TEXT: STUDiO187: Power Core 
   
  Page - 1 
  Power Core Beta V2 
   
  With these powers I could be a Super Hero! That’s 
  right, and it all begins with deciding where those 
  magnificent powers of yours are going to come from. 
  You must first decide what gives you those amazing 
  abilities; you must choose your Power Core. Next, you 
  must decide what you can do with this engine. And 
  lastly you must decide how far you can take it and 
  what direction it’s going to take you. 
   
  Gentlemen, start your engines! 
  In the first stage you’re going to have to decide what 
  type of power source you will be working with. This 
  will have a profound effect on your player and the 
  gaming environment. Take some time to decide what 
  it is exactly that your powers stem from. Are you an 
  elemental, an undead, a shape shifter, a sorcerer, a 
  psionic and so on? Then you will have a good idea of 
  what kind of powers you will have and the kind of 
  powers you shouldn’t have. Let’s face it, werewolves 
  don’t fly and vampires don’t shoot lighting bolts out of 
  their ass. 
   
  Keepin’ it Real 
  You can always twist the argument and say that your 
  werewolf is so attuned with nature that he has 
  learned how to summon storms and strike people 
  with lighting but that is reaching a bit too far. This is 
  not in the true spirit of Dark Millennium or 
  STUDiO187. Keep things low key and stay on track. 
  Remember that this is a c-punk genre gaming 
  environment with some extra supernatural stuff 
  thrown in. 
   
  If a Judge wants to use industry standard modules he 
  cannot allow his players to get crazy with those 
  powers. It’s tough to capture a guy who can vaporize 
  a tank with his bare hands and it’s not much fun when 
  your players can hurl a bus at an airplane. 
   
  It’s up to the group how far you want to go up the 
  power ladder. If you want to play a super friends level 
  campaign then you will still be able to use this system 
  but you will not want to use the NPCs from the Sons 
  of FUZION as you will find them quite inadequate. 
  You are also going to find it tough to run any standard 
  module. But, if you are happy with the same old 
  “brawl with the super villains” adventure all the time 
  then knock yourself out. 
   
  We don’t want to seem anti-SPB but you limit your 
  adventure potential when your players become to 
  powerful. A 3 to 5d6 KD attack blast is quite ample. A 
  14d6 KD attack blast is insane. You could blow a hole 
  in a tank with that much power. Try running Sub-
  Attica with a guy that can do that! 
   
  Look through the NPCs provided in the Sons of 
  FUZION plug-in to gage your heroes. 
   
  Now for the good stuff 
  Lastly, you must decide what powers you are going to 
  have. Choose powers that best suit your Power Core. 
  An earth elemental would have armor, super 
  strength, desolidification – earth, maybe tunneling or 
  density increase. All supernatural write-ups will 
  appear in the Sons of FUZION section and you will 
  be able to get a good idea of what to do with your 
  engine. Also, at the end of this book you will find a 
  section on magic and psionics describing their 
  nuances. 
   
  Although there are many modifiers that will adjust 
  power costs, powers may never cost zero or less only 
  spells have that privilege. 
   
  How many points do we get? 
  As many as you decide on. It’s up to your group what 
  power level you want to play with. Remember that the 
  less points you assign to powers, the more flexible 
  your Actors will be to adventure potentials. Below is a 
  list of points with examples to give you an idea what 
  the points equate to. Don’t forget, Actors will escalate 
  in power through experience. Your campaign might 
  start at a pulp level and advance to a champion level 
  within months depending on how often and long you 
  play. 
   
  The points listed below are for Powers and stats. To 
  make things easier all around we will assume each 
  Actor already has a 4 in every primary stat. Lets face 
  it, what hero would have less then a 4 in anything? 
  The player may choose to reduce these stats and if 
  he does he will redeem points for them. Skills are 
  also purchased as normal (for more detail on 
  creating characters see the official Fuzion Rules and 
  use the character generation section in Hell’s 
  Cookbook. 
   
  Points 
  Example 
  25 
  Pulp - Zorro, Jaguar God, Conan, Kraven 
  40 
  Dark – Moon Knight, Daredevil, Sunspot 
  60 
  Champion – Darkness, Witchblade 
  75 
  Super – Dr. Doom, Savage Dragon 
  100 
  Mega - Thor, Superman, Hulk 
   
  Before you start whoopin’ ass! 
  
  STUDiO187: Power Core 
   
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  There are several terms that will repeat themselves 
  throughout this plug-in. The first three are OCP, TCP 
  and PP. OCP stands for Original Cost Points, used to 
  indicate the original points spent on the power before 
  modifications. TCP stands for Total Cost Points and 
  is used to indicate the total value of all points spent 
  on the power including modifier costs. PP stands for 
  power points. For every five option points (OP) you 
  will get 1 power point (PP). 
   
  The second set of terms is Actor, Cast, Player and 
  Target. The term Actor will be used to refer to the 
  character in question. The term cast refers to the 
  party of Actors. When explaining confrontations the 
  Player is the guy with the power in question or the 
  subject of discussion. The Target is the other guy or 
  the victim. Player can also be used to describe the 
  guy (or gal) behind the dice. You know the real 
  person, the one with the pencil. 
   
  As for taking and giving damage, you will see the 
  following terms: SDm, SDf, EDm, EDf,  KDm, KDf, 
  EKDm and EKDf. 
   
  It breaks down like this: 
   
  Term 
  Description 
  SDm 
  Stunning Physical Damage 
  SDf 
  Stunning Physical Defense 
  EDm 
  Stunning Energy Damage 
  EDf 
  Stunning Energy Defense 
  KDm 
  Killing Physical Damage 
  KDf 
  Killing Physical Defense 
  EKDm 
  Killing Energy Damage 
  EKDf 
  Killing Energy Defense 
   
  We are considering wiping out the whole idea of their 
  being a difference between Physical and Energy 
  damage and defense and just having Stunning and 
  Killing damage and defense. Please write us and let 
  us know of your feeling on this matter. 
   
  The term "effect" is also used quite often. When used 
  as the subject "effect" is to indicate the material of the 
  power. 
   
  Some effects might be: fire, cold, light, webbing, 
  electricity, ballistics, concussion, mental energy, 
  slashing, sonic, radiation, Virtue* and Sin*. 
   
  * 
  Virtue and Sin are explained in greater detail in 
  the Hell's Cookbook but until that plug-in is 
  finished assume that Virtue is "Good" and sin is 
  "Evil". It's not that black and white, but until Hells 
  Cookbook is finished it will have to do. 
   
  You will find that throughout this book there are 
  several things that have been highlighted. These are 
  examples of the text directly before them. This should 
  make the examples stand out and easy to find. 
   
  Unlike Champions and Fuzion, several powers have 
  sub categories below them. These are special effects 
  that are solely for that power. Players do not have to 
  use these “nodes” when they purchase a power; they 
  are merely goodies. In cases where the power has 
  only subcategories (like Flight) then the player must 
  choose one of them for his power to work. 
   
  Some people have created entire books for Psionics 
  and Magic. Feel free to use them in conjunction with 
  Power Core but you might not be able to mix and 
  match systems on the same Actor. Power Core has 
  been designed to handle, Psionics, Magic and 
  Cybernetics in one smoothly flowing system. You can 
  create magic items, spells, cybernetics, techno-gear, 
  psionic tricks and items, Simbiant (living) items and 
  probably a shitload of other stuff we haven't thought 
  of. Combined with Fists of Fuzion, you can make 
  those cool Manga/Martial Art maneuvers like Fireball 
  Punch and Electro Slap. 
   
  When purchasing powers they will either cost the 
  player points and will be indicated with a plus (+) in 
  front of the cost. Or, they will give the player points 
  back and will be indicated with a minus (-) in front of 
  the cost. For nodes or modifiers the player might see 
  a colon (:) in the equation. This is a ratio for 
  calculating the cost and will escalate the modified 
  cost as the cost of the power goes up. For modifiers 
  that cost extra start applying the modifier on the first 
  point. For powers that provide retribution, start the 
  modified cost on the second point purchased. In this 
  way, a power will never cost less then 1. This was 
  done to preserve a feeling of continuity. A modifier or 
  node with a cost value of +1:3 stands for +1 Power 
  Point per 3 Original Cost Points and would mean that 
  for every 3 Power Points the player spends on the 
  power (OCP) he will need to spend an additional 
  point to apply the modifier.  
   
  If The Red Fist has a ranged Wounding attack that 
  has the Shotgun modifier attached to it. He bought 
  the original Wounding level to 9d6 SDm. This cost 
  him 9PP for the base power (OCP). He now has to 
  spend 3 more PP for the Shotgun effect. When he 
  goes up to the next level of Wounding, he will have to 
  spend two PP, one point to go from 9d to 10d and 1 
  PP for the Shotgun effect. The next two levels of 
  
  STUDiO187: Power Core 
   
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  Wounding will only cost one point though. 
   
  If you don’t like this setup we have provided a 
  conversion chart at the end of this book to allow you 
  to use the original Fuzion modifier system (see Out 
  With the Old, In With the New). We have also 
  provided quick calculation charts to easily transition 
  from the old to the new and vice versa. 
   
  Every new power begins with the power name in bold 
  large letters and ends with a line. The power point 
  cost and endurance cost are at the end of the 
  description right above the line. There are several 
  occasions where there is an exception. This will occur 
  primarily with powers that have not base cost and rely 
  on nodes for their cost value. 
  
  STUDiO187: Power Core 
   
  Page - 4 
   
  These are the aggressive combat powers that SPBs 
  use to pulverize each other. No good combatant is 
  without a few of these. LET’S GET IT ON! 
   
  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. Entangle can strike one area, 
  the upper body, lower body or whole body. Unless the 
  Player buys a disabling entangle, the Target can use 
  any means at his disposal to escape his bonds. So, 
  as you can already guess, most entangling attacks 
  are going to be disabling (like handcuffs). When it 
  affects an area, that area is immobile and if the 
  targets power comes from or is used by that area, he 
  cannot use it to escape. This is of course with the 
  exception of Damage Field, Armor - Hostile and raw 
  strength damage which can always be used to effect 
  an entangle. This is usually going to be a Judge’s 
  call. Lastly, any entangle that is hit with the same type 
  of power effect will not usually suffer any damage. A 
  web blast will not free you from webbing. Teleporting 
  out of an entangle cannot be done without the Fine 
  Control modifier. The Actor could, however, teleport 
  with the bindings. There are a few neat little nodes 
  you may wish to consider.  
   
  Disabling: As explained above, this little nasty 
  prevents the target from using certain powers 
  and /or weapons that would normally be at his 
  disposal. See above for a better explanation. 
   
  Cost: +1:3 
   
  Effects Teleporters: Does not allow a target to 
  teleport out of his bonds or with them. 
   
  Cost: +1:4 
   
  Tail: This allows the Actor to hang onto his target 
  once he’s got him roped. This tail can be tied to 
  telephone poles, used to swing him into walls, 
  tied to the bumper of a car, attach two targets 
  together, or whatever else the Player can think 
  of. 
   
  Cost: +1 PP 
   
  If Raw Dawg is entangled around the waist and arms 
  by Mr. Frost’s Ice Ring a partial body disabling 
  entangle, Raw Dawg may bite through it with his 4d6 
  KDm bite. However, if Frio hit him with his Permafrost
  attack, a full body disabling entangle, Raw Dawg 
  could only use his strength to escape. Additionally, if 
  Bill Tell were to use his Force Bubble, a full body 
  entangle, Raw Dawg could use any means at his 
  disposal to escape. 
   
  Cost: +1 PP per every D6 of Hits and 2 pts. of KDf 
  END: 1:2 TCP 
   
   
   
  Find Weakness  
  Resembling a skill but in truth is a power. It is the 
  ability to identify the weak points of a target's 
  defenses. A successful Find Weakness check (1 
  Action) against a Target Number of 16 will 
  automatically cut the target's outer layer of defenses 
  in half. If the target has multiple layers a separate 
  check for each layer would be necessary. Personal 
  PDf or EDf is always the last layer. If the Actor misses 
  the roll he can try again, but each successive roll 
  raises the Target Number by +2. To finding the 
  weakness roll 3d6 and add that score to the Find 
  Weakness power level. The target starts with a 
  defense of 16 + Lack of Weakness value (if he has 
  lack of weakness power). If the Actor’s number is 
  higher then the targets number, then the target will 
  only get half of his defense value of that layer verses 
  the Actor’s attack. This is only for SDf, EDf, KDf and 
  EKDf. If the Actor has a piercing attack and a 
  successful Find Weakness roll, then the Targets 
  armor would be at 25% protection. 
   
  Cost: 
  • 
  +2 PP for the base 3d6 
  • 
  +1 PP for every power level. 
  END: 1 pt. per use. 
   
   
   
  Humanity Attack 
  Truly twisted is he who assumes this awful power. It 
  doesn't do damage and has no apparent initial effect 
  but it can be devastating to those unprepared. The 
  attack is usually a hideous gaze, a horrible sound or 
  an extremely disturbing odor. Sometimes it's a terrible 
  wave of an unshakable creepiness. This can be a 
  hard power to work into your campaign and there are 
  few people who have it. It is mostly used for 
  monsters, daemons or really bad people. Targets will 
  recover their humanity as they would normal hits. 
   
  
  STUDiO187: Power Core 
   
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  Cost: +2 PP per d6 
  END: 1 pt per 2 OCP 
   
   
   
  Knockback 
  The Actor delivers the knockback effect as though he 
  had struck the Target with a damaging attack. Initially, 
  the Target will take no damage but he can always 
  take damage from an intercepting object. See official 
  rules for calculating damage. Body +1d6 still 
  subtracts from the initial knockback. Whatever is left 
  over will send the Target that many hexes. The 
  Player must decide whether this is HTH or Ranged. If 
  it is HTH then the Actor may directly add this effect to 
  a HTH attack. If it is ranged then he may attack up to 
  10 m/yds (hexes) for every point spent on the power. 
   
  Mr. Fist has a kinetic punch. This is an additional 8 (4 
  PP) levels of knockback that he can add to his punch. 
  His strength is a 6. If he does a standard punch he 
  will deliver 6d6 of damage to the target. Now he will 
  calculate the knock back. 6+8 = 14 and the target in 
  this case has a body of 5 and rolls a 3. 14-8 sends 
  the target reeling back 6 hexes or 18 feet. BAAAM! 
   
  Cost: +1 PP per 2 Knockback levels 
   
   
   
  Mind Control 
  This is a combination of several different Power 
  Nodes along with the mind control base. The Player 
  will purchase a level for mind control and will also 
  purchase one or more Nodes. Each node will give the 
  Actor a direction for the power to go in. The power 
  level will be used for any of the nodes he uses. The 
  Actor will gain an automatic level 1 in any UP-Skill for 
  each node he purchases. Thus, the Actor must 
  develop a different skill for each node. 
   
  Alter: The Actor trains to alter brainwave 
  patterns. The new patterns convey an altered 
  signal to the brain. The Actor can cause a target 
  to perceive things the way he wishes him to. This 
  is not an illusion but more like a change of 
  perception. 
   
  Left is right. That gun sure looks heavy. Is that 
  maggots in your rice? 
   
  These are not the droids we're looking for.... Credits 
  will be fine. 
   
   
  Cost: +2 PP 
   
  Empathy: The Actor trains to sense the powerful 
  waves released during emotional transaction. He 
  also trains in the ability to modify these waves to 
  cause the target's emotions to sway to his desire. 
  The Actor could cause a target to become 
  content, angered, smitten or even fearful. The 
  power can, however, be used to cause people to 
  love, hate or even be terrified of objects, places 
  or people. 
   
   
  Cost: +2 PP 
   
  Erase: Once the Actor has performed a 
  successful scan he can then begin to delete 
  memories of his choice up to the level the scan 
  will allow. Without Scan, the Actor can only erase 
  the surface thoughts of the target, the last 
  several minuets or so. If he is feeling particularly 
  nasty he could go for a deep root erase and 
  potentially wipe a target clean. An Actor can 
  generally wipe a normal mind clean in about an 
  hour of intense work. Any physical skills lost 
  during an erase can be relearned at half cost due 
  to muscle memory. 
   
  Add the Target’s resistance to this number  
   
  Difficulty 
  Example 
  0 
  Repressed Memory 
  2 
  Unimportant / will not miss 
  4 
  Important event 
  6 
  Skill or Core event in life 
  8 
  Core - like speech or walking 
   
   
  Cost: +4 PP 
   
  Force: The Actor will learn to overwhelm his 
  targets pattern and inflict his own thoughts within. 
  If successful, the Actor will be able to take control 
  of the target and work him like a puppet. 
   
  Add the Target’s resistance to this number  
   
  Difficulty 
  Example 
  0 
  Would enjoy doing anyway 
  2 
  Embarrassing or inappropriate 
  4 
  Does not believe in 
  6 
  Directly and adamantly opposed  
  8 
  Is terrified of 
   
   
  Cost: +4 PP 
   
  
  STUDiO187: Power Core 
   
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  Hold: The Actor learns to block signals going to 
  the body and causes the target to drop or freeze 
  in place. The target will be about a useful as a 
  quadriplegic. Speech is not possible but powers 
  that do not require movement are fine. 
   
  Cost: +3 PP 
   
  Kill: This is a deadly form of mind control that 
  causes the autonomic functions of the body to 
  stop working. The Actor can stop the targets 
  heart or stop him from breathing. This is also the 
  most difficult trick to pull off. The Actor must 
  score a value higher than twice the target’s 
  resistance. If successful, the target will drop in 
  place and commence dieing. The target will die 
  within a few phases but cannot concentrate on 
  anything but his death. He will be treated as 
  stunned until death and all stats and skill levels 
  go to zero. 
   
  Non-Death: The Actor can also kill a body 
  part not associated with life function. This 
  would be like an arm, leg, eye or ear. The 
  part will immediately stop functioning and will 
  begin to atrophy until it withers away. The 
  body 
  simply 
  stops 
  any 
  repairs 
  or 
  maintenance of the part. 
   
  Slow-Death: The Actor may also choose to 
  make the death slow. This would be by 
  turning off control to a function that would not 
  cause immediate death, like the kidneys, 
  liver or immune system. 
   
  The only thing that can save the target is 
  someone with the same power or the power 
  Healing – Treatment Mystical or Psionic 
  (depending on effect). Even the best doctor 
  cannot stop or repair the effects. The control to 
  the brain has simply been turned off. 
   
  Cost: +5 PP 
   
  Program: The Actor is able to rearrange 
  memories, desires and agendas. The Actor is 
  actually able to change a target from the root 
  level. This power can also be used to repair the 
  same sort of damage. The Actor must first be 
  able to scan to the level he wishes to reprogram. 
   
  Add the Target’s resistance to this number  
   
  Difficulty 
  Example 
  0 
  Slightly different from existing 
  2 
  Bazaar behavior but possible 
  4 
  Seems like different person 
  6 
  Directly and adamantly opposed 
   
  Cost: +4 PP 
   
  Scan: The Actor trains to dig into the targets 
  mind to reveal deep level information. This 
  training will allow the Actor to go into deep-rooted 
  memories or behaviors. Combined with Program, 
  the Actor could literally change a giving, caring, 
  sensitive target into a cold blooded, psychopathic 
  killer. Combined with Erase, the Actor could 
  completely wipe the target clean. 
   
  Add the Target’s resistance to this number  
   
  Difficulty 
  Example 
  0 
  Surface thoughts 
  2 
  Deep thoughts 
  4 
  Forgotten but relevant memories 
  6 
  Forgotten irrelevant memories  
  8 
  Terrifying or repressed memories 
   
  Cost: +3 PP 
   
   
  Cost: +1 PP per Power Level 
  END: 1 pt per OCP 
   
   
   
  Mute  
  This power allows the Actor to jam an opponent's 
  senses, causing him to be at an impairment when 
  using those senses. He must choose an effect for the 
  delivery. The effects could range from a bright flash, 
  a loud bang, pepper spray, a stunning shock wave or 
  even pure darkness. The Player must roll to hit the 
  target as a normal attack. This power is normally 
  ranged. Once a target is hit he can only use Mute 
  Defense (if it applies for the effect) or take the full 
  effect. For every power level that is not defended 
  against, the Actor will receive a -1 to all actions 
  requiring that sense or sense group. This number will 
  diminish at a rate of 1 point per phase. 
   
  The effects last for one phase per level of effect. 
  Mute normally affects a single sense; additional 
  senses and sense groups may also be purchased. A 
  special note for affecting the touch sense is as 
  follows. When touch is affected the target cannot 
  move because he becomes temporarily paralyzed. 
  However, he will be at no minus to any maneuver or 
  
  STUDiO187: Power Core 
   
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  effect that does not require movement. Like mental 
  attacks, teleport or force field. 
   
  Static: This node causes the Mute effect to last 
  as long as the Actor generates power into it 
  rather than by a level deterioration. 
   
  Cost: +1:4 
   
  Cost: 
  • 
  +1 PP per Power Level 
  • 
  +1:2 for entire sense group. 
   
  END: 1 per OCP 
   
   
   
  Toxin 
  This power allows the Actor to deliver toxins into a 
  targets body. The Player will first buy the power level 
  and the intensity of the toxin and then must choose 
  the Delivery and the Effect. Toxins have varying 
  effects and introductions. Build the toxin from the 
  nodes below. 
   
  Delivery: This will determine the condition that will 
  have to be met to deliver the toxin to the target. 
   
  Sub-Dermal: The toxin cannot penetrate the skin 
  on it’s own and must be introduced through a 
  break the skin or must be ingested. This is the 
  standard form of delivery. 
   
  Cost: none 
   
  Contact: This causes a toxin to be able to be 
  delivered through direct skin contact or 
  inhalation. The Actor simply needs to make 
  contact with skin and the target will immediately 
  begin to suffer the effects. 
   
  Cost: +1:3 
   
  Ferocity: Toxin begins working immediately and 
  delivers it’s effects with rapid speed. The Player 
  can save points by turning down this speed. The 
  player may choose for the effect to occur every 
  minute, hour or day. To determine the results of 
  the toxin’s effects, substitute phase for this time 
  period. 
   
  Cost: 
  • 
  -1:4 for 1 minute 
  • 
  -1:3 for 1 hour 
  • 
  -1:2 for 1 day 
   
  Treatment: All toxins can be divided into a 
  certain category. Most toxins have direct 
  antidotes and those who do not or are not 
  common enough to be available can be treated 
  with a broad range antidote or a very similar 
  more common version. These generally tend to 
  be less effective but effective nonetheless. The 
  Actor’s toxin will automatically fit into a common 
  group but for extra points he may have a unique 
  or exceedingly rare form of toxin leaving doctors 
  no antidote and very little treatment options. 
   
  Cost: +1:3 
   
  Effect: This is what happens to the affected target. 
   
  Damage: This form of toxin includes Myotoxins -
  which damage muscle tissue, Haemotoxins -
  toxins that affect the blood and clotting, and 
  Haemorrhagins - toxins that damage blood 
  vessels and cause bleeding. These are very 
  destructive toxins and take a direct toll on the 
  structural integrity of the affected area. In some 
  cases, the damaged area will begin to rot and will 
  require medical attention or the target could die 
  from infection or Gangrene. While in other cases 
  the Target will bleed profusely. This is the 
  standard and most common form of toxin. The 
  intensity is the number of hits the target will suffer 
  per phase. The power level is the total amount of 
  hits the target will suffer. 
   
  Cost: none 
   
  Death: The toxin will attack the Constitution and 
  Body stats rather then doing damage. The target 
  will loose one point x intensity of Constitution the 
  first phase and one point of Body x intensity the 
  second phase. This pattern will continue until the 
  Target beats the toxin or the toxin runs its course 
  (this routine will continue until the target takes a 
  total stat loss of the Actor’s power level). If the 
  target goes to a negative value equal to his 
  normal stat then he will die. Stats are recovered 
  at the same rate they are lost. 
   
  If Viper has a Toxin – Death power level of 8, then his 
  target will need to have at least a 4 in Constitution 
  and a 4 in Body or he will go unconscious before the 
  poison runs its course.  
   
  Viper’s poison is intensity 2 and his power level 8. 
  Upon successful delivery, the poison will cause the 
  
  STUDiO187: Power Core 
   
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  target to suffer 2 points Constitution loss. The next 
  phase the target will lose 2 points of Body. In the third 
  phase he will loose 2 more points of Constitution and 
  in the fourth phase he will loose 2 more points of 
  Body. He will have reached his total of 8 Power points 
  by this time.  
   
   
  Cost: +1:3 
   
  Neurotoxins: These are toxins that cause 
  paralysis. Use the rules above for death but 
  substitute Reflexes and Dexterity. If either one of 
  these stats drop to zero the target is completely 
  paralyzed. If either stat goes to it’s negative 
  equivalent the targets autonomic functions stop. 
   
  Cost: +1:3 
   
  Intensity: This variable will determine how much the 
  toxin affects the target each phase. For every level of 
  intensity the toxin will have 1 level of effect and this 
  will continue until the power level is achieved. 
   
  Cost: +1 PP per level of intensity 
   
  Power Level: This is the actual potency of the toxin. 
  Skipping all other variables this is the actual meat of 
  the power. Targets will continue to take their effects 
  until this level is reached. 
    
  Cost: +1 PP per power level 
   
   
   
  Wounding 
  An Actor with this power can deliver non-ranged 
  damage which is added to his strength dice or make 
  a ranged attack up to 10 m/yds (hexes) for every 
  point spent on the power. The exact nature of the 
  damage in the attack is left up to the Player. The 
  nature of the attack must be determined when the 
  power is purchased; it can be lighting, a blaster bolt, 
  lasers, sonic waves, a magic blast, chi punch, sword 
  strike or anything else. Wounding normally either 
  affects PD, ED, KD or EKD depending on the special 
  effect. Once again, this must be determined when the 
  power is purchased and cannot be changed later. 
  Here are a few nodes you may wish to consider: 
   
  Acidic: With this node, armor would be treated 
  like hits. That is, whenever the Actor strikes an 
  armored target the armor value will diminish, as 
  would hits. If the armor is hardened, then the 
  target will only lose 1 point of armor per 2 points 
  of damage. Armor that is damaged by this 
  means will recover at the same speed the Actor 
  recovers. If the armor is a focus the target is 
  going to have to make repairs. 
   
  Let’s say Raptor was fighting Lord Paradox and was 
  hit by his Entropic Blast. The 5d6 Acidic blast does 16 
  points of damage to Raptor’s left arm which has 20 
  points of armor. Raptor now has 4 points of armor on 
  his left arm, ouch. If he had purchased hardened 
  armor, then he would still have 12 points of armor. 
   
  Cost: +1:1 
  END: Add for calculation. 
   
  Damage Field: This modifier allows the Actor to 
  set up a continuing field around himself that 
  causes damage to any target that comes into 
  contact with it. This field has no range. Every 
  power level will cause any target coming in 
  contact with the field to take 1d6 of damage. Any 
  target that comes in contact with the field - either 
  by the Actor being attacked HTH, or by the Actor
  attacking someone else HTH will take damage. 
  Optionally, the Damage Field may be extended 
  to items carried by the owner, allowing them to 
  be included within the Damage Field's area. This 
  Modifier does not provide any protection from 
  damage; for that effect you must use Armor with 
  hostile attached. 
   
  Cost: 
  • 
  +1:3 
  • 
  +1 point to include carried items within the 
  field. 
  END: Add cost for calculation 
   
  Mental: The Actor will use Will as the base stat 
  for determining to-hit. The target will use Will plus 
  Mental Dodge (yes another new skill) or just Will 
  if he has no skill. The target will not get a penalty 
  for not having the skill. The damage is stun only 
  and the Actor may only use Resistance against 
  the damage. 
   
  For killing damage use regular wounding KD with 
  a NND modifier explained as a Mental Attack with 
  the common defense Resistance. This could be 
  explained as the Actor making the targets 
  muscles pull against each other causing the 
  bones to snap and muscles to rip apart at the 
  seams (Ouch!). It could also be used to get the 
  Scanners effect. 
   
  Cost: +1:1 
  
  STUDiO187: Power Core 
   
  Page - 9 
  END: 1 pt per TCP 
   
  Modular: This node allows the Actor to change 
  or add extra effects to his attack blast. There are 
  two forms of effect modifiers listed below. 
   
  Extra effect: This node will allow the Actor 
  to add a secondary effect to his wounding. 
  Both effects hit the target but no extra 
  damage is done. If the Actor has immunity to 
  one of the types of attack then subtract its 
  portion out. But, if a defense is especially 
  protective against one type of attack the 
  additional points will not effect the blast. 
   
  If the Actor had a fire blast he might add radiation to it 
  to make it more like a nuclear effect. In which case, 
  the target would be subjected to radiation and heat. 
  This is mostly useful against immunities and 
  weaknesses. 
   
  Tundra has a 10d ranged wounding attack with two 
  effects, cold and impact (or kinetic). He attacks Frio 
  who is immune to cold. Frio will only take 5d from the 
  impact portion of the attack. 
   
  Cost: +1 PP per extra effect. 
   
  Dynamic: Utilizing this node, the Actor is 
  able change the effect of his Wounding. It 
  takes 1 phase to change the effect and this 
  effect will remain until the Actor changes it 
  again. The Actor must continue to use the 
  same type of damage (ED, SD, EKD or 
  SKD) 
   
  The Actor is able to switch between effects. He could 
  shoot fire one phase and then take a phase to switch 
  to ice. This is very useful against mystical creatures 
  that require certain types of effects to kill them. 
   
  Cost: +1:2 OCP 
   
  Programmable: By placing this node on the 
  Actor’s wounding he can change the modifier at 
  a whim. Thus, he could tack on a Piercing 
  modifier or maybe Affects Desolid, he can dial it 
  at anytime he wishes. It takes 1 phase to shift 
  modifiers. The power level is still affected by the 
  new modifier. If the player adds a negative 
  modifier then it must be in affect for the Actor to 
  receive extra points into his power. This should 
  keep the munchkins at bay. 
   
  Thus, if a modifier costs points the power level will go 
  down. If it gives points back, the power level will go up 
  but only if the negative action is at hand. The player 
  can’t say “Only works during a rainstorm” if it’s 
  already raining. That’s just being cheap, petty and 
  munchkinistic. 
   
  Cost: +1:2 
   
  Pure: The damage of the attack will not have any 
  carryover. Thus, stun damage will not carry over 
  1 point of killing per 5 stun and killing damage 
  will not have an equal amount of stun delivered.
   
  Cost: 
  • 
  -1:4 for no killing carryover 
  • 
  -1:3 for no stun carryover 
   
  Whole Body: This node causes the wounding 
  attack to strike the target’s entire body. The 
  Judge could allow 1 area per success. There is 
  no extra damage to be delivered; this is mostly 
  for effect and can be a real bitch to armored 
  targets, especially if Acidic is also attached. 
   
  Cost: +1:4 
  END: Add cost for calculation. 
   
  Cost: 
  • 
  +1 PP per d6 of SD or ED damage 
  • 
  +2 PP per d6 of KD or EKD. 
  END: 1 Pt per 2 OCP 
   
   
  
  STUDiO187: Power Core 
   
  Page - 10 
   
  These are powers used to counteract undesirable 
  effects from other beings. These forms of protection 
  are necessary on this hostile world in which we live 
  (and more so for our Actors). No Actor should ever 
  be without his defenses. Just about every single hero, 
  villain or mercenary has armor. You are an idiot if 
  your Actor doesn’t and you think he is going to live 
  very long. Even if he has desolidification, he should 
  still have armor. You should also check out the Stat 
  Powers for more defense modifiers. 
   
  Armor 
  With this power, the Actor has some kind of inherent 
  tangible defense against Killing or Stun Attacks. It 
  could be tough skin, armor plates, organic steel, or 
  anything along these lines. As opposed to the original 
  Fuzion rules, Armor adds up. If an Actor is wearing 
  multiple layers of armor each layer is accounted for. 
  Additionally, the Actor’s personal PD, ED, KD and 
  EKD are also accounted for. When purchasing 
  armor, the player must decide whether the armor is 
  constant or needs to be activated. They both cost the 
  same because neither is advantageous over the 
  other. Constant means that even in civilian form he 
  would be protected but people might notice those 
  scales on his face. This could post a problem if he 
  has a secret identity. With activated armor his secrets 
  safe and it’s only a matter of 1 phase to activate it. 
  Hell, it could even suffice as the means of concealing 
  his identity. If his armor is penetrated lower it by 1 
  point in that area and it will heal at the same rate his 
  hits heal. 
   
  X Tolerant: Whereas X is a variable. X would be 
  a form of attack that the armor is twice as 
  effective against. 
   
  If the armor were Fire Tolerant, it would be twice a 
  protective against fire, but have a normal value 
  against all other forms of attack. 
   
  Cost: +1:3 
   
  X Intolerant: Same as above with the exception 
  that the armor would be half as effective against 
  this from of attack. 
   
  Cost: -1:3 
   
  X Defense: This is solely for purposes of effect. 
  It will mostly be used against Armor Ignoring 
  attacks. The player will decide on the defense(s) 
  and the Judge will have to take the(se) 
  defense(s) into account. For example: If a 
  Panzer Suit has Heat Defense, then even in the 
  hottest part of the desert at high noon the Actor 
  would probably feel fine. In addition, when 
  Volcano cut loose with his Heat Wave (an armor 
  ignoring attack blast, only defended by heat 
  defense) he wouldn’t even feel it. But, if Volcano 
  slammed him with a fireball, Heat Defense 
  wouldn’t help him a bit. 
   
  Cost: +1 PP per Defense Type. 
   
  Popular Defenses are Electricity, Cold, Heat, 
  Radiation and Magic. 
   
  Force Field: A force field is an energy barrier 
  that works as armor. The difference is force 
  fields require endurance to operate. There are 
  two types of force fields, constant and reactive. 
  You cannot get skeletal in addition to force field.
   
  Constant: This type of force field is turned 
  on and stays on until it is turned off. It is 
  always protective and protects for any and all 
  attacks. Remember that it takes 1 action to 
  turn it on. 
   
  Cost: - 1:4 
   
  Reactive: This type of force field only 
  activates per attack and does not take any 
  time to bring up. It works like a shield. The 
  player must purchase the skill UP - Force 
  Shield. To defend with it, the Actor would 
  declare that his action is blocking with his 
  force shield. This shield can be used to 
  defend against HTH, Melee and Ranged 
  attacks. This is a not a location specific 
  armor, it will completely protect any part the 
  Actor needs to defend (even whole body in 
  the case of an explosion) and thus you must 
  buy all 5 areas. 
   
  Cost: -1:2 
   
  Hostile: This indicates that the armor is 
  constructed of a damaging material. If an object 
  comes into contact with the surface, it will take 
  damage. This could be quills, razors, lava, 
  whatever. The target will take 1d6 SD of damage 
  per OCP invested in the armor or 1d6 KD per 2 
  OCP invested in the armor. 
   
  
  STUDiO187: Power Core 
   
  Page - 11 
  Cost: +1:2 
   
  Skeletal: This is an internal form of armor. The 
  real protection is provided to the essential life 
  sustaining organs. An aimed attack can be made 
  to avoid the armor (provided the opponent knows 
  it’s there) at a minus to-hit. See aimed attack 
  rules for penalties. The armor will only protect 
  against KD. Skeletal is automatically non-visible. 
   
  Assume Lord Golgotha strikes Tin Omen for 20 
  points of killing damage. Tin Omen (caught off guard 
  and out of his armored suit) has 12 points of Skeletal 
  Armor. Tin Omen will take 8 hits and 20 stun (minus 
  normal SD). 
   
  Cost: -1:2 
   
  Cost: 
  • 
  +1 OP for +4 KD per area 
   
  If you were going to cover 5 areas (the Actor’s whole 
  body) it would be 1 PP per +2 Killing Defense or +8 
  SD. Remember, the points you purchase must be 
  divided into physical and energy as well. Thus, 16 
  points of KD can be split anyway you want but you 
  must allocate it to KD and/or EKD (it’s usually wise to 
  do half and half). 
   
  • 
  If you are not playing with Energy Defense as 
  being separate from energy attacks then you 
  must cut the received amounts in half (1 OP 
  for +2 KD per area). 
   
  END: +1 pt per OCP upon activation. 
   
   
   
  Danger Sense  
  This power gives an Actor a "sixth sense" about 
  danger; a sort of mystical combat sense. There are 
  three types of danger sense: Active, Reactive and 
  Cognitive. 
   
  Active: This form of danger sense requires that 
  the Actor activate this power. It shifts his 
  perception about a half a second into the future 
  (that’s one theory). The Actor gains the 
  advantages of being able foresee his opponent’s 
  next move. Now, he barley has time to react so 
  there’s no time to think about it, he perceives and 
  must immediately commit. For every power level 
  the player purchases, he will receive +1 to Dex 
  for purposes of defense and +1 initiative. 
   
  Cost: +3 PP per level 
  END: 2 pts per power level 
   
  Cognitive: Using this power, the Actor, on a 
  successful roll, will get a feeling of ‘uneasiness’ 
  in situations that are not quite right. This power 
  automatically kicks in and is never activated by 
  the Actor. The Actor need not be in danger; this 
  activates when things are not what they seem. 
  The player will roll 3d6 and add it to his power 
  level. The Judge will assign a difficulty. If the 
  player rolls equal to or better then this difficulty 
  the JUDGE will tell the player what his difficulty 
  was. The lower the difficulty, the more fucked up 
  things are. This will clue the Actor in on just how 
  he should react. If the player rolls 12 points 
  higher then his difficulty the Judge should give an 
  indication as to what the situation is. This is a 
  good tool for a JUDGE to give players clues. 
   
  Cost:  
  • 
  +1 PP for the 3d6 
  • 
  +1 PP per additional power level 
   
  Reactive: This type gives the player the ‘feeling' 
  of being in danger during ambush and hidden 
  trap situations. If the Actor reacts, he is allowed 
  his full DEX + Skill; he could also attempt to dive 
  clear of a falling rock, a sniper’s bullet or maybe 
  a trip wire. Danger Sense checks are made 
  automatically, at the request of the JUDGE (or 
  better yet by the JUDGE). The player must make 
  a successful Danger Sense check of 3d6+power 
  level against a target number of 16. If the player 
  rolls 12 more than he needs to succeed (28), the 
  true position and type of danger are known. 
   
  Cost: 
  • 
  +1 PP for the 3d6 
  • 
  +1 PP per additional power level. 
   
   
   
  Force Wall 
  This is the ability to project a barrier at a distance. 
  When purchasing this power you must decide if it’s 
  completely translucent, semi-translucent or opaque. 
  There is no cost difference, but it necessary for game 
  play. This barrier acts like a wall with Armor and SDP. 
  When the armor value is breached the damage will 
  dip into the SDP. Each attack must encounter the 
  armor and surpass its current value to do more SDP. 
  Remember, every time the armor is breached, the 
  
  STUDiO187: Power Core 
   
  Page - 12 
  value goes down by one point. Treat each hex as a 
  different area. Thus, if a Actor wanted to wear down a 
  wall, he would need to continually strike the same 
  hex. When the SDP reaches zero, the wall will 
  collapse and must be Re-erected if the Actor wishes 
  it to still remain up. Force walls are purchased in 
  hexes. These hexes can be allocated in any order 
  other inside of one another. They can even go 
  straight up to form a column. These hexes have 
  strength and can support weight. The weight is equal 
  to 1 point of strength per 5 SDC. Additionally, if an 
  area attack hits a force wall and does not penetrate 
  its defenses, the area attack cannot continue past 
  that point. 
   
  X Tolerant: Whereas X is a variable. X would be 
  a form of attack that the force wall is twice as 
  effective against. Thus, if the wall was Fire 
  Tolerant, it would be twice a protective against 
  fire. For both the armor value and the SDP. 
   
  Cost: +1:3 
   
  X Intolerant: Same as above with the exception 
  that the force wall would be half as effective 
  against this from of attack. 
   
  Cost: -1:3 
   
  X Defense: This is solely for purposes of effect. 
  It will mostly be used against Armor Ignoring 
  attacks. The player will decide on the defense(s) 
  and the Judge will have to take the(se) 
  defense(s) into account. 
   
  If Volcano cut loose with his Heat Wave (an armor 
  ignoring attack blast, only defended by heat defense) 
  an Ice Wall would, well, stop it cold. But, if Volcano 
  slammed it with a fireball, Heat Defense wouldn’t 
  help it a bit. 
   
  Cost: +1 PP per Defense Type. 
   
  Hostile: This indicates that the wall is 
  constructed of a damaging material. If an object 
  comes into contact with the wall, it will take 
  damage. This could be thorns, fire, lava, 
  whatever. The target will take 1d6 SD of damage 
  per OCP invested in the wall or 1d6 KD per 2 
  OCP invested in the wall. 
   
  Cost: +1:2 
   
  Independent: With this add on, the SDP will be 
  counted for each area (hex). Thus, a wall with a 
  10 SDC that was 4 hexes wide would have a 10 
  SDC in each hex. If the SDC in a hex drops to 0 
  only that hex falls. Each hex would have to be 
  destroyed individually. 
   
  Cost: +1:2 
   
  Mobile: With this node the wall can be moved. 
   
  Cost: +1 PP per hex per phase. 
   
  Cost: 
  • 
  +1 PP per 6 pts. of Killing Defense (split this 
  between KD and EKD) in a barrier 1 hex wide. 
  • 
  +1 PP per 10 SDC 
  • 
  +1 PP per additional hex 
  END: 
  • 
  1 End per PP to erect. 
  • 
  +1 per 3 PP to maintain. 
   
   
   
  Humanity Defense 
  It is one hard motherfucker that has Humanity 
  Defense. This defense is usually gained by suffering 
  regular bouts of horror and pain. For every level of 
  humanity defense the Actor will subtract 1 point of 
  humanity loss from the effect. The Actor will not 
  receive this defense on any power that costs him 
  humanity to use and will not be applied when 
  purchasing cybernetics. 
   
  Cost: +1 PP per defense point 
   
   
   
  Invisibility 
  This power can be used to become hard to detect or 
  even undetectable to one sense (usually normal 
  sight). Invisible Actors require an opponent to make 
  perception check every time they wish to make 
  contact with them. Upon purchasing the invisibility 
  power, the Actor will receive +5 to stealth skills and 
  one additional point per power level when in use. 
   
  Sight: The following rules are for sight-based 
  invisibility, the most common form. To only be 
  used with sight based perception rolls. 
   
  Attacking: While invisible, an Actor has the 
  option of keeping himself unnoticed. As soon 
  as he attacks a target, the target is going to 
  have an idea where the Actor is. Even if the 
  Actor misses, the effect is going to go 
  
  STUDiO187: Power Core 
   
  Page - 13 
  whizzing by the target, alerting him to the 
  Actor’s position. If the target has no clue 
  where the Actor is, the Actor will receive the 
  ambush bonus. If the Actor’s attack is 
  invisible his will always get the ambush 
  bonus, minus any movement modifiers the 
  target may be trying to inflict. If the Actor’s 
  attack is visible and the target is facing the 
  Actor and is aware of him (knows an invisible 
  guy is trying to kill him) then the ambush 
  bonus will not be awarded. It will be a normal 
  attack. 
   
  Defending: If the Actor is in combat, he 
  cannot add stealth levels or Intelligence. Ten 
  plus the power level becomes the difficulty 
  number for the perception check. If the 
  opponent makes his perception check, there 
  are no modifiers to his roll. If an opponent 
  cannot make a successful Perception check, 
  then he cannot hit the Actor. The opponent 
  can, however, attack a hex. The opponent 
  would guess at which hex the invisible target 
  is in. He would then attack that hex. If the 
  invisible target is actually in that hex, then the 
  opponent will be at 0 Ref to hit him, ranged 
  or otherwise. Should the opponent fail his 
  perception roll, but know what hex the target 
  is in he will be at 1/2 Ref. This generally 
  occurs right after the Actor fires a visible 
  attack, alerting the target of his position. 
   
  Sound: This would indicate that the Actor is able 
  to dampen sounds caused by himself. It would 
  mostly be for sneaking around. It’s great for 
  sneaking up on people. This of course only 
  works on sound based perception rolls. 
   
  Scent: Kind of a rare, but useful form of 
  invisibility. An Actor with this kind of invisibility 
  would be harder to detect by scent. Great for 
  avoiding those fucking dogs and the bastards 
  whom can track by scent. And the Actor doesn’t 
  have to worry about people like Wyld Kat 
  smelling his ambush out. 
   
  Taste: Okay, whatever. 
   
  Touch: Get Desolidification. 
   
  Team: To include other people in the Actor’s 
  effect he could use area effect, but that would 
  make an entire area disappear. Neat, but that 
  might give him away. With this node an Actor can 
  add additional people within an adjacent hex of 
  that Actor. 
   
  Cost: +1 PP per extra person. 
   
  Field: This is the replacement for Darkness. With 
  this option the Actor creates a field of invisibility. 
  Every target within that field will become invisible 
  and hopefully blind. They will fall under 
  appropriate penalties to everything and everyone 
  else. The field has a 1 hex radius per 2 power 
  levels. 
   
  Cost: 
  • 
  +1:5 
  • 
  +1 PP per hex 
   
  If Whisper puts a field of invisibility (darkness effect 
  on sight with power level 6) around Tin Omen, then 
  Tin Omen would normally have to make a perception 
  of 16 or higher to know where anything is. But, being 
  that Tin Omen has Infrared vision, he is unaffected. 
   
  Cost: 
  • 
  +1 PP per sense 
  • 
  +2 PP per sense group for original power 
  • 
  +1 PP per additional power level. 
  END: 
  • 
  +1 End per PP per round 
  • 
  +1 End per extra person. 
   
   
   
  Immune 
  The best defense is a total defense. This power 
  reflects that very aspect. There are several things that 
  a player can be immune to. Remember that none of 
  the items carried by the player (including worn 
  clothes) get this defense unless purchased so. Also, 
  unless the player buy's knockback immunity, the 
  power that he is immune to can still provide 
  knockback to the player. Also, the player is not 
  immune to the secondary effects. 
   
  He may very well be immune to heat but could be 
  suffocated by burning the air out from around him. 
   
  Class: This will include an entire class of 
  damage and will represent things like heat, cold, 
  electricity, slashing, impact, knockback, muting 
  (must include sense), acid, webbing and so on. 
   
  Half: This is a partial immunity of the above. 
  The player will only take half effect from the 
  type of attack. 
  
  STUDiO187: Power Core 
   
  Page - 14 
   
  Cost: +4 PP 
    
  Cost: +8 PP 
  END: None 
   
  Complications: The player will not take any 
  additional damage from bleeding or shock. He 
  will not lose any additional Hits or Stun after 
  being reduced to zero hits. 
   
  Cost: +3 PP 
   
  Mortal Wounds: The player cannot be killed by 
  a deathblow. The only way to kill him is through 
  his hits. 
   
  Cost: +3 PP 
   
  Power: This form of immunity provides the 
  player with protection from certain power effects. 
  It is not intended to protect the player from attack 
  powers but is designed to handle unwanted 
  effects. These might include Teleport, Flight, 
  Shifting, Desolidification, Infrared vision and Mind 
  Reading. It is up to the player whether this is an 
  all-time thing or whether it has to be turned on. 
  Neither will affect this cost but they both have 
  their own advantages and disadvantages. 
  Remember all-time means that it can't be turned 
  off (ever). This choice must be made at the time 
  of purchase and cannot be altered later. 
   
  Cost: +3 PP per effect. 
  END: None 
   
  Self: This allows the player to be immune to any 
  of his own powers. It is a one-time buy and 
  covers all of his powers past present and future. 
   
  Cost: +2 PP 
   
  Specific: This is a very specialized immunity that 
  is bought for a specific power. It will make the 
  player totally immune to one specific power from 
  on specific Actor. 
   
  The Roach has the uncanny ability to adapt to nasty 
  stuff. What doesn't kill him only makes him stronger. 
  He has been blasted by Lord Golgotha’s black ray 
  and lived to talk about it. Hell, he's mutated to be 
  immune to it. 
   
  Eve is immune to Adam's (her twin brother) Mind 
  Scrambler. 
   
   
   
  Cost: +1 PP per power 
   
  Stun: The player cannot be “stunned” from 
  damage. The player will not have to even record 
  stun damage, as he cannot be knockout in this 
  way. The player will have to account for any 
  killing damage that carries over from a stunning 
  attack so he should make sure to account for his 
  PD and ED. 
   
  Cost: +8 PP 
   
  END: None 
   
   
   
  Knockback Resistance  
  A player with this power takes reduced Knockback 
  from attacks. Each point of Knockback Resistance 
  subtracts 5 meters of Knockback from all attacks. 
   
  Cost: +1 PP for -5 meters of Knockback. 
  END: None 
   
   
   
  Lack of Weakness 
  With this power an individual either has less weak 
  points or has a field that counteracts find weakness 
  detection. Each point of Lack of Weakness adds to 
  the Target Number for Find Weakness Skill Checks.
   
  Cost: +1 PP to raise the Target Number 3. 
  END: None 
   
   
   
  Life Support  
  This power allows the player to operate in unfriendly 
  or deadly environments without harm. The following 
  list contains the powers that allow humans (or 
  humanoids) to survive without the basic vital 
  substances we all need. 
   
  OPTIONAL: Means that this is an obscene level and 
  you might wish to deny it. 
   
  Aging: With this immunity the Actor is able to 
  extend his living potential incredibly. He is still 
  able to die from disease, poison and injury. The 
  Actor will age to adulthood as normal at this point 
  the effects of his power will kick in. 
   
  
  STUDiO187: Power Core 
   
  Page - 15 
  Cost: 
  • 
  +1 PP for x4 Life span (about 300 years) 
  • 
  +2 PP for immortality (from the whenever to 
  whenever). 
   
  Atmosphere: This will allow the player to survive 
  comfortably in another type of atmosphere. This 
  could be under water, in methane, ammonia, 
  whatever. The player could alternatively choose 
  an environment type. Maybe he could survive as 
  a native on Venus or Mars. Or, for a package 
  price the player could have the ability to adapt to 
  any environment. This is, of course, provided 
  there is a substantial atmosphere. In essence the 
  player would be able to breathe even the most 
  caustic substances. This would allow him to be 
  physically comfortable and not need any form of 
  outside interference to survive the climate. This 
  would, however, not protect him from airborne 
  bacteria and viruses. 
   
  Cost: 
  • 
  +2 PP per specific environment 
  Be specific….. Mars, Venus, Under Water and so on 
  • 
  +10 PP to be able to adapt to any 
  environment. 
   
  Breathing: With this power a player is either able 
  to go without breathing for extended periods of 
  time or even at all. 
   
  Cost: 
  • 
  +1 PP for 1 hour 
  • 
  +2 PP for 1 day 
  • 
  +3 PP for 1 week 
  • 
  +4 PP either does not or does not need to 
  ever take a breath. 
   
  Eating: Having this power allows the player to 
  reduce the need for consumption or even go 
  totally without eating, drinking and excreting. For 
  every 2 meals the player is required to eat he will 
  (on average) have to excrete at least once. 
   
  Cost: 
  • 
  +1 PP for 1 meal and 20 ounces of water a 
  day OR the ability to eat any type of food. 
  • 
  +2 PP for 1 meal and 20 ounces of water a 
  week OR the ability to eat anything except 
  hostile material (see Hostile, this section) 
  • 
  +3 PP cannot or eat or drink. 
  • 
  +4 PP no need to eat or drink. 
   
  Hostile: This would cover high levels of 
  background radiation, cosmic rays, microwaves, 
  electro-magnetic pulses and other things that go 
  bump on the atomic level. It will not protect the 
  player from intense bursts of such things. If the 
  player happens to be caught in the radioactive 
  burst of an atomic explosion, he will be vaporized 
  along with everyone else. He could handle 
  reactor core rods, eat plutonium on his cereal, 
  stick his head in a microwave oven as a party 
  trick and suntan on Night City Beach all day long. 
  This immunity also gives the player half immunity 
  from any radiation effect attacks. 
   
  Cost: +4 PP 
   
  Immunities: With this power the player will be 
  able to ignore all forms of diseases and viruses. 
  Normally Actors should never come down with 
  any of these because they are the heroes of the 
  story. Even so, if the situation presents it’s self 
  and an Actor deliberately exposes himself to the 
  situation the Judge should oblige his wishes. This 
  power will allow the player to go into those 
  situations without fear. 
   
  John is running a campaign in the middle ages and 
  the cast comes across a town tainted with The Black 
  Plague. The Judge (John) should not infect the 
  Actors with The Plague unless they are incredibly 
  stupid and drink from the common well or perhaps 
  have sex with one of the town hookers. If one of the 
  actors had Immunity to Virus he could suck the puss 
  right from the boil without harm. 
   
  Cost: 
  • 
  +1 PP for diseases or viruses  
  • 
  +2 PP for both 
   
  Pressure: With this power a player can survive in 
  pressures that would kill a normal person. This 
  will also protect him from drastic changes to and 
  from those pressures. The Actor will have to pay 
  for each extreme individually. 
   
  Cost: 
  • 
  +1 PP for 2289 lbs/in2 or 7.235 lbs/in2  
  1 mile ocean depth or .5  normal atmosphere 
  • 
  +2 PP for 11,445 lbs/in2 or 1.47 lbs/in2 
  5 miles ocean depth or .1 normal atmosphere (some 
  moons) 
  • 
  +3 PP for 0 lbs/in2 or 57,225 lbs/in2 
  No atmosphere (outer space, Luna, an asteroid) or 
  the equivalent of 25 miles ocean depth (jumpin’ 
  Jesus on a rubber crutch). 
  • 
  OPTIONAL - +5 PP Black hole. 
  
  STUDiO187: Power Core 
   
  Page - 16 
   
  Temperature: This power is of course the ability 
  to survive for any period of time in extreme 
  temperatures that would normally kill a man. The 
  player must pay for each extreme. 
   
  Cost:  
  • 
  +1 PP -20°F or 120°F 
  • 
  +3 PP -150°F or 450°F 
  • 
  +5 PP –300°F or 1250°F 
  • 
  +7 PP -458°F or 2460°F 
  • 
  OPTIONAL - 10 PP absolute 0 or vacation 
  on the Sun, no sweat (Ha Ha). 
   
   Packages: It can get a little expensive to obtain 
  some of the effects that a player may want. This 
  was to make things more versatile and a little 
  more on the level. Below are some of the most 
  common packages people buy with modified 
  costs to make them more affordable. You must 
  take the package as is or not at all. These have 
  been set up to provide people with a break for 
  creating a certain arch-type. 
   
  Immortal: This package is designed for 
  those who wish to play one of the many 
  beings that share our world. Includes: 
   
  Breathing - does not have to 
  Eating - does not have to 
  Immunities – both 
  Aging - immortal 
  Cost: +8 PP 
   
  Roach: Setup for players who want to be 
  able to adapt to almost anything. Includes: 
   
  Eating – anything 
  Hostile – standard 
  Temperature - -20°F and 120°F 
  Immunities - both. 
   
  Cost: +7 PP 
   
  Spaceman: The ability to travel in space 
  without the use of a suit. Includes: 
   
  Breathing - does not have to 
  Pressure - no atmosphere 
  Hostile - standard 
  Temperature - near absolute zero 
   
  Cost: +12 PP 
   
  Seaman: For players who wish to be able to 
  swim the ocean depths without gear.  
  Includes: 
   
  Atmosphere – undersea 
  Pressure - 5 miles deep 
  Temperature –  -150°F 
   
  Cost: +4 PP 
   
   
   
  Missile Deflection & Reflection  
  A player with this power can block incoming ranged 
  attacks (see Ranged Combat and Actions.) The 
  player will treat the type of attack the same as he 
  would a melee attack (you can use the Fists of 
  Fuzion to generate a set of defense maneuvers). To 
  deflect an attack, first make a successful parry. For a 
  reflection the player must make a successful block 
  and then a standard to-hit roll against a target. The 
  Actor could also choose to catch the incoming attack. 
  This is of course if the object is catch able. Things like 
  bullets, knives and arrows. Sorry, lasers and blaster 
  bolts are not catch able. 
   
  Cost: 
  • 
  +1 PP - Deflect Thrown Object. 
  • 
  +2 PP  - As above, Arrows and Projectiles. 
  • 
  +3 PP  - As above, Bullets and Shrapnel. 
  • 
  +4 PP  - As above and Energy Beams. 
   
  • 
  +4 PP - Reflect Attack back at attacker. 
  • 
  +6 PP - Reflect Attack back at any target. 
   
  END: 1 End per OCP 
   
   
   
  Mute Defense 
  This power lessens the effect of a Muting attack. 
  Each point of Mute Defense subtracts one Round 
  from the duration of a successful Mute attack. Mute 
  Defense only affects one sense group; the points 
  from this power must be allocated among the five 
  sense groups as desired. 
   
  Tinted goggles for a flash, Level dampeners for 
  sound based attacks, nasal filters for powerful odors 
  and so on. 
   
  Cost: 
  • 
  +1 PP per 3 phases of Mute Defense per sense 
  group 
  • 
  +1 PP per phase for all sense groups. 
  
  STUDiO187: Power Core 
   
  Page - 17 
  END: None 
   
   
   
  Power Defense  
  A player with this power is especially resistant to 
  adjustment power attacks. The power level of 
  defense is subtracted from the power level delivered 
  by the opponent. Most Actors have at least 2 levels of 
  power defense. 
   
  The Wraith zaps Seven with his Sole Sucking Body 
  Drain of 5. Seven has 3 levels of power defense and 
  only losses 2 PP of body. Since he has a super Body 
  of 8, the last point of body cost him 2 points. His body 
  will go down by only 1 point for two phases. 
   
  Cost: +1 PP per power level 
  END: None 
   
   
   
  Slick 
  The player is able to more easily escape bonds. It 
  could be that he has slippery skin or that his surface 
  is extremely smooth or perhaps a force field provides 
  him with a frictionless surface. At any rate, any form 
  of restrictive activity that is attempted on the player 
  will be at a –1 per power level to complete the task. In 
  addition, the player will be at a +1 to escape in the 
  subsequent phases. Furthermore, in the case of 
  entangle, the player will get a +1d6 per power level if 
  he is trying to muscle his way loose. 
   
  Field: If the player purchases a field for his slick 
  power, then he may leave a sheen on a surface 
  causing a target to be at the minus to any 
  physical action while in the sheen. The target will 
  also be at a –1 move per two power levels of 
  effect. The Judge may also impose a level of 
  difficulty per power level for the target to stand. If 
  the Target fails his Reflexes Roll (add acrobatics 
  or athletics) the target becomes grounded. This 
  will also counteract clinging on a level vs. level 
  status. 
   
  If a target has a power level 3 clinging and he hits a 
  wall affected by a sheen power level 3, he will go 
  sliding into the floor.  
   
   
  Cost: +1:3 OCP 
   
  END: 1 End per 3 TCP 
   
  Cost: +1 PP per power level 
  END: None for base power 
   
   
   
  Toughness 
  A player with toughness is able to convert a portion or 
  all of his Physical Defense (PD) / Energy Defense 
  (ED) into Killing Defense (KD) or Energy Killing 
  Defense (EKD). This amount can never go above his 
  total PD/ED. The amount is purchased in 4 intervals 
  of 25%. This power normally has no visible effect and 
  uses no endurance. The player must choose one of 
  the following. 
   
  Constant: The PD/ED is constantly on and the 
  player will constantly retain the benefits of the 
  KD/EKD. 
   
  Cost: +2 PP per 25% 
   
  Switch: The player must activate the converted 
  points. This requires one phase of time to 
  complete and will remain active until he turns it 
  off. 
   
  Cost: +1 PP per 25% 
   
   
   
   
   
  
  STUDiO187: Power Core 
   
  Page - 18 
   
  Movement Powers are those powers that help the 
  Actor get from place to place. All Actors start with 
  running, sprinting swimming, and a leap; see 
  Characteristics, (pg. 116) official Fuzion rules for 
  details. 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 MOVE Stat (in hexes). 
  A player has no penalties to his DEX or REF when 
  Running. 
   
  A player may also move as fast as he can, in a Sprint 
  (aka Non Combat Movement). This has the 
  advantage of increasing the player's running speed, 
  but halving his DEX +Skill levels as well as reducing 
  his REF to 0 at the same time. The basic Sprinting 
  speed is calculated when you create your Actor, and 
  is normally 3 times your current MOVE (in hexes) 
   
  In cases where Cargo is a measurement use the 
  strength-lifting chart. Assume the strength required to 
  lift an object is the Cargo number required. The 
  player's weight must be factored into the cargo 
  number. 
   
  Thus if you purchase a 6 Cargo for gliding you could 
  glide with 288kg/634 lbs. 
   
  If you want to get an idea of how fast you are going 
  then it’s very simple. Multiply your move by two to get 
  miles per hour. It works like this: 
   
  • 
  3 feet per hex 
  • 
  1 second per phase 
  • 
  60 phases per minute 
  • 
  60 minutes per hour 
  • 
  5280 feet per mile 
   
  3x60x60 = 10800 
  10800/5280 = 2.045 
   
  Round this to 2 and that’s it. 
   
  The following modifiers can be added to any 
  movement power: 
   
  900 Turn: Normally a player would break his 
  neck trying to pull a 900 turn while moving at full 
  tilt. It would be at least an Incredible difficulty roll. 
  With this modifier the player will not begin to 
  suffer modifiers from maneuvers until they 
  require more then a 900 turn. 
   
  Cost: +1:4 OCP 
   
  1800 Turn: Very similar to the above-mentioned 
  this modifier allows the player to simply ignore 
  turning modifiers when maneuvering. 
   
  Cost: +1:2 OCP 
   
  Instant Acceleration: Normally in Fuzion objects 
  accelerate at a rate of a 10 move. For Dark 
  Millennium 
  players 
  can 
  accelerate 
  and 
  decelerate their Move per phase. With this 
  modifier the player can instantly go his top speed 
  and stop on a dime. 
   
  Cost: +1:2 OCP 
   
  Slow Acceleration: With this modifier the player 
  can only accelerate and decelerate at half the 
  norm per phase. 
   
  Cost: -1:4 OCP 
   
  Wide Turns: The player must make wider turns 
  when maneuvering. Normally, a player must 
  travel 1 hex for each facing shift (30 degrees). 
  When purchasing this modifier, the player must 
  travel 2 hexes per facing change or suffer a 1-
  difficulty penalty. If your not using hexes then just 
  increase all tight maneuvering difficulties by 1 
  level. 
   
  Cost: -1:3 OCP 
   
   
   
  Clinging  
  This power allows the player to cling to walls and 
  sheer surfaces and move on them as if they were 
  level. A player with Clinging subtracts 1d6+(Bodyx2) 
  in meters of Knockback, so long as he is in contact 
  with a level surface. Cost is based on Cargo, due to 
  weight limitation. Thus, if the Actor wanted to carry 
  someone else he would have to be able to 
  accommodate his or her weight as well. It would be a 
  Judge’s call for weights that exceed the limit. 
   
  
  STUDiO187: Power Core 
   
  Page - 19 
  Cost: +1 PP per 2 Cargo points. 
  END: None 
   
   
   
  Cohesion 
  The player is able to cause liquefied objects to act as 
  a solid when weight is placed upon them. For every 
  level the player applies, the surface will support 1 
  cargo point worth of material. The area of effect is 
  one hex and if the player wishes to improve upon this, 
  he may want to purchase area effect. 
   
  “Prove to me that your no fool….. Walk across my 
  swimmin’ pool.” 
   
  Cost: +1 PP per 2 Cargo Points 
   
   
   
  Flight 
  With this power the player becomes capable of 
  airborne travel. It will allow the player to travel in the 
  air as he would upon land. There are several types of 
  flight. They range from gliding to faster then light 
  travel. 
   
  Standard: With this power the Actor has 
  propulsive flight ability. This ability could come 
  from wings, telekinesis, or even gravidic wave 
  riding. With this power, the Actor is able gain and 
  maintain altitude and can accelerate by his own 
  power. Speed is calculated by the Actors base 
  Run multiplied by his Power Level. For non-
  combat speeds multiply the Sprint value by the 
  Flight Power Level. An additional Sprint multiplier 
  can be purchased to increase the top speed. This 
  is a much faster form of flight then combat speed 
  and is primarily used for getting to the scene 
  quickly. Combat can be done at these speeds 
  but is very difficult and will put the Actor under the 
  Sprint modifiers. 
   
  Flying Tiger has a move of 4. He buys 3 Power 
  Levels of flight and 3 PP of Sprint multiplier. Thus, he 
  can fly at combat speeds up 24 hexes a phase but at 
  full tilt he can cover 72 hexes a phase (sprint of 12x3 
  for normal flight and x3 again for Sprint Multiplier. 
   
  Cost: 
  • 
  +1 PP per power level for standard flight. 
  • 
  +1 PP per power level of Sprint Multiplier. 
  END: 1 pt per OCP 
   
  Gliding: A player with this power can glide 
  through the air. A Gliding player has some 
  control over his movement, but not the total 
  control provided by Standard Flight. A Gliding 
  player must drop 1 Hex per Phase to gain 1 point 
  of Velocity. While a player will generally lose 2 
  points of move per meter  gained but, the player 
  could hit a thermal or perhaps an upward gust 
  (difficulty 18) and get the altitude at no additional 
  loss. He could just as easy hit an air pocket and 
  drop 4 or 5 Hexes in a phase. So, there is no 
  speed level to buy, the Actor gains speed as he 
  drops and loses it as he ascends. 
   
  The cost of the power is based on the amount of 
  cargo that he can glide with. He must 
  accommodate 
  his 
  own 
  weight 
  including 
  equipment and any passengers. If he attempts to 
  glide over his cargo limit then start at Competent 
  and add one difficulty level per point of cargo he 
  is over. This must be rolled every phase of flight 
  or he will lose 1 hex per point missed that phase.
   
  Alex Storm has a glider pack that can accommodate 
  4 cargo points of weight. That equates to 317 pounds. 
  He and his equipment weigh in at about 250 pounds. 
  He scoops up two of his falling teammates (we’ll 
  ignore the teammates velocity to keep things simple 
  and fun) whose combined weights are 515 pounds. 
  That’s a total of 765 pounds. This puts him at 7 Cargo 
  Points (we rounded). He now must make his difficulty 
  roll every roll every phase or he will drop. He’s 3 
  points over so he has to make a Legendary roll or 
  begin to descend. His Reflexes are 6 and his UP –
  Gliding is level 5. He rolls a 4 and this gives him a 
  total of 15. Oh, shit! He needed a 21, that’s 7 points 
  short. He will drop 7 Hexes (21 feet) this phase. 
   
  Cost: +1 PP per 2 points of Cargo. 
  END: 
  • 
  1 pt per direction change 
  • 
  2 pts for altitude change 
   
  Supersonic Flight: This power allows a player 
  to fly (non-combat only) at Mach speeds (>750 
  mph). Acceleration is at a rate of 200 
  mph/phase. 
   
  Cost: +2 PP for each Mach level, up to Mach 6 
  (atmosphere) or any Mach in space 
  END: 1 pt for each OCP 
   
  Warp - OPTIONAL: This movement power 
  allows the Actor to travel faster than light while in 
  space. The Life Support Spaceman package is a 
  
  STUDiO187: Power Core 
   
  Page - 20 
  must for a player to use this form of flight. 
   
  Cost:  
  • 
  +2 PP to travel 1 LY per year 
  • 
  +3 PP to travel 8 LY per year 
  About two LY a season 
  • 
  +4 PP to travel 32 LY per year 
  About one LY a week 
  • 
  +6 PP to travel 1000 LY per year 
  About 3 LY a day 
  • 
  +1 PP per square of the speed. 
  This is for levels above the 1000 LY 
  END: None 
   
   
   
  Projection 
  This is the ability to leave the body behind and allow 
  the soul to float freely within the dimensional 
  membrane (astral plane). The body will remain in a 
  state of suspended animation but will also be 
  defenseless to intruding souls. The Actor leaves an 
  umbilical cord to his body that will allow his soul to 
  find its way home and keep the body alive. Should a 
  stray soul try to enter the body the cord will convey a 
  distress signal to the soul. The soul can return to the 
  body at a blistering speed along the cord. Unless the 
  Judge wants to displace the Actor’s soul or if the 
  Actor is abusing this ability then he should always be 
  able to make it back in time to fight for his body. Treat 
  the combat as normal. If the player has a magical 
  sword in the real world he should be able to manifest 
  it in the membrane (this is until Crossover is released 
  with astral combat rules). In addition, Actors with this 
  ability can retrieve those trapped within the 
  membrane during a failed teleport. 
   
  While within the membrane the player can pear into 
  the same dimension his body occupies. The 
  dimensional sense power would allow the player to 
  see into other dimensions as well. No one can see, 
  hear or harm the player by normal means. If a player 
  has dimensional sense and specifies Membrane, 
  then he can see things moving around within the 
  membrane. If he purchases the modifier, Crossover - 
  Membrane, then he can affect creatures with his 
  power that reside within the membrane. In the 
  membrane there are no obstacles such as walls so 
  players are able to move freely to any part without 
  restriction. Thus, a player could go into the Astral 
  Plane in one room of a house and then go to the 
  corresponding location in the membrane without 
  being barred by any walls or doors. He could then spy 
  on what was transpiring in that room. 
   
  For every power level the player purchases he will be 
  allowed to stay within the membrane for up to two 
  hours. When his time is up the body will pull the soul 
  back. The player will need to rest the equivalent 
  amount of time spent in the membrane before 
  returning. 
   
  Cost: +1 PP per power level 
  END: None 
   
   
   
  Running  
  A player with this power can run faster than normal. 
  Multiply your Power Level by your RUN or SPRINT 
  derived stats (depending on what you’re doing). 
   
  So if Tommy (as in Thompson’s Gazelle) has a move 
  of 7 and a Running level of 5, he could move 70
  hexes on a run. Or, 105 at full tilt. WhooHa that's fast.
   
  Cost: +1 PP per power level 
  END: 1 pt per PP + Move 
   
   
   
  Super Leap  
  This power enhances a player's natural leap. For the 
  new distance multiply the Power Level by the player’s 
  normal leap. 
   
  A level 5 superleap for Wyld Kat would modify his 6 
  leap to a 30. 
   
  Remember that the player does not have to jump his 
  full amount each time. 
   
  Cost: +1 PP per power level. 
  END: 1 pt per power level + Move 
   
   
   
  Swimming 
  This power allows the player to swim faster than 
  normal. Swimming increases the player's figured 
  Swim Stat. For the new distance, multiply the power 
  level by the player’s normal swim. 
   
  A level 5 swimming for U-Man would modify his 5 
  swim to a 25. 
   
  Cost: +1 PP per power level 
  END: 1 pt per power level + move 
  
  STUDiO187: Power Core 
   
  Page - 21 
   
   
   
  Swinging 
  A player with this power can swing great distances 
  from a line. The player can also swing up to a certain 
  location by attaching a line. To use Swinging the 
  player must be able to attach his swing lines to high 
  buildings, trees, cliff sides, or other high things. It is 
  assumed that the player can climb his apparatus 
  without making a climb roll. Under stressful or 
  unusual circumstances, the Judge might ask the 
  player to make a roll to see the player losses grip. 
  This would be based on the situation. The Judge 
  would assign a difficulty that he sees fit. 
   
  Realistically the distance a player could cover every 
  phase would be based upon the length of any given 
  line, wind resistance, etc. For purpose of playability, 
  assume the player can swing as fast as his run. Cost 
  is based on cargo, due to weight limitation.  
   
  Thus, if the Actor wanted to swing with someone else 
  he would have to be able to accommodate the other 
  persons weight as well. It would be a Judges call for 
  weights that exceed the limit. 
   
  Arboreal: If the player is amongst dense tree 
  growth he could also bounce from branch to 
  branch along with using vines to swing. 
  AAAAAuuhuuuhuhuhhAAAaaaaaa!!!!!!! 
   
  Cost: +1 PP 
   
  Cost: +1 PP per 2 points of Cargo. 
  END: +1 to normal move cost. 
   
   
   
  Teleportation 
  A player with this power can disappear from one point 
  and appear at another (or the same place at a later 
  time), by passing though the dimensional membrane 
  and transversing lay lines. It is important to remember 
  that fast moving players stay fast moving during 
  transit and resurgence. Thus, a player who teleports 
  to the ground after falling out of a plane, will appear 
  at the ground with the same momentum as he started 
  transit with. IE – He’ll go splat anyway. It is also 
  important to note that a player who teleports into a 
  substance will be effected as his body is used pry 
  open a spot in that substance. So, if a player were to 
  perform a blind teleport and landed in rock he would 
  have to be sturdy enough to shove the rock aside or 
  be killed trying. Rule of thumb, if the player cannot 
  displace the substance he is going into with his body 
  without taking damage he will be injured (and 
  encased in the substance) or be a severely crushed 
  cadaver for a land developer to find 20 years from 
  now. The player must be familiar with his destination 
  or be able to see it and know his location in reference 
  to that point. If not, it will be treated as a blind teleport. 
  For blind teleports allow the player a 3d6 roll. The 
  more ones the worse off the landing. The more sixes 
  the better. Each luck point will erase a one or add a 
  six. A Hero point will give the player an automatic 
  three sixes and erase all ones. A teleporter can 
  always teleport his own weight. Additional weight 
  steps him up the difficulty chart. For every cargo point 
  over his allow amount, step the difficulty up 1 notch. 
  There are several different types of teleportation, and 
  several nodes to counteract the disadvantages of this 
  dangerous form of travel. 
   
  Additional Weight: This node allows the Actor to 
  carry more weight without suffering a difficulty 
  penalty. For every Power Point the player can 
  take 1 Cargo point worth weight with him. If the 
  player attempts to take extra weight with him, 
  raise the difficulty 1 level for each extra Cargo 
  point. As usual, start the difficulty level at 
  Competent. Failed rolls could mean no transit, 
  transit without cargo, injury or even death on a 
  bad enough roll (only if he fumbled trying to take 
  a battleship with him). 
   
  Cost: +1 PP per Cargo point. 
   
  Blink: The player blinks out of existence for a 
  specified period of time then reappears in the 
  exact same spot. He achieves this by wrapping 
  himself with the dimensional membrane. This 
  takes one action and could be done after the 
  player attacks. He can basically use it as a dodge 
  and remain in it until his duration dies out or until 
  the player chooses to drop out. Normally the 
  player cannot see through the membrane during 
  his stay but for additional cost it would be 
  possible. Another person with this type of teleport 
  could enter the same pocket if he knew where 
  the player was. If the player knew that person 
  was trying to enter and wanted to stop him, they 
  could compare UP-Blink skill checks. If the 
  player wins, the target would not be able to open 
  the player’s pocket.  
   
  Cost: 
  • 
  +1 PP for each step on the timetable 
  • 
  +2 PP for membrane sight 
  
  STUDiO187: Power Core 
   
  Page - 22 
  END: 1 pt per OCP 
   
  Combat: This form of teleport allows the player 
  to move a distance equal to his Run (or sprint if 
  he does not attack). A power level multiplier can 
  also modify this number. As with other movement 
  powers, multiply the Actors normal movement by 
  his power level for the new distance. Thus a 
  power level of 7 would allow Wraith (with a Move 
  of 4) to teleport (Run) 56 hexes in a single phase 
  and still be able to attack. The big bonus is that 
  the player doesn’t have to deal with any 
  obstacles.  
   
  Cost: 
  • 
  +2 PP to gain teleportation. 
  • 
  +1 PP per power level. 
  END: 1 pt. per OCP  
   
  Density Shift: With this node the Actor is 
  guaranteed a safe landing. The Actor’s power 
  has a density proximity buffer, which will keep 
  him from fusing into things like walls or rocks. It 
  will shift the Actor the shortest distance to safety. 
  Safety is, however a relative thing. The power is 
  not smart, thus, it could shove the player off the 
  edge of a cliff or in front of a moving car, but he 
  never has to worry about landing with one foot 
  fused into the floor. If the Actor’s form is strong 
  enough to displace the matter without harm 
  (water, air, mud) then this node will not kick-in. 
   
  Cost: +1:4 
  END: No extra 
   
  Destination: This node allows a player to leave 
  a signature in any place he has occupied. He 
  needs to leave the signature while in that place. 
  He will still have to be able to teleport that 
  distance but will not need to know his current 
  location. He will have a sense of whether he is 
  within range but will not know the exact range 
  itself. The player can, however, spend extra 
  points and he will always know the exact distance 
  between himself and the destination so long as 
  he is with-in range of that destination. The 
  number indicates how many destinations the 
  Actor can have at any given time. If the Actor has 
  3 destinations and wanted to add another one, he 
  would have to purchase a new destination or 
  ditch one of his existing destinations. 
   
  As for moving destinations, it’s up to the Judge’s 
  interpretation of teleport. The Earth is moving, the 
  universe is moving and thus, everything is in 
  motion in this ever-expanding universe. Is a fixed 
  point really a fixed point?  
   
  Cost: 
  • 
  +1 OP per destination. 
  • 
  +2 OP per destination with location. 
  END: No extra endurance 
   
  Dimensional: This allows the player transit to 
  other dimensions. These could include The Net, 
  The Gaia, another parallel earth, or whatever. 
  Hell and Heaven have been blocked off and 
  require special means to transit to and from 
  them. The Actor can purchase any number of 
  dimensions but this is, however, a one-way trip. If 
  he wishes to return home he must purchase his 
  home dimension. He may also purchase a 
  random transit that will allow him to pop to any 
  random dimension. Or, he can purchase the 
  power to allow him to transit to any dimension he 
  desires. His landing spot will always vary unless 
  he purchases a destination for a certain 
  dimension. 
   
  Cost: 
  • 
  +2 PP per dimension 
  • 
  +2 PP for any random dimension 
  • 
  +8 PP for any desired dimension 
  END: 1 pt per OCP. 
   
  Gate: With this node, the Actor must take an 
  extra phase to open a portal to his destination. A 
  wormhole with an opening on both sides will 
  manifest. Each opening starts at 7' tall and can 
  be modified to be larger. During its existence any 
  number of creatures or objects smaller then the 
  opening can transit through the Wormhole from 
  either entrance. The wormhole will stay open 
  until the Actor closes it. He can collapse it at any 
  time unless he transits. If he enters the wormhole 
  he will be able to collapse it 1 phase after he 
  transits to the other side. Any beings or objects in 
  transit with-in the wormhole during collapse will 
  be shoved to whichever side they are closest to. 
  If the Actor wishes, he can close one side first 
  and send the object to the other side. This would 
  require a Heroic difficulty roll. With a Legendary 
  difficulty he could close both ends of the 
  wormhole and leave the target trapped in The 
  Membrane until, he escaped, was rescued or 
  was destroyed. Once an object begins transit it 
  cannot stop until it reaches the other side. 
   
  Cost: +1:4 
  END: +1 End per round 
  
  STUDiO187: Power Core 
   
  Page - 23 
   
  Link: The player is able to teleport to any 
  destination that he has any form of sensory link 
  to without having to make a blind teleport roll. 
  This could be to the other end of the phone line 
  or a location being broadcast on live TV. The 
  player must be able to accommodate the 
  distance though. 
   
  Cost: +1:4 
   
  Objects: This is for teleporting things other then 
  the player. The player could teleport a gun out of 
  someone’s hand or could teleport a target to the 
  moon. The player will have to make a UP-
  Teleport skill + Will + d10 roll vs. the targets 
  Resistance + Power Defense + d10 to 
  successfully perform this task. If an item is in a 
  target’s hand then the item will be able to use the 
  target’s defenses. 
   
  Cost: +1:2 
   
  Speed Shift: This node will stop a player from 
  splatting after teleporting from high speed. The 
  player will appear with no momentum. 
   
  Cost: +1:4 OCP 
  END: No extra 
   
  Standard: This form of teleport is the most 
  common type and is designed for long distance 
  travel. It cannot be used for combat because it 
  requires a full phase to begin transit 1 phase per 
  mile and 1 phase to manifest. During 
  dematerialization and rematerialization the player 
  cannot defend himself and will be vulnerable to 
  attack but will only take 1/2 damage from any 
  form of attack. 
   
  Cost: +1PP per 5x miles. 
   
  +4 PP = 5 x 5 x 5 x 5 = 625 miles 
   
  Trek: This form of teleportation is for extremely long 
  distances. It is pretty much used for stellar travel. The 
  core distance is 4 light years (about 23.2 trillion 
  miles). The player can travel less then 4 light years 
  but never less then 1. For every power level 
  purchased, raise 2 to that power, and multiply it by 
  the core distance. You should purchase a Destination 
  or you will probably land in space. It takes 1 round 
  per light year to complete transit. 
   
  Thus, if War Hammer has Teleport-Trek at level 5 he 
  could travel 128 LY per transit (25 =2x2x2x2x2 = 32. 
  32x4 = 128).  
   
  Cost: 
  • 
  +2 PP for the core distance. 
  • 
  +1 PP per exponent. 
  END: 2 pt per OCP 
   
  Time (Optional): With this type of teleportation 
  the player is able to transgress the boundaries of 
  time itself. It’s up to the Judge to handle the 
  specifics of time travel. Paradoxes like killing your 
  grandfather as a child would be up to him. 
   
  Cost: Up to Judge. 
   
   
   
  Tunneling 
  Tunneling allows the player to move through the 
  ground by creating a tunnel roughly his own size. The 
  tunnel is normally left open behind the player; closing 
  it is an option, listed below. Tunneling begins at a 0 
  Move and is always a non-combat movement. 
  Defense Value (DV) is very important for using this 
  power. For DV see the powers Armor and Force Wall 
  and see Hells Cookbook for additional values. If the 
  Actor does not have enough DV penetration to go 
  through a substance then subtract the DV from his 
  distance/phase movement. If it is equal to or more 
  then his DV/MS level then he cannot tunnel through 
  it. 
   
  Volcano can tunnel through a DV of 10 at 6 hexes a 
  phase. He can plow right through marble and granite 
  and can even go through Titanium.  
   
  Cost: 
  • 
  +1 PP per 2 hexes per phase through a DV of 1. 
  • 
  +1 PP per +1 DV penetration 
  • 
  +1:4 to fill tunnel in behind the Actor.  
  END 1 pt per 10 Hexes traveled. 
   
  
  STUDiO187: Power Core 
   
  Page - 24 
   
  Adjusting a Stat or Power is done as a power point 
  versus power point check. All Stats or Powers that the 
  Adjustment Power affects must be chosen when the 
  power is purchased unless otherwise modified. 
   
  When attacking the attack standard is a touch. If 
  modified by range, the attack must have some sort of 
  special effect. Upon a successful attack roll, the 
  player will adjust the target's power by the amount of 
  power levels he possesses minus any power defense 
  the target may have. By default only stats that are 
  powers can be adjusted. Should a secondary stat be 
  affected then retain the multiple for the effect.  
   
  Thus 5 PP worth of hits is 25 Hits. But 1 point of 
  power defense in this case would protect for 5 hits a 
  piece. 
   
  Also, adjustment powers striking a power with-in a 
  multi-power, will always strike multi-power at the base 
  cost (do not add in the sub costs; 2m). 
   
  Mr Cool has Damping Fire Powers. He nails Hot Foot 
  was for a dampening level 5 for his fire attack blast. 
  His Fire Multi-power would be treated as being 5 
  points lower. 
   
  Stats are not affected, unless they are added on as a 
  power (like Black Wolf) or they are always above 7 
  (which would make them a power).  
   
  The Wraith zaps Gristle with his Sole Sucking Body 
  drain of 5. Seven has 3 levels of power defense and 
  only losses 2 PP of body. Since he has a super Body 
  of 8, the last point of body cost him 2 points. His body 
  goes down by only 1 point. The Wraith has a 3 Body, 
  so he will gain 2 points. 
   
  The Power Points gained or lost via an Adjustment 
  Power return to their previous value at the rate of 1 
  PP a round. This rate can be adjusted up the Time 
  Table (see Using Your Skills in the Official Fuzion 
  Rules). Check the power modifier Time Dial for the 
  cost. 
   
  The Wraith will have a 5 Body at the beginning of the 
  next phase. The following phase it will drop to 4 and 
  Gristle will gain a point back. The round after that, 
  The Wraith will return to a 3 Body and Grizzle will 
  regain his full body. 
   
  If the player boosts a target's points then the target 
  must also assume any modifier for power defense he 
  may have. That’s right, it goes both ways. 
   
  You will find that Stat groups come into play when 
  using Adjustment powers. The stat groups are as 
  follows: 
   
  Power: Strength, Body, and Constitution. 
   
  Agility: Reflexes, Dexterity, Technique and Move. 
   
  Mental: Intelligence, Willpower and Presence. 
   
  Before we delve into the actual powers there are 
  several nodes that may affect any of the adjustment 
  powers. 
   
  Free Flow: This modifier allows the player to be 
  more flexible with the points he is adjusting. 
  Differing from grouping modifiers, Free Flow 
  modifiers allow the player to adjust any rather 
  then all powers in a group. 
   
  • 
  +1:5 for one power type or stat group 
   
  The player could chose types of powers like any fire, 
  electric or kinetic based powers. Or he could choose 
  from the mental or physical stat group. 
   
  • 
  +1:4 for any stat or any power group 
   
  This would be for entire power groups like magic, 
  technology, elemental or evil powers. Or could be 
  used for any stat. 
   
  • 
  +1:3 for all powers. 
   
  The players would be able to adjust any of a target's 
  powers. 
   
  • 
  +1:2 for all powers and stats. 
   
  The player would be able to adjust any of a target's 
  powers or any of his stats. 
   
  END: Do not add cost for calculation 
   
  Grouping: With this node a player may effect 
  more then the usual amount of a targets powers. 
  So, the player could adjust an entire range of 
  powers at a time. If the player receives points 
  from the adjustment he will only gain the level of 
  the drain from each power, not the sum of the 
  total loss.  
  
  STUDiO187: Power Core 
   
  Page - 25 
   
  A 5 point transfer that affects 5 powers will only yield 
  5 PP per power to the player not 25 points to one 
  power. 
   
  • 
  +1:4 OCP for one power type or stat group 
   
  The player could chose types of powers like all fire, 
  electric or kinetic based powers. Or he could choose 
  from the Physical, Agility or Mental stat group. 
   
  • 
  +1:3 OCP for all stats or entire power group 
   
  This would be for entire power groups like magic, 
  technology, elemental or evil powers. Or could be 
  used for all stats. 
   
  • 
  +1:2 OCP for all powers. 
   
  The players would be able to adjust all of any target's 
  powers. 
   
  • 
  +1:1 OCP for all powers and stats. 
   
  The player would be able to adjust all of any target's 
  powers and stats. 
   
  END: Add cost for calculation 
   
  The Black Leach can transfer 4 PP of any stat to 
  himself but he can only allocate the points to 
  endurance. This would cost him 16 PP. 3 PP per PP 
  of effect (3x4=12); +1:3 OCP (12/3=4); Total cost = 
  16. 
   
  Stats: These are modifiers for adjusting stats. 
   
  Normal Stats: This modifier allows the 
  adjustment of normal stats (in addition to 
  power stats). This modifier is not necessary if 
  the player is using a grouping or free flow 
  modifier. 
   
  Cost: +1:4 OCP 
  END: No extra 
   
  Secondary Stat: This is a node for any 
  adjustment power affecting a statistic. With 
  this node the player will not only affect a 
  primary stat or secondary stat but will affect 
  the primary and all of the secondary stats 
  associated with it. 
   
  Cost: +1:2 OCP 
  END: Add cost for calculation. 
   
  A power that we tried to cover in this section but was 
  unable was the ability to absorb the properties of 
  objects. It would have required a bunch of value 
  charts and would have been complicated as hell. If 
  you want to do this then purchase the powers that 
  would reflect this ability (like armor, desolidification or 
  wounding - damage field). Now put them into a 
  morphing pool and specify a focus (such as that 
  element) as a modifier. 
   
  Now onto the powers ..... 
   
   
   
  Absorption 
  This is the ability for a player to absorb part of a 
  specified damage (electricity, heat, radiation, kinetic, 
  mental blast, etc.) and add the points to a 
  predetermined power or stat of his choice. This may 
  or may not act as a defense. The PP’s the player 
  absorbs will then be allocated as specified. The 
  amount of absorption has nothing to do with damage 
  delivered only the power level of the attack. The 
  player must choose the damage type (fire, cold, 
  electricity) and must choose its destination (Strength, 
  power blast, armor, endurance). Don't forget, this 
  damage could come from any source, not only a 
  target. Thus, the player could jump into a fire or grab 
  a hold of a power line to charge up! 
   
  Absorption Threshold: With this form of 
  adsorption the player will take full damage but 
  will be able to eat his threshold of the power for 
  his own use. 
   
  Cost: +1 PP per 1 PP of attack type. 
  END: None 
   
  Absorption Defense: With this version of
  adsorption, the player first lowers the attack level 
  by his threshold level and then eats that power 
  adding it to his own. Damage is delivered is 
  based on PP left in attack. 
   
  Cost: +2 PP per 1 PP of attack type 
  END: 1 per 2 PP 
   
   
   
  Aid 
  The ability to temporarily raise the player’s or target’s 
  specified stat or Power. Aid that restores a stat to its 
  normal levels from a previous adjustment does not 
  
  STUDiO187: Power Core 
   
  Page - 26 
  fade. Otherwise it is only temporary fix. The player 
  must specify which power or stat this is. 
   
  Battery: The target may store the PP for later 
  use. No stat or power can be modified while the 
  PP are in storage and will begin to fade at normal 
  rate. A target cannot store more then the player's 
  maximum give. The target and the player cannot 
  be the same. 
   
  So if the player can only aid 4 PP max, then the target 
  will only be able to store 4 PP from the player. 
   
  Cost: 
  • 
  +1:1 
  • 
  +1 PP per 1 PP of maximum add. 
   
  Cost: 1 PP per PP per power or stat. 
  END: 2 per PP 
   
   
   
  Dampening 
  This power allows a player turn down a power level of 
  his opponents. For every PP of dampening, the 
  player will lower the power level of his target's power 
  by 1 PP. He must also choose a power type that this 
  power works on, like Super Strength, Fire Attack 
  Blast, Desolidification, etc. 
   
  Moray has 4 points of Reflex Dampening. While 
  fighting Z (who has a ref of 10) he invokes his power. 
  Z, has a power defense of 2 so only 2 PP of Z’s 
  reflexes will be dampened. So long as Moray 
  maintains his effect, Z will be at this minus. 
   
  Shielding: The player can cause incoming 
  powers to fizzle by assigning this node to the 
  power. Thus, any power being directed at the 
  player that falls into his power type will also suffer 
  the effect. 
   
  Mad Dog has Dampening with Shielding. When Hot 
  Foot fires at him from across the room the flames 
  enter his Dampening Shield. The attack will be 
  adjusted by Mad Dogs Dampening level before hitting 
  him. 
   
  Cost: +1:2 
   
  Cost: 2 PP per 1 PP of effect 
  END: 2 per PP 
   
   
   
  Overdrive 
  This is a bank of power points that can be added to a 
  power or stat. The player must choose the power or 
  stat to be the recipient. The player must also 
  purchase the maximum dump rate and the storage 
  capacity. Once used, the points invested burn out and 
  the player must recover them before he can use 
  them again. Also, the player cannot dump these 
  points into a focus unless the Judge allows it for 
  some special reason (like maybe recharging magic 
  items). The player recovers bank points at the same 
  rate as his recovery over an 8-hour period. But for an 
  additional cost he could decrease the time 
   
  Recovery Modification Cost: The OCP shall be 
  the sum of Maximum Dump Rate + Storage 
  Capacity costs. 
  • 
  +1:5 to up this to every hour. 
  • 
  +1:4 for every minute. 
  • 
  +1:3 for every round. 
  • 
  +1:2 for every time the Actor performs a 
  normal recovery. 
   
  Maximum Dump Rate 
  Cost: +1 PP per Point/Round 
   
  Storage Capacity 
  Cost: +1 PP per 3 Stored Points 
   
  END: Calculate normal as per power. 
   
  Sheen has overdrive for his force field. He has a max 
  dump rate of 2 and storage of 12. This cost him a 
  total of 6 points. At anytime he can boost his force 
  field by up to 2 PP (+4 KD and +4 EKD full body). He 
  then looses the 2 points until he recovers them later. 
  He can do this until his storage runs out. 
   
   
   
  Transfer  
  The ability to temporarily lower one of a Target’s 
  Powers, and transfer it to one of the Player's Powers. 
  The Power lowered does not have to be the same as 
  the Power increased. In addition, the Player can 
  transfer a power he does not posses. The downside, 
  of course, is that he will not usually have the skill to 
  use this power. The player must specify which power 
  is being drained and which power is being boosted. 
   
  Cost: +1 PP per 1 adjustable PP 
  END: 1 per PP 
   
  
  STUDiO187: Power Core 
   
  Page - 27 
   
  These are powers that can rearrange the form and 
  modify mass or density. It does not have to be 
  explained where the mass goes; if the player can 
  come up with a good explanation, then that’s great, 
  but not necessary. Realistically a being cannot 
  change its mass on a whim, it has to go to or come 
  from somewhere. Additionally, modifiers to stats are 
  close but not truly accurate or inversely constant. This 
  is a fun factor verses reality dial turned two notches 
  towards fun. As, for multiple levels of shifting a player 
  could step any amount of levels per change but it is 
  much easier to just change from one shape to the 
  other. The Player can use the Morph Player Sheet 
  (coming) to simplify things. It takes 1 phase per 2 
  TCP to fully transform into another form. 
   
  In this day and age of mistrust, shape changers are 
  the 
  most 
  hated 
  of 
  the 
  SPB’s, 
  Especially 
  Doppelgangers, so be careful in choosing from these 
  powers. Fear is by far the most dangerous of 
  emotions. 
   
  Instant Change: An Actor with this power can 
  instantly morph from one form to another. 
   
  Cost: +1:4 
  END: +1 point 
   
   
   
  Adaptation 
  An Actor with this power is able to move around in an 
  additional environment with native ease. All Actors 
  are assumed to have no modifiers on flat dry land but 
  with this power he could state that another form was 
  his native (like water, steep mountains, tree tops) and 
  that on flat land he was out of sorts. The idea is that a 
  player could purchase additional environments that 
  he is comfortable moving around in. So a water guy 
  would have webbed digits and a mountainous native 
  might have hooves. If more then one form of native 
  travel is existent then it is assumed that the other form 
  is shifted to and from. A free form adaptation shifting 
  can also be purchased. If the player encounters a 
  terrain hostile, he could shift to a travel form that 
  would eradicate his modifier. If used for water the 
  player will be able to make use of move, run and 
  sprint while submerged. 
   
  Cost: 
  • 
  +1 PP per terrain 
  • 
  +3 PP for any terrain. 
  END: Negligible. 
   
   
   
  Desolidification 
  This power allows a player to become less corporal 
  and will either allow 1) objects to pass through him, 
  2) him to pass through certain objects or 3) him 
  through all objects. It is assumed that every player 
  who has this power has spent time learning how to 
  move around while intangible. Thus, learning not to 
  fall through floors or the ground. If it is a new power,
  the Judge may require the player to spend time 
  learning how to move while intangible. The player 
  does not become intangible to such things as Muting, 
  Mental Powers and the like. When two desolids come 
  in contact with each other things can get a little tricky. 
  It will be up to the Judge at this point. If you throw two 
  handfuls of sand at each other they don't seem to 
  have much of an effect on one another. It’s up to 
  you! 
   
  Cool, Can I Play a Ghost!? 
  Bang! You’re a ghost. Ghosts are not desolids. They 
  travel through the membrane between dimensions 
  and can sometimes manifest physical control and 
  appearance in the real world by using Psycho-Tele-
  Kinesis, but they are by no means a desolid. If the 
  Player wishes to use Ethereal as his Actor’s effect 
  then he should purchase Teleport Dimensional -
  Ethereal. 
   
  These nodes may be added to any of the different 
  forms of desolidification: 
   
  Cargo: With this node the Actor is able to 
  desolidify additional cargo. One cargo point is 
  equivalent to the weight that that same amount of 
  strength could carry. The Actor does not have to 
  account for himself as cargo. The Judge may 
  insist on 1 point of cargo if the Actor wishes to 
  carry his clothes along but it is not necessary. 
   
  Cost: +1 PP per Cargo Point 
  END: 1 pt. per PP of Cargo 
   
  Projection: The player cannot become desolid 
  but he can make a section of material or a target 
  as such. The cost is to be added to the form of 
  desolid as is per hex, target or item. The player 
  will also gain the same range as a Ranged 
  Wounding attack. 
   
  
  STUDiO187: Power Core 
   
  Page - 28 
  Hex: As for the per hex modifier, this applies 
  to walls, floors and the like and will include a 
  full hex of said material. This field can move 
  with the Actor at no additional cost. 
   
  Target: For the per target it will include 1 
  Target and his belongings. The Player could 
  make a difficulty roll assigned by the Judge 
  to limit the effect to just the Target. 
   
  Item: As for the per item modifier, this would 
  apply to things like swords, a bullet (establish 
  before it’s fired), a gun or perhaps a door. 
   
  Cost: +1:4 
  END: No extra 
   
  Here are the different forms of desolidification 
   
  Substance: A player must choose a substance 
  that he can phase through. Upon activation he 
  can then pass through this substance, as though 
  it were air. For an additional point, the player will 
  not have to account for breathing while within the 
  substance. Remember, if an object penetrates 
  through the substance the player is phasing 
  through and strikes the player he will take 
  damage. He is only intangible to the one 
  substance and nothing else. For a slightly 
  cheaper cost, the player will leave a swirling 
  wake behind him that will be permanent. It will 
  not damage the material beyond its appearance, 
  unless, of course, you want to link Wounding to it. 
   
  Cost: 
  • 
  +4 PP per substance 
  • 
  +3 PP per substance with wake 
  • 
  +1 PP for breathing 
  END: 3 per phase 
   
  Semi: The player becomes a free flowing 
  substance. He will be able to pass through 
  cracks and allow objects to flow through him. 
  Standard attacks like bullets, fire and fists will 
  also pass through him but will still do half 
  damage. However, a slow moving attack, like a 
  knife slowly being pushed into his side would do 
  nothing. If the player has armor, then subtract the 
  protection of the armor first. Additionally the 
  player must account for his items or they will be 
  shed at the time of desolidification. The player 
  must declare what form of substance he 
  becomes. It could be water, fire, cell colony 
  (T2000), sand, et cetera. 
   
  Cost:+5 pts 
  END: 5 per phase 
   
  Full: This is the complete non-corporal form. The 
  player can pass through any substance and any 
  substance can pass through him. Unless 
  modified, normal attacks will not even phase him 
  (ha ha). The player should choose a special 
  effect for this power. Like, becoming shadow, 
  turning translucent (ghost-like form) or anything
  along these lines. 
   
  Cost: +8 PP 
  END: 8 per phase 
   
   
   
  Displacement 
  The player is able to store objects within an internal 
  pocket. This could be under his skin or within a 
  dimensional pocket. The base cost will allow the 
  player to carry up to a backpack full of stuff with the 
  same amount of weight accommodation. For 
  additional points the player can carry cargo points 
  worth of stuff. 
   
  Displacing life forms can seem very attractive but it is 
  not that easy. Any life form within the membrane 
  pocket can attack the walls of his prison. The 
  damage goes to the player or the item. The player 
  has no defense against these attacks so he may wish 
  to consider some linked powers to perform this trick. 
  Entangle, Armor and Humanity Attack all go well with 
  this power to meet this end. The Player will, however, 
  be immune to Muting, Humanity and entangling 
  attacks from the target. Additionally, the Player will 
  still receive any stat derived PD, ED and Resistance. 
  Should the player wish to perform this attack then he 
  should construct a maneuver from Fists of Fuzion to 
  include a grapple with a class 3 hold. Otherwise, the 
  player will need to perform a grapple with at least 3 
  successes over the target. Targets may make a blind 
  teleport or desolidify through the membrane pocket, 
  as it is only a pocket and not a true membrane wall. 
   
  Environ: The dimensional pocket has an 
  environment within it that can sustain life forms. 
  This is good for about a day or two. 
   
   
  Cost: +1:3 OCP 
   
  Cost: 
  • 
  +1 PP for initial power 
  • 
  +1 PP per cargo point of space 
  
  STUDiO187: Power Core 
   
  Page - 29 
  END: 1 PP per OCP to insert being 
   
   
   
  Essence Flow 
  The player is able to shift his stat points (essence) 
  around from one stat to another. The usual flow is 
  between two stats. The player may also specify a shift 
  between similar groups of stats. He may also choose 
  to be able to shift between any stat. Secondary stats 
  are affected by the primary shift. 
   
  It does not matter how many points are exchanged 
  but each and every shift takes 1 phase to complete. 
  In this time the player may only passively defend 
  himself. 
   
  The stat groups are as follows: 
   
  Power: Strength, Body, and Constitution. 
   
  Agility: Reflexes, Dexterity, Technique and Move. 
   
  Mental: Intelligence, Willpower and Presence. 
   
  The Player must first purchase the maximum level a 
  stat can be adjusted. Then he will choose a node that 
  defines how the shifting shall occur. 
   
  Freeflow: This is the most giving form of 
  Essence Flow. It allows the Actor to shift any of 
  his stats freely between one another. 
   
  Cost: +7 PP 
   
  Group: This node allows the Actor to shift any 
  stat within a group around. This would allow him 
  to raise any stat within the group while lowering 
  another stat or stats within that same group. 
   
  Long Bow is able to shift any of his physical essence 
  up to level 4. So, he could raise his 7 Strength up to a 
  9 by depleting his other physical stats by 4 points (2 
  points per stat over 7). He could zap 1 stat for 4 
  points or divide the cost up between Body and 
  Constitution. 
   
   
  Cost: +3 PP per Group 
   
  Toggle: The player specifies two stats that he 
  may shift points between. They can be any two 
  stats and as one stat goes up the other goes 
  down. Don't forget that stats above 7 require 2 
  points to reach the next level. 
   
  Cost: +1 PP per pair 
   
  Additional Points: The player may also have a 
  reserve of additional stat points. These points can 
  be allocated as if they were in a drawing stat (the 
  stat that gets compromised). These points will go 
  into a pseudo stat called Essence. They are only 
  put into use when the player shifts them into a 
  stat. For game play, the players must assume 
  that these points are not allocated by default. If 
  the player chooses not to shift from one stat to 
  another but rather to use the additional points 
  from the bank then he would still purchase 
  Toggle but would name Essence as the other 
  stat. 
   
  Cost: +1 PP per stat point of Essence (no 
  additional cost for going over 7) 
   
  Adam has Essence Flow – Group – Power and Agility 
  (+6 PP) and has a maximum shift level of 10 (+5 PP). 
  He also has 10 Additional Points (+10 PP). This will 
  allow him to shift up to 10 Stat points into any of his 
  Power stats. Total cost: +18 PP. 
   
  Adam has a 7 in each of his Power Stats. If he dumps 
  all of his points into one Stat, it will get raised to a 12. 
  That’s 7+10 PP (or 5 Stats point because it is over 7). 
  He could have also done this with Body, Constitution, 
  Reflexes, Dexterity, Tech or Move. He could have 
  also split up the points anyway he liked between the 
  stats. 
   
  Finally, players are not allowed to walk around with 
  stats shifted if the stats are not active. They naturally 
  return to their default values when the player is not 
  actively using them. Chewing food is not Tech nor 
  Strength as watching TV is not Intelligence and taking 
  a crap has nothing to with Constitution. Active means, 
  challenging the stat in question. It's like breathing, if 
  you stop trying to breath a certain repetition, the body 
  resumes it's normal state. Thus, if the player is not 
  actively using the stat(s) they will shift back to normal 
  state. 
   
  Cost: +1 PP per 2 points of maximum shift level. 
  END: 1 pt per PP shifted 
   
   
   
  Flex 
  With this ability the player is able to squeeze and 
  contort his body like a rubber band. He is able to 
  
  STUDiO187: Power Core 
   
  Page - 30 
  easily slip out of bonds (+3 for holds) and squeeze 
  through tight spaces. He can fit his entire body 
  through something the size of his fist. Martial Art 
  maneuvers that deliver killing damage through 
  broken bones will not work as such. The attack 
  becomes stunning and if enough damage is done to 
  break the bone anyway then it will be broken. When 
  converting the damage, remember to double the 
  dice. 
   
  Cost: +3 PP 
  END: None 
   
   
   
  Limbs 
  A player with this power has one or more extra limbs. 
  These limbs can be extra arms, a prehensile tail, or 
  even extra legs. Extra Limbs by default have no effect 
  on combat, but can be modified to give extra attacks, 
  better holds, more efficient running and so on. Below 
  are some ideas for extra limbs. 
   
  This node may be attached to any extra limb: 
   
  Conceal: This is a limb that tucks away. When 
  not in use it disappears and will not even show up 
  on x-rays. This can be by several means to 
  include shifting into a normal limb. The player 
  must purchase this per limb. Remember that 
  clothes 
  do 
  not 
  change 
  with 
  the 
  limb 
  automatically, so he must make provisions for 
  that. 
   
  Cost: +1 PP per limb. 
  END: 1 End per limb to assume to put away. 
   
  Here are the different types of limbs and how they 
  affect the game: 
   
  Extra Arm: The player will gain an extra arm and 
  he will receive +1 on climb rolls and martial arts 
  holds per extra arm so long as they are being 
  used to aid.  
   
  If Tripod, a three legged, three armed mutant, wants 
  to fire three handguns at once then he would be at -6 
  to the primary hand due to the two extra actions he is 
  trying to perform in the phase. The second and third 
  gun would be at -9 for off-hand. But he purchases 2 
  levels of ambidexterity to offset each additional hand, 
  so he would only be at a -6 for each handgun roll for 
  the additional actions. This screams of a Fists of 
  Fuzion remedy. 
   
  Cost: +2 PP per arm 
  END: No extra 
   
  Extra Legs: One extra leg is just stupid (think 
  about how dumb our friend Tripod looks). But if a 
  player is dead set on an odd leg, it will reduce his 
  knockback 1 level per extra leg and will give him 
  +1 Defense verses throws per extra leg. Buying 
  legs in pairs is another story altogether. For a pair 
  of legs the player will half his endurance while 
  running and add 2 to his move for run and sprint 
  calculations. More then 4 legs will only give the 
  player the knockback and throw bonus along with 
  the 2 points of move and half endurance bonus.
   
  Cost: 
  • 
  1 PP per leg 
  • 
  +1 PP per extra pair after the first. 
  END: No Extra 
   
  Centipede buys 5 pairs of extra legs. This would cost 
  him 6 PP (2 PP for the first pair and 4 PP for the extra 
  4 pairs). He will be at –10 to knockback and throws 
  and will add 2 to his move and halve endurance while 
  running. 
   
  Tail: There are four types of tails. The player 
  must choose one of these types when taking this 
  power. 
   
  Sea: This tail is designed to help the player 
  while in the water. It is usually very large so it 
  can displace large amounts of water at a
  time. Allow the Actor to use Run and Sprint 
  underwater. 
   
  Cost: +1 PP 
  END: No extra 
   
  Balance: This type of tail will give the player 
  incredible balance while running and 
  jumping. It will give him the seamless 
  movement of the predator. It will keep him 
  low and allow him to make faster turns while 
  running. It will keep him balanced during 
  great leaps and aid in his landings. A tail 
  constructed for flying would allow the player 
  to make sharp maneuvers while flying. While 
  in motion the player will –2 levels of difficulty 
  to any maneuvering rolls to include acrobatic 
  or gymnastic maneuvers. 
   
  Cost: +1 PP 
  END: No Extra 
  
  STUDiO187: Power Core 
   
  Page - 31 
   
  Swatting: A player with this type of tail is 
  able to swat at those annoying flies they 
  chew on his ass while he is trying to eat his 
  grass. 
   
  Cost: +1 OP 
  END: No extra 
   
  Prehensile: This type of tail pretty much 
  gives the player an extra arm. Use the rules 
  for extra arms to determine the effects. For 
  an additional point, the tail will also act as a 
  Balance Tail and endue the same benefits. 
   
  Cost:  
  • 
  +2 PP 
  • 
  +1 PP for Balance 
  END: No extra 
   
  Tentacle: This is an appendage that is 
  boneless and may have suction cups on the 
  under side. Normally out of water a tentacle 
  is useless but for our heroes we’ll forget that 
  pesky rule of physics. A tentacle is only 
  partially prehensile and will not be very 
  useful at doing articulate motions like 
  pushing buttons or pulling triggers (maybe 
  with a hard difficulty). But they are great for 
  striking targets and will receive +2 AV and +1 
  Strength on all grappling maneuvers (you 
  should design a maneuver for this - FOF). 
  The player can buy a single thick tentacle or 
  a 
  tentacle 
  cluster. 
  Tentacles 
  can 
  automatically stretch to twice their original 
  length. 
   
  Cost: +2 PP per tentacle or tentacle cluster. 
  END: No extra 
   
  Wings: There are three forms of wings. The 
  different types and their descriptions are 
  below. 
   
  Flight: A pair of wings will that allow an 
  Actor to fly a distance equal to his move, 
  run or sprint and will use endurance in 
  the same way. The player will also be 
  able to glide as in the power gliding. He 
  can also use the wings as weapons to 
  strike his opponents or block their 
  attacks (Fists of Fuzion). The player will 
  only be able to increase his speed by 
  purchasing move. If the player wants to 
  be able to fly at incredible speeds, he 
  should buy the power flying and/or 
  gliding. The wingspan (tip to tip) should 
  be equal to the player’s pound weight x 
  1.2 in inches. Thus, a 200-pound man 
  would need a wingspan of 250 inches 
  (that's about 20 feet or 10' per wing). 
   
  Cost: +3 PP 
   
  Limb: These wings function only to aid 
  in balance and can be used to block and 
  strike. These wings will add +2 to any 
  roll involving balance. 
   
  Cost: +1 PP for the pair 
   
  Water: These are only effective under 
  water and are used to move quickly. 
  Allow the Actor to use Run and Sprint 
  underwater. 
   
  Cost: +2 PP for the pair. 
   
   
   
  Mass Control 
  With this power, the player is able to alter his mass. 
  This can involve a number of variables including size, 
  density or both. It will allow the player to shift this 
  variable either up, down or both. This power will 
  replace growth, shrinking, density increase and will 
  add density decrease to the original Fuzion Plug-in. 
  For ease of game play, modify the player's weight by 
  the modifying number (see each node for this 
  number) as well. It's not 100% accurate, but close 
  enough. Use the power level before modification. 
   
  For every level of increase the player will also receive 
  +1 Strength and +1 Body. For every level of decrease 
  the player will receive +1 Reflexes and +1 
  Knockback. The following nodes will determine how 
  the mass is affected. For each group the cost and 
  endurance is the same. If a player wishes to take 
  more then one, add the PP per level costs together 
  for the level cost. All weight, size and statistic 
  modifiers add up if using two of the powers together. 
  See examples in the Sons of Fuzion. 
   
  Growth: The player will increase his height and 
  weight by one fourth of his normal size per level. 
  This number is constant. 
   
  A 6 foot 200 pound guy will grow 18 inches and 50 
  pounds every level. 
  
  STUDiO187: Power Core 
   
  Page - 32 
   
  In addition to the player’s normal modifiers, he 
  will also receive +1 Constitution and -1 Evasion 
  and AV against normal sized targets per power 
  level. For every three levels the player will lose 1 
  Point of Reflexes. 
   
  Shrinking: The Actor can decrease his height 
  and weight by one fifth of his normal per level. At 
  5th level the player can be 1-3" tall. At 6th level 
  he becomes to small for standard rules. In 
  addition he will receive +1 Evasion against 
  normal sized targets per level and every two 
  levels he will receive a -1 Move. If the player gets 
  into negative numbers he becomes too tiny to 
  affect the world in a normal manner. See It's a 
  small world (Hell's Cookbook) for rules 
  regarding this size. 
   
  The same six foot 200 lb. person would become 3' 
  and would weigh 80 lbs. at the 3rd level of power. He 
  would also gain +3 Reflexes, +3 Knockback, +3 to 
  Evasion and -1 to move. 
   
  Density Increase: With this version, the player 
  actually causes his body to take on more mass 
  without changing shape or size. Increase by 50% 
  per level. This is a naturally invisible effect, even 
  during shift. In addition to the above modifiers the 
  Actor will receive +1 KD / EKD, +1 Constitution 
  and -1 initiative per level. For every three levels 
  he will receive -1 Reflexes. 
   
  Density Decrease: A player with this form of 
  mass control can lower his mass without 
  affecting his size or shape. Reduce by one fifth 
  per level. At level 5 he becomes weightless and 
  may not reduce any further. At this point he 
  simply floats in place and can be carried away 
  with any breeze. Movement becomes difficult as 
  he becomes a victim of his weightlessness. The 
  Actor may however increase enough to give 
  some amount of control. The Actor could, for 
  example, feather fall off a cliff by giving himself 
  just enough weight to fall slowly. This is also a 
  naturally invisible effect. In addition to the default 
  values he will also receive +1 to initiative and +1 
  to Move per power level. 
   
  Cost: +2 PP per power level of any mass control 
  power. 
  END: 2 points per OCP for any shift 
   
   
   
  Pop Off 
  The Actor is able to detach and reattach parts of his 
  body. This must be done by the Player and not by a 
  Target. If a guy cuts the Player’s head off, the Player 
  is dead. 
   
  Combine: The Actor can attach the parts 
  together to make them more useful. 
   
  Put an eye on the end of a finger on the hand so that 
  the eye can move around. Stick an ear on the hand 
  and the Actor can also hear what’s going on. 
   
   
  Cost: +1 PP 
   
  End: No extra 
   
  Flight: Okay it's cheesy but we've all seen it in 
  comics before. This allows the player to have his 
  detached parts fly and hover. They could even 
  strike at opponents with the same strength as the 
  Actor. If the Player wants this power to work on 
  limbs that have no been intentionally detached by 
  the Actor then he may do this at an additional 
  cost. Furthermore, Players can purchase this 
  node without purchasing any other nodes for 
  Pop-Off. 
   
  Cost: 
  • 
  +2 PP intentionally detached limbs 
  • 
  +3 PP for unintentionally and intentionally 
  detached limbs. 
  End: 2 points per phase 
   
  Joints: The Actor can do this at certain joints 
  along the body. These will be the major joints; 
  knuckles, wrists, elbows, hip, knee, ankle, waist, 
  torso and once in the neck. The player will also 
  maintain control over these parts even at long 
  distances. If the player wishes to accurately move 
  the parts though, he will need to see the part in 
  question. 
   
  Cost: +4 PP 
  END: 
  • 
  1 point to detach 
  • 
  5 points to reattach 
   
  Senses: This is much like Sense - Leave but the 
  player actually leaves a sensing organ behind. 
  Like an ear or an eye. If the player shuts out the 
  sense (closes his eye or cups his ear) then he 
  will be able to perceive what is going on at the 
  other location. The range is relatively unlimited 
  (same planet). The Actor can move the organ 
  
  STUDiO187: Power Core 
   
  Page - 33 
  around to get a better angle but cannot perform 
  actual movement, like to cross the room. 
   
  Cost: +3 PP 
  END: None 
   
   
   
  Shifting 
  With this power an Actor is capable of changing his 
  form. There are several different types of shifting as 
  listed and described below. 
   
  Artifact: This will allow the Actor to become an 
  item. To include things like a statue, a sword, a 
  car or any other inanimate object. The Player 
  must choose the item, group of items or he may 
  even choose to make it any item, depending on 
  the amount of points he wants to spend. For an 
  additional point the player can communicate 
  while in this form and for another point the player 
  can become animated in this form. For weapons, 
  the base damage will be equal to the weapon's 
  natural damage; however, the player will add his 
  strength to the wielder's strength. The player can 
  also use other powers from this form. Turning 
  into a car will give the player no extra move. The 
  Judge may want to consider mass control for 
  things like swords and cars but it is not required 
  (Fun vs. Reality). The player may also option for 
  a body part modifier. This will mean that he can 
  only change a body part, like his arm. The player 
  can specify which body part but it doesn’t really 
  matter. The player does not need to purchase 
  body part if wants shift just his arm but does not 
  want to be limited to just his arm. The Actor must 
  be intricately familiar with any form of complex 
  machinery he wishes to assume. 
   
  Cost: 
  • 
  +2 PP for any one item 
  • 
  +4 PP for any type of object within a group 
  • 
  +6 PP for any inanimate object 
  • 
  +1 PP for communication 
  • 
  +1 PP for animation 
  • 
  -2 PP for one body part only 
  • 
  -1 PP for two body parts only 
  END: 2 pts per shift 
   
  ID: This is the ability to take the form of someone 
  else. At the first level, the Actor is able to take the 
  visual identity of a target. At the second level he 
  can assume his voice pattern, heat signature, 
  fingerprints, and retina pattern. At third level 
  mannerisms, pheromone scent and DNA 
  sequence. For an additional cost, the player can 
  store ID’s for latter use. The player must make a 
  disguise skill roll (or UP - Shifting, it’s up to the 
  Judge) verses any targets perception when trying 
  to deceive them. For every power level add 2 to 
  the disguise roll. The Actor must also make skin 
  to skin contact or purchase the Ranged modifier. 
  If the Actor has the Ranged Modifier he may look 
  a picture and gain that person’s ID but only up to 
  first level. 
   
  Mind Control - Scan is a nice addition to this power. 
   
  Cost: 
  • 
  +2 PP per power level 
  • 
  +1 PP per ID storage space. 
  END: 3 points per power level to assume an ID 
   
  Species: This is the ability to take the form of 
  beings other then specific humans. This would 
  include plants, animals (including a random 
  human form or insects). Mass changes should 
  be bought with mass control but it is not 
  necessary (without mass control a player could 
  turn into a miniature rhino or a giant roach). Any 
  natural abilities need not be purchased. Claws 
  would come with a tiger but only do damage 
  equal to half of the players strength in KD. A 
  player unable to find food could turn into a bush 
  and gain sustenance from the sun. Mythical 
  creatures, such as dragons could also be 
  assumed but will not receive mystical powers 
  unless purchased separately (like fire breath).  
  The player must choose the form or groups of 
  forms he can change into. 
   
  Cost: 
  • 
  +1 PP for any one animal, plant or insect 
  • 
  +4 PP for any animal, plant or insect 
  • 
  +6 PP for any being. 
   
  END: 2 points to shift. 
   
   
   
   
  Stretching 
  A player with this power can stretch parts of his body, 
  attack at range (2 hexes per power level) and reach 
  for things at long distance. 
   
  Players may wish to purchase the power Flex along 
  with this power. 
  
  STUDiO187: Power Core 
   
  Page - 34 
   
  Cost: +1 PP per level 
  END: 1 End per OCP 
   
   
   
  Spore 
  The Actor can literally create clones of himself. By 
  activating the power, the Actor will be able to 
  summon up 1 new clone from himself. This clone 
  and the player will need 1 full round to orient 
  themselves and will be at half Reflexes until that time. 
  The clone will be an exact duplicate of the Actor with 
  up to the second memories and emotions. The clone 
  will be a 100% copy of the player, with the same 
  goals and objectives. But, upon separation the clone 
  will begin a process of self-awareness. Every day the 
  clone is separated from the host body the Judge 
  must make a fortune roll. For every 1 that is 
  accumulated the clone will become more resistant to 
  return to the host’s form. Increase the difficulty 1 step 
  for every 1 rolled. However, every 6 will bring the 
  clone back to his senses, stepping down 1 notch. If 
  the process steps above a 5 then the clone is lost 
  forever and will never voluntarily return. The clone 
  and the host must agree on the rejoining or it will not 
  occur. Thus, the player cannot make his clone rejoin 
  unless the clone wants to. If the clone cannot be 
  convinced to rejoin, it’s usually best to take him out. 
  Clones will inevitably create big problems for the 
  player. 
   
  When a clone rejoins the host damaged he will inflict 
  half of his damage to the player and will not be able 
  to be spored again until the player has healed all of 
  those hits. Once a clone returns to the host he will 
  loose all of his own identity. All of his experiences and 
  gained knowledge will be passed onto the host. If a 
  clone should die, the host will permanently lose the 
  points he spent on him. The player can buy another 
  clone but the player point(s) he spent on the lost 
  clone is gone. 
   
  As for clothes and items it is up to the Judge. He may 
  wish to allow anything that is not a power item. He 
  might just allow clothes. It is also his privilege to have 
  the clone appear butt ass naked. Any clone that is put 
  in suspended animation will not make the self-
  awareness rolls during his stay in the suspension. 
  Furthermore, clones do not have the power of 
  Sporeing but they can purchase it anytime they build 
  up enough points. This is important because an Actor 
  could be killed and have a clone survive. The clone 
  has every power and stat that the Host had except for 
  Sporeing but through time he could save enough 
  points to purchase that power. 
   
  Zombies: Players can create non-returnable 
  semi-functional servants. These servants, once 
  ejected, cannot return to the host. The actor will 
  not lose points for a lost clone, as the clone 
  cannot return anyway. These zombies lack the 
  ability to disobey the host, as they are mere 
  shadows of him. Zombies degenerate at a rate of 
  5 PP per day. As they degenerate they begin to 
  decompose and whither into oblivion. This 
  process is often painful and disorienting. The 
  Actor can only have as many active clones as he 
  purchases the points for at any given time. 
   
  Cost: 
  • 
  +1:3 if this is an additional cloning ability 
  • 
  -1:3 if this is the only cloning ability 
   
  Cost: +1 PP per 10 TCP of the host per clone. All 
  clones cost the same amount;do not add the cost of 
  the clones for this calculation. 
   
  END: 10 End per sporeing. 
   
   
   
  Buddy 
  This is not a Morphing Power but with nowhere else 
  to put it, this seemed as good as anywhere else. 
  Buddy’s cost works the same as Spore but the Actor 
  cannot spawn or assimilate the Buddy. Additionally, 
  the buddy can be completely different from the Actor 
  but can never be more than 75% of his TCP. 
  Additionally, a Buddy can be an animal of some kind 
  or even a robot. Buddies are loyal and are generally 
  played by the same player. The Judge must approve 
  a Buddy before the player can make one up. 
   
  Familiars: These are Buddies that are not 
  normally sentient. To talk with the Buddy the 
  player must have an adequate communication 
  power or give the Buddy a power to 
  communicate with the player. The Buddy could 
  have People Speak (a reversal of Creature 
  Speak) and must have at least a 1 in Intelligence 
  to hold a conversation with the player. 
   
  Side Kick: These are apprentices to the Actor 
  and will follow him as a mentor. At times, the 
  sidekick can become jealous or pissed off at the 
  Actor but he will always come around eventually.
   
  
  STUDiO187: Power Core 
   
  Page - 35 
  In the event that a familiar or sidekick dies or leaves, 
  the player will set the points aside for a time period. 
  At the Judges discretion, the player may replace the 
  Buddy at the same cost as before or may upgrade at 
  the time (not over 75% of the Actor’s TCP). This time 
  period should be based on the event of loss. If the 
  Actor just lets his Buddy die then he should suffer for 
  a while. If it was just due to bad dice rolls, error in 
  judgment or dumb luck then it should be a short 
  period of time. A good player will introduce a period 
  of morning. The Buddy is just that, his Buddy. 
   
  Cost: +1:10 TCP of the Buddy but not to exceed 75% 
  of the Player’s TCP. 
  END: No cost. 
   
  
  STUDiO187: Power Core 
   
  Page - 36 
   
  These powers are used to communicate in 
  supernatural ways, maybe over long distances or 
  perhaps through a TV. It might be holographic or in a 
  dream. 
   
  Broadcasting 
  This is the ability to contact another individual over 
  long distances and with complete privacy. It is not 
  telepathy but could be radio, laser, microwave or 
  even mystical communication. The Actor must know 
  the target’s signature (frequency) to do this. He must 
  attain physical contact (or be told the frequency) and 
  state that his is reading the target’s signature. The 
  Actor can only hold a certain number of signatures at 
  any given time (different frequencies or bands). 
  Anyone else who has broadcasting can hear a ping 
  and can make a hard difficulty roll to decipher the 
  message. Once he makes the roll, he could listen to 
  any message intended for that Target. The Actor 
  could option to make the message heard by anyone 
  (who also has broadcasting or is a target with a 
  signature or is tuned into that frequency) by giving his 
  ping a wide range signature. However, this is pretty 
  much a one-way communication because the Actor 
  could not possibly understand a massive message 
  influx. It would sound like garble. But, if there were 
  only a few people in the vicinity it would be possible to 
  make contact with multiple targets. The base 
  distance is 10 feet. The base difficulty is average. 
   
  Range: With this modifier the Actor can 
  drastically increase his range. 
   
  Cost: +1 PP per exponent of distance. 
   
  3 PP would make the distance 104 or 10000 feet. 
   
  Scramble: Buy adding this node, the Actor is 
  able to make it harder for anyone other then the 
  intended target to tune into his broadcasts. 
   
  Cost: +1 PP per difficulty step. 
   
  Descramble: By adding this modifier, the Actor is 
  able to make it easier to tune into broadcasts not 
  intended for him. 
   
  Cost: +1 PP per difficulty step. 
   
  This can be used for mystical and radio signaling 
  alike. It was originally designed for mystical 
  communication but also works great for technological 
  devices. 
   
  Cost: 
  • 
  +3 PP for the power 
  • 
  +1 PP per extra signature (frequency bands) 
  storage 
  END: No cost 
   
   
  Creature Speak 
  This power allows the Actor to speak with living 
  beings other then humans. He will be able to hold 
  complete conversations. Animals, however, are quite 
  stupid and the Actor must accept that the animal will 
  only understand basic conversation and will know 
  nothing of the human world. A persons name would 
  only be know if the animal were familiar with that 
  person. The animal would not know where someone 
  has gone or what he said. They could tell the Actor 
  that 6 guys came in and killed their master and that 
  they had their faces covered with red and black 
  striped masks. When purchasing groups the player 
  will choose from different families rather then specific 
  species. The families include such things as Canine, 
  Feline, Equine, Spiders, Parrots, Oaks or Sharks. 
  Players do not have to be as specific as German 
  Shepherd, Tabby, Arabian, Black Widow, Macaw, 
  White Oak or Hammerhead. 
   
  Option: If this is not how you would like to run your 
  campaign you could assume the Doctor Do Little 
  scenario and run the animals like people. They would 
  love Lassie and Rin Tin Tin. They might admire the 
  Crocodile Hunter for his contributions to the animal 
  kingdom. An Owl may even wish to engage you in a 
  game of chess. 
   
  Birds: The player can converse with a type of 
  avian or the entire avian kingdom. 
   
  Fish: The player can speak with any type of fish 
  or the entire fish kingdom. 
   
  Insects: The player can converse with a type of 
  insect or the entire insect kingdom. There are 
  more insects on the planet then animals but 
  insects speech is going to be even more limited. 
   
  Mammals: The player can choose individual 
  mammals or the entire mammal group.  
   
  Plants: Yeah yeah......speak with plants, I get it.
   
  
  STUDiO187: Power Core 
   
  Page - 37 
  Finally, using this power along with Mind Control, an 
  Actor could control creatures. Unless plants can 
  move on their own the player will need to use 
  Animate to make the plants do things for him. Also, 
  an Actor may wish to buy Summon to get the 
  creatures to come to him as they generally tend to 
  run away from humans. 
   
  Cost: 
  • 
  +1 PP per group 
  • 
  +3 PP for an entire group 
  • 
  +10 PP for all groups 
  END: No cost 
   
   
   
  Dead Speak 
  The dead continue to have imprints of their soul left 
  within them. By using this power, the player is able to 
  activate that imprint. The imprint has a will of 1 and is 
  easily manipulated. It will remember only important or 
  pivotal events and information of its former life as the 
  mundane details have faded away with the soul. Time 
  is not an issue. The condition of the body is. The head 
  is the most important piece though. If the head is in 
  good condition, it will know about 80% of the 
  important events pertaining is former life. Mummies 
  although 5000 years old still could maintain about 
  20% of their important information. The most 
  important events go last. 
   
  Cost: +4 PP 
  END: 10 points to engage the corpse 
   
   
   
  Holographic 
  Having this power will allow an Actor to transmit a 
  holographic image to another person. This image 
  opens a two-way communication. Thus, the player 
  will see holographic images of the Target's location 
  around him. He will be oblivious to the world around 
  his physical self. His physical body will seem to be in 
  a trance (or asleep if he lies down first) while he is in 
  contact with his Target(s). Or, the Player may retain 
  his worldly awareness but will only be able to see and 
  hear his targets (not the environment around them). 
  The player can choose how many people can see his 
  hologram but he must choose at least one. The 
  default range is two miles. 
   
  Record: The Actor can record a hologram on 
  any substance to be viewed at a later time. This 
  can be triggered just about anyway the Actor 
  sees fit. It could be by anyone, a certain person, 
  a certain time, whatever. The message will play 
  and then dissipate and is not interactive. For an 
  additional point the hologram could be played 
  again and again like a record, but when the Actor 
  runs out of storage spaces he will need to 
  vanquish that hologram to make new ones. 
   
  Cost: 
  • 
  +1 PP per hologram storage 
  • 
  +1 PP to make a hologram replayable. 
  END: +5 points to record hologram 
   
  Cost: 
  • 
  +1 PP for power 
  • 
  +1 PP per exponent of distance. 
   
  3 PP would make the distance 104 or 10000 feet. 
   
  END: 1 point per PP used 
   
   
   
  Interface 
  Using this power will allow the player to access the 
  net without the use of a cyber-deck. He can basically 
  use his brain (nature's first and still most powerful 
  computer) as his deck, storing programs and 
  information in his own brain cells. We only use 14% 
  of our brain as it is anyway. The player will need to 
  acquire programs the normal way (buying, stealing or 
  writing). He will then need to make a connection with 
  a deck, load the programs into the deck and then 
  copy the programs from the deck to his brain. He 
  could also copy programs from any nearby deck as 
  well. These programs will now be implanted into his 
  brain and he will be able to use them any time he 
  needs to. He also will not need interface plugs, 
  connecting instead with brain waves. He must, 
  however, be very close to an interface jack. 
   
  The Actor will have several advantages over other net 
  runners. The first being that standard anti-personnel 
  programs that have to go through a cyber deck (like  
  Brainwipe, Zombie, Liche and Firestarter) will not 
  affect him whatsoever. There is no deck or wiring to 
  run the current. The Actor can also be much faster 
  then common net runners by adding speed. An Actor 
  with this power can also have substantial amounts of 
  extra memory and can run more then one program at 
  a time. See the nodes below for complete 
  explanations on how this is done. 
   
  On the down side, the Actor is not all-powerful. Some 
  
  STUDiO187: Power Core 
   
  Page - 38 
  Anti-Personnel shit will still affect the Actor. Programs 
  like Spazz (can be reproduced by rapidly flashing 
  lights) and Glue will work just fine. All Anti-IC 
  programs will have an effect on the Actor considering 
  the fact that he is still using programs. 
   
  Data Walls: The Actor is going to need a good 
  defense. The default strength of a Data Wall is 
  equal to the Actors Will. 
   
  Cost: +1 PP per +1 Data Wall strength 
   
  Memory: The default number of memory units is 
  10. The player can allocate more of his brain for 
  extra memory. 
   
  Cost: +1 PP per extra 10 MU 
   
  Programs: This node will allow the player to use 
  more then one program at a time. Your JUDGE 
  should approve the amount of programs you can 
  run at one time. The default number of tasks per 
  phase is one. 
   
  Cost: +2 PP per parallel task (extra program per 
  phase usage). 
   
  Skillz: This is a powerful addition to the Runners 
  arsenal of programs. With this node, the Actor 
  can use any skill or power he has that resembles 
  a program. This effect is accomplished by 
  studying programming code and developing a 
  routine that will allow him to translate any of his 
  skills into programs on the fly. The Actor cannot 
  use a skill or PP at a level higher then the 
  average of his UP – Interface and Programming 
  skill levels. 
   
  Cost: +5 PP 
   
  Reboot has Interface and has purchased the node 
  Skillz. His level in UP – Interface is 6 and his 
  programming level is 8. He has the skill handgun at 
  level 4. He could use a Killer routine without having a 
  killer program. The strength of the routine would be a 
  4. It has the potential of being a Killer 7 (the average 
  of the two skills) but his handgun level holds him 
  back to a 4. 
   
  Speed: The default speed is 1. By purchasing 
  this node the player is able to enhance the speed 
  of his connection. 
   
  Cost: +1 PP per +1 Speed 
   
  This may seems to be a very powerful ability but it will 
  truly reflect a Super Netrunner. Don’t forget, you can 
  always send several opponents at a time or use an AI 
  if the Actor is just rolling over every system you have. 
  And there are always others out their with this ability.
   
  These Fuckin’ Net Mechs are pissin’ me off. They roll 
  right in, all armored up, flinging killers left an’ right. 
  Half of ‘em are invisible, usein’ three and four 
  programs at a time. Hell, we sent some of our 
  meanest shit at ‘em and boink! They just keep going 
  like it was nothin’. I think were gonna hafta’ git a Net 
  Mech of our own or we’re not gonna’ be in business 
  much longer. 
   
  Cost: +2 PP 
  END: 5 End per phase 
   
   
   
  Sensory 
  The Actor is able to communicate through a sense. 
  The Actor needs to have sensory contact to establish 
  the communication. It could be through a gaze, a 
  touch or even a scent. Hearing is already taken. 
   
  Pete touches Jenna and at that moment she is 
  silently instructed to meet him in the bedroom. 
   
  Cost: +1 PP per scent 
  END: No cost 
   
   
   
  Spirit Talk 
  The Actor is able to communicate with spirits. He will 
  not be able to see them or to call forth a certain one 
  (those are additional powers) but he is able to talk 
  with spirits in the area. They will generally answer 
  because, well, because they're generally fucking 
  bored. 
   
  Cost: +2 PP 
  END: 5 points to initiate contact 
   
   
   
  Summoning 
  This is the ability to bring forth that which the Actor 
  desires. It does, however, take time for these things to 
  arrive to the Actor. Sometimes the Actor will go to it. 
  The power creates a force between the two drawing 
  them together. Events will actually unfold to cause 
  them to reach one another. The more time the Actor 
  
  STUDiO187: Power Core 
   
  Page - 39 
  has, the better things he can get. There are several 
  factors in summoning. They are Abundance, Value 
  and Time. Yes, size is not a factor this time. These 
  are all rated on a 1 to 5 scale. A 1 is good and a 5 
  sucks! This power is not intended to be combat 
  oriented. It works best as a “down time” power.  
   
  Abundance: Reflects how many of the specified 
  things are in the area at any given time. 
   
  • 
  1 
  Always there without fail 
   
  Cards in a casino, pussy in a whorehouse. 
   
  • 
  2 
  Probably there but not necessarily 
   
  Flares on a boat, gun in a bar, Bible in a motel. 
   
  • 
  3 
  Probably not there but possible. 
   
  Lion in a dessert, Fuzion books at the retailer. 
   
  • 
  4 
  If it's there, it was put there against reason. 
   
  A nice quiche at a Hell's Angels meet, a Daemon in a 
  church.  
   
  • 
  5 
  Not a fucking chance in the world.... 
   
  Nun in a crack house, Hope Diamond in my pocket or 
  5th addition Champions being released this year. 
   
  Value: Is a measure of how many points or dollars 
  the player would have to spend to get his own 
  normally. This can be a variable of how important it is 
  at the moment if the player has been giving the Judge 
  a hard time. 
   
  • 
  1 
  Basically worthless in the scheme of things. 
   
  A cigarette or cigar, a rat, a quarter, stick of gum. 
   
  • 
  2 
  Somewhat valuable or Mildly Powerful 
   
  Rolex, wild dog, magic potion, assault rifle, sheriff 
   
  • 
  3 
  Very Valuable or Powerful 
   
  Tiger or Lion, Lamborghini, Enchanted item, Mayor. 
   
  • 
  4 
  Exceptionally Valuable or Very Powerful 
   
  Cruise ship, prototype technology, herd of elephants, 
  a Congressman 
   
  • 
  5 
  Priceless or Exceptionally Powerful 
   
  Thor's hammer, Hope Diamond, this Plug-in, the 
  highest official of a country. 
   
  Time: Is a direct measure of how long it will take for 
  the summoned item or being to show up. This is 
  where the super part of the power really comes into 
  play. Realistically, it would take forever for most of 
  this shit to show up but that is not much fun is it? So 
  we turn the reality two notches to fun for this modifier.
   
  • 
  1 
  One week. 
  • 
  2 
  One day. 
  • 
  3 
  One hour. 
  • 
  4 
  One minute. 
  • 
  5 
  One round. 
   
  Now, add all of the power level requirement numbers 
  together and that is the power level the Actor would 
  have to be to pull off this stunt. 
   
  So if Tarzan were to summon a heard of elephants 
  (4) while he was in the jungle (2) and he needed 
  them within a minute (4), he would need a level 10  
  Summoning - Living 
   
  Living: By calling out the player can summon 
  living creatures to his location. 
   
  Beasts: Semi Intelligent creatures. 
   
  Cost: +1 PP 
   
  Mystical: This is useful for such things as 
  fairies, dragons, daemons, spirits and so on.
   
  Cost: +4 PP 
   
  People: Intelligent creatures 
   
  This would include most humans. 
   
  Cost: +2 PP 
   
  This is not going to allow the player to control these 
  creatures only summon them so he may want make 
  provisions for dangerous creatures like Lions or 
  Daemons. A Ward or control power may be a good 
  idea. 
   
  Item: The player is able cause items to gravitate 
  towards him. 
   
  
  STUDiO187: Power Core 
   
  Page - 40 
  Let's say your playing cards and you need that Ace to 
  win the game. 
   
  Cost: +2 PP 
   
  Cost: +1 PP per power level 
  END: 1 point per level played 
   
   
   
  Telepathy 
  This is the ability to communicate through 
  brainwaves. This communication is normally one link 
  between the Actor and the Target. The Actor can 
  establish links with more then one person at a time 
  for a +1 difficulty per person. This is based on a 
  Competent difficulty role. None of these people can 
  talk with one another; they can only speak with the 
  Actor. To establish an open link between all parties 
  the Actor must make the same difficulty roll at +2 per 
  person. The default range is 10 feet. 
   
  Dimensional: Allow the Actor to communicate 
  with beings in other dimensions. Range is not an 
  issue but the Actor must be familiar with the 
  Target and the Target must be willing to receive 
  the signal. If the Target is willing to receive the 
  signal then the Actor could use this to locate the 
  Target in the other dimension (nice for teleporting 
  to them). 
   
  Cost: +1 PP per dimension 
   
  Cost:  
  • 
  +3 PP for the power 
  • 
  +1 PP per exponent of +1 distance. 
   
  3 PP would make the distance 104 or 10000 feet. 
   
  END: 1 Point per person per phase 
   
   
   
  Weaving 
  This is the ability to send messages through dream 
  state. The Actor is able to contact a sleeping Target 
  that is in dream state. Within this most secret of 
  meeting places they may talk face to face without 
  fear of onlookers, unless another target has weaving 
  as well. Range is equal to 10 x power level 2 miles. 
   
  Weaving is especially good for leaving suggestions 
  while people sleep. Those unaware of weavers will 
  find it hard to resist these suggestions but will never 
  do anything they are directly opposed to doing 
  normally. Should the Actor wish to change the 
  content of the dream it will require a difficulty roll to 
  be determined by the Judge; the more drastic the 
  change, the harder the roll. This will be based on a 
  UP-Weaving roll + Will vs. Targets Resistance + 
  Difficulty Level. If the Actor engages in combat while 
  in the dream world, then combat will ensue as 
  normal. Both parties can use any skill as normal and 
  weapons that they are intimately familiar with can 
  make an appearance. Powers are always available. 
  Damage by a weaver will reflect on the targets 
  physical body. Non-weavers cannot harm a physical 
  form from the dream state. If a non-weaver delivers a 
  fatal blow to a weaver, then the weaver will loose 
  touch with the dream state for a minimum of one day. 
  He will then make a fortune roll (3d6). Square the 
  number of ones and this will be how many extra days 
  before he can return. 
   
  A level 4 weaver can reach out 1600 miles. Now, 
  where did I put my red and black striped sweater? 
   
  Cost: +1 PP per power level 
   
   
  
  STUDiO187: Power Core 
   
  Page - 41 
   
  These are powers based on skills. They are powers 
  that do things that people usually use a tool and a 
  skill to do. They still need the skill but the power 
  replaces the tool. There are no UP skills to purchase 
  with these powers, just use the Base Skill.  
   
  These powers tend to get kind of weird. Judges 
  should feel free to disallow any of these powers 
  unless players can come up with a really good 
  reason for having the power. Otherwise, we think they 
  make a neat addition. 
   
  Alchemy 
  This is the ability to transform one material into 
  another. The difficulty is based on volume and the 
  range of transformation. The base difficulty is 
  Competent. For every cubic inch raise the difficulty by 
  1 point. If the Actor wishes to transform the object 
  from one type of element to another then add 
  another level of difficulty. If the Actor attempts to 
  change a material from an inorganic to an organic 
  (but dead) or the other way around, add two levels of 
  difficulty. 
   
  Turning 6 cubic inches of steel (a sword blade) into 6 
  cubic inches of silver (for use against a Werewolf) 
  would require a roll of 18. Same type of element and 
  6 inches. 
   
  To turn 3 cubic inches of a wooden figurine into an 
  ivory figurine would require a roll of 18. From one 
  element to another and 3 inches. 
   
  To turn a finger bone (about 1 cubic inch) into a gold 
  finger bone sculpture it would require a roll of 19. 
  From organic to inorganic and 1 inch. 
   
  Base skill: Alchemy. This skill is only used with this 
  power. Without the power, the player is never able to 
  get it to work. 
   
  Cost: +5 PP 
  End: 5 points per difficulty step 
   
   
   
  Bonding 
  The player with this power is able to cause two 
  objects to stick together. To do this, the Actor will 
  have to determine a desired effect rating and assign 
  two substances that he wishes to bond together. In 
  Hell’s Cookbook you will find hardness ratings for the 
  different substances. To determine the difficulty of 
  bonding two substances, multiply the effect rating by 
  the highest hardness rating of the two substances. 
  Add 1 per 10 square inches of contact. The roll will 
  be based on power level + UP- Bonding. This is 
  normally a no range effect. The effect rating ranges 
  from gravity level to molecular bonding. 
   
  Base Skill: Chemistry 
   
  Gravity (1) – An Actor who wishes to separate the 
  two objects must be able to lift the weight of the 
  object to separate them. 
   
  Magnetic (2) - The two objects stick together. An 
  Actor simply needs to pull them apart to separate 
  them. Pretty much the same as gravity but this is 
  a permanent bond. If the Actor puts the two 
  objects back in contact with each other they will 
  rejoin. If this is done to a person or a focused 
  power, the effects will wear off by the next scene.
   
  Molecular (3) - This is the nastiest and most 
  permanent type of bond. This level actually welds 
  the two substances together. This is a most 
  permanent effect and will require the destruction 
  of the materials involved along the adjoining 
  surfaces. If this is done to skin and the Actor 
  wants to get free he will take 1 KD per 10 square 
  inches of contact or roughly the surface area of 
  the palm.  
   
  Cost: +1 PP per power level 
  END: 1 point per 2 points of difficulty 
   
   
   
  Boom 
  The Actor is able touch off explosives without a 
  detonator. He can cause anything that has explosive 
  properties to go off at his whim. The less explosive 
  the situation (sorry, couldn’t help myself) the higher 
  the difficulty. Feel free to add modifiers to the difficulty 
  for things like rain and low oxygen. 
   
  Gasoline would have a low difficulty, perhaps a 
  Heroic roll. Oil, while flammable, is not very explosive 
  so that might be a Legendary roll. 
   
  Base Skill: Demolitions. 
   
  Cost: +1 PP per 100' of distance from object. 
  END: 1 point per level of difficulty 
  
  STUDiO187: Power Core 
   
  Page - 42 
   
   
   
  Click 
  The Actor can store images that he can later wipe 
  onto photosensitive paper with his palm or can be 
  download through a computer link (depends on the 
  effect). Each storage space can hold 20 images at 
  about 600 DPI. If the Actor wants to increase the 
  resolution then adjust the number of pictures by the 
  same multiple as the resolution. 
   
  The Actor could store 10 images at 1200 DPI. 
   
  Base skill: Photography. 
   
  Cost: +1 PP per storage space. 
   
   
   
  Cure 
  Using this power the Actor is able to heal the body of 
  diseases, paralysis, blindness and even to regenerate 
  lost body parts. The Actor directs the body on how to 
  fix it's self. This often means reprogramming the body 
  to do things it's no longer meant to do, such as, grow 
  spinal tissue or to grow new eyes. Any disease that 
  the Actor knows the cure for can be cured in the 
  target (or the Actor if he uses it on himself). The Actor 
  will set the fix in motion and does not need to remain 
  for it to take effect. The healing process generally 
  takes some time. For a person to regrow eyes might 
  only take a week or so but an arm would probably 
  take about a month. There are no set numbers the 
  amount of time it takes a person to regenerate a lost 
  body part but assume a limb would be a month and 
  base everything else off of that. For diseases, 
  assume 1 week to be fully cured. Double the time for 
  advanced or critical stages. Double the time again for 
  severely degenerative diseases such as Ebola. 
   
  Base Skill: Medicine. 
   
  Cost: +4 PP 
   
   
   
  Efficiency 
  The Actor has the ability to complete skill tasks at 
  incredible speeds. The Actor is able to finish a skill 
  task in half the time it would normally take (not 
  combat skills). 
   
  Well, I set up the network, reconfigured the plotter, 
  developed all of the profiles, organized the 
  subroutines, wrote a few macros, made coffee and 
  cleaned my workspace. What should I do after 
  lunch? 
   
  Base Skill: All Skills 
   
  Cost: +3 PP 
  END: x2 Normal endurance expenditure 
   
   
   
  Fixit 
  This power will allow the player to do carpentry and 
  mechanical work without tools. He cannot generate 
  parts but he can do any activity that would normally 
  require a tool to do. Drive nails with his fists, twist off 
  bolts with his bare hands, cut wire with his fingers 
  (careful, fingers are not insulated), saw through wood 
  with his arm (a Heroic difficulty) or whatever. Power 
  tools or tools that require chemicals, like a 
  sandblaster, do not fall under this power. The player 
  should determine what form of tools he is planning be 
  using. An Actor might have Carpentry abilities but it 
  might not translate over to Mechanic abilities. 
   
  Base Skills: Carpentry or any form of repair skill 
   
  Cost: +3 PP 
  END: 3 points per phase while power is in use 
   
   
   
  Imap 
  This power allows the Actor to become a living GPS 
  receiver. He doesn't really receive signals that 
  pinpoint his location but you'd swear he does. The 
  Actor has a perfect sense of spatial awareness when 
  it comes to navigating the globe. The power will only 
  work on one planet per purchase so if dimension or 
  planet hopping is on the players agenda this should 
  be taken into consideration. For every level the player 
  purchases lower any navigation rolls by 1 difficulty 
  level. 
   
  Entering a specific point in the Amazon and exiting a 
  specific point on the other side without a map or 
  compass would be a Legendary roll. With 3 levels of 
  Imap it would only require a Competent roll. 
   
  Base Skill: Navigation 
   
  Cost: +1 PP per level per planet. 
  END: No cost 
  
  STUDiO187: Power Core 
   
  Page - 43 
   
   
   
  Opensesme 
  The Actor is able to pick locks without the need of a 
  lock pick set. How he does this is up to the player. 
  Perhaps he "asks” the lock to open. Maybe he is 
  using some sort of mystical ability that allows him to 
  alter reality (the guy never locked it) or perhaps a very 
  intricate Telekinesis stunt. 
   
  Base Skill: Pick Lock 
   
  Cost: +2 PP 
  End: 2 points per difficulty of lock 
   
   
   
  Ping 
  This power allows an Actor to make things he is 
  actively looking for glow. The player must make a 
  search roll and for every power level the difficulty is 
  lowered by 1. 
   
  A needle in a haystack would be a Legendary roll. 
  But if the Actor has 4 levels of Ping, he would roll 
  against an everyday roll. 
   
  Another example would be against an invisible target. 
  If the Target had an Invisibility level of 6 the same 
  Actor would only be at a -2 to Perception when using 
  Ping. 
   
  This power can be used to find anything within sight. 
  The player must declare what it is he is looking for 
  before sending out the ping. This is a specific 
  declaration. The player can't say, "I'm looking for any 
  clues." He must specify what he is looking for. "I'm 
  looking for traps down the hallway", however, is 
  specific enough. 
   
  Base Skill: Perception. 
   
  Cost: +1 PP per level 
  END: 5 points per use 
   
   
   
  Red Cross 
  The Actor cannot heal a wound but he can stop 
  bleeding, splint bones (no splint appears but the 
  wound will be treated as though there is one there) 
  and treat shock. All this can be done by laying his 
  hands upon the Target. He can basically do first aid 
  without needing a kit.  
   
  Base Skill: First Aid. 
  Cost: +2 PP 
  END: 5 points 
   
   
   
  Ringring 
  The Actor can make phone calls right from his head. 
  He may also receive calls if other Actors know the 
  frequency to dial. If the Actor touches a phone line he 
  can listen in or disconnect an existing call. He must 
  however be on a single line, no tapping from the pole.
   
  Base Skill: Communications 
   
  Cost: +2 PP 
  END: 5 points per phase of use 
   
   
   
  Scribe 
  The Actor can write on any surface with his finger. 
  The material will not be severely damaged (you can't 
  use it to burn through rope or dig through a wall; it 
  only goes about a 1/4 as deep as a sheet of paper) 
  but will have a slight indent and a blackened crevasse 
  where the Actor runs his finger. Subsequently, the 
  material will be permanently marred with the 
  message. Any smooth surface will do, even skin. The 
  less smooth the surface the harder the difficulty (sorry 
  Judges, it's your call). 
   
  Base Skill: Penmanship (Scribing, whatever) 
   
  Cost: +1 PP 
  END: 2 points per phase of use 
   
   
   
  Speak 
  This power makes the Actor a living translator. The 
  Actor can decipher, speak and read and write any 
  language he is exposed to. The amount of time and 
  or material will modify the difficulty. The normal 
  difficulty is based on a week's exposure or 400 pages 
  of text. The difficulty goes up one shift as per 
  timetable or per 100 pages less. The minimum 
  amount of time is 1 hour and the minimum amount of 
  pages is 10. 
   
  Base Skill: Linguistics. 
   
  
  STUDiO187: Power Core 
   
  Page - 44 
  Cost: +3 PP 
   
   
   
  Thatsme 
  The Actor is able to alter printed images to make 
  them look like someone else and alter the content of 
  a document to reflect his desire. This is usually done 
  with a swipe of the hand. The Judge will decide the 
  difficulty for a given document. 
   
  Base Skill: Forging 
   
  Thatsgreen: This modifier allows the Actor to do 
  the same effect with money. 
   
  Base Skill: Counterfeiting 
   
  Cost: +1 PP in addition to Thatsme cost 
   
  Cost: +2 PP 
  END: 5 points per document or bill 
   
   
   
  Vroom 
  This is hot wiring. It can be done with any type of 
  vehicle. The vehicle will work as though the right key 
  was inserted and the starting ritual was successfully 
  completed. The more complex a vehicle the more 
  complicated the roll. A motorcycle would be a 
  Competent Difficulty and an alien craft would be 
  Legendary. The Judge can make adjustments for the 
  Actor’s familiarity with the vehicle type or any support 
  skills he may have like mechanical repair. 
   
  Base Skill: Hot Wire 
   
  Cost: +2 PP 
  END: 2 point per level of difficulty 
   
   
   
  Whatswrong 
  This power is divided into 3 nodes that will allow the 
  Actor to determine exactly what is wrong with the 
  Target. The Actor will need to first make the node 
  skill roll first and then follow it up with the diagnose 
  roll. To determine difficulty the Judge may wish to use 
  the damage level, power level or the success roll (in 
  the case of mind control or reprogramming). 
   
  Mental: This will allow the Actor to determine if 
  the Target has any form of mental disorders of if 
  he has any form of Psychic damage, alterations 
  or if he is currently under any form of control. 
   
  Base Skill: Psychiatry 
   
  Cost: +2 PP 
   
  Mystical: This node allows Actor to see if the 
  Target is under any form of mystical sickness, 
  possession or perhaps a curse. 
   
  Base Skill: Occult 
   
  Cost: +3 PP 
   
  Physical: This node will allow an Actor to 
  determine if a Target is suffering from a form of 
  illness, poison or trauma occurring from normal 
  real world injuries and what the extent of these 
  complications are. 
   
  Base Skill: Diagnose 
   
  Cost: +2 PP 
   
  Base Skill: See Nodes 
  Cost: See Nodes 
  END: 2 points per OCP 
   
   
   
  
  STUDiO187: Power Core 
   
  Page - 45 
   
  These are powers that are directly related to the 
  Actors statistics. As has been stated over and over 
  again, any stat that goes over 7 is a super stat. Any 
  secondary stat that goes over a value allowed by a 
  normal stat is also supernatural. Some powers are 
  also stat driven and are listed below. 
   
  Primary 
  For power stats it will cost double the normal points to 
  raise the stat. This could be for stats that kick-in only 
  when the Actor assumes his identity or it could be for 
  stats that exceed 7. So, an Actor who has a 9 in 
  Strength has a Super Strength of +2. But an Actor 
  who turns into a Werewolf and goes from 5 Strength 
  to 7 Strength also has a Super Strength of +2. So 
  they both pay the same amount of points for that 
  strength even though the Actor with the 9 Strength is 
  getting a better deal. 
   
  Yeah, yeah it's not a fair exchange but it is consistent, 
  relative and it allows the adjustment powers to work 
  properly. If you don't like this then ask the JUDGE to 
  change it or don't make up that kind of Actor. I guess 
  it depends on whether you're a bean counter or not 
  (Role Player vs. Roll Player). 
   
  Cost: +2 PP per 1 point of stat increase 
  END: As per normal 
   
   
   
  Secondary 
  These are the stats that are dependent on their 
  primary counterparts. It's best to buy super secondary 
  stats once the Actor has reached super primary stat 
  status. Otherwise he might as well buy the primary 
  stat up.  
   
  Hits: This modifier will add points to the Actor’s 
  existing Hits. 
   
  Cost: +1 PP per 5 hits 
   
  Speed: With this modifier the Actor is able to 
  increase his Speed stat. 
   
  Cost: +2 PP per point of speed 
   
  Stun: This modifier will add points to the Actor’s 
  existing Stun stat. 
   
  Cost: +1 PP per 5 stun 
   
  Recovery: This modifier will add points to the 
  Actor’s existing Recovery stat. 
   
  Cost: +2 PP per point of recovery 
   
  Defenses: 
   
  Resistance: This modifier will add points to 
  the Actor’s existing resistance. 
   
  Cost: +1 PP per 3 points of resistance 
   
  SD: This modifier will add points to the 
  Actors existing SD stat. If your campaign 
  takes ED into consideration, remember to 
  double the gained points and then to allocate 
  them between the two different stats. 
   
  Cost: +1 PP per 2 SD (and ED) 
   
  Luck: With this modifier the Actor will gain 
  extra points of luck. This modifier is 200% 
  cost effective! 
   
  Cost: +1 PP per point of luck 
   
  Humanity: With this modifier the Actor will 
  gain extra points of humanity. 
   
  Cost: +1 PP per 10 Humanity. 
   
  END: As per normal 
   
   
   
   
  Eidetic Memory 
  Actors with this power have an incredible power of 
  recall. The player may right anything on paper or take 
  notes at any time even if his Actor is in a straight 
  jacket and blindfolded. Anything the player has 
  written on the paper may be used at his leisure for 
  game play. Furthermore, if the Judge passes out any 
  handouts, the player may keep any page that he has 
  looked at for further gaming. Judges do not have to 
  remind the player of anything he has not written 
  down. 
   
  Cost: +3 PP 
  END: None 
   
   
  
  STUDiO187: Power Core 
   
  Page - 46 
   
  Perfect Timing 
  Actors with this ability have an incredible sense of 
  timing. They are able to leap from building tops and 
  land on moving objects with precision accuracy. They 
  also seem to have an uncanny ability to hit moving 
  target with stunning accuracy. As if this wasn’t cool 
  enough, they are never late for any occasion they 
  wish to make on time. If they make a successful Area 
  Knowledge roll (difficulty to be determined by the 
  task) they can precisely predict the time it will take to 
  cross town at any given time. For every power level, 
  the Actor will subtract 1 from any movement modifier 
  (but only the modifier) and 1 level of difficulty for any 
  maneuver involving a moving base or landing. 
   
  Cost: 1 PP per Power Level 
  END: Zip 
   
   
   
  Tuff Bone 
  Normally an Actor who takes 2x his Body in hits to a 
  bone has a broken bone. With Tuff Bone, it becomes 
  nearly impossible to break bones. The Actor can take 
  4x his Body to a bone before it breaks. This means 
  that a Target will nearly have to kill the Actor to break 
  one of his bones. 
   
  Cost: +4 PP 
  END: None 
  
  STUDiO187: Power Core 
   
  Page - 47 
   
  These are powers based on the senses. Some of 
  them aid the current senses while others give the 
  Actors extra senses to perceive the world around 
  them. 
   
  Discriminatory Sense 
  The Actor can make a Perception check to absolutely 
  identify and analyze an object with a certain sense. 
  The difficulty should be based on the Actor’s 
  exposure and the frequency of the substances 
  appearance in day-to-day life. He will roll against the 
  modified perception and any number of successes 
  will allow him to know what material(s) he is 
  observing. 
   
  Everyone could smell the faint cigar scent but only 
  Logan knew the brand. It was the fat man’s favorite 
  and Logan knew just where to find him 
   
  Hmmmm....this smells like........oil! Mazola to be 
  exact. This can only mean one thing! TWISTER!!! 
   
  Don’t you hear it! It sounds just like Cobra scales 
  scraping across rock! Oh, Shit!!!! I hate snakes man! 
  I reeeaaally fuckin’ hate snakes! 
   
  Cost: +1 PP per +2 to perception 
  END: None 
   
   
   
  Enhanced Perception 
  The Actor has a sense or sense group that is 
  exceptionally keen. This can be used for any sense or 
  sense group. It can even modify the senses in the 
  other group. 
   
  Cost: 
  • 
  +1 PP per +2 on perception for one sense. 
  • 
  +2 PP per +2 for sense group 
  END: Nada 
   
   
   
  Lock-On 
  This power can be used with any targeting sense. 
  There are two nodes for Lock that the player must 
  choose from. 
   
  Target: The Actor must spend 1 phase to 
  establish a lock on his target. To do this, he must 
  be able to observe his target with a targeting 
  sense and may not perform an aggressive action 
  during the phase. After he establishes the Lock, 
  he will receive +3 to his AV on all actions with 
  that target. He must observe the target at all 
  times or the lock will be broken. The lock is, 
  however, strong enough to go through heavy but 
  not total cover. If the player has a power like 
  Infrared Vision or N-Ray Vision this power will 
  work hand-in-hand with that sense. 
   
  Cost: +2 PP 
   
  Tracer: The Actor spends a phase to establish a 
  Lock on his target. Once this is done, he will be 
  able to know exactly where the target is in 
  relation to himself at all times during the scene. It 
  gives no bonus to-hit but will make it impossible 
  for the target to hide from him or to sneak up on 
  him during the incident. He may purchase more 
  then one target at a time but must Lock on each 
  target separately. 
   
  Cost: +1 PP per target 
   
  END: 2 Points per phase to maintain lock 
   
   
   
  Spatial Awareness 
  The Actor is able to determine the exact distance 
  between himself and all objects within his sensory 
  perception. He could look at a circle and determine 
  the circumference and area of the circle. In addition, 
  he could determine the volume of a space he was 
  occupying (but only within enclosed areas). 
   
  Cost: +3 PP 
  END: None 
   
   
   
  Targeting Sense 
  The Actor can use a non-targeting sense (like smell 
  or hearing) as a targeting sense to locate targets. 
  Targeting Sense can be bought with any normal or 
  special sense. 
   
  Cost: 
  • 
  +2 PP per sense 
  • 
  +3 PP per sense group 
   
   
   
  
  STUDiO187: Power Core 
   
  Page - 48 
  Range 
  This allows an Actor to use a non-ranged sense at 
  range. 
   
  An Actor that has this for his sense of taste would be 
  able to taste objects at range. Imagine this power at 
  the nudie bar! 
   
  Cost: +1 pt per sense 
  END: None 
   
   
   
  Sight 
  These are special powers based on vision. 
   
  360-Degree Vision: The Actor can make a 
  Perception check against any point around him; 
  this makes it much more difficult to surprise the 
  player. 
   
  Cost: +2 PP 
   
  COT: The Actor is able to see around corners 
  without actually exposing any vital portions of the 
  body. The sense must have a permanent 
  location (hand is a good place, or foot for looking 
  up dresses) and it will work as though there is 
  another eye on that part of the body (there can 
  be but it is not necessary). 
   
  Cost: +1 PP 
   
  Dark Vision: The Actor can see in total darkness 
  as though it were normal daylight. This is a 
  supernatural power and anyone taking this power 
  will have to have a supernatural power base. 
   
  Cost:+2 PP 
   
  Infrared Vision: The Actor can see heat patterns 
  and traces. The Actor has normal Perception 
  checks at night, but can only perceive differences 
  in heat. If the temperature was 98.6 degrees then 
  the Actor might have a hell of a time determining 
  where people were. Cold objects will be very 
  dark while hot things may be blindingly bright. 
  This power can be beaten by thermal defense 
  clothing rather easily. 
   
  Cost: +1 PP 
   
  Microscopic Vision: The Actor 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 PP per level 
   
  Motion Sight: The Actor is able to view things by 
  motion rather then visible light. In the darkest 
  night he could see people moving about. If they 
  stop moving they disappear. The Actor will only 
  be able to make out their rough size and shape 
  so determining identity could be a problem. 
   
  Cost: +2 PP 
   
  N-Ray Vision: The Actor can make normal sight 
  Perception checks through most materials. The 
  Actor must define a reasonably common 
  substance that his N-Ray Vision cannot see 
  through. 
   
  Like..uhhhh…maybe…lead. 
   
  Cost: +4 PP 
   
  Range Finder: The Actor is able to determine 
  the exact distance objects are from him. He can 
  also adjust for range much better. Halve any 
  range modifiers when using this power. 
   
  Cost: +1 PP 
   
  Scanner Vision: The Actor is a living 
  spectrometer. He sends out different types of 
  waves (radio, micro, light, etc). The rate at which 
  and amount of each is measured and the Actor 
  perceives the world as defined materials rather 
  then just colors. He can tell what things are hot, 
  what is emitting radiation, densities of materials 
  and so on. 
   
  Jordi for all you Star Trek fans. 
   
  Cost: +5 PP 
   
  True Sight: This is the ability to see one’s true 
  form. If the target is a type of undead then the 
  Actor will see a corpse. Should the target be a 
  shape shifter the Actor would see both the 
  animal form and human form. An elemental will 
  appear as his true element and an immortal will 
  appear as a highlighted being. This appearance 
  is in addition to what everyone else is seeing. The 
  Actor will lower the difficulty 2 levels when 
  encountering illusions. This power will not help 
  
  STUDiO187: Power Core 
   
  Page - 49 
  see invisible object or traps. 
   
  Cost: +5 PP 
   
  Ultraviolet Vision: The Actor sees at night 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 cave) then the Actor gains no 
  advantage. 
   
  Cost: +1 PP 
   
  END: None 
   
   
  Hearing 
   
  High Range Radio Hearing: The Actor can hear 
  and transmit up and down the radio and 
  television 
  communications 
  bands 
  (see 
  Broadcasting for a more secure version). 
   
  Cost: +2 PP 
   
  Radio Hearing & Transmit: The Actor can hear 
  and transmit on local AM, FM, and Police band 
  signals. 
   
  Cost: +1 PP 
   
  Telescopic: The Actor is able to target one 
  source of sound and isolate it from the 
  surrounding sounds. This sound will be heard as 
  though there was no other sound being made. 
   
  Cost: +1 PP 
   
  Trembler: With this node the Actor can hear 
  vibrations on an object as sound. This is useful 
  for listening to a conversation on the other side of 
  a pain glass by targeting the glass rather than the 
  air it’s self. Or by placing his ear to the ground, 
  the player could hear a conversation in another 
  room. 
   
   
  Cost: +1 PP 
   
  Ultrasonic Hearing: The Actor can hear very 
  high and very low frequency sounds. 
   
  Cost: +1 PP 
   
  END: None 
   
   
   
  Smell 
   
  Tracking Scent: The Actor can track someone 
  or something by scent with a successful smell 
  Perception check and the skill tracking. 
   
  Cost: +2 PP 
   
  END: None 
   
   
   
  Other 
   
  Active Sonar: The Actor emits high-frequency 
  sound that bounces off nearby objects and 
  returns to him. This allows the Actor to sense 
  nearby objects, and can compensate for normal 
  blindness. However, the actor cannot "see" fine 
  detail, like print on paper or colors, and the 
  high-frequency "pings" can be heard by anyone 
  with Ultrasonic Hearing. Active Sonar is a 
  targeting sense. 
   
  Cost: +3 PP 
  END: 3 points per phase 
   
  Detection 
  The Actor is able detect a certain type of effect, 
  material or situation. The Judge needs to apply a 
  difficulty number to this effect, material or
  situation based on its power level, abundance or 
  pureness and the Actor will have to beat this 
  number with a Perception roll. Things that could 
  be detected are as follows but not limited to: Sin, 
  Virtue, traps, spirits, gold, water, magic, etc. 
  Danger, enemies, clues and invisible targets are 
  not in this power's realm. 
   
  Cost: +2 PP per effect, material or situation. 
  END: 2 PP per phase 
   
  Remote: Buy purchasing this power for a sense, 
  the Actor is able to leave one or more of his 
  senses behind in a certain location. The range is 
  not a set amount but it should be within a few city 
  blocks. If the player wants to increase the Actor’s 
  range then he can buy a range multiplier. Range 
  is not the biggest issue with this power so the 
  Judge should be liberal. If a target is being spied 
  on with this power then he can make a 
  
  STUDiO187: Power Core 
   
  Page - 50 
  perception roll to detect it. Start at a legendary 
  difficulty. “Ever get the feeling someone’s 
  watching you?” If the target has Detection – X, 
  whereas X is a power effect (psionic, magic, 
  technology), and it so happens that it is the same 
  effect the Actor is using then the target will be 
  able to subtract one difficulty level per level of 
  detection. 
   
  The Actor must close out the sense(s) in his 
  current location to use the one(s) he has left 
  behind. 
   
  Cost:  
  • 
  +2 PP per sense 
  • 
  +4 PP per sense group 
  END: 2 points per phase 
   
  Sense Power: The Actor can tell what type of 
  power a target has (attack blast, teleport, etc) 
  and what type of source it uses (mutant, manna, 
  elemental). The power level of the target will 
  determine the difficulty. The more powerful the 
  target, the lower the difficulty. Start with a Bla Bla 
  level of difficulty and subtract 1 for every power 
  level of the target. If the target has a very 
  common power core, such as psionic, then 
  subtract 1 level of difficulty. If the target has an 
  exceptionally rare form of power core then add 1 
  level of difficulty. 
   
  Cost: +4 PP 
  END: 4 points per phase 
   
  Visions 
  When emotional events happen there are always 
  resonant traces left behind. With this power the 
  Actor is able to detect those emissions and 
  decipher them. They are not always clear and 
  quite often reflect what the Target perceived 
  rather then what really happened. The amount of 
  time that has past verses the drama of the 
  incident will determine what the Actor is able to 
  get from the images. The Player will use the 
  Actors Willpower stat + Power level for his 
  difficulty roll. 
   
  Item: The Actor can read images left behind 
  by the Target and gain information about him 
  and his personality. The amount of time the 
  Target possessed the item will influence the 
  amount of information the Actor is able to 
  receive. 
   
  Difficulty 
  Time Possessed / Intimacy 
  Competent 
  Years to lifetime / Obsessed 
  Heroic 
  Several Years / Fond of 
  Incredible 
  Several Months / Liked 
  Legendary 
  A few days / Ambiguous 
  Super Heroic 
  Picked up / Disliked 
   
   
   
  Cost: +1 PP per power level 
   
  Place: This is a broader reading and will 
  generally reveal information of memorable 
  events in a given location rather than 
  personal information. 
   
  Difficulty 
  Time Passed 
  Competent 
  Today 
  Heroic 
  Several Days ago 
  Incredible 
  Several Months 
  Legendary 
  Several Years 
  Super Heroic 
  Hundreds of Years 
  Comp. Heroic 
  Thousands of Years Ago 
  Excp. Heroic 
  Millions of Years Ago 
  Incr. Heroic 
  Billions of Years Ago 
   
  Difficulty 
  Event 
  -3 Levels 
  World Event (The Deluge) 
  -2 Levels 
  Large Scale Event (War) 
  -1 Level 
  Massive Emotional Event 
  none 
  Emotional Event 
  +1 Level 
  Completely Uneventful 
   
  Cost: +1 PP per power level 
   
  END: 1 Point per power level per phase 
   
   
   
  
  STUDiO187: Power Core 
   
  Page - 51 
   
  These are powers often associated with either 
  changing, controlling, altering or manifesting objects 
  or events. 
   
  Animation 
  This is the ability to jam stats and powers into 
  inanimate objects and give them life and abilities. The 
  following stat descriptions are given if there is a 
  difference or addition between normal stat uses. 
   
  • 
  Intelligence - The ability to reason, solve 
  problems and use skills. 
  • 
  Willpower - The ability to act without direct 
  control from the Actor. A high Will can make the 
  animate dangerous because it will begin to gain 
  self-awareness. 
  • 
  Technique - Will allow it to make articulate 
  movements like holding a weapon or turning a 
  door handle. 
  • 
  Reflexes - Will allow it to make quick movements 
  and give it balance for complex terrain. 
  • 
  Dexterity - Allows the animate to defend it's self. 
  • 
  Constitution - For structural integrity. 
  • 
  Body - What keeps it active. 1 point required. The 
  amount of hits and stun reflect the strength of the 
  animation, not the material. 
  • 
  Movement - Allows the animate move. 
  • 
  Skills - 1 point per 3 levels for any skill the Actor 
  knows but not above his level. 
  • 
  Power - 1 point per power point. 
   
  The animated object is under the Actor’s absolute 
  control as long as the Actor is active unless the object 
  is given more then a few Will and Intelligence points. 
  If the object has a significant amount of Willpower (4 
  or more) it may, with some convincing, turn on its 
  master or try to escape. This power has no duration. 
  So long as the Actor leaves the points allocated the 
  item will remain animated. The Actor will not be 
  allowed to use allocated points for any other 
  animations. The Player will purchase a number of 
  animation points that his Actor can allocate into an 
  animated object. These points leave the Actor and 
  enter the animate and will return at the player’s whim 
  (unanimating the object) or when it is destroyed. 
   
  Endue: This is a limiting node that will cause the 
  Actor to be unable to allocate points to 
  movement. The item will have to remain 
  stationary or gain movement from an outside 
  source. 
   
  Why? It allows Actors to allocate powers and stats 
  into items without having the Fantasia aspect. It’s 
  great for making temporary magic items. 
   
   
  Cost: -1:4 OCP 
   
  Phantom: With this node, the Actor will be able 
  to animate illusions with stat points. He will be 
  able to give them solidity by adding Strength or 
  Body. This will allow the illusion to become more 
  real then ever and will raise the difficulty of the 
  detection by one level. The Actor must make 
  provisions for the Phantoms realness by 
  allocating enough points. A bridge better be 
  strong enough to hold the targets or they will still 
  fall in the water. 
   
  The down side of making Phantoms is that they 
  have both weaknesses as well. If the Target 
  disbelieves the Phantom it will dissipate. If the 
  Target destroys the Hits of the Phantom, it will 
  dissipate. 
   
  Actors must have the power Illusions and make a 
  successful play with the Illusion in addition to the 
  Animation points. 
   
  Cost: +1:4 OCP 
   
  Cost: +1 PP per 5 points 
  END: 1 Point per OCP 
   
   
   
  Control 
  The Player is able to animate volumes of a substance 
  to bide his will. He can move and form these 
  substances in any direction or simple shape he 
  desires. Complex shapes could be accomplished at a 
  much harder difficulty (or by purchasing Fine 
  Control), the difficulty to be set by the Judge. The 
  Player must choose the substance his Actor has 
  control over. For every power level the Actor can 
  move 1 point of strength worth of that material. If 
  damage is delivered or a restriction is performed use 
  the strength of the substance to determine the effect. 
  For engulfing the Target assume that the Target 
  would have to deliver 5 hits per level to escape. To 
  increase this effectiveness the Player should link 
  Entangle to reflect the re-solidification of the material. 
  The material can only cover 1 hex per level and the 
  Actor can use this as a form of travel if he desires. 
  The material can only travel as per its normal setting. 
  
  STUDiO187: Power Core 
   
  Page - 52 
  Thus, only air can fly around without a tether but for 
  air to go under water or underground it would need 
  the tether. Earth would need a tether to rise into the 
  air as would water. A tether is a column at least half 
  the diameter of the head of the material that touches 
  its source. This is great for using water and sand 
  columns or earth waves. In some cases the Actor 
  would be able to erect makeshift structures, such as, 
  walls, stairs, ramps or even bridges. To account for 
  material toughness divide the effective weight by the 
  material hardness (see the Hells Cookbook plug-in 
  for toughness ratings). The denominator will be the 
  amount of weight the Actor can move. 
   
  A level 6 Fist of Earth would do 6d6 SD if it hit the 
  target. Use the skill UP - Earth Control + Ref to hit. 
   
  A level 6 Earth Wave, 634 pounds of earth, would 
  only trap the target for 30 points of restriction. The 
  substance will have no form of natural protection and 
  every point of damage delivered will subtract from it’s 
  holding value. 
   
  The same level 6 Earth Wave would allow the Actor 
  to surf along the ground with a move of 6. 
   
  Cost: 1 PP per level 
  END: 2 Points per level 
   
   
   
  Fortune 
  The Actor is able to affect probability. This can be on 
  himself or others and can be beneficial or 
  detrimental. For every level there will be a +1 or -1 to 
  every roll made. The only known defense for fortune 
  is to counter it with the opposite type of fortune. The 
  Player must purchase the pluses and minuses 
  separately. The same points cannot be used to 
  subtract and add. This is a range less power by 
  default. 
   
  Self: The Actor targets himself and will gain the 
  effect on every roll he makes. This can be used 
  without an additional action penalty. 
   
  Cost: No extra (base power) 
   
  Other: The Actor targets another persona and 
  the Target gains the effect on every roll he 
  makes. 
   
  Cost: +1:2 OCP 
   
  Cost: +2 PP per level 
  END: 1 Point per PP 
   
   
   
  Gravity Manipulation 
  This is a very specific power used solely for affecting 
  gravity. The Actor gains the ability to modify gravity for 
  short periods of time. All of these powers are 
  measured in Power Levels. Each power level 
  represents 1 Cargo Point. These points are equal to 
  the amount of weight a certain Strength could lift. 
  Thus, 8 Cargo Points can affect 1,265 lbs. 
   
  Bend: The Actor is able to warp gravity like a 
  wave of water. The effects only last as long as 
  the Actor is invoking the power and allows him to 
  move gravity in any direction as it affects him. 
  This would allow him to run along walls and 
  ceilings as he would on the ground. The Actor 
  could literally run up the side of a building. 
   
  Cost: +1 PP per Power Level 
   
  Decrease: The Actor is able to lower the effects 
  of gravity on himself. For every power level the 
  Actor can diminish the effects of gravity for one 
  cargo point. If the Actor is able to completely 
  remove the effects of gravity he will begin to 
  levitate. This is not flight. The only direction the 
  Actor can go is up. For every level above his 
  weight he can move a rate of 1 hex per phase. 
  Also, if the Actor reduces half of the gravity he 
  can double his jump distance. If he nullifies all 
  gravity then he can quadruple his jump distance. 
  Its not that he will fall it's just that he will stop 
  moving, besides, when he chooses to land he 
  slowly lowers the gravity manipulation. As for 
  falling damage, reduce the damage by the 
  Actor's relative weight. Thus, if he could reduce 
  90% of his weight through gravity manipulation, 
  then he would only take 10% of the damage.  
   
  Cost: +1 PP per Cargo Point of Effect 
   
  Increase: By purchasing this power the Actor is 
  able to increase his relative weight by boosting 
  his relative gravity. The result is that he will 
  receive +1 KB resistance per level. He will also 
  increase 1 Cargo Point of relative weight per 
  level. 
   
  Cost: +1 PP per Power Level 
   
  
  STUDiO187: Power Core 
   
  Page - 53 
  END: +1 Pt per TCP 
   
   
   
  Healing 
  This is a supernatural version of Cure and is much 
  more effective (and expensive). This power can be 
  used to rapidly heal just about any kind of damage or 
  malfunction to the body. 
   
  Mend: The Actor is able to heal broken bones, 
  repair torn and crushed tissue, seal and disinfect 
  wounds, repair burns, etc. With this power the 
  Actor is able to heal hits rapidly but cannot 
  replace lost parts. Granted, if an Actor losses a 
  chunk of flesh from his side, that will be replaced 
  but a hand will not be re-grown. Any part that 
  would naturally grow back will and any part that 
  would not will seal up as it naturally would. This 
  type of healing is for hits only. Upon activation the 
  Target will begin to heal his recovery in hits every 
  day. This can be upped for additional points. The 
  Player must decide whether this power is going to 
  be used on others or his Actor. If he whishes to 
  use the power for both then he must pay the 
  initial cost twice (8 PP) but only has to pay the 
  time table cost once. 
   
  Cost: 
  • 
  +4 PP for initial power 
  • 
  +2 PP for each step up the timetable. 
  END: 1 Pt per Cost points used per recovery to 
  be paid by the Target. 
   
  Badger has a super-healing factor. He represents this 
  by buying mend with six steps up the timetable. Every 
  round (12 seconds) he will regain his recovery in hits. 
  But it will cost him 16 points of Endurance every time 
  he recovers these hits. 
   
  Purge: The Actor is able to stop the effects of 
  poisons and to purge them from the body. This is 
  to include any drug, chemical or radiation. The 
  Actor can counteract the Toxin power level on a 
  power vs. power play. 
   
  Cost: +1:2 power levels 
   
  Resurrection: The Actor is able to allow 
  healing to occur even after the Target is 
  dead. This can be very tricky because if the 
  soul has moved on and the body becomes 
  living then any free soul could jump into the 
  body and you don't know what your going to 
  get. Treat the mending the same but triple 
  the time. And of course the dead body does 
  not pay the endurance until he comes to life.
   
  Cost: +4 PP 
   
  Regeneration: The Actor is able to heal lost 
  tissue that he would normally not be able to re-
  grow. Things like eyes, hands, arms and legs. 
  Use the chart below to figure out the amount of 
  time it will take to recover these parts. Multiple 
  levels of time modification can be bought. 
  Additionally, the regeneration of multiple parts 
  can be done simultaneously. The player must 
  decide whether this power is going to be used on 
  others or his Actor. If he whishes to use the 
  power for both then he must pay the initial cost 
  twice (6 PP) but only has to pay the time increase 
  cost once. 
   
  • 
  Limb = 2 Weeks 
  • 
  Hand, Foot or Damaged Spine = 2 Days 
  • 
  Eye, Ear, Nose, Penis, Finger = 1 Day 
   
  Cost: 
  • 
  +3 PP 
  • 
  +1 PP to halve time (per step) 
  END: 2 Points per TCP 
   
  Seamless: This node allows the Actor to heal 
  damage without scaring or disfigurement. 
   
  Cost: +2 PP 
   
  Treatment: This power will allow the Actor to 
  heal diseases. This can include any form of 
  disease from AIDS to Leprosy to Cancer to the 
  Common Rhino Virus. The amount of time it 
  takes is relative to the stage of the disease. It will 
  only take a few days for someone in the early 
  development stages but could take weeks for 
  someone at the brink of death or at the most 
  advanced stages of the disease. A full recovery 
  means that the Target will no longer have the 
  disease nor any sign that he ever had it in the first 
  place. Even signs of Elephantitus would shrink up 
  and disappear. Regeneration would have to be 
  used to replace any lost body parts though. 
   
   
  Mystical Treatment: The Actor is able to do 
  the same but for Magical conditions as well. 
   
  Cost: +2 PP 
   
  Psionic:  The Actor is able to do the same 
  
  STUDiO187: Power Core 
   
  Page - 54 
  but for Psionic conditions as well. Mostly for 
  counteracting the effects of Mind Control Kill. 
  This power cannot be used to wipe out 
  reprogramming or restore any lost/erased 
  memories. 
   
  Cost: +2 PP 
   
  Cost: +4 PP 
  END: 2 pts per TCP (only of the power being 
  used) 
   
   
   
  Illusions 
  This power allows the Actor to generate non-existent 
  entities that appear to be real. The purpose of an 
  illusion is to mislead those who witness it. Illusions 
  cannot do any harm and have no physical reality. An 
  illusionary bridge will only get you into the river no 
  matter how hard you believe in it. If players wish 
  illusions to have physical ability then see the power 
  Animation - Phantom for rules to this effect. Illusions 
  generally only effect one target and one sense but 
  can be bought to affect more. The size of an illusion 
  is not a set thing but the Judge may wish to base the 
  maximum size on the power level of the Actor playing 
  it. Illusions work so long as the target fails his 
  perception roll. Illusions are vicious in that they work 
  off of believability.  The more believable the illusion 
  the harder the chance the target will have of 
  perceiving it as an illusion. The Judge will assign the 
  difficulty rating based on this concept and then add 
  the Actor’s power level to it. For every level of power 
  the Actor has, he will increase the difficulty by one. 
  Not the difficulty level, just the number. A competent 
  roll (12) would become 14 if an Actor with 2 levels of 
  power cast the illusion. 
   
  Doug (Red Fist) is expecting Anna (Red Shadow) to 
  show up for a late night rendezvous at his apartment. 
  James (Mind Bender) intercepts Anna and sends an 
  AI - Relative / 5 senses / illusion of Anna to meet 
  Doug. Only Doug can see her and so long as 
  believes that it is Anna she will continue to entertain 
  Doug. He will see what he wants to see and she will 
  interact with him the way he expects her to. So if he 
  expects them to have a fight she will fight with him 
  and even leave if he expects her to. His mind will 
  actually fight to believe that she is real. Let's face it, 
  we naturally expect realism and we will even make 
  excuses to explain how unnatural things could be 
  real. However, the illusion has real world obstacles 
  that it must overcome. If Doug believes that Anna 
  would walk out after a fight without shutting the door 
  then when James went to go through the open door 
  that's not really open he would bust his head on the 
  closed door. This would lower the difficulty quite a bit. 
  Illusions also don't kick in until the Target sees the 
  illusion. James couldn't send the illusion across town 
  in a cab and the illusion can't ring the doorbell but if 
  James threw a rock at the window and then hid when 
  Doug looked out the window he would see Anna. This 
  might raise his suspicions (why didn't see just ring the 
  doorbell?) but she might just be trying to be cute. 
   
  At any rate, illusions can be complicated and this is 
  going to mean some work for the Judge and the 
  player alike, so be prepared for some disagreements. 
  Illusions can be worth the trouble as you can well 
  imagine. 
   
  AI: The illusion can work on it's own and needs 
  no control by the Actor. The Actor simply 
  declares his intent with the illusion and sends it 
  on its way. There are two types of AI's Direct and 
  Relative. The Player can use either type and 
  doesn't have to buy them separately. The Actor 
  must be within sight of the Target to activate the 
  illusion but once in play the Actor can simply 
  forget about it (fire and forget). Even if the Actor 
  is killed or goes to sleep. The illusion is in the 
  Target's mind and will stay as long as he expects 
  it to. So, if it attacks him and he shots it in the 
  head and the Target thinks that that would kill it 
  (the illusion), it dies. The Actor can't even turn it 
  off. However, if the Target goes to sleep, the 
  illusion will dissipate.  
   
  Direct: This type has a purpose implanted 
  within it and is less believable. It will still feed 
  off of the Target's belief but will have it's own 
  agenda as well. Thus, the difficulty will be 1 
  level lower for the Target to detect this type 
  illusion. If the Actor is present he can change 
  the agenda of the illusion should he need to 
  do so but will pay END for every change. 
   
  Relative: This is a subtler version of the 
  illusion. It will have no agenda of its own and 
  will do and say whatever the Target expects 
  it to do. Remember that the illusion will do 
  what the Target expects it to do not what the 
  Target whishes it would do. There is a big 
  difference. 
   
  If the Target believes that the illusion of the beautiful 
  girl will blow him in the back of the cab, then she will. 
  But, if he really thinks that she'll just sit and talk with 
  
  STUDiO187: Power Core 
   
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  him then no matter how much he whishes it to be so 
  all he'll get is some imaginary conversation and 
  probably a ride to an institution by the cab driver who 
  can't see his female companion. 
   
  Cost: +3 PP per power level 
  END: 3 pts per power level to activate 
   
  Landscape: This form of illusion is designed to 
  work on a larger scale. Determining difficulty is 
  the same but the scale of the illusion is much 
  larger. The complexity of a creature is replaced 
  with the complexity of environment. A house 
  would be as difficult as a person but full-blown 
  field with mountains, trees and butterflies would 
  very tough. If it were a landscape that the Actor 
  already knew it would be a lot simpler then one 
  he has never seen. Suggesting that the Target is 
  somewhere that he knows would be a minor 
  task. Whereas, a suggestion that he is in a field 
  of paisley with a moon of green cheese floating in 
  the sky would be another story altogether. 
   
  Easy - Swapping his apartment with his neighbors. He 
  would walk into the wrong building. This would be a 
  very tough illusion to see through. 
   
  Hard - Putting Central Park in his back yard. The 
  target knows that Central Park is not supposed to be 
  there but it is at least a real landscape and might 
  confuse him for a few seconds. 
   
  Yeah Right! - Putting his house at the top of the 
  beanstalk. There's not a chance in hell that that could 
  even begin to be real. Anyone with any kind of 
  perception would see through this with there eyes 
  closed. But a really high level could offset that fact so 
  don't rule it out. 
   
  Open: This modifier allows an illusion to interact 
  with anyone in the area. Anyone who would 
  normally be able to interact with the illusion is 
  affected. That means that each person gets a 
  perception roll and anyone succeeding the roll 
  will be able to inform the others that it is an 
  illusion. This will greatly lower the difficulty for a 
  perception check. For each person who sees 
  through the illusion and makes it know to the 
  others lower the difficulty rating by 1 class for the 
  rest of the group. Even a Super Heroic level 
  illusion noticed by 5 people would only require an 
  Everyday roll by the other members of the group 
  upon being given notice. 
   
  Cost: +1:2 OCP 
  END: Calculate as normal. 
   
  Puppet: The Actor must be present of the 
  illusion's surroundings and must concentrate on 
  controlling the illusion or it will dissipate. It will not 
  be obvious that the Actor is controlling the illusion 
  but he will seem quite occupied. The illusion will 
  only react if the Actor is able to react for it. Thus, 
  if the Target talks to the illusion and the Actor 
  does not hear him, the illusion will not respond. 
   
  Cost: -1:3 OCP 
   
  Senses: This modifier will allow the Actor to add 
  extra senses to be effected by the illusion. Each 
  sense must be purchased to be used but the 
  Actor only has to use the senses he whishes. 
   
  Cost: +1:4 OCP per sense 
   
  Cost: +1 PP per power level 
  END: As per category. 
   
   
   
  Change Environment 
  With this power the Actor can make changes to the 
  surrounding environment. The Actor can, for 
  example, make it rain, snow or sleet. He could raise 
  or lower the wind speed, the temperature or visibility 
  due to fog or rain. For every power level, he can 
  affect the Target for 1 PP and impair or unimpair by 1 
  level. The power only affects one target by default. 
  Area Effect is a very common modifier for this power.
   
  By making it rain the Actor could impair all targets by 
  1 per level due to sight and slipperiness. He would 
  also lower a Wall of Fire's power by 1 PP. 
   
  With gusts of wind the Actor could lower a Target's 
  move by 1 (per power level) or increase another 
  Actor's move by 1 (per power level). In this case flight 
  is possible but very difficult to control. For every 
  power level award the Actor 1 cargo point. All flying 
  people, including the Actor, will be treated as though 
  they were in a sprint for dodging purposes (see 
  Movement Powers for definitions of Cargo Point and 
  Sprinting). 
   
  This is yet another power that Players and Judges will 
  have to be creative with and tolerant with each other. 
   
  Cost: +1 PP per power level of effect 
  END: 2 Pt per PP used. 
  
  STUDiO187: Power Core 
   
  Page - 56 
   
   
   
  Density Shift 
  The Actor is able to shift the density of inanimate 
  objects. He can increase or decrease the hardness of 
  objects (see hardness chart in Hell’s Cookbook). 
  This will allow him to cause things to be easier or 
  harder to break. For every power level, the Actor can 
  shift 1 cubic foot of material 1 point up or down the 
  hardness value. The volume and the level of shift are 
  not interchangeable. Just because the Actor has a 
  tiny diamond does not mean he gets to shift its 
  density way down. 
   
  If the Actor has 3 levels of Density Shift he may only 
  shift the density of an object 3 levels no mater how 
  much or how little of the object there is. 
   
  Hardened (as in the Power Modifier) objects require 
  the Actor to use two levels per level of shift. As for 
  Armor and Force Walls it is up to the Judge whether 
  he will allow the Actor to shift them. If the Actor is 
  allowed then he can shift 1 point of armor per level of 
  shifting. 
   
  Cost: +1 PP per shift level 
  END: 1 Point per level of shifting used 
   
   
   
  Manifest - OPTIONAL POWER 
  This is the ability to generate items or objects from 
  thin air. The Actor either pulls them from another 
  dimension (Logrus), alters reality (Pattern, it was 
  always there) or perhaps he simply poofs it into 
  existence. Any item or substance the Actor wishes to 
  generate must be one that he is familiar with. 
   
  Unless he has used or at least held a light saber he 
  can't just make one poof into his hands. 
   
  Non-Physical: This includes but is not limited to 
  such things as light, heat or cold. This is merely 
  for comfort. The Actor could generate enough 
  heat to start a small fire but to attack with it would 
  only do superficial damage. Light would be bright 
  enough to startle and to see the dimensions of a 
  small room but not enough to blind. 
   
  Cost: +1 PP per effect. 
  END: 1 Point per phase 
   
  Physical: This would be used for such things as 
  food, water, clothing, tools, whatever. The power 
  is based on size level. 
   
  Cost: +1 PP per Cargo Point. 
  END: 2 Points per level manifested. 
   
  Powered: To give the item the ability to perform 
  a power the Actor must allocate powers into it. 
  For every point he puts into the item it will gain a 
  power point to purchase powers.  
   
  This keeps the playing field fair. It is not required for 
  regular items like handguns. But if the Actor had 
  someone's magical hammer in his possession for a 
  few phases, he could conceivably manifest it at a 
  latter date (you can imagine how unbalancing this 
  could make things). With this modifier he still could so 
  long as he had the points to do it. 
   
   
  Cost: +1:4 
   
  Xerox: The Actor is able to duplicate an 
  existing item. This item must be before him in 
  plain sight. The Actor needs to be able to 
  grasp the item for 2 full phases to establish 
  resonance. If the Actor has enough available 
  points to generate the item then it is done. 
  The item will be an exact duplicate down to 
  the sub-atomic particles. This is the default 
  method. 
   
   
   
  Cost: none 
   
  Summon: The Actor actually manifests the 
  exact item. The item basically teleports from 
  its location to the Actor’s location. The Actor 
  will have to have enough points to generate 
  the item. 
   
  Cost: +1:4 
   
  Cost: +2 PP per available point. 
  END: 2 Points per point invested. 
   
   
   
  Mimic 
  The Actor is able to spore a clone from a target. This 
  clone is a Spore Zombie (see Spore – Zombie) but is 
  under the control of the Actor with the Mimic power. 
  The Actor must have enough PP in the power to 
  generate the host or the power will not work. 
   
  Cost: +1:3 PP genetic pool 
  
  STUDiO187: Power Core 
   
  Page - 57 
  END: 1 pt per PP required to make clone 
   
  If the Actor wants to mimic a target that cost 30 PP to 
  make, he will have to have at least 10 PP invested in 
  Mimic. This will allow him to make one clone of the 
  target. If the Target was generated with 15 PP, the 
  Actor (with the same 30 points) could make two 
  clones of the Target. 
   
   
  Repulsion 
  This is the ability to cause all effected Targets to 
  retreat from the Actor. This effect is radiant and any 
  Target that perceives the Actor and is subject to the 
  effect must make a Will check to even perceive the 
  Actor. Every phase the power is in effect, all Targets 
  must compare their Will to the Actor’s Power Level. 
  For every point over the Target's will, the Target(s) 
  must retreat 1 hex from the Actor and cannot even 
  look upon his image as it will cause them pain and 
  discomfort. If the Actor has more then 10 hexes of 
  effect then the Targets must retreat from him 
  completely. The Actor can do nothing else while he is 
  activating this power for it takes his full concentration. 
  The effected Targets only have to move 1 hex per 
  phase in retreat. 
   
  Exorcism: This modifier allows the Actor push 
  unwanted souls from a host body. It is a grueling 
  task and can take days of pounding at the soul. If 
  the Actor can beat the Targets Will (invading soul 
  not the hosts) then it is only a matter of time. The 
  host will lose 1 Will per day for every point the 
  Actor beats him by. When the Target runs out of 
  Will, it must leave the body. The Actor cannot 
  stop for more then a few minutes at a time or the 
  Target will regain his Will point for the day. More 
  then 1 Exorcist can work at the Target but they 
  generally team up to relieve each other, as this is 
  a relentless task. If this becomes a team effort 
  then take the average of the power levels for the 
  entire time. 
   
  Cost: +1:3 OCP 
  END: All of it, every day. 
   
  Cost: +1 PP per power level 
  END: 3 pts per level used 
   
   
   
  Soul Capture 
  This is an odd power and does not bring about a 
  directly tangible benefit to the Actor. It is more of a 
  Flavor power. The Actor is able to trap recently 
  released souls. These souls can later be used for 
  powering items and are a great bartering currency 
  when dealing with Daemons and other Outer Worldly 
  beings (see Sons of Fuzion: Crossover for more on 
  bartering and using souls). 
   
  Cost: 
  • 
  +4 PP to be able to capture a soul 
  • 
  +1 PP for 2 storage spaces 
   
   
   
  Telekinesis 
  An Actor with this power can manipulate objects at a 
  distance and exert a STR at range. The control STR 
  is separate from the Actor’s STR, and is defined 
  when this power is purchased. Telekinesis can be 
  used to punch or squeeze, but there is no 
  action/reaction with this power; an Actor could not use 
  his Telekinesis to grab a flying Actor and be dragged 
  along, for example. Telekinesis can also move 
  objects at a speed equal to what could be moved at 
  that STR level normally (1/4th of weight maximum at 
  that STR). 
   
  Note: Telekinesis is not naturally a Psionic power. It 
  could be from Magic or even technology. Tele means 
  distance and kinesis refers to motion. Nothing in the 
  name implies Psionic activity. If you wish to be 
  grammatically correct you could refer to it as Psycho-
  telekinesis (for the psionic version). As for the magic 
  version, you could use Magi-telekinesis. For a 
  technologically based kinesis you could use Techno-
  telekinesis (a tractor beam or magnetic control). 
   
  Cost: +2:1 STR 
  END: 1 pt per point of strength per phase 
   
   
   
  Transmute 
  This power allows the Actor to turn one substance 
  into another. He must decide the from and the to
  elements upon purchasing the power. For effecting 
  non-living Targets every power level will affect one 
  cubic foot of material. For effecting living Targets the 
  Actor must have a level higher then the Targets body. 
  The duration will be 1 step on the time chart for every 
  point above the target number. 
   
  Six power levels could transmute four cubic feet of 
  material for 1 round (12 seconds) or 1 cubic foot of 
  
  STUDiO187: Power Core 
   
  Page - 58 
  material for 20 minutes. 
   
  The same level of effect could transmute a person 
  with a three body (a mook) into another material (like 
  stone) for 1 minute. 
   
  This power is great for simulating Flesh to Stone or 
  Rock to Mud. 
   
  The Judge may wish to implement a divisor for very 
  large living targets. Say +1 (divisor) for every 2 levels 
  of Growth, for every 10’ tall or for every 300 pounds. 
   
  Pasta Man can turn flesh into wet noodles. He takes 
  one look at Godzilla and realizes that even if he could 
  convert the big G into several thousand tons of 
  noodles, he would need a hundred of the Mighty 
  Mouth to eat it all. All joking aside, He would need to 
  have a power level way over a thousand to affect the 
  original G man. 
   
  Cost: +1PP per power level 
  END: 2 pts per power level used 
  
  STUDiO187: Power Core 
   
  Page - 59 
   
  These are not powers in and of themselves but ways 
  to group powers together or ways to enhance or 
  configure powers with a common denominator. 
  These types of powers would include pools of energy 
  which a group of powers draws from or different 
  power stunts based on the same power. 
   
  Cosmic Pool 
  The Cosmic Pool is the ultimate in raw, godlike 
  power. The Actor simply purchases a power level, 
  and then he can modify the cost and can use the 
  points for any power he sees fit. The Player can 
  literally sit with this plug-in in his lap and pluck any 
  power from it for his Actor’s use. He (the Actor) must, 
  of course, have the skill(s) required to use the 
  power(s) or he may find it hard to make any 
  successful rolls. For a reduced cost, the Player can 
  pick a theme for his Actors pool to revolve around. 
  This theme should be somewhat limited for him to get 
  the reduced cost. The Actor can also tack on 
  modifiers to the pool that will affect every power that 
  comes from the pool. 
   
  No powers from my ring will work on yellow objects. 
   
  The pool only works at nighttime, daytime or during a 
  thunderstorm. 
   
  Cost: 
  • 
  +4:1 for a standard Cosmic pool 
  • 
  +3:1 for a theme pool 
  END: As per power 
   
   
   
   
  Endurance Battery 
  As the name implies, this power group will allow the 
  Actor to store power for a specific use. This is great 
  for simulating a separate power source, like a psionic 
  pool, magic pool or techno power pack. When the 
  endurance battery runs out, all powers associated 
  with it cease to work. Much like the batteries in a 
  flashlight. The benefit to an endurance battery is that 
  it gives the Actor a boatload of endurance to use at a 
  low cost.  Any number of powers can work from one 
  Battery. 
   
  This is an Endurance pool not a Power Pool. It should 
  be designed to reflect a power or group of powers 
  that use a separate and common source of 
  endurance. This pool can be (and frequently is) used 
  in conjunction with power pools. This is especially 
  true in the case of magic. 
   
  NOTE: Naturally, powers that fall under this pool 
  must expend Endurance to be included. This can 
  include powers with an Endurance Dial attached to 
  them. 
   
  Amount: This is the amount of endurance points the 
  power has to work from. When these points run out 
  the power will stop working. 
   
  Cost: +1 PP per 15 END of storage. 
   
  Recharge: Eventually the power source is going to 
  need to be replenished. To do so it will require one of 
  the following nodes. 
   
  Self: Just like an Actor, the power will recover 
  the points on it’s own. Every four phases the item 
  will get it’s recovery. 
   
  Cost: +1 PP per 5 pts of Endurance Recovery 
   
  Material: In this type of recovery the Actor needs 
  to obtain a material to refuel his power supply. 
  The Player must decide on a type of material his 
  Actor will need to refuel. It can be anything he 
  wants except maybe for Air (unless it’s huge 
  amounts). Once exposed to the substance the 
  Actor will gain 10 points of Endurance per phase 
  on average. This number could go up or down 
  depending on the circumstances (Judge’s call). 
   
  “I need blood…. My body aches, bring me a young 
  girl so that I might feel the strength of youth again.” In 
  the case of Vampires their power source is blood. 
  They need blood to refuel. For Dark Millennium 
  assume 1 Pint to supply 10 Endurance points. 
   
  “The Windego gain power from eating the flesh of 
  men. They eat the dead, boy…. They’ll eat you too if 
  your not careful.” In the case of Windego, they must 
  consume human flesh to gain their power. For Dark 
  Millennium we’ll assume that 4 ounces of human 
  flesh will provide a gain of 10 Endurance. 
   
  Surf is a Water Elemental whose powers come from 
  contact with water (his has not yet reached his full 
  potential). He needs to absorb water to gain his 
  powers. For every 4 ounces of water he is able to 
  absorb he will gain 10 Endurance. 
   
  Cost: OCP in this case are based on the Amount 
  
  STUDiO187: Power Core 
   
  Page - 60 
  only. 
  • 
  -1:2 for Rare or socially unacceptable power 
  source (Blood, Souls, Flesh, etc.) 
  • 
  -1:3 for Rare or expensive material (Animal 
  Blood or Souls, Gold, Diamonds, Etc.) 
  • 
  -1:4 for Common materials (Sunlight, Water, 
  Darkness, Etc.) 
   
   
   
  Morphing Pool 
  This is another classic grouping power. The Player 
  will purchase a group of powers and form a package. 
  The Player must determine what the Actor morphs 
  into to gain these powers and must stick to the theme 
  he chooses. If it becomes impossible to transition into 
  this altered state then the Actor will not gain the 
  powers. The Player may also form several packages 
  to gain differing effects and may develop a base 
  package that the Actor will gain if he shifts into any of 
  the forms. The power, Shift is not required. It is 
  assumed that the Actor gains the shift as part of the 
  setup (a free point, whoohoo!). 
   
  As stated earlier, the Player may establish as many 
  shifting pools as he wishes and may even set up a 
  Base pool. Total the point cost spent on any of the 
  pools and the Actor will receive points back for the 
  package based on the type. 
   
  Standard Pool: The Player chooses something 
  like a Werewolf, Dragon Form or Super Dude 
  shape that his Actor will take. He will then assign 
  a number of Powers when he takes that form. 
   
  Cost: -1:3 TCP for Package 
   
  Base Pool: The Actor must have more then one 
  form to use a Base Pool. The powers that are 
  placed in the base pool will be accessible in any 
  of the Standard Packages that the Actor has. 
   
  Cost: -1:4 TCP for Package 
   
  Restrictive Pool: The Actor must have powers 
  in his standard form. The required amount must 
  be at least a third of the pool. He also cannot 
  have a Base Pool. He may only use the powers 
  in the package he shifts into. 
   
  Cost: -1:2. 
   
  Buddy Black is a werewolf. As such he has several 
  forms; his Near Form, Half Form and Full Form. To 
  save a few points and to tie it all together he 
  purchases a the following 
   
  Base Form: 
  Claws: +2 PP Wounding KDm 
  Bite: +2 PP Wounding KDm 
  Fur: +4 PP of Armor 
  Regeneration: +6 PP of Healing – Mend - Self  
  +2 PP of Strength 
  +2 PP of Reflexes 
   
  The total cost is 18 PP but he gets back 5 PP. 
   
  Near Form: 
  +2 PP of Strength 
  +4 PP of Reflexes 
   
  The total cost is 6 PP but he gets back 2 PP. 
   
  Half Form: 
  Bite: +2 PP of Wounding KDm  
  Fur: +4 PP of Armor 
  +6 PP of Strength 
   
  The total is 12 PP to but he gets back 4 PP. 
   
  Full Form: 
  Bite: +4 PP of Wounding KDm 
  Regeneration: +2 PP of Healing – Mend - Self  
  +6 PP of Move 
   
  The total cost is 12 PP but he gets back 4 PP. 
   
  The total cost for Buddy is (18+6+12+12) –
  (4+2+4+5) or (48) – (15) = 33 PP. 
   
  This is what he gets: 
   
  Near Form: 
  Claws: +2 PP of Wounding KDm 
  Bite: +2 PP of Wounding KDm 
  Fur: +4 PP of Armor 
  Regeneration: +6 PP of Mend - Self 
  +4 PP of Strength 
  +6 PP of Reflexes 
   
  Half Form: 
  Claws: +2 PP of Wounding KDm 
  Bite: +4 PP of Wounding KDm 
  Fur: +8 PP of Armor 
  Regeneration: +6 PP of Mend - Self 
  +8 PP of Strength 
  +2 PP of Reflexes 
   
  Full Form: 
  
  STUDiO187: Power Core 
   
  Page - 61 
  Claws: +2 PP of Bite 
  Bite: +6 PP of Bite 
  Fur: +4 PP of Armor 
  Regeneration: +8 PP of Mend - Self 
  +2 PP of Strength 
  +2 PP of Reflexes 
  +3 PP of Move 
   
  It takes one phase per 2 TCP (same as morphing) to 
  shift into the form and if the Actor is knocked out he 
  will revert to his natural form. For an extra point the 
  Player can specify that the Actor will not to shift back 
  upon KO. Additionally, the Player can choose for his 
  Actor to have altered DNA upon shift. Thus, if the 
  Actor shifts into a wolf he will be a wolf by all medical 
  means. 
   
  Cost: 
  • 
  -1 PP per 4 TCP for Base Pools 
  • 
  -1 PP per 3 TCP for Standard Pools 
  • 
  -1 PP per 2 TCP for Restrictive Pools 
  • 
  +2 PP per Pool for Instant Change 
  END: As per power(s) 
   
   
   
  Multipower Pool 
  This is a very common form of grouping. The base 
  idea is that the Actor has a certain Power Core that 
  his powers stem from. He may only assume one of 
  his Core powers at a time though. All of the powers in 
  the Core work from the same source but can deliver 
  different results. If the Core is compromised in 
  anyway all of the powers within the Core will also 
  suffer. If the Core is immobilized by any means the 
  Actor will loose all powers within. On the “up side”, 
  powers come a hell of a lot cheaper. 
   
  When purchasing a Multipower Grouping the Player 
  must determine what his Actor’s Power Core is going 
  to be. Is it Elemental Fire, Magic, Psionic, Sin, Virtue, 
  the Force or perhaps Martial Arts (Chi, Ki, Prana)? 
  Whatever, just remember that the Actor can only use 
  one of these powers at a time! If Flight and Wounding 
  are in the same grouping and if the Actor is flying he 
  cannot use his wounding. 
   
  Next, the Player must purchase the Core Strength. 
  This number will reflect the maximum number of 
  points the Actor can allocate to any power within the 
  Grouping. At this point, the Actor has yet to receive 
  any powers. He must now begin to gain his powers. 
   
  Each power will cost 2 PP. The Actor will receive a 
  number of points equal to the Core Strength to 
  develop the power. He may add any modifiers he 
  wishes but he cannot allow the total point cost to go 
  over the Core Strength number (OCP). Modifiers can 
  get tricky when it comes to points spent. Use the 
  Power Calculator at the end of this plug-in to help you 
  spend the points. In addition, any modifier that affects 
  the cost of the initial multi-power will affect every 
  power within the power group. 
   
  If Mr. Gray has a Psycho-Telekinetic Multipower Pool 
  with a Core Strength of 10, then he could develop 
  any power that was telekinetic in nature with a 
  maximum Total Cost Point of 10. Thus, if he were to 
  purchase Wounding, it would cost him 2 PP but he 
  would get a 10d6 SDm wounding attack. He could
  then spend 2 more PP and get a Super Leap with a 
  power level of 10. He could now spend 2 more PP 
  and get another Wounding effect but put on the 
  modifier Area Effect – Cone. This is where it gets 
  tricky. He can get 10 PP worth of wounding but he 
  has to account for the modifier cost. The total cannot 
  go over 10 points. Cone is a +1:2 cost modifier so if 
  you look on the Power Calculator chart you will see 
  that the most Wounding dice he can get is 6 with a 
  modified cost of 3. Sure he’s loosing out on a point 
  but the next point he putts into the Multipower will 
  raise him to 7d with the cone effect. Besides who can 
  complain, he just spent 16 PP and got 29 PP worth of 
  powers. 
   
  Mr. Frost has a 9 PP Cold Multipower. This means 
  that he can assign any power that can be explained 
  by cold generating means into this multi-power for 2 
  additional PP and it will have the strength of a 9 PP 
  effect. So he purchases Wounding (9d6) for 2 PP, 
  another Wounding with Area Effect - Cone (6d6 and 
  3 PP for the Cone Effect) for 2 PP and Muting Sight 
  Blizzard Wind(-6 impairment) also for 2 PP. This 
  group of powers would normally have cost him a 
  whopping 27 PP. But, by combining them into a multi-
  power group he only spent 15 PP. A savings of 12 
  PP, whatta’ bargain.  
   
  Multipower combinations are very common and it 
  only makes sense. The Player saves a fortune in 
  points and it's very logical that several different 
  effects could come from one Power Core. 
  Remember that you must buy an individual skill for 
  every sub power in the Multipower. You can't have the 
  skill Use Multipower. 
   
  Cost: 
  • 
  +1 PP per PP in the Core 
  • 
  +2 PP per additional Power 
  
  STUDiO187: Power Core 
   
  Page - 62 
  END: As per power 
   
   
   
  Unipower Pool 
  This is a mini-pool that is dedicated to one power 
  only. It allows the Actor to tack on additional modifiers 
  that may or may not be added at any given time. The 
  Actor purchases the base power. He may now add 
  additional effects under that power at the effects cost 
  alone. Normally, adding a modifier will permanently 
  affect the powers delivery but with a Unipower Pool, 
  the power becomes more versatile. If the Actor 
  purchases a cost modifier (it costs extra points) then 
  he will need to pay for the extra points. If he adds a 
  retributive modifier (gives the Player points) then he 
  will not get back points, he will increase the power 
  level by that number of points for that single aspect 
  (when it comes into play). The Actor may also build 
  mini-packs consisting of cost and retributive 
  modifiers. The different effects must always be based 
  on the modified power. Each Package will cost +1 PP 
  to build. 
   
  Tundra, a duel elemental of cold and earth, has a 
  wounding attack with several options. The base 
  power is a Wounding (SDm) of 8d6. 
   
  His first package is: 
   
  Frost Bite, he shapes frozen earth into razor sharp 
  projectiles and hurls them at the target. This is a 
  KDm attack. It costs him +9 PP (8+1) but he can now 
  deliver an 8d6 KDm attack. 
   
  His next package is Ice Pick: 
   
  He forms a large sharp object below the target 
  sending him reeling through the air in pain. He adds 
  x2 Knockback and Indirect - Variable that costs him 
  +6 PP (2+3+1). His Ice Pick will do 8d6 SDm of 
  damage + x2 Knockback and he can use it at a 
  variable distance from his Target with in indirect path 
  of attack. 
   
  So for 23 PP he gets 3 different types of effects with 
  the same power. Normally this would have cost him 
  39 PP to achieve. 
   
  Cost: 
  • 
  +1 PP for a new pack. 
  • 
  +modifier cost 
  END: As per power with any modifier costs. 
   
   
   
  
  STUDiO187: Power Core 
   
  Page - 63 
   
  These modifiers can be purchased for any 
  appropriate power to modify its effect so as to vastly 
  broaden the types of powers and strategies available 
  to the players. If players modify powers that are 
  modified by a stat base, then they will also have to 
  account for the stat. Additionally, they can modify the 
  stat it's self to gain the effects. 
   
  Let's use Piercing as our first the case. Red Talon 
  buys Stun Piercing for his fists. His Strength is a 6, 
  which cost him +6 PP. This will cost him 2 additional 
  PP. For every punch he connects with the target will 
  only get 1/2 of his PD. 
   
  Ling Wey has Oaken Hide training and has gained 
  Hardened for his SDf. His Constitution is a 6, so his 
  Hardened cost him 2 PP. Whenever he is struck by a 
  stun piercing attack he will still get his full PD/ED to 
  defend with. Furthermore, if an Actor were to use a 
  Vital strike, from Fists of Fuzion then Ling Wey would 
  still get half of his PD to defend with. 
   
  Master Wu whishes to apply Area Effect - Explosion 
  to create his Quake Fist attack. His Strength is an 8. 
  This cost him 9 points so the modifier will cost an 
  additional +4 PP (+3 for the explosion, +1 to not effect 
  him). 
   
  If Wu wanted to "up the ante"; he could tack on, say, 
  3d6 of Wounding - HTH. The total cost now is 12 (9 
  from Strength + 3 for Wounding). The modifier would 
  now cost +5 (4+1 for self) PP and he would deliver a 
  12d6 Quake Fist in all directions. 
   
  Any additional stats that come from powers such as 
  Mass Increase do not need to be accounted for. It’s 
  just too damn complicated. Shape shifters have to 
  pay for any modifiers that affect stats that they gain 
  through transformation. 
   
   
  Auto-fire 
  Auto-fire gives a power the capability to fire more than 
  once during an attack.  
   
  Burst: With burst the Player can choose from 
  two different strategies for delivering his Actor’s 
  onslaught. 
   
  Multi: This is a short burst of fire intended for 
  one Target. The Player will purchase the 
  power level of this modifier. For every level 
  he will receive a –1 to his AV (or difficulty). 
  On a successful ‘hit’ the target will be nailed 
  the power level number of times. 
   
  This is great for simulating a three round burst, a 
  flurry of fists or blades or adding it to Shotgun for the 
  double barrel effect. 
   
  Devon has an urban assault rifle that does 5d6 KDm 
  and this will initially cost him 10 PP. He purchases 2 
  levels of Muli-Autofire. This will cost him an extra 10 
  PP. When he shoots at a Target he will be at –2 AV 
  but if he hits he will strike with 3 Hits to the same 
  area. 
   
  Just in case you missed Fist of Fuzion: 
  It is important to note that limbs still may only take 2x 
  Body in KDm. 3x Body to a limb from a Slasher or 
  Talon round could sever the limb. The Target will still 
  only take 2x Body in KDm but will take all of the SDm.
   
   
   
  Cost: +1:2 per power level 
   
  Spray: For hosing down a whole group of 
  people this is a must. This is the classic 
  machinegun attack. The Actor will purchase 
  a power level to determine the number of 
  possible hits. For every power level, the 
  Actor will receive 3 possible hits. This will 
  give the maximum number of possible hits 
  he can score. 
   
  When attacking, the Actor must declare how 
  many degrees his attack is going to 
  encompass. For every 60 degrees (one full 
  hex) he will be at a –2 but for every power 
  level he will be at a +1. The Player rolls his 
  attack and the Targets roll their defense (or 
  use their default DV or MooKON). The 
  Player divides the number of shots fired by 
  the number of Targets +1 for every 60 
  degrees of arc. This number will determine 
  the maximum number possible hits each 
  Target can take. Each Target that did not 
  make his defense roll, is hit by a number of 
  shots equal to the difference of his defense 
  and the Actor’s Roll. This number cannot 
  exceed the maximum number of hits allotted 
  to each Target. The areas that the Actors 
  must account for in regards to the arc (the 
  +1) will be rounds that miss Targets and hit 
  other things like lamps, bottles and 
  electronic panels or any thing else that puts 
  off a crash, splash, sparks or fire. 
  
  STUDiO187: Power Core 
   
  Page - 64 
   
  Auto-fire jumps all over the place so Actors 
  cannot aim for specific areas and cannot 
  selectively choose certain targets within their 
  firing area. If the Actor fires into a group of 15 
  people then every one will be accounted for. 
  The Judge may have to make rulings 
  regarding cover and people standing behind 
  other people. 
   
  Automatic damage (A Good Hit is a Good 
  Hit – Fists of Fuzion p. 18) will not be used 
  for this form of Auto-fire because the Actor’s 
  good hit will already be accounted for. 
   
  Cost: +X:5 (X = Power Level) 
  END: Add cost for calculation 
   
  Mark Stone has an H&K G11. This weapon has a 15 
  round burst value and does 5d6KDm. It cost him 20 
  PP. 10 points for the original damage + 10 for the 
  burst value ( 5 power levels x 2 for the OCP). This 
  cost is then modified for being a focus. This is of 
  course only if you make the guy spend points on a 
  gun he could have bought on the black market. 
   
  Mark Stone now has to kill a bunch of people as he 
  usually does. There are 6 Targets within a 120-
  degree arc (same as a 2 hex starting point for a cone 
  effect). Mark decides to try to hit them all as they run 
  for cover. He has a Reflex of 5, an Auto-fire Skill level 
  of 8 and a weapon accuracy of +1. This gives him an 
  AV of 14. Now he’s firing through 120 degrees of turf 
  so he will be at a –4 to his AV. He is also firing 15 
  rounds, which will give him a +5. So, his starting AV is 
  15. He rolls a 5, which gives him a total of 20. There 
  are 6 Targets and 120 degrees of spread. This gives 
  Mark Stone a possible two hits per target (we 
  rounded) for each person who does not make his 
  evade roll. This sounds very complicated and it is but 
  it is very realistic. If you want to keep things easy then 
  simulate a multi-fire attack with Area Effect - Cone. 
   
  Shotgun: Differing from cone attack, a shotgun 
  effect not only spreads out like a cone, it can hit 
  each Target multiple times. First treat the power 
  as though it has a modified cone effect. Move 
  one to three hexes per step. It doesn’t matter if 
  the effect moves one, two or three for calculating 
  cost but the Actor must decide upon purchasing 
  the modifier. The Player then rolls his attack. Any 
  and all who are caught in the blast must roll to 
  evade. Compare the scores. Each person who is 
  hit shall take one hit per 2 successes over there 
  score. 
   
  Automatic damage (A Good Hit is a Good Hit –
  Fists of Fuzion p. 18) will not be used for this 
  form of Auto-fire because the Actor’s good hit will 
  already be accounted for. 
   
  Cost: +1:3 
  END: Add cost for calculation 
   
   
   
  Affects Desolid 
  This is a power modifier that allows a power to affect 
  Targets that are desolid (see Morphing Powers). It 
  can also be bought to affect solids for Actor’s that are 
  desolidified when using a certain power. Remember 
  that a power that does not affect a Target physically 
  should never be considered for this modifier (like 
  Muting). 
   
  Cost: 
  • 
  1:4 for half effect. 
  • 
  1:2 for full effect. 
  END: No Modifier 
   
   
   
  Area Requirement 
  The Actor must be in a certain area to invoke and use 
  his power. If the Actor or power effect leaves the area 
  the power will immediately cease to work. 
   
  • 
  Common Area –1:4  
  On land, In the woods, Under Water, In a building 
  • 
  Specific Area: -1:3  
  In a tree, In Miami, On Rock, In a house 
  • 
  Exotic Area: -1:2  
  In A Vacuum, In a cage, Beside a redwood 
  END: No Modifier 
   
   
   
  Area Effect 
  This is a power modifier that allows a power to affect 
  an entire area or group of areas. When using this 
  modifier for combat powers, remember to consult the 
  rules for Area Attack.  However, unless Targets have 
  something to hide behind/under or can travel enough 
  hexes to get out of the blast radius, they will get no 
  dive for cover roll. Remember, once the Player 
  purchases this modifier for an Actor’s power, it always 
  happens this way. So, he may wish to consider using 
  it in a multi-power.  Player’s may also wish to check 
  out Power Immunity, because if their Actor gets 
  
  STUDiO187: Power Core 
   
  Page - 65 
  caught in his own power it will affect him just the 
  same. For effects that are of continuing range like 
  line or cone, remember to downgrade the effect by 1 
  PP (the original power’s PP) for every hex in distance 
  from the Actor it travels. 
   
  Cone: Much like line, this modifier will allow the 
  power to venture away from the Actor in a linear 
  direction; however, it also grows in width as it 
  does in length. 
   
   
  Cost: 
  • 
  +1:3 for single hex starting point 
  • 
  +1:2 for a duel hex starting point 
  END: Add cost for calculation 
   
  Explosion: With this effect the power starts at 
  full power in one hex and radiates out in all 
  directions in circles of effect, continuing outward 
  and engulfing everything within the sphere. The 
  effect will travel 1 hex per level of effect and 
  affect everything indiscriminately within its path. 
   
   
   
  Cost: 
  • 
  +1:3 OCP 
  • 
  +1 PP if the power does not affect the 
  caster on the initial blast (radiant) 
  END: Add cost for calculation 
   
  Hole: 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 Actor if the 
  affected area moves with the Actor. 
   
  Cost: 
  • 
  +1 PP for a static hole whose size is defined 
  when the Power is purchased. 
  • 
  +2 PP for any size hole, determined when 
  the Power is used. 
  END: Add for calculation 
   
  Landscape: This is an area affect whose 
  dimensions are epic. It causes a power to blanket 
  in miles rather then hexes. Choose any other 
  form of area effect and modify it with this cost 
  and then exchange hex for mile to determine 
  area of effect. 
   
  Cost: +2:1 OCP 
   
  Line: The power will affect every Target within a 
  straight line. If the Line is obstructed by a wall or 
  surface feature (like a hill) and the power cannot 
  penetrate the object, it will go along the path of 
  least resistance. Like maybe up the wall or over 
  the hill. People do not count as obstacles. 
   
   
   
  Cost: +1:3 
   
  END: Add cost for calculation 
   
  Path: The Actor must be moving to have this 
  effect occur. The effect will follow the Actor and 
  will encompass the entire hex of each hex he 
  passes through. 
   
  Cost: +1:4 
   
  END: Add cost for calculation 
   
  Ring: This causes the power to form a ring (or 
  sphere) around the Actor with the power effect. 
  No objects within the ring (or sphere) will be 
  affected. Only those passing through the ring (or 
  sphere) or those caught along it's circumference 
  will feel the effect. Range is determined by the 
  effect to be applied just as you would for an 
  explosion. There must always be a minimum 
  radius of 1. The Actor may decide to only allow 
  the ring to travel a certain distance for an 
  additional cost. This Area effect will look and
  work much like explosion unless it is used on a 
  power that has duration. 
  
  STUDiO187: Power Core 
   
  Page - 66 
   
   
   
  Cost: 
  • 
  +1:3 for standard ring 
  • 
  +1 PP to make ring mobile 
  • 
  +1 PP to control ring diameter 
   
  END: Add modifier for cost 
   
  Single: Power effects 1 entire hex. The Player 
  may buy multiple hexes. These hexes need not 
  be adjacent but may not have more then 1 hex 
  between them. 
   
   
   
  Cost: +1 PP per hex. 
  END: Add cost for calculation 
   
  Static: This modifier does not change the range 
  but when applied the modified effect will not 
  diminish its delivery with distance. Thus, an 
  explosion would do the same damage right to the 
  edge of its blast radius. 
   
   
   
  Cost: add modifier cost again. 
   
  If you spend 3 PP on explosion and make it static, the 
  explosion will cost you 6 PP instead. 
   
  END: Add modifier cost to OCP to calculate End. 
   
   
   
  Bane 
  This is a particularly nasty modifier. Every time the 
  power encounters some type of defense it will modify 
  to pierce that defense in the next phase. So, if it hit 
  Hardened Armor then the next phase, it would treat 
  that Armor as normal. The next phase it would treat 
  the Armor as half value. The next phase it would treat 
  the Armor as 0 value. If the Target has defenses vs. 
  this type of attack then it will get to work on them next. 
  This power will also adapt to powers such as 
  Desolidification, 
  Dampening 
  - 
  Shielding 
  and 
  Absorption - Defense. 
   
  Cost: +2:1 
  END: Add cost for calculation 
   
   
   
  Chain 
  This adder is kind of cool. It causes a power to jump 
  from one Target to another. There are several factors 
  involved in making a power "Chain". By default, the 
  leaping power will not affect a Target more then 
  once, is indiscriminant and will only leap to adjacent 
  hexes. The power level will drop by 1 level per 
  transition and will continue to leap until it runs out of 
  Targets or out of power, which ever comes first. 
   
  Distance: This is the amount of hexes the power 
  will leap to strike a new target. 
   
  Cost: +2 PP per additional hex. 
   
  Discriminate: The power will only affect Targets 
  of the Actor's choice. There are two levels of this 
  node. The first will keep the power from affecting 
  the Actor. The second will keep the power from 
  affecting anyone the Actor does not wish to be 
  affected. 
   
  Cost: 
  • 
  +1 PP for Actor only 
  • 
  +2 PP for anyone 
   
  Multi-Pass: The power will continue to leap until 
  it runs out of juice. It will strike Targets regardless 
  of whether they have been struck already or not. 
  
  STUDiO187: Power Core 
   
  Page - 67 
  It will also strike the closest Target first. It could 
  even bounce between two Targets over and over 
  again, until it ran its course. 
   
  Cost: +3 PP 
   
   
   
  Cost: +1:3 OCP 
  END: Add to cost for calculation. 
   
   
   
  Chorus 
  This modifier allows Actors to ban together with the 
  power to produce a more powerful effect. 
   
  Boost: This modifier allows an Actor to ban 
  together with other Actors to perform a more 
  potent result. One Actor must play the “lead” 
  while the others take the supporting roles. The 
  lead will make the UP - roll and will generally be 
  the highest level. All of the supporting Cast must 
  also have the same power, same effect and 
  same modifiers, especially this one. They do not 
  have to be the same power level however nor is 
  there any requirement or limitation to the number 
  of people who can participate. The power level 
  used will be equal to the total of all whom are 
  participating. The lead will make his skill roll at a 
  minus equal to the number of supporting actors. 
  Additionally, all members of the chorus must use 
  this as their action for the phase. 
   
  Cult: This is a more massive version of 
  boost and does not require the Cast 
  (followers) to have any powers. The Actor 
  (lead) has to have the power and the 
  followers merely have to concentrate on the 
  Actor. The level of concentration must be 
  absolute and the followers must be 
  dedicated to the Actor’s intent. The Actor will 
  gain +1 PP equal to the square root (round 
  down) of the number of followers. The Actor 
  will need the skill Power Conductor. The 
  Actor will roll his Power Conductor level + his 
  Will against a Competent difficulty (12). For 
  every point he rolls over the difficulty he will 
  be able to gain 1 point from the Cast. This is 
  of course limited to the number of points the 
  Cast can give him. 
   
  Cost: +1:1 OCP 
   
  Lord D’nkhi is high priest of the Uk’lani cult. They wish 
  to bring about a meteor strike on the town of Salem. 
  Lord D’nkhi has 7d6KDm Wounding with the 
  modifiers Chorus – Boost – Cult and Area Effect –
  Single - 7 hexs + Landscape. This will allow him to 
  deliver 7d6KDm to everything within 7 square miles (a 
  hex and the surrounding 6 but in miles). This is pretty 
  devastating but most buildings should be able to 
  survive with minor damage and anyone inside should 
  be fine. This is where the chorus comes in. Lord 
  D’nkhi is level 8 in Power Conductor. He has 
  managed to suck in 72 followers. This gives him a 
  maximum of 8 extra PP to use. His Will is a 6 and he 
  rolls a 7. This gives him a total of 21. This roll will give 
  him a potential of 9 extra points. The number of 
  followers he has will only allow him to get 8 extra 
  points so that is what he gets. So, what is the end 
  result of all this chanting and casting? Lord D’nkhi 
  exacts his revenge on the town of Salem by delivering 
  a blanket of death and destruction across a three 
  mile radius of downtown. Everything within a three 
  mile radius will suffer 13d6 or 1 Kill. This is enough to 
  destroy most of downtown and kill a great deal of its 
  inhabitants.  
   
  Cost: +1:1 OCP 
  END: Add cost for calculation 
   
   
  Charges 
  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. 
   
  Amount: This is the number of times the power can 
  be used before it needs to be refueled or recharged. 
  This is generally accomplished one of several ways.
   
  Activity: The Actor must perform an action that 
  will replenish his charges. This action must be 
  defined and needs to take a significant amount of 
  time. Not as long as sleep. This might include 
  meditation or study. Assume 1 charge per 10 
  minutes as a baseline. 
   
  
  STUDiO187: Power Core 
   
  Page - 68 
  Cost: +1:4 
  END: No extra 
   
  Clips: Each clip holds the number of charges. 
  The Actor should be allowed to carry as many 
  clips as is logical. A soldier usually carries 6 clips 
  for his rifle. If he were not traveling through the 
  jungle and didn't have to carry all that shit he 
  might carry as many as 20. The Clips option is 
  purchased to represent that the Actor can carry 
  extra ammo with him. It takes 3 full phases to 
  reload a clip. 
   
  A sword requiring that it suck souls to replenish its 
  power would not use clips. It would find them along 
  the way. 
   
  Cost: +1:3 
  END: No extra 
   
  Rest: The actor needs to get 1 full cycle of sleep 
  to regain his charges. 
   
  Cost: No extra cost 
  END: No extra 
   
  Retrievable: This ammo can be picked up and 
  used again. 
   
  Arrows, bolts, synth-web lines, caltrops, murder balls. 
   
  Cost: +1:5 
  END: No extra 
   
   
   
  Components 
  Components are physical objects that the Actor must 
  have to use his power. This is generally one handful 
  of a common material. This material must be on the 
  Actor at the time of use and he must be physically 
  able to access it. 
   
  NOTE: For the costs listed below you will notice –1 
  OCP or +1 OCP, etc. Subtract or add this number to 
  the OCP in the cost at the end of the power. 
   
  Expendable: These types of components are 
  destroyed upon using the power. They generally 
  crumble and turn to dust or dissipate into smoke.  
   
  Cost: -1 OCP  
   
  Internal: This type of component is either 
  injected into or consumed by the Actor. The 
  components effects will last for the entire scene. 
  The component is naturally destroyed during its 
  use. 
   
  This is a great way to simulate Blacklace, the Under 
  Dog Power pill or even Marine Boy’s water breathing 
  gum. 
   
  Cost: No modifier 
   
  Quantity: This causes the Actor to provide a 
  larger amount of the component as fuel for the 
  power. The amount is measured in Cargo Points 
  (see movement powers). The maximum number 
  of Cargo points is 3. If the Actor wants it to be 
  more then he may, but it will only be for flavor. If 
  the Actor specifies a living being then he must kill 
  that being just before invoking the power. If the 
  Actor specifies something larger then a car then 
  it is up to the Judge to allow Expendable as an 
  additional modifier. The Actor may not use more 
  then one component if he adds this modifier. Any 
  additional components will be considered part of 
  the Cargo Points 
   
  Cost: 
  • 
  -1 OCP per 2 Cargo Points up to 6 
   
  Value: The Actor may increase the value of the 
  required components. 
   
  • 
  -1 OCP for Slightly Valuable 
  Ivory, gold, Semi-Precious Stones, An animal – lamb, 
  dove or specific insect like a black widow. 
  • 
  -2 OCP for Very Valuable 
  A human, Precious Stones, Rare or Dangerous 
  Animal, Specifically ornamented object. 
  • 
  -3 OCP for Exceptionally Valuable 
  One of a kind artifact, Power Core, A nearly extinct 
  animal, An exceptionally expensive item. 
   
  Range: This allows the Actor to be within the 
  vicinity of the material rather then having it in his 
  possession. If the Player chooses a component 
  that has a value then the Judge will decide 
  whether he can purchase Expendable. The Actor 
  should not be allowed to destroy other people’s 
  weapons by invoking his power. It would make 
  the game unbalanced. 
   
  Cost: +1 OCP per hex of range 
   
  Cost: 
  • 
  -1:5 OCP for 1 component 
  
  STUDiO187: Power Core 
   
  Page - 69 
  • 
  -1 OCP for second component 
   
   
   
  Control 
  These modifiers affect the control of the power. They 
  can make it better, worse or even uncontrollable. A 
  player who wishes to make a colorful Actor concept is 
  going to find it hard to stay away from these little 
  gems. Remember, powers that stay on for long 
  periods of time will be affected by control modifiers 
  only when put to the test. Thus, Armor would be 
  tested every time it was struck, not every phase it was 
  on. If a power requires an Activation Roll, then the 
  player will roll 3d6. He will be trying to equal or beat a 
  CV (Control Value). The base CV for the following 
  modifiers starts at 8. 
   
  Ablative: Ablative Powers work fine the first time, 
  but then receive an Activation Roll that must be 
  beaten every phase the power is used 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 by the next scene or under 
  circumstances defined by the Judge. The 
  activation roll starts at the base CV (8) for its 
  second use, with the CV increasing by one for 
  each use after. The player can decrease this 
  effect by raising the usage level. For every extra 
  usage level the player will stay at each level an 
  extra phase. Thus, for a cost of -1 PP per 5 OCP, 
  the first two uses would be without a roll. The 
  next two would be at a CV of 8 and so on. This 
  cannot be attached to powers that are only used 
  once or twice an adventure. 
   
  Cost: 
  • 
  -1:3 OCP for abundantly used powers 
  • 
  +1 OCP for rarely used powers 
  • 
  +1 OCP per extra usage level 
   
  Activation: A Power with Activation is less 
  reliable than normal, and only works sometimes. 
  The player makes an Activation Roll trying to 
  defeat the Power's Activation CV (Control Value). 
  Activation Rolls must be made every phase the 
  power is in use, after paying the Endurance cost 
  for the Power. If the Activation Roll fails, then the 
  Power doesn't work. The Activation roll is based 
  on the player’s Use Power roll. 
   
  The Blink can teleport but it requires him to make an 
  activation roll every time he tries. He is level 4 in his 
  UP – Teleport and he has a Move of 6. This gives him 
  an AV of 10. His activation CV is 16. He must roll at 
  least a 6 or better to even be able to teleport. This 
  returned him 1 PP per 4 OCP. 
   
  Cost:  
  • 
  -1:2 for a CV of 20 
  • 
  +1 OCP per -2 
   
  Always On: With this modifier the player’s power 
  and is always on by default. The power stays on 
  even if the player is unconscious. Powers with 
  this Modifier cannot be pushed. But, a player can 
  buy the power again without this modifier and add 
  the two together by activating the second power. 
  The rules for Endurance are switched for powers 
  with this modifier. If the player wants to turn the 
  power off he must spend the Endurance it would 
  normally cost to activate it. 
   
  Cost: -1:4 OCP 
   
  Burnout: Burn-Out is slightly different from 
  Activation and Jamming in that the Activation Roll 
  is made each time after the power is used. If the 
  roll fails, then the Power is burned out and is 
  unavailable for use until recovered. The recovery 
  will happen after the end of the scene or can be 
  up to the JUDGE. 
   
  Cost: 
  • 
  -1:2 OCP for a CV of 18 
  • 
  +1 OCP per -2 CV. 
   
  Concentrate: A Power with a Concentrate 
  Modifier requires the player to concentrate 
  partially or totally on the task of turning on and 
  using the Power. As a result of the concentration, 
  the player will be at either half their normal 
  Defense Value, or at a CV of zero. Once the 
  player 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: 
  • 
  -1:4 OCP for half CV 
  • 
  -1:3 OCP for 0 CV. 
   
  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 
  
  STUDiO187: Power Core 
   
  Page - 70 
  sky-write, et cetera. All Fine Control usage will 
  require a roll versus a CV set by the JUDGE, 
  unless it targets another player, in which case the 
  player gets to resist per norm. Complex uses 
  may require the player 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 CV assigned by the JUDGE. 
   
  Cost Modification: +1:4 
   
  Jamming: Jamming works much the same way 
  as burnout, except the Jamming Roll is made 
  before the use. Endurance costs for the Power is 
  still paid. 
   
  Cost: 
  • 
  -1:2 OCP for a CV of 20 
  • 
  +1 OCP per -2 CV. 
   
  Side Effects: Side Effects cause bad things to 
  happen to the player when he uses his Power. 
  The player suffers the Side Effects every time the 
  Power is used.  
   
  Caustic: The player will take 1 Hit per power 
  level of the modifier every time he uses the 
  power. He will have no defense from this 
  damage. 
   
  Cost: -2 PP per power level 
   
  Damage: The player will deliver several 
  spots of damage wherever he uses the 
  power. This damage, while superficial leaves 
  behind a serious clue as to who was there. 
  The damage can also grow due to 
  circumstance but that is up to the Judge. 
   
  Hot Foot has a fire blast but it has flames that fly off 
  of it and land nearby causing secondary burns 
  wherever he goes. This is not a problem on the 
  street, as they will harmlessly burn themselves out. 
  But in a house he is quite likely to cause the whole 
  building to burn down. 
   
  The Stranger's dimensional doors warp whatever 
  material they come in contact with. This may not 
  cause him a load of trouble but it will let any enemy of 
  his know where he's been and nobody wants him 
  using those damn things from their house. 
   
   
  Cost: -1:4 
   
  Stunning: The player will take 5 Stun every 
  time he uses the power. He will have no 
  defense from this damage. 
   
  Cost: -1:4 
   
  Resilient: Resilient Powers do not turn off when 
  the player is stunned or unconscious. They are 
  not always on, but the player must actively turn 
  the power off. Watch out when using heavy 
  endurance powers with this modifier, a player 
  could go unconscious for quite a long time given 
  the right circumstances. 
   
  Cost: +1:3 
   
  Uncontrollable: Powers with this Modifier are not 
  under the player's control. Although the player 
  possesses the Power, he cannot consciously turn 
  it on. The Power only works whenever and 
  however the JUDGE chooses. The JUDGE will 
  choose whether he believes the power is 
  appropriate to his campaign and whether he 
  feels like dealing with this  
   
  Cost: -2:3 
   
  Warm-Up/Warm-Down:  
   
   
   
  Crossover 
  This modifier will allow a power to cross The 
  Membrane and effect targets in other dimensions. 
  The player will have to be able to observe his target 
  with a targeting sense. The player must specify the 
  dimension he wishes to be able to do this in or may 
  specify any for an additional cost. If the player 
  specifies The Membrane, he will be able to affect 
  targets within The Membrane as well as ethereal 
  targets (Ghosts). See Crossover in the Sons of 
  Fuzion section for more detail on The Membrane, 
  Ethereal beings and other dimensional matters. 
   
  Cost: 
  • 
  +1:5 OCP for 1 dimension 
  • 
  +1:4 OCP for 5 dimensions 
  • 
  +1:3 OCP for all dimensions 
   
   
   
  Draining 
  
  STUDiO187: Power Core 
   
  Page - 71 
  The use of this power causes another power or stat to 
  be lowered. It is a PP per PP exchange and may only 
  be placed on powers with a duration or with a 
  continuing effect. 
   
  Cost: 
  • 
  -1:4 OCP for a 1:3 PP exchange 
  • 
  -1:3 OCP for a 1:2 PP exchange 
  • 
  -1:2 OCP for a 1:1 PP exchange 
   
   
   
  Durable 
  This modification causes a power to be extremely 
  tough when it comes to adjustments from a target. 
  This modification is bought for an individual power 
  rather then the entire player (as opposed to Power 
  Defense). Subtract the durability from the adjustment 
  before applying it to the power. If this is purchased for 
  deception powers (like Illusion) or stealthy powers 
  (like Invisibility), use the defense value to subtract 
  from the targets perception. 
   
  Cost: +1 PP for 2 points of defense 
   
   
  Duration 
  This modifier allows the player to add a duration 
  effect to a given power. Once a hit is made, the 
  player does not need to roll for the continuing effect 
  on the following phases. For Continuous and 
  Tapering it must be a power that does not naturally 
  have a duration and does not offer it as a 
  subcategory. Boost is only for powers that do offer a 
  duration and if it is a subcategory, the player must 
  have purchased the portion. All duration effects must 
  have a way to dispel or cancel the effects that is 
  reasonably common and should be somewhat 
  obvious. 
   
  For a continuing Fire Blast, the player would roll to hit. 
  If successful, the target would take normal damage 
  that phase and would continue to take damage as 
  specified by the type of duration or until the player 
  could stop, drop and roll to put himself out. 
   
  Boost: This modifier will give the power even a 
  longer duration. For every level of Boost the 
  powers duration will be increased by that 
  multiple. 
   
  4 Levels of Boost will increase the duration by x5. 
   
   
  Cost: 1 PP level of Boost per 4 OCP 
  END: +2 Points per Boost level. 
   
  Continuous: With this version, the player has 
  direct control over the powers duration. It turns 
  off when he turns it off. Apply all effects each 
  round at the same intensity. If the target dispels 
  the power then the player will need to score 
  another hit to affect the player any further. 
   
  Cost: 1:OCP 
  END: Original cost every phase. 
   
  Tapering: This modifier will cause a power to 
  continue it effects on a target at a diminishing 
  rate. The power in question will diminish at 1 
  level of effect per phase. Depending on how the 
  player’s armor works this effect may or may not 
  have to deal with the armor each phase. It will 
  depend on the situation and the Judge’s decision. 
  In addition, the player cannot turn off the effect 
  once in motion. It will have to run it’s course 
  unless someone can dispel the effect. 
   
  A 6d6 SD Wounding attack would do 6d6 on the 
  initial attack. The player could then focus on another 
  action the next phase and the target would take 5d6. 
  The target could kill the player in the next phase and 
  would still take 4d6 SD. And unless he manages to 
  dispel the effect, he will take 3d6 SD the next phase, 
  then 2d6 SD and finally 1d6. 
   
   
  Cost: 1:OCP 
   
  END: x2 Normal Cost 
   
   
   
  Effect Group 
  This limitation causes your power to only effect 
  certain power sources. It's an extremely logical 
  modifier for many powers. A good example would be 
  an EMP burst that would only effect technology. If 
  your power is used on any group other then the ones 
  specified, there would be no effect. If you purchase 
  more then one group per power, add the number 
  before the OCP to get your modified cost. Thus, if you 
  were to purchase magic and undead it would cost 
  you: -1:5 OCP. 
   
  Undead: Only effects creatures that are soulless 
  or have their soul detached from The Gaia. 
   
  Cost: -1:2 OCP 
   
  Magic: Only effects beings, powers or items 
  
  STUDiO187: Power Core 
   
  Page - 72 
  using mana as a power source. As for magic 
  using people this requirement is not to include 
  spell casters only true mages. 
   
  Cost: -1:3 OCP 
   
  Technology: Only effects objects that rely on 
  machinery or electronic equipment. Like robots, 
  cybernetics, computers, vehicles and the like. 
   
  Cost: -1:4 OCP 
   
  Inorganics: Only effects non-living tissue. The 
  only thing this power will not work on is living 
  tissue. This includes all forms of self-duplicating, 
  sustenance 
  dependant 
  organisms. 
  These 
  materials will also include those that were once 
  alive. 
   
  An Oak table would be fine as would an ivory 
  necklace. Even a sheet of paper could not be 
  effected. 
   
  Cost: -1:5 OCP 
   
  Elementals: Only affects the race of creatures 
  known as elementals or items using elemental 
  essence. 
   
  Cost: -1:2 OCP 
   
  Psionics: Only works on powers, creatures and 
  items of a psionic nature. 
   
  Cost: -1:3 OCP 
   
  Sin: Only works on powers, creatures and items 
  that use Sin as there power source. 
   
  Cost: -1:2 OCP 
   
  Virtue: Only works on powers, creatures and 
  items that use Sin as there power source. 
   
  Cost: -1:2 OCP 
   
   
   
  Endurance Dial 
  This modifier covers all types of endurance 
  adjustments. 
   
  Double Cost: This causes the power to use 
  twice the normal endurance cost. 
   
  Cost: -1:2 Endurance Cost. 
   
  Half Cost: Causes the power to use 1/2 normal 
  endurance. 
   
  Cost: +1:4 Endurance cost 
   
  No Cost: Causes the power to use no 
  endurance. 
   
   
  Cost: +1:2 Endurance cost 
   
  Required: Causes a power that has normally 
  has no Endurance cost to use Endurance. 
  Calculate the cost as per normal. 
   
  Cost: -1:3 Endurance cost 
   
   
   
  Extension 
  The player is able to extend his power to others. This 
  can be done one of two ways. 
   
  Assimilate: The player is able to cause a power 
  that normally only affects him to affect a target. 
  The player pays the endurance and has full 
  control over the power. If the power is an attack 
  then the Target must be allowed to evade even if 
  he wouldn't really see it (like teleport or shifting).
   
  Cost: +1:3 OCP 
  END: x2 Normal 
   
  Lend: The player is able to lend the power to a 
  target to use. The target has full control of the 
  power and must pay the endurance cost for the 
  power. The player cannot use this power while 
  he is lending it to the target but he may take it 
  back whenever he wishes. 
   
  So, if Tom gives Bill the power of flight then Tom can 
  watch Bill from the ground because he will not be 
  able to fly so long as Tom has the power. Bill could 
  take the power back while Tom was at about 50' 
  causing him to fall to his death but Bill's a nice guy he 
  lets Tom land before taking back his power. 
   
   
  Cost: 1:4 OCP 
   
   
   
  Focus 
  
  STUDiO187: Power Core 
   
  Page - 73 
  When making a focus, the player creates an 
  empowered item. If the player looses the item he also 
  looses those powers until the item is regained or 
  replaced. Foci are divided into two types: Grabbable 
  and Attached. A Grabbable Focus may be taken 
  away from the player with a disarm maneuver or a 
  grapple – item maneuver. An Attached Focus may be 
  removed from a non-resisting player (unconscious, 
  cooperating, etc.) in one Round. If removing the 
  Focus would cause the player any Damage (a 
  cybernetic eye, metal skeleton, etc.), then the Focus 
  Modifier should not be taken. 
   
  Cost: 
  • 
  -1:2 OCP for a grabbable Focus 
  • 
  -1:4 OCP for an Attached Focus. 
   
   
   
  Gestures 
  This requirement causes a player to have to perform 
  a task of some sort to cause the power to work. This 
  could be hand motions, spoken phrases, stomping 
  his foot on the ground, spinning around, whatever. 
  The player will only receive the modifier for the first 
  and second gesture he applies to the power. The 
  gestures must be performed one phase before the 
  power kicks in. If the player is struck and damaged 
  before the power goes off then it will be disrupted and 
  will not occur. The player may also option to require 
  that the gesture be maintained during the duration of 
  the power. This may only be added if the power has 
  an extended duration (longer then 1 phase). If the 
  player is unable to perform the gesture then he will 
  not be able to use the power. 
    
  Cost: 
  • 
  -1:5 OCP 
  • 
  -1 OCP for a second gesture 
  • 
  -1 OCP for duration option 
   
   
   
  Hardened 
  This is a counter measure for Defense Piercing 
  attacks. If the player's Defense is hardened and he is 
  struck by a Defense Piercing attack, he will totally 
  ignore the Piercing modifier. If it is an Ignoring attack, 
  the player may be able to gain half defense value, 
  depending on the type of attack. This is a Judge's 
  call. 
   
  Cost: +1:3 OCP. 
   
   
   
  Humanity Loss 
  This modifier causes the power to either cost the 
  player humanity to use or to cause a target to lose 
  humanity when affected by it. 
   
  Cost: Every time the player uses the power he 
  will lose humanity. The player will lose 1 point of 
  humanity per OCP. This humanity is recovered at 
  the rate equal to the player’s presence per day. 
   
  Cost: -1:3 OCP 
   
  Cause: When this power is used on a target it 
  will be delivered with such horror or pain (or 
  both!) that the target will lose 1 point of humanity 
  per OCP. This humanity is recovered at the rate 
  equal to the player’s Presence per day. 
   
  Cost: +1:2 OCP 
   
   
  Indirect 
  Indirect allows a Power to ignore intervening barriers 
  between the player 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 player to the target. The target 
  will get his normal DV against this attack but will be at 
  a –2 to DV if he is unaware that the player can 
  perform this trick. Generally, Indirect Powers always 
  originate in a certain location in relation to the player, 
  and must always target away from the player. For 
  additional cost, the location of this point of origin may 
  vary. 
   
  Cost: 
  • 
  1:4 OCP for a fixed point of origin 
  • 
  -1 OCP for variable distance from the player. 
  END: No extra 
   
   
   
  Knockback Dial 
  This dial modifies a wounding attacks knockback 
  effect. 
   
  Double: This is for high impact powers that do 
  damage with a wholop of a punch. Double the 
  knockback effect. 
  
  STUDiO187: Power Core 
   
  Page - 74 
   
  Sonic attacks, explosions, Accelerated Kinetic Punch. 
   
  Cost: 
  • 
  +1:4 OCP 
  • 
  –1 OCP per additional x2 
   
  Half: This is for low impact powers that do 
  damage that have little punch. Halve the 
  knockback effect. 
   
  Lasers, light sabers, or slasher rounds.   
   
  Cost: -1:4 OCP 
   
  Zero: This is for powers that do non-impact 
  damage. There will be no knockback effect for 
  the attack. 
   
  Acid, Microwave Laser, Phaser, Ghost Blade. 
   
  Cost: -1:3 OCP 
   
   
   
  Link 
  Let's say you want to join two powers together like 
  maybe an Attack Blast and a power drain. There are 
  two ways to do this. You can fuse two powers 
  together or assign a secondary effect to another 
  power. 
   
  Fuse: By using this option you can cause two 
  separate powers to activate at once. In addition, 
  you will not be penalized for using both 
  maneuvers. They will be treated as one power. If 
  it's an attack, only one to-hit roll will be needed. 
   
  Cost: 
  • 
  +1 PP if the two powers must always be 
  attached. 
  • 
  +2 PP if they can still be used 
  separately. 
  END: Both powers normal end cost. 
   
  Secondary Effect: With this modifier, you may 
  link a second power effect to an existing power. 
  In this process the first effect must succeed for 
  the second effect to occur. This means, 
  penetrating any defenses against the first effect. 
  No roll to hit will be necessary for the second 
  effect to occur and any defenses penetrated by 
  the first effect will not be used against the second 
  effect. You can use any two effects, but the effect 
  of the modified power always goes second. It is 
  up to JUDGE if you will be allowed to use the two 
  powers separately or if they must always be used 
  together. It would seem to more fair to allow the 
  separate use being that the player is paying so 
  many extra points for the link. 
   
  Cost: +1:4 OCP of modified power. 
  END: End cost of the two powers plus 1. 
   
   
   
  Natural 
  This adder causes a power to become part of the 
  player's natural makeup. It is no longer treated as a 
  power but as a natural ability. This is important for 
  Adjustment purposes. Anyone trying to adjust the 
  player's power will have a difficult time. If the target 
  has "stats" or if he has "all powers and stats” for his 
  adjustment he might be able to affect the power but 
  this is up to the Judge. Claws would be kind of hard 
  to transfer from a tiger, as would wings from an 
  Angelic. This modifier should only be used for certain 
  powers. Psionic powers cannot receive this modifier 
  due to the way in which they work. Magic powers are 
  also quite hard to explain as natural. It is mostly for 
  powers that are physical in nature.  
   
  Cost: +1 PP per power. 
   
   
   
  Permanent 
  By placing this modifier on a power, the player is able 
  to cause the effects of his power to last until a certain 
  condition is met. Judges should approve the use of 
  this modifier before the player even thinks about 
  buying it because it can be abused readily. 
  Choose from the nodes below to determine the 
  condition and cost of this modifier. The target cannot 
  begin to recover from the effect until the situation 
  occurs. Judges should remember that the player 
  would not necessarily know how to undo the effects. 
  The use of a healer with Diagnose might be 
  necessary. The power Healing can undo the effects 
  regardless of the needed material or situation but the 
  difficulty goes up by 4 points per level of 
  commonness. 
   
  Very Common: This would be a very common 
  situation that could happen anywhere or anytime.
   
  Examples would include: water, sunshine, shadows, 
  dirt, fire, and common over the counter drugs. 
  
  STUDiO187: Power Core 
   
  Page - 75 
   
   
  Cost: +1:OCP 
   
  Rare: These situations are not as commonplace 
  but are also not too hard to come by with a little 
  effort. 
   
  Examples would include: magical healing, exposure 
  to radiation, illegal or prescription drug, expensive or 
  rare material like diamonds or uranium. 
   
   
  Cost: +2:OCP 
   
  Unique: This is the most devastating form of 
  permanency and is the hardest to cure. The 
  player will specify a very specific ritual, material 
  or condition that needs to occur before the 
  effects will be lifted. These can be very difficult 
  but not impossible to come. If it is an event then it 
  must be relatively soon (within a year or two) or 
  this modifier will become too unbalancing. 
   
  Examples would include: A ritual that can only be 
  found in an ancient book, sprinkling moon (Luna) 
  rock on the effected area, the willing nuptials of a 
  virgin, kiss from a princess. 
   
   
  Cost: +3:OCP 
   
   
   
  Persistent 
  This modifier will cause a power to attack a certain 
  number of times before fizzling out. The player only 
  needs to make the initial attack. If this initial attack is 
  missed then every phase afterward the power will 
  continue to attack the target until it hits. This will 
  continue until the number of purchased attacks is 
  reached. Once the attack hits it will then cease to 
  attack again and again (it only hit one time). The 
  power will then fizzle out or land in the dirt. The 
  player will not need to pay any attention to the power 
  nor will he spend any additional endurance for the 
  subsequent rounds. The power is not smart and it will 
  have to make slightly wide turns, so should the target 
  shut a door behind him or turn down a tight corridor 
  then the power will crash into the obstacle. Imagine a 
  heat-seeking missile. 
   
  Homing: A more deadly version of Persistent. 
  The power in question not only attacks the same 
  target every round but it improves its chances of 
  hitting each subsequent phase. Every time it 
  misses it will add 1 to the next roll and this is a 
  cumulative effect. 
   
  Cost: -1 from the OCP of the cost. 
   
  Raw Dog's murder balls do 4d6 KD and are 
  Persistent for 3 Attacks. This would normally cost him 
  4 extra points (+4 PP per 4 OCP = 1 PP per OCP) but 
  by adding homing the cost becomes +8 (+4 PP per 3 
  OCP). In this case he would be better off lowering the 
  damage to 3d6 KD or raising it 5d6 KD. This may 
  sound expensive but the ball will attack for 4 phases 
  (unless it hits sooner) and will get a +1 the next phase 
  every time it misses. So, by the 4th phase the ball will 
  be at +4 to hit. 
   
  Cost: +1:4 OCP per attack 
   
   
   
  Piercing 
  This is a modifier that allows a power effect that cuts 
  through the target's defenses. There are many 
  different forms of piercing effects and they include all 
  forms of defense. The type of piercing is based on 
  the type of effect. Thus, for an attack blast, the 
  piercing attack would be anti-armor and or anti-stun 
  defense (PD or ED). But for a muting attack it would 
  be Mute defense. See the examples below to better 
  understand how this works. 
   
  Armor Piercing: By adding this modifier, the 
  player is able to 1/2 the targets KD or EKD with 
  his attack. 
   
  This type of effect is for things like Teflon bullets, 
  plasma rounds, master craftsman arrowheads or a 
  master blade. 
   
  Cost: +1:2 OCP 
   
  Armor Ignoring: A very rare form of attack 
  usually occurs as supernatural attacks but could 
  also be the result of chemical or biological 
  weaponry. You must devise a plausible attack 
  form to justify this form of modifier and one 
  common form of defense that it will have no 
  effect against. Some examples are as follows. 
  Lord Paradox is a time manipulator who has a 
  temporal attack blast. The only defense is 
  longevity (and of course immortality). The Wraith 
  has the Hand of Death (a sole sucking touch). He 
  must, however, touch bare skin to bare skin. A 
  thin piece of cloth will stop his attack, but if the 
  player’s armor is really his skin (even organic 
  
  STUDiO187: Power Core 
   
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  steel) he’ll be in for a big surprise. The Human 
  Dynamo use electricity and his attack blast is 
  stopped by and non-conductive armor, like 
  ceramic or Plaston. A gas attack is of course 
  stopped by a gas mask or not needing to 
  breathe. No knockback goes well with this 
  modifier. 
   
  Cost: +1:1 OCP for No KD or No EKD 
   
  Stun Piercing: This effect halves PD or ED. 
  Often found modifying martial art maneuvers, 
  stun pistols, police quality stun batons, maybe a 
  sonic attack blast or perhaps a crushing 
  telekinesis effect. 
   
  Cost: +1:4 OCP for PD or ED 
   
  Stun Ignoring: This attack ignores PD or ED. 
  Just as rare as armor ignoring, stun ignoring 
  attacks must be well thought out and must have 
  a common defense that will stop it all together. 
  Here are a few examples. Touch mastery (exotic 
  martial arts maneuvers often involving Chi) 
  whose defense could be any type of armor. 
  Knockout gas whose defense would be not 
  having to breathe or self contained breathing. 
  Again, a sonic attack whose defense would be 
  any form of sound defense like level dampers. 
   
  Cost: +1:2 OCP for No PD or ED. 
   
  Defense Piercing: It's kind of hard to explain 
  how this modifier differs from the normal type of 
  attack it's modifying. Let's just say, you spent the 
  points on it; it's a more powerful version. For 
  Mute it may be that you are using a radioactive 
  burst of light or if you are doing a mind control, 
  perhaps your psionic signature is advanced. At 
  any rate, the type of defense it affects is based 
  on the type of attack it's modifying. This modifier 
  can be attached to any attack that has Defense 
  power for it other then PD and ED and will cut 
  that defense value in half. 
   
  Cost: +1:2 OCP 
   
  Defense Ignoring: Just like defense piercing 
  except the target will receive no defense value 
  verses the attack. Again, any form of ignoring 
  attack must have a common defense type. For a 
  muting ignoring attack, a pair of reflective 
  sunglasses might do the trick. For power drain, 
  skin-to-skin might be the way to go. 
   
  Cost: +1:1 OCP 
   
   
   
  Power Requirement 
  The player must choose a power that must be used
  to use this power. The power in question can be 
  required to be used the previous phase, the same 
  phase or during it’s duration. It doesn’t matter cost 
  wise. 
   
  Cost: -1:3 OCP 
   
   
   
  Range Dial 
  This modifier will cover all forms of range 
  modifications for powers. 
   
  Add: Causes powers that normally have no 
  range to have range. Calculate range as per 
  Wounding. 
   
  Cost: +1:3 OCP 
   
  Degenerative: This causes ranged powers that 
  do not normally degenerate over ranged 
  distances to drop by 1 Power level per hex. 
   
  Cost: -1:3 OCP 
   
  Double Modifier: The player will double all 
  range modifiers to hit his target. 
   
  Cost: +1:4 OCP 
   
  Half Range: By adding this modifier to a power 
  that normally has range, the power will lose half 
  of effective range. 
   
  Cost: -1:4 OCP 
   
  Increased Range: By adding this modifier to a 
  power that normally has range, the power will 
  have 5 times its effective range. 
   
  Cost: +1:4 OCP per multiple 
   
  To increase range by x10, the player will pay +2 PP 
  per 4 OCP or +1 PP per 2 OCP.  
   
  No Modifier: The player will have no range 
  modifier to hit his target. 
   
  
  STUDiO187: Power Core 
   
  Page - 77 
  Cost: +1:4 OCP 
   
  No Range: By adding this modifier to a power 
  that normally has range, the power will become a 
  touch only power. 
   
  Cost: -1:3 OCP 
   
   
   
  Refresh 
  This requirement will cause the player to have to 
  perform a task each time he wishes to use the power. 
  This task shall take at lease 1 Round (12 seconds). 
  Once the task has been performed he may use the 
  power at any time but once used he must perform the 
  task to use the power again. 
   
  Cost: -1:2 
   
   
   
  Situation 
  Some powers work better, worse and even not at all 
  when in the presence of certain conditions. Each of 
  these situations must be very specific, somewhat rare 
  and only one situation per power. This modifier is 
  provided to cover anything the other requirement 
  modifiers left out so if there is another modifier that 
  fits the bill better, use that one. Also, the power will 
  use its regular endurance cost before the modifier. 
   
  Some examples would include: During a powerful 
  storm, Temperature over 1000 F or below 00 F, Player 
  under extreme stress, player at death's door, etc. Not 
  stuff like, when the wind blows, after a meal or in the 
  presence of music. 
   
  Double: The power works at twice the power 
  level during the situation. 
   
  Cost: +1:4 OCP 
   
  Half: The power will work at half the power level 
  during the situation. 
   
  Cost: -1:4 OCP 
   
  Null: The power will not work during these 
  conditions. 
   
  Cost: -1:3 OCP 
   
  Only: The power will only work during these 
  conditions. 
   
  Cost: -1:2 OCP 
   
   
  Sticky 
  This is an addition to any power with a duration. 
  Anyone who comes into contact with the power effect 
  will suffer the effects as well for the rest of the 
  duration as though they had been targeted. 
   
  Aggressive: The power is exceptionally viscous 
  because it will jump out and strike at anyone who 
  comes within its reach. Any target that comes 
  within the reach of the effect must evade Vs the 
  original AV of the attack. 
   
  Cost: +1:OCP per hex of range. This is added to 
  the Sticky modifier. 
   
  Dark Lord Golgotha has a Living Fire elixir. He hurls it 
  at the center of the room. It explodes for an area 
  effect of 4d6 KD in one hex. It has a Tapering 
  Duration, Sticky and Aggressive Level 2. This means 
  that if anyone comes within 2 hexes of the hex the fire 
  occupies, the fire will reach out and set him ablaze. 
  The target must dodge an AV equal to the original 
  throw to avoid a roasting. For the Sticky portion of the 
  power it will cost 3 PP per 4 OCP (2+1 per 4 OCP) of 
  the power. So 8 OCP would cost the player an 
  additional 6 PP. 
   
  Cost: 1:4 OCP 
   
   
   
  Temporary 
  This modifier causes powers that are normally 
  constant to become non-constant. The player needs 
  to activate them each phase and must pay 
  endurance each phase as well. 
   
  Cost: -1:3 OCP 
   
   
   
  Time Dial 
  These modifiers affect the time aspect of powers. It 
  can be anything from causing powers to take longer 
  then usual to being able to delay their effects. 
   
  Trigger: Trigger allows the player to set up a 
  Power that will go off when a given circumstance 
  occurs. This circumstance cannot depend on any 
  
  STUDiO187: Power Core 
   
  Page - 78 
  senses the player does not possess. The trigger 
  could be a switch or a tripwire or even at a certain 
  time. Endurance costs are paid when the player 
  sets the Power. The Trigger may he spotted with 
  Perception rolls, unless the Power also has the 
  Invisible Modifier. 
   
  Fixed: The player must decide on the trigger 
  effect when this modifier is purchased and 
  cannot change it later. 
   
  Cost: +1:5 OCP 
   
  Flexible: The player may choose a different 
  triggering effect every time he uses it. 
   
  Cost: +1:3 OCP 
   
  END: No extra 
   
  Warm-up: This modifier causes a power to have 
  to warm-up before it can be used. This can either 
  be for the first use per scene or per use. 
   
  Switch: The power has to be switched on to 
  be used and requires a warm-up period 
  before it can be used. It takes one phase to 
  turn the power on. The amount of time it 
  takes to warm up is based on the time chart 
  and is determined by the player. 
   
  Cost: 
  • 
  -1:5 OCP for 1 phase warm-up 
  • 
  -1 OCP per extra phase of warm-up time 
  up to a maximum of 3 additional phases 
  (-1:2 OCP maximum) 
   
  Constant: There is no “switch on” phase but 
  the player must warm the power up each 
  time he wishes to use it. 
   
  Cost: 
  • 
  -1:4 OCP for a 1 phase warm-up 
  • 
  -1 OCP per additional warm-up phase 
  up to 2 additional phases (-1:2 OCP 
  maximum) 
   
   
   
  Time Requirement 
  The power will only work at a certain time. If that time 
  should pass then the power will instantly shut down. 
   
  Cost: 
  • 
  1:4 OCP 
  Common Time Event 
  Day or Night, Months with an R, Even or Odd Years 
  • 
  1:3 OCP 
  Restricted Time Event 
  Certain Hour, Dusk and Dawn, Certain Season 
  • 
  1:2 OCP 
  Specific Time Event 
  During Solstice, During Solar or Lunar Eclipse 
   
   
   
  Visibility Dial 
  Some powers have a normally visible effect while 
  others have a normally invisible effect. This modifier 
  will allow the player to adjust several variables along 
  this theme. If a power is visible it means that it can be 
  detected by at least two (usually three) senses. 
   
  Exuberant: This causes a power to be extra 
  powerful when it comes to its appearance. 
  Whether it's really loud or very bright or has a 
  powerful smell associated with it. 
   
  Cost: -1:5 OCP 
   
  Invisible: This modifier causes a power that 
  would normally have a visible effect to not have 
  that effect. This can be to one or all senses. 
   
  Cost: 
  • 
  +1:4 OCP 
  • 
  -2 OCP to beat Detection 
   
  Visible: This modifier causes a power that is 
  normally invisible to become visible. This can be 
  to two or more senses. 
   
  Cost: -1:4 OCP 
   
   
  
  STUDiO187: Power Core 
   
  Page - 79 
  Item Designer Plug-in 
  This section will help players design items more 
  realistically. It will reflect the cost and properties of 
  items of power with a much better degree of 
  efficiency. This is an additional plug-in and by no 
  means needs to be used for creating powered items. 
  If the campaign is lightning fast Kung-Fu action thriller 
  style then this option may cause the game to become 
  too heavy. Players should however experiment with it 
  before making that decision because the item 
  designer has been developed to give a true feel to the 
  items and gives more of a cyber punk feel. 
   
  Cybernetics has not been taken into account for this 
  plug-in because sufficient rules exist in the main body 
  to create them. Players who wish to use cybernetics 
  as their powers may wish to read Hell's Cookbook 
  (coming) for more information on how cybernetics 
  and powers work together. 
   
  Getting Started 
  First of all, we are going to work with option points 
  instead of power points. This is for two reasons. The 
  first is that it helps separate super beings from those 
  who wield super items. The second reason is that it 
  gives us more room to play with the numbers. 
   
  The player must choose what type of item he is 
  working with. Is it technology, magic or organic? It has 
  no bearing on the cost but will have everything to do 
  with developing the item itself, not to mention game 
  play elements. The item must be something that can 
  be taken away from him. Even if you have to knock 
  him out to do it. But it should not involve any skill nor 
  should it take longer then a few minuets. If the item 
  does not fit these criteria then it is a power not an 
  item. 
   
  If a player is making an item that already exists then 
  he must use that item as a base for creation. He will 
  then modify it to fit the item he wants. Thus, all of the 
  stats of that item come with the item as a starting 
  point. The player can then fuse extra stuff into them 
  with the Item Designer. Design costs should never be 
  calculated for the original item, the player will get the 
  original item the same way he did the first time (like 
  buying it from the store of stealing a new one). 
   
  John is playing Qul Teh an inter-dimensional warrior 
  who came to Earth several years ago. Qul Teh has a 
  mystical broad sword whose blade is made of 
  entropy. John will have to start with the broad swords 
  stats and then modify from there. Thus, the sword will 
  have a minimum strength of 5 to wield it. John could 
  give the sword +2 strength so that anyone could wield
  it with a minimum strength of 3 and his damage 
  would be 1KD higher. 
   
  If an item can shift into another item then you must 
  account for those items stats at that time. For the best 
  example of this see Sir Bryant, in the Solo's plug-in in 
  the Sons of Fuzion section. 
   
  If an item has duel purposes and is really two items in 
  one then the player should design the items 
  separately and then give himself 25% back on each 
  item when they are linked together. This is assuming 
  that they cannot work apart from one another. If the 
  player can take them apart and use them separately 
  then he will not receive the 25% on either item. If one 
  item will still work without the other then give him 25% 
  back on the item that will not. This is very important 
  when creating powered armor. The player needs to 
  purchase the armor separate from everything else 
  due to differing damage and repair rules. Each 
  system should also be bought separately so that 
  different systems can be taken out rather then the 
  whole suit at once. 
   
  If players whish to use this system for designing 
  mecha it will work with some tweaking but it is not the 
  ideal choice. Bubble Gum Crisis, Mekton and the 
  hoards of Plug-in on the net should provide you with a 
  more efficient system. This engine is mostly for 
  Psionic, magic, techno organic and Super tech items.
   
  This engine is for use by starting players and Judges 
  and is especially handy for players with the ability to 
  create the item that they are about to design. A player 
  can not just make this item because he has the 
  points. If he has the skills necessary, the time to 
  invest and the resources available then by all means 
  go to it. But if he does not have these three elements 
  then he is going to have to find someone who does. 
   
  Players should only use this engine for designing their 
  own specialized weapons or for modifying their 
  existing ones. If it is an item that they can buy then 
  they should buy it. If it gets lost, they can just buy 
  another one. 
   
   
   
  Magic 
  Everybody loves magic items. And hey, why not? You 
  can give them as rewards for services and they make 
  great treasure. Plus, it looks cool when you whip out 
  your flaming sword and wade through a sea of 
  
  STUDiO187: Power Core 
   
  Page - 80 
  zombies. There's nothing better then a promise of 
  good magic items to get a party of people to risk life 
  and limb to complete your adventure. As for Judges, 
  it is double reward to have an item generator. Not 
  only can you entice players with magic items you 
  have made up but using this plug-in you can convert 
  modules much more easily. 
   
   
   
  Technology 
  Technological items are the most common form of 
  powered 
  items 
  that 
  can 
  be 
  found. 
  Slight 
  advancements in technology are all over the place. 
  With corporations being able to field-test their new 
  toys without much fallout from the police and 
  corporations they are able to advance much more 
  quickly then ever before. So, killing an Arasaka agent 
  who has wandered into the wrong section of the 
  combat zone could easily explain where you got that 
  cool rifle that fires balls of plasma. This will also give 
  the Judge the ability to explain why the cops and 
  military aren't just rolled over by the SPBs. Mecha 
  and Road Strikes fit this category and you can make 
  them using this system but it is not designed to that 
  end. They do exist in the Dark Millennium (hell, 
  they're all over the place) but this is not the best 
  designer to develop them. See Hells Cookbook for 
  more in-depth information on how Mecha play a part 
  in the world. 
   
   
   
  Organic 
  This is the rarest form of item that a player can 
  acquire but it does exist. Many corporations have 
  been working on new life forms genetically created to 
  fit specific needs. In addition, many of the "powered" 
  life forms have been summoned from other 
  dimensions and some have been animated by 
  sorcerers. Whether the organic is technological, alien 
  or magical in nature it will still be considered organic 
  for purposes of effect. Thus, if it is destroyed, it is 
  dead. 
   
   
   
  Make It 
  Now that you have chosen what the item is, you must 
  choose what it can do. Create the item as you would 
  a power. You can choose any power or modifier 
  except Focus. That will be handled here. That 
  modifier is for people who do not wish to use the item 
  generator for their item. Also, you will not convert to 
  Option Points until the next stage; so don't worry 
  about that yet. Just spend normally and then total up 
  your points for the next stage. 
   
  Statistics: Remember to take into account stat 
  requirements and additions. The player can add 
  1 statistic level per 2 PP. There is no maximum 
  but the Judge must (as always) approve these 
  levels so that they will fit within his campaign. 
   
  Cost: +2 PP per statistic point increase. 
   
  Skills: Items can also have skills built into them. 
  Skills cost 1 power point per level. This sounds 
  expensive but this level will add to the players 
  level no matter how high it goes. Not only that, 
  but it will add to anyone who picks it up. 
   
  Cost: +1 PP per level increase. 
   
   
   
  Endurance/Ammo 
  Some items use endurance while others do not. If an 
  item has charges and uses no endurance then it is 
  assumed that the charges are also the items 
  endurance. 
   
  Actor: The item feeds off of the Actors 
  endurance when used. Whatever power is 
  utilized each phase the Actor must pay that 
  power END cost from his own endurance supply.
   
  Ammo: If the item uses ammo for it’s power 
  source then use the Charges Modifier Power. 
   
  Battery: Use the Grouping Power Endurance 
  Battery to determine the items power supply. 
   
  None: The item requires no endurance to use. 
  The action may still cost endurance (like 
  swinging a sword, or firing a gun) but the items 
  powers will not cost anything. Use the power 
  modifier Endurance dial  
   
   
  Convert 
  Now convert the total power point cost into option 
  point cost. This is a straight conversion so do not 
  multiply. That's right, if the power cost is 15 PP, then 
  the item will only cost 15 Option Points or 3 Power 
  Points if you prefer. Wow, that's cheep! 
   
  Hold onto your panties, we aren't finished yet. There 
  
  STUDiO187: Power Core 
   
  Page - 81 
  are a lot of decisions you have yet to make which will 
  probably affect the cost. 
   
  The first item in the list will be the default value and 
  will have no cost. 
   
   
   
  Accessibility 
  How easy it for you toy to be taken, lost or dropped? 
   
  Grabble: The item is not attached to the body in 
  a way that it cannot be taken in one phase by 
  target. In extreme circumstances the item can be 
  jarred loose from the player and in the case of a 
  weapon, a target could disarm the player. 
   
  Attached: The item is attached to the player and 
  must be removed by a series of actions. 
   
  Locked: The item must be removed with a 
  cryptic series of actions, like a lock, 
  electronic code or chemical combination. 
   
  Cost: +25% on top of the attached cost. 
   
   
  Cost: +25% 
   
  Inconspicuous: The item in question does not 
  lead targets to believe that the item is source of 
  the players powers. The item will also not appear 
  to have any powers of it's own. This is not a 
  defense against True Sight or Detect. 
   
  Cost: +25% 
   
   
   
  Durability 
  Every item has Structural Damage Points and some 
  items have an Armor Value. 
   
  Armor: If the item is armor then don't buy an 
  armor value for it because it already has one. As 
  for SDP, armor can take 1 penetration per level 
  of SDP purchased before it is destroyed and 
  starts with one free. 
   
  Armor Value: For items that are not armor the 
  player can purchase an armor value for them. 
  For every level the player purchases the item will 
  gain KD (and EKD) equal to 1/5 of the items OCP 
  (in OPs). 
   
  Cost: +10% per level 
   
  SDP: Every item starts with an SDC of 5. Use this 
  number like hits. Stun only has half effect. For 
  every level purchased, the player will get an 
  additional 5 points of SDP. 
   
  Indestructible: The item is invincible to damage 
  of just about any kind. The player or Judge must 
  decide on a way (it can be very rare) that the item 
  can be destroyed. In the case of armor it would 
  mean that the armor could still be reduced to 
  zero protection but it could always be repaired. 
   
  Cost: +100% 
   
   
   
  Repair 
  When an item has been damaged it will cease to 
  function when it has taken more then half of it's SDP. 
  Armor, on the other hand, will no longer protect the 
  penetrated area (see Hell's Cookbook for new hit 
  locations.....coming soon). The damage adds up until 
  the item is fixed. Multiply cost to replace the item with 
  percentage of damage done (SDP or Penetrations) to 
  calculate the cost of repairs. 
   
  Self-Healing: The item is able to regenerate on 
  its own. It will heal 1/5 of its damage per day per 
  level. This will not continue after total destruction.
   
  Cost: +20% per level 
   
   
   
  Replacement 
  The player must decide how the item can be 
  replaced if it is lost, stolen or destroyed. 
   
  Irreplaceable: Cannot be replaced. If it is 
  destroyed it is gone forever. If it is lost or taken it 
  must be retrieved to regain it. 
   
  Time / Money: The player can use time and or 
  money to replace the item. This is to simulate 
  that he has to build a new one. The amount of 
  money is $100 per OCP for materials and the 
  time 1 day per OCP. The player can option to 
  convert the points to one or the other. The player 
  must have the ability to build the item himself. In 
  most cases, it means that he built the first one. 
   
  If the player wants it to take longer and cost less he 
  
  STUDiO187: Power Core 
   
  Page - 82 
  can convert some (or all) of the cost points into time. 
  So, if John's sword normally cost 10 points to make it 
  would cost him $1000 for materials and 10 days to 
  manufacturer. But, he shifts 8 of the money points to 
  time points. Now it will only cost $200 for materials 
  and will take him 18 days of work. 
   
  The player does not have to be the one re-
  building the item. It can reflect that he has a 
  friend or an organization that will do it for him. He 
  does not need to buy a contact and this person or 
  organization will always do it. The player can also 
  stock up on the items by spending the money 
  and or time. The player can halve these numbers 
  by doubling the cost. 
   
   
  Cost: 
  • 
  +10% if it is player 
  • 
  +25% if it is someone else 
   
  Task 
  The player may have to choose a task that he 
  must perform to gain a new item. This is a much 
  more vague cost basis and Judges may wish to 
  consider the repercussions of allowing their 
  players to choose this type of replacement. It 
  breaks down into three categories; simple, hard 
  and extreme. The player needs to develop this 
  task before game play. The difference between 
  Task and Irreplaceable is that the player knows 
  exactly where the item is, it will be the same 
  exact type of item and he will have full knowledge 
  of the dangers and will know all of the obstacles 
  before him. 
   
  Extreme: The player must do a task that 
  should take no less then 2 days of time per 
  OCP. Basically the same as Time / Money 
  but the payer must perform the task himself 
  and the task should involve danger and or 
  complexity. 
   
  Player has to journey to the underworld and pick from 
  the tree of swords, a long and dangerous trek. 
   
  The player must break into Militech laboratories or 
  their secret armory and steal a new one. 
   
  Hard: The player must perform a task of 
  difficulty. This should require that he perform 
  an expensive, lengthy or dangerous (a 
  human sacrifice) task. It should involve about 
  1 day per OCP of his time and should have 
  an element of danger or complexity. 
   
  Cost: +15% 
   
  Simple: The player has to perform a 
  relatively easy task to replace the item. 
  Perhaps he works for an organization that 
  issues them. The cost is only to reputation or 
  hassling. 
   
  YOU LOST ANOTHER ONE! I hope you know these 
  things don't grow on trees! I want a full report on how 
  you lost it. THEN, I want you to tell the commissioner 
  how your additional overtime efforts will help to repay 
  the costs to the corporation! 
   
  If the players are put in a position or place where the 
  player will not have access to the materials to replace 
  the item then he is shit out of luck. 
   
  If the party gets sent back to the Paleozoic Era then 
  rebuilding you laser gun is going to be a little tough 
  and this is exactly why items are cheaper. 
   
  Cost: +25% 
   
   
   
  Build It 
  Now you must add all of your percentages together 
  and add 100%. Then multiply that number by the 
  Item's OCP. This is your cost. This can be in Option 
  Points or you can convert it to Power Points, it's up to 
  you. If you convert it to Power Points then you must 
  round up so you may want to keep it Option Points. 
   
  To build the item the player must now spend money 
  and time along with using the proper facilities and 
  skills. If this is an item for a starting player then skip 
  this process. It is assumed that he already did all of 
  this or acquired it from someone who did. 
   
  Construction: The player must have the skills 
  necessary to adequately build the item. This will 
  be up to the Judge it will usually require at least 
  two skills. The Difficulty will be a competent roll + 
  Total Cost Points (in OP). This will be for each 
  part and the player may break the item up into 
  different components. A team of people could 
  work on the item together, each building a 
  different part. 
   
  If more then one-person works on a given part 
  then take the highest level of the group. For each 
  person who is equal to or within 1 level of that 
  person add 2 to the roll. For each person who is 
  
  STUDiO187: Power Core 
   
  Page - 83 
  at least half the level you may add 1. Below half 
  the level will not help at all in large groups. In a 
  small group (say 2-4 total) even those who have 
  no level may add 1 each but only for small 
  groups. This will keep players from hiring 200 
  retards to add to his roll. The Judge may also 
  lower the time required. For the extra people, 
  maybe he could divide the total time by the total 
  number of people working on the project if a 
  really good success is rolled. 
   
  Cost: The cost will be equal to the cost to 
  replace it x5. This is to reflect the research that 
  has to go into developing the original design. 
   
   
   
  Wrap Up 
  Well, there it is now you have your item and you know 
  what it can and cannot do and what it's going to take 
  to replace it if it ever gets lost or destroyed. 
   
   
   
  STUFF! 
  Here are a few items to get you started and to give 
  you some examples of how this works. Not finished 
  yet, sorry! 
   
  Kevlar: Not a new item but here is an alternative way 
  to use it. X-Tolerant – Ballistics. 
   
  Sword of Wounding:  
   
  Sword of Sharpness:  
   
  Symbiotic Suit:  
   
   
  
  STUDiO187: Power Core 
   
  Page - 84 
  Spell Design Engine Plug-in 
  This section is for players who wish to play players 
  who do not have magic cruising through their veins. 
  They rely ancient words, potions, rituals and 
  components to gain their effect. Unlike traditional 
  powers, spells do not cost any points. The player 
  must learn a skill for each spell he intends to cast. 
  The skill roll will be based on a difficulty set by the 
  power level of the spell. The beauty of this option is 
  that the player really has no inherent powers of his 
  own but can access them through his rituals. This 
  keeps power adjusters from fucking with you and 
  most corporations are not that interested in spell 
  casters. They would prefer the pure mages. 
   
  Anyone who wishes to cast or design spells must 
  learn Magic Theory. This skill will allow the player to 
  grasp the concept of how words, gestures and 
  components can warp reality. It allows the player to 
  visualize how imagination can overcome reality and 
  all that jazz. Basically, it keeps any smoo from 
  picking up a magic book and blowing up the world! 
  For every level in Magic Theory the player can design 
  and cast a spell with 2 Power Levels. 
   
  There are a few terms that need to be discussed 
  before we get ahead of ourselves. 
   
  Power Level (PL): This is equal to the power points 
  the spell would cost before any modifiers. 
   
  Intensity: This number is double the PL and will be 
  used as the base difficulty for most rolls. 
   
   
   
  Spell Construction 
  There are several steps a player has to follow when 
  creating a spell. The very first step is deciding what 
  the spell is going to do and how powerful it’s going to 
  be. The power level is very important because it is 
  going to determine just about everything about the 
  spell. The player then needs to modify the spell so 
  that it will cost zero or less points. This can be a 
  tough experience being that it may take a lot of 
  tweaking to get it to zero or less cost. The player will 
  do this by adding on modifiers until the power costs 0 
  PP or less (negative) per level. 
   
  Before you go off making spells you must first make 
  a Research - Magic roll with a difficulty to be 
  determined by the environment the player has to 
  work in. It will also take 1 day per point of difficulty to 
  research and generate the spell. The player can rush 
  it by 1 day per +1 to the difficulty. There is no roll 
  necessary to actually write the spell. If the player 
  makes the research roll then he has found all the 
  knowledge to correctly perform the task. The Judge 
  should make the difficulty roll in secrecy because the 
  player will not know the result of his hard work until 
  he successfully casts the spell. The player is 
  assumed to be level 1 in the spell upon completion. 
   
  This sounds worse then it actually is. Available 
  materials and assistants can modify this difficulty. The 
  sections below handle the different situations that will 
  modify the difficulty. 
   
  Impossible: This is the absolute worst condition 
  imaginable. He is constantly distracted with 
  people bugging him or he has to work a day job. 
  Maybe he is married and has a nagging wife (or 
  she has an overbearing husband) along with a 
  few brats. Or perhaps the player is out of his 
  environment like jail, another country or 
  dimension. He has to develop the spell during the 
  few minutes he gets to steal for himself in the 
  evening or whenever. 
   
  The difficulty is 2x the Intensity. 
   
  Normal: The majority of his time can be spent 
  constructing the spell and he has little in the way 
  of distractions. 
   
  The difficulty is 1.5x the Intensity. 
   
  Optimal: His distractions are none as he is the 
  master of his time and those who oppose this are 
  quickly remove from the equation. 
   
  The difficulty is equal to the Intensity. 
   
  If a player does not fit in any of these categories then 
  put him into the closest one. There are also a few 
  additional modifiers that will help the mage to create 
  his masterpieces. 
   
  Assistants: For each person who is equal to or 
  within 1 level of the mage add 2 to the roll. For 
  each person who is at least half the level you 
  may add 1. Below half the level will not help at all 
  in large groups. In a small group (say 2-4 total) 
  even those who have no level may add 1 each 
  but only for small groups. This will keep players 
  from hiring 200 water head retards to add to his 
  roll. The Judge may also lower the time required. 
  For the extra people, maybe he could divide the 
  total time by the total number of people working 
  
  STUDiO187: Power Core 
   
  Page - 85 
  on the project if a really good success is rolled. 
   
  Lab: If the player has access to a mage’s lab it 
  will help things along. First off, he will have a shit 
  load of components to play with and he will have 
  materials to test theories with.  
   
  Wow, what type of materials and what kind of tests? 
  Hey what about those cool components, what kind 
  would he have?  Look, I don’t have a fucking clue but 
  let’s suffice it to say that there is a lot of neat shit lying 
  around. Maybe some antigravity juice, some eye of 
  newt and a few dragon balls. 
   
  At any rate the lab helps a whole lot. The Judge 
  should rate the lab from 1-5. A 1 being a garage 
  with a bunch of occult books the player snagged 
  from the library (Magic for Dummies) along with 
  a few reprints of actual magic books or maybe 
  even one really good one. A three being an entire 
  floor of a good sized house with some gizmos on 
  tables and a bunch of zappy things along with a 
  bunch of nasty things in jars. A five would be a 
  mansion dedicated to being a lab. It would have 
  more of those zappy things and a few rooms of 
  jars with nasty stuff along with a dedicated library 
  of occult books and would probably have a few 
  creatures not found any where on earth skulking 
  around. 
   
  The player can subtract the lab value from the 
  PL before calculating the Intensity. 
   
  Mentor: A mentor is anyone who is at least three 
  levels above the student. A mentor can subtract 
  the difference between his teaching level and the 
  players Research – Magic level. The mentor 
  must be available and willing to devote a great 
  deal of time during the development of the spell. 
   
   
   
  Learning Spells 
  Once the player has created his spell he must learn 
  how to use it. As stated earlier, the player will 
  automatically gain level 1 in any spell he has 
  developed for no additional OP cost. Spell casting is 
  difficult at best and requires the player to spend some 
  extra time learning how to control it. Add 1 to the 
  existing level before calculating the cost in OP to go 
  to the next level. Judges may wish to add an extra 1 
  for very complex and particularly nasty spells. 
   
  Learning a new spell is far easier then making a new 
  one. The player merely needs to learn the skill for 
  casing the spell. 
   
   
   
  Casting Spells 
  Casting spells is done in the same manner as any 
  skill roll. If it is a targeting spell and the player misses 
  on an attack roll he will affect something else. A 
  missed fireball might hit a group of bystanders (Ribs 
  anyone!?) or it could  light up the entire hallway. In 
  some cases a failed roll will indicate a non-
  happening. The Judge should make this decision. 
   
  Fumble/Backlash: Some games like to cause 
  magical backlashes whenever a player fumbles 
  his roll. Fuck that. These are the heroes and that 
  shit doesn’t happen to them. BUT. If a player is 
  being abusive, stupid or is trying to cast a spell 
  right from the book (-3 right off the bat) then he 
  might fall pray to a backlash. 
   
  Dispelling: If a player has a similar spell to the 
  target (or the target’s effect ie. - Wall of Fire) then 
  he may attempt to dispel it. The player rolls 
  against the casters original success roll. If he 
  beats the roll then ‘poof’ it is dispelled. This can 
  also be done as a defense but a failure will 
  indicate an automatic hit. The spells must be very 
  close in nature. Differences in powers levels do 
  not make them different and modifiers usually 
  don’t make enough difference. If the player has 
  the lower power level he should be at a –1 per 
  PP to dispel the effect. If he is at a higher level 
  then he should be at a +1 per PP to dispel the 
  effect. Effects make all the difference in the 
  world, as do differing powers all together. Again, 
  Judges, this is your call. Dispelling will not work 
  against anything that cost the player or target 
  Power Points (real powers).  
   
   
   
  A Few For The Road 
  Here are a few samples of some cool spells we have 
  come up with. Feel free to make your own, modify 
  these or convert spells from other games. If you 
  make some cool stuff E-Mail the Studio and let us 
  know. If we like them, we’ll either link to your site from 
  our Dominion page or post them on ours. If we really 
  like them we’ll include them in the final release. 
   
  Web Wall: Entangle linked to Force Wall. 
   
  
  STUDiO187: Power Core 
   
  Page - 86 
  Hand of Horror: Wounding linked to Humanity 
  Attack. 
   
  
  STUDiO187: Power Core 
   
  Page - 87 
  Brain Power 
  This section is dedicated to rules regarding psionics 
  as powers, the implications there of and what else the 
  players should know. 
   
  From the Get-go! 
  Psionics are the most common form of power. Every 
  SPB and his brother is a psionic. Well, maybe not that 
  many but it is very common. Most cops are trained to 
  deal with psionics and have special equipment to 
  handle these freaks. It is quite common for people to 
  fear these individuals and corporations love to exploit 
  their abilities, so exposure is dangerous. Players must 
  be careful not to wind up on the cutting table. Finding 
  a job, however,  is never a problem. 
    
  What Makes it Psionic? 
  Psionics are paranormal abilities that get their juice 
  from the player’s brain. The unit of power has many 
  names and none of which is incorrect. The Chinese 
  call it Chi, while the Japanese call it Ki. The Asian 
  Indians call it Prana and the Jedi’s call it The Force. 
  For Power Core we are going to call it Flux. Dr. Chan 
  Lee has pioneered the study of psionic subjects for 
  the past ten years and is the fore most authority on 
  the subject. In Dark Millennium he was the scientist 
  who proved that this power existed. He also went on 
  to develop instruments and drugs to enhance, 
  dampen and control psionic abilities. 
   
  Flux is an energy that flows throughout all living 
  sentient beings entire bodies. The brain in the form of 
  thought controls the flow of Flux (Yes, the early brain 
  wave machines were measuring the manifestation of 
  Flux). Flux travels in very complex patterns and is 
  even more unique to a person then DNA. All thinking 
  creatures have Flux but few are able to access it in 
  the form of ‘powers’. Where do you draw the line? 
  The Judge will be the judge of that. The Judge may 
  wish to require players to purchase all psionics in a 
  psionic power pool but it is not necessary or required. 
  He may also require the Add – Psionic Potential or 
  the stat Psi. That is also not a requirement but a 
  possibility. If the Judge and the players wish to go this 
  route then allow players to have a maximum of 3 PP 
  per level of Psi or per Add – Psionic Potential per 
  power. 
   
   
   
  Attacking 
  Attacks come in all shapes and sizes. See the 
  individual powers for the rules on how to use psionics 
  on targets. As for wounding, a player does not have 
  to purchase the node Mental to have a psionic attack. 
  This will just mean that the player manifests the Flux 
  into energy before striking the target. The target will 
  use normal defenses rather then Resistance. 
   
  As for a base stat, there can be several. If the player 
  is doing a classical, stare at the guy, type attack then 
  use Will. If it’s a, point your finger, type of attack then 
  use Reflexes. 
   
  For skills that have a to-hit value, use the UP–Skill  + 
  die roll to deliver the attack otherwise use the power 
  level + skill level + the die roll. 
   
  Defending 
  All psionic attacks are defended with the derived stat 
  Resistance. The power Mental Defense in the original 
  rules is wacked out. If a player wants to be able to 
  resist mental powers better, then he needs to 
  purchase a higher Will or boost his Resistance. 
  Subtract the resistance directly from the Delivery. 
   
   
   
  Assigning 
  As with magic, almost any power can be psionic 
  ability. If a player is playing a psionic then he opens 
  the door to almost any power but he should stay 
  consistent with a theme. There are several types of 
  psionic pathways to choose from and players should 
  be encouraged but not forced to choose one upon 
  the generation of his player. 
   
  Bio-kinetics: This group trains in modifications 
  of the body. On a basic level, players will be able 
  to modify stats, increase healing and improve 
  their bodies’ performance. At the upper end of 
  the spectrum, players will be able to learn how to 
  morph their form, adjust targets stats, form armor 
  and the like. 
   
  This is Dark Millenniums official way to explain Chi. 
   
  Converts: This is a culmination of smaller 
  groups that concentrate their flux into other forms 
  of energy. Here are a few examples. 
   
  Cyrokinetics use Flux to remove or displace 
  heat in a given location causing the 
  temperature to drop (cold powers). 
   
  Pyrokinetics use Flux to induce heat into a 
  given location raising the heat. 
   
  
  STUDiO187: Power Core 
   
  Page - 88 
  Electrokinetics use Flux to generate 
  electricity and introduce it into an area. 
   
  Espers: This group is based on using the Flux to 
  enhance player’s perception. It will include 
  cognitive and perception powers. 
   
  Teeks: This group of training involves the many 
  uses of telekinesis. It can include ranged 
  manipulation, 
  flying, 
  ranged 
  punches, 
  knockback, force fields, force walls and any 
  other power that works with Kinetic energy. 
   
  Telepaths: This group of training involves 
  learning how to manipulate mental patterns and 
  includes telepathic communication, mind control 
  powers, illusions and any power that involves 
  manipulating mental patterns. 
   
   
   
  Psionic Items 
  Psionic items are fairly commonplace in Dark 
  Millennium. Several corporations have jumped onto 
  this technology and most government agencies have 
  found it necessary to develop psionic items for 
  national security. 
   
  Scramblers 
  Flux Scramblers scramble patterns above normal 
  levels. This will knock out super powered psionic 
  abilities but allow the target normal life function. 
  Anyone who has Top Secret clearance (government 
  or corporation) will undoubtedly have a flux scrambler 
  either as a cybernetic or a worn item. And any agent 
  or officer who might have to detain a Psionic will be 
  equipped with a Flux Scrambler built into their cuffs. 
   
  Use the Adjustment Power, Dampen to achieve this 
  result. Tag on the modifier Effect Group – Psionics. 
   
  Boosters 
  Psionic energy at this point in time is not very efficient. 
  Mankind has yet to fine-tune the pattern to eliminate 
  waste. Boosters are used to filter and condense the 
  pattern so that the psionic has more juice to work 
  with. More advanced boosters actually manipulate 
  the pattern for the player granting him abilities that he 
  does not possess otherwise. Powers that would 
  require a skill roll will still require that skill to use with 
  any form of efficiency. 
   
  Use the Adjustment Power Aid for these items. 
   
  Cortex Probes 
  This is the darkest path psionic technology has taken. 
  These hideous devices have just recently been 
  outlawed due to public outcry and the government’s 
  inability to keep up with corporate advancements (if 
  you can’t control it, outlaw it). The sentence for using 
  such a devise is extremely severe. 
   
  These devices are generally used to pry sensitive 
  information from individuals and are often used to 
  implant and/or wipe out memories from unfortunate 
  victims. For a short period of time courts were using 
  these devices to try and convict individuals without 
  having to have due process. Criminals stop giving up 
  and would often fight to the death knowing that if they 
  were caught they would be convicted for any and all 
  crimes they committed without any chance of beating 
  the rap. Riots became extremely sever with the 
  reprogramming efforts began in 2018 and the prison 
  system eliminated this procedure as part of it’s 
  mandatory treatment in 2023. It is, however, a good 
  option for inmates who wish to get out sooner.  
   
  Drugs 
  Drugs can be used to scramble and boost psionic 
  abilities as well. Drugs cannot be used to give a 
  player a certain power but can open the door for any 
  psionic power to develop. This is a way to explain a 
  player buying a psionic power with the Charges 
  Modifier – Internal. 
   
   
   
   
   
   
   
   
   
  
  STUDiO187: Power Core 
   
  Page - 89 
  Flash Sheets 
  This section is going to provide you with a ton of quick 
  reference information to make using this system 
  easier. 
   
  Out with the old, In with the new! 
  As you can already see we have changed the cost 
  system for power modifiers. This was done to keep 
  the system relative and to boost the convertibility. If, 
  however, you prefer the original Fuzion modifier cost 
  system then you can use the chart below to 
  determine cost and retribution. The first row is for the 
  ratio cost and the second row is the modification to 
  power cost. 
   
  1:4+ 
  1:3 
  1:2 
  1:1 
  2:1 
  3:1 
  4:1 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
   
  Power Calculator 
  We realize that the modifier cost can be a bit bulky, 
  so here is a quick calculation chart that should ease 
  the pain. The top row is for the modifier ratio and the 
  left column is for the original power cost. 
   
  Power 
  1:5 
  1:4 
  1:3 
  1:2 
  1:1 
  2:1 
  3:1 
  4:1 
  1 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  4 
  2 
  1 
  1 
  1 
  1 
  2 
  4 
  6 
  8 
  3 
  1 
  1 
  1 
  2 
  3 
  6 
  9 
  12 
  4 
  1 
  1 
  2 
  2 
  4 
  8 
  12 
  16 
  5 
  1 
  2 
  2 
  3 
  5 
  10 
  15 
  20 
  6 
  2 
  2 
  2 
  3 
  6 
  12 
  18 
  24 
  7 
  2 
  2 
  3 
  4 
  7 
  14 
  21 
  28 
  8 
  2 
  2 
  3 
  4 
  8 
  16 
  24 
  32 
  9 
  2 
  3 
  3 
  5 
  9 
  18 
  27 
  36 
  10 
  2 
  3 
  4 
  5 
  10 
  20 
  30 
  40 
  11 
  3 
  3 
  4 
  6 
  11 
  22 
  33 
  44 
  12 
  3 
  3 
  4 
  6 
  12 
  24 
  36 
  48 
  13 
  3 
  4 
  5 
  7 
  13 
  26 
  39 
  52 
  14 
  3 
  4 
  5 
  7 
  14 
  28 
  42 
  56 
  15 
  3 
  4 
  5 
  8 
  15 
  30 
  45 
  60 
  16 
  4 
  4 
  6 
  8 
  16 
  32 
  48 
  64 
  17 
  4 
  5 
  6 
  9 
  17 
  34 
  51 
  68 
  18 
  4 
  5 
  6 
  9 
  18 
  36 
  54 
  72 
  19 
  4 
  5 
  7 
  10 
  19 
  38 
  57 
  76 
  20 
  4 
  5 
  7 
  10 
  20 
  40 
  60 
  80 
   
  How ‘bout them Difficulties 
  The original Fuzion rules are geared towards a 3d6 
  based system rather then the d10 interlock setup. 
  While this system can be played as such we have 
  designed Power Core and the whole Dark Millennium 
  system around a d10 base. Why, you might wonder? 
  Well, for one, it puts less into the hands of chance. 
  With a smaller gap in the roll potential players will 
  feel those hard earned levels and those expensive 
  stats a lot better. And secondly, it makes transition 
  into the interlock system much easier. The difficulty 
  levels and respective numbers for a d10 based 
  system to be found in this text are not listed in the 
  Fuzion book so we made our own. The 3d6 based 
  numbers and the difficulty designations come from 
  the Fuzion Official rules. We also tweaked it down a 
  notch being that this is lower keyed environment. 
   
  Difficulty Designation 
  d10 
  3d6 
  Challenged 
  6 
  10 
  Everyday 
  9 
  14 
  Competent 
  12 
  18 
  Heroic 
  15 
  22 
  Incredible 
  18 
  26 
  Legendary 
  21 
  30 
  Super Heroic 
  24 
  34 
  Competently Super Heroic 
  27 
  38 
  Exceptionally Super Heroic 
  30 
  42 
  Incredibly Super Heroic 
  33 
  46 
  Legendary Super Heroic 
  36 
  50 
  Cosmic 
  39 
  54 
  Competently Cosmic 
  41 
  58 
  Exceptionally Cosmic 
  44 
  62 
  Incredibly Cosmic 
  47 
  66 
  Legendary Cosmic (Fucking Impossible) 
  50 
  70 
   
   
   
   
   
  
  STUDiO187: Power Core 
   
  Page - 90 
  Keep an eye out because in the next few weeks the final full release of Power Core will be up. Again, we 
  apologize for the delays but we think you can now understand why! 
   
  We hope you enjoy this plug-in to the fullest extent and get ready because the Sons of Fuzion are just over the 
  horizon. These are going to be pre-made NPCs that you will actually want to download! Every player will have a 
  picture, a history and will be laid out on a character sheet. Any organizations that they belong to will be mapped 
  out with two map sizes. One size will be 8½x11 the other will be on large format for figure use. They will all be in 
  PDF format. You can take the large format maps to any graphic reproduction business (Kinkos, Copy Cat) and 
  have a large map plotted out for a couple of bucks. You can then have them laminated for a couple more and 
  this will add years to their life. 
   
  Thanks To: 
   
  Hero Games and R Talsorian Games for the Fuzion system. 
   
  Jason A. Dour for creating the first really good powers plug-in for fuzion. If you hadn't noticed we used some of 
  Jason's conversion notes. 
   
  Marvel, DC, Image, Verotic (R.I.P.), and our favorite - Heavy Metal comics for super influence over the years.
   
  Casy Burge for contributions to the Core. 
   
  Credits 
  Senior Director – Otto Blix 
  Assistant Director - Lynx
  Illustrations and Grafixxx – Otto Blix 
   
  Play Testing: 
  Cory Scott 
  Lynx
  Otto Blix
   
  Created By: STUDiO187 
  For: Fuzion – Dark Millennium 
  Written By: Otto Blix & Lynx
   
   
  For Comments, Suggestions or Questions: 
   
  You can contact us at - studio187@home.com, lynx@studio187.com or blix@studio187.com 
  Or better yet visit us at www.studio187.com 
   
   
   
  ENJOY IT ya' dirty bastards! 
   
  
SOURCE: textdata/thevault/Fuzion System [multi]/Fuzion - Power Core Beta v2.pdf