Professional Documents
Culture Documents
M&M Bettter Mousetrap
M&M Bettter Mousetrap
M&M Bettter Mousetrap
http://www.misfit-studios.com
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Product Identity
The following items are hereby identified as Product Identity, as defined in the Open Gaming License version 1.0a, Section 1(e), and
are not Open Content. All trademarks, registered trademarks, proper names (characters, artifacts, places, etc.), artwork and trade dress,
with the exception of stock art used under permission or license.
Hero points, villain points, and power points are Product Identity of Green Ronin Publishing, used with permission. Gamemaster’s
Guide is copyright and Product Identity of Green Ronin Publishing and is used with permission
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Table of Contents
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Introduction
Gamemasters of the super-hero genre of- them into your campaign world. A Game-
ten spend plenty of time rounding out their master tired of hearing his players complain
villains’ rough edges, filling in gaps that about how his villains lack imagination or
could otherwise easily be overlooked or re- trap them in a viciously monotonous cycle of
fined on the fly if only they had a basis upon fighting the same sort of conflict again and
which to define such shortcuts. This is why again, against villains that seem stripped di-
the core book already includes a variety of rectly from the comic books, will find plen-
gear and brief game statistic capsules for ty of helpful suggestions and information in
a variety of non-player characters (NPCs), Better Mousetrap. This is a resource intend-
creatures, and other opponents. These are ed to give Gamemasters a leg up when it
all meant to be time savers. In this regard, comes to designing their villains to stand out
Better Mousetrap will not disappoint. while also providing players a reason to fear
Within Better Mousetrap, you’ll find a what the Gamemaster will throw at them.
wide selection of items that may be added However, we haven’t just fixed the erra-
to just about any location to beef up securi- ta and updated to the third edition rules—
ty, slow intruders, or add a taste of lethali- we’ve made things better. Add the sort
ty. Also provided are tools of the villainous of new advantages, powers, extras,
gadgeteer and the trap master’s hazards. and flaws that customers of our
And what would an evil mastermind be previous products have come
without his army of minions? to expect, coupled with new
This work also contains expanded in- art from Eric Lofgren, and
formation on constructing master villains, you’ve got the ultimate vil-
evil organizations, and how to incorporate lain’s cookbook in Better
Mousetrap. It has now
What is a "Metahuman"? updated and revised
Throughout this work, you will see the word for the latest version
"metahuman" used. This is a catch-all term for of the rules, and to
an augmented being—be it human, alien, or represent the feedback
whatever—who have abilities, technology, and of you, the customer.
power beyond that of ordinary people. Enjoy, and go be naughty!
Introduction 4
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Chapter Six:
Gadgets and Gear
Information on new weapons, armor,
ammunition types, deathtraps, and plenty
of other treats to flesh out a well-equipped
villain’s bag of tricks.
Introduction 5
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Introduction 6
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Chapter 1
Skills
The skills presented in the Su-
per-Powered by M&M rules are Expertise and Technology
far more streamlined than those Although some areas of Expertise, such as
of previous editions, compress- Electronics and Mechanics, cover the general
ing many previous skills into new, understanding of the respective body of knowl-
edge, including how to design such devices, they
more focused talents. For exam-
do not cover any physical processes of main-
ple, Expertise has come to repre-
taining, building, or inventing. This is addressed
sent much of what was previously
by the Technology skill. However, if the Gam-
otherwise addressed by multiple,
emaster wants to promote a greater relationship
separate skills. Many gamers may between the two, an appropriate Expertise skill
still want some of these details may be allowed before a relevant Technology
fleshed out in order to better un- skill check. Every degree of success with the for-
derstand what their characters are mer grants a +2 bonus to the latter’s skill check.
capable of, however. As such, this
section explains some specific in-
A listing of “Type” indicates a particular
stances of what falls under the
area of knowledge or focus must be selected
umbrella of the Expertise skill.
for that Expertise skill.
The following are some addi-
tional areas of Expertise to aid in For Expertise: Instrument, the character
character building, although this must choose a specific instrument, such as
expanded list is not exhaustive. the guitar, allowing the skill to be written
When appropriate, alternatives as Expertise: Guitar. For Expertise: Lore, one
to using Intellect are indicated, could select a particular location, such as
as are potential instances of un- Expertise: Toronto, indicating knowledge
skilled Expertise use. of the city of Toronto.
Each provided variation of Exper-
tise is also accompanied by a table of
example skill check DC benchmarks
appropriate to the skill’s use.
Chapter 1: Skills 7
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Ancient Weaponry (Intellect) DC Example Archaeology (Intellect)
Knowledge of the historical significance, Basic behavioral reinforcement tech- The use of historical architecture, bio-
craftsmanship, development, and construc- 10 logical remnants, and other artifacts pre-
niques.
tion and maintenance techniques, practi- Recognizing an animal that has been served within the environment in order to
cal application, and characteristics of axes, 15 understand better humanity’s history are
trained to attack based on its behavior.
polearms, bows, crossbows, swords, and so Estimating which training techniques addressed by this realm of expertise. Exca-
on. This does not equate to training in their 20 work best on a rare animal the character vation and artifact analysis techniques are
actual use. has never previously encountered. also addressed by Expertise: Archaeology.
DC Example Creating a behavioral program that will DC Example
Knowing how and why a particular train an animal to perform an extremely Identifying the overall object a large
10 25 difficult task, such as getting a cat to 10
weapon was developed. pottery fragment came from.
Understanding harm can by caused to use and then flush a toilet rather than Recognizing a carefully crafted fake
resorting to a litter box. 15
15 the weapon by firing an unloaded bow historical artifact.
or crossbow. Reading strata layers to identify how old
Anthropology (Intellect) 20
Recognizing the differences between an archaeological dig site is.
20 how two outwardly appearing similar This scientific field is the overall study of Recognizing a small fraction of an
spearheads were forged. mankind―its nature, history, physical and artifact is out of place in the region it is
25
Being able to identify the national social development, future direction, defin- found in despite a close resemblance to
origins of a decorative, millennia-old ing characteristics, and so on. Within this local relics.
25
sword that was only in use for a few field, there are experts who focus on specific
decades. aspects of humanity, such as how its societ- Astronomy (Intellect; Unskilled)
ies are organized or its biological evolution.
Animal Handling (Awareness; Unskilled) The study and specialized physics of ce-
The understanding and use of techniques DC Example lestial phenomena, including planets, cos-
for training and taking care of creatures with Naming the more recent predecessors mic radiation, solar systems, comets, and
10 much more, touching upon their nature, or-
an animal Intellect (typically –2 or lower) by of Homo Sapiens.
utilizing predetermined stimuli in order to Being able to identify skulls from the igins, and even the beginning and evolution
elicit a conditioned response. Although this 15 species of known hominids via exam- of the universe at large.
may be attempted unskilled, Gamemasters ination. There are many amateur astronomers
should increase the DCs for anything but Extrapolating a reasonably accurate futurist who pursue the shallow end of this disci-
the most rudimentary of response, such as 20 model of likely human evolution to come pline, but the more advanced principles,
teaching a cat to use a litterbox, and more based upon current metahuman trends. theories, and depths of understanding re-
difficult tasks, such as training a dog to at- Identifying the region a femur bone lated to Expertise: Astronomy are beyond
tack on command, should only be allowed 25 came from based on incredibly sparse, their ability to make unskilled checks to
as a trained use of the skill. trace evidence. undertake.
Chapter 1: Skills 8
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DC Example tion. This includes creating machines that DC Example
Predicting solar flare trends using longi- have characteristics found in living crea- Taxonomically classifying a plant based off
10 tures or the melding of machines and the 20
tudinal data on the subject. extremely limited or damaged samples.
Determining the impact of a sizeable biological. Dissect an unknown plant in order to
15 rogue celestial body passing through the Related skills, such as Biology, Medicine, 25 identify extremely mutated aspects of
solar system. Mechanics, and Electronics have clear uses its structure.
Examining stellar sensory information that can help in specific, appropriate areas
20 to identify what classification a stellar of this skill’s use.
Brainwashing (Intellect, Presence)
body light years away is. DC Example
Using alien star charts found within This skill covers the use of manipulation
Explaining how observing animals can techniques that can include psychological,
25 a crashed spacecraft to trace its point 10 improve machine design to someone
of origin. emotional, and/or behavioral coercion, as
uninitiated in bionics.
well as physiological methods that degrade
Finding a problem preventing a bionic endurance and sleep, rendering the subject
Biology (Intellect) 15 limb from properly responding to the
susceptible to suggestion and alteration.
This expertise includes knowledge and commands of the flesh it is attached to.
the study of living organisms, including Designing a submarine that is propelled Presence is appropriate to Expertise: Brain-
their classification, evolution, propagation, 20 using the same principles that allow a washing uses that involve appealing
function, etc. from the cell on up. shark to swim so quickly. to or manipulating the subject by using
Transplanting a human brain into reasoning and argument to brainwash,
DC Example
a bionic body that will respond to usually once the subject’s willpower has
Taxonomically classifying a well-known
10 25 the mind’s commands as though it otherwise been broken down.
biological species.
were attached to a flesh and blood Intellect is appropriate for deliberate and
Dissect an unknown organism in order
15 nervous system.
to identify its basic physiology. calculated techniques of a more methodi-
Taxonomically classifying an organism cal, formulated nature that do not require
20 Botany (Intellect) the brainwasher build a rapport with his
based off limited or damaged samples.
Dissect an unknown organism in order Although related to biology, Expertise: subject. Intellect is also appropriate when
25 to identify extremely mutated aspects Botany focuses on flora. It covers the clas- devising brainwashing methods.
of its physiology. sification, evolution, propagation, function,
etc. of plants. DC Example
Bionics (Intellect) Recognizing techniques such as a
DC Example
This area of expertise is an umbrella for a 10 low-protein diet to increase a subject’s
number of sub-disciplines that together rep- Taxonomically classifying a well-known psychological malleability.
10
resent the understanding of biology in the plant. Recognizing that a subject’s memories
Dissect an unknown plant in order to 15
design and implementation of mechanics 15 and/or personality have been altered.
and electronics, separately and in combina- identify its basic structure.
Chapter 1: Skills 9
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DC Example
Recognizing signs of someone having
20 undergone “Manchurian Candidate”
programming.
Knowing how to program someone to
25
become a “Manchurian Candidate.”
The use of brainwashing on a subject
should never come down to a simple matter
of a single die roll. It should be a gradual
process representing the need to first break
down the subject’s will and then rebuild it
the desired fashion. Graded, opposed skill
checks against the subject’s Will are used
to represent this process, using cumulative,
consecutive degrees of success until the de-
sired result is achieved. This means graded
degrees of success from consecutive Exper-
tise: Brainwashing skill checks compound.
Each desired effect Expertise: Brainwash-
ing checks attempt to achieve applies differ-
ent modifiers to the brainwasher’s roll, and
requires the brainwasher achieve a specified
degree of success in order to obtain the in-
tended result. If the required degrees of suc- the brainwasher’s part) reduces the brain- of the subject’s Will resistance checks for the
cess on the skill check are not obtained on washer’s cumulatively achieved successes session, as indicated in Brainwashing Sub-
the first Expertise: Brainwashing attempt, by one. If this reduces the brainwasher’s ject Malleability.
the next attempt to add additional success- obtained successes up to that point to 0, all
es through another skill check requires an brainwashing progress previously obtained Brainwashing Subject Malleability
amount of time equal to the effect’s normal will be negated. Subject’s Inclination Will Modifier
action, plus one rank on the Measurements Hostile +5
Expertise: Brainwashing does not work on
Table. If that still does not get the job done, Unfavorable +3
a subject with an Intellect of –4 or –5, nor does
increase the required action by yet another Indifferent ―
it work on creatures immune to Will Effects.
rank, and so on. Favorable −5
What the subject’s attitude towards the
Every graded degree of success on the Helpful −3
brainwasher is shall apply a modifier to all
subject’s part (or graded degree of failure on
Chapter 1: Skills 10
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Special Weakness Break Will would be a minor alteration. The subject
Having recently undergone brainwash- Expertise Modifier: None would still believe they are themselves, but
ing weakens the subject’s mind to external the brainwashing would have changed this
Successes Required: Five
influence. A subject that has successfully part of who they are.
been brainwashed within the past 24 hours Action: 1 day for subjects with a total Will
resistance bonus of +5 or less, 2 days for A major alteration is the act of entirely rec-
suffers a −4 penalty to Will resistance checks reating the subject’s identity and combines ele-
against mind-affecting/mental effects, in- a resistance bonus of +6 to +12, 4 days for
a resistance bonus of +13 to +25, and an ments of the Alter Loyalty and Tailor Memory
cluding further brainwashing sessions. This
additional rank of time on the Measure- brainwashing effects. This means you do not
penalty is reduced to −2 if brainwashing oc-
ments Table per +10 range beyond +25 have to additionally make checks for either of
curred in the past three days. Beyond that
the latter two effects if the subject’s entire sense
timeframe, no penalties are applied. Breaking the subject’s willpower so their
of self is being altered, unless the brainwasher
mind and memories becomes pliable and
Flashbacks susceptible to suggestion and reconstruc- wants to go back into the subject’s identity af-
Anytime someone who has been brain- tion is the first step of brainwashing. This terward and make some minor changes to their
washed is placed under greater than normal can involve any number of techniques, in- initial identity programming.
mental stress they roll a Will check (DC 15.) cluding torture. Subjects who have undergone a major
Failure means they are struck by a sudden Once the subject’s will is broken, addition- alteration to their identity no longer be-
flash of traumatic memories resulting from al Expertise: Brainwashing checks are need- lieve themselves to be who they truly are.
the brainwashing process. A flashback can ed to induce a desired result from the subject. Instead, they are programmed with a new
also occur if the subject is otherwise required identity―a new name, a new personal his-
to make a Will resistance check. Barely suc- Alter Identity tory, and new memories. They will forget
ceeding at such a resistance check―rolling Expertise Modifier: –2 for minor; –5 for their true identity and believe their pro-
only one degree of success―will allow some major gramming, accepting themselves as this
of the brainwashing process to leak through new person. This means questions about the
from the subject’s subconscious and mani- Successes Required: One for minor; five for validity of their programmed identity will
fest as a flashback. major
read as true during any lie detection test be-
Flashbacks can manifest in a number of Action: 1 day for a minor alteration; 1 week cause the subject’s belief in their program-
for a major alteration
ways. It can be a brief look at a memory of ming will be total.
when and/or where the brainwashing oc- The subject’s identity, including its sense
curred, a shadow of a real memory if they of personal and social identity, is changed.
Alter Loyalty
have been programmed with a new iden- Minor changes involve keeping the core
tity, and so on. The Gamemaster decides identity intact but changing one aspect of Expertise Modifier: None
what is appropriate. that persona. Making someone who is nor- Successes Required: Two per rank of atti-
mally very tight-lipped unable to keep their tude shifted
mouth shut about secrets, for example, Action: 4 hours
Chapter 1: Skills 11
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Through coaxing, convincing, and ma- decide some long-term psychological effects that matters is their programming once they
nipulation, the subject’s attitude (see Per- remain such as flashbacks of the experience, have been “turned on.”
suasion in the core rules) can be shifted post-traumatic stress disorder, and so on.
Apply an additional –2 penalty, increase
negatively or positively one rank regard-
the action by one rank of time on the Mea-
ing something. This attitude change can Manchurian Programming
surements Table, and two more degrees of
be towards just about anything, including Expertise Modifier: +5 helpful, +3 favorable, success are needed if the subject is to forget
positively towards new loyalties (the brain- +0 indifferent, –3 unfavorable, –5 hostile performing the programmed action once it
washer’s masters, for example) or negative-
Successes Required: Five is complete.
ly regarding existing loyalties (such as the
subject’s teammates.) Action: 16 hours if the subject’s attitude to- Tailor Memory
wards the programming is helpful, 1 day
This change in attitude will seem normal
if favorable, 2 days if indifferent, 4 days if Expertise Modifier: Varies (see following)
and natural to the subject. They will find
unfavorable, or 1 week if hostile Successes Required: Two per memory
ways to explain the change, attributing it
to carefully reconsidering the situation or This brainwashing effect involves pro- Action: 8 hours per memory
the like. gramming the subject to undertake a certain
You insert a memory of your choosing
course of action upon receiving a specific
into the subject’s mind, leaving the rest of
Deprogramming code word, phrase, or symbol. The difficul-
the mind and identity largely intact. Start-
Expertise Modifier: –5 ty of such programming depends on how
ing at 30 seconds, this memory can be up
receptive the subject is to the outcome, us-
Successes Required: Five to one rank on the Measurements Table in
ing Persuasion’s attitude scale as a measure-
length per 2 ranks of Expertise: Brainwash-
Action: 8 hours if the subject’s attitude to- ment. If it is something the subject would
ing the brainwasher possesses.
wards the programming is helpful, 16 normally ardently oppose (hostile), the pro-
hours if favorable, 1 day if indifferent, 2 cess is much more difficult than program- The brainwasher chooses when the event
days if unfavorable, or 4 days if hostile ming a course of action the subject may oth- occurred within the past two months; each
step further into the past on the Measure-
Removing all aspects of deprogramming erwise be willing to do (helpful.)
ments Table imposes a –2 penalty to the
is done in one concentrated effort. First, the Someone who has undergone Man-
skill check.
deprogramming requires the subject’s will churian programming will work with all
be broken again (see previous Break Will their will and ability to complete their pro- Among other things, this brainwashing
effect.) Once that is done, a combination of grammed task once they have been activat- effect is frequently used to erase the sub-
techniques are used to return the subject’s ed. They will do so as best suits who they ject’s memory of the brainwashing process.
mind to its previous state. are―sneaky people will try subterfuge It is not necessary if the subject’s entire iden-
If the required degrees of success are first, whereas muscle men will be inclined tity is replaced via the Alter Identity brain-
achieved, the subject is no longer under the in- towards violence, for example―but ul- washing effect.
fluence of any previous brainwashing. How- timately they will pull out all stops to get The memory is best kept general in its na-
ever, depending on how traumatic the expe- the job done, even to the point of harming ture to increase the chance of meshing with
rience may have been, the Gamemaster may themselves or people they care about. All the subject’s natural memories. Impose a –1
Chapter 1: Skills 12
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to –4 penalty to the skill check, at the Gam- the subject’s mind, it is not without risks. If Chemistry (Intellect)
emaster’s discretion, for trying to implant a the Expertise: Brainwashing check fails, the Expertise: Chemistry is the science of how
memory that is out of context with the nat- subject is immediately allowed a Will resis- types of matter exist, are formed, change, in-
ural memories or for a memory that is espe- tance check (DC 25), reducing the DC by 5 teract with each other, react to environmen-
cially complex or specific. A memory of the per degree of failure made during the check tal changes, etc.
subject in a city he’s never been to would be to strengthen the programming. If the sub-
DC Example
a significant problem, for instance. ject succeeds, the brainwashing effect that
Properly measure common chemicals
A memory that can’t possibly be true, was to be strengthened unravels and is no 10
for a desired, simple reaction.
such as the subject having committed sui- longer applied to the subject. Identify a common chemical compound
cide, causes the check to automatically fail. 15
Strengthen programming checks are using rudimentary means.
A failed check on the brainwasher’s part made separately for each brainwashing ef- Creating an explosive compound from
means the subject will recognize the memo- fect to be bolstered in this fashion. 20
common household chemicals, such as
ry as false upon “remembering” it. products found in a kitchen, bathroom,
and garage.
Strengthen Programming Examining a mysterious chemical resi-
Business (Intellect; Unskilled) 25 due to identify the component chemi-
Expertise Modifier: Varies (see following)
This variation of Expertise covers the cals that created it.
Successes Required: One per +2 Will bonus principles of not only running a business,
Action: Varies (see following) but also of the strategies, theories, and Computers (Intellect)
methodologies of employee management, Use, repair, and maintenance of comput-
Once someone has been brainwashed, it
financing, strategies, marketing, and so on. ers are addressed by the Technology skill,
is possible to strengthen the hold the pro-
The unskilled use of Expertise: Business al- but Expertise: Computers covers theories
cess has on their mind. Doing so requires
additional Expertise: Brainwashing skill lows for the basics of these elements, but not of computer programming and hardware
checks using the modifiers applies to the advanced aspects that stretch beyond the development, coding principles and tech-
brainwashing effect being strengthened. purview of a small business. niques, knowledge of computer operation
The time required is 2 ranks of time lower DC Example
technologies in general, and so on.
on the Measurements Table than was orig- Devise a simple marketing strategy for DC Example
inally required of the brainwashing effect 10
an established product line. 10 Identifying a simple driver error.
that is to be strengthened.
15 Preparing a thorough business plan. Custom installing multiple operating
Every degree of success rolled to strength- 15
Create a marketing strategy for a prod- systems on a single computer.
en a brainwashing effect grants the subject a 20 uct line already suffering heavy losses Troubleshooting commonly available
+2 bonus to Will when resisting someone’s 20
against competing products. software for an error.
attempt to undo that particular effect. Define a longitudinal strategy for infil- Writing a complex program intended
Because attempting to strengthen exist- 25 trating and taking over a strong compet- 25 to undertake a sophisticated task or the
ing brainwashing requires delving back into itor. like.
Chapter 1: Skills 13
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Criminal (Intellect; Unskilled) DC Example DC Example
Criminal culture, the operation of specif- Predicting how a city’s officials will Recognizing a decryption key when
10
ic criminal techniques and methods, and ex- react to rapid crime trend changes. presented with it, despite it being con-
20
amining, critiquing, and planning criminal Determining the people a criminal is cealed within a book or similar means
activities are all addressed by this skill. The 15 likely to associate with based on exam- of obfuscation.
process of actually carrying out a crime will ination of a psychological profile. Devising a computer cipher that uses
likely require the use of another skill, pow- Examining a series of ritually slain 25 twice as many bits as is currently com-
er, or ability, and should be role-played. 20 murder victims in order to create an mon on the market.
DC Example
accurate psychological profile.
Knowing the best part of town to find Identifying likely neighborhoods a high- Current Events (Awareness; Unskilled)
10 information regarding a well-known ly specialized criminal came from based The study and awareness of current hap-
25
criminal or type of crime. on his MO (method of operation) and penings in society, such as present and re-
targets. cent events of social, cultural, artistic, and
Finding the weaknesses in a jewelry
Cryptography (Intellect) historical significance.
store security system schematic with
15
regards to how it can be defeated by Knowledge of how to secure informa- DC Example
burglars. tion, devices, and the like from unapproved Knowing when a popular entertainment
10
Knowing a fence who can handle an viewing, or access or use, respectively, as act is coming to town.
20
incredibly rare and “hot” stolen item. well as how to try and penetrate the efforts Being able to recite the entire discogra-
Recognizing the MO (Method of of others to do the same. phy and year of production for a popu-
25 Operation) of an obscure criminal who 15 lar prolific band that has been together
Expertise: Cryptography is profoundly
primarily operates in a distant country. for several decades and has recently
rooted in mathematics and symbol recog-
staged a comeback tour.
nition. Modern cryptography mainly relies
Reciting from memory a timeline and
upon mathematics and computer systems
locations of terrorist events related to a
Criminology (Intellect) with regards to both encryption and decryp-
particular organization that has recently
Drawing from other areas of Expertise tion methodology. This means attempting 20
become of particular interest, including
in a more focused manner than comes from modern cryptography without the proper which individuals were believed to be
possessing those areas of Expertise on their tools can leave one at an extreme disadvan- responsible, spanning several decades.
own, Criminology uses elements of anthro- tage against adversaries who do have access Predicting the important domestic so-
pology, psychology, and sociology. It does to such means. 25 cial ripples a little-known, under-report-
so in a specialized format and framing that DC Example ed foreign news event will likely carry.
applies principles of the latter to better un-
10 Decrypting a simple substitution cipher.
derstand crime. This includes causes, sta- Dancing (Agility, Intellect; Unskilled)
Identifying the most likely form a spe-
tistics, trends, types, effects, and social and 15 Use Agility for performing dance techniques.
cific code’s decryption key would take.
legal reactions to crime.
Chapter 1: Skills 14
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Demolitions (Intellect)
Although the actual process of under-
taking demolitions uses the Technology
skill, this area of Expertise covers the prac-
tical and theoretical sciences involved with
demolitions, including relevant principles
of metallurgy, physics, and engineering as
they relate to blowing things up. Also in-
cluded is knowledge of technologies, chem-
icals, and so on used in demolition, and how
they are obtained.
DC Example
Examine a large blast site to determine
10
the point of origin.
Based on a specialized, desired demoli-
15 tion effect, determine the best type of
explosive for the job and why.
Design a shaped demolitions charge
intended to cut through a specific struc-
20
ture in a specific way without damaging
anything around the target area.
Setting explosives in a building so that
it appears to be caused by a natural
25
disaster or accident rather than an act
of demolitions.
Use Intellect to represent knowledge of DC Example
dance history, practical instruction, and to Impressing the crowd at a dance club Electronics (Intellect; Unskilled)
choreograph a dance routine (although Pres- 10 with your moves enough for people to This area of Expertise is used to figure
ence may also do in some cases of the latter.) clear you some space and watch. out, understand, or design electronic de-
Dancing checks may be attempted un- Outlining the development and history vices, and working or theoretical principles
skilled, although extremely difficult maneu- 15 of a specific form of dance, as well as thereof. Expertise: Electronics skill checks
explaining its current relevance. may be attempted unskilled, but only for
vers should have higher than usual DCs at
20 Choreographing an entire musical show. rudimentary activities such as stripping or
best, or be disallowed at worst, under such
Trying out for a world-class ballet com- splicing a few wires. Anything much more
circumstances. 25 complicated than this requires a Trained
pany.
skill check.
Chapter 1: Skills 15
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DC Example isms, as well as knowledge of what places degree of ability is not sufficient for modern
Tracking down an electrical short in a the environment at risk of harm. Unskilled code-breaking.
10 simple device’s circuit board based on uses of this skill are likely going to be limit-
DC Example
its design specs. ed to aspects of environmentalism confined
to what is generally considered common Deciphering a coded conversation with
Planning the wiring of a house’s elec- 10 another agent in order to discern the
15 knowledge, such as information commonly
tronics and power. real message.
found on the news, special interest web sites
Examining a custom-made electronic and the like, making these skill checks more Identifying a pattern of behavior in a
20 device in order to determine who man- vulnerable to misinformation, rumor, and business that strongly suggests it is a
ufactured it. 15
so on than would those of a character with front for covert, intelligence-gathering
Designing a better low-light, image-en- ranks in this skill. operations.
25 hancing system for military pilots that Knowing how to contact a foreign op-
DC Example
provides brighter, clearer vision. 20 erative working undercover in the city in
Understanding the impact on local wild-
Engineering (Intellect) 10 order to broker a deal.
life removing all wetlands will pose.
This skill represents an understanding Designing a flow of false intelligence
Explaining the long-term damage to a
of scientific and economic theories and intended to cause enemy agents hidden
local economy caused by pursuing the
principles as they relate to structural de- throughout government agencies at all
15 short-term goals of sacrificing envi- 25
sign and construction techniques, pro- levels of operation to reveal themselves
ronmental conservation in the name of
cesses, and the like. It can be used while when they intercept and pass along the
unrestricted industrial progress.
designing structures, discussing design information to their controllers.
Evaluating a city’s civil engineering plans
theory, or for examining a structure for Forensics (Intellect)
20 for the upcoming decade in order to
weaknesses and strengths.
devise an environmental impact report. Using numerous scientific disciplines
DC Example Devising a preservation program to related to discerning facts about criminal
Designing a safe, stable building foun- preserve and increase the population events and scenes. This discipline includes
10 25 utilizing physical clues to determine the
dation in a durable, solid environment. of a nearly extinct species without any
Finding weaknesses in another engineer’s remaining natural habitat. cause and tools of a victim’s death or iden-
15 tifying a location of an attack’s origin based
detailed office building schematics.
Espionage (Intellect) on indicators such as biological remnants on
Designing a building capable of resist-
20
ing earthquake damage. Training in operational techniques and an object, angle of entry into the body, etc.
25 Designing an underwater structure. tactics for obtaining confidential informa- Expertise: Forensics can also be used as
tion, covertly passing along secrets, devis- the basis for utilizing other areas of expertise
Environmentalism (Intellect; Unskilled) ing and enacting infiltration strategies, con- to better effect, such as using Profession: Ac-
Knowledge of social, scientific, and his- ducting counterintelligence, and conducting countant to know how to trace a crime sus-
torical events, processes, and theories as other aspects of clandestine tradecraft are pect’s finances to determine their location
they relate to improving and preserving the all addressed by this skill. The rudiments during a crime, to see if they made any out of
environment and its relationship to organ- of cryptography are also included, but the character payments recently, and so on.
Chapter 1: Skills 16
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DC Example DC Example DC Example
Identifying an attacker’s likely position 10 Forging someone’s signature. Collating and analyzing previous perfor-
10 during a murder by examining the vic- Falsifying photo identification imple- 20 mance data and the like to calculate the
tim’s blood splatter patterns. menting rudimentary authentication odds of a given horse winning a race.
15
Unraveling a web of creative account- methods, such as watermarks and dis- 25 Counting cards.
ing, such as numerous foreign and tinctive inks.
15 domestic bank accounts owned by front Duplicating polymer monetary bills Genetics (Intellect)
companies that are being used to laun- with forgery-proof measures, such as An aspect of biology, Expertise: Genetics
der money. 20
electronic scan bars built below their focuses on how the genes of living organ-
Identifying a likely murder weapon surface. isms work—their structure, modification
20 based upon highly unusual wound Forging a full body scan, biometric through procreation and artificial means,
markings on the victim. security identification signature for a and so on. This discipline is the root of ge-
25
Sifting for forensic evidence through specific person currently approved by netic modification and manipulation, a
an area littered with refuse and other the system. common aspect of the super-hero genre.
25 environmental elements that are chang-
ing, degrading, or otherwise drastically Gambling (Intellect, Presence; Unskilled) DC Example
interfering with their examination. Rules, history, and the culture of games Identifying a species by examining its
10
Forgery (Dexterity, Intellect; Unskilled) of chance and similar gambling means are DNA.
all addressed by this skill. Performing a genetic test on a person to
Knowledge of techniques required to 15
match them to a DNA sample.
imitate documents, handwriting, currency, Intellect is used when strategizing and calcu-
Mutating a virus at the genetic level so
and the like. Forgery checks and the like lating odds or the like.
20 it only affects organisms with a specific
may be attempted unskilled, but should not Presence is used while participating in a
genetic marker.
be allowed for more complex and involved gambling event wherein you try to in- 25 Splicing alien and human DNA.
undertakings. fluence another player’s decisions or
Intellect is used to design automated means perceptions, or if you attempt to create
of undertaking a forgery, understanding a falsehood for other players to perceive Geology (Intellect)
forgery prevention methods, and recog- in such a way not addressed by anoth- Geology is the study of a planet’s
er skill, such as Insight, Perception, or physical, earthen components (rocks,
nizing forgeries.
Persuasion. minerals, soil, tectonic plates, etc.) in the
Dexterity is applied to checks involving present and past. This skill can be used to
DC Example
hands-on forgery attempts, such as etch- examine the development of these com-
Knowing when not to accept additional
ing currency plates or imitating some- 10 ponents, their future changes, and effects
cards while playing Blackjack.
one’s signature. on the environment.
Understanding the rules of a somewhat
15
obscure variation of Poker.
Chapter 1: Skills 17
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DC Example ety, law creation and enforcement, dealing Guns (Intellect)
10 Identify a rock strata sample. with foreign dignitaries, public relations, Knowledge of the historical significance,
Building a soil erosion model for a spe- economic management, and so on within a craftsmanship, development and construc-
15 government framework, be it on a munic- tion techniques, practical application, main-
cific region.
Use accompanying mineral isotopes to ipal, regional, national, planetary, or even tenance techniques, and characteristics of
20 galactic scale. pistols, submachine guns, rifles, and other
date a fossil.
Employ geological information to Use of this skill does not guarantee wise firearms. This does not equate to training in
25 predict an upcoming earthquake on the governing or the creation of policies that their actual use.
other side of the planet. will work best in a given situation―it is no DC Example
Geography (Intellect) replacement for judgment or experience. Ex- Identify a non-standard bullet caliber by
10
This skill covers the study of the earth, its pertise: Governing represents the knowledge eye.
composition and lands, and its relationship and theory necessary to evaluate a given sit- Field strip, clean, and reassemble an
to the people and creatures that live upon it. uation in order to arrive at a number of con- 15
automatic rifle.
DC Example
clusions, not all of which are ideal. Recite all the specs for a well-known,
10 Deciphering a topographic map. 20 prolific firearm manufacturer for each
Estimating how long something has DC Example gun in its product line.
been buried based on the layers of Understanding the intricacies of royal Custom designing a new part for a fire-
15 strata found above it by comparing 10 lineage and how they relate to one’s 25 arm that radically improves its capabili-
to similar features in the surrounding own claims to the throne. ties in some way.
geography. Arriving at a way to smooth things over
after one of your ambassadors acciden- History (Intellect; Unskilled)
Determining the location of lost ruins 15
using an ancient map based on soil ero- tally insults a neutral foreign power you The research, collection, and analysis of
20 are trying to woo into becoming an ally. facts concerning past events, including an-
sion and other geographic factors that
have altered the landscape over time. Notice suspicious signs of people alyzing how specific past events have af-
Devising a detailed map of the history manipulating government resources fected the present. Widely known historical
20
of environmental changes upon the that could indicate an impending coupe events can be touched on with an unskilled
25 attempt. check, but in-depth analysis, little-known
landscape wrought by humanity since
the beginning of recorded history. Balancing the needs and attention facts, discerning common misconceptions
of a dozen quarrelling political fac- from the truth, and the like require the char-
Governing (Awareness)
tions of relatively equal power, all of acter possess ranks in the skill.
Expertise in the theory, policies, and 25 which want to force their own agenda
DC Example
practice of administrating and running a on your rule by trickery, violence, or
government body. This broad skill covers blackmail, all while keeping the gov- Knowing key figures in a well-known
the machinations that come with political ernment functioning. 10 historical event, such as who opposed
maneuvering, the needs of a stable soci- Napoleon at the Battle of Waterloo.
Chapter 1: Skills 18
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DC Example success until the desired effect is
Understanding how a historical area of achieved. This means graded de-
technological development has contin- grees of success from consecutive
15 Expertise: Hypnosis skill checks
ued to impact society from then until
the modern era. compound within each attempt
Examining a period in history and to achieve the desired result.
20 sifting through its events to find clues Each desired effect Exper-
that can help solve a mystery. tise: Hypnosis is employed to
Trace and argue for the impact on achieve applies different modi-
modern society of an obscure, seem- fiers to the hypnotist’s roll and
ingly nondescript person centuries ago requires the hypnotist achieve
25 a specified degree of success in
by tracing the subject’s genealogy and
following what his many descendants order to achieve the intended
have done since. result. If the required degrees
of success on the skill check are
Hypnosis (Intellect, Presence) not obtained on the first Exper-
Hypnosis is the process of putting some- tise: Hypnosis attempt, the next
one in an awakened mental state wherein attempt to add additional suc-
the subject’s focus, relaxation, and sus- cesses requires an amount of
ceptibility to suggestion are markedly de- time equal to the effect’s normal
creased at the expense of significantly re- action, plus one rank of time on
duced peripheral awareness. Aside from the Measurements Table. If that
its value as a source of entertainment, Ex- still does not get the job done,
pertise: Hypnosis can also be used in aid increase the required time by yet
of interrogation, to break someone else’s another rank, and so on.
hold on the subject’s mind, to explore sup- Every graded degree of suc-
pressed memories, and much more with cess on the subject’s part (or
regards to both the conscious and subcon- degree of failure on the hyp-
scious aspects of the mind. notist’s part) reduces the hyp-
Using hypnosis on a subject should never notist’s cumulatively achieved
come down to a simple matter of a single die successes by one. If this reduces
roll. It should be a gradual process represent- the hypnotist’s obtained suc-
ing the need to bypass the subject’s will and cesses up to that point to 0, all
natural inclinations. Graded, opposed skill hypnosis progress previously
checks are used to represent this process, obtained for the desired effect
using cumulative, consecutive degrees of will be negated.
Chapter 1: Skills 19
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A subject must first be placed in a hypnotic everything unless directed otherwise with Using a rhythmic object (e.g., a swaying pen-
state before any other effects may be at- the suppress session effect. dulum) as a focus to aid in the process grants
tempted. a +2 bonus to Expertise: Hypnosis checks to
Special Weakness initiate a hypnotic state. Doing so requires the
Expertise: Hypnosis does not work on a
subject retain eye contact with this focus at all
subject with an Intellect of –4 or –5, nor does Having recently undergone hypnosis times. This bonus is not applied to subsequent
it work on creatures immune to Will Effects. weakens the subject’s mind to external in- checks to elicit a desired result from the subject.
Just how open the subject is to the hyp- fluence. A subject that has successfully been At the Gamemaster’s discretion, other foci may
nosis process will apply a modifier to all of placed in a hypnotic state within the past be used, such as a rhythmic voice or particular-
the Subject’s Will resistance checks for the 24 hours suffers a −4 penalty to Will resis- ly soothing type of music.
session, as indicated in Hypnosis Subject tance checks against mind-affecting/mental
effects, including further hypnosis sessions. Once a hypnotic state is achieved, addi-
Malleability.
This penalty is reduced to −2 if hypnosis oc- tional Expertise: Hypnosis checks are needed
Hypnosis Subject Malleability curred in the past three days. Beyond that to induce the desired result from the subject.
Subject’s Inclination Will Modifier timeframe, no penalties are applied.
Entirely willing −5 Acquire Information
Initiate Hypnotic State Expertise Modifier: None
Favorable −3
Reluctant +3 Expertise Modifier: None
Successes Required: One per question
Unwilling +5 Successes Required: Two
Action: As long as is needed to both ask
A hypnotist can bring a hypnotized sub- Action: 1 minute for subjects with a total and answer the question―typically one
ject back to an ordinary state of awareness Will resistance bonus of +5 or less, 4 min- round combined
at any time as a move action. Similarly, any utes for a resistance bonus of +6 to +12,
This effect entails asking the subject to
event that can normally break someone’s 15 minutes for a resistance bonus of +13
reveal information consciously or uncon-
concentration inflicted on a subject while in to +25, and an additional rank of time on
sciously held within his memory. Examples
a hypnotic state requires a Will resistance the Measurements Table per +10 range
include the truth of a particular matter, a
check (DC 15.) Failure results in the subject beyond +25
pass phrase, lock combination, or location
being brought out of the hypnotic state. The To initiate a hypnotic state, the subject of the desired item.
subject may also attempt to bring himself must have a calm mind. If their mind is
out of the hypnotic state by making another agitated or fully aware and/or unwilling, Delusion
Will resistance check against the initial initi- hypnosis simply will not work without first Expertise Modifier: Minor delusion +0 to
ate hypnotic state Expertise: Hypnosis check. artificially calming it through drugs, sleep +2; major delusion: –1 to –4
However, this resistance check suffers a –4 deprivation, or the like. If the relaxed state
penalty because a hypnotized mind is more exists for the entire stretch of time needed Successes Required: One for minor delu-
easily manipulated. to induce a hypnotic state, the hypnotist sion; Two or more for major delusion
The subject is entirely aware of what’s go- may attempt the required graded Expertise: Action: Typically a round to build the delu-
ing on while hypnotized and will remember Hypnosis check. sion, although some minor delusions are
Chapter 1: Skills 20
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only a standard action while more com- Action: This requires as many rounds to natural process of the mind defending it-
plex, major delusions will take longer bring about as the subject’s existing skill self against trauma—may be retrieved by
Hypnosis for the sake of entertainment bonus or twice as many rounds as the ex- a hypnotist. By employing Expertise: Hyp-
involves inducing hallucinations and/or de- isting Will resistance bonus, respectively notism, it is possible to seek out the “foot-
lusions, such as making the subject believe Hypnotism can be used to instill confi- prints” of such memories and revive them
they are a chicken or existing within a false dence and clarity of mind that temporarily into active memory.
situation. A minor delusion requires very enhances one’s capacity to perform. If the memory was suppressed by some-
little in the way of convincing the subject. one else’s active manipulation, the hypno-
The hypnotist can choose to provide ei-
The delusion likely has a great deal of basis tist makes an opposed check against the
ther a temporary +2 bonus to the subject’s
in reality, but merely alters how the subject former’s power or skill check result initially
Will resistance modifier or a +2 bonus to a
perceives and interacts with the false exis- used to suppress the memory. Otherwise,
skill of the hypnotist’s choosing (the sub-
tence created for them. the check is opposed by the subject’s Will.
ject must have at least one rank in the skill.)
Making the subject believe they are This bonus does not come into effect until If a memory is large or complex, the
talking with someone they know, regardless after the subject is released from the hyp- Gamemaster may wish to break it down
of that false person’s behavior, would be an notic state. It lasts 1 round afterward, plus into components, each of which requires
example of a minor delusion. A major delu- a time equal to one additional rank on the obtaining separate degrees of success, with
sion involves grand changes to the subject’s Measurements Table per degree of success failure leaving holes in the memory.
perception of their ordinary reality. Mak- for the Expertise: Hypnosis check used to
ing an ordinary, Average Joe believe he was induce the result. Suggestion
talking with a potent and powerful demi- Expertise Modifier: –1 or –2
Separate Expertise: Hypnotism checks
god (an entity he’s highly unlikely to ever
may be rolled to instill both the skill (or Successes Required: One
encounter otherwise) or that he is breathing
multiple skills) and resistance modifiers in
underwater while visiting a merman king Action: One round if the suggestion is to
the subject, allowing them to be in effect si-
would both be examples of major delusions. occur while the subject is in a hypnotic
multaneously. However, doing so imposes
state. A post-hypnotic suggestion re-
The effect of a delusion depends on any a cumulative −4 penalty to the skill check
quires 5 minutes to prepare.
number of circumstances and should be left to per additional bonus (be it Will modifier or
the Gamemaster to determine. The hypnotist skill) beyond the first instilled bonus. You influence the actions of the subject
can spend a standard action to end the delu- by suggesting a course of action (limited to
sion whenever he wants; otherwise, it can last Restore Suppressed Memory a sentence or two.) The suggestion must be
as long as the subject remains hypnotized. Expertise Modifier: None worded in such a manner as to make the ac-
tivity sound reasonable. Asking the subject
Successes Required: One per memory
to do something obviously harmful auto-
Instill Bonus
Action: 1 minute per memory matically negates the attempt.
Expertise Modifier: None, or a cumulative
–4 (see following) A memory that has been artificially sup- The suggested course of activity can con-
pressed by means of an external source— tinue for as long as the subject is kept in a
Successes Required: One per bonus such as mind manipulation or through the hypnotic state. If the suggested activity can
Chapter 1: Skills 21
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be completed in a shorter time, the sugges- Successes Required: Two per memory to be You insert a memory of your choosing into
tive state ends when the subject finishes suppressed the subject’s mind. Starting at 30 seconds, this
what it was asked to do. If the suggestion memory can be up to one rank on the Mea-
Action: 1 minute per check
is not completed before the hypnotic state surements Table in length per 2 ranks of Ex-
expires, the activity is not performed. A memory can be artificially suppressed pertise: Hypnosis. The hypnotist chooses when
by burying it deep in the subject’s subcon- the event occurred within the past week; each
It is also possible to install a post-hypnotic step further into the past on the Measurements
scious, leaving them unaware of its associ-
suggestion that will occur once the hypnot- Table imposes a –2 penalty to the skill check.
ated events. If a memory is long or complex,
ic state ends, although it may be resisted in
the Gamemaster may wish to break it down The memory is best kept general in its na-
the same fashion as a normal hypnotic sug-
into components, each of which requires a ture to increase the chance of meshing with
gestion. A post-hypnotic suggestion can be
separate degree of success. Failure leaves the subject’s natural memories. Impose a –1
activated at a given time or under specific
the subject confused by the resulting incom- to –4 penalty to the skill check, at the Gam-
circumstances (such as with a code word,
plete portions or “flashes” of the memory emaster’s discretion, for trying to implant a
specific condition or place, etc.), and will
still active in his mind. memory that is out of context with the nat-
normally end once activated.
ural memories or one that is especially com-
Programming the subject so the post-hyp- Suppress Session plicated or precise. A memory of the subject
notic suggestion will occur more than once Expertise Modifier: –5 in a city he’s never been to would be a major
requires an additional degree of success per problem, for instance.
Successes Required: One per session result/
instance of doubling the amount (two de- A memory that can’t possibly be true,
memory to be suppressed
grees for twice, three degrees for four times, such as the subject having committed sui-
or four degrees for eight times.) Five degrees Action: One standard action per result/ cide, causes the check to fail automatically.
of success mean the post-hypnotic sugges- memory to be suppressed.
tion will occur whenever activated, without A failed check on the hypnotist’s part
A subject normally remembers every- means the subject will recognize the mem-
limit, for the full duration of the suggestion. thing that happened during a hypnotic state ory as false upon awakening.
The post-hypnotic suggestion will disap- once brought back to full awareness. The
pear on its own after as many weeks as the hypnotist may choose to suppress part or all
hypnotist has Expertise: Hypnosis ranks if of the session. The longer and more difficult Undo Mind-Affecting Ability
the maximum amount of times it may be ac- the subject’s hypnotic state, however, and Expertise Modifier: –5
tivated is not reached first. If five degrees of the more memories from the session that are Successes Required: Two
success were achieved while implanting the to be suppressed, the more difficult it will
post-hypnotic suggestion. However, there is be for the hypnotist to succeed. Action: One round, plus one rank up the
no limit to how long its effects will last if not Measurements Table per point of the
somehow removed. Tailor Memory mind-affecting ability’s DC above 15
Expertise Modifier: Varies (see following) Be the effect caused by a spell, psionic pow-
Suppress Memory er, hypnosis, or something else entirely, Exper-
Successes Required: Two per memory
Expertise Modifier: –3 tise: Hypnosis can be used to remove a mental
Action: 1 minute per memory effect currently operating upon the subject.
Chapter 1: Skills 22
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A hypnotist may attempt to remove the Journalism (Intellect; Unskilled) DC Example
effects of Mind Control power currently af- Researching, analysis, and reporting on Knowing simple, commonly used laws,
fecting the hypnotized subject. current events are addressed by Expertise: 10
such as traffic laws.
If applicable, instead of being opposed Journalism. This skill is complimented and Devising a legal strategy for a client in a
enhanced by other skills, such as Expertise: 15
by the subject’s Will, the Expertise: Hypno- rudimentary criminal or civil case.
sis check is opposed by the result of what- Writer and Investigation, allowing the jour- Designing an ironclad contract that is
ever power or effect was employed against nalist to become more adept in an aspect of 20 (virtually?) free of loopholes or weak-
the subject. journalism that has far more reaching po- nesses to exploit.
tential on its own. Knowledge of an obscure, centuries-old
A subject who is influenced by a Mind Con- DC Example legal precedent that can throw a mon-
trol effect achieved with an effect roll result 25
Writing a human interest story intend- key wrench in seemingly otherwise cut-
of 22 would require an Expertise: Hypnosis ed to elicit an emotional response, but and-dry legal proceedings.
check (DC 22) to undo. 10
does not require much in the way of
research or examination of data.
Instrument (Type; Dexterity)
Writing an investigative story where the Law Enforcement (Intellect)
Training in the proper playing and mainte- information is all out in the public but
nance of a particular type of instrument. This Knowledge of enforcement policies, tech-
15 the connections have not yet been made
skill may be taken multiple times with each niques, and strategies designed to reveal,
between the facts and the appropriate
instance applying to a different instrument. capture, and (when necessary) punish some-
conclusion arrived at.
How specific the type of instrument must be one who has broken the law. This knowledge
is up to the Gamemaster. Some may rule Ex- Writing a piece that has a reasonable
20 chance of changing public opinion on a includes deterrent and prevention methods
pertise: Wind Instrument is appropriate while intended to impede the breaking of laws in
others may require the character be as specific highly polarized topic.
Writing a detailed, prize winning story the first place.
as to use Expertise: Flute, for example.
on deep-rooted government corrup- Operating in foreign jurisdictions will
DC Example 25
tion, citing all manner of corroborating impose penalties to any skill checks with the
The ability to tune and clean the speci- sources and whistle-blowers.
10 penalty worsening the more alien the legal
fied instrument.
Law (Intellect) system the skill check is being made for is.
15 Performing a typical piece of music.
Performing an extremely complex piece Understanding of the legal system and DC Example
20 the process of litigation are addressed by Planning an adequate police presence at
of music. 10
Performing a piece of music written this skill. a city-wide parade.
for multiple instruments using only one Operating in foreign jurisdictions will im- Plotting a secure transport route
25 instrument while making the results pose penalties to any skill checks with the pen- through a city that will provide the saf-
15
sound as it was intended to be per- alty worsening the more alien the legal system est path to transport a prisoner between
formed that way. is that the skill check is being made for. the jail and courthouse.
Chapter 1: Skills 23
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DC Example Magic (Intellect) used unskilled, but is limited to rudimenta-
Designing a strategy for using under- This covers magic, astrology, numerol- ry, common elements of the discipline.
cover police officers to penetrate the ogy, and similar topics. Aside from rituals DC Example
20 and other arcane processes and methodol-
local underworld en masse in order to 10 Calculating some simple geometry.
uncover a super-villain plot. ogies, Expertise: Magic represents a history
of the arcane arts, the culture surrounding 15 Calculating pi to a dozen or so digits.
Devising a plan for optimal dispersal of Undertaking a game theory calculation
riot police when a super-villain releas- it, and the people renowned (or despised)
for its use. 20 to aid in determining weaknesses in a
25 es a virus that causes the entire city’s military strategy.
civilian population to become violent, This skill does not address stage magic
Designing a new approach to under-
raging maniacs. and arts of mundane illusion, such as sleight
25 standing a field of experimental mathe-
of hand.
Lore (Type; Intellect) matics.
This skill represents knowledge of the facts, DC Example
traditions, values, rumors, stereotypes, norms Being able to differentiate between real
Mechanics (Intellect; Unskilled)
and the like of a given body of knowledge. A 10 magic and stage magic during a perfor-
mance supposedly using the latter. This skill is used to figure out, under-
particular ethnicity, nation, sub-culture, loca-
stand, or design mechanical devices, and
tion, or social group (e.g., aristocracy) are all Identifying a somewhat simple (so far as
working or theoretical principles thereof.
excellent examples of an area of Lore, as are 15 such things go) arcane ritual being cast Technology is used for actual construction,
more general areas of knowledge, such as by an opponent. repairs, and the like. Use Intellect for the
pop culture or religion in general. Unskilled Delving into the history of a rare magi- thought process behind the design
checks may be allowed for facts and the like 20 cal artifact in order to figure out how to
concerning an area of Lore that are considered use it correctly. Expertise: Mechanics skill checks may
a part of common knowledge. be attempted unskilled, but only for rudi-
Casting a 10 point arcane ritual using
25 mentary activities such as designing a ru-
DC Example what you find in an arcane library.
dimentary device out of pre-built, easily
Knowing where to find a decent restau- Mathematics (Intellect, Unskilled) understood parts. Anything much more
10
rant using Lore for a particular city. complicated than this requires a trained
The systematic process of using patterns
Knowing the proper ritual and routine to to arrive at spatial or quantitative results, be skill check.
15 greet nobility in a small, obscure country they factual or theoretical in nature, includ-
using Lore: Aristocracy. DC Example
ing how they are structured and change.
Using Lore: Pop Culture to recite in 10 Knowing how to change a car’s oil.
Addition, subtraction, multiplication, and
20 order the twenty most popular songs of division are the most common forms math- Devising a temporary fix to keep a
a given year over four decades ago. ematics takes in practical terms. However, machine working long enough to get it
15
Understanding the details of a now-for- this Expertise consists of far more and is rel- someplace where proper repairs may be
bidden exorcism rite that has long since evant, in one form or another, to many oth- made.
25
been suppressed and struck from all er areas of Expertise, such as Science, Medi- Designing a stock model car from
20
official records using Lore: Religion. cine, and even Visual Arts. This skill may be scratch.
Chapter 1: Skills 24
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DC Example healing procedures. The Treatment skill DC Example
Planning the repair of extensive combat is still required to undertake the practical, Knowing the metahuman’s most often
25 hands-on aspects of medicine. 10
damage in a nearly destroyed mecha. used powers.
DC Example Being able to name the metahuman’s
15
Identifying the best medication for a frequent associates or teammates.
10
person to take for a common ailment. Knowing where the metahuman oper-
20
Designing an effective, individualized ates.
15 dietary and exercise plan to improve Understanding of the metahuman’s
health and impact weight loss. 25 favored tactics, objectives, and method-
Researching a patient’s vast family ology.
history, cross-referencing their various Meteorology (Intellect)
20
medical details, to predict concerns with
Crossing over and drawing from several
the current patient.
scientific fields, such as physics and chem-
Examining a longitudinal study’s results istry, meteorology is the study of the atmo-
of thousands of patients in order to sphere. Most notably, meteorology pertains
25 determine a pattern of correlation indi- to weather and how various environmental
cating the rise of a previously unknown factors, man-made and natural, affect them
disease. in both immediate and longitudinal terms.
Metahuman (Intellect; Unskilled) DC Example
The study and understanding of beings Making a general weather prediction
possessing metahuman (super) abilities, cov- 10 based on observation of current atmo-
ering said abilities, known personal informa- spheric conditions.
tion regarding individuals in that communi- 15 Creating a weeklong weather forecast.
ty, and aspects of metahuman sub-culture.
Predicting an atmospheric disturbance,
20
Unless a metahuman’s true identity is a such as a cyclone, well ahead of time.
matter of public knowledge, knowing his real Creating an accurate model of contin-
name and other details of his real life should ued ramifications of global warming,
never be revealed as a mere matter of an Ex- 25
Medicine (Intellect) using constantly shifting environmental
pertise roll. The same goes for other elements variables.
The practice and study of healing and of the character’s nature that are not publicly
health. This area of Expertise includes un- known, such as the secret origins of how they Military (Intellect)
derstanding and being able to expand upon got their powers, or an unknown vulnerabili- Knowledge of military procedures,
preventative health measures, appropri- ty or deadly allergy. Such confidential infor-
policies, organization and hierarchy, lo-
ate methodologies for maintaining proper mation should only be revealed through the
gistics, methodology, basic strategic tech-
health, and knowledge of corrective and course of the game’s events and role-playing.
niques, roles, tasks, history, and the like
Chapter 1: Skills 25
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are addressed by this area of Expertise. DC Example DC Example
This skill also covers having to interact Knowing Odin is the Norse pantheon’s Recognizing arcane designs carved into
with military organizations appropriately 10
patriarch. the floor as part of a magical ritual and
using their respective chain of command 20
Understanding the differences between being able to identify the type of super-
and inherent bureaucracy. the Greek and Roman pantheons, natural creature it was used to summon.
DC Example including the different names for the Identifying the secret society that
15
various gods in each version of the buried a tomb deep under a modern
Knowing the proper etiquette in a given
10 similar mythologies, and how they were city hundreds of years ago, and what
situation while among officers. 25
worshipped. it was meant to contain, based on
Identifying the best sort of military Preparing the proper protocol to meet the unique symbols of a lost tongue
unit, from the appropriate branch of 20 a specific god who has decided to walk chiseled in its walls.
15
the Armed Forces, for a particular mis- the mortal world as a hero.
sion based on provided parameters. Preparing a detailed analysis comparing
Preparing a detailed chain of command and calculating similarities between all
Oceanography (Intellect)
and sustainable logistics plan for a long- gods of similar purposes from all cul-
term, joint operation overseas between 25 The study and application of science and
20 tures spanning all known human history
several units from different branches of environmentalism as they pertain to oceans.
in order to pursue a theory of a shared
the military that may be at cross-pur- heritage between them. Numerous other scientific disciplines cross
poses with each other. over with oceanography because the latter
Spotting a foreign commando dressed Occult (Intellect)
involves itself with what lives in the oceans,
in plain clothes based on behavior, how how man-made chemicals alter its ecosys-
Although science is sometimes used to
25 he carries himself, grooming, and the tems, how its currents flow and shift, the
study the occult, this area of Expertise con-
like, and being able to identify the unit effects of landmasses and tectonic plates on
cerns itself with that which is to be found
he likely belongs to. the ocean environment, and so on.
outside the realms of science as is currently
understood. The occult involves the para- DC Example
normal and supernatural, as well as those 10 Identifying a common ocean-based fish.
Mythology (Intellect; Unskilled)
organizations, secret societies, cults, and Predicting the effects on its respective
The study and understanding of myths, other practitioners involved with them.
15 region if an ocean species becoming
folklore, and legends, usually surround-
DC Example extinct.
ing gods, epic heroes, supernatural beings,
origin stories, and the like. In addition to Recognizing arcane designs carved into Building weather projection models
10 20 based on unexplained changes in the
knowledge of these tales, this Expertise can the floor as part of a magical ritual.
help better understand how mythology and Knowing what sort of minerals or plant ocean currents.
actual history may sometimes overlap, es- is supposed to be able to act as wards Examining a water sample and, based
15 25 on the pollutants in it, identifying the
pecially in a world of super-beings and gods against a specific type of paranormal
who walk among men. entity. likely region of the world it is from.
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Physics (Intellect) DC Example required tasks, and also imparts related
The science of how energy, matter, and Poisoning someone’s drink in a way that knowledge. It does not, however, cover ar-
force function in relation to the rest of the 15 will not easily show up during a medical eas already represented by other skills even
universe and its natural phenomenon. Phys- if they cross over at some level. However, at
exam.
ics is at the root of many other scientific dis- their discretion, the Gamemaster may permit
Identifying by sight and scent venom rudimentary understanding of that other skill
ciplines that operate under a tighter focus 20 upon the tip of a wooden blowgun dart
on a particular area. under some conditions. In such instances, the
found at a crime scene. Gamemaster may require the character pos-
DC Example Creating a new toxin to poison alien sess those other skills in order to take an Ex-
Figuring out the amount of friction be- 25 invaders with a physiology that is not pertise skill related to a given profession.
tween two objects that collide based on entirely understood.
10 Expertise: Scientist would allow the charac-
the distance travelled from their starting
points. Politics (Intellect) ter to make a living as a scientist and im-
Predicting the trajectory of a projectile Knowledge of how a government oper- part understanding of proper laboratory
15 weapon based on its inclination, shape, ates, including the functions, relationships, and scientific procedures. Yet another skill,
and speed. and behaviors of its component parts. such as Expertise: Genetics, would be re-
quired to splice DNA. In this case, the Gam-
Using a crashed alien spacecraft’s DC Example emaster also declares the character cannot
translated logbooks, mechanical perfor- Knowing the basic principles and posi-
10 be of this profession unless they also pos-
20 mance details, and remaining fuel in its tions of a government political party. sess Expertise: Science or a similar skill.
tanks to calculate how far it travelled Examining a politically-oriented speech
before impact. The ability applied to a given profession
15 to determine if it is likely to appeal to
Calculating the probability of surviving will vary far more than is typical of other as-
the intended audience. pects of Expertise, depending on the Gam-
25 versus being torn apart by a rift torn in Deciphering a bill being considered to emaster’s judgment, as well as whether or
space to an alternate reality. 20 determine the likely practical ramifica- not the skill may be used unskilled.
Poisons (Intellect)
tions if it was made into a law.
Determining the likely political reper- Presence is an ability that may be suitable
This field of Expertise includes the use, for Expertise: Comedian, which may be
cussions within the native government
making of, and origins of substances that used unskilled. Anyone can try to be funny
and voting public, along with the poten-
cause some manner of (usually detrimental 25 and, arguably, timing and knowing how to
and dangerous) disruption or the like in a tial responses of foreign governments,
for a head of state undertaking a partic- play to one’s audience are the most critical
living thing. This skill also covers antidotes elements of comedy.
and decontamination practices while han- ularly complicated course of action.
dling poisons. Expertise: Soldier represents the training
Profession and discipline of a professional soldier, as
DC Example (Type; Ability Varies; Conditionally Unskilled) well as their mandate and responsibilities.
Knowing how best to safely poison rats This broad Expertise skill represents the The version of Expertise is best served by In-
10
infesting one’s home. ability to perform a particular profession’s tellect and cannot be used unskilled.
Chapter 1: Skills 27
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Example professions include Accountant, DC Example The use of psychology on a subject as a
Actor (Unskilled), Assassin, Astronaut, Com- Identifying the tricks a typical fraudu- means of treatment should never come down
bat Instructor, Comedian (Unskilled), Crim- 10 lent psychic is using to claim they talk to a simple matter of a single die roll. It should
inal Profiler, Diver, Educator (Unskilled), to the dead. be a gradual process. Graded, opposed skill
Recalling the name of a famous checks are used to represent this process, us-
Fashion Designer (Unskilled), Federal Agent,
15 psychic who operated in the city ing cumulative, consecutive degrees of suc-
Hunter (unskilled), Lawyer, Mercenary (Un- cess until the desired result is achieved.
over a century ago.
skilled), Miner (Unskilled), Policeman, Radio
Identifying a paranormal item as being
Host (Unskilled), Pharmacist, Physician, Sail- Quantum Mechanics (Intellect)
20 psychic rather than mystical in nature by
or, Soldier, Stage Magician (Unskilled) Trainer watching how it functions. Also known as quantum physics, this
(Unskilled), Writer (Unskilled) Understanding the purpose of an area of study concerns itself with the phys-
DC Example ancient, esoteric psychic device found ics of energy and matter within the quantum
25 realm. It is the foundation of atomic theory
Sewing some stitches into a deep cut deep beneath the Earth’s surface, aban-
10 doned many millennia ago by aliens. and similar scientific theories of atomic and
(physician)
sub-atomic relationships.
Writing a well-received role-playing Psychology (Intellect)
15
game supplement (writer) By applying scientific principles and DC Example
Teaching a bear to walk around on top methodology to the study of the mind, this Being able to explain how a laser beam
20 10
of an inflated ball (trainer) Expertise deals with understanding why is created and sustained.
Taking a wide variety of seemingly and how people—as individuals and collec- Understanding how multiple universes
unrelated crimes spanning two de- tively—behave and think as they do. Psy- 15 can occupy the same space at a quan-
cades and five continents, and find- chology is also used to treat mental disor- tum level.
25 ing common implied behavioral and ders using this knowledge. Using quantum interference to use the
psychological links that indicate they DC Example heat generated by firing a particle beam
20
were perpetrated by the same person Examining a criminal suspect to determine pistol back into energy to refill its fuel
(criminal profiler) 10 cell.
if they are legally sane and able to stand trial.
Analyzing someone’s reaction to some- Proofing the math for a quantum com-
25
15 thing you say to determine if they are puter design.
Psychic (Intellect) hiding anything in their response.
Predicting a villain’s likely next move Religion (Intellect; Unskilled)
Covering all lore and study of psychic
phenomenon, this specialty may be used
20 using a psychological profile and based Study of organized spiritual systems of
on a clue purposefully left behind. faith and belief that collectively define cul-
in place of Expertise: Magic in conjunction
Striving to understand, and subsequent- tural aspects ranging from morality and be-
with the Artificer advantage to design and ly treat, the thought process of the
25 havior to the origins of existence. Expertise:
construct temporary devices of a psychic in- world’s most dangerous, psychopathic Religion is primarily considered with the
stead of mystic nature. super-villain. rituals, policies, and practices of the orga-
Chapter 1: Skills 28
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nizations built around these belief systems DC Example DC Example
and not just what those beliefs represent. Hunting through a massive, ancient, Knowing how to repair the synapse-em-
There is some overlap with mythology, es- alien library with no organization sys- 25 ulating circuits in an artificially intelli-
pecially in a world where super-heroes ex- 25
tem to find a single line of text relevant gent android’s brain-like CPU.
ist, and ancient gods walk among mortals. to solving the current problem.
Science (Intellect; Unskilled)
DC Example
Riding (Agility; Unskilled) Although there are many specialized Ex-
Knowing why people of the Jewish
10 Expertise: Riding indicates skill and pertise skills focusing on particular aspects
faith do not eat pork.
knowledge of how to ride an animal, such of science, this skill covers the fundamen-
Being able to imitate a religion’s basic tals of all but the most highly specialized
as a horse.
15 behaviors so as to pass a cursory in- fields. This allows the character to make
spection as one of its members. See Chapter 4 (pg 88) guidelines and skill checks for most science-related tasks
Using a little-known religious law to rules for doing so, including relevant DCs. but, usually, with higher DCs than would
20 free someone sentenced to death as a Essentially, it is employed in a similar fash- be required of someone with a more refined
heretic in a theocracy ion as the Vehicles skill, save it applies to Expertise skill focusing on that particular
Being able to translate the meaning using a mount. field of scientific endeavor.
behind the ritual death dance of the lost
25 Robotics (Intellect)
DC Example
Tonga people on the Island of Mon-
Safely mixing two chemicals together to
sters. The design and practical theories of ro- 10
determine what they are.
bot constructs are addressed by this area
15 Identifying a plant based on its leaves
of Expertise. Such knowledge ranges from
Research (Awareness; Unskilled) Teaching the basics of quantum me-
the physical components to the software 20
The process of seeking data on a given running the machine, including those that chanics in a high-school course.
subject by distilling fact and meaning from have a degree of artificial intelligence or are Properly dissecting and cataloguing an
25
the source material such as books, Internet otherwise able to perform decision-making alien life form’s rudimentary physiology.
websites, and the like. There is often overlap functions.
Security (Intellect)
with aspects of the Investigation skill.
DC Example Understanding of security measures,
DC Example
Designing a cat-sized robot that will ranging from how to set-up a manned pe-
Sifting through recent news articles to 10 vacuum the floor using motion detec- rimeter to the operation of sophisticated an-
10 learn a politician’s stance on particular tors and spatial awareness software. ti-infiltration devices, are addressed by this
issues. Designing a robot vehicle that can drive skill. This expertise represents familiarity
Doing a background check on a politi- with the technology, people, and techniques
15 15 itself using programmed parameters
cian in order to dig up some dirt. of securing locations, objects, and people
and destinations.
Looking through history to find refer- against their penetration, theft or destruc-
20 Designing a combat-capable, humanoid tion, or kidnapping or assassination thereof,
ences to an immortal metahuman. 20
robot bodyguard. respectively.
Chapter 1: Skills 29
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DC Example
Choosing an optimum, commercial
10
home security system.
Recognizing someone who is fairly well-
15
known in the field of private security.
Determining the likely location of a
security system’s controls within a facil-
20
ity based solely on familiarity with the
system model.
Devising a manned and automated secu-
rity cordon for a large location that has
25
dozens of possible, difficult to defend
entry points and similar weaknesses.
Singing (Presence; Unskilled)
The measure of one’s talent for singing, as
well as a trained or inherent understanding
of singing techniques, styles, and practices.
DC Example
10 Singing a typical nursery rhyme.
15 Singing a typical pop song.
Providing an award winning singing
20
performance.
Singing an incredibly complex opera
DC Example Stage Magic (Intellect, Dexterity)
25 with long sustained, rapidly ranging
notes and the like. Analyzing demographic information to Also known as illusion, stage magic in-
10 provide regional crime statistics. volves using distraction, sleight of hand,
Sociology (Intellect) Examining modern society and relating and other forms of trickery and shenani-
Using various forms of study, observa- 15 it to historical demographic trends to gans in order to create the appearance of
tion, and analysis, this skill covers the study illustrate changes to racist perceptions. performing arcane or preternatural acts.
of society through the various relationships 20 Applying social theory to predict global
conflict trends in the near future. Dexterityis used for acts of physical presti-
of its component elements and the people
Conducting a social survey of an alien digitation, eye-hand coordination, or the
that comprise them. These factors include
race in order to construct a detailed like not addressed by Sleight of Hand.
demographics, religion, contemporary cul- 25 social profile outlining everything from
ture, social status and stratification, the law, customs to behavior to a detailed look Intellectis employed while designing, fig-
and criminality, among others. at their anomies. uring out, or otherwise being engaged in
Chapter 1: Skills 30
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stage magic in a manner other than hands- DC Example DC Example
on. The latter is also used to figure out Knowing a black market fence in the Using superior numbers and terrain to plan
how to work sleight of hand into an act. 10
25 city who is likely to be able to sell a sto- how to ambush a squad of enemy soldiers.
DC Example len experimental time distortion device. Preparing a counterattack from a pre-
15
Discerning how three interlocked, solid pared position surrounded by the enemy.
10 Survival (Awareness)
rings can be pulled apart. Devising a way to sneak supplies
Keeping track of a card’s position in a This skill represents training and knowl- 20 through an enemy blockade to allies
15 edge of how to keep yourself and others safe entrapped within the cordon.
shuffling deck.
and fed in the wild. How to build a shelter Planning the deployment of an inferior
Figuring out how a professional illu-
and otherwise protect oneself from the ele- number of spacecraft to attack a gal-
20 sionist is able to levitate random audi- 25
ments, and how to discern poisonous plants axy-spanning empire of vastly superior
ence members during his show.
from those that are edible or have medicinal military strength.
Designing a trick that will make an
properties are the sort of thing Expertise:
25 entire city seem to disappear in front of
Survival addresses. Temporal Mechanics (Intellect)
a live audience.
DC Example This skill covers the confusing and com-
Streetwise (Awareness; Unskilled) 10 Providing food and water for one person. plex study of how physics relates to time,
Understanding and awareness of urban especially time travel. This includes the the-
Build a shelter or otherwise fortifying
culture, especially unorthodox and youth- oretical (or real, depending upon what is
15 yourself against the weather and other
ful aspects, also known as “underground” possible in your game) means of travelling
hazardous climate conditions.
or fringe cultures rooted in the city streets, through time, the ramifications of operating
Provide food and water for a small in a time not your own, such as the creation
including appropriate lingo and behaviors. 20
group (2 to 5) of people. of paradoxes, and the existence and creation
Drug, dance and music clubs, and homeless
Provide food and water for a small of alternate histories.
cultures of the city are all addressed by this
25 group (2 to 5) of people in an environ-
area of Expertise, as is knowing how to access DC Example
the information grapevine that exists among ment that barely sustains native life.
Understanding the dangers of your
urban criminal elements, such as prostitutes, 10
actions should you travel to the past.
drug dealers, and black marketers. Tactics (Intellect)
Postulating the moment in time when
Tactics covers the philosophy, planning, 15
DC Example events changed, creating an alternate history.
policies, strategies, and techniques for fac- Recognizing sufficient subtle differenc-
Know the best places in the city to ing an opponent within the context of the
10 es to realize you have travelled to an
attend illegal dance parties. 20
resources, environment, and other appli- alternate history before seeing anything
Guessing a likely place to find someone cable conditions available. Most often, this
15 obviously different.
selling illicit street narcotics. skill is utilized in a military capacity to plan Mathematically devising a theory of how
Seeing the signs of homeless teenagers how best to defeat one’s foe, but it can also time travel is possible, should a machine
20 working together to conduct a neighbor- 25
be employed in other areas, such as busi- be created to allow the situation outlined
hood crime wave of extortion and robbery. ness or politics. by the math to become a reality.
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Theology & Philosophy Torture (Intellect; Unskilled) the subject’s Will are used to represent the
(Awareness, Intellect; Unskilled) Torture is the application of extreme psy- progressive cracking of someone’s resolve,
Studying religion and divinity from a chological, emotional, and/or physical stress using cumulative, consecutive degrees of
position of critical reason rather than faith, (including pain) as a form of severe punish- success to represent the process until the
along with a similar examination of knowl- ment or a means to extract information from subject cracks. This means graded degrees
edge, thought, existence, time, relationships the subject. Torture can be brutally random of success from consecutive Expertise: Tor-
between humanity and reality, morality, or extremely calculating in how it is imple- ture skill checks compound.
and the like are addressed by this skill. mented, depending upon the desired goal, Every graded degree of success on the
This includes their history, policies, nature, timeframe to achieve those results, and the subject’s part (or graded degree of failure
and implications, respectively, in the broad torturer’s skill. on the torturer’s part) reduces the torturer’s
terms required for critical analysis. Aside from employing this skill to con- cumulatively achieved successes by one. If
There is some inevitable overlap with Ex- duct actual torture, it is also used to create this reduces the torturer’s obtained success-
pertise: Mythology and Expertise: Religion, or analyze torture techniques. This includes es up to that point to 0, all torture progress
especially in a world where super-heroes someone else’s torture methods in order previously obtained will be negated.
exist and ancient gods walk among mortals. to determine what the torture intended to Degrees of
However, this skill is driven less by fact and achieve, how long it lasted, the degree of Success
Results
Chapter 1: Skills 32
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Traps (Intellect) DC Example es, however, utilize exobiology as a practical
Knowing how to design, construct, bait, Recognizing the underlying, unifying moral discipline that serves a very real function,
prepare, and conceal traps. In the case of 20 of an entire series of post-modern art col- and has the opportunity to use actual spec-
highly advanced traps, the Technology skill laborated upon by different artists. imens to pursue knowledge.
may be required for construction purposes. 25 Painting a masterpiece. DC Example
DC Example Writing (Intellect; Unskilled) Identifying a creature’s cellular structure as
10
10 Building a simple deadfall trap out of logs.
The ability to communicate textually in a one alien to how life evolved on Earth.
Building a poisoned needle trap into a manner that is true to the appropriate gram- Using a live alien specimen to develop likely
15 matical style, the chosen medium, and the 15 theories regarding the creature’s native
doorknob.
desired context. It also includes the ability
Devising a trap tailored to a particular habitat.
20 to communicate a message or story in such Constructing theories on likely evolution
target’s powers.
25 a way as to engage the reader. Expertise:
Designing an intricate, city-wide deathtrap. scenarios for extraterrestrial life forms
20
Writing encompasses creative writing, both given a model of an alien environment
prose and poetry, as well as more practical radically different from any on Earth.
Visual Arts (Dexterity, Intellect; Unskilled) writing purposes, such as those of a technical Devising a package to be shot into space
Knowledge of art forms that are mainly or journalistic nature. It also accounts for the that can communicate mankind’s intentions,
visual in nature. This body of knowledge process of analyzing someone else’s writing 25 physiology, aspirations, history, and desire
includes understanding the various visual for meaning, influences, and the like. for peaceful contact in a way that can uni-
disciplines and schools of thought, including versally be understood.
DC Example
the principles and techniques that combine 10 Writing a clear, concise memo.
to create visual art. Practical forms of visual Zoology (Intellect)
Analyzing a poem in order to extract the
art, such as graphic design and the aesthetics 15 A variation of biology specifically con-
real meaning hidden beyond the literal.
of architecture are included. Documenting the life of a mediocre person cerned with animals. Instinctual and learned
20 in a way that makes them seem incredibly behaviors, habitations, evolution, classifica-
This skill may be used to identify forged tion, physiology, and the like are all con-
intriguing.
art using opposed skill checks against the cerns of this discipline.
Writing a work of immense, culture-span-
forger’s Expertise: Forgery skill. 25
ning literature. DC Example
Dexterity is used to create a work of visual art. Xenobiology (Intellect) Identifying an animal’s most likely native
10
InItellect is reserved for analyzing and study- habitat by examining it.
This is the study of the behavior, physi-
ing it. ology, evolution, distribution, habitat, and Producing a reasonable hypothesis of an
origins of living creature alien to Earth: ex- 15 animal’s evolutionary path based on its
DC Example current physiology and behavior.
Identifying Renaissance influences in a traterrestrials. In games where aliens do not
10 exist, this is a skill of theory and guesswork Identifying natural, if abnormal, cellular
modern painting. 20
mutation in an animal.
Creating a new logo that represents the
by extrapolating conditions based on obser-
15 vations made within the scientific constraints Classifying a beast that has been heavily
client company’s products and identity 25
of Earth. Games that make use of alien rac- mutated by a criminal mastermind.
Chapter 1: Skills 33
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Chapter 2
Advantages
The following new advan- you require half the usual amount of Leads
tages are listed by name, type, (round up) required to perform a pursuer or
ranks (if applicable), and a de- target maneuver.
scription detailing their benefits Expertise: Riding may be substituted for
and function. the Vehicles skill while riding a mount, or
Some of the “new” advantages are Acrobatics for individual, personal move-
second edition feats that did not make ment powers
the cut into the third edition rules, for one
Avoidance
reason or another. However, there is value in
Combat, Ranked [2]
many of these feats becoming advantages―
following some alterations You enjoy a +2 circumstance bonus to
and tweaking to make them Dodge checks to avoid a grab or similar
more appropriate for the ensnaring effect. If you have 2 ranks in
third edition. this advantage, your circumstance bonus
increases to +5.
Ace
Skill, Ranked Banter Skill, Ranked
You gain benefits Make a Deception check as a free action
to Vehicle skill checks
every round this advantage is employed.
with a particular mod-
This is resisted by your targeted foe’s Will,
el/type of vehicle per
or opposed by their Deception or Sense Mo-
rank in this advantage.
tive (whichever is best.) Success means you
A new vehicle type
gain a circumstance bonus of (Presence +
must be selected with
Banter ranks) to your Dodge or Parry (as ap-
each new rank.
propriate) against that opponent. You only
When in a selected benefit from this bonus while your oppo-
vehicle, you reduce nent is able to hear you and you keep up the
the chance of encoun- witty (read: annoying) repartee.
tering an obstacle by
2 (see Hot Pursuit & Vehi- Banter also takes away from your full
cle Combat Optional Rules, pg 88.) Also, attention, however, imposing a –2 circum-
Chapter 2: Advantages 34
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Combat Advantages
Advantage Effect
Avoidance Circumstance bonus to avoid grab and ensnaring effects.
Improved Throw Choose if opponent uses Acrobatics or Athletics to oppose your trip attack.
Moment of Weakness * Select an appropriate action you may undertake as though you had prepared a ready action.
Monkeywrencher * Circumstance bonus to Damage versus mechanisms and electronics, and disabling or sabotaging may take less time.
Ranged Hold Make attack check to pin targets with ranged weapons.
Reliable Attack * The selected attack type is no longer subject to critical misses.
Sneak Attack Gain a circumstance bonus to a surprise attack’s Damage rank equal to your attack’s degree of success.
* These Advantages are ranked
Fortune Advantages
Advantage Effect
Enduring Inventions * Grants more scenes for inventions when a hero point is spent.
Enduring Psi-Rituals * Grants more scenes for psi-rituals when a hero point is spent.
Enduring Rituals * Grants more scenes for rituals when a hero point is spent.
Extra Extra Add an extra to a power effect.
Second Wind Removes the dying condition and replaces it with staggered.
Taskmaster * Inspire minions to gain a +2 circumstance bonus to some defense or resistance checks.
* These Advantages are ranked
General Advantages
Advantage Effect
Commander Sending simple commands to one’s minions is a free action.
In the Wings The character need not wait until between adventures to replace minions or call upon more followers.
Micro-Architect * Reduce the required Space of headquarters features by 1.
Minion Addendum * You may spend ranks on gaining additional minions or followers instead of spending more points on a single minion.
Organization * Acquire 15 points per rank to spend on an organization.
Rise to the Occasion * Increases a specified PL limitation.
Trademark * +1 bonus per rank to succeed at Trademark maneuver.
* These Advantages are ranked
Chapter 2: Advantages 35
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Skill Advantages
Advantage Effect
Ace * Halve Leads needed for vehicle maneuvers and reduce the chance of encountering an obstacle.
Banter * Use a steady stream of annoying chatter to frustrate your opponent into losing accuracy.
Connected, Revised * Choose factions within society with which to gain a circumstance bonus to Persuasion checks.
Contacts, Revised * Choose factions within society with which to gain a circumstance bonus to Investigation checks.
Ear to the Ground * Halve the usual time for Connected’s Persuasion checks and Contact’s Investigation checks.
Gambler * Circumstance bonus on Insight and Persuasion checks while gambling.
Gifted Craftsman * May construct inventions faster.
Gifted Inventor * May design inventions faster.
Invention Expertise * Reduce the cost of devices built with the specified effect by 5 points per rank.
Master Trap-Maker * Gain traps in situations where you have a chance to prepare in advance.
Mesmerist Halve the ranks of Time needed to perform an Expertise: Hypnosis effect.
Muscle Up Climb with one hand without penalty.
Poisoner * Gain a circumstance bonus to create poison, to poison-related power checks, and to resistance checks versus poison.
Psi-Artificer Use Expertise: Psychic and Technology to create temporary magical devices.
Psi-Ritual Expertise * Reduce the cost of psi-rituals researched with the specified effect by 5 points per rank.
Psi-Ritualist You can create and manifest psychic rituals.
Rapid Builder * Reduce time to build items related to the selected skill.
Ritual Expertise * Reduce the cost of rituals researched with the specified effect by 5 points per rank.
Skill Adept * The minimum you can roll with the selected skill, before modifiers, is (5 + ranks.)
Specialization * Gain a circumstance bonus on a particular aspect or area of a skill.
Strongarm Use Strength instead of Presence while coercing.
Trainer * Teach animals to perform special tricks.
Wire Fighter Defending yourself while climbing is less prohibitive.
* These Advantages are ranked
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stance penalty on your attack, skill, and The first rank you select for this advan- ter’s concept. You gain a +5 circumstance
power checks while in use. However, you tage will indicate your primary connected bonus to Investigation checks within your
can become a natural at annoying your tar- faction with all others being secondary. primary faction and 2 for secondary fac-
get by spending a second rank in Barter to tions. This bonus cannot increase your
remove these penalties. (Annotate as “No You could have Connected 3 (P: Crim- total effective skill rank higher than the
Penalties.”) A rank spent in this way cannot inal; S: Military, Police.) These distinc- campaign’s PL limit.
be used to obtain a Dodge or Parry modifier. tions can be as broad or as narrow as
the Gamemaster feels is appropriate to You may later switch which faction is
Your total Dodge or Parry bonus is limit- your primary faction, but doing so requires
the character’s concept.
ed by the campaign’s PL. purchasing a rank in Contacts without ac-
You gain a +5 circumstance bonus to Per- quiring a new faction for it.
Commander General suasion checks within your primary faction
Commanding a minion or similar fol- and 2 for secondary factions. This bonus Ear to the Ground
lower counts as a free action provided there cannot increase your total effective skill Skill, Ranked
is a means to communicate the command, rank higher than the campaign’s PL limit.
You are exceptionally competent at
and the command is both brief and simple. You may later switch which faction is working your connections and contacts, al-
Only one such command may be issued per your primary faction, but doing so requires lowing you to halve the time required of
round. Any additional commands require purchasing a rank in Connected without ac- Connected’s Persuasion checks and Con-
the usual amount of time to communicate quiring a new faction for it. tact’s Investigation checks.
the desired message.
Contacts, Revised If using the revised Connected and Con-
Connected, Revised Skill, Ranked tact advantage rules presented in this chap-
Skill, Ranked This advantage works as described in the ter, Ear to the Ground becomes a ranked ad-
This advantage works as described in the core rules but, optionally, a Gamemaster may vantage. You must purchase a rank for every
core rules but, optionally, a Gamemaster may want to refine its use to be more precise. In- faction you wish Ear to the Ground’s benefits
want to refine its use to be more precise. In- stead of generally applying to the charac- to apply to.
stead of generally applying to the character’s ter’s contact in all aspects of life, you must
connection in all aspects of life, you must choose a particular faction of society to have Enduring Inventions
choose a particular faction of society to have active contacts with. Every rank allows you Fortune, Ranked
active connections with. Every rank allows to choose a different faction of society. You may employ an invention you con-
you to choose a different faction of society. The first rank will indicate your primary struct for as many additional scenes while
By fractioning Connected in this manner, faction with all others being secondary. spending a hero point as this advantage’s
an element of realism is added, preventing ranks, plus one. This is instead of the usu-
characters from drawing on inappropriate You could have Contacts 2 (P: Federal al one additional scene gained from a hero
help with the constant need for Gamemas- Government; S: Legal.) These distinctions point used for this purpose. The Gamemas-
ter fiat. This revision also helps further de- can be as broad or as narrow as the Gam- ter reserves the right to cut this short if the
fine the character’s concept. emaster feels is appropriate to the charac- story’s progress demands it.
Chapter 2: Advantages 37
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Having three months of in-game time in- You are limited to no more ranks in Gifted Inventor
stantly pass by in real time as the heroes heal this advantage than half the game’s PL Skill, Ranked
from their most recent scene would be a good (rounded down.) Every rank of this advantage allows you
reason for the Gamemaster to rule the inven- to reduce by 1 rank of Time on the Measure-
tion no longer worked, even if this advantage
Extra Extra Fortune ments Table the amount of time needed for
would otherwise allow it to.
Spending a hero point temporarily be- an invention’s design check. This is done
You are limited to no more ranks in this stows you with an additional flat 1 point or without suffering the usual –5 circumstance
advantage than half the game’s PL (round- +1 cost per rank extra to a power effect of penalty to the Technology check.
ed down.) your choice. Increase the flat point value or Improved Throw Combat
+1 cost per rank value by one per addition-
Enduring Psi-Rituals You’re skilled at throwing opponents
Fortune, Ranked
al hero point spent, in which case you may
split your ranks among various extras, but off-balance. When making a trip attack (nor-
You may employ a psi-ritual for as not across different power effects. The addi- mally or using a power), choose for your
many additional scenes while spending a tional extra(s) lasts until the end of the scene opponent whether they must use Acrobatics
hero point as this advantage’s ranks, plus or until the effect’s duration expires, which- or Athletics to oppose you.
one. This is instead of the usual one ad- ever comes first.
In the Wings General
ditional scene gained from a hero point
used for this purpose. The Gamemaster Gambler Skill, Ranked [2] Once per session, replace lost minions
reserves the right to cut this short if the and/or followers of the same type in a time-
You are exceptionally talented at reading frame equal to the rank of time on the Mea-
story’s progress demands it, as per the En- and playing off people when there is some-
during Inventions advantage. surements Table equal to the minion’s rank
thing at stake, giving you a +2 circumstance
on the Amounts Table (pg 80) plus their PL.
You are limited to no more ranks in bonus on Insight and Persuasion checks
this advantage than half the game’s PL against subjects you are gambling with. If Replacing 10 (amounts rank –1) PL 3 thugs
you take a second rank, you increase this
(rounded down.) could be done within 30 seconds (–1 + 3
bonus to +5. This bonus does not provide
Enduring Rituals bonuses to checks made that have nothing equals a Time rank of 2.)
Fortune, Ranked to do with the gambling at hand. Invention Expertise
You may employ a ritual for as many ad- Skill, Ranked
Gifted Craftsman
ditional scenes while spending a hero point Skill, Ranked Select an effect you can duplicate or rep-
as this advantage’s ranks, plus one. This is resent with a device. Reduce by 5 points
instead of the usual one additional scene Every rank of this advantage allows you
per rank the total cost (not cost per rank) of
gained from a hero point used for this pur- to reduce by 1 rank of Time on the Measure- powers using that effect as part of a device,
pose. The Gamemaster reserves the right ments Table the amount needed for an in- with a minimum total cost of 1 point. Addi-
to cut this short if the story’s progress de- vention’s construction check without suffer- tional ranks allow you to apply this advan-
mands it, as per the Enduring Inventions ing the usual –5 circumstance penalty to the tage to another effect or further reduce the
advantage. Technology check. point cost of the selected effect.
Chapter 2: Advantages 38
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Although any combination of
extras and flaws may be applied
to this effect when building such
a device, this advantage’s benefits
do not apply if the power is built
as part of a multi-effect power, is
linked to, or has an Alternate Effect
that does not also benefit from this
advantage. If Invention Expertise
applies to all relevant effects, use
the highest applicable advantage
rank and ignore the rest.
Chapter 2: Advantages 39
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fill the area with 10 points worth of traps, Making the area safe again by removing starting the amount at two (rank –4) on the
distributed as desired. The trap-layer then the traps requires half this time. Amounts Table (pg 80.)
makes an Expertise: Traps check.
With Minion 6, you can have a single
When someone enters the trapped area, Mesmerist Skill
90-point minion, two 60-point minions,
they must make a Dodge resistance check The time needed to induce a hypnotic eight 30-point minions, and so forth.
every time they move across the ground state or perform a hypnotic activity to some-
(or through the air if any of the traps affect one already in such a state, as per the Ex-
airborne targets.) This is against a DC equal pertise: Hypnosis skill, is reduced to half the
Moment of Weakness
to the trap-layer’s Expertise: Traps check re- Combat, Ranked
usual ranks (rounded up) to a minimum of
sult, +1 per rank of speed the subject is mov- 0 ranks of Time (6 seconds.) Select one of the following action types or
ing at through the area beyond a speed of maneuvers per advantage rank:
0. If the resistance check fails, a randomly
Micro-Architect
determined appropriate trap goes off. Aid, defend, demoralize, disarm, feint, grab,
General, Ranked
No more Dodge resistance checks need recover, stand, trick, or trip.
Any headquarters feature that requires
be made (taking for granted the traps do not more than 1 Space reduces the Space it re- When an opponent attempts such an ac-
automatically reset. In such cases, Dodge tion against someone other than yourself
quires by 1 per rank of this advantage, to a
checks gain a +5 circumstance bonus be- minimum of 1 Space (which is why this ad- within your range of perception, you may
cause the trap’s location has been revealed) vantage doesn’t apply to anything already simultaneously perform an appropriate ac-
once the total amount of traps set in the area tion against that enemy (meaning an action
using 0 or 1 Space.) Similarly, no headquar-
have been activated. The trap-layer does the circumstances allow for) as though you
ters feature can have its required Space re-
not need to make this resistance check (un- duced by more than half its usual amount had previously readied an action to do so.
less an opponent makes a point of forcibly via this advantage. This means your action takes part outside
subjecting the trap-layer to one of his own
traps, at the Gamemaster’s approval.) Al- Each rank of this advantage beyond the the usual initiative order as though you had
lies who were pointedly made aware of the first requires you have 2 cumulative ranks taken a ready action.
traps’ locations make their resistance checks of Expertise: Engineering. You cannot utilize this advantage if you
with a +5 bonus. do not have sufficient remaining actions to
Micro-Architect 3 would require a mini- perform your desired maneuver.
Preparing an area in this manner requires mum of Expertise: Engineering 6.
as much Time on the Measurements Table
as the equivalent Volume rank. Monkeywrencher
Minion Addendum Combat, Ranked
General, Ranked
Filling a 1,000 cubic foot area (rank 10) If you choose to attack a mechanical or
would take 2 hours. The amount of time Every two ranks of this advantage be- electrical device or piece of equipment, such
may be reduced by imposing a –5 penalty yond the ranks needed to create the char- as a suit of power armor, a rifle, or a similar
to the Expertise: Traps check per time rank acter increases your total number of min- item, you gain a +2 circumstance bonus to
reduction (minimum rank of 0; 6 seconds.) ions of that particular type by one rank, your Damage. With a second rank, your cir-
Chapter 2: Advantages 40
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cumstance bonus is +5. As a rule of thumb, equipment, etc. involved that prevents the as one uses Expertise: Magic to create
this bonus only applies to mechanisms that latter from knowing who they really work magical inventions.
have moving parts, require electrical power, for. This makes the personnel only loyal to
or are fueled by a chemical reaction. the organization and not the characters con- Psi-Ritual Expertise
Skill, Ranked
tributing the necessary points.
You can also spend ranks to allow you
Select an effect you can duplicate or rep-
to disable or sabotage such items using the Multiple characters may contribute
resent with a psi-ritual. Reduce by 5 points
Technology skill faster. Doing so requires ranks from the Organization advantage
per rank the total cost (not cost per rank) of
one less rank of Time than is normal on the to jointly construct an organization, but
Measurements Table per rank of this ad- withdrawing from the organization may powers used during a psi-ritual, with a min-
vantage spent on this purpose (this means be handled in one of several ways. At the imum total cost of 1 point. Additional ranks
excluding the one or two ranks spent on the most severe end of the spectrum, the char- allow you to apply this advantage to anoth-
Damage circumstance bonus.) This includes acter loses the advantage but does not get er effect or further reduce the point cost of
when making a routine check, to a mini- back the expended points. Optionally, the the selected effect.
mum of a single action. Gamemaster may return expended points Although any combination of extras and
immediately after leaving the organiza- flaws may be applied to this effect when
Muscle Up Skill tion, after completing an important mis- using an appropriate psi-ritual, this advan-
You can make Athletics checks for climb- sion or story element to earn them back, or tage’s benefits do not apply if the psi-ritu-
the next time character rewards are dished al is built as part of a multi-effect power,
ing with only one hand without incurring a
out. Regardless, the organization retains is linked to, or has an Alternate Effect that
penalty or slowing down, leaving the other
the points but will not gain future support does not also benefit from this advantage.
hand free.
from the withdrawn character.
If Psi-Ritual Expertise applies to all relevant
Note: Someone without this advantage
Poisoner Skill, Ranked [2] effects, use the highest applicable advantage
suffers a –5 penalty while climbing with one
rank and ignore the rest.
hand, if the Gamemaster rules circumstanc- At one rank, you gain a +2 circumstance
es permit it at all. bonus to skill checks for making poisons A character with Psi-Ritual Expertise 3 (Af-
and to any power checks involving powers fliction) and Psi-Ritual Expertise (Weaken)
Organization General, Ranked
with a poison descriptor. You also gain a +1 prepares a psi-ritual with a power com-
Your character has directly contributed bonus to resistance checks versus poison. prised of Ranged Affliction 8 and Ranged
resources to building an organization (pg With 2 ranks, the circumstance bonus to Weaken Strength 4. This would normally
184), granting the organization (rank x 15) skill checks is +5 and you benefit from a +2 cost 24 points. Thanks to the Psi-Ritual
points for its use via this advantage. This bonus to resistance checks against poison. Expertise 3 Affliction, however, it costs 9
advantage is only for designing the organi- points; the Psi-Ritual Expertise (Weaken)
zation itself. Personnel, headquarters, and effect is not applied.
Psi-Artificer Skill
equipment must be purchased separately
using the appropriate advantages unless You can use the Expertise: Psychic Use the adjusted point cost instead of the
there is a layer of obfuscation or hierar- and Technology skills to create tempo- normal point cost for the sake of determin-
chy between the character and the people, rary psychic devices in the same fashion ing device’s design or the invention check.
Chapter 2: Advantages 41
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You may not have more ranks in this ad- Devices are not affected by this advan- Ritual Expertise
vantage than half the game’s PL. tage; see the Gifted Inventor and Gifted Skill, Ranked
Craftsmen advantages. Select an effect you can duplicate or rep-
Psi-Ritualist Skill
Reliable Attack resent with a ritual. Reduce by 5 points per
You can use the Expertise: Psychic skill to rank the total cost (not cost per rank) of
Combat, Ranked
create and manifest psychic (psi) rituals in powers used during a ritual, with a mini-
the same way as arcane rituals are created Apply each rank of this advantage to
mum total cost of 1 point. Additional ranks
and cast using Expertise: Magic. a separate, narrow or broad type of attack
allow you to apply this advantage to anoth-
(unarmed, ranged, a particular power, etc.),
Ranged Hold Combat er effect or further reduce the point cost of
as per the Gamemaster’s discretion. (For
the selected effect.
You can use a ranged weapon (or similar particularly broad types, the Gamemaster
ranged attack) to pin an opponent to a near- may require two ranks rather than one.) The Although any combination of extras
by, suitable surface (e.g., wall, tree) within 5 selected attack type is no longer subject to a and flaws may be applied to this effect
feet behind or beside the target. critical miss on a natural 1. when using an appropriate ritual, this ad-
vantage’s benefits do not apply if the ritu-
Make a standard attack roll against the Rise to the Occasion al is built as part of a multi-effect power,
target. If your attack succeeds, the target General, Ranked
is linked to, or has an Alternate Effect that
makes a Dodge resistance check against You increase a single PL maximum lim- does not also benefit from this advantage.
your attack roll result. Failure leaves the tar- it by an amount equal to this advantage’s If Ritual Expertise applies to all relevant
get immobile in that location. ranks. You must purchase this advantage effects, use the highest applicable advan-
separately for each of the following trait PL tage rank and ignore the rest.
To break free, the victim must take a move
limitations you may wish to apply it to: skill
action for Strength or Sleight of Hand check modifier (choose a single skill), attack and
(DC 15 + 1 per degrees of success beyond the A character with Ritual Expertise 3 (Af-
effect (choose an attack, be it a single attack
first.) A Strength or skill bonus greater than the type, such as a specific power, or a group of fliction) and Ritual Expertise (Weak-
DC allows the target to escape as a free action. related attacks, such as guns, at the Game- en) prepares a ritual with a power
master’s discretion), Parry and Toughness, comprised of Ranged Affliction 8 and
Rapid Builder Skill, Ranked
Dodge and Toughness, or Fortitude and Will. Ranged Weaken Strength 4. This would
Select a skill used to design something, normally cost 24 points. Thanks to the
such as Expertise: Electronics, Expertise: A PL 5 character with Rise to the Occa- Ritual Expertise 3 Affliction, however,
Engineering, or Expertise: Mechanics. Each sion 3 (attack and effect, Deadly Eye it costs 9 points; the Ritual Expertise
rank of this advantage reduces by 1 rank on Beams) increases his maximum possible (Weaken) effect is not applied.
the Measurements Table the Time needed attack bonus combined with effect rank
to build items relevant to that skill, to a min- from +10 to +13 when using his Deadly Use the adjusted point cost instead of the
imum of one rank of time (6 seconds.) Eye Beams power. normal point cost for the sake of determin-
ing device’s design or the invention check.
You may select additional, appropriate You may apply ranks in this advantage
skills for this advantage and apply ranks to to the same PL limitation, or to separate You may not have more ranks in this ad-
them as well. limitations. vantage than half the game’s PL.
Chapter 2: Advantages 42
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Second Wind Fortune check that is lower than 10 would count as
a 10, to which all the usual modifiers would
Spending a hero point instead
then be added.
of making the usual Fortitude
check for the dying condition This advantage must be purchased sep-
immediately removes this condi- arately for every skill it is to be applied to.
tion, replacing it with the staggered This advantage cannot, however, be applied
Damage condition. to the Close Combat or Ranged Combat
Skill Adept
skills. Doing so would unbalance combat
Skill, Ranked far too much.
Select a skill to which this ad- Sneak Attack Combat
vantage applies. Using this ad- When you successfully make a surprise
vantage, you create a minimum
attack, you gain a bonus to the attack’s Dam-
threshold of (5 + advantage ranks)
age rank of +1 per degree of success with the
you are considered to roll natural-
attack roll. You cannot sneak attack an op-
ly. Any actual, natural roll result
ponent you cannot accurately perceive (due
below this minimum threshold
is instead treated as a roll equal to concealment or the like), and opponents
to the advantage’s threshold. Ap- immune to critical hits suffer no additional
ply the usual skill modifiers to the Damage from this advantage.
threshold result. Your total Damage modifier is limited by
This advantage’s ranks, when the campaign’s PL.
applied to any one skill, cannot Specialization
exceed one-half (rounded down) kill, Ranked [3]
the actual number of ranks you
have with the skill (meaning you By applying this to a skill, you gain a +2
cannot apply it to a skill you circumstance bonus to a particular area or
would normally use untrained.) aspect of that skill. With a second rank, you
increase this to a +5 circumstance bonus,
5 ranks of Skill Adept (Acrobat- and a third rank increases it to +10. Many
ics) results in a minimum “natural Expertise skills may be further specialized
roll” of 10 for Acrobatics checks, as well, such as Specialization (Expertise:
but would only be allowed to a Physician, neurosurgeon.)
character with 10 or more ranks
of Acrobatics. This means any roll Specialization (Athletics, jumping) be-
on the d20 during an Acrobatics stows a +2 bonus to the Athletics skill
when using its Jumping aspect, where-
Chapter 2: Advantages 43
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as Specialization 2 (Persuasion, hag- Technology―Vehicles power cannot be a Trademark, for example,
gling) grants a +5 bonus while nego- Treatment―Poisons but ricocheting shots around corners with
tiating prices. an eye-based Ranged Damage power would
Vehicles―Motorcycles qualify. This bonus allows the character to
It is up to the Gamemaster to decide
Strongarm Skill exceed normal PL restrictions, although the
what counts as a specialization, but it must
character may not have more ranks in this
be very focused and cannot grant a bonus You can apply your Strength modifier advantage than half his PL (rounded down.)
to something already covered by anoth- rather than your Presence modifier to Intim-
er advantage. What’s truly special about idation checks made while coercing a subject. When the character uses their Trade-
this advantage is that a bonus gained from mark, the Gamemaster may decide that
Specialization allows a skill to exceed the Taskmaster Fortune, Ranked people will recognize how “naturally good”
campaign’s normal PL limit, but only with By spending a hero point as a standard they are with the ability. This may produce
regards to what the advantage is special- action, minions of yours exposed to your interesting situations devised by the Game-
izing in. Each new rank must be devoted inspiration or forceful commands will push master on the fly—it may result in what is
to a new specialization. themselves beyond their normal capability. effectively an Intimidation or Persuasion re-
This grants them a +2 circumstance bonus to sult, for instance.
Sample Specializations one Dodge, Fortitude, or Will check of your The character cannot have more than one
Acrobatics―Tumbling choice during the next round. Trademark at a time. Choosing a new Trade-
Athletics― Jumping The maximum number of minions af- mark requires buying the advantage anew,
Close Combat―This skill cannot have any fected in this is way equals the advantage’s a decision that loses all points spent on the
specializations. ranks on the Amounts Table, starting at –5. previous Trademark. The Gamemaster may
also demand the character undertake some
Deception― Gambling Taskmaster 3 would affect 4 minions (Amounts sort of in-game action, such as a quest, that
Expertise: Forgery―Identification rank –3.) allows the character the opportunity to illus-
Expertise: Metahumans―Villains trate why the advantage should be changed.
Trademark General, Ranked
Expertise: Religion―Buddhism Trainer Skill, Ranked
The character is exceptional at one very
Expertise: Survival―Jungle specific thing, and he is known for it. Each rank allows you to train animals of
Expertise: Tactics―Anti-Terrorism Choose any aspect of an attack type, de- Intellect –4 or higher to perform one partic-
Insight―Evaluate fense maneuver, power stunt, skill use, etc. ular, extraordinary trick following an Ex-
the character is capable of , granting a +1 pertise: Animal Handling check. Just what
Persuasion―Children circumstance bonus per rank to the relevant this trick may be is up to the player, but it
Ranged Combat―This skill cannot have check needed to perform the Trademark. must be approved by the Gamemaster who
any specializations.
Ultimately, it is up to the Gamemaster to must set the skill check DC appropriately
Sleight of Hand―Escaping decide what qualifies as a Trademark, but for the trick’s complexity. The trick must be
Stealth―Hiding it must be very specific. A Ranged Damage indicated when a new rank is purchased.
Chapter 2: Advantages 44
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Example tricks include how to pick a cannon fodder rather than accommodating for the following two rounds (four if used
lock following an Expertise: Animal Han- the sort of character that is developed into with Blaze of Glory.)
dling check (DC 20) or how to use sign a fully three-dimensional identity. To this All benefits remain restricted by the cam-
language (DC 25.) end, minion advantages allow those who paign’s PL limitations.
Use your judgment regarding which an- possess them to carry out unusual deeds or
Blaze of Glory Minion
imals can perform which tricks. Certain an- function in such way as are stereotypical of
imals will be prevented from learning cer- their role. If a fanatic minion (pg 46) risks their
tain tricks because of the limitations of their Due to their nature, several Minion Ad- life for their master in such a manner that
anatomy. A fish, for example, does not have vantages only function for those that have means almost certain death (Gamemaster’s
the means to pick a lock because it has no already selected the Fanatic minion advan- discretion), no PL limits apply to any of
appendages with which to do so. tage (pg 46) or are called via a Summon ef- their attack, defense, or resistance modifi-
fect with the Fanatical extra (pg 64.) ers for the rest of the round. If the minion
Wire Fighter Skill survives despite the odds, they are hindered
You do not suffer the usual +5 Athletics Against the Odds for the following two rounds (four if used
DC modifier while moving to avoid attacks Minion, Ranked with alongside All or Nothing.)
while climbing. This benefit does not apply Select a type of resistance check this advan-
if you are dazed, stunned, staggered, or oth- tage applies to with each rank. The minion
erwise incapable of taking action normally suffers the effects of such a failed resistance
and unfettered. Likewise, you do not need check normally instead of suffering the worst
to make an immediate Athletics check if you possible degree of the effect if it also succeeds
fail a resistance check while climbing unless at a Fortitude resistance check against the
you get two or more degrees of failure. effect’s DC. (Yes, this means the minion at-
tempts two Fortitude resistance checks if this
advantage is applied to Fortitude.)
Minion Advantages All or Nothing Minion, Ranked
Minions are a different breed of char- If a fanatic minion (pg 46) risks their
acter than either noteworthy villains or life for their master in such a manner that
the heroes themselves. Because of their means almost certain death (Gamemaster’s
unique role in a campaign, only beings discretion), they increase the number of ef-
made using the Minion advantage or via fective ranks for either one power or their
the Summon effect may possess any of the attack modifier by an amount equal to this
following advantages. advantage’s ranks.
These advantages are special in that they A minion is not allowed to have more
ranks in this advantage than the character’s
are designed to complement the minion’s
Minion Rank (point cost / 15.) If the minion
nature as a devoted follower and all-purpose survives despite the odds, they are hindered
Chapter 2: Advantages 45
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Minion Advantages
Advantage Benefit
Against the Odds * Suffer the normal effects of the selected resistance check if an additional Fortitude resistance check succeeds.
All or Nothing * The minion increases a power’s ranks or an attack modifier by risking their life for their master.
Blaze of Glory PL restrictions on attack, defense, and resistance check modifiers are removed by risking the minion’s life for their master.
Blind Devotion * Gain a circumstance bonus to Will resistance bonus versus commands contrary to their master’s orders.
Create Opening Grants their master a +1 circumstance bonus to the latter’s attack modifier by sacrificing the minion’s life against the master’s foe.
Fanatic The minion is zealously loyal to its master to the point of being willing to sacrifice itself.
Hard as Nails * Reduces the effectiveness of non-minions making routine attack checks upon the minion.
Heed the Call * Move faster than normal while running so long as the minion is rushing to aid their master.
Horde Freely move to the location once occupied by a fallen, adjacent comrade.
Loyalty +2 circumstance bonus to any roll/check once per encounter if in service of their master.
Lucky Shot Allows minions to score critical hits against non-minions by rolling a second die.
Move as One * As a crowd entity, the minions lose less of their Dodge and Parry modifiers due to the crowd’s size.
Power of Many * +1 (or greater) circumstance bonus to Damage while Aiding fellow minion.
Power of One May champion fellow minions to score critical hits against non-minions.
Swarm * Double the time to attack an opponent surrounded by allies to gain a Damage bonus against this target.
Wide Open The minion drops his guard to allow his master a surprise attack against the selected foe.
* These Minion Advantages are ranked
Blind Devotion A minion cannot simultaneously apply If more than one minion uses this advan-
Minion, Ranked [2] this advantage to more than one master. If tage at once, the combined bonuses can do
no better than double their master’s normal
The minion is so loyal to their master the advantage is applied to someone new, attack modifier. These benefits may surpass
that at one rank they gain a +2 circumstance all existing ranks regarding the previous the campaign’s PL limits, however.
bonus to Will resistance checks that would master are lost without compensation.
force them to do anything contrary to their Create Opening In case the minion somehow survives,
Minion
they may not use this advantage again for
master’s commands. Two ranks in this ad-
By sacrificing their life (or sincerely in- the remainder of the encounter.
vantage increases the benefits to +5. tending to, even if they don’t actually die)
The Gamemaster has the final say as to upon the attacks of their master’s foe, a Fanatic Minion
which situations this advantage will apply to. fanatic minion (pg 46) creates a distraction. A new degree of attitude is added to
This grants the master a +1 circumstance bo- those that may be held by NPCs (see the
These benefits may surpass the cam- nus to his attack modifier against that same Persuasion skill), so that the attitude table
paign’s PL limits. foe for the following round. now appears as follows:
Chapter 2: Advantages 46
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Attitude Effect Heed the Call Minion, Ranked
Will take risks to attack or interfere
If the minion’s master calls for immedi-
Hostile
with you. ate assistance due to dire
Unfavor- Will insult, mislead, or otherwise circumstances (Gamemas-
able cause you trouble. ter’s use your discretion),
Acts as socially expected towards the minion may move all
Indifferent out to get to his master’s
you.
side. This requires making
Will chat, provide advice, and offer
Favorable an Athletics check (DC 15)
limited help.
Will take risks to help or protectfor running, as normal, but
Helpful success increases the min-
you.
ion’s speed rank by +2 in-
Fanatic Will do anything for you. stead of the usual +1. This
Minions with this advantage automat- rate may be main-
ically have a fanatic attitude towards their tained for as many
rounds as this ad-
master. This means they will do anything
vantage has ranks.
asked of them by whoever commands their
loyalty, including fighting to the death no This additional speed
matter how impossible the odds. is only maintained if
it is used to bring the
A minion with this advantage gains minion to his master’s
no additional benefit from the Fanatical aid. The speed returns to
extra (pg 64.) normal if the command is
Hard as Nails Minion, Ranked countered or if the min-
ion stops running.
When a non-minion character makes at-
tack checks against the minion as a routine Horde Minion
check, the usual automatic 10 “rolled” is re-
As a free action taken
duced by 1 per advantage rank.
at any time in the round
Routine checks made against a minion (even interrupting other
with Hard as Nails 3 would be considered characters in the middle of
to have rolled a 7. their turn), a minion with this ad- of the minion’s usual movement allotment
vantage may immediately move into the ad- for the round.
The minion may not take more ranks in jacent location occupied by a fellow minion
this advantage than his Minion Rank (points if the latter is slain or otherwise incapacitat- This advantage may only be used in the
/ 15), to a maximum of 9 ranks. ed. This change of location does not use any moment immediately following the oth-
Chapter 2: Advantages 47
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er minion’s death or incapacitation. If Move as One Minion, Ranked
anyone else acts first, the opportunity is
The minions are accustomed to fighting
missed, and then only if the moving min-
ion still has some movement remaining to together en masse, utilizing mass combat
him for the round. tactics while retaining a cohesive defense.
When amalgamated as a crowd entity (see
Both minions must belong to the Chapter 7, pg 196), halve (rounded down)
same master.
the latter’s rank on the Amounts Table
Loyalty Minion
with regards to the crowd entity’s size for
the purpose of calculating its Dodge and
Once per encounter, the minion may ap- Parry modifiers.
ply a +2 circumstance bonus to any single
check or roll so long as the check or roll is in Two ranks of this minion advantage
service of the master the minion is loyal to. means the crowd entity’s Dodge and Parry
modifiers are not reduced by its size at all.
When this advantage is selected, indicate
the individual, small group, board, etc. that Power of Many Minion
represents the authority the minion will be
Minions with this advantage are experts
loyal to. If the minion’s loyalty ever shifts to
at dog-piling troublesome heroes. When
a new master, this advantage is lost with-
the minion Aids another minion of
out compensation but may be retaken
the same master to attack a target,
to regain the advantage’s benefits.
a +1 circumstance bonus to Dam-
Gamemasters may allow this ad-
vantage to switch masters if the age is also bestowed. This Dam-
loyalty is to the title or position age bonus increases by an additional
rather than the person filling it. +1 per rank higher than rank –4 (2
minions) on the Amounts Table of
These benefits may surpass the other minions who also have this
campaign’s PL limits.
advantage and are lending Aid to
the same person.
Lucky Shot Minion
The minion may achieve a crit- Five minions (rank –2) with this ad-
ical hit against a non-minion, but vantage Aiding another minion who is
only by rolling second die as a free attacking a non-minion would confer a
action once the possibility of a critical +3 Damage bonus (+1, +1 for rank –3, +1
hit is indicated. This second die must also for rank –2.) Whereas fifty such minions
result in a critical hit for the critical hit result (rank 1) offering their Aid would grant a
to take effect. +6 Damage bonus.
Chapter 2: Advantages 48
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Power of One Minion
Organization Basic Mole Network DC
Organization’s Influence DC
When minions surround and enclose a
non-minion opponent on all sides, a min- Advantages Local 40
ion with this advantage may step forward Regional (province, state, etc.) 35
as a champion against that non-minion in Although organizations are built in a
fashion very similar to that of characters National 30
single combat. This allows the champion to
score critical hits normally so long as their (see Chapter 7, The Many Faces of Evil), International 25
fellow minions continue to surround the they are distinct enough to merit some spe- Global 20
non-minion and do not themselves engage cial advantages of their own.
the champion’s opponent. Any Investigation check made against
Swarm Minion, Ranked
this DC is subject to the following modifiers,
Mole Network
Organization, Ranked
based on information concerning the target-
When the minion and their allies have an
ed facility or organization.
opponent entirely surrounded on all sides, The organization has a widespread net-
the minion can use team tactics. This dou- work of agents who have infiltrated various
bles the time normally needed to make an
other organizations, agencies, and secure fa-
attack, in order to gain a Damage bonus
when the attack is made. This Damage bo- cilities around the world.
nus is equal to this advantage’s ranks. If the To determine whether
attack misses, the Damage bonus does not there is such a “mole” within
carry over until the next attack.
any given top-secret research
The minion cannot have more ranks in lab, police station, CIA field
this advantage than is greater than half station, etc., the organiza-
his Minion Rank (rounded down; points
tion (or associated individual
/ 15), with a minimum of one rank. These
benefits may surpass the campaign’s PL with access to the organiza-
limits. This bonus stacks with any other tion’s resources) must make
applicable modifiers. an Investigation check. Use
the following basic DCs,
Wide Open Minion
based on the extent of in-
If the minion successfully conducts a fluence the organiza-
feint against an opponent, that minion’s
tion running the
Dodge and Parry modifiers drops to +0 for
a round. However, his master may make network has.
a surprise attack against that same oppo-
nent as a result.
Chapter 2: Advantages 49
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Mole Network DC Modifiers Reinforcements Of course, any forces the organization
Circumstance DC Modifier Organization, Ranked purposefully places nearby as reinforce-
Your organization has the This advantage allows an organization ments can be summoned without need of
Connected advantage appro- +5 with minions to call in reinforcements to just this advantage, taking as much time to ar-
priate to target about any operation it has running, although rive as their means of conveyance allows
Target’s existence is public the Gamemaster has the final say whether or them to travel.
+0
knowledge not conditions are extreme enough to prevent
Target’s existence is secret but this. These reinforcements are taken from the Secure
−5 organization’s pool of minions. Just how the
rumored Organization, Ranked
Target’s existence is secret and reinforcements are able to arrive, and how
−10 quickly, is up to the Gamemaster to describe For each rank of this advantage, choose
unknown
and make sense of when permitted. one type of threat that places an organi-
Target’s membership is open
+0 zation’s security at risk. Your Gamemaster
to public The initial ranks in this advantage indi-
has the final say on what qualifies or not,
Target’s membership is cate the amount of reinforcements to show
−5
screened (basic) up, as indicated by the rank’s value on the but some examples include arcane spy-
Target’s membership is Amounts Table minus 6. The first rank of ing, psychic spying, mole operatives, and
−10
screened (thorough) this advantage purchases 1 reinforcement (1 physical infiltration.
Target has the Lax Security rank of Reinforcements – 6 equals a value of Any security measures the organiza-
(Mole Operatives) complica- +modifier –5, or 1 minion, on the Amounts Table.)
tion has designed to counter the selected
tion Ranks of this advantage may also im- type of security risk gains a +/−5 circum-
+ (rank of prove the time required for reinforcements stance modifier (whatever works in the
population’s to show up. Without purchasing any addi- organization’s favor) to carry out its du-
Target location’s population value on the tional ranks for this advantage to improve
Amounts Ta- ties in relevant circumstances, or increas-
the time required, reinforcements appear
ble minus 5) es its DC by 5, as is most appropriate to
in 4 hours (rank 11 on the Measurements
Your organization has the
+ ranks Table.) Every additional rank spent on this how the security measure functions.
Mole Network advantage aspect of the advantage reduces the time on
Zealous
Target has the Secure (Mole the Measurements Table by one rank.
−5 Organization, Ranked
Operatives) advantage
Reinforcements 9 (32 minions, 30 min- The organization’s members are fanat-
utes) means the organization spent 6 ically loyal, modifying the organization’s
If the Investigation check succeeds, an
ranks on the amount of minions sum-
operative exists at the specified location and morale resistance check DC, as indicated
moned while spending the remaining
can be treated as granting the benefits of the 3 ranks to reduce the time needed for in Chapter 7, The Many Faces of Evil, by
Connected advantage. them to arrive. –2 per rank.
Chapter 2: Advantages 50
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Chapter 3
powers
This chapter provides new, revised, and/ Senses―Psychometry • 4 Ranks Base
Emotional Strength of the Event
or updated powers, flaws, extras, complica- DC
You can sense and read the psychic “fin-
tions, and more example power builds. Moderate (definite emotional invest-
gerprints” left on objects by the emotions 15
of those who owned, held, or were around ment, such as a symbol of true love)
them. The stronger the emotions and the less Major (something of great emotional
10
time that has passed since the event, the eas- significance, such as a vengeful murder)
New Power Effects ier it is to know what has been imprinted. Extreme (something incredibly emo-
tionally turbulence, such as genocide)
5
To understand what the imprint is telling
This book would not be complete
you, make a Perception or Presence check This base DC is then modified by how
without at least one new power effect to (whichever you prefer or, if the Gamemaster
much time has passed since the event be-
add to your game’s repertoire. Also in- restricts you to one or the other, depending ing read occurred. However, there is no
cluded are two addenda on previously on the circumstances.) The base DC for this time modifier if the event happened within
published effects. check is indicated in the Psychometry DCs a rank of time on the Measurements Table
table and is modified by the passing of time. equal to or less than double your Presence
Growth, Addendum rank, with a minimum value of 0 (1 round.)
Psychometry DCs For each rank higher on the Measurements
As a character gets larger, its limbs and
Base
other extremities also get proportionately Emotional Strength of the Event
DC
Table beyond double your Presence since
larger. This means that—in the absence of the incident occurred, the DC is increased
Insignificant (typical, everyday happen-
some other factor—the character obtains 25 by a +1 modifier.
stance)
1 free rank of the Reach extra for every 4 Minor (emotional release, but nothing
20 A character with Presence 4 suffers no DC
ranks of Growth. out of the ordinary) modifier for reading events that occurred
New Power Effects
Name Type Action Range Duration Resistance Cost
Growth, Addendum General Free Personal Sustained ― 2 per rank
Senses―Psychom-
Sensory None Personal Permanent ― 4
etry
Shrinking, Adden-
General Free Personal Sustained ― 2 per rank
dum
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within the past 30 minutes. If the event be- Psychometry Subject A hero wants to use Psychometry on a
ing read happened a year ago (rank 23), Roll Subject Subject glove left behind at a recent murder scene
that would be 15 steps down the table, in- Result (Purposeful) (Random) with the intention of discovering some-
creasing the DC by +15. Learn about thing about its wearer. The Perception
Learn of something an event in the check to do so results in two degrees of
Game Masters are encouraged to add
01-10 entirely unrelated to most distant past success, granting a +10 bonus on the Psy-
their own modifiers if they feel the circum- chometry Subject table. The hero’s roll re-
stances warrant it. Trying to read emotions desired subject possible for the
object sults in a 17—something peripherally re-
off the weapon of a mass murderer still en- lated to a particular subject. Because the
crusted with the dried blood of its victims, Learn of something Learn about
11-14 peripherally related an event in the hero’s initial Perception check resulted in
for example, may result in a significant DC two degrees of success, this means the pe-
reduction. On the other hand, trying to read to desired subject recent past
ripheral information will be a single, brief
anything of substance from a cobblestone in Learn about an
moment caught in time.
a popular tourist spot that is stepped upon 15-18 As 11-14 event in the im-
thousands of times a day would appropri- mediate past Shrinking, Addendum
ately suffer from a considerable DC increase. Learn of the
Learn something As a character gets smaller, its limbs and
most recent,
What Is Learned? 19+ about the intended other extremities also get proportionately ti-
most powerful
subject nier. This means that, in the absence of some
To determine the nature of what is learned possible subject
other factor, the character’s reach is 0 feet or
about the subject, roll on the Psychometry
The clarity and specificity of information less (meaning the character must essentially
Subject table. Two columns are present-
learned about the determined subject depend be occupying the same location of what it is
ed for the subject: one is used if purpose-
on the degree of success achieved with the ini- touching) with its Unarmed attacks after 8
ly seeking specific information (e.g., “who
tial Presence or Perception check. ranks of Shrinking.
killed the woman who owned this comb?”)
and another for blindly probing the object in Psychometry Information
the search for any information at all without
specifics in mind (e.g., “who has owned this
Degree of
Success
Information Learned New Power Builds
comb I just found on the ground?”) A brief, unclear flash of insight The following are sample powers built
One Success that is barely helpful and very using the varied effects presented here
Every degree of success beyond the first cryptic
achieved with the Perception or Presence and elsewhere. Each build may be further
Two A single, brief moment caught modified as desired within the rule’s re-
check to use this power provides a +5 bonus in time (e.g., minor clue)
Successes strictions. Several builds have also been
to the roll for determining what is learned.
Three A small clip or scene of an “emo- uniquely customized to set them apart
You may continue attempting to learn new
Successes tional movie” (e.g., helpful clue) from the standard use of power effects in
information from the same object so long as
you continue using this power anew with Entire event plays out precisely, the constructing of a final power. They may
Four
emotions and all—the insight is be used as guideposts for players to do the
each effort. Successes as good as being there same on their own.
Chapter 3: Powers 52
T.o.C. Prev Chap Prev Page Next Page Next Chap
New Power Builds score. The target makes a Fortitude resis-
Resis- tance check immediately and, if it fails, the
Name Type Action Range Duration Cost
tance target is infected. After an hour passes, a
Stan- second resistance check is required. If this
Disease Attack Close Instant Fort 4 per rank
dard also fails, a victim of your Disease loses
Fearsome Pres- Stan- Close points from the affected ability equal to the
Attack Instant Will 2 per rank difference between the check result and the
ence dard (Area)
High-Speed DC, up to a maximum of the Weaken rank
General Free Personal Sustained ― 1 per 2 ranks when the disease takes effect. An additional
Dodge
Intuitive Re- resistance check is required each hour there-
General None Personal Permanent ― 1 point after, with the same result for failure. If any
flexes
Longevity General None Personal Permanent ― 1 point of the additional resistance checks succeed,
there is no effect during that round.
Stan- Tough-
Marksman Attack Ranged Instant 2, plus 2 per rank
dard ness Two successful resistance checks in a row
Stan- Continu- eliminate the Disease effect from the target’s
Master Plan General Personal ― –3, plus 5 per rank system; otherwise it continues each round.
dard ous
Minion Am- Stan- Continu- The target cannot recover from the Disease
Control Ranged ― –4, plus 7 per rank effect until it is cured or purged. A Healing
bush dard ous
Stan- effect can counter a Disease effect with an
Radioactive Attack Close Instant Fort +2 per rank opposed effect check.
dard
Rage General Free Personal Sustained ― –2, plus 2 per rank
Speed of Suggestions
General None Personal Permanent ― 1 point
Thought
Contagious (Extra)
Spinning General Free Personal Sustained ― 3 per 2 ranks
True Immor- 3 points, plus 3 points Seemingly tailored for the disease
Defense None Personal Permanent ― power build, this extra allows the initial
tality per rank
victim to pass the disease along to others.
Stan- Tough-
Weapon Master Attack Close Instant 2, plus 1 per rank +1 cost per rank.
dard ness
Some power builds are accompanied Disease Incurable (Extra)
by suggested additions, such as new com- Adding this extra makes a disease espe-
Effect: Weaken Selected Ability, Drawn
ponents for the build, Alternate Effects, cially devastating, because outside help is
Out, Progressive • 4 points per rank
complementary but separate powers, or all but impossible. A high ranked, incurable
extras and/or flaws especially suited to You can infect others with disease patho- disease power is very useful against subjects
the power build. gens by touch, affecting the selected ability with a low resistance modifier. Flat +1 point.
Chapter 3: Powers 53
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Insidious (Extra) ture rather than an effect that can be nulli- you are currently traveling at. Standing still,
An insidious disease is particularly dan- fied. Flat +1 point. moving at a rate (speed 0), or the like pre-
gerous because its victim is less likely to vents you from obtaining the Dodge bonus.
seek help while unknowingly suffering its Selective (Extra) The Dodge bonus may be no higher than the
effects. Flat +1 point. Adding Selective ensures one’s allies are power’s ranks, the ranks of the movement
not affected. +1 cost per rank. effect it is fueled by, or the game’s PL.
Slow Progress (Flaw) This power build obviously requires the
This flaw is useful for extending the time Subtle (Extra) character also possess a movement power
between resistance checks made against the Applying Subtle to this power means the that provides greater than normal speed.
disease’s effects. Flat 1 point per increased reason the character is fearsome is not as
rank of time value. simple or obvious as a hideous or frighten- Intuitive Reflexes
ing appearance. Rather, there is a perhaps
entirely indescribable sense of dread about Effect: Feature 1 (Use Awareness for Initia-
Fearsome Presence
him. Flat +1 or +2 points. tive) • 1 point
Effect: Perception (Sense Type) Area Af-
Usually used in cooperation with En-
fliction (Resisted by Will; Impaired, Dis- Intimidation Check Required (Flaw)
hanced Awareness, you can use your
abled, Paralyzed) • 2 points per rank
This flaw indicates the character’s abili- Awareness modifier rather than your Agil-
You can inspire fear in others by merit of ty to instill fear in others with his presence ity modifier when making initiative checks.
your appearance, words, stink, etc. (choose replies upon a conscious effort. Flat –1 point
an applicable sense.) Take a standard action per rank. Longevity
to strike a suitably fearsome pose or utter an
Effect: Feature 1 (Long Life) • 1 point
intimidating threat (or so on, as appropri- Limited Degree (Flaw)
ate to the affected sense.) Anyone within 30 Removing one or two degrees of effect Unlike the full-blown Immunity to Ag-
feet who is able to sense your fearsomeness makes the fear effect less perilous. Doing ing effect, it is possible to possess an ex-
(as appropriate to the selected sense) must so imposes penalties upon the subject, illus- tended lifespan where aging is slowed
make a Will resistance check (DC 10 + rank) trating their inability to think clearly, but rather than altogether bypassed. Similarly,
or suffer the appropriate condition. does not render them stuck in place. –1 or –2 a character concept may call for an extend-
cost per rank. ed life without being immune to effects that
First Degree: Impaired; Second Degree:
control aging. Since few games will ever
Disabled; Third Degree: Paralyzed. Al-
High-Speed Dodge have the opportunity to practically address
ternatively, you may select Compelled
this issue as anything other than an aspect
(Flee) as the second degree result. Effect: Enhanced Dodge, Limited to Sacri- of character and story development, such a
ficing Movement Ranks • 1 point per 2 prolonged life is treated as Feature 1. The
Suggestions
ranks actual age range is chosen by the Game-
Innate (Extra) You gain a +1 circumstance bonus to master and/or player.
Add this extra if you want Fearsome Dodge for each rank of speed below the Longevity and Immunity to Aging both
Presence to be a matter of the character’s na- maximum rank of your movement effect cost 1 point, so which is selected for a char-
Chapter 3: Powers 54
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acter is a matter of what best suits the char- walls, shoot someone’s hat off to scare them mental condition demands a power check
acter’s concept. away, or strike a target in pitch-black condi- using the action usually required of the at-
tions, for example. tack type. The DC for this check depends
Marksman on the difficulty of your trick shot, at your
A trick shot allows you to attempt to ig-
Effect: Ranged Damage, Limited to Ranged Gamemaster’s discretion.
nore environmental conditions that would
Weapons; Enhanced Ranged Attack, Lim- typically make it impossible for you to at- Trick Shots
ited to Ranged Weapons; Feature 1 (Extra tack a target, such as shooting around a Trick Shot DC Example Benefit
Effort); Feature 1 (Trick Shot) • 2 points, corner. A trick shot to ignore an environ-
15 Ignore a target’s cover.
plus 2 points per rank
Bank a shot around a corner,
When using a ranged weapon, 20 make a ranged trip or disarm
Marksman grants you several ben- attack.
efits. This power’s benefits do not
25 Ignore concealment.
apply to powers, such as eye or hand
Deny a target’s advantage,
energy blasts.
30 Agility, or circumstance bo-
Damage Bonus nus to Dodge (choose one.)
Your Damage ranks equals either the
weapon’s normal Damage or your ranks If your Marksman power check succeeds,
in Marksman (whichever is greater) while you may then make an attack normally. Fail-
using ranged weapons due to your superi- ure means your attack automatically misses.
or skill. Even when you wield a projectile Measuring the distance the attack would
or thrown weapon, your talent rather than have to travel to hit the target may include
its potency determines its Damage. You still turning around corners and the like. As
gain the other benefits and detriments the such, account for that when determining
weapon offers. range instead of relying upon the most di-
Attack Bonus
rect line between the character and target in
such instances.
You also gain a bonus to your attack roll
equal to your ranks in Marksman when us- Extra Effort
ing ranged attacks. Your total attack modifi- You gain an additional option when
er remains restricted by the usual PL limits.
using extra effort with this power: ex-
Trick Shots tra effort now allows you to employ a sin-
Trick shots—exceptionally difficult at- gle combat advantage that, in some manner,
tacks that are impossible for anyone who benefits your ranged weapon attacks. Such
lacks your super-human shooting ability— a benefit lasts for a number of rounds equal
are now possible. You can bank bullets off to your ranks in Marksman.
Chapter 3: Powers 55
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Your Gamemaster determines if a given ment while making ranged attacks. This This power essentially allows a charac-
advantage is a valid choice. extreme range (rank x 250 feet) impose a –8 ter to obtain benefits similar to that of the
circumstance penalty to ranged attacks. Inspire advantage without spending a hero
Suggestions point to do so, and with a longer duration.
Cowing Shot Suggestions
Master Plan
Enhanced Intimidation (Linked to Marksman
Ranged Attack Success) • 1 point per 3 Effect: Continuous Variable Effect, Exper- Allies
Marksman ranks tise: Tactics Check Required, Limited to (Affect Others, Burst Area, Ranged, and
Enhanced Skills, Limited Maximum Bo- Selective Extras)
As a complimentary power or Alternate nus, Limited to Prepared Area, Quirk 2
Effect, you may attempt a trick shot to scare Adding these four extras combined to
(Preparation Time) • –3 points, plus 5 this power build allows you to pass along
or intimidate rather than harm your tar- points per rank
get. First, make an attack against (or near its benefits to allies. +4 cost per rank
to, to be more accurate) your target using If you have the opportunity to prepare
a Marksman ranged attack. If you hit, you the area for an impending encounter, you Alternate Master Plan Build
deal no Damage but gain additional Intim- can formulate a plan that grants you an ad- To make the Master Plan power build more
idation ranks equal to this power’s ranks. If vantage. The act of preparation requires at manageable (and less expensive), you should
you miss, resolve your Intimidation check least a few minutes―longer at the Game- consider replacing the Variable effect with spe-
normally without this power’s bonus. master’s discretion. Once the preparations cific Enhanced Traits. Select the specific skill
are complete and you remain within the pre- benefits you want the power build to cover, rep-
Firing an arrow between the target’s fingers pared area, you can make an Expertise: Tac- resenting the sort of tactics the character spe-
would count as a cowing shot attempt. tics check (DC 10 + flaw rank.) If successful, cializes in. A character who is a master of cam-
you gain a benefit to particular skill checks ouflage, for instance, may have Master Plan for
Critical Aim (including Close Combat and Ranged Com- Enhanced Stealth only. An especially effective
Enhanced Improved Critical • + 1 point per bat), as distributed amongst the Variable ef- combatant may employ the power build using
Marksman rank fect’s provided points. both Enhanced Close Combat and Enhanced
Ranged Combat.
When added as a component of Marks- A successful skill check allows a maxi-
man, you may add your Marksman ranks mum +1 bonus to a single desired Enhanced
to the critical threat ranges of the selected Skill. Increase the bonus’ maximum by +1 Minion Ambush
ranged attacks. per one point the check result was higher
than the DC by. Of course, the maximum Effect: Continuous Burst Area Ranged Sum-
Long Shot bonus is also limited by the power’s ranks mon, Active, Horde, Multiple Minions,
and provided points. Stealth or Expertise: Tactics Check Re-
Feature 1 (Additional Range Increment to
Marksman) Flat • + 1 point quired, Limited Amount of Minions by
An Expertise Tactics (DC 13) roll resulting in Advantage and Roll, Limited to Prepared
When added as a component of Marks- a 17 would allow a maximum bonus of +5 Areas, Noticeable, Quirk 2 (Preparation
man, you gain an additional range incre- on any one skill. Time) • –4 points, plus 7 points per rank
Chapter 3: Powers 56
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If you have the opportunity to prepare Rage
for an encounter, you may conceal min- Alternate Radioactive Build
Effect: Burst Area Affliction (Resisted by Forti- Effect: Enhanced Fearless; Enhanced
ions throughout a particular area. The act
tude), Harmful, Triggered by Indicated Pow- Strength, Activation (Move), Exposed
of preparation requires at least a few min-
er’s Use • 1 point, plus 3 points per rank (Dodge), Exposed (Parry), Inhibited
utes―longer at the Gamemaster’s discre-
(Routine Checks), Tiring; Enhanced For-
tion. Once the preparations are complete, When the triggering power is used, a 30-foot titude; Enhanced Will • –2 points, plus 2
you can attempt an Expertise: Tactics or burst of radiation is released around the character.
points per rank
Stealth check (DC 10 + flaw rank.) If suc-
cessful, you may summon minions to your This power build otherwise works the same You can fly into a berserk rage as a move
aid from out of hiding through use of a pre- as the linked variation of Radioactive. action, becoming fearless, and gaining a +1
arranged signal (the triggering event of the circumstance bonus to Strength, and to both
power’s Reaction aspect) if you are within The effect to which this power build is Fortitude and Will resistance checks per
the prepared ambush area. linked becomes radioactive, risking anyone rank. You cannot make routine checks while
exposed to the latter’s effects to also be af- in a rage, and are –2 to Parry and Dodge
A successful skill check allows one min- fected with radiation sickness. Target’s ex-
while doing so.
ion to be hidden in this way. Increase this posed to the radiation roll a Fortitude resis-
amount by one step up the Amounts Table tance check (DC 10 + affliction’s rank), with Your maximum Strength and resistance
per one point the check result was higher failure indicating radiation sickness has set bonuses are limited by the campaign’s PL.
than the DC. However, you may not hide in. The conditions resulting from failure are:
Suggestions
more minions in this manner than your
Minion advantage allows. (See pg 38 for the Fades (Flaw)
relevant Minion advantage addendum.) First Degree: Impaired; Second Degree: The longer you stay enraged, the weaker
Exhausted; Third Degree: Damage its effects become as your calm slowly rein-
An Expertise Tactics (DC 15) roll resulting in states itself. –1 cost per rank.
a 19 would allow 16 minions to hide in the
prepared area. Inhibited (Concentration) (Flaw)
Perception checks are permitted to see if
Radiation Leak Complication You can’t undertake any other action
A complication that would compliment this that requires concentration while in a
the hidden minions are spotted, using the
power could indicate the radiation leaks from rage. This includes any power or skill with
Expertise: Tactics or Stealth check’s result as
the character, risking exposure at the indicated a Concentration or Sustained duration―
the Perception check’s DC.
radiation rank to others nearby at all times. A the latter does not apply to the rage itself.)
successful Perception check (DC 10 + power –1 cost per rank.
Radioactive rank) allows anyone in that area to notice the
tell-tale signs of radiation. This can include feel- Limited to Failed Will Check (Flaw)
Effect: Affliction (Resisted by Fortitude),
ing a bit woozy or the hair standing up on their You cannot enter a rage whenever de-
Harmful, Linked (Select Power to be Ra-
skin, although they won’t necessarily recognize sired. Instead, your natural state of calm
dioactive) • plus 2 points per rank (3
either the cause or source. fights against it, requiring you fail your own
points per rank if Ranged)
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Will resistance check (DC 10 + Will) to be- Spinning As an Alternate Effect or complimentary
come enraged. –1 cost per rank. power, you can use the centrifugal force of
Effect: Enhanced Dodge, Limited to Grabs,
your spinning to toss something you are
Timed (Flaw) Snare, etc.; Enhanced Defensive Roll • 3
holding farther away.
points per 2 ranks
Adding this flaw limits the amount of
time you can rage for, also enforcing a pe- You can spin rapidly along your vertical Drilling
riod of rest before you may rage again that axis at tremendous speed without becoming Burrowing • 1 point per rank
extends beyond any fatigue imposed by the disoriented. So long as you are spinning,
As an Alternate Effect or complimentary
Tiring flaw. Cost varies. you gain a bonus equal to your power rank
power, you can spin in such a way as to
to Dodge checks against Grabs, the Snare allow you to burrow through the ground
Uncontrolled (Flaw) power build, and similar effects and pow- like a drill.
A common addition to rage, it is used to ers. You also gain a bonus on Toughness
represent a condition that will throw you resistance checks equal to your power rank. Full Dodge
into a rage without you wanting to lose con- Remove Limited flaw • Spinning costs 2
trol. This is typically exposure to something, Suggestions points per rank
such as an emotion, pain, etc. –1 cost per rank.
All-Around Sight By removing the Limited flaw from the
Enhanced Dodge aspect of the power build,
The Return of Rage Senses 2 (Radius Visual) Flat • 2 points
you become fully capable of spinning about
Rage, like some other advantages (previous- An ideal complimentary power or a new most attacks.
ly known as feats), did not make the transition component to the Spinning build, you can
from second to third edition. We think it still has see any point around you while spinning. Get Air
a place in the game, so we are reintroducing it Flight • 2 points per rank
as a power build. Adjust the ranks of Enhanced Bladestorm
Strength to be greater than that of Fortitude and As an Alternate Effect or complimentary
Burst Area Damage • 2 points per rank power, spinning allows you to fly as would
Will to bring it more in line with the second edi-
tion feat, if you like. As an Alternate Effect or complimentary a helicopter or tornado.
power, you rapidly release various small
blades (knives, shuriken, etc.) while spin- Shred
Speed of Thought ning. This creates a 30-foot burst area around Burst Area Damage, Reduced Area –2 • –2
Effect: Feature 1 (Use Intellect for Initiative) you filled with lethal metal. Additional points, plus 2 points per rank
• 1 point ranks of the area extra can also be added to As an Alternate Effect or complimentary
increase the area filled by this power effect. power, you are able to make close combat
Usually used in cooperation with En-
attacks against everything immediately
hanced Intellect, you can use your Intellect
Centrifuge Slingshot around you as you spin. This could be by
modifier rather than your Agility modifier
when making initiative checks. Enhanced Strength, Limited to Throwing Dis- holding blades out, or merely your hands,
tance While Spinning • 1 point per rank depending on the character concept.
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Spin Along hanced Close Attack, Limited to Melee
Speed • 1 point per rank Weapons; Feature (Extra Effort); Feature
(Heroic Attack) • 2 points, plus 1 point
As an Alternate Effect or complimentary per rank
power, spinning allows you to race along
the ground like a speeding dust devil. Your talent with melee weapons tran-
scends the usual limitations of mortal be-
Vortex ings. You fight with unbelievable skill and
Enhanced Strength, Limited to Lifting and Car- unparalleled talent, allowing you to attempt
rying While Spinning • 1 point per rank maneuvers and attacks that would be im-
possible for lesser warriors. This power’s
As an Alternate Effect or complimentary benefits do not apply to powers or natural
power, you can use the air pressure created attacks, such as claws, fangs, or martial arts.
by your spinning to help you lift and carry
weights that would normally be too heavy. Damage Bonus
Your Strength-based Damage rank with
True Immortality a melee weapon attack equals the normal
Effect: Immortality 1; Immunity 3 (Aging, Damage for the weapon or your ranks in
Disease, Poison); Regeneration 1 • 3 this power, whichever you choose to use.
points, plus 3 points per rank
Attack Bonus
You do not age and are immune to ordi- When fighting with a melee
nary diseases and poisons. You also gain weapon, you gain an attack bo-
the benefits of the Immortality and nus equal to your power rank.
Regeneration effects equal to your
True Immortality rank. Heroic Attack
Your skill is such that even a simple,
Suggestions
mundane melee weapon is a deadly tool in
Innate (Extra) your hands. You can attempt heroic attacks
Add this extra if you want the char- in combat, allowing you to gain an
acters immortality to be a natural edge on a foe by making a success-
state. Flat +1 point. ful power check with this ability
using the action normally re-
Weapon Master quired of the attack type.
The DC for this check
Effect: Strength-Based depends on the difficul-
Damage, Limited to ty of your heroic attack,
Melee Weapons; En- at your Gamemaster’s discretion.
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In general, your action must have a di-
rect effect on your attack. For example, you
ter Close Combat Attack Success • 1 point
per 3 ranks New Extras
couldn’t usually use Weapon Master to run
along a wall or jump a great distance. How- As a complimentary power or Alternate The following extras allow power effects
ever, you could use it to gain an advantage Effect, you may attempt a heroic attack to to be modified in new ways. Some are gen-
over an opponent, such as denying him an scare or intimidate rather than harm your eral in nature while others are specific to the
advantage’s modifier to his Parry by attack- target. First, make an attack against (or near indicated power effects.
ing from an unexpected direction. to, to be more accurate) your target using a
If your power check fails, you can still Weapon Master close combat attack. If you Addictive
use your next standard action as you wish. hit, you deal no Damage but gain addition-
A list of suggested options for the heroic at- al Intimidation ranks equal to this power’s +1 cost per rank
tack and their DCs follow. ranks. If you miss, resolve you Intimidation If the target’s initial Fortitude or Will
check normally without this power’s bonus. resistance check against a power with this
Weapon Master Heroic Attacks extra fails, the target is at risk of becoming
Heroic Whirling your blades about an enemy at addicted to that effect, even if the power is
Example Benefit
Action DC dizzying speeds, making tiny cuts in his harmful. An additional Will or Fortitude re-
15 Ignore a target’s cover. clothes and hair without touching the skin sistance check (selected during the power’s
20 Turn while charging to attack. beneath, would count as a cowing attack. design) must be made 24 hours later against
25 Ignore concealment. the same DC, +2 per rank of this extra be-
Fine Touch
Deny a target’s advantage, yond the first. The target makes another re-
30 Fighting, or circumstance bo- Protection, Only Affects Objects, Only Affects sistance check each day that follows.
nus to Parry (choose one.) Others, Limited to Melee Weapons • + 1
point per 2 ranks If two of these subsequent resistance
checks succeed in a row, eliminate the crav-
Extra Effort When added as a component of Weap- ing for the power―the person is not at risk
You gain an additional option when using on Master, any melee weapons you wield of becoming addicted from that particular
extra effort with this power. Extra effort now increase their Toughness by +1 per rank of application of the power’s effects (although
allows you to employ a single combat advan- Weapon Master.
that won’t prevent the possibility if affect-
tage that improves your close combat ability
with a melee weapon for a number of rounds Limited to Double Original Damage (Flaw) ed by the power again in the future.) Two
equal to your ranks in Weapon Master. failed resistance checks in a row, on the oth-
You cannot more than double a weapon’s
er hand, results in the target acquiring the
Your Gamemaster determines if a given normal Damage rank when replacing the lat-
advantage is a valid choice. ter with your power ranks. For instance, if Addiction complication with regards to the
a character with Weapon Master 7 and this power’s effects.
Suggestions
flaw is using a weapon that is normally Dam- Do not include the initial resistance check
age 3, the character could only apply 6 ranks against the power itself when counting the
Cowing Attack of Weapon Master, improving the weapon to two back-to-back successful or failed resis-
Enhanced Intimidation, Linked to Weapon Mas- Damage 6 in his hands. Flat –1 point. tance checks.
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New Extras
Name Effect Cost Description
Addictive ― +1 per rank Target may obtain the Addiction complication regarding the power’s effect
Adroit Enhanced Skill 1 flat per rank Skill’s PL limit increases by 1 per rank
Enhanced Resis-
Alternate Ability tance, Enhanced +0 or +1 per rank Effect uses a different ability to determine its modifier
Skill
Altered Effect Summon +1 per rank Summoned minions of the same type have one different power effect
Alternate Attack ― +0 or +1 per rank Effect uses a different combat skill than normal
Autonomous Illusion +1 per rank Illusion operates independently from its creator
Critical Trait Enhanced Trait 1 flat point Roll an additional d20 and choose the better result when a critical success is obtained
The power effect is drawn out over an extended period, requiring multiple resistance
Drawn Out ― +1 per rank
checks
Easily Repaired ― 1 flat point +5 circumstance bonus to repair the Device
Enhanced Knockback ― 1 flat per rank +1 per rank to Damage solely for determining knockback
Fanatical Summon +1 per rank Summoned minions have the fanatic attitude
Priming, as per the Priming flaw (pg 74), occurs at one additional effect rank per action,
Fast Priming ― 1 flat per rank
per extra rank
Harmful Affliction +1 per rank Third degree condition becomes a Damage effect
+0 per rank/1 flat
Liberated ― Sustained effects have a duration independent of their wielder
per rank
Increase the time to recover from third degree conditions by 1 rank of time per extra
Prolonged Recovery Affliction 1 flat per rank
rank
Pull ― 0-1 flat point Knockback pulls towards effect rather than pushes away
Relay Communication 1 flat point Power effect acts as a relay for other Communication effects
Reservoir ― 1 flat per rank +1 point per rank for dynamic alternate effects to distribute
Slow Fade ― 1 flat per rank +1 use or +1 time rank per use, per rank
Healing can counter an Addictive effect The Addictive extra has no influence Immunity, even though the power’s effect
with a power check (DC 10 + Addictive on targets without an ability score relat- still works normally on such targets.
power’s rank +2 per each additional rank of ed to that of the Addictive extra’s resis-
this extra.) tance check (i.e., Stamina for Fortitude or Constructs cannot become addicted to a
Awareness for Will), or an appropriate Damage 6, Addictive (Fortitude) power, but
may still suffer physical harm from it.
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An Enhanced Resistance or Enhanced You may apply Altered Effect more
Handling the Addictive Extra Skill effect with this modifier uses a differ- than once, selecting an additional power
Although this extra will most likely see use as ent ability other than that which it is nor- each time.
something to add to powers that influence the mally based on to determine the resistance
subject’s mind, emotions, or the like, it is indeed This extra is especially useful when ap-
or skill modifier, respectively. If the Gam-
possible to create physically harmful powers with plied to the Duplication power build for cre-
emaster rules applying the extra grants a
addictive effects. In such cases, the Gamemaster ating duplicates that have their own unique
considerable advantage while using the af-
and player must decide if the addiction is orient- power that sets them apart from all the oth-
fected trait, this counts as a +1 extra, other-
ed towards the power alone or to its more gen- er duplicates, potentially suiting a particu-
wise it is a +0 extra.
eral effects. lar theme or interesting concept.
For instance, if a character has steel claws Enhanced Ranged Combat, Alternate Alternate Attack
with the special effect of being coated in a tox- Ability (Awareness) could represent a psy-
in that can make their victims addicted to being chic’s ability to more intuitively guide their +0 or +1 cost per rank
slashed, the Gamemaster must decide if the ad- ranged attacks using their will rather than A power with this modifier uses the op-
diction is to those particular claws alone or if the their hand-eye coordination. posite attack modifier (Close Combat or
victim becomes addicted to the feeling of their Ranged Combat, respectively) than is nor-
Altered Effect (Summon)
flesh being sliced into, regardless of what is used mal for an attack of its type. This can be
to perform the mutilation. +1 cost per rank used to represent “point-and hit” ranged
A somewhat more refined version of attack powers or “ranged” attacks that
Summon’s Variable Type extra, Altered Ef- spring immediately from the character.
Adroit (Enhanced Skill) fect applies to one of the summoned min- This may be a better option when using
ion’s power effects. Select an effect the min- power modifiers such as Increased Range,
Flat • 1 point per rank
Reach, or Reduced Range do not seem to be
ion possesses and apply this extra to it. You
Every rank of this extra increases by 1 the most appropriate way to accommodate
cannot select an array. The summoned min-
the PL limit to a single, indicated Enhanced the power’s concept.
ions may spend the points assigned to the
Skill. The Gamemaster must approve each
This is normally a +0 modifier, but the
skill this modifier is applied to, and should selected power on other effects, thus allow-
Gamemaster may want to increase the mod-
give special consideration before allowing it ing a degree of customization.
ifier to +1 if the switch grants the charac-
for the Close Combat and Ranged Combat If the Variable Type extra is also applied, ter an exceptional benefit or is skirting the
skills. More severe game balance issues may you can only apply Altered Effect if the se-
boundaries of being appropriate to the pow-
arise from allowing Adroit to be applied to lected effect is shared among all the minions.
er’s design concept.
these two skills. The various types of minions do not have to
Alternate Ability
all possess the same rank in the effect or at Using Alternate Attack Responsibly
(Enhanced Resistance, the same points cost, but the selected power Alternate Attack, like all power modifiers,
Enhanced Skill) must otherwise be exactly the same across should first and foremost be used to achieve
+0 or +1 cost per rank all minion types. If not, Altered Effect can- a power and character concept rather than
not be applied. as a way to cheat the system. It should not
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be used to take advantage of other elements This extra allows an illusion to oper- Two successful resistance checks in a row
of the character that may be better, but re- ate independent of their creator’s thoughts eliminate the Drawn Out effect from the tar-
sult in a power that doesn’t make sense. and control. It is instilled with an Intellect get, otherwise it continues to require a re-
equal to the power’s rank (to a maximum sistance check each hour. The target cannot
Adding this extra to a Ranged Damage of the creator’s Intellect), although the char- recover from the Drawn Out effect until it is
build simply because the character has lots acter may instill it with a lower Intellect if cured (or otherwise appropriately negated)
of ranks in the Close Combat skill without that suits the intended illusion. The creator or two resistance checks in a row succeed. A
the change actually fitting what the power gives the illusion a set of rules to follow at Healing effect can counter a Drawn Out ef-
is supposed to do would be an irresponsi- the time of creation, and the illusion follows fect that is toxic or infectious in nature with
ble use of this extra. them, but is otherwise incapable of any in- an opposed effect check.
dependent action. The creator can still over- Each additional rank of this extra reduces
Alternate Attack Used Properly: ride the illusion and assert control as a free the time between resistance checks by one rank
the Shadow Boxing Gloves action so long as all other conditions for
of time lower on the Measurements Table.
A character’s unique ranged artifacts controlling the illusion are met.
and devices are typically created using a Critical Trait (Enhanced Trait) Drawn Out 3 would require a resistance
Ranged Damage power or the like, but the check against the effect every 15 minutes.
concept here is a character that has a pair Flat • 1 point
of special boxing gloves that allow solid This extra cannot be applied to effects
When you roll a natural 20 to determine
shadow projections to deliver his punches the outcome of the selected Enhanced Trait, that already require additional resistance
over a distance. checks, such as is the case with Affliction.
you are allowed to roll another 20 and
The concept calls for the shadowy gloves choose the better of the two results to deter- Easily Repaired
to appear in mid-air, suspended before their mine the roll’s final result.
Flat • 1 point
target rather than being linked back to the
Drawn Out A device, artifact, vehicle, article of equip-
wearer. This makes a Damage power build
with the Reach extra inappropriate for what+1 cost per rank ment, etc. with this extra is easier than nor-
we want. A Ranged Damage power build mal to fix. You gain +5 circumstance bonus
This extra causes an instant duration ef- to appropriate checks to repair or otherwise
seems a better fit, but we want Close Com- fect to draw out its effects over time, much mend any harm done it.
bat to be used with the attack checks as a like many poisons or diseases. If the target’s
representation of the wearer’s fighting abil-
resistance check fails, the target is infected, Enhanced Knockback
ity. but the Drawn Out effect does not work im-
Shadow Boxing Gloves: Ranged Damage 6, mediately. Instead, the target makes another Flat • 1 point per rank
Alternate Attack (Close), Removable (–3 resistance check an hour later. If that resis- Applied to an effect that causes knock-
points) • 9 points tance check fails, the effect occurs, but if the back (see the knockback optional rule in the
resistance check succeeds, there is no effect GamemasterG 3e), this ranked extra adds
Autonomous (Illusion)
during that period. The target makes another +1 to the Damage result purely for the sake
+1 cost per rank resistance check yet another hour later to re- of determining whether knockback occurs,
sist suffering the effect again, and so on. as well as for knockback distance.
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A Damage 3 attack with Enhanced Fanatical (Summon) You can have no more ranks in this extra
Knockback 3 is treated as a Damage 6 than half the ranks (rounded down) of the
+1 cost per rank
attack for determining if knockback oc- power it is applied to.
curs and, if so, the distance the target is Your summoned minions have a fanatic
thrown by it. attitude and devotion to you, as per the Fa-
natic minion advantage (see page 46.) Harmful (Affliction)
Generally, the amount of ranks is limit-
ed to not more than the ranks of the power A minion that already has the Fanatic +1 cost per rank
effect to which it is applied, but the Game- minion advantage (pg 46) gains no further When added to an Affliction power effect,
master may modify this as desired. benefits when summoned with a power to the condition applied at three degrees of fail-
which this extra has been applied. ure is a Damage effect of a rank equal to that
of the Affliction. Due to its nature as an Af-
Fast Priming fliction condition, this Damage effect bypass-
Flat • 1 point es the usual protective measures that guard
per rank against physical harm. The Damage resis-
tance check is made using the target’s For-
Each rank titude or Will defense, as per the Affliction,
in this ex- rather than the target’s Toughness defense.
tra allows a
power with
the Priming Liberated
flaw (pg 74) +0 per rank; Flat •1 point per additional
to prime one rank
additional
power rank Applied to a sustained effect as a +0 mod-
per action. ifier, this extra makes its duration indepen-
dent of the user and based instead on the
number of ranks in the effect. The effect
occurs normally for as many rounds as it
has ranks, after which the effect dissipates/
turns off all at once. While it lasts, the effect
requires no attention or maintenance from
the user. It acts like a continuous duration
effect, although it can still be countered or
Teleport 9, Priming, Fast Priming 2 would
nullified, or even deactivated by its creator
prime 3 ranks of power per action, requir-
as a free action.
ing 3 actions (one and a half rounds) to
reach full power. Each additional 1 flat point applied in-
creases the duration per rank before the
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effect dissipates by 1 rank of time up the When applied at no cost to a power effect
Measurements Table (e.g., 2 rounds for 1 that both causes knockback (see the knock-
point, 30 seconds for 2 points, 1 minute for back optional rule in the GamemasterG 3e)
3 ranks.) and has an area, the knockback pulls the tar- Reservoir Example
gets inwards, towards the center of the area Consider the following power:
A Create 6, Liberated effect (costing 12 points) of effect. This is rather than outwards away Plasma Field: Dynamic Array (12), Reservoir
would last 6 rounds before turning off, but from the center, as would be normal. 12 (+12 points)
Create 6, Liberated 4 (costing 16 points)
If the knockdown distance is greater than • Hand Blast: Ranged Damage 6, Dynamic •
would last 12 minutes before dissipating.
the distance from the knockback’s target 13 points
A Liberated Alternate Effect that has to the effect’s center, the target normally
already been activated continues to func- continues past the center in a straight line. • Flash: Burst Area Affliction 6 (Resisted by
tion even when the array’s point distri- However, for 1 additional point, the knock- Fortitude; Vision Impaired, Vision Disabled,
bution is reconfigured. If an effect is not back’s target stops at the center point rather Vision Unaware), Dynamic • 2 points
sustained, modify its duration before ap- than continuing through it and onward. • Hard Energy Net: Cumulative Ranged Af-
plying this modifier. fliction 4 (Resisted by Dodge; Hindered and
Relay (Communication)
Liberated is useful for effects like Create Vulnerable, Defenseless and Immobile), Ex-
Flat • 1 point tra Condition, Dynamic, Limited Degree • 2
(for objects that fade or melt away) or En-
vironment (for changes to the environment When connected to more than one ap- points
that slowly return to normal.) propriate medium for the Communication • Plasma Wave: Move Object 6, Dynamic • 2
power effect, your medium (a radio, your points
mind, etc.) can act as a relay point through
The primary power―the hand blast―is built
Prolonged Recovery which those others may communicate if
using 12 points, and there are three Alternate
(Affliction) they are out of range of each other. This is
Effects, each also able to use a maximum of 12
useful for building hive minds, radio net-
Flat • 1 point per rank points. Because the array is dynamic, however
works, or similar chained communication
Increase the time needed to recover or ap- channels, depending on the power’s nature. each of the points (including the hand blast)
ply outside aid to overcome an Affliction ef- costs 1 additional point each. Reservoir 12 is
fect’s third degree conditions by 1 rank on the Reservoir then added to the array, allowing a total of 24
Measurements Table per rank of this extra. points worth of active powers among the dy-
Flat • 1 point per rank namic array at any given time. The array’s total
An Affliction power with Prolonged Recov- When applied to a power with Dynamic cost is 31 points.
ery 2 means the target requires 4 minutes Alternate Effects, this modifier provides 1 Alternate effects that are not dynamic cannot
to recover from third degree conditions. additional point per rank to be distributed utilize the array’s reservoir.
among those Alternate Effects. Essentially,
Pull this allows more powers to be activated at
once with greater potency without making
Flat • 0 or 1 point
the base power effects themselves more
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powerful. No one of these powers can have When applied to a Weaken effect, each check can be the same type as the first or a
more points allocated to it than its normal application of this extra increases by 1 rank different resistance type; choose when the
maximum. of time on the Measurements Table the du- modifier is applied, but both have the same
ration between lost points returning. DC, regardless.
Do not include the cost of this extra when
considering how many points are available Both resistance checks are assumed to oc-
to build the primary power’s Alternate Ef- cur simultaneously.
fects. It is purchased in a fashion that serves New Flaws
as a pool of points that is applied directly to A Burst Area Damage effect might involve
The following flaws allow power effects
the array itself. whirling blades an attacker can avoid
to be modified in new ways. Some are gen- with a successful Dodge check, circum-
This extra cannot provide more addition- eral in nature while others are specific to the
venting the need for a Toughness check
al points than the maximum required to ac- indicated power effects.
against the Damage.
tivate all Dynamic Alternate Effects simul-
taneously. Abating If Additional Resistance is applied to an
The dynamic extra of a power effect −1 cost per rank attack power and is meant to replace the at-
within an array need not be paid for from tack roll instead of permitting an additional
When applied to a ranged power of three resistance checks, the initial step of this flaw
the reservoir’s available points in order to
or more ranks, reduce the power’s effective is +0 instead of −1. The value is also +0 in-
activate the desired alternate effect, even if
rank (potency) with regards to effect DCs stead of –1 if the additional resistance check
using the effect at its full capabilities.
and the like by one-third at medium range. only reduces the power’s effect by half rath-
Reduce it by two-thirds at long range (round er than negating it completely (this use can-
Slow Fade
up, with a minimum of 1 rank.) not be used by an Area power.) If applied
Flat • 1 point per rank to an effect with the Area extra, this flaw
Medium and long range are always de-
An effect that fades over time―such as termined by the power’s regular rank and may instead indicate a successful resistance
an effect with the Fades flaw―does so slow- not the reduced, effective rank resulting check means the effect is entirely avoided
er with this extra. For effects with an Instant from this flaw’s application. instead of being reduced to half ranks.
duration, each rank adds an additional use
before a rank of effectiveness fades. Effects Additional Resistance Bulky
with a duration longer than Instant increase Flat • –1 or –2 points
+0 or –1 cost per rank
the time rank on the Measurements Table
by 1 per rank of this extra with regards to A power effect with this flaw grants two Any personal device or equipment with
what length of time is considered “one use.” resistance checks rather than just one, and this flaw is unwieldy and difficult to con-
the target avoids the power’s influence if ceal on one’s person, palm, and the like. For
One rank of Slow Fade on a Continuous ef- either resistance check succeeds, the tar- 1 point, this flaw imposes a –2 penalty to
fect with the Fade flaw would consider 12 get avoids the effect. This flaw may only Sleight of Hand checks involving the item
seconds (2 rounds) as one use, two ranks be applied to power effects that allow a and concealing, legerdemain, and stealing.
would be 30 seconds, and so on. resistance check. The additional resistance This penalty increases to –5 at 2 points. Fur-
thermore, these penalties also apply to at-
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New Flaws
Name Effect Cost Description
Abating ― –1 per rank The Ranged effect’s potency decreases over distance
Additional Resis-
― +0 or –1 per rank Allows two (possibly different types of) resistance checks to overcome effect’s influence
tance
Bulky ― –1 or –2 flat points Penalties to use one–handed and to conceal with Sleight of Hand
Bungling ― –1 or –2 flat points Penalty to the effect’s activation and operation checks
Compact Range ― –1 flat per rank Reduce the power’s effective ranks by 1 per rank to determine range
Complex ― –1 flat per rank The item is difficult to design, build, and repair
Delicate ― –1 flat per rank The item is –1 Toughness per rank
Diminishes ― –1 per rank Area effect’s potency decreases the farther one is from its center
Dire
― –1 flat per rank Using the effect in specified circumstance causes a problematic side-effect
Consequence
–points equal to
Drain Trait ― Activating the effect drains a trait
the drained trait
Exposed ― –1 flat per rank Using the effect imposes a Dodge or Parry penalty
–1 or –2 flat per
Exposure ― The effect’s potency is determined by the degree of exposure to something
rank
Fallible ― –1 flat point Effect doesn’t automatically hit on a natural 20
Falter ― –1 flat per rank Effect is –4 per rank to initiative checks
Fast Fade ― –1 flat per rank Fade flaw is expedited by +1 fading effect rank per rank of this flaw
Fluctuating ― –1 per rank Power check required to use the effect at full potency
Fragile ― –1 or –2 per rank Power is unreliable based on the character’s condition and injuries
Gradual ― –1 per rank Effect requires time to fill its Area
Heavy Recoil ― –1 flat per rank A Strength check is required to resist becoming prone
Insubstantial,
Imperfect –1 flat per rank Insubstantial or Protection, as appropriate, is less effective against a particular descriptor
Protection
Imprecise ― –1 flat per rank Increase an attack’s natural miss range by 1 per rank
–1 flat per rank or
Inhibited Trait ― Using the effect prevents another trait from functioning
–1 per rank
Knockback Only ― –1 per rank The effect only results in knockback
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New Flaws, Continued
Name Effect Cost Description
Light Touch ― –1 flat per rank –1 Damage for the purpose of determining knockback and knockback distance
Any Movement
Low Thrust –1 flat per rank –1 Strength for certain purposes while using the movement effect
Effect
No Knockback ― –1 per rank The effect does not result in knockback
Non-Critical ― –1 per rank The effect cannot obtain a critical success or critical hit
Priming ― –1 per rank The effect builds towards its maximum rank at a rate of 1 rank per action
Reduced Area ― –1 flat per rank Reduce the area from its initial value by one distance rank per flaw rank
Reduced
― –1 flat per rank Increase the target’s effective Impervious ranks by 1 per rank
Penetration
–points equal to
Reduced Trait ― The indicated trait is reduced in value while the power is active
the Reduced trait
Reload ― –1 flat per rank The effect is restricted by a limited amount of uses before those uses must be replenished
Self-Destruct ― Varies Using the effect destroys it or the containing device
Self-Fuelled ― –1 flat per rank Using the effect subjects the user to Damage equal the flaw’s rank
Shutdown ― –1 flat per rank Using the effect has a chance of nullifying a power the character also possesses.
Slow Progress ― –1 flat per rank The time between a Progressive effect’s resistance checks is increased
Source ― –1 or –2 per ranks The effect requires the presence of a source in order to function
Staggering ― –1 flat per rank The effect causes the user to become staggered
Stationary ― –1 flat per rank The effect requires time to set-up to use and must remain in place
Stunning ― –1 per rank The effect causes the user to become stunned
Timed ― –1 flat per rank The effect can be used for a limited time, requiring it be inoperable for a period to follow
Unreliable A separate d20 must be rolled with each action/use to determine if the effect works for each
― –1 per rank
Addendum possible instance of effect
Wild ― –1 per rank Controlling the effect’s direction is unpredictable
tack checks (or the like) while wielding the apply Bulky to a desktop computer or car, The character does not have complete
item one-handed. for instance, because neither is a personal, control over the power’s activation and use,
These penalties are in addition to any mobile device (although, yes, the car is in- or has not yet learned how to master it. This
others associated with other factors, such deed mobile.) flaw imposes a −2 penalty to all power, skill,
as the item’s size. The flaw may only be ap- or ability checks (but not attack rolls), as ap-
plied to reasonable, personal items meant to
Bungling propriate, related to the power’s activation
be used while out and about. You could not Flat • –1 or –2 points and/or operation. At –2 points, the penalty
for this flaw is increased to –5.
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Powers without any such roll cannot Diminishes
have this flaw applied to them.
–1 cost per rank
When applied to a pow-
Compact Range er with two or more ranks
Flat • –1 point per rank of an Area extra, that pow-
Each rank of this flaw reduces a ranged er’s effectiveness weakens
power’s effective ranks by 1 solely for the the farther from the Area’s
purpose of determining the distance of its center one gets. The power
short, medium, and long range. This flaw works normally within the
cannot reduce a power’s effective ranks be- space represented by the
low 1 for this purpose. Area extra’s first rank of
area (e.g., 30 ft. for a Burst
Area.) However, this is re-
Complex duced by as many effec-
Flat • –1 point per rank tive ranks as power’s ranks
divided by its Area ranks
Applicable only to equipment, devices, (round down, with any re-
and the like, this flaw indicates a detrimen- mainder being applied to
tal degree of complexity in the item. Design the farthest extent of the
and building/construction check DCs, along Area) within the Area’s
with any DCs for repairs and maintenance, second distance rank. The
are increased by +2. At two ranks, this mod- power’s effective ranks
ifier is +5, and increases to +10 for 3 ranks or are likewise cumulative-
+15 for 4 ranks. ly reduced again in the
At the Gamemaster’s discretion, this Area’s third distance
rank (if it has one),
same DC modifier can be applied to checks
and so on until
made against the item to sabotage, disable,
the Area’s end.
or disarm the item.
A Diminishes
Delicate Burst Area 4
Ranged Damage 9
Flat • –1 point per rank
power would have an
Every rank reduces an artifact’s, article of overall 250-foot radius. The
equipment’s, device’s, etc. Toughness by 1, first distance rank is from
to a minimum Toughness of 0. 0 to 30 feet, the second 31
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to 60 feet, the third 61 to 120 feet, and the in nature. However, they must use their Trait ranks lost in this way return at a rate
fourth distance rank covering 121 to 250 best judgment to decide a roughly equiva- of 1 rank per round. Instead of reducing the
feet. Because the power has 9 ranks and 4 lent value in order to determine how many selected trait’s value, ranks of this flaw can
ranks of Area, its effectiveness diminishes ranks of this flaw are required. be used to increase the time needed to re-
by 2 ranks per distance rank of its Area. cover the affected trait. Doing so moves one
Dire Consequence is ideal for charac-
rank of time up the Measurements Table per
9 / 4 = 2, with 1 remainder ters that live by some sort of preternat-
point of the flaw applied for this purpose.
urally regulated code of conduct, such
The blast would effectively have 9 ranks up as those who serve a Higher Power, or Drain Trait 8 (Intellect 3, 30 seconds) spends
to 30 feet away, 7 ranks from 31 to 60 feet, 5 whose powers come from a supernatural 6 ranks on the amount of Trait drained and
ranks from 61 to 120 ranks, and 3 ranks up or divine source that innately discourag- 2 ranks on the time between recoveries.
to 250 feet away. es abuse. This flaw can also easily be used
to represent powers—on their own or col- This flaw cannot be applied to Permanent
Dire Consequence lectively in a concept—that are not meant powers (unless it also has the Removable
Flat • –1 point per rank to operate in particular locations or under flaw), but may be applied more than once
certain circumstances. to the same power with each instance being
This flaw induces some sort of problem- applied to a different trait.
atic / detrimental state upon meeting its Drain Trait
conditions, such as using the power effect Exposed
against a target of a particular color, a spe- Flat • –points equal to the drained trait
Flat • –1 point per rank
cific type of person, or to perform a forbid- Each time the effect is activated, the spec-
den type of deed. The Gamemaster has the A –2 penalty is imposed upon the char-
ified trait’s value is reduced by an amount
final say on whether a condition is sufficient acter’s Dodge or Parry defense bonus (select
equal to how much of the base trait could be
to qualify for this flaw, otherwise consider it one) during any round in which the power
obtained by spending one point. Some traits
to be a complication instead. effect is used or active. This penalty increas-
may require more than one rank of this flaw
es to –5 at 2 ranks, –10 for 3 ranks, and –15
The Dire Consequence has 5 points to result in a single loss of rank when the
for 4 ranks.
worth of a detrimental power effect per power is activated.
rank of this flaw. Although this power ef- This flaw may be used to represent
fect normally targets the character, it is Drain Trait 1 (Dodge) reduces a Dodge trait heavy, clumsy, or bulky weapons or armor
possible it affects someone else instead. For by 1 per activation of the power. Drain Trait that prevent the user from being as capable
instance, triggering a Dire Consequence 1 (Acrobatics) reduces the Acrobatics skill of getting out of an attack’s way, etc., or a
may result in the character’s closest loved by 2 skill ranks per activation. Drain Trait 4 power that otherwise slows or hinders you,
one being mind controlled into forgetting (Strength) reduces the Strength ability by 2 such as by distorting your ability to perceive
the character exists. per power activation. incoming attacks.
Gamemasters may allow Dire Conse- The maximum detrimental effect this You may apply this flaw twice to the
quence effects that are not purchased as a flaw can apply to any single trait is to reduce same power effect, once for Dodge and
power effect and are more story-oriented it to 0 ranks with a single power activation. once for Parry.
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Exposure Exposure Table A character with Enhanced Strength 8, Ex-
−1 or −2 cost per rank Available Circumstantial posure (Sunlight) would consider the flaw
Exposure
This flaw limits the effective rank to an Ranks * Exposure to have a –1 value. While inside and only
amount based on exposure to a specified cir- When none (or an being able to access what little light makes
cumstance—the greater the degree of expo- insignificant amount) it through the thick curtains, barely lighting
Negligible None the room, the character is receiving negli-
sure, the more ranks one may employ. This of the required cir-
circumstance may be exposure to a partic- cumstance is present gible exposure; his power is considered En-
ular emotion in the character or others in One-Third/ Some exposure ex- hanced Strength 0. If he finds a ray of light
his surroundings, a chemical or environ- Minimal managing to get in through the drapes at
One-Quarter ists, but not much
mental condition, etc. Whatever the charac- another window, he would gain minimal ex-
There is a near
ter’s power requires exposure to in order to posure (Enhanced Strength 2) by standing
balance between
reach its full potency must be approved by in it. Making it outside, the character stands
Moderate One-Half the presence and
the Gamemaster to ensure it is both fair and in the light shade of the roofed porch, gain-
appropriate. Similarly, the proximity for ex- absence of the re-
ing moderate exposure (Enhanced Strength
posure is also up to the Gamemaster to ap- quired circumstance 6.) Stepping off the porch into the full light
prove—does the source of exposure need to Two-Thirds/ More of the circum- of the sun would be considered major expo-
be within 30 feet of the character? 10 feet? 5 Major Three-Quar- stance is present sure (Enhanced Strength 8.)
feet? Direct physical contact? ters than not
Apply a –1 cost per rank value if the re- Maximum Peak saturation of Fallible
Full
quired type of exposure is broad in nature the circumstance
Flat • –1 point
(e.g., moonlight, fertile vegetation, water),
or a –2 cost per rank if it is very specific * Round down. Use whichever the pow- A power effect with this flaw no longer
er’s ranks are most easily divisible by automatically hits on a natural 20. A hit and
(light of the full moon, flowers, sea water.) when two options are presented.
critical threat are still possible if the attack
The Gamemaster may rule some types manages to strike its intended target any-
of exposure are far too broad or not really For obvious reasons, this flaw may only
be applied to effects where ranks have in- way, based on the roll after modifiers are
restrictive at all, disallowing them. For in-
accounted for.
stance, a Gamemaster could rule that Expo- cremental implications for how potent the
sure (Around People) is not limiting at all, effect is. Effects where ranks are used to in- This flaw may only be applied to effects
and thus disallows it. Exposure (Around dicate new characteristics are obtained, such requiring an attack roll.
Children), on the other hand, could be con- as is the case with Senses, cannot normally
sidered a legitimate broad circumstance, and use this flaw. Similarly, you cannot select a Falter
Exposure (Around Own Children) could type of exposure that is already part of the
Flat • –1 point per rank
represent a proper specific circumstance. effect’s mechanics or descriptor. You cannot
Whether you are slow to act or the power
Consult the Exposure Table to deter- apply Exposure (Harm) to a Protection ef-
needs a bit of time to ready, you suffer a −4
mine how many effect ranks are available fect, for example, because Protection’s effec-
penalty to initiative checks per rank of this
based on the degree of contact with the in- tiveness is already inherently tied to being
exposed to harmful effects. flaw when using this power. Also, you can-
dicated circumstance.
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not benefit from the Quick Draw or Seize power once per encounter without needing
A DC 15 power check for which a 10 is rolled
Initiative advantages during a round in would result in the power losing 5 ranks ofto make this power check. After this, further
which the power is used (or cannot use the effectiveness. uses will require the power check until the
power in a round you benefited from these relevant dazed, staggered, or disabled con-
A power reduced to 0 ranks either does
advantages, as appropriate.) dition is removed.
not function at all or is all bells and whis-
In practical terms, you roll initiative nor- tles without any actual effect, as seems most If the power cannot be activated at all if
mally and if you decide to use this power appropriate to the power effect in question. the character is dazed, staggered, or dis-
once the round has begun, reduce your ini- abled, not even allowing a power check to
The power check required of this flaw is
tiative appropriately and act during the re- attempt doing so, this flaw is worth −2 points
in addition to any other power check re-
sulting initiative count instead. per rank. A Hero point may still be spent to
quired for the power’s operation.
activate this power once per encounter un-
Fast Fade der such circumstances.
Fragile
Flat • –1 point per rank of power loss This flaw cannot be applied to a Perma-
−1 or −2 cost per rank
When applied to a power effect with the nent power effect.
Liberated extra or Fade flaw, each of this The power doesn’t work properly or at
flaw’s ranks increases the amount of ef- all if the character is injured. If dazed, stag- Gradual
fective ranks the power loses with each in- gered, or disabled, the character must make −1 cost per rank
stance of fading by 1. a power check to get the power to func-
tion, regardless of any other circumstances When applied to a power with an Area
Fast Fade 3 would mean a power’s effec- or whether the power normally functions extra of more than one rank and a duration
tiveness fades by 4 ranks each time an ef- without needing a power check. longer than Instant, this flaw causes that
fect’s rank fade occurs (3 ranks from Fast area to fill with the power effect gradually
Apply a –2 penalty to this power check
Fade and the initial 1 rank from Fade.) instead of immediately, all at once.
if the character is dazed or −5 if staggered
or disabled in any way (including those en- First, divide the power’s ranks by the
Fluctuating tirely unrelated to the power.) Spending a Area extra’s ranks, rounding down. In the
−1 cost per rank hero point allows the character to use the first round of using this power, treat the ef-
Chapter 3: Powers 72
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fect as a power with the resulting number’s Imperfect Imprecise
ranks and 1 rank of Area. In the second (Insubstantial, Protection)
Flat • –1 point per rank
round, it has twice as many effective ranks Flat • –1 point per rank
as the first round and 2 ranks of Area. Con- For every flaw rank, the attack power ef-
tinue in this fashion until the power reaches Select a descriptor that your Insubstan- fect increases its natural miss range by 1.
its full effectiveness and Area. tial or Protection effect does not function
Add any remaining power ranks to the properly against, such as magic or fire. Al- Applying Imprecise 3 to a Damage pow-
first round the power is active. ternatively, you may choose area effects in- er means a natural roll ranging from 1 to
stead of a descriptor. Roll 1d20 when such 4 while attacking with that power always
Once the power’s full potential is reached, misses.
it remains at that level of potency so long an effect is used against you under circum-
as the power remains active. A power that stances for which Insubstantial or Protec- Inhibited Trait
turns off before reaching its maximum ranks tion would normally operate. A result of 11
loses the benefit of those missing ranks. or higher means Insubstantial or Protection Flat • –1 point per flaw rank or −1 cost per
only functions partially against the effect; rank
Heavy Recoil halve the incoming power’s effective ranks, While the power effect this flaw applies
Flat • –1 point per rank if appropriate (if not, the effect targeting the to is functioning, the indicated Traits are
character operates normally.) unable to function. The cost of this flaw var-
Activating the power has a recoil that
ies and may be applied more than once to
hammers the character with tremendous Imperfect is worth –1 flat point, plus
force, causing them to make a Strength –1 point per additional rank. Additional different traits or trait groups, as follows.
check. On a failed Strength check (DC 10), ranks may be used to reduce the number Inhibited Trait has a flat cost of –1 point
the recoil knocks the character prone, and that must be rolled equal to or lower than per rank of the flaw, with each flaw rank
any check to use the power (such as an at- indicating a separate Inhibited Trait select-
in order for Insubstantial or Protection to
tack roll) suffers a –2 penalty per degree of ed individually. Such a trait can be a pow-
failure. In the absence of a Strength check, a function properly. er, ability, skill, advantage, etc. At a cost
naked die roll is used. of –1 per rank, you can also apply a group
Imperfect –3 would mean a roll of 9 or
The Strength check’s DC increases by 5 of related Inhibited Traits, such as physi-
higher allows the incoming effect to func-
per rank of this flaw beyond the first. cal abilities, Manipulation skills, defenses,
tion partially against the character.
Fortune advantages, or Control powers.
A character who is flying or otherwise in
a situation where becoming prone is not an Use a combination of the Unreliable and (If you want to select three or more traits
appropriate result of this flaw, the Game- Limited flaws if you want a power build that within the same group to be applied to the
master should still apply the penalty to the has a chance of not working at all against a same power, you must purchase them as a
power check or attack roll. Also, devise an particular descriptor or area effects. group instead of individually.)
additional appropriate result. For instance, Selecting an array as an Inhibited Trait
a flying character may be knocked off This flaw may be selected more than
requires purchasing it at the group cost, re-
course and lose half their Dodge bonus for once, applying it to something different
gardless of how many Alternate Effects are
the round while they recover. with each instance. included in it.
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A character with Ranged Burst Area back occurs. Do not apply any Damage ef- No Knockback
Damage 8 power effect decides to reduce fects from the Toughness check’s results.
−1 cost per rank
the cost somewhat by applying some In-
Damage may still be suffered from the
hibited Traits. The power’s concept is such When applied to an effect that normally
knockback, as normal.
that it fogs the user’s mind, so the player causes knockback (see the knockback op-
applies Inhibited (Intellect) for a flat cost of tional rule in the GamemasterG 3e), this
Light Touch
–1 point and Inhibited (Interaction Skills) flaw removes its ability to do so.
with a cost of –1 per rank Flat • –1 point per rank
Obviously, a power that is not capable of
The Gamemaster has the final say on Applied to an effect that causes knock- inflicting knockback may not have this flaw
what this flaw can and cannot apply to, back (see the knockback optional rule in applied to it.
especially when deciding what constitutes the GamemasterG 3e), every flaw rank re-
a group of related traits. Also, the Game- duces by 1 the Damage effect’s rank purely Non-Critical
master should disallow Inhibited Traits that for the sake of determining whether knock-
−1 cost per rank
don’t apply to the character (in other words, back occurs, as well as for knockback dis-
the character does not possess the Inhibited tance. Otherwise, treat the Damage effect’s The power effect is no longer capable of
trait) or when selecting a trait that wouldn’t ranks normally. obtaining a critical success or critical hit, as
function at the same time as the initial effect appropriate.
anyway. A Damage 6, Light Touch 3 power is This flaw cannot be applied to a power
treated as a Damage 3 attack for deter-
Similarly, if the character does not have effect that cannot normally obtain a critical
mining if knockback occurs and, if so, the
at least three traits that fall within a given success or critical hit.
distance the target is thrown by it.
group, that group should not be permitted
as an Inhibited Trait flaw. This would then You can have no more ranks in this flaw Priming
require both Traits be purchased separately than there are ranks in the power effect, mi- −1 cost per rank
at a flat cost of –1 point each. nus 1. If you wish to rule out knockback al-
A power with this flaw requires time to
together, apply the No Knockback flaw.
Knockback Only reach its full potential, and thus it may only
Low Thrust
be applied to powers that increase their po-
−1 cost per rank tency with additional ranks (such as with
(Any Movement Effect)
When this flaw is applied to an effect Damage) rather than new effects per rank
that normally causes Damage and knock- Flat • –1 point per rank (such as with Senses.)
back (see the knockback optional rule in When applied to a movement effect, the Once the power is initiated as a free
the GamemasterG 3e), the power no longer character’s Strength is reduced by 1 per flaw action, one rank’s worth of potency is
causes any harm. Instead, it is only capable rank for the purpose of determining lifting primed per action (3 seconds, or 2 ranks
of knockback. You must roll a Toughness and carrying capacity, or when performing per round) that passes. Initiating the pow-
check against the power effect’s Damage, a slam maneuver, while traveling using that er to begin priming it does not require a
but you only use the results to see if knock- movement effect. power check. Once priming has begun,
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the power may be activated at any time, capable of teleporting their maximum dis-
but if it is activated before reaching full tance of 1,800 feet. If they teleport after only
charge (its full rank value), it operates at 3 actions have passed (1.5 rounds), they
the rank it is currently primed to. may spend a move action (the fourth ac-
tion of the process) to teleport up to 250
Whether fully primed or not, activating
feet as though they possessed Teleport 3.
a power still requires meeting the power’s
action requirement.
Reduced Area
This flaw cannot be applied to powers
Flat • –1 point per decreased rank of dis-
that activate as a free action or reaction,
tance value
nor to Permanent powers.
Each rank of this flaw reduces the ar-
A primed power, upon reaching its full
ea’s distance rank down by 1 rank upon
potential, can remain in reserve, inactivat-
the Measurements Table.
ed until needed rather than unleashing
it immediately, for as many rounds as it A Burst Area power with Reduced Area 2
has ranks. If the power is not unleashed has a 6-foot radius (distance rank –2), a
after this time has passed, it shuts off 3-foot radius at Reduced Area 3 (distance
and the priming process must begin rank –3), and so forth.
again if the power is to be used.
Only powers that already have the Area
Priming Example 1 extra or a built in area of effect may have
A character with Ranged this flaw applied to them. What’s more, the
Damage 10, Priming would Area must be at its base value―you cannot
require the passing of ten ac- increase the area’s size from its default (via an
tions (5 rounds) to reach full extra or otherwise) and then apply this flaw.
power at 10 ranks once they
decide to initiate the power. If 5 ac- Reduced Penetration
tions pass and the character is forced Flat • –1 point per rank
to use this power before it reaches its
full potential, they must spend a When a power with this flaw is used
standard action (the sixth action of against a target with the Impervious extra,
the process) to do so. This enables the ranks of Impervious are increased
them to employ a Ranged Damage 5 effect. against the power’s effects by an
amount equal to this flaw’s ranks.
Priming Example 2 The ranks of Impervious applied
A character with Teleport 6, Priming via this flaw cannot surpass the tar-
would require 6 actions (3 rounds) to be get’s total Toughness value
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A Ranged Damage 6, Reduced Pene- This flaw may be applied more than once reload process, but this is not always the
tration 2 effect targeting a person with to the same power with each instance being case. Reduce the flaw’s ranks by 1 if the
Impervious Protection 2 and Tough- applied to a different trait. power automatically reloads or recharges.
ness 2 would grant the target Impervi- This means it will undertake the process
ous Toughness 4 against the attack. If Reload on its own, allowing the user to direct his
the attack had Reduced Penetration 3, Flat • –1 point per rank attention elsewhere until the power may
it could not provide the target does not be used again.
Because the rules are designed for fast-
gain the benefit of Impervious Tough-
paced play, one need not normally worry Frequency
ness 5 because the target has a Tough-
about ammunition beyond periodic com- Roll an additional d20 whenever the
ness modifier of 4.
mon sense reminders from the Gamemas- power is used. This is known as the Reload
ter. In some instances, it is conceptually
Reduced Trait Die. For no additional ranks, the power
and/or mechanically important (even neces-
Flat • –points equal to the reduced trait only needs to reload when the Reload Die
sary) to take note of a power that has a lim-
results is a 20. Increase the flaw’s rank by 1
Similar to Drain Trait, each time the ef- ited amount of uses before its ammunition
per roll below 20 on the Reload Die that can
fect is activated, the specified trait’s value is stores need to be replenished. (This flaw can
also be used to represent a power that needs result in a reload.
reduced by an amount equal to how much
a certain amount of time to pass between us-
of the base trait could be obtained by spend- At 4 ranks applied to the frequency, a re-
es―a recharge time, if you will.)
ing one point. Some traits may require more load would be needed whenever a 16 or
than one rank of this flaw to result in a sin- Permanent powers cannot have this flaw. higher is rolled on the Reload Die.
gle loss of rank when the power is activated. There are two factors that must be con- The maximum Reload Die value is 11,
sidered when determining this flaw’s val- for 9 ranks. There is no longer a Reload
Reduced Trait 1 (Parry) reduces a Parry ue: the time needed to reload and how fre-
modifier by 1 while the power is active, Die if you purchase 10 ranks for the flaw’s
quently reloading is necessary. frequency. Instead, 10 ranks indicates the
whereas Reduced Trait 1 (Treatment) re-
duces the Treatment skill by 2 skill ranks Required Time power needs to be reloaded after each
while active, and Reduced Trait 4 (Flight) and every use.
At one rank, this flaw requires 3 sec-
reduces the Flight power by 2 while active. onds (one standard or move action) to Reloading Example 1
The maximum detrimental effect this reload its ammunition stores or recharge Let’s build a Ranged Damage power that
flaw can apply to any single trait is to reduce between uses. Increase the flaw’s value is intended to require reloading, but needs
it to 0 ranks with a single power activation. by one rank per rank of time longer the to be reloaded periodically, a process that
reload process requires according to the
Trait ranks lost in this fashion return im- Measurements Table. takes a single action. 1 rank of the Reload
mediately once the power is deactivated. As flaw is required for the 3 second reload time.
such, this flaw may not be applied to effects Auto-Loading/Auto-Recharging Adding a Reload Die value of 18 requires
with either a Permanent (unless it also has Reloading normally requires attention two ranks in this flaw. The Reload flaw has
the Removable flaw) or Instant duration. and action on the wielder’s part during the a final value of 3 ranks.
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effects. If the Removable flaw is also ap-
Do I Have to Add Reload to All Firearms? plied, calculate both flaws using the final
Just because Better Mousetrap has introduced a Reload flaw doesn’t mean you’re now expected cost rather than the cost after the other
to go add it every firearm or similar item or power. That would not only be a pain to undertake, but flaw has been deducted.
would throw off the established costs and bog down your game with minutia the rules are specifi-
cally designed to ignore. You should only add this flaw when it is conceptually important to do so. Self-Fuelled
The exception may be a low-power, dark and gritty setting where gunplay is more common than Flat • –1 point per rank
super powers. Examples include campaigns involving so-called “street level” vigilantism rather than
four-color super beings, or if using the rules to emulate non-super-hero genres, such as the Old West Using the indicated effects draws upon
or a game taking place in World War II. your life force (or inflicts harm if a construct
or the like), causing you to suffer as though
from a Damage effect of this flaw’s rank
Ranged Damage 4 (Reload Die 18, 3 Sec- manent powers. As a –1 modifier, the device each time the power is used. If the effect
onds) • 5 points remains intact, but components are burned allows you to control how many ranks are
out or otherwise damaged beyond the ability used at a given time, this Damage effect’s
Reloading Example 2 to function, and must be replaced. rank is instead equal to the power’s current-
This time we want to build a Flight pow- ly employed rank if the latter is lower than
Although this flaw is normally limited to
er that requires recharging between uses. this flaw’s rank (in other words, using less
an artifact, device, equipment, or the like, it
We’ll design it so that 30 seconds is needed of the power risks less harm to you.)
can be applied to powers other than the for-
to recharge, resulting in 4 ranks of the Re-
mer with the Gamemaster’s permission. To The flaw’s Damage effect is resisted by
load flaw. However, we want it to be au-
do so, it must be understood the character Toughness, Fortitude, or Will, to be select-
to-recharging, so this value is reduced to 3.
with the power is automatically killed by ed when the flaw is applied. However, the
Also, the power must recharge between ev-
the self-destruction as a –3 modifier, or per- Damage effect bypasses all power effects that
ery use―another 10 ranks for this flaw. The
manently loses the power (and the points would normally enhance the base resistance
Reload flaw has a final value of 13 ranks.
spent on it) if a –1 modifier. In the latter check (e.g., Protection, Enhanced Fortitude,
Flight 7 (250 mph; Always Reload, 30 Sec- case, the Gamemaster may decide the pow- Enhanced Will.)
onds, Automatic) • 1 point er may be regained in some fashion, such as
completing a difficult quest to obtain a sub- If applied to effects with Concentration,
Self-Destruct stance that will return it. Alternatively, the Sustained, or Continuous duration, the
Damage effect is suffered when the power
−1 or –3 cost per rank or flat • –1 point per character may have to undertake a similar
course of action to regain the points lost by is first activated. This flaw cannot apply to
5 points
the power that self-destructed. Permanent powers.
As a –3 cost per rank flaw, using the pow-
If added to a device, vehicle, or the This flaw’s ranks cannot exceed that of
er destroys the entire device, artifact, item of
the power to which it is applied.
equipment, etc. once the power expires if it is like, apply the flaw to the overall item.
duration Concentration, Sustained, or Contin- In this case, the flaw is worth –1 point
Shutdown
uous; or once it is activated if it has an Instant per 5 total power points of the item’s final
duration. This flaw cannot be applied to Per- cost, after applying extras and flaws to its Flat • –1 point per rank
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Using the power this flaw is applied to Flight and Move Object as the Shutdown ef-resistance check (DC 10.) You recover from
may result in turning off a power effect in- this staggered condition normally. Two
fects, one rank increases the Will resistance
dicated when this flaw is chosen. ranks increases the DC to 15, three ranks to
check DC to 15. Two ranks increase the Shut-
down duration to 30 seconds (5 rounds.) 20, four ranks to 25, and five ranks indicates
Roll a Fortitude or Will (select one) resis-
no resistance check is allowed―becoming
tance check (DC 10) when using the pow- This flaw is a way to manifest some uses staggered is automatic.
er. If the resistance check fails, the selected of the Power Loss complication in a more
power turns off―it is considered nullified tangible manner. This flaw cannot be applied to Perma-
for 6 seconds (one round) and cannot be re- nent effects unless they also have the Re-
activated during that time. If the power be- Slow Progress movable flaw.
ing used and the power to be shutdown are
the same, the power turns on, for an Instant Flat • –1 point per rank Stationary
duration if the power normally lasts longer, When applied to a power with the Pro- Flat • –1 point per rank
and is then shutdown immediately thereaf- gressive extra, every rank of this flaw in-
ter. If the power has an Instant duration, it creases the time between resistance checks A Device or piece of equipment with this
cannot apply Shutdown to itself. by one rank on the Measurements Table. flaw must be erected and remain stationary
Arrays count as a single power for the The default time value is 0. to use. It may be broken down into its com-
sake of selecting a power to be shutdown; ponent parts to be moved elsewhere or set-
you cannot select individual effects within Source up for use within a round. Increase the time
an array that are shutdown via this flaw. −1 or –2 cost per rank needed to set-up or breakdown the item by
This flaw cannot be applied to Permanent one rank up the Measurements Table per
The power only works when you have additional rank of this flaw.
or Innate effects.
access or contact with a particular source
Another power to be shutdown can be or type of contact, such as electricity, scrap Stunning
added by applying additional rank (don’t metal, being on the ground, and so forth.
apply this flaw separately unless the powers Without this source or the necessary ex- −1 cost per rank
to be shutdown have different DCs to resist posure, your power doesn’t work. At the An effect with this flaw causes you to be-
the flaw or are shutdown for different dura- Gamemaster’s discretion, an incredibly rare come stunned when you use it. If the effect
tions), or a rank can increase the resistance source counts as a −2 modifier. has an Instant duration, you are stunned im-
check DC by 5―increasing the DC beyond
25 instead makes the shutdown automatic. Mechanically, this is a shorthand variation mediately after the effect is activated. A Con-
Lastly, additional ranks may be used to ex- of the Limited flaw that somewhat crosses centration, Sustained, or Continuous dura-
tend the shutdown’s duration period by 1 over with the Power Loss complication. tion effect requires a Will or Fortitude (select
rank of time on the Measurements Table. one) resistance check (DC 10) every round
Staggering the power is active, to be rolled after each
A character with Affliction, Flight, Mind round’s effect occurs. Increase the DC by +2
Flat • –1 point per rank per round the effect is maintained. Failing
Reading, Move Object, and Ranged Dam-
age powers has Ranged Damage 8 (Shut- An effect with this flaw causes you to be- the check means you become stunned.
down 5; Flight, Move Object, Will DC 15, 30 come staggered when you use it unless you
You recover from being stunned nor-
seconds.) One rank apiece is used to select succeed at a Will or Fortitude (select one)
mally, and may use hero points to do so by
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spending the hero point at the start of the time and downtime that result in the flaw any ranged power, roll a die for each range
round following the use of a Stunning effect. having a value of 0 or with a positive value. increment (short, medium, long) before its
In essence, the power requires extra effort in effect manifests or reaches the intended tar-
An effect that may be used cumulative-
order to use it without detriment. get. Consult the Wild Power Direction table
ly―meaning turning the power off before
with each roll to see if the effect diverts from
Stunning may be applied to just some the operational time is entirely used up will
its intended path and, if so, in what direction.
ranks of an effect to represent a higher level not result in the downtime window occur-
of the effect, usable only through extra effort. ring―reduces the flaw’s value by +2. Once You can change the result up or down on
the cumulative operational time is expend- the table by one step, as desired, per degree
A hero might have a rank 8 Damage effect, ed, the downtime follows. of success obtained with the power’s attack
but routinely use only 6 ranks of it. The re- check or power check, as applicable.
maining 2 ranks are Stunning, so using If a Timed effect has an operational dura-
them takes the hero out of the action. tion of 1 minute, you would be able to use Wild Power Direction
it for one round, then thirty seconds, and Roll Direction
This flaw cannot be applied to Per- so on―any combination leading up to one
manent effects unless they also have the 1-2 Veers left 45 degrees
minute. The flaw’s value would be 2 points
Removable flaw. 3-4 Veers right 45 degrees
less than normal, however.
5-6 Veers down 45 degrees
Timed If a period of time equal to or greater than 7-8 Veers up 45 degrees
the downtime passes between uses, the op-
Flat • –1 point per rank 9-10 Veers left and up 45 degrees each
eration time resets to its maximum.
11-12 Veers right and up 45 degrees each
This flaw indicates there is a time limit
attached to a Concentration, Sustained, or Unreliable Addendum 13-14 Veers left and down 45 degrees each
Continuous effect; it cannot be applied to –2 cost per rank 15-16 Veers right and down 45 degrees each
Instant or Permanent effects. Once the indi- 17-20 Unchanged; stays on intended course
Instead of requiring a d20 be rolled every
cated window of time expires, a period of round to determine if the effect works, this If the power veers off its originally in-
downtime is necessary before the effect may flaw may be purchased at a higher degree tended course, it will continue in that di-
be used again. This time limit is the maxi- of penalty (–2 cost per rank) that requires a rection until it meets the conditions of its
mum value―if you do not use the full oper- separate reliability roll be made every action effect’s activation/manifestation (such as an
ational time, you must still wait the indicat- or use/instance the effect comes into play. energy blast hitting something or telepathy
ed downtime before using the effect again. This includes for each potential subject if running across a person), or the full extent
the power also has the Area extra. This may of its range is reached.
Timed has a flat cost of –1 point for an op- result in multiple reliability checks be made
erational time of 6 seconds and a downtime per action for certain effects. This flaw may be applied to other ef-
of 6 seconds. Each increased rank of opera- fects with the Gamemaster’s permission,
tional time on the Measurements Table re- although some manner of choice pertaining
Wild
duces the flaw’s value by +1. Each increased to the direction must be involved. For ex-
rank of downtime increases the flaw’s value −1 cost per rank ample, if applied to Flight, this flaw would
by –1. By determining the flaw’s final value
Once activated, controlling the power’s indicate controlling the direction flown in is
in this way, you cannot select an operational
direction becomes difficult. When applied to extremely difficult.
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Chapter 4
Rules
This chapter provides new, revised, and/ Rank Amount Rank Amount For potency, start with the type of ex-
or updated rules, including vehicle combat –5 1 14 500,000 posure: either an irradiated area (such as a
and complications. –4 2 15 1 million location near a nuclear explosion after the
fact, or a lab that has been flooded with ra-
–3 4 16 2 million
dioactive gas), or a particular source of radi-
Keeping Track –2
–1
8
16
17
18
4 million
8 million
ation (such as a lump of radioactive material
or character who leaks harmful radiation.)
of Amounts 0 32 19 16 million Next, consult the Radiation Exposure table
1 64 20 32 million to determine the degree of exposure based
It may sometimes become helpful—even on the total time of exposure within a given
2 125 21 65 million
necessary—to keep track of the amount of 24-hour period (rounding up.)
something in a ranked manner in much the 3 250 22 125 million
same way as the standard Measurements 4 500 23 250 million
A hero fighting a villain who expels radio-
Table is used with regards to mass, dis- 5 1,000 24 500 million active sludge (a Damage 10 effect) spends
tance, time, and volume. As such, we intro- 6 2,000 25 1 billion the battle dodging the dangerous ma-
duce the Amounts Table. 7 4,000 26 2 billion terials and dancing around pools of the
8 8,000 27 4 billion radioactive muck where it falls upon the
9 16,000 28 8 billion ground. The Gamemaster rules this consti-
Optional Rule: 10 32,000 29 16 billion tutes sufficient exposure to be considered
Radiation 11
12
65,000
125,000
30
+1
32 billion
x2
highly irradiated, and contact and proxim-
ity during the fight puts the hero at risk of
Exposure Effects 13 250,000
moderate exposure (an Affliction 8 effect.)
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Radiation Exposure
Rank of Exposure Time (Minimum)
Situation (effect ranks) 0 (6 seconds) 3 (1 minute) 6 (8 minutes) 9 (1 hour) 14 (1 day)
Character in irradiated area
Lingering radiation (1) none none none mild mild
Lightly irradiated (2-5) mild mild mild mild low
Moderately irradiated (6-10) mild mild low low moderate
Highly irradiated (11-12) low low moderate moderate high
Severely irradiated (13-14) moderate moderate high high severe
Extremely irradiated (15+) high high severe severe extreme
Character exposed to radiation source (materials or power effect)
Lingering radiation (1) none none mild mild mild
Lightly radioactive (2-5) mild mild low low low
Moderately radioactive (6-10) low low moderate moderate moderate
Highly radioactive (11-12) moderate moderate high high high
Severely radioactive (13-14) high high severe severe extreme
Extremely radioactive (15+) severe severe extreme extreme extreme
Radiation Sickness
Degree of
Effect
Exposure
Mild Affliction 2 (Resisted by Fortitude; Impaired, Exhausted, Damage), Cumulative, Drawn Out, Harmful, Progressive
Low Affliction 5 (Resisted by Fortitude; Impaired, Exhausted, Damage), Cumulative, Drawn Out, Harmful, Progressive
Moderate Affliction 8 (Resisted by Fortitude; Impaired, Exhausted, Damage), Cumulative, Drawn Out, Harmful, Progressive
High Affliction 11 (Resisted by Fortitude; Impaired, Exhausted, Damage), Cumulative, Drawn Out, Harmful, Progressive
Severe Affliction 14 (Resisted by Fortitude; Impaired, Exhausted, Damage), Cumulative, Drawn Out, Harmful, Progressive
Extreme Affliction 20 (Resisted by Fortitude; Impaired, Exhausted, Damage), Cumulative, Drawn Out, Harmful, Progressive
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Debt more rank of effectiveness per use of any such Incompetent (Ability)
power drawing from the source. This contin-
You owe money (or something else valu- Select an ability (Strength, Intellect, etc.)
ues until the power reaches 0 ranks, at which
able, such as an extraordinary favor), to to which this complication is applied―you
point the power is considered lost until the
someone with the power and/or authority cannot apply it to Stamina. You are not able
connection to the power source returns.
to collect. In most cases, some sort of lend- to use the selected ability unskilled, and
ing institution holds the debt, and the pay- cannot make a routine check when using
Flashbacks
ments are not too arduous but still cause any skill related to that ability.
problems. You find it difficult getting credit, You suffer memory flashbacks at inop-
and must hand over a substantial amount of portune moments, resulting in distraction Indecisive
your income to the lender. and broken concentration. Work with the
You have difficulty making decisions
Gamemaster to determine what the flash-
If you are using the optional wealth sys- backs are of (past traumas or perhaps lost and acting earnestly in a confrontation, re-
tem in the GamemasterG 3e, purchasing an memories?), when they manifest, and what quiring a Will resistance check whenever
item with a purchase DC higher than your their implications are on gameplay and the initiative is to be rolled (the Gamemaster
current wealth rank decreases your wealth story. The Gamemaster may require a Will determines the DC based on the situation.)
rank by 2 per 5 points instead of 1. Also, the resistance check to resist the flashback’s Failure imposes a –4 penalty to initiative.
lost wealth rank returns at a rate of 1 point effects should they happen at an inoppor-
every 2 months instead of 1 per month. tune moment.
Lifelinked
A character with this complication shares
External Power Source a deep connection with another being, item,
Frail
A variation of the Power Loss compli- or place that binds them together. Any time
Whether due to age, disease, or some
cation, your power effects are transmitted strange genetic quirk, you are easily ex- the linked being/item/place suffers damage,
from an outside source. This source may be hausted. You must make an average Forti- the Lifelinked character must make a Will or
an artificial intelligence beaming you energy tude resistance check (DC 10) any time you Fortitude resistance check against the same
from a satellite system, a mystic entity you make Acrobatics or Athletics skill checks, as damage (select which when the complica-
have sworn to serve, or an inter-dimension- well as for every 5 rounds you are engaged tion is chosen.)
al aperture that only you can tap into. You in combat. Even attacking at range results in If both Lifelinked beings/items/places have
and the Gamemaster may define the source increased mental and physical stress—such this complication, the link works both ways.
however you wish. You are, therefore, sub- as adrenaline in the body—resulting in ex-
ject to being cut off from your power source, ertion. If the resistance check fails, you be- If the other being/item/place dies or is de-
leaving you only with whatever energy you come fatigued. stroyed, a Lifelinked character must make
have stored (alternatively, you may lose an immediate appropriate resistance check
power immediately.) Cumulatively increase the resistance (DC 25) or die as well.
check DC by one step (average becomes
If you retain the power you had stored tough, tough becomes challenging, etc.) per Limited Action
before being cut off, all powers affected by additional minute of skill use or per addi-
this complication simultaneously lose one or tional 5 rounds of combat. Due to programming, mystic control,
or unshakable conscience, characters with
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Limited Action cannot commit certain, rela- difficult the complication is to resist.) Should • Depression: You are subjected to overpow-
tively important actions under specified cir- the resistance check fail when the character ering feelings of sadness and guilt that
cumstances. A character with Limited Ac- is exposed to the appropriate circumstanc- make concentration and ordinary aspects
tion (Killing), for instance, could never kill es, the character is unable to control itself of life, such as sleeping and eating, in-
a person or allow someone to die because of and the complication’s effects occur. credibly difficult. Thoughts of death and
his inaction—even if they wanted to! suicide are common.
Characters can do nothing to overcome Mental Disorder • Hypochondriasis: You live with the constant
the limitation unless the Gamemaster decides fear of contracting an illness, even when
You suffer from some form of psychiatric
otherwise, and such allowances should re- provided with proof to the contrary. This
disorder that makes functioning normally
sult in radical consequences for the character. makes you afraid of contact with others,
(such as things go) difficult. The Gamemas-
The nature of this complication isn’t simply publicly accessible objects, and so on. If
ter may allow a Will resistance check to re-
a matter of choice, but rather something that confronted with the risk of actual illness,
sist the disorder’s effects in a specific situa-
is “written” into the character’s very makeup you may be induced into outright panic.
tion, setting the DC appropriately.
or is compelled by some external force. • Kleptomania: You suffer a compulsion to
The various types of mental illness vary,
steal, regardless of whether or not what
and two are already mentioned in the core
Lose Control you take has any value to you.
rules (obsession and phobia), but some ad-
A specific situation, substance, or the like ditional examples follow: • Mania: You are overcome with energy, of-
causes the character to lose control of his ac- ten manifesting as an inability to sleep,
• Anxiety Disorder: You suffer from debili-
tions and brings about some manner of pre- fluidity and rapidity of ideas and thought,
tating anxiety that is especially prone to
determined effect. This effect can be a type coupled with irritability and exaggerated
occur during moments of stress, possibly
of behavior (e.g., entering a blind rage, as animation and happiness. This frequently
resulting in fatigue and impairment.
per the Rage power build, whenever around makes being around you very difficult for
blood), activating a specific power (e.g., ig- • Conversion Disorder: You suffer a physi- people of a more sedate nature.
niting an explosion centered on the charac- cal symptom of trauma during times of
• Manic-Depression: You alternate between
ter when wounded), or even the activation stress despite no actual physical trauma
periods of mania and depression, usually
of another complication (e.g., causing a Sep- having been suffered. This can include
without provocation. You suffer the ap-
arate Personality to assume control if taunt- senses being dulled or outright negated,
propriate effects of the state you are cur-
ed, teased, or the like.) limbs going numb, and so on. The sever-
rently in.
ity of the catalyzing stress often deter-
If the player and Gamemaster agree that mines how severe the effects are. • Megalomania: You suffer from delusions of
it is not appropriate for this complication’s greatness, and entertain fantasies of ob-
results to occur automatically, assign a DC • Delusional: You suffer from a false percep-
taining and wielding wealth and power,
and resistance check. Every time the com- tion or belief, such as believing the Presi-
possibly even omnipotence.
plication may factor into game play, the dent of the United States is a sleeper ter-
character rolls a resistance check against the rorist, the Post Office is run by aliens, or • Multiple Personalities: You possess more
indicated DC (the higher the DC, the more that one’s neighbor is a werewolf. than one different personality, each with
its own behavioral quirks. Severe stress
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or associations can cause you to switch leviated somewhat by both obsessive and and fear of specific places, objects, or
between personalities. compulsive behaviors. Such ritualized be- creatures.
Apply separate Agility, Dexterity, haviors waste time, and can draw stigma-
• Post-Traumatic Stress Disorder (PTSD): An
Fighting, Intellect, Awareness, and Pres- tization and alienation due to their social anxiety disorder also known as “shell
ence values to each personality, although awkwardness and rational disparity. shock,” it has come to afflict you because
none may have a value higher than that After the disorder’s characteristics of a severe instance (or repeated instance)
of your actual personality. Each person- are determined—specifically what ob- of mental and/or physical duress, either
ality can also have its own complications, sessions and/or compulsions you suffer by threat or actual occurrence. Stress
possibly including those related to pow- from—the Gamemaster should play this may bring on the effects, rendering you
ers, representing mental blocks or a lack disorder by ear. Apply penalties (usually impaired at best or frozen and unable to
of understanding or awareness of the never more than –2) to social situations act at worst. If the stress resembles the
power in question. influenced by such behaviors, lengthen- original trauma, you are far more likely
ing the time required to get tasks done to succumb.
The different personalities cannot nor-
mally interact with each other or talk due to “breaks” needed to carry out com- • Psychopath: You are subject to extreme
amongst themselves—they possibly may pulsions, and so on. anti-social behavior that manifests as vi-
not even be aware of each other’s exis- • Paranoia: A particular form of delusion olent and/or perverted (often criminal)
tence. However, hypnosis or the like may wherein you experience an unreasonable actions that do not result in the guilt or
allow this circumstance to occur. belief you are being persecuted, a convic- other appropriate emotional responses
tion often reinforced by apparent (possi- normally expected to accompany such
• Night Terrors: This is a sleep disorder that
occurs before you obtain a state of full bly self-fulfilling) logic. This makes fully actions.
sleep. It is usually accompanied by diffi- (or even partially) trusting others incred-
• Schizophrenia: You do not correctly per-
culty breathing, shaking, and screaming, ibly difficult, if not impossible, for you. ceive or interact with reality, and suffer
whereby you are subjected to and over- • Phobia: A phobia is an overpowering fear from delusions, paranoia, hallucinations
come by the raw emotion of fear rather of something that cannot be rationalized, (typically auditory, but other senses may
than having a typical nightmare with a regardless of context or circumstances. also be involved), and the like. Because
focus to be afraid of. It is also difficult to While exposed the phobia’s source, you you act so strangely and cannot accurate-
wake you while in this state, requiring are impaired unless a Will resistance ly perceive via your senses, you are im-
someone make the effort to do so. Typ- check succeeds. A new resistance check paired whenever they succumb to their
ically, the longer you go without sleep, is required each round or additional in- disorder.
the more likely night terrors are to occur, stance of exposure.
Despite what one might think, some men-
and the more powerful they shall be. Sample phobias include arachnopho- tal disorders, especially those like megalo-
• Obsessive-Compulsive Disorder: Unwelcome bia (fear of arachnids/spider), agorapho- mania and psychopath, may not be appro-
thoughts, such as ideas, vivid images, or bia (fear of open places), claustrophobia priate complications for villains if running
internal dialogue afflict you, making you (fear of enclosed spaces), social phobia a game where the players take on the role
incredibly anxious, a state that can be al- (fear of social situations and scrutiny), of bad guys. This is not to say villains do
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not possess these insanity types, merely that powers will disappear―permanently. (This Power Loss complication, Power Nullifier
the insanity must be a setback for the char- is essentially a variation of the Power Loss does not affect a character’s ability to use a
acter’s regular operation. For villains who complication that imposes greater, longer power, instead only affecting its resulting
seek to kill wantonly or take over the world, lasting consequences.) The player and the impact, much like the Nullify power with
this means the mental disorder is a part of Gamemaster should work out the condition an absolute certainty of working.
how they openly operate rather than some- using the following criteria:
thing to be kept under wraps and prevented 1. The Burn-Out should be something the
Power Nullifier would not be able to prevent
from interfering with the villain’s life. character can avoid, even if they may not
a character from using Mind Control, but
would remove Mind Control already influ-
want to avoid it.
No Healing encing a subject when its conditions are met.
2. A logical or thematic reason for the Burn-
This complication prevents you from
Out to occur should exist. Do not define Price
healing naturally in normal circumstanc-
a condition that makes no sense to the
es―you do not remove one Damage condi- There is a “price” to be paid for using the
game or the character’s concept.
tion per minute of rest. When defining why power effect this complication is applied to,
you cannot heal naturally, you must indi- 3. Both the player and the Gamemaster and it must be paid every time the power
cate an external condition(s) that allows the operate with the understanding that the is used. Typically, this complication is only
character to recover from Damage. Burn-Out will almost certainly occur at applied to power effects that are rarely used,
some point (otherwise it isn’t really much although this is not set in stone. Determine
A character may apply this complication, of a downside to taking this complica- a Price that is comparable to the effect’s po-
indicating they can only heal while sub- tion.) tency and how it fits the character’s concept.
merged in water.
Some examples of conditions that This Price can be an actual cash require-
would result in Power Burn-Out are los-
Poor Healer ment, in which case the trait’s value should
ing one’s honor, the character fulfills
be determined as though it were a piece of
You take longer to recover from Dam- the goal to which end the power was be-
equipment with the same capabilities. Maybe
age―recovery of one Damage condition stowed in the first place, or the character
every time a piece of Equipment is used, parts
takes longer than the normal minute. How draws innocent blood.
many ranks down the time scale on the of it need replacing or servicing by a specialist
Once the power is gone, it cannot (nor- (who may charge a high fee or ask a favor),
Measurements Table is up to the player,
mally) be regained. The points spent on the most likely after the adventure. In most cases,
with a greater amount of time resulting in
power, however, may be reacquired in a the Price will be a role-playing effect or some-
an increased challenge for the character.
way fitting the game, such as by completing thing other than monetary in nature.
Furthermore, halve the power’s ranks when
an important mission.
a Healing effect is used upon the character.
Example Prices include the soul of an in-
Power Nullifier nocent, a favor to be performed on be-
Power Burn-Out
An active power’s currently operational half of the character’s patron deity, or a
Upon the occurrence of a pre-defined permanent reduction to the character’s
effects are immediately nullified by the in-
condition, one or more of the character’s Will modifier.
troduction of a certain condition. Unlike the
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The Gamemaster has final the computer does what desired, but the
approval on what the Price complication also causes a fatal error. This
is, but the Gamemaster and forces the system to slowly reboot, which
player should confer regard- wastes time before letting the character do
ing whether the Price is paid anything else with the computer. Another
before the power effect is ac- example would be a car’s brakes giving out
tivated or after, as suits the during a routine driving maneuver that did
power’s concept and the na- not require a skill check.
ture of the Price.
Trait of Consequence
Technology Repellant
There is a chance for an adverse effect
Characters with this in either the result of the game mechanics
complication are nearly or role-playing whenever the character
incapable of using any uses the advantage or skill this compli-
type of advanced technol- cation applies to.
ogy correctly. Bad things
usually happen while us- If applied to the Contacts advantage,
a contact may only aid the character
ing technology, even if no
in exchange for something of value
check is involved.
that is difficult to get. Some reason
The Gamemaster would have to exist why the charac-
should determine what ter would need to keep the contact
happens (and how of- happy and the assistance coming.
ten) based on this com- Here’s another example.
plication’s concept. Things
are easier to decide when a A character with the Expertise (Histo-
check is involved―the worse the ry) skill would normally be considered to
degree of failure, the more severe the have sweeping knowledge of history in
repercussion. Even when a single degree general. However, this complication could
of success is achieved, something minor be applied to indicate a total lack of knowl-
should go wrong to offset the good some- edge in a particular region or era that
what. A die roll is not necessary, however, would be of value to the character.
if the Gamemaster wants to come up with This complication can also be applied to
appropriate consequences on the fly. skills to disallow using hero points or extra
effort with it, to prevent the character from
One degree of success with a Technology taking a routine check with the skill and
skill check to operate a computer means similar handicaps.
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This section lists some general modifiers ter may wish to use these rules―especially the Immunity to environments or other ef-
maneuvers―while role-playing a chase between fects not normally part of the vehicle’s
you can use when dealing with vehicles in
two or more characters with Movement pow- mode(s) of movement is acquired as a pow-
combat, chase scenarios, and similar situ-
ers comparable to those provided by vehicles. er for the vehicle. Typically, this is done us-
ations. It leaves further specifics up to the
For instance, two speedsters chasing each other ing Affects Others and Others Only for a
Gamemaster, common sense, and process of
through city streets might utilize these rules, as net +0 modifier, protecting everyone inside
telling the story. Only employ these rules as the vehicle.
and when needed―do not feel compelled to might characters with Flight who are dog-fight-
regulate each and every instance of vehicle ing in the skies, or a pair of Atlanteans fighting
against an enemy submarine. Passenger Actions
use in your game.
Passengers in a vehicle (anyone who’s
For the sake of clarity, whenever a “ve- It is up to the Gamemaster to determine
not piloting the vehicle) suffer a –2 pen-
when this occurs, if it is even desired in the first
hicle” is mentioned, you can also assume alty to attack rolls while the vehicle is in
place. Doing so is entirely optional.
a mount, such as a riding beast, or other motion. This is true even if the vehicle is
means of conveyance that can be controlled moving slower than the character could
by a character. This includes a mecha that changing PL. This allows vehicles to fit com- move under their own power. The charac-
is piloted from within (and sometimes even fortably into virtually any series. ter has no control over the movement, and
characters with Movement powers.) thus has difficulty responding to or antic-
Vehicles generally have the same PL lim-
ipating factors that affects their ability to
A vehicle’s drive system (the exact me- its as characters although, in some games,
strike a target.
chanics of its movement) is left as a descrip- the Gamemaster may wish to institute sep-
tor, regardless of the type of movement ca- arate PL limits for characters and vehicles. In some circumstances, the Gamemaster
pabilities it possesses. The vehicle’s fuel and This is most appropriate for settings where may require Acrobatics checks for charac-
power systems are also handled as descrip- vehicles are common and characters are pri- ters to maintain their balance in fast-moving
tors and complications on the occasions marily intended to be their lower-level pi- vehicles. Such a situation could be as simple
when problems arise. lots. as standing up inside of a van, and need not
be extraordinary in nature.
Vehicles and PL Vehicles and Environments
On their own, the unmodified vehicle A vehicle is assumed to provide the nec- Driver / Pilot Actions
templates provided by size category with- essary life support for its passengers for Most Vehicles skill checks are move ac-
in the core rules are all PL 3. This is based the environments it is equipped to move tions, unless specified otherwise. Con-
on their Defense and Toughness ranks, with through. For example, an aquatic vehicle trolling a vehicle in operation requires a
room for a +1 modification of either without is considered to be water-tight and have its move action each round, and may require
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a check. Routine operation, such as driv-
ing at a safe speed along a clear road, fly-
ing under normal and clear conditions, or
walking while piloting a mecha, does not
require a check.
If no one is spending at least a move ac-
tion each round controlling the vehicle, it
goes out of control per a failed control check
(see following.)
The Vehicle skill is used to control and
maneuver most vehicles, although Expertise:
Riding is used for handling mounts. In most
regards, this is simply a matter of using the
latter in the same way as one would employ
the former in vehicle control situations.
Vehicle Combat Skills
“Vehicle Weapons” is its own specializa-
tion of the Close Combat and Ranged Com-
bat skills (as is “Mecha Weapons” while us-
ing such vehicle/constructs.) The default
assumption is that ranks of the Close Attack
and Ranged Attack advantages apply to using
vehicle weapons as well as personal weapons.
So, attacks with vehicle weapons use: weapons requiring no attack check, except Vehicle Speed
for a direct hit.
Pilot’s Dexterity + Attack advantage (if Vehicle speed should be handled in all
any) + Vehicle Combat Skill (if any) If vehicle combat is relatively rare in the ways like character speed, including any
setting, the Gamemaster may choose to al- possible Defense modifiers (see the Hitting
If the vehicle is a mecha, the following is low personal combat skills to apply to simi- Moving Objects sidebar.) Keep in mind
used instead: lar vehicle weapons. that vehicles don’t suffer from fatigue in
Mecha’s Dexterity + Attack advantage the same manner as do characters (although
Ranged Combat: Guns may be suitable for
(if any) + Mecha Combat Skill (if any) Gamemasters should use common sense
firing a vehicle-mounted gun, and Close
when it comes to wear and tear, and the
Some vehicle weapons may also be Ac- Combat: Swords may apply for wielding a
giant mecha’s blade. need for regular maintenance.)
curate, applying that bonus, or Area effect
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Two jet fighters are chasing each other in a dogfight. Fighter A is being pursued by Fighter B, who is trying to shoot A down. A is flying at speed rank 8 and B at speed rank 7.
There is a relative speed rank difference of 1, so the Gamemaster rules B only suffers a –1 penalty to attack Fighter A instead of –8. If they were traveling in opposite directions
and B had some means to attack backwards, however, both their speed ranks relative to each other would be 15 (A’s 8 plus B’s 7.) In this situation, B’s speed rank of 15 relative
to A would impose a –15 penalty.
Calculating relative speed ranks in this manner cannot result in an attack bonus―you can’t get a better chance at hitting something moving slowly than
you can at that same target while it is standing still.
Falling from a Vehicle conjunction with other actions. If not speci- ers and gunners can make attacks with any
Falling from a vehicle inflicts Damage fied otherwise, actions take the same time in vehicle-mounted weapons controlled from
equal to the vehicle’s current speed rank, vehicles as outside of them. their positions.
to a maximum of Damage 20, or is based
Free Actions Standard Combat Maneuvers
on the distance fallen (whichever is great-
er), and is treated like falling Damage in Communicating and ducking down be- Just as in personal combat, one can also
all other respects. hind a door are examples of free actions. perform most standard combat maneuvers
Unless otherwise restricted, characters while controlling a vehicle. Any Defense
Attack Range can perform as many free actions in a sin- modifiers acquired from these maneuvers,
gle round as the Gamemaster believes to such as All-Out Attack or Defensive Attack,
Attacks made from vehicles have their be reasonable. are applied only to the vehicle. Attack mod-
normal range. You can only use a close
ifiers, however, apply to the vehicle and any
attack from a vehicle if the target is in the Move Actions
of its occupants unless they indicated as
same vehicle with you, or the distance to Changing position within a vehicle is usu- weapon specifics.
another vehicle is 0 lengths (see Pursuit for ally a move action, especially if the character
details, pg 95.) has to trade places with another character. If Attacking Vehicles
the character’s movement is short and un-
Vehicle Combat Actions obstructed, the character can do it as a free Attacking a vehicle is just like attacking a
Actions during vehicle combat are han- action (with the Gamemaster’s approval.) character. Vehicles generally have a Defense
Otherwise, it requires a move action. value that has been modified by its size (and
dled the same way as actions during per-
potentially other factors.) This tends to make
sonal combat. In general, a character can
Standard Actions vehicles easier to hit than most characters.
take two move actions, or one move action
and one standard action. Free actions and Anyone aboard a vehicle can make an A vehicle’s driver can take a standard
reactions can be performed normally, in attack with a personal weapon, and driv- action for “evasive maneuvers” during a
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round. In such instances, substitute the re- readied action to fire manually, making the at- speed rank each round until it comes to a
sult of the character’s relevant skill check tack check when the attack is made. stop. The driver cannot attempt any maneu-
(Vehicle or Expertise: Riding), modified by vers except a 45-degree turn. A staggered
Taking another action while holding a
the vehicle’s size (and, again, by any other water vehicle may begin to sink slowly.
weapon lock breaks the lock, but the attack-
applicable factors), for the vehicle’s normal
er still gets a +2 bonus if making an attack Failure (four degrees): The vehicle is destroyed
Defense that round. (shattered, smashed to pieces, etc.)
check with that weapon in the next turn
A character piloting a huge vehicle (–2 size (like the aim action.) Anything that conceals
modifier) takes evasive action and gets a the target from the attacker’s accurate sens- Repairing Vehicles
Vehicle check result of 22. Subtracting the es also breaks the weapon lock. Repairing serious vehicle damage re-
vehicle’s size modifier provides a Defense quires the proper tools and a garage, han-
score of 20 for that round. This is much bet- Vehicle Damage gar, or similar facility in order to access the
ter than the vehicle’s default Defense of 8. Vehicles suffer Damage as per other proper equipment and facilities. A charac-
pieces of equipment. All Damage condi- ter without the proper tools suffers a –5 cir-
Targeting Vehicle Occupants tions remain in effect until repaired. cumstance penalty on the Technology skill
An attack against a vehicle occupant Vehicle Damage Check Results check, as usual.
is made like any other attack. Remember, Repairing minor damage such as a
Success: The Damage has no effect.
however, that a character in a vehicle usu- Toughness penalty is a simple check (DC 15,
ally benefits from any cover or concealment Failure (one degree): The vehicle suffers a –1 one hour), but repairing a staggered result
it provides (and from its speed, if the Gam- circumstance penalty to further Tough- is a complex check (DC 25, one day.) De-
emaster applies such modifiers―see pg 90.) ness checks against Damage. stroyed vehicles cannot be repaired; they are
Target Lock Failure (two degrees): The vehicle loses 1 fea- “totaled” and must be rebuilt from scratch.
ture, suffers a –1 penalty to checks in- Sometimes, it may be possible to perform
A vehicle occupant manning a weap-
volving the vehicle (with the exception on-the-spot repairs in the midst of action us-
ons station, be it the pilot or a gunner, can
of Toughness checks), loses 1 point of ing a repair check.
take a Ready action to achieve a “weap-
capability per –1 penalty to Toughness
ons lock” on a target. At the Gamemaster’s
checks, or suffers another sort of break On-the-Spot Repair Check
discretion, this may be possible with other
(such as a hole punched through it), with When vehicles suffer damage in an action
weapons that possess some kind of track-
a 50% chance of requiring a control check scene, characters may need to initiate emer-
ing targeting system.
(Gamemasters choose which or roll ran- gency repairs or bypass some of the vehicle’s
The attacker makes the attack check in ad- domly; and suffers a –1 circumstance
systems. This generally requires a Technolo-
vance. If it is successful, the weapon is “locked penalty to further Toughness checks
on” and the attacker can make that successful gy or Vehicles skill check versus a DC based
against Damage.
attack automatically when using the readied on the damage’s severity or the system’s
Failure (three degrees): The vehicle is “stag- complexity, as decided by the Gamemaster.
action. If the attack check is unsuccessful, no
gered” and no longer functions. A vehicle (See the guidelines for jury-rigging provid-
weapon lock is achieved. The gunner may
that is staggered while moving drops one ed for the Technology skill.)
choose to try again on the next turn or use the
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Vehicle Control Checks
Redlining: Vehicles & Fatigue
Control checks are required when a ma- The Limits of Equipment section of the core rules notes that extra effort used in conjunction
neuver calls for a crash check, or the vehicle with equipment always places the strain on the equipment rather than the character. This is also the
suffers damage that results in a crash check. case for vehicles, where extra effort is known as “redlining” the vehicle—pushing it past its normal
The control check is a DC 15 Vehicles specifications and limits.
skill check (or perhaps a Dodge resistance As with characters, the vehicle has three distinct levels of strain from this effort: impaired, dis-
check if in a mecha or the like, and the Gam- abled, and immobilized.
emaster feels it is appropriate for characters
engaged in a pursuit.) You make only one The circumstance penalties for an impaired or disabled vehicle apply to all checks utilizing the ve-
control check per round per vehicle even if hicle’s systems. Additionally, a disabled vehicle is hindered (–1 to speed rank) much like an exhausted
more than one check is called for: every ad- character.
ditional control check required instead in-
These conditions persist until the vehicle undergoes maintenance to repair them.
creases the check DC by +5.
On a failed check, the vehicle crashes into Occupants make Dodge checks against
an obstacle (or possibly another vehicle, de- a DC of (Damage rank + 10) to suffer half Mounted Combat
pending on the situation.) Damage from the crash. Failure results in Characters may ride into combat on vari-
The vehicle and the obstacle (and any suffering full Damage. ous sorts of mounts, from horses to dragons,
occupants of either) suffer a base Damage An air or space vehicle may stall on a griffons, or sea-monsters. Such mounts are
equal to the fastest moving vehicle’s Speed failed control check if there is no hard ter- generally minions, although some can be
rank, and is adjusted for the circumstances rain or other obstacle to crash into. The pi- sidekicks. Use the following guidelines for
in the Vehicles Collision Damage Modifi- lot can restart the vehicle with a successful mounted characters in combat.
ers table. For vehicles moving in the same Vehicles skill check (DC equal to the control
direction, subtract the lower speed rank check) or Technology check (DC equal to the Your mount acts on your initiative count
from the higher speed rank to get the effec- control check + 5.) as you direct. You move at the mount’s
tive speed rank of the crash for the purpose speed, but the mount uses its action to move.
of determining the Damage rank. A failed crash check for a character in- Use Expertise: Riding to control your mount
volved with a pursuit is the same as for a ve- instead of the Vehicles skill.
Vehicle Collision Damage Modifiers hicle: the character collides with an obstacle
Circumstance Damage Rank and suffers damage. A character failing the Combat While Mounted
Collision with another vehicle +1 Dodge resistance check against crash Dam- You can guide your mount with your
age is considered prone after the collision. knees and use both hands to attack or de-
Per size category difference
+1 fend yourself with an Expertise: Riding (DC
to the smaller vehicle Speed Kills
Two degrees of failure on the 5) check. This is a free action.
+2 Control checks typically suffer a penalty
control check equal to the Speed rank the vehicle is trav- You can “ride defensively” while mount-
Three or more degrees of eling at; the faster one is moving, the more ed, using the evasive maneuvers and defen-
+5
failure on the control check difficult controlling a vehicle becomes. sive options for vehicles, but substituting an
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Expertise: Riding skill check for the indicat- If your mount falls, you must make an tiative, then you can take your actions on
ed Vehicles skill check. See Attacking Vehi- Acrobatics or Expertise: Riding check (DC your initiative.
cles (pg 90) for details. 15) to make a soft fall and take no Dam- This option is more detailed but involves
When you attack a creature that is on age. If the check fails, you suffer Damage as keeping track of both your and the mount’s
foot and smaller than your mount, the though falling from the vehicle when you initiative and actions in combat.
Gamemaster may decide to provide you hit the ground (more if your mount is high-
with a circumstance modifier to attack or er off the ground), accounting for speed. Mecha
even Damage to represent the advantag- If you are knocked unconscious, para-
es of height and leverage. Even at your lyzed, or similarly incapacitated while rid- Mecha are similar to both constructs and
mount’s full speed, you don’t take any ing, you have a 50% chance to stay in the vehicles—vehicles because they may carry a
penalty on close attacks while mounted, saddle. Otherwise, you fall and take Dam- pilot or even passengers, and constructs due
but ranged attacks suffer any penalty that age as though falling from the vehicle when to their form, which is generally humanoid
may normally be applied. you hit the ground (more if your mount is or otherwise based on a living creature. Me-
If your mount charges, you also suf- higher off the ground), accounting for speed. cha do not include form-fitting power ar-
fer the attack penalty associated with the Without you to guide it, a mount generally mor of the type that are worn as enhancing
charge if you also make an attack at the avoids combat and may even come to a halt. suits rather than piloted.
end of the charge. Mecha are acquired with equipment points,
Intelligent Mounts
You can use ranged weapons while your the same as vehicles and headquarters.
The guidelines for mounted combat as-
mount is running, but at a –4 penalty on the sume mounts of animal-level intelligence,
Mecha Abilities
attack roll. This attack roll is made when like horses. If you’re riding an intelligent
your mount has completed half its move- being (one with an Intellect higher than –4), Like constructs, mecha have their own
ment. You can take move actions (such as the Gamemaster may want to give your ranks in Strength, Agility, Dexterity, Fight-
drawing a weapon or using a skill) normal- mount greater freedom of action. ing, and Awareness. They have no ranks in
ly while your mount is moving. Howev- Stamina, Intellect, or Presence by default.
er, any move actions your mount uses are The normal assumption is your mount They have Dodge, Parry, and Toughness
move actions you cannot yourself spend on acts on your initiative count as you direct defenses, but no Fortitude or Will.
moving that round. and nothing more (and are typically treated
Strength is typically based on a mecha’s size
as minions rather than as sidekicks.) At the
and the efficiency of its artificial “mus-
If your mount uses both its move actions Gamemaster’s discretion, roll initiative sep-
cles.” It determines close combat Damage
running, you could not dismount at the arately for you and your mount if it is intel-
and lifting/carrying capacity.
end of its run and then spend your move ligent. The mount carries you automatically,
actions to continue traveling. If your mount moves using its own actions on its own ini- Agility is the mecha’s mobility or “handling,”
uses one of its move actions moving, tiative count, and can take other actions as and determines its basic maneuverability
though, that would allow you to use one of it sees fit or as you direct. So, an intelligent and Dodge defense.
your own move actions on movement once mount could move and then take a standard Dexterityis the mecha’s precision for target-
dismounted in the same round. action (such as making an attack) on its ini- ing, as well as using its limbs. A mecha
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lacking manipulative limbs may still than Fortitude.) The inability to function in
have Dexterity (for targeting purposes), a particular environment, or impaired func-
but also a Disability complication. tion in an environment, may be considered
Fighting likewise measures a mecha’s pre-
a complication for some mecha.
cision with close combat attacks and its Similarly, like vehicles, mecha are as-
ability to evade the same. sumed to provide the benefits of their capa-
Awareness measures the sensitivity of the
bilities to their pilots and passengers. This
mecha’s sensor systems, and ability to stands so long as they are enclosed within the
pick up and process information. mecha, crew are immune to any environmen-
tal effects outside of it. Failure of a mecha’s
A mecha’s abilities substitute for the pi- environmental systems may
lot’s, combining the controlling pilot’s skill be a potential complication
rank with the mecha’s ability rank (subject or the result of damage or
to PL limits.) stress to the mecha.
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nate Growth, with the standard size modi- Mechamorphs Divide the point cost of the composite
fiers applied to their traits. Mecha size does mecha or vehicle by 15 to determine the re-
In some settings, mecha have morphing quired Summon rank, then divide the need-
not modify Stamina (as they have none), but
does affect Toughness. or transforming abilities, either changing ed ranks amongst the component mecha or
their form and function, or merging to form vehicle as evenly as possible. Typically, the
Mecha Piloting even more powerful mecha out of their as- “lead” or “head” component carries any
sembled parts. remainder in the Summon ranks. The com-
As a default, mecha pilots use the Vehi-
cles skill for checks involving operating and Morphing Mecha posite form may have a higher PL than its
controlling mecha. Also, the Vehicles skill components, although it is still limited by
Morphing mecha use the Metamorph the PL(s) set for the game.
may substitute for any Agility- or Strength-
modifier of the Morph effect. The mecha can
based skill check like Acrobatics or Athletics If the components can combine in mul-
have Metamorph as a standalone Feature
involving mecha. tiple ways (such as five mecha or vehicles
and does not need Morph unless its trans-
There are generally no “routine” oper- formation also serves to disguise it in some able to link together into five different com-
ation checks for mecha, so characters un- way, such as allowing the mecha to appear binations), make each additional composite
trained in the skill cannot pilot mecha un- as an otherwise ordinary vehicle. form an Alternate Effect of the most expen-
less the Gamemaster specifically chooses sive (and highest ranked) form. If the com-
to allow it. Mecha can have multiple Metamorph ex- posite form can also morph—without the
tras, allowing them to assume different con- need to break apart and recombine—apply
Linked Mecha figurations. All of the mecha’s forms must the guidelines for morphing mecha previ-
ously explained.
For some settings and mecha types, the be at least a minimum size for its pilot and
Vehicles skill may not be needed or used. crew. Mecha able to assume an exceptional-
ly wide range of forms may have a Variable Pursuit
Mecha linked to their pilots and designed
effect rather than Metamorph; the mecha re-
to mimic their movements, for exam-
distributes power points amongst its traits Action involving vehicles often involves
ple, may simply translate the pilot’s own
whenever it changes form. See the Variable pursuit, with characters and vehicles chasing
physical skills and movements into those
effect for additional information and ideas.each other. Pursuit in the system presented
of the mecha.
here is handled abstractly, making it easier
This is a 0-point Feature (although the Composite Mecha & Vehicles to run without a map, counters, and similar
Gamemaster may choose to charge a Fea- A composite mecha is formed when two tools (although it is certainly possible to do
ture rank for it in settings where linked or more smaller mecha or vehicles merge to so if you desire.) This abstract system is in-
mecha coexist alongside more cumbersome form another (usually more powerful) ma- tended to provide quick and simple results.
ones piloted with the Vehicles skill.) chine. This is essentially a Summon effect
costing 2 points per rank that requires all Starting Pursuit
Linked mecha operate essentially like any of the components be present to assemble
other larger-sized characters with Growth, During a pursuit, one party―the pur-
the composite form. This leaves the compo- suer―is assumed to be trying to catch the
taking their regular allotment of actions
nents unable to act on their own while a part other―the target. The distance between the
(one move and one standard, plus a number
of free actions) each turn. of the whole. two is called the lead, measured in lengths:
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Pursuit Steps 3. Resolve Maneuvers
Untrained Vehicles Skill Use Apply the winner’s maneuver to the pur-
Although the Vehicles skill cannot be used Follow these steps during a pursuit:
suit and adjust the lengths between the pur-
untrained, routine operation of vehicles is per- suer and the target as necessary.
1. Choose Maneuvers
missible without ranks in the skill. You do not
have to be trained in Vehicles to know how to Each character or vehicle involved in 4. Obstacles & Control Checks
drive a car in the modern world in all instances the pursuit chooses a maneuver from those
available. Obstacles may crop up with the intention
(although following the rules of the road, know- of providing flavor during the pursuit, with
ing how a vehicle will perform, and so on is a 2. Maneuver Checks frequency depending on terrain. The Game-
different story.) Most characters can be assumed master should feel free to add obstacles to help
The participants reveal their maneuvers.
to know how to do so. Lacking the ability to rou- liven up otherwise uninteresting pursuits.
tinely operate a commonly known vehicle (in a Each then makes a maneuver check using
way that is relevant to the story) can be treated the appropriate skill, including any modifi- When an obstacle occurs, the target
as a complication if and when it arises. ers. This is an opposed check between the and then the pursuer make a control
pursuer and the target if two or more ve- check (pg 92.) On a failed obstacle check,
abstract units adjustable to the situation. hicles are maneuvering against each other, make a crash check (pg 92.) Some maneu-
A length may only be a matter of feet in a such as in a chase or if one vehicle is contest- vers may also require a control check, as
running pursuit, but it could be hundreds ing the other vehicle’s attempt to perform may suffering damage.
or even thousands of miles for a pursuit in a maneuver against it. A failed maneuver
check may result in a control check. 5. Other Actions
deep space (or light years in hyperspace)!
If the vehicle initiating the maneuver’s Whether pursuit has ended due to a fin-
A pursuit typically starts out with a lead ishing maneuver or not, those involved now
of 8 lengths for the sake of keeping things check succeeds, apply the effects of the de-
sired maneuver. If the vehicle opposing the perform any actions open to them.
simple, although the Gamemaster can ad-
maneuver succeeds, the maneuver fails and
just this as desired to fit the conditions. Defensive Check
the vehicle attempting the maneuver must
The lead may never be less than 0 or great- A vehicle’s pilot may use a standard
make a control check. If neither succeeds, or
er than 30. If any maneuver puts the lead action for “evasive maneuvers” during a
their check results are tied, the chase con-
beyond those bounds, adjust the lead to the round. If so, substitute the character’s Ve-
tinues. If both succeed, apply the maneuver
closest number. hicle skill check result, modified by the De-
effect with the most degrees of success.
The pursuer wants to decrease the lead fense modifier for the vehicle’s size, for the
The trait used for a maneuver check de-
enough to perform a finishing maneuver pends on the pursuit’s conditions. For char- vehicle’s normal Defense that round.
and catch the target, while the target wants acters in vehicles, the maneuver check is
A character piloting a gargantuan fighter
to increase the lead enough to perform a usually a Vehicles skill check―Expertise:
jet (Defense Class 6, meaning it has a De-
finishing maneuver and escape. Pursuit Riding while mounted. For individuals, it’s fense modifier of –4) takes evasive action,
continues until a successful finishing ma- usually an Acrobatics skill check. The Gam-
obtaining a Vehicle skill check result of 22.
neuver, a crash, or the pursuers choose to emaster may call for different skill checks
for maneuvers as suits the situation and the Subtracting the jet’s size modifier provides
break off pursuit.
particular pursuit. a Defense of 18 that round.
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6. Damage & Control Checks busy docks, cloudy mountaintops, scattered
Apply any damage inflicted against par- asteroids, and so forth.
Speed Benchmarks
ticipants in the pursuit (from attacks and Speed: Pursuit in close terrain begins at half Common Highway Speed Limit (US): Rank
so forth) and see if any participants must 6.
maximum speed (rounded down.)
make a control check. Situations requir- Common Road Speed Limit (US): Rank 5.
ing control checks are provided in the text Obstacle Chance: 17 or better on d20
Mach 1 (Sound Barrier): Rank 9. It is actually
when appropriate. Control Check DC Modifier: None about halfway between 8 or 9, so the latter is
Terrain Tight Terrain
used.
Terrain falls into three categories for pur- The most dangerous terrain type, tight Speed of Light: Rank 24. It is actually a bit over
suits: open, close, and tight. Each applies terrain is filled with obstacles and condi- rank 23, so we go with the higher of the two.
certain conditions to the pursuit, including tions that change from moment to moment. Typical Commercial Jet Airplane: Rank 8 or 9
how often obstacles crop up and the control Examples include busy highways, steep in- (stopping shy of Mach 1.)
check DCs to avoid them. clines, rapids, indoor parking garages, as-
teroid and debris fields, and such.
Open Terrain
Speed: Pursuit in tight terrain begins at Maneuvers
Open terrain is easy to traverse—it has
one-quarter maximum speed (rounded
few obstacles. Examples include open Since pursuit is represented as an abstract
down.)
highways and salt flats on the ground, system, the distance covered and specific lo-
open and calm water, and clear skies and Obstacle Chance: 15 or better on d20 cations of each participant are left to your
mostly empty space. Control Check DC Modifier: +5 imagination. What’s really important is the
Speed: Pursuit in open terrain begins at lead―the distance between the pursuer and
three-quarters maximum speed (round- Speed the target at any given time. Many maneu-
ed down.) The fastest participant receives Obviously, faster characters and vehicles vers require a certain lead, so make sure to
a +2 circumstance bonus on maneuver have an advantage in a pursuit. The type of update the lead at the start of each round.
checks. If only one participant is in open terrain determines the starting speed, based
Maneuver Descriptions
terrain, then that participant receives the on the speed of the fastest participant. Speed
+2 circumstance bonus. changes during the pursuit according to the Maneuvers are split into pursuer and tar-
various maneuvers selected. get categories. Each maneuver has a general
Obstacle Chance: 19 or better on d20
description you can modify to suit the par-
Control Check DC Modifier: –5 Whenever pursuit speed exceeds a par-
ticular conditions of a pursuit. Maneuvers
ticipant’s maximum speed, a character or
include the following information:
Close Terrain vehicle must employ extra effort. Hero
Close terrain is generally narrow and points may be spent by characters piloting • Finishing: A finishing maneuver has pre-
filled with things to run into, sideswipe, or mechanically maintaining a “redlining” requisites that must be met before it can
or burst through. Examples include city (pg 92) vehicle to address such stress, as be attempted, but ends the pursuit if per-
streets, winding dirt roads, narrow rivers, usual for extra effort. formed successfully.
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Speed—Distance per … Speed—Distance per …
Movement Rank Day Hour Minute Round Movement Rank Day Hour Minute Round
–5 2 miles 500 ft. 6 ft. 6 in. 8 16,000 miles 500 miles 8 miles 1 mile
–4 4 miles 900 ft. 15 ft. 1 ft. 9 32,000 miles 1,000 miles 16 miles 2 miles
–3 8 miles 1,800 ft. 30 ft. 3 ft. 10 64,000 miles 2,000 miles 30 miles 4 miles
–2 16 miles 1/2 mile 60 ft. 6 ft. 11 125k miles 4,000 miles 60 miles 8 miles
–1 30 miles 1 mile 120 ft. 15 ft. 12 250k miles 8,000 miles 120 miles 16 miles
0 60 miles 2 miles 250 ft. 30 ft. 13 500k miles 16,000 miles 250 miles 30 miles
1 120 miles 4 miles 500 ft. 60 ft. 14 1m miles 32,000 miles 500 miles 60 miles
2 250 miles 8 miles 900 ft. 120 ft. 15 2m miles 64,000 miles 1,000 miles 120 miles
3 500 miles 16 miles 1,800 ft. 250 ft. 16 4m miles 125k miles 2,000 miles 250 miles
4 1,000 miles 30 miles 1/2 mile 500 ft. 17 8m miles 250k miles 4,000 miles 500 miles
5 2,000 miles 60 miles 1 mile 900 ft. 18 16m miles 500k miles 8,000 miles 1,000 miles
6 4,000 miles 120 miles 2 miles 1,800 ft. 19 32m miles 1m miles 16,000 miles 2,000 miles
7 8,000 miles 250 miles 4 miles 1/2 mile 20 64m miles 2m miles 32,000 miles 4,000 miles
Chapter 4: Rules 98
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target is assumed to have failed shift the terrain by one step at the
a control check and the pursuer end of the round (open or tight
comes to a safe stop. becomes close, or vice versa.) This
also reduces or increases the crash
Cut Off Finishing check DC by 5, as appropriate.
The pursuer surges forward and
cuts in front of the target, forcing Intercept
him to stop. Coming at the target from anoth-
Lead: 0 lengths. er angle can be a useful shortcut, but
often also involves losing line of sight
Speed: The pursuer wins the chase, and unforeseen obstacles.
cutting off the target. If the target
fails his maneuver check, he col- Lead: Any.
lides with the pursuer. The pur- Success: Reduce the lead by a num-
suer may make a Dodge resis- ber of lengths equal to twice the
tance check (DC 15) to avoid the amount of degrees of success. The
collision. In the case of a success- pursuer must make a crash check.
ful Dodge, the pursuer ejects or
leaps clear as the target collides Match
with his (now vacant) vehicle. The pursuer matches the tar-
get’s speed and movement, forcing
Herd
the relative speeds down to almost
By keeping the pressure on and nothing and stabilizing pursuit for
cutting off the target’s options, the others to attack.
pursuer drives the target into diffi-
cult terrain. Lead: 10 lengths or less.
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Success: The pursuer wins the chase, collid- Special: If the target’s maneuver check re- Reverse
ing with the target like a slam attack. sults in two or more degrees of success, As the pursuer closes in, the target slows
the target can become the pursuer until and turns suddenly in the opposite direction!
Surge
the end of the current round (letting the Lead: 10 lengths or less.
The pursuer puts on a burst of speed to target use forward-mounted weapons on
catch up to the target. Speed: Reduce pursuit speed by one-quar-
the pursuer, for example.) If the target’s ter (round down), but falling short of no
Lead: Any. maneuver check results in three or more longer moving.
Speed: Increase pursuit speed by one-quar- degrees of success, the target can also
Success: Increase lead by a number of
ter (round down), not exceeding maxi- shift the terrain by one step at the end of
lengths equal to twice the difference be-
mum speed. the round (open or tight becomes close, tween the maneuver check results.
and vice versa.) This also reduces or in-
Success: Reduce the lead by a number of
lengths equal to the difference between creases the DC of each participant’s crash Set Up
the maneuver check results. check by 5, appropriately. Instead of running, the target leads the
pursuer on a merry chase, usually right into
Special: If the pursuer chooses to use extra Obstacle Course Finishing an ambush.
effort with a surge maneuver, increase The target barrels through a cluttered
pursuit speed by one-third (round down) Lead: 10 lengths or less.
area to evade pursuit.
and reduce the lead by twice the differ- Success: Increase the lead by 1 length. The
ence between the maneuver check re- Lead: 25 lengths or more. target and all passengers gain the benefit
sults. However, the pursuer (or his vehi- of an Aid action for any attacks against
Success: The target wins the chase. Both the pursuer this round.
cle) suffers the effects of the extra effort.
participants must make crash checks.
Special: If the target’s maneuver check re-
Target Maneuvers sults in two or more degrees of success,
Pull Ahead
Target maneuvers are aimed toward es- the target may become the pursuer for
caping the pursuer. A straightforward maneuver, the target the current round (letting the target use
puts on as much speed as possible to widen forward-mounted weapons on the pur-
Lure the distance. suer, for example.)
The target controls the direction of pur- Lead: Any.
suit, leading the pursuer into all kinds of Stunt Finishing
trouble. Speed: Increase pursuit speed by one-quar- The target pulls off a daring stunt, hop-
ter (round down), not exceeding maxi- ing the pursuer can’t match it.
Lead: Any.
mum speed. Lead: 20 lengths or more.
Success: Increase lead by 1 length. Each
participant must make a crash check, Success: Increase the lead by a number of Success: The target wins the chase. If the
but the pursuer’s DC is increased by lengths equal to the difference between target’s maneuver check results in two
the difference between the maneuver maneuver check results. or more degrees of success, the pursuer
check results. must make a crash check.
Chapter 5
Making a Better Bad Guy
If you have ever read a comic book, you’ll Practically speaking, allowing a villain Such factors (and more) should be con-
know that a super-hero is only as memora- the opportunity to make reoccurring ap- sidered when presenting a villain to your
ble as their villains are noteworthy. Indeed, pearances is not just a matter of good story- players. Your players are more likely to
in comic books it is often the villain more so telling—it is a matter of practicality. show interest in such better-defined bad
than the hero who drives the story and pulls guys, and thus want them to return later―if
Creating a new villain takes time and only to defeat them again.
the reader into the action and drama. thought on the Gamemaster’s part. This is a
Role-playing games are much the same: process that can quickly become trying, and Expanding upon and developing the
if the villain doesn’t capture one’s imagi- no longer a matter of fun if all that work re- many relevant aspects of your games’ vil-
nation, the game will likely wither and die sults in an opponent who only lasts a sin- lains will also determine the tactics used
from lack of interest. This is especially true gle appearance. Likewise, the players will against the player characters. Not all op-
of super-hero games wherein villains are become fed up with one-trick ponies that ponents think or act alike, especially when
the driving motivation for the characters to do not afford their characters the chance to they have different goals. Knowing what
one’s foe will do in any given situation―
strap on their capes and face the wild, wick- experience the comic book staple of familiar
even if it doesn’t seem to make sense―is an
ed world every morning. But it isn’t enough enemies (or, dare it be said, a nemesis.) They
important part of separating one character
that your players’ characters notice the vil- will likely demand something more intelli-
from the rest of the Gamemaster’s malevo-
lain for the story being created to seem com- gent and engaging than foes that are never
lent menagerie of menaces.
plete―the characters must admire them for allowed to develop.
their wickedness, if even only a little. Is the villain the sort who learns from
A great villain must be more than a card-
their mistakes and accounts for them in fu-
The villain should be admired to some board cutout or shooting gallery target
ture encounters, for instance? If so, they will
degree. The cad’s concept and actions must against which the heroic characters will toss
be better prepared and ready to adapt when
do more than just grab the players’ atten- their powers and inevitably triumph. Vil-
during the next encounter. Or are they driv-
tion, but also retain it. The bad guy must be lains that stand out from the flock are more
en by ego, stupidity, or insanity? Will they
so evil, vile, outrageous, cool or, yes, even than just the sum of their game statistics.
keep trying new twists on the same thing,
humorous that they stick in the players’ They have a history and personality—not
over and over, because that is the kind of pre-
memories and creates in them a desire for to mention goals—that drive them towards
dictable or unimaginative creature they are?
the villain’s return. The true hallmark of a their objectives with purpose (well, usual-
successful comic book bad guy is to come ly; as the lines goes, some men just want to A Gamemaster should be careful to
back to fight another day, and the players watch the world burn.) maintain the illusion of acting as a villain
must want them to do so. throughout the game and not let their per-
With A Little teams of villains. Both offer Gamemasters side to such a tactic. A team of opponents is
an easily exploited resource for developing an opportunity to utilize a variety of back-
Help From My their game’s story, but in different ways. grounds and goals in a single mix, provid-
ing more material from which to develop a
Friends ... reason for the encounter beyond needing to
kill time. Furthermore, even facing a team
While going fist to fist (or energy blast to the heroes have battled before need
energy blast) with one’s archenemy not be a rehash of the previous con-
is all well and good, it will quickly flict. Using a team means the Gam-
lose its appeal if that’s all there is to emaster can point their villains at
the game. A plot needs to follow a different heroes each time―they
pattern of beats―lows and highs can switch up opponents with
in the narrative―if it is to re- the hope of avoiding mistakes
main engaging. that resulted in defeat during
If the players feel the their previous encounters.
game is nothing more than Evil organizations can like-
the Gamemaster mindlessly wise provide a dynamic pool
throwing their archenemy at of possibilities to draw from.
them, the former will quickly Although a villainous orga-
become exhausted and bored nization can be just as useful
of the routine. Something as most other opponents as
interesting must take up the a means to focus the game’s
time between bouts with the main plot, its generally expan-
hero’s nemesis, but this doesn’t sive reach allows it to simulta-
mean the game needs to become neously work towards multiple
bogged down in mediocrity. If goals. Not all of these objectives
these low points are filled with need to be revealed to the heroes in
nothing more than common rob- any given encounter. Doing so over
beries and seemingly random and time allows the Gamemaster to de-
meaningless fights in the streets, the velop a secondary story “off camera”
game is similarly put at risk of suc- without the players knowing, instead
cumbing to boredom. revealing it to them when the time is
An easy way to fill these gaps with ex- right. This allows the Gamemaster to drop
citing and challenging events noted for Although randomly throwing teams the organization’s members into the game
their variety is to introduce criminal orga- of bad guys at the heroes runs the same between currently developing plot points
nizations (see Chapter 7, The Many Faces risks of damaging the game’s flow as does with no immediate need to explain how
of Evil for plenty of tools for doing so) and over-using solitary villains, there is an up- they fit the existing narrative. This same
“It’s protected by armed sentries, motion sensors, IR, laser grids, pho-
ton emitters, and pheromone sensors? I almost feel sorry for tak-
ing their stuff considering it’s so poorly guarded.”
The assault trooper is intended for heavy Equipment Blaster Rifle, Fragmentation Gre- Abilities Str 3, Sta 3, Agl 0, Dex 0, Fgt 2, Int 0,
action and will usually act in support of nades, Bulletproof Vest. 1 in 3 will be Awe 0, Pre 0
troopers or as the spearhead of an attack. armed with a grenade launcher, rocket
Equipment Leather Jacket, Knife, and Light
launcher, or other heavy weapon instead
Pistol
Assault Trooper, Low-Level of a blaster rifle.
PL6 • 39 points Advantages Close Attack 2, Equipment 2, Hard
Advantages Equipment 8, Hard as Nails 3,
Abilities Str 1, Sta 1, Agl 0, Dex 0, Fgt 4, Int 0, as Nails 2, Loyalty (Leader), Ranged At-
Lucky Shot, Power Attack, Power of
Awe 0, Pre 0 tack 4, Power of One, Strongarm, Team-
Many, Power of One, Ranged Attack 7,
work
Equipment Blaster Rifle, Fragmentation Gre- Teamwork
nades, Bulletproof Vest. 1 in 3 will be Skills Athletics 4 (+7), Expertise: Soldier Skills Athletics 4 (+7), Expertise: Streetwise
armed with a grenade launcher, rocket 4 (+4), Intimidation (PRE/STR) 4 (+4/+7),
(AWE) 6 (+6), Expertise: Survival 4 (+4),
launcher, or other heavy weapon instead Vehicles 4 (+4)
Expertise: Tactics 6 (+6), Intimidation 4
of a blaster rifle. (+4), Perception 2 (+2) Offense Initiative +0, Light Pistol +4 (Ranged
Advantages Equipment 8, Hard as Nails, Offense Initiative +2, Blaster Rifle +8 (Ranged Damage 3), Knife +4 (Close Damage 4,
Ranged Attack 4, Teamwork 19-20), Unarmed +4 (Close Damage 3)
Damage 8), Fragmentation Grenades +8
Skills Athletics 2 (+3), Expertise: Soldier (Burst Area Ranged Damage 5), Unarmed Defense Dodge 2, Parry 2, Fortitude 5, Tough-
(AWE) 4 (+4), Expertise: Survival 3 (+3), +7 (Close Damage 3) ness 4/3 *, Will 0
Expertise: Tactics 2 (+2), Intimidation 3 Defense Dodge 7, Parry 7, Fortitude 7, Tough- Totals Abilities 16 + Advantages 14 + Skills 8
(+3), Perception 2 (+2) ness 7/3 *, Will 0 + Defenses 4 = 42
Offense Initiative +0, Blaster Rifle +4 (Ranged Totals Abilities 30 + Advantages 23 + Skills 13 * Without leather jacket.
Damage 8), Fragmentation Grenades +4 + Defenses 10 = 76
(Burst Area Ranged Damage 5), Unarmed Threat Level: Beta
+4 (Close Damage 1) * Without bulletproof vest.
Brute, High-Level
Defense Dodge 4, Parry 4, Fortitude 2, Tough- Threat Level: Beta PL6 • 68 points
ness 5/1 *, Will 0 Str 5, Sta 4, Agl 1, Dex 1, Fgt 4, Int 0,
Abilities
TotalsAbilities 12 + Advantages 14 + Skills 8 Awe 0, Pre 0
+ Defenses 5 = 39 Brute
Equipment Leather Jacket, Knife, and Light
* Without bulletproof vest. A brute is little more than raw muscle. Pistol
They are a blunt instrument that serves little Advantages Close Attack 3, Diehard, Equip-
Threat Level: Beta
Infiltrator Knife, Light Pistol, Undercover Shirt. Skills Expertise: Mechanics 3 (+3), Perception
Chapter 6
Gadgets and Gear
Every villain—from the grandest of Sometimes, however, the drugs are used so properly), increasing or reducing their ef-
world conquerors to the lowliest of petty directly on the heroes themselves. (This is fect ranks. The indicated Expertise: Poison
thugs or cannon fodder—needs weapons especially true of poisons.) DC may be used to determine the difficulty
and equipment to get the job done. This The player character may be accidental- of doing so and, if appropriate, otherwise
chapter includes new items to add to this ly exposed or forcibly addicted to the sub- preparing the poison properly.
arsenal, making the villain’s efforts all the stance by a villain as a means to control or
more interesting … and dangerous. blackmail the hero or ruin their reputation.
Anemone Venom
Regardless of how the addiction comes Taken from the stingers of the bulb anem-
about, however, illegal drugs can add inter- one, this poison is injected into the subject
Poison and Drugs esting, subtle twists to a story that typically in some fashion (usually with a dart or the
deals mainly with finding the bad guy and like), causing paralysis.
The world is rife with illicit substances,
smashing their face in. Anemone Venom: Affliction 8 (Resisted by
which is why encounters with drug deal-
ers―be they local bottom-feeders or top car- Fortitude; Impaired, Immobilized, Para-
tel members―are so common in super-hero Poisons lyzed), Progressive • 24 points
games. Usually, these substances are noth- Expertise: Poison DC: 16
The following are examples of poisons
ing more than window dressing for the en-
one may find during the course of the game.
counter, but sometimes the Gamemaster has Arsenic
They may also be used as a basis from which
the narcotic play a more direct role in the
more may be developed. Similarly, charac- Common to pesticides, insecticides, and
story, requiring appropriate game statistics.
ters who utilize particular poisons as part of herbicides, this metalloid is extremely poi-
Illegal drugs usually come into play when their powers may use these game statistics sonous when ingested.
a Gamemaster employs them on NPCs, forc- as the foundation upon which their abilities
Arsenic: Weaken Stamina 6 (Resisted by
ing the player characters into a position of are constructed.
Fortitude), Drawn Out, Progressive;
having to deal with the social ramifications
The potency of most poisons may be al- Weaken Strength 6 (Resisted by Forti-
(i.e., resulting crime and addicted friends.)
tered (typically requiring a skill check to do tude), Drawn Out, Progressive • 48 points
Heroes and Drugs
It is not unheard of for comic book heroes to succumb to the allure of illegal narcotics. Indeed, this can be an interesting plot element that can offer
all manner of twist and turns. Stories may be driven in new directions, and characters can radically alter their behaviors and personality. Relationships are
often strained by such situations, especially if a villain finds out about this aspect of the hero’s life and chooses to exploit it via blackmail or the like.
Crossbow, Hand: A small crossbow that Gyrojet Rifle: A larger rifle-sized weapon
that fires a larger round. SAW: The Squad Automatic Weapon is a
may easily be fired one-handed, and
man-portable machine gun that can be
quickly reloaded.
carried and used by one man with rela-
Crossbow, Repeating: A hopper atop the tive ease.
crossbow allows it to be gravity fed while
an ingenious spring system allows the act
of firing to provide much of the energy
needed to re-cock the weapon. Heavy Machine Gun: A heavy, rapid-firing
projectile weapon. A heavy machine gun
Flechette Pistol: is typically mounted on a vehicle or fixed
This slender position. Slingshot: A simple projectile weapon, con-
pistol fires a sider a slingshot a thrown weapon for the
slim metal sake of range increments.
sabot rath-
er than a bul-
Energy Ranged Weapons
let. The dart, which is made of a dense
metal such as depleted uranium, causes Concussion Pistol: A pistol that fires a wave
less ballistic Damage but has exceptional of pure concussive force.
penetration. Light Machine Gun: A weighty, rapid-fir-
ing projectile weapon. A light machine
Flechette Rifle: A larger rifle-sized weapon gun is usually mounted on a vehicle or
that fires a larger sabot. fixed position, but can also be carried on
foot as a support weapon.
Concussion Rifle: A larger rifle-sized
Net Pistol: This wide-bore pistol has a
weapon that fires a more powerful wave
heavy, blunt look because it fires a pack-
of force.
aged net that unfurls and twists about its
target thanks to weights located around Monstro-Cannon: This is a massive energy
Gyrojet Pistol: A high-tech pistol that fires weapon with a slower rate of fire because
its perimeter. Unfortunately, the weight
self-propelled rounds that are essentially it takes time for the blast capacitor to re-
small rockets. This makes the ammuni- significantly reduces the range and im-
charge. Its size and bulk make it difficult
tion relatively expensive. This weapon is pedes accuracy.
Zero-Point Pistol: A pistol that utilizes a Grenades and components are kept in separate cham-
bers within the same can as the NMX. Sep-
contained cosmic event, much like a black
hole in miniature, allowing the weapon Explosives arately, the NMX and catalyst are inert,
making the explosive incredibly safe to
to utilize zero-point energy. The result- transport and store, but when mixed they
Blasting Cap: A small detonator explosive
ing burst also resembles a small black can be detonated with a blasting cap, det-
used on its own for minor demolition or
hole that briefly tears into anything in its onator, etc. One ounce of foam is enough
as a means to ignite more destructive ex-
radius, pulling objects towards its center. to cover nine inches in a straight line.
plosive materials.
For obvious reasons, this weapon is nick-
named the “black hole gun.” Detonation Cord: A reliable tool for timing a NMX is used primarily to breach ob-
larger explosion, the cord has an explosive stacles, such as doors, and to destroy oth-
Zero-Point Rifle: A larger rifle-sized weap- er explosives, like mines, because it has a
core that detonates progressively down its
on that fires more powerful zero-point very contained blast.
length, making it capable of igniting oth-
energy events.
er, attached explosives in succession. Phosphorous: Burning phosphorous fills
On its own, detonation cord can be the grenades explosive radius and con-
Heavy Ranged Weapons tinuous to burn for a while.
used as a low-grade cutting explosive for
Grenade Launcher, Automatic: A belt- or use on cables, metal bars, etc.
drum-fed grenade launcher. Increase Nerve Gas: This grenade’s gas works to
the cost by +1 per additional type of paralyze the subject by preventing their Firearm
grenade carried. nerves from firing properly.
Grenade Launcher, Pistol: A single shot, Nitromethane Foam: This explosive comes
Ammunition
short-range grenade launcher slightly larg- in a pressurized can that mixes the nitro- The following ammunition traits are con-
er than a flare gun. Increase the cost by +1 methane (NMX) foam with a catalytic mix- sidered “add-ons” for existing firearms.
per additional type of grenade carried. ture of propane and isobutene. The two They modify a firearm’s regular capabilities
Effect
weapons (with the exception of shotguns Armor
not firing solid slugs.)
• Limited to Nonlethal Damage. –1 cost per Although many super-villains do not
rank. Effect care enough about their minions to keep
them sufficiently protected against injury,
Cost: –1 cost per rank. • Accurate. Flat +1.
some realize one of the best ways to obtain
Light Pistol with Riot Rounds: Ranged • Reduced Stealth 2. Flat –1. one’s goals is to ensure the survival of one’s
Damage 3, Limited to Nonlethal • 3 points Cost: No cost modifier. tools long enough to get the job done. As
such, the following presents some new ar-
Spark Round Assault Rifle with Tracer Rounds: Ranged mor options with this purpose in mind.
Damage 5, Accurate 1, Multiattack, Re- • Energy Webbing: A microfilament body
These rounds release an electrical dis-
duced Stealth 2 • 15 points glove that helps dissipate energy attacks.
charge rather than a solid projectile when
fired. It may be worn beneath any other type of
armor and most clothing.
This pistol unleash- Quake Rifle: Burst Area Ranged Damage Missiles
es a ripple of undu- 12, Penetrating 3, Bulky 2, Exposed 2
(Dodge), Limited versus Organic (Half Missiles can easily be built as nothing
lating energy that, more than the descriptor for a standard
when it strikes a solid object, causes the Damage), Reload (Reload Die 18, 1
round) • 19 points power, such as stating a Burst Area Ranged
target to shake and vibrate with damaging Damage effect is a missile rather than an en-
results. ergy blast. However, sometimes it’s useful
Quake Pistol: Burst Area Ranged Damage (and more realistic) to further customize the
4, Penetrating 2, Bulky, Limited versus power to focus the missile on a particular
Organic (Half Damage), Reload (Reload way of operating or to attain an effect other
Die 18, 1 round) • 5 points than a simple-if-harmful explosion.
Effect
• Limited to Attacking Genetic Marker. –1 • Senses 2 (Darkvision.) Flat +2.
• Accurate 4. Flat +4. cost per rank. Cost: Flat +2 points.
Cost: Flat +4. Cost: Flat +7 points, plus –1 cost per rank.
Sample Missiles
Fire-And-Forget Infrared Guided
The following are examples of several
A course-correcting computer in the mis- This targeting system allows the weapon missile builds. They are presented without
sile allows it to make course adjustments in to seek a target using the infrared spectrum. the previous targeting systems to make it
flight. The missile uses the operator’s Ranged easier to customize them as desired.
The missile uses the operator’s Ranged Attack modifier when fired.
Attack modifier when fired. Anti-Air Missile
Effect
Effect A missile intended to spread shrapnel over
• Senses 4 (Infravision, Extended 3.) Flat a large area as a way to assault airborne targets.
• Homing 6. Flat +6. +4.
Anti-Air Missile: Burst Area 3 (120 ft.)
Cost: Flat +6 points. Cost: Flat +4 points. Ranged Damage 11, Limited to Attacking
Airborne Targets • 33 points
Genetic Hound Magnetic
Also known as “assassin guidance,” this The targeting system seeks out strong Anti-Ship Missile
advanced targeting system will seek out a magnetic fields to attack.
A long-range missile to be launched
specific genetic signature in order to strike
The missile uses the operator’s Ranged against watercraft from shore or another
that target. The genetic designation could be
as broad as an entire ethnicity or species, or Attack modifier when fired. waterborne vessel.
Death Ray
Weapons of Mass 51 points
Destruction & Su- This massive weapon is a staple of evil
Weapon Drone
per-Weapons geniuses everywhere. The device fires a
deadly ray of energy into space that is then
A weapon drone is a saucer-shaped robot
that can be set to attack, patrol, or remain As anyone who has ever read a comic directed to the target via a mirror-equipped
within a certain distance of a specified tar- book can tell you, super-villains have a nas- satellite. The ray’s point of focus is wide
get it’s been assigned to defend. ty habit of trying to conquer, blackmail, or enough to encompass much of a city block.
destroy nations (or even the entire world) Death Ray: Burst Area Ranged Damage
Weapon Drone PL5 • 75 points using weapons of mass destruction (WMDs) 20, Extended Range 10, Indirect, (Satel-
Str –2, Sta ―, Agl 3, Dex 3, Fgt 0, Int
Abilities and super-weapons. Whether a convention- lite) Penetrating 2, Activation (Standard),
―, Awe 0, Pre ― al nuclear bomb or something off the wall, Priming
like a mile-wide cloud of flesh-eating in-
Powers Armor: Protection 5; Blaster: Ranged sects, WMDs and super-weapons can easily Flesh Eating Virus
Damage 5, Accurate, Multiattack, Dimin- represent the epitome of malicious calcula- 70 points (airborne) / 50 points (contact)
ished Range; Flight: Flight 2 (8 mph); tion and wanton disregard for human life. It
Radio: Burst Area Communication 2 (Ra- falls upon the heroes to stop these devastat- Usually dispersed into the air by explo-
dio), Selective, Subtle; Robot: Immunity ing weapons from being used. sives (airborne version) or directly into a
30 (Fortitude Effects); Sensors: Senses 8 water system (contact version), this WMD
(Darkvision, Direction Sense, Distance In most cases, a WMD need be nothing can have devastating results if used in a
Sense, Infravision, Radio, Ultra-Hearing, more than a plot device―a concept to be population center.
Ultravision); Software: Enhanced Per- presented without actual statistics because
Quake Machine
240 points
Using vibration resonance or some simi-
lar method, this device manipulates tectonic
plates in order to cause earthquakes in the
targeted area. The Gamemaster may want
to limit the maximum amount of ranks that
may be applied in consideration of more
stable tectonic situations in the target area
or quake-proofing construction.
Quake Machine: Area Burst 10 (2 miles)
Damage 10, Enhanced Knockback 10,
Sustained, Limited to Ground Structures;
Burst Area 10 (2 miles) Affliction 10 (Re-
sisted by Dodge; Vulnerable, Prone),
Sustained, Limited Degree, Limited to
Ground Targets
Offense Initiative +0, Nuclear Warhead +8 Security Systems The Role of Perception
(Burst Area 8 [1/2 mile] Ranged Damage
15) and Traps As does a character, most security systems
use Perception checks to notice what they are
DefenseDodge 9, Parry –2, Fortitude Im- Villains―be they a solitary cad acting on intended to perceive or they allow an opera-
mune, Toughness 4, Will Immune his own or a mastermind commanding an tor to do so if the system is not automated. A
entire nefarious organization―are known basic security camera, for example, may allow
TotalsAbilities –24 + Powers 207 + Advan-
tages 8 + Defenses 11 = 202 for defending what’s theirs, especially their an operator to make Perception checks with-
out modifiers against anything caught in its
bases of operations. Defenses can be as sim-
scope of vision. An older model may apply
Weather Machine ple as a security camera mounted outside
penalties to the operator’s skill check whereas
their apartment door, or as complex as a
58 points a top-of-the-line camera may grant the bene-
sensor web extending for miles beyond the
fits of greater clarity, granting a bonus.
A mass of tubing, Tesla coils, gears, and location’s perimeter, controlling numerous
dynamos, this machine manipulates the anti-ground and anti-air weapon systems. Automated Systems
environment in its target area in order to Regardless of the particulars, the intent is al-
Security systems that function automat-
control the weather. Villains will use the ways to keep the unwanted from getting in
weather control device to destroy crops, ically, sounding an alarm (or whatever)
and the insidious secrets from getting out.
flood streets, and generally cause havoc and when they appropriately perceive some-
destroy resources. This section provides tips and guidelines thing, are provided with a Perception skill
for designing and implementing security rank when necessary. (Assume Awareness 0
Weather Machine: Array (54 points) and defensive measures, as well as tools and unless attached to a construct with a higher
Snow Storm: Ranged Environment 10 (Ex- examples for building your own. Awareness value.)
The sensor is intended to detect intrud- The atmospheric monitor is practically Automated; 6 points
ers in the duct, the presence of which will useless in main corridors, outdoors, and the The sensor monitors gravity, and sounds
decrease the flow of air, as will opening a like because something as simple as open- an alert if it senses a disruption, as may be
nearby vent to another duct or the outdoors. ing doors and a change in the weather will caused by an intruder reducing gravity’s af-
Someone passing by quickly (Speed 2 or throw the sensor off. Locating the sensor in fect in order to fly over a lattice of infrared
a small, temperature-controlled room with- beams or the like.
higher, typically) may also alter air flow suf-
out windows (so the sun can’t raise the tem-
ficiently to trigger the sensor. perature) is ideal. This allows the sensor to Gravimetric Sensor: Senses 2 (Radius Grav-
An air flow analyzer makes for a good detect variances brought on by something as imetric Awareness [Tactile]); Perception 8
trap or defense system trigger. seemingly innocuous as an intruder’s body (+8) • 6 points
temperature or the warmth of a computer
Air Flow Analyzer: Senses 2 (Radius Detect that is turned on without authorization. Infrared Beam Sensor
Air Flow Disruptions [Touch]); Percep-
Weather control powers can be especially Automated; 5 points
tion 8 (+8) • 6 points useful for countering this sensor or will cer- Infrared beams crisscross the designated
tainly set it off if used to create atmospheric- area, activating an alert or the like when a
lus in a fashion specific to their purpose and intruder out to unleashing a storm of laser active security or defense system. The latter
means, just as a person uses his five senses to blasts that will burn through the target with is the weapon waiting to be fired and the
direct attacks made with his own body. ferocious efficiency. Such systems have but former are the senses and finger that guide
one purpose: stop people who are currently the weapon and pull the trigger. The most
An active security or defense system may common way to create a pairing between a
located where they do not belong or are en-
be designed to capture, harm, or outright surveillance system and active security is
gaged in something they shouldn’t be doing.
kill an intruder automatically, without dis- by applying the Linked or Triggered extras,
crimination or discernment. Alternatively, a Adding Sight to Bite although other means certainly do exist.
system may be keyed to a chain of circum- Another option is to add an operator to the
The default condition of active security
stances that makes its actions—by type and mix, such as a guard in a centralized control
and defense systems is to be blind―they
degree—very specific in how it will respond room or an artificial intelligence that is tied
are merely operational systems waiting for
to various scenarios. into all the facility’s systems.
something to tell it what to do. This means
Regardless of how it works, why it is they must be tied into a means of detection Ranged Active Security
triggered, and what it is supposed to do, an and/or observation, such as those found in
active security system is designed to make the Surveillance and Passive Security sec- Whether the intention is to capture or
itself known to its target in some way or an- tion found earlier in this work. kill, a ranged active security system strikes
other. Its effects are likely very obvious, and from a distance. It will likely be alerted by
Think of the surveillance or passive secu- passive systems located far enough away
range from releasing a gas that will knock an rity system as a module to be added to the
as to give the former sufficient time to react on that can pepper an area with darts. Gas Jet, Sleep: The jet’s nozzles spew a
rather than letting an intruder get in close. cloud of knockout gas. The gas must be
Flame Projector: A flame-thrower shoots a
Dart Projector: The system projects a small stream of fire 5 feet wide and 30 feet long inhaled.
metal dart that, in and of itself, isn’t very in front of the projector as an area attack. Gas Jet, Toxin: The jet’s nozzles spew a
dangerous. However, it is often coated This device is ideal for clearing hallways cloud of poisonous gas. The gas must be
in a substance such as a poison or sleep and the like. inhaled.
drug, reducing the dart to a mere deliv-
Gas Jet, Nerve: The jet’s nozzles spew a Glop Gun: The nozzle projects large glob-
ery system for a more potent security im-
cloud of gas that acts upon the subject’s ules of a liquid that solidifies upon con-
plement (add as a linked power.) Some
nervous system, rendering them unable tact, constricting slightly in order to re-
also have the Multiattack or Area extra,
to move. The gas must be inhaled. strain the target.
making them a far more offensive weap-
Chapter 7
The Many FAces of Evil
Super-hero comic books are not only
known for presenting interesting villains
In this chapter, you’ll find a way to build
villainous organizations as separate enti- Evil Organizations,
that operate on their own or in small groups,ties, using the same basic game mechanics Step-By-Step
but also for those that act on behalf of or used for creating characters. How the orga-
head a massive, nefarious organization. nization then interacts with the characters Certain elements within the organiza-
Such organizations pursue sweeping and who rule it is handled in the same fashion tion building rules are purposely similar
or identical to other, existing rules so far as
grandiose goals that rarely stoop to such as most interactions in role-playing games.
game mechanics are concerned. However,
petty interests as common thievery, but in- It is a relationship to be played out rather they are presented here with a different fla-
stead act out plots on a much larger scale. than held to the confines of how points are vor to distinguish how their application and
Nation-crumbling terrorism, genocide, and/ spent. This not only allows the villains to purpose will vary from the norm.
or global domination are the sort of objec- be designed and grow on their own terms,
• An organization only has three abilities
tive these organizations chase. but also lets the organization reach its full
(Intellect, Awareness, Presence), but does
A single villain (or perhaps a few pool- potential without being tied to how quickly not gain any points from those that are
ing their resources) can spend their avail- characters can pump points into it. absent.
able points on traits such as equipment, Despite these new rules on building an • Because the organization is a collection
vehicles, headquarters, and minions in or- organization, there’s nothing to prevent a of people, places, and equipment rather
der to build an organization. This can be villain from purchasing minions, equip- than a single entity, it is immune to many
extremely limiting, however, because the ment, headquarters and the like separately effects and influences. Gamemasters
contributing character’s concept will still from those of the organization. However, should use common sense to govern this,
require a significant portion of his points such things will be especially loyal to their however, rather than representing these
be spent on himself, reducing what is avail- creator due to the special bond of being conditions with the Immunity effect. For
able for the organization to draw upon. purchased with the character’s own points. example, you cannot use poison or dis-
(Not to mention leaving the question of Traits purchased using a character’s points ease against an organization (although
what happens to the organization if the can represent personal guards, facilities you can against some of its members),
nor can an organization die of old age or
character supplying the points is killed or that are kept secret even from the organi-
be suffocated.
otherwise removed from the picture. Does zation, and so on.
the organization have the ability to survive Organizations are restricted by the same
beyond the character that built it?) PL limitations on powers, skills, abilities,
advantages, etc. that apply to characters.
When developing an organization, it may Anarchy: There is no real leadership in member’s weight need not necessarily be
simplify matters to think of the process as such an organization beyond whoever equal. Some members’ votes may have
one that is similar to designing a construct. can seize temporary power at any given more influence because of their position
Instead of an end result made of gears and moment. Such a leadership has very little and role in the organization, seniority,
bolts, though, the result will be comprised structure or ability to push onward to- etc., especially when the council is de-
of political clout, manpower, and economic wards goals that are more complex than partmentalized for the sake of expedi-
and material resources. destruction and terror. ency and efficiency. Such types of lead-
Co-Leadership: Leadership duties are split ership—especially amongst villainous
Step 1: Structure between two people who have, in theo- organizations—tend to suffer from polit-
ry at least, equal power. Responsibilities ical infighting.
& Leadership
and authority within the organization Democracy: The organization’s members
An organization needs leadership: some- may be divided evenly between the two, have a vote in determining the organiza-
one to tell its members what to do and how creating a tendency towards a more equi- tion’s leadership. Each vote carries equal
to do it. A leader keeps the members in line, table division of power, or each may be authority to that of every other vote, re-
defines goals, and looks ahead at the big pic- responsible for different aspects of the or- gardless of what position the member
ture while ensuring everyone stays on track. ganization’s operations. The latter case is currently has within the organization.
Just who is in charge and how they lead is prone to unbalance the power structure
a significant element of defining an organi- Dictatorship: A single being leads the orga-
to match the weights each assigned as-
zation, even though it is purely a matter of nization, regardless of the will or wishes
pect carries.
plot and does not cost any points. of others. This does not necessarily mean
Council: A board, panel, committee or sim- the leader is evil, harsh, or in any other
Following are some standard options re- ilar group of elite members governs the way bad for the organization, but mere-
garding possible leadership styles, most of organization. Council members collec- ly indicates the leader answers to no one
which may be combined as needed to suit tively vote on decisions although each else and has total control. Force is, how-
the organization.
Minion Advantages
Minions are purchased using points
gained from the Minion advantage. Many
organizations have more than one group of
notable minion, meaning multiple instanc-
es of this advantage are frequently used.
Powers
As groups of people, ideals, goals, and
things, organizations do not normally have
powers. Rather, it is up to the members and
Step 6: Super-Weapons Within the limitation of available pending upon how severe the complication
points, further think about any restric- is. Other issues shall also arise, such as pos-
If there’s one thing players expect from tions that would universally apply to the sibly being targeted for demonstrations or
evil organizations in the super-hero genre, Variable effect based on the organization’s terrorist strikes (again, depending upon the
it’s super-weapons (or the like) designed to concept. This includes (but is not limited complication’s severity.)
conquer or destroy on a diabolically mas- to) just how many points each rank will
sive scale. To keep things simple, a Game- cost based on what options are to remain Disreputable
master can keep such devices in the realm of available. Once that’s been decided, begin For some reason, the organization’s
plot elements. This means they are built us- applying power modifiers that will round Reputation isn’t what it should be, for
ing whatever amount of points is needed to out the boundaries that will frame all the good or bad. For the purpose of the op-
suit the concept rather than siphoning from organization’s super-weapons. tional Reputation rules presented in the
a set, restricted number of points (such as Gamemaster’s Guide, the organization’s
what any one character is able to provide), For greater diversity, an organization
Reputation is halved.
or the Gamemaster can decide they must be may want to purchase two or more su-
purchased using a limited resource. per-weapon Variable effects. This allows
Easily Demoralized
Gamemasters to represent things such as
If opting for the limited resource option, weapons operated by separate, rival divi- The organization’s members lack the sort
the super-weapon(s) may be purchased as sions within a single organization, but also of cohesion or backbone typically needed
a Device, but this usually only works once permits fielding more than one such weap- to fully benefit from situations that should
unless the super-weapon is supposed to be on at a time. boost their morale. If using the mass com-
a reoccurring element in the game. Other- bat rules presented in the Gamemaster’s
wise, all points spent on the Device are lost Step 7: Complications Guide, a penalty is applied to any morale
once it has been defeated by the heroes. Be- checks based on how easily demoralized the
cause of this, super-weapons are perhaps Like characters, organizations can also organization’s members are.
best represented by employing a Variable have complications. Gamemasters should
effect that is open-ended enough to adapt freely devise their own organization com- Faint of Heart
to new ideas, but with power modifiers ap- plications if they think of something not If the organization’s members are en-
propriate to the organization and what it is covered by the following examples. gaged in battle using the mass combat
capable of. rules from the Gamemaster’s Guide, all
Cultural Pariah (Type) failed morale check results are one degree
Just how a Variable effect super-weapon
should be built depends on several factors. Select a culture the organization just worse than normal.
Foremost, what sort of resources does the doesn’t appeal to or work well with, be the
organization’s concept account for? An or- “culture” a religion, ethnicity, organization, Lax Security (Type)
ganization intended to be a grassroots ter- profession, or the like. All Interaction skill Choose one type of threat that places
rorist movement likely won’t have a Vari- checks and other, similar attempts to gain the organization’s security at risk. Your
able effect with sufficient points for creating favor, manipulate, or influence members of Gamemaster has the final say on what
nuclear death ray satellites, for instance. said culture suffer a penalty of –2 to –10, de- qualifies or not, but some examples in-
A crowd entity of 220 members would have For Dodge and Parry resistance checks, individual members to the amalgamated
a combined size of rank 6. average the member’s Dodge and Parry re- crowd entity.
sistance modifiers, respectively. Next, apply
Crowd Toughness a –1 penalty per rank on the Amounts Table Crowd Skills
Resistance Checks representing the crowd entity’s overall size, Most skills will be useless for the pur-
Use the average Toughness resistance starting with a –1 penalty at the –4 Amounts pose of Gamemastering or interacting with
modifier for the crowd entity’s member rank. Consult the Crowd Calculations Ta- crowd entities because most skills are em-
creatures (rounded down.) Next, increase ble for a quick reference regarding this pen- ployed with the design and intention of use
alty. in an individual capacity.
this by the rank value of the number of
members according to their value on the Crowd Advantages Interaction skills will especially be mostly
Amounts Table (pg 80), plus 4. ineffective, although the Gamemaster may
For a crowd entity to gain the benefits of find some creative ways to use them. Intim-
(Sum of all Toughness modifiers / amount any advantage, at least three-quarters (of its idation, for instance, can be used to repre-
of members) + (Amounts value + 4) members 75%, rounded down) must pos- sent a crowd’s ability to cow others through
sess it. If the advantage is ranked, but not sheer weight of numbers.
A crowd entity with 64 members possess-
all the crowd’s members possess the advan-
ing an average Toughness of 2 would pos- When calculating a crowd entity’s skill
tage, halve the amount of ranks to a mini-
sess a collective Toughness of 7. ranks, first divide the crowd’s members
mum of 1 rank. into smaller groups of those who have
If you are confused by how the math Most advantages won’t apply to a crowd the skill, regardless of rank, and those
works, a shortcut for determining the re- entity because they simply won’t make any who do not. Next, average the skill ranks
sistance modifier has been provided in sense in the sort of situations one would of the first group (round down); do not
the accompanying Crowd Calculations need to know a crowd’s game statistics for. concern yourself with the amount of be-
Table (pg 199.) For instance, although advantages such as ings in each group.
Ranged Attack or Close Attack are likely go-
Other Crowd Resistance Checks ing to be useful for crowd entities, neither Round off the percentage of the overall
For Fortitude and Will resistance checks, Contacts or Benefit (Wealth) shall be. crowd members without the skill in ques-
use the average resistance modifier for the tion represents to the nearest 10%, and com-
Gamemasters must use their discretion pare that percentage to the Crowd Mem-
crowd entity’s member creatures. when transferring advantages over from bers without Skill or Power Table. Apply
Chapter 8
Headquarters
What is a villainous mastermind without a Headquarters are assumed to provide A headquarters’ maximum Toughness
lair from which to plot and hide from his ene- suitable life-support conditions for their in- value is twice the game’s PL.
mies, such as the heroic player characters? habitants at no additional point cost. This
Headquarters Trait Cost
Simple: just another bad guy waiting is usually Earth-normal atmosphere, pres- Trait Starting Value Point Cost
to be spotted and swept up off the street. sure, temperature, and gravity, regardless of 1 point per size
That’s why so many villains build head- where the installation is located (particularly Size Small
category
quarters from which to scheme and act (not important for things like orbiting satellites,
to mention hide.) moon-bases, and deep sea facilities, etc.) Tough- 1 point per +2
6
There’s nothing wrong with the existing Immunity to other effects often requires ness Toughness
Varies (flat rate or
system for building headquarters, especially if a Feature, and the headquarters’ self-sus- Features ―
per rank/Space)
you wish to play things loose, easy and quick. tained environment does not generally
However, some players and Gamemasters prevent changes to the environment with- Headquarters Toughness
may be hoping for more detail than such rules in the facility, such as someone capable of
offer. For the latter, we provide the following manipulating the temperature, atmosphere, Nothing has changed with regards to
expanded and revised headquarters rules. etc. At the Gamemaster’s discretion, use of
a headquarters’ Toughness or the bench-
the headquarters’ environmental systems
One of the most obvious changes is how may be able to counter some of these effects marks illustrated in the core rules.
many headquarters features are now ranked (“I’ll use the ventilation fans to clear out
rather than keeping the degree of their abili- this gas!”) In such instances, substitute the Headquarters Size
ty directly tied to the headquarters’ PL. This installation’s PL for an effect rank for the
allows for a greater degree of customization countering check when permitted. A structure’s size is measured similar to
and variance, but you’ll find the added de- that of a character or vehicle, and gives a
tail means headquarters can easily cost far general idea of the overall space it occupies.
more than before. We think you’ll find the
tradeoff for the added detail and improved
Headquarters This also indicates how much area is avail-
able inside for development, as represented
control is worth it. Traits by the “Spaces” column. Structures are mea-
sured on a different scale than characters or
Headquarters and Environments Headquarters have two primary traits― vehicles, however.
This section details an alternative means Toughness and Size―and a number of pos-
See the Structure Size Categories Table
for devising headquarters versus the default sible features. Each of these costs equipment
for guidelines. A headquarters starts out at
system presented in the core rules. points to improve.
contact with the device, and spend a full requires an additional rank. For others, an ap- Space: Gamemasters should use their discre-
round calibrating and activating it. As long propriate check (DC 5 + the headquarters’ tion. An amplifying device in a steampunk
as this contact is maintained, the amplifier PL) is required with each attempt to access game could be massive and take up plenty
remains in effect, even if the power is not the amplifier’s ability. This could be a Tech- of Spaces, whereas resting the headquar-
sustained. The Gamemaster may even allow nology check if the amplifier is tech-based, ters on a pair of crossing ley lines to ampli-
the amplifier to boost the power’s effects Expertise: Magic if it is arcane, and so on. fy a spell would use no space.
beyond the campaign’s PL restrictions, al-
though doing so should be done with care. Unless a hero point is expended when the Cost: Varies according to the following:
character is finished using the amplifier, the • 1 point/rank: One trait of a single type
Spending an additional rank allows the character will become fatigued afterward.
(ability scores, skills, advantages, or pow-
amplifier to operate anywhere upon/within
ers of a particular type or descriptor) at a
the headquarters without requiring direct Prerequisites: Technology 8, + 1 per feature
rank beyond the first, Inventor. This skill time. So you could acquire any one skill at
contact with the amplifier (indicated by a
can be substituted for another, more ap- a time, for example, or any single appro-
Ranged notation.)
propriate skill if the amplifier is not of a priate power. The trait type must be spec-
Similarly, making the amplifier selective so technological nature. Most will require ified when the Amplifier is purchased.
that only the headquarters owners (and peo- the Power System feature (pg 223.) • 2 points/rank: Any single trait at a time.
ple they approve) can utilize it without effort
This feature introduces a permanent portal cilities for repairing and maintaining water Attempts using ordinary technology (in-
that accesses a specified dimension and allows vehicles are also available. fra-red sensors, laser microphones, bugs,
Gargantuan 3 (4) 8 (10) solar, gas, geothermal, nuclear, or anything A Ritual Chamber is equipped with all
else the designer wants) to provide for the manner of unusual components, allowing
Huge 2 (3) 4 (5)
HQ’s power needs. residents to use it to create temporary mag-
Large 2 (3) 2 (2)
Medium 2 (3) 1 (1) By increasing the feature’s cost, and ical effects. They are temporary because
possibly also the Space required, the head- there is a maximum amount of rituals that
Small 1 (2) 0 (0)
quarters also has emergency backup power may produced and put into effect by the
Tiny 1 (2) 0 (0) should the primary source fail. This gener- chamber before the components must be
Diminutive 1 (2) 0 (0) ally lasts for a number of hours equal to the replaced or returned in order to orchestrate
Fine 1 (2) 0 (0) HQ’s PL. new rituals.
Miniscule 1 (2) 0 (0) Prerequisites: None; the Gamemaster may Using a ritual chamber requires a design
* The amount in parenthesis is if a back- decide unusual Power Systems have a check, as normal for a ritual, but the Ritualist
up Power System is purchased requirement, such as an arcane Power advantage is not required. Ritual performance
System requiring Expertise: Magic 8 and checks and times are normal. If the character
Artificer has the Ritualist advantage, the ritual’s design
and performance times are halved.
Space: See the Power Needs table to suit the
Making Sense of Power Needs headquarters’ size A single rank allows for 5 points worth
Gamemasters should feel free to reduce or
of rituals simultaneously, with additional
increase the point cost and/or Spaces used to Cost: See the Power Needs table to suit the
ranks being spent in any of several possible
suit headquarters that require very little or no headquarters’ size
ways that must be specified upon purchas-
power, or those that use incredible amounts of
Remote Feature ing and cannot be changed afterward:
energy. If the Gamemaster and players want to
avoid tinkering with the numbers, merely select One of the headquarters’ features is sep- • A total of 5 cumulative additional points
an appropriate power source that meets the fa- arate from the primary structure, such as a may be spent on rituals simultaneously
cility’s concept. laboratory in a remote area (for safety and produced by the chamber.
security) or a hangar high in the mountains • Reduce the design time by one-quarter.
If the base is so high-tech that its concep- overlooking a facility in a valley far below. This feature aspect may be purchased a
tion seems to demand more power than This feature is not typically necessary if the maximum of three times (this cannot be
one would think is typical for a headquar- isolated feature is still upon the grounds (if reduced beyond one-quarter of normal.)
ters of its size, the power source is defined as that feature is also possessed) unless being
a cutting- edge thermal tap. This tap gener- at a remote location is highly unusual. • Reduce the performance time by one-quar-
ates much more power than a mechanism ter. This feature aspect may be purchased
Prerequisites: Varies; Gamemasters use their a maximum of three times (this cannot be
of its size suggests. discretion based on the means of relocation. reduced beyond one-quarter of normal.)
Attempts to track anyone coming to or This room is fitted with strategy comput- A workshop has all the facilities for use
directly leaving the headquarters within its ers, whiteboards, wall screens or holograph- of various Expertise skills related to craft-
immediate vicinity suffers a −4 penalty to ic emitters, and the like (depending on the ing, building, maintaining, and repairing
do so per rank, regardless of the skill being technology level) needed to plan and moni- weapons items, and gear. It includes tools,
used (typically Perception.) tor strategy and tactics for ongoing and cur-
workbenches, supplies, and so forth.
rent engagements.
Prerequisites: Expertise: Survival 8 Generally speaking, each workshop
The computers contain their own data-
Space: 0 base that allows unskilled Expertise: Tac- only applies to an individual appropriate
tics checks. These systems may optionally Expertise skill while all other craft-related
Cost: 1 point/rank
be networked to the headquarters’ overall Expertise skills suffer a −4 penalty within
Vault Ranked computer feature (if it exists), although this the workshop. Other workshops need to
may not be desired for security reasons. be purchased to fully suit other craft-relat-
This feature represents a reinforced, lock-
able container located somewhere within Space: 1 per accommodations for 8 people ed Expertise skills, regardless of whether or
the headquarters. Picking the lock requires not the workshops are physically combined
Cost: 1 point
a Technology (security) check (DC 20, + 5 into a single area.
per additional rank.) The vault door and in- Weakened Reality
Purchasing additional ranks provides a
terior walls have a Toughness equal to that The fabric of reality around the head- +2 bonus to the workshop’s selected Exper-
of the headquarters, plus 5 per rank of this quarters is especially weak, allowing cer- tise check, but does not offset the penalty
feature spent on improving it. tain powers to operate more effectively than imposed to other Craft skills.
Ranks to improve the lock DC or vault’s normal. Reality warping or dimension-re- Prerequisites: Selected Expertise skill 4
Toughness are purchased separately. lated powers receive a bonus to any power
checks equal to the headquarters’ PL. This ranks, +2 per feature rank beyond the first
Alternatively, the Gamemaster may al- bonus only applies to powers used inside
Space: 1 with area enough for 4 people to
low the lock to be of a different sort, such as the headquarters.
work
a voice recognition system. This would re-
quire a skill or ability check other than Tech- This feature attracts a wide variety of oth- Cost: 1 point/rank
nology (security) be designated as one that er-dimensional visitors and creatures to the
may circumvent it. headquarters, meaning the characters will
regularly have unexpected visitors appear-
Prerequisites: Expertise: Engineering 12
ing on their doorstep.
Space: As much or as little as desired; min-
Prerequisites: Movement (Dimensional
imum of 0 for something the size of a
Travel) or similar power
closet or wall safe
Space: 0
Cost: 1 point/rank
Cost: 2 points
Chapter 9
Evil to the Utmost
Now that you’ve had a taste of the new The many crimes CORE is currently
materials behind creating villains, it is time suspected of being involved with include
to have a detailed look at some full-blown smuggling cheap knock-offs of their own
villain organizations. This includes their re- weapons into war-torn and embargoed re-
spective leaders, super-powered members gions, channeling funds into certain South
of note, minions, vehicles, weapons, and American countries with loose regulations
headquarters―the whole nine yards regarding genetic experimentation, escalat-
ing friction between Russia and several of
Between the two example groups found
its surrounding ex-soviet states, and sup-
herein, you’ll be provided with enough specif-
porting the slave trade in Africa and the
ics to illustrate the many ways Better Mouse-
trap’s contents may be used when designing The organization that calls itself CORE Philippines. They are also suspected of buy-
opponents to throw against your players. (Cooperative Order for the Ruling of Earth) ing cheap nuclear weapons from ex-soviet
However, the content remains generic enough fully intends to write itself an entire chapter powers (though none have yet to be used),
into that story. planting harmful mutagens into African wa-
to fit in most super-hero settings.
ter supplies, terrorist insurrections against
Founded by the enigmatic being known global powers, and collaborating with hos-
to the world only as Center (for what pur- tile alien races.
CORE pose other than uniting the globe under his
This list is by no means complete, but
heel is anybody’s guess), CORE promises a
International Terrorists, Warmongers, and Would- does provide an idea of the range of deprav-
better economic, political, and moral soci-
Be Conquerors ity with which this insidious organization
ety under its rule and doctrines. Center has involves itself. CORE is the embodiment of
Human civilization has always been in- combed the third world and countries un- what every regular Joe fears about metahu-
fested with people who feel they, for one der the command of fascists for his recruits, mans and those who would ally with them.
reason or another, are better suited to rule swelling CORE in the past thirty years from They are evil, power mad, and totally lacking
than everyone else. These people have a few hundred political exiles and refugees of any conscience, making CORE one of the
caused untold misery and death in pursuit
to a powerful, dedicated army of thousands greatest threats to world peace ever known.
of their goals, some even resulting in the an-
of “freedom fighters.” CORE now also en-
nihilation of the very society they sought to CORE will do anything from trying to
joys the full support of ingenious scientists
command. And yet, such men and women destroy a country’s economy by taking over
and (ironically) the ambitious wealthy to
shall always be a part of the tumultuous sto- its industries and either running them into
ry that is human history. back their cause.
the ground or laundering profits out of civil
The following may give Gamemasters canic activity anywhere they want in the
Abilities
ideas on how to incorporate Magma into world, but there is a catch: it needs Magma
to power and direct it. This means fitting Strength 8 / 20 * Fighting 7
their game.
Magma into the device and slowly draining Stamina 6 / 18 * Intellect –1
Blowing Up This Town! his life force, a torturous process that will
Agility 0 Awareness 0
Magma has somehow (additional CORE make the criminal wish for death long be-
experimentation?) obtained the ability to fore it happens. Dexterity 0 Presence –3
the Mafia’s time, though―such crimes are warring parties for profit and to field test Astroxeno Corp.
beneath his goals and capabilities. Instead, new designs (including those of a biological
Masters utilizes his vast resources to influ- and chemical nature), financially supporting Publicly, Astroxeno Corp., based out of
ence global political and social changes that tyrannical and even genocidal governments Houston, is a research and design company
favor his businesses and long-term goal of that enact policies in his favor, conducting with labs around the country operating in
being the faceless power behind as many inhumane and illegal experiments on and to the aerospace industry, especially with re-
thrones as possible. create metahumans, and so on. gards to working with NASA and private
space agencies. Some of their more notable
The sort of crimes Maxwell Masters under- Masters is himself carefully insulated projects include exploring new (and often
takes through the many strands of his corpo- from all such activities, of course. theoretical) types of propulsion, designing
rate web include, but are not limited to, start- Some of Masters Inc.’s more notable sub- new space shuttles, satellites and probes,
ing brushfire wars to peripherally increase the sidiaries that have been known to become and astronomical studies.
value of his rare commodities (such as oil and entangled with the law and various su-
diamonds), selling weapons to these same Secretly, this company is also the gov-
per-heroes include: ernment’s “go-to” civilian contractor when
At this point, the Gamemaster notifies moved (–10 points) Initiative +11
the city that he is the amusement park’s true Single Shot: Ranged Damage 10, Accurate Autofire +19 Ranged Damage 7,
owner, and the whole thing was staged to 2 • 22 points Multiattack, 17-20
gather as many people as possible within a
location he controls. He assures the police • Autofire: Ranged Damage 7, Accurate, Explosive Slug +21 Burst Area Ranged
Multiattack • 1 point Damage 7, 17-20
that any attempts to penetrate the park’s pe-
rimeter will result in hostages dying unless • Explosive Slug: Burst Area (15 ft.) Ranged Heavy Slug +19 Ranged Damage 7,
his demands are met (a threat he will follow Damage 7, Accurate 2, Reduced Area Enhanced Knockback
through on.) Despite the degree of planning • 1 point 7, 17-20
Stamina 4 Intellect 3 es), Evasion, Improved Initiative, Instant Up, Advantages 17 Total 225
Inventor, Languages (English), Precise Attack
Agility 10 Awareness 1 Complications
(Close, Concealment), Takedown 2, Taunt
Dexterity 8 Presence 2 Immature: Despite his age, Tarantula is in-
Skills credibly socially and emotionally imma-
Powers ture. He has trouble dealing with social
Acrobatics 12 (+22), Athletics 4 (+10), Close
Power-Lifting:Enhanced Strength 4, Limited situations and his own emotions, leading
to Lifting • 4 points Combat: Webbing 2 (+12), Deception 8 (+10),
him to start rattling off quips or allow
Expertise: Biology 8 (+11), Expertise: Chem-
Sticky Touch:Enhanced Acrobatics 9, Limited any such situation to descend into unbe-
istry 10 (+13), Expertise: Electronics 10 (+13), lievable awkwardness.
to Resisting Knockback and Trips; Move-
Expertise: Mechanics 10 (+13), Expertise:
ment 1 (Safe Fall), Limited to Near Surfac-
es; Movement 2 (Wall-Crawling) • 8 points Science 10 (+13), Intimidation 4 (+6), Investi- Violent Outbursts: Tarantula is prone to
gation 6 (+9), Perception 10 (+11), Sleight of losing his temper, especially in the pres-
Leaping 3; Movement
Tarantula’s Nimbleness: ence of (even perceived) bullies and
Hand 4 (+12), Stealth 6 (+16)
4 (Sure-Footed) • 11 points “muscular types.” He uses violence as a
Tarantula Senses: Senses 1 (Danger Sense Offense way of proving to the world how tough
[Mental]) • 1 point Initiative +14 he has become, and is so unaccustomed
to reigning in his temper that he is now
Webbing: Array (26 points) Entangle Webbing +12 Close Cumulative largely unable to do so without consider-
Cumulative Affliction 8 (Resist-
Entangle: Affliction 8, Reach 10 able effort (possibly requiring a Will re-
ed by Dodge, Overcome by Damage; Suffocate Webbing +12 Close Cumulative sistance check.)
Hindered and Vulnerable, Defenseless Affliction 8, Reach 10 Real Name: Pierre Pokér
and Immobilized), Extra Condition,
Reach 10, Limited Degree • 26 points Trip Webbing +12 Close Affliction 8, Aliases: Peter Poker
Reach 10
• Suffocate:Cumulative Affliction 8 (Re- Threat Level: Gamma
sisted by Fortitude, Overcome by Unarmed +10 Close Damage 6
Age: 24
Damage; Impaired, Dazed, Incapaci- Defense
tated), Reach 10 • 1 point Height: 5 feet, 10 in
Dodge 15 Fortitude 8
• Swinging: Movement 1 (Swinging) • 1 point Weight: 185 lbs
Parry 10 Toughness 4
Affliction 8 (Resisted by Dodge;
• Trip: Native Language: French
Will 7
Hindered and Vulnerable, Defenseless Typical Quote: Like a fly in my web, it’s
and Prone), Extra Condition, Reach 10, time to squish you.
Limited Degree • 1 point
Appendix
Original Format Head-
quarters Design
For those of you who do not wish to use sustained. The Gamemaster may even allow The Armory is limited to a particular sort of
the new headquarters design system pre- the amplifier to boost the power’s effects gear (weapons, spy gear, armor, mecha, etc.)
sented in Better Mousetrap, here following beyond the campaign’s PL restrictions, al- that must be decided when built. However,
are the new design elements presented in though doing so should be done with care. separate and/or conjoined armories may be
the core rules’ original format. Spending an additional rank allows the purchased for each type of gear desired.
amplifier to operate anywhere upon/within
Amplifier Ranked Artificer Lab
the headquarters without requiring direct
A device that amplifies powers by 1 rank contact with the amplifier (indicated by a An Artificer Lab has all the facilities for
per instance of selecting this feature. Affect- Ranged notation.) making various magical inventions. It in-
ed powers are limited to a single power type cludes tools, workbenches, supplies, and
Similarly, making the amplifier selective so
(e.g., attack or control powers) or descriptor so forth. The Gamemaster may rule cer-
that only the headquarters owners (and peo-
(e.g., weather, flame), as determined when tain projects require a dedicated Artificer
ple they approve) can utilize it without effort
the feature is added. It is also possible to Lab of their own (which is an additional
requires an additional rank. For others, an
apply this feature more than once, build- feature.) This replaces the ability to use a
appropriate check (DC 5 + the headquarters’
ing multiple amplifiers that affect different Workshop to create magical inventions, as
PL) is required with each attempt to access the
power types or descriptors. Once selected, per the core rules.
amplifier’s ability. This could be a Technology
the power and its descriptor cannot be al-
check if the amplifier is tech-based, Expertise: The user does not require the Artificer ad-
tered without some wondrous effort, as
Magic if it is arcane, and so on. vantage to create artifacts within this lab. How-
determined by the Gamemaster. Doing so ever, if the character does possess this advan-
should be no simple feat, and failure may Unless a hero point is expended when the
tage, the artifact’s construction time is halved.
result in losing the feature altogether. character is finished using the amplifier, the
character will become fatigued afterward. Once a magical invention is made within
Using the amplifier requires an appropri- the Artificer Lab, another cannot be created
ately empowered individual be in physical
Armory until the magical invention is disassembled
contact with the device, and spend a full
The headquarters is equipped with an and its components returned. If the magical
round calibrating and activating it. As long
ample supply of weapons or gear, allowing invention is lost, stolen, or destroyed, the
as this contact is maintained, the amplifier Gamemaster may force the players to pur-
remains in effect, even if the power is not minions to each draw up to (10 points x HQ
PL) worth of equipment. chase the feature again before the Artificer
300