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Adhesion

Created by Kevin Siembieda


Characters with this power are able to attach themselves to any solid surface by their fingers and hands,
toes and feet. This means that the person can walk on walls or ceilings, can climb any surface
effortlessly, and is terrific at catching fly balls.
The only limits to this power are the character's own strength and speed. Attemping to carry a heavy
load greater than hisher !.S."# in kilograms will cause the character to fall off whatever they are
adhering too. Speed climbing and crawling along walls and ceilings is e$ual to half the running speed
%&n the case of '"traordinary or Super Sonic Speed, climbing is () their ma"imum speed*.
+estrictions, -oose rocks, crumbling plaster, ice, oil or other slippery stuff will prevent adhesion. .(#/
when the character is wearing shoes or gloves.
0(1/ to !rowl when climbing on the ceiling or wall %Can't move faster than a $uarter of climbing
speed and prowl*
0(#/ to !alming, !ick !ockets, and Concealment
0#/ to acrobatics andor gymnastics
0( to !.!.

Advanced 'nergy '"pulsion
Created by 2rett 3egr
This minor power can only be ac$uired by characters with an energy e"pulsion or ranged attack power,
whether as a minor super power or as part of a ma4or one. &f rolling for random powers and this one is
rolled, allow the player to finish rolling for all other powers and if no minor energy e"pulsion or ranged
attack powers and no ma4or super abilities with energy e"pulsion powers are rolled, then the player
must drop this power for the character and choose a different minor super ability. &t is, like always,
ultimately the 56's decision whether or not to allow this power.
Characters with this minor power have more control over their attack powers than most others. They
are able to regulate damage in (d7 increments at level one, plus they can perform the dual attack
normally avaliable at level three. &n addition, this minor power gives the capacity to twist the attack
powers in new ways. 8or lack of a better term, call them 'special effects'.
Although the special effects here can be applied to any attack power, they can only be used to enhance
one such attack power at a time %56s might ignore this, depending on what players want to combine*.
9ther attack powers can be used, but only one can utili:e a special effect at any given time. 8urther,
only one special effect can be applied to an attack power at a time though multiple effects might be
known. ;nless otherwise stated, the special effects all re$uire one melee action of concentration to
initiate usage %to bring it online, so to speak* and one melee action to attack with it. Changing the
special effect in use andor the attack power it is being used in con4unction with can be done once per
melee and re$uires one melee action.
The effects can, of course, be turned off to have a normal ranged blast.
Affects &nsubstantial, <ifferent from the phasing modification, the power gains the ability to affect
nearly all beings like astral travellers, intangible mutants, and some supernatural beings and entities
%ghosts are a good e"ample*. =ote the difference between seeing the insubstantial enemies and
attacking them. The character may need some means of visual enhancement. The attack still affects
physical beings. 6ist. form vampires and other beings with uni$ue vulnerabilities do not take damage
from this effect %unless the mutant has abilities that can normally harm vampires*.
Armor !iercing, The blasts are super. focused and able to punch through tough structures. Add a 0> to
penetration at level one, 0( more at levels four, eight, and twelve. A natural roll of (?.>1 will partially
penetrate force fields @ energy shields %does half damage to the field and half to the thing inside it* and
will even do half damage to invulnerable beingsA 'ach armor piercing blast has >#/ of the normal
attack range.
Aura 'ffect, +ather than fre an energy bolt, the character can unleash the energy as a spherical flash of
energy that hits everybody and everything around them. ;sually, some sort of residue will be left from
the burst.
+ange, Bm0(m per level of e"perience.
<amage, The normal base for the 'nergy '"pulsion attack %such as >d7 for an ;ltraviolet -aser, or Bd7
for 'lectricity*, plus the number of dice rolled turned into a damage bonus per level. So for e"ample, an
'nergy '"pulsion, 8ire Aura 'ffect would inflict >d7 plus > damage per level of e"perience. 9r an
'nergy '"plusion, 'lectricity Aura 'ffect would inflict Bd7 plus B damage per level of e"perience.
!enetration, AutomaticA The nice thing about the aura effect is it's concentration over an area, which
enables it to damage everyone and everything within the blast area.
Attacks, ;ses two actions.
Continuous, Cannot be chosen until level three or beyond. The character needs only one successful
strike per round to hit with the power, and the victim suffers damage until a successful dodge of the
attack roll is made. 3e cannot attack anything else in any way, though he can drop a current continuous
attack on one target and move to another %with a new strike roll, of course*. The main drawback to a
continuous attack is the virtually complete lack of defense. Knockdowns, e"plosions, and
unconciousness will obviously interrupt the continuous attack, as will intense pain and stun attacks.
Chen using this special effect, the character's dodge bonuses are reduced to a ma"imum of 0> and only
two dodges per melee can be made %speedsters can add an e"tra 0( and get a third dodge per melee*.
9nly normal dodges can be made . not automatic or multiple ones. !arries are not possible. To keep the
continuous attack on, it may be necessary to chase the target.
8urther, the character must use three melee actions to initiate a continuous attack . a failed strike means
he must concentrate and try again. &f the strike roll is ) or less it fails as normal. Chile continuously
attacking, the character cannot perform any other attack or utili:e special powers that re$uire
concentration . no shapechanging, no using control powers, no bending light, and no super speed
attacks. The only powers that can be utili:ed during a continuous attack are instinctive andor automatic
ones like the !ersonal 8orce 8ield, Sense Super !owers, and e"traordinary attributes.
Though there are several limitations to this effect, the benefits are impressive. 8or the strike roll add the
!.!. bonuses and the normal energy e"pulsion attack bonuses. Also add a 0( to strike for an 6.'. of (7.
>(, a 0> to strike if the 6.'. is >>.>D, or a 0B bonus for an 6.'. of >? or higher. The strike is one made
of e"perience and intense concentration. The victims can still dodge but that dodge must be a normal
dodge . automatic dodges aren't effective against this. The victim may use up any number of attacks
trying to dodge the assault, but he must tie or e"ceed the continuous attack strike roll. Apply the rules
for natural >1's as normal %a natural >1 continuous strike can be a real problemA*
Against moving targets a new strike roll must be made each consecutive melee, but the new strike roll
re$uires no melee actionsA All the character's attacks are devoted to damaging the target. Stationary
targets don't re$uire additional strike rolls. 9n consecutive melees, if the strike roll fails even once the
character must start all over. 8or the total continuous damage in a melee roll the damage of one attack
and multiply it by the number of melees spent attacking, plus one more.
An '"ample, A third level mutant with four melee attacks and a pure energy attack doing 7d7 per level
has an 6.'. of >> bonus and a 0( !.!. bonus. &f he does a continous attack, he uses his first three melee
attacks to continously strike with a total bonus of 07. That leaves him one melee action to dump some
damage on an enemy. &f the enemy fails to dodge, the attacking character will roll 7d7 and multiply the
result times two %one melee action of attacking plus one more*. 'very consecutive melee that the
character makes a successful strike roll, the damage is applied. 9n the consecutive melees, the
character does 7d7 times five damage %four melee actions plus one more*A
Counterblast, 2eyond using the attack power to strike, the character has learned to use it to interrupt
oncoming pro4ectile energy ranged attacks. The character can 'parry' one such attack per counterparry
at level one . normally, parrying such an attack has a .7 penalty but the level one character does so with
no penalty at allA At levels two, four, si", eight, ten, and twelve add a 0( to parry with a counterblast.
=o other bonuses can be added to the parry roll. The counterblast parry counts as one melee action.
The types of energy or attack power involved do not matter, to keep things simple. A counterblast can
parry any kind of ranged attack %from arrows and bullets to energy blasts and missiles*, and does half
the normal damage %useful to know with missiles* with half of the normal range. &f used to parry a
melee attack the character takes no damage from the melee attack, but the attacker takes the standard
damage %which is half the normal damage of the usual attack*.
Cutting Torch, &t isn't possible to use this effect during combat . not the focus here. &nstead, the
character can tune his attack powers to a beam 4ust a few millimeters wide . perfect for cutting. The
beam can do anywhere from a point of damage up to half of the normal damage times the number of
melee actions . per melee appliedA !enetration is double the ma"imum number of dice damage the blast
usually does.
This could also be utili:ed as a torture device by evil beings %victims are .) to save vs pain or .>1/ to
resist interrogation* but the target must be non. moving, tied up or otherwise bound.
+ange of this effect is only (1cm, plus one >cm per level of e"perience. The control is so fine after
level three that it is even possible to utili:e this for surgery and electronics work %depending on the
power*. =ote that the attack form need not be limited to fire and energy. A cold ice, sound, or vibration
attack can be used to 'crack' targets instead of cut them. +adioactive energies could break down atomic
bonds and swiftly separate the matter along the path desired.
=ote, To cut a passage through a wall or door, only a third of the S.<.C.tm %per Bm s$uare section* has
to be depleted.
<eath 2low, Cannot be selected until level si". The range of a death blow blast is drastically limited . it
is only (1m. The attack re$uires a declared death blow, a natural roll of (E.>1, and the character must
use three melee attacks to perform it. +educe the re$uired natural roll to (?.>1 at level ten. Success
means that double normal damage is done direct to hit points and failure means that only double
S.<.C.tm damage is done. =ote that !hoton -asers have a 0(#/ chance to <eathblowA
Chile preparing the death blow blast the character cannot parry, but he can dodge without the benefit
of bonuses. &t won't damage hit points through any kind of body armor, but will cause double S.<.C.tm
damage to the armor. &t is also effective against natural A.+. and will do double S.<.C.tm damage when
rolls are less than the natural A.+.
<odge 'nhancement, A uni$ue defensive use of the attack powerA &t is tuned to provide an acceleration
away from an oncoming attack. Chile in use, the power can't be used to attack with . instead, the
character uses it as a dodge booster, providing an additional 0B to dodge at level one, 0( more at levels
two, five, and nine. +educe the bonus by half on an automatic dodge. Thus, a blast of flame or pulse of
radiation can propel the character away from an oncoming attack. As an alternative use, if the character
does not have an automatic dodge he can instead use the dodge enhancement to provide an automatic
dodge with a 0> bonus %does not increase . use only for those without an automatic dodge ability*.
'"plosive 'ffect, Chen the attack hits a target it virtually e"plodes, doing full damage to the target and
half damage to everything within a )ft 0(ft per level radius. The primary victim also suffers
knockdown . the loss of their ne"t attack and no initiative. This penalty applies even if the victim is
immune to the attack form. '"plosive attacks do half damage to dense targets when failing to penetrate.
The e"plosive blasts have half the normal range.
'"tra Attack, Though the character can always use melee actions to use the attack power, this gives the
character one e"tra melee attack to use attack power. 9ne e"tra attack is possessed at level one, plus
one more at levels four, eight, and twelve. &f a #th level character has four normal hand to hand attacks,
he could do anything he wished with his four normal hand to hand attacks but the e"tra two could only
be used to fire his attack power.
=ote, These e"tra attacks cannot be used with super blasts fired by Super 'nergy '"pulsion or !ower
2last.
3ard &mpact, The victim of this blast suffers knockdown %lose initiative and the ne"t melee attack* if
they fail a maintain balance roll. After level five the character can also increase the force up to a critical
knockdown %lose initiative and the ne"t two attacks*. 9r, the #th level character can instead cause
normal knockdown by doing an area affect burst. &t is effective against (d)0> targets, does a $uarter
normal damage against each, and has >#/ of the normal range.
The impact is so severe that the character can reduce the maintain balance roll by .( at level two, .(
more at levels four, si", and nine. A!S, Stone, A!S, 6etal, 2io. Armor, robots, power armor, androids,
and other super. tough characters are all 07 to maintain balance unless otherwise stated %or in special
circumstances*. The range of the hard impact blast is not affected, but the special penali:ation effect is
limited to half the normal range %only targets within the limited range will suffer the balance penalty,
which would be one eighth of the normal range for an area. affect burst*.
3oming, Cannot be chosen until level three. The attack will arc around structures and non. targets on
its way to the intended recipient, as long as he is visible. &t will also follow targets around corners and
into buildings, so long as the target was initially visible to the character. ;sing the power for e"tra.
accurate called shots is also possible. The attack gains an e"tra 0( to strike, 0( more at levels three,
eight, and twelve. The strike roll also never fails . anything lower than an ? after bonuses is treated as
an eight. <odging a homing blast is always possible, 4ust more difficult. The homing blast range is only
>#/ of the normal range.
Cild shots still get the strike bonus %probably the only bonus there is*, but if the roll is less than eight it
is not treated as an eight %i.e. wild homing shots can still miss*.
&t is also possible to perform 'arcing' blasts that can boomerang back to hit targets. Chen hitting
something from behind a .) dodge penalty is applied, unless the target has +adar . they do it without
the penalty. Arcing blasts can also hit targets hiding behind ob4ects for cover. 3owever, low rolls are
not treated as eights and they miss outright. Arcing blasts do not benefit from !.!. bonuses, only the
attack power bonuses and the homing bonuses. Arcing shots also re$uire two melee actions to produce.
-ong +ange, The character can focus his attack power to have triple the range, but the damage is
halved and the distance attack re$uires two melee actions. -ong range combat is 71ft and beyond, and
re$uires an ? or more to strike %as opposed to the usual # or higher*.
+icochet 2last, The character can ricochet or bounce their energy blasts off ob4ects to hit targets. 8or
each ricochet, there is a .( to strike and a .(d to damage. &f a shot is ricocheted so that it hits the target
from behind, then the enemy is at .) to dodge %unless they have +adar, Si"th Sense, or other abilities
which protect them from back attacks*.
'ach ricochet does (d damage to the ob4ect from which it bounces off of. Shots can be ricocheted off
other people, but the blaster must make a strike roll at .> instead of .(. The same is true of ricocheting
the blast off any ob4ect smaller than man.si:ed. Thus, it's best to ricochet the blast off large ob4ects such
as walls, doors, desks, vehicles, lamp posts, etc.
Spheres, The character can channel his attack power into concentrated balls of energy %or sound, or
light, etc.*, which will follow the character and stay within #ft of him. These spheres can be used to
attack targets much like mentally. directed missiles. This ability cannot be selected until level three.
9ne sphere can be maintained per two points of 6.'., and one melee action is re$uired to generate two
spheres. There is no limit to the time that a sphere can be maintained, but while this is done no non.
automatic or constant use powers can be used %no gravity manipulation, no teleporation, no
shapeshifting, no control powers, etc.* The spheres have range of attack of B1m 0 Bm per level of
e"perience. 'ach sphere does half of the normal attack power damage. The only bonuses to strike that
are valid are the normal 0B to strike aimed and 0( to strike wild and a special 6.'. bonus. Add a 0( to
strike for an 6.'. of (7.>(, a 0> to strike if the 6.'. is >>.>D, or a 0B bonus for an 6.'. of >? or
higher.
The main benefit of the speheres is that they act much like missiles do. Folleys of any number can be
fired at a target. ;se the standard volley rules. The spheres do not have a blast radius . they can damage
only what they are fired at and do not affect the area around the victim. Also, ten points of damage will
disrupt the containment field and destroy the sphere before it can damage a target %a called shot of (# or
higher is necessary to target a sphere*. The spheres can, however, be used for called shots %normal
missiles cannot*.

Accelerate 3ealing
Created by 2rett 3egr
The character has the capacity to enhance the healing process in is limited to some degree in that it
cannot be used to ressurect other living creatures. This ability or restore severely wounded people and it
cannot destroy deadly diseases like cancer and A&<S. 3owever, it is useful to help others recover from
in4uries or temporarily negate symptoms of diseases. The healing benefits are administered by a touch
to the head, chest, or wounded areas. -ittle or no scarring results from the healing, but severe burns and
mutilations can still leave noticable marks. The healing causes little pain.
Special Abilities and 2onuses,
The character automatically has the 8irst Aid skill %instinctive*, or instead gains a 0(#/ bonus to 8irst
Aid, !aramedic, 3olistic 6edicine, or 6edical <octor if taken as a skill. 9nly one skill gets the big
0(#/ bonus, any other medical skills get a 0#/ bonus.
Add a 0> to the !.'. attribute and a bonus of 0(1 3it !oints.
3eals at triple the normal human rate.
Can even sense the life force in living creatures and estimate how healthy or near death they are %or if
they are in a state of undeath* and can accurately 4udge their medical condition %diseases, internal
in4uries, tumors, scar tissue, diabetes, drug addiction, wear and tear, etc.* Fisual range of about (>1ft.
The mutant can perform one of the following at the cost of one hit point %which recovers normally*,
with one melee of concentration,
=egate all pain for (# minutes per level . this will allow the recipient to fight up to >1 hit points below
:ero.
3eal >d7 S.<.C.tm
3eal (d) 3it !oints.
<estroy all traces of weak viral or bacterial infections %such as the flu, common cold, or sinus
infections*
5ive a person another chance to recover from a coma with a 0(1/ bonus.
5ive a person near death a 0>1/ bonus on their ne"t save throw.
5ive a person infected with a poison or to"in another save throw against it with a 0) bonus %half for
psionic, magic, or lethal to"ins*.
5ive a person infected with a parasitic or fungal infection another save throw against it with a 0> bonus
%half for psionic, magic, or lethal ones*.
At the cost of B hit points %recovers normally*, the character can perform one one of the following
ma4or healing powers with a minute of concentration %cannot heal at all for # minutes afterwards*,
&mmediately restore >d7 hit points and (d)"(1 S.<.C.tm
&mmediately destroy one debilitating to"in in the patient's body or give him a 07 bonus and a chance to
save if it is lethal, magical, or psionic in nature.
&mmediately bring a comatose patient up to B hit points above 1 and stabili:e their condition %stops
bleeding, binds wounds, etc.* for (# minutes per level. 6ore medical attention may be necessary.
+estore a Chakra imbalance or nullify an Atemi effect.
<estroy all traces of strong viral or bacterial infections %such as gangrene, pneumonia, etc.*
Slow the progression of a parasitic or fungal infection, essentially halting its growth for >d) hours per
level of e"perience. 3alve this for magical, psionic, or lethal ones.
After using any of the ma4or healing techni$ues the character is .> on initiative, loses one attack, and is
.( on all combat rolls for (1 minutes afterwards. 6ultiple uses won't increase the penalties, but the
duration of the penalties begins with the last usage of the power. 3e is slightly woo:y and weakened,
but still able to function normally.

Alternate 8orm
Created by 2rett 3egr
9ften found occuring in <unroamin mutants. This minor ability gives the character to transform into a
second physical shape, making him a minor shapeshifter. The secondary body is a bit stronger and
tougher, and allows the character's true identity to be well hidden. This power is not appropriate for
those whose powers are magically bestowed . it is more applicable to mutants and e"periment
characters. The second form has the following limitations,
Changing into the second form re$uires a full melee at level one. At level two the character gains the
e"pertise to change in less than that time, taking up half his melee actions. After the third level the
character can change within two melee actions.
The character's human form possesses no super abilties, not even e"traordinary attributes or senses. All
powers are usable only in the alternate form. All attribute bonuses are present only in the alternate
form.
9n the upside, the human form does not register as being out of the ordinary, save for a few %apparently
latent* mutant genes.
Any mutant traits or e"periment side effects are present only in the alternate form. The character's
human form is perfectly and completely normal.
There is no limit to the amount of time spent in the altered form. &f rendered unconcious, the character
reverts to the human shape.
The character's clothes and possessions do not change . if they are not removed they'll certainly rip if
the alternate form is large. 2ody armor will be rendered useless if the character changes from human to
altered state while wearing it, plus he'll take Bd70(1 damage %subtract from the altered state*. The 2io.
Aura power can get around this though.
The form can have any one appearance, chosen by the player. Also choose a new height and weight
%usually, but not always, larger than that of the human form*. &t could be horrifying, strangely attractive,
or 4ust different. +oll for (d) cosmetic mutations from the tables in this file to round out the form.
=othing with ma4or bonuses can be ac$uired %56's use discretion*.
The =egate Super !owers ability has full effect on all of the character's super abilities e"cept the
Alternate 8orm power.
The alternate form has the following as a base,
!.S. is considered e"traordinary.
3orrorawe factor of D, or add a 0( bonus to a higher 3.8.
The character gets a one. time bonus of 0(1 hit points. 3it points are the same, whether in the human
or in the alternate form.
The alternate form has a completely separate S.<.C.tm base of (d)"(10)1. The alternate form heals
that S.<.C.tm at double the normal rate, no matter which form the character is in.
Skill based S.<.C.tm bonuses do not apply to the alternate form, only the human one. 9n the other
hand, only the alternate form benefits from super ability S.<.C.tm bonuses.
All other attributes are the same as in the human form unless altered by super abilities.
The player can also customi:e the alternate form . choose five of the following. Attribute and S.<.C.tm
bonuses can be chosen up to two times, everthing else is limited to one selection. 56's could also
allow bonus. granting selections found in this file of new mutant traits, such as optic enhancements,
claws, natural armor, etc.
Add 0B to !.S.
Add 0B to !.'.
Add 0B to !.!.
Add 0> to !.2.
Add 0(1 to Spd.
Add 0Bd70>1 S.<.C.tm
=atural A.+. of ?, or add 0( to a higher A.+.
&ncrease the horror factor to (1 %or add 0> to a higher one*, but reduce the !.2. to (d70>. The 3.8. is
limited to (?.
0( attack per melee
Add a 0( on initiative and a 0> to strike.
Add a 0> to parry, dodge, and roll with punch, fall, or impact.
Add a 0(1/ to the !rowl skill.
Add a 0(#/ to the Climbing skill.
Add a 0>1/ to the Swimming skill.
=ightvision . (>1ft range
Thermovision . 71ft range

Alter !hysical 2ody
Created by Kevin Siembieda
This power gives the character the ability to alter hisher body in small but significant ways. The
change is instant and can be maintained indefinately.
Change fingerprints at will. To copy somebody else's fingerprints heshe needs a good, clear reference
copy or the person's hands. Copying skill is >#/0#/ per level of e"perience.
Change !.2. Attribute. 6ay increase or decrease hisher !.2. by #/ per level of e"perience.
Change appearance of age %more wrinkles or smoother skin*. increase or decrease by #/ per level of
e"perience.
Change eye color. Can =9T copy other peoples retinas.
Change 3eight. Taller or shorter by #cm per level of e"perience.
Change Teeth !ositioning. Can also lighten or dark the color of teeth.
-ighten or darken hair color by three shades.
-ighten or dark skin color by three shades.
Add, eliminate, or change one birthmark per level of e"perience %by level four the character can also
create fake tattoo's*.

Animal Speech
Created by Andrew <arling
The character may converse with animals, though the communication is e"tremely limited by the
animal's intelligence. <ogs are like three year olds, but animals such as fish can only understand words
such as G2ooG and G8ood.G There is no guarantee that an animal will be cooperative, or even friendly.
6ost won't take commands unless there is some sort of compensation.

Attraction+epulsion 2eam
Created by 2rett 3egr
+ange, >#m0Bm per level of e"perience.
<uration, Can be maintained for one minute per level of e"perience. =eeds a melee to rest after using
to ma"imum duration.
2onuses, 0B to strike aimed and 0( to strike wild. !.!. bonuses are applicable.
Attacks !er 6elee, Counts as one hand to hand attack.
'$uivalent Strength, The beam has a strength e$uivalent to the character's 6.'., 0B per additional level
of e"perience. This is the combined !.S. re$uired to break free of its hold.
The character has the ability to create a beam of force that can attract or repulse physical ob4ects. ;p to
(1kg per e$uivalent !.S. point can be attracted or repulsed. Fictims who fail a dodge will be dragged
towards %or pushed away* from the character a meter per B points of strength per action. Smoke, paper
clips, dust, debris, vaporous entities, chemical gases, etc. tend to circulate around the path of the beam.
This is a power with possibilities.
<isarming an opponent with the beam is effective . add a 0> bonus at levels two and four, 0( more at
levels seven, and ten. 3alve the bonus if the character is attempting to snatch a weapon away and into
his own hand.
At second level, it is possible to use the beam as a climbing tool %0>#/ bonus, or use that as a base
skill*. Swinging from buildings, lamposts, and trees is done with the greatest of ease.
At third level, the character can fire a repulsion blast that re$uires a victim to dodge or suffer
knockdown and take (d) damage per (1 points of the beam's !.S. The victim is also pushed back a
number of meters e$ual to the beam's !.S.
At fourth level, using it as a 4ump booster is possible %can 4ump a total number of meters e$ual to the
beam's !.S.*

2arrier 8orce 8ield
Created by 2rett 3egr
+ange, Can be pro4ected up to (1m away0(m per level.
Area, 6a"imum of (> s$uare feet at level one, plus ) s$uare feet at every even numbered e"perience
level.
<uration, ># minutes 0# minutes per level of e"perience, with an amount of rest e$ual to a third of the
duration of use between the uses %use it for fifteen minutes you have to rest for five*.
6a"imum S.<.C.tm of the 8orce 8ield, (1 times the character's unmodified 6.'. attribute plus (1 per
level of e"perience.
Attacks !er 6elee, Creating the barrier re$uires one melee action. 6oving it %for blocking* or changing
its si:e can be performed up to twice per melee. The barrier can also be centered on an ob4ect %a person,
an arm, a car even* for use as a force. shield %no actions are necessary to manipulate the shield then*.
2onus, 0> to use as a defensive action, 0( more at levels four, eight, and twelve. &f used as a traditional
shield, ignore these bonuses and use the C.!. shield bonuses instead.
The character can generate a protective energy wall, half. dome, bubble, or barrier that absorbs
damage. &t has a base S.<.C.tm e$ual to (1 times the 6.'. attribute plus (1 per level of e"perience. So,
at first level a character with a 6.'. of (1 should have a force field with ((1 S.<.C.tm The force field
regenerates ( S.<.C.tm per minute when in use, or double that when not in use.
The character must be concious to use the force field, gases can still penetrate it, and only one field can
be created %not multiple ones*. &t can be moved around at a Spd. of >>, about (#mph, which is fast
enough to use in melee combat. ;nlike a !ersonal 8orce 8ield this minor force field power lets the
mutant protect groups of people and or large areas. Sprays bursts of bullets can be blocked, as can
multiple missiles and oncoming vehicles. !layers can certainly think of other uses for the power . as a
bridge, blocking bullets near the person firing them, making an obstacle for speedster characters, use it
as a 4umping platform, bounce a ricochet shot off it, keep it centered on the arm for use as a
conventional shield, make a near invisible wall for speedsters to run into %a Challenging perception roll
of at least ()*, putting it low on the ground for tripping villains or friends, make a barrier to deal with
those really annoying speedster characters, etc. The only restrictions are that the force field cannot be
used as a raft or as a means of slowing one's descent during a fall.

2end -ight
Created by Kevin Siembieda
+ange, Self or a light beam within a range of B1m.
The ability to bend light radiation like a prism. This can produce a number of effects.
Seperate the color bands of light to produce a colored light beam or non.visible light spectrums or
radiate about D1 watts of colored light. Spectrums are violet, blue, green yellow, orange, red, as well as
ultraviolet and infrared %could be useful for blinding those who see outside of the visible spectrum*.
2lank Spot, The character can manipulate non.visible light, such as infrared and ultraviolet, to bend
around, thus making himher virtually 'invisible'. 3owever, it is not flawless, and a perception roll of (?
or higher will unveil the character.
!arry -asers and light beams by bending the light around him. The superbeing can parry and deflect
narrow light beams, including flashlights and lasers beams. +oll 4ust like a normal auto parry with a 0B.
<eflect light beams. The character can try to deflect light beams back from where they originate or at a
specific target within range of the beam. This is done as a simultaneous parrystrike %consumes an
action, parry is at half bonuses with no bonuses to strike*.
Can see into the infrared and ultraviolet spectrum. B1m per level of e"perience.

2io.Aura
Created by 2rett 3egr
The character's aura is able to e"tend the effect of the character's super abilities to certain ob4ects
carried and clothes worn. 3is super powers e"tend through his aura. Thus, a person who can transform
into electricity or water affects their clothes too. A shapeshifter can alter their form while wearing full
environmental armor. A person with growth or shrinking abilities needs not find a set of clothes to suit
them . their clothes and armor are affected 4ust as if they were part of the character's body.
Chen dealing with armor and super powers, use the higher A.+. of the two. As for the S.<.C.tm, count
the armor's S.<.C.tm as a bonus and subtract damage from that first. +emember, the character's armor
takes on the same traits as the character himself %if the character is impervious to fire and heat, so is the
armor*.
'lectronic and mechanical devices do not change with the character, but they aren't damaged either.
This includes firearms, energy weapons, binoculars, flashlights, and other such ob4ects. !ersonal items
%watches, glasses, wallets, rings* are affected easily. Assume that the character's aura affects normal
amounts of clothes and personal items, one suit of armor worn, and a couple melee weapons. &f an
ob4ect is droppped after being affected %whether by 5rowth or by Alter !hysical Structure, 'lectricity*
it retains the character's properties until the character discontinues use of their super abilities.
&f the character possesses the Alternate 8orm minor ability %described above* or shapeshifting, the 2io.
Aura kicks in when the change begins. The character's clothes and armor are not damaged by the
transformation into another form, but do not e"ist in the alternate form either. Chen the character turns
back into the human shape, the clothes and armor are there 4ust as if nothing happened.
Cith this power, copies of clothing and personal items can be made for clones via the 6ultiple
2eingsSelves power. 6odern weapons and armor %comple" structures* are not duplicated.
2io. Aura has the effect of 'negating' the influence of worn clothing and ob4ects so that they don't count
towards weight or ob4ect limitations, leaving more 'space' or weight availiable for use.

2ody Ceapons
Created by Kevin Siembieda
This power enables the character to alter the shape and structure of hisher e"tremities to form
weapons. This means they can elongate and transform one to tall of hisher fingers into stabbing spikes,
cutting knives, or scythe.like clawsH grow spikes, hooks or small knife.like blades from the knuckles,
the fingers and hand into a two or three pronged fork, hatchet, hammer or metal ball, or the hand and
forearm into a sword, a"e, club, ma"e, morning star, trident and so on. The weapons formed can range
from any variety of blades to club.like stumps. Serrated edges and simple tools with no moving parts
can also be made.
Keys cannot be made, but the character can attempt to pick locks by creating angled long pick.like
blades.
Creation of weapon arms cannot e"ceed more than #1cm0>#cm per level of e"perience. This makes a
person with body weapons very dangerous, as at latter levels they can practically stretch their arm out
like a spike or spear.
After fourth level, the character can form vorpal blades, gaining a 0#/ chance to critical.
<amage, <amage is (d) for a single knife.light finger blade, for a ma"imum of )d) with all four
fingers on a hand %!.S. bonuses included*. The same applies to knuckle blades.
An arm can be molded into a blunt weapon, like a club, mace, or hammer, able to inflict Bd70(d7
damage per level, including !.S. and hand to hand combat damage bonuses. 2lunt Ceapons have no
penetration bonuses, but do half damage when failing to penetrate in the hands of those with
e"traordinary or superhuman strength %those with supernatural strength usually 4ust break them*.
A sword, a"e, glaive or similiar bladed weapon can inflict >d70(d7 damage per level, including !.S.
and hand to hand combat damage bonuses. !enetration is e$ual to the ma"imum number of damage
dice.
All !.!., !.S., and C.!. bonuses apply to body weapons. Ceapon arms can withstand up to three time it's
ma"imum damage capacity before they are broken off. !.S. bonuses count towards this, so a level #
mutant with a blunt weapon arm and and !.S. of B1 could withstand up to >BD damage. That's
%?d70(#*"B. 2reaking a body weapon feels 4ust like breaking a limb to the mutant. They will be able to
regenerate their arm, but it takes (d) weeks to heal.
2onuses, 0( to initiative and 0> to disarm with body weapons. Automatically has 'paired weapons'
when using body weapons.

Charm
Created by Andrew <arling
This is similar to '"traordinary !hysical 2eauty or 6ental Affinity, however, the charmer will receive
the high charmimpress percentile or trustintimidate percentile even if he is socially odious and has
terrible personal hygine. Thus a five hundred pound <eal.a.6eal poster.boy and Klu Klu" Klan
member could achieve dates with Cindy Crawford. At first level, the charmer receives those percentiles
as if he had a (D %the 'virtual attributes'* in both 6.A. and !.2. The virtual attributes are increased by 0(
for each level of e"perience beyond the first. This is a pseudo.psi power which works on all those who
hear the charmer's voice. 6ind 2lock or other forms of psychic resistance reduce the chance of
charmimpress or trustintimidate by half when attempted on the resistant being.

Clock 6anipulation
Created by Kevin Siembieda
This is a minor form of mechano.link, specifically linked to controlling clock mechanisms, even those
in computers. The character can stop, start, or ad4ust the speed of any timeskeeping device. &t is
important to note that this ability gives the character information about the device, specifically the its
speed, preprogrammed times, and what other functions the device is linked too.
This power could be used to stop a bomb and hi.tech grenades, easily. -ikewise, vault counters could
be set forward to the open time. &t could even be used to ad4ust the clock speed of a processor %easily
fry or free:e a computer* or the clock function in a bios or operating system.
9ther 2onuses @ Abilities
3as an ama:ing sense of time %within >d7 seconds*. =ever loses track of time nor accidentally late.
Can sense if a timepiece is accurate, and if not, by how much it is fast or slow, and what the problem is.
Can fi" timepieces or processors or time based software.
&s e"cellent at timing actions and movementsH 0( on initiative, 0( to pull punch, 0( to roll with punch,
fall, or impact.

Combat &nstinct
Created by 2rett 3egr
The character has an e"traordinary combat skill. This is enough to turn an untrained character into a
capable fighter and transform an e"perienced combatant into a deadly adversary. 8ollow this
e"perience chart for the bonuses and abilities . the combat instinct functions like a hand to hand form
with bonuses that are added to any fighting style. The character can perform many comple" combat
manuevers, but relies more on !.!. bonuses than skill bonuses.
=ote, This minor ability, unlike =atural Combat Ability, is fully compatible with hand to hand combat
skills. A character cannot have both this power and =atural Combat Ability. Iour 56 wouldn't like
that. &'ve also toned it down to make it more of an enhancement instead of a complete hand. to. hand
combat form.
8irst level knowledge,
!arry, dodge, pull punch, roll with punch, fall, or impact, entangle, and disarm.
Automatic dodge %no bonus*.
9ne hold of choice %see page 7? 3;*.
Snap kick . (d7 damage.
Karate kick . >d) damage.
Abilities gained with e"perience,
-evel >, 0( on automatic dodge, 0> to entangle.
-evel B, 0( melee action, 0> to disarm
-evel ), 9ne kick or hold of choice.
-evel #, 0( to initiative, 0( to strike, 0> to dodge.
-evel 7, 0> to parry, body throwflip %(d7 damage plus knockdown*.
-evel D, 9ne kick or hold of choice.
-evel ?, 0( on automatic dodge.
-evel E, Critical strike %double damage* or knockout from behind, pick one.
-evel (1, 0( to initiative.
-evel ((, 9ne kick or hold of choice.
-evel (>, 0( melee action.
-evel (B, 0( to disarm and entangle.
-evel (), 0( to strike.
-evel (#, 0( on automatic dodge.
-evel 0(7, Add a 0( to any one combat skill %strike, pull punch, entangle, etc.* at each level past (#.

Combat Juickness
Created by 2rett 3egr
=ote, This minor ability should not be combined with =atural Combat Ability or any super speed
powers, but the 56 can of course do whatever he wants.
The character is e"tremely swift in melee and grappling combat range. This might be from a heightened
awareness, a super. adrenaline surge, a feral nature, etc. The character gains the following,
0( melee action at levels one and seven.
0> on initiative at levels one, si", and ten.
0) to dodge %normal*.
Automatic dodge, 0( bonus at level one. Add 0( at levels two, five, and nine.
Character can dodge multiple attacks with a single normal dodge.
Chen knockdown is imminent, the character does not suffer the loss of one melee action and loss of
initiative. 3e loses one melee action or initiative %his choice* so the penalty is effectively halved.
Critical knockdown, the loss of two melee actions and initiative, is also reduced to normal knockdown.
At level three the character is fast enough to attack twice for each melee attackA 3owever, these attacks
can only be hand attacks %maybe a knife, but no other weapons* and the strike and damage bonuses are
halved. 9ne. two punches, double kicks, and punch kick combos can be performed. This does not
impede automatic parries.

Control Temperature
Created by Andrew <arling
The character may increase or decrease the temperature within B1 meters plus B meters per level. The
area of effect is a > meter radius sphere, 0( meter every other level of e"perience. The temperature may
be changed by roughly # degrees Celsius per action of focus, with a ma"imum temperature change of
(# degrees Celsius plus # per level of e"perience.
=ote that this power in no way enables the character to withstand e"treme temperatures, though he is
able to counteract some of the special powers of Alter !hysical Structure, 8ire characters.

Corrosion
Created by Andrew <arling
The character secretes highly caustic substances through his skin. As such, he does (d7 of acid damage
per level whenever he physically strikes someone, and (d) per level through casual contact. Strength
bonuses are still applied to damage in strikes. =ote, This ability can be turned on and off. Chen it is
activated, the character's skin will dissolve clothing, weaponry he is holding, and anything else that is
not treated against his corrosive agent. At level five, the character gains enough control to secrete the
corrosive agent through 4ust one or two parts of his body %hands, ankles, head, etc.*. This gives the
characters punches and kicks a penetration value e$ual to half the number of damage dice.
At level three, the character gains a 0(1/ to critical with hand to hand corrosive attacks.
&f when holding a target with the intent of dissolving it the character does (d(1 damage per level, per
action %two seconds*. The constant damage makes it very easy to eat through tough stuff. This is a great
way to break into and out of sealed areas, escape ropes, chains, and handcuffs, burn open locks, destroy
evidence, carve graffiti into stone, and sabotage machinery.

<ark Aura
Created by The 6agus %with e"pansion by 2rett 3egr*
+ange, Self
<uration, Two minutes plus one per level. Activation re$uires one melee action.
Attacks !er 6elee, Counts as one melee action to initiate or maintain.
The character effectively absorbs all light reflecting off his person rendering him a wavering shadow.
Chile in use, the character gains the following benifits,
9pponents are .D to strike with any ranged attack, .# with melee combat in a very dark area %no
moonlight, shadows everywhere*.
9pponents are at .# to hit with any ranged attack, .B with melee combat in a dimly lit area %moonlight,
lots of shadows*.
=o special bonuses in daylight or well lit areas %a walking shadow in broad daylight is easy to see*.
Shadow meld at will %same as the <arkness Control sub.ability*.
<arkness blasts do no damage.

'lectromagnetic <istortion
Created by 2rett 3egr
(. Activate, =egate, or <isrupt 'nergy 8low,
The character has the ability to interrupt or stimulate the flow of electrical energy. 9ne appliance
switch per level can be affected. Alternately, a single energy weapon, computer, or vehicle robot
power armor function can be negated %plus one more at levels four and eight*. A single vehicle can be
affected, but only after Brd level. The duration of this effect lasts as long as the character concentrates,
and it has a range is #1ft plus (1ft per level. Concentration is re$uired %.> on initiative and the loss of
one melee action while in use* and distortion power K> can't be used while this effect is maintained.
9ne melee action is re$uired to initiate influence over simple stuff %switches, appliances, and energy
weapons* while two to three is necessary for larger things %robots, vehicles, and power armor*.
&t is also possible to 'parry' energy, electrical, and light .based attacks. At level one, the character has
only a .B penalty to do this %it is usually .7 or moreA* At level three, the character has no bonuses or
penalties. At levels ), D, and (1 add a 0( to parry. This special parry re$uires one melee attack at levels
(.#, but at level 7 it becomes automatic %no attacks used*. This parry can be performed anywhere
within range, even if the attack isn't directed at the character.
>. +adio 8re$uency 6anipulation,
&t is possible to distort all or selected radio fre$uencies within a radius of #1ft 0(1ft per level. The
affected targets are unable to send or receive recogni:able radio signals. 9n the flip side, the character
can also boost the range of a single radio transmitter by >#/. The character can also sense when he %or
the vehicle he is in* is being tracked by radar %71/ 0B/ per level* and can also detect bugs and sensors
%basically, anything that receives or transmits radio signals* with a range of (1ft 0>ft per level and an
accuracy of B1/ 0#/ per level %automatic . 56s should roll whenever one is in the area or when the
character is attempting to detect them*. +adios, televisions, microphones, and bugs of all kinds can be
affected. These re$uire concentration also . the previous distortion power can't be used while radio
fre$uencies are being focused on.
B. See 'lectromagnetic 'nergy,
Cith a range of B1ft per level, the character has the ability to see most of the '6 spectrum. This
includes standard visible light, infrared, ultraviolet, power waves %can see if machines are turned
onhave an energy flow*, radio waves %can actually see radio signals, transmissions, and receptions*,
and higher forms of '6 energy like L.rays and gamma rays %so he can see areas and beings of
radiation*. &t is essentially a very short range version of Super Fision, 'lectromagnetic Sight.
Through a simple wall or door the character can also see living creatures . he can pick them out by their
body heat and neuroelectric activity. Any obstacle thicker than about (> inches, made out of metal, or
that has a large number of wires carrying electricity within it will be impossible to see through.
<epending on the powers possessed by the ob4ect person targeted by '6 vision, the character may
have an easier or harder time of picking out living creatures %a being that is naturally radioactive could
be seen by the mutant through more obstacles*.
The character has a #1/ chance of being able to see invisible creatures . roll once per encounter. The
nature of the invisibility doesn't matter.
'nergy '"pulsion, <ark 2olt
Created by The 6agus %with e"pansion by 2rett 3egr*
+ange, (11m
<amage, Bd7 0(d7 per level of e"perience.
!enetration, B0( per level of e"perience, unaffected by dense targets.
<uration, &nstant
Attacks !er 6elee, Counts as one hand to hand attack.
2onuses, 0B to strike aimed or 0( on a wild shot.
The character is able to generate a bolt of pure darkness and hurl it at a target. The blast is sort of an
anti. laser, but is neither an energy nor a kinetic attack. Anyone who is impervious to attacks from
darkness %like someone possessing a special =ightbanetm artifact* is also impervious to this power. The
dark bolt is $uite similar to the Shadow 2last =ightbanetm talent, but re$uires no e"penditure of
!.!.'.tm
Creatures of supernatural evil %vampires, =ightlordstm, =ecrophimtm, etc.*, any being filled with
=egative Chi, and those in possession of a magical weapon of chaos %evil rune sword* take no damage
from this attack.
&n addition, the more e"perienced character %Brd level and up* can also divide energy and fire two
simultaneous blasts at two different targets. This means they can fire an energy bolt from both hands at
an opponent and a second in another direction. 3owever, the key word here is a 'divided' attack. The
amount of damage inflicted by each blast %but not the penetration* can not be greater than half his
normal ma"imum damage. 5oing for the e"ample of a #th level character, the character could shoot
two simultaneous blasts, each doing a ma"imum of )d7 damage. 9r one shot could be a warning shot,
and the other could be an offensive blast doing )d7 %the ma" because it is a divided attack and the
blasts cannot be greater than half the usual damage even if the other blast is less*.
-imitations of the <ivided Attack, =either blast gets any special bonuses to strike. 6oreover, both
targets must be in his line of sight. 3owever, the dual divided attack only counts as one attack.
=ote, The divided attack applies to all energy e"pulsion powers.
'nergy '"pulsion, 'lectricity
Created by Kevin Siembieda
+ange, (>1m
<amage, Bd70(d7 per level of e"perience
!enetration, (0( per level of e"perience. <ivided in half against dense targets. 3owever, 'lectricity
automatically damages !ower Armours, Cybernetics, +obots, Fehicles, and A!S, 6etal mutants.
<uration, &nstant
Attacks per 6elee, Counts as one attack.
2onuses, 0B to strike aimed or 0( on a wild shot
'lectricity can leap from this living generator.
At level four, the character becomes more effective regulating ampage, enabling it to either stun living
things, or fry electronics much easier. A (d7 damage bolt has the character make a save vs. non.lethal
to"ins or be stunned for (d) minutes. 'lectronics can be fra::led with a B1/0(1/ chance per level
%hardened electronics have a .B#/ modifier*.
'nergy '"pulsion, 8ire
Created by Kevin Siembieda
+ange, B1m
<amage, >d70(d7 per level of e"perience
!enetration, =o penetration value, meaning that the mutant makes all !enetration rolls with no bonuses.
3owever, fire sets things on 8&+', and even when failing to penetrate dense targets, fire blasts inflict
half damage.
<uration, &nstant
Attacks per 6elee, Counts as one attack.
2onuses, 0B to strike aimed, or 0( on a wild shot
The character can emit a gout or bolt of fire. =ot as necessarily effective against tough opponents, but
fire is 8&+'A 8eared and respected, as well as 8-A66A2-'A 8or a list of flammable risks, see Alter
!hysical Structure, 8ire.
'nergy '"pulsion, -ight
Created by Kevin Siembieda
+ange, >11m, Bm for a blinding flash.
<amage, Faries, see below. A blinding flash can be created, e$uivalent of a flashbang %.? on all combat
rolls* for one round.
!enetration, Faries, see below.
<uration, &nstant
Attacks per 6elee, Counts as one attack.
2onuses, 0B to strike aimed or 0( on a wild shot.
The ability to draw on light radiation and emit lasers. The light can be fired in pulses from the fingers,
hands or eyes. The character can also radiate light like a human light bulb. '$ual to about (11 watts
plus ># watts per level of e"perience.
8or the damaging laser, the character may select one of the three following types of lasers.
&nfrared, &nflicts >d?0(d? damage per level of e"perience. !enetration is (0( per level of e"perience,
divided in half against dense targets.
;ltraviolet, &nflicts >d70(d7 damage per level of e"perience. !enetration is >0( per level of
e"perience, divided in half against dense targets.
!hotonic, &nflicts >d)0(d) damager per level of e"perience. !enetration is B0( per level of e"perience,
unaffected by dense targets. !hotonic lasers also have a 0(#/ chance to critical, and they are also able
to use +icochet Shot %see Advanced 'nergy '"pulsion above* off of mirrorsA
'nergy '"pulsion, 6icrowave
Created by 2rett 3egr
+ange, >11m
<amage, >d7 0(d7 per level of e"perience.
!enetration, Automatically penetrates most anything non.metal %56's call*, but will bounce off even
tinfoil. 5enerally can blow a hole in a rock face.
<uration, &nstant
Attacks !er 6elee, Counts as one hand to hand attack.
2onuses, 0B to strike aimed or 0( on a wild shot
;nlike other energy e"pulsion powers, the character creates a microwave beam. The radiated particles
have e"ceptional penetration power against all non.metallic substances. !lastic, Kevlar, wood, glass,
ceramics, and other common substances are useless as a defense. 2eings wearing platic or composite
body armor %like blast plating* take damage from the microwave beam as if they weren't wearing any
armor.
3owever, a knight in a suit of metal armor is completely protected . his armor doesn't even take
damage. 'ven a layer of tinfoil will deflect the microwave radiation. Against force fields,
electromagnetic disturbances, characters who are impervious to energy attacks, have 3ardened
6olecular Structure or &nvulnerability, half damage is inflicted. Those who are impervious to fire and
heat take no damage at all.
'nergy +esistance
Created by Kevin Siembieda
This power makes the character e"tremely resistant to all energy based attacks. =o damage is sustained
by the first >1 points of energy damage in a combat round, and takes half damage afterwards.
+esistance increases by # points at levels two, three, five, si", and ten.
The character's resistance to energy includes fire, electricity, ions, lasers, particle beams, even plasmaA
The character is completely invulnerable to electronic stun weapons.

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