TEXT: HEROIC ABILITIES
  A Power Creation Plug-In for FUZION
  By Jason A. Dour
  Release II.1998.7.18
  LEGAL MUMBO-JUMBO
  Public Domain 1997, Jason A. Dour (jason++@dour.org).  Portions of text copyright by R. Talsorian Games, Hero
  Games, Jason A. Dour, Opal (opal@october.com), Alan Jackson (ajackson@iii.com), James Jandebur
  (james@javaman.to), Anthony Vargas, or Stanley A. Mitchell.  Champions, Hero System, Fantasy Hero, and
  Champions: The New Millennium are registered trademarks of Hero Games.  Fuzion is a trademark of Hero Games
  and R. Talsorian Games, Inc.  Fuzion is copyright 1996 by Hero Games and R. Talsorian Games, Inc.  All trademarks
  and copyrights used without expressed permission.  This file is meant for personal use only, as an addition to legally
  owned copies of R. Talsorian and Hero products – please respect the original developers and own the originals.  All
  comments, questions, problems, or praise to Jason A. Dour, at the above address.
  PROPS
  Hero Games is at the top of the Thank You List, for having created two great role-playing games: Hero System and
  Fuzion.  R. Talsorian Games also deserves thanks for Interlock and their work with Hero Games on Fuzion. Also,
  everybody on the Fuzion Mailing List (http://dour.org/jason/fuzion/) deserves big thanks.  Many of the list members
  provided me with a tremendous wealth of both Fuzion and Hero information and feedback that eventually found its
  way here.
  INTRODUCTION
  As we all know, Fuzion is a child-system of Hero and Interlock, trying to take the best of both to create an even better
  system.  While Fuzion may still be feeling growing pains, it still shows much of the beauty of its parent systems.  This
  plug-in was written to expand the capabilities of the base Fuzion Super Powers Plug-In as seen in Champions: New
  Millennium to a more robust level similar to the power rules of the Hero System.  Much of the mechanics of Hero have
  been ported directly over to Fuzion, while others have been altered.  The concept of Adders and Limiters as presented
  in Champions: New Millennium: Alliances has been expanded to include many of the Hero power modifiers.  Overall, Heroic
  Abilities is an attempt to give Fuzion the robust power creation capabilities of Hero – that is, until Hero Games and R.
  Talsorian come up with something better.  Until such time, the latest revision of this document will be available
  through the Heroic Abilities web page (http://dour.org/jason/rpg/heroic.abilities/).
  POWERS
  These Powers can be used to simulate any super-human abilities, whether they are magic, superhero’s powers, or innate
  alien abilities.  Nearly any ability can be created using one or more of these Powers, alone or in combination, to
  properly simulate character concept.  The Powers are broken down into categories: Attack Powers, Defensive Powers,
  Movement Powers, and so on.  Each power lists its cost in Power Points at the end of its description.  Powers marked
  with “END” cost Endurance to use, while Power marked with “NoEND” do not.  Powers that can be used at range
  have a maximum range of 10 m/y per Power Point spent on the power.  For example, a 10 point Attack Blast would
  have a maximum range of 100 m/y.
  
  ATTACK POWERS
  Attack Blast
  A character with this power can make a ranged Stun attack.  The exact nature of the attack
  must be determined when the power is purchased; it can be a lightning bolt, blaster bolt,
  laser, sonic wave, magic blast, dense fist tissue, gauntlets, or anything else. It does not even
  have to cause any Collateral or SDP damage. Attack Blast will affect the defense appropriate
  for its nature: SD for physical attacks and/or ED for energy attacks (if that optional Derived
  Characteristic is being used). Once again, this must be determined when the power is
  purchased and cannot be changed later.
  Cost: 1 point per 1D6; range of 10 m/y per point spent.  END
  Entangle
  This power can be used to restrain an opponent or create a barrier. An Entangle can be
  webbing, ice bonds, turning the ground to mud, or anything else the player can think of. An
  Entangled character can use his Strength or any other non-Focused attack to break out of the
  hold.
  Cost: 1 point per 1D6 of SDP; +1 point for +4 SD and +4 ED; +1 point for +3 KD and +3 EKD.
  END
  Find Weakness
  This power acts like a skill; it is the ability to strike at the weak points of a target's defenses. A
  successful Find Weakness Action against a Target Number of 20 will automatically cut the
  target's defenses in half.  This power can be used more than once on the same target, but
  each successive roll raises the Target Number by +2. If you miss a Find Weakness check on
  a target, you may not use Find Weakness on him again for that battle. Find Weakness is
  normally purchased for a single kind of attack. Find Weakness does not use any
  Characteristic when making a skill check; it is resolved by rolling 3D6 and adding that to the
  Find Weakness skill.
  Cost: 2 points for a base value of 10; +1 point for each +1 to your roll; +1 point to use Find Weakness on
  a specific group of related attacks; +2 points to use it on all attacks.  NoEND
  Hand Attack Blast
  Hand Attack Blast has a similar function to Attack Blast.  However, it has no range, and the
  user may complement the Power’s damage with Strength.  As with Attack Blast, the nature of
  the attack and the type of damage it causes must be determined when the Hand Attack is
  purchased.  Hand Attack may only be used in Hand-To-Hand combat.  Strength may be used
  to add to the damage done by the Hand Attack, up to double the number of dice originally
  dealt by the Hand Attack.  For example, a character with Strength of 8 may use her 4d6
  Hand Attack as a 5d6, 6d6, 7d6, or 8d6 Hand Attack by adding her Strength.  Should the
  Hand Attack be an 8d6 attack, then she could use it anywhere from 8 to 16!
  Cost: 1 point per 1D6.  END
  Telekinesis
  A character with this power can manipulate objects at a distance and exert Strength at range.
  This TK Strength is separate from the character's Strength, and is defined when this power is
  purchased. TK can be used to punch or squeeze, but there is no action/reaction with this
  power; a character could not use his TK to grab a flying character and be dragged along, for
  example.  TK can also move objects at a speed equal to what could be moved at that STR
  level normally ( ¼ of maximum weight for that Strength).
  Cost: 3 points per 2 points Telekinetic Strength.  END
  
  DEFENSIVE POWERS
  Note: Any power that gives your character Killing Defense can be defined as giving your character Stun Defense
  instead. This must be determined when the power is purchased. If Energy Defense is being used, then Armor, Force
  Field, and Force Wall provide an amount of Energy Killing Defense equal to the Killing Defense provided. If such
  powers are defined as providing Stun Defense, then they also give an additional amount of Energy Defense equal to
  the Stun Defense provided.  Remember: you will always use the highest value of either Stun Defense or Killing
  Defense (respectively) in combat.
  Armor
  With this Power the character has some kind of inherent physical defense against Killing and
  Stun Attacks; thick skin, armor plates, et cetera. Armor does not need to be "turned on"; it is
  always in effect – also known as a Persistent Power.
  Cost: 1 point for +2 Killing Defense.  NoEND
  Damage Reduction
  Characters with this Power are tougher than normal; only part of any damage that gets
  through is applied to their STUN or HITS.  Damage Reduction must be purchased separately
  for each type of attack (Physical, Energy, or Mental).  When a character is hit by an attack, he
  applies his defenses normally.  If the Damage Reduction applies to the attack, the character
  reduces the remaining damage by half.  This power works versus both Stun and Killing
  Attacks.
  Cost: 6 points for 50% Physical, Energy, or Mental Damage Reduction.  Add half the cost of this power to
  the Defensive X value for purposes of Rule of X calculations.  NoEND
  Damage
  Resistance
  This Power allows a character to use some or all of her normal SD and/or ED against Killing
  Damage.  This doesn't add to the character's defenses, it just enables her to use her existing
  defenses against Killing Damage.
  Cost: 1 point for +4 resistant SD and +4 resistant ED, only to original SD and ED values.  No END
  Danger Sense
  This power gives a character a "sixth sense" about danger. At its most basic level, Danger
  Sense will prevent the character from being surprised in combat, while at more powerful
  levels, Danger Sense can alert the character to any threat to his person, or even his world.
  Normally, Danger Sense just gives the character the "feeling" of being in danger. If the hero
  reacts, he is allowed his full DV; he could also attempt to dive clear of a trap, etc. If the
  characters rolls 12 more than he needs to succeed, the true position and type of danger are
  known.  Danger Sense checks are made automatically, at the request of the GM. The
  character must make a successful Danger Sense check against a target number of 20.
  Cost: 2 points for a base value of 10; +1 point for an additional +1 to your roll.; +1 point to have the
  power work out of combat against attacks he could normally sense; +1 point to allow the power to work
  against any attack; +1 point to sense danger in the immediate area; +1 point to sense danger in the general
  area; +1 point to sense danger over any area.  NoEND
  Deflection–
  Reflection
  A character with this power can block and possibly redirect incoming ranged attacks.
  Deflection–Reflection will not affect any Mental Powers, nor can they be used to block area-
  of-effect or explosion powers.  The Block is made as per the normal blocking rules; use the
  character's Dexterity plus any Skill Levels with Deflection he might have. To Reflect an
  attack, first make a successful Deflection, and then a standard to-hit roll against the target.
  Each Deflection roll made after the first adds an additional 2 points to the Difficulty.
  Cost:  1 point to deflect thrown objects; 2 points to deflect the former as well as arrows and projectiles; 3
  points to deflect the former as well as bullets and shrapnel; 4 to deflect the former as well as all other ranged
  attacks; +4 points to reflect the attack back at the attacker; +6 points to reflect the attack back at any
  target.  No END
  
  Flash Defense
  This power lessens the effect of a Flash attack. Each point of Flash Defense subtracts one
  Phase from the duration of a successful Flash attack.  Flash Defense only affects one sense
  group; to cover other senses, the points from this power must be allocated among the sense
  groups as desired.
  Cost: 1 point for 5 points of Flash Defense.  No END
  Force Field
  This power creates a field around the character that can absorb damage.  A Force Field
  provides defense against Killing Attacks.
  Cost: 1 point for 4 points of Killing Defense.  END
  Force Wall
  Force Wall provides the ability to project a barrier at a distance. This barrier acts like a wall
  and has SDP.  A Force Wall may or may not have Stun Defense, Killing Defense, and/or
  extra area. A Force Wall will stop damage as per a normal wall. However, if the wall's SDP is
  reduced to zero or below, the Force Wall is destroyed and must be re-erected.  For extra
  cost, the Force Wall may survive being breached by an attack or character and exist as long as
  Endurance is spent on maintaining it.  A Force Wall can also be used to support a weight
  equal in Strength to the number of points invested in SDP dice and Defenses. Example: a 3
  point Force Wall could be used to support 100kg.
  Cost: 1 point per 1d6 of SDP in a wall 2 m/y wide; +1 point for +4 SD and ED; +1 point for +3 KD
  and  EKD; +1 point for +4 m/y width; +4 points to not be destroyed when breached by an attack or
  attacker.  Minimum SDP is 1d6.  END
  Invulnerability
  Invulnerability allows a character to be undamaged by attacks composed of one specific type
  of special effect.  For example, the character could be invulnerable to Fire-based attacks, Ice-
  based attacks, Sonic-based attacks, et cetera.  The type of Invulnerability must be defined
  when the Power is purchased.  The GM makes final decisions about whether or not the
  defined special effect is proper.
  Cost: 8 points for Invulnerability to attacks of one special effect. Add two points to the Defensive X value for
  purposes of Rule of X calculations.  NoEND
  Knockback
  Resistance
  A character with this power takes reduced Knockback from attacks. Each point of
  Knockback Resistance subtracts 5 m/y of Knockback from all attacks.
  Cost: 1 point for -5 m/y of Knockback.   NoEND
  Lack Of Weakness
  It is much harder to spot a weakness with Find Weakness on a character with this power.
  Each point of Lack of Weakness adds to the Target Number for Find Weakness Skill Checks.
  Cost: 1 point to raise the Target Number of Lack of Weakness Rolls against the character by 5.  NoEND
  Life Support
  This power allows the character to operate in unfriendly or deadly environments without
  harm.
  Cost: +1 point to breath in a single unusual environment (water, methane, et cetera); +2 points for fully self-
  contained breathing; +1 point for no need to eat, excrete, or sleep; +1 point to be safe in a single hazardous
  environment (vacuum, high-pressure, high radiation, intense heat, intense cold, et cetera); +1 point to have a
  single immunity (disease, aging, et cetera).
  Power Defense
  A character with this power is especially resistant to Drain, Transfer, and Transform attacks.
  Subtract the character's total Power Defense against any incoming offensive Adjustment
  power before dividing the Attack's die roll.
  Cost: 1 point per 5 Power Defense.  NoEND
  
  MENTAL POWERS
  Mental Powers are all based on the character’s mental rather than physical abilities.  They directly affect the target’s
  mind, ignoring conventional defenses.  Mental Powers are targeted with the mind, using Willpower + Use Skill to
  target instead of Reflexes or Dexterity.  All Mental Powers are invisible to character’s who don’t possess either a
  Mental Power or Mental Awareness.  However, any target of the Mental Power can sense the source of the attack and
  the identity of the attacker.  The identification occurs immediately for Mental Attack and Mind Scan – for the other
  Mental Powers, it is evident after the Power is no longer affecting the target.
  Mental Attack
  This Power represents the ability to directly attack another mind.  Mental Attacks are Stun
  only, have no effect on inanimate objects, and have no Knockback or Stun Rollover.
  Cost: 2 points per 1D6 damage.  END
  Mental Defense
  Characters who are resistant to Mental Powers use this Power.  A character with Mental
  Defense can resist some of the effects from Mental Attack, Mental Illusions, Mind Scan, and
  Telepathy.
  Cost: 1 point per 5 Mental Defense.  NoEND
  Mental Illusions
  The ability to project illusions directly into the target's mind.  These illusions seem real to the
  target and can even do damage.  The subtler the illusion, the more likely it is to affect the
  target.  The final effect rolled is modified by the following conditions: Target takes Stun, -10;
  Target takes Killing, -20.  Once effect is totaled, compare it to the following resolution chart:
  Effect >= Resistance                  Attacker can make cosmetic changes to setting.
  Effect >= Resistance + 10          Attacker can make major changes to setting.
  Effect >= Resistance + 20          Attacker can completely alter the setting.
  Effect >= Resistance + 30          Target no longer interacts with real environment.
  Cost: 1point per 1D6 of effect. For every 1 point spent on the illusion, you may do 1D6 Stun.  For every 3
  points you may do 1D6 Killing.  END
  Mind Control
  This power can take control of a character's mind, and thereby his actions.  Once again, the
  subtler the control, the more likely it is to affect the target.  Effect Modifiers are as follows:
  Target does no remember, -10; Target remembers and considers natural, -20.
  Effect >= Resistance                  Target will perform action she is inclined to do anyway.
  Effect >= Resistance + 10          Target will perform actions she wouldn’t mind doing.
  Effect >= Resistance + 20          Target will perform actions she is normally against doing.
  Effect >= Resistance + 30          Target will perform any actions.
  Cost: 1 point per 1D6 of effect.  END
  Mind Link
  This variation of telepathy sets up a two-way mental link, within the area of one planet,
  allowing instant mental communication.  Both ends of the link must be willing in order for a
  Mind Link to be established.
  Cost: 1 point for one specific mind; +1 point for a related group of minds, one at a time; +1 point for any
  one mind; +1 point for x2 the number of minds; +1 point for any distance; +1 point for any dimension.
  NoEND
  
  Mind Scan
  The ability to establish a line of sight to a target via your tremendous mental powers.  The
  line-of-sight is a two-way connection; the target will know where the attacker is and can use
  Mental Powers to defend himself.  The attacker takes a -2 for every multiple of 10 minds
  within the target area.
  Effect >= Resistance             Attacker can establish Mind Link or use the first level of
  Telepathy.  Attacker also knows direction towards Target.
  Effect >= Resistance + 10           Attacker can use all Mental Powers on target, and can
  estimate a general distance to Target.
  Effect >= Resistance + 20          Attacker can attack will all types of attacks, and knows the
  exact location of Target.  Non-mental powers must be
  within range.  Targets get the same benefits as the attacker.
  Cost: 1 point per 1D6 of effect.  END
  Telepathy
  This power allows the character to read or send thoughts.  Surface thoughts are relatively
  easy to read; deeper thoughts or the subconscious take quite a bit more effort to reach.
  Effect >= Resistance                  Can read or send surface thoughts.
  Effect >= Resistance + 10          Can read deep, hidden thoughts.
  Effect >= Resistance + 20          Can read into Target’s memory.
  Effect >= Resistance + 30          Can read into Target’s subconscious.
  Cost: 1 point per 1D6 of effect.  END
  
  MOVEMENT POWERS
  Movement Powers are those Powers which help the character get from place to place. All characters start with running,
  sprinting swimming, and a running leap. These movement powers can supplement those starting values, or add new
  modes of movement.
  There are two types of movement: a Run (or Combat Movement) and a Sprint (or Non-Combat Movement). The
  former involves ducking, weaving, and watching out for enemy attacks. It is normally equal to two times your current
  Movement Characteristic (in m/y). A character has no penalties to his AV/DV when Running.  A character may also
  move as fast as he can, in a Sprint (aka Non Combat Movement). This has the advantage of increasing the character's
  running speed, but halving his AV/DV at the same time. Your basic Sprinting speed is calculated when you create your
  character, and is normally 3 times your current Movement (in m/y)
  A character can also increase his non-combat speed by buying Non-Combat Multiples (NCMs) for Movement. Each
  NCM costs 1 point and doubles the non-combat speed of a specific type of movement. Example: Speeder has a
  MOVE of 20, giving him a Sprint (Non-Combat Move) of 60 (or three times his MOVE). He decides to buy two levels
  of non-combat movement multiples for his Sprint. His non-combat move jumps to 120 (60x2), then 240 (120x2).
  Clinging
  This power allows the character to cling to walls and sheer surfaces and move on them as if
  they were level. A character with Clinging subtracts 1D6x2 in meters of Knockback, so long
  as he is in contact with a level surface. Moving along a surface is always at your normal
  Running movement.
  Cost: 2 points for Clinging. NoEND
  Extra-Dimensional
  Movement
  This Power is the ability to travel from one dimension to another.  The base version allows
  the character to transport himself to a single other location in another dimension; this
  location must be chosen when the Power is purchased.  Advanced versions of this Power
  allow the character to transport himself to related groups of dimensions, to any place in any
  dimension, or even through time.  These additional abilities must be purchased for the
  Power.  Normally, a character with EDM can only move himself and his clothing – this can
  also be increased.
  This Power is extremely tricky, and can be difficult to use in a campaign setting.  The GM
  should regulate EDM in some fashion, otherwise it will be used whenever the characters get
  into trouble.  At the very least, EDM should be unreliable – if the character misses a Skill or
  Activation Roll, he should be transported off course to another dimension/time.  EDM
  works best when used by the GM when it fits his plans; otherwise, it should be strictly
  controlled.
  Cost: 4 points to transport to a single dimension; +2 points for a related group of dimensions; +4 points for
  any dimensions; +4 points to travel through time; +1 point for x2 mass able to be transported.  END
  Faster-Than-Light
  Travel
  This movement power allows the character to travel faster than light in space, but not in
  atmosphere or planet surfaces. Life Support works well with this power.
  Cost: 2 points for the ability to travel 1 Light Year (LY) per year; 3 points to travel 8 LY per year (about
  two a season); 4 points to go 32 LY per year (about one a week); 6 points to travel 1000 LY per year
  (about 3 LY a day).  NoEND
  Flight
  With this the character can fly through the air. With Flight, the character can hover in place,
  gain altitude, et cetera. Flight Movement is not derived from your regular MOVE and begins
  at 0. A character may make a Sprint of 1.5x his Flight Movement.
  Cost: 1 point per 5 m/y of Flight Movement.  END
  
  Gliding
  A character with this power can glide through the air. A Gliding character has some control
  over his movement but not the total control provided by Flight. A Gliding character must
  drop 2 m/y per Phase to maintain his forward Gliding Velocity. Gaining altitude is under the
  GM's control.  For example, doing it slowly by using thermals is usually easy; strong winds
  might make it easier still. Gliding Movement is not derived from your regular MOVE and
  begins at 0. A character may make a Sprint of 1.5x his Gliding Movement, but will fall at 4
  m/y per Phase instead of 2 m/y.
  Cost: 1 point per 10 m/y of Gliding Movement.  NoEND
  Running
  A character with this power can run faster than normal. It does NOT add directly to the
  character's MOVE characteristic. Instead, Running increases the character's figured Run and
  Sprint stats.
  Cost: 1 point per +5 m/y of extra Running and +7.5 m/y of extra Sprint.  END
  Superleap
  This power supplements a character's natural leap.
  Superleap Cost: 1 point per 10 m/y of extra Leaping.  END
  Supersonic Flight
  This power allows a character to fly (non-combat only) at Mach speeds (>1200 km/h).
  Acceleration is at a rate of 300 km/h per phase.
  Cost: 2 points for each Mach level.  Supersonic Flight may be used up to Mach 4 in atmosphere.
  END/100km traveled.
  Surface Float
  This power allows movement on any surface. With this power, a character with increased
  mass could walk without leaving holes in the concrete, or a high-speed character could run
  on water.  Combined with clinging, the character could run up a waterfall!  Characters using
  this power will not leave footprints but, at GM's discretion, will leave a scent trail and set off
  pressure plates.  Also, any character using this power will take Knockback as though he were
  flying.
  Cost: 2 points. NoEND
  Swimming
  This power allows the character to swim faster than normal. It does NOT add directly to the
  character's MOVE characteristic. Instead, Swimming increases the character's figured Swim
  characteristic.
  Cost: 1 point per 10 m/y of Swimming Movement.  END
  Swinging
  A character with this power can swing great distances from a line. The character can also
  swing up to a certain location by attaching a line. To use Swinging the character must be able
  to attach his swinglines to high buildings, trees, cliffsides, or other high things.  Swinging
  starts at a 0 move.
  Cost: 1 point per 10 m/y of Swinging Movement.  NoEND
  Teleportation
  A character with this power can disappear from one point and appear at another without
  traveling in-between. He can prepare one extra phase to teleport 2x his base distance; this
  distance can be increased by purchasing Non-Combat Multiples. He may also increase the
  amount of mass he can take with him.
  Cost: 1 point per 5 m/y of Teleport; +1 point per x2 Distance (requires an extra Phase to use); +1 point
  per x2 his Mass (requires an extra Phase to use); 1 point per 5 memorized locations; 1 point per 1 floating
  location (i.e. a location that can be changed by taking at least one Round to memorize a new location).
  
  Tunneling
  Tunneling allows the character to move through the ground by creating a tunnel roughly his
  own size. The tunnel is normally left open behind the character; closing it is an option, listed
  below. Tunneling begins at a 0 Move. This distance can be increased by purchasing Non-
  Combat Multiples.
  Cost: 1 point per 2 meters of Tunneling through a DEF of 1. +2 DEF for +1 point; fill tunnel in behind
  you for +2 points.  END
  
  ADJUSTMENT POWERS
  Adjusting a Fuzion Characteristic or Power is done in multiples of 5; you must roll at least 5 points on your dice to
  have any effect. The Characteristic that the Adjustment Power affects must be chosen when the power is purchased.
  Example: Draino hits Strongman with his amazing Strength Drain power; Draino rolls his 5D6 and comes up with a total of
  17. 17/5 is 3 and some fraction. Draino drops the fraction, and Strongman subtracts three points from his Strength.
  Power or Characteristic points gained or lost via an Adjustment Power return to their previous value at the rate of 1
  Power or Characteristic point a Round. This rate can be adjusted up the Time Table (see Using Your Skills) for the
  cost of 1 point per die per step. Thus, to have a Drain that returns at 1 point per hour would be 4 steps up the Time
  Table, for a total of 4 points per die.
  Absorption
  The ability to absorb part of an attack and increase your own power. This does not act as a
  defense. To determine the power of an attack, count the number of dice rolled. To determine
  your Absorption threshold for that round, roll the number of dice indicated. Absorption
  effects will fade at a rate of 1 level per Round.
  Cost: 1 point per 1D6 of Absorption threshold versus a single Power.  For any Power within a certain
  special effect, +1 point.  For all Powers, +4 points.  NoEND
  Aid
  The ability to temporarily raise your (or someone else's) Characteristic or Power. If Aid raises
  Characteristic above its starting value, the additional Aid will fade at a rate of 1 level per
  Round. Aid that restores a Characteristic to its normal levels does not fade. The maximum
  number of points that can be added through Aid is equal to the highest value that could be
  rolled on the die in one roll.
  Cost: 2 points per 1D6 of effect versus a single Power; No Range. For any Power or Characteristic within a
  certain special effect, +1 point.  For all Powers and Characteristics, +4 points.  END
  Dispel
  Dispel is essentially a one-time all-or-nothing Suppress.  The mechanic is the same, except
  that the roll must be equal to five times the total point cost of the affected Power – the target
  Power is either wholly neutralized or there is no effect whatsoever.  This is mainly used to
  interrupt Powers that have lengthy preparation times (i.e. spells), or otherwise can be
  interrupted before they are used.  A character may use Dispel to thwart an incoming attack,
  but only if they have an Action available.
  Cost: 1 point per 2d6 of effect against a single Power. For any Power within a certain special effect, +1 point.
  For all Powers, +4 points.  END
  Drain
  The ability to temporarily lower one of your target's Characteristics or Powers. Drain effects
  will fade at a rate of 1 level per Round.
  Cost: 2 points per 1D6 of effect against a single Characteristic of Power; No Range. For any Power or
  Characteristic within a certain special effect, +1 point.  For all Powers and Characteristics, +4 points.
  END
  Suppress
  This adjustment power can wholly neutralize another character's Powers or Characteristics.
  To use Suppress, a standard Attack Roll is made against the target.  If the attack hits, then the
  Suppress dice are rolled.  For every 5 pts of effect rolled, reduce the target's appropriate
  Power or Characteristic by 1.  The target's affected Power or Characteristic remains
  Suppressed as long as the attacker continues to pay Endurance for the Suppress.  This
  normally only applies to a single Power or Characteristic; the target Power or Characteristic
  must be chosen when the Suppress Power is purchased.  Additional powers and groups can
  be added for extra cost.
  Cost: 1 point per 1d6 of effect for use against a single Power or Characteristic For any Power or
  Characteristic within a certain special effect, +1 point.  For all Powers and Characteristics, +4 points.
  END
  
  Transfer
  The ability to temporarily lower one of your target's Characteristics and Powers, and transfer
  it to one of your Characteristics or Powers.  The Characteristic or Power lowered does not
  have to be the same as the Characteristic or Power increased. Transfer effects will fade at a
  rate of 1 level per Round.
  Cost: 3 points per 1D6 of effect against a single Power or Characteristic; No Range. For any Power or
  Characteristic within a certain special effect, +1 point.  For all Powers and Characteristics, +4 points.
  END
  Transform
  The Transform Power allows a character to change a target into something else.  The
  character must decide what the Target is and what the Result will be when the power is
  purchased – this cannot be changed later.  All Transform Targets and Results must be
  approved by the GM.
  To use Transform against a living Target, a standard Ranged Attack roll is made.  If
  successful, the Transform dice are rolled and the result is divided by five, dropping fractions.
  If the target has Power Defense, that is subtracted from the transform total.  If the resulting
  total is twice the target's Body or greater, then the target is transformed.  Against an
  inanimate object roll the dice and compare it to the target's SDP.  If the total is equal to or
  higher than the SDP rating, it is transformed.  In either case, if the transform total is not
  higher, nothing happens.  When the transform occurs, the attacking character must define
  one of two ways for the target to transform back into original form: either the target may
  "heal" double their Body stat at Recovery/5 per day, or a specific condition must be set and
  met (i.e. getting kissed by a princess).
  Transform is usually all-or-nothing.  This power may be made Cumulative for extra cost.
  When using a Cumulative Transform, the process is the same, only the attacker keeps track
  of how much effect each attack has had, and once the total reaches either the SDP rating or
  twice the Body rating, the transform occurs.  Additional Target and Result options may be
  purchased at additional cost.
  Cost: 2 point base cost, plus 1 point for every 1d6 of effect.  Cumulative Transform costs +2 points.  A
  limited class of Targets costs +1 point.  A limited class of Results costs +1 point.  For any target, +4
  points.  For any result, +4 points.  END
  
  BODY MANIPULATION
  The Body Manipulation group covers Powers that allow the character to alter their form, morphology, or physical
  essence in some way.
  Desolidification
  Allows characters to become insubstantial and walk through walls and ignore attacks. A
  character buying this power must choose the special effects of a reasonably common group
  of attacks that will affect him while he is desolid. Mental Attacks still affect the character
  unless he buys extra points of this power.  The character may not interact with solid objects
  or people while desolid; if the character wishes to, then they must buy the desired power with
  the Affects Solid Power Modifier.
  Cost: 8 points to become desolid; +4 points if it affects Mental Powers as well; -4 points if the character’s
  body must be left behind (such as “Astral Projection”).  END
  Extra Limbs
  A character with this power has one or more extra limbs. These limbs can be extra arms, a
  prehensile tail, or anything else. Extra Limbs have no direct effect on combat, but can have
  other uses in the game.
  Cost: 1 point for any number of extra limbs.  NoEND
  Instant Change
  A character with this power can instantly change from one identity to another and back again.
  Cost: 1 point for the ability to change to a single identity/costume; 2 points to change to any set of
  identities/clothes.  NoEND
  Internal Spaces
  Characters with this power have spaces within their bodies, clothing, or armor (with the
  Focus limitation).  Objects or creatures placed inside these 'pockets' gain the benefit of all the
  character's defenses. Internal spaces can be larger than the character for extra cost.  Also for
  extra cost, the mass of anything carried within can be ignored – otherwise, everything placed
  in the space must be carried by the character’s Strength.  Internal spaces can be used to
  engulf a victim, using the same modifiers as a Grab.  The victim may break out using a
  method specified when the power is bought.  Attacks from within still must go against the
  character's defenses, of course.  Damage Shields can be activated inside internal spaces to
  affect victims within, if desired, but the victim cannot be squeezed, thrown, or the like.
  Characters held in internal spaces are protected by their captor's defenses and are effectively
  out of line of sight.  However, it is usually difficult to attack the captor without hurting those
  held within (-2 or -4 AV), especially if the space is not large.  If the space is not protected by
  the character’s defenses, other Defensive Powers may be purchased up to a level lower than
  that of the character, specifically to protect the space, and with the –4 point Power Modifier
  “Only For Protecting Internal Space.”
  Cost: For 1 point, enough space to carry what could fit in the pockets of normal clothing or a small backpack
  is created.  For 2 points, 1 m/y.  The m/y of internal space can be doubled for 1 point.  For the character to
  ignore the volume necessary to contain the space, +2 points.  For the mass carried in the space to be ignored,
  +2 points.  If the space is not to be protected by the character’s defenses, -2 points.  NoEND
  
  Metamorph
  Metamorph is a group of various abilities that cover several different areas of body
  manipulation.  Each type of manipulation has its own effect on the character, and by
  purchasing them singly or in combination, the character can simulate a broad range of
  metamorph abilities.  Characteristic values may not be reduced below 1.  Purchasing levels
  for reduced areas for use only when the character’s metamorph powers are used may offset
  any penalties inherited from metamorph abilities.
  Composition
  A character with this ability can alter their physical abilities by changing their basic
  morphology.  The character may shift points from one Characteristic to another, allowing a
  character to sacrifice strength for speed, et cetera.  If the character does not wish to use all of
  their points for whatever reason, then those points will remain unused until the character
  chooses to re-allot the points again.  Extra points may also be purchased to be allotted to
  Characteristics when using this Power, should the character wish either to not shift points, or
  to shift as well as use the additional points.
  Cost: For 2 points, the character may shift only additional metamorph points into Characteristics in one of
  either the Combat or Physical Characteristic Groups – the group that is affected must be chosen when the
  Power is purchased.  For 4 points, the character may shift existing Characteristic points between
  Characteristics of one of the two groups as well as use any additional metamorph points – as before, the
  affected group must be chosen when the Power is purchased.  For 6 points, the character may shift points in
  both Characteristic Groups as well as shift any additional metamorph points.  All point shifts immediately
  affect Derived Characteristics. For the purposes of this Power, the Movement group is considered to be part of
  the Combat group. Additional metamorph points are 1 point each.  END
  Mass/Density
  This metamorph ability allows the character to alter her body’s mass, growing either heavier
  or lighter, depending on which type of level is purchased. This ability does not affect the
  character’s size – levels of metamorph size need to be purchased to do so.  For realistic
  mass/size ratios, one level of mass metamorph should be used for every one level of size
  metamorph.
  Cost:  1 point per level.  When purchasing levels, the level should be specified for use as either Increasing or
  Decreasing.  Increasing gives the following per level: x2 Mass; +5 Hits; +5 Stun; +2 SD; +2 ED; -2 m/y
  Knockback; -1 Movement (affects Run, Sprint, Leap, and Swim).  Decreasing gives the following per level:
  x½ Mass; -5 Hits; -5 Stun; -2 SD; -2 ED; +2 m/y Knockback; +1 Movement (affects Run, Sprint,
  Leap, and Swim).  END
  Shape
  A character with this power can change his outer form and appearance without altering
  his/her powers or basic physical abilities.  The extent of the character’s ability depends on
  how many points are spent.
  Cost: 2 points: Single shape; 4 points: any group of shapes (cars, furniture, humanoid, et cetera); 6 points:
  any shape of the same mass.  END
  Size
  Size metamorphs may change their size, either bigger or smaller than normal, depending on
  which type of level is purchased.  This ability does not affect the character’s mass -- levels of
  metamorph mass need to be purchased to do so.  For realistic size/mass ratios, one level of
  size metamorph should be used for every one level of mass metamorph.
  Cost: 1 point per level.  When purchasing levels, the level should be specified as Increasing or Decreasing.
  Increasing gives the following per level: +1 Strength; +1 Movement (affects Run, Sprint, Leap, and Swim); -
  1 DV; +1 to Perception rolls made against the character.  In addition, every three levels of increase gives x2
  Height, Width, and Reach.  Decreasing gives the following per level: -1 Strength; -1 Movement (affects Run,
  Sprint, Leap, and Swim); +1 DV; -1 to Perception rolls made against the character.  In addition, every
  three levels of decrease gives x½ Height, Width, and Reach.  END
  
  Multiple Forms
  A character with this power can create multiple forms of herself.  Normally, the character is
  in one form or another, and cannot have multiple forms existing at the same time.  The
  ability to have the forms exists concurrently is an option, thus allowing a character to
  duplicate herself.  These forms start off with the same number of Characteristic, Option, and
  Power Points – afterwards, each non-duplicate form develops independently.  Each form is
  as free-willed as the original character.  The player runs each form separately.  Each form
  may vastly differ from the others, so a separate character sheet should be maintained for each
  form of the character.  Duplicate forms are normally exact replicas of one another, however
  duplicates can be allowed to differ for extra cost.  If the power allows for only one form at a
  time, changing from one form to another takes an Action.  If the power allows duplication,
  spawning or rejoining one of the forms takes an Action.  When rejoining duplicate forms, the
  final form will have Stun, Hits, Endurance, Charges, and Endurance Reserve values averaged
  from all of the forms' current values.  Note, when this power is used for duplication, and one
  of the forms dies, then that form (and thus the points spent on it) are lost forever – the
  character does not die as it would with the base Multiple Forms Power.
  Cost: 6 points for Multiple Forms ability; +2 points for each form, excluding the base form; +2 points for
  exact replica duplication ability; +4 points for differing forms duplication.  All forms must pay for the
  equivalent Multiple Forms Power.  NoEND
  Regeneration
  Characters with this Power heal faster than normal.  Normally, Hits are recovered at the rate
  of Recovery per day (or longer, at the GM's discretion).  Regeneration happens automatically,
  even if the character is unconscious, though Regeneration normally stops when the character
  is dead.  For extra cost, the character may optionally heal without scarring or disfigurement,
  regenerate missing organs/limbs, continue to heal despite harsh environments or exertion,
  and regenerate from death.  If regenerating from death, a common circumstance or set of
  circumstances must be defined that will stop the process (i.e. beheading the corpse).
  Cost: 1 point for every level up the Time Chart until 1 Minute; +3 points per level above 1 Minute; +1
  point to heal without scars; +2 points to regenerate lost limbs or organs; +4 points to regenerate from death;
  +2 points to regenerate ignoring harsh environments or exertion.  No END
  Stretching
  A character with this power can stretch parts of his body, attack at range (2 m/y per point
  spent) and reach for things at long distance. It may also be used as a means of movement,
  stretching the body to length, and then shortening it again to be at the target location.
  Cost: 1 point for 2 m/y (4 m/y of non-combat) Stretching.  END
  
  SENSES & SENSORY ENHANCEMENT
  These powers give a character the ability to sense things beyond the range of normal human senses. A character can
  buy several Enhanced Senses to reflect a wide array of senses. For ease of organization, all the senses have been
  grouped into Sense Groups. These groups can also affect some of the other powers, like Darkness and Flash Attacks.
  Sense Groups are as follows:
  • Sight: Normal Sight, Infrared Vision, Ultra-Violet Vision
  • Hearing: Normal Hearing, Ultrasonic Hearing, Sonar
  • Radio: Radio Listen & Transmit, High Range Radio Hearing, Active Sonar
  • Smell/Taste: Normal Smell, Tracking Scent, Normal Taste
  • Touch: Normal Touch
  • Unusual Senses: Spatial Awareness, N-Ray Vision, Clairsentience
  • Mental: Mental Awareness.
  360 Degree Sense
  The character can make a Perception check against any point around him; this makes it much
  more difficult to surprise the character.
  Cost: 1 point for a single sense; 2 points for one Sense Group; 5 points for all Senses.  NoEND
  Clairsentience
  This power makes one of the character's senses (usually normal sight) work at a distance. It
  generally works as if the character were standing some distance away from his current
  position. The maximum range the character can project his senses is the points spent on the
  power x 50 m/y.
  Cost: 4 points gives you a PER Roll with one sense, +1 point per additional Sense; +2 points per additional
  Sense Group. See in the future is +4 points; See into the Past is +4 points; See into other dimensions is +4
  points; Double Range for +1 point.  END
  Detect
  This is a type of detection the character can define.  A normal Detect requires a simple
  Action to use, uses the character's base Perception roll, and has no range.  Detect will
  indicate the presence of the target subject/subtance with a Perception Check.
  Cost: 1 point for a Detect.  The target subject/substance must be defined when the Power is purchased.
  NoEND
  Discriminatory
  Sense
  The character can make a Perception check to absolutely identify and analyze an object with
  a certain sense.
  Cost: 1 point for use with one sense.  2 points for use with a sense group.  NoEND
  Enhanced
  Perception
  The character’s senses are extremely acute, providing a bonus to Perception rolls when using
  that sense.
  Cost: +4 with one sense for 1 point; +2 with a sense group for 1 point.  NoEND
  High Range Radio
  Hearing
  The character can hear and transmit up and down the radio and television communications
  bands.
  Cost: 2 points.  NoEND
  Infrared Vision
  The character can see heat patterns and traces. The character has normal Perception checks
  at night but can only perceive outlines of people and objects. Cold objects will be very dark
  while hot things may be blinding-bright.
  Cost: 1 point.  NoEND
  
  Mental Awareness
  The character can sense the use of Mental Powers. A character with this sense can "see" both
  the user and the target of Mental Attacks that are used in the character's line of sight.
  Cost: 1 point.  NoEND
  Microscopic Vision
  The character can view nearby objects at 10x magnification. This power may be purchased
  more than once; the second time allows 100x magnifications, the third time 1000x, etc.
  Cost: 1 point per level.  NoEND
  N-Ray Vision
  The character can make normal sight Perception checks through most materials. The
  character must define a reasonably common substance that his N-Ray Vision cannot see
  through.
  Cost: 4 points.  NoEND
  Normal Hearing
  Standard plain hearing.
  Cost: 0 points.  Treat as a 5 point Power for purposes of Adjustment Powers.
  Normal Sight
  Standard plain sight.
  Cost: 0 points.  Treat as an 8 point Power for purposes of Adjustment Powers.
  Normal Smell
  Standard plain smell.
  Cost: 0 points.  Treat as a 3 point Power for purposes of Adjustment Powers.
  Normal Taste
  Standard plain taste.
  Cost: 0 points.  Treat as a 2 point Power for purposes of Adjustment Powers.
  Normal Touch
  Standard plain touch.
  Cost: 0 points.  Treat as a 2 point Power for purposes of Adjustment Powers.
  Radar
  The character emits radio waves that bounce off nearby objects and return to him. This
  allows the character to sense nearby objects, and can compensate for normal blindness.
  However, the character cannot "see" fine detail, like print on paper or colors.
  Cost: 2 points.  NoEND
  Radio Hearing &
  Transmit
  The character can hear and transmit on local AM, FM, and Police band signals.
  Cost: 1 point.  NoEND
  See In The Dark
  The character can “see” with one sense in total darkness (excluding the Darkness Power) as
  though it were normal daylight.  Protection from the Darkness Power can be purchased at
  extra cost.
  Cost: 1 point to “see” through standard darkness with one sense.  +1 point to see through the former as well
  as the Darkness Power with same sense.  +1 point for each additional sense.  +2 points for each additional
  sense group.  +5 points for all senses.  NoEND
  
  Sense
  This is a type of detection the character can define.  A normal Sense uses the character's base
  Perception roll, and has no range.  A Sense requires no time to use; it happens automatically.
  Sense will indicate the presence of the target subject/subtance with a Perception Check.
  Cost: 2 points for a Sense.  The target subject/substance must be defined when the Power is purchased.
  NoEND
  Sonar
  The character emits high-frequency sounds that bounce off nearby objects and return to him.
  This allows the character to sense nearby objects, and can compensate for normal blindness.
  However, the character cannot "see" fine detail, like print on paper or colors.
  Cost: 2 point.  NoEND
  Spatial Awareness
  The character can sense his surroundings without having contact with them. A character with
  this sense can operate normally in total darkness or when blinded but cannot sense fine
  details.  Spatial Awareness is a targeting sense.
  Cost: 5 points.  NoEND
  Targeting Sense
  The character can use a non-targeting sense (like smell or hearing) as a targeting sense to
  locate targets in combat.  Targeting Sense can be bought with any normal or special sense.
  Cost: 2 points for use with a single sense.  NoEND
  Tracking Scent
  The character can track someone or something by scent with a successful smell Perception
  check.
  Cost: 2 points.  NoEND
  Ultra-Sonic
  Hearing
  The character can hear very high and very low frequency sounds.
  Cost: 1 point.  NoEND
  Ultra-Violet Vision
  The character sees at night almost as well as he does during the day (no night penalties are
  taken). This assumes there is some UV light coming from the stars. If there is no UV light
  (such as in the power Darkness) then the character gains no advantage.
  Cost: 1 point.  NoEND
  
  SENSORY ADJUSTMENT
  This group covers Powers that alter Senses and their ability to function properly.
  Darkness
  With this power, the character can create a field that is impervious to one sense (usually
  normal sight). This can be centered around the character, or at range as an attack action. A
  character who cannot perceive his opponent is ½ AV/DV in Hand to Hand, and 0 AV/DV in
  ranged attacks. If the character can make a Perception Skill roll against a Target Number of
  20 he becomes ½ AV/DV in all cases.
  Cost: 1 point to affect a single target with Darkness to a single sense.  +1 per each additional sense; +2 per
  each additional sense group; +3 points to affect individuals with the Sees In The Dark Power.  Darkness is
  a Constant Power and therefore stays up as long as you spend END on it.  END
  Flash
  This power allows the character to "flash" an opponent's senses, rendering them unusable (as
  in the Power Darkness). Flash normally affects a single sense; additional senses and sense
  groups may be purchased. Flash is resolved as a normal Ranged Attack, but it ignores normal
  defenses (see Flash Defense).
  Cost: 3 points per 2 Phases of Flash of a single sense; +1 point to affect an additional sense; +2 points to
  affect an entire sense group.  END
  Images
  This allows a character to produce illusions perceptible to the senses of anyone within line of
  "sight."  These images cannot cause any physical effects.
  Cost: 2 points for images versus 1 sense in 1 m/y; +1 point per extra sense; +2 points per extra sense group;
  +1 point for -1 to Perception rolls versus the Images.  END
  Invisibility
  This power can be used to turn invisible to one sense (usually normal sight).  Invisible
  characters have a "fringe effect" around them. An invisible character with a fringe can be
  spotted with the affected sense at a range of 2 m/y or less.  In combat, Invisibility often
  makes the character harder to hit. If an opponent cannot make a successful Perception check,
  then he is at ½ AV/DV in hand-to-hand, and 0 AV/DV at range vs. the character. If the
  opponent can make a non-targeting PER Test, he is at ½ AV/DV in both hand-to-hand and
  ranged combat. If the Invisible character is making a visible attack, the attackers only takes a
  -1 to his AV/DV, even at Range.
  Cost: 4 points to be invisible to one sense; +1 point for each additional sense; +2 points for each additional
  Sense Group; +2 points for no fringe-effect.  END
  
  OTHER POWERS
  This group includes Powers that don’t clearly fit into the other Power Groups.
  Change
  Environment
  A character with this power can make minor changes to the surrounding environment. The
  character could, for example, make it rain, create light, create an intense (but non-damaging)
  magnetic field, or the like. The environment created must be chosen when this power is
  purchased.
  Cost: 2 points gives you the ability to change the environment in 1 m/y. You can vary the environment for
  double the cost of the power.  END
  Endurance Reserve
  Occasionally, a character might want to create a Power (or set of Powers) that functions off
  of an Endurance supply that is independent of the character.  To do that, the character
  should purchase an Endurance Reserve.  These Endurance Reserves can simulate the
  generator and batteries of a suit of power armor, the reserves of a magical wand, or any other
  special effect where the energy does not come from a character’s own Endurance.  This
  Endurance Reserve can be used to provide Endurance for any number of Powers, however,
  the Powers must be designated as using the character’s Endurance or the Endurance Reserve
  when they are purchased.  A Power that can draw Endurance from either the character or the
  reserve must be bought with a +1 point Power Modifier.
  Endurance Reserves need to purchase Recovery in order to regain their Endurance.  In
  general, Endurance Reserves will get their Recovery in Endurance once per Turn.  This can
  be moved down the Time Chart to simulate reserves that charge slowly – each step longer on
  the Time Chart is a -1 Power Modifier.  Unlike a character’s normal Endurance, an
  Endurance Reserve’s value does not drop to 0 when the character is unconscious.
  Cost: 1 point for 50 Endurance in the reserve.  1 point per 3 points in Endurance Reserve’s Recovery.
  NoEND
  Extra Actions
  Important Note: This Power is only to be used for games that utilize the Fuzion standard 4-phase
  round!  It is not to be used if you are using the Derived Characteristic Speed and the 12-phase combat chart.
  This power allows a character to make more than one action per phase.  By spending the
  appropriate number of points, the character may make a certain number of extra actions.
  The SFX associated with this power must be defined clearly when the power is purchased.
  Cost: 4 points for 1 extra action every other phase; 8 points for 2 actions every phase; 16 points for 3 actions
  per phase.  NoEND
  Probability
  Manipulation
  Probability Manipulation allows a character to use their Luck derived characteristic to
  positively affect or negatively affect a specified target, including the character. The character
  must clearly specify the target and desired effect of this power before each use. The target
  will not be affected until their next task. Once the character has used their Luck for that
  game, they may no longer use this power. Additional Luck points may be purchased along
  with this power.
  Cost: 4 points to positively affect a target.  4 points to negatively affect a target.  +1 point for +1 Luck.
  END
  
  Summon
  This Power allows a character to summon a creature from the abyss, another dimension,
  somewhere else on earth, or from the crazy neighbor-lady’s house next door.  Normally, the
  character may only summon one particular type of creature (i.e. wolf, tiger, lower demon,
  imp, et cetera).  The character pays Endurance to Summon the creature, but once it is there,
  no more Endurance need be paid.  When a creature is Summoned, it will be disoriented and
  must spend a phase orienting itself to its new surroundings.  The creature may return home at
  any time it chooses.  Summoned creatures may or may not do what the Summoner desires.
  The Summoner needs to pay, bribe, convince, Mind Control, or otherwise coerce the
  creature to do what the Summoner wants it to do.  Summon cannot be used as a means of
  Teleportation, and it cannot Summon a specific creature or person (such as “Lothar of the
  Hill People who has walked far and wide, and who has developed a strange gait to his
  walk.”).  A Summoned creature may be forced to return home by means of a Dispel or
  Suppress that overcomes the Power Points used to Summon the creature in the first place.
  Cost: 6 points for base Summoning ability that will Summon a creature created on 12 CP/PP, and 60 OP;
  +1 point for an additional 20 OP or 4 CP/PP; +2 points to Summon creatures from a limited group; +4
  points to Summon any kind of creature; +1 point to double the number of Summoned creatures; +2 points if
  the creature summoned is immediately forced or coerced to the Summoner’s will but could still be hostile; +4
  points if the creature summoned is completely loyal to the Summoner.  END
  
  AUTOMATON POWERS
  These powers are used to simulate beings that aren’t alive in the traditional sense: robots, zombies, golems, skeletons,
  mechanized constructs, et cetera.  These powers should not be used by Player Character’s, except with expressed GM
  permission.
  Cannot Be Stunned
  A being with this Power is never stunned (per Stunning rules).  The being will continue to
  function until knocked out or destroyed.
  Cost: 3 points.
  Does Not Bleed
  A being with this Power does not “bleed” or lose additional Stun or Hits after being reduced
  to 0 Hits.  This can be due to a lack of blood or a mechanical infrastructure that keeps
  damage from spreading.
  Cost: 3 points.
  Takes No Stun
  A being with this Power ignores the Stun Damage from any attack; it only takes Killing
  Damage.  This can be used to simulate robots, zombies, skeletons – any of the mindless
  beings that will continue fighting until they are completely destroyed.  The being effectively
  has no Stun characteristic – the derived Stun point total is ignored.  The being also loses half
  of its natural defenses, and the cost of any additional defenses is multiplied by two.  When a
  being with this Power takes Killing Damage, then the character loses one of the following: 1
  Power, 1 Strength, 1 Dexterity, 1 Reflexes, 1 Movement, or 1 sense.  What is lost is up to the
  GM.  For extra cost, the being will not be affected by this rule.  When the being’s Hits is
  reduced to 0, then the being stops functioning; when reduced to a negative value equal to or
  greater than the original Hits value, then the being is destroyed.
  Cost: To only take Killing Damage, and lose abilities each time an attack does Hits, the cost is 10 points.
  To only take Killing Damage costs 12 points.
  
  POWER FRAMEWORKS
  Multipowers
  Because characters use only one attack Power at a time, you can buy Multiple Attack Powers
  (or Multipower) at a reduced cost. A Multipower costs as much as the largest attack power in
  the group. Each power in the group then costs 2 points. Only one of the powers in a
  Multipower may be active at any time. On the character sheet, list the cost of the largest
  attack power in the Multipower slot, and list the cost of each power in the multipower as
  "2m".
  If you apply a negative Power Modifier to a Slot, it reduces the cost of the slot, with a
  minimum cost of 1.   Negative Power Modifiers do not lower the Active Points of the slow.
  If a negative Power Modifier is applied to the reserve, then the reserve and all of the slots
  have their cost reduced accordingly, with a minimum cost of 1.
  
  Variable Power
  Pool
  This Power Framework allows a character to set aside a certain number of Power Points to
  be used to create any Power with a given special effect.  Think of a Variable Power Pool
  (VPP) as a Multipower that has all of the Powers of a certain special effect.  The Power
  Points in the VPP are distributed among whatever Powers the character wants to have at a
  given time.  The Powers created from the VPP must have the same special effects.  The VPP
  cost consists of two parts: the Base Cost, and the Pool Cost.  No Power Modifiers may be
  applied to the Pool Cost – they may only be applied to the Base Cost.
  A character with a VPP can have any combination of Powers whose total Power Point cost
  doesn’t exceed the Power Points in the VPP.  Individual Powers may have Power Modifiers
  that alter their cost.  The GM should approve any Powers in the VPP to ensure they are
  within the special effect of the VPP.  Outside of combat, the VPP’s Powers may be changed
  without a Skill Roll, with the change taking from 1 Round.  Powers within the VPP may be
  changed during combat by using a Power Skill Roll, with the change taking one Action. The
  character may take no other Actions during this time.  The Characteristic to be used with the
  Power Skill is determined by the GM: such as Willpower for a Magic Pool, Technique for a
  Gadget Pool, et cetera.  The DV for this Skill Roll should be 10 + the number of Power
  Points in the Powers being defined – the GM may consider raising or lowering the base DV
  to better meet the current campaign’s needs.
  Example: Hy-Tek has an 8 Point VPP, which cost him 4 points Base Cost + 8 points Pool Cost for a
  total of 12 Power Points.  Hy-Tek has two Powers currently in his VPP: 8d6 Energy Blast, Focus: Grab-
  able (for a cost of 8 - 4 = 4 points); and 30 m/y Flight, Focus: Attached (for a cost of 6 - 2 = 4 points).
  This uses 8 of the 8 Power Points in the VPP.  When out of combat, Hy-Tek could change his Powers to
  any combination of Powers that fits his special effects of “Technological Gadgets.”  To change Powers in
  combat, Hy-Tek would need to make a Skill Roll with Technique + Use Gadget Pool Skill versus a DV of
  10 + the number of pool points he is re-allocating.  To re-allocate all 8 points of the pool, Hy-Tek would
  need to roll a 10 + 8 = 18 or higher to be successful.
  Various options altering the use of the VPP, the ease with which changes may be made, et
  cetera, are available at reduced or additional cost.
  Cost: 4 points Base Cost, plus 1 point per Power Point in Pool.  +2 points to Base Cost for no skill roll
  needed for change in combat; +2 points to Base Cost for no time needed for change; +2 points to Base Cost
  for no special effects limitations on pool powers; -2 points to Base Cost for every step longer on the Time Chart
  needed for change; -2 points to Base Cost for change to only be possible under a single defined circumstance.
  NOTE: Power Modifiers are applied to Base Cost only.  Base Cost may never cost less than 2 points.
  Examples:
  Gadget Pool/Utility Belt
  Powers may only be changed in a lab, and cannot be changed in combat (-2 modifier). Skill
  roll necessary.  Cost: 1 point per Power Point in Pool.  2 points for Base Cost.
  Magic Pool
  Powers must be researched at your library before use (-2 modifier). Skill roll necessary.  Cost:
  1 point per Power Point in Pool.  2 points for Base Cost.
  Cosmic Power Pool
  Powers may be whatever the character wants, with no need for a skill roll (+2 modifier), no
  time needed to change the powers (+2 modifier), and no limitations on special effects (+2
  modifier). Cost: 1 point per Power Point in Pool.  10 points for Base Cost.
  Mimic Pool
  Mimics the powers of a target character. Target Character must be touched for change to
  occur (-2 modifier). No skill roll necessary (+2 modifier). No special effects limitations (+2
  modifier). Only copies target's abilities up to the target's power level (-2 modifier). Cost: 1
  point per Power Point in Pool.  4 points for Base Cost.
  
  POWER MODIFIERS
  Characters can be built with standard unmodified Powers, or you may use Power Modifiers to enhance or limit the
  base Power to better suit the character concept.  Power Modifiers can do one of two things; they can either enhance
  the base Power’s effect for additional cost, or they can put more limitations on the base Power while reducing the cost.
  This allows for finely tailored Powers, custom-designed to the character.  They can also add more variety to play.
  Power Modifiers can also be abused, however, so GMs should carefully evaluate Modified Powers, particularly if they
  have a large number of Modifiers.  This is by no means a complete list of Modifiers – it is quite possible that players
  will need to work with the GM to establish proper Modifiers for Powers (such as “Works only in the dark”), and the
  amount by which they modify the base cost.
  Ablative
  Ablative Powers work fine the first time, but then receive an Activation Roll that must be
  beaten before every use for the Power to work.  With each use of the Ablative Power, the
  Activation roll increases by 1.  Endurance costs are paid whether the Power works or not.
  Ablative Powers return to their starting state under circumstances defined by the GM.
  Cost Modification: For an Ablative Power that has an Activation DV of 8 for its second use, with the DV
  increasing by one for each use after, the modification is -4 points.
  Activation
  A Power with Activation is less reliable than normal, and only works sometimes.  An
  Activation Roll is made by rolling 3d6, trying to defeat the Power’s Activation DV.
  Activation Rolls must be made every phase, after paying the Endurance cost for the Power.
  If the Activation Roll fails, then the Power doesn’t work.
  Cost Modification: For an Activation DV of 8, the modification is -2 points.  For an Activation DV of
  10, the modification is -4 points.
  Affects Desolid
  This Power Modifier allows an attack to affect a Desolid target, as well as normal targets.
  This advantage can be applied to objects to make them proof against Desolid characters.
  Cost Modification: +2 points.
  Affects Solid
  Affects Solid allows a power of a Desolid character to affect normal targets.
  Cost Modification: +2 points.
  Always On
  This power is always on and can never be turned off.  Powers with this Modifier cannot be
  pushed.  The power stays on even if the character is unconscious.  To be able to use this
  Modifier, the Power must cost zero Endurance to use.
  Cost Modification: -1 point.
  Area Effect
  Area Effect powers affect all targets within a certain area.  Area Effect Powers follow all of
  the Power’s normal rules, but use Area Effect To-Hit rules (see Ranged Attacks, C:NM p.
  148).  Single Area Effect covers a single m/y.  Radius Area Effect has a m/y radius equal to
  the number of points in the Power.  Line Area Effect covers an area equal to five times the
  number of points in the Power in m/y.   Targeting for the Area Effect may be modified, and
  the total area covered may be enlarged, both for extra cost.
  Cost Modification: +2 points for a Single m/y of area.  +4 points for a Radius of 1 m/y for every Point in
  the Power.  +4 points for a Line the length of five times the number of points in the Power.  -1 point for a
  Non-Selective Target Area Effect, where the attack must make a separate Attack Roll versus each target in
  the area.  +1 point for a Selective Target Area Effect, where the attack is made, then the attacker decides
  which targets to affect, and then separate attack rolls are made versus those targets.
  
  Armor Piercing
  Powers with this Modifier cut through the target’s defenses better than normal attacks.  If a
  target is hit with an Armor Piercing attack, its defenses are halved for defending against
  damage from that attack.
  Cost Modification: +3 points.
  Attachable
  This Modifier allows a Power to be “attached” to a target after a successful To-Hit roll.  This
  Power will follow the target without need for additional attack rolls.  An Attachable Power
  has a base duration of 1 phase – the duration may also be doubled.  There must be a
  reasonably obvious method for someone to dispel, evade, or destroy the Attachable Power.
  If the Power costs Endurance to use, then the Endurance cost must be paid every time it
  affects the attached target.
  Cost Modification: +1 point for a single phase Attachable Power.  To lengthen duration: +2 points per step
  on the Time Chart.
  Autofire
  Autofire gives a Power the capability to fire more than once during an attack.  When using
  Autofire attacks, refer to page 148 of Champions: New Millennium for rules on how to resolve
  the action.
  Cost Modification: +2 points for a rate-of-fire of 5; +1 point to increase the ROF by 5.
  Burnout
  Burn-Out is slightly different from Activation and Jamming in that the 3d6 roll is made each
  time after the power is used.  If the roll fails, then the Power is burnt out and is unavailable
  for use until recovered.  Methods of Power repair and recovery are left to the GM.
  Cost Modification: For a Burn-Out DV of 8, the modifier is -1 point.  For a Burn-Out DV of 10, the
  modifier is -3 points..
  Charges
  (Clips/Continuing
  /Recoverable)
  A Power with Charges may only be used a limited number of times per day.  Charges may
  represent a gun with a limited number of shots, a magic spell that can only be cast a few
  times a day, and so forth.  Each Charge only last one phase, so Charges of powers such as
  Force Field or Armor are of very limited usefulness.  For additional points, the charges may
  last longer than one phase.  By default, a Power with Charges costs no Endurance to use, but
  an additional modifier can require the power to still cost Endurance.  More than one “clip”
  of the number of charges may be purchased at additional cost.  Charges that are recoverable
  (arrows, daggers, darts, bolts, et cetera) may be purchased at additional cost.
  Cost Modification: Modifiers are based on number of charges. 1 charge = -8 points; 2 = -6; 3 = -5; 4 = -4;
  5-6 = -3; 7-8 = -2; 9-12 = -1; 13-16 = 0; 17-32 = +1; et cetera. +1 point for a doubling of the
  number of “clips;” +2 points if the charges are recoverable.
  Concentrate
  A Power with a Concentrate Modifier requires the character to concentrate partially or totally
  on the task of turning on and using the Power.  As a result of the concentration, the character
  will be at either half their normal Defense Value, or at a DV of zero.  Once the character
  begins using this Power, they are aware of nothing around them.  Thus, if their concentration
  is broken either voluntarily, or by a successful attack against them, the Power turns off and
  any necessary preparations must be made again.
  Cost Modification: -1 point for half DV.  -2 points for 0 DV.  For Powers that last longer than one phase,
  an additional -2 points if concentration must continue throughout duration of power.
  
  Continuous
  Continuous allows a character to use an attack on a continuing basis against the same target
  without having to make a new Attack Roll every phase.  After a successful attack, the target
  will continue to take damage every time the attacker gets an action until the attacker turns the
  Power off or is unable to maintain it.  If the modified Power is an Area Effect Power, then
  each target entering the area within the duration of the attack is affected at once, as well as
  on the attacker’s actions, as long as the target remains in the area.
  Cost Modification: +4 points.
  Costs Endurance
  This Modifier may only be used on Powers that normally do not cost Endurance to use.
  When used on a NoEND Power, the Power then has a standard Endurance cost for use.
  Cost Modification: -2 points.
  Costs Humanity
  Instead of a Power costing Endurance, a Power with this Modifier costs Humanity instead.
  The Humanity Cost is calculated in the same manner as the Endurance cost.  This Modifier is
  subject to GM approval, and should be used sparingly.  Any NoEND Power with this
  Modifier will have a Humanity cost equal to that of a standard Endurance cost, even though
  the Power normally has none.
  Cost Modification: -2 points.
  Damage Field
  This Power Modifier allows a character to set up a continuing field around herself that causes
  damage to any target that comes into contact with it.  This Modifier may be applied to any
  offensive Power, which is then used as the field.  At its base level, the field has no range.
  Anything triggering the field by coming in contact with it – the circumstances of which are
  determined when purchased – will take the full damage of the Damage Field.  Optionally, the
  Damage Field may be extended to items carried by the owner, allowing them to be included
  within the Damage Field’s area.  Another option is for the shield to act in a ranged manner,
  lashing out at targets that make successful ranged attacks against the character. Damage Field
  does not provide any protection from Damage – other Powers such as Force Field or Armor
  should be purchased for such protection.
  Cost Modification: +2 points for a personal shield that causes damage when the character comes in contact
  with a target; +2 points for a personal shield that causes damage when a target comes in contact with the
  character; +1 point to include carried items within the shield.  An additional +2 points for a range-capable
  shield, striking out at ranged targets that have successfully hit the character with ranged attacks; base AV for
  the shield is 4, each +2 to the AV costs an additional 1 point.
  Explosion
  The Explosion Modifier makes an offensive power act like an explosion.  The explosion
  centers on the area targeted by an Attack Roll.  If the Power with this Modifier has no Range,
  then the center of the explosion is the attacker, and the attackers takes full damage.  The full
  effect of the explosion occurs at the base target; for every 2 m/y away from the center of the
  explosion, the damage is reduced by 1d6 (the highest rolled die among the damage dice is
  always removed first).  No Attack Roll is necessary for target within the blast radius.  Targets
  may use a Dive For Cover action to get away from an Explosion.  The explosion can, at
  optional cost modification, maintain its damage over a greater distance.
  Cost Modification: +2 points for explosion that loses 1d6 per 2 m/y.  +1 point will add an extra m/y per
  1d6.
  
  Extra Time
  Preparing to use a Power with this Modifier takes longer than usual.  During the time that the
  character is turning on the Power he may take other actions, unless it is an offensive power,
  in which case the character may make no other attacks requiring an Attack Roll until the
  extra time has passed.  Turning on an Extra Time Power may be aborted, with all
  preparations being lost.
  Cost Modification: -2 points per step longer on the Time Chart.
  Feedback
  Feedback means that bad things can happen to the character should she use her Power
  inappropriately.  This Modifier is normally taken with Powers that have Requires A Skill Roll,
  or that are otherwise unreliable (such as those with Activation, Burnout, Concentrate,
  Gestures, Incantation, Jamming, et cetera); if a normal Power takes this Modifier, then the
  Feedback occurs every time the Power is used.  What level of this Modifier the Power has
  determines the magnitude of the Feedback.  The exact nature of the Feedback is left up to
  the GM.  This Feedback does not harm anything or anyone but the character, such as the
  Side Effects Modifier does.
  Cost Modification: -2 points for 6 points of feedback, or half the number of points in the power of feedback,
  whichever is greater. -4 points for 12 points of feedback, or half the number of points in the power of feedback,
  whichever is greater.
  Fine Control
  A Power with Fine Control can be used like a tool.  Attacks can be used to carve or shape,
  heat or cool objects.  Energy attacks could be used to weld metals, Flight could be used to
  sky-write, et cetera.  All Fine Control usage will require a roll versus a DV set by the GM,
  unless it targets another character, in which case the character gets to resist per norm.
  Complex uses may require the character to have an appropriate professional skill as well.
  Fine Control could even be used to pull off really amazing stunts such as carefully burning all
  the oxygen out of the room, shooting a hole in a gas tank without igniting the gas, or other
  dramatically heroic deeds, all with the appropriate DV assigned by the GM.
  Cost Modification: +2 points.
  Focus
  With a Focus, the modified Power works through some object or device.  If the character is
  deprived of the object, she may not use her Power(s) focused through it.  Firearms are a
  good example of a Focus.  Foci are divided into two types: Grabbable and Attached.  A
  Grabbable Focus may be taken away from the character with a Combat Action at -2 to the
  Attacker’s AV.  An Attached Focus may be removed from a non-resisting character
  (unconscious, cooperating, etc.) in one Round.  If removing the Focus would cause the
  character any Damage (a cybernetic eye, metal skeleton, etc.), then the Focus Modifier should
  not be taken.
  Cost Modification:  -4 points for a Grabbable Focus, or -2 points for an Attached Focus.
  Gestures
  Gestures requires a character make gestures that are visible and distinct from a distance to
  use a Power.  If the character is unable to move freely (being bound, in a confined space),
  then the Power should not function.  If the gesturing character is successfully attacked, then
  the Power with the Gestures Modifier either does not turn on or is turned off.  If the
  character must Gesture throughout the duration of the Power, then the character may not
  turn on any other Powers during that time.
  Cost Modification: -1 point for Gestures to turn Power on.  -2 points for Gestures that must be continued
  throughout the use of the Power.
  
  Hardened
  The Hardened Modifier toughens a particular defense versus Armor Piercing, Penetrating,
  and Indirect attacks.  Attacks with the Modifiers are applied to Hardened defense per norm –
  the Attack Modifier is ignored.  Hardened must be purchased for each defense separately.
  Hardened is also proof against Teleportation, unless the Teleportation Power has the Armor
  Piercing Modifier.
  Cost Modification: +1 point.
  Hole In The
  Middle
  This Modifier may be applied to any Power that affects an area.  A Power with this Modifier
  has a hole in the center where the Power has no effect.  The hole will move with the
  character if the affected area moves with the character.
  Cost Modification: +1 point for a static hole whose size is defined when the Power is purchased.  +2 points
  for any size hole, determined when the Power is used.
  Ignores Defenses
  Ignores Defenses gives an offensive Power the ability to bypass most defensive Powers.  This
  can be used to simulate gas, poison, or hypnotic attacks.  If an Ignores Armor attack is
  successful, then all defensive Powers are bypassed, and the target takes the attack with only
  its natural defenses to protect itself – the target takes the attack’s damage after subtracting SD
  or ED.  This Modifier may not be used in conjunction with the Killing Power Modifier.
  Every Ignores Defenses Power should have some obvious means of defense by action or
  Power, such as: holding breath during a gas attack, covering eyes from a flash attack, no eye
  contact for a hypnotic attack, et cetera.
  Cost Modification: +4 points.
  Incantation
  Incantation requires a character to speak phrases/words/sentences that are audible and
  distinct from a distance to use a Power.  If the character is unable to speak freely (being
  gagged, loss of voice due to sickness), then the Power should not function.  If the speaking
  character is successfully attacked, then the Power with the Incantation Modifier either does
  not turn on or is turned off.  If the character must speak throughout the duration of the
  Power, then the character may not turn on any other Powers during that time.
  Cost Modification: -1 point for Incantation to turn Power on.  -2 points for Incantation that must be
  continued throughout the use of the Power.
  Increased Duration
  A power with this modifier has a longer than normal duration; the default duration of most
  powers in one phase.  Once a power with this modifier has been activated, it will continue to
  exist, without requiring further Endurance or character attention, until the duration expires.
  Attachable Powers may not use this modifier.
  Cost Modification: +2 points per step longer on the Time Chart.
  Increased
  Endurance
  Some powers are particularly strenuous to use, and thus cost more Endurance.
  Cost Modification: -2 points for doubled Endurance cost.  -4 points for tripled Endurance cost.  -6 points for
  quadrupled Endurance cost.
  Increased
  Knockback
  Increased Knockback doubles the Knockback of attacks with this Modifier.
  Cost Modification: +3 points.
  Increased
  Maximum Range
  Powers with Increased Maximum Range have a longer range than they do by default.
  Cost Modification: +2 points for five times normal range.
  
  Indirect
  Indirect allows a Power to ignore intervening barriers between the attacker and the target,
  including but not limited to walls, fences, Force Walls, buildings, et cetera.  Barriers
  purchased with the Power Modifier Hardened will block Indirect attacks.  Range penalties
  apply to the use of an Indirect Power, and are calculated from the attacker to the target.
  Generally, Indirect Powers always originate in a certain location in relation to the character,
  and must always target away from the character.  For additional cost, the location of this
  point of origin may vary, and/or the attack may be targeted in the direction of the character.
  Mental Powers need not purchase Indirect to overcome barriers since they work from one
  mind to another.
  Cost Modification: 1 point for a fixed point of origin.  +1 point for variable distance from the character.  +1
  point to allow the attack to target in the direction of the character.
  Invisible
  Powers with this Power Modifier work invisibly.  Normally, any Power that affects another
  character is distinctly visible, and the source of the attacker is obvious.  Such Powers are
  visible to at least three Sense Groups.  When this Modifier is purchased, the affected Sense
  Groups must be chosen.
  Cost Modification: +2 points to be invisible to a single Sense Group.  +1 point per additional Sense Group.
  +4 to be invisible to all Sense Groups except Special (i.e. Detect Invisible, Detect Magic, et cetera).
  Jamming
  Jamming works much the same way as Activation (3d6 roll every phase versus a DV), except
  if the Jamming Roll is failed, then the power is jammed and cannot be used again until fixed;
  the exact methods of jamming and repair are left to the GM.  Endurance costs for the Power
  are still paid.
  Cost Modification: For a Jamming DV of 8, the modifier is -3 points.  For a Jamming DV of 10, the
  modifier is -5 points..
  Killing
  The Killing Modifier causes a Stun Damage attack to inflict Killing Damage instead.
  Cost Modification: +2 points.
  Knockback Only
  Attack Powers with this Modifier do Knockback only.  They do not cause any Stunning or
  Killing Damage.
  Cost Modification: -4 points.
  Linked
  When Powers are Linked they must be used together.  Modified cost is to all but the most
  expensive of the Linked Powers.  If the Linked Powers contain multiple attacks, the target
  applies their Defenses separately against each attack.
  Cost Modification: -2 points for every Linked Power but the most expensive.
  Mental Power
  A Power with this Modifier makes its attack roll using Willpower instead of Reflexes, like any
  other Mental Power.  The effect of the Power applies to Mental Defenses.  Like other Mental
  Powers, a Power with this Modifier is not visible, and the wielder of this Power automatically
  detects Mental Powers.  Any attacks using this Modifier do only Stunning Damage, do not do
  Knockback, and they do not Stun Rollover.
  Cost Modification: +4 points.
  
  Mentally Targeted
  A Power with this Modifier makes its attack roll using Willpower instead of Reflexes, like any
  other Mental Power.  The effect of the Power applies to standard defenses.  Unlike other
  Mental Powers, however, a Power with this Modifier is visible, suffers standard range
  penalties, and the wielder of this Power does not automatically detect Mental Powers.
  Cost Modification: +2 points.
  No Concious
  Control
  Powers with this Modifier are not under the character’s control.  Although the character
  possesses the Power, she cannot consciously turn it on.  The Power only works whenever
  and however the GM chooses.
  Cost Modification: -8 points.
  No Knockback
  Offensive Powers with No Knockback never cause Knockback, no matter how much
  Damage they cause.  In addition, the attack exerts no pressure, and therefore cannot be used
  to flip a switch or push a buton.  This can only be applied to Powers that normally do
  Knockback.
  Cost Modification: -1 point.
  No Range
  This Modifier removes the range capability from a ranged power, making it usable only at
  Melee Range.
  Cost Modification: -2 points.
  No Range Penalty
  Attacks with this Modifier take no AV penalties for distance from target.
  Cost Modification: +2 points.
  Only In Hero ID
  This Modifier indicates a Power that can only be used while the character is in her heroic
  identity.  Obviously, this can only be used for characters maintaining two distinct identities,
  or characters who have a focus for their Powers that they never seem to lose.  There is
  usually some difficulty involved with switching from one identity to another, unless the
  character has the Instant Change Power.  This Modifier may not be used in conjunction with
  the Focus Modifier.
  Cost Modification: -1 point.
  Penetrating
  Penetrating attacks automatically do some damage, no matter what the level of Defense the
  target owns.  The amount of minimum damage varies.  If the attacks exceeds the target’s
  Defenses, then the lower of either the minimum damage or the actual damage is applied.
  Cost Modification: +2 points for minimum of 1 point of damage per die.  +4 points for a minimum of 2
  points of damage per die.
  Persistent
  Persistent Powers do not turn off when the character is stunned or unconscious.
  Cost Modification: +2 points.
  Personal Immunity
  Attacks with this Modifier do not affect their owner in any way.
  Cost Modification: +2 points.
  Ranged
  No-Range Powers with this Modifier may be used at standard Ranged Power ranges.
  Cost Modification: +2 points.
  
  Reduced By Range
  Powers that are Reduced By Range lose power over distance.
  Cost Modification: -1 point to lose 1 Power Point of effect per 2 m/y.
  Reduced
  Endurance Cost
  Powers with this Modifier are less strenuous than usual, and thus cost less Endurance.
  Cost Modification: +2 points for half normal Endurance cost.  +4 points for no Endurance cost.
  Reduced
  Maximum Range
  Powers with Increased Maximum Range have a longer range than they do by default.
  Cost Modification: -2 points for one-fifth normal range.
  Reduced
  Penetration
  This Modifier makes a Power more difficult to get through defenses.  Points of damage are
  subtracted from each damage die rolled.  Damage on a die may never be lower than 1 point.
  Cost Modification: -2 points when subtracting 1 point of damage from each damage die.  –4 points when
  subtracting 2 points from each damage die.
  Reflex
  This is similar to the Trigger advantage but, instead of being left in one place, a Reflex power
  can be left on like a constant power and will activate itself in a pre-programmed manner.  A
  Reflexive Power can activate itself in one way under one specific circumstance.  For instance,
  a Reflex Force Field could turn itself on at full power when a visible (to its sense) attack is
  directed at the character.  For extra cost, the power can be programmed to activate itself
  under different circumstances and in different ways.
  Cost Modification: +2 points for a single circumstance Reflex Power.  +4 points for a programmable
  circumstance Reflex Power.
  Requires A Skill
  Roll
  Powers with this Modifier are not automatic or inherent.  The character must make a Skill
  Roll versus a Competent DV (18+) + the number of active points in the power to
  successfully use it.  The Skill name and its base Characteristic must be defined when this
  Modifier is chosen.
  Cost Modification: -2 points.
  Side Effects
  Side Effects means that bad things can happen to the area and people surrounding the
  character should she use her Power inappropriately.  This Modifier is normally taken with
  Powers that have Requires A Skill Roll, or that are otherwise unreliable (such as those with
  Activation, Burnout, Concentrate, Gestures, Incantation, Jamming, et cetera); if a normal
  Power takes this Modifier, then the Side Effects occur every time the Power is used.  What
  level of this Modifier the Power has determines the magnitude of the Side Effects.  The exact
  nature of the Side Effects is left up to the GM.  These Side Effects don’t harm the character,
  such as the Feedback Modifier does.
  Cost Modification: -2 points for 6 points of side effects, or half the number of points in the power of side
  effects, whichever is greater. -4 points for 12 points of side effects, or half the number of points in the power of
  side effects, whichever is greater.
  Sticky
  Sticky Powers affect not only the target, but also any character that touches the target.  This
  may only be applied to Entangles and Attachable Powers.  The Sticky Power will remain until
  all the characters who were in contact with it are no longer affected.
  Cost Modification: +2 points.
  
  Time Delay
  This Modifier allows a character to set off the Power at a certain time in the future.  The time
  duration can be of any length, but the character must decide the time duration when she
  “sets” the Power.  Endurance costs are paid at the time the Power is set.  Once the Power is
  set, the user need not worry about maintaining the Power and may act freely.
  Cost Modification: +1 point.
  Trigger
  Trigger allows the character to set up a Power that will go off when a given circumstance
  occurs.  This circumstance must be detectable, and cannot depend on any senses the
  character does not possess.  The trigger could be a switch or a tripwire, or when someone
  enters a room.  Endurance costs are paid when the character sets the Power.  The Trigger
  may be spotted with Perception rolls, unless the Power also has the Invisible Modifier.
  Cost Modification: +1 point for a trigger that must be defined when the Power is purchased.  +2 points for a
  trigger that may change with each use of the Power.
  Tunable
  Tunable allows a Power’s damage to be tuned.  Attacks with this Modifier can be set to be
  Stun Only Damage or Stunning Damage.  When combined with the Killing Modifier, the
  attack can be set for Stun Only Damage, Stunning Damage, or Killing Damage.
  Cost Modification: +2 points.
  Usable By Others
  A Power that normally only affects its owner can be used by others if this Modifier is applied.
  The Power can be given to another character, and the other character has control of the
  Power.  The Endurance cost of the Power is paid by the character who is actually using the
  power.  Normally, Powers with Usable By Others have no range and the owner of the Power
  cannot use it while others are using it.  If the character who is the possessor of the Power is
  stunned or knocked out, then all of the characters using the Power lose the use of it, unless
  the Power also has the Persistent Modifier.
  Cost Modification: +1 point to allow one other character to use the power, or +2 points to allow the owner
  and one other character to use the power.  +2 points to use the power at range.  +1 point to double the
  number of users.
  Usable On Others
  A Power that normally only affects its owner can be used against others if this Modifier is
  applied.  The Power may be used against a target after a successful Attack Roll.  The owner
  of the Power retains control of it and must pay Endurance costs for it.  Powers that are
  Usable Against Others have no range, and there must be a reasonably common set of
  defenses which will cancel the attack.  These Powers may also be used against inanimate
  objects of roughly human mass.
  Cost Modification: +4 points to use against a power against an unwilling target.  +4 points to use the power
  at range.  +1 point to double the inanimate mass that can be affected.
  Variable Special
  Effects
  The special effects of a Power with this Modifier may vary.
  Cost Modification: +1 point to allow special effects within a limited group.  +2 points to allow any special
  effects.
  Visible
  This Modifier may only be used on Powers that are normally invisible, such as Density
  Increase, Mental Powers, and most Special Powers.  A Power that is visible can be perceived
  by a single sense.
  Cost Modification: -1 point to be visible to one sense.
  
SOURCE: textdata/thevault/Fuzion System [multi]/Fuzion - Heroic Abilities.pdf