CHARACTER
) Recor% A%vantages) Mora$ity %ots may &e e!change% for a%%itiona$ e!perience on a ,;- &asis# %o"n to a minimum of Mora$ity -)
THE SUPERHUMAN TEMPLATE
@) Assign Merits +,.0) Merit %ots may &e e!change% for Po"er Leve$ %ots on a ?;, &asis)
Because of the great variety in superhuman types some have e!otic po"ers# others are simp$y incre%i&$y strong or tough# an% others sti$$ are nothing &ut or%inary peop$e "ith access to vast resources an% uni'ue techno$ogyapp$ying the superhuman temp$ate "or(s some"hat %ifferent$y than app$ying other supernatura$ temp$ates) A$$ Superhumans automatica$$y receive one %ot in Po"er Leve$* superhuman characters a$so receive a num&er of starting e!perience %etermine% &y the Storyte$$er +usua$$y ,-./# &ut possi&$y more or $ess %epen%ing on the %esire% po"er $eve$ of the chronic$e0) This starting e!perience may &e use% to purchase traits in the norma$ manner %uring step - of character creation +1app$y supernatura$ temp$ate10* costs for traits not $iste% in the core 2or$% of 3ar(ness ru$e&oo( are given &e$o") A superhuman character may use this starting e!perience to raise Attri&utes an% S(i$$s a&ove - %ots)
) Spen% or recor% any remaining e!perience) Recor% starting erve +e'ua$ to ma!imum erve0)
EDPER6ENCE C:STS Costs $iste% "ith an / are use% on$y if the game is &eing run "ith the o% Machine Chronic$e ru$es up%ate) P$ayers not using that system shou$% simp$y ignore those costs) Power Level: + Level: + ! ne" rating0 per %ot# or e!periences/ per %ot) Alpha Class Superpower: +? Superpower: +? ! ne" rating0 per %ot# or ? e!periences/ per %ot) Beta Class Superpower: +Superpower: +- ! ne" rating0 per %ot# or e!periences/ per %ot)
4eep in min% that# strict$y spea(ing# More Than Human characters %on5t ever actua$$y have to have &een human) Ro&ots# a$iens# anima$s an% hi%%en anthropoi%s are a$$ via&$e characters in this game) 6n or%er to he$p ma(e sure they are via&$e# the Superhuman temp$ate a$so inc$u%es the remova$ of any game7mechanic %ra"&ac(s that "ou$% ma(e the character 5$ess than human5 for free# un$ess the p$ayer "ishes to ta(e a 8$a"// to represent the pro&$em +the most typica$ &eing 16nhuman10)
Gamma Class Superpower: +@ Superpower: +@ ! ne" rating0 per %ot# or @ e!periences/ per %ot)
That means that if you5re ma(ing 8i%o# The 49 Supercop# you get human7$eve$ inte$$igence an% impu$se7 contro$ for free# an% the 6nhuman 8$a" to cover the $ac( of thum&s# voting rights# etc) Simi$ar$y# the ro&ot gets fu$$ human Mora$ity an% a sou$ upon it5s ine!p$ica&$e a"a(ening to sentience)
Po"er Leve$ is &asica$$y Fust thata superhumanGs re$ative po"er $eve$ in comparison to the other superhumans of the "or$%) Si%e(ic(s an% mass7pro%uce% metahuman so$%iers "ou$% have Po"er Leve$s of ,7?# "hi$e %emigo%s $i(e Superman or o(u "ou$% have P o"er Leve$s of 97,.) A characterGs Po"er Leve$ %etermines the ma!imum num&er of %ots she can have in any given po"er# the ma!imum num&er of erve she can possess at any time# the num&er of erve recovere% at the start of each scene or from acting in accor%ance "ith a irtue or ice) Ho"ever# as the characterGs Po"er Leve$ increases# so %oes her ego# * a superhuman suffers a pena$ty to a$$ %egeneration ro$$s &ase% on her Po"er Leve$)
The Superhuman temp$ate a$so has a strange "ay of occasiona$$y a$tering or negating a&i$ities that non7human characters possess# apparent$y "ithout reason) 6n other "or%s# any a%vantages that the character "ou$% have from &eing non7human %isappear un$ess they are represente% &y an appropriate merit# superpo"er# or other game mechanic)
SUPERHUMAN CHARACTER CREAT6:N ,) Recor% hea%er information +Co%ename# Rea$ Name# Concept# etc)0 :ptiona$; Choose Superhuman :rigin an% Ca$$ing) <) Assign Attri&utes +-=>=?0) No Attri&ute may &e increase% a&ove - at this point) ?) Assign S(i$$s +,,=@=>0) No S(i$$ may &e increase% a&ove at this point) >) Assign S(i$$ Specia$ties) -) App$y Superhuman temp$ate) Recor% starting Po"er Leve$ +,0 an% spen% starting e!perience) Note that the e!perience spent at this point can &e use% to increase a&ove - %ots)
Omega Class Superpower: /Specia$/ Superpower: /Specia$/ :mega C$ass po"ers cannot &e ta(en "ithout a$teration) Every :mega C$ass po"er must &e given a "ea(ness in or%er to &e purchase%# thus turning it into a amma C$ass po"er for the purposes of e!perience purchases)
NE2 A3ANTAE; P:2ER LEEL
Max Power Superpower Verve / Degeneration Level Max Per Penalty Recovery 1 5 10/1 -0 2 6 11/1 -1 3 6 13/2 -1 4 7 16/2 -2 5 7 20/3 -2 6 8 25/3 -3 7 8 31/4 -3 8 9 38/4 -4 9 9 46/5 -4 10 10 55/5 -5
VARIANT: ACCELERATED PROGRESSION Raising one5s Po"er Leve$ is# regar%$ess of &enefits# a huge DP sin(# an% it5s a$"ays &etter to incentivie such things than to force them) 8or faster progression# the Storyte$$er may choose to use one of the fo$$o"ing optional ru$es; Po"er Leve$ costs a f$at DP per %ot# as oppose% to times the ne" ran() Characters gain a%%itiona$ DP per session e'ua$ to their Po"er Leve$ 7,) •
•
NE2 A3ANTAE; A3ANTAE; ERE erve represents a superhumanGs a&i$ity to use his po"ers an% to e!ert himse$f &efore tiring) Much $i(e 2i$$po"er# erve erve represents a superhumanGs inner reserves an% his a&i$ity to persevere through a%versity) erve is measure% strict$y in points# "hich the superhuman spen%s to activate superpo"ers an% to enhance his performance) Many superpo"ers re'uire the e!pen%iture of at $east one an% sometimes more erve to activate them) A character may spen% any num&er of erve per turn to activate superpo"ers) 6n any situation "here a character "ou$% spen% or $ose a point of 2i$$po"er# he may e$ect to spen% or $ose a point of erve instea%) This counts as the character Gs so$e 2i$$po"er e!pen%iture a$$o"e% for the turn* in other "or%s# a character cou$% not e$ect to spen% &oth a 2 i$$po"er an% a erve for t"ice the &onus) He may ho"ever spen% an amount of erve on 1Heroic Effort1 an% 1Resistance1 &onuses up to his Po"er Leve$# increasing the &onus &y , for each a%%itiona$ erve spent) A character receives a certain num&er of erve at the &eginning of each scene# &ase% on his Po"er Leve$ as given in the ta&$e a&ove) A character may a$so recover erve once per scene for acting in accor%ance "ith his irtue# an% once per scene for acting in accor%ance "ith his ice* in each case# the character recovers the same amount of erve as he %oes at the start of the scene) •
•
•
NE2 A3ANTAE; SUPERHUMAN STILE A superpo"ere% character may change their entire outfit# ref$e!ive$y# once an action) They a$so appear to &e entire$y immune to "ar%ro&e ma$functions# as "e$$ as pena$ties re$ate% to inappropriate c$othing for the given situation) C$othing fits perfect$y# an% even characters "ith no s(i$$ in Craft can ma(e at $east one rather %ura&$e an% easi$y repaire% %ramatic outfit) Armor# if "orn# nee% not have more than a passing fami$iarity "ith the physics governing actua$ &o%i$y protection# an% nee% not cover much of the character5s frame at a$$) 8ema$e characters $i(e"ise have &reasts capa&$e of ignoring gravity entire$y) P$ayers may a$"ays "aive these &enefits if they %eem it appropriate to their character)
NE2 A3ANTAE; A3ANTAE; STIL6SH STIL6 SH EDECUT6:N Superheroes an% Supervi$$ians are $arger than $ife characters# an% "hen they p$ay to their $arger than $ife personae# it can ai% their actions an% revita$ie their reserves) 2hen a superhuman character enhances the %escription of a ro$$e% action or a %o%ge &y a%%ing a snappy one7$iner or simi$ar 'uip# they a%% a %ie to that action# or a%% one to their %efense after %ou&$ing it for the %o%ge) 6f using the o% Machine Chronic$e ru$es up%ate# the character ta(es one &eat the first time they achieve a one7%ie Sty$ish E!ecution in a scene) Creative uses of po"ers# the environment or other creative actions may a$$o" the p$ayer to a%% t"o %ice to a ro$$ or a%% t"o to a %efense rating after %ou&$ing for a %o%ge) The p$ayer can a$so ta(e a%vantage of %ramatic or come%ic timing to get this &onus) 8or e!amp$e# $istening in on a vi$$ain "ith a &ug# an% choosing to s"ing through the "in%o" right after hearing them say# 12hat cou$% go "rongJ1) 6n a%%ition# the character can gain a point of "i$$po"er &ac( "ith this $eve$ of sty$ish e!ecution) Particu$ar$y impressive an% creative %escriptions can &e a"ar%e% three %ice# or a%% three to a %efense) This garners the character one a%%itiona$ e!p point) That e!p a"ar% can on$y &e given once per session) The Storyte$$er a"ar%s these &onuses) Note that the &onus to %efense is app$ie% &efore any %ou&$ing the %efense rating in the case of a %o%ge) The Storyte$$er may a$$o" creative enough %escriptions to evo(e sma$$ ru$es5 &enefits in p$ace of %ice &enefits# as appropriate to the situation) E!amp$es of such effects are com&at comp$ications# $i(e (noc(%o"n an% (noc(&ac(# or app$ying 3efense in inapp$ica&$e instances/)
VARIANT: ACCELERATED PROGRESSION Raising one5s Po"er Leve$ is# regar%$ess of &enefits# a huge DP sin(# an% it5s a$"ays &etter to incentivie such things than to force them) 8or faster progression# the Storyte$$er may choose to use one of the fo$$o"ing optional ru$es; Po"er Leve$ costs a f$at DP per %ot# as oppose% to times the ne" ran() Characters gain a%%itiona$ DP per session e'ua$ to their Po"er Leve$ 7,) •
•
NE2 A3ANTAE; A3ANTAE; ERE erve represents a superhumanGs a&i$ity to use his po"ers an% to e!ert himse$f &efore tiring) Much $i(e 2i$$po"er# erve erve represents a superhumanGs inner reserves an% his a&i$ity to persevere through a%versity) erve is measure% strict$y in points# "hich the superhuman spen%s to activate superpo"ers an% to enhance his performance) Many superpo"ers re'uire the e!pen%iture of at $east one an% sometimes more erve to activate them) A character may spen% any num&er of erve per turn to activate superpo"ers) 6n any situation "here a character "ou$% spen% or $ose a point of 2i$$po"er# he may e$ect to spen% or $ose a point of erve instea%) This counts as the character Gs so$e 2i$$po"er e!pen%iture a$$o"e% for the turn* in other "or%s# a character cou$% not e$ect to spen% &oth a 2 i$$po"er an% a erve for t"ice the &onus) He may ho"ever spen% an amount of erve on 1Heroic Effort1 an% 1Resistance1 &onuses up to his Po"er Leve$# increasing the &onus &y , for each a%%itiona$ erve spent) A character receives a certain num&er of erve at the &eginning of each scene# &ase% on his Po"er Leve$ as given in the ta&$e a&ove) A character may a$so recover erve once per scene for acting in accor%ance "ith his irtue# an% once per scene for acting in accor%ance "ith his ice* in each case# the character recovers the same amount of erve as he %oes at the start of the scene) •
•
•
NE2 A3ANTAE; SUPERHUMAN STILE A superpo"ere% character may change their entire outfit# ref$e!ive$y# once an action) They a$so appear to &e entire$y immune to "ar%ro&e ma$functions# as "e$$ as pena$ties re$ate% to inappropriate c$othing for the given situation) C$othing fits perfect$y# an% even characters "ith no s(i$$ in Craft can ma(e at $east one rather %ura&$e an% easi$y repaire% %ramatic outfit) Armor# if "orn# nee% not have more than a passing fami$iarity "ith the physics governing actua$ &o%i$y protection# an% nee% not cover much of the character5s frame at a$$) 8ema$e characters $i(e"ise have &reasts capa&$e of ignoring gravity entire$y) P$ayers may a$"ays "aive these &enefits if they %eem it appropriate to their character)
NE2 A3ANTAE; A3ANTAE; STIL6SH STIL6 SH EDECUT6:N Superheroes an% Supervi$$ians are $arger than $ife characters# an% "hen they p$ay to their $arger than $ife personae# it can ai% their actions an% revita$ie their reserves) 2hen a superhuman character enhances the %escription of a ro$$e% action or a %o%ge &y a%%ing a snappy one7$iner or simi$ar 'uip# they a%% a %ie to that action# or a%% one to their %efense after %ou&$ing it for the %o%ge) 6f using the o% Machine Chronic$e ru$es up%ate# the character ta(es one &eat the first time they achieve a one7%ie Sty$ish E!ecution in a scene) Creative uses of po"ers# the environment or other creative actions may a$$o" the p$ayer to a%% t"o %ice to a ro$$ or a%% t"o to a %efense rating after %ou&$ing for a %o%ge) The p$ayer can a$so ta(e a%vantage of %ramatic or come%ic timing to get this &onus) 8or e!amp$e# $istening in on a vi$$ain "ith a &ug# an% choosing to s"ing through the "in%o" right after hearing them say# 12hat cou$% go "rongJ1) 6n a%%ition# the character can gain a point of "i$$po"er &ac( "ith this $eve$ of sty$ish e!ecution) Particu$ar$y impressive an% creative %escriptions can &e a"ar%e% three %ice# or a%% three to a %efense) This garners the character one a%%itiona$ e!p point) That e!p a"ar% can on$y &e given once per session) The Storyte$$er a"ar%s these &onuses) Note that the &onus to %efense is app$ie% &efore any %ou&$ing the %efense rating in the case of a %o%ge) The Storyte$$er may a$$o" creative enough %escriptions to evo(e sma$$ ru$es5 &enefits in p$ace of %ice &enefits# as appropriate to the situation) E!amp$es of such effects are com&at comp$ications# $i(e (noc(%o"n an% (noc(&ac(# or app$ying 3efense in inapp$ica&$e instances/)
8or instance# a character "ho can f$y %ue to a superhuman mutation "ou$% have the %efau$t %ie poo$# &ut a character "ho f$ies SUPERPOWERS %ue to having "ings "ou$% $i(e$y use Strength This is a $ist of possi&$e a&i$ities that a K Ath$etics# an% a character "ho f$ies & y superhuman may have) A character may not magica$ means "ou$% +possi&$y0 use have mu$tip$e copies of the same superpo"er# Composure K :ccu$t) though po"ers "ith %ifferent E!tras %o not Most activation ro$$ %ice poo$s have the count as the 1same1 superpo"er* for e!amp$e# S(i$$ $iste% in parentheses* in these cases# a character cou$% have 8orce Bo$t ? "ith the there is no pena$ty for a character using the Continuous 8ire E!tra an% 8orce Bo$t ? "ith po"er "ithout possessing any %ots in the the 3amage Upgra%e E!tra# &ut she cou$% not re$evant S(i$$) 6n effect# (no"$e%ge of the S(i$$ have &oth Boost +Strength0 ? an% Boost he$ps the character use the po"er more +Strength0 <) effective$y# effective$y# &ut not (no"ing the S(i$$ %oesnGt ma(e it any har%er to activate the po"er)
MTH;Superpo"ers
SUPERP:2ER ENTRI 8:RMAT POER NA!E Class: The superpo"erGs C$ass# "hich %etermines its e!perience cost)
A$t#o%: The type of action +6nstant# Ref$e!ive# E!ten%e%# Conteste%0 re'uire% to activate the po"er)
Ra%ge: The po"erGs short range# usua$$y given in yar%s* a po"erGs me%ium range is T"pe: Tech# Tech# Mystic# or Bio) These categories e'ua$ to t"ice its Range characteristic# an% its re$ate to the character5s Superhuman :rigin) $ong range is e'ua$ to four times its Range 6f not using :rigins# ignore them) They characteristic) Po"ers "ith a Range of Se$f rough$y i%entify "eather the po"er is typica$$y may on$y &e use% on the character himse$f) Techno$ogica$# Mystica$ or Bio$ogica$ in form) Po"ers "ith a Range of Touch Touch re'uire that the character ma(e physica$ +though not Cost: Any activation costs +such as erve# 2i$$po"er# 2i$$po"er# or hea$th $eve$s0 that must &e pai% necessari$y s(in7to7s(in0 contact "ith his target* if the character is attempting to touch to activate the po"er) an un"i$$ing target# he must succee% at a D#$e Pool: The %ice poo$ for the po"erGs ro$$) 3e!terity K Bra"$ ro$$ to %o so# an% the targetGs 6n some cases the po"er "or(s automatica$$y# 3efense app$ies) "hen this is not specifie% the p$ayer must succee% at this ro$$ in or%er to activate the po"er an% use it successfu$$y on a target) 2hen the po"er "or(s automatica$$y the ro$$ is use% to govern some other aspect of it5s use# such as %amage or another measure or it5s effectiveness) The %ice poo$ for a po"er is usua$$y an Attri&ute K S(i$$ K the num&er of %ots in the po"er)
At the Storyte$$erGs %iscretion# the Attri&ute or S(i$$ invo$ve% may vary from the one $iste%# &ut the com&ination given is the %efau$t) This is not an e!cuse to match a$$ po"er poo$s to one %ie poo$ so as to min7ma! the character# it is a "ay of matching m atching the rationa$ for the po"er to the appropriate poo$)
Area: The po"erGs area of effect# if any)
AC63 BL::3
Durat#o%: Ho" $ong the po"erGs effect $asts) Po"ers that have a one7time# imme%iate effect +such as 8orce Bo$t0 have a 3uration of 6nstant# "hi$e po"ers that are constant$y in effect or "hich mo%e$ some $asting change to a characterGs physio$ogy have a 3uration of Permanent) Po"ers that fa$$ &et"een these t"o e!tremes have a 3uration $iste% in turns# scenes# or some other appropriate time unit) Some po"ers# "hose 3urations are $iste% as 1Concentration#1 remain in effect for as $ong as a character concentrates on maintaining them* "hi$e maintaining a po"er in this manner# a character $oses her 3efense an% may not move faster than her Spee% in a turn +6E she may not run0)
Class: A$pha Class: A$pha
E&&e$t: 2hat the po"er actua$$y %oes# in game terms)
E'tras: Any specific E!tras that this po"er may &e given# in a%%ition to the genera$ ones $iste% separate$y) E!tras are essentia$$y 1upgra%es1 to a po"er that ma(e it more efficient or po"erfu$) Each E!tra a%%e% to a po"er increases that po"er5s C$ass &y one* A$pha to Beta# Beta to amma# ect) A po"er5s C$ass may a$so &e %ecrease% &y assigning 2ea(nesses to it* essentia$$y the opposite of E!tras# 2ea(nesses %ecrease the effectiveness of a given po"er &y ma(ing it more %ifficu$t to use or cost$y)
T"pe: Bio T"pe: Bio Cost: 77 Cost: 77 D#$e Pool: N=A Pool: N=A Ra%ge: Se$f Ra%ge: Se$f Area: N=A Area: N=A Durat#o%: Permanent Durat#o%: Permanent E&&e$t: The E&&e$t: The character5s &$oo% is a high$y corrosive su&stance# an% opponents "ho stri(e the character in me$ee ris( &eing &urne% &y his &$oo%) 2henever a target character comes in contact "ith this character5s &$oo% +such as &y %ea$ing at $east one $eve$ of $etha$ or aggravate% %amage to the character "ith a me$ee or point7&$an( range% attac(# or &y attempting to perform surgery on this character0# this character must ma(e ma(e an imme%iate St amina K Aci% B$oo% ro$$# "ith each success %ea$ing one $eve$ of $etha$ %amage to the target) 6t is up to the Storyte$$er to %etermine "hether or not the target5s 3efense app$ies to a given Aci% B$oo% attac() The Stamina K Aci% B$oo% ro$$ shou$% a$so &e ma%e for o&Fects that pierce or cut the character5s f$esh# an% at the Storyte$$er5s %iscretion# other near&y o&Fects or characters may a$so &e affecte%)
A88L6CT Class: Beta Class: Beta T"pe: Mystic T"pe: Mystic Cost: , Cost: , erve D#$e Pool: 3e!terity Pool: 3e!terity K +Bra "$0 K Aff$ict +Po"er Leve$ K armor0 A$t#o%: 6nstant A$t#o%: 6nstant Ra%ge: Touch Ra%ge: Touch Area: N=A Area: N=A Durat#o%: +Durat#o%: +- K Aff$ict 7 target5s Stamina0 turns# minimum , E&&e$t: The E&&e$t: The character is a&$e to fun%amenta$$y "ea(en $iving things) Each success on the activation ro$$ incurs a 7, pena$ty to the target5s physica$ actions an% Spee% for the %uration) These pena$ties can &e remove% &y any effect that removes &ashing %amage on a ,;, &asis) Mu$tip$e uses of Aff$ict %o not fu$$y stac(# &ut increase the previous aff$iction &y , an% reset the %uration) Non7$iving targets are unaffecte%) E'tras: None E'tras: None
ARM:R Class: Beta Class: Beta ech# Mystic or Bio T"pe: T T"pe: Tech# Cost: N=A Cost: N=A D#$e Pool: N=A Pool: N=A A$t#o%: N=A A$t#o%: N=A Ra%ge: Se$f Ra%ge: Se$f Area: N=A Area: N=A
:n$y &eings not native to the rea$m of e!istence they are current$y on may &e su&Fect to Banishment) Creating a ritua$ area# "ith "hatever trappings are appropriate to the character5s mystic sty$e# ai%s in e!ten%e% ritua$s of this type) Assume each ,=< hour of effort put in to preparation of the ritua$ a%%s one %ie to the ro$$# up to the character5s Po"er Leve$) At the STs %iscretion# some &eings may re'uire specia$ materia$s to &e o&taine% or situations to arise &efore they can &e &anishe%)
B::ST
Durat#o%: Permanent Durat#o%: Permanent
Class: Beta Class: Beta
E&&e$t: The E&&e$t: The character is covere% in $ayers of chitin or sca$es# or his f$esh is simp$y incre%i&$y resistant to %amage) 2hen %amage%# each %ot in Armor %o"ngra%es one $eve$ of %amage one categor y)
ech# Mystic# or Bio T"pe: T T"pe: Tech#
6f the p$ayer "ishes to &e a&$e to s"itch Armor on or off at the start of the character5s turn# this can &e arrange%# &ut he a$"ays starts a scene "ith Armor off# ma(ing him vu$nera&$e to surprise attac(s) E'tras: Bu$$etproof 7 The character5s armor re%uces %amage $eve$s as oppose% to %o"ngra%ing them) A$ternate Ru$e; 6n more $etha$ chronic$es# the Storyte$$er may %eci%e the Bu$$etproof e!tra a%%s the character5s %ots in Armor to his armor stat# in a%%ition to %o"ngra%ing %amage &ut instea% of re%ucing %amage) 6f the p$ayer "ants this po"er to re%uce %amage# that5s an e!tra name% 6mpervious an% counts as t"o e!tras) ea(%esses: Bypass 7 This po"er %oes not app$y to one category of %amage +physica$# menta$# energy or magic0 "hich must &e re$ative$y common) N:TE; 6n the B$oo%y 4nuc($es O 3omino Mas(s chronic$e# Armor is an A$pha c$ass po"er# not Beta)
BAN6SHMENT
Cost: , Cost: , erve D#$e Pool: N=A Pool: N=A A$t#o%: Simp$e A$t#o%: Simp$e +ta(es an action to perform0 Ra%ge: Se$f Ra%ge: Se$f Area: N=A Area: N=A Durat#o%: :ne Durat#o%: :ne scene E&&e$t: The E&&e$t: The character is a&$e to temporari$y increase one of his Attri&utes# se$ecte% "hen the po"er is &ought) 2hen this po"er is activate%# the character gains one %ot in the se$ecte% Attri&ute for every %ot he has in Boost) This is a %irect increase to the Attri&ute in 'uestion# an% as such may affect the characterGs %erive% stats +such as Spee% or 2i$$po"er0) A character is a$$o"e% to &enefit from on$y one use of Boost for a given Attri&ute at a time* for e!amp$e# a character "ith Boost +Strength0 ? "ou$% not &e a&$e to activate it t"ice per scene to gain K Strength) E'tras: E!tra Attri&ute 7 Po"er increases t "o Attri&utes simu$taneous$y instea% of one) Mega7Boost 7 The effect can &e activate% cumu$ative$y# stac(ing up to once per Po"er Leve$)
Cost: , Cost: , erve
Boost :ther 7 The character may use this po"er on other peop$e they are current$y touching) :ne activation covers one person) A$ternative$y# A$ternative$y# the character can ta(e this a&i$ity in p$ace of &eing a&$e to &oost themse$ves) This a$ternative %oes not count as an E!tra)
D#$e Pool: 6nte$$igence Pool: 6nte$$igence K +:ccu$t0 K Banishment
ea(%esses:
A$t#o%: 6nstant A$t#o%: 6nstant or E!ten%e%
Specific 7 The effect increases a S(i$$ instea% of an Attri&ute)
Ra%ge: +Po"er Ra%ge: +Po"er Leve$ K Banishment0 ! < yar%s
High$y Specific 7 The effect increases a Specia$ty instea% of an Attri&ute# &ut un$i(e other specia$ties# can go a&ove , %ot)
Class: A$pha Class: A$pha T"pe: Mystic T"pe: Mystic
Area: N=A Area: N=A Durat#o%: N=A Durat#o%: N=A E&&e$t: The E&&e$t: The character attempts to sen% a &eing not of this "or$% &ac( to "here it &e$ongs) To To %o so the character nee%s to achieve successes e'ua$ to the Ran( of the spirit or the Summoning Rating of a corporea$ &eing) This can &e %one as an instant or e!ten%e% action# as nee%e%) Any character "ith an occu$t rating e'ua$ to the target num&er re'uire% may participate in the ritua$ if it is an e!ten%e% action)
B:UN36N LEAP Class: A$pha T"pe: Tech# Mystic# or Bio Cost: . erve D#$e Pool: N=A A$t#o%: Ref$e!ive Ra%ge: Se$f
C$ones act on the same initiative) The character may on$y have a num&er of c$ones at a time e'ua$ to t"ice her %ots in C$one) This po"er is simi$ar to the 3up$icate po"er) P$ayers consi%ering C$one for their character may "ish to $oo( over the 3up$icate po"er as "e$$) E'tras: Haste 7 The c$ones may act on the turn they are create%)
Area: N=A
Hive Min% 7 The c$ones share thoughts an% senses "ith the originating character)
Durat#o%: :ne scene
ea(%esses:
E&&e$t: The character is a&$e to $eap a far greater %istance than "ou$% norma$$y &e e!pecte%) A$$ of the character5s fina$ Fumping %istances are mu$tip$ie% &y the character5s +Po"er Leve$ K Boun%ing Leap0* E# a Sie - character "ith Po"er Leve$ < an% Boun%ing Leap <# "ho ma(es a running &roa% Fump an% scores three successes on the Strength K Ath$etics ro$$# "ou$% trave$ a gran% tota$ of - K +> ! ?0Q ! +>0 feet)
3egra%ation 7 C$ones have one $ess %ot in a$$ po"ers than the originating character) 6f this "ou$% cause them to $ose a techni'ue# it5s a$"ays the same one)
E'tras: None)
Class: Beta
8ragi$e 7 C$ones have no Hea$th# an% %isappear if they ta(e any %amage)
CIBER46NES6S
CL:NE
T"pe: Tech
Class: amma
Cost: , erve
T"pe: Mystic or Bio Cost: ,K erve D#$e Pool: N=A A$t#o%: 6nstant
D#$e Pool: Composure K +Computer0 K Cy&er(inesis A$t#o%: 6nstant Ra%ge: +Po"er Leve$ K Cy&er(inesis0 ! - yar%s Durat#o%: Concentration
Ra%ge: +Po"er Leve$ K C$one0 yar%s
E&&e$t: The character is a&$e to manipu$ate computers an% techno$ogy) The character can ta(e contro$ of any %evice "ith Area: N=A mechanica$# or e$ectronic parts) A sing$e success is a$$ t hatGs Durat#o%: :ne scene re'uire% for the character to contro$ a given piece of techno$ogy* if another character "ishes to ta(e contro$ a"ay E&&e$t: The character creates mu$tip$e copies of herse$f "ithin from the cy&er(ineticist# the opponent must ma(e an range# up to her %ots in C$one K , at once# at a cost of at appropriate conteste% ro$$ +such as Strength K 3rive# $east one erve per c$one# an% ta(ing one turn) Each c$one is 3e!terity K 3rive# or 6nte$$igence K Computer0 an% score more an a$most7i%entica$ copy of the originating character# "ith the successes than the character score% on her initia$ activation same Attri&utes# S(i$$s# po"ers# c$othing an% e'uipment# etc) ro$$) +The p$ayer may opt to give her c$ones a %istinct appearance to suit the rationa$e for this po"er# &ut gains no mechanica$ 2hi$e un%er the character5s contro$ the piece of techno$ogy &enefit in e!change)0 Ho"ever# the c$ones are not as can ta(e any action it cou$% $ogica$$y ta(e if a person "ho "as po"erfu$ as the origina$ character* each c$one suffers a 7< traine% in it5s use "as using it to %o) 6f the character "ishes to pena$ty to a$$ %ice poo$s# each c$one has on$y ha$f as many ma(e an attac( "ith the item# the &ase poo$ is 2its K Hea$th $eve$s as the origina$# an% c$ones %o not possess the Cy&er(inesis) The Storyte$$er may "e$$ "ant to impose C$one po"er themse$ves) C$ones share no menta$ $in( "ith pena$ties %ue to the appropriateness of the item &eing use% each other or the originating character# an% must +genera$$y it "ou$% have to at $east &e mo&i$e# as this po"er communicate norma$$y) A c$one $asts unti$ the en% of the %oesn5t ma(e things f$y that can5t un%er their o"n po"er0) scene or unti$ the originating character "i$$s it out of Li(e"ise the o&Fect5s %amage mo%ifier# if any# is up to the ST) e!istence) C$ones have the amount of erve their creator 6f the piece of techno$igy re'uires po"er to function# the spent to activate this po"er 7,) system in 'uestion must &e po"ere% on to use this po"er effective$y) An activation ro$$ of the po"er can &e use% to po"er up the %evice if it has access to a po"er source though +usua$$y meaning it5s p$ugge% in0# an% "ithout a ro$$) Cy&er(inesis has an associate% Power Tree)
3EATH T:UCH
36SRUPT
Class: Beta
Class: A$pha
T"pe: Mystic or Bio
T"pe: Tech# Mystic or Bio
Cost: < erve
Cost: , erve
D#$e Pool: 3e!terity K +Bra "$0 K 3eath Touch +targetGs armor K %efense K Po"er Leve$0
D#$e Pool: 6nte$$igence K +Science0 K 3isrupt 7 target5s Reso$ve# Stamina# or Composure
A$t#o%: 6nstant
A$t#o%: 6nstant
Ra%ge: Touch
Ra%ge: Touch
Area: N=A
Area: N=A
Durat#o%: 6nstant
Durat#o%: :ne scene
E&&e$t: The character is a&$e to %estroy $iving things "ith $itt$e effort) The activation ro$$ is an attac( that %ea$s $etha$ %amage) 6f the target ta(es any %amage# it ta(es , $etha$ continuous %amage unti$ it succee%s on a ref$e!ive Stamina ro$$) Non7$iving targets ta(e &ashing %amage from the initia$ attac( an% no continuous %amage)
E&&e$t: The character is a&$e to %isrupt other characters5 superpo"ers# of the same type) 6f this po"er is &ought as a Mystic po"er it %isrupts Mystic Po"ers for e!amp$e)
E'tras: Aggravate% 7 The attac( %ea$s aggravate% %amage) Aff$icting 7 The attac( app$ies a Ti$t to the target if it $an%s# chosen at the time the po"er is ta(en an% appropriate to the rationa$ for the po"er) ea(%ess: Non7Letha$; The attac( %oes &ashing %amage)
Each success on the activation ro$$ creates one point of %isruption "hich rests on one superpo"er the target has) The character must (no" the target has the specific po"er to target it) Each time the target ro$$s to activate that po"er they have one success negate% for each point of %isruption on that po"er# an% one point of %isruption is remove% from the poo$) Po"ers that %o not nee% to ro$$ to activate are unaffecte%) The poo$ of %isruption fa%es at the en% of the scene) The resistance trait app$ie% is "hichever one is appropriate for the activation ro$$ for the po"er +Stamina for physica$ attri&ute% po"ers for e!amp$e0)
3ENS6TI C:NTR:L
E'tras:
Class: Beta
Cost: , erve
3ue$ Purpose 7 2ith appropriate rationa$ the po"er counts as more than one type) The secon% type is chosen at the same time as the first ) A tru$y creative rationa$ cou$% incorporate a$$ three types# ma(ing this a amma po"er)
D#$e Pool: Stamina K +Surviva$0 K 3ensity Contro$
3:M6NAT6:N
A$t#o%: E!ten%e%
Class: Beta
Ra%ge: Se$f
T"pe: Mystic# Bio or Tech
Area: N=A
Cost: , erve
Durat#o%: :ne scene
D#$e Pool: 6nte$$igence K +Persuasion0 K 3omination vs) target5s Reso$ve K Po"er Leve$
T"pe: Tech# Mystic or Bio
E&&e$t: The character may increase or %ecrease his %ensity) 6f the character is increasing his %ensity# each success gaine% on the activation ro$$ %ou&$es the characterGs "eight an% grants the character K,=K, armor) 6f the character is %ecreasing his %ensity# every t"o successes increases their 3efense &y ,) 6n a%%ition# a $ess %ense character has an easier time s$ipping through crac(s an% getting through tight openings) 8or every t"o successes# $o"er their effective sie &y one for the purposes of moving through spaces on$y)
A$t#o%: Conteste%* resistance is ref$e!ive Ra%ge: +Po"er Leve$ K 3omination0 ! - yar%s Area: N=A Durat#o%: See &e$o" E&&e$t: The character is a&$e to contro$ the min%s of others) 6n or%er to use this po"er# the character must &e a&$e to communicate effective$y "ith her victim# either voca$$y or through some other means +Te$epathy# sign $anguage etc)0) Min% contro$ "or(s in stages) 8or each success on the activation ro$$ over the resistance ro$$# the target may &e su&Fecte% to one stage of the character5s min% contro$# or free% from one stage of an opposing min% contro$# &ut su&Fecting a target to mu$tip$e stages at once costs , a%%itiona$ erve per a%%itiona$ stage)
Stage ): The character may issue a sing$e negative comman% +an% %on5t even thin( a&out using %ou&$e negatives0# such as 1%on5t attac( me1 or 1%on5t ma(e eye contact "ith anyone1# that the target must not %efy# &ut the target is other"ise free to choose his actions) •
:NE6R:MANCI Class: A$pha T"pe: Mystic Cost: aries
Stage *: The character may issue a sing$e negative or positive comman%# such as 1purchase a rif$e at the $oca$ sporting goo%s store1 or 1stan% perfect$y sti$$ for one minute1# that the target must fo$$o" to the &est of his a&i$ity) Comman%s given at stages , an% < cannot &e $onger than ,. "or%s# cannot &e &$atant$y impossi&$e +1count a$$ the grains of san% on this &each10# cannot pose any apparent %anger to the target or his a$$ies +1"a$( off this c$iff10# an% cannot en% a conf$ict instant$y +1go to the po$ice station an% turn yourse$f in10) •
Stage +: As stage <# e!cept conf$ict7en%ing comman%s are a$$o"e%) •
•
Stage ,: As stage ?# e!cept impossi&$e or %angerous comman%s are a$$o"e%) •
•
Stage -: As stage ># e!cept the comman% can &e as $ong an% comp$e! as the character "ants) •
•
A target can &e su&Fecte% to any num&er of stages of min% contro$ &eyon% - to increase the effect5s %uration) 6f the comman% ta(es $onger than ,. minutes to perform# the target may ma(e a ref$e!ive Reso$ve ro$$ each ,. minutes to free himse$f from one stage of min% contro$# possi&$y inva$i%ating the comman%) 6f the comman% ta(es $onger than one minute to perform an% is physica$$y or menta$$y ta!ing +such as the aforementione% san%7counting comman%0# he may ma(e this ro$$ each minute instea%) 6f fo$$o"ing the comman% "ou$% resu$t in %irect harm to the target character or his a$$ies# he may ma(e this ro$$ each turn at the en% of his turn instea%) So $ong as the character remains %ominate%# ho"ever# he "i$$ resist any attempts to prevent him from fo$$o"ing his comman%s) A %ominate% character remains %ominate% unti$ his tas( is comp$ete# unti$ he successfu$$y &rea(s a$$ stages of min% contro$# or unti$ the source of his %omination issues a %ifferent comman%) E'tras: Min% B$an( 7 The target %oes not rea$ie it "as %ominate% even after the effect en%s) Te$epathic 3omination 7 The character nee% not &e a&$e to communicate effective$y "ith her target in or%er to use 3omination)
D#$e Pool: 2its K Empathy K :neiromancy A$t#o%: aries Ra%ge: +Po"er Leve$ K :neiromancy0 ! ,. yar%s +This refers to the %istance &et"een the target an% user of this po"er) 3istance "ithin a %ream is meaning$ess)0 Durat#o%: Scene E&&e$t: The character is automatica$$y a&$e to %etect a %reaming target in her set ra%ius) She is a&$e to %etermine the e!act moo% of the %ream "ithin +E!amp$e; Nightmare# Night Terror# oo% 3ream# Passionate 3ream# etc)0# a$so automatica$$y) The character is a&$e to %iscern the %uration of the %ream thus far# or if the target is near to "a(ing) The physica$ representation of this s(i$$ is up to the p$ayer) Use of this po"er %oes not te$$ the character "here the s$eeper is# asi%e from (no"ing they are in the ra%ius of the po"er) Li(e"ise the user of this po"er %oes not (no" "hat the s$eeper $oo(s $i(e in rea$ $ife# or any other %etai$s a&out them +though they can ma(e inferences as usua$0) They simp$y (no" that# as a %reamer# the in%ivi%ua$ is active on the astra$ p$ane an% their genera$ state) :neiromancy has an associate% Power Tree)
3UPL6CATE Class: :mega T"pe: Mystic or Bio Cost: , erve D#$e Pool: N=A A$t#o%: 6nstant Ra%ge: Se$f Area: N=A Durat#o%: Permanent +Unti$ merge%# see &e$o"0 E&&e$t: The character sp$its themse$ves into t"o i%entica$ peop$e# at a cost of , erve# an% ta(ing one turn) Each is an i%entica$ copy of the originating character# "ith the same Attri&utes# S(i$$s# po"ers +meaning the %up$icates can %up$icate0# an% c$othing) E'uipment important enough to have game traits "i$$ not &e %up$icate% in this manner) 3up$icates share a erve poo$) Mu$tip$e uses of or rep$enishment of erve in the same turn %o not stac() 2i$$po"er is share% in the same fashion# an% $i(e"ise %oes not stac( for the purposes of rep$enishment or e!pen%iture) Essentia$$y# the group is treate% as one in%ivi%ua$ for the purposes of gaining or using erve or 2i$$po"er) 3up$icates remain unti$ rea&sor&e%# "hich a$so ta(es a turn an% &o%y contact) 3up$icates merging together ta(e the average "oun%s of &oth# roun%e% up)
3up$icates share no menta$ $in( "ith each other or "ith the originating character# an% must communicate as norma$ +un$ess they possess a%%itiona$ po"ers "hich "ou$% a$$o" other"ise0) 4no"$e%ge gaine% &y one is share% &y &oth upon merging) This po"er has the si%e effect of a$$o"ing the character to train mu$tip$e traits at once) :ne or more %up$icates can train "hi$e one or more are other"ise active) 3up$icates share an e!perience poo$# &ut spen% the points in%ivi%ua$$y) Thus if one remains at home "hi$e the other trave$s# either may spen% points on a trait increase "hi$e the other %oesnGt# &ut on$y one "ou$% get the trait increase unti$ the t"o merge again) Shou$% the more $earne% %up$icate %ie &efore merging# the e!perience points are $ost)
ELEMENTAL MASTERI Class: Beta T"pe: Mystic or Bio Cost: , erve D#$e Pool: 3e!terity K Craft K E$ementa$ Mastery A$t#o%: 6nstant or E!ten%e% Ra%ge: +Po"er Leve$ K E$ementa$ Mastery0 ! - yar%s Area: aries
3up$icates act on the same initiative) The character may have Durat#o%: Scene a num&er of &o%ies at a time e'ua$ to his %ots in 3up$icate K E&&e$t: The character is a&$e to contro$ one specific ,) e$ement# chosen "hen this po"er is purchase%) The Storyte$$er is the fina$ ar&iter of "hat constitutes a via&$e Note that this po"er is very simi$ar to the po"er C$one) e$ement for this po"er* possi&$e e!amp$es inc$u%e the P$ayers consi%ering this po"er for their character may a$so c$assica$ Aristote$ian an% 8eng Shui e$ements +8ire# Air# "ant to consi%er that po"er) 2ater# 2oo%# an% Earth an% M eta$ respective$y0# ice# e$ectricity# $ight# %ar(ness# an% soun%) As a gui%e$ine# assume E'tras: None an e$ement must &e physica$ an% must &e natura$$y occurring# ea(%esses: at $east some of the time) Share% Hea$th 7 The group is treate% as one in%ivi%ua$ for the purpose of ta(ing %amage)
3URAB6L6TI Class: A$pha T"pe: Bio Cost: 77 D#$e Pool: N=A A$t#o%: N=A Ra%ge: Se$f Area: N=A Durat#o%: Permanent E&&e$t: The character is incre%i&$y resi$ient# a&$e to ta(e massive amounts of %amage &efore sho"ing signs of inFury) Every %ot in 3ura&i$ity grants the character one a%%itiona$ hea$th $eve$) o% Machine Chronic$e Ru$es Up%ate; 6f using the ru$es up%ate treat this po"er as a &eta po"er# %ue to the static nature of e!p costs in the up%ate) E'tras: None)
6n or%er to use this po"er# the character must have a significant source of the e$ement near&y) 6t is up to the p$ayer an% Storyte$$er to %etermine "hat constitutes 1a significant source1 for the action attempte%) The character cannot manipu$ate the e$ement if it is part of a $iving &eing) The &asic use of this po"er a$$o"s the character to craft the e$ement "ithout too$s an% "ithout %amaging themse$ves) Even if the shape the character "ishes to $eave the e$ement in is unnatura$ for it the e$ement "i$$ remain in that shape unti$ the en% of the scene# "hen norma$ physics ta(es over) By spen%ing a%%itiona$ erve the o&Fect may &e a&$e to persist) 6f the character spen%s a point of erve at the &eginning of each ne" scene the create% item "i$$ continue) Norma$ crafting ru$es other"ise govern "hatever the character is ma(ing# e!cept that they use the %ie poo$ a&ove) The character may give their creation up to +Po"er Leve$0 3ura&i$ity) 6f you are $oo(ing to have your character f$ing the e$ement for"ar% as an attac(# see the 8orce Bo$t po"er) 6f you "ant the character to &e a&$e to prope$ themse$ves a$ong "ith the po"er# use a variant of the f $ight po"er) E$ementa$ Mastery has a rather $arge Power Tree associate% "ith it) ea(%ess: Narro" Purvie" 7 The character can on$y effect a su&set of one of the typica$ e$ements +go$% or g$ass instea% of earth# sa$t"ater or &$oo% instea% of "ater# etc)0 an% cannot have E$ementa$ 6nstantiation +&ecause other"ise this isn5t much of a "ea(ness0)
EMPATH6C MAN6PULAT6:N
E'tras:
Class: Beta
Mu$tip$e Emotions 7 The character is a&$e to affect mu$tip$e emotions at a time# one for every %ot in Empathic Manipu$ation he has) 6f the character gains t"o successes a&ove that "hich the target ro$$s# they may impart an appropriate emotiona$ Con%ition)
T"pe: Tech# Mystic# or Bio Cost: , erve D#$e Pool: Manipu$ation K +Empathy0 K Empathic Manipu$ation vs) target5s Composure K Po"er Leve$
ea(%esses:
A$t#o%: Conteste%* resistance is ref$e!ive
Sing$e Emotion 7 The character can on$y ever affect one emotion# chosen "hen this po"er is first purchase%)
Ra%ge: +Po"er Leve$ K Empathic Manipu$ation0 ! - yar%s Area: N=A Durat#o%: :ne scene E&&e$t: The character is a&$e to manipu$ate the emotions of a target) 6f the character "ins the conteste% activation ro$$# he is a&$e to increase or %ecrease the intensity of an emotion that the target is a$rea%y fee$ing# or insti$$ a mi$% version of an emotion that the current is not current$y fee$ing; for e!amp$e# on a successfu$ activation ro$$# the character cou$% turn passing interest into infatuation or &urning anger into mi$% irritation# or insti$$ a fee$ing of an!iety into a target "ho "ou$% other"ise have no reason to fee$ afrai%) :n an e!ceptiona$ success# the character is a&$e to %rastica$$y a$ter the target5s emotiona$ state or insti$$ a strong emotion "here there "as none previous$y; mi$% an!iety can turn to para$ying terror or true $ove to apathy# or a previous$y ca$m an% p$aci% in%ivi%ua$ can su%%en$y e!p$o%e into a furious rage) Note that the character has no contro$ over the target5s &ehavior# on$y her emotiona$ state# an% it is up to the Storyte$$er to %etermine ho" Storyte$$er characters affecte% &y this po"er "ou$% &ehave) The emotiona$ changes "rought &y Empathic Manipu$ation fa%e at the en% of the scene) o% Machine Chronic$e variant; The character may spen% a point of verve to a%% their Empathic Manipu$ation K Po"er Rating rating to a 8irst 6mpressions ro$$ or the ro$$s to open a 3oor) (( You may want to consider this having a more short term effect. First Impression is one that has a long term effect on the game. Not to mention Doors take days, sometimes weeks to open I suggest "he target gains the "!motional" condition. ith emotional having the description "You characters #ase emotional state has #een altered #y supernatural effect, and you are liken to follow it . $ny roll to resist temptation #ased on that emotion gets a %&.' esolution) You succum# to the emotional state or the scene ends. *eat) N+$" and on an eception success the target gains the "Impassioned" condition "You are suddenly overwhelmed #y an emotion, spontaneously acting #ased on it. henever the offer to indulge that emotion come up you must make a esolve - omposure roll in order to turn it down. esolution) You willingly indulge in the targeted emotion. his does not include failed die rolls. *eat) Your character is put in harms way #y acting on said emotion"//
ENERI ABS:RPT6:N Class: A$pha T"pe: Tech# Bio# or Mystic Cost: , erve D#$e Pool: Stamina K Energy A&sorption ! < A$t#o%: Ref$e!ive Ra%ge: Se$f Durat#o%: 6nstant E&&e$t: The character is a&$e to %ra" energy from one type of %amage +physica$# menta$# magic or energy0# chosen "hen this po"er is first purchase%) 2hen this po"er is activate%# the character ignores , %amage per success of the chosen type# then a%%s ? %ice per %amage ignore% this "ay to a &onus poo$) This poo$ can &e a%%e% in "ho$e or in part to the character5s ro$$s in a specific "ay# most often &oosting another po"er# an% is e!pen%e% after use as "e$$ as at the en% of the scene) E'tras: 6nvigorating 7 Each ? %ice in the character5s &onus poo$ grants a temporary Hea$th $eve$) Ref$ect 7 2henever this po"er re%uces %amage to .# the character may ref$e!ive$y ro$$ 3e!terity K +Ath$etics0 K Energy A&sorption as a range% attac( "ith a range of +Po"er Leve$ K Energy A&sorption0 ! - yar%s# "hich is treate% as a firearm an% %ea$s the same type an% severity of %amage that "as a&sor&e%) ea(%esses: Sing$e Source 7 The character can on$y a&sor& %amage from a specific source# such as fire or meta$)
ENERI LEECH
&u$$ets fire% &et"een each "eapon)
Class: Beta
:ut of com&at# of course# there are a great many &enefits to having more than the stan%ar% num&er of han%s* the Storyte$$er is the fina$ ar&iter as to "hat effect this has in7 game# &ut as a genera$ ru$e# the character shou$% not &e a&$e to perform more tas(s at once than his 2its or 6nte$$igence +"hichever is $o"er0# an% on$y if the tas(s are not particu$ar$y menta$$y ta!ing)
T"pe: Tech# Bio or Mystic Cost: N=A D#$e Pool: Stamina K +Surviva$0 K Energy Leech 7 target5s Stamina A$t#o%: 6nstant Ra%ge: Touch Area: N=A
Note; 6n this game# there are many "ays to increase your chance of escaping a grapp$e or &ypass a grapp$e entire$ y# "hi$e the grapp$er re$ies on Strength a$one to prevent escape) Storyte$$ers shou$% consi%er giving characters "ith this po"er higher effective Strength for the purpose of ho$%ing a grapp$e)
Durat#o%: 6nstant
E'tras: E&&e$t: The character is a&$e to %ra" energy from other characters in or%er to fue$ her o"n a&i$ities) Each success on Coor%inate% 7 As part of an a$$7out attac( using Bra"$# the character may a%% his E!tra Arms %ots to his %ice poo$) the activation ro$$ re%uces the target5s erve/ tota$ &y one# an% increases the character5s erve tota$ &y one* the 3iscrete 7 The appen%ages may &e hi%%en or unma%e "hen character may not increase her erve tota$ a&ove its a$$o"e% not in use) They may &e retracta&$e# %issipate into smo(e or ma!imum in this manner) 6f the target character has no erve "hatever e$se is appropriate for the rationa$ supporting the remaining# each success on the activation ro$$ instea% po"er) re%uces the character5s 2i$$po"er point tota$ &y one* if the character has no erve an% no 2i$$po"er points remaining# 8L6HT each success on the activation ro$$ %ea$s one $eve$ of $etha$ Class: Beta %amage to the target) ariant; The character may &e a&$e to %rain a %ifferent fue$ stat# such as Mana or Essence# either converting it to erve or ho$%ing it in the same state) E'tras: None
EDTRA L6MBS Class: A$pha T"pe: Tech# or Bio Cost: N=A D#$e Pool: N=A A$t#o%: N=A Ra%ge: Se$f Area: N=A Durat#o%: Permanent E&&e$t: The character possesses more than the stan%ar% human comp$ement of %e!terous appen%ages; t"o a%%e% for every %ot he has in this po"er) 2henever this character attempts to grapp$e an opponent# he may a%% a num&er of %ice to his %ice poo$ e'ua$ to the num&er of %ots he possesses in E!tra Arms) He may a$so attempt to grapp$e mu$tip$e opponents at once# to a ma!imum of one opponent for every %ot in E!tra Arms the character possesses* the character suffers a cumu$ative 7, pena$ty to a$$ grapp$ing ro$$s for each a%%itiona$ opponent grapp$e% after the first) The character may sti$$ on$y ma(e one attac( per turn in com&at +un$ess Merits such as 8ighting Sty$e; Bo!ing or 8ighting Sty$e; 4ung 8u are purchase%0) 8urthermore# if the character is a&$e to ho$% mu$tip$e automatic "eapons an% e$ects to fire a &urst as his attac(# he may e$ect to fire a$$ of the guns at once an% a$$ocate the
T"pe: Tech# Bio# or Mystic Cost: , erve D#$e Pool: N=A A$t#o%: Ref$e!ive Ra%ge: Se$f Area: N=A Durat#o%: :ne scene E&&e$t: The character is a&$e to soar through the air) She gains a f$ying Spee% e'ua$ to her +8$ight ! ,.0) 8$ight norma$$y re'uires no %ice ro$$s* ho"ever# the Stor yte$$er may re'uire 3e!terity K Ath$etics K 8$ight ro$$s in or%er to successfu$$y perform aeria$ acro&atics or other stunts) 2hen f$ying# strength isn5t usefu$ for $ifting) 6n genera$# strength re'uires something to push against) 2hen attempting to $ift something "hi$e f$ying# us 8$ight K Ath$etics as oppose% to Strength K Ath$etics) The same app$ies to attac(s that "ou$% usua$$y use Strength &ut are &eing %one from the air) 8$ight K 2eaponry or Bra"$ &ecom es the appropriate poo$) The character can ma(e a aeria$ attac( provi%e% they can get up to fu$$ spee% &efore %oing so# s$amming their target "ith their &o%y# or stri(ing them "ith a $im& or "eapon) To get up to this spee%# the character must spen% one or more turns %oing nothing &ut acce$erating) This effective$y "or(s $i(e an aiming# e!cept that the character %oes not nee% to have a target unti$ the turn in "hich they attac(# an% they may 5aim5 this (in% of attac( for a num&er of turns up to their po"er5s rating p$us Po"er Leve$) The aeria$ attac( isn5t $imite% to the three &onus %ice $imit that aiming is# an% it %oes not &enefit from ru$es that further &enefit aiming)
E'tras:
8:RCE 86EL3
ravitic roun%ing 7 The character5s f$ight metho% circumvents physics to some %egree) They can use Strength in p$ace of 8$ight for $ifting or attac(ing)
Class: Beta
ea(%ess: 6n%iscrete 7 The character5s f$ight apparatus is visi&$e# &u$(y an% inconvenient# especia$$y "hen not in f$ight) He may sport $arge "ings# an integrate% &iomechanica$ Fet7pac( or &e constant$y "reathe% in a crac(ing miasma of energy) This can cause %ifficu$ties in f$ight# re'uiring e!tra space# some"here to run for a $aunch# or other con%itions to &e met) 6t typica$$y $oo(s a &it o%% t oo# %epen%ing on the company# an% may app$y socia$ pena$ties at the %iscretion of the ST) Characters "ithout this "ea(ness may have "ings or other visi&$e apparatus of f$ight# &ut they fo$% a"ay neat$y# %isappear or other"ise aren5t an issue un$ess this "ea(ness is ta(en)
8:RCE STR64E Class: A$pha T"pe: Tech# Bio or Mystic Cost: .
T"pe: Tech or Mystic Cost: , erve D#$e Pool: N=A A$t#o%: Ref$e!ive Ra%ge: Se$f Area: N=A Durat#o%: 6nstant E&&e$t: The character is a&$e to a&sor& the %amage from physica$# menta$# magic or energy7&ase% attac(s +choose t"o "hen the po"er is purchase%0) 2henever the character ta(es %amage from the appropriate source# she may activate this po"er to re%uce that %amage &y one per %ot in 8orce 8ie$%) This po"er can of course on$y &e activate% if the character is a"are of an attac(* it is therefore the perfect po"er to ref$uff as enhance% ref$e!es)
D#$e Pool: Strength K Bra"$
o% Machine Chronic$e Ru$es ariant; Treat the rating in this po"er as genera$ armor against the appropriate attac( type)
A$t#o%: 6nstant
E'tras:
Ra%ge: Me$ee
ersati$e 7 The character5s 8orce 8ie$% may a&sor& %amage from an a%%itiona$ %amage categor y)
Area: N=A Durat#o%: 6nstant E&&e$t: The character can e!tru%e sharp c$a"s from her fingertips# turn her fists to sharp7e%ge% stone# summon a nim&us of %ea%$y energy aroun% her han%s# or e$se enhance her unarme% attac(s in some "ay) The character effective$y has a natura$ "eapon "hich can &e use% at any time) 6t has an initiative mo%ifier of +7? K 8orce Stri(e0# meaning that "hen first purchase% the po"er has an initiative mo%ifier of 7<# an% &y the fifth %ot it has a K< mo%ifier) The %amage rating is e'ua$ to the character5s Po"er Leve$) The po"er nee% not manifest as $itera$ c$a"s# &ut shou$% ta(e the form of some sort of connecte% "eapon# $i(e fangs# spi(e% fists# a &ar&e% tongue or anything e$se that seems $i(e it "ou$% use the same ru$es) ariation; 3ifferent rationa$s may a$$o" for a %ifferent form of %efense to &e app$ica&$e) 8or e!amp$e# if the stri(e is a %ischarge of psychic energy# it may use the $o"er of Reso$ve or Composure for the app$ica&$e armor) 8orce Stri(e has an associate% Power Tree)
Barrier 7 +cannot &e ta(en "ith the Set E!tra# &e$o"0 The character may activate 8orce 8ie$% to protect someone e$se "ithin Po"er Leve$ K 8orce 8ie$% yar%s) Boosting 7 Each $eve$ of %amage a&sor&e% &y this po"er grants a K, &onus to some future ro$$ invo$ving one chosen Attri&ute in the fo$$o"ing turn) Charging 7 6f at $east ? %amage is a&sor&e% &y this po"er at once# the ne!t erve cost pai% &y the character in the same scene is re%uce% &y ,) Set 7 The 3uration for the effect &ecomes :ne Scene) ea(%esses: A&$ative 7 +may on$y &e ta(en "ith Set E!tra# a&ove0 Each $eve$ of %amage a&sor&e% &y this po"er re%uces the fie$%5s effectiveness &y one unti$ it is activate% again) Specia$ie% 7 The character5s 8orce 8ie$% may a&sor& %amage from on$y one %amage category)
RA6TI C:NTR:L
HEAL6N
Class: Beta
Class: amma
T"pe: Tech# Mystic or Bio
T"pe: Tech# Bio or Mystic
Cost: , erve
Cost: aries
D#$e Pool: 6nte$$igence K +Science0 K ravity Contro$
D#$e Pool: 6nte$$igence K +Me%icine0 K Hea$ing
A$t#o%: E!ten%e%
A$t#o%: E!ten%e%
Ra%ge: +Po"er Leve$ K ravity Contro$0 ! - yar%s
Ra%ge: Touch
Area: +Po"er Leve$ K ravity Contro$0 yar%s
Area: N=A
Durat#o%: Concentration
Durat#o%: 6nstant
E&&e$t: The character is a&$e to manipu$ate gravitationa$ forces)
E&&e$t: This po"er has three m ain uses; to treat inFury# to treat %isease# an% to purge poisons or to!ins) 6n each case# the character must spen% one erve per success in or%er to gain these effects* if the character has insufficient erve or chooses not to spen% it# any e!cess successes are "aste%)
Each success on the activation ro$$ a$$o"s the character to either increase the gravity of the affecte% area) As a genera$ ru$e# each success put to"ar%s increasing $oca$ gravity %ecreases the effective Strength of a$$ in the fie$% &y , per success# an% pena$iing a$$ physica$ actions &y the same amount +user inc$u%e%0) Characters "ith $ess Strength then the successes ro$$e% are pinne% in p$ace +going prone0 un$ess they succee% in a Strength K Ath$etics chec(# pena$ie% &y the user5s Po"er Leve$# each turn) An e'ua$ pena$ty is app$ie% to everyone5s initiative) 2hen fa$$ing# a%% the num&er of successes ro$$e% to the %istance fa$$en in yar%s for the purposes of %amage) Using the po"er to %ecrease the $oca$ gravity reverses this effect* everyone in the fie$% gains , effective Strength per success) Unfortunate$y# moving aroun% in $o"er gravity is strange an% %isruptive# so the pena$ties to initiative remain) 2hen fa$$ing# su&tract the num&er of successes ro$$e% to the %istance fa$$en in yar%s for the purposes of %amage) These Strength a%Fustments effect com&at# ath$etics effects# an% secon%ary stats as usua$) ravity Contro$ can "or( as a rationa$ for severa$ other po"ers# such as f$ight an% te$e(inesis) ravity Contro$ has an associate% Power Tree)
6f use% to treat inFury# each success on the activation ro$$ a$$o"s the character or her patient to hea$ one $eve$ of &ashing %amage# or %o"ngra%e one $eve$ of higher %amage) This po"er may a$so &e use% to regenerate ruine% organs or severe% $im&s# &ut %oing so re'uires - successes per &o%y part an% a "ee( of rest for the patient) 6f use% to treat %isease# the character or her patient may imme%iate$y ma(e an a%%itiona$ Stamina K Reso$ve ro$$ to try an% fight off the %isease# "ith a num&er of &onus %ice e'ua$ to the num&er of successes gaine% on the Hea$ing activation ro$$) 6f use% to purge poisons or to!ins# the poison or to!in is successfu$$y neutra$ie% if a num&er of successes are gaine% on the Hea$ing activation ro$$ in e!cess of the su&stanceGs to!icity rating) Using Hea$ing is an e!ten%e% action) The character may choose to continue hea$ing ne!t turn# a%%ing her successes together# up to the num&er of %ice in her unmo%ifie% poo$) This po"er on$y ta(es effect an% costs erve "hen the character %eci%es to stop ro$$ing# an% the character may ro$$ a num&er of times up to her effective Stamina) Each ro$$ ta(es one turn) By spen%ing , erve &efore ro$$ing# the character can e!ten% the range of this po"er to +Po"er Leve$ K Hea$ing0 ! - yar%s# ta(ing a 7, pena$ty to the activation ro$$ per - yar%s) E'tras: Efficient 7 The character nee% on$y spen% one erve per ro$$ &efore ro$$ing to gain the fu$$ &enefit from Hea$ing# not one erve per success after ro$$ing) Hea$ing organs %oes not re'uire the "ee( $ong rest perio%)
6LLUS6:N Class: Beta T"pe: Tech or Mystic Cost: , erve D#$e Pool: 6nte$$igence K +E!pression0 K 6$$usion A$t#o%: 6nstant Ra%ge: +Po"er Leve$ K 6$$usion0 ! - yar%s Area: N=A Durat#o%: :ne scene E&&e$t: The character is a&$e to su&vert the senses of others) The activation ro$$ can create one static i$$usionary o&Fect per success# or one non7static i$$usion per t"o successes) Non7 static i$$usions are those "hich move or interact on their o"n in a comp$icate% fashion) Simp$e# or repetitive motions are sti$$ consi%ere% static) 8or instance# a statue "ou$% &e a static i$$usion# as "ou$% a "aterfa$$# &ut an anima$ that respon%s to comp$icate% interactions "ou$% &e non7static) As a gui%e$ine# if the interaction is more comp$icate% than "hat a typica$ vi%eo7game cou$% manage# it is non7static) A Fogger "ho Fust runs is a static i$$usion) 6f you can stop an% have a rea$istic conversation "ith the Fogger# that5s not a static i$$usion) 6$$usions can5t respon% "ith (no"$e%ge the i$$usionist %oesn5t have) 6f someone interacts "ith a static i$$usion an% gets a "eir% response# this %oesn5t en% the effect# &ut it %oes tip them off that something is off) 6f an i$$usion is non7static the i$$usionist must %irect one ref$e!ive menta$ action each turn to"ar% contro$$ing it) This means that you cannot ta(e other menta$ actions "hi$e contro$$ing the i$$usion) The sie of the i$$usion cannot e!cee% +< K Po"er Leve$ K 6$$usion ! <0) No app$ication of this po"er may have any tangi&$e effect &eyon% mis%irection# concea$ment# or emotiona$$y effecting peop$e in a natura$ "ay) 6$$usions effect a$$ five senses) :pponents "ith more effective %ots in 2its than the character5s successes "i$$ (no" something is off) :pponents "ith superhuman senses might &e har%er to foo$) Recogniing the effect as i$$usory %oes not sho" the truth)
6MM:B6L6E Class: Beta T"pe: Tech# Mystic of Bio Cost: , erve D#$e Pool: 3e!terity K +Ath$etics0 K 6mmo&i$ie 7 target5s 3efense K Po"er Leve$ A$t#o%: 6nstant Ra%ge: +Po"er Leve$ K 6mmo&i$ie0 ! - yar%s Area: N=A Durat#o%: See &e$o" E&&e$t: The character is a&$e to hin%er his opponents5 movement "ith $ayers of ice# 'uic(7%rying g$ue# ero7point energy fie$%s or some other means) This po"er has t"o main uses; restricting another character5s &o%y movements an% re%ucing her a&i$ity to perform physica$ tas(s# or anchoring another character to a so$i% o&Fect an% stopping her from moving aroun%) 6f use% to impe%e physica$ performance# the target ta(es a pena$ty to a$$ ro$$s invo$ving physica$ action +inc$u%ing attac( ro$$s an% most superpo"er activation ro$$s0 e'ua$ to the num&er of successes gaine% on the character5s 6mmo&i$ie activation ro$$* if use% to anchor the target# a successfu$ activation ro$$ re%uces the target5s Spee% to .# effective$y pinning her in p$ace +note that there must &e a so$i% o&Fect present to anchor the target to# or e$se this techni'ue cannot &e use%0) 6n either case# the target5s 3efense is re%uce% &y one for every success gaine% on the activation ro$$) 6f the activation ro$$ is an e!ceptiona$ success# the target suffers both effects; her Spee% is re%uce% to .# an% she ta(es the pena$ty to physica$ actions +as "e$$ as to 3efense0) 6n or%er for the target character to escape from an 6mmo&i$ie po"er# she must succee% on a Strength K Stamina ro$$# "ith a negative mo%ifier e'ua$ to the num&er of successes gaine% on the activation ro$$* if 6mmo&i$ie "as use% to impe%e the character5s physica$ actions# that pena$ty %oes not stac( "ith the pena$ty to escape the 6mmo&i$ie po"er)
Mi$ieu 7 The i$$usion can &e %escri&e% in terms of a setting# such as a %ance ha$$ fu$$ of %ancers or a fie$% "ith $ots of p$ants an% anima$s) Treat the $iste% range as a ra%ius) Successes in%icate ho" many %etai$s you can specify# one for one) A$$ i$$usions are static# though the character can use a%%itiona$ ro$es to a%% non7static features)
Another character may attempt to ai% the 6mmo&i$ie% character5s escape# using the ru$es for Team"or( as %escri&e% in the 2or$% of 3ar(ness core ru$e&oo( +"ith the 6mmo&i$ie% character as the primary actor0) The immo&i$iing agent may a$so &e %amage% to re%uce its effectiveness# either &y the immo&i$ie% character +if possi&$e0 or &y an a$$y) The immo&i$iing agent has an effective 3ura&i$ity e'ua$ to the activating character5s %ots in 6mmo&i$ie# an% each $eve$ of %amage %ea$t to it re%uces the pena$ty to physica$ actions# the pena$ty to 3efense# an% the pena$ty to the escape ro$$ &y one* if the pena$ty is re%uce% &e$o" ero# the target is a&$e to escape "ithout ma(ing a ro$$)
ea(%ess:
E'tras:
Partia$ Senses 7 The i$$usion cannot effect a$$ senses) Choose t"o senses that cannot &e %up$icate%) Taste an% sme$$ are treate% as one sense for these purposes)
Ephemera$ 7 The immo&i$iing agent cannot &e attac(e% to re%uce its effectiveness)
E'tras:
Ra%ius 7 The effect has a &$ast ra%ius# effecting a$$ via&$e targets in a sphere "ith a ra%ius of < yar%s K , yar% per a%%itiona$ point of erve spent in the activation) Each target re'uires a separate activation ro$$) The character may not spen% more erve to increase the ra%ius than his %ots in 6mmo&i$ie) Constriction 7 By spen%ing , erve# the character can %ea$ one point of &ashing %amage +this cannot &e negate% &y armor# &ut can &e negate% &y 6nvu$nera&i$ity if the source of the immo&i$iation matches the immunity0 to a target that he has immo&i$ie%) By spen%ing < erve# he can %ea$ one point of $etha$ %amage to a target he has immo&i$ie%) This is a ref$e!ive action# &ut can on$y &e %one on the character5s turn an% once per turn per target)
E'tras: Haar% 7 2hi$e this po"er is active# at the start of the character5s turn# everything "ithin , yar% of her ta(es this po"er5s %amage minus armor or %ura&i$ity) aria&$e 7 The character5s immo$ation m ay &e either of t"o %amage sources* the character may a$ternate &et"een these sources up to once per turn as a ref$e!ive action)
6N6S6B6L6TI Class: Beta T"pe: Tech# Mystic or Bio Cost: , erve
ea(%esses:
D#$e Pool: 2its K +Stea$th0 K 6nvisi&i$ity
Limite% Means 7 :n$y effects &io$ogic creatures# ro&ots=machines# sinners +Mora$ity -70# the un%ea%# etc)
A$t#o%: 6nstant
6MM:LAT6:N Class: Beta T"pe: Tech# Bio or Mystic Cost: , erve D#$e Pool: N=A A$t#o%: 6nstant Ra%ge: Se$f Area: N=A Durat#o%: :ne scene E&&e$t: The character is capa&$e of causing %amage to anything that touches her) The source of %amage %ea$t +fire# e$ectricity# angry ghosts etc)0 must &e chosen "hen this po"er is first purchase%) 2hen the character activates this po"er# anything that contacts the character5s &o%y +her o"n gear an% c$othing e!cepte%0 ta(es an amount of $etha$ %amage e'ua$ to the character5s %ots in 6mmo$ation or an amount of &ashing %amage e'ua$ to the character5s 6mmo$ation %ots K <# as appropriate* if this contact is maintaine% for more than one turn# this %amage is %ea$t each turn) Note that this %amage is %ea$t to everything the character touches or that touches the character# inc$u%ing unarme% attac(s or "eapons that stri(e the character +in this case# the %amage is %ea$t after the attac( in 'uestion $an%s0# other characters struc( &y the character5s unarme% attac(s# an% even the groun% un%er the character5s feet) :nce the character has pai% the erve cost for this po"er# she may s"itch it on an% off at "i$$ for the %uration of the scene* %eactivating this po"er is a ref$e!ive action# "hi$e reactivating it is an instant action# an% the character may not %o &oth in the same turn)
Ra%ge: Se$f Area: N=A Durat#o%: :ne turn per %ot in 6nvisi&i$ity E&&e$t: The character is a&$e to turn himse$f# his c$othing# an% his persona$ possessions invisi&$e) The po"er t ypica$$y %oes not nee% an activation ro$$# un$ess conteste% &y another po"er) Characters "ho are not active$y searching for him &ecome una&$e to see him at a$$# an% characters "ho are active$y searching for the invisi&$e character must ro$$ 2its K Composure an% score more successes than the 6nvisi&$e character5s Po"er Leve$) To even attempt this ro$$ the character must have some rationa$ for %etecting the invisi&$e character) 6f this 2its K Composure ro$$ is successfu$# the opposing characters are a&$e to %iscern the invisi&$e character5s $ocation in some manner an% may attac( him# "ith a 7< pena$ty %ue to his concea$ment* other"ise# the opposing characters are una&$e to $ocate the invisi&$e character an% must use the ru$es for 8ighting B$in% if they "ish to attac( him) This po"er5s %uration en%s at the en% of the character5s turn# a$$o"ing her to (eep spen%ing erve on it) Note that 6nvisi&i$ity on$y ren%ers the character impercepti&$e to stan%ar% vision* other metho%s of %etection +hearing# sme$$# infrare% vision# te$epathic scanning0 "i$$ %etect the character as norma$) E'tras: Enhance% Effect 7 The character may ren%er himse$f un%etecta&$e to senses other than stan%ar% vision at a cost of one a%%itiona$ erve per sense# up to a ma!imum num&er of senses e'ua$ to the character5s %ots in 6nvisi&i$ity) ea(%esses: Brief 7 The po"er a$"ays re'uires an activation ro$$# an% its %uration is one turn per success)
The p$ayer must %eci%e "hen this po"er is purchase% "hether the %amage type inf$icte% is physica$# menta$# energy# Shimmer 6n The Air 7 :pponents active$y searching for the or magica$) Armor app$ies to the %amage if it protects against character nee% on$y one success an% %on5t nee% to Fustify their search) the %amage type)
6NULNERAB6L6TI Class: Beta
Leve$ than the character5s %ots in u%gement Bran% is immune)
Cost: N=A
This po"er norma$$y has one target) 8or each point of erve spent# the character can choose one a%%itiona$ target in the area)
D#$e Pool: N=A
E'tras:
A$t#o%: N=A
Castigation 7 The %amage is aggravate%)
Ra%ge: Se$f
ea(%esses:
Area: N=A
u%gement Stare 7 The character an% target must ma(e eye contact for this po"er to ta(e effect)
T"pe: Tech# Mystic or Bio
Durat#o%: Permanent E&&e$t: The character is high$y resistant to one source of %amage or form of attac(# chosen "hen this po"er is purchase%) A character5s 6nvu$nera&i$ity must &e fair$y specific; 1har% ra%iation#1 1fire#1 an% 1min% contro$1 are a$$ via&$e 6nvu$nera&i$ities# &ut 1energy attac(s#1 1physica$ attac(s# 1menta$ attac(s#1 an% 1superpo"ers1 are not) Each %ot in 6nvu$nera&i$ity negates one %amage from any appropriate attac( or effect that affect the character) The effects of 6nvu$nera&i$ity stac( "ith +an% are app$ie% after0 any pena$ties for armor# 3efense# an% po"ers such as 8orce 8ie$%)
U3EMENT AE Class: A$pha T"pe: Mystic Cost: None D#$e Pool: Composure K Empathy K u%gement ae A$t#o%: Simp$e Ra%ge: +u%gement ae K Po"er Leve$0 ! - yar%s Area: N=A
A character cannot have more %ots in an 6nvu$nera&i$ity than their Po"er Leve$)
Durat#o%: 6nstant
A character may &uy mu$tip$e forms of 6nvu$nera&i$ity# &ut no more types then their Po"er Leve$) E!amp$e; 4ryptonians $iving un%er a ye$$o" sun %eve$op Broa% Category +see &e$o"0 6nvu$nera&i$ity# Physica$ Attac(s an% Energy Attac(s) These "ou$% &e a pair of gamma po"ers)
E&&e$t: The character $earns the current $eve$ of Mora$ity the target possesses# their irtue# or their ice) Each success on the activation ro$$ te$$s you the mora$ity# vice# or virtue of a sing$e person "ithin range) Mu$tip$e successes may &e sprea% among mu$tip$e targets)
E'tras: Broa% Category 7 +The character may e$ect to &e invu$nera&$e to 1physica$ attac(s#1 1menta$ attac(s#1 1magic#1 or 1energy attac(s#1 &ut not 1superpo"ers1 or 1%amage10)
E!tra;
U3EMENT BRAN3
See( The Sin 7 The character nee% not ma(e an activation ro$$ to use this po"er# an% shou$% they nee% to ma(e a ro$$ to notice any &eing "ith a Mora$ity trait# they a%% %ice to their poo$ e'ua$ to +@ 7 Target5s Mora$ity0)
Class: A$pha T"pe: Mystic Cost: .K erve D#$e Pool: N=A A$t#o%: 6nstant Ra%ge: +u%gement Bran% K Po"er Leve$0 ! > yar%s Area: +u%gement Bran% K Po"er Leve$0 yar%s Durat#o%: 6nstant E&&e$t: The target fee$s the "eight of their actions come to &ear as they e!perience a psychic montage of their crimes) This causes no harm to those "ho5s (armic &ur%en is $ight# &ut it &ecomes crushing to those "ho have $e% a $ife of immora$ity) Su&tract the target5s Mora$ity from ) The remaining num&er is the amount of $etha$ %amage the target ta(es) This %amage &ypasses genera$ %amage re%uction such as the Armor po"er# &ut not 6nvu$nera&i$ity t o its %amage category) This po"er cannot &e use% on the same target more then once per session# un$ess the target5s Mora$ity %rops $ater that session) A target "ith higher Po"er
LUC4 Class: Beta T"pe: Mystic# or Bio Cost: , erve D#$e Pool: Luc( K Po"er Leve$ A$t#o%: Ref$e!ive Ra%ge: Sensory/ Area: N=A Durat#o%: 6nstant E&&e$t: The character carries an unsta&$e pro&a&i$ity fie$% aroun% their person "hich they are a&$e to manipu$ate) The p$ayer may activate this po"er to &$ess a given ro$$ "ith a higher chance of success) 8or each success on the activation ro$$ the num&er re'uire% to ro$$ a success %rops &y one# to a minimum of three) 8or e!amp$e# if the activation ro$$ grants t"o successes# the &$esse% ro$$ "ou$% garner one success for every # @# # 9# or ,.)
The character can &$ess mu$tip$e ro$$s in the same turn# &ut MEA7ATTR6BUTE cannot effect the same ro$$ t"ice) This is %ec$are% in response Class: amma to the action &eing %ec$are%# outsi%e of the usua$ turn or%er) P$ayers an% STs shou$% (eep in min% that it is the p$ayer# an% not the character# "ho chooses "hich poo$s receive the $uc() 6t may &enefit en%s the p$ayer "ants &ut "hich the character %oesn5t# an% the character %oes not nee% to &e conscious +/Sensory range# in this case# "ou$% mean the range of the character5s senses "ere they conscious0) As the character isn5t a"are of the po"er activating# they cannot spen% "i$$po"er on it) E'tras: B$ac( Cat 7 2ith the B$ac( Cat e!tra the character may use this po"er to curse a ro$$) Each success pro%uces the resu$t on the chart &e$o"# cumu$ative) 6f the targete% ro$$ %oesn5t have a given step# s(ip it) Thus if the activation ro$$ has t"o successes# an% the targete% ro$$ has no 97again or 7again 'ua$ity# it "ou$% $oose the ,.7again 'ua$ity an% not count s as successes) Successes Effect , 7again %oes not effect the ro$$) < 97again %oes not effect the ro$$) ? ,.7again %oes not effect the ro$$) > s %o not count as successes) - 9s %o not count as successes) The ro$$ &ecomes a chance %ie) The character may have B$ac( Cat as a Beta po"er &y itse$f)
MATTER C:NTR:L Class: amma
T"pe: Tech# Mystic# or Bio Cost: 77 D#$e Pool: N=A A$t#o%: N=A Ra%ge: Se$f Area: N=A Durat#o%: Permanent E&&e$t: There are nine Mega7Attri&utes# one for each stan%ar% Attri&ute) Each %ot in a Mega7Attri&ute increases its &ase Attri&ute &y < %ots for the purposes of ro$$ing %ice) A$ternative$y# characters may re%uce a pena$ty on a ro$$ &y three per mega %ot instea% of a%%ing t"o %ice) This may &e %one "ho$e or in part# as the p$ayer "ishes) A character may have no more %ots in a Mega7Attri&ute than he %oes in its &ase Attri&ute or Po"er Leve$# "hichever is $o"er) Mega7Attri&utes %o not stac( "ith Mega7S(i$$s or Mega7 Specia$ties "ithout the Stac(ing e!tra app$ie% to a$$ app$ica&$e traits) Mega7Attri&utes %o not app$y to secon%ary traits)
T"pe: Tech# Mystic or Bio
:ften the system refers to 5effective attri&uteQ5) This means the character5s norma$ attri&ute K mega attri&ute)
Cost: , erve
E'tras: None)
D#$e Pool: 3e!terity K +Crafts0 K Matter Contro$ A$t#o%: 6nstant
MEA7S46LL Class: Beta
Ra%ge: Touch
T"pe: Tech# Mystic or Bio
Area: N=A
Cost: 77
Durat#o%: :ne scene
D#$e Pool: N=A
E&&e$t: The character is a&$e to transform# refine# reinforce# repair or %isintegrate inanimate o&Fects) This po"er is i%entica$ in effect to the Shaping techni'ue of the E$ementa$ Anima po"er# e!cept it can target any matter that isn5t part of a character# its cost is , erve an% its range is Touch) 6n a%%ition# the character can spen% successes to increase or %ecrease an o&Fect5s %ura&i$ity or e'uipment &onus on a ,;, &asis# to %ea$ aggravate% %amage to an o&Fect on a ,;, &asis# or to remove %amage from an o&Fect on a ,;, &asis)
A$t#o%: N=A
E'tras: None
Ra%ge: Se$f Area: N=A Durat#o%: Permanent E&&e$t: There are t"enty7four Mega7S(i$$s# one for each stan%ar% S(i$$) Each %ot in a Mega7S(i$$ increases its &ase S(i$$ &y < %ots for the purposes of ro$$ing %ice) A$ternative$y# character may re%uce a pena$ty on a ro$$ &y three per mega %ot instea% of a%%ing t"o %ice) This may &e %one "ho$e or in part# as the p$ayer "ishes) A character may have no more %ots in a Mega7S(i$$ than he %oes in its &ase S(i$$) Mega7S(i$$s %o not stac( "ith Mega7Attri&utes or Mega7 Specia$ties "ithout the Stac(ing e!tra app$ie% to a$$ app$ica&$e traits)
:ften the system refers to 5effective s(i$$Q5) This means the character5s norma$ s(i$$ K mega s(i$$) Specia$ties are app$ie%# "hen appropriate# to 5effective s(i$$Q5# &ut Mega Specia$ties are not) 2hen %etermining Avai$a&i$ity# the effective s(i$$Q is the character5s &ase s(i$$ on$y# un$ess the character spen%s a point of erve)
M6M6C Class: Beta T"pe: Mystic or Bio Cost: , erve
D#$e Pool: Manipu$ation K Mimic 2hen app$ying an e!ceptiona$ success to an e!ten%e% action# Mega S(i$$s %o not re%uce the num&er of success as a A$t#o%: Ref$e!ive norma$ S(i$$ %oes) 3isregar% them in this case) E'tras: Stac(ing)
MEA7SPEC6ALTI
Ra%ge: Touch Area: N=A
Class: A$pha
Durat#o%: T"o turns per success
T"pe: Tech# Mystic or Bio
E&&e$t: The character is a&$e to copy the a&i$ities an% po"ers of another character)
Cost: 77 D#$e Pool: N=A A$t#o%: N=A Ra%ge: Se$f Area: N=A Durat#o%: Permanent E&&e$t: Mega7Specia$ties are %efine% "ith the same &rea%th as norma$ specia$ties) Each %ot in a Mega7Specia$ty increases its &ase S(i$$ &y < %ots for the purposes of ro$$ing %ice "hen that specia$ty app$ies) A$ternative$y# character may re%uce a pena$ty on a ro$$ &y three per %ot instea% of a%%ing t"o %ice) This may &e %one "ho$e or in part# as the p$ayer "ishes)
6n or%er to use this po"er# the character must touch her inten%e% target* touching an un"i$$ing target re'uires a 3e!terity K Bra"$ ro$$# an% the targetGs 3efense app$ies) :nce she has successfu$$y touche% the target# They must succee% in an activation ro$$) The character may spen% one erve to copy one of the t argetGs Attri&utes# S(i$$s# Merits# or superpo"ers for each %ot in Mimic she has) 6n the case of Attri&utes# S(i$$s# or superpo"ers# the characterGs rating in the a&i$ity increases to either the targetGs rating in the a&i$ity or the characterGs o"n Po"er Leve$# "hichever is $o"er) Copying the same trait from mu$tip$e sources %oes not stac(# &ut increases the highest &y , %ot# up to norma$ $imits)
6n the case of Merits# the character may on$y copy Merits "orth a num&er of %ots e'ua$ to or $ess than her o"n Mimic rating* the character nee% not necessari$y meet the prere'uisites a copie% Merit# &ut the Storyte$$er is the fina$ A character may have no more %ots in a Mega7Specia$ty than ar&iter of "hich Merits can &e copie% +as a genera$ ru$e# he %oes in its &ase S(i$$) Li(e"ise# a character must have a interna$ Merits $i(e uns$inger or Ei%etic Memory can &e matching norma$ specia$ty to have a Mega7Specia$ty) copie%# "hi$e e!terna$ merits $i(e Resources or A$$ies cannot0) Mega7Specia$ties %o not stac( "ith Mega7S(i$$s or Mega7 Attri&utes "ithout the Stac(ing e!tra app$ie% to a$$ app$ica&$e A character may on$y copy a tota$ num&er of stats up to her traits) %ots in Mimic at a time) A&i$ities gaine% using Mimic
:ften the system refers to 5effective s(i$$Q5) This means the character5s norma$ s(i$$ K mega s(i$$) Specia$ties are app$ie%# "hen appropriate# to 5effective s(i$$Q5# &ut Mega Specia$ties are not) 2hen %etermining Avai$a&i$ity# the effective s(i$$Q is the character5s &ase s(i$$Kspecia$ty on$y# "ithout mega specia$ties app$ie%# un$ess the character spen%s a point of erve)
%isappear at the en% of the %uration un$ess the character spen%s another point of erve to e!ten% the %uration to a scene)
Mega Specia$ties stac( $i(e norma$ specia$ties# &ut on$y to a tota$ &onus e'ua$ to the character5s Po"er Leve$)
Mystic Rep$ication 7 The character5s mimicry manipu$ates fate an% memory# an% it can copy 5e!terna$5 merits# re"eaving society an% chance to achieve the effect)
2hen app$ying an e!ceptiona$ success to an e!ten%e% action# Mega Specia$ties %o not re%uce the num&er of success as a norma$ Specia$ty %oes) 3isregar% them in this case) E'tras: Stac(ing)
E'tras: 6 Spy 7 The character nee% on$y see her target use an a&i$ity to copy it an% nee% not touch the target)
Po"er ampire 7 2hen mimic(ing a trait# you can choose to 5ta(e5 "hat you mimic f rom the target) Iou remove one %ot from the target5s poo$ per your o"n %ots in mimic +i)e) "ith five %ots in mimic you can tota$$y e$iminate a five %ot po"er# attri&ute# or s(i$$0) The target regains their trait once the %uration of the mimic effect has en%e%) 2hen stea$ing a trait# the %uration of the effect &ecomes on$y one turn per success# "ith no option to e!ten%)
NEAT6:N 86EL3 Class: Beta T"pe: Tech# Mystic or Bio Cost: , erve D#$e Pool: Reso$ve K Po"er Leve$ K Negation 8ie$% A$t#o%: 6nstant Ra%ge: . yar%s Area: +Po"er Leve$ K Negation 8ie$%0 yar%s Durat#o%: :ne scene E&&e$t: The character is a&$e to suppress a$$ superhuman po"ers) 2hen this po"er is activate%# the character creates an area centere% on herse$f# that moves "ith her# insi%e "hich a$$ other superhumans are treate% as having one $ess %ot in a$$ po"ers per success ro$$e%) :nce the activation cost has &een pai%# the character may s"itch the fie$% on or off at the start of her turn) The character may activate this po"er mu$tip$e times# ta(ing the highest resu$t) E'tras: 8i!e% 7 6nstea% of ro$$ing to activate this po"er# the character is consi%ere% to have ro$$e% one success per %ot in Negation 8ie$%) 6mpenetra&$e 7 Attac(s ma%e using po"ers passing through the fie$% ta(e a 7, pena$ty per success ro$$e%) erve Sin( 7 A$$ other superhumans "ho en% their t urn in the fie$% $ose , erve per success ro$$e%) ea(%esses: Sing$e :rigin 7 The fie$% on$y affects a specific category of superhuman# such as 1mages1 or 1mutants1)
PHAS6N Class: Beta T"pe: Tech# Mystic or Bio Cost: , erve D#$e Pool: N=A A$t#o%: Ref$e!ive Ra%ge: Se$f Area: N=A Durat#o%: :ne turn E&&e$t: The character is a&$e to 1phase1 through matter $i(e a ghost# passing through so$i%s an% $i'ui%s as easi$y as through air) Essentia$$y a high$y specia$ie% form of 3ensity Contro$ +%ecrease0# it a$$o"s the character to pass through any so$i% o&Fects "ith 3ura&i$ity up to her %ots in Phasing K Po"er Leve$# an% to move through $i'ui%s an% %ifficu$t terrain at fu$$ spee%) The character can a$so $evitate +&ut not tru$y f$y0 "hi$e this po"er is active# so she "on5t fa$$ through the groun%) As "ith 3ensity Contro$ +%ecrease0# a character using the Phasing po"er is norma$$y una&$e to &reathe "hi$e her hea%
an% chest are insi%e a so$i% o&Fect or a $i'ui%# an% the character may ris( suffocation if she is force% to spen% mu$tip$e turns insi%e such an o&Fect) 6n a%%ition# "hi$e this po"er is active# the character ignores one success per %ot in Phasing from any physica$ attac(s ma%e against her) This po"er can &e activate% in reaction to such an attac() Characters "ho run out of erve or simp$y refuse to spen% it "hi$e insi%e an o&Fect "i$$ &e forcefu$$y eFecte% if the po"er is a$$o"e% to $apse "hi$e insi%e a so$i% su&stance) Assume a character "i$$ &e thro"n through a materia$ in the shortest %irection possi&$e "hen eFecte%# an% "i$$ ta(e %amage as if they ha% fa$$en a simi$ar %istance) A$so# there is no guarantee that con%itions "here the character is eFecte% "i$$ &e favora&$e or even safe) E'tras: None)
PHILACTERI CREAT6:N Class: :mega T"pe: Mystic Cost: - erve D#$e Pool: Reso$ve K Phy$actery Creation 7 Target5s Po"er Leve$ A$t#o%: 6nstant Ra%ge: Po"er Leve$ K Phy$actery Creation Area: N=A Durat#o%: aries E&&e$t: 8or each success on the activation ro$$# the user is a&$e to ta(e one %ot of one superpo"er from a target in a po"er of their choosing# an% channe$ it) Through mu$tip$e uses# or even sing$e an% high$y successfu$ uses# the character can effective$y remove entire po"ers from their targets) Ho"ever# the user cannot use those po"ers for herse$f 7 not %irect$y) :nce channe$e%# the %ots must &e im&ue% into an inanimate o&Fect 7 granting the "ie$%er that po"er at the same num&er of %ots im&ue% into the item "ith the Contingent Activation +Phy$actery0 "ea(ness automatica$$y app$ying to the po"er 7 or %irect$y into another character of their choosing# "ithin their range) The po"er (eeps any e!tras or "ea(nesses "hich "ere app$ie% to it "hen &esto"e% upon an o&Fect or other character) 6f an o&Fect carrying a po"er is %estroye%# it returns to its origina$ user# $i(e"ise if a character im&ue% "ith a po"er through Phy$actery Creation is (i$$e%# the po"er returns to its origina$ user) There are strict ru$es of on$y one po"er per item# an% on$ y three po"ers per character)
6f a character is given more than one po"er# the %uration of the effect is one scene &efore the secon% %issipates) 6f a character is given three po"ers# the %uration &ecomes a num&er of turns e'ua$ to the Phy$actery Creator5s po"er $eve$ p$us , &efore the thir% po"er %issipates an% returns to its origina$ user# $eaving the secon% po"er unti$ the en% of the scene) :ther"ise# the effects of Phy$actery Creation have no set %uration# though they may &e %ispe$$e% &y the character that create% the Phy$actery in the first p$ace 7 an o&Fect "ith a po"er retains it unti$ %estroye%# an% a character "ith on$y one po"er &esto"e% upon them retains it unti$ (i$$e% or the effect is %ispe$$e%)
E'tras:
ea(%esses:
D#$e Pool: Po"er Leve$ K P$uripotence
Monotypica$ Apotheosis; Iou may on$y channe$ po"ers to create phy$acteries if they are of a particu$ar nature# i)e) you can on$y ma(e phy$acteries out of menta$ po"ers# energy po"ers# magic po"ers# &io$ogica$ po"ers# etc
A$t#o%: aries
Note; 6n the B$oo%y 4nuc($es O 3omino Mas(s chronic$e# po"ers ta(en in this "ay retain the mora$ity of their origina$ users) 6f you are "ie$%ing a phy$actery 7 or are one 7 an% the mora$ity of the po"er is on the opposite of the spectrum to your o"n# you must ma(e a ref$e!ive Reso$ve chec( each time you use the po"er# "ith each fai$ure either removing or a%%ing a %ot to your mora$ity +%epen%ing on "hether the po"er5s origina$ user "as goo% or evi$0) Po"ers of an e!ceptiona$ mora$ity +, or ,.0 app$y a cumu$ative pena$ty of , to the reso$ve chec(s# so after a "hi$e even the most sta$"art hero "ie$%ing a TRUE vi$$ain5s po"er "i$$ &egin to fee$ the corruption of its negative inf$uence)
Durat#o%: aries +Never Permanent0
PLAST6C6TI Class: A$pha T"pe: Mystic or Bio Cost: , erve D#$e Pool: N=A A$t#o%: Ref$e!ive Ra%ge: Se$f Area: N=A Durat#o%: :ne scene E&&e$t: The character is a&$e to stretch an% contort as though she "ere ma%e of ru&&er) 2hen this po"er is active# the character is a&$e to stretch her arms# $egs# torso# an% nec( a ma!imum of three yar%s for every %ot in Po"er Leve$ she possesses# an% may a%% her P$asticity rating to a$$ ro$$s ma%e to grapp$e another character or to escape from a grapp$e) She is a$so a&$e to s'ueee her entire &o%y through any opening that "ou$% a$$o" a &eing to pass through "hich "as sie her sie 7 P$asticity ratingQ) Thus a norma$ sie person +sie -0 "ith P$asticity ? cou$% fit through a sie < opening) Note; 6n this game# there are many "ays to increase your chance of escaping a grapp$e or &ypass a grapp$e entire$ y# "hi$e the grapp$er re$ies on Strength a$one to prevent escape) Storyte$$ers shou$% consi%er giving characters "ith this po"er higher effective Strength for the purpose of ho$%ing a grapp$e)
Shoc( A&sor&ing 7 The character a$so a&sor&s physica$ &ashing %amage e'ua$ to her %ots in P$asticity)
PLUR6P:TENCE +Beta# amma an% :mega0 Class: Beta# amma an% :mega T"pe: Tech or Mystic Cost: aries
Ra%ge: aries Area: aries
E&&e$t: P$uripotence is an incre%i&$y f$e!i&$e po"er# an% may &e use% to represent super7science# sorcery# &rea(ing the fourth "a$$ or other e! treme$y versati$e po"er sets) To represent this# it is &ought as ,7? separate po"ers# "ith some uni'ue ru$es) Beta# amma# an% :mega versions are effective$y separate po"ers# "hich %o not have one another as prere'uisites) Each $eve$ of P$uripotence a$$o"s the character to mimic a$$ of the other po"ers from the C$ass &e$o" it# "ith the fo$$o"ing changes* ,0 P$uripotence costs t"ice the typica$ amount of e!perience points at a$$ $eve$s) <0 The character ro$$s their Po"er Leve$ K P$uripotence for any app$ica&$e ro$$s) ?0 6f mu$tip$e techni'ues e!ist for the po"er# on$y one techni'ue can &e performe%) >0 Each C$ass of this po"er +Beta# amma an% :mega0 re'uires the p$ayer to se$ect t"o generic "ea(nesses +other than Sing$e Techni'ue0) 2henever act ivating the po"er# the p$ayer must choose one of the t"o "ea(nesses to app$y for the appropriate $eve$) 6f there is no $ogica$ "ay to app$y either "ea(ness +Storyte$$er ca$$0# then the po"er cannot &e mimic(e%) The p$ayer may choose the same "ea(nesses for each $eve$ of the po"er if they "ish) P$uripotence cannot %up$icate Po"ers "ith a Permanent 3uration) C$arification; Ta(ing the :mega $eve$ re'uires an a%%itiona$ 2ea(ness as usua$# meaning that the Po"er re'uires a tota$ of three 2ea(nesses)
PREM:N6T6:N Class: A$pha T"pe: Mystic or Bio Cost: , erve D#$e Pool: 2its K Composure K Premonition A$t#o%: Ref$e!ive Ra%ge: Se$f Area: N=A
RA6SE 3EA3 Class: amma T"pe: Mystic Cost: , erve D#$e Pool: Po"er Leve$ K Raise 3ea% K +:ccu$t0 A$t#o%: 6nstant Ra%ge: Po"er Leve$ ! < Area: N=A
Durat#o%: :ne scene
Durat#o%: :ne Scene character is a&$e to sense impen%ing %anger or E&&e$t: The po"er a$$o"s the character to &ring $ife to the threats to her person) To use this po"er# the character simp$y E&&e$t: This %ea%# to serve her in &att$e or other tas(s) :n a norma$ pays the appropriate erve cost* no activation ro$$ is re'uire%) success# the reanimate% &o%y has a %ice poo$ of @ for a$$ 8or the rest of the scene# any time something threatens the physica$ actions# an% a %ice poo$ of ? for a$$ menta$ actions# charactersomeone points a gun at her# or she is a&out to "ith a %efense e'ua$ to ha$f the character5s %ots in Raise trip a trapthe Storyte$$er must secret$y ro$$ her 2its K 3ea% 7 if the target is the &o%y of a meta7human# treat a$$ Composure K Premonition as she attempts to %etect the superpo"ers as if they on$y ha% a sing$e %ot# an% actions %anger) :n a success# the character $earns that she is in re'uiring verve or "i$$po"er %ra" from the character5s o"n %anger an% has a genera$ i%ea of from "hat $ocation or verve poo$) Bo%ies reanimate% "ith a sing$e success %o not %irection the threat originates +6E There is a threat to you on retain merits or s(i$$ specia$ties) :n an e!ceptiona$ success# the other si%e of this %oor0* on an e!ceptiona$ success# the the reanimate% target retains a$$ of their stats from &efore character a$so $earns the e!act nature of the threat +6E There %ying# "ith a p$us , to a$$ physica$ actions 7 if the target is the is a man "ith a cro"&ar on the other si%e of the %oor# "aiting &o%y of a meta7human# their po"ers retain a$$ %ots from to am&ush you0) 6f the character has the 3anger Sense &efore %eath# an% they arise "ith ,. verve to spen%) Bo%ies merit# the &onus given &y that merit app$ies to Premonition reanimate% on an e!ceptiona$ success are sentient# though ro$$s as "e$$) regar%$ess of prior goa$s are no" cooperative "ith the character +you can &ring an enemy &ac( to $ife "ith an The character can activate this po"er as part of an 6nitiative e!ceptiona$ success "ithout &eing attac(e% &y him=her0) ro$$ to gain a K, &onus per %ot) Bo%ies reanimate% on an e!ceptiona$ success a$so retain a$$ E'tras: merits from their former $ife) A &o%y can on$y &e reanimate% once# after that it cannot &e given $ife a thir% time) A character My Brother5s 4eeper 7 The characterGs Premonition can can on$y have a num&er of reanimate% &o%ies "or(ing "ith %etect %angers to anyone "ithin Po"er Leve$ K PremonitionQ her e'ua$ to her %ots in Raise 3ea%) yar%s of the c haracter) E'tras: None :ne Secon% Ahea% 7 :nce per turn "hi$e this po"er is active# the character may spen% , erve an% ma(e an activation ro$$ ea(%esses: to impose a 7, pena$ty per success on one attac( ma%e 8resh Bo%ies; Each turn the target has &een %ea% app$ies a against her) cumu$ative 7, pena$ty to attempts to use Raise 3ea%) Pushing 3aisies; A &o%y must &e touche% as an instant action to &e reanimate%# an% once reanimate% "i$$ on$y &e cooperative "ith the character to the e!tent that they "ou$% in $ife) Note; Some storyte$$ers may fin% it necessary to have their characters ma(e a ref$e!ive mora$ity ro$$ "hen using this po"er at a pena$ty e'ua$ to ha$f their %ots in Raise 3ea%# %epen%ing on ho" they f$uff the effect) As(ing a &o%y5s corporea$ spirit to fight a$ongsi%e you one $ast time &efore passing on is not necessari$y evi$# "hi$e turning a morta$5s corpse into a sham&$ing meat7shie$% is not necessari$y goo%)
REENERAT6:N Class: Beta T"pe: Tech or Bio Cost: , erve D#$e Pool: N=A A$t#o%: Ref$e!ive Ra%ge: Se$f Area: N=A Durat#o%: 6nstant E&&e$t: The character hea$s much faster than or%inary humans) The character automatica$$y hea$s one $eve$ of &ashing %amage# or %o"ngra%es one $eve$ of $etha$ %amage# per %ot in Regeneration# every turn at the start of his action) These effects may &e mi!e%# so a character "ho has < $etha$ $eve$s of %amage an% > %ots in regeneration may %o"ngra%e &oth $eve$s to &ashing an% hea$ them in the same turn) Aggravate% %amage hea$s at the or%inary rate) This po"er is ref$e!ive# so the character hea$s regar%$ess of "hether he is conscious or not) E'tras:
3ots in this po"er effect the process in t"o "ays) 8irst# they a$$o" for a faster resurrection# "ith the minimum "aiting time &eing +- 7 Resurrection0 %ays) 6f a$$ - %ots in this po"er are ta(en# the character "i$$ resurrect at the en% of the scene provi%e% the con%itions a$$o" it) The secon% &enefit is that one month per %ot can pass &efore resurrection is no $onger an option) Shou$% con%itions not a$$o" the character to resurrect# their a$$ies have more time to change the situation) Coming &ac( from the %ea% is a harro"ing e!perience) Characters "ho %o so "i$$ nee% to ro$$ for %egeneration) 6f the %eath "as particu$ar$y %istur&ing# the ST may impose a pena$ty) 6f the character "ith this po"er %oes not have the Age$ess Merit# they "i$$ sti$$ %ie of o$% age if the Chronic$e $asts $ong enough for this to matter) E'tras: None ea(%esses: 3eath5s To$$ 7 The character %oesn5t com e &ac( "ho$e) Perhaps they resurrect "ith cripp$ing amnesia +pena$ty to s(i$$s an% some merits0 or the &o%y of a &a&y +pena$ty to attri&utes an% sie0) 2hatever it is# it5s a hass$e# &ut the Storyte$$er a$"ays provi%es a "ay to restore the character even if it isn5t convenient or o&vious)
ersati$e Regeneration 7 Aggravate% %amage may &e %o"ngra%e% as "e$$)
SCAN
ea(%esses:
T"pe: Tech# Mystic# or Bio
Secon% 2in% 7 This po"er must &e %e$i&erate$y activate% as an instant action# ta(ing the character5s action for the turn)
Cost: , erve
Class: A$pha
RESURRECT6:N
D#$e Pool: 6nte$$igence K +6nvestigation0 K Scan 7 target5s Reso$ve
Class: :mega
A$t#o%: 6nstant
T"pe: Mystic
Ra%ge: +Po"er Leve$ K Scan0 ! - yar%s
Cost: :ne permanent %ot in this Po"er
Area: N=A
D#$e Pool: N=A
Durat#o%: 6nstant
A$t#o%: Ref$e!ive
E&&e$t: The character is a&$e to %iscern the po"ers an% capa&i$ities of a target) Each success on the activation ro$$ a$$o"s the character to $earn her target5s rating in any one Attri&ute# S(i$$# or superpo"er 55555+The %escription is unc$ear) 3oes it te$$ you "hat po"ers a character haveJ 3oes that cost a successJ055555) 3epen%ing on ho" this po"er functions# the Storyte$$er may e$ect to %escri&e this rating in 'ua$itative +1He is e!treme$y s(i$$e% "ith a$$ me$ee "eaponry an% is a master of s"or%s1 2eaponry S"or%sQ >0 or 'uantitative +1His augmente% strength is ,<.V of the human ma!imum1 Strength inc$u%ing Mega StrengthQ 0 terms)
Ra%ge: Se$f Area: N=A Durat#o%: Permanent E&&e$t: No matter the har%ship# no matter ho" many pieces he may have &een &$o"n into# a character "ith this po"er a$"ays stan%s a chance of coming &ac() This po"er on$y goes up to - %ots) The e!act rationa$ for this po"er "i$$ vary &et"een characters# &ut their Resurrection "i$$ a$"ays %epen% on a Contingent Activation +as the 2ea(ness# though it %oes not re%uce the c$ass of the Po"er0 The p$ayer must choose "hich of these is the case "ith their character) Enemies "ho (no" of this contingency "i$$ most7$i(e$y see( to ensure it %oesn5t occur) The ST shou$% "or( "ith the p$ayer to %etermine the specifics this entai$s)
E'tras: Mu$tip$e targets 7 The character may e$ect to a$$ocate her successes amongst a$$ the possi&$e targets in range# rather than choosing on$y one)
SHAPESH68T +A$pha# Beta# amma or :mega0 Class: A$pha# Beta# amma or :mega T"pe: Tech# Bio or Mystic Cost: , erve# see &e$o" D#$e Pool: Stamina K +Surviva$0 K Shapeshift A$t#o%: 6nstant or E!ten%e% Ra%ge: Se$f Area: N=A Durat#o%: :ne scene E&&e$t: The character is a&$e to a$ter her physica$ form) There are three versions of this po"er# "ith each of the $ater versions inc$u%ing the ear$ier) Thus if you have Shapeshift ing amma you a$so possess Shapeshifting Beta an% A$pha) Using Shapeshift is either an instant or an e!ten%e% action) The character may pay the cost once an% shift for the scene# or they may pay the cost# $oo( at the resu$t# an% choose to continue shifting ne!t turn) A%%itiona$ turns of shifting cost on$y time# not erve# an% the character may ro$$ a num&er of times up to his effective Stamina) Each ro$$ ta(es one turn) :nce a character has shapeshifte%# the changes persist for one scene* the character may shapeshift again &efore the en% of the scene# &ut %oing so re'uires another activation ro$$ an% the e!pen%iture of another erve) 6f the character "ishes to stay in their assume% shape after one scene# they may continue to %o so for one verve) This a$$o"s them to ho$% the form for the rest of the scene "ithout a ro$$) A%%itiona$ scenes cost one verve per) The character may cance$ their shift# reverting &ac( to their norma$ form# at any time as a ref$e!ive action) This is an a$$7 or7nothing reversion) 6f the p$ayer on$y "ants to revert part of their form# they must activate the po"er again) :ther then the (in%s of po"ers %etai$e% in the amma version of the po"er# Shapeshift cannot a$$o" the character to emu$ate other super po"ers# &ut it can &e use% as a rationa$ for &uying those po"ers "ith e!perience points) Alpha Vers#o% The simp$est use of this po"er is simp$y to $oo( $i(e another person or simi$ar &eing# "ithout ma(ing any more significant physica$ changes) 6f the character succee%s on the activation ro$$# she is a&$e to shift her appearance to that of a human or humanoi% of any gen%er# &io$ogica$# ro&otic# $iving or %ea%# ma(ing it impossi&$e to recognie her through cursory visua$ e!amination) The character "i$$ sti$$ sme$$ the same# ho"ever# an% may sti$$ &e recognia&$e through %istinctive &irthmar(s# scars or other esoteric means of i%entification) Essentia$$y# successes on the activation ro$$ are a%%e% to successes on attempts at %isguise or impersonation) Shapeshift A$pha can &e use% to simu$ate po"ers that ai% %isguise &ut %on5t actua$$y a$ter the character5s physica$ form# such as ho$ographic proFections an% i%entity7oriente% i$$usions)
E'tras: The character may a$so shift thier scent# as "e$$ as a$$ other means of i%entification that %oes not re$y on the character5s menta$ state +such as te$epathy0 or spiritua$ state +such as a character i%entifying another sou$ through magic0) 6f the character can a$ter the appearance of another person +re'uiring touch an% a secon% activation ro$$0# this "ou$% a$so count as an e!tra) Shou$% the target resist treat this as a touch7&ase% attac( using the %ie poo$ of the activation ro$$ +thus %efense "ou$% app$y0) Beta Vers#o% The most comp$e! +an% most f$am&oyant0 use of Shapeshift is to a$ter the character5s &o%y sie an% shape# increasing or re%istri&uting musc$e mass an% gro"ing c$a"s or armor) The ne" form must s ti$$ &e very vague$y humanoi%) A character using Shapeshift in this manner is a&$e to ma(e t"o of the fo$$o"ing changes for every success she gains on the activation ro$$# an% these may stac(; 6ncrease or %ecrease her Sie or species Spee% factor &y one# to a +functiona$0 minimum of ero) 6ncrease or %ecrease a Physica$ Attri&ute &y one) Ma(e the form appear to have t"o %ots $ess or more Strength or Stamina) Shift any one %ot in Physica$ Attri&utes aroun%* no Attri&ute may &e re%uce% &e$o" one in this manner) Hi%e up to three hea$th $eve$s of "oun%s) Stop &$ee%ing or hemorrhaging other &o%i$y f$ui%s) Negate one point of "oun%7pena$ties) A%% t"o %ots in a physica$ merit or enhancement merit) Reattach a severe% $im& or organ) Not that this %oes not hea$ the %amage that severe% it for the purposes of hea$th $eve$s) Temporari$y regain the function of a $ost $im& or other organ# other then the &rain +&ecause you "ou$% &e %ea% &efore you got to activate the po"er0) 6f the character chooses to retain the shifte% form "hi$e retaining a rep$acement $im& or organ# they must pay an a%%itiona$ verve "hen they pay to sustain the po"er at the &eginning of a scene) 8or simp$icity5s sa(e# assume the entire torso of a human &eing counts as t"o organs# an% the a&%omen counts as three) Ies# this %oes mean that a very# very $uc(y shape7shifter might have a chance at surviving %ecapitation) •
• •
•
• • • • •
•
The character may choose to ta(e an o&vious i%entifying feature as a "ea(ness for this po"er) Such a feature might &e the ina&i$ity to change the character5s %istinctive co$oration +thin( Beast Boy or P$astic Man0# or having a %istinctive o%or) Treat this f$a" as if the character %oes not have Shapeshift A$pha for mechanica$ purposes# un$ess the character5s very %istinctive mar( Fust happens to resem&$e "hat they are trying to impersonate +$i(e if Beast Boy trie% to pass as a green $iar%0) Gamma Vers#o% Using this po"er# a character can turn a$most anything# provi%e% it is entire$y one piece) A character using Shapeshift in this manner is a&$e to ma(e one of the fo$$o"ing changes for every success she gains on the activation ro$$# p$us one for every %ot in Shapeshift she possesses;
Ta(e one %ot in a pure$y &io$ogica$ A$pha or Beta superpo"er) This po"er must &e ta(en from a prema%e $ist of one po"er per %ot in Shapeshift) The Storyte$$er is the fina$ ar&iter of "hat po"ers can &e emu$ate% "ith Shapeshift* things $i(e C$a"s an% Armor are appropriate# "hi$e po"ers such as Menta$ B$ast# 8orce 8ie$%# an% Te$eport aren5t) These po"ers must &e activate% as norma$# &ut if an action is re'uire% to activate them# they may &e activate% in the same turn as the Shapeshift action is ta(en) The character pays for them as norma$# "ith verve# an% uses the %efau$t $iste% %ie poo$) They .o %ot su&stitute their rating in Shapeshift for their rating in the appropriate po"er) Tra%e any t"o %ots in Physica$ Attri&utes or Si e for %ots in A$pha or Beta &io$ogica$ superpo"ers* no Attri&ute may &e re%uce% &e$o" one in this manner) Again# superpo"ers ac'uire% in this manner must &e activate% as norma$# though they can &e activate% simu$taneous$y to the Shapeshift po"er) The %istinctive feature option for the Beta version of this po"er is a$so an option for the amma version) •
•
6f the shapeshifter is mechanica$ in nature +usua$$y a rationa$ for the %istinctive feature %ra"&ac(0# they may copy A$pha an% Beta po"ers "ith a p$ausi&$e mechanica$ rationa$ as an e!tra) Omega Vers#o%
successes on the activation ro$$ e'ua$ to their Po"er Leve$# an% can choose not to ro$$ at a$$ if they "ish to ta(e the minimum) En%ing the po"er is automatic an% ref$e!ive) ariant; Transmutation 7 The character may act ivate Shapeshifting on others rather than themse$ves) The Cost to activate &ecomes , verve per turn to an un"i$$ing victim or , verve per scene to a "i$$ing one) Un"i$$ing victims su&tract their po"er $eve$ from the activation ro$$) Transmutation is a typica$$y a Mystic Po "er# &ut can &e a Tech Po"er if ta(en "ith a Contingent activation "ith respect to a cham&er# vat or simi$ar item) 6t can &e given the same "ea(nesses)
SHR:U3 Class: A$pha T"pe: Tech# Bio or Mystic Cost: , erve D#$e Pool: 3e!terity K +Stea$th0 K Shrou% A$t#o%: Ref$e!ive Ra%ge: +Po"er Leve$ K Stea$th0 ! - yar%s Area: +Po"er Leve$ K Stea$th0 yar%s Durat#o%: Concentration
E&&e$t: The character creates a fie$% of %ar( sha%o"# c$oa(ing mist# ne&u$ous energy or some other vision7o&scuring This version functions as the amma version# e!cept the p$ayer %oes not ma(e a $ist of po"ers to ac'uire this "ay# an% me%ium) 8or each success the character gains on the activation ro$$# any characters +frien% or foe0 "ithin the area of can choose any &io$ogica$ po"er spontaneous$y) the shrou%# or trying to see through it# receive a , pena$ty to a$$ sight7&ase% perception ro$$s) Those "ithin count as &$in% E'tras: None) for the purposes of com&at if more then t"o successes are ea(%esses: Sing$e Shape 7 The character can on$y ta(e on score%) a sing$e pre%efine% shape# &ut %oes not have to ro$$ for :n an e!ceptiona$ success# the shrou% is so thic( as to &e activation) The activation a$"ays receives one success per %ie in the poo$) The character may not spen% more successes effective$y opa'ue* it is impossi&$e to see through the area covere% &y the shrou% at a$$# an% characters caught "ithin the on any one thing than his %ots in Shapeshift) This can &e area of effect are &$in%e%) Norma$$y Shrou% on$y effects use% to create "ere7creatures or po"er7up forms) P$ayers $oo(ing to %o so may "ant to $oo( at the generic "ea(nesses norma$ vision# &ut for one a%%itiona$ erve the activating character may a$so have it o&scure other types of vision Contingent Activation an% Convergent Activation) +such as infrare% or u$travio$et0) :ne C$ass 7 This f$a" is via&$e for either Beta or amma $eve$ shape shifting on$y) The character can on$y ma(e changes to E'tras: their form as %escri&e% in that c$ass5s %escription) Essentia$$y# Beta shape shifting %oes not inc$u%e A$pha an% amma %oes Sensory 3eprivation 8ie$% 7 The shrou% may &$oc( other senses or forms of %etection) This E!tra can &e ta(en not inc$u%e A$pha or Beta) mu$tip$e times# &$oc(ing three senses or forms of %etection per purchase) E!amp$es inc$u%e sme$$# hearing# psychic Sie Change 7 This is a "ea(ness for the Beta $eve$ po"er) %etection# motion trac(ing# or mystic sight) The on$y options the character can shift are their Sie trait an% Physica$ traits# an% they %o not have the A$pha options) Shrin( 7 This is a "ea(ness for the Beta $eve$ po"er) The on$y options the character can shift is their Sie an% Physica$ traits +%o"n"ar% or &ac( to norma$0# an% they %o not have the A$pha options) They are treate% as having a minimum num&er of successes on the activation ro$$ e'ua$ to their Po"er Leve$# an% can choose not to ro$$ at a$$ if they "ish to ta(e the minimum) En%ing the po"er is automatic an% ref$e!ive) ro" 7 This is a "ea(ness for the Beta $eve$ po"er) The on$y options the character can shift is their Sie an% Physica$ traits +up"ar% or &ac( to norma$0# an% they %o not have the A$pha options) They are treate% as having a minimum num&er of
S46NCHANER
SUMM:N M6N6:N
Class: A$pha
Class: A$pha
T"pe: Mystic or Bio
T"pe: Mystic
Cost: . erve# un$ess e!ten%ing %uration +as per Shapeshifter0
Cost: , erve
D#$e Pool: Manipu$ation K Surviva$ K S(inchanger A$t#o%: 6nstant Ra%ge: Se$f Area: N=A Durat#o%: :ne scene This po"er# e!cept for the changes note% here# operates e!act$y $i(e Shapeshift Beta) The character may on$y ta(e on the shapes "hich current$y e!ist in their 1Li&rary1# an% start "ith on$y their natura$ shape in their $i&rary) To a%% a shape the character must (i$$ the current 5o"ner5 of the shape in some specific an% gruesome fashion ta(ing no $ess then fifteen minutes to comp$ete) They must then assimi$ate the ne" shape in a process a$so ta(ing no $ess then fifteen minutes) The e!act "ay in "hich this happens is $eft for the ST an% p$ayer to %etermine) The character may s(in the person a$ive an% cra"$ into the resu$ting s(in7suit# &eat them to a pu$p an% a&sor& the victim through the s(in# cut their hea% open an% stu%y their &rain# or Fust chop them up an% %ine upon a chi$i ma%e from their f$esh an% seasone% "ith their tears) 2hatever the case the victim must %ie# must suffer# an% must &e a sapient organic &eing) Mo%ifications ma%e to the character5s stats &y this po"er must &e associate% "ith the ta(en form) P$ayers shou$% (eep in min% that this po"er in no "ay offers any e!emption from the 3egeneration ro$$s it "i$$ inevita&$y cause) Stan%ar% use of this po"er re'uires torture in some form# though Compassionate Monster +&e$o"0 may a$$o" this to &e upgra%e% to 5mere5 preme%itate% mur%er) 6t is the Storyte$$er5s ca$$ "eather use of this po"er un%er the Heart5s B$oo%e% e!tra 'ua$ifies as &eing a $esser sin then genera$ torture# if app$ica&$e) E'tras: Compassionate Monster 7 The victim nee% not %ie suffering) Heart5s B$oo%e% 7 Less then sapient creatures are no" va$i% targets +it %oesn5t have to 'ua$ify as a person0)
D#$e Pool: 6nte$$igence K +:ccu$t0 K Summoning A$t#o%: 6nstant or E!ten%e% Ra%ge: +Po"er Leve$ K Summoning0 ! < yar%s Area: N=A Durat#o%: Unti$ &anishe% or (i$$e% E&&e$t: The character is a&$e to summon a specific type of supernatura$ creature) The stats of the creature are &ase% upon a temp$ate for an anima$ out of the 2or$% of 3ar(ness Anima$ Stats or an a$ternative one approve% &y the Storyte$$er) A$ternatives may inc$u%e temp$ates &ase% upon Spirits as %efine% in the core ru$es) Every summone% entity has a Summoning Rating) The Summoning Rating is the num&er of successes nee%e% on the activation ro$$ nee%e% to &ring the &eing forth) 6f using one of the temp$ates from the $in( a&ove# the Summoning Rating is e'ua$ to the Sie of the temp$ate) 6f using a temp$ate &ase% upon a spirit# use the spirit5s Ran() 2hen creating temp$ates of your o"n# start "ith one of the temp$ates provi%e% from either source) The ST shou$% raise or $o"er the Summoning Rating re$ative to ho" much more or $ess po"erfu$ the custom entity is) The p$ayer starts "ith one temp$ate an% may $earn a%%itiona$ temp$ates &y either stu%ying the creature they are &ase% upon or researching them &y occu$t means) Mechanica$$y this means &uying a%%itiona$ temp$ates at a cost of , per e!perience) Using Summoning is either an instant or an e!ten%e% action) The character may choose to continue summoning ne!t turn# a%%ing his successes together# up to the num&er of %ice in his unmo%ifie% poo$) A%%itiona$ turns of summoning cost on$y time# not erve# an% the character may ro$$ a num&er of times up to his effective Stamina) Each ro$$ ta(es one turn) Creatures summone% in this "ay are not un%er the contro$ of the summoner) The summoner may "ant a to ta(e some variation of the 3omination po"er or the Banish po"er too %ea$ "ith that) E'tras: roup Summons Any character "ith a Mystic po"er can choose to $et the character "ith this po"er gui%e them through a summoning ritua$ for the minion) This must &e an e!ten%e% action# &ut other Mystic heroes can &e invo$ve% in a team"or( effort to"ar%s the summons) reater Summons 7 The character5s successes on the activation ro$$ count %ou&$e) Most of the temp$ates use% for reater Summons shou$% represent sentient creatures)
SUMM:N AN6MALS
TELE46NES6S
Class: A$pha
Class: Beta
T"pe: Mystic or Bio
T"pe: Tech# Bio or Mystic
Cost: , erve
Cost: , erve
D#$e Pool: Composure K +Anima$ 4en0 K Anima$ Mastery 7 target5s Reso$ve
D#$e Pool: 2its K Composure K Te$e(inesis
A$t#o%: Simp$e Ra%ge: +Po"er Leve$ K Anima$ Mastery0 ! - yar%s Durat#o%: Unti$ arriva$
A$t#o%: 6nstant Ra%ge: +Po"er Leve$ K Te$e(inesis0 ! - yar%s Area: N=A
Durat#o%: 6nstant E&&e$t: The character issues a te$epathic summons +possi&$y E&&e$t: The character may te$e(inetica$$y $ift# move# or hur$ in conFunction "ith a &ir% ca$$ or a "o$f5s ho"$0# compe$$ing o&Fects through the air) The character may move o&Fects of a near&y anima$s to converge on his current position) The Sie up to her Te$e(inesis "ithout %ifficu$ty* to move o&Fects character may e$ect "hich (in% of anima$s the summons $arger than this# the character must ma(e an activation ro$$# affects# such as 1a$$ pre%ators #1 1on$y %eer#1 or 1my pet %og)1 "ith each success a$$o"ing her to move an o&Fect one Sie :ne success on the activation ro$$ is enough to ca$$ most of $arger) A character may move any o&Fect she can $ift up to ten the via&$e anima$s "ithin a ra%ius e'ua$ to the character5s yar%s per %ot in Te$e(inesis p$us five yar%s per a%%itiona$ +Po"er Leve$ K Summon Anima$s0 ! ,.. yar%s) :nce the summone% anima$s reach their %estination# they "i$$ revert to success# an% may move o&Fects outsi%e the origina$ range of the po"er if so %esire%) Moving an o&Fect straight up counts their norma$ &ehavior) Most characters "ho have this po"er as %ou&$e the %istance) 2hen attempting to move another "i$$ use it to tame# hunt or other"ise use the anima$s they character as an o&Fect# the target5s 3efense app$ies to the summon) activation ro$$) A character may a$so use Te$e(inesis to hur$ an o&Fect she is capa&$e of $ifting* the range of such a proFecti$e SUPER SPEE3 is +characterGs 3e!terity K Ath$etics K Te$e(inesis o&FectGs Class: Beta Sie0 yar%s# %ou&$e% for aero%ynamic proFecti$es as norma$) Te$e(inesis may a$so &e use% to attac( or grapp$e a target T"pe: Tech# Bio# or Mystic %irect$y* in such a situation# the activation ro$$ counts as the Cost: , erve characterGs attac( ro$$# an% the targetGs 3efense app$ies) Attac(s ma%e in this manner %o &ashing %amage) The D#$e Pool: N=A character uses her 2its in p$ace of Strength for the purpose of ho$%ing a grapp$e this "ay) Te$e(inesis %oes not grant a A$t#o%: Ref$e!ive character the a&i$ity to f$y# though a characterGs te$e(inetic Ra%ge: Se$f a&i$ities may serve as Fustification for her purchase of the 8$ight po"er) Area: N=A E'tras: Durat#o%: :ne turn 8$ing S(y High 7 Moving an o&Fect straight up counts as E&&e$t: The character is very# very fast) Super Spee% must &e norma$ %istance) activate% each turn to gain it5s &enefits) Those &enefits are; Sie Matters Not 7 A$$ o&Fects count as Sie . for the The characterGs Spee% is mu$tip$ie% &y the num&er of %ots purposes of $ifting or %etermining range) she has in Super Spee%# p$us one* 6E a character "ith Super Spee% , %ou&$es her Spee%# a character "ith Super Spee% < Unavoi%a&$e 7 The activation ro$$ ignores 3efense) trip$es it etc) This effects running spee% an% specia$ spee%s such as 8$ight i%entica$$y) :utsi%e of %ramatic time# tas(s the character un%erta(es have their time for comp$etion %ivi%e% &y the num&er of %ots in this po"er p$us one) The erve cost for this is e'ua$ to one for every hour of time# or portion of an hour# &efore re%uction) Thus# an hour $ong tas( "ith Super Spee% ? ta(es ,minutes# an% costs one erve) Super Spee% has an associate% Power Tree) P$ease rea% a&out the Power Tree &efore e%iting this po"er) •
•
TELEPATHI Class: amma T"pe: Tech# Mystic or Bio Cost: . D#$e Pool: Reso$ve K +Empathy or 6ntimi%ation0 K Te$epathy A$t#o%: aries Ra%ge: +Po"er Leve$ K Te$epathy0 ! ,. yar%s Area: aries Durat#o%: aries E&&e$t: The character is a$so a&$e to communicate te$epathica$$y) The character esta&$ishes a menta$ $in( "ith her sapient target through "hich the t"o characters can communicate# "hether or not they share a common $anguage) The target character is a"are of the $in( &eing esta&$ishe%# an% if he chooses# he may attempt to contest the contact) 6f so# the te$epathic character must gain at $east one success on 2its K Empathy K Po"er Leve$ minus the targets Reso$ve K Composure K Po"er Leve$ (Normal non%rolled resistances only include one attri#ute - 0upernatural esistance. his power should #e modified accordingly/ ) 8orcing entry into someone5s min% is an invasive act# an% may prompt a Brea(ing Point for some in%ivi%ua$s) Having one5s min% &ro(en into is an even more traumatiing e!perience# an% is $i(e"ise more $i(e$y to provo(e a &rea(ing point# especia$$y in in%ivi%ua$s "ho are particu$ar$y guar%e% an% private) Characters that $oose 6ntegrity %ue to te$epathic communication are $i(e$y to %eve$op 5interesting5 psycho$ogica$ states# perhaps even ta(ing on persona$ity traits or va$ues of one another)
pena$ies the ro$$ &y 7,) The p$ayer may choose to &uy off these pena$ties at a cost of one verve per pena$ty) 8ai$ing the ro$$ gives the Storyte$$er the entertaining option of choosing the %estination of the te$eport) :n a %ramatic fai$ure# the character not on$y counts as having fai$e% his activation ro$$ for the purposes of %etermining "here he en%s up# he a$so te$eports into a %angerous situation# such as severa$ hun%re% feet a&ove the groun% or un%er"ater# or creates some sort of compromising me%ica$ anoma$y# at the ST5s option) The character cannot# intentiona$$y or not# te$eport into a space they cannot occupy) E'tras: Com&at Te$eport 7 The character may te$eport ref$e!ive$y once per %ot in Te$eport %uring his turn) 6n a%%ition# as a %o%ge# he may contest one attac( "ith a Te$eport activation ro$$# negating the attac(er5s successes "ith his o"n) 6f he ro$$s more successes than the attac(er# he te$eports to his inten%e% %estination after the attac( is reso$ve%) Long Te$eport 7 The character may te$eport t"ice as far for the same cost) Mass Te$eport 7 The character may te$eport up to one a%%itiona$ character for every %ot in Te$eport an% Po"er Leve$ he possesses) ea(%esses: 8$ash Step 7 The character actua$$y %oes pass through the intervening space# an% cannot te$eport through any sort of cover# even if he can see through it)
TEMP:RAL MAN6PULAT6:N Class: Beta
:nce the $in( has &een create%# it remains in p$ace unti$ either the character severs it or the target tries to push them out again on su&se'uent turns# prompting another ro$$)
T"pe: Tech or Mystic
6gnore the Te$epathy Merit in the core ru$es "ith More Than Human)
D#$e Pool: 2its K +Science0 K Tempora$ Manipu$ation
Te$epathy has an associate% Power Tree)
Ra%ge: +Po"er Leve$ K Tempora$ Manipu$ation0 ! - yar%s
TELEP:RT
Area: N=A
Class: Beta T"pe: Mystic# Tech or Bio Cost: .K erve D#$e Pool: 2its K +6nvestigation0 K Te$eport A$t#o%: 6nstant Ra%ge: Se$f Area: N=A
Cost: , erve
A$t#o%: Ref$e!ive
Durat#o%: :ne roun% E&&e$t: The character can s$o" or spee%s the passage of time aroun% the target# a$tering their a&i$ity to act an% to respon% to the "or$% aroun% them) Each success on the activation ro$$ re%uces or improves the targetGs 6nitiative an% 3efense &y ,# to a minimum of . each* a character re%uce% to . 6nitiative may not act in com&at at a$$ this turn# as he is simp$y una&$e to (eep up "ith the spee% of events happening aroun% him)
Any character "ith %ots in Tempora$ Manipu$ation possesses an e!treme$y accurate interna$ c$oc(* she a$"ays (no"s e!act$y "hat time it is# an% is a&$e to menta$$y time events E&&e$t: The character is a&$e to trave$ instant$y from one point "ith the accuracy of a stop"atch) to another# "ithout passing through the intervening space) 6f the character te$eports - yar%s a"ay or $ess into a $ocation Tempora$ Manipu$ation has an associate% Power Tree) they can see# t here is no activation ro$$) To te$eport up to ,. yar%s or into a $ocation they cannot see re'uires at $east one success on an activation ro$$) Each a%%itiona$ ,. yar%s Durat#o%: 6nstant
TETHER
ECT:R MAN6PULAT6:N
Class: A$pha
Class: amma
Cost: None
T"pe: Tech# Bio# or Mystic
D#$e Pool: 3e!terity K +Ath$etics0 K Tether
Cost: , erve
A$t#o%: 6nstant
D#$e Pool: 2its K +Science0 K ector Manipu$ation
Ra%ge: +Po"er Leve$ K Tether0 ! - yar%s
A$t#o%: Ref$e!ive
Durat#o%: 6nstant or :ne scene
Ra%ge: +Po"er Leve$ K ector Manipu$ation0 ! - yar%s
E&&e$t: The character is a&$e to e!ten% a chain or "e& that pu$$s things) :n a successfu$ activation# the character anchors himse$f to an o&Fect) 6f the target is fi!e% an% capa&$e of supporting his "eight# the character either pu$$s himse$f to it# or may s"ing up to ,. yar%s per success) 6f the target is $oose# the character pu$$s it to himse$f instea%) The character can pu$$ a $oose o&Fect of a Sie up to his o"n Sie or his %ots in Tether K his successes ro$$e%# "hichever is $o"er) 2hen attempting to pu$$ another character "ith this po"er# the target5s 3efense app$ies to the activation ro$$)
Area: N=A
The character can use this po"er to c$ing to a "a$$ or cei$ing# &ut cannot move free$y across such a surface un$ess he has the 2a$$cra"$er merit)
E'tras:
The character can choose to remain attache% to the target unti$ en% of scene# unti$ his grip is &ro(en &y force# or unti$ he en%s the effect ref$e!ive$y) 2hen attache%# the character an% target cannot move apart) Attempting to &rea( the character5s grip is an instant Strength ro$$ conteste% ref$e!ive$y &y the character5s Strength K Tether) 6f the target &rea(s free# it can move up to its Spee% in the same action)
Durat#o%: 6nstant E&&e$t: The character is a&$e to a$ter the %irection of proFecti$es) 2henever a range% attac( passes "ithin +Po"er Leve$ K ector Manipu$ation0 yar%s of the character# he may re%irect the attac( at a target of his choice# using the activation ro$$ as an attac( ro$$) Using this po"er counts as a %o%ge action)
Re%irect Anything 7 6n a%%ition to the norma$ effect# "henever an opponent "ithin +Po"er Leve$ K ector Manipu$ation0 yar%s of the character ma(es a me$ee attac( or moves too 'uic($y# the character may use this po"er to move that opponent up to ? yar%s per success on the activation ro$$) That opponent5s turn en%s imme%iate$y)
EN:M Class: Beta T"pe: Bio
AR6ABLE ARRAI
Cost: aries
Class: amma
D#$e Pool: 6nte$$igence K +Me%icine0 K enom
T"pe: Tech# Bio or Mystic
A$t#o%: 6nstant
Cost: , erve
Ra%ge: Se$f
D#$e Pool: N=A
Area: N=A
A$t#o%: 6nstant
Durat#o%: :ne scene
Ra%ge: Se$f
E&&e$t: The character is a&$e to synthesie %ea%$y poisons from his &o%y) 2hen this po"er is activate%# the character creates one %ose of poison per success an% spen%s , erve per success) 6f the character has insufficient erve or chooses to create fe"er %oses# the remaining successes are "aste%) The poison has to!icity e'ua$ to the character5s %ots in enom an% one metho% of %e$ivery of the character5s choice) The character is immune to any poison he creates)
Area: N=A Durat#o%: Permanent E&&e$t: The character has the option to tra%e one po"er of the same Type for another) The p$ayer chooses t"o Beta po"ers or three A$pha po"ers) The character has those po"ers "ith the same num&er of %ots as aria&$e Array# &ut on$y one of them can have any effect at any given time) The character can s"itch &et"een these po"ers at the cost of , erve once per turn) E'tras: None* the nature of this po"er for&i%s changes to its c$ass)
:nce per turn as a ref$e!ive action# he character may app$y one %ose of any poison he creates to his o"n han%s or an o&Fect he can touch# &ut not forcefu$$y poison another character) E'tras: None
EDTRAS E!tras are optiona$ a&i$ities that can &e use% to enhance a superpo"er# giving it $onger range# m ore punch# a re%uce% erve cost etc) Each E!tra a%%e% to a superpo"er increases that po"er5s C$ass &y one* A$pha to Beta# Beta to amma# amma to :mega) The fo$$o"ing are generic E!tras that can &e app$ie% to a num&er of %ifferent superpo"ers) This $ist is not e!haustive* p$ayers an% Storyte$$ers are encourage% to come up "ith their o"n e!tras to supp$ement this $ist) The Storyte$$er is the fina$ ar&iter of "hether or not a given E!tra may &e com&ine% "ith a given po"er)
8:RCE8UL The character5s po"ers can force opponents to move) :n a successfu$ attac( invo$ving the po"er +even in%irect$y# such as a Bra"$ attac( "ith C$a"s active0# the target is pushe% a num&er of yar%s e'ua$ to - K the po"er5s %ots K the attac(5s successes 7 the target5s Sie) An e!ceptiona$ success a$so ren%ers the target prone) 8or the sa(e of cinematic sty$e# the 6nvu$nera&i$ity po"er %oes not affect "hether or not a target is pushe% un$ess specifica$$y note%)
6NCREASE3 RANE
The character is a&$e to proFect the effects of his po"ers to a greater range than norma$) A po"er "ith a Range given in yar%s has its Range %ou&$e%# an% its me%ium an% Not a$$ E!tras are appropriate for a$$ po"ers) Use common $ong ranges increase accor%ing$y) A po"er "ith Ra%ge: sense) Touch gains a Range e'ua$ to the character Gs +Po"er Leve$ K superpo"er rating0 ! - yar%s) Ra%ge: Se$f &ecomes Ra%ge: AUMENTABLE Touch* as usua$# touching an un"i$$ing target usua$$y re'uires This po"er is capa&$e of amaing feats "ith a $itt$e push) Ta(ing this e!tra a$$o"s t he character to a%% %ots to the a 3e!terity K Bra"$ ro$$# an% the targetGs 3efense app$ies) At the Storyte$$erGs %iscretion# an un"i$$ing target may a$so po"er for a sing$e turn# up to the norma$ $imit K , or %ou&$ing receive a ref$e!ive Po"er Leve$ K resistance trait ro$$ to resist the po"er5s actua$ %ots# "hichever is $ess) Each temporary the superpo"er# or the appropriate resistance trait may &e %ot costs , erve) app$ie% as a pena$ty to the activation ro$$) A$ternate$y# "hen this e!t ra is a%%e%# the character can choose to &e a&$e to augment the po"er using Hea$th L6NER6N 3AMAE instea% of erve# ta(ing , &ashing %amage for , %ot# , $etha$ The character is a&$e to %ea$ even more %amage %amage for < %ots# or , aggravate% %amage for ? %ots) over time) This e!tra can on$y &e app$ie% to po"ers that %ea$ 3amage ta(en from this e!tra cannot &e re%uce%) This option %amage an% have an instant %uration) :ne turn after the is not appropriate for characters "ith access to Regeneration po"er is activate%# each character %amage% &y the po"er or other erve7free hea$ing) ta(es %amage of the same type e'ua$ to the successes from a poo$ e'ua$ to the po"er5s %ots K <)
CANN:T 46LL
This po"er# "hich must on$y %ea$ &ashing %amage# LUC4I SEEN %oes not cause &$ee% over into $etha$) 6f a &ashing %amage The character is a&$e to get spectacu$ar resu$ts "ith $eve$ "ou$% &e converte% into $etha$# it %oes not happen# an% this po"er a$most every time) The po"er5s activation ro$$ the target mere$y &ecomes unconscious for the scene if they counts @s as successes) have no po"er $eve$# or unti$ they hea$ a point of &ashing if they %o) 6f the po"er has a "ay to %ea$ $etha$ %amage# it must WU6C4ENE3 ACT6AT6:N &e remove% "ith a "ea(ness someho" to ta(e this e!tra) The character is a&$e to activate her po"ers Might come in han%y for heroes that are averse to (i$$ing) ;0 e!treme$y 'uic($y) A po"er "ith this E!tra may &e activate% as a ref$e!ive action# rather than an instant action) This E!tra 3AMAE UPRA3E may not &e given to po"ers "hose activation invo$ves an 8avore% &y vi$$ains an% mora$$y7%u&ious antiheroes# e!ten%e% action# nor to po"ers "hich cause %amage to or this E!tra a$$o"s a character5s po"ers to %ea$ horri&$e# other"ise hin%er the character5s opponents) cripp$ing "oun%s) This E!tra may on$y &e app$ie% to a po"er that %irect$y %ea$s either &ashing or $etha$ %amage) 6f the RE3UCE3 ERE C:ST po"er previous$y %ea$t &ashing %amage# it no" %ea$s $etha$* if The character is a&$e to activate her po"ers a$most it previous$y %ea$t $etha$# it no" %ea$s aggravate%) Note that effort$ess$y) A po"er "ith this E!tra has its erve cost most superpo"ers capa&$e of %ea$ing aggravate% %amage re%uce% &y one# to a minimum of ero) Ies# this ma(es many "i$$ a$so ignore a target5s armor if that armor is not specifica$$y po"ers effective$y free# &ut a $arge num&er of the ones that %esigne% to resist the po"er or e$ement) Such armor a$"ays are rea$$y usefu$ to ma(e free are amma# an% that re'uires either costs more# or provi%es $ess protection against other a "ea(ness the Storyte$$er is "i$$ing to accept for the C$ass forms of attac() %ecrease on that po"er)
EDTEN3E3 3URAT6:N The effects of the character5s po"ers persist for $onger than usua$) 6f the po"er previous$y ha% a %uration of one turn# its %uration increases to one scene* if the po"er previous$y ha% a %uration of one scene# its %uration increases to <> hours or unti$ the character ne!t s$eeps# "hichever comes first) Any po"er "ith a %uration of $onger than one scene has its %uration %ou&$e% &y this E!tra)
STUNN6N The character hits so har% "ith this po"er# it might ma(e an opponent %iy an% una&$e to fight &ac() 2henever %amage %ea$t &y an attac( invo$ving this po"er e'ua$s or e!cee%s the higher of the target5s Sie or Po"er Leve$# the target $oses its ne!t action)
Lots of other possi&i$ities e!ist) STs shou$% ma(e sure that the con%ition nee%e% is neither too stringent nor too easy to %ea$ The character is a&$e to regain hea$th from the "ith) 6f the p$ayer intentiona$$y "ants the po"er on$y to &e "oun%s she causes) 8or each point of $etha$ %amage %ea$t &y usa&$e very rare$y# they m ay# "ith t he STs permission# choose a po"er "ith this E!tra# the character hea$s one point of a very $imiting con%ition "hich is treate% as t"o 2ea(nesses) &ashing %amage or %o"ngra%es one point of higher %amage) An appropriate con%ition may invo$ve something not &eing present# or the target not &eing a certain (in% of thing)
AMP6R6C
2EA4NESSES
C:NERENT ACT6AT6:N
This "ea(ness must &e app$ie% to t"o or more Not a$$ superpo"ers function as effective$y as they cou$%* some of them re$y on %evices that a character cou$% &e po"ers) Those po"ers may on$y &e activate% together once this "ea(ness is se$ecte%) A$$ po"ers $in(e% "ith this parte% from# others "i$$ not function +or on$y function0 un%er certain con%itions# an% others simp$y have a shorter range or "ea(ness must have the same %uration) $ess (ic( than other po"ers of that type) 6f mu$tip$e po"ers $in(e% "ith this "ea(ness re'uire an instant action to activate# this "ea(ness may &e A po"er can have any num&er of "ea(nesses or $imitations attache% to it* %oing so grants %iminishing returns) &eneficia$# so choose one pena$ty "hen this "ea(ness is first app$ie%) The character either cannot move in the turn they The first c$ass $eve$ %roppe% ta(es one 2ea(ness# the are activate%# or must give up a$$ 3efense +as if ma(ing an secon% c$ass %roppe% ta(es an a%%itiona$ t"o# an% so on) A a$$7out attac(0 in the turn they are activate%) amma Po"er "ou$% ta(e ? 2ea(nesses to ma(e into an A$pha Po"er) The fo$$o"ing is a $ist of genera$ "ea(nesses that a po"er might have) This $ist is &y no means comprehensive* p$ayers an% Storyte$$ers are encourage% to ma(e up other "ea(nesses to a%% to it) The Storyte$$er is the fina$ ar&iter of "hether any given %ra"&ac( is significant enough to re%uce a po"er5s C$ass)
ACT6AT6:N C:ST
C:STS HEALTH
The po"er5s activation cost is pai% in hea$th $eve$s rather then erve) This is a%vise% on$y if the po"er has a one or t"o erve activation cost or if it has a scene $ong %uration) 6f neither is the case# then the cost is pai% in hea$th on$y the first time in a scene# after "hich the cost is pai% norma$$y) Note; The conversion from erve Cost to hea$th cost prevents the Re%uce% erve Cost e!tra from re%ucing the hea$th $eve$s ta(en +"e can5t have peop$e getting free $etha$ 8orce Bo$ts "ithout any %o"nsi%e at a$$ no"# can "eJ0 Ho"ever# if the po"er on$y costs hea$th the first time in the scene &ecause of the e!pense# then the re%uce% cost "i$$ app$y to further uses in the scene)
The po"er "ith this "ea(ness is %ormant# an% re'uires an a%%itiona$ activation cost a&ove an% &eyon% any other norma$ re'uirements to &e a&$e to use it in at a$$ %uring a scene) The cost can &e near$y anything# an% on$y nee%s to &e pai% once per scene) enera$$y cannot &e com&ine% "ith the Permanent "ea(ness# though the Storyte$$er may a$$o" it for particu$ar$y steep activation costs an% certain po"ers) The 3EB6L6TAT6N Storyte$$er is the fina$ ar&iter of "hether the cost is enough to 2hen the po"er is activate%# it causes some (in% of 'ua$ify for a C$ass %ecrease) A $o" activation cost for a po"er %rain or $oss of contro$) 2hi$e the po"er is active# the that is norma$$y permanent might count as an e!tra instea% character has three fe"er attri&ute %ots in one attri&ute) This can $o"er that attri&ute to ero for the purposes of ro$$s an% Common activation costs; erve# &ashing hea$th resistance to ro$$s) 6f this $o"ers Reso$ve or Composure +an% $eve$s# $etha$ hea$th $eve$s# aggravate% hea$th $eve$s +one is thus 2i$$po"er0# it "i$$ on$y re%uce that score &y t"o %ots) 6f a$most a$"ays sufficient for the C$ass %ecrease0# consuma&$e this $o"ers Stamina +an% thus Hea$th0# it "i$$ on$y re%uce the items +use% up "hen activating the po"er0) score &y one %ot)
C:NT6NENT ACT6AT6:N A con%ition must &e met to activate the po"er) Some e!amp$es inc$u%e; A specific o&Fect must &e in the character5s possession) E!amp$es; A trigger# "an%# po"er suit# am u$et The character must &e in a (in% of specific p$ace) E!amp$es; A ho$y site# in%oors# in "ater# in an appropriate $a&orator y# "ith the sun shining on them The character must &e in a specific emotiona$ state) E!amp$es; ca$m# raging# in $ove# afrai% Note; 6f using the MC ru$es# this 2ea(ness shou$% &e attache% to an appropriate Con%ition) A specific event must occur) E!amp$es; 3a"n or 3us(# "hen another specific po"er is activate%# "hen &etraye%# "hi$e singing)
8or a C$ass three po"er# the p$ayer can choose to ta(e 5High$y 3e&i$itating5 as t"o "ea(nesses# $o"ing the po"er to C$ass one +an e!ception to the usua$ ru$e "hich on$y a$$o"s one "ea(ness to re%uce the C$ass of a po"er one step0) This version of the "ea(ness means the character $ooses %ots from no more then t"o attri&utes) 6f this $o"ers Reso$ve or Composure +an% thus 2i$$po"er0# it "i$$ on$y re%uce that score &y four %ots) 6f this $o"ers Stamina +an% thus Hea$th0# it "i$$ on$y re%uce the score &y three %ots) 6n &oth cases the "ea(ness cannot &e app$ie% to attri&utes "hich "ou$% &e ren%ere% $ess then ero# or to po"ers "ith an instant %uration)
3ECREASE3 3AMAE
PERMANENT
The "oun%s %ea$t &y this po"er are not as grievous as they cou$% &e) This "ea(ness may on$y &e given to po"ers that %ea$ $etha$ or aggravate% %amage) 6f the po"er previous$y %ea$t aggravate% %amage# it no" %ea$s $etha$* if the po"er previous$y %ea$t $etha$ %amage# it no" %ea$s &ashing) Note; Since &ashing %amage to a character that is incapacitate% spi$$s over into $etha$# this is sti$$ "orth a C$ass %ecrease if use% on a po"er that norma$$y %oes $etha$) 6f the p$ayer tru$y "ishes to ren%er their po"er una&$e to (i$$# this can &e arrange%# &ut that counts as an e!tra# "hich "i$$ remove the C$ass %ecrease)
The character is una&$e to 1turn off1 the po"er "hen he "ishes) Perhaps he stea$s hea$th from every&o%y he ever touches# or permanent$y $oo(s $i(e a hu$(ing pi$e of roc() The character5s erve poo$ is permanent$y re%uce% &y the amount of erve re'uire% to activate this po"er) 2henever a Permanent po"er "ou$% interfere "ith the character5s actions# he ta(es a pena$ty e'ua$ to the num&er of %ots he has in the po"er# or must ma(e a ro$$ to %o something that norma$$y "ou$%n5t re'uire one) This 2ea(ness is not suita&$e for a$$ po"ers 7 the p$ayer shou$% %eci%e "ith the Storyte$$er "hether the Po"er may &e ma%e Permanent as a 2ea(ness) enera$$y a %uration of at $east one scene is re'uire% &efore a%%ing Permanent)
3ECREASE3 RANE
S6NLE TECHN6WUE
The po"er simp$y %oesn5t "or( at $ong %istances) This "ea(ness can on$y &e app$ie% to a po"er "ith a Range given in yar%s) The po"er has its range ha$ve%# an% its me%ium an% $ong ranges %ecrease accor%ing$y) Astute rea%ers "i$$ note that 3ecrease% Range is not e!act$y the inverse of 6ncrease% Range) 3: N:T C:MB6NE THEM)
3:UBLE7E3E3 The po"er5s activation can &ac(fire) This "ea(ness may on$y &e given to po"ers "ith a %ice poo$) Each , ro$$e% in the po"er5s %ice poo$ %ea$s , $etha$ %amage to the character) This %amage &ypasses a$$ forms of %amage re%uction)
The character5s po"ers are $ess versati$e than norma$) This "ea(ness may on$y &e app$ie% to po"ers that have mu$tip$e techni'ues avai$a&$e to them# such as Entropy Contro$ or Cy&er(inesis) The character has access to on$y one of the $iste% techni'ues for the po"er* he may not $earn or use any other $iste% techni'ue) This a$so may &e app$ie% to an attac( po"er that a$$o"s a choice of %amage &et"een &ashing an% $etha$; this $oc(s the po"er into one or the other) Loss of either the a&i$ity to pu$$ punches# or the a&i$ity to %o $etha$ %amage usua$$y "arrants a C$ass %ecrease)
SL:2 ACT6AT6:N
6t ta(es more than the usua$ amount of effort for the character to use her po"ers) The cost of using a po"er "ith this 2ea(ness increases &y , erve) This may app$y to po"ers "hich have no erve cost to &egin "ith)
The character5s po"er ta(es a non7neg$igea&$e amount of time to activate) This "ea(ness may on$y &e app$ie% to po"ers that can &e activate% as a ref$e!ive action) The character can activate the po"er on$y as an instant action# or possi&$y a %o%ge action if the po"er has an out7of7 turn trigger)
L:2 EL:C6TI
UNREL6ABLE
The character5s po"er manifests as a &a$$ of energy# a shoc("ave in the air# or some other physica$ representation77a physica$ representation that5s easy to see an% %oesn5t move particu$ar$y fast) 2henever the character attempts to use this po"er on a target# the target5s 3efense app$ies as a pena$ty to the character5s activation ro$$ +or app$ies t"ice if it a$rea%y app$ie%0)
The po"er occasiona$$y fai$s for no reason) 2henever the character "ants to activate the po"er# he must ro$$ Reso$ve# Stamina or Composure %epen%ing on the nature of the po"er# an% cannot gain any &onus to this ro$$) 6f he fai$s# he %oes not activate the po"er that turn# &ut pays no cost an% can ta(e a %ifferent action)
6NCREASE3 ERE C:ST
:B6:US The po"er5s activation is very %ifficu$t to miss) 6t may &e accompanie% &y &ri$$iant pyrotechnics# g$ass7shattering noise# a sma$$ earth'ua(e# or anything e$se the ST %eems appropriate) Typica$$y this effect is one that most peop$e "ou$% not nee% a ro$$ to notice if they are "ithin a city &$oc()
:NLI 2:R4S :NCE The character5s po"er nee%s time to recharge in a%%ition to its activation cost) A po"er "ith this "ea(ness may on$y &e activate% once per scene# an% is automatica$$y %eactivate% after one turn) This "ea(ness cannot &e app$ie% to permanent po"ers)
ALTERE3 MER6TS The fo$$o"ing merits from the 2o3 core&oo( are given a$ternate ru$es for inc$usion in games of MTH)
/ast Re&le'es 0 /leet o& /oot Mechanica$$y i%entica$# e!cept that the merit can go up to %ots# "ith simi$ar stac(ing &enefits) This is treate% as an Enhancement Merit)
G#a%t 1234 As there are a num&er of particu$ar$y $arge super humans# the iant Merit "or(s as fo$$o"s* Each %ot a%%s one to the character5s Sie an% for each %ot after the first# the merit %ecreases the character5s %efense &y one)
La%guage124 6n More Than Human p$ayers the Languages merit is e!pan%e%) 2ith the right rationa$ characters can $earn the $anguages of anima$s) This is technica$$y a superpo"er# &ut is consi%ere% a merit for purposes of e!p an% mechanics) P$ayers can e$ect to $earn the $anguage of anima$ groups as oppose% to species +$earning 5fe$ines5 instea% of house cats# for e!amp$e0) This is to &a$ance the uti$ity of the merit "ith human $anguages +anima$s "i$$ typica$$y have $ess (no"$e%ge an% comprehension# so an anima$ $anguage is not consi%ere% as usefu$ as a human one)0 1P$ants1 is consi%ere% mechanica$$y one $anguage for the reason# an% inc$u%es fungus +scientific c$assification &e %amne%0) Purchasing the Po$yg$ot Merit for anima$ $anguages a$$o"s the character to spea( "ith a$$ anima$s)
5u#$( 6ealer 122 or 2224 Seeing as the &enefits of this merit are han%i$y trumpe% &y various po"ers in this ru$eset# the cost is re%uce% to < %ots) 2ith the ?7%ot version# the character a%%s his effective Stamina to %ice poo$s that attempt to hea$ him)
Stu%t Dr#ver 0 Cra$( Dr#ver Both these merits are fo$%e% into the Pi$oting Sty$e; 2rec(e% Ri%e# "hich can &e foun% on the 8ighting Sty$e page)
7%see% Se%se 12224 Mechanica$$y i%entica$# e!cept superhumans can ta(e it# an% the trigger can &e any one thing the Storyte$$er a$$o"s)
eapo%r" Do.ge a%. Brawl#%g Do.ge 6n More Than Human# these merits are rep$ace% &y the merit S(i$$fu$ 3o%ge) 6t functions# essentia$$y# as &oth merits# an% &oth functions can &e use% in the same turn) 8urthermore# if the character possesses S(i$$fu$ 3o%ge they may use it "ith "eapons that %o not use the 2eaponry s(i$$) 2hen %oing so the character su&stitutes "hichever s(i$$ is appropriate to the s(i$$) They must have at $east one %ot in this s(i$$) Thus characters may use thro"n "eapons to %o%ge "ith ath$etics# or gunshots "ith 8irearms) The merit costs one %ot)
ENHANCEMENT MER6TS Enhancement merits p$ay upon the i%ea of the 5pea( human5# as oppose% to the super human) None of their effects are technica$$y supernatura$# though they may a$$o" the character to perform feats that push the p$ausi&i$ity of "hat a human &eing is capa&$e of) Enhancement merits are typica$$y use% to &oost a narro" focus of %eve$opment# thus they have high prere'uisites)
8S(#ll Spe$#alt"9 Assert#o% 12 or 224 PRERE57ISITES: 8or the one7%ot version* App$ica&$e S(i$$ +///K0# App$ica&$e Specia$ty# O Po"er Leve$ +///K0# 8or the t"o7%ot version* App$ica&$e S(i$$ +/////K0# App$ica&$e Specia$ty# O Leve$ +/////K0 E&&e$t: The p$ayer may &uy this merit for each s(i$$ specia$ty separate$y) 2ith the one %ot version of this merit the p$ayer may a%% four %ice to a ro$$ "ith the app$ica&$e specia$ty "hen spen%ing a point of 2 i$$po"er or erve instea% of three) 2ith the secon% %ot in this merit that &onus moves to five %ots)
8S(#ll Spe$#alt"9 !aster" 12 to 224 PRERE57ISITES: 8or the one7%ot version* App$ica&$e S(i$$ +///K0# App$ica&$e Specia$ty# O Po"er Leve$ +///K0# for the t"o7 %ot version* App$ica&$e S(i$$ +/////K0# App$ica&$e Specia$ty# O Po"er Leve$ +//////K0 E&&e$t: This merit gives the character the 97again ru$e "ith the se$ecte% specia$ty at the one %ot $eve$# an% the 7again ru$e at the t"o %ot $eve$) 6n &oth cases these effects %o not stac( "ith other effects that give an !7again &enefit)
Per&e$t#o% o& 8S(#ll9 12 to 222224 PRERE57ISITES: App$ica&$e S(i$$ +%ots e'ua$ or greater then merit $eve$0# O Po"er Leve$ +t"ice or greater then merit %ots0 E&&e$t: This merit costs a "i$$po"er or erve point to activate# an% $asts a scene) 2hi$e active# a$$ ro$$s ma%e for that specific a&i$ity a%% one %ie to them for each %ot in Perfection of +S(i$$0)
Per&e$t#o% o& 8Attr#ute9 12 to 222224 PRERE57ISITES: App$ica&$e Attri&ute +%ots t"ice or greater then merit $eve$0 K O Po"er Leve$ +%ots t"ice or greater then merit $eve$0 E&&e$t: This merit costs a "i$$po"er or erve point to activate# an% $asts a scene) 2hi$e active# a$$ ro$$s ma%e for that specific attri&ute a%% one %ie to them for each %ot in Perfection of XAttri&uteY) The &onuses for Perfection of XAttri&uteY stac( "ith those of Perfection of XS(i$$Y)
EWU6PMENT MER6TS Ne" e'uipment "hich is uni'ue to the character or re'uires it5s o"n part of the system is appropriate to create a merit for) 5eneric5 superhero stuff isn5t) 8or e'uipment# chec(
the Super E'uipment section)
Demol#t#o%s 1224
A#rsh#p 1spe$#al4
PRERE57ISITES: Effective Strength# or 6nte$$igence ?K
PRERE57ISITES: Base# an% com&ine% Resources ,.K or Un$imite% Resources) Characters "ho share a Base poo$ their Resources to achieve this minimum)
E&&e$t: Through force of persona$ity or natura$ ta$ent# your character seems particu$ar$y inc$ine% to"ar% property %amage) 2hen the character "ou$% ro$$ to see if they %amage an% o&Fect# su&tract Po "er Leve$ from the o&Fect5s 3ura&i$ity)
E&&e$t: Choose one; the character5s entire Base is mo&i$e in %efiance of a$$ physics# or the character5s Base has an E%ha%$e. Item 12 to 222224 a%%itiona$ %etacha&$e room) 6n either case# the Airship f$ies as PRERE57ISITES: aries) The ST "i$$ most $i(e$y veto fast as a typica$ passenger p$ane# ma(ing trave$ easier &ut certain forms of e'uipment# an% "i$$ "ant a &ac(groun% story most$y Fust $oo(ing coo$) for most) P$ayers shou$% avoi% simp$istic enhance% item 6f the Base an% Airship are one an% the same# this merit costs rationa$s# $i(e 56t5s Fust a rea$$y goo% gun5) Signature gear as many %ots as the Base to "hich it app$ies) Such an Airship shou$% have a ta$e to te$$) Base% on the rationa$ provi%e% the cannot &e upgra%e% $ater un$ess &oth merits are upgra%e% at ST may re'uire a certain amount of a given merit +such as resources or status0) the same time) 6f the Base an% Airship are separate entities# treat this merit as another Base "ith one7'uarter the surface area) Such an Airship cannot have more %ots than the Base that services it) 6f for some reason the prere'uisites are no $onger met# the Airship is groun%e%) Note that an airship as this merit %escri&es it is a &ase of operations "ith the nee%e% amenities for $iving) 6f the character+s0 simp$y "ant a f$ying vehic$e "ith ga%getry# they shou$% $oo( to the Tric(e%7:ut Ri%e Merit) 6f the p$ayer characters are e!pecte% to regu$ar$y trave$ &eyon% the reach of a simp$e airship# through time# or even to para$$e$ universes# the Storyte$$er may a$$o" the Airship to ta(e them there at no e!tra cost# &ut if they %on5t nee% such a thing# they can5t possi&$y &uy it)
Ampl#&"#%g O;e$t 124 PRERE57ISITES: Superhuman
E&&e$t: Magica$$y or techno$ogica$$y improve% o&Fects are not uncommon in the "or$% of MTH) Any o&Fect can &e enhance% to increase there e'uipment &onus &y one per %ot# or improve their %ura&i$ity &y t"o per %ot) Li(e"ise# pena$ties to a norma$ item can &e remove% on a t"o7per %ot ratio as "e$$)
E=u#pme%t Theme 122 to 22224 PRERE57ISITES: An e'ua$ $eve$ of Resources or t he a%getry 8oresight merit) Characters may poo$ their Resources to achieve this minimum if they share a theme) E&&e$t: The character has a su&stantiate% theme running through their gear# an% this theme either reinforces their reso$ve such that it actua$$y manifests in &etter performance# or the character Fust (no"s ho" to ma(e=choose=use 'ua$ity stuff) Most $i(e$y they have a Co%e Name an% po"ers re$ate% to the theme# an% "i$$ a$most a$"ays have their costume patterne% to"ar% their theme +armor ratings are not enhance% &y this merit# &ut other specia$ traits of a costume might &e# at ST %iscretion0)
E&&e$t: :ne of the character5s po"ers is improve% &y a specific o&Fect) 2hen ho$%ing the chosen o&Fect# the character gains a K, &onus to the chosen po"er5s activation ro$$)
Effective$y# the e'uipment has an enhance% e'uipment &onus "hen use% for its inten%e% purpose &y the character "ith this merit) This &onus is e'ua$ to the rating in this merit minus one) The e'uipment must have the characterGs Zsignature $oo(G) A signature $oo( might inc$u%e painting the e'uipment The chosen o&Fect must &e custom7ma%e or other"ise very in the co$ors of the characterGs costume an% p$acing their %ifficu$t to rep$ace) 6f the o&Fect is sto$en# it may "or( on persona$ insignia on it +&atarang# &at7shie$%# &at7un%er"ear# simi$ar po"ers) ect0# or a$most any other set of %escriptors the p$ayer can %evise +"ith ST approva$0) Theme% e'uipment must &e Base 12 to 22222< spe$#al4 E&&e$t: A Base is a safe# secure $ocation in "hich a character prepare% as such) This means themes cannot &e app$ie% to can train# p$an his actions# recuperate from inFuries# or simp$y items foun% in the fie$% un$ess they are su&stantia$$y re"or(e%) rest "hi$e he5s not saving the "or$%) Perhaps there is a cave &eneath his house in "hich he5s set up a $air# or he has 6n%ivi%ua$s may share a theme) access to a s pecia$ penthouse in a s(yscraper) o% Machine Chronic$e Ru$es Up%ate; Treat the Resources A$$ Bases are not create% e'ua$) A "arehouse might have re'uirement a&ove as an Avai$a&i$ity rating) sufficient space# &ut might not have sufficient security to %rive a"ay intru%ers) A hi%%en &asement in the character5s house might &e har% for others to &reach# &ut might offer &are$y enough space to ho$% the character5s specia$ie% e'uipment) reat time an% effort is spent in fin%ing appropriate Bases# an% their va$ue is represente% &y t"o factors; Sie an% Security) See the 1Sanctum1 Merit from Mage: The /et#sh O;e$t 124 Awakening or the 1Haven1 Merit from Vampire: The E&&e$t: :ften a re$igious icon# "eapon# heir$oom# or a$$ three# Requiem for ru$es to app$y to Bases) a fetish o&Fect is of great importance to its &earer or protector) 6f using the o% Machine Chronic$e ru$es up%ate# use the Safe P$ace merit in p$ace of Base)
So great is its importance that the character possessing this merit a%%s t"o to their effective Reso$ve "hen &earing the o&Fect or protecting it) The o&Fect may a$so &e an E!animaic
:&Fect# if the p$ayer pays for them as such)
Tr#$(e.>Out R#.e 1234
Ga.getr" /ores#ght 12 to 222224
PRERE57ISITES: E'ua$ or &etter Resources %ots# an% e'ua$ or &etter tota$ of the fo$$o"ing* Bac(ing +Mi$itary0# Contacts +B$ac( Mar(et0# A$$ies +Mi$itary0)
E&&e$t: The character uses this merit "hen they notice they Fust happene% to have or are a&$e to 'uic($y craft an o&scure item that "ou$% &e usefu$ in the given situation on their person# or# a$ternative$y# if they are in their home or some"here they fre'uent# the item is hi%%en near&y) 6t "as# %espite a$$ $i(e$ihoo%# hi%%en "e$$ enough to &e misse% in any searches an% uneffecte% &y events) Some situations may ta(e some rationa$iation)
E&&e$t: The character has procure% a specia$ie% an% high$y mo%ifie% custom vehic$e) The p$ayer se$ects any vehic$e foun% in any of t he 2o3 &oo(s +"ith ST permission0) The ST may choose to $imit this se$ection &ase% on "hat the character they can norma$$y affor% "ith their resources# an% the character5s &ac(groun%)
The activation ro$$ is a%geteer5s 8oresight K Po"er Leve$) 6f the item is reasona&$y $i(e$y to &e possesse% &y the character an% on han%# one success is a$$ that is necessary to confirm it5s presence) 6f the o&Fect is rare# e!pensive# unusua$ or if circumstances other"ise ma(e it un$i(e$y to &e on han%# the Storyte$$er can app$y a pena$ty to the ro$$)
Each %ot a$$o"s the p$ayer to a%% three %ots "orth of ga%getry to their vehic$e) Each of those %ots is e'ua$ to one %ot of resources if the p$ayer "here using a norma$ version of the item) 8or instance# accor%ing to Armory# Ca$trops cost //# an% an A%vance% Security System is ////) 6nsta$$ing them in a car "ou$% ma(e the c ar a Tric(e%7:ut Ri%e +//0)
This merit cannot pro%uce uni'ue an% specific items# such as the specific (ey nee%e% for a specific %oor) The item a$so cannot re'uire any ne" game mechanics to function# so it must &e re$ative$y simp$e# conceptua$$y) Li(e"ise the item cannot &e $arger than the $eve$ of this merit in Sie) Last$y the item cannot &e a "eapon or armor# an% thus cannot &e use% to cause %amage %irect$y)
ehic$es can &e 5neste%5 "ithin other vehic$es this "ay) 6f your car can eFect a motorcyc$e# use the motorcyc$e5s resources in the e!amp$e a&ove)
3ice &onuses grante% for Sty$ish E!ecution count as %ou&$e "hen using this po"er if the character comes up "ith a particu$ar$y creative "ay of ac'uiring the item in 'uestion) 6tems pro%uce% "ith this po"er &rea(# are consume%# or other"ise &ecome unusa&$e after Po"er Leve$ turns# at most)
6f the character a$so has the E'uipment Theme Merit# they may treat the %ots in that merit as a%%itiona$ %ots in this merit as "e$$) 6n other "or%s# every %ot in Theme a%%s the e'uiva$ent of three %ots of resources to this merit) A$$ characters contri&uting to this merit must possess the Theme Merit for this secon%ary effect to app$y# an% those effects %o not stac() The $o"est Theme rating app$ies)
Poss#le 1Cumulat#ve4 Pe%alt" Gu#.el#%es A too$ use% on$y for a specific Fo &ut "hich %efinite$y e!ists +$oc( pic(s0) 7, A too$ "hich may or may not e!ist# &ut physica$$y cou$% +Horse Attracting 2hist$e0) 7< A too$ on$y ma(es sense in the $oose physics of comic &oo(s +Bat Shar( Repe$$ent0) 7? The area=character has a$rea%y &een searche%) 7, The area=character has sustaine% significant %amage) 7, 6f %oesn5t seem $i(e there is enough room for the item) 7< The item re'uires e!otic materia$s +o$%# Argon0) 7, The item re'uires esta&$ishe% fictiona$ materia$s +4ryptonite# A%amantium0) 7< The item re'uires unesta&$ishe% fictiona$ materia$s +the sou$ of a ginger0) 7>
6nsta$$ation is assume% to &e free +an% possi&$e0) Characters can poo$ their %ots into a sing$e vehic$e if they $i(e)
6f the vehic$e is %estroye% the merit is $ost) The character+s0 may repurchase the merit# &ut 5training time5 time is sti$$ re'uire% to &ui$% the vehic$e) Even characters "ith Un$imite% Resources can5t or%er something $i(e this 5off the she$f5) 6f using the o% Machine Ru$es# rep$ace references to Resources "ith Avai$a&i$ity)
7%l#m#te. Resour$es 1222224 PRERE57ISITES: Resources -
E&&e$t: The character has access to vast "ea$th; at $east [,#...#... a month in %isposa&$e income an% mi$$ions# &i$$ions# or even tri$$ions of %o$$ars in assets) The character might &e the &eneficiary of a huge trust fun%# the heir to a I%tell#ge%t O;e$t 1234 massive here%itary fortune# the o"ner of a mu$tinationa$ E&&e$t: :ne o&Fect in the character5s possession has a min% of its o"n an% can communicate "ith peop$e/) This o&Fect can corporation# or some com&ination of these) 8or this character# it5s not a 'uestion of "hether or not she can affor% any given &e anything# even a vehic$e or &ui$%ing) 6t has a poo$ for menta$ an% socia$ actions e'ua$ to the character5s %ots in this item# it5s a 'uestion of ho" soon she can get it) merit K < K its o"n e'uipment &onus if app$ica&$e# an% can5t ro$$ physica$ actions) An inte$$igent o&Fect has fu$$ contro$ over its o"n functions# &ut "i$$ not move &y itse$f un$ess %esigne% to %o so# an% can5t attac( &y itse$f) This merit can &e part of another merit if app$ica&$e# s uch as com&ining it "ith Tric(e% :ut Ri%e# to ma(e a car that ta$(s to you) 6t (no"s one $anguage to start "ith) 6t can &e given $anguage7 re$ate% merits &y a%%ing that merit5s cost to it5s o"n) enera$$y# it isn5t necessar y to 'uantify e!act$y ho" much the character is "orth un$ess the p$ayer or Storyte$$er %esires to* in game terms# the character is a&$e to temporari$y increase their Resources merit &y spen%ing erve# on a one to one
&asis) This increase app$ies to on$y one purchase) E!act$y "hat is avai$a&$e to &e &ought is# as a$"ays# in the han%s of the ST) As a gui%e$ine# the ST may re'uire the p$ayer to have other merits to he$p Fustify "here the character foun% someone "ho cou$% se$$ the item at a$$)
carry# use each %ot in this merit &eyon% the first as if it "as an a%%itiona$ person) 2ith three %ots# for instance# STs shou$% $oo( at the character5s gear an% as( themse$ves# 5Cou$% three peop$e carry thisJ5 6f the ans"er is yes# a character "ith three $eve$s in this merit can carry it)
Purchases ma%e "ith this merit are assume% to &e temporary &y %efau$t) Either the item is rente% or must &e returne%# re'uires maintenance the character can5t manage# or is Fust fate% to en% up &eing %etonate%) Story e$ements "i$$ remove it from the character5s han%s one "ay or another) 6f the character "ishes to ho$% on to the item# the p$ayer must pay the app$ica&$e e!p costs)
This merit %oesn5t represent the physica$ means of carrying so much as a (nac( for figuring out ho" to pac( a persona$ armory) 6f the character5s gear is permanent$y sto$en# they on$y $ose the &enefit of this merit unti$ they can re7stoc() Li(e"ise# the thief on$y &enefits from the theft unti$ they empty out the cache)
Note# ho"ever# that &eing richer than o% %oes not e'uate to &eing o%* even a character "ith this $eve$ of "ea$th can &e he$% accounta&$e for her actions# an% a character "ho uses her fortune to cause trou&$e +an% even those "ho %on5t0 "i$$ a$most certain$y attract the attention of other po"erfu$ characters) 8urthermore# the Storyte$$er shou$% reserve the right to restrict the character5s use of Un$imite% Resources# or even remove the Merit a$together# if the character foo$ish$y s'uan%ers her fortune# or even if it "ou$% Fust %erai$ the narrative) Note that erve is not recovere% &et"een games# an% that this forms a $imit to ho" much this merit can &e use% in7 &et"een sessions) o% Machine Chronic$e ru$es up%ate; 6f using the ru$es up%ate# this merit is rep$ace% &y the Ascen%ent Ac'uisition merit) This merit is i%entica$ to the Un$imite% resources merit# e!cept that it &oosts the character5s effective Ac'uisition rating# an% has the fo$$o"ing PRERE57ISITES: A tota$ of @ in any com&ination of A$$ies# Bac(ing# Status# Resources# Larceny# Po$itics# Computer# or Po"er Leve$) Note that if you ac'uire an item temporari$y +you %i%n5t pay e!p for it0 an% that item is %estroye% or $ost in the course of p$ay# the ST may ru$e that you are Leverage% &y the o"ner of the item)
al(#%g Armor" 12 to 222224 PRERE57ISITES: None E&&e$t: Usua$$y a character is $imite% in "hat gear they can carry &y the common sense $imitations for physica$ space) 2ith %ots in this merit# the character has $earne% to a$ter their gear an%=or create hyper7efficient "ays of carrying it on their person# so as to circumvent these $imitations) At one %ot# no form of ammunition or fue$ the character carries ever seems to run out "ithout a specific reason) The p$ayer simp$y never nee%s to (eep trac( of ho" may &u$$ets# thro"ing (nives# pac(ets of "e&7f$ui% or etc the character has use%) The ST may ma(e e!ceptions to this for rare or particu$ar$y har% to carry o&Fects) Li(e"ise# this merit %oesn5t %o anything to stop an enemy from ta(ing action to stea$ or sa&otage the character5s supp$ies) P$ayers shou$% out$ine ho" this carrying capacity is create%# as it is vu$nera&$e to tampering) 8or instance# the character never runs out of her specia$ smo(e &om&s# un$ess someone s"ipes her uti$ity &e$t)
At t"o or more %ots the p$ayer %ivi%es the amount of space the character has use% up &y their num&er of %ots in this merit) Essentia$$y# "hen Fu%ging ho" much a character can
2hi$e there is no precise$y %efine% $imit to ho" much a character can carry in terms of gear# the ST can use the rating in this merit to he$p act as a gui%e$ine)
MENTAL MER6TS A7RA READER 1234 PRERE57ISITES: Superhuman E&&e$t: The character automatica$$y %etects the Superhuman temp$ate in any person he sees "ithin - yar%s per %ot in Aura Rea%er# an% can ro$$ 2its K Aura Rea%er ref$e!ive$y +&ut on$y on his turn an% once per turn0 to %etect a person5s Po"er Leve$ at that range)
BERSER?ER RAGE 124 E&&e$t: :nce per scene the character can enter a trance7$i(e state of frenie% aggression) 2hi$e in this state they suffer no "oun% pena$ties an% a%% ha$f their Po"er Leve$# roun%e% up# to any A$$7:ut Attac(s they ma(e +see 2or$% of 3ar(ness pg,@- for ru$es on A$$7:ut Attac(s0) They $i(e"ise a%% their Po"er Leve$ to their Stamina an% Reso$ve +the Rage is a (in% of focus0# "ith the resu$ting a%%ition of hea$th $eve$s an% "i$$po"er %ots +not points0 "hi$e in the Berser(er state) The trance $asts for one roun% per t"o %ots of Po"er Leve$# roun%e% up# an% cannot &e en%e% premature$y) 2hi$e in this state the character must attempt to attac( a $iving +or at $east animate0 target every roun%) A$ternative$y# the character can ta(e actions %irect$y re$ate% to attac(ing# such as %ra"ing a "eapon# charging to"ar% an opponent# or pushing a vat of &oi$ing oi$ to"ar% the en% of a $e%ge un%er "hich someone happens to &e stan%ing) 6f no &eing the &erser(er "ishes to harm is near&y# they must ma(e a successfu$ Composure ro$$ in or%er to vent their aggression on an inanimate o&Fect instea%) 8ai$ing this ro$$ re'uires them to attac( "hoever or "hatever happens to &e nearest) 6n or%er to enter the Rage# the character must fai$ a Composure ro$$ +some &erser(ers use min%7a$tering su&stances in or%er to intentiona$$y $evy pena$ties to this ro$$0) 2hi$e the state can on$y &e entere% into once a scene# the character can try to provo(e the fury once a turn)
!7LTI>TAS?ING 12 or 224 PRERE57ISITES: Effective 6nte$$igence >K or 2its >K E&&e$t: The character can compartmenta$ie her min% so that she can ho$% more than one %istinct train of thought in her min% simu$taneous$y) 8or one %ot# the character can ta(e comp$ete$y menta$ instant actions as ref$e!ive actions an% perform t"o e!ten%e%7action (no"$e%ge tas(s at once) 8or t"o %ots# if the character ta(es no physica$ ro$$e% action in a turn# the character can ta(e any num&er of menta$ actions ref$e!ive$y) This merit %oes not a$$o" the character to activate t"o Po"ers at the same time# since activating po"ers is not pure$y a menta$ action)
O!NIVISION 12224 PRERE57ISITES: Effective 2its -K E&&e$t: 2hether &y incre%i&$y sharp senses# a si!th sense# or a $itera$ ?. %egree fie$% of vision# the character is (een$y a"are of her surroun%ings at a$$ times) She suffers no i$$ effects from &eing surroun%e% in com&at# an% it is impossi&$e to snea( up on her un%er norma$ circumstances +though e!traor%inary circumstances# such as poor $ighting or invisi&i$ity# may a$$o" the character to &e snuc( upon as
norma$0) The character must sti$$ ro$$ to avoi% surprise in the case of am&ush or simi$ar situations* this Merit a$$o"s the character to perceive norma$$y in every %irection at once# &ut %oes not grant any specia$ form of perception or precognition)
POL@GLOT 122 or 2224 PRERE57ISITES: Effective 6nte$$igence ?K# Language ,K E&&e$t: The character mu$tip$ies the effect of her Language merit) 2ith the <7%ot version of this merit# one $anguage the character (no"s is rep$ace% "ith a $anguage group to "hich that $anguage &e$ongs) The character can effective$y converse in any of those $anguages) Rea%ing the $anguages the character %oes not have the norma$ merit for re'uires a successfu$ 6nte$$igence K Aca%emics ro$$) 2ith the >7%ot version# the character may spea( any $anguage create% &y the same species for norma$ communication) The %escriptor 5for norma$ communication5 e!c$u%es things $i(e ciphers# computer $anguages $i(e &inary# an% sign $anguages) This merit may not seem terri&$y rea$istic# &ut it %oes seem to &e "e$$7represente% in superhero stories)
PS@C6ICALL@ SEC7RED 12 or 224 PRERE57ISITES: , 3ot; +Effective 6nte$$igence K Reso$veK Composure ?K# an% Avai$a&i$ity <0 or a mi$% %ementia) < 3ots; +Effective 6nte$$igence K Reso$veK Composure K# an% Avai$a&i$ity >0 or a severe %ementia) E&&e$t: The character has either receive% training to &$oc( out psychic intrusion on their memories# or their min% is in enough of a %isarray to ma(e intru%ing on it %ifficu$t) 2ith , %ot# those accessing the characters memories a%% < to the successes necessary to %o so) 2ith the < %ot version this &ecomes a K> to t he target num&er) 6f the character concentrates on opposing the intrusion +going prone0 the effects are %ou&$e%) Characters "ho "ere traine% to %o this may $et their guar% %o"n to a$$o" in those they "ish) Characters "ho 'ua$ifie% for the merit +on$y0 through %ementia cannot)
PHIS6CAL MER6TS
RE/LECTIVE S6OT 1224 PRERE57ISITES: Lightning 3o%ge# 2eaponry 3o%ge
AGELESS 124
E&&e$t: The character has hone% her %efensive s(i$$ an% reaction time to such a %egree that she is a&$e to ref$ect proFecti$es &ac( at their attac(er) 6n or%er to use this Merit# the E&&e$t: The character %oes not age an% is therefore immune to force% aging) 2hi$e a%vance% age "ou$% conceiva&$y a$$o" character has to spen% a point of "i$$po"er or verve# &e ho$%ing an appropriate me$ee "eapon an% has to %e%icate a character to have a variety of merits an% &ui$t up po"ers# her action to %o%ging) 6f an opponent ma(es a range% attac( this is the previe" of other stats on the character sheet) against this character an% scores no successes on the attac( Note; 6f the character is immorta$ &ut is# for one reason or ro$$# the character may ma(e an imme%iate attac( ro$$ against another not immune to unnatura$ aging they %o not nee% to the opponent* the &asic %ice poo$ is the character5s 3e!terity purchase this merit) The ST may re'uire this merit +or grant it K 2eaponry# an% she counts as having the same "eapon as for free0 for games that are suppose% to ta(e p$ace over a her attac(er# as it is actua$$y this "eapon "hich is re&oun%ing $ong enough time7frame for aging to matter) at the attac(er) The ref$ective attac( ro$$ is ma%e at the &ottom of the initiative or%er) PRERE57ISITES: Superhuman
BIOL7!INESCENCE 1234
PRERE57ISITES: Superhuman Temp$ate E&&e$t: The character is a&$e to emit $ight) 2hen this po"er is active# the character can i$$uminate a ra%ius e'ua$ to her Bio$uminescence rating in yar%s* this $ight is &right enough to see &y# &ut not &right enough to &$in% anyone "ho isnGt e!ceptiona$$y sensitive to $ight) The character may proFect a &eam of $ight simi$ar to a f$ash$ight &eam or g$o" from a$$ or any part of her &o%y* this &eam has a ma!imum range of +Po"er Leve$ K Bio$uminescence0 ! - yar%s)
6f mu$tip$e attac(s are va$i% to &e re&oun%e%# the p$ayer "ith this merit uses one %ie ro$$ to app$y to a$$ of them) 6f more then one "eapon is use%# the $o"est %amage rating of any app$ica&$e "eapon is use%) 6nsu&stantia$ attac(s cannot &e re%irecte% in this manner)
STABILIT@ 122 to 222224 PRERE57ISITES: Com&ine% Effective Strength# 3e!terity# 2its O Stamina @K
Bio$uminescense is technica$$y a superpo"er# &ut is "ritten as E&&e$t: The character is a&$e to anchor herse$f to the groun%) 2hi$e stan%ing on a firm surface# she may %ivi%e any force% a merit so that the e!perience cost "ou$% &e more movement she is su&Fect to &y her %ots in Sta&i$ity an% roun% appropriate to the $imite% uti$ity of the po"er) %o"n)
LIG6TNING DODGE 1224 PRERE57ISITES: Effective 3e!terity -K an% Effective 2its -K :R the Super Spee% po"er E&&e$t: The character5s reaction time is so 'uic( that he can $itera$$y %o%ge &u$$ets# or +"hen com&ine% "ith 2eaponry 3o%ge or Bra"$ing 3o%ge0 %ef$ect them "ith a me$ee "eapon or even snatch them out of the air "ith his &are han%s) This character may app$y his 3efense to firearms attac(s) At the Storyte$$er5s %iscretion# this character5s 3efense may a$so app$y in other situations "here 3efense %oesn5t norma$$y app$y)
PER/ECT BALANCE 1224 PRERE57ISITES: Effective 3e! -K# Effective 2its ?K E&&e$t: The character5s sense of &a$ance is spectacu$ar# an% "hen con%itions +such as an Earth'ua(e# shoc("ave# or gravity &$ast0 "ou$% force others to ro$$ to (eep on their feet# this character succee%s automatica$$y) 2hen the character is force% to ro$$ to avoi% going prone# they %ou&$e their poo$) 2hen the character is force% to automatica$$y go prone +as per certain s(i$$ tric(s or po"ers0# they are a&$e to ref$e!ive$y ro$$ 3e!terity or 2its 7 "hichever is higher 7 to resist)
S7PER SENSES 1234 PRERE57ISITES: Superhuman E&&e$t: :ne or more of the character5s senses is enhance%) The p$ayer chooses "hich sense "hen the merit is purchase%) This merit can &e &ought up to four times +taste an% touch can &e &ought together as one purchase0) Ro$$s that norma$$y focus on the sense in 'uestion a%% a %ie per %ot in this merit) 6n a%%ition# sight# hearing an% sme$$ &ecome effective to greater %istances) Assume the increment of %istance the character can app$y the sense to is increase% &y one per merit %ot) 8or e!amp$e# if current visua$ con%itions a$$o" the character to see a mi$e# then a character "ith super sight +///0 can see for four mi$es) 6f a p$ayer can rationa$ie ho"# they may a%% up to ha$f their merit %ots to ro$$s for other information7gaining actions# such as using Super Scent to trac(ing attempts or noticing a su&Fect is nervous on an empathy ro$$ &y hearing their heart&eat pic( up)
S7PERVISION 124 PRERE57ISITES: Superhuman E&&e$t: Superhumans often %emonstrate enhance% vision a&i$ities) This merit gives the character one of the fo$$o"ing forms of specia$ vision# an% can &e purchase% mu$tip$e times) 3ar( ision 7 The character re'uires $itt$e to no $ight to see) Spectrum ision 7 The character can see the entire visua$ spectrum of $ight) This a$$o"s the character to see anything "hich "ou$% &ecome visi&$e un%er a &$ac( $ight +u$travio$et0#
an% recognie temperatures &y sight +infrare%0) Many forms of techno$ogy emit "ave forms the character might see as "e$$) The p$ayer is grante% some $ee"ay in creative uses for this po"er) Te$escopic ision 7 The character has %ist ance vision e'uiva$ent to someone using a mo%erate$y goo% pair of &inocu$ars +! <- magnification0) The character e$iminates most pena$ties for o&serving events at a %istance# an% can easi$y rea% te!t on a computer monitor from a %istance of up to ,.. feet) 6n a%%ition# "hen using range% "eapons# the character 6s treate% as &eing e'uippe% "ith a scope) Microscopic ision 7 The character is consi%ere% to &e e'uippe% "ith a microscope) D7Ray ision 7 The character can $oo( through su&stances "hich aren5t sufficient$y %ense) Typica$$y# this means most "a$$s an% c$othing) 3ense meta$ or stone structures &$oc( the character5s vision# such as armor or $ea%) P$ayers $oo(ing for "eaponie% vision# $i(e heat ray vision# shou$% try the po"er 8orce Stri(e# an% get the 8orce Shot Power Tree Merit +ma(ing the attac( range%0# an% simp$y have the shot emanate from the character5s eyes)
TIN@ 12 to 2224 PRERE57ISITES: Superhuman# 3"arf f$a "# not iant E&&e$t: The character is sma$$er than a person has any right to &e) Each %ot in this merit re%uces the character5s Sie +inc$u%ing Hea$th0 an% Spee% &y ,# to a minimum of ,# an% imposes a 7, pena$ty to non7area attac(s ma%e against the character) 6f the character5s Sie increases %ue to po"ers# the other effects of this merit %isappear for the %uration)
7NLIVING 12 or 224 PRERE57ISITES: Superhuman E&&e$t: The character is %ifferent$y a$ive to say the $east) At the first %ot of this merit# his nee% to eat an% %rin( is rep$ace% "ith an a$ternate form of sustenance# such as e$ectricity or a magic ritua$# "hich must &e ac'uire% regu$ar$y) 2ithout it he suffers from the norma$ pena$ties for %eprivation) Remem&er that this is a merit# an% so the a$ternate form of sustenance must &e easier to come &y then norma$ foo% an% "ater) At t"o %ots the character is immune to norma$ %iseases an% to!ins) The Un$iving state may &e a rationa$ for many other merits# po"ers# f$a"s or permanent Con%itions) These are covere% un%er their o"n ru$es)
7NSTOPPABLE 1222 or 222224 PRERE57ISITES: Effective Stamina -K or Effective Reso$ve -K E&&e$t: The character5s pain to$erance is so incre%i&$y high that he can continue to fight after ta(ing inFuries that "ou$% have %roppe% $esser creatures) A character "ho has the three7%ot version of this Merit %oes not have to ro$$ to remain conscious if a$$ his hea$th $eve$s are fi$$e% "ith &ashing %amage) Ho"ever# he "i$$ sti$$ $ose consciousness an% &egin to &$ee% to %eath if a$$ his hea$th $eve$s are fi$$e% "ith $etha$ %amage) A character "ith the five7%ot version of Unstoppa&$e %oes not $ose consciousness even "hen a$$ of his hea$th $eve$s are fi$$e% "ith $etha$ %amage# though he "i$$ &egin to &$ee% to %eath as norma$* such a character on$y stops moving "hen he %ies +6E a$$ his hea$th $eve$s are fi$$e% "ith Aggravate% %amage0)
ALLCRALER 1224 PRERE57ISITES: Superhuman E&&e$t: The character is a&$e to c$ing to sheer surfaces# such as "a$$s an% cei$ings) A character "ith this Merit c an c$ing to any horionta$ or vertica$ surface "ithout nee% for han%ho$%s an% can move a$ong such surfaces at her norma$ Spee% +inc$u%ing the a&i$ity to run a$ong "a$$s an% cei$ings0# "hether or not the surface has han%ho$%s or "ou$% norma$$y &e c$im&a&$e) At the Storyte$$er5s %iscretion# particu$ar$y s $ippery surfaces or a%verse con%itions might re'uire the character to ma(e a Strength or 3e!terity K Ath$etics ro$$ to maintain her ho$%) A character "ith the Super Spee% po"er may rep$ace one of the &u$$ete% uses of that po"er "ith a "ea(er version of this merit) 6n this case it on$y app$ies "hi$e the character is using Super Spee% an% in motion# though they may sti$$ purchase the merit separate$y an% have it function as "ritten shou$% they "ish)
S:C6AL MER6TS
ELITE T6ESPIAN 124
The heroic Co%es he$% to &y some heroes# such as Batman5s refusa$ to use a gun# are the most common$y recognie% type of Co%es# &ut any simi$ar ru$e an in%ivi%ua$ ho$%s to sincere$y can form a Co%e) A crimina$ "ho a$"ays $eaves c$ues to her crimes in the form of ri%%$es is fo$$o"ing a Co%e)
The character sti$$ nee%s to ma(e the nee%e% Larceny ro$$s# an% coor%inate "ith their a$$ies# they simp$y never nee% to ans"er the 'uestions 12here are you getting the materia$s for thatJ1 or 1Ho" are you going to finish that in timeJ1
PRERE57ISITES: Any of the fo$$o"ing; Resources >K# Effective 2its >K# A$$ies re$ate% the the theater K herse$f# an% a%hering to this promise &o$sters the characterGs E88ECT6E; A character "ith this merit $i(es to set the spirit) scene) 6f they (no" someone is coming into a scene# an% they have a $itt$e time to set up# they can prepare a ruse "ith Mechanica$$y# a Co%e regains the character a spent point of no concern for their materia$ nee%s) They "i$$ automatica$$y 2P or erve "henever that character a%heres to their Co%e &e a&$e to fin% a$$ the nee%e% ma(eup# props an% etc "ithout in a situation "here %oing other"ise "ou$% &e &eneficia$ to %ifficu$ty) that character)
Co%es can &e comp$icate% or simp$e# "ith mu$tip$e prohi&itions an% re'uirements or Fust a sing$e one) A Co%e "ith more restrictions "i$$ come into p$ay more often# yie$%ing more "i$$po"er# &ut "i$$ a$so inhi&it the character more) Since the po"er in a Co%e comes from the conviction invo$ve% "ith it# paying $ip service to a Co%e "i$$ not give any &enefit) Mechanica$$y# a Co%e is simi$ar to a ice# e!cept that the character gains 2i$$po"er from resistance# not in%u$gence# an% this &enefit can &e %erive% more than once a scene) Brea(ing a Co%e causes a %egeneration) o% Machine Chronic$e ru$es up%ate; Brea(ing a co%e is a Brea(ing Point)
Nothing physica$$y create% "ith this merit effective$y $asts)
ENLIVENING PAT6OS 122224 PRERE57ISITES: 8ame ?# may not &e ta(en at character creation E&&e$t: Some heroes# they say# can never %ie# an% some vi$$ains# they say# can5t ever &e (i$$e%) The En$ivening Pathos represents this) 6f enough hearts an% min%s are &ent upon the i%entity a given person represents# %eath itse$f may &e rescin%e%) This effect represents not so much a po"er as an unusua$ status "ithin the universa$ group7consciousness) Technica$$y# one %oes not have to &e superhuman t o possess this merit# &ut it is supernatura$ in nature)
6n or%er to possess this po"er the character5s e!p$oits themse$ves must have ma%e them famous +or infamous0) CIP6ER 12 to 222224 Li(e"ise# the fame must &e associate% "ith something E&&e$t: The character has ma%e some effort to hi%e %etai$s of prima$# something "hich spea(s very c$ose$y to the his $ife from pu&$ic scrutiny* the e!act %etai$s of this process fun%amenta$ nature of humanity or another sentient are $eft up to the p$ayer an% Storyte$$er to %eci%e# &ut popu$ation of great num&er) This is a vague 'ua$ification# &ut possi&i$ities inc$u%e tampering "ith government %ocuments# it is necessari$y so; Anything "hich gives the character a entering the 2itness Protection Program# or simp$y putting on permanent p$ace in the psyche an% cu$ture of most of a mas( an% costume &efore hea%ing off on an a%venture) humanity "i$$ 'ua$ify) Being on a rea$ity T sho" genera$$y Each %ot in this Merit imposes a 7, pena$ty on any attempts "on5t) to $earn persona$ information the character has "or(e% to 2hen the character "ou$% norma$$y %ie# or "ou$% seem to (eep hi%%en) 6t is up to the Storyte$$er to %eci%e "hether the have %ie%# they $oose this merit instea% +&ut may repurchase pena$ty from Cipher shou$% app$y in a given situation) it0) 8ate# $uc(# %estiny or "hat7have7you 5corrects5 the event) 6t 4eep in min%# the e!istence of this merit %oesn5t mean that "asn5t rea$$y the character# or the character ha% p$anne% to every character "ho "ears a mas( or uses other metho%s of fa(e their %eath a$$ a$ong# or any other contrive% scenario i%entity7protection must ta(e this merit) 6t5s simp$y that having "hich en%s up "ith the character a$ive) The storyte$$er en%s the merit i%entifies that your %efenses are at $east some"hat up the ar&iter of "hat u$timate$y happens) mechanica$$y effective# giving you the &enefit $iste% a&ove) Storyte$$ers shou$% &e very stringent a&out "hat it ta(es to P$ayers are a$"ays free to use "hatever secrecy measures 'ua$ify for this merit# an% it is not appropriate for a$$ games) they can %evise# "ith attempts to &reach those measures STs are "ithin their rights to not a$$o" it into their games an% han%$e% on a case7&y7case &asis) p$ayers shou$% not assume it is avai$a&$e "ithout consu$ting o% Machine Chronic$e ru$es up%ate note; 6f %efen%ing the "ith their Storyte$$er) character5s true# origina$# i%entity# p$ayers shou$% use the Cipher merit a&ove) 6f creating ne" or a%%itiona$ i%entities 6ORRI/IC TRANS/OR!ATION 12224 +such as for a character "ho has no norma$ human i%entity0# PRERE57ISITES: Presence ?K# 6ntimi%ation ?K use the A$ternate 6%entity merit) E&&e$t: The character5s transformation is frightening to &eho$%) This merit must &e $in(e% to a po"er that changes the character5s appearance) 2hen the character activates that po"er# he may ref$e!ive$y ma(e an 6ntimi%ation ro$$ against each enemy "ithin - yar%s) Such an action genera$$y on$y "or(s once per scene* he can5t change &ac( to norma$ an% try again)
LARGE AND IN C6ARGE 124 PRERE57ISITES: Sie K# 6ntimi%ation ?K E&&e$t: The character5s sheer mass $en%s cre%ence to their threats) 2hen attempting an 6ntimi%ation ro$$# the character gains a &onus e'ua$ to the %ifference &et"een their sie an% the sie of their target) +Since the merit re'uires a minimum sie # an% the average human is sie -# this means the character "i$$ usua$$y get at $east a K, to their ro$$0) This merit never resu$ts in a pena$ty to the 6ntimi%ation ro$$)
SIDE ?IC? 122 to 222224 E&&e$t: Iour character has a $oya$ companion in their a%ventures) Treat this as the Retainer merit# "ith the fo$$o"ing a%%ition* Iou may a%% one or more %ots to the merit5s rating# for each %ot a%%e% the Si%e 4ic( may have up to ?. e!perience points "hich can &e spent on po"ers an%=or merits from these ru$es) Si%e 4ic(s "ithout any particu$ar po"ers shou$% use the norma$ ru$es for Retainers) 4eep in min% Si%e 4ic(s %onGt have to &e human# an% can &e sentient pets# sentient machines# or "hatever e$se the ST fee$s is appropriate)
6ENC6!EN 122 to 222224 E&&e$t: Iour character has the $oya$ty of one or more e!pen%a&$e grunts) Treat this as the Retainer merit# e!cept each %ot after the secon% a%%s an a%%itiona$ average retainer instea% of the norma$ &enefit) Henchmen may &e rep$ace% at a rate of one per "ee() 4eep in min% Henchmen %onGt have to &e human# an% can &e sentient pets# sentient machines# or "hatever e$se the ST fee$s is appropriate)
TA7NT 12 to 2224 PRERE57ISITES: Manipu$ation# Persuasion# E!pression or 6ntimi%ation ?K E&&e$t: The character is a&$e to &ait enemies into focusing their attention on him for a moment) 6f he ro$$s an appropriate socia$ action +usua$$y Manipu$ation K Socia$ s(i$$ vs target5s Composure0 an% succee%s# the target ta(es a 7, pena$ty per %ot in Taunt to a$$ actions) Each turn this pena$ty re%uces &y one# unti$ it e!pires at 7.) Nothing stops the character from taunting them further) 6f the character has an effective Manipu$ation of -K# then the pena$ties for mu$tip$e taunts stac() By spen%ing , 2i$$po"er or erve# the character can taunt as a ref$e!ive action once %uring his turn) Though it shou$%n5t rea$$y nee% to &e mentione%# targets "hich cannot un%erstan% the target or are simp$y emotion$ess cannot &e effecte% &y this merit) o% Machine Ru$es Up%ate note; The 5Taunte%5 effect counts as a Ti$t)
T7RN 7NDEAD 12 or 224 PREREWU6S6TE; Status +/K as some form of c$ergy# or as some sort of agent of the %ivine or %ia&o$ic0) E&&e$t: At one %ot# this merit a$$o"s the character to ma(e a socia$ ro$$ to terrify un%ea% creatures Fust $i(e they "ere trying to intimi%ate a $iving human) The character may a%% their Po"er Leve$ to that ro$$) Successfu$$y intimi%ate% creatures
temporari$y regain their once7po"erfu$ sense of se$f7 preservation# an% "i$$ f$ee the area for at $east a scene) :n an e!ceptiona$ success they "i$$ f$ee the area for at $east a %ay an% a night) 2hi$e any character may try to intimi%ate a se$f7a"are un%ea% creature# this merit sti$$ yie$%s the &enefit of a%%ing oneGs Po"er Leve$ to the ro$$) At the t"o7%ot $eve$ &y &ran%ishing a ho$y sym&o$ or rea%ing a$ou% a scriptura$ or mystica$ passage# the character can %egra%e an% %amage un%ea% creatures through force of persona$ity) This more po"erfu$ effect costs one verve or "i$$po"er# an% ta(es at $east a turn to evo(e) Both $eve$s of the merit can &e ma%e more potent &y a%%ing a%%itiona$ turns to the evocation) 8or each turn a%%e% the p$ayer a%%s a %ie to the ro$$# "ith the character continuing the $iturgy or f$ourishing the sym&o$ %ramatica$$y for that time) Note; 6f the Chronic$e focusses on un%ea% a great %ea$# the ST may "ish to increase the cost of this merit to < or ? %ots) A$ternative$y# if the ST fee$s this (in% of merit# "ith it5s re$igious=spiritua$ overtones# %oes not fit in their chronic$e# they may %isa$$o" it entire$y)
ENERAL MER6TS Compou%. Or#g#% 122 or 22224 PRERE57ISITES: Superhuman# Po"er Leve$ ?K or -K for the four7%ot version) E&&e$t: The character has the mechanica$ &enefits an% %ra"&ac(s of t"o :rigins) E!perience cost re%ucing mechanics %o not stac(# &ut cost increasing effects %o) 2ith appropriate rationa$# the character can ac'uire a thir% :rigin &y &uying the four7%ot version)
E%v#ro%me%tal A.aptat#o%s 1234 PRERE57ISITES: Surviva$ e'ua$ to the $eve$ of the merit# or ha$f that in Mega Surviva$ or Po"er Leve$# an% a suita&$e rationa$) E&&e$t: The character is specia$$y a%apte% to survive in one environment humans cannot norma$$y survive in) Mechanica$$y# the merit removes any pena$ties provi%e% & y the environment in 'uestion) 6n a more genera$ sense# the character5s &o%y is a$tere% in "hatever "ay is nee%e% to survive) A'uatic environments provi%e gi$$s# high a$titu%e environments re'uire inner ear a%Fustments an% changes to respiration# etc) The specific num&er of %ots in this merit measures the %ifficu$ty re'uire% to survive) :ne %ot ma(es the character comforta&$e "here a human cou$% $ive "ith %ifficu$ty# such as the arctic or a %esert) 8ive a$$o"s them to "a$( aroun% on the moon)
/avore. /oe 124 PRERE57ISITES: :ne specia$ty of a matching type)
E'a%am#$ O;e$t 124 PRERE57ISITES: A re$ate% Co%e +/0# Superhuman Temp$ate E&&e$t: Sometimes an o&Fect can &ecome so integra$ to its &earer that to $ose it "ou$% &e a fate "orse than %eath) :ther times an in%ivi%ua$ may %e%icate themse$ves so strong$y to a vocation or cause that their sou$ actua$$y manifests this urge in physica$ form) Either "ay# the characterGs sou$ is tie% to an o&Fect irrevoca&$y) 6t is# in fact# part of their sou$) The character may p$ace this o&Fect "ithin their sou$# causing it to physica$$y vanish) 2ith an action# they may then %ra" this o&Fect &ac( into physica$ rea$ity) 6f they have the Wuic( 3ra" merit# this is ref$e!ive) The o&Fect is either in%estructi&$e# or can &e reforme% in the characterGs sou$# if &ro(en) 6t resists "ear an% simi$ar %egra%ation) 6t can &e no greater Sie then the character) A spirit7"arrior "ou$% $i(e$y have this o&Fect manifest as a "eapon or armor# a musician as an instrument# or a physician as a me%ica$ &ag) 6t must a$"ays &e centra$ to the characterGs i%entity# &ut nee% not &e something the character has easy access to) Storyte$$ers shou$% veto app$ications of this merit that simp$y a$$o" a character to have un$imite% access to a potent "eapon or o&Fect# &ut e!otic items are sti$$ reasona&$e provi%e% they app$y in a spiritua$ sense) 8or e!amp$e# it5s accepta&$e for a (i% from inner7city Manhattan to manifest a (atana# even if he has no (no"$e%ge of martia$ arts or Asian cu$ture# provi%e% that# %eep in his heart# he tru$y fee$s the path of the Samurai) He "i$$ not# ho"ever# manifest a suitcase nu(e) The p$ayer may choose to have it %ea$ energy# magic or menta$ %amage instea% of physica$ %amage "hen they ta(e this merit)
E&&e$t: Some superhumans are fine7tune% to fight a specific sort of enemy) 8avore% 8oe a%%s one %ie to a$$ s(i$$ poo$s "hen %ea$ing "ith enemies fitting a %escriptor such as The o&Fect may a$so &e a 8etish :&Fect an%=or an Enhance% 1un%ea%1 or 1giant1# chosen "hen this merit is first purchase%) 6tem# if the p$ayer pays for them as such) Essentia$$y# the s(i$$ specia$ty use% as prere'uisite no" covers mu$tip$e s(i$$s) As a$"ays# on$y the Storyte$$er can %eci%e "hether a 8avore% 8oe is specific enough)
Ge%eral#st 12 to 224 PRERE57ISITES: None E&&e$t: The character 'uic($y grasps the nuances of ne" situations "ith respect to app$ie% s(i$$s) Each %ot in this merit removes the one %ie of pena$ty to untraine% s(i$$ ro$$s)
Verve Reserve 1234 PRERE57ISITES: E'ua$ or &etter Po"er Leve$ E&&e$t: The character can use more po"ers &efore getting tire%) Each %ot in erve Reserve a%%s , to the character5s ma!imum erve)
V#rtuousV#le St"le 124 PRERE57ISITES: None E&&e$t: The character has a specia$ f$air an% is especia$$y goo% at capita$iing on the &enefits of the superhuman metho% of sty$ish e!ecution# "hen it matches their persona$ity) The p$ayer %ou&$es the %ice &onus that their character gains for Sty$ish E!ecution "henenver the action matches their irtue or ice +chosen "hen the merit is purchase%0) The &onus for a %o%ge is app$ie% after %ou&$ing %efense "hen the character5s irtue or ice app$ies)
STILE MER6TS /#ght#%g St"le: Aer#al Comat 12 to 222224 PRERE57ISITES: E'ua$ or &etter rating in the 8$ight Po"er Evasive Maneuver +/0; 6f the character f$ies at $east ,. yar%s on his turn# he imposes a 7, pena$ty to non7area attac(s against him unti$ his ne!t turn)
The &enefit for Naming the Prey no" inc$u%es a specia$ty in 2eaponry an% 8irearms re$ate% to the target) The character is a$so grante% a stea$th specia$ty in 12hen attempting to $eave the scene of an assassination attempt# successfu$ or not1) Capita$ie +////0; The character gains the 97again 'ua$ity on any attac( "hich app$ies t heir Naming the Prey specia$t y# provi%e% the prey a$so has a . %efense) This 97again 'ua$ity %oes not stac( "ith other !7again 'ua$ities)
Acro&atic Attac( +//0; 2hi$e f$ying# the character can use his fu$$ Strength on me$ee a$$7out an% charge attac(s# as if he ha% the ravitic roun%ing e!tra %uring those actions on$y) 6f he :ne Shot# :ne 4i$$ +/////0; The character gains the 7again has ravitic roun%ing# he gains a K, &onus to those 'ua$ity on any attac( "hich app$ies their Naming the Prey attac(s) specia$ty# provi%e% the prey a$so has a . %efense) This 7 again 'ua$ity %oes not stac( "ith other !7again 'ua$ities) The Barre$ Ro$$ +///0; 2hi$e f$ying# the character can spen% a point 97again 'ua$ity from Capita$ie ho"ever# no" %oes stac( ) of 2i$$po"er to a%% ,=< his 8$ight %ots# roun%e% up# to his 3efense instea% of the norma$ K< &onus# or to gain a /#ght#%g St"le: Grappl#%g 1e'te%s#o%4 3efense e'ua$ to ,=< his 8$ight %ots against a non7area attac( INSTANT 6OLD 1spe$#al4 that norma$$y ignores his 3efense) 3o%ge attempts in min%7 PRERE57ISITES: 8ighting Sty$e rapp$ing ?# Tota$ Effective air a%% the fu$$ 8$ight rating# after %ou&$ing 3efense) Bra"$KStrength @K 8$y&y Attac( +////0; 6f the character ta(es no other actions on his turn# he can f$y up to ,)-! his f$ight spee% in a straight $ine Such is this superhuman5s fighting pro"ess "hen it comes to an% attac( once at any point in his movement) He must f$y at su&missions an% gra&s# that "hen &eginning a grapp$e he can imme%iate$y ma(e overpo"ering maneuvers) 2hen the $east - yar%s &efore an% after attac(ing) character initiates a &ra"$ they may choose to ta(e a 7? Sonic Boom +/////0; As part of a 8$y&y Attac( "here he f$ies at pena$ty) 6f successfu$ they may imme%iate$y ma(e an $east ,. yar%s &efore an% after attac(ing# the character can overpo"ering maneuver# a$so at 7?) 3ots in Mega Strength or spen% a point of 2i$$po"er to ma(e a specia$ area attac( that Mega Bra"$ may &e use% to negate these pena$ties as %ea$s &ashing %amage an% ignores 3efense &ut not Armor) norma$) His poo$ for this attac( is 3e!terity K 8$ight# an% the ra%ius is Po"er Leve$ yar%s) He ma(es one attac( ro$$ an% app$ies it to Note; The cost of this merit is $iste% as 5specia$5# since it is effective$y the ne!t $eve$ of the rapp$ing 8ighting Sty$e Merit) each target) 3etermine it5s cost in that manor)
/#ght#%g St"le: Assass#%at#o% 12 to 222224 PRERE57ISITES: Leve$s ,7<; Effective tota$ of ,? %ots in any of the fo$$o"ing; 3e!terity# 2its# Me%icine# Stea$th# Composure# Po"er Leve$ Leve$s ?7>; Effective tota$ of ,- %ots in the a&ove traits Leve$ -; Effective tota$ of ,@ %ots in the a&ove traits Naming the Prey +/0; The character is grante% a specia$ty in stea$th re$ate% to any target they i%entifie% as a target +in or out of character0 in a previous scene) This must &e a previous scene specifica$$y so that the character is hunting the target# not Fust naming the each foe in a com&at se'uentia$$y) The character is a$so grante% a stea$th specia$ty in 12hen attempting to $eave the scene of a successfu$ assassination 6 have committe%1) Line of Sight +//0; Environmenta$ an% situationa$ pena$ties not re$ate% to a superpo"er or merit are re%uce% &y the character5s rating in this merit) The &enefit for Naming the Prey no" inc$u%es a specia$ty in Bra"$ re$ate% to the target) The character is a$so grante% a stea$th specia$ty in 12hen attempting to $eave the scene of an assassination attempt 6 have committe%# successfu$$y or not1) Si$ence +///0; After the assassin has attac(e% their target# ro$$s ma%e &y others to %etect that the attac( is happening are pena$ie% &y the %ots in this merit)
/#ght#%g St"le: Super Stre%gth 12 to 22224 PRERE57ISITES: Both Mega7Strength rate% e'ua$ to the merit or greater) 2ie$%er +/0; 6f the ST agrees that an o&Fect can &e $ifte% an% use% as a "eapon &y the character# they may re%uce a pena$ty to "ie$% it &y the character5s Po"er Leve$) 8orcefu$ 3rag +//0; 2hen the character grapp$es "ith an% overpo"ers a target of a Sie up to his effective Strength# he can force the target to move "ith him that turn) 8ists Co$$i%e +///0; 6f the character has not acte% this turn# the character can contest a non7range% Strength7&ase% attac( "ith his o"n Strength7&ase% attac() 2hoever ro$$s fe"er successes ta(es &ashing %amage e'ua$ to the %ifference) Meteor Charge +////0; 2hen charging as part of an attac(# for each ? yar%s he moves# he gains a K, &onus to Strength7 &ase% attac(s that turn)
/#ght#%g St"le: Ta%(er 12 to 222224
/#ght#%g St"le: re$(er 12 to 2224
PRERE57ISITES: Stamina ?K# Strength ?K
PRERE57ISITES: a tota$ of Effective Strength an% 3emo$itions -K
E&&e$t: 3ots in this merit are a%%e% to the character5s Strength for the purposes of meeting the minimums re'uire% to "ie$% a "eapon) Armor To Armore% Hi%e +/0; The character gains no %efense or spee% pena$ties %ue to the "earing of armor)
:ne 6nch Punch +/0; The character negates a$$ pena$ties to free movement "hen ma(ing a Bra"$ attac() 6f he$% prone = inactive# the character may stri(e as if they "eren5t# &ut must spen% a "i$$po"er or verve point to %o so)
S$am +//0; 2hen this character ma(es a &ra"$ attac(# if he Brace the 2ay +//0; A$$ies may a$"ays c$aim the &earer of this has as many successes as the target5s sie or stamina 7 merit as cover if the &earer "ishes) The amount of cover is "hichever is higher 7 they may choose to (noc( the target up %epen%ent on the physica$ arrangement of a$$ concerne%# as to one yar% per the character5s effective Strength K Po"er usua$# &ut the &onus is one higher then it "ou$% norma$$y &e Leve$) 6f they hit a sta&$e o&stac$e %uring this movement# they +so they sti$$ nee% to &e c$ose enough to &e cover in the first ta(e , &ashing %amage) The Storyte$$er %eci%es "eather the p$ace0) target stops at the o&stac$e or passes through) 6mpact Stance +///0; The fighter a%%s ,=. to the armor rating of any armor they "ear provi%e% they get their natura$ %efense app$ie% at the same time) They a$so receive their norma$ %efense against range% "eapons at me%ium range) 3efen%erGs 2i$$ +////0; 2hen the character spen%s 2P to &oost their %efense# the &onus is increase% &y one) A%amantine Stance +/////0; The character may choose to %o%ge in such a "ay as to %ou&$e their armor rating instea% of their natura$ %efense) This %o%ge %oes not actua$$y re'uire the character to move# it in fact re'uires the character not to move more than their sie7, feetQ on their fo$$o"ing turn) o% Machine Chronic$e ru$es up%ate; 6mpact stance creates a genera$ armor &onus)
P#lot#%g St"le: re$(e. R#.e 12 to 22224 PRERE57ISITES: 3rive K Po"er Leve$ e'ua$ to or &etter than the rating in this merit) Some in%ivi%ua$s# prone to the %rama of a heroic protagonist# synergies "ith their vehic$e to the point that they may sometimes manage to ho$% them an% their ri%e together &y sheer force of "i$$) 3istracte% 3river +/0; Characters may %rive a vehic$e an% ref$e!ive$y ta(e another action) Pena$ties to han%$ing the vehic$e are re%uce% &y the %river5s Po"er Leve$) Stunt Ro$$ +//0; Shou$% the character &e eFecte% from their vehic$e# they can mitigate the harm %one &y the inevita&$e $an%ing) Treat %ots in this merit as Armor for that turn if the character is thro"n from their vehic$e) 3river5s 3urance +///0; Any %amage %one to the vehic$e your character is %riving# an% "hich "asn5t %one &y an attac( or other intentiona$ effect# is %e$aye%) The cosmetic effects of the %amage are sti$$ in effect) :nce the scene en%s# a$$ %e$aye% %amage ta(es effect) Sa&otage to a vehic$e sti$$ harms it as usua$) 3amage At Bay +////0; 3amage %one intentiona$$y t o a vehic$e "hi$e in motion no" can &e %e$aye% as per 3river5s 3urance) Sa&otage to a vehic$e %oes not ta(e effect for Po"er Leve$ turns of operation) Note; This merit set rep$aces Stunt 3river an% Crac( 3river
Shoc("ave +///0; Such is the character5s strength that he can %amage near&y opponents an% o&Fects &y stri(ing the groun% they stan% upon or c$apping han%s together to sen% forth a thun%erc$ap) The character ma(es a Strength K Bra"$ attac( ro$$ an% app$ies the resu$t to every %amagea&$e target "ithin Po"er Leve$ yar%s) The character may not e!c$u%e any person or o&Fect) Characters in this effect ra%ius may app$y armor an% cover against this attac(# &ut may not app$y norma$ %efense) Characters may %o%ge on$y "ith an appropriate Sty$ish E!ecution) As this is a Bra"$ attac(# S$am app$ies)
NE2 8LA2S 8or a$$ their po"ers an% a&i$ities# superhumans often possess great foi&$es an% "ea(nesses that serve to temper their strength) The f$a"s $iste% &e$o" function in the same "ay as the f$a"s $iste% in the 2or$% of 3ar(ness core ru$e&oo(* 6E# any time the f$a" comes up %uring gamep$ay an% significant$y hin%ers the f$a"e% character# that character gains an a%%itiona$ e!perience point)
ALLERG@ The character is vio$ent$y a$$ergic to a specific su&stance or con%ition# an% &egins to physica$$y "ea(en if e!pose% to this a$$ergen) :n average# the character "ou$% ta(e on one 7, pena$ty to a$$ actions# cumu$ative$y# for each turn of e!posure# an% %oes a &ashing $eve$) This f$a" on$y provi%es e!perience if the character is hin%ere% &y it * for e!amp$e# a hero "ea(ene% from a$$ergen e!posure might &e una&$e to pursue a f$eeing vi$$ain# "ho $ater returns to a&%uct the hero5s $ove interest)
DEPOERING There is a certain con%ition or su&stance that causes the character to &egin to temporari$y $oose their po"ers) This can either &e instantaneous an% $ast a scene +for e!amp$e# they $oose there po"ers "hen they $ie0# or it can cause their a&i$ities to fa%e gra%ua$$y unti$ the issue is reso$ve% +a (ryptonian $ooses one %ot from a$$ superpo"ers pur turn unti$ there is no (ryptonite near&y0)
NE!ESIS Iour character has an arch7riva$# a natura$ enemy# a $ife$ong opponent* a Nemesis) The o(er to your Batman# the Lea%er to your Hu$(# the Le! to your Superman# the C$a" to your 3eath 3efyin5 3evi$# or the &our&on to your 6ron Man) The capa&i$ities# metho%s# goa$s# an% reno"n of your Nemesis is %etermine% co$$a&orative$y &y you an% your ST) They may &e most$y harm$ess# &ut enFoy one7upping your character) They may a$so &e a mur%erous psychopath "ith terrifying po"ers an% nigh7$imit$ess resources# he$$&ent on %estroying everything you5ve ever $ove% an% &urning every acre of $an% you5ve ever "a$(e% on) Typica$$y# the more %ea%$y an% po"erfu$ your Nemesis# the more famous you are &y e!tension %ue to &eing the num&er one o&Fect of his hatre%# an% "ith the most harro"ing of arch7enemies# you may fin% certain mutua$ foes may see( to assist you "hen it is to the %etriment of this Nemesis 7 an e!amp$e might &e Magneto he$ping the D7Men to %efeat the Sentine$s)
PASSENGER Iour character is a host to some other inte$$igence) 6t cou$% &e an a$ien sym&iote# a %emon# a sapient virus# a spirit# or anything e$se the Storyte$$er "i$$ approve) 2hat matters is the passenger is the source for at $east some of the character5s po"ers# it has some contro$ over their use or other aspects of the character5s $ife# an% it has an agen%a) The specific nature of the passenger an% "hat it "ants is something the ST an% the p$ayer shou$% come up "ith together) 2henever the character "ishes to act in a "ay contrary to the %esires of their passenger# the passenger can choose to resist# giving a pena$ty to the action) The pena$ty starts at the Po"er Lever of the character# an% increases &y one for each time the passenger resists in a session)
Shou$% resistance resu$t in a %ramatic fai$ure# the passenger "i$$ a%% a permanent point to the pena$ty they can $evy# an% ta(e contro$ of the character for an entire scene) The passenger cou$% conceiva&$y shut %o"n any po"er it is associate% "ith# thus this cou$% &e use% as a rationa$ for a "ea(ness for any associate% po"er)
7NNAT7RAL 8or one reason or another# your character %oesn5t hea$ natura$$y "ith time) They may &e a machine# un%ea%# or simp$y have a con%ition# such as $eprosy) 2eather or not the character can hea$ at a$$# an% ho" they %o if they can# must &e set up "ith the ST &efore han%) Remem&er# the more %ifficu$t to achieve# the more often it "i$$ yie$% e!p)
IN67!AN The character either has some physica$ a&norma$ity "hich ma(es them appear $ess then human# an%=or they actua$$y are something non7human +a$ien# ro&ot# ect0 &ut are c$ose enough to &oth &e a via&$e character an% use the ru$es presente% in this system) This f$a" app$ies on$y if the character5s nature is in some fashion repugnant to most of humanity# causing them to have to %ea$ "ith socia$ stigma or outright hatre%) Note that many other merits an% f$a"s can &e coup$e% "ith this one to represent the nature of the character) As "ritten# this f$a" must &e o&vious or (no"n &e an issue) 6n some settings# such as the Marve$ universe# mutants may have enough stigma associate% "ith them to have this f$a") 6n others# such as the reen Lantern Corp# it may &e near$y impossi&$e for this merit to come up)
PERS6STENT C:N36T6:NS 6f using the o% Machine Chronic$es ru$es up%ate# rep$ace the 8$a"s a&ove "ith the fo$$o"ing persistent con%itions) They have the same %escriptions as the f$a"s a&ove)
ALLERG@ This 8$a" &ecomes a ne" Persistent Con%ition) Reso$ution; The character must have their nature fun%amenta$$y change% so as to no $onger have the e!treme a$$ergy) Beat; The character fai$s a critica$ ro$$ %ue to the "oun% pena$ties of the a$$ergen)
DEPOERING This 8$a" &ecomes a ne" Persistent Con%ition) Reso$ution; The character is permanent$y cure% of her vu$nera&i$ity) Beat; The character fai$s a critica$ ro$$ %ue to the 3epo"ering# or is una&$e to ma(e the ro$$ at a$$ in a critica$ situation)
PASSENGER This 8$a" &ecomes a ne" Persistent Con%ition) 2hen your character %isagrees "ith their passenger enough for it to &ecome a pro&$em# they ta(e on a%%itiona$ Con%itions) A p$ayer an% ST shou$% "or( out ho" this manifests# &ut potentia$ Con%itions inc$u%e 3isa&$e%# 3eprive% +the Passenger can a$ter the character5s &io$ogy# possi&$y0# Mute# 8ugue# or Leverage%) 2hen some of these are permanent con%itions they are temporary "hen create% &y the Passenger) :ther"ise persistent con%itions en% "hen the Passenger is appease%) Reso$ution; Iour Passenger is permanent$y remove%) Beat; As per reso$ution of the gaine% Con%ition)
7NNAT7RAL This 8$a" &ecomes a ne" Persistent Con%ition) Reso$ution; Iour character5s nature is fun%amenta$$y change% or augmente% in a ra%ica$ enough "ay to ma(e natura$ hea$ing possi&$e for them) Beat; ain a &eat "hen you are "oun%e%# ha% time to hea$# an% are sti$$ in %anger &efore regaining hea$th)
IN67!AN 6f the character (eeps their nature secret# use the Em&arrassing Secret) 6f the secret is revea$e% or not hi%%en to &egin "ith# use Notoriety)
Power Trees Cy&er(inesis !ASSIVE ALTERATION 12 to 222224 PRERE57ISITES: Cy&er(inesis# Computers , E&&e$t: After ta(ing contro$ of a computer system "ith Cy&er(inesis the character is a&$e to manipu$ate a computer at inhuman $eve$s of spee% an% precision) Assume that the time for the tas( for any computer7re$ate% action is %ivi%e% &y the rating in this merit K,) Any pena$ties to the ro$$ for accuracy of transcri&e% %ata the character has access to or %erive% from information the character has access to are re%uce% &y the rating in this merit) Any ro$$s to concea$ forgery in %ata a$so have their pena$ties re%uce% &y the rating in this merit) This a$$o"s for the creation of fa$se %ata in numerica$ an% $anguage form on$ y# not images# soun%s an% other input7%epen%ent information) Assume this merit can create=remove=a$ter on$y as can &e %one "ith a (ey&oar%# Fust much much faster an% at range)
6nteractive rea$7time %eceptions# such as having a te$ephone conversation using someone e$se5s voice# or using someone e$se5s face "hi$e using S(ype# re'uire the secon% %ot in this merit) The ST may "ant to impose pena$ties for comp$e! %eceptions) S(ype "ith someone e$se5s face an% voice might impose a 7, pena$ty for instance) A%%ing a cro"% in the &ac(groun% might $ea% to a tota$ 7< pena$ty) A%%itiona$ pena$ties are $evie% the $onger the chara%e goes on* assume these pena$ties are cumu$ative each minute) Assume fai$ure means the %upe get5s "ise) A %ramatic fai$ure "i$$ $et the mar( (no" "ho they are rea$$y ta$(ing to# at $east)
OVERLOAD 124 PRERE57ISITES: Cy&er(inesis E&&e$t: The character is a&$e to shut %o"n mechanica$ an% e$ectronic %evices) :n a successfu$ activation ro$$ of Cy&er(inesis or if a$rea%y contro$$ing the %evice# the target is ren%ere% inopera&$e for the %uration of the scene* on an e!ceptiona$ success# the %evice &rea(s permanent$y an% "i$$ not "or( unti$ it is repaire%) 2e$$7ma%e or high$y re$ia&$e %evices may impose a pena$ty on the activation ro$$# at the Storyte$$erGs %iscretion)
S6ADO 7SER 124
INT7ITIVE PROGRA!!ER 124
PRERE57ISITES: Massive A$teration //K
PRERE57ISITES: Cy&er(inesis
E&&e$t: 2hen using Cy&er(inesis on a computerie% system# the system no $onger nee%s to &e on) This give the a%%e% &onus of not $etting on that the system is &eing manipu$ate% to any "atching parties# an% this partia$$y inc$u%es security soft"are) Any attempt to eva%e or %isa&$e security soft"are has a K? &onus) Any security soft"are not %isa&$e% or eva%e% "i$$ not raise any (in% of a$arm unti$ the system is po"ere% on)
E&&e$t: The character may +re0program soft"are in a %evice they current$y are manipu$ating using Cy&er(inesis "ithout actua$$y (no"ing the programming $anguage re'uire% +or any programming $anguage0) The Cy&er(ineticist "on5t even (no" "hat programming $anguage "as use% un$ess they care to chec() This a&i$ity carries "ith it a strange si%e &enefit* The character may communicate "ith artificia$ inte$$igences as if they ha% Te$epathy) 8or purposes of mechanics treat the character5s rating in Cy&er(inesis as a rating in Te$epathy)
DISTANT SIGNAL 124 PRERE57ISITES: Cy&er(inesis E&&e$t: This merit e!ten%s the range of Cy&er(inesis# changing the - yar% increment to ,.. yar%s)
EBRIDER 124 PRERE57ISITES: 3istant Signa$# 6ntuitive Programer
E&&e$t: The character essentia$$y has a 2ifi &rain) Any"here there is an internet signa$# she can connect to it as if she "as using an entire$y $ag7free %evice) This connection can &e Prere'uisite; Sha%o" User turne% on an% off at "i$$# an% on$ine users may notice her as E&&e$t: 2hi$e manipu$ating a %evice# the character can p$ant "ire$ess net"or( connection "hi$e it is on) She may choose comp$e! fa$se images an% rea%ings in survei$$ance e'uipment to proFect a net"or( name or a$$o" her &rain to &e or communications %evices) 6n or%er to use this techni'ue# represente% &y a meaning$ess stran% of $etters an% num&ers) the character must succee% on an activation ro$$# "ith a She may choose to a$$o" access to her min% as a hotspot for negative mo%ifier &ase% on the comp$e!ity an% re$ia&i$ity of anyone "ith a capa&$e %evice) the %evice in 'uestion; a typica$ security camera "ou$% The character5s min% cannot &e hac(e%# e!cept un%er pro&a&$y not impose any m o%ifier# "hi$e a mu$ti7spectrum survei$$ance system an% motion trac(er po"ere% &y its o"n A6 a&norma$ means# such as &y someone "ith the 6ntuitive Programmer merit) Use the ru$es for forcing te$epathic contact might impose a pena$ty of > or -) Success on this ro$$ un%er Te$epathy) a$$o"s the character to contro$ the information recor%e% or transmitte% &y the %evice) 8or e!amp$e# a security camera might &e ma%e to transmit a fa$se image# a tape recor%er cou$% recor% a conversation that never happene%# or either of these machines cou$% &e ma%e to recor% nothing &ut static) Another character e!amining such a$tere% information may attempt to see through this i$$usion* to %o so# the opposing character must ro$$ 2its K Reso$ve an% score more successes on the ro$$ than the cy&er(inetic score% on the activation ro$$)
/OOL 12 or 224
E$ementa$ Mastery 57A?E 1222 to 222224 PRERE57ISITES: E$ementa$ Mastery +Earth or Magma0# Po"er Leve$ ?K E&&e$t: The character creates a sma$$# $oca$ie% earth'ua(e) The 'ua(e $asts a turn# an% has a ra%ius of @ to +merit %ots K Po"er Leve$ K E$ementa$ Mastery0 yar%s) Everything in the ra%ius is su&Fect to the Earth'ua(e Ti$t# "ith a severity e'ua$ to the successes ro$$e%) The %amage inf$icte% is ,7? $eve$s as per the Ti$t# &ut %etermine% &y the character spen%ing , to ? verve on the effect) The ra%ius a$"ays centers on the character# an% they have no immunity to the effects)
C6ILLBA?E 12 or 2224 PRERE57ISITES: E$ementa$ Mastery "ith an e$ement associate% "ith either heat or co$%) E&&e$t: The character creates an area of heat or co$% +choose one "hen the po"er is purchase%# as per the e$ement in 'uestion0) The effect is the same mechanica$$y) The E!treme Heat or E!treme Co$% Ti$t is app$ie% to those in the ra%ius) The ra%ius is e'ua$ to up to Po"er Leve$ D E$ementa$ Mastery in yar%s) This effect $asts up to , minute +<. turns0 per success) Spen%ing a point of verve at any point in that time mu$tip$ies the remaining time &y ,.) The character must &e in the ra%ius to %o this) The ra%ius is a$"ays centere% at the point the character "as "hen they activate% the merit)
of one gra%e per turn# an% su&si%e at the same rate) 2ith the three7%ot version the ga$e erupt s an% %ies a"ay imme%iate$y) 6n either case the "in%s continue as $ong as the character concentrates on them) Activating this merit costs , verve an% it has a ra%ius of < ! +Po"er Leve$ K E$ementa$ Mastery0 yar%s) The ra%ius a$"ays centers on the character# an% they have no immunity to the effects)
ICE>SLIC? 1224 PRERE57ISITES: E$ementa$ Mastery +6ce0 or other appropriate e$ement) E&&e$t: The character covers an area in s$ic( ice# inf$icting the 6ce Ti$t on an area no $arger than < D +Po"er Leve$ K E$ementa$ Mastery0 yar%s) This can &e the "ho$e area or a se$ecte% portion of it) The ice persists unti$ it "ou$% me$t natura$$y)
GOLE! 12224 PRERE57ISITES: E$ementa$ Mastery
/LOOD 1224
6f the e$ementa$ materia$ is not in a mo&i$e shape# any go$ems PRERE57ISITES: E$ementa$ Mastery "ith an e$ement that is ma%e from it must ta(e an action to mo$% themse$ves into one) They may ta(e on "hatever cosmetic touches their natura$$y $i'ui%# E$ementa$ 6nstanciation creator "ishes in %oing so) E&&e$t: The character f$oo%s the area "ith their e$ement# Automata create% &y the Animation techni'ue are effective$y causing the 8$oo% Ti$t) Each success a$$o"s the character to min%$ess* they re'uire or%ers from the character &efore they create a , foot# spee% , f$oo% that %oes not a&ate unti$ the "i$$ %o anything# an% once they have &egun a tas(# they "i$$ character ceases to concentrate on it) Even then# the f$oo% not stop unti$ either the tas( is comp$ete% or they have &een "aters rece%e at no faster than < feet per turn) Natura$$y# if %estroye%) They $ast as $ong an other creations of E$ementa$ the area "ou$% norma$$y ho$% the $i'ui%# it sti$$ %oes) The ra%ius for the effect is < ! +Po"er Leve$ K E$ementa$ Mastery0 Mastery) yar%s) 6t costs one verve to activate) Use the profi$es from the 2or$% of 3ar(ness Anima$ Stats as the &asis for a go$em5s stats) To animate a go$em Note; 6n temperatures in the scene are such that the $i'ui% e$ement "ou$% no $onger &e $i'ui%# the effect $asts on$y a turn) appro!imating a given creature the p$ayer must ro$$ one success per point of sie) 6f they have enough successes# an% enough materia$ on han%# the character may animate DONPOOR 1224 PRERE57ISITES: E$ementa$ Mastery "ith an e$ement that is more then one go$em) natura$$y $i'ui%# E$ementa$ 6nstanciation E&&e$t: The character rains %o"n upon the area "ith their e$ement# causing the Heavy Rains Ti$t) This $asts for as $ong as the character concentrates) 8or a point of erve they can remove the nee% to concentration for ?. minutes) The ra%ius for the effect is <+Po"er Leve$ K E$ementa$ Mastery K successes ro$$e%0 yar%s)
GALE 122 or 2224
!ASSIVE ANI!ATION 12224
PRERE57ISITES: o$em# Po"er Leve$
ELE!ENT SENSE 124
PRERE57ISITES: E$ementa$ Mastery "ith an e$ement that is PRERE57ISITES: E$ementa$ Mastery natura$$y gaseous E&&e$t: The character can automatica$$y sense their e$ement an% it5s 'uantity# purity an% simi$ar %etai$s automatica$$y) E&&e$t: The character creates Heavy 2in%s# as per the Environmenta$ Ti$t) Each success on the activation ro$$ resu$ts in , gra%e higher "in%s + as per the Ti$t5s gra%es0) 2ith the t"o %ot version of this techni'ue the "in%s &ui$% up at a rate
VITAL /ORCE 124 PRERE57ISITES: E$ementa$ Mastery E&&e$t: The techni'ues of this po"er may &e use% on $iving creatures if the e$ementa$ type is appropriate +&one for earth# "ater for &$oo%0) Any resistance grante% a%%s Stamina an% Po"er Leve$ to the resistance poo$)
DESTR7CTIONREIN/ORCE!ENT 124 PRERE57ISITES: E$ementa$ Mastery E&&e$t: The character is a&$e to un%o the mo$ecu$ar &on%s ho$%ing structure% o&Fects together of their chosen e$ement# causing them to %isintegrate) Spen%ing , erve an% ro$$ing 3e! K Ath$etics K E$ementa$ Mastery# each success on the activation ro$$ %ea$s one $eve$ of aggravate% %amage to an o&Fect) The norma$ ru$es for targeting an o&Fect app$y# an% this techni'ue may not &e use% on sentient $iving creatures# even "ith the ita$ 8orce merit) Sentient un%ea% +such as vampires an% revenants0 are a$so immune to this techni'ue* the magic empo"ering them is too strong to &e overcome &y this po"er) A$ternative$y# if the e$ement is in the form of an o&Fect "ith 3ura&i$ity# the character can negate one $eve$ of %ura&i$ity or a%% to it per success)
1DIS4EN6AARD 1224 PRERE57ISITES: E$ementa$ Mastery# E$ementa$ 6mmunity E&&e$t: The character spen%s a point of verve an% ro$$s 6nte$$igence K +Science or M e%icine0 K E$ementa$ Mastery) Successes can &e put to"ar%s the fo$$o"ing a$terations on a mass of the given e$ement up to +E$ementa$ Mastery ! Po"er Leve$0 cu&ic yar%s; 6rra%iate=C$eanse; The character may spen% t"o successes to ren%er a su&stance ra%ioactive or corrosive# such that pro!imity "ith the su&stance %ea$s a $eve$ of $etha$ or &ashing %amage each turn) The character may a$so increase or %ecrease the $etha$ity of an a$rea%y haar%ous su&stance at the rate of one $eve$ of $etha$ or &ashing %amage per success) To!icity; The character may increase or %ecrease the To!icity of a su&st ance at a rate of one point of To!icity per success) •
•
ELE!ENTAL I!!7NIT@ 12 22 or 2224 PRERE57ISITES: E$ementa$ Mastery# Po"er Leve$ e'ua$ to t"ice the merit $eve$) E&&e$t: This merit protects the &earer from harm %one &y her chosen e$ement) The first %ot negates a$$ &ashing %amage# the secon% negates a$$ $etha$ an% the thir% negates a$$ aggravate%)
ELE!ENTAL INSTANCIATION 124 PRERE57ISITES: E$ementa$ Mastery ?K E&&e$t: The character is not on$y a&$e to comman% her chosen e$ement* she can a$so conFure it from thin air) A character "ith this techni'ue no $onger re'uires a significant amount of her chosen e$ement near&y in or%er to use her E$ementa$ Mastery po"er)
E!BOD@ 12224 PRERE57ISITES: E$ementa$ 6mmunity
E&&e$t: 8or < erve the character transmutes her &o%y into a humanoi%7shape% instance of her e$ement) 2hi$e in this shape the character automatica$$y passes any ro$$ invo$ving Composure "hich %oes not re$ate to the activation of a po"er) 6n a%%ition# each success on the activation ro$$ grants a K, &onus to Armor for so$i% e$ements or to 3efense for non7so$i% e$ements# as "e$$ as one temporary %ot in 3ura&i$ity for so$i% e$ements or in P$asticity for non7so$i% e$ements# up to the character5s %ots in E$ementa$ Mastery 7 ,) At the Storyte$$er5s %iscretion# this temporary po"er may &e rep$ace% &y another non7ro$$e% A$pha po"er appropriate for the character5s e$ement) 2hi$e in this shape# the character fights $i(e a force of nature) She may use her %ots in E$ementa$ Mastery in p$ace of either Strength or Bra"$ "hen ma(ing unarme% attac(s# an% these attac(s %ea$ %amage of the same type as her e$ementa$ attac(s)
SNAP INSTANCIATION 1224 PRERE57ISITES: E$ementa$ 6nstanciation# o$em E&&e$t: The character may shape their manifestation of the e$ement as a proFection of thought rather than craft# creating a shape% o&Fect or f au! &eing a$most instant$y) Rather than crafting the e$ement as an e!ten%e% action $i(e a norma$ craft ro$$# the p$ayer ma(es a norma$ po"er activation ro$$# "ith a sing$e success &eing enough to craft a target that "ou$% norma$$y nee% ? successes) The p$ayer may try for more cha$$enging snap creations# "ith a 7, pena$ty for every a%%itiona$ ,7? a%%itiona$ successes that "ou$% norma$$y &e nee%e%) 6n other "or%s# if the norma$ target num&er for the e!ten%e% ro$$ "ou$% have &een ,?# the p$ayer may attempt to create their item or go$em at a 7> pena$t y)
:neiromancy S6ARE DREA! 12 to 224 PRERE57ISITES: :neiromancy E&&e$t: The character "a$(s in the %ream of their target# provi%e% they ma(e a successfu$ activation ro$$) 2hi$e "ithin the %ream they are a"are of everything the %reamer is a"are of# inc$u%ing information that %oes not have a c$ear sensory source) This can &e high$y %isorienting# especia$$y if the %ream is an emotiona$ one) 6f the character is attempting to communicate "ith or g$ean information from the target the ST may re'uire appropriate ro$$s an% $evi pena$ties %epen%ent on the nature of the %ream) 6f the character has a reason to suspect that their target is as$eep "hi$e outsi%e the usua$ range of :neiromancy# they may attempt to enter their %reams at a 7- to the activation ro$$) A %ramatic fai$ure on that ro$$ may resu$t in the Sou$ess persistent con%ition# a &rea(ing point# or "hatever spiritua$ "eir%ness the ST fee$s is appropriate) Beyon% that there is no $imit to the range of this po"er) 6t may sometimes even contact in%ivi%ua$s outsi%e of the %imension the user is in) The ST may %eci%e that &eing in even more e!otic $oca$ities then a para$$e$ %imension &$oc( the use of this po"er or not) 2hi$e in the %ream# the character using this po"er appears as themse$ves# though cosmetic effects a$ter to match the conte!t of the %ream) The character cannot hi%e themse$ves in the %ream)
ASTRAL PROECTION 1224 PRERE57ISITES: Share 3ream E&&e$t: At a cost of , erve per scene the character may sen% their spirit through the Astra$ P$ane) 2hi$e this po"er is active# the character enters a %efense$ess# %ream$i(e state# an% her min% is proFecte% to any $ocation "ithin range) She may o&serve events in the Astra$# or pee( in on our p$ane to spy on events there) She is $imite% to passive o&servation in the $atter case# an% cannot act on anything e!cept through the use of other :neiromancy techni'ues) She may return to her &o%y at any time) :n$y characters "ith the :neiromancy or Te$epathy po"ers can see or hear her proFection# using a norma$ activation ro$$) 2hat# if anything# or import is happening on the Astra$ p$ane is up to the ST) This techni'ue has a range of +Po"er Leve$ K :neiromancy0 ! ,. mi$es)
/ABRICATE DREA! 124 PRERE57ISITES: Share 3ream E&&e$t: At the cost of , erve# "hi$e "a$(ing "ithin a %ream# the character may a$ter or create an entire$y ne" %ream# either 5c$ic(ing5 into it or s$i%ing it seam$ess$y into an e!isting one) The character ro$$s Manipu$ation K Empathy K :neiromancy a , to - pena$ty re$ate% to the emotiona$ potency of the %ream# as %etermine% &y the storyte$$er) 6f the %ream is a rep$ay of an actua$ memory# this pena$ty may &e further a%%e% to# from , to -) 8ai$ure a$$o"s the %ream to &e crafte% as usua$# &ut a$erts the target to the fact that it is artificia$) 3ramatic fai$ure can cause psycho$ogica$ harm to one or &oth parties# resu$ting in the Sha(en or Bro(en
Con%itions# a &rea(ing point# or some other re$ate% pro&$em# at the STs %iscretion) The :neiromancer cannot tota$$y hi%e their presence in the %ream# &ut may cast themse$ves as any o&Fect or creature that cou$% conceiva&$y sym&o$ie their rea$ se$f) 6f the target (no"s the character# either from the "a(ing "or$% or the %reaming one# they may ro$$ 2its K Empathy K :neiromancy to recognie the character a$tering their %ream)
/ART6ING 12 to 222224 PRERE57ISITES: :neiromancy# Po"er Leve$ e'ua$ to merit E&&e$t: 8or each %ot in this merit the range of this po"er is mu$tip$ie% &y ,.)
SLEEPAL? 12224 PRERE57ISITES: Share 3ream# 8a&ricate 3ream E&&e$t: This techni'ue is i%entica$ in effect to the 3omination po"er# e!cept it on$y affects a %reaming target "hi$e the character is "ithin their %ream# an% su&stitutes :neiromancy for 3omination in activation ro$$s)
NOCT7RNAL !IGRATION 12224 PRERE57ISITES: S$eep 2a$(# 8arthing ?K Effect) Ro$$s to use S$eep"a$( may target a$$ s$eeping in%ivi%ua$s in the range of t he po"er) Use the in%ivi%ua$ "ith the &est stats for resistance as the primary target)
8orce Stri(e T#lt#%g 12 or 224 PRERE57ISITES: 8orce Stri(e E&&e$t: The Stri(e carries "ith it the chance to app$y the B$in%e%# 3eafene%# Heat# Co$% or 3rugge% Ti$t# if an E!ceptiona$ success is ro$$e% on the attac() :ne of these is chosen at the time the merit is purchase%) Li(e a$$ Power Tree Merits# this must match "ith the rationa$ for the po"er itse$f) At t"o %ots the Ti$t is app$ie% on t hree or more successes)
/or$e Shot 12 to 222224 PRERE57ISITES: 8orce Stri(e E&&e$t: The po"er can no" &e use% as a range% "eapon "ith a range increment of <.=>.=. per %ot in this merit) Thus at ? %ots the range is .=,<.=<>.) 6t is a proFecti$e "hen use% this "ay# an% %oes not remain part of the character) Each shot costs , erve) Me$ee range% use of the po"er remains free) The poo$ is 3e!terity K +Ath$etics or 8irearms0) The p$ayer shou$% consi%er ho" the attac( manifests for purposes of %escription or circumvention +$aser &eams from the eyes# a force "ave thro"n from a punch# a sonic &$ast from the mouth# a mystic $ife7&o$t from the heart cha(ra# etc0)
/or$e Blast 12 to 222224 PRERE57ISITES: 8orce Stri(e E&&e$t: The po"er can no" &e use% as an in%iscriminate &$ast ra%ius effect) At a cost of , erve the attac( effects everything in a range of +8orce B$ast K Po"er Leve$0 ! < yar%s) The attac( has armor app$ie% &ut ignores 3efense) 6t cannot &e aime%)
Armor P#er$#%g 12 to 222224 PRERE57ISITES: 8orce Stri(e E&&e$t: The Armor Piercing 'ua$ity is app$ie% to t he character5s attac(s "hen using 8orce Stri(e) The rating in the Merit is e'ua$ to the Armor Piercing rating)
Rap#. /#re 12 to 2224 PRERE57ISITES: 8orce Shot E&&e$t: The character can use the ru$es for autofire "hen attac(ing "ith this po"er) :ne %ot a$$o"s for Short Bursts# t"o %ots a$$o"s Me%ium Bursts# an% three %ots a$$o"s for Long Bursts) Short Bursts ta(e an a%%itiona$ point of verve# an% Me%ium Bursts ta(e an a%%itiona$ t"o# an% Long Bursts ta(e three) These options can on$y &e use% "ith the range% effect of the Po"er)
6om#%g Bolt 124 PRERE57ISITES: 8orce Shot E&&e$t: The proFecti$e ignores cover an% shie$%s)
ravity Contro$ GRAVITIC GRASP 124 PRERE57ISITES: ravity Contro$
Ro$$ an activation ro$$) The successes from this ro$$ are treate% as a %o%ge ro$$ for a$$ incoming proFecti$e attac(s# an% any attac( "hich is re%uce% to . successes may re&oun% Fust $i(e in Return To Sen%er) Each attac( after the first negates one success from the activation ro$$)
E&&e$t: The effect is as per the &asic use of the po"er# e!cept The three %ot version %oes not $oose a success per attac() that is may &e app$ie% se$ective$y to a sing$e target "ithin +Po"er Leve$ K ravity Contro$0 ! - yar%s# an% the ro$$ is GRAVIT@ ELL 12224 pena$ie% &y the target5s 3efense +&ut not armor0) Prere'uisite; ravity Contro$# Po"er Leve$ ?
GRAVITIC TET6ERS 1224 PRERE57ISITES: ravitic rasp# Po"er Leve$ ?K E&&e$t: This merit mo%ifies the origina$ po"er) The character can opt to app$y the fie$% se$ective$y to anything in the ra%ius)
REVERSE GRAVIT@ 124 PRERE57ISITES: ravity Contro$ E&&e$t: The character manipu$ates an o&Fect or other character5s gravitationa$ fie$% to ma(e it fa$$ up"ar%) Each success on the activation ro$$ moves the target ? yar%s straight up# at "hich point the character may either $et the target fa$$ &ac( %o"n an% ta(e %amage norma$$y# or spen% , a%%itiona$ erve to (eep it "eight$ess at the ape! for one turn) Use of this techni'ue on a "i$$ing target as a means of $ocomotion is not recommen%e%) This effect on a $iving target is an attac(# an% the target may app$y their %efense# though not armor) 6t is an instant action costing one erve to use on any one target "ithin +Po"er Leve$ K ravity Contro$0 ! - yar%s)
S?@ /ALL 1224 PRERE57ISITES: Reverse ravity# Po"er Leve$ ?K E&&e$t: The character may no" app$y Reverse ravity as an area effect# "ith a ra%ius e'ua$ to the &ase po"er) Each in%ivi%a$ in the fie$% app$ies they %efense separate$y to see if they are caught in the effect)
RET7RN TO SENDER 124 PRERE57ISITES: ravity Contro$ E&&e$t: The character sen%s a proFecti$e &ac( to it5s point of origin) The character must &e e$igi&$e to %o%ge at the time they use this effect# an% it ta(es their action for the turn# Fust $i(e a %o%ge) They %o not have to &e physica$$y capa&$e of a %o%ge at the time# &ut must &e a"are of the proFecti$e) The p$ayer ro$$s a norma$ activation ro$$# "ith each success negating one of the successes of the attac(er) 6f there are any successes remaining# the o&Fect has &een f$ung &ac( at the attac(er# "ho must %efen% against it as if it "here an attac( "ith that many successes) The character may use this effect to %efen% themse$ves or someone e$se)
REP7LSER /IELD 122 or 2224 PRERE57ISITES: ravity Contro$# Return To Sen%er E&&e$t: This merit &ui$%s upon Return to sen%er) The character p$aces a fie$% aroun% themse$ves or a target of their choice as a %o%ge +they nee% not &e physica$$y capa&$e of a %o%ge0) The fie$% $asts the rest of the roun% an% costs a verve to activate)
E&&e$t: The &asic use of the po"er may no" &e ma%e as an e!ten%e% action "ith a target num&er of up to four times the character5s Po"er Leve$)
Super Spee% ADROIT CO!BATANT 1224 PRERE57ISITES: Super Spee%# 2ine%7Up E&&e$t: 2hi$e Super Spee% is active the character gains K, 3efense an% 6nitiative per %ot) Note; Characters can activate Super Spee% at any point in a turn# inc$u%ing %uring someone e$seGs turn +"hich can &e usefu$ for %efense0 an% &efore ro$$ing initiative +un$ess they are surprise%0)
ALACRIT@ 1224 PRERE57ISITES: Super Spee%# Ce$erity
The p$ayer %ec$ares this action on their Super Spee% initiative# &ut reso$ves it on their pena$ie% initiative) This %oes mean that some characters may see the "ine%7up attac( coming an% choose to a$ter their actions &ase% on this information) 6f the character can f$y# they can app$y this merit to a mi%7air attac( "ith the same mechanics)
/LIC?ER>/LAS6 1224 PRERE57ISITES: Super Spee%
E&&e$t: :n the turn they activate Super Spee%# the character 6n a%%ition# the character may tra%e one of their ro$$e% actions is a&$e to ta(e a num&er of a%%itiona$ ro$$e% actions e'ua$ to "hi$e using Super Spee% to ma(e a stea$th ro$$) The Stea$th their %ots in Super Spee%) Each action a%%e% this "ay costs ro$$ is app$ie% to a$$ action the spee%ster ta(es in that same one erve) A$$ of these actions reso$ve on one %ie ro$$# using turn# ro$$e% or unro$$e%) the $o"est app$ica&$e poo$ "ith the highest app$ica&$e pena$ty other than# an% then su&tracting one %ie for each ro$$e% action) Actions invo$ving mu$tip$e %ice ro$$s such as uns$inger attac(s cannot &e a%%e% this "ay) Note; Ro$$e% an% unro$$e% actions can &e mi!e%# so a character "ith three %ots of Super Spee% cou$% move across a "arehouse f$oor# punch out t"o goons# pic( up a hostage an% run out the %oor in one turn +< ro$$e%# one unro$$e%0) 6f the character ha% a Strength K Bra"$ poo$ of @# "ith one goon having a %efense of < an% the other of ?# the spee%ster "ou$% ro$$ < %ice for the attac(s +@ < ro$$e% actions# minus the highest %efense ?0) P$ease rea% the re$evant part of the %iscussion section &efore e%iting this merit)
CELERIT@ 124 PRERE57ISITES: Super Spee% E&&e$t: The character may ta(e a%%itiona$ unro$$e% actions each turn# up to as much as t"ice their %ots in Super Spee%) Each t"o unro$$e% actions a%%e% this "ay cost one erve) Ho"ever# the character cannot move further than t"ice their mu$tip$ie% Spee% in one turn this "ay +other"ise their potentia$ movement "ou$% increase 'ua%ratica$$y0) This merit specifica$$y a$$o"s on$y actions that "ou$% norma$$y &e unro$$e% "hen preforme% at norma$ spee%)
INED>7P 124 PRERE57ISITES: Super Spee% E&&e$t: The character can ma(e a specia$ %ash attac( provi%e% they can get up to fu$$ spee% &efore %oing so# s$amming their target "ith their &o%y# or stri(ing them "ith a $im& or "eapon) To get up to this spee%# the c haracter must move at $east - yar%s# even if they %o so in a circ$e# then ma(e a sing$e me$ee attac( as an instant action) The p$ayer ta(es a pena$ty to their initiative of up to the character5s Super Spee% %ots) Each point of pena$ty trans$ates to a K, to the %amage mo%ifier for the attac() This effect can &e use% on$y "ith an activation of Super Spee% an% the pena$ty to 6nitiative is app$ie% after the &onus to initiative Super Spee% grants)
their thoughts on a su&Fect# typica$$y &ecause they suspect someone "ants to (no" the truth an% the su&Fect %oesn5t "ish them too) 5Private5 refers to anything of a persona$ !E!OR@ ALTERATION 12224 nature the su&Fect "ou$%n5t spea( a$ou% in most company) Prere'uisite; Te$epathy# Min% Pro&e 5ita$$y Private5 refers to potentia$$y %amaging information) E&&e$t: This po"er a$$o"s the character to a$ter the memories 52here the &om& is hi%%en5 is typica$$y uar%e% information) of another) 6n or%er to use this techni'ue# the character must A secret i%entity is typica$$y ita$$y Private) 6f the character (no"s someone is going through their min% $oo(ing for their first fin% an% $earn the information she "ishes to change secret i%entity# it &ecomes uar%e% O ita$$y Private) The using the Min% Pro&e techni'ue* once this is %one# the attri&ute va$ues a&ove ref$ect current va$ues# so p$ayers may character may ma(e an activation ro$$ to a$ter the memory) 6f try to pro%uce circumstances that "i$$ $o"er the effective the character "ins the activation ro$$ "ith an or%inary va$ues &efore attempting to enter a su&Fect5s min%) The success# she is a&$e to a$ter any sing$e memory or piece of character using the Min% Pro&e techni'ue may ma(e a information in the target5s min%* ho"ever# any re$ate% ma!imum num&er of ro$$s e'ua$ to the character5s Reso$ve# thoughts or memories +such as mnemonic %evices for remem&ering pass"or%s0 "i$$ &e $eft intact# "hich may en% up an% each ro$$ ta(es one turn) A character targete% &y Min% confusing the target or a$erting him to the memory a$teration) Pro&e may ma(e a ref$e!ive +2its K Composure 7 activating character5s Te$epathy rating0 ro$$ to &ecome a"are of the 6f the character "ins "ith an e!ceptiona$ success# not on$y is psychic intrusion# an% if successfu$# may contest each ro$$ the chosen memory or piece of information a$tere%# &ut any "ith a ref$e!ive Reso$ve K Te$epathy K Po"er Leve$) Each ro$$ re$ate% memories "i$$ a$so shift an% a$ter to accommo%ate the costs one verve# though an E!ceptiona$ Success a$$o"s the change% information# ren%ering the target una&$e to %etect ne!t ro$$ to &e for free) The techni'ue has a range of +Po"er the memory a$teration "ithout outsi%e he$p) The memory Leve$0 yar%s) changes cause% &y use of this techni'ue are permanent# a$though the target may eventua$$y rea$ie that his memories T6O7G6T DETECTION 124 are incorrect through interaction "ith other characters) Prere'uisite; Te$epathy
Te$epathy
The target ta(es on the A$tere% Memories Con%ition) Activating this techni'ue costs , verve# an% has a range of +Po"er Leve$0 yar%s) An a$ternative use for this po"er is to remove the a$tere% memories# restoring the origina$s an% reso$ving the Con%ition)
!IND 6AE 124
E&&e$t: The character is a&$e to e!pan% her a"areness an% %etect near&y menta$ activit y) A sing$e success on the activation ro$$ ma(es the character a"are of every entity "ith at $east the inte$$igence of an insect "ithin +Po"er Leve$ K Te$epathy0 ! - yar%s of her) The character may e!ten% the range on the effect &y a%%ing another ,. yar%s for each 7< pena$ty they app$y to the ro$$)
Prere'uisite; Te$epathy
A %ramatic fai$ure on the ro$$ app$ies t he 3istracte% Con%ition)
E&&e$t: The character is a&$e to f$oo% the target5s min% "ith psychic noise# preventing action) :n a successfu$ activation of this po"er the character app$ies the Confuse% or 3istracte% Con%ition to their target) :n an e!ceptiona$ success &oth may &e app$ie%) :n a %ramatic fai$ure# the target5s p$ayer app$ies one of these con%itions to the te$epath)
The character is a"are of &oth the $ocation an% the nature of each %etecte% inte$$igence* for e!amp$e# she "ou$% &e a&$e to recognie that the primitive min%s in the f$oor&oar%s &e$ong to coc(roaches an% that the more a%vance%# fami$iar inte$$igences on the other si%e of the "a$$ are humans) 2hen face% "ith an unfami$iar inte$$igence# such as an A)6) or an e!tra7%imensiona$ &eing# the character "i$$ $earn the 'ua$ities of the inte$$igence +1high$y a%vance% an% e!treme$y $ogica$#1 or 1simi$ar in strength to a human &ut comp$ete$y unfami$iar10 &ut "i$$ not recognie the manner of entity to "hich they &e$ong)
!IND PROBE 122224 PRERE57ISITES: Te$epathy E&&e$t: The character is a&$e to rea% the $ong7term memories of her target) 6n or%er to use this merit# the character must ma(e an e!ten%e% activation ro$$ an% score a num&er of successes &ase% on the chart &e$o")
Target Typical Though!
Successes Needed Ta"g#$! R#!ol%# &2
P"i%a# )ially P"i%a# R#p"#!!#*/+(,#!ic Condition T"au(aic ua"*#*
R#!ol%# & 'o(po!u"# R#!ol%# & 'o(po!u"# & 2 2 .R#!ol%# & 'o(po!u"# Modifier &1 o &5 &Ta"g#$! Su#"ug#
P!ychically S#cu"#* &2 &4 o" &8 5uar%e%5# a&ove# refers to an in%ivi%ua$ intentiona$$y hi%ing
:nce the character is fami$iar "ith a su&Fect5s menta$ signature# the character is a&$e to trac( a target from a great %istance &y focusing on his menta$ activity) A sing$e success on the activation ro$$ a$$o"s the character to %etect her target if he is any"here "ithin +Po"er Leve$ K Te$epathy0 mi$es* each a%%itiona$ success on the activation ro$$ %ou&$es this range) 6f the target character is in range an% his &rain is functiona$# the activating character is imme%iate$y a"are of his e!act $ocation in re$ation to her) This effect "ou$% a$$o" an in%ivi%ua$ to recognie an impostor# provi%e% they ha% met the in%ivi%ua$ previous$y) Time an% fami$iarity may mo%ify the activation ro$$)
/ART6ING 124 PRERE57ISITES: Te$epathy E&&e$t: The range on te$epathic effects is %ou&$e%)