co-operate with your 
  instructions or requests, you need 
  to make a feat of fame. Contacts 
  count as being “friendly” and 
  therefore in their case the feat is 
  easier to make. This is described 
  in more detail in the Allies, 
  Enemies & Equipment chapter.
  infamous – See the Allies, 
  Enemies & Equipment chap-
  ter for the effects of infamy.
  
  27
  ComBat
  ComBat BaSiCS
  Super heroes are constantly getting into fights. Even those “reluctant heroes” who aren’t particu-
  larly belligerent or aggressive somehow always seem to end up in situations where they need to 
  fight to protect themselves or their loved ones. Combat therefore plays a major part in this game.
  Although in real life combat is a messy affair with lots of things happening at once, for game pur-
  poses it is convenient to split it up into short periods of time and to handle each person’s action 
  or actions within each of those periods in turn. Similarly, even in a simple fist fight, people don’t 
  simply stand still and hit each other. They are constantly shifting and moving around. Therefore 
  rather than trying to measure exact distances between combatants to the nearest foot or metre it 
  is convenient to just split the terrain in which fights are occurring into a number of discrete areas.
  RoundS and aCtionS
  During combat, time is split into rounds. Each round is a few seconds of time. If it’s neces-
  sary to count a number of rounds before something happens, such as a time bomb going off, 
  assume that on average each round is 6 seconds long, but there’s no need to be overly strict 
  about every round being exactly that length. If someone wants to do something that would 
  take anywhere from about 4-10 seconds then it’s something that can be done in a single round.
  During a round, each combatant can take one action. This action will very often be an attack 
  or the use of a power of some kind, but might instead be moving from one area to another 
  or performing some other action that can be done in about 4-10 seconds. While theoretically 
  everyone is actually acting at the same time, you should resolve each person’s action in turn.
  To determine the order of actions, use the following guidelines:
  ◊ The person or group that throws the first punch (and thereby starts the fight) gets to go first. 
  Then the second group takes their actions. Then the round ends and a new round starts with 
  the initiative returning back to the first group who can take their actions again, and so forth.
  ◊ Within a group, the order of actions doesn’t matter as long as it is consistent from round to 
  round. For player characters the best way to do this is to simply go round the table in a clock-
  wise manner resolving each character’s action in turn. Similarly, the GM almost certainly 
  has a list of the characters on the other team and can simply run down the list each turn.
  
  28
  Because of the cyclic nature of things, anything that has a duration measured in rounds should 
  be counted from the action in which it begins to the same action in a future round. For ex-
  ample if someone uses a power that lasts for “4 rounds” when activated, the power will come 
  to an end at the end of that same person’s action in the fourth round after it was activated.
  Think of it like weeks: if something that takes three weeks begins on a Thursday, it will last until 
  the end of the week, for two whole weeks, and then until the Thursday of the week after. It won’t 
  stop exactly on a weekend because weeks – like rounds – can be measured starting at any point.
  aReaS and movement
  Just like time being measured in rounds, movement and distance are measured in areas. An 
  area is a location of around 200 to 400 square feet, or around 20 to 30 square metres (that’s 
  not an exact conversion, but those sizes are approximate anyway; and an individual area can be 
  smaller or larger than that size range) and which is one story high. Generally this will mean that 
  when indoors one room or corridor is usually a single area. However larger rooms or outdoor 
  locations may comprise of two or more areas. When drawing a sketch map for the players, the 
  GM should usually try to divide larger spaces into areas using obvious geographic or architec-
  tural features rather than worrying about trying to get each area absolutely identical in size.
  During a fight, characters are assumed to be moving around within the area that they are in, 
  rather than standing in one place. Therefore anyone in an area can make melee attacks against 
  anyone else in the same area without needing to spend their actions moving. Ranged attacks 
  can also be made against people in the same area or in any other area that can be seen from that 
  area. Again, the fact that people are usually moving around means that exact positioning and 
  line of sight calculations are not needed. The GM may make exceptions to this when someone is 
  trying to start a fight by sniping with a ranged attack. The target may be stationary (for example 
  sitting at a desk) and therefore not be in line of sight even if the area they are in can be seen.
  Running
  As their action, characters can move to a different area from the one they started in. The distance 
  a character can normally move on foot during a single action depends on the type of character:
  ◊ A person with restricted movement or speed (the elderly and infirm, children, people 
  who are crawling) can move only a single area in an action.
  ◊ Normal people can move up to two areas in an action.
  ◊ Super heroes and villains can move up to three areas in an action.
  If you’re unsure about which category something falls into (for example if they’re a robot or 
  they’re an animal) you can optionally use their endurance rank as a guide. Those with ter-
  rible endurance or less move one area; those with bad endurance to great endurance move 
  two areas; and those who have world class endurance or greater can move three areas. For 
  simplicity, player character heroes should always be able to move three areas even if they have 
  great endurance or less (unless they’ve been grappled or restrained in some manner, of course!)
  Swimming
  Characters who can swim (all player characters are assumed to be able to swim unless they’ve ex-
  plicitly put something in their origin story saying that they can’t) can move one area in an action.
  leaping
  For most normal people, leaping about won’t get you out of the area you are in, and isn’t a 
  viable form of movement. However, particularly strong individuals can leap larger distances.
  ◊ Characters with a decent strength or higher can leap into an adjacent area.
  ◊ Characters with a fantastic strength or higher can leap over a single area or up a single 
  story onto a roof.
  ◊ Characters with a wondrous strength or higher can leap over two areas or up two 
  stories onto a roof.
  ◊ Characters with a single shift strength or higher can leap over three areas or up three 
  stories onto a roof, plus an additional area or story for each rank above single shift.
  
  29
  otheR movement
  Super powers which provide alternate methods of movement have their own speeds and restric-
  tions, and these are described in the descriptions of the powers in the Power Descriptions chapter.
  attaCKing an opponent
  The most common form of action in combat will be to simply attack an opponent. This may be as 
  simple as punching them, or it may involve shooting them or firing blasts of cosmic energy at them.
  All these types of physical attack are resolved in the same way:
  ◊ If the attack is in melee, make a feat of fighting.
  ◊ If the attack is at range, make a feat of agility.
  The exact results of the attack depend on the level of success that the attacker gets, and the 
  type of attack being made. In most of these cases, a White result will be a miss, a Bronze 
  result will be a simple hit that does damage without any special effects, and a Silver or Gold 
  result will be a hit that does damage and also possible does one or more special effects. In each 
  case below, the effects are explained in more detail in the Damage section later in this chapter.
  Example: Snowball has confronted his nemesis, the murderous vigilante Fire Phantom, in an 
  attempt to bring him to justice. Fire Phantom isn’t inclined to come quietly and a fight breaks out. 
  Snowball transforms his body to super-dense ice and uses the wondrous strength that this gives 
  him to punch Fire Phantom. Punching someone is a blunt melee attack, and so Snowball will need 
  to make a feat of fighting in order to resolve it. The effect that the attack has will depend on the 
  result of this feat, ranging from Snowball simply missing Fire Phantom to Fire Phantom being 
  possibly stunned and possibly slammed backwards into an adjacent area by the force of the blow.
   Blunt melee
  Melee attacks that are with a blunt weapon (this includes unarmed melee attacks) have the 
  following effects depending on the level of success:
  ◊ White: The attack misses
  ◊ Bronze: The attack hits, doing normal damage to the target.
  ◊ Silver: The attack hits, doing normal damage and possibly slamming the target.
  ◊ Gold: The attack hits, doing normal damage and possibly slamming and possibly 
  stunning the target.
  lethal melee
  Melee attacks with a sharp weapon such as a sword or claws (this includes melee attacks using a 
  melee weapon made from energy) have the following effects depending on the level of success:
  ◊ White: The attack misses
  ◊ Bronze: The attack hits, doing normal damage to the target.
  ◊ Silver: The attack hits, doing normal damage and possibly stunning the target.
  ◊ Gold: The attack hits, doing normal damage and possibly stunning and possibly kill-
  ing the target.
  
  30
  Blunt thRown
  Ranged attacks involving the throwing of a blunt object (this includes most improvised at-
  tacks involving throwing objects) have the following effects depending on the level of success:
  ◊ White: The attack misses
  ◊ Bronze: The attack hits, doing normal damage to the target.
  ◊ Silver: The attack hits, doing normal damage to the target.
  ◊ Gold: The attack hits, doing normal damage and possibly stunning the target.
  lethal thRown
  Ranged attacks involving the throwing of a sharp weapon (this includes throwing knives and 
  shuriken) have the following effects depending on the level of success:
  ◊ White: The attack misses
  ◊ Bronze: The attack hits, doing normal damage to the target.
  ◊ Silver: The attack hits, doing normal damage and possibly stunning the target.
  ◊ Gold: The attack hits, doing normal damage and possibly stunning and possibly kill-
  ing the target.
  Blunt pRojeCtile
  Melee attacks using a non-sharp projectile (this includes most force blasts and shots using 
  “mercy bullets” or blunted arrows) have the following effects depending on the level of success:
  ◊ White: The attack misses
  ◊ Bronze: The attack hits, doing normal damage to the target.
  ◊ Silver: The attack hits, doing normal damage to the target.
  ◊ Gold: The attack hits, doing normal damage and possibly stunning the target.
  lethal pRojeCtile
  Melee attacks that use a lethal projectile (this includes normal bullets and arrows, and some 
  energy blasts) have the following effects depending on the level of success:
  ◊ White: The attack misses
  ◊ Bronze: The attack hits, doing normal damage to the target.
  ◊ Silver: The attack hits, doing normal damage to the target.
  ◊ Gold: The attack hits, doing normal damage and possibly killing the target.
  Example: Fire Phantom retaliates against Snowball by shooting gouts of flame from his eyes at him. 
  In game terms, this is the blast power, and counts as a lethal projectile. In order to hit his opponent, 
  Fire Phantom must make a feat of agility, and the result will depend on the level of success rolled 
  on that feat; ranging from the attack missing to the attack hitting and potentially killing Snowball.
  blast – The ability to fire 
  ranged attacks. These may be 
  composed of physical or energy, 
  and may count as thrown or 
  projectile weapons, depending 
  on how the power is defined.
  
  31
  unuSual attaCKS
  Although most normal situations will involve one of the above types of attack, sometimes 
  someone will want to do something a bit more unusual. As with the normal attack types, the 
  effects of these attacks are explained in more detail in the Damage section later in this chapter.
  ChaRging
  Normally, moving from one area to another area and attacking must be done as two separate 
  actions. However, if you desperately want to hit someone in another area immediately (or if 
  you are more concerned with pushing them than with damaging them) you can make a charg-
  ing attack. A charging attack lets you both move and attack in the same action. The attack 
  is likely to be less accurate, but if it hits it’s more likely to knock the opponent over or back.
  When making a charge attack against an opponent, you first move into their area; and then make 
  either a feat of fighting or a feat of endurance – you use whichever of your endurance and 
  fighting ranks is the lower. The attack has the following effects depending on the level of success:
  ◊ White: The attack misses
  ◊ Bronze: The attack hits, doing normal damage and possibly slamming the target.
  ◊ Silver: The attack hits, doing normal damage and possibly slamming the target.
  ◊ Gold: The attack hits, doing normal damage and possibly slamming and possibly 
  stunning the target.
  gRappling
  Sometimes you don’t want to actually hurt someone, just restrain them. In this case you may use 
  a grappling attack. To make a grappling attack, you must be in the same area as your opponent. 
  Make a feat of fighting. The attack has the following results depending on the level of success:
  ◊ White: The attack misses
  ◊ Bronze: The attack hits, doing no damage but putting your opponent in a partial hold.
  ◊ Silver: The attack hits, doing no damage but putting your opponent in a full hold.
  ◊ Gold: The attack hits, doing no damage but putting your opponent in a full hold. You 
  may also crush your opponent if you desire.
  If you already have a partial hold on your opponent, you may roll a new grappling feat in your 
  next action in an attempt to improve the hold. If this improvement attempt fails, you do not 
  lose the existing partial hold. You can’t maintain a hold on an opponent if you are stunned or 
  slammed, or if an opponent successfully gets you in a partial hold or full hold. Other actions 
  may also force you to let go of your opponent, but this must be judged on a case-by-case basis.
  Example: Snowball tries to grapple Fire Phantom to prevent him from escaping. In order to do 
  this, he makes a feat of fighting. Rolling a Bronze result on the feat, Snowball manages to get 
  Fire Phantom in a partial hold. Fire Phantom is held by Snowball but is not completely immobile.
  Fire Phantom can now no longer move unless he is strong enough to carry Snowball (which he is not, 
  since Snowball’s super-dense ice form is too heavy) and any action that he tries to perform will be at 
  a –2 RS penalty unless it is an attempt to escape or break out of the hold that Snowball has him in.
  
  32
  CRuShing
  If you already have your opponent in a full hold, you may crush them as your action without 
  needing to roll the dice. Crushing inflicts your strength rank value as damage to your op-
  ponent. This damage is reduced by armour (but not shields) and does no other special effect.
  eSCaping
  Okay, so someone’s just used the grappling rules above to get you in a hold. Now what? Well, 
  you can always try to wriggle out of it and escape. Trying to wriggle out of a hold takes an action 
  (usually – see below). To attempt to escape a hold in this way, make a feat of fighting. Note 
  that you don’t get the normal –2 RS penalty to actions taken while held when you do make 
  this attempt. The escape attempt has the following results depending on the level of success:
  ◊ White: No effect. You’re still held.
  ◊ Bronze: If you were only in a partial hold, you have escaped it.
  ◊ Silver: You have escaped the hold.
  ◊ Gold: You have casually slipped out of the hold. You have escaped it and this has not 
  taken an action, so you are free to do something else this round.
  Example: Fire Phantom is nowhere near strong enough to break out of Snowball’s grapple by 
  brute force, so he tries to wriggle out of the partial hold instead. This is an escape action, and re-
  quires a feat of fighting on Fire Phantom’s part (well, technically on the GM’s part since he is an 
  NPC). Rolling incredibly well, Fire Phantom gets a Gold result! Not only has he managed to es-
  cape Snowball’s grasp, he has done so quickly enough that it has not used up his action for the turn.
  Fire Phantom takes the opportunity to blast Snowball with jets of fire from his eyes once more.
  BReaKing out
  If you’re big and strong, but your fighting isn’t up to the job of escaping a hold, you can try to 
  simply break your way out of it using brute force. To try to break out of a hold, make a feat of 
  strength. Note that you don’t get the normal –2 RS penalty to actions taken while held when 
  you do this. The breakout attempt has the following results depending on the level of success:
  ◊ White: No effect. You’re still held.
  ◊ Bronze: If you were only in a partial hold, you have broken out of it.
  ◊ Silver: You have broken out of the hold.
  ◊ Gold: You have casually shrugged off the hold. You have broken out of it and this has 
  not taken an action, so you are free to do something else this round.
  otheR ComBat aCtionS
  While the most common actions that characters perform in combat are either moves or at-
  tacks, occasionally there are some other combat-related actions that you might want to employ.
  SnatChing
  If someone else is holding onto an item and you want to snatch it off them, you need to make a 
  feat of strength. The snatch attempt has the following results depending on the level of success:
  ◊ White: No effect. They still have the item.
  ◊ Bronze: Your opponent still has the item. However if both you and your opponent have 
  a strength rank greater than the material strength of the object, it breaks in the strug-
  gle.
  ◊ Silver: You have snatched the item from your opponent and you now hold it. However 
  if both you and your opponent have a strength rank greater than the material strength 
  of the object, it breaks in the struggle.
  ◊ Gold: You have snatched the item from your opponent cleanly, with no chance of it 
  breaking.
  CatChing
  If you wish to stop an object from hitting you when thrown or fired at you, or you wish to stop a 
  falling object from hitting the floor, you can try to catch it. Because catching an object must hap-
  pen when the object is in the air rather than waiting for your turn, you may take this action dur-
  ing someone else’s turn; although you must then skip your next action, having used it in advance.
  material strength – All objects 
  have their material strength 
  ranked using the standard rank 
  system. See the Environment 
  chapter for further details.
  
  33
  If you are trying to catch an object that has been thrown or fired at you, you must attempt the 
  catch after the attack is announced, but before it is resolved. To catch an object, you need to 
  make a feat of agility. However, your agility rank takes a penalty based on the speed of the 
  object you’re trying to catch, as listed below. If this penalty would take your agility below 
  zero, you have no chance of catching the object and may not even attempt the feat of agility:
  ◊ Falling object = No penalty
  ◊ Object thrown with force = –3 RS agility penalty
  ◊ Arrow or similar = –5 RS agility penalty
  ◊ Bullet = –7 RS agility penalty
  The catching attempt has the following results depending on the level of success:
  ◊ White: You have failed to catch the item, but you have got yourself in the way. If 
  the item was aimed at you, the worst result it can get when the attack is resolved is a 
  Bronze success.
  ◊ Bronze: You catch the object awkwardly. If the object was falling, either you or the 
  object must take the falling damage. If the object was thrown or fired at you, either you 
  or the object must take the damage it would have done had it hit you normally. In either 
  case, you choose whether the damage is applied to the object or yourself.
  ◊ Silver: You catch the object smoothly and neither of you take damage.
  ◊ Gold: You catch the object smoothly and neither of you take damage.
  inteRpoSing
  Being heroic is all about defending the innocent, and there may come a time when you need to 
  do that literally by throwing yourself in the way and taking a bullet (or sword, or punch, or laser 
  blast) for them. Because interposing yourself between an ally and an attack must happen when 
  the attack is being made rather than waiting for your turn, you may take this action during 
  someone else’s turn; although you must then skip your next action, having used it in advance.
  If you are trying to throw yourself in front of someone being attacked in order to take the attack 
  yourself, you must be in the same area as that person and you must declare that you are making 
  the attempt to interpose yourself after the attack has been announced but before it has been re-
  solved. To interpose yourself in front of someone else in order to take an attack intended for them, 
  you need to make a feat of agility, with the following results depending on the level of success:
  ◊ White: You miss your chance and the attack is resolved against the original target as 
  normal.
  ◊ Bronze: You have got yourself in the way. The attack is resolved against you, and the 
  worst result it can get is a Bronze success.
  ◊ Silver: You have interposed yourself. The attack is resolved normally, but against you 
  instead of against the original target.
  ◊ Gold: You have interposed yourself. The attack is resolved normally, but against you 
  instead of against the original target.
  
  34
  aiming
  If you spend your action doing nothing but aiming with a ranged attack, you get a +1 RS to the 
  actual attack if you make it in your next action. This is not a cumulative bonus, and aiming 
  for multiple actions is no better than aiming for a single action. You still just get a single +1 RS.
  tRiCK ShotS
  Sometimes you don’t want to simply hurt someone. You want to do something more complex. 
  Maybe you want to fire an arrow to hit the lever that will let you out of the death trap. Maybe 
  you want to bounce your energy beam off the wall to indirectly hit someone who you can 
  see behind a transparent force-field. Maybe you want to avoid your opponent’s shield when 
  attacking them. Maybe you want to leave a set of bullet holes in the wall spelling your name.
  In all these cases, you can use a trick shot. A trick shot is resolved in exactly the same way 
  as a normal attack, except that it has the following results depending on the level of success:
  ◊ White: The attack misses.
  ◊ Bronze: The attack misses.
  ◊ Silver: The attack hits, doing normal damage to the target but not doing the special 
  effect it would normally do on a Silver success.
  ◊ Gold: The attack hits, doing normal damage to the target, plus whatever special effect 
  the attack would normally do on a Gold success.
  dodging
  Although a good offence is said to be the best defence, there are some situations where you 
  aren’t actually interested in attacking your opponent and all you want to do is to concentrate on 
  avoiding the attacks they are making against you. If this is the case you can take a dodge action.
  When you take a dodge action, you must spend your action making a feat of agility. All physical 
  attacks that target you before your next action take a penalty based on the success of your feat.
  ◊ White: The attacks take no penalty.
  ◊ Bronze: The attacks take a –2 RS penalty.
  ◊ Silver: The attacks take a –4 RS penalty.
  ◊ Gold: The attacks take a –6 RS penalty.
  These penalties only apply to physical attacks that are aimed at you. Mental attacks and powers 
  which do not need to be aimed are unaffected by your dodge and operate with no penalty. Since 
  the catching and interposing actions both take place during someone else’s turn, it is possible that 
  you can do one or the other of these actions while you still have the bonus from dodging on your 
  own previous turn. Neither of these actions are affected by your dodging directly, although in the 
  case of you successfully interposing yourself in front of someone else to take an attack on their 
  behalf, the penalty from your dodging does affect the attack that is now being redirected at you.
  weaponS
  While most heroes and villains fight unarmed using formal martial arts or less formal street fight-
  ing techniques, some use weapons. Even those who do usually fight unarmed may occasionally 
  improvise by picking something up and hitting their opponents with it or throwing it at them. 
  When you are using a weapon, you normally do your strength rank number as damage just as 
  with an unarmed attack, but the damage type (lethal or blunt) depends on the weapon’s nature.
  Weapons are inherently more dangerous than unarmed attacks in the hands of non-super 
  powered people. Therefore every weapon has a minimum damage rank and you always do 
  at least this minimum damage with the weapon even if your strength is lower. For most im-
  provised weapons (e.g. hitting people with lamp posts or throwing rocks or cars at people) the 
  minimum damage is equal to the rank value of the strength rank needed to lift the object and 
  is therefore irrelevant (because if you are strong enough to pick it up and hit someone with it 
  your strength is going to be at least equal to the minimum damage done by the object anyway).
  However, weapons that have been designed to hit things with may be more dangerous than other 
  miscellaneous objects of their weight because of their shape, leverage, and sharp pointy bits. The 
  minimum damage for many such weapons is listed in the Allies, Enemies & Equipment chapter.
  minimum damage – The mini-
  mum damage for most common 
  weapons is listed in the Allies, 
  Enemies & Equipment chapter.
  
  35
  If your strength rank is higher than the material strength of the weapon, you are likely to break 
  the weapon when you hit something with it with full force. It is up to you whether you break 
  the weapon in this manner or whether you reign in your strength and pull your blow. Which-
  ever you do, this limits you to doing only as much damage as the weapon’s material strength.
  In the rare case where you are using an improvised weapon such as a delicate ice sculpture 
  that is large but not particularly strong (so that its material strength is actually less than its 
  minimum damage) the improvised weapon will always break when you hit something with it 
  and you are limited to doing the material strength of the object in damage as described above.
  Example: A sword has an average weight, and therefore it requires a character with an aver-
  age strength in order to be able to wield it and hit people with it. However, because a sword 
  is much more than just a lump of metal – it’s is especially designed for use as a weapon, it has 
  a decent minimum damage. Therefore a person of average strength who wields a sword will 
  do decent damage with it rather than the average damage that they would do just punching 
  people (and they would also do lethal melee attacks rather than blunt melee attacks while doing so).
  A character with great strength would be able to do great damage with the sword, because they 
  are able to wield it more forcefully. This is no more damage than they could do punching people, but 
  the fact that it is lethal and may therefore be able to kill people might be a reason to use the sword.
  However, a sword only has great material strength because although it’s made of steel it’s rather 
  thin. This means that a character with world class strength or higher won’t be able to apply 
  all their strength when hitting people with a sword. They have the choice of either pulling their 
  blows or breaking the sword. In either case they will only do decent lethal damage with it.
  laRge impRoviSed weaponS
  If a weapon is particularly large, such as when you swing a tree at people or throw a caravan 
  at people, you may be able to target everyone in an area with the attack rather than just a 
  single person. In this case, aiming the attack is more difficult and you take a – 3 RS on the 
  ability rank that you are using for the attack. If you throw a large improvised weapon, it will 
  potentially hit everyone in the target area. If you swing it in melee, it will potentially hit eve-
  ryone in your area except yourself. You can’t be selective about targets with such a large object.
  attaCK modifieRS
  There are often situations in combat that make it easier or more difficult for people to make at-
  tacks. Some examples follow, but this is by no means an exhaustive list of all possible modifiers:
  ◊ Surprise Attack = If the defender is unaware of the attack, the attacker gets a +1 RS to 
  whichever ability they are using to attack.
  ◊ Readied Attack = If the attacker has an attack readied at the start of the fight (for exam-
  ple a knife at the defender’s throat or a gun at their head), they get a +3 RS to whichever 
  ability they are using to attack.
  ◊ Moving Target = If the defender spent the entirety of their last action moving rather 
  than attacking, the attacker gets a –1 RS to whichever ability they are using to attack. 
  This doesn’t apply if the defender spent their action doing a charge attack.
  ◊ Cover = If the defender has partial cover to hide behind (such as a table or a low wall) 
  the attacker gets a –1 RS to their agility when making a ranged attack. If the defender 
  has got some full cover to hide behind (such as when they are peeking around the corner 
  of a building) the attacker gets a –2 RS to their agility when making ranged attacks. 
  If the attacker is willing to shoot through the cover, the defender does not get this bo-
  nus to their agility but the cover counts as additional armour for the defender instead.
  ◊ Unseen = If the attacker cannot be seen, they get a +2 RS to whichever ability they are 
  using to attack with. Similarly if the defender cannot be seen, the attacker gets a –2 RS 
  to whichever ability they are using to attack with.
  
  36
  ◊ Dodging = If the defender performed the dodge action on their last turn, the attacker 
  gets anywhere from no penalty to a –6 RS depending on the level of success of the 
  dodge action.
  damage
  Although some exotic attacks such as weakness rays may affect the person hit in a different man-
  ner, the most common effect of a successful attack is normal physical damage. Each attack will 
  have a damage rank, the rank value of which indicates the amount of damage that it does if it hits.
  Normally, the amount of damage done by the attack is simply subtracted from the amount of 
  health that the defender has in their health pool. If the defender still has health left after this 
  then they are still in the fight. If they haven’t, then they have been knocked out, and may start to 
  die from their injuries. Your character’s health pool can never go negative. If you take more dam-
  age than you have remaining health left then you will simply run out and have zero health left.
  aRmouR
  Some characters will be protected from damage by some kind of armour. In the case of mundane 
  characters such as police or thugs, this is likely to involve wearing physical armour such as a bullet-
  proof vest or a stab vest. Super-powered heroes and villains have multi-purpose battlesuits or pow-
  ered armour or may even have force field generators that put up a defensive barrier. Some unusual 
  characters may just have naturally tough skin or flesh. In all these cases, the intent is the same. By 
  having or wearing a protective layer, the character will take less damage from incoming attacks.
  Armour works in a very simple manner. If you have armour of any kind, then when you take 
  damage you reduce the amount of damage you take by the rank value of the armour you have 
  before subtracting the remaining damage from your health. If the rank value of your armour is 
  greater than the amount of incoming damage, then you simply take no damage from the attack.
  paRtial aRmouR
  Some characters may wear armour that protects their vitals but does not fully cover them. This 
  is most likely to apply to mundane characters such as police in riot gear or mercenaries wearing 
  ballistic vests. However, it may also occasionally apply to a superhero who has taken a limit on 
  their Resistance super power. In these cases, the armour protects you as normal, but an oppo-
  nent may make a trick shot in order to bypass your armour and hit you in an unprotected spot.
  ShieldS
  Shields are a special form of partial armour that stacks on top of normal armour. They have a 
  rank value that adds to the rank value of any armour you are wearing (note that it is the two val-
  ues that stack, not the two ranks). However, because shields must be held in the way of a blow to 
  be effective, they are limited by your strength. Therefore the rank value of a shield is equal to the 
  base rank value for the shield’s material strength or your strength rank value, whichever is lower.
  Also, shields may only be used to defend against attacks. They do not provide protection from en-
  vironmental damage such as walking through a fire, falling, or being slammed against a surface.
  riot gear – Riot gear and other 
  armour is described in the Allies, 
  Enemies & Equipment chapter.
  held in the way – Super heroes 
  and villains often pick up parts 
  of the scenery and use them 
  to block attacks. These work 
  as temporary shields using the 
  rules here. Unlike designed 
  armour and shields, such im-
  provised shields will normally 
  break if they take more damage 
  than their material strength.
  
  37
  As shields only count as partial armour, they may be bypassed using a trick shot just like any other 
  partial armour. If your opponent is wearing partial armour and is also using a shield (for example 
  a police officer may be equipped with both a stab vest and a riot shield) then you must choose 
  which to bypass when performing a trick shot. You cannot bypass them both at the same time.
  SpeCial effeCtS
  Most types of attack are capable of doing special effects as well as simple damage. Generally 
  these special effects can be applied only on a Silver or Gold success. These effects include 
  knocking your opponent over or back, stunning them, causing lethal wounds, and so forth.
  Each type of attack described earlier in this chapter listed the special effects that it can do at 
  the different levels of success, and the exact details of those special effects are described below:
  Slam
  If you are hit by an attack which can slam you and your armour rank value is not greater than the 
  amount of damage that you have taken (i.e. either some damage gets past your armour or your 
  armour exactly cancels the damage), you may have been slammed. To check if you have been 
  slammed, make a feat of strength. The slam has the following effect depending on the result:
  ◊ White: You have been knocked backwards into an adjacent area of the attacker’s choice. 
  Additionally you fall over and must spend your next action recovering and getting to 
  your feet.
  ◊ Bronze: You have been knocked to the floor. You have fallen over and you must take a 
  –1 RS penalty to your next action as you must do it while getting to your feet.
  ◊ Silver: You have not been slammed.
  ◊ Gold: You have not been slammed.
  In the case of a White result, it is possible that you will take additional damage due to the forced 
  movement pushing you into a hazardous position. For example you could have been knocked 
  off the roof of a building by the slam or over the edge of a cliff, in which case you will fall.
  If your opponent knocks you back into a wall or into a similar solid mass, then compare the 
  amount of damage you took to the material strength rank value of the wall. If the damage 
  is greater you break through the wall, otherwise you stop when you hit it. In either case, you 
  take additional damage equal to the original damage or the wall’s material strength, which-
  ever is lower. This damage may be reduced by your armour as normal (but not by a shield).
  Although the attacker gets the choice of which adjacent area you are knocked back into, it is not 
  possible to aim your knock back any more precisely than this unless the slam is the result of a 
  Silver success on a trick shot. For example you can’t be deliberately knocked back into an ally.
  Example: Snowball hits Fire Phantom once more, and this time he gets a Silver result on his feat 
  of fighting. The attack therefore does damage to Fire Phantom equal to the rank value of Snow-
  ball’s strength, which is 75 (since Snowball has wondrous strength) and possibly slams him.
  The first thing that happens is that the damage is reduced by Fire Phantom’s armour. Luckily for 
  Fire Phantom, he does have armour. Unfortunately, even though his armour is great, this is no-
  where near enough to stop Snowball’s punch. The armour reduces the damage by its rank value (i.e. 
  20), leaving 55 damage remaining. Fire Phantom’s health pool is therefore reduced by 55 points.
  Because the hit was a potential slam and it did enough damage to get past his armour, Fire Phan-
  tom checks to see whether he has been slammed. He does this by trying to make a feat of strength. 
  Fire Phantom only has  great strength, and he rolls a White result on the feat. Unfortunately 
  for him, this means that he has been knocked back into an adjacent area of Snowball’s choice.
  Since they are fighting in an alleyway, Snowball chooses to knock Fire Phantom against the wall 
  of an adjacent building. The building has a normal brick wall, which has an astounding mate-
  rial strength. Unfortunately, this is not enough to stop Fire Phantom as the rank value of the as-
  tounding rank (50) is less than the damage that Fire Phantom took (75). Therefore Fire Phantom 
  takes a further 50 damage (reduced to 30 by his great armour) as he is punched through the wall.
  Fire Phantom has now taken a total of 85 damage from the attack, and he is lying buried under 
  a pile of bricks and rubble inside the building, where he must spend his next action climbing out.
  Fire Phantom is not having a good time, and is really wishing he hadn’t run into Snowball today!
  
  38
  Stun
  If you are hit by an attack which can stun you, and your armour rank value is not greater than the 
  amount of damage that you have taken (i.e. either some damage gets past your armour or your ar-
  mour exactly cancels the damage), you may have been stunned. To check whether you have been 
  stunned, make a feat of endurance. The stun has the following effect depending on the result:
  ◊ White: You have been knocked unconscious by the blow. Your health pool is reduced 
  to 0, but you do not start dying.
  ◊ Bronze: You have been stunned and you lose your next action.
  ◊ Silver: You have not been stunned.
  ◊ Gold: You have not been stunned.
  Kill
  If you are hit by an attack which can kill you, and your armour rank value is not greater than the 
  amount of damage that you take (i.e. either some damage gets past your armour or your armour 
  exactly cancels the damage), you may have a mortal wound. To check if you have been dealt a 
  lethal blow, make a feat of endurance. The kill has the following effect depending on the result:
  ◊ White: You have been dealt a lethal blow. Your health is immediately reduced to 0 and 
  you are knocked unconscious by the blow and start dying.
  ◊ Bronze: Your health is immediately reduced to 0 and you are knocked unconscious by 
  the blow, but you do not start dying.
  ◊ Silver: You have not been killed.
  ◊ Gold: You have not been killed.
  paRtial hold
  If your opponent has achieved a partial hold on you, you may not move away from them and any 
  action you perform other than trying to escape or break the hold takes a –2 RS penalty. If you 
  are strong enough to carry your opponent (even with the –2 RS penalty to your strength), you 
  may still move while in a partial hold. This results in you dragging your attacker along with you.
  full hold
  If your opponent has achieved a full hold on you, then you may not try to perform any action 
  other than an attempt to escape or break the hold. You may not move while in a full hold.
  unConSCiouSneSS and dying
  When taking damage, you will fall unconscious under one of three circumstances:
  ◊ Your health pool is reduced to 0
  ◊ You failed the feat of endurance against a stunning attack.
  ◊ You got less than a Silver success in the feat of endurance against of a killing attack.
  In any of these three cases, your health pool cannot be reduced below 0. Even if the damage you 
  took would be enough to take it below 0 it stops there. If you have been knocked unconscious 
  you will remain that way for a few minutes. If it really matters you can roll a single ten sided 
  dice to see how many, but usually it will be sufficient to just say “until the end of the fight” for 
  simplicity. After this time, you will “sleep it off” for a few hours. During this period you won’t 
  wake up spontaneously unless you make a feat of intuition in order to do so and get a Gold 
  result (and you can only attempt this once during your unconsciousness, at a dramatically ap-
  propriate point), but you still can be awoken by anything that would normally wake a sleeping 
  person such as pain or a loud noise. Again, the exact duration probably won’t matter, but you 
  can roll a single ten sided dice to see how many hours you stay out for if it makes a difference.
  If you have been knocked unconscious by having your health pool reduced to 0 by an edged 
  weapon or by failing the feat of endurance against a killing attack, you are also dying. While 
  dying, you temporarily lose a rank of endurance per round on your action until you reach zero 
  endurance, at which point you are dead. You can delay this endurance loss for a round at any 
  time (including before you have lost your first rank) by spending 50 karma, or you can stop 
  it completely by spending 200 karma (in which case you are still unconscious but no longer 
  dying). If you have no karma, one of your allies (or a sympathetic bystander) can stop the 
  dying process by spending an action to give you emergency first aid (no roll is needed for this).
  temporarily – For details on 
  how to recover endurance ranks, 
  see the Getting Better chapter.
  lose your next action – When 
  you are stunned, you also can’t 
  take  “out of turn” actions such as 
  catching, interposing, or dodging.
  
  39
  the enviRonment
  enviRonmental inteRaCtion
  As well as interacting with other characters in a combat situations, characters will also frequently 
  interact with the world around them in a variety of ways; whether this is by breaking things, 
  by lifting things, or by simply moving around for periods that are longer than a combat round.
  Things in the world, whether inanimate objects, vehicles, natural phenomena or other living 
  beings are all measured using the same scale of ranks that the abilities of characters are meas-
  ured by. This makes most interaction simple to determine. Is the character strong enough to 
  lift the car? Compare the character’s strength with the car’s weight. Can the character’s mo-
  torbike outpace the jeep? Compare the motorbike’s speed with the jeep’s speed. And so forth.
  weight and mateRial StRength
  Most material objects have two properties that determine how tough the object is. Firstly 
  they have a weight, which is based on their mass and determines the strength rank needed to 
  pick them up. Secondly they have a material strength which is based on a combination of the 
  material from which they are made, their size, and their shape. Since strength ranks aren’t 
  exact measures (there is much variation within each rank), the weights of objects have similar 
  amounts of variation within each rank. Exact weights or masses for each rank are not given; 
  instead some examples of objects of comparable weight and mass are given in the Weight Table.
  Weight Table
  Rank
  Examples
  Terrible
  Toddler, Chair, Badger, Large cat
  Bad
  Child, Dog
  Average
  Full suitcase, Adolescent, Sheep
  Decent
  Washing machine, One adult
  Great
  Motorcycle, Two adults, Leopard
  World Class
  Grand piano, Three adults, Horse
  Fantastic
  Small car, Hippopotamus
  Astounding
  Lorry, Bulldozer, Private jet, Elephant, Dinosaur
  Wondrous
  Tank, Train locomotive, Fishing boat, Humpback whale
  Phenomenal
  Passenger jet, Space shuttle, Blue whale
  Single Shift
  Jumbo jet, House
  Double Shift
  Submarine, Passenger ferry
  Triple Shift
  Frigate, Nuclear reactor, Rocket
  Planetary
  Skyscraper, Aircraft carrier, Oil rig
  Stellar
  Mountain, Town
  Cosmic
  City, Moon
  Infinite
  Planet, Star
  
  40
  To determine the weight of (and therefore also the strength rank needed to lift) an object that 
  isn’t on the table, simply compare it to the examples and assign it a rank equal to those objects 
  on the table that you judge to be most similar in weight. Generally, you should assume that 
  a character can slowly push or pull something one rank heavier than that which they can lift, 
  and can throw (or wield as a weapon) something one rank lighter than that which they can lift.
  The material strength of an item works in exactly the same way as its weight, although this time 
  it shows the amount of strength (or damage) needed to break the item. If this value is less than 
  the item’s own weight then picking up the item by exerting force on a portion of it will cause that 
  portion to break away from the rest of the item rather than causing the whole item to be lifted.
  Depending on the nature of the campaign as agreed by the GM and the players, some superpow-
  ers such as magical spells, tractor beams, or telekinetic powers may be able to avoid this limitation 
  by acting on the whole item at once rather than lifting it by exerting force on a single portion of it.
  The material strength of a solid block of a particular substance is not necessarily indicative of 
  the material strength of an item made from the substance, since the shape and thickness of the 
  item may be more important than its exact composition. For example although a solid ingot 
  of aluminium would be far too tough for a person of average strength to bend or break, a 
  sheet of aluminium foil is easily torn by such a person. Because of this, the material strengths 
  of objects are given in the form of examples of actual items rather than as strict measure-
  ments based on raw materials. These examples can be found in the Material Strength Table.
  Material Strength Table
  Rank
  Examples
  Terrible
  Cardboard box
  Bad
  Glass window, Bottle
  Average
  Plasterboard wall
  Decent
  Internal door, Broom handle
  Great
  External door, Wooden wall, Chair
  World Class
  Concrete paving slab
  Fantastic
  Corrugated galvanised iron sheeting, Toughened safety glass
  Astounding
  Asphalt pavement, Brick wall
  Wondrous
  Steel plating, Iron girder
  Phenomenal
  Tank armour, Stone castle wall
  Single Shift
  Boulder
  Double Shift
  -*
  Triple Shift
  -*
  Planetary
  -*
  Stellar
  -*
  Cosmic
  -*
  Infinite
  -*
  * Your campaign may include fictional materials with this strength
  strength rank – This is a simple 
  comparison, not a feat of strength, 
  so no rolling is involved. The 
  character either can or can’t lift 
  the object. However, in extremis a 
  character can push their strength 
  beyond its normal limits, us-
  ing karma to do so. See the 
  Karma chapter for more details.
  
  41
  damaging oBjeCtS
  Although the damage caused by physical attacks from characters will depend on their strength 
  rank, characters can also be damaged by other things – from weapons to environmental effects. 
  These sources of damage are ranked using the same standard rank system as strength and mate-
  rial strength scores, and correspond to them. For example a stick of dynamite does astounding 
  damage, so it is able to blow a hole in an astounding material strength item such as a brick wall.
  Note that the material strength and damage table both assume a single instance of damage in 
  a quick time period such as a round of combat. If the damage is applied repeatedly to an item 
  over a longer period of time then the damage may be able to break or destroy the item even 
  though the item’s material strength is higher than the rank of the damage. For example, in the 
  hands of a person of average strength, a blow with an axe will do decent damage which is not 
  enough to damage a wooden wall. Sure, the axe will chip the wall or maybe even embed itself 
  in it, but this won’t significantly damage the wall. It certainly won’t break or destroy it in just 
  that one hit. However, given plenty of time that same person with the same axe could easily 
  demolish the wall completely and reduce it to firewood. The GM and players should agree on 
  what is and is not sensible when it comes to the accumulation of lesser damage in this manner.
  The amount of damage done by a variety of different natural and artificial things is shown in 
  the Damage Table.
  Damage Table
  Rank
  Examples
  Terrible
  Stick*
  Bad
  Kitchen knife*, Dagger*, Falling one storey
  Average
  Baseball/cricket bat*, Hammer*, Machete*, Camp fire
  Decent
  Axe*, Sword*, Arrow, Falling three storeys
  Great
  Normal calibre pistol or rifle, House fire
  World Class
  Machine gun or sniper rifle, Blaster pistol or rifle, Falling five 
  storeys
  Fantastic
  Hand grenade, Ballista, Chemical fire
  Astounding
  Stick of dynamite, Siege catapult, Cannon, Heavy blaster,
  Falling ten storeys
  Wondrous
  Mortar shell, Rocket propelled grenade, Trebuchet
  Phenomenal
  Anti-tank shell, Falling twenty or more storeys, Immersion 
  in lava
  Single Shift
  Battleship shell, Starship mounted ion cannon
  Double Shift
  Cruise missile
  Triple Shift
  ICBM
  Planetary
  Nuclear warhead
  Stellar
  Anti-matter torpedo
  Cosmic
  Asteroid strike, Mass driver
  Infinite
  Supernova
  * Melee weapons may do more damage than listed above in the hands of a particularly 
  strong wielder. See the Combat chapter for more details.
  Speed
  The speed of anything, whether a creature, vehicle or natural phenomenon, is also measured 
  using the standard rank scale. Unlike weight, material strength and damage which are strongly 
  interlinked; speed is mostly independent of other variables and is mostly used in simple compari-
  sons to see which of two things is quicker. Because of the large difference between the nature 
  of land/water based movement and the nature of flight, there is a separate scale of ranks for 
  each of the two forms of movement. It is important when comparing the speed of two objects 
  to make sure you are comparing like with like and only compare two land/water speeds with 
  each other or two air/space speeds with each other. In other words, something moving at world 
  class land speed is not moving the same speed as something moving at world class air speed.
  physical attacks – See the 
  Combat chapter for more details 
  about how physical attacks work.
  
  42
  If you do need to directly compare a land speed with an air speed, a good rule of thumb is 
  that a ground speed rank of less than planetary is roughly equivalent to an air speed with 
  half as many ranks (not half the rank value). For example, a van driving flat-out has a land 
  speed of world class which is roughly the same speed as a zeppelin flying at top speed (an 
  air speed of average). As with all the other measures in this chapter, the Speed Table shows 
  examples for each rank rather than fixed numbers. Note that the speeds shown here are for 
  long distance movement. For movement on a round-by-round basis see the Combat chapter.
  Speed Table
  Rank
  Examples (Lands/Water)
  Examples (Air/Space)
  Terrible
  Child, Snake, Mouse
  Pigeon, Chicken
  Bad
  Adult, Bear, Cat, Kangaroo
  Swallow, Goose
  Average
  Wolf, Horse, Shark, Bicycle, 
  Town traffic
  Zeppelin
  Decent
  Antelope, Lion, Moped, 
  Motor boat
  World war one biplane
  Great
  Cheetah, Sailfish, Lorry,
  Motorway traffic
  Eagle
  World Class
  Van, Hovercraft
  Peregrine falcon
  Fantastic
  Speedboat
  Helicopter
  Astounding
  Jeep
  World war two fighter plane
  Wondrous
  Family car
  Modern propeller-driven 
  plane
  Phenomenal
  Rally car
  Passenger jet
  Single Shift
  Arrow, Generic sports car
  Speed of sound
  Double Shift
  Performance car
  Bullet
  Triple Shift
  Formula one car
  Modern hypersonic jet
  Planetary
  Jet propelled car
  Orbiting space shuttle, 
  comet
  Stellar
  Speed of sound
  Speed of light
  Cosmic
  Bullet
  Warp speed
  Infinite
  -
  Teleportation
  
  43
  falling
  Characters who fall accelerate rapidly due to gravity for the first few seconds and then fall at 
  a constant speed after that, once they have achieved terminal velocity. Characters who fall 
  fewer than twenty storeys will still be accelerating when they hit the ground, and the dam-
  age they take when hitting the ground will therefore vary depending on how far they have 
  fallen. Values for falls of one storey, three storeys, five storeys and ten storeys are all listed in 
  the Damage Table earlier in this chapter. A character who falls twenty storeys or more will 
  be travelling at terminal velocity, so the damage is always the same whether they have fallen 
  twenty storeys or fifty storeys (again, this is marked in the Damage Table earlier in this chapter).
  Falling is a remarkably quick form of movement, and characters have little time to perform any 
  other activities while falling unless they are falling truly huge distances such as from planes. 
  A fall of up to forty storeys (around 150 metres or yards) will take place within the space of a 
  single round and characters falling longer distances will fall around 250 metres or yards per 
  round after that initial round of acceleration (for reference purposes, this is a great air speed).
  If a character jumps down, they may reduce the effective falling distance by the amount they can 
  leap upwards (see the movement rules in the Combat chapter for leaping ability) plus an addition-
  al storey. Landing on something soft may decrease the damage taken by a number of ranks, and 
  actively diving rather than merely falling may increase the speed of the diver. In either case, these 
  factors are very subjective and should be agreed by the GM and players on a case by case basis.
  dRowning
  Most super heroes, with the exception of those with certain Life Support or Aquatic super 
  powers, need air to breathe and will suffocate or drown if they do not have access to it. In 
  both cases (suffocation and drowning) the game mechanism for how this works is the same. A 
  character can voluntarily hold their breath for a number of combat rounds equal to their endur-
  ance rank value, providing they do not run or fight or otherwise exert themselves. Characters 
  who do exert themselves in this manner can only hold their breath for a tenth of that time.
  If a character is unable to hold their breath any longer, but still has no access to breathable air – for 
  example if they are drowning – then they must make a feat of endurance each round and get 
  at least a Bronze result. Once they fail a feat of endurance by getting a White result, they fall 
  unconscious and start dying in a similar manner to when they have failed a feat of endurance 
  against a killing attack. If your character is dying by suffocation or drowning in this manner, you 
  may spend 50 karma to delay the process for a round, just like you can when your character is 
  dying from lethal damage, but you can’t spend 200 karma to stop the process. On the bright side, 
  your character will automatically stop dying once they have access to breathable air once more.
  longer distances – The air is 
  thinner in the upper atmosphere 
  and doesn’t slow people down 
  as much, so for particularly 
  long falls (such as from a high 
  altitude plane or from orbit) 
  falling speed may be faster than 
  great air speed until the charac-
  ter gets closer to the ground.
  terminal velocity – As an object 
  falls it is simultaneously accel-
  erated by gravity and deceler-
  ated by air resistance. Since air 
  resistance increases with speed, a 
  falling object will reach a speed 
  where this deceleration matches 
  the acceleration and it will stop 
  accelerating. This speed is called 
  the object’s terminal velocity, 
  and it depends on the object’s 
  shape but not on its weight.
  
  44
  KaRma
  what iS KaRma?
  Doing good deeds is its own reward, but the universe helps out too. Characters have a score 
  called karma, which is used to show how heroic they have been. Karma is accrued by doing 
  heroic (or simply good) deeds, and can then be spent to get “lucky” breaks. Whether this karma 
  is representative of a supernatural force, a fundamental principle, or merely the morale and self 
  confidence of the individual is deliberately left ambiguous in these rules. In your individual 
  campaign, it might represent any combination of those three or even something else completely.
  In any case, karma is not designed to be an in-character resource. Although characters will gain, 
  spend and occasionally lose karma; this is tracked by the players and the characters’ karma 
  scores are purely out-of-character measures. It is the player controlling each character (or the 
  GM in the case of NPCs) that decides whether or not to spend karma on something that the 
  character is doing, rather than that decision being something that the character makes within 
  the game. Within the game world, karma (if it exists at all) is not something that is measurable.
  gaining and loSing KaRma
  Your character will gain karma for doing good deeds, and lose it doing the opposite. While most 
  good deeds will be heroic in nature and performed by your character while they are acting as a 
  super hero, some of them may be performed by your character when they are in their everyday 
  life or when in their secret identity. The timing of such events doesn’t matter. What is important 
  is that you do them, not what costume you’re wearing at the time or whether anyone’s watching.
  Karma Gains and Losses
  Deed
  Karma Gain/Loss
  General per-session award
  +25
  Prevent/interrupt minor crime*
  +5
  Prevent/interrupt major crime*
  +20
  Prevent/interrupt violent crime*
  +30
  Prevent/interrupt local conspiracy*
  +30
  Prevent/interrupt national conspiracy*
  +40
  Prevent/interrupt global conspiracy*
  +50
  Arrest perpetrators of crime*
  +½ gain for preventing crime (minimum +5)
  Rescue people*
  +20 per person (maximum +100)
  Defeat a villain*
  + rank value of villain’s best power/ability
  Permit a crime to occur
  -½ gain for preventing similar crime
  Commit a crime
  -2x gain for preventing similar crime
  Public humiliation/defeat
  -40
  Private humiliation/defeat
  -20
  Kill (accidentally or deliberately)
   – all remaining karma
  Allow someone to sacrifice themselves
  -50
  Making a personal commitment
  +5
  Failing a personal commitment
  -5
  General act of charity
  +10 to +40
  Use infamy to intimidate people
  -5
  *Shared between all involved
  Karma gains for preventing crimes, arresting perpetrators, defeating villains, and rescuing people 
  should be shared out equally amongst all the characters who are present and helping out with 
  the situation. For example if two heroes defeat a villain while a third rescues three bystand-
  ers, add up the karma gains for everything and divide it evenly. Don’t start giving different 
  amounts to the different characters depending on the exact role they played in the situation.
  karma – Although the term 
  “Karma” is borrowed from reli-
  gious terminology, its use is meant 
  as neither an endorsement nor a 
  criticism of real world beliefs in 
  karma. It is not the intent of this 
  author to be disrespectful of other 
  people’s beliefs, and I wish to 
  apologise if the treatment of kar-
  ma in this game offends anyone.
  per-session – Each player char-
  acter should be given this at the 
  end of each session, independently 
  of any other deeds they perform.
  best power/ability – If a villain’s 
  best power or ability has noth-
  ing to do with how difficult they 
  are to defeat, then use the best 
  relevant power or ability instead.
  infamy – If your fame rank 
  goes below zero, you acquire 
  an infamy rank instead.
  
  45
  Karma losses, on the other hand, should never be shared out. These should always be given to 
  individual characters for their actions. However, you need to be sensible with this. If three heroes 
  get a call saying that there is a minor crime in progress and they decide that two of them should 
  go and try to prevent it while the third does something different but equally important, the third 
  hero should not be penalised for “permitting” the crime to occur. They saw their team-mates go-
  ing to deal with it and decided that it was a proportional response capable of stopping the crime.
  Example: Mesmerist, Captain Steel and Physique have been alerted to a super villain attack 
  on a government facility that stores an advanced prototype of a meson cannon. Upon arriving, 
  they discover that Doctor Apocalypse is trying to steal the cannon with the help of The Brute.
  As the heroes try to stop the theft, a fight break out during which the meson cannon is accidentally 
  damaged and it explodes, triggering a partial collapse of the building that it is in. Realising that 
  their scheme has been foiled, Doctor Apocalypse and The Brute use explosion as cover to try to escape.
  Mesmerist and Captain Steel both give chase to the two villains and attempt to capture them, 
  while Physique remains behind using her great strength to hold up the remains of the build-
  ing so that the various scientists and other government personnel inside have chance to escape.
  Mesmerist is easily able to use his hypnotism powers to incapacitate and capture The Brute, but 
  although Captain Steel pushes the thrusters on his battle armour to their limit he is unfortunately 
  not able to keep up with Doctor Apocalypse, who escapes to plot his revenge on the meddling heroes.
  At the end of the session, the GM totals up the amount of karma that the heroes receive for 
  their actions. They prevented a major crime, which is worth 20 karma; and defeated Doctor 
  Apocalypse and The Brute. Since Doctor Apocalypse’s best power is his astounding force control 
  he is worth 50 karma, and The Brute is worth a whopping 75 karma for his wondrous strength.
  Arresting the villains would be worth an additional 10 karma (half of the 20 karma award 
  for the crime that they were committing). But because only one of the villains was captured 
  rather than both of them, the GM decides to only award half of this – so that’s another 5 karma.
  Finally, Physique saved a large number of people from the collapsing building. These are worth 
  20 karma each, but because there were more than five of them this is capped at 100 karma for the 
  whole group. The total karma awards for the group for foiling this attempted theft are therefore:
   
  Stopping the crime: +20
   
  Arresting one of two perpetrators: +5
   
  Defeating Doctor Apocalypse: +50
   
  Defeating The Brute: +75
   
  Rescuing more than five people: +100
   
  Total: 250 karma
  This karma award is split equally amongst the three heroes because they were all involved in the in-
  cident, even though only Physique rescued people and only Mesmerist successfully arrested a villain.
  pushes – You can spend karma 
  in order to push a power be-
  yond its normal limits. See the 
  Pushing Your Limits section 
  later in this chapter for details.
  
  46
   puShing youR limitS
  Whenever you are about to do a static comparison of one of your ability or power ranks with 
  someone or something, or you are about to use the rank value of one of your ability or power 
  ranks for something, you can spend 50 karma in order to get a temporary +1 RS bonus to the 
  rank you are about to compare or use. This rank shift obeys all the normal rules of rank shifts.
  For example, if you are about to try to lift something very heavy you can spend 50 karma in 
  order to get a +1 RS bonus to your strength rank; or if you are trying to fly fast enough to 
  catch someone you can spend 50 karma in order to get a +1 RS bonus to your flight power.
  You can’t push your limits when you are performing a feat using one of your ability ranks, such 
  as when attacking someone or defending against an attack. You can only do it when you are 
  about to do a static comparison or to use the rank value. So you can push your limits when 
  applying your strength rank to do damage with a melee attack or a thrown attack. Simi-
  larly, you can push your limits when applying your armour rank to reduce incoming damage.
  In all cases, the rank shifts for pushing your limits stack with the rank shifts for any speciali-
  ties you have that might apply in the situation at hand; and you can only push the limits of 
  powers and abilities that you possess. If you don’t actually possess the Flight power, you can’t 
  push the limits of your “zero Flight” in order to temporarily acquire a terrible flight speed.
  Example: Captain Steel has fantastic flight, which is powered by the thrusters in his battle suit. 
  After the fight at the government facility he is chasing Doctor Apocalypse through the skies as Doc-
  tor Apocalypse tries to flee. Because his fantastic air speed isn’t good enough, Captain Steel pushes 
  his flight power. He spends 50 karma, and he is temporarily treated as having astounding flight. 
  This is enough to start gaining on Doctor Apocalypse, but to Captain Steel’s dismay the Doctor 
  reaches a private jet that was circling, and as soon as he’s inside the jet screams off into the distance.
  enSuRing SuCCeSS
  When you are about to perform a feat using one of your ability or power ranks, you can spend 
  karma in order to guarantee a minimum level of success. This can be done in both simple feats 
  and ranked feats. You must announce that you are spending karma on the feat before rolling the 
  dice, and then if the result of your roll is less than the level of success you have asked for, you 
  spend an amount of karma equal to the difference between the value you rolled and the mini-
  mum value needed to achieve the desired result. Once you have declared that you are spending 
  karma on the feat, you must spend a minimum of 10 karma even if your roll was good enough 
  that you achieved the desired result naturally or it was less than ten points away from such a result. 
  temporary – Repeatedly push-
  ing your limits with the same 
  ability or power will result in 
  that ability or power getting 
  stronger. See the Getting Bet-
  ter chapter for further details.
  guarantee – Repeatedly en-
  suring success with the same 
  ability or power will result in 
  that ability or power getting 
  stronger. See the Getting Bet-
  ter chapter for further details.
  
  47
  Example: While Captain Steel is chasing Doctor Apocalypse, Mesmerist tries to subdue The 
  Brute. Unfortunately, although The Brute doesn’t have strong mental defences, Mesmerist knows 
  that he’s a tough cookie and will be difficult to take down. Seeing that he will only have one 
  chance to hit The Brute with his mind blast before the creature dives into the sea and escapes, 
  Mesmerist therefore spends karma in order to ensure that his attack will achieve a Gold result.
  Rolling the feat of psyche for his attack, Mesmerist gets a 72. With his fantastic psyche, this is a 
  Silver result. Good, but not good enough. Mesmerist spends the karma needed to increase the roll 
  to 91, the minimum roll needed to achieve a Gold result. This is enough to do a stun result to The 
  Brute as well as damage, and Mesmerist hopes that The Brute will fail his feat of endurance and 
  go down, or at the very least only achieve a Bronze success on it – which will leave him stunned.
  In rare circumstances, you may wish to guarantee a maximum level of success on a feat that 
  you roll rather than a minimum level, for example you may wish to hit someone with a lethal 
  attack without the chance of rolling a Gold result and therefore inflicting a killing blow. This 
  works in the same way as guaranteeing a minimum level of success, except that the amount of 
  karma spent is the amount needed to reduce the roll to the desired level of success rather than to 
  increase it. Just like guaranteeing a minimum level of success, this costs a minimum of 10 karma.
  SuRviving lethal injuRieS
  If you have been knocked unconscious by having your health pool reduced to 0 by an edged 
  weapon or by failing the feat of endurance against a killing attack, you are also dying. While 
  dying, you temporarily lose a rank of endurance per round on your action until you reach zero 
  endurance, at which point you are dead. You can delay this endurance loss for a round at any 
  time (including before you have lost your first rank) by spending 50 karma, or you can stop it 
  completely by spending 200 karma (in which case you are still unconscious but no longer dying).
  If you don’t have 200 karma to spend , and no-one gets to you in time to save your life, you can 
  spend 100 karma to invoke “They never found the body”. In this case, your character appears to 
  have been killed but for some reason the body can’t be found. After a suitable period, the dura-
  tion of which needs to be agreed with the GM to fit the style of the campaign, your character 
  will reappear, having cheated death in some way. This is often a good excuse for a change of 
  costume or even to revisit character generation and come back with an entirely new set of powers.
  poweR StuntS
  Sometimes you may want to use one of your powers in a way that you can’t normally use it. 
  In these situations you may spend 100 karma to make a single attempt to use your power in 
  that way. This could be using the power with a flexibility that you don’t have, or it could be 
  using the power in an imaginative way order to emulate a different power that isn’t normally 
  a flexibility of your power. In either case, the novel use of your power is called a power stunt.
  killing – See the Combat chapter 
  for the effects of a killing blow.
  unconscious – See the Com-
  bat chapter for more details 
  on the various ways that you 
  can be knocked unconscious.
  temporarily – For details on 
  how to recover endurance ranks, 
  see the Getting Better chapter.
  
  48
  In order to perform a power stunt you must first explain to the GM which power you’re using 
  and how you’re intending to use it. At this point the GM may object if you’re trying to get away 
  with too much, but as a general guideline using a listed flexibility that you don’t normally possess 
  or replicating a different power at the same rank as the power you’re using should be acceptable 
  unless there’s a very good reason why not. If the GM isn’t happy with your intended use of your 
  power, you should discuss the issue and come to a compromise that everyone is satisfied with.
  Once you know what you want to do, you spend the 100 karma in order to make the attempt, 
  and then roll a feat of power using the rank of power that you’re attempting the stunt with:
  ◊ White: You failed to use your power in the novel way that you wanted.
  ◊ Bronze: You are able to successfully use your power in the novel way that you wanted. 
  However, your control of the power is not full and results in a side-effect chosen by the 
  GM. The side effect should be something that lessens the usefulness of what you are 
  doing without nullifying it completely, and only applies to this individual instance of 
  trying to use your power in this way.
  ◊ Silver: You are able to successfully use your power in the novel way that you wanted, 
  with no side effects.
  ◊ Gold: You are able to successfully use your power in the novel way that you wanted, 
  with no side effects.
  Obviously, it may be wise for you to spend karma on this feat to ensure a particular level of 
  success as with any other feat, since otherwise a White result will mean that the 100 karma you 
  spent to attempt the power stunt in the first place will have been wasted. This is not compulsory, 
  however, and you don’t have to do this if you are feeling lucky or if you are short on karma 
  and can’t afford to spend anything over the bare minimum needed to attempt the power stunt.
  KaRma poolS
  Characters who work together regularly, for example as part of a super team, are able to combine 
  their karma into a team karma pool. This is a central reserve of karma that any team member 
  can use. Any member of the team can donate any amount of karma to the team’s karma pool 
  at any time. However, this is a one-way process. There is no way to extract karma back from the 
  karma pool once it has been donated, not even if you leave the team or if the team disbands.
  Any character who is a member of the team may spend karma from the team’s karma pool 
  as if it were their own karma. This can be done unilaterally and it does not require permis-
  sion from any of the rest of the team (although it’s generally considered polite to ask the other 
  players before doing so!) When spending a significant amount of karma, you can split it and 
  spend some of your own and some from the team’s karma pool in order to make up the total.
  If any member of the team takes a karma loss for their actions, they do not have the choice to 
  take the loss from the team’s karma pool. They must take the loss from their own personal 
  karma instead. However, if the character’s personal karma is not sufficient to pay the loss 
  then they must pay what they can and the remainder of the loss is paid from their team’s 
  karma pool. In cases where a character has killed someone and must therefore lose all their 
  karma, the team karma pool loses all its karma as well. Friends don’t let friends kill people!
  villainS & KaRma
  Karma is designed for use as a player resource. NPCs such as super villains do not use the rules 
  for gaining and losing karma. This is partly because it isn’t practical for the GM to track karma 
  for dozens of NPCs whose lives outside the times when they’re encountering the PCs are poorly 
  defined at best; and partly because the mechanics are designed to have characters being rewarded 
  for good deeds and heroic actions and penalised for the opposite, which is a bad fit for villains.
  Instead, the GM should simply assume that when a villain is encountered they have an amount 
  of karma to spend equal to that which a starting character with their characteristics would 
  have – an amount equal to the sum of the rank values of their reason, intuition and psyche.
  Villains can spend this limited amount of karma to push their powers and ensure success on dice 
  rolls, but they don’t need to spend it to attempt power stunts. They can attempt them for free.
  attempt – Repeatedly succeeding 
  in the same Power Stunt using 
  the same power may result in 
  that use of the power becoming 
  part of your character’s normal 
  power suite. See the Getting 
  Better chapter for further details.
  any amount – If a character 
  is recognised by the rest of the 
  team as the team leader, and that 
  character also has the Leadership 
  speciality, any karma dona-
  tions they make to the pool are 
  doubled. The pool gains twice 
  as much karma as they give up.
  
  49
  getting BetteR
  healing
  While the high-action parts of being a superhero, such as fighting super villains; preventing 
  crime; and rescuing people are exciting, they are also very dangerous. Super heroes are often 
  injured in the course of their activities, and such recovering from such injuries may take time.
  health loSS
  Minor injuries and fatigue, which are represented by loss of health, disappear quickly. Usually 
  it is safe to assume that after a half day or more – such as after a night’s rest – all characters will 
  have returned to their maximum health values. It is generally not necessary to work out exactly 
  how much of their lost health they recover immediately after combat and how much after each 
  subsequent hour unless time is of the essence and they must dash from situation to situation 
  without adequate time to rest. If it is important to determine how much health your character 
  has recovered after a short length of time, work out the amount using the following two rules:
  ◊ After a fight or action scene has ended, spending five minutes resting and attending to 
  minor injuries will let you recover health points equal to your endurance rank value. If 
  you have the Medicine speciality (or whichever person is tending your injuries has it) then 
  you get +1 RS to your endurance rank when determining how much health you recover.
  ◊ Each hour (of in-game time, not real time) during which you don’t have any fights or 
  action scenes you will recover health points equal to your endurance rank value. If you 
  have the Medicine speciality (or whichever person is tending your injuries has it) then 
  you get +1 RS to your endurance rank when determining how much health you recover.
  enduRanCe loSS
  If you have been more severely injured, and have lost endurance ranks, these take much longer 
  to heal. If you remain active, you recover one lost endurance rank per week. If you take it easy 
  (this doesn’t necessarily mean that you have to be bedridden, but it does mean not exerting 
  yourself, such as not getting into fights and not pushing your abilities) and you are under the 
  care of someone with the Medicine speciality then you recover one lost endurance rank per day.
  ChaRaCteR impRovement
  In general, superheroes don’t improve that much over the course of a campaign. Generally, the 
  superpowers that your hero has acquired are likely to remain relatively static rather than starting 
  weak and growing greatly in strength. However, a small amount of increase is possible, and you 
  can learn new tricks and techniques that let you use your existing powers in more versatile ways.
  severely injured – See the Com-
  bat chapter for more details about 
  serious injury and the resulting 
  temporary loss of endurance ranks.
  
  50
  impRoving aBility & poweR RanKS
  Each time you spend karma to push your limits during a comparison or to spend karma 
  to ensure success in a feat, put a mark or check next to the ability or power that you used 
  in that feat or comparison. When you have acquired a number of marks next to an ability or 
  power equal to that ability or power’s current rank value, that ability or power permanently 
  increases to the next higher rank and you erase all the marks accumulated so far on that power 
  or ability. Remember that if this increase takes an ability from world class to fantastic, that 
  ability now counts as a power. This means that you can start using it to perform power stunts.
  BRoadening poweRS
  Each time you spend karma to perform a power stunt with one of your powers and the power 
  stunt succeeds, make a note of the stunt on your character sheet and put a mark or check next 
  to it. When you have acquired ten marks next to the same power stunt, that stunt becomes part 
  of your standard power suite and can be automatically performed without needing to spend 
  karma and perform a power stunt each time you wish to do so. Once you have established 
  the power stunt reliably in this manner, erase the marks next to it on your character sheet.
  impRoving wealth
  Your wealth rank is improved in a very similar way to your ability ranks. That is, each time 
  you spend karma in order to ensure success on a feat of wealth you put a mark or check 
  next to it and after you have gained a number of these marks your wealth will increase by 
  one rank and you should erase all the marks from your character sheet. However, increas-
  ing your wealth is quicker than increasing your powers and abilities. You only need to get 
  a number of marks equal to half your current wealth rank value (round up) to increase it.
  impRoving fame
  Gaining fame is a matter of impressing people by doing good deeds. Obviously, these deeds 
  need to be done in the public view. Even saving the world won’t make you famous if no-one 
  knows that you’ve done it! Each time you gain karma for doing good deeds in public put a 
  mark or check on your character sheet next to your fame. When you have a number of these 
  marks equal to your current fame rank value, your fame rank increases by one and you erase 
  all the marks. Gaining karma for things that you do out of the public eye or for things that 
  you do in your secret identity don’t count towards improving your fame, and you do not add 
  marks for these. Similarly, spending karma to ensure success in feats of fame used to per-
  suade people to help or co-operate with you does not count towards improving your fame.
  However, fame is a fickle thing, and you can easily lose it as well as gain it, should the public turn 
  against you. Each time you lose karma for doing something in public, you must remove a mark 
  from the fame rank on your character sheet. If you have no marks left, reduce your fame by one 
  rank and immediately add a number of marks equal to half the rank value of your new fame rank.
  Unlike most of the other measures in the game, it is possible for your fame rank to actually 
  go below zero. If you have zero fame and you should lose a mark because you just lost karma 
  publicly, instead you gain terrible infamy and a single mark on your character sheet along 
  with it. Infamy is basically the opposite of fame. Rather than indicating how much people 
  will co-operate with you because they respect you, it shows how much people will co-operate 
  with you because they fear you. Naturally, most villains will have infamy rather than fame.
  If you have infamy, the methods of gaining and losing it are the same as those for gaining and 
  losing fame, except that the shifts in rank are reversed. You still gain marks each time you gain 
  karma for a public act and lose marks each time you lose karma for a public act, but if you have 
  as many marks as your infamy rank value you decrease your infamy rank and erase the marks; 
  whereas if you have no marks and should lose one you increase your infamy and immediately 
  add a number of marks to your character sheet equal to half the rank value of your new rank. 
  Building deviCeS
  It is common for super heroes (particularly those with a scientific bent – although sometimes 
  people may want to build magical or cosmic devices if they have that sort of origin) to build pow-
  ered devices. These are items that are above and beyond the sort of equipment that can be simply 
  bought, and which usually have super powers. These devices range from mind control helmets 
  to teleportation devices to magic wands and amulets or even vehicles and powered armour.
  push your limits – See the Kar-
  ma chapter for more details about 
  how to spend karma to push the 
  limits of your abilities and powers.
  ensure success – See the 
  Karma chapter for more de-
  tails about how to spend 
  karma to guarantee a minimum 
  level of success in feats using 
  your abilities and powers.
  persuade people – Although 
  spending karma to ensure suc-
  cess when persuading people 
  doesn’t count towards improv-
  ing your fame, it does count 
  towards making that person 
  into a contact. See “Gaining 
  Contacts” later in this chapter. 
  
  51
  These are best handled as a kind of long term power stunt. The character who wishes to build 
  this sort of device must have an ability rank high enough to count as a power (i.e. have an ability 
  rank of fantastic or more) in the relevant ability for the type of power source the device will use. 
  Most of the time this will be their reason ability rank, but depending on their particular origin 
  some characters may be able to substitute psyche instead. Depending on the nature of the device, 
  the GM may also require the character to have suitable facilities and resources with which to 
  create their invention. This will often simply mean that the character has a suitable workshop 
  or laboratory, but there might be extenuating circumstances. For example if the characters are 
  stuck on a desert island away from their home city then having a workshop at home won’t help.
  In order to create a device, the character must first devote an extended period of game time to re-
  search and invention. There are no hard and fast rules about this, but normally around a month 
  would be reasonable. Obviously, time spent away from the lab will delay things accordingly.
  At the end of the period, and this should almost always be timed to occur at the start of a 
  session so that it causes the minimum amount of disruption to the game, the player spends 
  100 karma in order to attempt the power stunt and rolls for the stunt as normal. If the stunt 
  is a success, the character has managed to build a prototype device that they can use once in 
  that session before it needs re-calibrating, re-powering, repairing, or otherwise maintaining.
  Once the character has used the prototype once, or once the session has ended (whichever 
  comes first), the prototype is no longer functional. From this point on, each time the character 
  wishes to get the prototype to work again they will need to repeat the power stunt (including 
  spending another 100 karma). However, if the character still has their original prototype they 
  don’t need to spend more time in the lab to do this. They can simply adjust and improve the 
  existing prototype in the field. If the prototype has been lost or destroyed, then the character 
  will need to spend another week building a new and improved version before they can try again.
  As with other power stunts, the player should make a note of the invention in their list of power 
  stunts and each time the device has been successfully tried the player should put a mark next 
  to the note. When the note has acquired ten marks the device is considered to be working 
  reliably and counts as a new power for the character just like normal character improvement.
  If a character wants to invent a device that has multiple powers, each power needs to be added 
  separately using the same process. Depending on the nature of the powers and the device, 
  this may mean that the device is not usable until all the powers have been successfully tested.
  Optionally, if the GM agrees that this fits a character’s origin and power source, this same 
  method can be used by a character to acquire a new super power in a form that isn’t a de-
  vice. For example a scientist character could perform a series of extended gene therapy treat-
  ments on themselves in order to unlock a previously latent power with the genetic mutation 
  source; or a magical character could spend time studying in order to research a new spell.
  new power – The new power 
  is an independent power and is 
  not considered to be an alternate 
  power of anything. See the Power 
  Descriptions chapter for more 
  details about alternate powers.
  
  52
  Character Improvement Summary
  Improvement
  Requirements
  New Flexibility
  Perform a power stunt to use the flexibility 10 times  
  Improve Power Rank
  Push or ensure success with the power a number of times equal 
  to its current rank value
  Improve Ability Rank
  Push or ensure success with the ability a number of times equal 
  to its current rank value
  Create a Device
  Create a prototype and refine it 10 times
  Improve Wealth Rank
  Ensure success with feats of wealth a number of times equal to 
  half your current wealth rank value
  Improve Fame Rank
  Gain karma publicly a number of times equal to your current 
  fame rank value
  Gain a Speciality
  Study to use the speciality 10 times
  Gain a Contact
  Ensure success with feats of fame targeted at the same friendly 
  non-contact person 10 times
  gaining SpeCialitieS
  Like building a device, studying and practising to learn a new speciality is something that 
  must be done over an extended period of time. However, unlike building a device, you don’t 
  need to have a relevant ability rank of fantastic or higher in order to be able to learn a new 
  speciality for it. After spending an in-game month studying and practising, you then need to 
  have an opportunity in which having the speciality would give you its advantage or benefit. 
  When this opportunity arises, you may perform a power stunt (using whichever ability or 
  power is most appropriate to the speciality) in order to be able to gain the use of the speciality 
  in that one situation. As normal with power stunts you must spend 100 karma to make the 
  attempt and must achieve a Gold result on the feat for this to work. It then takes another 
  week of study and practise before you can attempt a similar power stunt to gain the use of 
  the speciality again in a different situation in which it would give you its advantage or benefit.
  Each time you perform this power stunt to successfully gain the use of the speciality, make a 
  mark or check on your character sheet. When you have ten marks, you have successfully mas-
  tered the speciality and may now use it without needing to perform power stunts or spend karma.
  gaining ContaCtS
  Whenever you spend karma in order to ensure success when persuading someone who is not 
  yet one of your contacts to help you out by providing you with assistance or resources, make 
  a note of their name along with a mark or check on your character sheet. When you have ac-
  crued ten of these marks for the same named individual, that individual becomes a new contact.
  
  53
  allieS, enemieS & equipment
  SuppoRting CaSt
  As well as the various super heroes and super villains that will appear in games, there will often 
  be times when supporting cast is needed. This could be anything from innocent bystanders 
  to police or army, to crack ninja teams or trained mercenaries. Heroes will interact with sup-
  porting cast in a number of ways, most of which should be simply role-played out. However, 
  when a player wishes to use their fame to get an NPC to co-operate with them or help them 
  simply because of who they are, the player should make a feat of fame to see what the result is. 
  ◊ White: The NPC does not want to give you what you want. They may turn you down 
  politely or rudely depending on how friendly they are.
  ◊ Bronze: If the NPC is one of your contacts or has a similar reason to be friendly, they 
  will give you what you want. Strangers will ignore you or turn you down.
  ◊ Silver: Contacts, friendly NPCs, other heroes, or bystanders witnessing a fight with vil-
  lains will give you what you want. Villains or strangers approached out of the blue will 
  turn you down.
  ◊ Gold: Anyone except an enemy whom you are actively fighting will give you what you 
  want. Enemies whom you are actively fighting, unless they are your personal nemesis, 
  will at least pause to hear you out (although negotiations will still need to be role-played 
  out) unless they suspect a trap.
  If the hero has infamy rather than fame, this can still be used in a feat of infamy with the 
  same results as listed above. However, since this represent intimidating the NPC into help-
  ing you because they are scared of you rather than persuading them to help you because they 
  respect you using a feat of infamy rather than a feat of fame will earn you a karma penalty.
  The GM may wish to apply rank shifts to the hero’s fame or infamy if what they are asking 
  for is dangerous or expensive. Use the examples below as a guide (apply all that are relevant):
  ◊ +2 RS if the target benefits by co-operating.
  ◊ –3 RS if co-operating will be dangerous for the target.
  ◊ –2 RS if the hero is requesting an item and it’s likely to be destroyed or otherwise not 
  returned.
  ◊ –2 RS if the hero is requesting an item or service that will be expensive for the target.
  ◊ –3 RS if the hero is requesting an item that is of unique value to the target.
  If these rank shifts due to what the hero is asking reduce the hero’s fame or infamy rank to below 
  zero, the request for co-operation is automatically refused even if the hero gets a Gold result.
  ByStandeRS
  These are the normal people who might be standing around in a bank when it gets robbed 
  or walking along the street when an alien ship lands in front of them. They’re not trained or 
  experienced in combat, and they will almost certainly flee or cower if a big fight between he-
  roes and villains starts kicking off. Having said that, they do make good hostages and the like.
  Child
  ◊ Terrible Fighting
  ◊ Average Agility
  ◊ Bad Strength
  ◊ Bad Endurance
  ◊ Bad Reason
  ◊ Bad Intuition
  ◊ Terrible Psyche
  ◊ 16 Health
  ◊ 10 Karma
  This represents an average child of around ten to twelve years old. Younger children are likely 
  to have correspondingly lower ability scores. If children get caught in crossfire, given their low 
  health score, it’s usually easier to simply say that they will be incapacitated by any attack of de-
  cent rank or greater or by any two attacks of lesser rank, rather than tracking their health exactly.
  Strangers – If you spend karma 
  to succeed on a feat of fame 
  repeatedly against the same NPC, 
  they will stop being a stranger and 
  become a contact. See the Getting 
  Better chapter for more details.
  
  54
  adult
  ◊ Average Fighting
  ◊ Average Agility
  ◊ Average Strength
  ◊ Average Endurance
  ◊ Average Reason
  ◊ Average Intuition
  ◊ Average Psyche
  ◊ 24 Health
  ◊ 18 Karma
  This represents a fairly average adult; a desk jockey or couch potato. Particularly capable or incapa-
  ble adults will vary from this norm, of course. Although not combatants, adults are likely to fight 
  if they feel they have no choice. Because of their low health score, it’s usually easier to simply say 
  that an average person will be incapacitated by any attack of great rank or greater; by two decent 
  rank attacks; or by any four attacks of lower rank, rather than tracking their health score exactly.
  ComBatantS
  Of course, not everyone is a super hero or a simple bystander. Many villains will employ thugs and 
  mercenaries, and there are police and army working on the side of law. These people are far more 
  competent in a fight than the average bystander, and may be equipped and trained with weapons.
  poliCe offiCeR
  ◊ Decent Fighting
  ◊ Decent Endurance
  ◊ Average Agility
  ◊ Decent Strength
  ◊ Average Reason
  ◊ Decent Intuition
  ◊ Decent Psyche
  ◊ 36 Health
  ◊ 26 Karma
  ◊ Specialities: Criminology I
  Depending on where you are in the world, a police officer will be armed with a nightstick, pistol, 
  or both, and may be dressed in a stab vest or similar. Special units may also use a riot shield.
  SoldieR
  ◊ Great Fighting
  ◊ Decent Agility
  ◊ Decent Strength
  ◊ Decent Endurance
  ◊ Average Reason
  ◊ Decent Intuition
  ◊ Great Psyche
  ◊ 50 Health
  ◊ 36 Karma
  ◊ Specialities: Weapons (guns) I
  Soldiers will normally use a pistol and/or an assault rifle, and wear ballistic armour or simi-
  lar. They will not normally carry grenades or other heavier weaponry except in a war zone.
  goon
  ◊ Decent Fighting
  ◊ Average Agility
  ◊ Decent Strength
  ◊ Decent Endurance
  ◊ Average Reason
  ◊ Average Intuition
  ◊ Decent Psyche
  ◊ 36 Health
  ◊ 22 Karma
  ◊ Specialities: Martial Arts I
  Goons are your average gang member or minion for a super villain. Depending on where you are 
  in the world (and who they are working for – some villains like their goons to be themed to match 
  
  55
  their own identity) they will be armed with a nightstick or a pistol. Rarely they might be given 
  an exotic weapon that does the equivalent of the blast power at great or even world class rank.
  ninja
  ◊ Great Fighting
  ◊ Great Agility
  ◊ Decent Strength
  ◊ Decent Endurance
  ◊ Average Reason
  ◊ Average Intuition
  ◊ Decent Psyche
  ◊ 60 Health
  ◊ 22 Karma
  ◊ Specialities: Stealth II, Weapon (sword) I
  Ninja are generally found as infiltrators or assassins, employed when stealth is required and 
  greater skill than a goon is needed. Because of this, ninja usually work alone or in small groups 
  rather than appearing with a villain. A ninja will usually carry various devices to distraction and 
  aid climbing and escape, and will wield a sword. It is rare in the extreme for a ninja to use a gun.
  gang leadeR
  ◊ Decent Fighting
  ◊ Great Endurance
  ◊ Average Agility
  ◊ Great Strength
  ◊ Decent Reason
  ◊ Average Intuition
  ◊ Decent Psyche
  ◊ 56 Health
  ◊ 26 Karma
  ◊ Specialities: Criminology I, Law I
  Gang leaders, as the name suggests, are the leaders of gangs of goons. They may be working 
  for their own benefit, or they may be working for a super villain. When working for a super 
  villain, gang leaders are equally likely to be found accompanying the villain’s goons and act-
  ing as a bodyguard and minder for the villain themselves. Gang leaders are usually armed 
  with a pistol, even in countries with strict gun control, but may sometimes wield an exotic 
  weapon that does the equivalent of an offensive super power at great or even world class rank.
  animalS
  Animals often make an appearance in super hero stories, whether as loyal sidekicks, the trained 
  attack beasts of villains, or simply as escaped zoo creatures. There are many more types of animal 
  than can be listed here, but these are some of the more common types that are met by heroes
  CRoCodile/alligatoR
  ◊ Average Fighting
  ◊ Bad Agility
  ◊ Great Strength
  ◊ Great Endurance
  ◊ Terrible Reason
  ◊ Bad Intuition
  ◊ Decent Psyche
  ◊ 50 Health
  ◊ 16 Karma
  ◊ Powers: Bad Damage Resistance, Great Strike, Average Aquatic
  Crocodiles and alligators are occasionally found in sewers, or at least they are in comic books. 
  You might rarely find a giant or mutant alligator with better ability scores than those listed here.
  goRilla
  ◊ Bad Fighting
  ◊ Bad Agility
  ◊ Fantastic Strength
  ◊ World Class Endurance
  ◊ Bad Reason
  
  56
  ◊ Average Intuition
  ◊ Decent Psyche
  ◊ 78 Health
  ◊ 20 Karma
  ◊ Powers: Bad Damage Resistance
  Gorillas, and apes in general, are a regular feature of super hero stories. The ability scores listed 
  above are for a typical gorilla. However, those met by super heroes are often super-intelligent or 
  specially trained, and so are they likely to have powers or ability scores beyond those listed here.
  hawK
  ◊ Average Fighting
  ◊ Great Agility
  ◊ Terrible Strength
  ◊ Terrible Endurance
  ◊ Bad Reason
  ◊ Fantastic Intuition
  ◊ Average Psyche
  ◊ 30 Health
  ◊ 50 Karma
  ◊ Powers: World Class Flight
  Hawks are often found as companions or spies for heroes and villains alike. Although their 
  small size and weak physical abilities make them of limited use in a fight, their fast flight speed, 
  their keen senses, and their great agility make them excellent at spotting things and escaping.
  lion/tigeR/pantheR
  ◊ Decent Fighting
  ◊ Average Agility
  ◊ Great Strength
  ◊ Great Endurance
  ◊ Bad Reason
  ◊ Decent Intuition
  ◊ Great Psyche
  ◊ 56 Health
  ◊ 34 Karma
  ◊ Powers: Decent Super Speed, World Class Strike
  The abilities here are for a big cat of the sort that might have escaped from a circus and be 
  loose on the rampage. This assumes that it is one of the heavier types of cat. For a cheetah, 
  increase the super speed to great, and decrease the strength and strike power by – 1 RS each.
  ShaRK
  ◊ Average Fighting
  ◊ Zero Agility
  ◊ World Class Strength
  ◊ World Class Endurance
  ◊ Terrible Reason
  ◊ Average Intuition
  ◊ World Class Psyche
  ◊ 66 Health
  ◊ 38 Karma
  ◊ Powers: Average Aquatic, Bad Damage Resistance, Fantastic Strike
  Sharks are always a favourite of villains for putting in death traps, moats and the like. The 
  shark shown here is a big one, such as a tiger shark or great white shark. Note that the shark’s 
  zero agility only means the shark can’t move around on land. When it is in water, which will 
  be the case most of the time, its average aquatic power gives it an effective agility of average.
  tyRannoSauRuS Rex
  ◊ Great Fighting
  ◊ Bad Agility
  ◊ Fantastic Strength
  ◊ Fantastic Endurance
  ◊ Bad Reason
  ◊ Average Intuition
  ◊ World Class Psyche
  ◊ 104 Health
  
  57
  ◊ 40 Karma
  ◊ Powers: Average Damage Resistance, Astounding Strike, Decent Super Speed
  Normally only found as the result of genetic engineering, mad science, or the denizen of a 
  “lost world”; extinct dinosaurs like a tyrannosaurus rex are formidable beasts that can chal-
  lenge even super heroes. These ability scores could also be used for a large herbivorous di-
  nosaur, in which case the strike would represent horns, spikes, or a powerful whip-like tail.
  wolf/dog
  ◊ Average Fighting
  ◊ Average Agility
  ◊ Average Strength
  ◊ Decent Endurance
  ◊ Bad Reason
  ◊ Decent Intuition
  ◊ Decent Psyche
  ◊ 28 Health
  ◊ 24 Karma
  ◊ Powers: Decent Strike, Average Super Speed
  Wolves are a favourite companion animal for both heroes and villains. These ability scores 
  can also be used for large guard dogs of the type likely to be found guarding secret research 
  facilities, but they’re not intended to represent smaller domestic dogs or lap dogs. Smaller 
  dogs would lose the Strike power and take a –1 RS penalty on their Strength and Health.
  equipment
  In addition to the general supporting cast of mundane people and animals (well, okay, maybe 
  the T-Rex isn’t that mundane!) you may also find that you sometimes need values for equip-
  ment such as guns or armour. When that mugger pulls a gun on you, you need to know how 
  much damage it will do. Note that although the default “off the shelf” version of many of the 
  weapons are listed here as doing lethal damage, if a character has a similar weapon as part of a 
  super power it can be assumed to be a specially modified version that does blunt damage instead, 
  for example a gun could be modified to fire “mercy rounds” or a bow could fire blunt arrows.
  In order to be able to purchase a piece of equipment, you must succeed in a ranked feat 
  of wealth with the target being the cost of the equipment. You get a –1 RS penalty to your 
  effective wealth rank for each previous purchase within the same game week when making 
  this feat, unless you are making purchases for which your feat would be automatically suc-
  cessful – that is, purchases where the cost is at least two ranks lower than your wealth rank.
  Example: The Scarlet Pimpernel has average wealth. This means that she probably owns a 
  small house, runs her own car, and can afford a few luxuries. With this wealth rank she can 
  buy a new pistol if she gets a Silver success on her feat of wealth.  If she only gets a Bronze 
  success or lower then she can’t afford to purchase the pistol this week, and must wait till next 
  week and try again to see if her budget will stretch far enough to buy it. If she does manage to 
  buy the pistol, then any further purchases she tries to make this week will be at  a –1 RS penalty.
  With only average wealth, she can’t afford to buy a sniper rifle even if she rolls a Gold result. She 
  simply can’t scrape together enough money to pay a great cost. However, since a knife has only a 
  terrible cost, she can automatically buy one without needing to roll a feat of wealth, and there-
  fore buying a knife won’t cause her to be at a –1 RS penalty to further purchases in the same week.
  succeed – Succeeding in a 
  number of feats of wealth will 
  permanently increase your 
  wealth rank. See the Getting 
  Better chapter for more details.
  
  58
  Weapons
  Item
  Cost
  Material 
  Strength
  Damage
  Notes
  Knife
  Terrible
  Great
  Bad
  Lethal Melee/Thrown
  Baseball bat
  Bad
  Decent
  Average
  Blunt Melee
  Nightstick
  Average
  Great
  Average
  Blunt Melee
  Sword
  Decent
  Great
  Decent
  Lethal Melee
  Bow
  Decent
  Decent
  Decent
  Lethal Projectile
  Crossbow
  Decent
  Great
  Decent
  Lethal Projectile
  Pistol
  Average
  Decent
  Great
  Lethal Projectile
  Shotgun
  Decent
  Decent
  Great
  Lethal Projectile
  Assault Rifle
  Decent
  Decent
  World Class
  Lethal Projectile
  Sniper Rifle
  Great
  Decent
  World Class
  Lethal Projectile
  Hand Grenade
  Decent
  Average
  Fantastic
  Lethal Thrown to area
  Flamethrower
  Great
  Decent
  Fantastic
  Lethal Projectile (Fire)
  Dynamite Stick
  Decent
  Astounding
  Lethal Thrown to area
  Rocket launcher
  Great
  Decent
  Phenomenal
  Single Shot, Lethal 
  Thrown to area
  Armour
  Item
  Cost
  Armour
  Notes
  Riot shield
  Average
  Great
  Partial armour
  Stab vest
  Decent
  Average
  Partial armour
  Ballistic armour
  Great
  Decent
  Partial armour
  Miscellaneous Items
  Item
  Cost
  Notes
  Grappling gun
  Great
  Grapple line has Fantastic Material Strength
  Handcuffs
  Average
  Counts as a partial hold when worn
  Smoke Grenade
  Decent
  Reduces visibility in an area to nothing
  Nightvision Set
  Decent
  Sees in dark
  GPS Device
  Average
  Locates you anywhere in the world
  Vehicles
  Item
  Cost
  Notes
  Bicycle
  Average
  Average land speed
  Motorcycle
  Decent
  Fantastic land speed
  Family Car
  Great
  Wondrous land speed
  Sports Car
  World Class
  Single shift land speed
  Jeep
  Great
  Astounding land speed
  Tank
  Fantastic
  Great land speed
  Motor Boat
  Great
  Decent water speed
  Speedboat
  World Class
  Fantastic water speed
  Luxury Yacht
  Fantastic
  Great water speed
  Autogyro
  World Class
  Decent air speed
  Helicopter
  Astounding
  Fantastic air speed
  Small Plane
  Fantastic
  Wondrous air speed
  Corporate Jet
  Astounding
  Phenomenal air speed
  The items listed on the equipment tables above are obviously only a small sample of all the equip-
  ment that can be acquired by a character. However, they include the most common items that 
  might be carried and/or used by supporting cast such as the police, army, and criminals and goons.
  For more details about how weapons and armour work in combat, see the Combat chapter.
  
  59
  SettingS
  This game assumes that you are familiar with the super hero genre and its tropes, and that as 
  such you need no help to run a “vanilla” super hero campaign. However, if you want to run the 
  game in a somewhat different genre, this chapter provides four alternate settings for you to use.
  C.a.p.e.S.
  C.A.P.E.S. is a dystopian future in which mega-corporations rule the world and super powered 
  mercenaries do their dirty work in the shadows, concealing their identities behind code names.
  hiStoRy
  The year is 2126, and it’s been nearly 100 years since the megacorps have been in power.
  After World War III ended in 2026, very few people trusted the government. The planet had 
  been left a near wasteland, with flooded coastlines, nuclear glass deserts, widespread extinction, 
  and famine and sickness abounding. Who actually started the war is up for debate, but it did 
  not matter as humanity pointed fingers at everyone involved. The governments were too war 
  weary and poor to attempt to resist, and their resources were so stretched thin that their former 
  citizens turned to the only people who still had any resemblance of power: the mega-corporations.
  The revolution, often called the Corp War, was quick and bloody, overthrowing traditional 
  world governments and establishing a new order under the rule of the Corporate Council. The 
  council was very loose with both expenditures and morality, which while seeming damnable 
  on the outside was actually a saving grace. Their researchers boosted technology forward 
  200 years in as little as 20, developing sustainable food replicater plants, safe nuclear power, 
  a world currency known as the ‘credit’, standardized augmented reality, advanced medicine 
  and body modifications, interplanetary travel and colonies, and even the fabled flying car.
  But the Council was not totally benevolent; everything they made had fail-safes or alternate 
  purposes. A world wide augmented reality net allowed for hyper-efficient surveillance and 
  monitoring; nearly free food grown in vats and factory automation of all kinds caused mil-
  lions of workers to lose their jobs and live on corporate default, allowing the rich to stay rich; 
  advanced medicine increased life spans and blew up populations, giving the Corps even more 
  power. The Council had covertly established a surveillance-run corporate oligarchy, and no 
  one was the wiser until it was too late. The common person’s life became brutish and short, 
  ruled by drugs, vat food, crime and near slave labour. All this while the corporate employees 
  rest firm and fat in their high rises and arcologies. And this is how it remained until 2120
  the CoRpoRate CounCil
  Over 50 megacorps participated in the Corp War, but by the end of it, they had absorbed 
  into five that had numerous puppet branches under these names. Often just called the Five, 
  the Corporate Council’s members have specialized, cornering the market on their expertise.
  ◊ United Tech: composed of mega-corporations from the Americas, though it is currently 
  based In the New York Megasprawl. United Tech’s main income is from power and 
  energy, with the patent for nuclear power being in their name.
  ◊ Xihe Limited: Asian in origin and based in Neo Tokyo. They are focused on computers, 
  processors and robotics, having been one of the main pioneers behind the Augment Net.
  ◊ Europa United: based in Berlin, is comprised of corporations from the former Europe-
  an Union. Their business is agriculture and medicine, and they are also one of the main 
  drivers of cybernetic and genetic modification.
  ◊ Shaka Corp: African, with headquarters in Cape Town. They were one of the most im-
  portant corporations after the Corp War, as their specialty in construction and weapons 
  helped rebuild the ruined Earth and help enforce the Council’s legitimacy.
  
  60
  ◊ Deep 12: an Oceanian corporation, based in New Sydney. Often considered the least 
  powerful of the Five, they still hold massive power in the transport and entertainment 
  industries.
  The Council itself is ruled by the CEOs of the Five, who do not have public names and are only 
  referred to by their position (i.e. the CEO of Deep 12). Some say this is to provide accountability 
  to the whole organization, but the CEOs know it is a way to put power behind ideas and not faces.
  the aveRage megaCity
  There is no such thing as a small town anymore; all the megacities have absorbed outlying 
  communities into cities hundreds of miles in diameter. Farmland is a story told to children, 
  as the third World War nearly wiped out all arable land and vat-grown food is now the norm.
  At last count, there are 50 megacities on Earth, with a few more scattered in colonies on the 
  Moon, Mars and the Galilean moons of Jupiter. These cities are more city-states than pure 
  cities; the mayors of each have nearly as much power as the presidents, dictators and lords of 
  old, though all of them are employed by the Council who still serve as the central government.
  Arcologies are common, and skyscrapers are the norm although only the rich can afford them. 
  Most of humanity lives on the street, either homeless, in hovels and shanty towns, or in barely-
  adequate apartments. Jobs for them are either menial, disgraceful, or non-existent. The high level 
  corporate employees are hyper-rich and are more royalty than anything, flitting around in ex-
  pensive grav cars and attending lavish parties in lofts hundreds of feet above the diseased streets.
  the C.a.p.e.S.
  By 2120, human genome modification and cybernetic replacement body parts were common, but 
  science was never able to push them beyond a certain point. Called the Jujin Wall, after a noted 
  genetic theorist named Dr. Saito Jujin, it was a stopping point for modification that if someone 
  tried to pass, their body would normally reject the implant, resulting in insanity or death.
  In 2120, a stable trans-Uranic isotope called Xenonium, discovered in a huge cache under 
  Europa, started undergoing extensive testing. A genetic scientist named Marie Oubliette tried 
  using the Xenonium as a power source for an advanced cybernetic implant she knew ran up 
  against the Jujin Wall. To her surprise and delight, the implant was not rejected. Cybernetic and 
  genetic enhancements soared through the roof. The Xenonium allowed fuelling of things like 
  super strength, control of energy and matter, flight and more. Those brave and strong enough 
  to undergo these surgeries, as cybernetics luckily remained fairly cheap, were dubbed Xenos.
  Obviously this caught the attention of the Corporate Council. They could not have these new 
  superpowered beings running around, threatening to overthrow their carefully planned power 
  structure. Some Xenos had already gained heads full of glory and were speaking and acting 
  out against the Council. The Corps made Xenos illegal, at least on the surface. Secretly, the 
  Five had been fighting shadow wars amongst themselves for decades, and they all indepen-
  dently saw these Xenos as new dangerous tools in these wars. They also saw them as a new 
  security force, enforcing their will against the populace through super powers. Each Corp 
  contracted dozens of Xenos to do their dirty work, not promising riches but promising glory 
  and escape from street-class squalor. These formed up the now famed Certified Augmented 
  Professional Extraction Squads, or C.A.P.E.S. for short. In the current year of 2124, there 
  are at least 50 known C.A.P.E.S. teams, and countless others hidden behind classified files.
  Some of the most powerful Xenos negotiated freelance contracts, able to bounce between the 
  Five as freely as they wanted. Still others remained illegal, either refusing to bow to the Corps or 
  wishing to use their powers for personal gain. Xenos learn quickly not to trust anyone but them-
  selves, though; they may be on Shaka Corp’s payroll, but a botched job or a misplaced whisper 
  could have them killed or worse. Few Xenos even trust the people in their C.A.P.E.S. team fully, 
  but they must try in order to survive. A lot of people took to calling Xenos ‘super heroes,’ but they 
  were not farther from the truth. Yes they had powers, but very few had secret identities, garish 
  costumes or noble illusions. All they have are code names, the clothes on their back, and the fight 
  to try and live another day. They are mercenaries, and try as they might to tell themselves what 
  they are doing is for the greater good, they know they are all just chasing the almighty credit.
  
  61
  RuleS modifiCationS
  fame
  It is bad to be famous as a Xeno. Technically, you are an outlaw by simply existing, even if 
  the Corporate Council still uses you for its less-than-legal purposes as deniable assets. The 
  more fame you get, the more your enemies will look for you and your loved ones, the more 
  criminal organizations will see you as a bargaining chip, and the more your employers will 
  have to deny their shadow assets. All of these have the same outcome: lying dead in a gutter.
  When using fame, you want to keep it ideally as close to zero as possible. While this may seem 
  difficult, keep in mind that fame and infamy are gained through things done in public. If 
  a C.A.P.E.S. team does a secret raid on a United Tech installation, the CEO won’t go around 
  proclaiming it because it implies United has something to hide. Still, fights between Xenos 
  do sometimes tend to get out of hand, blowing out into the streets and into the public eye.
  C.A.P.E.S. are supposed to be covert, even if that doesn’t pan out so well all the time. In a 
  world under constant surveillance, it pays to be anonymous. If you are doing something where 
  it is important to be anonymous and you have not totally blown your cover (e.g. not blasting 
  through a wall at a Shaka Corp weapons plant and telling a guard, straight faced, that you 
  have a visitor’s pass), make a feat of fame as described in the Allies, Enemies and Equipment 
  chapter. This feat is reversed though; a White result on this feat acts like a Gold result on 
  a normal feat of fame, a Bronze like a Silver, a Silver like a Bronze, and a Gold like a 
  White. Note that any result that says ‘turn you down’ could also result in ‘alerting a higher up’.
  So why shouldn’t Xenos just remain covert all the time? Well, many still uphold trying to pro-
  tect the innocent, thus gaining fame. Fame is also still used when you need to be influential, 
  such as when finding a new job. Fame also spreads faster; with the advent of the Augment 
  Net, only half as many Pushes are needed to advance your fame rank. The up-side of the 
  Augment Net is that there’s always the next latest thing arriving, so it’s easy to be forgotten. 
  This means that fame can also be lowered by laying low for a while. For every day you lay low 
  and do nothing, you lose one Push from your fame or infamy. This works the same as losing 
  fame for doing things in public that result in karma loss: that is, if you have no pushes you 
  lose an entire rank of fame or infamy and then immediately gain half the number of pushes 
  that it would take to regain that rank. However, the longer you lay low, the poorer you get.
  wealth
  Although some Xenos don’t like to admit it, money is very often the reason they joined the 
  C.A.P.E.S. Your employer, be it a criminal, a corporation or someone else, will pay you after 
  every successful mission. They’ll usually pay you an amount of money can be abstracted to ef-
  fectively give you a number of marks on your wealth score equal to ½ your wealth rank value, 
  but you will generally be given correspondingly harder missions the higher your rank goes.
  However, the world sucks up money fast. During your first week after doing a job, your wealth 
  doesn’t change. After that point however, as with fame, for every day you lay low and do nothing 
  you lose one mark from your wealth. This works the same as losing fame for doing things in 
  public that result in karma loss: that is, if you have no marks you lose an entire rank of fame 
  or infamy and then immediately gain half the number of marks that it would take to regain 
  that rank. This presents an dilemma for most Xenos; you either gain fame to get more money 
  to survive but risk exposing yourself, or be a poor nobody who is just another part of the rabble.
  poweRS and SouRCeS
  All powers in C.A.P.E.S. come from either cybernetic enhancements, genetic modifications or 
  pure skill. Things like magic, divine power and so on do not exist, and although many believe the 
  element Xenonium to be derived from extraterrestrial sources, there has been no proof of such.
  Because the cybernetics and gene therapy that are needed to gain (and maintain) powers are 
  very expensive, especially for Xenos who are forced to acquire such things on the black market 
  rather than through official channels, it is necessary to be very wealthy in order to maintain 
  effective powers. All super powers are limited in rank to either their normal rank (which can 
  be improved by pushing them as usual) or your wealth rank, whichever of the two is lower. 
  Naturally, this is a problem for most freelance Xenos, since increasing wealth requires regular 
  work and periods lying low or otherwise not working can result in degradation of your powers.
  done in public – See the 
  Karma chapter for more de-
  tails about how public deeds 
  affect your karma score.
  marks – Gaining marks against 
  your abilities and powers is 
  explained in more detail in 
  the Getting Better chapter.
  
  62
  The more ‘exotic’ powers like Spirit Control or Time Control exist, but should be approached 
  with a more scientific bent. It is suggested that time in the setting should be self correcting 
  (e.g. Hitler can’t be killed, the same wars always occur), dimensions should only be exotic in 
  extremes, and spirits should be the lambent remaining energy of the dead (i.e. not a ghost).
  linKS
  As stated before, Earth and the outlying colonies all possess the Augment Net, an advanced 
  internet that is accessed through something called a Link. Links are hyper advanced mini-
  computers, the contemporary to smart phones. Put as an implant at the base of the brain, the 
  Link and the Augment Net are considered basic human rights. Thus, every player should get one.
  Links can do nearly anything a modern computer can, all displayed as a interface over the 
  owner’s vision. Short-band radio, internet, media player, bank monitor, mapping systems and 
  more are all standard within the Link. Strangely, a unique personal ID is not stored in a Link, 
  probably as a fail safe for those Corporate Council executives who would rather be unknown.
  how to Run C.a.p.e.S.
  Play up the struggle between being a hero and staying in hiding. Many Xenos want to use 
  their power for good, but that risks exposure and potentially losing their lives. Endorse factions 
  and the underworld. Xenos don’t only work for C.A.P.E.S. but also for criminals, rebels and 
  normal people, as long as they all have the cash. The world should be portrayed as tenuous 
  and on the verge of breakdown. Don’t forget that everything isn’t black and white. The Corps 
  sometimes do send C.A.P.E.S. off on beneficent missions, such as breaking up drug rings and 
  child kidnapping. On the flip side, the average Joe may recruit the players to enact petty revenge.
  Explore some of the mysteries of the setting. The big one is ‘Where does Xenonium come 
  from?”, but you can also learn of the intricacies of the shadow war, any hidden truths about 
  World War III, and humanity’s continued expansion through the solar system (and maybe into 
  the stars if you prefer – although that will require you to add some kind of interstellar travel 
  technology to the setting). Xenos are not extremely powerful or extremely invincible. It’s sug-
  gested you play C.A.P.E.S. with a lower campaign rank than world-class, usually decent. You 
  should also stress to players the importance of wealth, contacts, fame and specialities. Few 
  Xenos have more than two or three powers, and their real skills lie in their mercenary work.
  The heroes are just normal people. Members of C.A.P.E.S. teams don’t have ludicrous cos-
  tumes or even disguises; they usually just have a code name they use while on missions, and 
  those are often short and descriptive like Turbo, Blaze or Rhino. Don’t be discouraged from 
  distinct looks though: a favourite outfit, oddly coloured eyes or a hyper-bulky frame are all 
  good ideas. But at the end of the day, a Xeno is a ghost who spends their evenings watching 
  corporate TV and living among the common people. They are also very mortal. Many of 
  their opponents will use lethal weapons, and dead is dead. If a hero has died, that’s the end, 
  unless established they can’t die (i.e. they have the Immortal power). This isn’t a comic book 
  where the favourite character comes back the next issue; the next issue there will be a funeral.
  wild magiC
  Wild Magic is a fantasy setting where heroes imbued with magical powers fight monsters 
  and defend their towns from the similarly imbued members of various non-human tribes.
  hiStoRy
  Once upon a time, as magic was fading from the world, it became unstructured and uncon-
  trolled. Where once great wizards had performed wonders while the world was young, now 
  there was only the remnants of their works. Enchanted creatures that had once been controlled 
  were now free, and the old schools of magic no longer taught their arts to eager young students.
  But magic hadn’t gone completely. The creatures of myth still existed; dragons, unicorns, chi-
  merae, and stranger beasts. There were still goblins in the mines and fey in the forests. Magic 
  hadn’t even abandoned humankind completely. While the great wizards of yore were no more, 
  people were still born with unique magical talents. One might be able to fly and conjure flame 
  from nothing. Another might have the strength to break castle walls with their bare hands. Yet 
  another might be able to change into the forms of various animals. These Eidolons, as they were 
  
  63
  called, were both feared and admired in equal measure. Although many considered them to 
  be dangerous freaks, their talents were clearly useful. A handful of Eidolons could turn back a 
  small army of normal people or slay a dragon with ease. And of course, the only good defence 
  against your opponent having Eidolons on their side is for you to also have them on your side.
  the wild magiC woRld
  The world of wild magic is very much like our own world as it emerged from the dark ages into 
  the mediaeval period. It is a world of feudal kingdoms, castles and  serfs. Unlike many fantasy 
  settings, magic plays only a small part in the game. There are no wizards in towers casting 
  spells or priests in the local temple magically healing people, and there are no magical artefacts 
  lying around in tombs and dungeons waiting to be found. There used to be those things in 
  abundance, but as the magic has become both weaker and less controlled they have become 
  a thing of the past – and to an extent, a thing of legend. The remaining magical artefacts 
  and creatures are extremely dangerous, and magical sites are avoided rather than plundered.
  This puts Eidolons in a precarious position. As far as the public is concerned, magic is danger-
  ous and unpredictable; and it is not something to be trifled with. While most people are glad 
  to have a small handful in the town – it only takes a goblin attack to demonstrate how useful 
  they are – people simply don’t feel comfortable around someone who can mentally control them 
  or burn them with a thought or move mysteriously from one shadow to another. The fact that 
  power tends to corrupt and that many Eidolons have become tyrants or even mass murderers 
  doesn’t help. There’s just the general feeling that Eidolons are somehow cursed. As a consequence, 
  while people are happy to have a couple in the town no-one actually wants them living next 
  door or wants to go drinking with them in the local inn. The result of this is that Eidolons 
  tend to live alone or with each other on the edges of town, keeping themselves to themselves. 
  goBlinS and fey
  Although most races of myth and magic have died out leaving only the wilder magical creatures, 
  two of these races still exist alongside humanity. These are the fey, who live in the forests and 
  woods, and the goblins, who live anywhere they can. Rumours occasionally surface about 
  gnomes or dwarfs living in mountains, but these are unsubstantiated and few believe them.
  Fey are mysterious creatures who avoid humanity most of the time. They are all powerfully 
  magical in nature, although their naturally wild and unpredictable nature seems to have pro-
  tected them somewhat from the madness that has affected most magical creatures as magic 
  has become uncontrolled. Occasionally an individual fey will either help the humans who 
  live near its home or attack them and drive them off. Their reasons for this behaviour remain 
  fairly inscrutable, as while they are perfectly capable of speech they seem to have no interest in 
  explaining their actions or negotiating. Either they will help or they will drive off, for reasons 
  they keep to themselves. Often their behaviour and attitude to humans will change with the 
  season or even the weather. Whatever their current behaviour, fey always look like beautiful 
  humans who have just reached adulthood and who appear to shine or sparkle in the sunlight. 
  However, this is merely a glamour, as dead fey revert to their normal form of vaguely humanoid 
  creatures made of plant-like material with rough and primitive features as if carved by a child. 
  Compared to the rather alien fey, goblins are much more human-like. They are smaller than 
  humans; and their green skin and pointed noses, ears and chins make them easy to recognise. 
  Goblins are very loud and gregarious, and although they show a cunning that rivals human 
  intelligence they are notoriously prone to making poor or rash decisions. Goblins respect only 
  strength, and obey laws and treaties only if they are strongly enforced. This often brings them 
  into conflict with humans since goblins won’t hesitate to steal from those who appear weak. 
  Although goblin nature is to be callous to the suffering of the weak if those weak aren’t part of 
  the goblin’s own family, they don’t usually extend this callousness to the point of active cruelty; 
  although to the farmer who has had his sheep and his livelihood stolen this is little comfort.
  Goblins aren’t naturally magical, although they have their own Eidolons just like humans 
  do. Unlike human Eidolons who will often be outsiders to their own people, goblin Eido-
  lons will usually have no compunction about using their powers to give themselves a posi-
  tion of power; ruling an entire clan or tribe of their non-magical brethren. Goblin Eidolons 
  from the same extended family will sometimes work together to rule a tribe, but unrelated 
  Eidolons simply see each other as rivals and rarely co-operate unless there is a clear power 
  structure and those who are subordinate are constantly kept in (and reminded of) their place.
  
  64
  magiCal CReatuReS
  Other than fey and goblins, the only intelligent magical creatures are dragons. These power-
  ful creatures are vanishingly rare, and the wild magic has mostly driven them into insane 
  megalomaniacs. Dragons aside, many magical creatures from myth are still around but none 
  of them are intelligent and all except the purest unicorns have become ill tempered and vicious.
  RuleS modifiCationS
  Because of the problems that Eidolons suffer with the generally poor reputation of their kind, 
  they have to work a lot harder to fit in and be accepted by people. This makes fame much 
  more limited than normal. When gaining marks on your fame (or gaining them on your 
  infamy) after having done something public that gains you karma, you only gain or lose half 
  a mark each time rather than a full mark; so it takes twice as long to build up your fame or 
  reduce your infamy. Similarly, when losing marks on your fame (or losing them on your in-
  famy) after having done something public that loses you karma, you gain or lose two marks 
  rather than just one; so it only takes half as long to lose your fame or build up your infamy.
  The campaign rank for a Wild Magic campaign should be set at great. Eidolons are superior to 
  most people, but not by as much as many super heroes in modern settings are. When it comes to 
  powers, all powers must have the magic power source. There are no other power sources in the 
  setting. Any power is allowed, although some powers like the interface power may not be useful 
  due to the lack of technology and computers, so characters rolling such powers may re-roll them.
  Fey are unique and highly magical creatures, so each one should be created in the same way that 
  player character Eidolons are (or invented by the GM using the character creation rules as guide-
  lines) except that these singular beings should be created as if the campaign rank were fantastic.
  Most goblins are mundane, and can simply be treated as goons, although goblin Eidolons 
  should be created just like player character Eidolons. Unlike fey, these goblins are no more 
  powerful than player character Eidolons and should therefore use the same great campaign rank.
  Statistics for a few example magical creatures follow.
  BanShee
  ◊ Bad Fighting
  ◊ Average Agility
  ◊ Zero Strength
  ◊ Astounding Endurance
  ◊ Bad Reason
  ◊ Decent Intuition
  ◊ Decent Psyche
  ◊ 60 Health
  ◊ 24 Karma
  ◊ Powers: Great Spatial Control, World Class Sonic Control, Terrible Flight, Fantastic 
  Phasing, Decent Life Support (Full), Fantastic Mind Control (Possession)
  Banshees, often simply called ghosts, are restless spirits of the dead. They are almost mindless 
  and are malevolent in the extreme.
  BlaCK dog
  ◊ Average Fighting
  ◊ Average Agility
  ◊ Average Strength
  ◊ Decent Endurance
  ◊ Bad Reason
  ◊ Decent Intuition
  ◊ Decent Psyche
  ◊ 28 Health
  ◊ 24 Karma
  ◊ Powers: Decent Strike, Average Super Speed, Decent Alternate Form (Gaseous/Smoke), 
  Great Emotion Control
  The legendary black dogs are often thought to feed on people’s emotions; particularly those 
  of fear and depression. 
  marks – See the Getting Better 
  chapter for how gaining marks 
  on your fame or infamy works.
  karma – See the Karma chap-
  ter for more details on when a 
  character gains or loses karma.
  goons – For the full statistics of 
  goons and others, see the Allies, 
  Enemies & Equipment chapter.
  
  65
  dRagon
  ◊ Great Fighting
  ◊ Average Agility
  ◊ Astounding Strength
  ◊ Fantastic Endurance
  ◊ World Class Reason
  ◊ Average Intuition
  ◊ World Class Psyche
  ◊ 116 Health
  ◊ 66 Karma
  ◊ Powers: Great Damage Resistance, Fantastic Strike, Decent Super Speed, Great Flight, 
  Astounding Blast (Fire), World Class Fire Control
  Dragons are amongst the most formidable of foes. Luckily for everyone else, they are also 
  incredibly rare.
  uniCoRn
  ◊ Decent Fighting
  ◊ Average Agility
  ◊ Great Strength
  ◊ Great Endurance
  ◊ Bad Reason
  ◊ Decent Intuition
  ◊ Great Psyche
  ◊ 56 Health
  ◊ 34 Karma
  ◊ Powers: Average Super Speed, Decent Strike, Great Teleportation
  The innate purity of unicorns seems to have protected them from the insanity that the wild 
  magic has brought to most innately magical creatures, and they remain as gentle and kind as ever.
  how to Run wild magiC
  The important thing to remember when running a Wild Magic campaign is that this is not 
  your typical “grimdark” fantasy setting full of death. The tone is intended to be more like the 
  fantasy cartoons of the 1980s like He-Man and the Masters of the Universe, Thundercats, Ara-
  bian Knights, Conan the Adventurer, She-Ra: Princess of Power, and Dungeons and Dragons.
  This isn’t a world where people go down dungeons searching for loot, or where they kill mon-
  sters and take their stuff. Instead it’s a world where foes are beaten using non-lethal force and 
  driven off after having had their plans thwarted. You should strictly enforce the karma loss 
  for killing, and encourage the players to embrace the intended style of play. Similarly, the ac-
  tions of the antagonists should reinforce the genre. A goblin attack isn’t going to end up with 
  the village burned down and the inhabitants massacred. Instead the goblins are going to steal 
  from the village. There’s likely to be a fight with the villagers in which some are hurt, and 
  there may be some rescuing needed; but the village will survive the attack relatively unscathed. 
  That isn’t to say that the setting needs to be all lightness and tea-and-cake. It can still have its 
  share of darker elements such as antagonist Eidolons with necromantic powers raising armies 
  of skeletons or slaves being forced to work in a mine by a dragon and its minions until the PCs 
  rescue them. But such darker elements need to be handled with a careful touch and hinted 
  at rather than shown. The skeletons will be raised from old graveyards or battlefields rather 
  than from people whom the necromancer kills “on screen” and while we might see slaves be-
  ing threatened with punishment we won’t see them being badly mistreated “on screen” either.
  It is also very important to remember that this is a setting where the intent is that the player 
  characters do heroic deeds for their own sake (and to protect their home and fellow humans). 
  It is not intended to be a setting where characters acquire vast amounts of treasure or magi-
  cal items to boost their power. The setting assumes that any magic items that used to exist 
  no longer function properly, and are much more likely to be dangerous than the are useful.
  Alternate dimensions can exist within the setting, and the details of these are left for each GM to 
  decide. However, “religious” dimensions such as a Heaven full of angels and a Hell full of demons 
  don’t really fit the setting and should be avoided. It’s better to make your settings purely magical.
  
  66
  age of ReBiRth
  Age of Rebirth is a high powered quasi-fantastic setting, where characters are imbued with power 
  by the original creators of the world in order to act as a counter-balance to tyrannical forces.
  hiStoRy
  Before time existed, there were the Arcana. 21 in number, they are primal beings of creation. 
  They spent aeons in the languidness of their own power, indulging in pleasure and lust until 
  they became bored and complacent. They strived for something fulfilling and meaningful, 
  and thus after much timeless deliberation they formed the Manifest, the whole of creation, 
  along with the Fabric, the realms beyond. They populated the Manifest with all kinds of life; 
  humans and beasts and fantastic creatures, all of which were infused with Mana, the magical 
  energy that suffused the whole of the Fabric. The Mana granted these people ‘souls’, setting 
  them apart from the gods. However, the Arcana’s chaotic nature lead them to unintentionally 
  leave disaster in their wake. Decadent empires, rampaging monsters and foul religions nearly 
  drove the Manifest to the brink of destruction. This time was known as the Age of Terror.
  Thus, the Arcana created the Reversed who dwell in the Fabric, the 21 gods who were de-
  signed to serve as mirror image to the Arcana. Manifest righted itself in a matter of days. The 
  drawback to this was the Arcana made the Reversed just as wilful and masterful as themselves, 
  and tension between the two groups of gods was almost instant. As a response, the Arcana 
  secretly created the Tarots, a new type of demigods who would serve under them as protec-
  tors and watchmen of the Reversed. They enlightened mortals into the Fools, built the con-
  structed Pentacles from the Eternal Forge, manifested the Cups from the Primordial Earth, 
  redeemed the Wands from the Void Beyond and reincarnated the Swords from the Realm of 
  Mirrors. The Tarots helped create massive cities, forged Instruments of great power and pro-
  tected humans from terrible creatures of all types. This time was known as the Age of Glory.
  But the Reversed became jealous. Humans started providing more faith to the Arcana and 
  the Tarots than to them, and this was unacceptable. In secret, the Reversed created their own 
  Tarots, which they called the Trump. Over centuries they built up their Trump army in the 
  borders of the Fabric, while Manifest laid peacefully unsuspecting. Then, on the evening 
  that became known as the Night of a Thousand Screams, the Reversed sent the Trump into 
  the Manifest to wreak havoc. The Tarots were totally unprepared, with over 90% of them 
  being killed in the massive initial onslaught. The Trumps ran rampant, destroying glorious 
  nations and butchering everything in their way, installing themselves as the new rulers where 
  they could. Manifest was ablaze, and their favoured heroes were dead, captured or in hid-
  ing. The Night of a Thousand Screams ended the Age of Glory and started the Age of Blood.
  The Arcana were weakened after this attack, as many of their worshippers that provided them 
  power were put to the sword. They rested in order to heal, cursing all the while as the Reversed 
  played with the Manifest like a child’s toy. Humans lived in fear of their lives in this new Age, 
  and Tarots were few and far between. Decades passed, until one day a never-before-seen Fool 
  called Seven Fires assaulted the fortress of a World Trump, killing him and his entire court and 
  subsequently freeing his thralls. This was but the first of many sightings of new Tarots. Humans 
  rejoiced, as it seemed the Arcana were regaining strength and promoting new Tarots to fight off 
  the hordes of the Reversed. Though there are many battles yet to fight, with Tarots still only 
  numbering in the hundreds, many feel that the Manifest was approaching a new Age of Rebirth.
  RuleS modifiCationS
  There are five distinct ‘castes’ of Tarots, known as Suits. Though the type of power possessed by 
  individuals varies wildly amongst the Tarots, each Suit describes the general source of power, as 
  well as an attitude and origin of your Tarot. Every Suit also has a mark that is permanently and 
  obviously inscribed on the Tarot, and the mark will glow when their powers are utilized. Each 
  Suit offers a Gift and a Curse. The Gift is an ability or quality granted by the Arcana for that 
  Suit, giving them an advantage no other Suit has. The Curse is a side-effect, more often than 
  not a cruel irony that the Suit can fall victim to. The player of each Tarot must choose which 
  Suit they belong to, although randomly determining it by some method is perfectly acceptable.
  Trumps also have Suits, though there are 21 of them. They are too varied to list here, but each 
  is distinct from the others in attitude and appearance. For example, a Tower Trump most 
  
  67
  likely relishes in murder and slaughter, while a Hierophant Trump whips up religious fervour. 
  You can base these attitudes on the standard interpretations of the major arcarna cards from 
  the tarot deck or mix things up and invent your own cards and interpretations if you prefer.
  CupS
  Cups are totemic creatures of nature, called by many names including ‘fey’ and ‘nature spirits’. 
  Not entirely physical and not entirely spiritual, they dwell in the deep wilds of the Mani-
  fest, protecting these places from corruption from both humans and Reversed. They are wise 
  sages and steadfast protectors before anything else, taking on the aspects of the nature they 
  protect. This ranges from appearing as a humanoid wolf to having blowing leaves for hair.
  ◊ Servants of the Primordial Earth (Gift): Cups are the Suit that is closest in aspect to 
  the Arcana, with their home Realm of the Primordial Earth supposedly interlacing with 
  the Realm of the Arcana. Cups have a +1 RS to Summoning Arcana.
  ◊ Slaves to the Manifest (Curse): Each Cup has a home in nature that they have sworn 
  to protect, such as a mountain range or a forest. They can always sense when their home 
  or its peoples are in danger, and must make a feat of Psyche to resist dropping every-
  thing to provide aid to their homeland.
  pentaCleS
  Pentacles are artificial constructs and automatons, things that would be called ‘robots’ to-
  day. They are not only the builders of some of the most imposing structures in Manifest, 
  but many of the most powerful Instruments in existence can be traced back to the forges 
  of a master Pentacle. Pentacles are humanoid in shape, but they always have a tell that they 
  are not creatures of flesh. They may be built of bronze or stone, or have eyes of pure quartz.
  ◊ Craftsmen of the Eternal Forge (Gift): Pentacles are master blacksmiths and artisans, 
  able to easily infuse Mana into objects due to their connection to the Eternal Forge. 
  Pentacles have a +1 RS to crafting Instruments.
  ◊ Heart of Fire, Skin of Bronze (Curse): Pentacles are not flesh and blood, and thus do 
  not heal as others do. In order to speed their healing, their ‘doctors’ must use a Mechan-
  ics speciality, not Medicine. In Earth’s prehistory, this is not an easy skill to find.
  foolS
  Fools are humans that have become Tarots by divine grace. By far the most common of the 
  Suits, Fools are as varied as their mortal counterparts are. They come from all walks of life 
  and all backgrounds, all joined together in the fight against the Reversed and their Trump.
  ◊ Guardians of the Manifest (Gift and Curse): Fools are masters of their own destinies. 
  While the other Suits have fate guide them, Fools are fully devout to their own free will. 
  They gain no Gifts but also no Curses.
  wandS
  Wands are demons, which were originally rogue minor Arcana aspects that proved too danger-
  ous to be allowed to join the other major ones. Thus, they were banished to the Void Beyond 
  until given shots at redemption during the Age of Glory and beyond. Though powerful and 
  striving to return to their brethren, they are prone to their baser whims. Wands vary wildly 
  in shape, ranging from appearing as classical demons to vampires and creatures in-between.
  ◊ Oni of the Void Beyond (Gift): Wands are, in a sense, Arcana, albeit incomplete ones 
  corrupted by the darkness of the Void Beyond. Their heritage grants them immense 
  power that the other Suits could never dream of. Wands have a +1 RS to attempts to 
  Overdrive.
  ◊ Prevailing Hunger of Oblivion (Curse): Wands hunger for battle and blood at all 
  times, and while they can normally rein it in, they can slip at times. Once a month, 
  they must make a feat of Psyche. On a White result, at some point within the month 
  the Wand will resort to their baser instincts, such as attacking innocents or destroying 
  buildings. The player says what he does, but the GM determines when he does it.
  
  68
  SwoRdS
  Swords are ghosts; they are concentrations of Mana from the Realm of Mirrors pulled out and 
  given form. They are astral and ethereal, more concerned with the Fabric than anything on 
  the Manifest. Still, very few have much to lose and are furies in battle. Like Wands, Swords 
  can take many shapes, but like how Wands tend towards a more ‘infernal’ aspect, Swords 
  lean more towards a ‘divine’ aspect, from the common angel to something more abstract.
  ◊ Spirits of the Realm of Mirrors (Gift): Swords are beings of pure Mana, even coming 
  from the Realm of Mirrors which houses all Mana. They find it much easier to access to 
  ambient Mana of the Manifest. Swords have a +1 RS to Tapping.
  ◊ I Am Mana (Curse): Swords need Mana around them to simply exist. If they enter 
  an area devoid of Mana (one that has recently been drained), they must make a feat of 
  Psyche to even enter.
  fame and KaRma
  Fame and karma not only represent what they normally do, but fame also represents how ‘godly’ 
  you are, and karma also represents the Mana inherent in all things with a soul. High fame and 
  high karma mean you are as powerful as a god with a soul as vibrant as the sun. Every rank of 
  fame also grants a title, following the order of the Minor Tarot, from Ace at zero fame to King 
  at triple shift fame. The ranks above triple shift grant the titles Body, Mind, Soul and God, 
  respectively. Fools have no formal titles. An important aspect of the Age of Rebirth is that Tarots 
  generally do not lose karma for killing non-innocents. Destroying a known Trump helps bal-
  ance out the cosmos and should be rewarded, not shunned. However, Tapping (described below) 
  a creature, be they evil or good, generates the same karma loss as killing a mundane human 
  (including a mundane servant of a Trump). This is because absorbing someone’s Mana removes 
  them from the Manifest’s cycle of death and rebirth, effectively wiping them from existence.
  inStRumentS
  Instruments are magical artefacts, most often weapons, armour and trinkets, that have been 
  infused by Mana (which gives the Instruments a soul). Instruments work like Devices and are 
  created the same way. Though Instruments can be passed between different Tarots, a week long 
  binding ritual must be performed that interlocks the Mana of the Instrument and the Tarot, 
  and this bond doesn’t break until one or the other is destroyed. That means an enemy can not 
  use your Instrument against you, but if he kills you, he can use it against your allies. Generally, 
  each Tarot can only be bound to one Instrument, but the binding can be transferred if a better 
  Instrument is found or created. There are also more powerful Instruments that are used as power 
  sources or weapons of mass destruction, but these should usually be narrative and not bindable.
  tapping
  The Manifest and the Fabric are both infused with Mana, the magical energy of creation. Mana 
  is also present in all living things, Instruments, Tarots and Trumps, and some places of power. 
  Both Tarots and Trumps have the ability to tap into these sources of Mana, draining them for 
  their own use. Things drained of their Mana lose vibrance and lustre, making them look like 
  brittle husks. Drained Mana is treated as miniature pools of karma that players can access to 
  do anything that karma use can. This additional karma is temporary and can not be saved and 
  added to your own karma score. Instead, it must be used immediately on a karma effect (and any 
  excess karma is wasted); although it can be supplemented by spending your own karma. Tap-
  ping is combined with the action on which the karma will be spent and takes no action of its own.
  Everything that has Mana also has a ‘Tap Score’. This represents how many times that Mana 
  source can be tapped before it is considered ‘drained’:
  ◊ Normal Mortal Creature: 1. Remember, draining a creature fully counts as killing for 
  Karma loss
  ◊ Instrument: Number of power in Instrument. Becomes a normal item if drained
  ◊ Place of Power: Range from 1 to 10. Tap Score restores at 1 point every 10 years.
  ◊ Tarot/Trump: None. Their Mana is subtracted from their Karma pools. If Karma is 
  reduced to zero through tapping, the character starts Dying.
  
  69
  To actually perform a Tap, make a feat of fame with the following results:
  ◊ White: the tap was unsuccessful.
  ◊ Bronze: You can immediately use 50 karma and the item’s Tap Score is reduced by 1.
  ◊ Silver: You can immediately use 100 karma and the Tap Score is reduced by 1.
  ◊ Gold: You can use 200 karma and the Tap Score is reduced by 1.
  oveRdRive
  Overdrive is a form of ‘self tapping.’ If a Tarot or Trump is extremely desperate, they can overdraw 
  from their Karma to severely power their attacks. You can perform an Overdrive the same way as 
  you do a normal Tap, but instead of reducing the Tap Score by 1, you permanently lose a rank of 
  endurance. This rank can be recovered through normal Pushing, but it does not naturally heal.
  Summoning
  Tarots are also given the power to summon aspects of the Arcana to aid them. Summoning a 
  Arcana is like using a Power Stunt to activate the Servant power. However, instead of rolling a 
  feat of power, you roll a feat of fame. Fame is also used to determine how powerful the sum-
  moned Arcanum is. However, the stunt doesn’t give you marks to gain the Servant power as a 
  permanent power. Due to the time it takes to make a Servant, it’s recommended that Tarot who 
  plan on Summoning a good deal should stat up a few Arcana they plan on summoning regularly.
  how to Run age of ReBiRth
  The setting intricacies are purposefully vague. Though the setting is assumed to take place in 
  Earth’s prehistory, the Ages, the aspects of the Manifest and the Fabric, and the Arcana/Reversed 
  can easily be translated to any time period. Who’s to say the Age of Blood wasn’t the Cold War?
  The Tarots are epic heroes. Make them do epic things in an epic world. Tarots don’t stop petty 
  crimes; they destroy Trump armies, raise up nations, visit floating cities and talk with beasts. 
  Their tales are forever passed down through history and folklore, so nothing they do should 
  be small. It’s recommended you bump up the campaign rank to fantastic or even astounding.
  Make the setting exclusive things (Tapping, Overdrive, etc.) tempting for the players. The possi-
  bility of Tapping and Overdrive allows for extreme power levels, so make the big enemies the Tar-
  ots face REALLY big. Summoning is also tempting, but should be used fleetingly. The Tarots are 
  ‘mostly’ immortal. Don’t be afraid to kill them. If a Tarot ever reaches death, they should rein-
  carnate in about a week. However, death by Tapping is permanent and should be treated as such.
  The Fabric is rife with adventure opportunities. The Fabric is an infinite and ever changing  
  canvas (despite a few ‘standard’ realms like the Eternal Forge and the Primordial Earth), and thus 
  is full of opportunities for even weirder adventures than even silver age super heroes undertook.
  Don’t turn Instruments into just another piece of loot to be collected. Give them histories. Don’t 
  make magic weapons and gear boring; the Instruments in Age of Rebirth are legendary. Give 
  them ostentatious names and appearances, and give them just as much lore as anything else.
  Fighting a Reversed is not an easy undertaking, and may well be impossible. The big bads of 
  the setting are gods. The players may want to go right out and kill one, but doing that is a feat 
  worthy enough to herald a new Age. Tarots are more out to destroy Trump, which are demi-
  gods in their own right. Still, a whole campaign could revolve around the quest to kill Death.
  RemnantS
  Remnants is a post-apocalypse setting in which the surviving remains of the human popu-
  lation of Earth are all mutants, and those with useful mutations (i.e. the PCs) must fight 
  the alien invaders, help rebuild civilisation, and prevent the final extinction of humankind.
  hiStoRy
  On the twenty third of September 1984, a spacecraft hovered above the Earth. It remained unde-
  tected at the time, and even now we are not exactly sure which part of the world it hovered over. 
  In fact, we still know nothing about where it came from. All we know is that it released the plague.
  
  70
  The plague doesn’t even have a name. Although some refer to it as “The Plague” as if this 
  were some kind of grand title bestowed on it by scholars or historians, in truth no-one ever 
  gave it such a title at the time, or even knew what was happening. All that people knew was 
  that for some unknown reason blood red clouds formed in the atmosphere all over the world 
  and rained a vermilion torrent of rain that dissolved exposed flesh in seconds. The casualties 
  were horrendous. It’s unknown just how many people died in this initial global downpour, 
  but extrapolating from known areas it would seem that anywhere up to 70% of the inhabit-
  ants of cities were killed and over 95% in rural areas and less developed parts of the world.
  It wasn’t just humans that were killed. The plague wiped out almost all of the land-based animal 
  life on the planet, with the curious exception of insects. For some reason insects, spiders, and 
  other chitinous creatures were unaffected by the plague. Plants and fungi were similarly unaf-
  fected, as if the plague were somehow deliberately designed to target non-chitinous animals only.
  And that was only the initial effect of the plague.
  The after-effects were worse, and some people say that those who died on the day of the plague 
  were the lucky ones. There was widespread panic amongst the survivors, of course, and an almost 
  total breakdown of society. Governments simply couldn’t govern as there was no-one around to 
  organise. The cities rapidly ran out of food supplies and people headed out of them. With no ani-
  mals to farm occupations of existing arable land became peoples’ top priority and many small but 
  extremely territorial enclaves quickly formed in isolation from each other. Life became a harsh 
  struggle for survival and banditry became rife as those without food stole from those who grew it.
  And that’s when the changes started happening. Whether these were an accidental after effect of 
  the plague or part of some kind of grand design remains unknown, but people started changing. 
  The majority of these changes were deformities of shape. People started growing extra body parts 
  or having existing body parts change. Soon, almost everyone was physically altered in some way, 
  and this made life even harder as it interfered with people’s ability to work the land and survive.
  Humans aren’t the only species to have changed, either. The various insects and arthropods that 
  survived the initial plague have also changed. Mostly they have grown vastly bigger than they 
  used to be. Some people talk of things they’ve read in old books rescued from ruins that say that 
  insects can’t grow as big as horses because they wouldn’t be able to breathe or to support their 
  body weight. It’s clear that something has changed in them in order that they can now do this, 
  but no-one has any idea what that change is. Unfortunately we’ve lost the scientific knowledge 
  that would have been able to answer this conundrum. Still, in the decades since the plague hit us 
  this has proved somewhat useful. While many large insects and spiders remain dangerous preda-
  tors, we’ve been able to farm and even partially domesticate some herbivores and detritovores.
  Speaking of insects, that brings us to The Bugs. We really don’t have any other name for them, 
  but if anything deserves to be given a grand title they do. The Bugs appear to be insects or at least 
  insectoid, but they are bipedal and walk on a single pair of legs. At first we thought they were 
  simply more mutated insects of some kind, but it’s now “common knowledge” that they’re aliens 
  of some kind and that they arrived here in a spaceship and created the plague. Quite how that 
  came to be common knowledge is a but uncertain, since they don’t appear to want to make any 
  kind of conversation or tell us where they’re from. But they’re definitely intelligent, and they have 
  all sorts of strange powers. Unfortunately, all they seem to want to do is hunt us down and either 
  eat us or enslave us and force us to build huge structures that look like termite mounds. Maybe 
  one of the people they took as slaves found out where they were from before escaping from them.
  Remember how I said that almost everyone was physically altered in some way? Well not 
  quite everyone was. A small number of people, maybe only one in fifty or even one in a hun-
  dred, seem to be physically normal. Somehow the plague has changed them in other ways 
  instead of deforming them. Some of them can fly, and some can shoot energy or move things 
  around with their mind or move incredibly quickly. These are all the same sorts of things that 
  The Bugs can do, although the people with these powers seem to have much less versatility. 
  We don’t know why these people – people like you – have such powers. But we’re thankful that 
  you do. You’re the ones that can defend us from The Bugs. You’re the ones that can salvage things 
  from insect filled cities. You’re the ones that can stop roving bands of bandits stealing our food.
  You’re our only hope for survival.
  
  71
  the tRuth
  The history above was written from an in-character point of view. It is mostly correct, but there 
  are various things that it misses out, since these things are not known to the people who scratch 
  a living in this post-apocalyptic wasteland. If you’re planning on playing in the setting rather 
  than running a game in it, you may wish to skip this next section in order to avoid spoilers.
  The aliens (their name for themselves is based on pheromones and doesn’t translate into any 
  Earth language as anything other than “it means our species” in the same way that we would be 
  able to translate the word “Human” into another language as anything other than “it means our 
  species”) did arrive in a space ship. They arrived in an interstellar transport that they positioned 
  over the centre of Earth’s largest landmass, above Kyrgyzstan. They are an incredibly ancient and 
  advanced race that control numerous star systems using their mastery of energies and technolo-
  gies that we have yet to even discover the existence of, never mind understanding their principles.
  Fortunately for us, the group that came to invade Earth were not doing so officially on behalf 
  of their race. They were an isolationist group working independently to take over a planet for 
  themselves away from the rest of their people. This was particularly fortunate for humanity for 
  two reasons. Firstly, it means that they do not have the backing of their interstellar regime. In fact 
  the rest of their regime doesn’t even know they are here, which means they are not going to get re-
  inforcements or aid any time soon. Secondly, it also meant that while the individuals on the space 
  craft could use their technology without any problems, they weren’t specialist scientists or techni-
  cians and they don’t know how to reproduce their technology from scratch; much like the way 
  that most modern humans can use a smartphone but wouldn’t be able to build one from scratch.
  The aliens’ plan was supposed to work in two stages. Firstly they would release their bio-weapon 
  into the atmosphere killing off all the higher life. Then they would land and establish a colony 
  themselves. That plan didn’t quite work. The aliens had a complex technical fault with their 
  star craft and it launched the bio-weapon prematurely before it had finished being adjusted 
  for Earth’s ecosystem, before exploding. This premature spreading of the weapon resulted in it 
  not fulfilling its function properly. While it was lethal as intended in large doses, it quickly lost 
  that lethality; allowing many people to survive the attack by remaining indoors. What should 
  have happened was that it should have permeated the biosphere and remained lethally toxic. 
  What actually happened was that it still retained its genetic flexibility (which should have been 
  turned off once it had been properly adjusted). This residual flexibility is infecting humans 
  who are exposed to the remnants of the bio-weapon and is the factor causing the mutations.
  The majority of the aliens escaped the destruction of their craft by protecting themselves using 
  their ambient technology. This technology is similar in concept to nanotechnology, but involves 
  small scale energy currents and manipulations of the structure of space-time rather than small 
  scale physical machines. Although the aliens were scattered across the globe after the explo-
  sion, their presence has brought their technology to Earth, and the planet’s atmosphere is now 
  filled with their ambient tech. This tech is quite safe and inert most of the time, unless one of 
  the aliens mentally controls it, at which point it can activate and manifest in a myriad of ways.
  It is this ambient technology that is giving some humans their powers. The bio-weapon was 
  designed to not affect the aliens, and it recognised them by the proteins created by certain 
  genetic markers – the same markers that the ambient tech uses to recognise an authorised 
  user. A small minority of humans share some of these genetic markers, and so these humans 
  are immune to the mutating after-effects of the bio-weapon and can also use the ambient tech 
  to a limited extent. These human users aren’t generally as versatile as the aliens for whom the 
  tech was designed, especially since they don’t actually know what they are doing, but they can 
  usually innately make a few effects work, and slowly learn more flexibility in what they can do.
  And that brings us to the current situation. The aliens are stranded on Earth with no way home. 
  They hate each other, and also hate the humans who they failed to wipe out before landing. They 
  can still use their ambient technology, but some of them have now learned that a few humans can 
  also use it and this displeases them. Humanity is trying to claw its way back from the brink of 
  extinction and rebuild some kind of stable society whilst simultaneously having to deal with the 
  fact that the majority of humans are grossly mutated and that the ecosystem has changed around 
  them. If that weren’t enough, humanity has to deal with the presence of the hostile alien invaders 
  and the knowledge that there are more aliens out there somewhere. The only real weapon that 
  humanity has is that it has the special few who are able to access powers they don’t understand.
  
  72
  RuleS modifiCationS
  A Remnants campaign should have a normal campaign rank of world class. The ambient tech-
  nology introduced by the aliens boosts its users in passive ways as well as active ones, even if they 
  are unaware of it, giving them a significant mental and physical advantage over normal people.
  The aliens themselves should have their ability scores created as if they were player characters, 
  but they always have one standard super power. Each alien has astounding wizardry (sorcery). 
  This is not actually magic, but is their deliberate commanding of the ambient tech that sur-
  rounds everyone (although their actions may appear to be magical from the point of view of 
  player characters who don’t know about the existence of the ambient tech). Individual aliens 
  may also have acquired one or more permanent super powers as power stunts of their wizardry.
  Although normal humans are all mutated and misshapen, it is not necessary to model this with 
  use of the extra body parts super power. Simply describe the mutations of each person based 
  on their ability scores. In no case should normally mutated humans be given super powers as a 
  result of their mutations (for example the flying or aquatic super powers). The point of the setting 
  is that normal people are handicapped by their mutations, rather than benefitting from them.
  Super powers work normally in this setting, and there are no restrictions on which particular 
  powers a character can have, although all super powers should be given the Genetic Mutation 
  power source. Technically, the super powers are actually powered by the ambient tech of the 
  aliens, but since the characters (and possibly players) don’t know that such a thing exists, it’s 
  easy for everyone if the players simply write “Genetic Mutation” on their character sheets.
  poSt-apoCalypSe eConomiCS
  Since this is a post-apocalyptic setting after society has fallen apart, there’s no real economy 
  as such. Money isn’t worth the paper it’s printed on and groups scavenge or barter for what 
  resources they can find. The wealth score is still used, but it doesn’t represent monetary wealth. 
  Instead it represents how much fuel, food, firewood, clothing, and other resources characters 
  have access to or have stashed away. Setting out a full barter economy with relative values for 
  such goods is beyond the scope of this summary of the setting, and the GM is encouraged to 
  build up as much or little of it as they like or simply make notes for consistency as play develops.
  Characters who scavenge for goods in old abandoned cities can generally find enough useful 
  trade goods to get one mark towards improving their wealth rank each day. However, scaveng-
  ing in cities is a dangerous business. Not only are you likely to meet rival groups of scavengers you 
  will also meet various desperate people who are trying to survive there and who may have rather 
  territorial feelings about the place. And there’s always the chance that The Bugs and whatever 
  humans they are using as disposable slaves may be found in such a place. And that’s not even 
  mentioning the swarms of giant roaches and ants that feed on the detritus left in the cities and 
  the predators that feed on them in turn. Cities are dangerous places in the post-apocalyptic world.
  Characters who are feeling particularly heroic and public spirited and who want to support 
  their community can also donate wealth to it. This often happens after a successful scaveng-
  ing trip. Characters who donate resources to their community lose a rank of wealth, but in 
  turn are awarded karma equal to the rank value of the wealth rank that they just lost. As with 
  other karma awards, if this is done publicly it will also result in the character gaining a mark 
  towards increasing their fame rank. Characters repeatedly donating resources to a small com-
  munity will result in the community itself growing and getting healthier and richer. The exact 
  details of this will vary based on individual circumstances and are left to the GM to decide.
  how to Run RemnantS
  First and foremost, Remnants is a post-apocalypse setting, and this should be reflected in the tone 
  of the campaign. There should be a real sense that the world is a dangerous place and that human-
  ity is struggling to survive. That said, there is plenty of room for optimism. Humanity might be 
  struggling, but there’s every possibility that it will win the struggle and pull back from the brink.
  Similarly, although there are far fewer people alive than there used to be before the aliens arrived 
  this doesn’t necessarily mean that everything is all doom and gloom and that people are in a con-
  stant state of shock and depression. The events of the apocalypse happened over thirty years ago, 
  so there is a whole generation of people (most likely including all of the player characters) grow-
  mark – See the Getting Bet-
  ter chapter for details about 
  how a number of marks can 
  increase your wealth rank.
  mark – See the Getting Bet-
  ter chapter for details about 
  how gaining karma pub-
  licly can increase your fame 
  or decrease your infamy.
  
  73
  ing up who never experienced it because it happened before they were born or when they were too 
  young to remember. Life as it is now seems normal to them, and the coming of the plague is just 
  a story told by old people around the fire rather than something that is fresh in people’s memories.
  On a similar note, the player characters won’t be familiar with most twentieth century tech-
  nology or civilisation, and this can be played for laughs when they visit cities and find strange 
  ‘80s devices in the ruins of department stores. Be careful not to overdo this, though. While 
  this sort of thing can provide a bit of light relief, it gets old very quickly when it is overdone.
  When you’re describing smaller settlements of the type that the players are likely to call home, you 
  should be inspired by films like Mad Max and Salute of the Jugger. For bigger cities, think of the 
  Tripods books and Escape From New York. And when describing the mutated people (remember, 
  everyone’s mutated except those with super powers), think of the sewer mutants from Futurama.
  The aliens are intended to be mysterious and implacable foes. Although theoretically given 
  their super powers and obvious intelligence it would be easy for the aliens to communicate with 
  humans using some kind of telepathy or written language, it’s better if the GM resists the tempta-
  tion for this to happen. Once PCs can talk to the aliens it’s then only a short step to making deals 
  with them and they cease to be an enigmatic “other” and start to be just another NPC. The aliens 
  would really like nothing more than for humanity to go extinct – thinking of humans the way we 
  think of insects (the irony in that is deliberate), and they have no interest in setting up any kind 
  of mutually beneficial arrangements. The closest they will get is to have expendable human slaves.
  There are basically two types of Remnants campaigns. The first is where the heroes are attached 
  to a community via social and familial bonds and they spend their time and effort improving 
  that community by defending it from bandit attacks, going off on scavenging trips to find things 
  the community needs (either general goods as represented by wealth or specific items), and sort-
  ing out skirmishes with other similar communities that are competing for the same resources.
  The second type of campaign sees the heroes as drifters, roaming the land from settlement to 
  settlement but without any real ties to a particular home. Generally for this kind of campaign to 
  work well you need to give the heroes some kind of over arching goal. It may be to bring frontier 
  justice to the land or it may be that they have a long term goal of discovering and recovering 
  technology, or it may  just be that they’re tracking down and rooting out Bugs and their minions.
  Most short term campaigns are likely to go down one of those routes, although they could 
  move from one to the other if drifters find a reason to settle down or if settled heroes see 
  the destruction of their home and head out for vengeance, redemption, or solace. However, 
  these aren’t the only ways that a Remnants campaign could be played. There are hints in the 
  background that point to another potential campaign style which has a much grander scale.
  An ambitious long term campaign could see humanity, or at the very least the heroes, going 
  to the stars; although for this, the GM will need to greatly expand on the aliens’ society and 
  whatever other species are out there. However, the setting has deliberately been designed with 
  the alien invaders being an isolationist sect that is not representative of their kind. A campaign 
  could head towards a situation where humanity manages to contact whatever form of govern-
  ment the aliens have in protest over the actions of the ones that invaded. This could even 
  end up as a campaign where humanity joins an alliance of alien species and has full access to 
  the technology they have. That would be an interesting twist in that what would start as a 
  post-apocalypse game would end as a cosmic level sci-fi game with trans-humanist elements.
  If you are thinking of doing this sort of long term campaign, you are advised to have other 
  aliens secretly present on Earth too. Maybe one or two members of another alien species are 
  hidden amongst us advising us and helping us recover technology (but they need to remain 
  secret because they don’t want to draw the ire of the invaders, nor do they want the invaders 
  to be able to steal their space craft and escape the planet). Doing this and having the player 
  characters discover the friendly visitors – who, unlike the invading Bugs, are willing to talk, 
  negotiate, and even form an alliance – is a good way to introduce the concepts of maybe even-
  tually giving humanity a place in the interstellar alliance. Such a character could even become 
  a patron of the heroes, having them work on its behalf to bring civilisation back to humanity 
  and to get rid of the Bugs without revealing the existence of their otherworldly benefactor.
  
  74
  poweR deSCRiptionS
  geneRal poweR noteS
  This chapter contains descriptions of each super power. Each one has a basic description of the 
  power as it is when picked as part of the character generation process, and this is followed by a list 
  of flexibilities and limitations that can change the way the power works (sometimes drastically).
  uSing a poweR
  Most of the time, switching a power on takes a single action and must be done on your own 
  turn. However, some powers can be used instantly (especially if they have a particular flex-
  ibility) and some are always on. Once on, some will remain in effect until switched off; some 
  will only last for a short duration; some may require concentration (and so will deactivate 
  if you’re stunned, slammed or knocked unconscious); and some simply work instantly and 
  have no duration. Most of the time, the power description itself should tell you everything 
  that you need to know. If in doubt, assume that the power takes a single action to switch on 
  and no action to switch off again, and that it stays on indefinitely until switched off again.
  StandaRd Range & duRation
  Many powers act at a range or only last for a short time before fading. In some cases, the 
  power description itself will tell you how long the power lasts or what the power’s range is. 
  Generally this will simply be based on the power’s rank. The standard range and standard 
  duration of powers at different ranks are given in the Standard Power Parameters Table below.
  Standard Power Parameters Table
  Rank
  Range
  Duration
  Zero
  -
  -
  Terrible
  Touch
  1 Round
  Bad
  Same Area
  1 Round
  Average
  1 Area
  2 Rounds
  Decent
  3 Areas
  3 Rounds
  Great
  5 Areas
  4 Rounds
  World Class
  7 Areas
  5 Rounds
  Fantastic
  10 Areas
  8 Rounds
  Astounding
  20 Areas (½ Mile)
  10 Rounds (1 Minute)
  Wondrous
  1 Mile
  1½ Minutes
  Phenomenal
  1½ Miles
  2 Minutes
  Single Shift
  2 Miles
  5 Minutes
  Double Shift
  4 Miles
  15 Minutes
  Triple Shift
  10 Miles
  1 Hour
  Planetary
  100 Miles
  1 Day
  Stellar
  10,000 Miles
  1 Week
  Cosmic
  1,000,000 Miles
  1 Year
  Infinite
  Infinite
  Forever
  nonStandaRd flexiBilitieS & limitationS
  Although each power comes with a standard list of flexibilities and limitations that may be ap-
  plied to the power, you are not restricted to using just those suggested. If the GM agrees, you can 
  apply any flexibility or limitation to any power; including those that you have invented yourself. 
  However, everyone should be careful to make sure that they fully understand the implications 
  of the limitation or flexibility that is being suggested, and that it stays within the spirit of the 
  game. For example a limitation that doesn’t actually limit the power because of the way the 
  character uses that power shouldn’t be allowed, and neither should a flexibility that is much 
  more powerful than simply adding an alternate power to the character’s repertoire would be.
  
  75
  alteRnate poweRS
  Although most flexibilities simply enhance the potency or the scope of application of a power, 
  some flexibilities simulate a new power. For example, if you have the Elemental Control (Air 
  Control) power, you can take the Flight power as a flexibility. When you take a complete power as 
  a flexibility in this manner, it is known as an alternate power, and it obeys a few special rules – re-
  gardless of whether it was acquired during character creation or as the result of a power stunt.
  ◊ The alternate power is always at the same rank as the parent power, and it only increases 
  in rank when the parent power does so. It can’t be increased on its own due to repeated 
  pushes.
  ◊ Anything that modifies the parent power, such as the use of the Power Control power, 
  affects all alternate powers along with the parent. Yes, this means that if the parent 
  power is nullified then all its alternate powers are nullified too.
  ◊ Alternate powers can have their own flexibilities and power stunts, and this can include 
  having alternate powers of their own. In this case, the parent power of each of the alter-
  nate powers is the one they were all originally derived from.
  aBility BooSt
  You are able to temporarily boost one of your ability scores. Choose one ability score for the 
  power to affect. When you use this power, that ability score is temporarily increased to the rank 
  at which you have this power (or, if your ability score is already the same rank as this power or 
  higher, it boosts it by a single rank). This boost takes your action to activate and then lasts for 
  standard duration. After the boost wears off, your ability score drops to one rank lower than its 
  un-boosted level for standard duration and you can’t re-apply the boost until this has worn off.
  ◊ FlexiBility: Affects Others – You can use this power to increase the ability of someone 
  you touch, not just yourself.
  ◊ FlexiBility: Ranged – You can increase the ability of someone at standard range rather 
  than needing to touch them (you must already have Affect Others).
  ◊ FlexiBility: Extra Ability – You can boost an additional ability. Choose the additional 
  ability when you acquire this Flexibility.
  ◊ FlexiBility: Concentration – Your boost lasts as long as you concentrate (being stunned 
  or slammed will break your concentration, but normal damage won’t).
  ◊ FlexiBility: Power Boost – Instead of boosting one or more ability scores, you boost 
  one or more powers that either share a special effect (e.g. cold powers) or a power source 
  (e.g. genetic mutations).
  ◊ FlexiBility: Instant – You can use this power without taking an action to do so (al-
  though you can still only activate it once per round).
  ◊ limitation: Ablative – The boosted ability score is reduced by one rank per round until 
  it reaches its normal level, at which point the boost is considered to have worn off.
  ◊ limitation: Exclusive – You can’t use any other powers while your boost is active.
  ◊ limitation: Immunity – Your boost doesn’t affect yourself (this only makes sense if you 
  also have Affects Others).
  ◊ limitation: Emotion Based – You can only activate your boost when you feel a particu-
  lar emotion (e.g. fear, anger).
  power stunt – See the Get-
  ting Better chapter for details 
  on how you gain an alternate 
  power using power stunts.
  
  76
  aBSoRption
  You can absorb a single type of damage (blunt, lethal or one energy type). Incoming attacks of 
  that type have their damage reduced by your rank value for this power before any of your resist-
  ances are applied, as if this power were armour. If you have both absorption and armour, reduce 
  the damage by your armour first and then by your absorption. You may then use the energy 
  that you have absorbed in one of three different ways (choose one when you acquire this power):
  ◊ Ability Boost – You are affected by the incoming damage as if using the Ability Boost 
  power at a rank with a rank value that matches the amount of damage absorbed. You 
  must choose the ability when you choose this option.
  ◊ Healing – You regain an amount of health equal to the amount of damage you ab-
  sorbed. This can’t take you above your normal health score; it can only heal damage.
  ◊ Retaliation – On your next action you can choose to fire a Blast attack of the same 
  damage type and rank that you absorbed. If you choose not to fire the attack, the energy 
  dissipates harmlessly.
  ◊ FlexiBility: Extra Option – Choose another of the three options when you acquire this 
  Flexibility. Each time you absorb energy you may pick which option to use.
  ◊ FlexiBility: Extra Health – When you use absorbed energy to heal, you can heal up to 
  twice your normal health. Extra health above your normal total disappears after the 
  end of the fight.
  ◊ FlexiBility: Broad – You can absorb either all types of energy damage or all types of 
  physical damage.
  adaptation
  When you enter an unusual environment, you spend the first round adapting your body to it. 
  This temporarily gives you an appropriate power at the same rank as this power, which lasts until 
  you leave the environment again. For example if exposed to lava you will gain Heat Resistance; 
  or if plunged into water you will gain Aquatic; or if locked in a freezer you will gain Cold Resist-
  ance; or if thrown out of an airlock into space you will gain Life Support. This power will not 
  protect you from attacks, only from environmental effects – although in the case of things like 
  temperature or radiation extremes you may be coincidentally protected from damage caused by 
  the same type of energy due to your adaption. Similarly, you are not protected during the round 
  in which you are adapting, so you may take damage from the environment during that round.
  ◊ FlexiBility: Instant – You adapt instantly as soon as you encounter the new environ-
  ment. This still does not protect you from attacks, only from environmental damage.
  
  77
  ◊ FlexiBility: Defensive – You can adapt to protect yourself from attacks. After taking 
  damage from an attack you can spend your next action adapting to temporarily gain an 
  appropriate defensive power (usually Resistance) to future attacks of the same type. The 
  adaption lasts until you re-adapt to something else. If your adaption power is Instant 
  then you can adapt to the incoming attack as it hits (and therefore be protected immedi-
  ately) but you can still only change your type of adaption once per round.
  ◊ FlexiBility: Affects Others – You can use this power to adapt someone you touch to 
  your environment, not just yourself.
  ◊ alternate PoWer: Regeneration – You can gain the Regeneration power as an alternate 
  power.
  ◊ limitation: Exclusive – You can’t use any other powers while your adaption is active.
  ◊ limitation: Temporary – Your adaption only lasts for standard duration even if you 
  remain in the environment longer than that.
  affliCtion
  By spending an action you can make a melee attack against an opponent that does no damage 
  and does no special effects but which, if it hits, afflicts them with a fast-acting degenerative 
  condition such as a toxin, a curse, a disease, or a temporary aging effect. Before each of your 
  target’s subsequent actions, they must make a feat of endurance, with the following results:
  ◊ White: The target takes your Affliction rank value as damage, and must repeat the feat 
  before their next action.
  ◊ Bronze: The target takes no damage, but must repeat the feat before their next action.
  ◊ Silver: The target takes no damage and the Affliction ends.
  ◊ Gold: The target takes no damage and the Affliction ends.
  Affliction damage can’t be reduced by normal Damage Resistance, only by Affliction Resistance. 
  If your target has the Regeneration power, they may substitute their Regeneration power rank 
  for their endurance rank when rolling the feats. If your target drops to zero health as a direct 
  result of this power they fall unconscious and begin to lose endurance ranks as if reduced to 
  zero health by a lethal attack. This endurance loss can be stopped by any of the normal means.
  ◊ FlexiBility: Reversible – You can stop your affliction prematurely at will, before it has 
  run its course.
  ◊ FlexiBility: Contagious – Anyone who touches (or is touched by) your target before the 
  affliction has run its course is also afflicted.
  ◊ FlexiBility: Lasting – The damage done by your affliction only heals at a tenth of the 
  normal rate. It can still be cured by the Regeneration and Healing powers normally.
  ◊ FlexiBility: Immunity – You are immune to your own affliction.
  ◊ FlexiBility: Ranged – You may afflict someone with a ranged attack instead of a melee 
  attack.
  ◊ FlexiBility: Area Effect – You may afflict everyone in an area at once (you can’t selec-
  tively avoid certain targets).
  ◊ alternate PoWer: Energy Drain – You can gain the Energy Drain power as an alter-
  nate power.
  ◊ FlexiBility: Aura – You can use your affliction on anyone who touches you as well as 
  those you touch.
  ◊ FlexiBility: Mind Control – You can choose (at the time of attack) that each time your 
  affliction would damage its target, instead the target is affected for their action as if you 
  had used the Mind Control power (of equal rank to this power).
  ◊ limitation: Always On – Every time you touch someone, you afflict them whether you 
  want to or not.
  ◊ limitation: Ablative – The affliction strength is reduced by one rank per round until 
  it reaches Zero, at which point the affliction ends even if the target hasn’t managed to 
  throw it off.
  ◊ limitation: Slow – The affliction only affects the target once per day or once per week 
  (your choice), rather than once per round. Your target will not naturally heal back the 
  damage done by the affliction until it has run its course (although the Regeneration and 
  Healing powers work as normal).
  
  78
  alteR ego
  You have two forms, each of which has independent ability scores and powers. Roll a second char-
  acter with one less power than they would otherwise have to represent your alter ego. It takes a 
  single action to switch between your two forms, and any health lost in one form is also lost in the 
  other. This may mean that at times it is not safe to switch forms without immediately falling un-
  conscious due to having zero health. Falling unconscious in this manner does not make you start 
  losing endurance ranks unless you were already losing endurance ranks before you switched.
  ◊ FlexiBility: Random Forms – Your secondary form is randomly generated each time 
  you switch to it, so you never know what powers and ability scores you’ll be getting. 
  However, in exchange for this your primary form loses all powers other than this Alter 
  Ego power when you acquire this flexibility. Additionally, whenever you switch back to 
  your primary form after having spent time in a secondary form, you must spend at least 
  as long in your primary form before you can switch to a new secondary form again.
  alteRation Ray
  You may make a ranged attack to project a ray that does no damage and no special effects to 
  its target but affects it in one of the following six ways (choose when you acquire this power):
  ◊ Density – Your target is affected as if they had the Density power at a rank equal to this 
  power’s rank.
  ◊ Growth – Your target is affected as if they had the Growth power at a rank equal to this 
  power’s rank.
  ◊ Invisibility – Your target is affected as if they had the Invisibility power at a rank equal 
  to this power’s rank.
  ◊ Phasing – Your target is affected as if they had the Phasing power at a rank equal to this 
  power’s rank.
  ◊ Shrinking – Your target is affected as if they had the Shrinking power at a rank equal 
  to this power’s rank.
  ◊ Transformation – Your target is affected as if they had the Transformation power at a 
  rank equal to this power’s rank (choose the type of transformation when you acquire 
  this power).
  In any of the above cases, the target has no control over the new power that they have sud-
  denly acquired. Each of the powers will affect them at full strength for standard duration.
  ◊ alternate PoWer: Varies – You may choose the personal version of whichever ray you 
  have as an alternate power.
  ◊ FlexiBility: Offensive – You may choose to only give your target the bad parts of their 
  power, not the good parts; for example Density or Growth will fail to increase your tar-
  get’s strength, Shrinking makes your target lose strength; and Transformation makes 
  your target transform mentally as well as physically.
  ◊ limitation: Touch – You must touch your target in a melee attack to affect them rather 
  than being able to use this power at range.
  ◊ limitation: Offensive Only – You may only use the offensive form of this power, not 
  the normal form (requires Offensive).
  alteRnate foRm
  You can transform your body into an alternate form made of something other than normal flesh. 
  It takes an action for you to transform into this form, but you can revert back to your normal 
  form instantly. Choose one of the following alternate forms when you acquire this power:
  ◊ Energy Form – You are composed of coherent energy of one type or another. You have 
  the Flight power at the same rank of this one, and you are immune to physical damage. 
  
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  You cannot use your strength while in energy form, and can’t affect physical objects. 
  You gain no special protection from your type of energy while in this form.
  ◊ Explosive Form – You can explode as an action, making the equivalent of either a lethal 
  or blunt melee attack against everyone in your area. You use an feat of power for the 
  attack rather than a normal melee attack roll. Your attack does your rank in damage to 
  everything and everyone it hits. After your attack, you are immune to all damage until 
  you reform. Reforming takes an action, and you can delay this for up to standard dura-
  tion. You must reform in the same area that you exploded in, or an adjacent one that is 
  not separated from it by an airtight seal.
  ◊ Fluid Form – You are composed of either a liquid or a mass of tiny particles such as 
  nanites or sand. You have Damage Resistance and Stretching at the same rank as this 
  one.
  ◊ Gaseous Form – You are composed of a type of gas or vapour. You gain terrible Flight 
  and can seep through any none-airtight gap. You are also immune to physical attacks 
  except for those that would disperse a cloud.
  ◊ Shadow Form – You are a flat silhouette. You are immune to physical attacks and gain 
  the abilities of the 2D form of the Dimensional Control power. Additionally you have 
  the Wall-Crawling power with the same rank as this one and you have the Invisibility 
  power (Limited to shadowy and dark areas) also with the same rank. However, you can-
  not use your strength while in shadow form, and can’t affect physical objects. Also, all 
  light based attacks that hit you do a “Stun?” result in addition to whatever other results 
  they do.
  ◊ Solid Form – You are composed of a solid material like wood, stone or diamond. Your 
  strength is increased to the greater of your power rank and your existing strength +1 
  RS, and you have Damage Resistance at the same rank as this power.
  ◊ alternate PoWer: Energy Control – If you have an energy form, you may choose the 
  Energy Control power (of the same type of energy that you become) as an alternate 
  power.
  ◊ alternate PoWer: Teleport – If you have an explosive form, you may choose the 
  Teleport power as an alternate power, enabling you to reform anywhere within teleporta-
  tion range, including through an airtight seal.
  ◊ alternate PoWer: Alternate Form – You may choose another version of this power 
  (with a different form) as an alternate power.
  ◊ FlexiBility: Broad – If you have an energy, fluid, gaseous or solid form, you don’t have 
  to specify a single type of your chosen form. You can change into any type of that form 
  (any energy, any fluid, any gas, or any solid). Note that in all cases you remain coherent 
  and self-contained, so turning into exotic or highly reactive forms doesn’t give you any 
  special ability or power.
  ◊ FlexiBility: Instant – You can use this power without taking an action to do so (al-
  though you can still only activate it once per round).
  
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  aquatiC
  You can breathe underwater as well as in the air, and while you are underwater your agility and 
  intuition are increased to the power rank of this power if they are not already at an equal or 
  higher rank. You can also swim through water and other liquids at your power rank water speed.
  ◊ alternate PoWer: Leaping – You may choose the Leaping power (Limited to only out 
  of water) as an alternate power.
  ◊ limitation: Only One – You can either breathe underwater or gain the swim speed and 
  agility/intuition bonus. Choose which when you acquire this Limitation.
  ◊ limitation: Water Breather – You can only breathe underwater, and suffocate in air.
  aStRal pRojeCtion
  You can separate your mind from your body, leaving your body in a temporary coma. Your 
  mind has Flight and Phasing at the same power rank as this power, and can’t affect the physi-
  cal world in any way. Your mind is not detectable except by Telepathy and Astral Detection, 
  and is only vulnerable to mental attacks and powers. In turn, you may use mental attacks and 
  powers on others, but with a –2 RS to all aspects of their effectiveness. Astrally projected people 
  can see and affect each other normally. You are aware of any harm that happens to your body 
  while you are away from it, and if your body is killed you are trapped in astral form forever.
  ◊ alternate PoWer: Astral Detection – You may choose the Astral Detection power as 
  an alternate power.
  ◊ alternate PoWer: Dimensional Travel – You may choose the Dimensional Travel 
  power as an alternate power, enabling you to travel to other dimensions while in astral 
  form.
  ◊ alternate PoWer: Dream Control – You may choose the Dream Control power as an 
  alternate power.
  auRa
  You can surround yourself with a damaging aura (comprised of any energy or physical damage 
  type, but you must choose the type when you acquire this power). It takes an action to acti-
  vate your aura but it can be deactivated at will. Anyone and anything that touches you or that 
  you touch while your aura is active must take damage equal to the rank value of this power.
  ◊ alternate PoWer: Flight – You may choose the Flight power as an alternate power (and 
  this is highly recommended if you don’t have Partial and don’t want to keep accidentally 
  destroying floors with your aura).
  ◊ alternate PoWer: Life Support – You may choose the Life Support power as an alter-
  nate power.
  ◊ alternate PoWer: Blast – You may choose the Blast power (of the same damage type as 
  your aura) as an alternate power.
  ◊ alternate PoWer: Resistance – You may choose the Resistance power (to the same 
  damage type as your aura) as an alternate power.
  ◊ alternate PoWer: Energy Control – You may choose the Energy Control power (of the 
  same energy type as your aura) as an alternate power.
  ◊ FlexiBility: Contagious – Not only does anyone who touches you (or whom you touch) 
  take damage, anyone who is touching them at the same time takes damage as well.
  ◊ FlexiBility: Partial – Each time you activate or deactivate your aura, you can decide 
  which parts of your body to add it to or remove it from; for example you could leave the 
  bottom of your feet free when covering the rest of yourself so you don’t damage a floor, 
  or drop the aura from one hand leaving it free so you can pick something up without 
  damaging it.
  ◊ FlexiBility: Broad – You can put up an aura of any type of energy. You must choose the 
  type when you activate the aura and can’t change it without re-activating it.
  ◊ limitation: Always On – Your aura is always on and you can’t turn it off. This is in-
  compatible with Partial, as that would allow you to turn off parts of your aura.
  
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  Binding
  You can make grappling attacks at standard range, using a feat of agility instead of the normal 
  feat of fighting. Because of its stickiness, anyone trying to move while partially entangled 
  must be able to drag a weight equal to your power rank (at the normal –2 RS to strength).
  ◊ FlexiBility: Area Effect – You can bind everyone in an area at once. You can’t select to 
  bind some targets but not others.
  ◊ FlexiBility: Reversible – You can dismiss your binding on one or more of its targets at 
  will, rather than having to wait for them to either break out of it or be rescued from it.
  ◊ FlexiBility: Contagious – Anyone who touches or is touched by your binding also gets 
  bound by it.
  ◊ limitation: Blocked – Your binding requires you to have free movement in order to aim 
  it. You can’t use it while you are grappled.
  ◊ limitation: Floored – Your binding sticks people to the floor and prevents them from 
  moving, but does not otherwise entangle them or prevent them acting.
  BlaSt
  You can shoot a damaging effect at range. When you acquire this power, choose whether the ef-
  fect is thrown or a missile, whether it is blunt or lethal, and what type of damage it does (it can do 
  any type of physical or energy damage). Your blast inflicts damage equal to its power rank value.
  ◊ FlexiBility: Affects X – Choose one type of opponent who would normally be immune 
  to your blast (e.g. astrally projecting or gaseous). Your blast affects that type of opponent 
  normally.
  ◊ FlexiBility: Area Effect – You can choose to blast everyone in an area at once. You can’t 
  select individual targets to be spared your blast.
  ◊ FlexiBility: Disintegration – Targets that are destroyed (or killed) by your blast vanish 
  utterly leaving no traces behind.
  ◊ FlexiBility: Broad – You can choose the type of energy that your blast uses each time 
  you shoot it.
  ◊ limitation: Full Strength – You can’t use your blast at anything other than full power.
  ◊ limitation: Area Effect Only – If you have Area Effect, you can only use your blast for 
  area effect attacks, not for single targets.
  ◊ limitation: Blocked – Your blast requires you to have free movement in order to aim it. 
  You can’t use it while you are grappled.
  BuRRowing
  You can burrow through the ground, walls, or other large objects at your normal movement 
  speed, choosing whether or not to leave an open tunnel behind you. You can burrow through 
  any material which has a material strength that is less than or equal to your burrowing rank.
  ◊ limitation: Single Substance – You can only burrow through one type of substance, for 
  example sand or ice.
  Continuum ContRol
  You can control an aspect of the space-time continuum. Choose one of the following types of con-
  trol when you acquire this power (note that each has its own set of flexibilities and limitations):
  ◊ Friction Control – You can control the amount of friction between objects at standard 
  range. You can make any feats of athletics or acrobatics made to hold on to something 
  or climb something easier or more difficult by your power rank (count the number of 
  rank shifts that would be needed to reduce your power rank to zero and apply also that 
  many rank shifts to the difficulty of the feat or check in either direction). Also you can 
  make an area within range slippery for standard duration, forcing everyone who tries 
  to stand or walk through the area to succeed in a feat of agility or fall over (treat as a 
  Slam result).
  ◊ alternate PoWer: Binding – You may choose to take the Binding power (with the 
  Floored Limitation) as an alternate power, to represent making people stick to the floor.
  
  82
  ◊ alternate PoWer: Dazzle – You may choose to take the Dazzle power (against sight) as 
  an alternate power, to represent sticking people’s eyes closed.
  ◊ alternate PoWer: Binding Resistance – You may take the Binding Resistance power as 
  an alternate power.
  ◊ alternate PoWer: Fire Control – You may take the Fire Control power as an alternate 
  power, to represent control of friction-caused heat.
  ◊ alternate PoWer: Wall Crawling – You may take the Wall-Crawling power as an 
  alternate power.
  ◊ Gravity Control – You can control the force of gravity at standard range. You can in-
  crease or decrease the power of gravity by your power rank in an area within range. De-
  creasing the power of gravity temporarily gives everyone in the area the Leaping power 
  at the same rank as your gravity control. Increasing the power or gravity makes feats of 
  strength and feats of agility more difficult by your power rank (count the number of 
  rank shifts that would be needed to reduce your power rank to zero and also apply that 
  many rank shifts to the feat). The effective ranks of Flight and Leaping powers are also 
  decreased by the same number of rank shifts.
  ◊ alternate PoWer: Blast – You may choose the Blast power (gravity blasts) as an alter-
  nate power.
  ◊ alternate PoWer: Flight – You may choose the Flight power as an alternate power.
  ◊ alternate PoWer: Force Field – You may choose the Force Field power as an alternate 
  power.
  ◊ alternate PoWer: Super Senses – You may choose the Super Senses (sense gravity) 
  power as an alternate power.
  ◊ alternate PoWer: Telekinesis – You may choose the Telekinesis power as an alternate 
  power.
  ◊ alternate PoWer: Ability Boost – You may choose the Ability Boost (Strength) power 
  as an alternate power.
  ◊ Probability Control – You can control the probability of events, making unlikely 
  things happen regularly. Count the number of rank shifts that would be needed to 
  reduce your power rank to zero. That is how many probability points you can use per 
  session. When you acquire this power, you must decide whether you cause good look 
  for yourself or bad luck for others. If you have good luck for yourself, you can spend a 
  probability point to either contrive a coincidence beneficial to yourself or swap the tens 
  and units dice after rolling the dice for any feat in which you do not spend karma to 
  guarantee a particular result. Similarly if you have bad luck for others you can spend a 
  probability point to either contrive a coincidence detrimental to an opponent or swap 
  
  83
  the tens and units dice after an opponent rolls the dice for any feat in which they do 
  not spend karma to guarantee a particular result. The GM has final say over whether 
  a contrived coincidence is acceptable, but if the GM rejects your suggested coincidence 
  you do not need to spend the probability point.
  ◊ FlexiBility: Both Types – You can create both good luck for yourself and bad luck for 
  your opponents. However, you still only get a single pool of Probability Points to share 
  between the two.
  ◊ limitation: Jinx – Whenever you use either good or bad luck, a random ally suffers the 
  effect of bad luck the following round in a manner of the GM’s choosing.
  ◊ Spatial Control – You can shape and manipulate space within standard range. You 
  can twist space in an area within range causing everyone in the area except yourself to 
  succeed in a feat of intuition or become disoriented and lose their next action. Instead, 
  you may target a single individual within standard range and they must succeed in a 
  feat of agility or be flipped over and fall (treat it as a Slam).
  ◊ alternate PoWer: Super Speed – You may choose the Super Speed power as an alter-
  nate power.
  ◊ alternate PoWer: Duplication – You may choose the Duplication power as an alter-
  nate power.
  ◊ alternate PoWer: Stretching – You may choose the Stretching power as an alternate 
  power.
  ◊ alternate PoWer: Teleport – You may choose the Teleport power as an alternate power.
  ◊ alternate PoWer: Growth – You may choose the Growth power as an alternate power.
  ◊ alternate PoWer: Shrinking – You may choose the Shrinking power as an alternate 
  power.
  ◊ FlexiBility: Defence – You may use your Spatial Control rank instead of your agility 
  or fighting rank when escaping from grapples, catching objects, interposing yourself in 
  front of someone, or dodging.
  ◊ FlexiBility: Spatial Anchor – You may harden an area against spatial manipulation by 
  others, causing any use of Dimension Control, Dimensional Travel, Spatial Control, or 
  Teleport to succeed in a ranked feat against your Spatial Control rank in order to work.
  ◊ FlexiBility: Spatial Disruption – You can partially fold an object or person within 
  range in on itself, causing it damage (treat if hit by the Corrosion power at your power 
  rank).
  ◊ Time Control – You can control and manipulate time and its affect on things within 
  standard range. When you acquire this power, you gain one flexibility for free.
  ◊ alternate PoWer: Duplication – You may choose to take the Duplication power as an 
  alternate power.
  ◊ alternate PoWer: Fast Attack – You may choose to take the Fast Attack power as an 
  alternate power.
  ◊ alternate PoWer: Precognition – You may choose to take the Precognition power as 
  an alternate power.
  ◊ alternate PoWer: Postcognition – You may choose to take the Postcognition power as 
  an alternate power.
  ◊ alternate PoWer: Stunning – You may choose to take the Stunning power as an alter-
  nate power.
  ◊ alternate PoWer: Super Speed – You may choose to take the Super Speed power as an 
  alternate power.
  ◊ FlexiBility: Suspended Animation – You can put yourself or a target within standard 
  range into suspended animation for standard duration. During that time the target 
  can’t be affected, altered or harmed by any means (although they can be picked up and 
  moved to a different location) and no time passes for them (so ongoing effects such 
  as Afflictions or loss of endurance ranks are paused for the duration). The target is 
  unaware for the duration of the power, although if they are unwilling they can subcon-
  sciously attempt a feat of psyche each round to break out of the stasis.
  ◊ FlexiBility: Time Travel – You can travel to the past or the future. You can travel up to 
  your power rank value in decades, and are accurate to within approximately a year either 
  side of your intended destination. It is up to the GM and their campaign how things 
  like predestination, paradox, and changing history work.
  
  84
  CoRRoSion
  You can damage people and weaken or destroy objects with a corrosive attack. Against opponents, 
  this is resolved as a melee attack that does damage equal to its power rank value when it hits. The 
  target of the attack then takes half that amount of damage again at the start of your action for 
  each of the next two rounds, unless they do something to stop the corrosion effect. Against inani-
  mate objects, count the number of rank shifts that would be needed to reduce your power rank to 
  zero. Then apply that many rank shifts to the material strength of the object. If this reduces the 
  object’s material strength to zero, the object crumbles to dust or is reduced to slurry. Note that if 
  the object is supporting weight then the reduction in material strength might be enough to cause 
  it to collapse before this point, if the new strength isn’t enough to support the weight placed on it.
  ◊ alternate PoWer: Corrosion Resistance – You may take the Corrosion Resistance 
  power as an alternate power.
  ◊ FlexiBility: Ranged – You can corrode things with a ranged attack at standard range.
  ◊ FlexiBility: Contagious – Anything touching something that is being corroded by your 
  power will also start to corrode.
  ◊ FlexiBility: Burst – You can corrode everything in an area at once. You can’t make 
  exceptions for particular targets in the area.
  ◊ FlexiBility: Matter Eater – Your corrosion ability is limited to inside your mouth. In 
  order to attack opponents you must bite them, but in exchange this lets you eat any-
  thing that has a material strength less than or equal to your corrosion power rank. This 
  makes you immune to anything you eat (e.g. poisons or live grenades).
  ◊ FlexiBility: Long Lasting – Your corrosion lasts for four rounds instead of two rounds.
  ◊ limitation: One Material Only – You can only corrode one type of material (flesh, 
  wood, metal, stone, etc.)
  ◊ limitation: Emotion Sensitive – You can only corrode creatures that are experiencing a 
  particular emotion (hate, fear, love, etc.)
  dangeR SenSe
  You are able to sense danger before it strikes. You may use your Danger Sense rank instead 
  of whichever other ability you would use to avoid being surprised, or ambushed, or to dodge, 
  to interpose yourself in front of someone, or to catch an object that has been thrown at you.
  dazzle
  You can produce an affect that dazzles one of the senses of a target within standard range. You 
  must choose which of the target’s senses (sight, hearing, smell, taste, feel, balance, or a sensory 
  super power like Danger Sense or a Detection power) when you acquire this power. To use this 
  power, roll a feat of agility, (this is an attack which may be dodged) with the following results:
  ◊ White: You missed.
  ◊ Bronze: You dazzle your target for one round.
  ◊ Silver: You dazzle your target for standard duration.
  ◊ Gold: You dazzle your target for standard duration.
  While dazzled, the target takes a –2 RS penalty on all feats that require use of the dazzled sense, 
  and automatically fails any feats of intuition which involve the sense which has been dazzled.
  ◊ FlexiBility: Burst – You can dazzle everyone in an area at the same time. You can’t 
  choose to exclude some targets from the dazzle effect.
  ◊ FlexiBility: Contagious – Anyone who touches or is touched by a dazzled target be-
  comes dazzled themselves.
  ◊ FlexiBility: Extra Sense – You dazzle two senses at once (choose the additional sense 
  when you acquire this Flexibility). This doesn’t increase the penalty your opponent 
  takes, but it does broaden the range of activities for which they take it.
  ◊ limitation: Touch – You can’t dazzle at range. You must touch your opponent to dazzle 
  them. Substitute a feat of fighting for the feat of agility.
  
  85
  denSity
  You can increase your density, thereby increasing your mass while retaining the same size. While 
  you have increased density, your strength rank increases to your power rank or your normal 
  strength rank +1 RS, whichever is greater; and you acquire the Damage Resistance power at the 
  same rank as your Density power. Similarly, your weight increases to your power rank or by +1 
  RS, whichever is greater. However your agility decreases by the same number of rank shifts that 
  you increased your strength by. If this decreases your agility to zero, you can’t move. You do 
  not have to increase your density to the maximum possible. You can use this power at less than 
  full strength in order to retain more agility (or to prevent yourself from crashing through floors!)
  ◊ alternate PoWer: Phasing – You may choose the Phasing power as an alternate power.
  deteCtion
  You have the ability to sense a type of energy or power. When you acquire this power, choose a 
  type of sense from the list. With the GM’s agreement, you can sense something not on the list:
  ◊ Emotion – You can sense the emotional states of others.
  ◊ Energy – You can detect a particular type of energy and follow energy trails.
  ◊ Magnetic – You can sense magnetic fields and use of the Magnetic Control power.
  ◊ Power Source – You can sense the use of powers from one of the power sources (Cos-
  mic, Divine, Genetic Mutation, Infernal, Magic, Psychic, or Science!) Choose the type 
  of power source when you acquire this power.
  ◊ Radiation – You can sense radioactivity and the use of Radiation Control powers.
  ◊ Spirit – You can sense spirits, ghosts, and people in astral form.
  ◊ limitation: Normal Sense – Your detection is tied into a normal sense (for example you 
  can see spirits or hear magnetism). If the normal sense is dazzled or blinded then so is 
  your detection power.
  dimenSion ContRol
  You can alter the number of dimensions that your body occupies. When you acquire this power, 
  choose two of the options adjacent to 3D (i.e. 1D & 2D, 2D & 4D, or 4D & 5D). You can 
  alter your body into either of those forms, and your abilities are based on your current form:
  ◊ 0D – You occupy a single mathematical point with no size. You can take no actions 
  and can’t move, but you are completely invisible and can only be affected by things that 
  affect your spirit or mind.
  ◊ 1D – You occupy an infinitely thin line in space. You have the equivalent of the Invis-
  ibility power at the same rank as your Dimension Control; and you can move through 
  any opening or mundane material, but not force fields. However, your strength rank 
  temporarily drops to zero (this doesn’t affect your Health).
  ◊ 2D – You are entirely flat, having height and width but no depth like a cardboard cut-
  out of yourself. You can slide through any gap or crack wide enough to fit your width, 
  and by turning sideways to an observer and remaining motionless you have the equiva-
  lent of the Invisibility power at your power rank against that observer.
  ◊ 3D – You have your normal abilities and powers.
  ◊ 4D – Your strength increases to your power rank (or by +1 RS if it is already greater 
  than or equal to your power rank) and you can see “around” objects in the fourth 
  dimension giving you the equivalent of Penetration Vision at your power rank. Similarly, 
  you can move “around” objects in the fourth dimension giving you the equivalent of 
  Phasing at your power rank.
  
  86
  ◊ 5D – You gain the equivalent of the Time Control power at your power rank.
  ◊ 6D – You gain the Dimensional Travel power at your power rank.
  ◊ FlexiBility: Extra Form – You can use two other dimensional forms adjacent to the 
  ones you can already have. Choose the forms when you acquire this Flexibility.
  ◊ FlexiBility: Slice – When in 2D form, you can use your limbs as ultra-sharp blades, 
  gaining the equivalent of the Strike power (doing lethal damage) at your power rank.
  dimenSional tRavel
  You may travel to other dimensions at will. The exact variety and nature of dimensions that 
  exist will depend on the campaign or setting. When travelling to a dimension you have trav-
  elled to before, you always arrive back at the point from which you last left it. Travelling to a 
  familiar dimension you have visited before is automatically successful, but travelling to a previ-
  ously unvisited dimension requires a feat of Dimensional Travel with the following results:
  ◊ White: You remain where you are.
  ◊ Bronze: You arrive at your intended destination, but are Stunned upon arrival.
  ◊ Silver: You arrive at your intended destination.
  ◊ Gold: You arrive at your intended destination.
  ◊ alternate PoWer: Teleport – You may choose the Teleport power as an alternate power.
  ◊ FlexiBility: ‘Porting Travel – If you have both the Teleport power and the Dimensional 
  Travel power, you may use both together in order to arrive at your destination dimen-
  sion within teleportation range of the point from which you last left it.
  ◊ FlexiBility: Pocket Dimension – You have access to a small “pocket” dimension that 
  you can use as a hideout, home, or simply a storage area. The pocket dimension is no 
  larger than a large house and only contains things that you take there yourself.
  ◊ FlexiBility: Hammerspace – You have access to a tiny “pocket” dimension about the 
  size of a walk-in wardrobe. You can’t travel there yourself, but you can send unattended 
  objects that you are holding there and summon them back to your hand. You can’t send 
  any item there if it is alive, if it weighs more than you can carry, or if it is attached to or 
  held by something else.
  ◊ limitation: Single Destination – You can only travel to and from a single other dimen-
  sion, chosen at when you acquire this power.
  dReam ContRol
  You can control your own dreams, choosing what you dream about. Also, you can project scenes 
  into the dreams of any sleeping individual within standard range. The projection is one way, 
  in that you can’t read what they’re dreaming about; only impose your own dreams on them.
  ◊ alternate PoWer: Astral Projection – You may choose the Astral Projection power as 
  an alternate power.
  ◊ alternate PoWer: Illusion – You may choose the Illusion power as an alternate power.
  ◊ alternate PoWer: Telepathy – You may also choose the Telepathy power as an alter-
  nate power.
  ◊ FlexiBility: Dream Travel – You may physically enter the dreams of a sleeping person 
  within range, and interact with the things in those dreams as if they were real. You use 
  your psyche rank instead of your strength rank while you are inside someone’s dreams. 
  Neither you nor the dreamer can be permanently harmed while inside their dream. If 
  you are knocked unconscious or “killed” then you will be ejected from the dream. If 
  they are knocked unconscious or “killed” then they will wake up and you will be ejected 
  from the dream as it ends. In either case, neither of you will be harmed.
  ◊ FlexiBility: Sleep – You may make a target within standard range fall asleep and start 
  dreaming by making a mental attack and succeeding in a ranked feat of psyche against 
  your target’s psyche. The sleep is totally natural, and the target will awaken if disturbed 
  as they would normally.
  ◊ limitation: Only While Sleeping – You may only use your Dream Control while you 
  are asleep yourself, projecting your own dream at your target.
  
  87
  dupliCation
  You may create free willed duplicates of yourself that can operate independently. Count the num-
  ber of Rank Shifts that would be needed to reduce your power rank to zero. That is how many 
  duplicates you may make in total, and it takes two consecutive actions to create a duplicate. Your 
  duplicates have all your abilities and powers except for the Duplication power, and duplicates that 
  are knocked unconscious or killed disappear until you re-create them. If the real you is knocked 
  unconscious or killed then all duplicates vanish. You and your duplicates share a common pool of 
  karma, which any of you can use (or lose!) However, you have no special mental link with your 
  duplicates and can only communicate with them via normal means. You are not aware of what 
  they experience, and when a duplicate disappears or you re-absorb it you do not gain its memories.
  ◊ FlexiBility: Quick Duplication – You can create a single duplicate in only one action 
  instead of requiring two consecutive actions.
  ◊ FlexiBility: Mind Link – You can communicate with any of your duplicates mentally. 
  You do not share memories or senses, but can talk in two-way conversation.
  ◊ FlexiBility: Horde – You may produce all your duplicates at once, rather than needing 
  to produce them one at a time.
  ◊ FlexiBility: Healing – If you re-absorb a duplicate instead of simply dismissing it, you 
  are healed by half the amount of health that the duplicate has remaining.
  ◊ FlexiBility: Transfer – If the “real” you is knocked unconscious or killed, your dupli-
  cates do not disappear. Instead, you disappear and one of your duplicates (chosen at 
  random) gains the Duplication power and becomes the “real” you.
  ◊ limitation: Anatomical Separation – Instead of creating full duplicates, you split off 
  parts of your body. For example you can remove a hand or a leg. You can split off as 
  many separate parts as you would normally be able to create duplicates. Parts act inde-
  pendently and only have the movement and sensory capabilities that those body parts 
  would normally have, although you can combine multiple parts (for example putting 
  a hand and eye together so that it can both move and see). If a body part is destroyed 
  before it can re-join the rest of you, you will re-grow it.
  ◊ limitation: Feedback – If any of your duplicates are stunned, the real you is also 
  stunned.
  ◊ limitation: Illusionary Duplicates – Your duplicates are mere illusions, able to distract 
  and communicate but unable to interact physically with the world. However, you gain 
  Quick Duplication and Horde for free.
  ◊ limitation: Living Duplicates – Any duplicate that is knocked unconscious doesn’t 
  disappear. It remains unconscious and recovers or dies normally. If a duplicate dies, you 
  permanently lose one rank in this power.
  
  88
  element ContRol
  You have control over an elemental force of nature. Choose an element from one of the follow-
  ing when you first acquire this power (each element has their own flexibilities and limitations):
  ◊ Air Control – You can control the air, pushing things around with winds that have a 
  strength equal to your power rank.
  ◊ alternate PoWer: Affliction – You may choose the Affliction power as an alternate 
  power, representing your ability to suffocate people by sucking the air from them.
  ◊ alternate PoWer: Blast – You may choose the Blast power as an alternate power, repre-
  senting your ability to fire air blasts.
  ◊ alternate PoWer: Flight – You may choose the Flight power as an alternate power.
  ◊ alternate PoWer: Force Field – You may choose the Force Field power as an alternate 
  power.
  ◊ alternate PoWer: Resistance – You may choose Cold Resistance, Pressure Resistance 
  or Gas Resistance as an alternate power.
  ◊ alternate PoWer: Super Senses – You may choose the Super Senses (Spatial Sense) 
  power as an alternate power, representing your ability to detect air currents.
  ◊ alternate PoWer: Servant – You may choose the Servant power as an alternate power, 
  representing your ability to summon an air elemental.
  ◊ alternate PoWer: Weather Control – You may choose the Weather Control power as 
  an alternate power.
  ◊ FlexiBility: Bubble – You can create a bubble of fresh air that keeps out gasses, smoke, 
  and water. The bubble can be any size from personal to filling the area that you are in.
  ◊ FlexiBility: Vacuum – You can remove the air from the area in which you are, leaving a 
  vacuum. If you maintain this vacuum, it acts as a power rank Affliction (suffocation) to 
  all within the area. When you stop the effect and let the air rush back in, all in the area 
  must roll to avoid being slammed and you must roll a Dazzle attack (against hearing) 
  against each target in the area.
  ◊ Earth Control – You have the ability to manipulate and shape natural earth and stone 
  within standard range. You can make shapes and simple items from this material. This 
  ability does not stretch to refined substances such as concrete, metal, glass or plastic.
  ◊ alternate PoWer: Binding – You may choose the Binding power as an alternate power.
  ◊ alternate PoWer: Burrowing – You may also choose the Burrowing power as an alter-
  nate power.
  
  89
  ◊ alternate PoWer: Force Field – You may choose the Force Field power as an alternate 
  power, representing your ability to shield things with earth and rock.
  ◊ alternate PoWer: Gravity Control – You may choose the Gravity Control power as an 
  alternate power.
  ◊ alternate PoWer: Resistance – You may choose the Resistance power to earth or earth-
  quakes as an alternate power.
  ◊ alternate PoWer: Servant – You may choose the Servant power as an alternate power, 
  representing your ability to summon an earth elemental.
  ◊ FlexiBility: Wave – You may raise pillars or waves or earth that you can ride, giving 
  you the equivalent of Terrible Flight.
  ◊ FlexiBility: Earthquake – You may cause an earthquake, doing power rank damage to 
  all people and structures within standard range.
  ◊ FlexiBility: Lava Control – You can cause any rock in standard range to melt into lava. 
  You retain control over the molten rock, and can project it as a Blast attack doing power 
  rank damage.
  ◊ FlexiBility: Metal Control – Your power works on refined metal as well as natural 
  stone and earth.
  ◊ FlexiBility: Tremor – You can send a targeted tremor through the earth to a target at 
  standard range, who must roll to avoid being slammed.
  ◊ limitation: Grounded – Your earth control works at –3 RS when you are not touching 
  the ground.
  ◊ Fire Control – You are able to control fire. You can start fires that burn at your power 
  rank intensity, and boost existing fire to that rank. You can also extinguish fires of up to 
  your power rank intensity (and reduce the intensity of more powerful fires by rank shift-
  ing them down by the number of shifts that would bring your power rank down to zero.
  ◊ alternate PoWer: Absorption – You may choose the Absorption (Fire) power as an 
  alternate power.
  ◊ alternate PoWer: Affliction – You may choose the Affliction (Heat) power as an alter-
  nate power.
  ◊ alternate PoWer: Aura – You may choose the Aura (Fire) power as an alternate power.
  ◊ alternate PoWer: Blast – You may choose the Blast (Fire) power as an alternate power.
  ◊ alternate PoWer: Dazzle – You may choose the Dazzle power as an alternate power.
  ◊ alternate PoWer: Flight – You may choose the Flight power as an alternate power.
  ◊ alternate PoWer: Resistance – You may choose the Resistance (Fire) power as an 
  alternate power.
  ◊ alternate PoWer: Servant – You may choose the Servant power as an alternate power, 
  representing your ability to summon a fire elemental.
  ◊ alternate PoWer: Strike – You may choose the Strike power as an alternate power, 
  representing your ability to create weapons of flame.
  ◊ FlexiBility: Fire Shapes – You may create complex shapes from fire. The shapes are 
  stable and have no material strength but do power rank damage to those who touch or 
  push through them. To trap someone in a cage of flame, you must succeed in a feat of 
  agility.
  ◊ FlexiBility: Hellfire – Your fire is infernal hellfire rather than normal fire. You can use 
  it to “burn” someone’s spirit (the equivalent of the Mental Blast power at your power 
  rank) and you may get other alternate powers such as summoning demons.
  ◊ FlexiBility: Personal Immunity – You are immune to your own fire (but not other fires).
  ◊ FlexiBility: Smoke – You can produce thick but harmless smoke in an area within 
  standard range, reducing visibility in the area down to nothing.
  ◊ limitation: Full Strength – You can’t use your fire at anything other than full power.
  ◊ limitation: Heat Only – You may manipulate and create heat only, not open flames.
  ◊ limitation: Source – You need an open source of flame to draw fire from.
  ◊ Plant Control – You can control plants, giving them a basic awareness and mobility. 
  You can control any plant with physical ability scores equal to or less than your power 
  rank, effectively using the Mind Control power on it.
  ◊ alternate PoWer: Affliction – You may choose the Affliction power as an alternate 
  power, representing your ability to produce plant toxins.
  ◊ alternate PoWer: Binding – You may choose the Binding power as an alternate power.
  
  90
  ◊ alternate PoWer: Plant Mimicry – You may choose the Plant Mimicry power as an 
  alternate power.
  ◊ alternate PoWer: Servant – You may choose the Servant power as an alternate power.
  ◊ alternate PoWer: Teleport – You may choose the Teleport power (with the Transmit: 
  Plants Limitation) as an alternate power.
  ◊ FlexiBility: Fungus Control – You may control fungi as well as plants.
  ◊ FlexiBility: Plant Growth – You may grow a giant version of a plant with physical abil-
  ity scores equal to your power rank from normal plant (even a single seed) in an action.
  ◊ FlexiBility: Plant Postcognition – You may gather information from plants about any-
  thing that has happened to them (and anyone who has interacted with them) in the past.
  ◊ limitation: Feedback – If a plant under your control is stunned, so are you.
  ◊ limitation: One Type – You may only control one type of plant (trees, flowers, vines, 
  root vegetables, etc.).
  ◊ Water Control – You are able to create, move or shape a quantity of water within 
  standard range that weighs no more than a weight equivalent to your power rank.
  ◊ alternate PoWer: Affliction – You may also choose the Affliction power as an alternate 
  power, representing your ability to manipulate the water in peoples’ lungs in order to 
  drown them.
  ◊ alternate PoWer: Aquatic – You may choose the Aquatic power as an alternate power.
  ◊ alternate PoWer: Servant – You may choose the Servant power as an alternate power, 
  representing your ability to summon a water elemental.
  ◊ alternate PoWer: Weather Control – You may choose the Weather Control power as 
  an alternate power.
  ◊ FlexiBility: Dehydration – You are able to destroy an amount of water within standard 
  range that weighs no more than a weight equivalent to your power rank. If you target a 
  person with this power, the effects are as if you had used the Affliction power on them 
  at your power rank.
  ◊ FlexiBility: Melting – You are able to convert an amount of ice or snow within range 
  that weighs no more than a weight equivalent to your power tank into liquid water.
  ◊ FlexiBility: Propulsion – You are able to produce isolated currents that propel objects 
  or vehicles in the water at your power rank speed.
  ◊ FlexiBility: Tsunami – If you spend two continuous actions, you are able to produce 
  a huge wave from a suitable water source that acts as a Blast attack at your power rank 
  affecting all in a single area within standard range.
  ◊ FlexiBility: Water Walking – You can walk on water as if it were solid.
  ◊ limitation: Source – You are unable to create water. You can only move or shape exist-
  ing water.
  ◊ limitation: Submerged – If you are not at least waist deep in water, this power works 
  at –3 RS to its power rank.
  ◊ Weather Control – You are able to control the weather, including rain, winds, snow, 
  and storms. You are also able to predict the weather for the next week by making a feat 
  of Weather Control.
  ◊ alternate PoWer: Affliction – You may choose the Affliction power as an alternate 
  power, representing your ability to chill or heat a target.
  ◊ alternate PoWer: Air Control – You may choose the Air Control power as an alternate 
  power.
  ◊ alternate PoWer: Blast – You may choose the Blast power (using hail stones or light-
  ning) as an alternate power.
  ◊ alternate PoWer: Cold Control – You may also choose the Cold Control power as an 
  alternate power.
  ◊ alternate PoWer: Darkness Control – You may choose the Darkness Control power as 
  an alternate power, representing your control of fog.
  ◊ alternate PoWer: Fire Control – You may choose the Fire Control power (with the 
  Heat Only Limitation) as an alternate power.
  ◊ alternate PoWer: Flight – You may choose the Flight power as an alternate power.
  ◊ alternate PoWer: Resistance – You may choose the Resistance (to Weather) power as 
  an alternate power.
  
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  ◊ limitation: Outdoors Only – When you are indoors or underground, with no open 
  windows or doors that lead directly outside from the area you are in, you suffer a –3 RS 
  to your power rank.
  emotion ContRol
  You can control the emotions of others. To affect an individual within standard range, you 
  must make a successful ranked feat of Emotion Control against your opponent’s psyche. If 
  you succeed in your feat, your target gains the emotion of your choice. Once you have success-
  fully given your target the emotion of your choice, they keep it for standard duration, or until 
  you release them, or until the emotion would lead them to do something they would otherwise 
  be strongly opposed to doing, at which point they may make a feat of psyche. Success means 
  that they perform the act they would otherwise be opposed to. Failure means that they break 
  out of your emotion control. You may inflict any of the following emotions on your target:
  ◊ Doubt – Your target is unsure of themselves and cannot use Positive Traits to make 
  determined efforts.
  ◊ Fear – Your target flees or, if unable to flee, cowers and uses defensive abilities only.
  ◊ Hate – Your target is filled with hatred for the subject of your choice and will attempt to 
  attack and destroy it.
  ◊ Love – Your target is filled with love for the subject of your choice and will attempt to 
  defend it against any perceived attack or insult.
  ◊ Pleasure – Your target is filled with bliss, and will sit around doing nothing unless 
  directly attacked.
  ◊ Respect – Your target is filled with respect for the subject of your choice and will at-
  tempt to assist and aid it.
  ◊ Sadness – Your target is filled with despair and will sit around doing nothing unless 
  directly attacked.
  ◊ alternate PoWer: Ability Boost – You may choose the Ability Boost power (with the 
  Affects Others Flexibility) as an alternate power.
  ◊ limitation: Single Emotion – You may only inflict one emotion on your targets, chosen 
  at the time you acquire this Limitation.
  eneRgy ContRol
  You are able to control a particular type of energy. Choose a type of energy from the follow-
  ing when you acquire this super power (each type has its own flexibilities and limitations):
  ◊ Cold Control – You can reduce temperatures and control cold within standard range. 
  Choose one of the flexibilities below for free when you acquire this power.
  ◊ alternate PoWer: Absorption – You may choose the Absorption (Heat or Cold) power 
  as an alternate power.
  ◊ alternate PoWer: Affliction – You may choose the Affliction power as an alternate 
  power, to represent freezing people.
  ◊ alternate PoWer: Aura – You may choose the Aura (Cold) power as an alternate power.
  ◊ alternate PoWer: Binding – You may choose the Binding power as an alternate power.
  ◊ alternate PoWer: Blast – You may choose the Blast (Cold or Ice) power as an alternate 
  power.
  ◊ alternate PoWer: Resistance – You may choose the Resistance power (either Cold or 
  Heat Resistance, or Damage Resistance to represent ice armour) as an alternate power.
  ◊ alternate PoWer: Fire Control – You may choose the Fire Control power (with the 
  Heat Only Limitation) as an alternate power.
  ◊ FlexiBility: Ice Sculpture – You can create objects (walls, bridges, stairs) out of ice with 
  material strength equal to your power rank. To trap someone in a cage of ice, you must 
  succeed in a feat of Cold Control.
  
  92
  ◊ FlexiBility: Black Ice – You can make surfaces slippery with a thin layer of ice. This 
  makes an area within range slippery for standard duration, forcing everyone who tries 
  to stand or walk through the area to succeed in a feat of agility or fall over (treat as a 
  Slam result).
  ◊ FlexiBility: Ice Ramps – You can create ice ramps that you can skate on, giving you the 
  equivalent of Terrible Flight.
  ◊ Darkness Control – You can create patches of darkness, darkening any area within 
  standard range to anywhere from slightly shadowy to utterly black. The darkness lasts 
  until you dismiss it or until you’re knocked out or stunned. Darkness in super hero set-
  tings is often treated as not just the absence of light but as a substance in its own right 
  that can take on solid forms.
  ◊ alternate PoWer: Absorption – You may choose the Absorption (Light) power as an 
  alternate power.
  ◊ alternate PoWer: Blast – You may choose the Blast power as an alternate power.
  ◊ alternate PoWer: Dazzle – You may choose the Dazzle power as an alternate power.
  ◊ alternate PoWer: Energy Drain – You may choose the Energy Drain power as an 
  alternate power.
  ◊ alternate PoWer: Flight – You may choose the Flight power as an alternate power.
  ◊ alternate PoWer: Force Field – You may choose the Force Field power as an alternate 
  power.
  ◊ alternate PoWer: Resistance – You may choose the Resistance power (either Light 
  Resistance or Dark Resistance) as an alternate power.
  ◊ alternate PoWer: Servant – You may choose the Servant power as an alternate power, 
  representing your ability to animate shadows.
  ◊ alternate PoWer: Super Senses – You may choose the Super Senses (Infravision) power 
  as an alternate power.
  ◊ alternate PoWer: Teleport – You may choose the Teleport power (with the Transmit: 
  Darkness Limitation) as an alternate power.
  ◊ FlexiBility: Shadow Constructs – You can create objects (walls, bridges, stairs) out of 
  solid darkness with material strength equal to your power rank. To trap someone in a 
  cage of darkness, you must succeed in a feat of Darkness Control.
  ◊ FlexiBility: Shadow Illusions – You can create and animate three dimensional but im-
  material shapes from darkness. These shapes have a strength of zero and are immune to 
  everything except light based attacks.
  ◊ Electrical Control – You can create and control electricity within standard range. You 
  are able to use shoot bolts of electricity as if using the Blast power at your power rank. 
  You may direct this attack through conductive objects, in which case anyone touching 
  the object is targeted by the attack. You can also recharge electrical devices.
  ◊ alternate PoWer: Ability Boost – You may choose the Ability Boost (Strength) power 
  as an alternate power.
  ◊ alternate PoWer: Absorption – You may choose the Absorption (Electricity) power as 
  an alternate power.
  ◊ alternate PoWer: Aura – You may choose the Aura (Electricity) power as an alternate 
  power.
  ◊ alternate PoWer: Flight – You may choose the Flight power as an alternate power.
  ◊ alternate PoWer: Machine Control – You may choose the Machine Control power as 
  an alternate power.
  ◊ alternate PoWer: Resistance – You may choose the Resistance (Electricity) power as 
  an alternate power.
  ◊ alternate PoWer: Super Speed – You may choose the Super Speed power as an alter-
  nate power.
  ◊ alternate PoWer: Teleport – You may choose the Teleport power (with the Transmit: 
  Conductors Limitation) as an alternate power.
  ◊ FlexiBility: Brownout – You can shut down all electric devices in an area within stand-
  ard range for standard duration. This will include most modern technology and may 
  include many robots or devices that have the Science! source.
  ◊ limitation: No Range – You can only control electricity by touch, not at range.
  ◊ limitation: Source – You can manipulate existing electricity, but cannot generate it 
  yourself.
  
  93
  ◊ Force Control – You can generate a bubble of force around yourself that provides Dam-
  age Resistance equal to your power rank. The bubble of force lasts until you dismiss it 
  or until you are stunned or knocked out.
  ◊ alternate PoWer: Blast – You may choose the Blast power as an alternate power.
  ◊ alternate PoWer: Binding – You may choose the Binding power as an alternate power.
  ◊ alternate PoWer: Strike – You may choose the Strike power as an alternate power.
  ◊ FlexiBility: Energy Containment – If you successfully dodge against an energy attack 
  with a power rank less than or equal to that of your Force Control, you can contain the 
  energy in a bubble of force and then release it as a future action in a direction of your 
  choice.
  ◊ FlexiBility: Area Defence – You can project your bubble of force around the entire area 
  that you are in, protecting all in the area from incoming attacks originating outside the 
  area.
  ◊ FlexiBility: Affects Others – You can project your bubble of force around others within 
  standard range in order to protect them.
  ◊ FlexiBility: Fine Tuning – You can “tune” your force bubble to allow through some 
  kinds of energy or matter but not others.
  ◊ FlexiBility: Force Wave – You can create a wave of force that you can travel on, giving 
  you the equivalent of Terrible Flight.
  ◊ FlexiBility: Force Constructs – You can create objects (walls, bridges, stairs) out of 
  force with material strength equal to your power rank. To trap someone in a cage of 
  force, you must succeed in a feat of Force Control.
  ◊ FlexiBility: Suffocation – You can create force bubbles around opponents to cut off 
  their air supply. This is the equivalent of using the Affliction power on them.
  ◊ FlexiBility: Transparent – Your force constructs and bubbles are invisible (although the 
  effects of them are still visible).
  ◊ Light Control – You can produce and control light within standard range. This allows 
  you to make Dazzle attacks against the sight of an opponent within that range.
  ◊ alternate PoWer: Absorption – You may choose the Absorption (Light) power as an 
  alternate power.
  ◊ alternate PoWer: Alternate Form – You may choose the Alternate Form (Energy 
  Form) power as an alternate power.
  ◊ alternate PoWer: Blast – You may choose the Blast power as an alternate power.
  ◊ alternate PoWer: Darkness Control – You may choose the Darkness Control power as 
  an alternate power.
  ◊ alternate PoWer: Flight – You may choose the Flight power as an alternate power.
  
  94
  ◊ alternate PoWer: Force Field – You may choose the Force Field power as an alternate 
  power.
  ◊ alternate PoWer: Healing – You may choose the Healing power as an alternate power.
  ◊ alternate PoWer: Illusion – You may choose the Illusion power (Images only) as an 
  alternate power.
  ◊ alternate PoWer: Invisibility – You may choose the Invisibility power as an alternate 
  power.
  ◊ alternate PoWer: Resistance – You may choose the Resistance power (to Dazzling, 
  Light or Dark) as an alternate power.
  ◊ alternate PoWer: Strike – You may choose the Strike power as an alternate power.
  ◊ FlexiBility: Light Constructs – You can create objects (walls, bridges, stairs) out of 
  solid light with Material Strength equal to your power rank. To trap someone in a cage 
  of light, you must succeed in a feat of Light Control.
  ◊ limitation: Colour Control – You can’t create light, only control the colour (and trans-
  parency) of objects. This still allows you to Dazzle foes (by changing the colour of their 
  eyes), and it allows you to use the Resistance, Invisibility, and Illusion alternate powers; 
  but you must still buy them as flexibilities as normal. It also allows you to choose the 
  Mind Control power (using hypnotic patterns) as an alternate power, bought as an ad-
  ditional Flexibility.
  ◊ Magnetic Control – You can control magnetic fields and magnetism. This allows you 
  to move metal objects within standard range as if you had the Telekinesis power at 
  your power rank.
  ◊ alternate PoWer: Binding – You may choose the Binding power as an alternate power.
  ◊ alternate PoWer: Blast – You may choose the Blast power (shooting metal projectiles 
  using magnetic force) as an alternate power.
  ◊ alternate PoWer: Energy Detection – You may choose the Energy Detection power as 
  an alternate power.
  ◊ alternate PoWer: Magnetic Detection – You may choose the Magnetic Detection 
  power as an alternate power.
  ◊ alternate PoWer: Flight – You may choose the Flight power as an alternate power.
  ◊ alternate PoWer: Machine Control – You may choose the Machine Control power as 
  an alternate power.
  ◊ alternate PoWer: Power Nullification – You may choose the Power Nullification 
  power (Limited to electrical powers) as an alternate power.
  ◊ alternate PoWer: Super Senses – You may choose the Super Senses (Direction Sense) 
  power as an alternate power.
  ◊ alternate PoWer: Telekinesis – You may choose the Telekinesis power as an alternate 
  power.
  ◊ Radiation Control – You can generate and control high energy radiation. This can 
  range from gamma waves to exotic “comic book” radiation. You can project beams of 
  radiation as if using the Blast power at your power rank.
  ◊ alternate PoWer: Absorption – You may choose the Absorption (Radiation) power as 
  an alternate power.
  ◊ alternate PoWer: Affliction – You may choose the Affliction (Radiation Sickness) 
  power as an alternate power.
  ◊ alternate PoWer: Aura – You may choose the Aura (Radiation) power as an alternate 
  power.
  ◊ alternate PoWer: Dazzle – You may choose the Dazzle (Sight) power as an alternate 
  power.
  ◊ alternate PoWer: Flight – You may choose the Flight power as an alternate power.
  ◊ alternate PoWer: Fire Control – You may choose the Fire Control power (with the 
  Heat Only Limitation) as an alternate power.
  ◊ alternate PoWer: Force Field – You may choose the Force Field power as an alternate 
  power.
  ◊ alternate PoWer: Power Nullification – You may choose the Power Nullification 
  power (Limitationed to powers with the Genetic Mutation power source) as an alternate 
  power.
  ◊ FlexiBility: Area Effect – You can choose to blast everyone in an area at once. You can’t 
  select individual targets to be spared your blast.
  
  95
  ◊ Sonic Control – You can control and generate sound within standard range. This 
  gives you an ability to deafen people within range as if using the Dazzle power.
  ◊ alternate PoWer: Absorption – You may choose the Absorption (Sound) power as an 
  alternate power.
  ◊ alternate PoWer: Alternate Form – You may choose the Alternate Form (Energy 
  Form) power as an alternate power.
  ◊ alternate PoWer: Blast – You may choose the Blast (Sound) power as an alternate 
  power.
  ◊ alternate PoWer: Corrosion – You may choose the Corrosion power (Limited to glass 
  and crystalline objects) as an alternate power.
  ◊ alternate PoWer: Flight – You may choose the Flight power as an alternate power.
  ◊ alternate PoWer: Force Field – You may choose the Force Field power as an alternate 
  power.
  ◊ alternate PoWer: Illusions – You may choose the Illusions power (Limited to sounds) 
  as an alternate power.
  ◊ alternate PoWer: Mind Control – You may choose the Mind Control power, to repre-
  sent your use of hypnotic sounds.
  ◊ alternate PoWer: Resistance – You may choose the Sound Resistance power as an 
  alternate power.
  ◊ alternate PoWer: Super Senses – You may choose the Super Senses (Spatial Sense) 
  power as an alternate power, to represent sonar.
  ◊ FlexiBility: Mimic – You can exactly reproduce any sound you hear, enabling you to 
  mimic voices, alarms, and other sounds.
  ◊ FlexiBility: Ventriloquism – You can throw your voice, making it appear to come from 
  any place in standard range.
  ◊ limitation: Full Power – You can only use your sonic abilities at full power.
  ◊ Vibration Control – You are able to produce and control vibrations outside the range 
  of sound. You can project beams of vibration as if using the Blast power at your power 
  rank.
  ◊ alternate PoWer: Absorption – You may choose the Absorption (Vibrations) power as 
  an alternate power.
  ◊ alternate PoWer: Burrowing – You may also choose the Burrowing power as an alter-
  nate power.
  ◊ alternate PoWer: Corrosion – You may choose the Corrosion power (ranged, but 
  Limited to glass and crystalline objects) as an alternate power.
  ◊ alternate PoWer: Dimensional Travel – You may choose the Dimensional Travel 
  power as an alternate power.
  ◊ alternate PoWer: Flight – You may choose the Flight power as an alternate power.
  ◊ alternate PoWer: Force Field – You may choose the Force Field power as an alternate 
  power.
  ◊ alternate PoWer: Phasing – You may choose the Phasing power as an alternate power.
  ◊ alternate PoWer: Power Nullification – You may choose the Power Nullification 
  (Limitationed to sonic or vibration powers) as an alternate power.
  ◊ alternate PoWer: Resistance – You may choose either the Binding Resistance or Vibra-
  tion Resistance power as an alternate power.
  ◊ alternate PoWer: Super Senses – You may choose the Super Senses (Spatial Sense) 
  power as an alternate power.
  ◊ FlexiBility: Safe Cracking – You may open locks and safes by causing the internal 
  mechanisms to vibrate. You must succeed with a feat of Vibration Control to open a 
  lock.
  ◊ FlexiBility: Gremlins – You may scramble the functionality of a machine by vibrating 
  its internal workings. If you use this against a sentient machine, treat it as a use of the 
  Affliction power with the Ranged Flexibility.
  ◊ FlexiBility: Tremor – You can send a targeted tremor through the earth to a target at 
  standard range, who must roll to avoid being slammed.
  ◊ FlexiBility: Vibroblade – You may cause a blade you wield to vibrate. This makes it 
  do your power rank in damage (or its normal damage +1 RS if that is greater than your 
  power rank).
  
  96
  ◊ FlexiBility: Vibrating Palm – You may vibrate your body when making an unarmed 
  strike against an opponent. This makes it do your power rank in damage (or your 
  strength +1 RS if that is greater than your power rank).
  ◊ FlexiBility: Earthquake – You may cause an earthquake, doing power rank damage to 
  all people and structures within standard range.
  eneRgy dRain
  You can drain energy from a target by touching them. If you succeed at a feat of fighting, your 
  opponent loses health equal to your power rank value, and you gain the same amount of health. 
  This can take you above your normal maximum health, but only by as much as your power 
  rank value. If you are over your normal maximum health, you lose the excess after standard 
  duration. Opponents drained down to zero health are unconscious but in no danger of dying.
  ◊ FlexiBility: Contagious – Anyone touching the target that you drain energy from will 
  also have their energy drained if you succeed at a feat of Energy Drain. You gain the 
  health from all drained targets, but your maximum does not increase.
  ◊ FlexiBility: Ranged – You can drain the energy from people at range.
  ◊ FlexiBility: Ability Drain – You drain one of the target’s Ability Scores rather than 
  their health. The points are drained from your opponent’s rank value, and their abil-
  ity is treated as being the highest rank that is less than or equal to its new value. After 
  standard duration, your opponent gains +1 RS to their drained ability per round until 
  it is back at full strength. The energy that you have drained still increases your health 
  as normal.
  ◊ FlexiBility: Life Drain – Opponents drained all the way to zero health start dying as if 
  reduced to zero health by a lethal attack.
  ◊ FlexiBility: Infectious – Anyone who is killed by your Life Drain will return from the 
  dead as an energy drainer like yourself, under your mental command.
  ◊ FlexiBility: Influence – Until your target has recovered from your drain, you may 
  speak to them telepathically and use the Mind Control power on them at the same rank 
  as your Energy Drain power.
  enviRonmental awaReneSS
  You have an awareness of the natural environment around you, being able to sense things like 
  movement, atmosphere, weather, presence of life, presence of pollutants, and so forth. You may 
  try to sense one of these factors in your current environment (a single biome within a radius 
  of standard range) by rolling a feat of Environmental Awareness with the following results:
  ◊ White: You are unable to get the answer for this environment, and you may ask no 
  more questions about it.
  ◊ Bronze: Your question is answered, but you may ask no more questions about this same 
  environment in the next day.
  ◊ Silver: Your question is answered, but you may ask no more questions about this same 
  environment in the next hour.
  ◊ Gold: Your question is answered, and you may ask further questions about this envi-
  ronment.
  ◊ alternate PoWer: Mind Control – You may choose the Mind Control power (limited 
  to animals only) as an alternate power.
  ◊ alternate PoWer: Plant Control – You may choose the Plant Control power as an 
  alternate power.
  ◊ alternate PoWer: Postcognition – You may choose the Postcognition power (limited 
  to getting environmental information only) as an alternate power.
  ◊ alternate PoWer: Precognition – You may choose the Precognition power (limited to 
  getting environmental information only) as an alternate power.
  ◊ alternate PoWer: Weather Control – You may choose the Weather Control power as 
  an alternate power.
  ◊ limitation: One Environment – Your environmental control only works in one type of 
  environment.
  
  97
  ◊ limitation: Symbiosis – You are linked to the environment you are in, and when it is 
  damaged you must resist the damage as if it were a Stun? result on an attack (you do not 
  take the actual damage, just the potential stunning effect).
  eSp
  You have extra-sensory perception and are able to use your senses as if you were at any location 
  within standard range, even through walls and other obstacles. Once established, your sensory 
  point may move as if it had terrible flight. Looking through your sensory point overrides your 
  normal senses, so you can’t see and hear what is going on around you except from that point.
  ◊ FlexiBility: Dimensional – You are able to peer into other dimensions. Treat your ESP 
  rank as if it were a Dimensional Travel rank, except that you only see into the dimen-
  sion rather than actually travelling to it.
  ◊ limitation: Single Sense – You are only able to project a single sense, chosen when you 
  acquire this power. Your other senses work normally from your current location.
  ◊ limitation: Proxy – You are not able to project your senses into an open space. You 
  must piggy-back them onto the senses of a person you can see instead. Your sensory 
  point moves with that person as they move.
  evolution
  You have the ability to shift your body into both an “evolved” form and a “devolved” form. 
  This is comic book evolution, not realistic evolution, so your devolved form is strong but dim 
  and your evolved form is smart but puny. Typically, the devolved form would look like a 
  hairy cave person and the evolved form would be a large headed bald person. However, they 
  can look different if you prefer (choose what they look like when you acquire this power).
  While you are in a devolved state, you have a terrible reason and your strength becomes equal 
  to either your power rank or your normal strength +1 RS (whichever is higher). Additionally you 
  also gain one of the following benefits (choose which one you get when you acquire this power):
  ◊ Two appropriate specialities
  ◊ Mental Resistance at power rank
  ◊ Strike at power rank
  ◊ Prehensile toes (treat as the Extra Arms version of Extra Body Parts).
  You can add an additional ability from the list as a Flexibility.
  While you are in your evolved state, you have terrible strength and your reason is equal to 
  either your power rank or your normal reason +1 RS (whichever is higher). Additionally you 
  also gain one of the following benefits (choose which one you get when you acquire this power):
  ◊ Two appropriate specialities
  ◊ One sensory or mental power at your power rank.
  You can add an additional ability from the list as a Flexibility.
  ◊ FlexiBility: Usable on Others – You can evolve or devolve other people you touch. 
  Against an unwilling target you must succeed in a feat of Evolution. The power ends if 
  the recipient is stunned or knocked unconscious or concentrates for an action and man-
  ages to succeed a feat of psyche. Once standard duration has passed, the target may 
  voluntarily revert back to normal at any time.
  ◊ FlexiBility: Variable – You can choose which ability you get each time you evolve or 
  devolve.
  ◊ FlexiBility: Summoning – Instead of you becoming devolved or evolved, you summon 
  a devolved or evolved version of yourself as if using the Duplication power.
  ◊ FlexiBility: Primordial – You can devolve further into a primordial form, which is 
  basically a human-sized blob of protoplasm. Your Reason and Psyche are both reduced 
  to Terrible, but you gain the Stretching, Damage Resistance and Corrosion powers at 
  power rank.
  ◊ FlexiBility: Ascended – You can evolve further into an energy being. This is as if you 
  had the Alternate Form (Energy Form) power and the Telekinesis power at power rank.
  
  98
  extRa Body paRtS
  You have extra body parts that a normal person doesn’t have. Choose one of the parts from the list 
  below when you acquire this power (you may pick additional parts from the list as flexibilities):
  ◊ Chitin – You have a hardened shell giving you Damage Reduction at power rank.
  ◊ Claws – You have the Strike power at power rank.
  ◊ Extra Arms – You have the Fast Attack power at power rank.
  ◊ Extra Legs – You move at a land speed equal to your power rank, and have Leaping at 
  power rank.
  ◊ Tail – You can use your tail as if it were an extra arm and you gain the Fast Attack 
  power at power rank.
  ◊ Tentacles – You have tentacles (or prehensile hair) with power rank Strength.
  ◊ Wings – You have Flight at power rank.
  ◊ FlexiBility: Detachable – Your extra body parts can be removed and you can mentally 
  control them within standard range.
  ◊ FlexiBility: Stretching – Your extra body parts can elongate as if you had the Stretch-
  ing power at power rank.
  faSt attaCK
  You are able to make attacks much more often than a normal person at the cost of their accuracy. 
  This may be due to your speed or it may be due to having lots of appendages with which you can 
  make attacks. Your Fast Attack rank shows how many attacks you can make in a single round.
  Count the number of rank shifts it takes to reduce your Fast Attack rank to zero. This is how 
  many rank shifts you can use per round. You may make as many attacks as you like in a round, 
  but each starts at rank zero and must use one or more rank shifts to improve it from there (you 
  can’t actually make attacks with a rank of zero). No attack can have enough of these rank shifts 
  added to it to take it above your normal fighting or agility rank (whichever you would normally 
  use for the attack), although rank shifts from other sources may take attacks above that limit.
  
  99
  For example, if you have astounding Fast Attack and great fighting, you have +8 RS to use 
  each round (because it takes eight rank shifts to shift astounding down to zero). You could 
  therefore make two attacks at decent (using four rank shifts for each one); or you could make 
  two attacks at average and another at bad (using three rank shifts on each of the first two and 
  two on the third). You couldn’t, however, make an attack at fantastic and another at terrible 
  because you are limited by your fighting score to a maximum of great for any individual attack.
  flight
  You are able to fly at an air speed equal to your power rank.
  ◊ FlexiBility: Space Flight – When in space, you can fly at a speed of Cosmic.
  ◊ limitation: Restrainable – Your flight is powered by wings or similar, and you can’t fly 
  while in a partial or full hold.
  ◊ limitation: Gliding – You are limited to gliding in a generally downward direction. 
  You can’t fly upwards except in swoops.
  foRCe field
  You can generate a force field around yourself that works as Damage Resistance at power rank. 
  The force field drops when you’re stunned or knocked unconscious and must be re-generated.
  Additionally, your force field is able to protect you from any power that relies on touch to work. 
  Subtract your force field’s rank value from the rank value of the incoming power (as if it were 
  armour against incoming damage). If there is no incoming power left, your force field has pro-
  tected you. If there is incoming power left, convert that value back to a rank by taking the highest 
  rank that is less than or equal to the value, and that new rank is the effective rank of the power.
  ◊ limitation: Exclusive – You can’t use any other powers while your force field is active.
  ◊ limitation: Ablative – Your force field is reduced one rank in effectiveness each time 
  that it partially or wholly stops an incoming power or attack. You must spend an action 
  to put it back up in order for it to regain its full strength.
  geStalt
  Your heroic form is created by the coming together of more than one person. When you acquire 
  this power, generate a number of different component characters (at least two, no more than 
  five). Each character should have their own ability scores, although none of them can have an 
  ability score with a higher rank than your power rank, and none of them should be given powers.
  The component characters act independently of each other, and when they are in the same 
  area they can each spend an action (these actions must be consecutive) in order to join to-
  gether to form the gestalt form. Each ability score of your gestalt form is either the score for 
  that ability that you originally generated or the highest of the scores for that ability that any 
  of your component characters has. Your gestalt form also has all your other super powers.
  When in gestalt form, one of your component characters (this is usually the one who initiated 
  the merge, but it could optionally always be the same “leader”) is “in charge” and your gestalt 
  form has the specialities and personality of that character. Any damage that has been taken by 
  any of the component characters is not transferred to your gestalt form when they merge, but 
  damage taken by your gestalt form is shared out amongst your component forms when you split 
  up once more. Normally your gestalt form is visibly different from your component characters.
  ◊ FlexiBility: Powered Components – Each of your component characters has a single 
  one of your gestalt form’s super powers other than this one. Each must have a different 
  power (and therefore you can’t have more component characters than you have other 
  powers).
  ◊ FlexiBility: Disguised – Your gestalt form can look like any one of your component 
  characters, chosen at the time of merge.
  ◊ FlexiBility: Instant – Your gestalt form can form instantly instead of taking an action 
  from each of your component characters.
  ◊ FlexiBility: Ranged – Your component characters don’t have to be in the same area to 
  form your gestalt form.
  
  100
  ◊ FlexiBility: Mind Link – Your component characters have a constant mental link 
  through which they can talk to each other while not merged.
  ◊ FlexiBility: Mind Shift – While in gestalt form, you can switch which component 
  character is “in control” of the form as an action. Any mental effects on a character no 
  longer in control don’t affect your gestalt form, and your gestalt form’s Specialities and 
  personality shift to those of the newly controlling component character.
  gRowth
  You can grow to a large size. When grown, your strength rank increases to your power rank (or 
  your existing strength rank +1 RS, whichever is greater), and you gain the Damage Resistance 
  power at your power rank. However, your size makes you easier to hit, giving you a penalty 
  to your fighting and agility ranks as shown on the table below (to a minimum rank of zero):
  Growth Table
  Rank
  Height
  Penalty
  Terrible
  3m
  -
  Bad
  4m
  –1 RS
  Average
  5m
  –1 RS
  Decent
  6m
  –1 RS
  Great
  7m
  –1 RS
  World Class
  8m
  –2 RS
  Fantastic
  9m
  –2 RS
  Astounding
  12m
  –2 RS
  Wondrous
  20m
  –3 RS
  Phenomenal
  30m
  –3 RS
  Single Shift
  40m
  –4 RS
  Double Shift
  60m
  –5 RS
  Triple Shift
  100m
  –6 RS
  Planetary
  500m
  –10 RS
  Stellar
  1,000m
  –15 RS
  Cosmic
  2,000m
  –20 RS
  Infinite
  Unlimited
  Can’t fight
  ◊ alternate PoWer: Shrinking – You may choose to take the Shrinking power as an 
  alternate power.
  ◊ limitation: All or Nothing – You must grow to your full size when you grow. You can’t 
  choose to grow to a lesser height.
  healing
  You are able to heal others of their injuries by touching them (although you can’t heal your own 
  injuries this way). You can use this power twice per day on an given individual by simply spend-
  ing an action to do so, but if you wish to heal someone again after that (in the same day) you 
  must spend 50 karma in order to do so. Each time you heal someone, they regain an amount of 
  health equal to your power rank value, but this can’t take them above their normal health total.
  ◊ alternate PoWer: Adaption – You may choose to take the Adaption power with the 
  Affects Others Flexibility as an alternate power.
  ◊ alternate PoWer: Affliction – You may choose to take the Affliction power as an 
  alternate power.
  ◊ alternate PoWer: Energy Drain – You may choose to take the Energy Drain power as 
  an alternate power.
  ◊ alternate PoWer: Resistance – You may choose to take the Resistance power (to bio-
  logical attacks) as an alternate power.
  ◊ alternate PoWer: Alteration Ray – You may choose to take the Alteration Ray (Trans-
  forming Ray) as an alternate power.
  
  101
  ◊ FlexiBility: Cure – You may use your Healing power to cure poison or disease, or 
  remove the effects of the Affliction power from someone. In any of these cases, to do 
  so requires success in a ranked feat of Healing against is the strength of the disease or 
  poison or the power rank of the Affliction power.
  ◊ FlexiBility: Grafting – You may graft new biological parts onto people. These may 
  have been taken from other beings or may have been grown. The surgery takes hours 
  to perform, and effectively gives the subject the Extra Body Parts power at your power 
  rank.
  ◊ FlexiBility: Resurrection – You may bring the dead back to life. To do so, you must 
  succeed in a ranked feat of Healing, where the difficulty is the length of time that the 
  person has been dead expressed as a standard duration rank (rounded up). If you fail in 
  the feat you can’t bring the person back: re-trying won’t work. Trying to bring the dead 
  back to life is draining for you. Whether your attempt succeeds or not, you must im-
  mediately succeed in a feat of Healing or lose an endurance rank as if you were dying. 
  When you bring someone back to life, their endurance becomes terrible, and they will 
  continue to recover back to their usual endurance at normal rates.
  ◊ FlexiBility: Self – You can heal yourself using your power, providing you are conscious. 
  The normal twice per day limit applies.
  ◊ limitation: Empathic – Whenever you heal someone, you lose the amount of health 
  they just gained.
  illuSion/imageS
  You are able to create illusionary images that are able to fool the senses of others. Choose the 
  type of illusion that you can create when you acquire this power from the following options:
  ◊ Mental Illusions – Your illusions exist only in the minds of your targets. All targets of 
  your choice within standard range will observe your illusion with all their senses as if it 
  were really there, no matter how far away the illusion appears to be. However, your illu-
  sions are not picked up by cameras, microphones or non-sentient robots. Sentient targets 
  will automatically treat your illusions as if they were real unless they have a reason to 
  suspect that they are illusions. When a target gets suspicious, they may try to succeed 
  in a ranked feat of  intuition against your Illusion rank in order to see the illusion for 
  what it is. If they fail, they may not re-try during the same combat/encounter unless 
  someone does something to physically demonstrate their illusionary nature. Targets who 
  believe your illusions to be real will take damage from them, although these attacks 
  can’t kill anyone. Someone who “dies” as a result of your attacks is only unconscious. 
  Although your illusions may hurt people who believe them to be real, they are not solid 
  and can’t affect inanimate objects in a physical manner. For example, you couldn’t cre-
  ate an illusionary bridge and expect it to support weight or create an illusionary fire and 
  expect it to burn things.
  ◊ Images – Your illusions are actual creations of light, sound, smell, and so forth, rather 
  than being all in the mind. Your illusions are limited to existing within standard 
  range, but they can be observed by anyone who can observe their location (regardless 
  of sentience) and they do show up on cameras, microphones and the like. All targets 
  and sensors will automatically treat your illusions as if they were real, although sentient 
  targets may have a reason to suspect that they are illusions. When a target gets suspi-
  cious, they may try to succeed in a ranked feat of  intuition against your Illusion rank 
  in order to see the illusion for what it is. If they fail, they may not re-try during the 
  same combat/encounter unless someone does something to physically demonstrate their 
  illusionary nature. Targets who believe your illusions to be real will take damage from 
  them, although these attacks can’t kill anyone. Someone who “dies” as a result of your 
  attacks is only unconscious. Although your illusions may hurt people who believe them 
  to be real, they are not solid and can’t affect inanimate objects in a physical manner. For 
  example, you couldn’t create an illusionary bridge and expect it to support weight or 
  create an illusionary fire and expect it to burn things.
  ◊ alternate PoWer: Dazzle – You may choose to take the Dazzle power as an alternate 
  power.
  ◊ alternate PoWer: Duplication – You may choose to take the Duplication power (with 
  the Illusionary Duplicates Limitation) as an alternate power.
  
  102
  ◊ alternate PoWer: Invisibility – You may choose to take the Invisibility power as an 
  alternate power.
  ◊ alternate PoWer: Mental Blast – You may choose to take the Mental Blast power as an 
  alternate power.
  ◊ alternate PoWer: Mind Control – You may choose to take the Mind Control power as 
  an alternate power.
  ◊ FlexiBility: Both Types – You are able to create both types of illusion, choosing each 
  time you create one whether it will be a mental illusion or an image.
  ◊ FlexiBility: Playback – You are able to create an illusion in advance that plays back 
  when a person enters an area. The playback can last for as long as the person stays in 
  the area. If you create mental illusions, you can choose to only activate the illusion for 
  specific minds that you are familiar with or to activate it for everyone.
  immoRtality
  You are immortal. You don’t age, and you can’t be permanently killed. You still suffer damage 
  normally, but when your endurance rank reaches zero you don’t die; you are unconscious 
  until you’ve healed naturally. Even if you are atomised or disintegrated, you will still even-
  tually get better. Being placed in an environment that provides you with constant damage 
  (for example being fired into the Sun) may delay your return, but eventually you will come 
  back by some means. For example if you are fired into the Sun, sooner or later an atom of 
  yours will be fired out in a solar flare and you can start regenerating from there. Of course, 
  this may be a small comfort if it means that your character won’t return until millennia or 
  even aeons after the campaign has ended. Because of this, your group should work together 
  with the GM to contrive a way for your character to come back in a reasonable time frame.
  Because of its nature, the Immortality power is an all-or-nothing ability, and does not use its 
  power rank.
  ◊ alternate PoWer: Regeneration – You may choose to take the Regeneration power as 
  an alternate power.
  ◊ alternate PoWer: Resistance – You may choose to take the Resistance power as an 
  alternate power.
  ◊ FlexiBility: Suspended Animation – You may shut down your body at any time. All 
  biological functions cease and you appear to be dead to all tests, except for the fact that 
  your body still heals at its normal rate. You do not need to eat, drink or breathe while 
  you are in suspended animation. You can choose to revive after a particular length of 
  time or you can choose to be revived when disturbed by a particular kind of stimulus 
  (or both).
  inteRfaCe
  You are able to access the memory of non-sentient computers within standard range. The 
  data you read may still be encrypted, but you can read a perfect copy of it without leaving any 
  trace of tampering or intrusion. Additionally, you can operate the user interface of any non-
  sentient computer within range without needing to approach or touch it. When used against  
  sentient computers, your power acts as if you have the Telepathy power at your power rank.
  When you are physically using a computer, you use the higher of your reason (plus appropriate 
  specialities) or your power rank.
  ◊ FlexiBility: Upload – You can project your mind into a non-sentient computer, ef-
  fectively possessing it. Your body enters a temporary coma while your mind is gone. You 
  are aware of any harm that happens to your body while you are away from it, and if 
  your body is killed you are trapped inside the computer forever. While inside the com-
  puter, you can completely control it (regardless of what people using the user interface 
  try to do) and if the computer has any mobile parts such as being in control of a robot 
  body you can operate those parts as if they were your own body. When used on a non-
  sentient computer, this works automatically as above. When you try to use this power 
  against a sentient computer, it works in exactly the same way as using the Mind Control 
  power with the Possession Flexibility.
  ◊ FlexiBility: Haywire – You can make as many non-sentient computers as you like 
  within range go haywire and act as if they were “crazy” for standard duration. You 
  
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  can’t control their exact actions, but you can leave them to it without needing to be in 
  communication with them.
  ◊ limitation: Touch – You can only access computers by touching them, although you 
  can still directly access their memory and data without needing to go through their user 
  interface to get to it.
  inviSiBility
  You become invisible, along with everything you are carrying and wearing. Under normal 
  circumstances you will remain completely undetected, but sometimes (in smoke or rain, or if 
  you’re in fighting, or if someone is otherwise alerted to your presence) people may be able to spot 
  your location if they succeed in a ranked feat of intuition against your Invisibility rank. People 
  who have detected you can keep tracking you until you go out of sight, and can target you with 
  direct attacks at a –2 RS penalty. People who haven’t can’t target you with direct attacks at all.
  ◊ alternate PoWer: Alteration Ray – You may choose to take the Alteration Ray (Invis-
  ibility Ray) power as an alternate power.
  ◊ limitation: Chameleon – Your invisibility isn’t perfect, and everyone who looks in your 
  direction may make feat of intuition in order to see you, even if they don’t suspect that 
  you are there.
  ◊ limitation: Displacer – Your image isn’t gone completely, it’s just displaced to some-
  where else in Standard range.
  ◊ limitation: Sensors Only – Your invisibility does not fool sentient beings, but it will 
  mask you from cameras and other sensors.
  ◊ limitation: Sentients Only – Your invisibility does not fool cameras and other sensors, 
  but it will mask you from sentient beings.
  leaping
  You are able to leap huge distances. A single leap will take you anywhere within standard range.
  life SuppoRt
  You are able to go without many of the needs of normal people, and are able to survive in places 
  in which normal people wouldn’t be able to. When you acquire this power, count how many rank 
  shifts it would take to reduce it to zero. Then choose that many options from the following list:
  ◊ Breathing – You don’t need to breathe.
  ◊ Cold – Atmospheric or environmental low temperature doesn’t affect you.
  ◊ Eating – You do not need to eat or drink.
  
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  ◊ Heat – Atmospheric or environmental high temperature doesn’t affect you.
  ◊ Pathogens – You are immune to mundane diseases.
  ◊ Pressure – You can survive extremely high pressure without ill effects.
  ◊ Radiation – You are not affected by ambient radiation.
  ◊ Sleep – You do not need to sleep, although you still physically tire and may need to rest.
  ◊ Toxins – You are immune to mundane poisons.
  ◊ Vacuum – Low pressure environments don’t affect you.
  In none of these cases are you protected from damaging powers. For example protection from 
  environmental heat won’t reduce the damage you take from a Blast of fire, and immunity to 
  toxins won’t protect you from someone’s Affliction power. In order to survive in space, you must 
  have at least decent power rank, and take the Breathing, Cold, Radiation, and Vacuum options.
  ◊ FlexiBility: Full – You have all the options, not just a limited number based on your 
  power rank.
  maChine ContRol
  You are able to control machines within standard range, animating their moving parts. Con-
  trolling a non-sentient machine is automatically successful, and it animates with a strength 
  rank equal to its material strength and with fighting and agility ranks equal to your power 
  rank. The movement speed of the machine depends on its shape and appendages, and is left 
  to the GM to decide. If the machine already has a strength score, use that instead of its mate-
  rial strength. If you try to control a sentient machine, or a machine that is being controlled 
  cybernetically by a sentient creature (such as a set of powered armour which is currently being 
  worn), treat this power as if it were the Mind Control power being used at your power rank.
  ◊ alternate PoWer: Interface – You may also choose to take the Interface power as an 
  alternate power.
  ◊ FlexiBility: Assembly – You may cause scrap metal, rubbish, or other junk to form itself 
  into a machine that is capable of being animated by succeeding in a feat of Machine 
  Control.
  ◊ FlexiBility: Conversion – You can reshape and convert a machine into a different type 
  of machine by succeeding in a feat of Machine Control, for example converting a car 
  into a robotic humanoid figure or converting a boat into a plane. The machine retains 
  its material strength (you don’t actually transmute the material it’s made from) but it 
  can be given a power suitable to its new form at your power rank.
  ◊ limitation: Touch Only – You can only start to control a machine by touching it (al-
  though once it is active you can make it move away from yourself).
  ◊ limitation: Feedback – When a machine that you are controlling is destroyed, you are 
  stunned.
  ◊ limitation: Single Type – You can only control one type of machine (for example cars 
  or clockwork devices).
  matteR ContRol
  You are able to control matter. There are two types of matter control, and you must choose 
  which one you can do when you acquire this power. Each has its own flexibilities and limitations:
  ◊ Telekinesis – You are able to manipulate matter within standard range, moving it 
  about and even throwing it. Use your power rank as the effective strength rank to show 
  how much you can move, and use your psyche as your effective agility rank if you need 
  to throw something or perform a delicate manoeuvre with something.
  ◊ alternate PoWer: Blast – You may choose to take the Blast power as an alternate 
  power.
  
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  ◊ alternate PoWer: Flight – You may choose to take the Flight power as an alternate 
  power.
  ◊ alternate PoWer: Force Control – You may choose to take the Force Control power as 
  an alternate power.
  ◊ alternate PoWer: Force Field – You may choose to take the Force Field power as an 
  alternate power.
  ◊ limitation: Whole Objects Only – You may move whole objects with your telekinesis, 
  but can’t move partial objects. So you could pick up a car, but not open its door (you 
  can’t manipulate the handle) or pull a lever.
  ◊ Transmutation – You can transform matter from one substance to another by touch, 
  changing the atoms that make it up into different types of atom. This doesn’t affect 
  living creatures or sentient robots, and you do not alter the form of the matter, only its 
  composition. You can’t use this power to make living creatures or animate the matter 
  you transmute, and you can only transmute whole objects, not parts of objects. Objects 
  that you transmute cannot be more massive than you are able to lift in either their 
  original or transmuted state. The transformation is permanent, and your subconscious 
  control of your power stops you from transmuting something into an unstable or inher-
  ently dangerous form, although other mundane consequences of the change in material 
  still apply as normal. Most of the above limits of the power may be overcome using the 
  flexibilities below:
  ◊ alternate PoWer: Servant – You may choose to take the Servant power as an alternate 
  power, representing your ability to transform matter into an animated form.
  ◊ alternate PoWer: Transforming Ray – You may choose to take the Alteration Ray 
  (Transforming Ray) power as an alternate power.
  ◊ FlexiBility: Ranged – You may transmute matter at standard range instead of needing 
  to touch it.
  ◊ FlexiBility: Explosive – You may transmute matter into an explosive form that will 
  explode as if using the Blast power at your power rank against everyone in the same area 
  as the transformed object.
  ◊ FlexiBility: Affliction – You may change the composition of the air (either by chang-
  ing something into a poisonous gas or changing the oxygen into something else) as if 
  using the Affliction power at your power rank against everyone in the same area as the 
  transformed gas.
  ◊ FlexiBility: Stability – Instead of changing the material that an object is made from, 
  you can hold that material stable. This will prevent it from undergoing any chemical 
  reactions. For example you could prevent an acid from dissolving anything or prevent 
  something in a fire from burning. This will also prevent the object from undergoing 
  radioactive decay. Stabilising a material is not permanent, and lasts only while you 
  maintain the power.
  ◊ limitation: Temporary – Your transmutation effects only last for standard duration.
  ◊ limitation: Limited Mass – You are only able to affect objects with Terrible weight or 
  less, regardless of your strength rank.
  ◊ limitation: One State – You are only able to transmute one state of matter (solids, 
  liquids, or gases).
  ◊ limitation: Single Result – Whatever the source material, you are only able to trans-
  mute things into a single transmuted composition, chosen when you acquire this Limita-
  tion.
  mental BlaSt
  You are able to attack the minds of others with mental force. Treat the attack as if it were a 
  blunt projectile, except that it uses a feat of psyche for the attack rather than a feat of agility.
  ◊ FlexiBility: Area Effect – You may attack everyone in a single area within standard 
  range at once. You may not choose to hit some targets but not others.
  ◊ FlexiBility: Stun – You may attack to stun your opponent instead of hurting them. 
  Your attack still uses a feat of psyche but the results are now:
  ◊ White: Your target is unaffected by your attack.
  ◊ Bronze: Your target takes no damage but is potentially slammed by the attack.
  ◊ Silver: Your target takes no damage, but is potentially stunned by the attack.
  ◊ Gold: Your target takes no damage, but is potentially stunned by the attack.
  
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  ◊ limitation: Stun Only – You may not attempt to damage people with your mental 
  blasts. You may only perform stunning attacks (this requires you to have acquired the 
  Stun Flexibility).
  mimiCRy
  You are able to copy the traits of someone or something else. You must choose the type of mim-
  icry you have when you first acquire this power (each one has its own flexibilities and limitations):
  ◊ Animal Mimicry – You are able to mimic the abilities and traits of animals, for exam-
  ple gaining the speed of a cheetah or the strength of a gorilla or the vision of a hawk. 
  You may only mimic one animal at a time, and there must be an animal of the type you 
  wish to mimic within sight of you. It takes no time to mimic an animal or to switch 
  which type of animal you are mimicking. While mimicking an animal, you gain one 
  ability score or power that the animal has, either to the rank at which the animal has it 
  or to your power rank, whichever is lower.
  ◊ FlexiBility: Extra Animal – You can mimic a second animal at the same time as the 
  first, gaining two ability scores or powers at once. You may take this Flexibility more 
  than once, and each time you do it lets you mimic an additional animal.
  ◊ FlexiBility: Animal Memory – You do not have to be able to see an animal in order to 
  mimic it, but you do have to have seen one at some time in the past. Don’t bother trying 
  to keep an exact track of which particular types of animal your hero has seen; just as-
  sume they’ve seen all common types of animal, and that only truly exotic animals (like 
  dinosaurs or animals from alien planets) remain unknown to them unless seen during 
  the campaign.
  ◊ limitation: Close Range – You can only mimic an animal that is within standard 
  range of you.
  ◊ limitation: One Type – You can only mimic one type of animal. This may be a class of 
  animal, such as mammals or birds; or it may be animals from one type of habitat, such 
  as sea creatures or jungle creatures.
  ◊ Material Mimicry – You are able to take on the properties of any substance or energy 
  by touching it. Normally it takes an action to take on the properties of something you 
  touch, although when you are hit by an incoming physical or energy attack you can 
  choose to spend your next action in advance changing to the form of the thing that 
  has just hit you. You take no damage from the attack, but must use your next action to 
  complete the mimicry. You therefore can’t do this to more than one attack per round, 
  and you can’t do it if you are already in the form of the incoming attack. While you 
  are mimicking the properties of a material or energy, you effectively have the relevant 
  Alternate Form power for that substance.
  
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  ◊ alternate PoWer: Growth – You may choose to take the Growth power as an alternate 
  power, with the Limitation that you can only grow to the size of an object you touch.
  ◊ alternate PoWer: Shrinking – You may choose to take the Shrinking power as an 
  alternate power, with the Limitation that you can only grow to the size of an object you 
  touch.
  ◊ alternate PoWer: Transformation – You may choose to take the Transformation (Ob-
  jects) power as an alternate power, with the Limitation that you can only transform into 
  the form of an object you touch.
  ◊ FlexiBility: Instant – You can transform instantly without needing to take an action 
  to do so. However, you are still only able to transform as a response to one attack per 
  round.
  ◊ limitation: One Type – You can only transform into either matter or energy, chosen 
  when you acquire this Limitation, rather than being able to transform into both.
  ◊ Nemesis – If you take an action analysing an opponent or threat that you can observe 
  (this is not necessarily conscious analysis, it may be subconscious; although it still re-
  quires an action of observation) you may spend your next action adapting to acquire the 
  single power (or flexibility for one of your existing powers) best suited to countering that 
  opponent or threat. The GM should choose the power or flexibility, placing emphasis on 
  thematic opposition to your threat or opponent if possible. It should have a maximum 
  rank equal to your power rank, although depending on the power it may come at a 
  lesser rank. Your power disappears after the opponent or threat has been neutralised or 
  when you analyse a different opponent.
  ◊ alternate PoWer: Danger Sense – You may choose to take the Danger Sense power as 
  an alternate power.
  ◊ alternate PoWer: Power Detection – You may choose to take the Power Detection 
  power as an alternate power.
  ◊ FlexiBility: Instant – You acquire your temporary power during the action in which 
  you analyse your opponent rather than needing to spend a second action to do so.
  ◊ FlexiBility: Second Power – You also gain a second power suited to countering your 
  opponent or threat, or a Flexibility on the first power that you gain. You may acquire 
  this Flexibility more than once, and each time you do it gives you an additional power 
  or Flexibility with which to counter your opponent or threat.
  ◊ limitation: Overload – If you are fighting more than one opponent at once, your Nem-
  esis power becomes overloaded and is unable to produce an effective counter-power.
  ◊ Plant Mimicry – You are able to mimic the powers and abilities of plants. You may 
  mimic any type of plant, and temporarily acquire a power similar to that of the plant. 
  For example you could mimic a tree to get Alternate Form (Wood), or mimic a poison-
  ous plant to get Affliction, or mimic any green plant to get Life Support (photosynthe-
  sis).
  ◊ alternate PoWer: Plant Control – You may choose to take the Plant Control power as 
  an alternate power.
  ◊ Power Mimicry – If you spend an action touching another individual, you can then 
  spend your following action mimicking their powers. You temporarily gain all the 
  powers that they have at either the rank at which they have them or your power rank, 
  whichever is lower. You retain these powers until you either mimic those of someone 
  else or you become unconscious.
  ◊ alternate PoWer: Power Detection – You may choose to take the Power Detection 
  power as an alternate power.
  ◊ alternate PoWer: Nemesis – You may choose to take the Nemesis power as an alter-
  nate power.
  ◊ FlexiBility: Transformation – Each time you mimic another individual’s powers you 
  also mimic their appearance. This works like the Transformation power, with whichever 
  sub-power is most suitable for their body type.
  ◊ FlexiBility: Mechanical Mimicry – You may mimic the powers of devices, robots and 
  computers, as well as of individuals.
  ◊ FlexiBility: Mental Mimicry – You also acquire bits of the memories and knowledge 
  of the people you touch, allowing you to imitate them more easily. You don’t have 
  
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  conscious access to all their memories and knowledge, so you can’t simply sift through 
  it all, but if prompted (for example by someone asking you a question) a relevant bit of 
  knowledge will come to the surface allowing you to answer the question as they would.
  ◊ FlexiBility: Power Theft – Your target loses their powers as you steal them rather than 
  simply mimicking them. You gain their powers as normal (to the rank at which they 
  have them or to your power rank, whichever is lowest), and your target reduces each 
  power by taking its rank value and subtracting the rank value of the rank at which you 
  mimicked it, and then converting the result back to a rank by taking the highest rank 
  with a rank value equal to or less than that result. The powers that you have stolen each 
  drain from you at a rate of one rank per round, and your target regains each of their sto-
  len powers at a rate of one rank per round. If you lose the stolen powers by stealing from 
  someone else or being knocked unconscious, your target doesn’t get their powers back 
  early. If you steal from the same target again while you still have some of their powers, 
  the steals are cumulative; although you can never go above your power rank with any 
  stolen power.
  ◊ FlexiBility: Residual Absorption – You can mimic a power by draining the residual 
  traces of energy left after someone has used it. To do so, you must touch an object that 
  they used their power on or be in the place in which they used it. You may only do this 
  within standard duration of them having used the power, and this duration is meas-
  ured based on their power rank, not your power rank.
  ◊ FlexiBility: Ranged – You may mimic powers within Standard range, rather than 
  needing touch.
  ◊ FlexiBility: Specialities – When you mimic someone’s powers, you also mimic their 
  Specialities.
  ◊ limitation: Abilities – You mimic your target’s ability scores rather than their powers. 
  If you acquire this Limitation a second time then you only mimic a single ability score 
  of your target (chosen at the time you acquire the Limitation).
  ◊ limitation: One Source – You may only mimic powers from a single Power Source (e.g. 
  only Genetic Mutations or only Divine powers).
  ◊ limitation: Override – Your own powers are overridden by your target’s powers. You 
  can’t use any of your own powers while you are mimicking someone else’s. This includes 
  not being able to switch to mimicking a second person until you’ve lost the powers from 
  your first target.
  ◊ limitation: Personality Mimicry – When you absorb someone’s powers, you must suc-
  ceed in a feat of psyche or also absorb their personality. Treat this as if you were under 
  the Mind Control power for the duration of having their powers.
  mind ContRol
  You can control other people’s minds. To affect an individual within standard range, you must 
  make a successful ranked feat of Mind Control against your opponent’s psyche. If you succeed, 
  your target’s actions become under your control. Once you have successfully taken control of 
  your target, they remain under your control for standard duration, or until you release them, or 
  until the mind control would lead them to do something they would otherwise be strongly op-
  posed to doing, at which point they may make a feat of psyche. Failure means that they perform 
  the act they would otherwise be opposed to. Success means that they break out of your control.
  You are given no special communication abilities, and must give your thralls actual instructions 
  in a mutually comprehensible language. This will usually be verbal instructions, but written 
  instructions or even miming what you want them to do will work in a pinch. Your thralls will 
  willingly obey what they perceive to be the spirit of these instructions rather than trying to 
  twist their intent while following them to the letter, although if the instructions are ambigu-
  ous there’s no guarantee that their perception of the spirit of them will be completely accurate.
  ◊ alternate PoWer: Ability Boost – You may choose to take the Ability Boost power as 
  an alternate power, either for yourself or with a Flexibility to allow it to work on your 
  thralls.
  ◊ alternate PoWer: Invisibility – You may choose the Invisibility power (with the Sen-
  tients Only Limitation) as an alternate power.
  ◊ FlexiBility: Merge – You physically enter into or merge with your thrall in some man-
  ner when you take control of them, and are ejected from them when your control ends. 
  You can talk to your thrall while you are inside them.
  
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  ◊ FlexiBility: Mindlink – You can talk to your thralls telepathically (including the 
  sending of or clarification of orders) regardless of the distance between you, and may 
  perceive through a thrall’s senses by concentrating.
  ◊ FlexiBility: Amnesia – Your thralls do not remember the actions that they take while 
  under your control. Neither do they remember the instructions that you give them.
  ◊ FlexiBility: Memory Modification – You may make a ranked feat of Mind Control 
  against your thrall’s psyche in order to attempt to modify your thrall’s memory. You 
  may give your thrall false memories using this ability or alter or remove their memories 
  of actual events, although you can’t go fishing around for memories. You must know 
  what the memories are that you are trying to modify. If your knowledge of their memo-
  ries is inaccurate, the inconsistency this introduces may alert your thrall (once they are 
  no longer under your control) to the fact that their memories aren’t reliable.
  ◊ FlexiBility: Possession – You project your mind into your thrall when taking control, 
  effectively possessing them. You perceive through your thrall’s senses, and may spend 
  your own karma on their actions. However, your body enters a temporary coma while 
  your mind is gone. You are aware of any harm that happens to your body while you are 
  away from it, and if your body is killed you are trapped inside your thrall and will die 
  if your control of them ends in any way other than you leaving them in order to possess 
  another body.
  ◊ limitation: Eye Contact – You must make eye contact with your target in order to 
  establish control of them. In a combat situation where your target is trying to avoid eye 
  contact, you must succeed in a feat of agility to establish eye contact before making 
  your ranked feat of Mind Control against your opponent’s psyche. Both feats happen 
  in the same action.
  ◊ limitation: Hypnosis – You may give a single command to your thrall as you estab-
  lish mental control of them, and they will continue to obey it for the duration of your 
  control, but you may not give them further instructions without using your power on 
  them anew.
  ◊ limitation: Obvious – Your thralls are visually distinct in some way, for example they 
  may have glowing eyes or mystical writing on their body or noticeably jerky movements.
  ◊ limitation: Mind Swap – You must have the Possession flexibility to take this limita-
  tion. While you are inside your thrall’s body, your body is not comatose. Instead, your 
  thrall is trapped in your body. They have access to your other powers while in your 
  body, although they may not know how to activate them.
  ◊ limitation: One Type – You may only control one type of thrall, for example animals 
  only or men only or mutants only.
  ◊ limitation: Pheromones – Your power works through pheromones that your target 
  must be able to smell in order for you to establish control.
  ◊ limitation: Undead Control – You may only control undead creatures. However, you 
  may control mindless undead that would otherwise be immune to mental powers.
  mind Shield
  You are protected against mental powers. Subtract your mind shield’s rank value from the rank 
  value of the incoming mental power (as if it were armour against incoming damage). If there is 
  no incoming power left, your mind shield has protected you fully and the power has no effect. If 
  there is power left, convert that remaining value back to a rank by taking the highest rank that 
  is less than or equal to the value, and that new rank is the effective rank of the incoming power.
  ◊ FlexiBility: Affects Others – Anyone touching you is also protected by your mind 
  shield.
  ◊ FlexiBility: Retribution – Anyone trying to break through your mind shield loses 
  health equal to its rank value.
  phaSing
  You can become insubstantial, able to pass through energy and solid matter as if it were not there. 
  While you are in your phased state, you are completely unaffected by the physical world, being 
  immune to all physical and energy attacks. However, you are similarly unable to affect the physi-
  cal world in any way. The only thing that can block you is a force field. In order to pass through a 
  force field you must succeed in a ranked feat of Phasing against the Force Field’s rank. You may 
  still be affected by mental powers while phased, and you may still use mental powers. However, 
  any mental power that you use is limited to your phasing power rank. When you return to your 
  
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  solid state, energy gasses and liquids will part to make room for you, but solids won’t. If you 
  return to your solid state while partially or fully overlapped with a solid object you will be pushed 
  out to the nearest open space large enough to contain you. This does you no harm. Because air 
  goes straight through you while you are phased, you can’t breathe. Therefore unless you have 
  some kind of Life Support you can only remain phased for as long as you can hold your breath.
  ◊ FlexiBility: Passengers – When you phase, you may take others that you are touching 
  with you. If you and your passengers separate, they are immediately returned to their 
  normal solid state.
  ◊ FlexiBility: Affects Physical – Apply this Flexibility to another power (or to your 
  strength) rather than to this power. You are able to use that power to affect the physical 
  world while you are phased, although it is limited in rank to your phasing power rank.
  ◊ FlexiBility: Float – You have terrible Flight while phased.
  ◊ FlexiBility: Life Support – While you are phased, you have the equivalent of the Life 
  Support power with the Full Flexibility.
  ◊ FlexiBility: Partial – You may phase parts of your body while leaving other parts in the 
  physical world.
  ◊ FlexiBility: Phase Disruption – By partially de-phasing inside someone you may make 
  a melee attack that is resolved as if you had the Stunning power at your power rank.
  ◊ FlexiBility: Phase Inversion – You may cause inanimate objects (or parts of them) with-
  in standard range to be temporarily phased for standard duration. While temporarily 
  phased, the objects remain stationary and anything else can pass through them.
  ◊ FlexiBility: Phasing Strike – You can quickly de-phase at the start of your action, per-
  form an action in the physical world, and then begin to phase once more at the end of 
  your action. You are vulnerable to attacks between the end of your action and the start 
  of your next action, but you may use your Phasing rank instead of your agility rank if 
  you try to dodge those attacks.
  ◊ FlexiBility: Scrambling – If you move through an electronic device while phased, you 
  can attempt to scramble it. If you succeed on a feat of Phasing the electronics inside 
  the machine will be temporarily scrambled and the machine will either malfunction 
  randomly or shut down (your choice) for standard duration. If the machine is sentient, 
  treat this as if it were the Phase Disruption Flexibility.
  
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  poStCognition
  You are able to sense emotions and view events that happened in the past, either centred on an ob-
  ject that you are touching or centred on the area in which you are. Looking into the past requires 
  you to succeed in a feat of Postcognition. The results of your feat determine what happens:
  ◊ White: You feel nothing. You may not try to use your postcognition on the same area/
  object again.
  ◊ Bronze: You get a vague impression of the strongest emotion or feeling associated with 
  the object or place at the approximate time you are examining.
  ◊ Silver: You get a detailed impression of all the emotions or feelings associated with the 
  object or place at the approximate time you are examining.
  ◊ Gold: You get a brief vision of what happened in the place or to the object at the ap-
  proximate time you are examining.
  The maximum distance into the past that you are able to see is based on your Precognition 
  rank. In all cases, the incident that you get the feelings or vision about is the most intense or 
  significant one that happened at approximately the time you are examining to within around a 
  +/– 25% flexibility. So for example if you try to glean what happened in an area four days ago, you 
  would get the most intense or significant thing that happened between three and five days ago.
  Postcognition Table
  Rank
  Time
  Terrible
  Up to 1 day
  Bad
  Up to three days
  Average
  Up to a week
  Decent
  Up to two weeks
  Great
  Up to a month
  World Class
  Up to two months
  Fantastic
  Up to four months
  Astounding
  Up to six months
  Wondrous
  Up to a year
  Phenomenal
  Up to two years
  Single Shift
  Up to five years
  Double Shift
  Up to ten years
  Triple Shift
  Up to twenty years
  Planetary
  Up to a hundred years
  Stellar
  Up to ten thousand years
  Cosmic
  Up to a million years
  Infinite
  More than a million years
  poweR ContRol
  You are able to control other people’s super powers. There are three different types of power 
  control and you must choose which one of them you have when you first acquire this power 
  (each of the three types of power control has their own set of flexibilities and limitations):
  ◊ Empowerment – By touching a target and spending an action, you can temporarily 
  give that target one or more super powers. The super powers that you give out usually 
  have the same Power Source as your Empowerment power. Count the number of rank 
  shifts it would take to reduce your Empowerment rank to zero. This is how many rank 
  shifts of power you can give to your target. You may give your target as many powers as 
  you like, but each one starts at rank zero and must use one or more of those rank shifts 
  to improve it from there (you can’t actually give someone a power with a rank of zero). 
  The powers that you give someone last as long as you concentrate, and then a further 
  standard duration after that. You may withdraw the powers from someone at any time.
  ◊ FlexiBility: Ranged – You may empower someone at standard range rather than need-
  ing to touch them.
  
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  ◊ limitation: One Type – You may empower people with only a single type of power, for 
  example mental powers or energy control powers or copies of your own powers.
  ◊ limitation: Transferral – Instead of giving people new powers, you give them yours. 
  Treat this as if they had used the Power Mimicry power on you with the Power Theft 
  Flexibility, except that you can choose which powers they steal and which they don’t 
  steal.
  ◊ limitation: Uncontrolled – Your subjects don’t have full control over the powers you 
  give them. Whenever they try to use them in a stressful situation such as in combat, 
  they must make a feat of power. If they fail then the power goes off at random rather 
  than how they intended it to work.
  ◊ Power Boost – You are able to boost the powers of those you touch. When you touch 
  someone and spend an action, one of their powers (chosen by you) is increased by a 
  number of rank shifts of your choosing. Your Power Boost power is decreased by the 
  same number of rank shifts. You can’t do this if it would reduce your Power Boost below 
  zero, but rank shifts that increase your target’s power above triple shift are wasted. The 
  boost lasts as long as you concentrate (you don’t need to keep touching them), and you 
  don’t get your Power Boost ranks back until the boosted power returns to normal. If 
  your boost takes your target’s power rank above their psyche rank, their power becomes 
  too intense for them to control properly. Whenever they try to use it in a stressful situa-
  tion such as in combat, they must make a feat of power. If they fail then the power goes 
  off at random rather than how they intended it to work.
  ◊ alternate PoWer: Empowerment – You may choose to take the Empowerment power 
  as an alternate power.
  ◊ FlexiBility: Ranged – You may boost the powers of others at standard range instead of 
  needing to touch them.
  ◊ limitation: Constant Contact – You must keep touching your target for the whole 
  duration of the boost, not just when you activate it.
  ◊ limitation: One Type – You may only boost one type of power, for example fire powers 
  or powers with the Infernal Power Source.
  ◊ Power Suppression – You are able to suppress the powers of another individual at 
  standard range. You must succeed in a feat of agility to target your opponent. If you 
  do so, choose one of your target’s powers. Subtract your Power Suppression’s rank value 
  from the rank value of their power (as if it were armour against incoming damage). If 
  there is now no opponent’s power left, your suppression has completely suppressed their 
  power. If there is some power left, convert that value back to a rank by taking the high-
  est rank that is less than or equal to the value, and that new rank is the effective rank of 
  their power. Your target recovers their power at one rank shift per round, until it is back 
  at its normal value once more.
  
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  ◊ alternate PoWer: Energy Drain – You may choose to take the Energy Drain power as 
  an alternate power.
  ◊ FlexiBility: All Powers – Your suppression works against all your opponent’s powers 
  simultaneously.
  ◊ FlexiBility: Haywire – You may choose to make your target’s lose control of their 
  power instead of reducing its intensity. This lasts for standard duration, and whenever 
  they try to use their power in a stressful situation such as in combat during that time, 
  they make a feat of power. If they fail then the power goes off at random rather than 
  how they intended it to work.
  ◊ FlexiBility: Sustained – You may concentrate in order to keep your target’s power sup-
  pressed. Your target’s power doesn’t start to return until after you finish concentrating.
  ◊ limitation: One Type – You are only able to suppress one type of power, such as radia-
  tion powers or powers with the Genetic Mutation source.
  ◊ limitation: Overload – If your opponent’s power is too strong for you to completely 
  suppress it, you must succeed in a feat of endurance or be stunned.
  pReCognition
  You get flashes of inspiration or even visions of future events. Mostly these come at random, and 
  should be given to you by the GM when they think it appropriate; being as detailed or vague as 
  the GM thinks that they should be. Should you try to “force” a vision about the place you are in 
  or a person or object that you are touching; you should roll a feat of Precognition. The results are:
  ◊ White: You get nothing.
  ◊ Bronze: You get an inspired prophecy, and the GM should give you a cryptic clue about 
  the future event.
  ◊ Silver: You are able to get a flash of inspiration that gives you direct information about 
  the future event, such as a name or the image of someone’s face.
  ◊ Gold: You have a detailed vision in which you see future events clearly, but not neces-
  sarily with context.
  In all cases, the future is what would happen if you do nothing. Should you actually act on your 
  precognitive information, things may turn out differently. Somewhat ironically, this means that 
  if you want to be prepared for what will happen, doing your best to ignore the precognitive in-
  formation (because acting on it may change things in ways you can’t predict) may be for the best.
  Additionally, after you have performed any action, if you are unhappy with the results of that 
  action you may spend a 50 karma in order to make a feat of Precognition. If you get at least 
  a Silver result, you may declare that you didn’t actually take the action; you merely got a pre-
  monition about what would happen if you did. You may take back the action and its results, 
  and perform a different action instead. Note that if you have a premonition in this way and 
  then repeat the same action anyway you will get exactly the same result that you got the first 
  time. You can’t simply use this as a way to repeat the same action in the hope to get a better roll.
  ◊ alternate PoWer: Danger Sense – You may choose to take the Danger Sense power as 
  an alternate power.
  ◊ alternate PoWer: Probability Control – You may choose to take the Probability Con-
  trol power as an alternate power.
  ◊ alternate PoWer: Time Control – You may choose to take the Time Control power as 
  an alternate power.
  ◊ limitation: No Control – You can’t “force” a vision. You only get them when the GM 
  gives you one. You may still have premonitions as normal.
  ◊ limitation: Objects Only – You may only have visions about objects, not locations or 
  people.
  ◊ limitation: One Subject – You only have visions about one subject (accidents, deaths, 
  natural disasters, etc.)
  ◊ limitation: People Only – You may only have visions about people, not locations or 
  objects.
  ◊ limitation: Sleeping – Your visions manifest themselves as prophetic dreams. This 
  power only works when you are sleeping, and you can’t have premonitions; only pro-
  phetic visions.
  
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  RefleCtion
  You are able to reflect physical and energy attacks that would otherwise have hit you back at 
  your attacker. To reflect an attack, you must make a feat of Reflection (after it has been estab-
  lished that the attack hit you). The effects of your reflection depend on your level of success:
  ◊ White: You are hit and affected by the attack as normal.
  ◊ Bronze: You are able to deflect the attack harmlessly, and it does not affect you.
  ◊ Silver: You are able to reflect the attack directly back at your attacker, who is then af-
  fected by their own attack.
  ◊ Gold: You are able to reflect the attack directly back at your attacker, who is then af-
  fected by their own attack.
  ◊ FlexiBility: Mental Reflection – You are able to reflect mental attacks as well as physi-
  cal and energy ones.
  ◊ limitation: Limited Type – You are only able to reflect one type of attack (e.g. physical, 
  fire, radiation).
  ◊ limitation: Mental Only – You are only able to reflect mental attacks, not physical and 
  energy ones. You must already have the Mental Reflection Flexibility.
  RegeneRation
  You recover from injuries very quickly. You recover an amount of health equal to a tenth of your 
  power rank value per round. If your power rank value doesn’t divide by ten exactly, then you 
  should keep track of the fractional points of health, rather than rounding them. When you have 
  been injured to the point of losing endurance ranks, you recover additional endurance ranks 
  equal to a tenth of your power rank value each time you recover them (normally per week if 
  you aren’t hospitalised, but per day if you are – see the Getting Better chapter for more details).
  ◊ alternate PoWer: Immortality – You may choose to take the Immortality power as an 
  alternate power.
  ◊ FlexiBility: Regrowth – You are able to regrow severed limbs, or re-attach them if they 
  are still present.
  ReSiStanCe
  You are resistant to a particular type of effect, which you must choose when you acquire this 
  power. The most common type of resistance is Damage Resistance, which acts as armour, 
  reducing the amount of damage done by physical and energy attacks by your power rank value.
  If you prefer, you can have your resistance work against a different type of power, for example:
  ◊ Affliction Resistance
  ◊ Binding Resistance
  ◊ Detection Resistance
  ◊ Mental Resistance (this is the same as having the Mind Shield power)
  ◊ Sensory Resistance
  The above are only examples of possible resistance types, and with the agreement of the GM 
  you can have resistance to a different type of power instead. If your resistance is against a 
  type of power other than one that directly causes health damage, it works in a slightly dif-
  ferent way. You subtract your resistance’s rank value from the rank value of the incoming 
  power (as if it were armour against incoming damage). If there is no incoming power left, 
  then your resistance has protected you and you are unaffected. If there is incoming power 
  left, convert that value back to a rank by taking the highest rank that is less than or equal 
  to the value, and that new rank is the effective rank of the incoming power that affects you.
  ◊ limitation: One Type – Your resistance protects you against a much smaller range 
  or powers than it would otherwise, for example Damage Resistance that only protects 
  against sonic powers, or Mental Resistance that only protects against Mind Control.
  ◊ limitation: Health Only – Your Damage Resistance (this Limitation doesn’t apply to 
  other types of resistance) reduces the health loss you take from attacks, but does not 
  protect you from being slammed or stunned.
  
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  ◊ limitation: Partial Armour – If your Resistance power is against a type of attack which 
  must be aimed, your opponents can bypass this resistance with a Trick Shot.
  SeRvant
  You are able to summon a servant of some kind to help you. You must work out your servant’s ca-
  pabilities when you acquire this power. The default template for your servant is that it has physi-
  cal ability scores (fighting, agility, strength and endurance) at zero. Count the number of rank 
  shifts that would be needed to reduce your power rank to zero and multiply this number by four. 
  This is the number of rank shifts that you can apply to the template’s physical ability scores. You 
  must apply at least one rank shift to each score; you may not leave any ability scores at zero. You 
  may also apply some of these Rank Shifts to super powers. For this purpose, assume that every 
  power you wish your template to have starts at zero before you start applying these rank shifts.
  None of your servant’s ability scores or powers may be of greater rank than your Servant rank.
  Your servant has no autonomy, and simply obeys your mental commands without question. It 
  is not sentient, and has no mental ability scores (reason, intuition or psyche). Similarly, it has 
  no karma. If you wish to be able to summon more than one servant, you may withhold some 
  of the rank shifts used to create the template. For each rank shift you withhold, you can sum-
  mon an additional servant. However, you are still limited to summoning only one per action.
  It takes an action to summon a servant, and it appears anywhere within standard range (but 
  only where there is enough space for it to fit). You must concentrate in order to control it, and 
  when you cease concentrating it will continue to obey its last order for standard duration before 
  disappearing once more. You may re-gain control of a servant (and keep it around) by concentrat-
  ing on it once more. You can also will it to disappear before the duration is up as a free action.
  ◊ FlexiBility: Enhanced – The template for your summoned creature is built from your 
  power rank times five rank shifts rather than your power rank times four. You may take 
  this flexibility more than once, and it increases the multiplier by one each time.
  ◊ FlexiBility: Instant – Summoning your servant takes no time, although you can still 
  only summon it when it is your action and you can still only summon one per round.
  ◊ FlexiBility: Multiple – If you withheld Rank Shifts in order to be able to summon 
  multiple servants, you may summon them all at the same time.
  ◊ FlexiBility: Sensory Link – While concentrating on one of your servants to control it, 
  you may perceive through its senses.
  ◊ FlexiBility: Variable – You may summon different types of servant (i.e. servants that 
  use different templates) providing they all match a theme and you have the templates 
  created and approved in advance (you should not make a fight scene grind to a halt 
  while you look through the book trying to decide what powers to give a servant).
  
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  ◊ limitation: Source – Your servants are animated from some source material rather than 
  simply appearing. You must have the relevant source material in order to animate them.
  ◊ limitation: Feedback – Whenever one of your servants is stunned, so are you.
  ShRinKing
  You can shrink down to a small size. While you are shrunk, your strength rank remains at its 
  normal level. However, your smaller size makes you more difficult to hit and makes it easier 
  for you to hit others, giving you a bonus to both your fighting and agility ranks in combat:
  Shrinking Table
  Rank
  Height
  Bonus
  Terrible
  1.33m
  -
  Bad
  1m
  -
  Average
  0.66m
  +1 RS
  Decent
  33cm
  +1 RS
  Great
  13cm
  +2 RS
  World Class
  7.5cm
  +2 RS
  Fantastic
  2.5cm
  +3 RS
  Astounding
  0.5cm
  +3 RS
  Wondrous
  1mm
  No fighting
  Phenomenal
  Microscopic
  No fighting
  Single Shift
  Atomic
  No fighting
  Double Shift
  (See text)
  No fighting
  Triple Shift
  (See text)
  No fighting
  Planetary
  (See text)
  No fighting
  Stellar
  (See text)
  No fighting
  Cosmic
  (See text)
  No fighting
  Infinite
  (See text)
  No fighting
  At ranks above single shift, there are two options, and which one you have will depend on the 
  setting. If the GM includes these realms in their campaign setting, you may slip “between the 
  cracks” in the universe and appear in a parallel dimension known as a microverse in which you 
  appear to be normal sized (and which you leave by switching off your shrinking). Alternately, you 
  can shrink down so far that you disappear, as if you were in the 0D form of Dimension Control.
  ◊ alternate PoWer: Growth – You may choose to take the Growth power as an alternate 
  power.
  ◊ FlexiBility: Growth Momentum – If you grow back to normal size while hitting some-
  one, you may apply the rank shifts that would normally affect your fighting and agility 
  scores while shrunk to your strength instead for that hit. If you grow from wondrous 
  or smaller, which would normally be too small to engage in fighting, you get +3 RS to 
  your strength for the hit.
  ◊ limitation: All or Nothing – You must shrink to your smallest size when you grow. You 
  can’t choose to shrink to an intermediate size.
  ◊ limitation: Reduced Strength – Your strength rank diminishes proportionally as 
  your size diminishes. Each rank of shrinking that you apply gives you a – 1 RS to your 
  strength Rank until you grow back to normal once more.
  Spinning
  You are able to spin around at high speed while retaining the ability to see, hear and talk normally. 
  This gives you Binding Resistance at your power rank, and you may substitute your Spinning 
  for your strength when making or escaping grappling attacks or striking opponents in melee.
  ◊ alternate PoWer: Air Control – You may choose to take the Air Control power as an 
  alternate power.
  
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  ◊ alternate PoWer: Fast Attack – You may choose to take the Fast Attack power as an 
  alternate power.
  ◊ alternate PoWer: Flight – You may choose to take the Flight power as an alternate 
  power.
  ◊ alternate PoWer: Super Senses – You may choose to take the Super Senses (Circular 
  Vision) power as an alternate power.
  ◊ alternate PoWer: Super Speed – You may choose to take the Super Speed power as an 
  alternate power.
  ◊ FlexiBility: Missile Storm – By throwing missiles in all directions as you spin, you may 
  make a thrown weapon attack against everyone in your area.
  ◊ FlexiBility: Drill – By spinning on the spot, you may drill downwards as if you had the 
  Burrowing power at your power rank.
  SpiRit ContRol
  You are able to control ethereal spirits, such as faeries, ghosts, and whatever similar creatures 
  exist in the setting. If the spirits are non-sentient, you can automatically control them. If the 
  spirits are sentient, treat this power as if it were the Mind Control power at your power rank.
  ◊ alternate PoWer: Astral Projection – You may choose to take the Astral Projection 
  power as an alternate power.
  ◊ alternate PoWer: Energy Drain – You may choose to take the Energy Drain power as 
  an alternate power.
  ◊ alternate PoWer: Power Suppression – You may choose to take the Power Suppression 
  power (limited to Spirit Control and Mind Control) as an alternate power.
  ◊ alternate PoWer: Servant – You may choose to take the Servant power (with the 
  Source Limitation) as an alternate power, to represent your ability to create undead.
  ◊ alternate PoWer: Spirit Detection – You may choose to take the Super Senses (Spirit 
  Detection) as an alternate power.
  ◊ FlexiBility: Deny Death – You may trap a spirit in a body that is dying, keeping the 
  body barely alive until you release it or the body is healed.
  ◊ FlexiBility: Forced Possession – You may force a spirit that you currently control into a 
  body. This works in the same way as using Mind Control with the Possession Flexibility, 
  except that it is the controlled spirit that possesses the target, not you. You maintain 
  control of the spirit while it controls the body, and if your control of it runs out first it 
  may choose whether to leave the body or remain until forcibly removed.
  ◊ FlexiBility: Incarnation Memory – You are able to communicate with your past and 
  future incarnations, passing each other information.
  ◊ FlexiBility: Puppetry – If you have a bit of someone’s body (such as a lock of hair or a 
  fingernail clipping) you may use your Spirit Control to control them at – 2 RS.
  ◊ FlexiBility: Spirit Trap – By succeeding in a ranked feat of Spirit Control against 
  your target’s psyche, you can trap a spirit in a pocket dimension controlled by you. You 
  may communicate with your trapped spirits and are immune to any attempts by them 
  to dominate or possess you. If you become unconscious, each trapped spirit may escape 
  the pocket dimension by getting a Gold result on a feat of psyche. If you die, all your 
  trapped spirits automatically escape.
  ◊ FlexiBility: Spirit Ward – You may ward an area against spirits for standard duration. 
  Spirits can’t enter the warded area unless they can succeed in ranked feat of psyche 
  against your Spirit Control rank.
  ◊ limitation: Flexibility Only – You may only use one of the flexibilities for this power 
  (chosen when you acquire this limitation, and you must acquire the flexibility separate-
  ly), not the main power itself.
  ◊ limitation: Exorcism – Your control over spirits only extends to two commands; for 
  them to relinquish control of a body they are possessing, and for them to leave the uni-
  verse and return to whatever realm they come from.
  ◊ limitation: One Type – You may only control one type of spirit, such as ghosts.
  StRetChing
  You may stretch and deform your body and limbs, allowing you to reach and attack things in 
  areas adjacent to your own. Any action taken in another area has all associated ranks limited by 
  your Stretching power rank, for example when trying to hit someone, you attack with the lower 
  of your fighting or Stretching and use the lower of your strength and Stretching for damage.
  
  118
  ◊ alternate PoWer: Alternate Form – You may choose to take the Alternate Form (Fluid 
  Form) power as an alternate power.
  ◊ alternate PoWer: Dimension Control – You may choose to take the Dimension Con-
  trol power (possibly Limited to 2D only) as an alternate power.
  ◊ alternate PoWer: Flight – You may choose to take the Flight power (with the Gliding 
  Limitation) as an alternate power.
  ◊ alternate PoWer: Resistance – You may choose to take the Resistance power (either to 
  Binding or to Damage) as an alternate power.
  ◊ alternate PoWer: Transformation – You may take the Transformation power (to any 
  form, but with the Disguise and Tell Limitations) as an alternate power.
  ◊ FlexiBility: Bouncing – You may roll into a ball and bounce, giving you the equivalent 
  of the Leaping power at your power rank.
  ◊ FlexiBility: Hardening – You may enlarge and harden your fists, enabling you to do 
  your Stretching rank value rather than your strength rank value as damage in melee.
  ◊ FlexiBility: Net – You may use your Stretching rank value rather than your agility 
  rank value when trying to catch things.
  ◊ limitation: Limbs Only – You don’t have full body flexibility. You can only stretch 
  your limbs. You can’t use any other flexibilities on this power, not even as the result of a 
  Power Stunt.
  ◊ limitation: Inflation – Your flexibility is limited to inflating yourself like a beach ball. 
  You gain the Bouncing and Damage Resistance flexibilities for free, but can’t use any 
  others and can’t use the basic power ability.
  StRiKe
  You have spines, thorns, claws, or a melee weapon with which you can attack people. You may 
  decide when you acquire this power whether it is a lethal attack or a blunt attack. If you choose 
  to do a blunt attack, you may increase the rank of this power to your strength +1 RS if it is lower.
  ◊ FlexiBility: Affects X – Your strikes affect opponents who are using a particular super 
  power that normally makes them immune to physical attacks, such as Astral Projection, 
  Phasing, or Energy Form. Choose the power against which your attacks work when you 
  acquire this flexibility. You may acquire this flexibility more than once.
  ◊ FlexiBility: Both Types – You may do both lethal and blunt damage with your strikes. 
  Choose which type of damage each time you make an attack.
  Stunning
  You are able to stun opponents within standard range, leaving them temporarily unable to 
  act. You must succeed in a feat of agility to target your opponent, with the following results:
  ◊ White: Your target is unaffected by your attack.
  ◊ Bronze: Your target takes no damage but is potentially slammed by the attack.
  ◊ Silver: Your target takes no damage, but is potentially stunned by the attack.
  ◊ Gold: Your target takes no damage, but is potentially stunned by the attack.
  ◊ FlexiBility: Area Effect – Your stunning attack works on everyone in your area at once.
  ◊ FlexiBility: Contagious – If anyone touches or is touched by a stunned opponent, 
  check to see if you stun them too.
  SupeR SenSeS
  You have better senses than a normal person, or additional senses that a normal person doesn’t 
  have. When you acquire this power, count how many rank shifts it would take to reduce it to 
  zero. Then for each rank shift, either apply that rank shift as if it were a speciality for feats 
  of intuition using a particular sense, or choose one of the options from the following list:
  ◊ Circular Vision – You can see all around you, having no blind spots (not even above or 
  below you).
  ◊ Communication – You are able to communicate through an unusual medium such as 
  being able to produce radio signals, telephone signals, or television signals.
  
  119
  ◊ Comprehend Languages – You are able to understand and communicate in any lan-
  guage, whether written, spoken, or more exotic.
  ◊ Dimensional Sense – You are able to innately tell what dimension you are on.
  ◊ Direction Sense – You never get lost, and are always able to perfectly retrace your steps 
  back to any location you have visited.
  ◊ Infravision – You are able to see heat sources, allowing you to see in the dark, providing 
  you’re looking at things that are warmer or cooler than their surroundings.
  ◊ Microscopic Vision – You are able to see as if using a powerful microscope.
  ◊ Penetration Vision – You are able to see through solid objects as if they are transparent. 
  Choose one type of material through which you are unable to see.
  ◊ Spatial Sense – You are aware of the shape of your surroundings even if you can’t see 
  them. This could be by radar, sonar, or something else.
  ◊ Telelocation – You are able to locate individuals that are known to you, wherever in 
  the world they are. To locate someone, make a feat of Super Senses, with the following 
  results:
  ◊ White: You fail to locate the individual.
  ◊ Bronze: You locate the individual, providing they are a close friend.
  ◊ Silver: You locate the individual, providing they’re an acquaintance whom you have 
  met a few times.
  ◊ Gold: You locate the individual if they are a friend or acquaintance, or if you have a 
  tissue sample (a hair, a vial of blood, some dandruff, etc.)
  ◊ Telescopic Vision – You are able to see as if using a powerful telescope.
  ◊ Time Sense – You always know exactly what time it is and can track the passing of time 
  with incredible accuracy.
  ◊ Tracking Sense – You are able to follow tracks and scent trails. The GM may require a 
  feat of intuition if the trail is particularly difficult to follow.
  ◊ True Sight – You are able to see the true form of any person. This lets you see through 
  any disguise or transformation.
  ◊ Ultraviolet Vision – You are able to see in UV light. This allows you to see outside at 
  night by moonlight and starlight.
  ◊ limitation: Reduced Sense – Although you have a better sense in one area, you are 
  deficient in another. Choose one sense with which you get a –2 RS penalty to all feats 
  of intuition.
  
  120
  SupeR Speed
  You can move at incredible speeds. You can run at a land speed based on your power rank.
  ◊ alternate PoWer: Air Control – You may choose to take the Air Control power as an 
  alternate power.
  ◊ alternate PoWer: Fast Attack – You may choose to take the Fast Attack power as an 
  alternate power.
  ◊ alternate PoWer: Phasing – You may choose to take the Phasing power as an alternate 
  power.
  ◊ alternate PoWer: Regeneration – You may choose to take the Regeneration power as 
  an alternate power.
  ◊ alternate PoWer: Spinning – You may choose to take the Spinning power as an alter-
  nate power.
  ◊ alternate PoWer: Vibration Control – You may choose to take the Vibration Control 
  power as an alternate power.
  ◊ FlexiBility: Passengers – Those who you touch can keep up with you while you run at 
  super speed. If you let go of someone, they smoothly slow down to their normal run-
  ning speed.
  ◊ FlexiBility: Defending – You may use your Super Speed rank instead of your  agility 
  rank when dodging, catching things, and interposing yourself in front of attacks.
  ◊ FlexiBility: Surface Speed – You may use your speed and momentum to run across the 
  surface of liquids or up walls.
  Swinging
  You are able to swing along a line or cable. This may be fired from a device such as a grappling 
  gun or it may be produced by yourself such as webbing or lines of force. Your lines have a mate-
  rial strength equal to your power rank. You may use your power rank instead of your agility 
  when performing feats of acrobatics using your line. You may also use your line to perform 
  the Snatch manoeuvre at standard range, using your power rank instead of your strength.
  telepathy
  You are able to mentally communicate with others, reading their thoughts and projecting your 
  own thoughts at them. Your targets must be in standard range when you make contact with 
  them, but they may move out of that range without breaking contact. If your target is unwilling, 
  you must succeed in a ranked feat of Telepathy against their psyche in order to establish the 
  connection. You can only read surface verbal thoughts while using your Telepathy, not memories, 
  subconscious thoughts or feelings. People will generally express verbal thoughts in their native 
  language, although fluent speakers of a local tongue may switch to thinking in that language.
  Count how many rank shifts it would take to reduce your power rank to zero. That is the 
  number of people you can have simultaneous mental conversations with, although it takes 
  an action to add each person with the group. Those in the group who do not possess the Te-
  lepathy power themselves can only talk via you, not directly to each other. If you connect to 
  the mind of someone else with the Telepathy power, they may read your thoughts just as you 
  
  121
  can read theirs. You must succeed in a feat of intuition to spot that they are trying to do this, 
  and if you then succeed in a ranked feat of Telepathy against their Telepathy rank you can 
  block their thought reading and only transmit to them what you want to transmit to them.
  ◊ alternate PoWer: Emotion Detection – You may choose to take the Emotion Detec-
  tion power as an alternate power.
  ◊ alternate PoWer: ESP – You may choose to take the ESP power (with the Proxy Limi-
  tation) as an alternate power.
  ◊ alternate PoWer: Illusion – You may choose to take the Illusion power as an alternate 
  power.
  ◊ alternate PoWer: Invisibility – You may also choose to take the Invisibility power 
  (with the Sentients Only Limitation) as an alternate power.
  ◊ alternate PoWer: Mind Control – You may choose to take the Mind Control power as 
  an alternate power.
  ◊ alternate PoWer: Mind Shield – You may choose to take the Mind Shield power as an 
  alternate power.
  ◊ alternate PoWer: Power Detection – You may choose to take the Power Detection 
  power (limited to mental powers only) as an alternate power.
  ◊ alternate PoWer: Super Senses – You may choose to take the Super Senses (Teleloca-
  tion) power as an alternate power.
  ◊ FlexiBility: Mind Probe – You may dig into someone’s memories for specific infor-
  mation while you are in telepathic contact with them. You must know what you are 
  searching for; you can’t simply go fishing. If the target knows the information, you must 
  succeed in a ranked feat of Telepathy against their psyche to extract it.
  ◊ FlexiBility: Psychic Healing – You may repair psychic damage to someone with whom 
  you are in telepathic contact. This works like the Healing power at your power rank but 
  is limited to damage taken from mental sources (Illusions, Mental blasts, some Stuns, 
  etc.).
  ◊ FlexiBility: Psychic Weapon – You are able to create a melee weapon out of psychic en-
  ergy. You wield it using your fighting ability as normal, but it does power rank damage 
  and bypasses your opponent’s armour or Damage Reduction as if it were a Mental Blast.
  ◊ limitation: Animals Only – You may only make telepathic contact with animals. Since 
  they have no verbal thoughts, communication is limited to pictures.
  telepoRtation
  You are able to move between two points without physically crossing the distance between them. 
  You may teleport to anywhere in standard range, although if you don’t have line of sight to 
  your destination you must either teleport by dead reckoning or be teleporting to a place you are 
  familiar with. You can teleport straight through solid objects regardless of their material strength 
  but not through Force Fields. When you arrive at your destination, you must succeed in a feat of 
  Teleportation or be stunned for your next action. Liquids, gasses and energy will part to accom-
  modate your appearance, but if you accidentally or deliberately attempt to teleport into a solid 
  object then you will be bounced back to where you teleported from and the object automatically 
  makes an attack on you as if using the Stunning power at a rank equal to its Material strength.
  ◊ FlexiBility: Displacement – If you teleport into a solid object, you may make a feat 
  of Teleportation. If you succeed, instead of bouncing back you swap places with the 
  object. If the object is particularly large (and non-sentient) you might only swap places 
  with a you-shaped piece of it.
  ◊ FlexiBility: Flurry – You may very quickly teleport around your area hitting people as 
  you go. Treat this as having the Fast Attack power at your power rank.
  ◊ FlexiBility: Gate – Instead of moving the new location, you create a gate between the 
  two locations. The gate will stay open for standard duration or until you will it closed, 
  and while it is open anyone can pass through in either direction. Energy, gasses, and 
  fluids won’t pass through the gate unless someone actively brings them through.
  ◊ FlexiBility: Long Range – If you take an action to prepare before taking your action to 
  teleport, you may teleport forty times your normal range (this means a range normally 
  measured in areas would now be measured in miles). However, you now need a Gold 
  result in your feat of Teleportation to avoid being stunned when you arrive.
  ◊ FlexiBility: Penetrating – You may teleport through a Force Field by succeeding in a 
  ranked feat of Teleportation against the  Force Field’s rank. Failure has no consequences 
  other than the wasted action.
  
  122
  ◊ FlexiBility: Summoning – If you succeed in a feat of Teleportation against someone 
  or something within your normal teleport range, you can summon them to yourself.
  ◊ limitation: Location Specific – You may only teleport to certain specific locations, as 
  agreed with the GM when you acquire this Limitation.
  ◊ limitation: Transmit – You may only teleport through a particular medium, for exam-
  ple through electrical cables or from shadow to shadow. You must always enter and exit 
  through your chosen medium.
  tRanSfoRmation
  You are able to transform your shape into that of something or someone else. You gain the 
  abilities and traits of the thing you are transforming into, with all abilities capped at your 
  power rank (or your existing rank in that ability if greater). Whatever you transform into 
  must be approximately your own size, within around 50% either way. You are able to do one 
  of the following three types of transformation (choose one when you acquire this power):
  ◊ Animals – You are able to transform into any kind of animal or into an anthropomor-
  phic version of any kind of animal. While in animal form you gain the physical abilities 
  of the animal type (ability scores, senses, attacks and movement capabilities), but retain 
  your own mental abilities and the ability to talk (unless you transform into an ani-
  mal without a mouth). In anthropomorphic animal form you gain the senses, attacks 
  and movement capabilities of the animal but retain your own ability scores, with the 
  exception of one physical score appropriate to the type of animal which is raised to your 
  power rank.
  ◊ Humanoids – You are able to transform into other humanoid forms, effectively perfect-
  ly imitating another person including their clothing and voice. You are a close enough 
  match to fool fingerprint checks, retina scans, voiceprint analysis, and even DNA tests. 
  However, you retain your own ability scores and you do not gain any of the super pow-
  ers of the person you are imitating.
  ◊ Objects – You are able to transform into nonliving objects; anything from a baseball bat 
  to a car to a chair. You gain the physical characteristics of the object, including mate-
  rial strength and any movement capabilities, but retain your own mind. If the type of 
  object that you have transformed into has no movement capability of its own, you can 
  wriggle or shuffle at terrible land speed but can’t effectively fight. You can still see and 
  hear, even without eyes and ears, but you can only speak if you form a mouth on your-
  self somewhere; which might give you away.
  ◊ alternate PoWer: Alternate Form – You may choose to take the Alternate Form power 
  as an alternate power.
  ◊ alternate PoWer: Growth – You may choose to take the Growth power as an alternate 
  power.
  ◊ alternate PoWer: Power Mimicry – You may also choose to take the Power Mimicry 
  power as an alternate power.
  ◊ alternate PoWer: Shrinking – You may choose to take the Shrinking power as an 
  alternate power.
  ◊ alternate PoWer: Stretching – You may choose to take the Stretching power as an 
  alternate power.
  ◊ FlexiBility: Extra Type – You can transform into a second type of thing, chosen when 
  you acquire this flexibility. You may take this flexibility again to be able to transform 
  into all three types of thing.
  ◊ FlexiBility: Instant – It does not take an action to transform into something.
  ◊ limitation: Disguise – Your transformation is cosmetic only. You do not gain any of 
  the abilities of the thing you have transformed into.
  ◊ limitation: Mute – You can’t speak while in nonhuman forms. You may only make the 
  normal sounds that your form would be able to make. This doesn’t allow you to com-
  municate meaningfully with other animals if you are in animal form, since you do not 
  understand the noises you are making.
  ◊ limitation: One Type – You can only transform into a small subset of the forms avail-
  able for your type of transformation, for example being able to transform only into fish 
  or only into cars. If you take this Limitation a second time, you only have a single other 
  form that you can transform into.
  
  123
  ◊ limitation: Tell – When transformed, it’s still obvious that it’s you. For example you 
  might not change colour from your normal costume, or your face might always be vis-
  ible in whatever form you take.
  wall CRawling
  You are able to cling to any surface, even ceilings. You grip the surface with a strength equal to 
  your power rank, for purposes of someone trying to pull you off it or when trying to cling to a sur-
  face while carrying a great weight. Note that even if you have a high power rank, the surface itself 
  might break when subject to too much force, leaving you clinging to a bit of it that has broken off.
  wizaRdRy
  You are able to duplicate a wide variety of super powers, using technology, magic, cosmic 
  power, reality alteration, or some other means. Your powers all have the same power source. 
  You must choose one of the types of wizardry from the following when you acquire this power:
  ◊ Gadgets – You are able to create gadgets that can be used by you or lent to others for 
  their use. These can be technological devices, magic items, cosmic power crystals, or an-
  other form of item appropriate to your character. Making a gadget takes a single action, 
  and you must have access to whatever specialised source material you use to create your 
  gadgets. If you are deprived of your source materials or you are restrained in some man-
  ner you can’t make gadgets. When you wish to make a gadget, make a feat of wizardry. 
  The possible results are as follows:
  ◊ White: You have failed to make the gadget. You can’t try to make another gadget con-
  taining the same power this session unless you spend 50 karma to do so.
  ◊ Bronze: You have made the gadget but it will only work once before needing repairing 
  or recharging.
  ◊ Silver: You have made the gadget, and it will work for the rest of the session before 
  needing repairing or recharging.
  ◊ Gold: You have made the gadget, and it will work for the rest of the session before 
  needing repairing or recharging.
  You may only have one gadget at a time, but you can cannibalise your existing gadget in order 
  to make a new one. However, if you perform a power stunt, you may make an additional gadget 
  using the same rules. These additional gadgets follow the normal rules of power stunts in that 
  when you have made the same one ten times, you acquire it as a new permanent super power.
  ◊ Reality Alteration – You have the ability to alter reality. This power does nothing on 
  its own, but every other super power is available as an alternate power to it. When you 
  acquire this power, choose three other powers and give yourself five marks towards 
  acquiring each of those powers via the use of Power Stunts.
  ◊ Sorcery – You have the ability to cast spells via incantation and gesture. This power is 
  most often associated with the Magic power source, but it can be derived from other 
  sources, particularly mystical ones such as Cosmic, Divine or Infernal power. By spend-
  ing an action and succeeding in a feat of wizardry, you may invoke a spell that repli-
  cates any other super power. You must then cast the spell (i.e. use the power that the 
  spell emulates) on the action immediately after invoking it, or you lose it. After a single 
  use, you lose the spell anyway. However, there is no penalty for not invoking the spell 
  once gained or for failing the feat to invoke it, other than the wasted time. You must be 
  able to speak incantations and gesture in order to invoke a spell, and therefore if you are 
  restrained you are unable to do so. Non-instantaneous spells normally last for standard 
  duration although when not in combat you can extend their duration by concentrating.
  ◊ limitation: Limited Rank – If you have Gadgets, you may not invent gadgets with a 
  higher power rank than your reason rank. If you have Sorcery, you may not cast spells 
  above your psyche rank (this limitation can only be taken if your reason or psyche is 
  less than your wizardry power rank).
  ◊ limitation: One Type – You are only able to emulate one type of power with your 
  gadgets, spells or reality alteration, for example movement powers or fire powers.
  
  124
  index
  a
  Ability Boost (Power) ......................... 75, 76
  Ability Ranks .........................................8, 9
  Absorption (Power) ..................................76
  Acrobatics (Speciality) ..............................21
  Actions .....................................................27
  Adaptation (Power) ..................................76
  Adult ........................................................54
  Aerial Combat (Speciality) .......................21
  Affliction (Power) .....................................77
  Affliction Resistance (Power) ................. 114
  Age of Rebirth .........................................66
  Agility ........................................................8
  Aiming .....................................................34
  Air Control (Power) .................................88
  Allies ........................................................53
  Alligator ...................................................55
  Alteration Ray (Power) .............................78
  Alter Ego (Power) .....................................78
  Alternate Form (Power) ............................78
  Alternate Powers ......................................75
  Animal Mimicry (Power) .......................106
  Animals ...................................................55
  Animal Transformation (Power) ............122
  Aquatic (Power)........................................80
  Areas ........................................................28
  Armour ..............................................36, 58
  Art (Speciality) .........................................21
  Artificial (Origin) .....................................18
  Astral Projection (Power) .........................80
  Athletics (Speciality) ................................21
  Attacking .................................................29
  Attack Modifiers ......................................35
  Aura (Power) ............................................80
  B
  Banshee ....................................................64
  Binding (Power) .......................................81
  Binding Resistance (Power) .................... 114
  Birthright (Origin) ...................................18
  Black Dog ................................................64
  Blast (Power) ............................................81
  Blunt Melee ..............................................29
  Blunt Projectile ........................................30
  Blunt Thrown ..........................................30
  Breaking Out ...........................................32
  Broadening Powers ...................................50
  Building Devices ......................................50
  Burrowing (Power) ...................................81
  Business (Speciality) .................................22
  Bystanders ................................................53
  C
  Campaign Rank .......................8, 64, 69, 72
  C.A.P.E.S. ................................................59
  Catching ..................................................32
  Charging .................................................. 31
  Child ........................................................53
  Chitin (Power) .........................................98
  Circular Vision (Power) .......................... 118
  Claws (Power) ..........................................98
  Cold Control (Power) ............................... 91
  Combat ....................................................27
  Communication (Power) ........................ 118
  Comprehend Languages (Power) ........... 119
  Computers (Speciality) .............................22
  Contacts .......................................20, 26, 52
  Continuum Control (Power) ....................81
  Corrosion (Power) ....................................84
  Cosmic (Power Source) ............................10
  Cover .......................................................35
  Criminology (Speciality) ..........................22
  Crocodile .................................................55
  Crushing ..................................................32
  d
  Damage .............................................36, 41
  Damage Resistance (Power) ................... 114
  Damaging Objects ...................................41
  Danger Sense (Power) ..............................84
  Darkness Control (Power) ........................92
  Dazzle (Power) .........................................84
  Density (Power) .......................................85
  Detection (Power) ....................................85
  Detection Resistance (Power) ................. 114
  Determining Powers ................................12
  Devices ....................................................50
  Dice Rolls ..................................................6
  Difficulty ...................................................7
  Dimensional Sense (Power) .................... 119
  Dimensional Travel (Power) .....................86
  Dimension Control (Power) .....................85
  Direction Sense (Power) ......................... 119
  Divine (Power Source) .............................10
  Dodging ..................................................34
  Dog .......................................................... 57
  Dragon .....................................................65
  Dream Control (Power) ...........................86
  Driving (Speciality) ..................................22
  Drowning ................................................43
  Duplication (Power) .................................87
  Dying ......................................................38
  e
  Earth Control (Power) .............................88
  Electrical Control (Power) .......................92
  Electronics (Speciality) .............................22
  Element Control (Power) .........................88
  Emotion Control (Power) ........................ 91
  Empowerment (Power) .......................... 111
  Endurance..................................................9
  Endurance Loss ........................................49
  Enemies ...................................................53
  Energy Control (Power) ........................... 91
  Energy Drain (Power) ..............................96
  Energy Form (Power) ...............................78
  Ensuring Success ......................................46
  Environmental Awareness (Power) ...........96
  Equipment ................................... 26, 53, 57
  
  125
  Escaping ..................................................32
  ESP (Power) .............................................97
  Evolution (Power) ....................................97
  Explosive Form (Power) ...........................79
  Extra Arms (Power)..................................98
  Extra Body Parts (Power) .........................98
  Extra Legs (Power) ...................................98
  f
  Falling ......................................................43
  Fame ...............20, 26, 50, 53, 61, 64, 68, 72
  Fast Attack (Power) ..................................98
  Feats ...........................................................6
  Fighting .....................................................8
  Fire Control (Power) ................................89
  Flexibilities ....................................12, 47, 74
  Flight (Power) ..........................................99
  Fluid Form (Power) ..................................79
  Force Control (Power) ..............................93
  Force Field (Power) ..................................99
  Friction Control (Power) ..........................81
  Full hold ............................................ 31, 38
  g
  Gadgets (Power) .....................................123
  Gang Leader ............................................55
  Gaseous Form (Power) .............................79
  Genetic Mutation (Power Source) ............10
  Gestalt (Power).........................................99
  Gimmick (Power Source) .........................19
  GM ............................................................6
  Goon ........................................................54
  Gorilla ......................................................55
  Grappling ................................................. 31
  Gravity Control (Power) ...........................82
  Growth (Power) .....................................100
  h
  Hawk .......................................................56
  Healing .............................................. 49, 76
  Healing (Power) .....................................100
  Health ............................ 8, 9, 24, 36, 38, 49
  Humanoid Transformation (Power) .......122
  i
  Illusion (Power) ...................................... 101
  Images (Power) ...................................... 101
  Immortality (Power) ..............................102
  Infamy ..............................26, 44, 50, 53, 61
  Infernal (Power Source) ........................... 11
  Infravision (Power) ................................. 119
  Innate (Power Source) .............................. 11
  Instruments .............................................68
  Interface (Power) ....................................102
  Interposing ...............................................33
  Intuition ....................................................9
  Invention ................................................. 51
  Investigation (Speciality) ..........................22
  Invisibility (Power) .................................103
  K
  Karma .. 25, 43-47, 48, 50, 51, 61, 64, 68, 72
  Karma Pools.............................................48
  Kill...........................................................38
  l
  Languages (Speciality) .............................22
  Large Improvised Weapons ......................35
  Law (Speciality) .......................................22
  Leadership (Speciality) .......................22, 48
  Leaping ....................................................28
  Lethal Injuries .......................................... 47
  Lethal Melee ............................................29
  Lethal Projectile .......................................30
  Lethal Thrown ........................................30
  Levels Of Success .......................................6
  Light Control (Power) ..............................93
  Limitations ........................................12, 74
  Lion .........................................................56
  m
  Machine Control (Power) ......................104
  Magic (Power Source) .............................. 11
  Magnetic Control (Power) .......................94
  Martial Arts (Speciality)...........................22
  Material Mimicry (Power) .....................106
  Material Strength ....................32, 35, 40, 41
  Matter Control (Power) .........................104
  Mechanics (Speciality) .............................22
  Medicine (Speciality) ...............................22
  Mental Blast (Power) .............................. 105
  Mental Illusions (Power) ........................ 101
  Mental Resistance (Speciality) .................22
  Mental Resistance (Power) ..................... 114
  Microscopic Vision (Power) ................... 119
  Military (Speciality) .................................23
  Mimicry (Power) ....................................106
  Mind Control (Power) ...........................108
  Mind Shield (Power) ..............................109
  Minimum Damage ..................................34
  Movement ................................................28
  Moving Target .........................................35
  n
  Nemesis (Power) .................................... 107
  Ninja ........................................................55
  NPCs .........................................................6
  o
  Object Transformation (Power) ..............122
  Occult (Speciality) ...................................23
  Origin Story .............................................18
  p
  Panther ....................................................56
  Partial Armour .........................................36
  Partial hold ........................................ 31, 38
  PCs ............................................................6
  Penetration Vision (Power) ..................... 119
  Percentile Rolls ..........................................6
  Perform (Speciality) .................................23
  Phasing (Power) .....................................109
  Pilot (Speciality) .......................................23
  Plant Control (Power) ..............................89
  Plant Mimicry (Power)........................... 107
  Police Officer ...........................................54
  
  126
  Postcognition (Power) ............................ 111
  Power Control (Power) ........................... 111
  Power Descriptions ..................................74
  Power Mimicry (Power) ......................... 107
  Powers .......................................... 10, 12, 74
  Power Sources ..........................................10
  Power Stunts .................................47, 50, 51
  Power Use (Speciality) ..............................23
  Precognition (Power) .............................. 113
  Probability Control (Power) .....................82
  Psyche ........................................................9
  Psychiatry (Speciality) ..............................23
  Psychic (Power Source) ............................ 11
  Pushing Your Limits ..........................46, 50
  R
  Radiation Control (Power) .......................94
  Ranked Feats .............................................7
  Ranks .........................................................5
  Rank shifts ...........................................6, 46
  Rank Values ...............................................5
  Readied Attack.........................................35
  Reality Alteration (Power) ......................123
  Reason .......................................................9
  Reflection (Power) .................................. 114
  Regeneration (Power) ............................. 114
  Remnants .................................................69
  Resistance (Power) ................................. 114
  Retaliation (Power) ..................................76
  Retroclone ..................................................4
  Rounds ....................................................27
  Running ..................................................28
  S
  Science (Speciality) ...................................23
  Science! (Power Source) ............................ 11
  Sensory Resistance (Power) .................... 114
  Servant (Power) ...................................... 115
  Settings ....................................................59
  Shadow Form (Power) ..............................79
  Shark ........................................................56
  Shields ......................................................36
  Shrinking (Power) .................................. 116
  Simple Feats ...............................................6
  Slam .........................................................37
  Sleight of Hand (Speciality) .....................24
  Snatching .................................................32
  Soldier ......................................................54
  Solid Form (Power) ..................................79
  Sonic Control (Power) ..............................95
  Sorcery (Power) ......................................123
  Spatial Control (Power) ............................83
  Spatial Sense (Power) ............................. 119
  Special Effects ..........................................37
  Specialities .........................................20, 52
  Speed .......................................................41
  Spinning (Power) ................................... 116
  Spirit Control (Power) .............................117
  Standard Duration ...................................74
  Standard Range .......................................74
  Stealth (Speciality) ...................................24
  Strength .....................................................9
  Stretching (Power) ..................................117
  Strike (Power) ........................................ 118
  Stun .........................................................38
  Stunning (Power) ................................... 118
  Suffocation ...............................................43
  Super Senses (Power) .............................. 118
  Super Speed (Power) ..............................120
  Surprise Attack ........................................35
  Swimming ...............................................28
  Swinging (Power) ...................................120
  t
  Tail (Power) ..............................................98
  Tapping ....................................................68
  Telekinesis (Power) .................................104
  Telelocation (Power) ............................... 119
  Telepathy (Power) ...................................120
  Teleportation (Power) ............................. 121
  Telescopic Vision (Power) ....................... 119
  Tentacles (Power) .....................................98
  Terminal Velocity .....................................43
  Tiger ........................................................56
  Time Control (Power) ..............................83
  Time Sense (Power) ................................ 119
  Tracking Sense (Power) .......................... 119
  Trained (Origin) .......................................19
  Transformation (Power) .........................122
  Transformed (Origin) ...............................19
  Transmutation (Power)........................... 105
  Trick Shots ...............................................34
  True Sight (Power) ................................. 119
  Tyrannosaurus Rex ..................................56
  u
  Ultraviolet Vision (Power) ...................... 119
  Unconsciousness ......................................38
  Underwater Combat (Speciality) ..............24
  Unicorn ....................................................65
  Unseen Combatants .................................35
  Unusual Attacks ....................................... 31
  v
  Vehicles ....................................................58
  Vibration Control (Power) ........................95
  Visitor (Origin) .........................................19
  w
  Wall Crawling (Power) ...........................123
  Water Control (Power) .............................90
  Wealth ....................20, 25, 50, 57, 61, 72, 73
  Weapons .......................................24, 34, 58
  Weather Control (Power) ..........................90
  Weight ......................................................39
  Wild Magic ..............................................62
  Wings (Power) ..........................................98
  Wizardry (Power) ...................................123
  Wolf ......................................................... 57
  Wrestling (Speciality) ...............................24
  
  liCenSe
  deSignation of open Content
  All text in this game (with the exception of the license below) is Open Game Content, released under the following license: Open Game License Version 1.0A. The 
  following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  open game liCenSe veRSion 1.0a
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  with the exact terms of this License to Use, the Open Game Content.
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  of the breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Fudge System Reference Document Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O’Sullivan and Ann Dupuis, with additional material by Peter Bonney, 
  Deird’Re Brooks, Reimer Behrends, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, Sedge Lewis, Gordon McCormick, Kent Matthewson, Peter Mikel-
  sons, Anthony Roberson, Andy Skinner, Stephan Szabo, John Ughrin, Dmitri Zagidulin.
  FATE (Fantastic Adventures in Tabletop Entertainment), Copyright 2003 by Evil Hat Productions LLC; Authors Robert Donoghue and Fred Hicks.
  Spirit of the Century, Copyright 2006, Evil Hat Productions LLC. Authors Robert Donoghue, Fred Hicks and Leonard Balsera.
  ICONS, Copyright 2010, Steve Kenson, author Steve Kenson.
  The Villainomicon, Copyright 2010, Adamant Entertainment, Authors Steve Kenson, G.M. Skarka, Walt Ciechanowski, Morgan Davie, and Theron Bretz
  Great Power, Copyright 2013, Ad Infinitum Adventures, Author: Steve Kenson
  FASERIP, Copyright 2015, Blacky the Blackball
  
  Powers
  Name
  Rank
  Pushes
  Ability
  Rank
  Pushes
  Specialities
  Illustration
  Player:
  Name:
  Secret Identity:
  Contacts
  Lifestyle & Gear
  Wealth
  Fame
  FASERIP
  Health
  Karma
  Strength
  Endurance
  Fighting
  Agility
  Reason
  Intuition
  Psyche
  
  Powers (Continued)
  Name
  Rank
  Pushes
  Notes
  Origin and Power Sources
  
  130
  RefeRenCe taBleS
  Rank Values
  Rank Name
  Abbreviation and Value
  Zero
  Zr[0]
  Terrible
  Te[2]
  Bad
  Bd[4]
  Average
  Av[6]
  Decent
  Dc[10]
  Great
  Gt[20]
  World Class
  Wc[30]
  Fantastic
  Fa[40]
  Astounding
  As[50]
  Wondrous
  Wo[75]
  Phenomenal
  Ph[100]
  Single-Shift
  Ss[150]
  Double-Shift
  Ds[200]
  Triple-Shift
  Ts[500]
  Planetary
  Pl[1000]
  Stellar
  St[3000]
  Cosmic
  Co[5000]
  Infinite
  In[∞]
  Wealth Ranks
  Rank
  Wealth
  Zero
  Destitute. On the streets and starving or begging.
  Alternately living in the wilds and hunting and scavenging.
  Terrible
  Poor. Only income is benefits or charity. Living in rented 
  rooms and probably struggling with the rent and bills.
  Bad
  Minimum wage income. Living in a rented apartment or 
  house share. Surviving from week to week, but unable to 
  afford luxuries. Uses public transport, or has a wreck of a car.
  Average
  Salaried income at the lower end of the scale. Owns a small 
  house, and can afford a few luxuries. Runs a second hand car.
  Decent
  Solidly middle class income. Owns a nice family house and 
  can afford regular luxuries and holidays. Runs a new car.
  Great
  Upper middle class. Has a profession rather than a job, or 
  possibly a small inheritance. Owns a large house and can 
  afford regular foreign holidays. Owns a new luxury car.
  World Class
  Upper class. Owns more than one house or owns a mansion. 
  Owns or runs a large business or a portfolio of small 
  businesses; or has inherited a title and lands.
  Fantastic
  Super-rich. Owns a number of large businesses or a major 
  corporation. Has multiple properties, possible a small 
  tropical island. Travels by yacht and corporate jet.
  Astounding
  Royalty. Owns a small country or equivalent. Lives in luxury.
  Wondrous
  Ultra-rich. Owns a mega-corporation or medium country, or 
  is a billionaire socialite.
  Phenomenal+
  Owns and rules a large country.
  Planetary+
  Owns and rules an entire dimension.
  
  131
  Karma Gains and Losses
  Deed
  Karma Gain/Loss
  General per-session award
  +25
  Prevent/interrupt minor crime*
  +5
  Prevent/interrupt major crime*
  +20
  Prevent/interrupt violent crime*
  +30
  Prevent/interrupt local conspiracy*
  +30
  Prevent/interrupt national conspiracy*
  +40
  Prevent/interrupt global conspiracy*
  +50
  Arrest perpetrators of crime*
  +½ gain for preventing crime (minimum +5)
  Rescue people*
  +20 per person (maximum +100)
  Defeat a villain*
  + rank value of villain’s best power/ability
  Permit a crime to occur
  -½ gain for preventing similar crime
  Commit a crime
  -2x gain for preventing similar crime
  Public humiliation/defeat
  -40
  Private humiliation/defeat
  -20
  Kill (accidentally or deliberately)
   – all remaining karma
  Allow someone to sacrifice themselves
  -50
  Making a personal commitment
  +5
  Failing a personal commitment
  -5
  General act of charity
  +10 to +40
  Use infamy to intimidate people
  -5
  *Shared between all involved
  Character Improvement Summary
  Improvement
  Requirements
  New Flexibility
  Perform a power stunt to use the flexibility 10 times  
  Improve Power Rank
  Push or ensure success with the power a number of times equal 
  to its current rank value
  Improve Ability Rank
  Push or ensure success with the ability a number of times equal 
  to its current rank value
  Create a Device
  Create a prototype and refine it 10 times
  Improve Wealth Rank
  Ensure success with feats of wealth a number of times equal to 
  half your current wealth rank value
  Improve Fame Rank
  Gain karma publicly a number of times equal to your current 
  fame rank value
  Gain a Speciality
  Study to use the speciality 10 times
  Gain a Contact
  Ensure success with feats of fame targeted at the same friendly 
  non-contact person 10 times
  
  132
  Material Strength Table
  Rank
  Examples
  Terrible
  Cardboard box
  Bad
  Glass window, Bottle
  Average
  Plasterboard wall
  Decent
  Internal door, Broom handle
  Great
  External door, Wooden wall, Chair
  World Class
  Concrete paving slab
  Fantastic
  Corrugated galvanised iron sheeting, Toughened safety glass
  Astounding
  Asphalt pavement, Brick wall
  Wondrous
  Steel plating, Iron girder
  Phenomenal
  Tank armour, Stone castle wall
  Single Shift
  Boulder
  Double Shift
  -*
  Triple Shift
  -*
  Planetary
  -*
  Stellar
  -*
  Cosmic
  -*
  Infinite
  -*
  * Your campaign may include fictional materials with this strength
  Speed Table
  Rank
  Example (Lands/Water)
  Examples (Air/Space)
  Terrible
  Child, Snake, Mouse
  Pigeon, Chicken
  Bad
  Adult, Bear, Cat, Kangaroo
  Swallow, Goose
  Average
  Wolf, Horse, Shark, Bicycle, 
  Town traffic
  Zeppelin
  Decent
  Antelope, Lion, Moped, 
  Motor boat
  World war one biplane
  Great
  Cheetah, Sailfish, Lorry,
  Motorway traffic
  Eagle
  World Class
  Van, Hovercraft
  Peregrine falcon
  Fantastic
  Speedboat
  Helicopter
  Astounding
  Jeep
  World war two fighter plane
  Wondrous
  Family car
  Modern propeller-driven 
  plane
  Phenomenal
  Rally car
  Passenger jet
  Single Shift
  Arrow, Generic sports car
  Speed of sound
  Double Shift
  Performance car
  Bullet
  Triple Shift
  Formula one car
  Modern hypersonic jet
  Planetary
  Jet propelled car
  Orbiting space shuttle, 
  comet
  Stellar
  Speed of sound
  Speed of light
  Cosmic
  Bullet
  Warp speed
  Infinite
  -
  Teleportation
  
  133
  Weight Table
  Rank
  Examples
  Terrible
  Toddler, Chair, Badger, Large cat
  Bad
  Child, Dog
  Average
  Full suitcase, Adolescent, Sheep
  Decent
  Washing machine, One adult
  Great
  Motorcycle, Two adults, Leopard
  World Class
  Grand piano, Three adults, Horse
  Fantastic
  Small car, Hippopotamus
  Astounding
  Lorry, Bulldozer, Private jet, Elephant, Dinosaur
  Wondrous
  Tank, Train locomotive, Fishing boat, Humpback whale
  Phenomenal
  Passenger jet, Space shuttle, Blue whale
  Single Shift
  Jumbo jet, House
  Double Shift
  Submarine, Passenger ferry
  Triple Shift
  Frigate, Nuclear reactor, Rocket
  Planetary
  Skyscraper, Aircraft carrier, Oil rig
  Stellar
  Mountain, Town
  Cosmic
  City, Moon
  Infinite
  Planet, Star
  Damage Table
  Rank
  Examples
  Terrible
  Stick*
  Bad
  Kitchen knife*, Dagger*, Falling one storey
  Average
  Baseball/cricket bat*, Hammer*, Machete*, Camp fire
  Decent
  Axe*, Sword*, Arrow, Falling three storeys
  Great
  Normal calibre pistol or rifle, House fire
  World Class
  Machine gun or sniper rifle, Blaster pistol or rifle, Falling five 
  storeys
  Fantastic
  Hand grenade, Ballista, Chemical fire
  Astounding
  Stick of dynamite, Siege catapult, Cannon, Heavy blaster,
  Falling ten storeys
  Wondrous
  Mortar shell, Rocket propelled grenade, Trebuchet
  Phenomenal
  Anti-tank shell, Falling twenty or more storeys, Immersion 
  in lava
  Single Shift
  Battleship shell, Starship mounted ion cannon
  Double Shift
  Cruise missile
  Triple Shift
  ICBM
  Planetary
  Nuclear warhead
  Stellar
  Anti-matter torpedo
  Cosmic
  Asteroid strike, Mass driver
  Infinite
  Supernova
  * Melee weapons may do more damage than listed above in the hands of a particularly 
  strong wielder. See the Combat chapter for more details.
  
  134
  Standard Power Parameters Table
  Rank
  Range
  Duration
  Zero
  -
  -
  Terrible
  Touch
  1 Round
  Bad
  Same Area
  1 Round
  Average
  1 Area
  2 Rounds
  Decent
  3 Areas
  3 Rounds
  Great
  5 Areas
  4 Rounds
  World Class
  7 Areas
  5 Rounds
  Fantastic
  10 Areas
  8 Rounds
  Astounding
  20 Areas (½ Mile)
  10 Rounds (1 Minute)
  Wondrous
  1 Mile
  1½ Minutes
  Phenomenal
  1½ Miles
  2 Minutes
  Single Shift
  2 Miles
  5 Minutes
  Double Shift
  4 Miles
  15 Minutes
  Triple Shift
  10 Miles
  1 Hour
  Planetary
  100 Miles
  1 Day
  Stellar
  10,000 Miles
  1 Week
  Cosmic
  1,000,000 Miles
  1 Year
  Infinite
  Infinite
  Forever
  
  Ze
  Te
  Bd
  Av
  Dc
  Gt
  Wc
  Fa
  As
  Wo
  Ph
  Ss
  Ds
  Ts
  Pl
  St
  Co
  In
  0
  2
  4
  6
  10
  20
  30
  40
  50
  75
  100
  150
  200
  500
  1000
  3000
  5000
  ∞
  01
  02-03
  04-06
  07-10
  11-15
  16-20
  21-25
  26-30
  31-35
  36-40
  41-45
  46-50
  51-55
  56-60
  61-65
  66-70
  71-75
  76-80
  81-85
  86-90
  91-94
  95-97
  98-99
  00
  Blunt 
  Melee
  Lethal 
  Melee
  Blunt 
  Thrown
  Lethal 
  Thrown
  Blunt 
  Proj
  Lethal 
  Proj
  Charge
  Trick 
  Shot
  Grapple
  Escape
  Breakout
  Snatch
  Catch
  Imterpose
  Dodge
  Slam?
  Stun?
  Kill?
  Ft
  Ft
  Ag
  Ag
  Ag
  Ag
  Ft/En
  Varies
  Ft
  Ft
  St
  St
  Ag
  Ag
  Ag
  St
  En
  En
  Miss
  Miss
  Miss
  Miss
  Miss
  Miss
  Miss
  Miss
  Miss
  Held
  Held
  Miss
  Hit
  No
  No
  Back
  Unc.
  Dying
  Hit
  Hit
  Hit
  Hit
  Hit
  Hit
  Slam?
  Miss
  Partial
  Partial
  Partial
  M/Brk?
  Damage
  Autohit
  -2 RS
  Down
  Stun
  Unc.
  Slam?
  Stun?
  Hit
  Stun?
  Hit
  Hit
  Slam?
  Hit
  Full
  Full
  Full
  S/Brk?
  Caught
  Yes
  -4 RS
  -
  -
  -
  Stun?
  Kill?
  Stun?
  Kill?
  Stun?
  Kill?
  Stun?
  Special
  Crush
  Free
  Free
  Snatch
  Caught
  Yes
  -6 RS
  -
  -
  -
  
SOURCE: textdata/thevault/Marvel Superheroes/Faserip.pdf