Super Powers

It is perfectly possible to combine magic, psionics, mutations and bionics in a single game. Indeed, it is perfectly possible to run a low-powered superhero game just using these. However it is strongly advised that if using the superpowers rules below, you don’t use any of the above as well, since all of these will instead form the justification for a character’s abilities, and combining them may seriously unbalance the game.

It should also be noted that few guidelines have been given at this point for the exact limits of some powers, such as (Element) control, and it is up to individual GMs to determine exactly what heroes can and can’t do.

Powers

Characters have a set number of points to spend on super powers. Suggested points allowances are given below:

3 Points- Street Level vigilantes, typically taking on gangsters, organised crime and low-level supervillains. Characters should start with the usual number of Attribute and Speciality Points.

5 Points- National Heroes, usually facing super-powered villains, powerful terrorist organisations and conspiracies. It’s suggested that characters should start with 30 Attribute points and 20 Speciality points (or 10 free points if using the lifepath system)

10 Points- Global Heroes, taking on planetary threats, extremely powerful supervillains and entire nations or governments. It’s suggested that characters should start with 35 Attribute points and 25 Speciality points (or 15 free points if using the lifepath system)

>10 points- Cosmic Heroes, taking on galactic threats, gods, inter-dimensional invasions etc. It’s suggested that characters should start with 40 Attribute points and 30 Speciality points (or 20 free points if using the lifepath system)

The majority of powers will require you to buy them as Specialities, and spend Speciality points on them as for any other Speciality.

The player will have to come up with a justification for their characters powers. They could be as a result of exposure to radiation, a scientific accident, high-tech gadgetry, magical spells, or simply a high degree of training. Although generally this won;t affect how the power works in-game, the justification can be used by a GM to provide challenges or help drive the plot. An EMP pulse might knock out the powers of a gadget-based hero, but leave the magic-based one standing. Conversely, an anti-magic field would leave them helpless while the gadgeteer is still up and running.

Powers Available:

Power Cost Description
Armour/ Invulnerability (1) 1 This character is highly resistant to damage. Whether they are wearing advanced armour, have impenetrable skin, possess a personal forcefield directly around their bodies or are just superhumanly resilient, this power works in exactly the same way. 1 point of this power gives a +5 bonus to Defence Rolls and reduces non-combat damage by 4 points.
Blur 1 The character can become blurred, shadowy, translucent smokey or mist-like. They are not invisible, but it is much harder to see them, especially in dim light. Anyone trying to spot them suffers a -2 penalty to their roll. Anyone attempting to spot them or shoot at them is at an additional -2 modifier.
Bolt 1 This character can fire or throw a bolt of some appropriate substance at opponents, causing small amounts of damage. The default setting for this is ‘Energy Bolt’, but it could be a fire-bolt, cold-bolt, lightning-bolt, Telekinetic Bolt, Telepathic Bolt etc. For game purposes these all work in the same way and cause the same amount of damage. Opponents receive a -5 penalty to defence rolls to avoid or block bolts.
Breathe 1 This character can breathe in a single given substance, such as underwater, in a methane or carbon dioxide atmosphere etc.
Danger Sense 1 The character has a sixth sense that warns them of imminent danger, such as hidden traps or sneak attacks. It will not warn them of anything that will not directly harm them, such as surveillance systems or the presence of weapons or defence systems until they are about to fire.
Forcefield (1) 1 This character can create invisible, impenetrable shields of pure force around themselves, or project them to a short distance. At 1 point, an oval shield can be created which will completely cover the body of the power user from attacks or missiles from one direction (front, back, right or left).
Gadgets (1) 1 This hero is armed with an array of useful gadgets that help them deal with various situations. These can include grapnel guns, smoke bombs, coms-beads, miniaturised breathing apparatus, hand-held radar or sonar devices or anything else that a player can think of that isn’t defined as a weapon. With 1 point of gadgets, you have a single exotic or extremely effective item, or about half a dozen more mundane items. Gadgets cannot replicate another power. In this case, you would have to take that power, and the gadget would simply form the justification for it.
Illusions (1) 1 You are able to weave spectacular and realistic illusions, whether through sorcery, high-tech special effects, by psychically planting images directly into a victim’s mind or in any other way appropriate to your character These illusions include sight and sound, and can be anything the hero can think of. Victims may realise that they are illusions if they are aware of the user and what their powers are, but this doesn’t stop them from being incredibly realistic, down to actually feeling pain from injuries, although once the illusions stop they’ll see that they’re unharmed. 1 point illusions affect a single victim, an others around him will be unaware of the illusion except through the victim’s reactions.
Levitation 1 This hero is able to float through the air. Whether this be thanks to a high-tech anti-gravity device, telekinetically lifting yourself or using a sorcerous spell, you can move up, down and side to side and go as high as you like. You can never go faster than a fast walking speed, even if you have Super Speed as a Power.
Regeneration (1) 1 You have supernaturally quick healing abilities, wounds closing in minutes or seconds that would take a lesser mortal weeks to recover from. As a 1 Point Power, you recover 1 point of Durability every combat round/five seconds.
Stretching 1 Your entire body is malleable and stretchy, and you can elongate any or all parts of your body, or distort your shape. This is not true shape changing as such, and the more extreme the distortion is, the harder it will be to make and maintain.
Super Agility (1) 1 This character is unbelievably agile, jumping, flipping, swinging off objects, balancing across wires and narrow Blasts and generally performing incredibly, death defying feats. At 1 Point, you are at ‘peak human’ agility, a cross between a gold medal winning gymnast, a champion freerunner and a world-famous trapeze artist. If you have the Speciality Evasion, then at 1 point, you gain an additional +2 bonus to Defence Rolls
Super Intelligence (1) 1 This character is massiviely intelligent, able to learn, retain and recall information far more quickly and efficiently than a normal person. At 1 point, they are a world-renowned expert in either one exotic and/or highly advanced academic field, or up to 3 more mundane ones.
Super Leap (1) 1 You are capable of making superhumanly large leaps up, down or across. At 1 point, a single bound can take you thirty yards up, down or across.
Super Speed (1) 1 This hero can move and react much more quickly than a regular person, running at superhuman speeds and reacting and moving almost faster than the eye can follow. At 1 Point, you are at ‘peak human’ speed. You can move as quickly as a gold-medal winning sprinter, and your reflexes are as sharp as it’s possible to be whilst still being ‘human’. You can run three times faster than an average human, and always go first when Reaction Speed orders are rolled.
Super Strength (1) 1 This character is mighty beyond the bounds of pure mortals, able to lift vast weights, smash through solid objects, and pound enemies harder than anyone else. At 1 Point, the character is ‘peak human’, equivalent in strength to an Olympic weight-lifter, crossed with a champion wrestler and boxer. Able to smash through wooden or plaster walls and capable of lifting up to 300 Kg. This character gains a +5 bonus to Attack Rolls.
Telekinesis (1) 1 This character is able to move objects without touching them, whether this be through psychic powers, a gravity or force manipulation device of some kind, using magic, or in any other way. At 1 point, you can lift reasonably small, light objects, with the same amount of strength as an average person (i.e without the Strongman Speciality), or several very small, very light objects. The range of this power is 10 yards, but objects can be moved at longer ranges with increasing penalties depending on weight. Telekinesis does not allow you to strike an opponent directly with a telekinetic blast. For this you need Bolt, Blast or Blast, although you can throw objects at enemies. It also doesn’t allow the creation of TK fields. For this you would need Forcefield. It doesn’t allow the character to lift themselves. For this you need Hover or Flight.
Telepathy/Mind Reading 1 This character can read minds, and communicate telepathically with other people at great distances. At 1 point, this power enables you to read surface thoughts, and broadcast telepathic messages to a single person at a range of up to 100 yards.
Teleportation 1 Using this power, a character can instantly travel from one point to another. At 1 point, you can travel up to 20 yards anywhere within line of sight.
Vehicle (1) 1 You own an advanced and/or upgraded vehicle, capable of more and better things than a normal vehcile of its type. At 1 point, your vehicle has one exotic and/or exceptional gadget or device, or alternate mode of travel.
Weapon (1) 1 You own an exotic, advanced and/or powerful weapon of some kind, or an array of mundane weapons that you can deploy against your foes. At 1 point, you own one powerful or exotic weapon, or up to three more mundane weapons of any kind. Weapons cannot replicate another power. In this case, you would have to take that power, and the weapon would simply form the justification for it.
Armour/ Invulnerability (2) 2 This character is highly resistant to damage. Whether they are wearing advanced armour, have impenetrable skin, possess a personal forcefield directly around their bodies or are just superhumanly resilient, this power works in exactly the same way. 2 points of this power gives a +10 bonus to Defence Rolls and reduces non-combat damage by 6 points.
Beam 2 A more powerful version of the power ‘Bolt’, this character can fire a beam of some appropriate substance at opponents, causing small amounts of damage. The default setting for this is ‘Energy Beam’, but it could be a Fire/Heat-Beam, Cold-Beam, Electro-Beam, Telekinetic blow, Telepathic attack etc. For game purposes these all work in the same way and cause the same amount of damage. Opponents receive a -10 penalty to defence rolls to avoid or block beams.
Facechanging 2 This character has the ablity to change their appearence to mimic any person whose features they have had a chance to study for minute or so. This change doesn’t include clothing or equipment, but will include retina/ finger prints etc. This change will remain in affect until the character chooses to deactivate it.
Flight 2 Your character is able to fly swiftly through the air. This could be because you have wings, a jetpack, anti-gravity technology, or can use magic or telekinesis to keep yourself aloft. You are able to fly at twice your running speed, so people with Super Speed will be able to fly extremely fast!
Forcefield (2) 2 This character can create invisible, impenetrable shields of pure force around themselves, or project them to a short distance. At 2 points, you can create a domed forcefield that covers you completely in all directions, or you can create a smaller forcefield up to 10 yards away.
Gadgets (2) 2 This hero is armed with an array of useful gadgets that help them deal with various situations. These can include grapnel guns, smoke bombs, coms-beads, miniaturised breathing apparatus, hand-held radar or sonar devices or anything else that a player can think of that isn’t defined as a weapon. With 2 points, you have 2 exotic, unusual or highly effective items, or about a dozen more mundane items. Gadgets cannot replicate another power. In this case, you would have to take that power, and the gadget would simply form the justification for it.
Illusions (2) 2 You are able to weave spectacular and realistic illusions, whether through sorcery, high-tech special effects, by psychically planting images directly into a victim’s mind or in any other way appropriate to your character These illusions include sight and sound, and can be anything the hero can think of. Victims may realise that they are illusions if they are aware of the user and what their powers are, but this doesn’t stop them from being incredibly realistic, down to actually feeling pain from injuries, although once the illusions stop they’ll see that they’re unharmed. 2 point illusions affect up to ten people at once.
Incorporeality 2 This character can pass through solid objects, walls, and floors. Physical attacks will also pass through them, unless the opponent is also currently phasing. It takes one round to move in or out of phase with their surroundings. Phasing characters are able to control whether they pass through whatever it is they are standing on, but are unable to use it to walk on air.
Invisibilty 2 Your character can become completely invisible, either through technology, magic or some other ability. You are not silent however, and while standard video cameras won;t be able to see you, infrared cameras and detectors will still pick you up unless you take further precautions.
Regeneration (2) 2 You have supernaturally quick healing abilities, wounds closing in minutes or seconds that would take a lesser mortal weeks to recover from. At 2 points, you recover 2 Durability every combat round/ five seconds.
Super Agility (2) 2 This character is unbelievably agile, jumping, flipping, swinging off objects, balancing across wires and narrow Blasts and generally performing incredibly, death defying feats. At 2 Points, you are truly superhuman, able to perform feats of agility and acrobatics far beyond the ability of even the most highly trained athlete or performer. If you have the Speciality Evasion, then you gain an additional +2 bonus to Defence Rolls.
Super Intelligence (2) 2 This character is massiviely intelligent, able to learn, retain and recall information far more quickly and efficiently than a normal person. At 2 point, they are a world-renowned expert in either 2 exotic and/or highly advanced academic fields, or up to 6 more mundane ones.
Super Leap (2) 2 You are capable of making superhumanly large leaps up, down or across. At 2 points, your leap can carry you up to quarter of a mile.
Super Speed (2) 2 This hero can move and react much more quickly than a regular person, running at superhuman speeds and reacting and moving almost faster than the eye can follow. At 2 points, you are truly superhuman, capable of running up to 100 miles an hour. You always go first when Reaction Speed is rolled, even before characters with Super Speed (1), and can make 2 actions per round.
Super Strength (2) 2 This character is mighty beyond the bounds of pure mortals, able to lift vast weights, smash through solid objects, and pound enemies harder than anyone else. At 2 Points, the character is superhumanly strong able to lift and throw cars and other similarly weighted items, and smash through brick or concrete walls. This character gains a +10 bonus to Attack Rolls.
Telekinesis (2) 2 This character is able to move objects without touching them, whether this be through psychic powers, a gravity or force manipulation device of some kind, using magic, or in any other way. At 2 points you can lift much heavier objects, such as a particularly strong human (i.e someone with the Strongman Speciality) could lift, from up to 10 yards away, or lighter objects up to 20 yards away. Telekinesis does not allow you to strike an opponent directly with a telekinetic blast. For this you need Bolt, Blast or Blast, although you can throw objects at enemies. It also doesn’t allow the creation of TK fields. For this you would need Forcefield. It doesn’t allow the character to lift themselves. For this you need Hover or Flight.
Telepathy/Mind Reading 2 This character can read minds, and communicate telepathically with other people at great distances. At 2 poinst, this power enables you to read deeper thoughts, and broadcast telepathic messages to up to ten people at a range of up to a mile.
Teleportation 2 Using this power, a character can instantly travel from one point to another. At 2 points, you can travel up to a mile, without line of sight, although you must be familiar with the destination.
Vehicle (2) 2 You own an advanced and/or upgraded vehicle, capable of more and better things than a normal vehcile of its type. At 2 point, your vehicle has two exotic and/or exceptional gadgets or devices, and/or alternate modes of travel.
Weapon (2) 2 You own an exotic, advanced and/or powerful weapon of some kind, or an array of mundane weapons that you can deploy against your foes. At 2 point, you own two powerful or exotic weapon, or up to six more mundane weapons of any kind. Weapons cannot replicate another power. In this case, you would have to take that power, and the weapon would simply form the justification for it.
(Element) Control 3 This character has the ability to control a single physical element, moving and shaping it at will. This could be one of the classical elements, Earth, Air, Fire or Water, or it could be something more exotic, like Electricity, Magnetism, Metal, Plants, Urban, Radiation, Cloth, Machines, Animals, Weather etc. Something like ‘Energy’ or ‘Matter’ is too vague, and the ability ‘Flesh’ is probably too powerful (Not to mention nasty!) It is up to the GM exactly how these powers should function, but anything that replicates another power (fire bolts, flight, etc) must use the appropriate power.
Armour/ Invulnerability (3) 3 This character is highly resistant to damage. Whether they are wearing advanced armour, have impenetrable skin, possess a personal forcefield directly around their bodies or are just superhumanly resilient, this power works in exactly the same way. 3 points of this power gives a +15 bonus to Defence Rolls and reduces non-combat damage by 8 points.
Blast 3 The most powerful version of Bolt and Beam, this character can fire a powerful blast of some appropriate substance at opponents, causing large amounts of damage. The default setting for this is ‘Energy Blast’, but it could be a Fire/Heat-Blast, Cold-Blast, Electro-Blast, Telekinetic Blast, Telepathic Blast etc. For game purposes these all work in a similar way and cause the same amount of damage. GM’s must determine what additional effects they may have. Opponents receive a -15 penalty to defence rolls to avoid or block blasts.
Forcefield (3) 3 This character can create invisible, impenetrable shields of pure force around themselves, or project them to a short distance. At 3 points, you can create a dome about ten yards across, or can create a slightly smaller one up to twenty yards away, or multiple small forcefields within 10 yards.
Gadgets (3) 3 This hero is armed with an array of useful gadgets that help them deal with various situations. These can include grapnel guns, smoke bombs, coms-beads, miniaturised breathing apparatus, hand-held radar or sonar devices or anything else that a player can think of that isn’t defined as a weapon. With 3 points, you can have exotic, unusual or highly effective items, or an almost unlimited number of more mundane items, although you can only carry so many at once! Gadgets cannot replicate another power. In this case, you would have to take that power, and the gadget would simply form the justification for it.
Illusions (3) 3 You are able to weave spectacular and realistic illusions, whether through sorcery, high-tech special effects, by psychically planting images directly into a victim’s mind or in any other way appropriate to your character These illusions include sight and sound, and can be anything the hero can think of. Victims may realise that they are illusions if they are aware of the user and what their powers are, but this doesn’t stop them from being incredibly realistic, down to actually feeling pain from injuries, although once the illusions stop they’ll see that they’re unharmed. 3 point illusions affect up to fifty people.
Mind Control 3 Similar to Element Control, this allows the character to bend other people to your will. Your roll will be modified depending on what you try and make a vitim do, and they will usually be able to make a Wits or other oll to try and resist you.
Regeneration (3) 3 You have supernaturally quick healing abilities, wounds closing in minutes or seconds that would take a lesser mortal weeks to recover from. At 3 points, you recover 3 Durability every combat round/ five seconds.
Super Agility (3) 3 This character is unbelievably agile, jumping, flipping, swinging off objects, balancing across wires and narrow Blasts and generally performing incredibly, death defying feats. At 1 Point, you are at ‘peak human’ agility, a cross between a gold medal winning gymnast, a champion freerunner and a world-famous trapeze artist. At 2 Points, you are truly superhuman, able to perform feats of agility and acrobatics far beyond the ability of even the most highly trained athlete or performer. If you have the Speciality Evasion, then at 1 point, you gain an additional +1 bonus to Defence Rolls, and at 2 points gain an additional +2 bonus to Defence Rolls.
Super Intelligence (3) 3 This character is massiviely intelligent, able to learn, retain and recall information far more quickly and efficiently than a normal person. At 3 point, they are a world-renowned expert in either one exotic and/or highly advanced academic field, or up to 12 more mundane ones.
Super Leap (3) 3 You are capable of making superhumanly large leaps up, down or across. At 3 points, a single bound can carry you up to a mile.
Super Speed (3) 3 This hero can move and react much more quickly than a regular person, running at superhuman speeds and reacting and moving almost faster than the eye can follow. At 3 points, you can run at up to 500 miles an hour, always go first when Reaction speeds are rolled, and before characters with Super Speed (1) and (2). You may make 3 actions per round.
Super Strength (3) 3 This character is mighty beyond the bounds of pure mortals, able to lift vast weights, smash through solid objects, and pound enemies harder than anyone else. At 3 Points, this character is massively strong, able to lift and throw trucks, tanks and buses, smash through metal or reinforced concrete walls, and gains a +15 bonus to Attack Rolls.
Telekinesis (3) 3 This character is able to move objects without touching them, whether this be through psychic powers, a gravity or force manipulation device of some kind, using magic, or in any other way. At 3 points you can lift very heavy items, such as could be lifted by a character with Super Strength (2) from up to 10 yards, or lighter objects from further away. Telekinesis does not allow you to strike an opponent directly with a telekinetic blast. For this you need Bolt, Blast or Blast, although you can throw objects at enemies. It also doesn’t allow the creation of TK fields. For this you would need Forcefield. It doesn’t allow the character to lift themselves. For this you need Hover or Flight.
Telepathy/Mind Reading 3 This character can read minds, and communicate telepathically with other people at great distances. At 3 points, this power enables you to read hidden or carefully guarded thoughts, and broadcast telepathic messages to a up to 100 people at a range of up to 10 miles.
Teleportation 3 Using this power, a character can instantly travel from one point to another. At 3 points, you can travel up to 10 miles, with no line of sight required.
Vehicle (3) 3 You own an advanced and/or upgraded vehicle, capable of more and better things than a normal vehcile of its type. At 3 point, your vehicle has three exotic and/or exceptional gadgets or devices, and/ or alternate modes of travel.
Weapon (3) 3 You own an exotic, advanced and/or powerful weapon of some kind, or an array of mundane weapons that you can deploy against your foes. At 3 point, you own three powerful or exotic weapon, or up to twelve more mundane weapons of any kind. Weapons that require ammunition or recharging will come fully supllied, and the character will have a reliable way of getting more. Weapons cannot replicate another power. In this case, you would have to take that power, and the weapon would simply form the justification for it.

Weaknesses

As well as their superhuman abilities, a hero is often defined by their weaknesses. A character can take a maximum of 3 points of weaknesses. Each point of a weaknesses gives an additional point to be spent on powers. Weaknesses should always have a definite in-game effect. Note that ‘rare’ in the case of Neutralisation and Vulnerability refers to substances such as gold or silver while ‘common’ means as ubiquitous as sea-water or sunlight.

Weakness Worth Description
Neutralisation (1) 1 A specific, rare substance or energy removes all of your powers while you are in contact/close proximity.
Recharge (1) 1 You have a limited amount of power, and must recharge yourself regularly from a common source (i.e sunlight, moonlight, sea water etc) You have 30 Power points, and each power uses up its cost each time you use it.
Vulnerability (1) 1 A specific, rare substance or energy (i.e gold, silver, uranium) causes double damage to you.
Neutralisation (2) 2 A specific, common substance or energy (i.e iron, sunlight, fire) removes all of your powers while you are in contact or close proximity.
Recharge (2) 1 You have a limited amount of power, and must recharge yourself regularly from a single specific source (i.e the neutrino generator at your lab, by drinking an elixir stored in your sanctum etc). You have 30 Power points, and each power uses up its cost each time you use it.
Vulnerability (2) 2 A specific, common substance or energy (i.e iron, sunlight, fire) causes double damage to you.

Super Powers

Generic, Endlessly Applicable Roleplay System (3rd Ed.) DrMagister