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GenesysSupers2 10
GenesysSupers2 10
GenesysSupers2 10
These rules are meant to augment the superhero rules available in the Genesys Core Rulebook. It
assumes that the No Mere Mortal and Super-Characteristics rules are being used. No Mere Mortal:
Puny Minions remains optional.
NEW RULES
Superpowers Super-Characteristics
This document contains superpower trees that Super-characteristics represent your characters
are meant to augment the Genesys talents having attributes that are more than human.
system. They work essentially like the Force Even superheroes who are nominally "normal"
Power trees in SWRPG. Each tree starts with a people tend to display superior Cunning,
“basic power” which unlocks adjacent Intellect, or other characteristics in a
advancements on the tree. It is recommended superhero-themed game, so this applies to any
that PCs be given 50-100 points of experience superhero.
on top of their starting XP (and on top of the
During character creation, your players should
extra 50 given by the No Mere Mortal rule) to
select two of their character’s six
allow them to purchase a few special abilities
characteristics. These are their character’s
and make their hero character unique.
super-characteristics—super strength, super
No Mere Mortal speed or agility, or super intelligence, for
example. You should also do this whenever
Superhero-themed games assume that the PCs
you create a nemesis NPC that you intend to be
are stronger, faster, and better than average a supervillain.
people right from character creation. To
represent this, during character creation, When a character makes a check based on one
increase each PC’s starting XP by 50 (this can of their super-characteristics, if the check
be spent on characteristics) and allow them to generates a , immediately roll an additional
increase skills to rank 3. ⬢ into the pool. If that ⬢ generates another ,
In addition, since superheroes traditionally then roll an additional ⬢ into the pool again.
fight with their fists, PCs and supervillains The player still gets to resolve all of the as
deal base damage equal to their Brawn +3 usual.
when making unarmed attacks. Players may
This can lead to some impressive results with
flavor this damage bonus as martial arts
lots of , which you should interpret as
training, superhuman strength, flaming fists,
appropriately "super." Brawl checks punch
or whatever else fits their character.
opponents into the stratosphere, Coordination
Puny Minions: If you want your PCs to feel a checks catch civilians falling hundreds of feet,
cut above regular mortals, you can take the No and Perception checks hear what’s going on
Mere Mortal rule one step further. When a miles away.
minion or minion group attacks a PC or
supervillain, their attack can inflict a maximum
of 1 wound or strain after damage reduction.
New Special Qualities: possessed by a vampire. 20-point limitations
are extremely rare, and usually apply a very
Knockback: When Knockback is triggered, one
severe catch to a power. A Telepathy power
target hit by the attack is knocked one range that works only on a certain class of animals:
band away from the attacker. If the target is “sea creatures,” “squirrels,” or “ants,” for
knocked into a solid barrier, they take 1 point example, would have a 20-point discount.
of damage for each range band they would
have moved if they had not been stopped by The final costs of limitations are ultimately up
the barrier. If multiple targets suffer hits from a to the GM’s discretion. On the next page, you
weapon with Knockdown, the quality may be will find some example costs for some
triggered multiple times, affecting a different common (and a couple obscure) limitations.
target each time. Unless specified otherwise, These costs can be tweaked depending on the
Knockback requires to trigger, plus one situation; for example, the 15-point limitation
additional per silhouette of the target that ties a power to concentration on a spell
beyond 1. All weapons and abilities with the might only be worth 10 points if paired with
Blast quality also have the Knockback quality. Super-Speed, because the free movement
maneuver from that tree significantly reduces
Limitations: the inconvenience posed by having to spend a
Powers often come with a catch: usually a maneuver every turn to concentrate on a spell.
means of deactivating them or a limitation to a Playing around with limitations can give
specific target. Limitations can be taken on any players a significant degree of customization.
power for an XP discount. This discount is For example, a character who uses a high-tech
applied the first time you take a given power, armored suit could use limitations to create
but it cannot reduce the price of any ability multiple mutually-exclusive power-sets (say, a
below 5 XP. If you take a severe limitation that freeze-ray suit, a strength suit, a flight suit, and
would reduce the cost of the basic power so-on).
below 5 XP, you can apply the remainder of
the discount to another ability on the tree.
Basic Power: The Basic Power for each tree is the first ability
you may buy. It represents the most basic form of a power
and is the prerequisite for all other abilities on the tree.
Design Notes
These rules have been written with a few goals high Brawn score would not fit the character,
in mind. First, superpowers by and large do but the Strength and Durability superpowers
not affect Characteristics. A character can have would. Another example: a robot built for
super-strength without necessarily having a combat likely has little capacity for creative
high Brawn or having Brawn as their super- thinking, mechanical skill, or other
characteristic, and a character can have super- competencies associated with the Intellect
intelligence without necessarily having a high characteristic. The robot may even have an
Intellect or having Intellect as their super- Intellect of 1. However, that same robot might
characteristic. This may seem counterintuitive, still possess a database of basic knowledge and
but it serves to distinguish characters whose perhaps also a universal translator. The
competencies are broad or narrow. Intelligence superpower and the Polyglot and
Omniglot upgrades would suit such a
For example, Marvel’s Loki is a Frost Giant,
character in spite of its lack of overall Intellect.
and as such possesses strength and durability
beyond that of a normal human. However, the Effort has been made to give powers the
character very rarely gets involved in physical proper “feel” without completely destroying
labor or hand-to-hand combat, opting instead game balance. A few compromises are made
for stealth, magic, and trickery. A particularly between verisimilitude and balance; for
example, you’ll notice that super-strength some of the abilities (especially from the
gives Pierce and Breach instead of extra Wealth and Intelligence trees) could be
damage; this allows strong characters to punch justified as being the result of natural talent
out tough adversaries without becoming rather than actual superpowers.
overwhelming threats to characters without
If you want to incorporate some or all of the
Super-Durability. Their bonus damage has a
ideas here into your own settings or custom
limit.
rules, you have my permission and
Powers are designed to promote highly mobile enthusiastic endorsement, as long as I am
combat; characters are encouraged to interact credited somewhere (preferably with a link to
with their environments and gain advantages one of the places this supplement has been
by moving around. GMs should encourage this published). For ease of conversion, this
with the adversaries and environments they supplement includes an appendix with most of
use as well as with their adjudication of the the abilities from the power trees reworked as
dice results. standard Genesys talents, starting on page 33.
Some of the abilities assume a modern setting
GMs and players are heartily encouraged to
(fantasy characters won’t get much use out of
reskin abilities to suit their needs. A character
Wealth: Garage, and sci-fi characters won’t
(let’s call him “The Roach Fiend”) who
benefit much from Intelligence: Inventor), but
psychically controls a swarm of roaches could
those should be easy enough to replace or
take abilities from the Energy Projection tree.
convert.
The “fire” option from the Elemental Attack
upgrade, which gives the attack Burn 2, could Power Levels
represent the character commanding some of
Instead of the standard rules, your group may
his roaches to attack an enemy, continuing to
be interested in trying one of the following
crawl all over and bite them for two rounds.
game-types:
Telekinesis could represent the roaches coming
together to lift an object or person at the Roach- Street-Level: For a street-level game where
Fiend’s command. marginally-super individuals go up against
mostly mundane criminal adversaries, it is
A luck-manipulator could take Durability
recommended that players start with 50-75 XP
powers to represent how attacks always
to buy powers. To keep the power-level from
happen to land in nonvital places; instead of
running out of control, abilities from power-
being “bulletproof,” projectiles that fail to
pierce Armor 2 might just miss their mark. For trees may only be acquired at character
such a character, the Careful Planning ability creation. After that point, experience may only
be spent on skills and talents, as in a standard
from the Intelligence tree might be used to
Genesys game. For extra grit, you can do away
represent dumb luck instead of preparedness.
with the No Mere Mortal and Super-
A character with superhuman perception like
Characteristics rules.
Daredevil might replicate some abilities from
the Telepathy tree, getting emotional cues by
listening to heartbeats.
Increase your Soak by 3. This does not stack with any soak increases from armor.
20
You are immune Remove Whenever you heal wounds due to natural rest,
to poison and do imposed by you heal 1 additional wound. You can regrow
not need to eat, adverse lost limbs, which takes roughly a month before
sleep, or breathe environments the limb is usable.
10 10 15
Never take or
Increase your Soak As an action, spend 2 strain to make an Easy ( )
damage from
by 1. Resilience check. Heal wounds equal to .
environmental
effects.
20 10 10
25 20 10
Spend 3 strain as an action to make a Hard If you have died, you may spend two story
( ) Resilience check to gain an Armor rating points to make a Daunting ( ) Resilience
until the end of your next turn. check to return to life.
25 25
You have a Ranged energy attack, which deals 7 damage, has a Range of Medium, and has a crit
rating of 3.
10
Spend 2 strain to
Your energy You may manipulate your chosen element for a
give your energy
attack’s crit rating variety of effects.
attack Blast. is now 2.
10 10 10
Spend 2 strain to Your energy attack You are immune Gain an aura that
have Blast apply gains the Auto- to damage of your deals 2 wounds to
to all within short Fire quality. energy attack’s all Engaged
range. type. creatures.
15 15 15 20
You can glide, meaning you can move horizontally or downward in the air. You cannot gain
altitude using this ability, and you cannot stop in midair without falling.
10
FLIGHT
20
Superpower: Flight
The Flight power lets you fly.
Flight Basic Power: You can glide, meaning
you can move horizontally or downward in the
air. You cannot gain altitude using this ability,
and you have to maintain at least some speed
to stay aloft. While flying, you must spend one
maneuver every turn to move (you can
actually change position, or just circle or wheel
in place and effectively remain where you are).
Flight: You can gain altitude while flying.
with you. The target stays engaged with
you while you fly unless you choose to
drop them or they succeed at an
Inspire Hope: You fly overhead, cape opposed Athletics check against you.
billowing in the wind (or not), and fill your Stability: While you fly, you can carry
allies with confidence. The first time they see any object or creature whose silhouette
you fly each scene, allies heal 1 strain per rank you could lift off the ground. You never
of Inspire Hope. have to worry about the structural
integrity of objects you lift. You can
Inspiring: The first time they see you fly
catch a falling plane without it breaking
each scene, your allies add to all
apart, or stop an incoming meteor
checks made on their next turn.
without pieces breaking off and falling
Stability: Your flight is stable enough to to earth.
support more weight. You can carry one
Hover: You can stop in midair without falling.
creature or object of silhouette 1 or smaller
You do not have to spend a maneuver to move
while you fly.
to maintain flight.
Stability: Spend from a melee
attack to carry the target into the air
INTELLIGENCE
INTELLIGENCE BASIC POWER
Spend a number of strain equal to the check’s difficulty to automatically succeed at an Easy ( ) or
Average ( ) Knowledge check without rolling dice.
10
Spend 1 strain to make a Discipline vs. Discipline check against an Engaged target to force the target to
adopt an emotional state or believe something untrue.
10
EMOTION INFLUENCE
Add to checks to force one emotional state of Spend 2 strain to replace a social check with a
your choice, such as calm, hate, fear, or love. Discipline check.
10 20
Spend 3 strain to force your chosen emotion on Once per session, mind-control one Rival or
all minions within range. Minion Group.
25 25
Take an action to spend 1 strain and shrink Take an action and spend 1 strain to grow to
yourself to about 12 inches tall. silhouette 2.
15 20
While shrunk, you You may use Size Spend 1 strain to Spend 1 additional
may move at your Manipulation on use this power on strain to grow to
normal full-size others at short an engaged target. silhouette 3.
speed. range.
10 5 15 15
You gain an extra free maneuver each round, which can only be spent on movement. You can still
spend 2 strain to gain an additional maneuver.
15
Pierce 2 per range If you are hidden, you may spend a maneuver Gain +1 Ranged
band moved on to move to any other unseen location within and Melee
your first attack short range without being noticed. Defense.
each round.
15 10 20
You may lift and carry any object up to silhouette 1 without making an Athletics check. Your
melee attacks gain the Knockback quality.
10
You may activate You may hurl objects to damage targets within When performing
the Knockback short range, by making an Athletics-based a Leap, you may
quality multiple ranged combat check, dealing damage equal to
jump vertically.
times per target. 10 times the object’s silhouette.
10 10 5
Superpower: Strength
The Strength power is pretty straightforward one round. This strain may only be
and I’m not going to insult your intelligence by spent once.
describing it.
Strength: Spend 1 strain to increase the
Strength Basic Power: You may lift and carry
silhouette you can lift without a check by 1.
any object up to silhouette 1 without making
You may only spend this once per strength
an Athletics check. Lifting larger objects
upgrade purchased.
requires an Athletics check as normal. Your
Hurl: You can hurl objects as weapons. The
melee attacks gain the Knockback quality.
impacts deal damage both to the targets and
Knockback: You may activate the Knockback
the object being hurled. Make an Athletics
quality multiple times, knocking the target an
check with a difficulty equal to the silhouette
additional range band for each activation.
of the object being thrown. The damage is
Tear Steel: Spend 2 strain to give your resolved following all the rules for ranged
unarmed attacks the Breach 1 quality for attacks. Silhouette 0 objects deal 5 damage,
while other objects deal damage equal to 10
times their silhouette. The number of targets Leap: Your powerful legs can propel you over
affected by a single object is up to the GM, but distances. Take a Leap action to jump
in general, a single object should only affect a horizontally to any location within short range.
single target (unless it's particularly large). This
Leap: When performing a Leap, you
attack follows all the rules for ranged attacks,
may jump vertically as well as
such as ranged defense and aiming.
horizontally.
Range: You may spend 1 strain to Leap: Spend 2 strain to leap an
increase the range of your Hurl attack additional range band. You may spend
by one range band. You may only spend this multiple times.
this once. Leap: You may leap as a maneuver.
Range: You may spend 1 strain to
increase the range of your Hurl attack
by one range band. You may spend this
multiple times.
STRETCHING
STRETCHING BASIC POWER
You may do anything you could normally do with your hands at Short range. Your melee attacks
have a range of Short and the Defensive 1 quality.
15
Spend 1 strain to You may turn one You may fit through any opening through
increase your of your limbs into which you can fit your head.
reach by 1 range a weapon as a
band. maneuver.
10 10 10
10 10 5
Spend 1 strain to You may use Your body can become liquid, able to fit through
increase your Hardened Limbs any opening or mesh that isn’t watertight. In
reach by 1 range as an incidental. addition, you can reattach lost limbs by
band. reabsorbing them into your body.
15 10 10
Spend 1 strain to Spend 3 strain as an action to become gaseous. You take no damage except
increase your from weapons with the Blast quality, and you may fit through any opening
reach by 1 range that isn’t airtight. You cannot take actions in your gaseous form. When in
band. your gaseous form, creatures within short range begin to suffocate.
20 25
Superpower: Stretching
The Stretching power tree gives you the ability Ensnared indefinitely until you let them
to change their body’s composition, hardening go or they make a Hard ( ) Athletics
and softening and eventually altering your check.
state of matter.
Reach: You may spend 1 strain to increase the Hardened Limbs: As a maneuver, you may
power’s range by one range band. You may turn one of your limbs into a weapon, giving
only spend this once per range upgrade your unarmed strikes certain special qualities.
purchased. You may choose from the following:
Ensnare: Your unarmed attacks gain the o Blade: Crit 2, Vicious 3, Pierce 1
Ensnare quality. When you ensnare a o Bludgeon: Crit 3, Disorient 4, +1
target, you lose the use of whichever Damage
limb you used to tangle them up, and o Shield: Crit 6, Defensive 2,
must stay within range of your target or Deflection 2
let them go. The target remains
You may not inflict strain damage with a limb can reattach lost limbs by reabsorbing
that has been turned into a weapon in this them into your body.
way. Gaseous Form: Your kindergarten
teachers laughed when you said you
Hardened Limbs: You may use
wanted to be a cloud when you grew
Hardened Limbs to turn your limbs into
up, but look at you now! Spend 3 strain
any tool less complex than a handheld
as an action to become gaseous (either a
power drill. Because you can form
true gas or a cloud of aerated particles,
precisely the right tool for your task,
such as sand). You take no damage
you gain to Mechanics checks using
except from weapons with the Blast
them. You may also use this ability to
quality, and you may fit through any
open any mechanical lock that requires
opening that isn’t airtight. You cannot
a key.
take actions in your gaseous form, and
Smoosh: You may fit through any opening each round you must spend 1 strain or
through which you can fit your head. return to your solid form. When in your
gaseous form, breathing creatures
Squish: You may fit through any within short range begin to suffocate,
opening larger than 1 inch. taking 3 strain per round, and, once
Melt: Your body can become liquid, incapacitated, suffering one Critical
able to fit through any opening or mesh Injury per round until they die.
that isn’t watertight. In addition, you
TELEKINESIS
TELEKINESIS BASIC POWER
Spend 1 strain to move one object of silhouette 0 that is within short range up to your maximum
range. The default maximum range is short range.
10
Spend 1 strain to Spend 1 strain to Spend 1 strain one Spend 1 strain one
increase the increase the time to increase time to increase
number of targets silhouette you can the power’s range the power’s range
affected by one. target by 1. by 1 range band. by 1 range band.
5 10 5 5
Spend 1 strain to Spend 1 strain to You may hurl objects to damage targets within
increase the increase the short range, by making a Discipline-based
number of targets silhouette you can ranged combat check, dealing damage equal to
affected by one. target by 1. 10 times the object’s silhouette.
5 10 10
Spend 1 strain to Spend 1 strain to You can pull Spend 1 strain one
increase the increase the objects out of time to increase
number of targets silhouette you can secure mountings the power’s range
affected by one. target by 1. or another’s grasp. by 1 range band.
5 15 5 15
Spend 1 strain to Spend 1 strain to You can perform fine manipulation of items,
increase the increase the allowing you to do whatever you would
number of targets silhouette you can normally with your hands via this power at this
affected by one. target by 1. power’s range.
5 20 10
Superpower: Telekinesis
The Telekinesis power lets you move objects Hurl: You can hurl objects as weapons. The
from far away. impacts deal damage both to the targets and
Magnitude: Spend 1 strain to increase the the object being hurled. Make a Discipline
number of targets affected by one. You may check with a difficulty equal to the silhouette
only spend this once per magnitude upgrade of the object being thrown. The damage is
purchased. resolved following all the rules for ranged
Strength: Spend 1 strain to increase the attacks. Silhouette 0 objects deal 5 damage,
silhouette you can target by 1. You may only while other objects deal damage equal to 10
spend this once per strength upgrade times their silhouette. The number of targets
purchased. affected by a single object is up to the GM, but
Range: You may spend 1 strain to increase the in general, a single object should only affect a
power’s range by one range band. You may single target (unless it's particularly large).
only spend this once per range upgrade (Also note, if you want to use Move to throw
purchased. multiple objects at multiple targets, you may
do so using all the rules for hitting multiple
TELEKINESIS POTENTIAL LIMITATIONS
targets with the Auto-fire quality). This attack
follows all the rules for ranged attacks, such as
ranged defense and aiming. -10 XP: Your telekinesis is magnetic in nature,
Control: You can pull objects out of secure and can only affect objects made wholly or
mountings or out of an opponent’s grasp. partially of ferrous metal.
Control: You gain the ability to perform fine
manipulation of items, allowing you to do
whatever you could normally do with your
hands to a held item (if manipulating
something such as a control board, the controls
count as a silhouette 0 item).
TELEPORTATION
Spend 2 strain as an action to appear at a point within short range, ignoring all physical obstacles,
including solid walls.
35
You may spend 1 strain to increase the power’s If an attack against you generates , you may
range by one range band. You may only spend immediately teleport to a point within short
this once per range upgrade purchased. range, without spending strain.
20 10
RANGE
Spend 5 strain as an action to teleport anywhere within 100 miles. You will appear at a safe spot (if any
exists) within a 1 mile radius of your destination. You may spend an additional 2 strain to increase the
distance to anywhere within 1000 miles, or 4 additional strain to teleport anywhere on the planet.
25
Superpower: Teleportation
Teleportation Basic Power: Spend 2 strain as within Extreme range of your chosen
an action to appear at a point within short destination. You may spend an
range, ignoring all physical obstacles, additional 2 strain to increase the
including solid walls. distance to anywhere within 1000 miles,
or 4 additional strain to teleport
Range: You may spend 1 strain to increase the
anywhere on the planet. You may
power’s range by one range band. You may
narrow the radius within which you
only spend this once per range upgrade
will appear with a Survival or
purchased.
Knowledge: Education check, with a
Range: Spend 5 strain as an action to difficulty equal to the number of range
teleport anywhere within 100 miles. You bands by which you reduce the radius.
will appear at a safe spot (if any exists)
Teleport Other: Spend 1 additional strain to TELEPORTATION POTENTIAL LIMITATIONS
You own a lavish home with all the amenities necessary for you and ten other people to live
comfortably. Your wealth gives you on social checks when interacting with certain people.
10
Reduce the Gain an absolutely Part of your home is your Sanctum, a hidden
effective rarity of loyal minion with space which can serve as a hideout and which
all items by 2. 2 in all can store any vehicles you own of silhouette 2 or
characteristics. smaller.
10 10 10
You can get into Your assistant Decrease the Decrease the
buildings and grants to all difficulty of difficulty of
arrange meetings non-combat skill Knowledge checks Mechanics checks
with most people. checks. in your Sanctum. in your Sanctum.
10 15 10 10
Once per session, Your assistant Your Sanctum has a crime lab which can be
gain a safehouse becomes a Rival used to analyze bodies, weapons, and other
nearby. and increases their pieces of evidence.
abilities.
10 20 20
Once per session, you may make a Negotiation Grant two career Your sanctum can
vs. Discipline check to gain control of one rival skills to all hold bigger
or minion group. members of your vehicles. You may
group. acquire vehicles.
15 15 25
You have gills, granting you the ability to You can change your body to match your
breathe underwater, and fins, granting you the surroundings for the rest of the scene as an
ability to move as easily in water as you do on action by spending 2 strain.
land.
10
` 10
`
Burrower INVISIBILITY PERSISTENT CAMO
You have claws, a whipping tail, or a bite attack You perceive things as if they were one range
which gives your unarmed attacks +2 damage category closer than they actually are, allowing
and a crit rating of 2. If your archetype gives you to hear a discreet whisper at Short range or
you Claws, this power costs only 5 xp. a shout for help at Extreme range.
10 20
` `
NATURAL WEAPON INSTINCT
10 15
UNCANNY SENSES
15
PHASING
` 15
PHASE OTHER
10
RANGE MAGNITUDE
Venom
Spend 1 strain to VENOM BASIC POWER
Spend 1 strain to
increase the
increase range by Your unarmed attacks gain a poison that deals
1 range band. number of targets
affected by 1. additional wounds based on your ranks in
5 5 Resilience.
RANGE MAGNITUDE ` 20
WALL-CRAWLER WEB-SLINGER
You never have to make a check to climb any You have a web attack which can Ensnare
surface capable of holding your weight. targets at medium range.
20
` 10 ` `
`
WALL-CRAWLER WEB-SLINGER WEB-SLINGER
You never have to make a check to keep your Move through the Spend strain to
grip on any object, so long as it doesn’t apply air by swinging give your web
enough force to rip your arms off. You can still from tall objects. Blast, Auto-Fire, or
keep your grip if it does, but you shouldn’t. Concussive.
5 10 20
1
An option I’ve considered for solving this issue is might have a couple tier 4 or 5 talents to start out and
granting players a certain number of “super-talent- feel suitably “super” without having to complicate the
points” which may be spent on talents without following character creation process by having to select a dozen
the normal talent-pyramid rule; a starting character others.
benefit from this talent. You may use Size Telekinesis: Magnitude
Manipulation on others at short range. Tier: 1
Activation: Active
Speed: Hard to Track Ranked: Yes
Tier: 1 You must have purchased the Telekinesis Basic
Activation: Active Power talent (Tier 2) in order to benefit from this
Ranked: No talent. Spend 1 strain to increase the number of
Your character must have purchased the Speed targets affected by one. You may only spend
Basic Power talent (tier 3) to benefit from this this once per rank of this talent purchased.
talent. Your fast movements are difficult to
follow, giving your unarmed strikes the Telekinesis: Range
Disorient 2 quality. Tier: 1
Activation: Active
Stability Ranked: Yes
Tier: 1 You must have purchased the Telekinesis Basic
Activation: Passive Power talent (Tier 2) in order to benefit from this
Ranked: No talent. You may spend 1 strain to increase the
Your character must have purchased the Flight power’s range by one range band. You may
(Improved) talent to benefit from this talent. Your only spend this once per rank of this talent
flight is stable enough to support more weight. purchased.
You can carry one creature or object of
silhouette 1 or smaller while you fly. Telepathy: Magnitude
Tier: 1
Strength: Hurl (Range) Activation: Active
Tier: 1 Ranked: Yes
Activation: Active You must have purchased the Telepathy Basic
Ranked: Yes Power talent in order to benefit from this talent.
Your character must have purchased the Strength: You may spend 1 strain to increase the number
Hurl talent in order to benefit from this talent. You of targets affected by one. You may only spend
may spend 1 strain to increase the range of this once per magnitude upgrade purchased.
your Hurl attack by one range band. You may
spend this once for each rank of this talent you Telepathy: Range
possess. Tier: 1
Activation: Active
Telekinesis: Control Ranked: Yes
Tier: 1 You must have purchased the Telepathy Basic
Activation: Active Power talent in order to benefit from this talent.
Ranked: No You may spend 1 strain to increase the power’s
You must have purchased the Telekinesis (Hurl) range by one range band. You may only spend
talent (Tier 2) in order to benefit from this talent. this once per range upgrade purchased.
You can pull objects out of secure mountings
or out of an opponent’s grasp. Wall-Crawler (Improved)
Tier: 1
Activation: Passive
Ranked: No
You must have purchased the Wall-Crawler talent
(Tier 2) in order to benefit from this talent. You
never have to make a check to keep your grip
on any object, so long as it doesn’t apply You must have purchased the Burrower talent in
enough force to rip your arms off. You can still order to benefit from this talent. You may burrow
keep your grip if it does, but you probably as a maneuver.
don’t want to.
Codebreaker
Tier: 2
Tier 2 Activation: Passive
Ant Strength: Condensed Force Ranked: No
Your character must have purchased the Ant Your character must have purchased the Polyglot
Strength talent (Tier 5) in order to benefit from this talent in order to benefit from this talent. Your
talent. While shrunk, your unarmed strikes knack for languages gives you an edge when
gain Pierce 3. dealing with secret codes and unfamiliar
devices. When interpreting encoded messages
Amphibious or using Computers to break into a system,
Tier: 2 decrease the difficulty of the check by 1.
Activation: Passive
Ranked: No Elemental Attack
You have gills, granting you the ability to Tier: 2
breathe underwater, and fins, granting you the Activation: Passive
ability to move as easily in water as you do on Ranked: No
land. Your character must have purchased the Energy
Projection Basic Power talent in order to benefit
Animal Aspect Basic Power from this talent. Your energy attack is elemental
Tier: 2 in nature, and gains one of the following
Activation: Passive special abilities:
Ranked: No
You have the heightened senses of an animal, Fire: Your energy attack gains Burn 2
adding to all Perception and Vigilance Lightning: Your energy attack gains
checks. How this special sense manifests is up Stun 2
to you: it could be the keen nose of a canine, Ice: Your energy attack gains Ensnare 2
the eyes of an eagle, the electroreception of a
shark, or the special danger-sense that comic Elemental Manipulation
book writers seem to think that spiders Tier: 2
possess. Activation: Passive
Ranked: No
Burrower Your character must have purchased the Elemental
Tier: 2 Attack talent in order to benefit from this talent.
Activation: Active You learn to manipulate your element.
Ranked: No Depending on the element you chose for your
Like the noble groundhog, you can move Elemental Attack, you gain one of the
through the ground. Moving up to short range following abilities:
is an action, and you can dig through anything
softer than iron. Fire: You can control flames and set
flammable objects on fire within short
Burrower (Improved) range. You can cause flames to recede,
Tier: 2 creating a path for others, or cause them
Activation: Passive to flare up, accelerating a blaze or
Ranked: No blocking an exit. You can light any
flammable object or extinguish any Fishy Odor
flame within range (particularly violent Tier: 2
blazes may require a Discipline check to Activation: Active
completely extinguish, at the GM’s Ranked: No
discretion). You have a fishy stench, which imposes on
Lightning: You can disrupt unprotected all breathing creatures engaged with you.
electronic devices within range by Thankfully, this “ability” may be activated and
making an Average ( ) Mechanics deactivated as a maneuver.
check.
Flight Basic Power
Ice: You can create simple objects out of
Tier: 2
ice of a size up to silhouette 1 as an
Activation: Passive
action. These objects cannot have
Ranked: No
moving parts. This power can be used to
You can glide, meaning you can move
replicate any simple melee weapon such
horizontally or downward in the air. You
as a dagger, axe, or shield.
cannot gain altitude using this ability, and you
have to maintain at least some speed to stay
Energy Blast aloft. While flying, you must spend one
Tier: 2 maneuver every turn to move (you can
Activation: Active actually change position, or just circle or wheel
Ranked: No in place and effectively remain where you are).
Your character must have purchased the Energy
Projection Basic Power talent in order to benefit Flight (Supreme)
from this talent. You may spend 2 strain to give Tier: 2
your energy attack the Blast quality, with a Activation: Passive
damage rating equal to its base damage, for Ranked: No
one round. Your character must have purchased the Flight
(Improved) talent (tier 4) to benefit from this talent.
Energy Projection Basic Power You can stop in midair without falling. You do
Tier: 2 not have to spend a maneuver to move to
Activation: Active maintain flight.
Ranked: No
You have eye-beams, fire breath, a cold ray, or Gadgeteer
some other energy-based weapon. This is a Tier: 2
Ranged energy attack dealing 7 damage with a Activation: Passive
Range of Medium and a Crit Rating of 3. Ranked: No
Instead of tracking down an item, you can
Energy Projection (Improved) build it yourself. You can substitute Mechanics
Tier: 2 for the Streetwise or Negotiation check you
Activation: Active make before purchasing an item.
Ranked: No
Your character must have purchased the Energy Inhuman Body
Projection Basic Power talent in order to benefit Tier: 2
from this talent. Your energy attack’s base Activation: Passive
damage is now 10. Ranked: No
You do not need to eat, sleep, or breathe, and
are unaffected by toxins and poisons. Some
archetypes give this ability automatically
(usually called “Artificial”). Little Eyes
Tier: 2
Inspire Hope Activation: Passive
Tier: 2 Ranked: No
Activation: Passive Your character must have purchased the Shrink
Ranked: Yes Basic Power talent (tier 3) to benefit from this
Your character must have purchased the Flight talent. Your little eyes can pick out details more
(Improved) talent to benefit from this talent. You easily. While shrunk, you decrease the
fly overhead, cape billowing in the wind (or difficulty of Perception checks by one.
not), and fill your allies with confidence. The
first time they see you fly each scene, allies heal Mind Control Basic Power
1 strain per rank of Inspire Hope. Tier: 2
Activation: Active
Inspire Hope (Improved) Ranked: No
Tier: 2 Spend 1 strain as an action to make a
Activation: Passive Discipline vs. Discipline check against an
Ranked: No Engaged target to force the target to adopt an
Your character must have purchased at least one emotional state or believe something untrue.
rank of the Inspire Hope talent to benefit from this
talent. The first time they see you fly each Mind Control: Emotion
scene, your allies add to all checks made on Tier: 2
their next turn. Activation: Active
Ranked: No
Intelligence Basic Power Your character must have purchased the Mind
Tier: 2 Control Basic Power talent (Tier 2) to benefit from
Activation: Active this talent. You become particularly adept at
Ranked: Yes forcing targets to adopt a particular emotional
You just know things. Spend a number of state, such as calm, hate, fear, or love. When
strain equal to the check’s difficulty to forcing your chosen emotional state with the
automatically succeed at an Easy ( ) or Influence ability, add to the dice pool.
Average ( ) Knowledge check without
rolling dice. Each rank of this talent increases Natural Weapon
the difficulty of checks you may apply this Tier: 2
talent to by one. Activation: Passive
Ranked: No
Investigator You have claws, a whipping tail, or a bite
Tier: 2 attack which gives your unarmed attacks +2
Activation: Active damage and a crit rating of 2. If your archetype
Ranked: no gives you Claws, this power is tier 1.
As an action, you may make a Perception
check opposed by an adversary’s Deception. If Natural Weapon (Improved)
the check is successful, you learn the target’s Tier: 2
true occupation and the state or country in Activation: Passive
which they spent the majority of their Ranked: No
childhood. Additional , , and can be Your character must have purchased the Natural
used to reveal other information at the GM’s Weapon talent to benefit from this talent. Your
discretion.
natural weapon is particularly potent and
gains a Vicious rating of 4. Resistance
Tier: 2
Polyglot Activation: Passive
Tier: 2 Ranked: No
Activation: Active You may remove imposed by adverse
Ranked: No environmental conditions.
Spend a Story Point to declare that you are
fluent in a language. Resistance (Improved)
Tier: 2
Polyglot (Improved) Activation: Passive
Tier: 2 Ranked: No
Activation: Passive You never take or damage from
Ranked: No environmental effects. You never take damage
Your character must have purchased the Polyglot from falling in normal gravity or from any
talent in order to benefit from this talent. You are extreme heat or cold short of that from a
fluent in every known language. When you flamethrower or the Energy Projection power.
encounter a language for the first time (such as
when making contact with aliens or Robot Pal
deciphering an unfamiliar code), you become Tier: 2
fluent in that language after a minute of Activation: Passive
interaction. Ranked: No
Your character must have purchased the Gadgeteer
Regeneration (Improved) (Improved) talent (Tier 3) in order to benefit from
Tier: 2 this talent. You build a robotic assistant for
Activation: Active yourself, a Minion with 2 in all characteristics.
Ranked: No This assistant is absolutely loyal to you.
Your character must have purchased the
Regeneration talent (tier 3; your character can also Speed: Blur
gain the ability through an archetype) to benefit Tier: 2
from this talent. As an action, spend 2 strain to Activation: Active
make an Easy ( ) Resilience check. Heal Ranked: No
wounds equal to . You may attempt to heal Your character must have purchased the Speed
one critical injury you are suffering from by Basic Power talent (tier 3) to benefit from this
increasing the difficulty of the check to talent. If you are hidden, you may spend a
maneuver to move to any other unseen location
Hard ( ). within short range without being noticed. You may
also spend a maneuver to grab any unattended
Regeneration (Supreme) item within short range without being noticed.
Tier: 2
Activation: Active Speed: Blur (Improved)
Ranked: No Tier: 2
Your character must have purchased the Activation: Active
Regeneration (Improved) talent to benefit from this Ranked: No
talent. When incapacitated, spend a story point Your character must have purchased the Speed:
to make a Hard ( ) Endurance check. You Blur talent to benefit from this talent. You may act
regain consciousness, healing wounds equal to as though you were engaged with any or all
generated. creatures within short range. For example, you
can make melee combat checks and Stomp
Skullduggery checks against creatures within Tier: 2
short range as well as Engaged. Activation: Active
Ranked: No
Speed: Improved Your character must have purchased at least one
Tier: 2 rank of the Grow Basic Power talent (Tier 4) in
Activation: Active order to benefit from this talent. While the Grow
Ranked: Yes power is active, your unarmed strikes have the
Your character must have purchased the Speed Blast quality.
Basic Power talent (tier 3) to benefit from this
talent. Spend one strain to move an additional Strength Basic Power
range band as part of your extra free Tier: 2
maneuver. You may spend this a number of Activation: Passive
times equal to your ranks in this talent. Ranked: No
You may lift and carry any object up to
Speed: Fast Hands silhouette 1 without making an Athletics
Tier: 2 check. Lifting larger objects requires an
Activation: Passive Athletics check as normal. Your melee attacks
Ranked: No gain the Knockback quality.
Your character must have purchased the Speed
Basic Power talent (tier 3) to benefit from this Strength (Improved)
Tier: 2
talent. Add to Skullduggery checks to
Activation: Active
remove items from someone’s person.
Ranked: Yes
Your character must have purchased the Strength
Speed: Think Fast
Basic Power talent in order to benefit from this
Tier: 2
talent. Spend 1 strain to increase the silhouette
Activation: Passive
you can lift without a check by 1. You may
Ranked: No
spend this once for every rank you have in this
Add to all Cool and Vigilance checks to
talent.
determine initiative.
Strength: Hurl
Stability (Supreme)
Tier: 2
Tier: 2
Activation: Active
Activation: Passive
Ranked: No
Ranked: No
Your character must have purchased the Strength
Your character must have purchased the Stability
Basic Power talent in order to benefit from this
(Improved) talent (Tier 4) in order to benefit from
talent. You can hurl objects as weapons. The
this talent. While you fly, you can carry any
impacts deal damage both to the targets and
object or creature whose silhouette you could
the object being hurled. Make an Athletics
lift off the ground. You never have to worry
check with a difficulty equal to the silhouette
about the structural integrity of objects you lift.
of the object being thrown. The damage is
You can catch a falling plane without it
resolved following all the rules for ranged
breaking apart, or stop an incoming meteor
attacks. Silhouette 0 objects deal 5 damage,
without pieces breaking off and falling to
while other objects deal damage equal to 10
earth.
times their silhouette. The number of targets
affected by a single object is up to the GM, but
in general, a single object should only affect a
single target (unless it's particularly large). This Strength: Unarmed Strikes
attack follows all the rules for ranged attacks, Tier: 2
such as ranged defense and aiming. Activation: Passive
Ranked: No
Strength: Knockback Your character must have purchased the Strength
Tier: 2 Basic Power talent in order to benefit from this
Activation: Passive talent. Your unarmed attacks gain Pierce 3.
Ranked: No
Your character must have purchased the Strength Strength: Unarmed Strikes (Improved)
Basic Power talent in order to benefit from this Tier: 2
talent. You may activate the Knockback quality Activation: Active
multiple times, knocking the target an Ranked: No
additional range band for each activation. Your character must have purchased the Strength:
Unarmed Strikes talent in order to benefit from this
Strength: Leap talent. Spend 1 strain to increase the Pierce on
Tier: 2 your unarmed strikes by 2.
Activation: Active
Ranked: No Stretching: Ensnare
Your character must have purchased the Strength Tier: 2
Basic Power talent in order to benefit from this Activation: Active
talent. Your powerful legs can propel you over Ranked: No
distances. Take a Leap action to jump to any Your character must have purchased the Stretching
location within short range. Basic Power talent (Tier 3) in order to benefit from
this talent. Your unarmed attacks gain the
Strength: Leap (Improved) Ensnare quality. When you ensnare a target,
Tier: 2 you lose the use of whichever limb you used to
Activation: Active tangle them up, and must stay within range of
Ranked: No your target or let them go. The target remains
Your character must have purchased the Strength: Ensnared indefinitely until you let them go or
Leap talent in order to benefit from this talent. they make a Hard ( ) Athletics check.
Spend 2 strain to leap an additional range
band. You may spend this multiple times. Stretching: Hardened Limbs
Tier: 2
Strength: Leap (Supreme) Activation: Active
Tier: 2 Ranked: No
Activation: Active Your character must have purchased the Stretching
Ranked: No Basic Power talent (Tier 3) in order to benefit from
Your character must have purchased the Strength: this talent. As a maneuver, you may turn one of
Leap (Improved) talent in order to benefit from this your limbs into a weapon, giving your
talent. If you leap two range bands or fewer, unarmed strikes certain special qualities. You
you may execute that leap as a maneuver. may choose from the following:
o Blade: Crit 2, Vicious 3, Pierce 1
o Bludgeon: Crit 3, Disorient 4, +1
Damage
o Shield: Crit 6, Defensive 2,
Deflection 2
You may not inflict strain damage with a limb Telekinesis Basic Power
that has been turned into a weapon in this Tier: 2
way. Activation: Active
Ranked: No
Stretching: Hardened Limbs (Improved) Spend 1 strain to move one object of silhouette
Tier: 2 0 that is within short range up to your
Activation: Active maximum range. The default maximum range
Ranked: No is short range.
Your character must have purchased the Stretching:
Hardened Limbs talent in order to benefit from this
talent. You may use Hardened Limbs to turn Telekinesis: Fine Manipulation
your limbs into any tool less complex than a Tier: 2
handheld power drill. Because you can form Activation: Active
precisely the right tool for your task, you gain Ranked: No
to Mechanics checks using them. You may You must have purchased the Telekinesis (Hurl)
also use this ability to open any mechanical talent in order to benefit from this talent. You gain
lock that requires a key. the ability to perform fine manipulation of
items, allowing you to do whatever you could
Stretching: Hardened Limbs (Supreme) normally do with your hands to a held item (if
Tier: 2 manipulating something such as a control
Activation: Active board, the controls count as a silhouette 0
Ranked: No item).
Your character must have purchased the Stretching:
Hardened Limbs (Improved) talent in order to Telekinesis: Hurl
benefit from this talent. You may use Hardened Tier: 2
Limbs as an incidental. Activation: Active
Ranked: No
Stretching: Melt You must have purchased the Telekinesis Basic
Tier: 2 Power talent in order to benefit from this talent.
Activation: Active You can hurl objects as weapons. The impacts
Ranked: No deal damage both to the targets and the object
Your character must have purchased the Stretching: being hurled. Make a Discipline check with a
Squish talent (Tier 3) in order to benefit from this difficulty equal to the silhouette of the object
talent. Your body can become liquid, able to fit being thrown. The damage is resolved
through any opening or mesh that isn’t following all the rules for ranged attacks.
watertight. In addition, you can reattach lost Silhouette 0 objects deal 5 damage, while other
limbs by reabsorbing them into your body. objects deal damage equal to 10 times their
silhouette. The number of targets affected by a
Stretching: Range single object is up to the GM, but in general, a
Tier: 2 single object should only affect a single target
Activation: Active (unless it's particularly large). (Also note, if
Ranked: Yes you want to use Move to throw multiple
Your character must have purchased the Stretching objects at multiple targets, you may do so
Basic Power talent (Tier 3) in order to benefit from using all the rules for hitting multiple targets
this talent. You may spend 1 strain to increase with the Auto-fire quality). This attack follows
the power’s range by one range band. You may all the rules for ranged attacks, such as ranged
only spend this once per rank of this talent defense and aiming.
purchased.
Telekinesis: Strength
Tier: 2 Venom (Improved)
Activation: Active Tier: 2
Ranked: Yes Activation: Active
You must have purchased the Telekinesis Basic Ranked: No
Power talent in order to benefit from this talent. You must have purchased the Venom talent in
Spend 1 strain to increase the silhouette you order to benefit from this talent. You can propel
can target by 1. You may only spend this once your venom with force, giving you a ranged
per rank of this talent purchased. attack with base damage equal to twice your
Brawn, a range of short, a crit rating of 4, and
Telepathy Basic Power the Burn 2 quality.
Tier: 2
Activation: Active Wall Crawler
Ranked: No Tier: 2
Spend 1 strain to sense all living things within Activation: Passive
short range (including sentient and non- Ranked: No
sentient beings). Make a Perception vs. Like most terrestrial insects, arachnids, and
Discipline check as an action to sense the squirrels, you never have to make a check to
current emotional state of one living target climb any surface.
with whom you are engaged.
Wealth Basic Power
Telepathy: Read Thoughts Tier: 2
Tier: 2 Activation: Passive
Activation: Active Ranked: No
Ranked: No You own a lavish home, which could be a
You must have purchased the Telepathy Basic mansion, a castle, or a penthouse, with all the
Power talent in order to benefit from this talent. amenities necessary for you and ten other
Spend 1 strain when making your Perception people to live very comfortably, potentially
vs. Discipline check to sense the current including maids, a cook, and a bar that’s
thoughts of your target as well as their always fully stocked, if you so desire. Your
emotional state. wealth gives you to social skill checks when
interacting with government officials,
Tiny but Swift legitimate businesspeople, and their
Tier: 2 employees, when those people know about
Activation: Passive your wealth.
Ranked: No
Your character must have purchased the Shrink Wealth: Butler
Basic Power talent (tier 3) to benefit from this Tier: 2
talent. You can move at your normal speed Activation: Passive
when shrunk; it no longer takes two Ranked: No
maneuvers to traverse one range band. Your character must have purchased the Wealth
Basic Power talent in order to benefit from this
Venom talent. You have an assistant, a Minion with 2
Tier: 2 in all characteristics. This assistant is absolutely
Activation: Passive loyal to you.
Ranked: No
You have a potent venom, which gives your
unarmed attacks Burn 2.
Wealth: Playboy Decrease the difficulty of all Knowledge checks
Tier: 2 performed there by 1.
Activation: Passive
Ranked: No Wealth: Sanctum (Workshop)
Your character must have purchased the Wealth Tier: 2
Basic Power talent in order to benefit from this Activation: Passive
talent. You and anyone with you can always Ranked: No
get into any exclusive club, office or Your character must have purchased the Wealth:
nonmilitary government building. You can Sanctum talent in order to benefit from this talent.
arrange meetings with any government official Your sanctum has state-of-the-art tools.
or legitimate businessperson. Decrease the difficulty of all Mechanics checks
performed there by 1.
Wealth: Mogul
Tier: 2 Wealth: Tycoon
Activation: Passive Tier: 2
Ranked: No Activation: Passive
Your character must have purchased the Wealth Ranked: No
Basic Power talent in order to benefit from this Your character must have purchased the Wealth
talent. You have real estate holdings Basic Power talent in order to benefit from this
everywhere. Once per session, you may talent. Reduce the effective rarity of all items by
declare that you own property near your 2. This affects talents relying on item rarity
current location. You or your allies can stay such as Utility Belt. Any item whose rarity is
there without being discovered for at least 24 reduced to 0 may be acquired for free and with
hours. minimal hassle.
Resurrect
Tier: 5
Activation: Active
Ranked: No
Your character must have purchased the
Regeneration (Supreme) talent to benefit from this
talent. Your powers of regeneration work even
after death. If you have died, you may spend
two story points to make a Daunting ( )
Resilience check. If the check is successful, you
are restored to life, suffering wounds equal to
your wound threshold.