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New Rules File Powers
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etc. by Roy Cowan and Sbastien

Alexandre Andrivet

Writeups.org & Amazon.com recommend Blood of Heroes RPG


and DC Adventures RPG.

I n d ex
Acuity (New Power)
Bestow (New Power)
Blunting (New Power)
Broadcast Empath (Expanded Power)
Claws Being (New Power)
Crystal Production (New Power)
Damage Absorption
Damage Capacity (New Power)
Darkness (Usage Clarification)
Data Storage (New Power)

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Dispersal v2 (Revised Power)


Electromagnetic Pulse (EMP) (New Power)
EMP Shielding (New Power)
Enhanced Initiative (Power)
Extra-Sensory Tracking (New Power)
Fluid Form (Only To Squeeze Through) (Packaged Limitation)
Force Wall (New Power)
Geoforce (New Power)
Interface (Additional rules)
Kinetic Absorption (Structural only) (Packaged Limitation)
Lightning Immunity (New Power)
Mass Effect Powers (Note)
Numb (New Power)

About This Site

Category : Rules stuff and generic writeups


Subcategory :
Type :
Game System : DC Heroes (Blood of Heroes S.E.)
Notes :

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Photographic Reflexes (New Power)


Power Reserve (Zoomorph) (Packaged Limitation)
Shockwave (New Power)
Shotgun Blast (Packaged Projectile Weapons variation)
Skin Armor (Usage clarification)

Today calls
for a
chocolate
ending

Spirit Steed (New Power)


Split (New Power)
Stagger (New Power)
Stretching (Optional Limitation)
Subjective Reality (a.k.a. Imagination Gone Kablooie)
Systemic Antidote (Expanded Power)
Temperature Control (New Power)
Time Slow (New Power)
Time Stop (New Power)
Ultra-Vision (Modified Power)
Unpredictable (New Power)
Vertigo (New Power)
Vibe Being (New Power)
Weakness Detection (New Power)
Zoomorph (New Power)

Co n te n t

Ac u i t y

Author:

Peter S Piispanen and additional unknown author

Helper(s): John Colagioia, Roy Cowan, Eric Langendorff, Michael A.


Ficklin, Adam Fuqua, Jackson
Mental Power
Link: INT
Range: Special
Type: Auto/Dice
Base Cost: 350
Factor Cost: 10

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Acuity

grants a Character every form of extra-sensory perception and

information-gathering possible.The Character may mimic any Power


used to gain information, or divide his/her APs of Acuity among
several Powers.No use of Acuity may have a physical effect, or any
effect other than the transfer of information to the Character using it.

This

Power may represent several different phenomena.A Character

using Acuity may have some blanket form of extra-sensory awareness


and thus not actually see through walls or hear distant
conversations, but just knows what is behind said wall and what the
conversation was about.They thus do not have any single mimicked
ability, but instead an intuition of what is occurring.Acuity may also
represent a panoply of different perceptual abilities used in tandem,
such as the vaguely-defined sensors often featured in science fiction.
In this case Acuity often presents a summary of the relevant
information rather than specific data points, though the latter is also
available.

Acuity

may sometimes automatically activate at GM discretion (even

overriding current attempts to use the power) in cases where there is


information of interest to the Character.In such cases, the Character
may suddenly have an astounding insight into his or her situation or a
particular circumstance may have drawn their immediate attention.

Powers

mimicked through Acuity are subject to all limitations and

rules normally associated with them.When Detect is mimicked


through Acuity, it is limited to a physical object, energy form, or
condition.For instance, Detect The Best Way to Vanquish the Evil
Villain will not work.Using Microscopic Vision to spy out the weak
point in his armour will be much more effective.

The

powers that may be mimicked by use of Acuity include

Analytical Smell/Tracking Scent, Danger Sense, Detect, Directional


Hearing, Empathy, Extended Hearing, Full Vision, Hypersensitive Touch,
Life Sense, Microscopic Vision, Object Awareness, Radar Sense,
Remote Sensing, Sonar, Superhearing, Telescopic Vision, Thermal
Vision, Truesight, Ultra Vision, Weakness Detection and X-Ray
Vision.Additional sensory Powers may also be mimicked depending
on the GMs judgment.

Acuity

may be purchased with the following special Bonus:

Supernatural (+1 FC), allowing the Character to also mimic mystical


detection powers such as Awareness, Comprehend Languages, Danger
Sense, Magic Sense and Postcognition.This Bonus requires Acuity to
be Mystic Linked.

B e s tow

Author:

Peter S Piispanen (revised, original creator unknown)

Helper(s): Roy Cowan


Mystical Power
Link: AURA
Range: Normal
Type: Auto
Base Cost: 1000
Factor Cost: 10

The

Bestow power allows the user to give special abilities to another

being.Any Power, Skill or Attribute may be given to others,


regardless of whether the bestower himself has those abilities.

For

each Power or Skill bestowed, the bestower must pay the abilitys

Base Cost in HPs.Attribute Base Cost is as per the Gadgetry rules.


No single ability given can have a higher BC than 100 HPs.The
total maximum number of APs that can be given is equal to the APs
of the Bestow power.Bestow can be used to empower more than
one person at a time, but the cumulative amount of APs that can be
granted is still limited to the APs of Bestow.

Advantages

bestowed upon another have the same cost as they do

during character creation and each Advantage counts as 1 AP toward


the maximum that can be Bestowed.Advantages that provide an
effective AP bonus to specific actions can only be Bestowed as long
as the total APs of the Bestow Power used is equal to or greater than
the AP level that the Bestowed Advantage reaches.Example:
Bestowing the Iron Nerves Advantage, which provides +2CS to RV
versus Intimidation Attempts, upon a character with SPIRIT 02 would
require a Bestow Power of at least 6 APs (2 APs plus two Column

Shifts).

The

duration that these abilities are in effect is equal to the

characters APs of Bestow or until the user chooses to remove the


abilities.The given abilities can be retaken at any time by the
bestower as long as the subject is within the Powers Range.Partial
retaking is also possible, leaving the subject lessened but not
powerless.Once bestowed abilities are retaken or the duration
expires, the bestower regains half of the HPs spent on the original
bestowment.

Bestow

can be purchased with the following standard Bonuses and

Limitation: No BC Restriction (+5 FC), No AP Restriction (+5 FC), Full


HP Refund (+5 FC), Permanent (+5 FC), Can Only Bestow certain
abilities (variable) and Can Only Bequeath (variable).
No BC Restriction:
A Character with the No BC Restriction Bonus to Bestow can
provide any ability to others, regardless of the Base Cost.Thus
powers such as Sorcery (BC: 750), Omni-Power (BC: 500) or
Mutation (BC: 200) can be bestowed also.The bestowal works as
normal for these abilities and the bestower should have hundreds of
HPs handy to give away such abilities.
No AP Restriction:
The total number of APs that can be bestowed on another being
arent limited by the number of APs of the Bestow Power, though
no single Power can exceed the APs of Bestow.The bestower can
give away as many abilities as he likes as long as he pays the BC
for all these abilities.Thus a being with Bestow: 05 and the No
AP Restriction Bonus could bestow Superspeed: 05, Martial Artist:
05, Iron Will: 05 and Skin Armor: 05 simultaneously for a total
cost of 25+25+5+50=105 HPs.
Full HP Refund:
When the character takes back bestowed abilities from a subject or
the Powers Duration expires, he regains all of the HPs spent rather
than half of them.
Permanent:
A Character with the Permanent Bonus can bestow powers to
another that will never expire.To do so, the bestower must pay
the normal Base Cost plus the Factor Cost based on the AP
Purchase Chart (not the Increasing Attributes Chart).Thus
permanently bestowing Flight of 10 APs would require 10 HPs
(Base Cost) plus 48 HPs (10 APs at Factor Cost 3) for a total of 58
HPs.Once Permanent the Power, Skill, or other ability is added to
the subjects Character sheet as a permanent stat.The bestower
still has the ability to retake the power from his subjects as usual
but regains no HPs for doing so.
Can Only Bestow certain Abilities:

The character can only bestow abilities in certain categories.


Possible Limitations include Can Only Bestow Powers (-3 FC), Can
only Bestow Skills (-4 FC), Can only Bestow Advantages (-4 FC), or
Can only Bestow Attributes (-4 FC).
Can Only Bequeath:
Characters with this Limitation can only bestow abilities that they
themselves possess and can only do so up to the APs of that ability
or of Bestow, whichever is lower.This reduces the Base Cost of
Bestow to 750.Further reductions include Can only Bequeath
Attributes and Advantages (BC 500), Can only Bequeath Skills and
Advantages (BC 500 BC), and Can only Bequeath Advantages (BC
250).

Blunting

Author:

Sbastien Andrivet based on a concept by Peter Piispanen

Helper(s): Roy Cowan, Eric Langendorff


Physical Power
Link: BODY
Range: Self
Type: Auto
Base Cost: 10
Factor Cost: 03

This

Power is usually used to represent flexible lightweight but

puncture-proof body armour, such as the costumes of some superheroes and early generations of concealable body armour.This Power
turns RAPs of Killing Combat inflicted upon the Character into RAPs

of Bashing Combat, up to a number of RAPs equal to the APs of the


Blunting Power.

APs

of the Blunting Power can be used against most Physical Attacks

- i.e., attacks that are not Mental or Mystical.Physical Attacks using


gas, radiation, drowning, and other impact-free medium cannot be
defended against with Blunting.

Remaining

RAPs in excess of the APs of Blunting remain Killing

combat RAPs - a Character with Blunting: 04 receiving 6 RAPs of


Killing damage still receives 6 RAPs of damage, but the first four of
those become Bashing damage and last two remain Killing damage.
The Killing combat RAPs are applied first, followed by the Bashing
combat RAPs.This is important if a Character is reduced to 0 BODY
or less: If the Killing combat RAPs are not enough to reduce him to 0
Current BODY but the following Bashing RAPs do so, the Character is
simply knocked out as per a Bashing attack, not a Killing one.

The

conversion of RAPs from Killing to Blunt is done before Last

Ditch Defense can be applied.If mixed RAPs are received, the


Killing combat RAPs are the ones that are negated first by LDD.

common Limitation is the -1 FC "Cannot Blunt Energy Attacks".

B ro a d c a s t E m p a t h

Author:

Sbastien Andrivet

Mental Power
Link: WILL
Range: Normal
Type: Dice
Base Cost: 20
Factor Cost: 05

The

Power allows a Character to make another Character feel any

emotion the user wishes.For example, the user could make an


opponent run away in fear (see Aura of Fear and Phobia for Powers
that only induce this), feel too sad to do anything, or feel blissful and
calm.

The

brute force use of Broadcast Empath is to impose a feeling on

the targets mind.This use of Broadcast Empath is treated as a


normal Mental Attack with AV/EV equal to the users APs of Power ;
however a successfully attacked victim takes no Mental damage.
Instead, if the RAPs earned by the attack roll are greater than or equal
to the opponents Mind, the opponent succumbs to whatever emotion
the user broadcasts.This emotional state will last for RAPs of time
(or the Power user may choose to release the opponent at any time
beforehand).

Character will normally realize he is affected By Broadcast Empath,

and may attempt to break free through willpower.This is an Action


Check with the Int/Will as AV/EV and the RAPs of the Broadcast
Empath attack as OV/RV.

more subtle approach is to permeate the targets mind with a

vaguer feeling and then use conventional Persuasion.The user of


Broadcast Empath can choose to improve (or degrade) the targets
Attitude.This is also a normal Mental Attack with AV/EVs equal to
the users APs of Power.The targets Attitude can be shifted
according to the following table:
RAPs

Effect

targets MIND

One step

Full targets MIND

Two steps

Twice targets MIND

Three steps

Thus,

if a broadcast empath is about to be arrested by a policeman

for gross disorderly conduct (MIND: 03, Suspicious Attitude), he can


attempt to change the policemans attitude.Using his Broadcast
Empath power, he gets 4 RAPs against the cop - which is more than

the full MIND score of his target, but less than twice the policemans
MIND.He chooses to move up the cops Attitude two steps - from
Suspicious to Friendly. The policeman is now willing to discuss the
matter and will probably let the Character go after a stern lecture and
a warning.

The

subtle approach to Broadcast Empath can also enhance

Intimidation and Interrogation. This is also a normal Mental Attack


with AV/EV equal to the users APs of Power. The Character doing the
Interrogation or Intimidation against the target will then benefit from
bonuses according to the following table :
RAPs

Effect

targets MIND

-1 CS to OV/RV of Intimidation/Interrogation Check

Full targets MIND

-2 CS to OV/RV of Intimidation/Interrogation Check

Twice targets MIND

-3 CS to OV/RV of Intimidation/Interrogation Check

Character will not necessarily realise that they are affected by these

subtle applications of Broadcast Empath.If they have serious,


substantial reasons to doubt that their emotions are their own, they
can attempt an INT/WILL check against the users INT/Broadcast
Empath.Gaining RAPs will allow them to realize something is not
kosher ; the target can then attempt to break the control as above.

C l aws B e i n g

Author:

Sbastien Andrivet

Helper(s): Roy Cowan


Physical Power
Link: BODY
Range: Self
Type: Auto
Base Cost: 20
Factor Cost: 04

This

Power usually represents a Character covered with spines, quills,

or other sharpened protrusions.Anyone or anything touched by or


touching a Character with an activated Claws Being Power, including
contact made in hand-to-hand combat, incurs a Physical Attack with
AV/EV equal to APs of Claws Being.This special attack form does
not count as an Action for the Claws Being Character.The APs of
Claws Being may also be substituted for a Characters STR as the EV
of any hand-to-hand attack.

Depending

on which set of Genre rules are in play (see page 219),

use of the Claws Being Power on another Character could


automatically constitute Killing Combat.Gamemasters are encouraged
to determine this before play.

Characters

with non-retractable protrusions should buy this Power

with the Always On Limitation.

C r ys t a l P ro d u c t i o n

Author:

Pufnstuff

Helper(s): Sbastien Andrivet, Azrael, William Chamberlin, Chris


Cottingham, Roy Cowan, Gareth Lewis, Peter Piispanen
Physical Power
Link: STR
Range: Normal
Type: Auto/Dice
Base Cost: 20
Factor Cost: 08

This

Power allows a Character to spontaneously generate crystalline

structures using trace elements in the atmosphere.These structures


may be created in any shape the user wishes, such as bridges, melee
weapons, or enclosures, with a BODY score and maximum total
volume equal to the APs of Crystal Production.

The

colors and opacity of the crystals produced by the Character

should be determined at the time of the powers purchase.A


Character with an appropriate Artist Skill can even create aesthetically
pleasing mosaics using a variety of colors.Note that stone is also a
form of crystal and can thus be generated by this Power.Once
chosen, the opacity or transparency of the crystals remains fixed
unless the Character has purchased the Selective Opacity Bonus.

Specific

applications include :

Creating barriers or enclosures around the user or other objects.


These are treated as inanimate objects with a BODY equal to the
APs of Crystal Production.Destroying or breaking through them
thus requires a Physical Attack with the AV/EV equal to the EV of
the attack and an OV/RV equal to the BODY/BODY of the
barrier.A single RAP is sufficient to shatter such objects unless the
Crystal Production Power is purchased with the Hardened Defenses
Bonus.
Trapping targets in blocks of crystal.This requires an Action Check
with AV/EV equal to DEX/APs of Power versus an OV/RV equal to
the targets DEX/STR. RAPs from this Check equal the BODY and
volume of crystal that has trapped the target.The targets DEX and
movement speed is reduced by the RAPs achieved.To break free,
the target must make a successful Physical Attack using STR/STR as
AV/EV against an OV/RV equal to the RAPs of the original Check.
Making crystalline projectiles to Physically Attack others with DEX
as AV and the APs of Crystal Production as EV.

Objects

made with Crystal Production will dissipate after APs of time

equal to the characters APs of Crystal Production.Crystalline


structures have a -2CS to their RV versus sonic or vibratory attacks.

Those

encased in an airtight crystalline structure may suffocate once

the oxygen within runs out, depending on Genre.This can be


avoided by purchasing the Porous Limitation.Other options to avoid
suffocation include the purchase of Sealed Systems (Only Usable by
those within Crystal Production Structures) to represent the crystalline
enclosures generating a breathable atmosphere or Suspension (Only
Usable within Crystal Production Structures) to allow the character to
force those enclosed in his crystals to enter a state of hibernation.

Crystal

Production may be purchased with the following special

Bonuses and Limitations :


Selectively Opaque (+1FC): The character can choose whether or
not to make the crystals transparent or opaque, and can also opt to
make some segments of a single structure opaque while other parts
remain transparent.This can be used to practical or artistic effect.
Porous (-1FC): The crystals created by this character are porous,
allowing free gas exchange.There is thus no possibility of people
within a crystal structure being suffocated, but those same structures
cannot be made airtight to protect against gas attacks or other
atmospheric hazards.Porous crystal structures also suffer a -1CS to
their RV as the porosity weakens the structures overall integrity.
Selectively Porous (+1FC): The character can choose whether or not
to make any given crystal object Porous.This cannot be purchased
in conjunction with the Porous Limitation as it already includes that
option.
Sliding (+1FC): The Character may create a crystalline slides and
chutes to move along the ground at a speed equal to her APs of
Crystal Production (maximum movement speed of 8 APs).
Permanent (+3FC): By exerting extra effort, the character can make
a crystal structure that will not dissipate when the normal time limit
has elapsed.However, this structure still counts against the
maximum total volume of crystal that can be created until the
normal duration has elapsed, after which it is no longer counted
against the total volume.
Ubiquitous Source (+2FC): The crystals are not derived from
atmospheric trace elements but instead come from another
inexhaustible source such as extra-dimensional summoning or
solidified psychic energy.This allows the creation of crystals in
any environment including total vacuum and allows the Character
to ignore the maximum total volume restriction, though the total
volume of crystal that can be created per phase is still restricted to
the APs of Crystal Production.

Characters

with this Power include Krystalin of X-Men 2099, Kole of

the New Teen Titans (pre-Crisis), Legion of Super-Heroes associate


Crystal Kid, the Star Sapphires, and Superman X of the Legion of

Super Heroes Animated Series.

D a m a g e Ab s o r p t i o n

Author:

J.D. Marquart for Pulsar Games based on Mayfair

Physical Power
Link: BODY
Range: Self
Type: Dice
Base Cost: 75
Factor Cost: 08

This

Power allows a Character to absorb APs of damage from

Physical attacks and add it to his own Attributes and/or Powers.

Every

time the Character is hit by a Physical attack, he makes an

Action Check using the APs of Damage Absorption as AV/EV against


an OV/RV equal to the RAPs done by the attack.The resulting RAPs
are subtracted from the RAPs done by the attack.If any attacking
RAPs remain, they are applied against the Character as normal.

The

subtracted RAPs can be distributed among one or more of the

Characters Powers or Attributes.This increase in APs will last for a


time in APs equal to the APs of Damage Absorption.

The

Powers and Attributes that Damage Absorption applies to must be

defined when the Power is purchased.Five Hero Points must be


added to the Base Cost of Damage Absorption for each eligible Power
or Attribute past the second.

Damage

Absorption may be purchased with the following Limitations:

Only Useable Against Hand-to-Hand Attacks (-1 FC), and Only


Useable Against One Energy Type (Electrical, Light, Sonic, etc) (-2 FC).

Damage Capacity v1.3.1

Author:

By Patrick Good and Paul Z Ewande

Helper(s): Andrew J. Aitken, Mark Ayen, William Chamberlin, Roy


Cowan, Phil Dixon, Adam Fuqua, Kal-El el Vigilante, Phillip John
Mason
Physical, Mental, or Mystical Power
Link: Body, Mind, or Spirit
Range: Self
Type: Auto
Base Cost: 25
Factor Cost: 06

Damage

Capacity increases the amount of damage the user can

sustain and still function, without increasing the users resistance to


damage.These Powers, purchased separately for each type of
damage, raise the users maximum Current Resistance Condition (Body,
Mind or Spirit) by the APs of the power.The type of Damage
Capacity should be noted (Damage Capacity (Physical), for example)

but can be assumed to be Physical if unlisted.Damage Capacity has


no affect on the users RV and the Character cannot use more than
his base Resistance Value in HPs to bolster his RV.

While

Damage Capacity does not enhance the Characters RV, it does

add to the Resistance Attribute when determining the point of death,


the amount of RAPs that can be negated by Last Ditch Defense, and
when determining Stun results on the Character.Example: A
Character with BODY 10 and Damage Capacity (Physical): 10 starts
with 20 Current Body Condition, has a base Physical RV of 10, can
add up to 10 APs to his RV with HPs, can negate up to 20 RAPs
with LDD, is only Stunned if taking 20+ RAPs in a single attack, and
dies upon reaching -21 or lower Current BODY.

Damage

Capacity can be purchased with the following Limitations:

No Negative Capacity (Power does not affect point of death, -1 FC);


Negative Capacity Only (Power only affects point of death, -3 FC);
and No Extra LDD Capacity (-1 FC).

For

those who think that the BODY of stock vehicles in DC Heroes is

high, Damage Capacity is a good solution lower BODY a bit and


add Damage Capacity APs so vehicles are easier to damage but not
necessarily easier to wreck.

D a rk n e s s

Note

by Sbastien Andrivet, Tiago Quintana, Black Adam, Eric

Langendorff

The

Darkness Power includes what seems to be an editorial mistake

anyone within the Darkness field has his AV and OV of all


Physical Actions reduced by the APs of Darkness.How to parse this
sentence is unclear, as nothing affects both the AV and OV of a given
Action in the system.

There

are two main possible interpretations:

The Southern interpretation is that the OV of all Physical Actions


taking place within the Darkness field are raised by the APs of
Darkness, and that the mention of OV is in error.This is a
conservative approach.If you take the Southern interpretation, we
suggest lowering the Factor Cost of Darkness by one or two to
better align it with, say, the Flash Power.
The Northern interpretation is that the AV of your Physical Actions
in the Darkness is increased (people cant defend efficiently against

you) and your OV against others Physical Actions is raised (they


cant really aim at you since its dark).This is a generous
approach.If you take the Northern interpretation, the BC and FC
of Darkness are probably best raised, since with Devastating and
Critical Attacks it could easily lead to abuse.

Other

variants: Beyond these, there are two approaches to the

Darkness Power quandary, but there are a bit more akin to house
rules than interpretation of whats in the rulesbook.To wit :
The Eastern variant is that the OV for the Characters who cant see
in the Darkness is increased by APs of Darkness, and they are
automatically Blindsided - a flat modifier - by opponents whom
they cant perceive.
The Western variant is that any Character within the Darkness field
whose vision is blocked has the OV of all physical Actions
increased by the APs of Darkness.Likewise, any Character whose
vision is blocked and who attempts to target a Character or object
within the Darkness field has his OV similarly increased.
(Characters in the Darkness field attempting to target another
Character or object within the field have the OV increased only
once.).See Eric Langendorffs rules file in the Yahoo!Group for
more.

D a t a S to ra g e

Author:

Sbastien Andrivet and Roy Cowan

Helper(s): Clarkus, Elias dosSantos, Adam Fuqua, Eric Langendorff, Dr.


Peter S Piispanen
Mental Power
Link: WILL
Range: Self
Type: Auto
Base Cost: 20
Factor Cost: 01

This

Power represents the ability to store data, commonly in a

computerized format.Basic playback and access is included in the


Power, but detailed searches of the data included therein may require
use of the Recall Power at the GMs option.The Base Cost includes
20 APs of information capacity, so 1 AP of Data Storage is 20 APs of
data or 1 GigaByte.

Data

Storage can be bought with the Low Tech Limitation, which

reduces Base Cost to 1 and eliminates the bonus +20 APs of Data
that the Power typically begins with.The Increased Capacity Bonus
adds 4 APs to the starting Bonus APs for each +1FC; for example, +8
Increased Capacity (for a total beginning base capacity of +28) would
cost +2 FC.
APs of Data

Data Capacity

Examples
Single-Side Single Layer

22

4 GigaBytes (GB)

DVD (4.7 GB) ~130


minutes (11 APs) of high
quality audio/video*

25

32 GB

30

1 TeraByte (TB)

39

500 TB

40

1 PetaByte (PB)

43

8 PB

Blu-Ray DVD (25 GB)

Internet Archive as of
2004 (300 TB)

Googles Server Farm


Capacity as of 2004
(5.625)
Total printed information
48

250 PB

on Earth as of 2004 (200


PB)

60

1 ZetaByte

61

2 ZB

Information density of 1
gram of DNA (2.25 ZB)

*Different

durations of similar quality recording can be determined by

adding or subtracting the difference in APs of time.One day of


recording capacity (15 APs of time) would require an additional 4 APs
of data storage.Lower quality recordings can reduce the total needed
APs of data capacity by 1 to 3 APs while higher quality recordings
will add at least as many APs.

Estimates

of the data storage capacity of the human brain vary

greatly.Common suggested numbers range from 3 Terabytes (Tb) to


1,000 TB (32 to 40 APs of data), though there are some higher and
lower estimates.Sufficient capacity to hold not just a persons total
memories but a functioning mind will likely require a thousand-fold
increase (an additional +10 APs).

complete copy of a single human genome is 2.9 Gb (22 APs of

data).Up to 80% of the human genome may be entrons (junk


DNA that serves no purpose) or redundancies, so a more complex
lifeform could still have a smaller genome sequence by virtue of less
wasted space.Conversely, simpler lifeforms may have much larger
genomes because of an even greater abundance of those fillers.The
genome sequence of common e coli bacteria is 4.7 Gb (23 APs of
data) and that of wheat is 16 Gb (25 APs).

Developers

note: This Power replicates (with some adjustments) the

original functioning of Recall, which was changed in the later editions


of the game from being simple storage of information to an
information retrieval Power.

Dispersal v2

Author:

Sbastien Andrivet

Mental Power
Link: WILL
Range: Self
Type: Auto
Base Cost: 100
Factor Cost: 02

This

Power enables the Character to become intangible - for instance

by dispersing their atoms, or somehow becoming out of phase when


compared to the normal world.An intangible Character can freely
move through physical objects and other Characters ; they cannot
affect matter and matter cannot affect them.Likewise, energy in the
physical world (fire, electricity, etc.) is normally irrelevant for the
Character - they cannot affect it and it cannot affect them.Somehow,
the Character remains able to breathe when in a Dispersed state.

Characters

with Dispersal are frequently, but not always, able to use

the Air Walking Power.This Power should be bought separately, and


possibly made Contingent Upon the Dispersal power.

Force

fields (such as those produced by the Force Field, Force Wall

or Force Shield Powers) can stop a Dispersed Character.To pass


through one, the Character must pit their Dispersal APs as AV/OV
against the force fields AP value as OV/RV.If RAPs are scored the
Character can pass through the force field, which takes an amount of
time equal to the APs of the force field minus the RAPs.

In

some campaigns, Dispersal-resistant material exists as a plot device

to stop intangible Characters.Such material would have APs of Force


Wall in addition to its BODY, possibly with the Only To Oppose
Dispersal (-2FC) Limitation.

Dispersal

makes a Character tougher to locate using Radar, Sonar or

Thermal Vision - any Perception Check using this Power against a


Dispersed Character have the activated APs of Dispersal added to the
OV/RV.

Two

Characters capable of Dispersal may be able to physically

interact with each other.This is automatic if both Characters are


willing to interact ; if a Character with Dispersal is attempting to
affect another Character with Dispersal without their consent, this
requires an Action Check.Such an attempt takes an Automatic
Action and pits the attacking Characters Dispersal APs as the AV/OV
against the defending Characters Dispersal as the OV/RV.One or
more RAPs allow the Characters to physically interact with each other,
yet both remain intangible to the real world.

The

solidify inside a target ability and Partial Dispersal Bonus

remain unchanged from the standard rules.

Wallpass

Limitation (-1FC): Wallpass makes it harder to pass through

matter.When walking through an obstacle, the Character takes an


amount of time equal to the BODY of the obstacle minus his APs of
Dispersal.If the object has APs of Density Increase, those are added
to its BODY for the purposes of this calculation.

Only

To Affect Dispersed (BC becomes 10): The Character cannot use

Dispersal to become intangible or make themselves harder to locate


via Radar, Sonar or Thermal vision, but only to attempt to affect
Dispersed Characters.The APs of Dispersal for such a Character can
only be used to touch a Character with Dispersal, as explained above.

E l e c t ro m a g n e t i c P u l s e ( E M P ) v 1 . 1 . 1

Author:

Bryant Berggren

Helper(s): Unknown
Physical Power
Link: STR
Range: Normal
Type: Dice
Base Cost: 20
Factor Cost: 03

This

Power allows a Character to generate a powerful burst of

electromagnetic energy, which disrupts electrical equipment and radio


transmissions.The Character makes an Action Check, using the APs
of Power as the AV/EV against the targets DEX/BOD as the OV/RV.
RAPs gained by the attack are subtracted from the APs of any
electronic-based Power or Attribute the target possesses (including

Mental Attributes, the Data Storage and/or Recall Power of computers,


and any Radio Communication or similar Power).Any equipment
being carried by the target is automatically hit as well.

Developers

Note: This power was written to replace the modified

application of Magnetic Control for atomic weapons in earlier editions


of the game.Another version of EMP rules can now be found as
part of BoH:SEs Electrical Control Power; The two differ primarily in
that EMP is an active energy discharge while the damaging portion of
Electrical Control uses electricity already existing in the target (and
thus uses BOD/BOD as its OV/RV instead).As with the earlier use of
Magnetic Control, Electromagnetic Pulse can substitute for Electrical
Control in nuclear weapons at the GMs preference.

EMP Shielding

Author:

Bryant Berggren

Helper(s): Unknown
Physical Power
Link: BODY
Range: Self
Type: Auto
Base Cost: 05
Factor Cost: 04

This

Power allows a Character or Gadget to protect himself from an

Electromagnetic Pulse.The APs of Shielding are added to the RV


against any EMP attack.APs of Shielding are not transferable unless
purchased with the Usable By Others or Area Effect Bonuses.

EMP

Shielding normally will not protect equipment the Character has

on his person.To do so the Power must have the Bonus: Protects


Personal Items (+1 FC).

E n h a n ce d I n i t i a t ive v 1 . 1

Author:

J.D. Marquart for Pulsar Games, edits By Sbastien Alexandre

Andrivet
Mental Power
Link: INT
Range: Self
Type: None
Base Cost: 18
Factor Cost: 01

APs

of Enhanced Initiative are added to the Characters APs of

Initiative when determining Initiative.Since this is applied


automatically at Initiative, Enhanced Initiative does not require any
Actions.

The

Base Cost is based off the Lightning Reflexes Advantage, and the

Factor Cost is based off of the Superspeed Power as well as the


Attributes.

Note:

In its sole Pulsar Games appearance, this Power was called

Enhanced Reaction.

E x t ra -S e n s o r y Tra c k i n g

Author:

Chris Cottingham

Helper(s): Eric Langendorff, Frank Murdock


Link: WIL
Range: Special/Normal
Type: Dice
Base Cost: 20
Factor Cost: 04

This

Power allows a Character to hunt down other characters through

the use of extra-sensory insights, independent of any physical tracks or


traces.It may function through a variety of methods, depending on
the character.The hunter may be telepathically detecting the quarrys
mind, following psychic or ectoplasmic residue, be guided by
clairvoyant or precognitive visions, have a subconscious knowledge
which gradually surfaces at need, etc.It may simply be a highly
developed intuitive sense, where the tracker has ill-explained hunches
guiding his/her steps.

The

Extra-Sensory Tracker must be within Normal Range of the quarry

in order to initially tune his or her particular brand of insight to


follow a particular quarry.Once a quarry has been tuned in, Range
no longer matters, so long as the Character is following the trail.

Note that this Power does not immediately reveal the quarrys
location, as Life Sense or Detect might.The Power reveals the trail,
the Power user must follow the trail step by step to arrive at the
targets current location.

The

AV/EV of a Telepathic Tracking attempt is the APs of Power;

OV/RV are the quarrys INT/MIND.Any active APs of Mind Blank are
added to RV while Obscure adds to OV and RV.A +2 CS OV/RV
penalty applies if the Character is unfamiliar with the quarry.(GM
discretion on what constitutes familiarity with a quarry, it may be
through a personal relationship, through a prior psychic contact such
as a telepathic communication or a vision via Precognition or
Postcognition, etc.).If the Character has a limited familiarity, or is
operating from a detailed description and/or a photograph, then the
OV/RV penalty is reduced to +1 CS.

RAPs

of a successful check are the length of time the Character can

follow the trail before a new Action Check is needed.Typically, a


failed Action Check simply means a delay, as the Character can try
the next Phase to pick up the trail again.Some versions of ExtraSensory Tracking may have a Decaying Limitation (-1 FC) where a
failed action check means the psychic trail has faded beyond the
point where it can be followed.In that case, the quarry would have
to be reacquired through the tuning in process mentioned above
before tracking could resume.(This explains why many police
psychics might carry a photo with them, in case they need to tune
in on the target again.) If the quarry has gone outside of normal
Range in the interim, then the trail is lost.

Extra-Sensory

Tracking would be possessed, most famously, by

Dawnstar of the Legion of Super-Heroes.Dr. Strange, or his amulet,


often seems to use this ability, sometimes following a trail in astral
form.Other characters who have or could develop Extra-Sensory
tracking include many police psychics and fictional psychic
detectives.Saturn Girl has a Limited version of it, Derived from her
Telepathy and requiring her to have had previous telepathic contact
with the quarry.Many other characters may have this Power with
similar Limitations.For example, some police psychics may have
Extra-Sensory Tracking Contingent on clairvoyant or psychometric skills
such as Postcognition or Object Awareness.(Think again of that
police psychic who carries a photo or something from the crime
scene to tune in the quarry.) Rachel Summers, with her ability to
detect psychic residue and her skill as a telepathic hound might also
develop this ability.

F l u i d Fo r m ( O n ly To S q u e ez e T h ro u gh )

Author:

Sbastien Andrivet

Helper(s): Ethan Roe, Eric Langendorff, Roy Cowan


Link: BODY
Range: Self
Type: Auto
Base Cost: 10
Factor Cost: 02

This

is a packaged Limitation for the Fluid Form Power.The Only to

Squeeze Through Limitation means that APs of Fluid Form are only
useable to pass through small passages and holes, or fit into small
spaces.The APs are against on the Shrinking table to get a sense of
what is possible.

For

instance, Fluid Form (Only to Squeeze Through): 05 can be used

to fit through any aperture, or hide into any space, something the size
of a house cat could reasonably fit in - since house cats have 5 APs
of Shrinking.Such movement is performed at a speed of 1, unless
the Character also has a +1 FC bonus from a suitable movement
Power (such as Running) to have it apply to Squeezing movement.
None of the other effects of Fluid Form apply.

Character can have both Shrinking (often Always On) and Fluid

Form (Only to Squeeze Through) - do a straight addition (e.g. 3+3=6)


to see what the Character can Squeeze Through.For instance the
aforementioned house cats have one AP of Fluid Form (Only to
Squeeze Through) on top of their Shrinking, at least when they are

young.

Fluid

Form (Only to Squeeze Through) is often the produce of flexible

bones (or being an invertebrate !), but can also be used to describe
Characters who have a very limited form of Fluid Form or Anatomical
Separation, some advanced form of circus contortionist training, etc.

Designers

notes: For years we gave characters who can do that one

or two APs of Fluid Form, but it gradually became obvious that it


didnt really work - and in fact created more problems than it
solved.Fluid Form (Only to Squeeze Through) emerged as the best
approach after trying numerous angles to model Characters with
flexible bones such as the Cobra, Ragdoll, Hepzibah, Morbius, etc.

Fo rce Wa l l v 1 . 4 . 1

Author:

Sbastien Andrivet and Eric Langendorff

Helper(s): William Chamberlin, Roy Cowan, Kal El el Vigilante


Physical Power
Link: STR
Range: Self
Type: Auto
Base Cost: 15
Factor Cost: 07

The

Force Wall Power allows a Character to erect a simple defensive

barrier in the form of a wall or a bubble.The barrier has a Body


equal to the APs of Force Wall and is usually composed of the same
types of energies as those created by the Force Manipulation Power,
but without the extensive flexibility of Force Manipulation.A wall is
a flat or slightly curved structure with a maximum surface area of 2
APs (2 square yards) that must be manifest within arms reach of the
user.A bubble is spherical in shape, centered on the user, and
contains a maximum volume equal to the APs of the Force Wall
Power (unless such a volume is insufficient to contain the Power user,

in which case the bubbles volume is the minimum necessary to


contain the user himself).

Force

Wall with the Ranged Bonus enables a Character to create a

Force Wall at Normal Range (not just around himself), and changes
the Action Type to Auto/Dice.Projecting a Force Wall at Range
allows the user to entrap another Character within a bubble.Trapping
an unwilling target is a Dice Action with an AV/EV equal to the
Characters Dex/APs of Force Wall, and OV/RV equal to the targets
Dex/Str.

Force

Walls are attacked as inanimate objects, using the Characters

Str/Str or APs of an appropriate Power as AV/EV vs. the walls


Body/Body as OV/RV.Unless the Force Wall has Hardened Defenses
(see below), 1 or more RAPs is sufficient to shatter ("breach") the
Wall, although the Power user may apply Last Ditch Defense against
the damage.If a Force Wall is breached, the Wall disappears and
the Power takes an AP of damage, which must be Recovered
normally.An Attacker may attempt to Multi-Attack the Force Wall
and one or more targets behind it (provided all such targets are within
Range of the Attack), but the Attack must inflict enough damage to
shatter the wall.If the Multi-Attack would have different AVs vs. the
individual targets, use the lowest AV.

If

a Force Wall is breached, the Power users Actions on the following

phase take place at the end of the Initiative order as if the Character
had been Intimidated (although no other effects of Intimidation apply
as a result of this effect).

Players

should decide when the Power is purchased whether the Force

Wall is transparent or opaque to sight, sound, or gas diffusion.Force


Wall bubbles that are opaque to gas diffusion may protect against gas
attacks, but also carry the risk of eventual suffocation from lack of
fresh air.Airtight Force Wall bubbles are considered to have Sealed
Systems (Only Versus Gas Attacks) with APs equal to the current APs
of Force Wall.

Force

Wall may be purchased with the following special Bonuses:

Variable Transparency (+5 BC per factor, defined at the time Force


Wall is purchased): the transparency of the Force Wall to sight,
sound, and/or gas diffusion may be defined at the time the Force
Wall is created;
Air Supply (+1 FC): Characters enclosed within a Force Wall bubble
are supplied with air for an amount of time equal to the Force
Walls APs plus 4;
Increased Size (+1 FC per additional AP of surface area or volume);
Can Attack Through Wall (+30 BC, +2 FC): Characters on one side

of a Force Wall (defined at the time the Wall is created) may freely
Attack targets on the other side of the Force Wall;
Hardened Defenses (+3 FC): Force Walls with Hardened Defenses
are not breached unless they accumulate damage equal to their APs
of Body (i.e., their Current Body Condition reaches 0);
Continuous (+1 FC): RAPs of damage to the Wall are not applied
to the Power itself so long as the user spends one Automatic Action
each phase to maintain the Power.

Force

Wall may be purchased with the following special Factor Cost

Limitations:
Force Wall Loses 2 APs Per Breach (-1 FC);
Force Wall Loses 4 APs Per Breach (-2 FC);
Force Screen (-3 FC): Force Wall loses 1 AP per RAP of damage
taken to the Wall;
Wall Only (-2 FC);
Psychic Feedback (-1 FC): any RAPs of damage applied to the Force
Wall are used as the AV/EV of an immediate Mental Attack using
the Int/Mind of the Power user as OV/RV. RAPs scored on this
Attack are taken as Mental Bashing damage against the Power user.

Developers

Notes: This serves as a rewrite of sorts for the Force Field

and Force Shield Powers, which normally provide only RV additions.


Force Wall can either substitute for those Powers or supplement them
to represent different types of force fields.The well-known example
of the official version of Force Field is the shielding of most sciencefiction ships, which make the vessels harder to damage but allow
some damage through even when they are not breached.An
example of Force Wall would be standing shields which completely
block damage until they are overloaded or the generator itself is
destroyed, at which time the field collapses completely.

G e o f o rce v 1 . 1

Author:

Sbastien Andrivet

Mental Power
Link: INT
Range: Normal
Type: Dice
Base Cost: 20
Factor Cost: 06

This

Power allows a Character to sense and control local tectonic

activity and volcanism such as faults, subterranean geography and


magma flow.A Character with Geoforce may use the Power toward
a number of applications, including :
Awareness of major conditions underground within a distance equal
to the APs of Power.With concentration the Character can
determine local volcanic activity, presence and location of fault
lines, underground temperature, large caves of any origin, presence
of specific minerals or bodies of water, especially large beings
moving underground or other large sources of underground
vibrations, etc.
Create earthquakes.Those earthquakes are centered around the
Character, who is immune to the direct effects but not incidental
ones such as falling buildings and other earthquake hazards.The

maximum intensity is equal to half the APs of Power on the


modified Mercalli scale (see below), rounding down.The
maximum radius is equal to two-third of the APs of Power.For
instance, a Character with 14 APs of Geoforce can create an
Intensity VII earthquake with a radius of 9 APs around them.
The effects of such artificial earthquakes drop sharply at the end of
the radius.Note that in some regions, near tectonics edges, an
artificial earthquake may well trigger an actual quake.
Diminish the intensity of earthquakes.As above, but the Mercalli
rating of the earthquake is lowered.
Grow volcano.This feat takes about an hour ; the maximum
above-ground height of the volcano is half the APs of Power - for
instance 8 APs is sufficient to create a volcano that is about 150
feet high.This may or may not be accompanied by an earthquake
effect as above, at the Characters discretion.The artificial volcano
appears in a state of eruption, and will remain eruptive for APs of
time equal to the APs of Power.
If the region has no history of volcanism, the volcano will then
cool and shut off. If not, it is now considered to be a normal
volcano.
Widen or close natural fault lines.A clear natural fault must exist
in order to perform this.A Character able to manipulate the
ground by creating faults of his own has Earth Manipulation.
Redirect flows of magma.Magma will have the Flame Being
power ranging from 10 to 17 APs according to temperature.

Modified

Mercalli scale (from the pamphlet The Severity of an

Earthquake prepared by the U.S. Geological Survey in 1986):


(I) - Not felt except by a very few under especially favourable
conditions.
(II) - Felt only by a few persons at rest, especially on upper floors
of buildings.Delicately suspended objects may swing.
(III) - Felt quite noticeably by persons indoors, especially on the
upper floors of buildings.Many do not recognize it as an
earthquake.Standing motor cars may rock slightly.Vibration
similar to the passing of a truck.
(IV) - Felt indoors by many, outdoors by few during the day.At
night, some awakened.Dishes, windows, doors disturbed; walls
make cracking sound.Sensation like heavy truck striking
building.Standing motor cars rocked noticeably.
(V) - Felt by nearly everyone; many awakened.Some dishes and
windows broken.Unstable objects overturned.Pendulum clocks
may stop.
(VI) - Felt by all; many frightened and run outdoors, walk
unsteadily.Windows, dishes, glassware brokenbooks off shelves

some heavy furniture moved or overturned; a few instances of fallen


plaster.Damage slight.
Standard Action modifier: Challenging.
(VII) - Standing is Challenging (OV/RV 02/02).Furniture broken.
Damage negligible in building of good design and construction;
slight to moderate in well-built ordinary structures; considerable
damage in poorly built or badly designed structures; some chimneys
broken.Noticed by persons driving motor cars.
Standard Action modifier: Difficult.
(VIII) - Standing is Difficult (OV/RV 04/04).Damage slight in
specially designed structures; considerable in ordinary substantial
buildings with partial collapse.Damage great in poorly built
structures.Fall of chimneys, factory stacks, columns, monuments,
walls.Heavy furniture moved.
Standard Action modifier: Strenuous.
(IX) - Standing is Strenuous (OV/RV 06/06).General panic
damage considerable in specially designed structures, well-designed
frame structures thrown out of plumb.Damage great in substantial
buildings, with partial collapse.Buildings shifted off foundations.
Standard Action modifier: Extreme.
(X) - Standing is Extreme (OV/RV 08/08).Some well-built wooden
structures destroyed; most masonry and frame structures destroyed
with foundations.Rails bent.
Standard Action modifier: Extreme.
(XI) - Standing is Pushing the Limit (OV/RV 10/10).Few, if any
(masonry) structures remain standing.Bridges destroyed.Rails bent
greatly.
Standard Action modifier: Extreme.
(XII) - Standing is Herculean (OV/RV 12/12).Damage total.Lines
of sight and level distorted.Objects thrown into the air.
Standard Action modifier: Pushing the Limit.

These

rules can replace those on pp 151-153 of BOH:SE if you want.

I n te r f a ce ( E x p a n s i o n )

Note
The

by Gareth Lewis, Eric Langendorff

Power description for Interface makes it overwhelming against

foes like Iron Man, not allowing them an opportunity to resist the
control of even a single AP of the Power.While his APs of Interface
would still be overwhelming, here are some clarifications to make the
Power slightly fairer.

While

Interface allows the Character to make the Gadget perform

whatever actions its designed to, a Gadget with Security Systems is


designed to do nothing unless the security is overridden.Thus, the
Character must overcome the Security Systems before doing anything
else.When trying to take control of a machine with Security
Systems, the character with Interface must first overcome the Security
System with a roll using his APs of Interface as AV/EV, against the APs
of Security System as OV/RV. Any RAPs scored indicate success in
bypassing it, and the character wont have trouble with the Security
System of that particular device in the future, unless it gets upgraded.

If

the device the Character is trying to control is already under

anothers control (whether manually or by Interface), the Character


must try to take control of the device away from them.They must
perform a Skill vs. Skill roll, with the APs of Interface applied to
controlling the Device as the AV/EV, and the current wielders
appropriate Skill as the OV/RV.If RAPs are earned then the Interface
character gains control of the device, although the other character may
try to take back control on the subsequent phase, if applicable (for
example, if the device is a car from which theyve been ejected, they

have to get back in it before trying to use their Vehicles Skill to


regain control).If the device has Security Systems, the character with
Interface may spend an Automatic Action to reprogram it to only
allow themselves access, in which case the other character must
bypass the Security System before they can try to regain control.

Trying

to control an independent robot (which arent usually

controlled by a Skill) requires a Dice Action.For a self aware


machine (one which has Mystical Stats), the APs of Interface applied
to the attempt function as APs of Control to take command of the
robot.For a non-sentient robot, the highest AP Stat or Power acts as
the OV/RV against the roll.If the robot is under the control of
another character, then Interface must roll against either the Skill (or
Attribute) being used to control it, or the Radio Communications
signal used.

K i n e t i c Ab s o r p t i o n ( S t r u c t u ra l o n ly )

Author:

Sbastien Andrivet

Helper(s): Eric Langendorff, Roy Cowan


Link: BODY
Range: Self
Type: Auto
Base Cost: 25
Factor Cost: 05

This

Limitation of the Kinetic Absorption Power means that Kinetic

Absorption APs can only be applied against structural impacts


damage that would shatter the Characters corporeal infrastructure.
Examples include:
Falls
Collisions, vehicular crashes, and other body-wide impacts (such as
being hit by a giant robot whose hand is larger than you are)
Explosions of a primarily concussive nature
Attacks specifically described as aiming to break the bones and
joints (such as some wrestling attacks, trying to hit somebody in the
head or arms with a nunchaku, etc.)

Being run over by most vehicles


And similar attacks

Designers

notes: Kinetic Absorption (Structural only) is a Power that

almost was necessary on many occasions and for more than a


decade.However, a limited version of Skin Armour usually turned
out to be a satisfying solution, and was used every single time as a
reasonable approximation of what we were trying to model (starting,
IIRC, with it being the choice made to model the Angel
(Worthington)s ability to soak up falls).For a while a Kinetic
Absorption (Structural only)-like approach was discussed for certain
forms of body armour, but the Blunting Power ended up being the
preferred approach and a better fit.

Still,

Skin Armour wasnt fully, entirely satisfying for some Characters -

primarily those with abnormally flexible or armoured bones - as it


gave a somewhat smudgy resolution of the situation that wasnt
modelling what should happen with low-EV or high-EV attacks.Thus
did Kinetic Absorption (Structural only) eventually emerge, first as a
new Power and then as a Limitation after Eric reminded me of Kinetic
Absorption in BOH:SE.It should replace the Skin Armour of a
number of characters on Writeups.org, though we can only do that as
we happen upon them rather than as a systematic search.The site is
too big.

L i gh t n i n g I m m u n i t y

Link:

BODY

Range: Self

Type: Auto
Base Cost: 05
Factor Cost: 04

This

Power allows a Character to protect themselves against

electricity-based attacks.The APs of Power are added to the


Characters RV against any and all such attacks.

Designers

notes: This Power has been used for years and never really

detailed, being an obvious variation on Cold Immunity and Flame


Immunity - but lets be thorough.

M a s s E f f e c t Powe r s

The

various Powers representing heavy defenses and biotic abilities in

the Mass Effect games have not been integrated in this document,
since they are quite universe-specific (though the Stagger Power below
was originally developed for Mass Effect weaponry).They can instead
be found in the main Mass Effect articles.

Numb

Author:

Sbastien Andrivet

Physical Power
Link: STR
Range: Normal
Type: Dice
Base Cost: 25
Factor Cost: 05

This

Power allows a Character to numb opponents, making them

slower and weaker - possibly to the point of unconsciousness.Such


an attack involves an Action Check with AV/EV equal to the APs of
Numb and OV/RV equal to the victims DEX/BODY.Half the RAPs
gained are subtracted from the targets STR, and the other half from
his DEX ; any odd RAP is applied against STR.For instance, getting
5 RAPs from the Numb Power would reduce the targets STR by 03
and DEX by 02, while 6 RAPs would reduce both Attributes by 03.

When

both an opponents DEX and STR reach 0, his BODY

automatically reaches a Current Condition of 0 and hes knocked out ;


all Physical Attributes are Recovered normally.

powerful enough organism can rapidly recover from the effects of

the Numb power - as long as the subject is still conscious.This is a


special Recovery Check, which can be attempted every (APs of Numb
Power) - (BODY of target + APs of Regeneration Power) APs of time,
with a minimum of O APs of time.The Check itself is done using
an AV/EV equal to (BODY + APs of Regeneration + APs of Systemic
Antidote) against an OV/RV equal the APs of the Numb power.Half
the RAPs gained via this Recovery Check are used to recover the
targets STR, and the other half his DEX ; any odd RAP is applied to
STR. Desperation Recovery can also be attempted.

P h o to g ra p h i c Re Wl exe s

Author:

Sbastien Andrivet

Helper(s): Roy Cowan, Michael A. Ficklin, Adam Fuqua, Eric


Langendorff
Mental Power
Link: INT
Range: Special
Type: Auto
Base Cost: 100
Factor Cost: 10

This

Power allows a Character to duplicate DEX or any existing

Physical Skill from any other Character.To utilize Photographic


Reflexes, the Character must have access to extensive visual data
about the Character whose DEX or Skill they want to duplicate movies, film footage, direct observation, Remote Sensing (visual) and
such are all valid sources.It takes about half a week ((17 APs) to
study one person and duplicate their DEX and/or the Skills theyre
seen using.This time can be reduced under certain circumstances as
allowed by the GM.For example, a Character with Superspeed could
subtract its APs from the time necessary assuming that they also have
the means to speed up the visual input (such as watching recordings
played back at high speed).

The

Character can duplicate any number of Skills and Subskills.

However, the maximum value of duplicated DEX or Skills is equal to


the APs of Photographic Reflexes.Only the absolute value of Skills is
used, with no consideration as to whether the original Character

bought them linked or not.

Physical

Skills that can be duplicated using Photographic Reflexes

include Accuracy (Physical), Acrobatics, Martial Artist, Thief, Vehicles,


and Weaponry.However, Characters with Photographic Reflexes can
only duplicate the actual physical aspects of these Skills.Studying a
pilot might allow the Character to learn what controls to manipulate
to a particular effect such as sending the plane into a turn, but it
would not grant him an understanding of instrument panel readings or
the knowledge of how to compensate for damage to the planes
control surfaces.Watching a safecracker open a lock would allow the
mimic to unlock similar mechanisms but not to defeat locks with
different designs.

Some

elements of non-Physical Skills can also be mimicked, subject

to the GMs judgment.Animal Handling (Riding) might be duplicated


to the extent of using observed techniques on mounts taught to
respond to those orders, such as watching an equestrian and then
riding a trained horse.The physical bases of Artist Subskills could
also be mimicked the Character could replicate a piano players
performance but would not be able to read musical notation.Specific
applications of Medicine (First Aid) and Military Science (Demolitions)
can be duplicated after observation but only within the limits of that
singular example.The Character might be able to perform a
particular first aid procedure such as CPR but would not know how to
deal with a complication not seen in the original studied event.
Watching a demolitionist arm or defuse a certain type of bomb would
only allow the Character to do so with other bombs of the same type.

If

the GM accepts, some Powers that are actually Skills (i.e., they

have the Skilled Power Bonus) can be duplicated ; likewise some


Skills that are actually Powers (with the Powered Skill Limitation) can
be excluded from Photographic reflexes.

When

using duplicated combat techniques against the original

Character, the Character with Adaptation (Photographic reflexes) is at


an advantage, since they know the exact moves the Character will
perform.They thus benefit from both a -1CS to that opponents
Physical OV when attacking them and a +1CS to their own Physical
OV against attacks by that opponent.

Like

any physical skill, the Skills acquired through Photographic

Reflexes must be maintained and trained or they will atrophy - each


Adapted Skill and Adapted DEX loses one AP per week after the
initial study.The loss of each AP can be prevented with a 10 HPs
fee.This represent basic and advanced physical conditioning needed
to physically carry the skill, as well as further study of the subject
and other users of that Skill to gain a deeper understanding besides
the immediately useful.HPs used for the maintenance fee are not

lost, however - they can be used to buy the Skill or raise DEX as per
normal Character Advancement.

Unlike

Adapted Skills and DEX, the knowledge of the individuals

fighting skills for the OV bonuses does not fade, nor does the ability
to imitate specific movements from a studied Character.However, at
the GMs call an opponents fighting style may have changed enough
since he was last studied that the Character with Photographic
Reflexes cannot use the OV bonuses until the opponent has been
studied again.

Example

: The Street Mime has Photographic Reflexes: 10.One day

he breaks into an abandoned gymnasium and discovers that it is the


place where Kung Fu Lad himself is training.The Street Mime avidly
watches the Lads katas and by returning there several times actually
manages to get the hang of Kung Fu Lads techniques.He thus
adapts Kung Fu Lads Martial Artist: 10.

Since

everybodys kung fu fightin, the Street Mime wants to keep

Kung Fu Lads skill as long as possible and work out to keep the
necessary muscles, suppleness and so on.Each week for twenty
weeks he spends 10 HPs to keep his Martial Arts at 10 APs.He has
chosen to spend a total of 200 HPs on the Martial Artist skill - thats
hard work and real training.Before seeing Kung Fu Lad the Street
Mime had no Martial Artist skill, so those 200 HPs slowly pay for the
125 HPs entry fee to buy Martial Artist using the standard Character
advancement rules.The first AP costs 60 HPs, so after 185 HPs spent
he has Martial Artist: 01, and 15 extra HPs remaining to buy the next
AP.

At

this point, he has *both* Martial Artist: 10 Adapted from Kung Fu

Lad, with a maintenance fee, and Martial Artist: 01 that he has


bought with his own HPs as a normal skill.The backstory in how he
learned it is linked to his power, but thats just backstory.The first
Martial Arts score is actually a Power, while the second is a native
Skill.

Note

that by using Character advancement the Character can have

Skills higher than anybody he ever Adapted a Skill from - for instance
purchasing Artist (Juggling): 06 although he never Adapted any Artist
(Juggling) Skill higher than 5 APs.The Recall Power and the Data
Storage Power do not allow for longer retention of the APs of Adapted
Skills - Photographic Reflexes is committed to muscle memory instead.

This

Power can be purchased with the following special Bonus : Can

Adapt Non-Physical Skills (BC +100), although this requires some


mean of observing the thought processes of the Character whose Skills
are to be duplicated - such as the Telepathy power.If the Character
can *only* Adapt non-physical skills, BC and FC are the same as for

standard Photographic Reflexes.

Designers

notes: Those Characters could conceivably be modeled by

simply giving them high DEX and numerous Physical Skills.The point
of Photographic Reflexes is to add the following points :
Characters with Photographic Reflexes have to locate and study
people who are actually good enough in the given skill.This is
unimportant for NPCs but if PCs are to have this one this is part of
the fun.They also have to find ever-tougher Characters and
specialists.
Photographic Reflexes provides an advantage against people the
Character has specifically studied.Its one of the big aspects of the
ability as depicted in comics.
Characters with Photographic Reflexes can get pick-up skills and
then never use them again, particularly non-standard background
skills sometimes found in writeups such as Artist (Cooking).
Some skills are not Skills a Character with Photographic Reflexes
watches a great basketball game, learns the killer shot that won the
match - now they have a power that simply allows them to redo
that specific gesture over and over again, as often as they like.If
they later want to talk with some street kids on a playground about
the murder last night, the ability to do that is a guaranteed icebreaker.A psionic with this ability can copy a surgical procedure
from a top surgeon to save someones life, and then delete the
skills from their mind.
There is also the matter of Skilled Powers.A Character with
Photographic Reflexes would be able to duplicate abilities such as
the missile Reflection/Deflection trick some superheroic martial
artists use.

Powe r Re s e r ve ( Z o o m o r p h )

Author:

Sbastien Andrivet

Link: WIL
Range: Self
Type: Auto
Base Cost: 10
Factor Cost: 10

This

is a packaged set of Limitations for the basic Power Reserve

Power.Said Limitations are :


APs of Power Reserve (Zoomorph) can only be used to augment
scores that have been adopted from an animal using the Zoomorph
Power.This includes Growth and Shrinking.
No such score can be augmented by more than 2 APs
The Power Reserve APs are assigned when a new form is taken
using the Zoomorph Power.A new assignation cannot be done
without changing form.

S h o c kwave

Author:

Sbastien Andrivet

Helper(s): Eric Langendorff, Black Adam, William Chamberlin


Link: STR
Range: Touch - Explosive Radius
Type: Dice
Base Cost: 20
Factor Cost: 05

Character with the Power of Shockwave can knock down and

unbalance nearby persons with but a Dice Action.A Shockwave


doesnt inflict damage per se - it staggers, dazes and knocks prone.

Shockwave attacks the following values :


The Character makes an Action Check using the APs of Power as
the AV/EV against the target(s) DEX/DEX as the OV/RV.
APs of Density Increase can be used to increase ones RV against
Shockwave.APs of Joined can be used to increase both OV and
RV against Shockwave.APs of Growth do not usually provide a
defense.
The Bracing Manoeuvre (BOH:SE) p150 can be used to reduce the
RAPs from a Shockwave attack.
Targets who are currently in the air - more than a metre or so
above the ground - receive a +1CS OV/RV Bonus against a
Shockwave.

RAPs

from a Shockwave have the following effects :

The targets AVs and movement rate are all reduced by the RAPs
inflicted by the Shockwave Dice Action.This concerns all AVs
(Physical, Perception, Mental, Character Interaction, etc.) and
movement rates (Running, Swimming, Flight, DEX-derived running
speed, etc.)
On the Phase that follows the Shockwave Dice Action, targets can
attempt to shake the RAPs inflicted by the Shockwave attack.This
is a Dice Action using DEX/STR against the RAPs gained by
Shockwave ; each RAP erases one RAP inflicted by the Shockwave

Dice Action.
The RAPs inflicted by Shockwave automatically fade, at the rate of
2 RAPs per Phase.This is on top of any RAPs gained by a Dice
Actions to shrug the effects off.This fading effect takes place at
the very end of the Phase, once all Actions have been resolved.

It

is not uncommon for this Power to be a Skilled Power that is

Contingent on STR - and it sometimes appear as a Trick Power based


on STR.This is the most common form of Shockwave - hitting the
ground to knock nearby persons prone. Note that very unusual
grounds (for instance a super-metal with a BODY well above the
Characters STR) may make Shockwave impossible.

Some

Characters who deliver particularly violent Shockwave attacks

may also have a Bomb Power that is Combined with their Shockwave
Power.

Designers

notes: Some GMS may opt to make Shockwave attacks a

Combat Manoeuvre based on STR, but we find the Power-based


approach cleaner.Most super-strong characters never pull that trick
(or just once or twice, which is within the remit of a Trick Power),
the APs are not necessarily correlated with the STR and should be set
independently, producing effects comparable to some Powers without
having bought a Power isnt clean, etc.

Though

chronologically Shockwave was designed before Stagger, it is

now best considered as a version of Stagger with various changes


already built on to keep the notation short.

S h o tg u n B l a s t

Author:

Sbastien Andrivet

Helper(s): Eric Langendorff


Link: STR
Range: None see below
Type: Dice
Base Cost: 10
Factor Cost: 01 (plus Range, see below)

This

Power allows a Character to fire blasts of small projectiles at an

opponent or target.The AV/EV of an attack using Shotgun Blast is


DEX/APs of Power while OV/RVs is the targets DEX/BODY.If the
Shotgun Blast Power is part of the Powers of a Gadget, the AV
becomes the relevant Weaponry Subskill instead - as normal for a
DEX-based Power.

Shotgun Blast automatically has both the Scattershot Advantage and

the Diminishing Limitation.

The

Shotgun Blasts Range should be bought separately (BC 0, FC 1)

and is listed immediately after the Power for instance Shogun Blast
(Range 03): 05.

In

details-oriented stories such as techno-thrillers, equipment with

Shotgun Blast will usually also have Projectile Weapons, to represent

firing solids (slugs) rather than pellets (buckshot).This Projectile


Weapons Power usually has the Ammo Switch Drawback noted as
Projectile Weapons (Ammo Switch): XX.This subtlety is not present
in most stories, where shotguns always fire buckshot.

Designers

notes: Shotgun Blast is simply a shorthand to avoid writing

over and again Projectile Weapons has no Range and uses the listed
Range instead and Advantage: Scattershot.This makes the game
stats for shotguns much briefer.

S k i n A r m o r ( U s a g e c l a r i Wi c a t i o n )

Author:
Skin

Sbastien Andrivet

Armor is normally interpreted on writeups.org as not protecting

against attacks that do not rely on physical impact.This includes


Energy Blast, Flame Project, Acid, Lightning, Cell Rot, etc.

This

comes from an early, and debatable, reading of the terms

Physical Damage in the Powers description.Unless otherwise


noted, all writeups.org profile follow this definition.

As

it turns out, this interpretation has been fruitful.Many characters

appear to be more resistant to physical impact than other attack


forms, and this take on Skin Armor has been useful hundreds of time
to model characters.If a different approach is sought, you will see
Bonuses and Limitations as Skin Armor also protects against energy
attacks or other such clarifications for a specific character.

second interpretation is that Skin Armor does not protect against

Planned Knockback Attacks - which attempt to displace the character,


but do not in themselves inflict the Physical RAPs that Skin Armor
defends against.This also corresponds to how things usually work in
comic books, where strong characters can sometime knock back foes
they cannot hurt.

S p i r i t S te e d v 1 . 1

Author:

Mike Winkler

Helper(s): Gareth Lewis


Mystical Power
Link: SPI
Range: Special
Type: Auto
Base Cost: 55
Factor Cost: 05

This

Power allows a Character to invoke a personal transport of an

animal, mechanical or mystical nature.When the power is purchased


the Character must determine the specific form that the steed will
take, such as a certain breed of horse, a particular type of motorcycle,
a skateboard, or a preposterously large sea horse.Whether the steed
is land- or water-based should also be determined at this time.The
steeds Characteristics will be fixed thereafter once a white horse,
always a white horse.

When

the power is activated the Character must spend one Phase

summoning their spirit steed.It will then appear within 2APs of the
Character at the location of their choice.The steed will respond to
the verbal commands of the Character and perform as they command
within the limits of its abilities.Any attacks performed are Ramming
Maneuvers using the APs of Spirit Steed as AV/EV.

Example:

The Mystic Rider has Spirit Steed at 8 APs.He calls forth

his motorcycle, determined at during Character creation to be a 1952

silver Black Phantom.When Mystic Rider calls it forth he can order


it to run down his enemies (AV/EV of 08) or to give a ride to a
friend.He could not command the bike to pick up a baby from a
burning building as it has no hands.

The

spirit steeds movement speed is equal to the Powers APs.The

steed may also travel as far as of its APs in ways that involve
minor aberrations of physics, subject to GM approval; a spirit steed
might run up walls or make seemingly-impossible leaps, but not pass
harmlessly through walls or teleport past obstacles.At no point can
the steed travel more than its APs of power away from the Character.

The

BODY and STR of the spirit steed are equal to the invoking

Characters Current Spirit Condition.If the Character takes Mystic


Damage the steeds Attributes are reduced appropriately.Likewise, if
the spirit Steed is damaged the Characters Current Spirit is similarly
reduced.

At

no time will a Spirit Steed have Mental Attributes.Such a steed

would be better represented as a Pet.

Spirit

Steed can be purchased with the following standard Bonuses:

Amphibious (+2 FC), Flyer (+2 FC), Malleable (+10 BC), and Distinct
Entity (+2 FC)
Amphibious: The steed can travel on land or water with equal
facility.
Flyer: The spirit steed is a flying form such as a giant eagle, winged
horse, or a flying carpet.
Malleable: The Spirit Steed can be cosmetically altered with each
invocation.A sporting gear Spirit Steed could be of any general
type (rollerblades, skateboard, kite board, skis, snowboard, etc.)
while a motorcycle steed could be of any make or manufacture or
even a unique design.While the appearance may vary from one
invocation to the next, the game effects of the steed remain the
same.
Distinct Entity: The steeds STR and BODY are equal to the invoking
Characters Spirit, not his Current Spirit Condition, and damage to
one does not sympathetically harm the other.

The

user can also purchase other Powers to be used with the steed, if

appropriate.Power Usable by the Spirit Steed Only is a -1 FC


Limitation.Examples of applicable Powers include Energy Blast,
enhanced or extended Senses, and Dimension Travel.

Split v3.7

Author:

Gareth Lewis

Helper(s): Sbastien Andrivet, John Colagioia, Roy Cowan, Kal El el


Vigilante, Eric Langendorff, Andrew Lee, Dr. Peter S Piispanen, Chris
Cottingham, RD Miles
Physical Power
Link: DEX
Range: Self
Type: Auto
Base Cost: 50
Factor Cost: 10

This

Power allows the character to split themselves into two or more

complete beings.A character can split into a total number of


additional separate beings equal to the APs of the Power.Each split
being possesses the same Attributes, Powers (excluding Split itself,
which only the original retains), and Skills as the original character at
that characters AP levels, minus one (1) AP for each active AP of
Split.

Example:

A character with all Attributes at 6 APs, Split of 2 APs, and

an Energy Blast of 8 APs, could split into three separate beings, each
of whom would possess all Attributes at 4 APs and 6 APs of Energy
Blast.

Duplicates

created through the Split Power do not themselves possess

the Split Power.Rejoining of duplicates is instantaneous at the


original characters will, so long as the character and duplicates are in
physical contact, at which point the character sustains the greatest
amount of damage taken by any one of the duplicates.Dead
duplicates cannot rejoin with the original character ; additionally, for
every duplicate which dies, the original character automatically and

permanently loses one AP from each of his Attributes, Powers and


Skills.

The

character is aware of all duplicates, but has no direct knowledge

of their experiences until reabsorbing them, at which point he gains


their memories.For the character and his duplicates to be aware of
what each is currently experiencing, Split must be purchased with the
Common Consciousness Bonus (+2 FC).Conversely, Split can also
have the No Awareness Limitation (-1 FC) where the character has no
awareness of the duplicates locations, and the original body doesnt
gain their memories on reabsorbing them.If they have the No
Original Body Bonus (see below) then either one body may be
dominant, with their memories being retained for the character, or no
memories at all are retained of the time they were split (in which
case the Limitation gets an extra -2 FC).

Its

possible for duplicates to manifest slightly different personalities

from the original, or dominant, body, but this is more a role-playing


matter than another Bonus or Limitation.If used in conjunction with
the No Awareness Limitation then the duplicates may be able to retain
their memories between splits.Its possible the distinct duplicates
could try keeping their memories separate even without this Limitation,
as a Mental Check using their INT/WILL against the APs of Split,
success indicating the original/dominant body may not be aware of
the withholding.(The character may or may not have the No Control
over Duplicates Limitation (see below)).

Additional

Bonuses and Limitations for Split are as follows:

Alternative AP Loss Bonus: AP loss per Split follows AP Loss Table


below (+1 FC);
Split APs

AP Loss

-1

2-3

-2

4-7

-3

8-14

-4

15-29

-5

Duplicates Vanish at 0AP (-1): Whenever any of the duplicates


Current Conditions reaches 0 they vanish, automatically reabsorbed
by the character;
Exponential Split (+4FC): The total number of beings the character
can split into is decided by using the APs of the Power as an
exponent of two (1 AP splits into 2, 2 AP splits into 4, 3 AP splits
into 8, etc.).AP loss per split is minus one (1) for each active AP
of Split.If a duplicate dies, the character receives a Burnout of
1AP of the Split Power.(The Alternative AP loss Bonus, and the

No reduction of attributes on Split death Bonus, are both


incompatible with this Bonus);
No AP Loss (doubles the Base Cost (to 100) and increases the
Factor Cost (+3 FC));
No AP Loss to Original Body (+1 FC): AP Loss only applies to the
duplicates;
No Control over Duplicates (-2 FC): The GM has complete control
over duplicates.This limitation should be consulted with the GM
before being purchased;
No Original Body (+1 FC): When the character splits, they are
splitting themselves rather than creating a duplicate of their original
body, so each body they possess is considered equal.If any body
is killed, the character survives as long as one split remains alive;
No Reduction of Attributes upon Split Death (doubles the Base Cost
(to 100, 200 if the No AP Loss Bonus is taken) and increases the
Factor Cost (+3 FC));
Puppeteer (-1 FC): The duplicates are only extensions of the
characters will, and the character has to concentrate to have them
do anything, leaving him unable to take any Actions.The
duplicates are unable to perform any kind of social interaction,
have 0AP Mental and Mystical Stats, and no HPs of their own,
although the character has Leadership for the purposes of directing
them.The No Control over Duplicates Limitation, and No Original
Body Bonus may not be taken with this Limitation;
Range Reabsorbing (+1 FC): The character can reabsorb duplicates
at a distance rather than needing to be in physical contact, to a
maximum distance of their APs of Split;
Split Power is Possessed by all Duplicates (+2 FC): This enables the
duplicates to themselves create duplicates.The total number of
duplicates in existence at any one time is still limited by the APs of
the Power;
Time limit on Split (-3 FC): APs of Split = APs of time the Splits
may be active, but with a -1 AP for every AP of Split currently in
use.

Stagger

Author:

Sbastien Andrivet

Helper(s): Eric Langendorff, Black Adam, William Chamberlin, Chris


Cottingham, Peter Piispanen
Link: STR
Range: Ranged
Type: Dice
Base Cost: 20
Factor Cost: 03

Character with this Power can attempt to briefly incapacitate - or at

least hinder - a target, without inflicting damage per se.Stagger


attacks can have a number of forms. Depending on the exact
description in-universe, the Stagger Power will daze, stun, knock
prone, confuse, buffet, set on fire (forcing the target to extinguish the
blaze), choke, nauseate, etc.

The

in-universe workings of a Characters Stagger Power should be

defined during character creation, and the Player and GM should


agree that the mechanics of Stagger are a good approximation of the
effect the Character is envisioned to produce.

Mechanically,

what Stagger does is make it difficult for the target to

a/ move quickly and b/ make Dice Actions such as attacks, Perception


rolls, Character Interaction, etc.It may also move the target back a
bit and/or force them to sacrifice Actions to shake of the effects.

Stagger

attacks the following values :

The Character makes an Action Check using the APs of Power as


the AV/EV against the target(s) DEX/DEX as the OV/RV.
The Bracing Manoeuvre (BOH:SE) p150 can be used to reduce the
RAPs from a Stagger attack.

When taking the Stagger Power for a Character, the Player must
specify two Defensive Powers that are allowed to increase the RV
of the target.Common examples include Density Increase, Growth,
Joined, Flame Immunity, Lightning Immunity, Skin Armour, Cold
Immunity, Shade, Force Field, etc.Further allowable defenses can
be selected, each effective defense beyond the first two lowering
the BC by four.

RAPs

from a Stagger have the following effects :

The targets AVs and movement rate are all reduced by the RAPs
inflicted by the Stagger Dice Action.This concerns all AVs
(Physical, Perception, Mental, Character Interaction, etc.) and
movement rates (Running, Swimming, Flight, DEX-derived running
speed, etc.)
If the Stagger Dice Action gains more RAPs then the Weight of the
target in APs, then the target is Knocked Back by zero APs.
On the Phase that follows the Stagger Dice Action, targets can
attempt to shake off RAPs inflicted by the Stagger attack.This is a
Dice Action using DEX/STR against the RAPs gained by Stagger ;
each RAP erases one RAP inflicted by the Stagger Dice Action.
The RAPs inflicted by Stagger automatically fade, at the rate of 2
RAPs per Phase.This is on top of any RAPs gained by a Dice
Actions to shrug the effects off.This fading effect takes place at
the very end of the Phase, once all Actions have been resolved.

Stagger

is classified as a Physical effect, but a Mystic-Linked variant

(attacking INF/INF and shaken off with INF/AUR) or a Mental-Linked


variant(attacking INT/INT and shaken off by INT/WIL) are possible.

Designers

notes: Attacks that destabilise opponents without quite

damaging them are not as well-represented in the rulesbook as straight


damage ones.Historically weve used Flash as a general-purpose
dazing/destabilising tool or considered that damage effects were close
enough, but in many cases this is not quite satisfying.Other Powers
in the same vein in this document include Shockwave (a specialised
version of Stagger) and Vertigo ; these and Stagger have designs that
stick close to Flash but add important details.

Stagger-type

effects are usually encountered in video games, and the

final impetus leading to creating the Power was some special


ammunition types in the Mass Effect saga.In most other media, the
Stagger-type effects are associated with actual damage, and are usually
covered by the default Stun mechanism in DC Heroes.

Readers

are welcome to consider Stagger in lieu of Flash in older

writeups where Flash is shoehorned as a general dazing mechanic and


Stagger might be a better choice.A telltale sign is the Flash is not

resisted by Shade, but by note, though it doesnt automatically


means that Stagger mechanisms would be better than Flash
mechanisms.

The

approach with a selection of effective defenses is loosely based

on the precedent of having a Player-chosen taboo substance for XRay vision.The goal of this approach is to avoid having a large array
of Powers with Stagger-like effects - like the array with Energy Blast,
Mental Blast, Projectile Weapons, Laser Beam, etc. which are
essentially the same thing with different descriptors.Stagger-type
attacks or much less prevalent than straight damage effects, and having
an array of them would be noise.

This

Power assumes Power APs/Power APs as the AV/EV as per DC

Heroes default, though the common case on writeups.org is that


Powers arent their own AV.

S t re tc h i n g

The

No Fine Manipulation Limitation (worth -1FC) is routinely used

for the Stretching Power of weapons such as whips and lariats.

It

means that actions that requires manual dexterity, such as typing on

a keyboard, turning a key in a lock or opening a beer, cannot be


performed via Stretching.

S u b j e c t ive Re a l i t y ( a k a I m a g i n a t i o n G o n e
Kablooie)

Author:

Dr. Sean MacDonald

Mental Power
Link: MIN
Range: Special
Type: Auto
Base Cost: 100
Factor Cost: 01

The

way that reality works for the Character with this Power is

drastically different than the way reality works for others.For


example, a Character with this power might have a stuffed toy that in
his reality is alive, but to others in real reality, it is not.Similarly,
a Character with this power might be unable to experience magic
since there is no magic in his reality, while others in real reality
know perfectly well that magic exists.

When

conflicting worldviews clash, reality accommodates both

worldviews as much as possible, though this may limit what can


possibly happen.For example, the living stuffed animal might not
save his owner from being beaten up by a bully, since this would
clash with the bullys worldview that said stuffed animal is only a
toy.A Character with this power can only notice something that
conflicts with his worldview if it has a Power or Attribute higher than
the APs of this power.Thus, a skeptic can only notice that a
powerful mystic entity is really a ghost if it has at least one Attribute
or Power whose APs are higher than the skeptics APs of Subjective
Reality

When

a Character with this power is created, the details of his

reality must be explicitly defined.Certain aspects of the Characters


reality might be disadvantageous.For example, in a childs imaginary
world, scientific laws are arbitrary, so gravity might temporarily
reverse, or he might grow until he is larger than the galaxy.
However, it is reasonable that more aspects of the Characters
worldview be advantageous, such as that childs Gadgetry ability or his

stuffed animal companion.

Sys te m i c A n t i d o te

Author:

Sbastien Andrivet

Helper(s): Dr. Peter Piispanen, Roy Cowan


Physical Power
Link: BODY
Range: Self
Type: Auto
Base Cost: 5
Factor Cost: 4

Systemic

Antidote add its APs to the RV of a Character against toxins

and pathogens.Like with other RV boosters in the rulesbook this is


done using linear maths, so a Character with a BODY of 06 and 04
APs of Systemic Antidote would have a RV of 10 against relevant
attacks.

Systemic

Antidote will provide protection against :

Poisons such as neurotoxins, hemotoxins or necrotoxins (venom,


poison gas, cyanide, etc.)
Bioactive compounds such as drugs (say, truth serums or narcotics),
intoxicants (say, alcohol), irritants (say, tear gas) or anaesthetics (say,
chloroform)
Pathogens such as bacteria and viruses
Anything that a layman would almost certainly confuse with any of
these

In

many comic books though, it doesnt protect against malignant

tumours (cancer).Systemic Antidote doesnt provide protection against


corrosives (acid, strong bases, etc.) either.

For

protection against old age, see the age-moderating Advantages.

Possible

Limitations for Systemic Antidote include :

Systemic Antidote does not protect against disease (-1)


Systemic Antidote does not protect against poisons or bioactives (-2)
(i.e., it only works vs. pathogens)
And in some rare cases :
Systemic Antidote does not work against poisons (but works
against bioactives and pathogens) (-1)
Systemic Antidote does not work against bioactives (but
works against poisons and pathogens (-1)

Designers

notes: An expanded and more detailed version of the

Power to represent how it almost always works in the comics, which


also makes writeups easier.

Te m p e ra t u re Co n t ro l

Author:

Sbastien Andrivet

Mental Power
Link: WILL
Range: Normal
Type: Dice

Base Cost: 20
Factor Cost: 04

This

Power allows a Character to create a field of heat or cold.The

Character may affect a volume up to their APs in the Power.


Characters caught in the field are attacked with an AV/EV equal to the
APs of the Power vs. an OV/RV of BODY/BODY.

The

Power may also be used to create comfort zones in an otherwise

inhospitable environment.To maintain a comfort zone, the Character


with Temperature Control must expend an Automatic Action every
Phase.

This

Power can be purchased with the following standard Limitations

: Only to Generate Heat (-1 FC), or Only to Subtract Heat (-1 FC).
The volume of effect can be expanded by a cumulative +5 APs for
every +1 to the Powers Factor Cost.

T i m e S l ow v 1 . 4 . 1

Author:

Danielle Mendus

Mental Power
Link: WILL
Range: Normal
Type: Auto/Dice
Base Cost: 75
Factor Cost: 06

(Note:

Time Slow replaces the Suspension Power.This power may

be mimicked by Time Control.)

Time

Slow allows a Character to slow the flow of time around

themselves and/or others and put them in stasis.A Character who


uses Time Slow on themselves must state the specific amount of time
they wishe to remain in stasis or what event will trigger their
revival.While under the effects of Time Slow, a Character may
subtract the APs of Power from the amount of subjective time that

passes for them.Such a Character will age, heal and consume food
and air at the same subjective rate.

For

instance, a Character with Time Slow: 08 slows time around

themselves for two hours (11 APs).For them, 3 APs of time (11 APs
- 8 APs), or 30 seconds, pass.

To

slow time around another Character, make an Action Check using

APs of Time Slow as the AV/EV and the targets DEX/BODY as


OV/RV.Targets with Time Travel, active Superspeed, Continuum
Control or Time Control may add their APs of the highest applicable
power to the RV.RAPs are subtracted first from the targets APs of
Superspeed (if applicable), then any remaining RAPs are subtracted
from the targets subjective time as stated above.

While

in stasis, a Characters OV against any attack is reduced by the

APs (or RAPs, if the Character resists) of power.The APs (or RAPs)
are also added to the OV of any opponent the Character attacks while
in stasis.The Character may participate in combat, but only
experiences a single Phase every 0 APs of time plus APs of Time
Slow.Therefore, a Character with 3 RAPs of Time Slow acting on
them experiences a Phase every 3 APs (30 seconds, or every 8
normal Phases).A Character may declare and take actions normally,
but suffers the OV restrictions mentioned above.In addition, the
RAPs of Time Slow affecting the Character are subtracted from their
Initiative.

The

stasis effect lasts for as long as the Character with the Power

desires (through the expenditure of a Dice Action each turn), or they


may make subsequent checks with the RAPs from these checks
replacing RAPs from previous checks.The length of any subsequent
effect is determined from the last successful check, not the first.To
choose a new target or set of targets, stasis must be dropped on the
current target (the current target may be reselected within a MultiAttack if the user desires).

This

power may be purchased with the standard Bonus: Aging

Defense (+2 FC) which allows the APs of Time Slow to be added to
the Characters RV against Aging Attacks.Time Slow may also be
bought with the standard Limitation Self-Suspension Only (Base Cost:
5, Factor Cost: 1, Range of Self).

T i m e S to p v 3 . 2

Author:

Danielle Mendus

Mental Power
Link: WILL
Range: Special
Type: Auto
Base Cost: 75
Factor Cost: 08

This

Power allows the user to step outside of time, effectively

stopping time for the world around them.While outside of time, the
Character is separated from the rest of the space/time continuum.
They cannot affect anything in the normal timestream.The number of
Phases a Character with Time Stop may stop time is equal to their
APs of Time Stop.

The

Character may take anything or anyone they can carry or touch

outside of time so long as the APs of weight they are removing do


not exceed their APs of Time Stop.This has the effect of
recalculating how long theu and what theyre carrying or touching can
remain outside of time.To determine the length of time, subtract the
APs of weight from the APs of Time Stop.The difference is how
many Phases the Character and his cargo can remain outside of
time.Once they re-enters the timestream, time begins moving again
at its normal rate and the hero can again affect others in time.

This

power can be mimicked by Time Control.Time Stop may also

be bought with the following standard Bonuses: Extended Duration


(+50 BC, +2 FC) which allows the Character to remain outside of
time for a number of time APs equal to their APs of Power (rather
than a number of Phases equal to same), and Partially in Phase (+2
FC), which allows the hero to manipulate and move objects still in
time (though attacks are still not possible).

Developers

note: As an alternative take, one can use Superspeed with

the following Limitations: Fatiguing (-2 FC), Usable on Others (+5 FC),
Cannot Substitute for Physical EV (-1 FC), Miscellaneous: Touching
anything not similarly stopped is an automatic Charging Attack (-2
FC).This handles the duration (Fatiguing hurts), movement, Initiative
changes, ability to notice odd stuff, dodging out of the way, and the
inability to touch things (you can, itll just hurt you and the object).
It does *not* handle multiple actions in the "conventional" sense
(which is fine, because DCH doesnt like that), but you get the
equivalent effect with high AP values (Pushing too, probably) and a
big-time Multi-Attack.)

U l t ra -Vi s i o n

Author:

Sbastien Andrivet

Mental Power
Link: INT
Range: Normal
Type: Auto
Base Cost: 10
Factor Cost: 01

This

Power allows a Character to see at night or in the dark just as if

it were daylight.This effect is created through the intensification of


existing luminary sources - possibly including radio waves, electrical
impulses and so on.This type of vision also allows the Character to
see underwater unhindered and to spot Invisible objects (see the
Invisibility Power).

The

Ultra-vision Power can be purchased with the following special

Limitations : Night Vision Only (-5 BC), allowing the Character to see
in the dark but not underwater and not including the ability to spot
Invisible objects with this Power, and Light Amplification Only (-5
BC), allowing the Character to see in anything but total darkness (as
some light, however dim, is required for the Power to work) and
underwater but lacking the ability to see Invisible objects.

U n p re d i c t a b l e

Author:

Gareth Lewis

Helpers: Sbastien Andrivet


Mental Power
Link: INT
Range: Self
Type: Auto
Base Cost: 10
Factor Cost: 04

The

Character is too chaotic for others Powers to predict their

moves.The Character adds the APs of Unpredictable to the OV/RV


against attacks utilizing Powers such as Danger Sense or Weakness

Detection.

This

Power can have the following Bonuses:

Replication Immunity (+2 FC): The Character's Abilities and Skills


cannot be copied by Powers such as Photographic Reflexes or
Adaptation.If they wish their other Powers to also be protected by
Unpredictable then itll be a further +1 FC
Never the Same Twice (+1): The Character's moves fluctuate so
much that attempts to view the future may not see the exact future
that occurs.The APs of Unpredictable are added to the OV/RV
against Precognition attempts where the Character is involved, and
a failure may provide an incorrect vision.

Ve r t i g o

Author:

Gareth Lewis

Helpers: Eric Langendorff, Fran, Adam, Chris Cottingham, Peter


Piispanen, Frank G. Murdock, Roger, Black Adam, GoBlueAero
Link: STR
Range: Normal
Type: Dice
Base Cost: 25

Factor Cost: 07

Vertigo

allows a Character to attack their opponents sense of

balance, leaving them uncoordinated in their movement, or completely


unable to move.

The

APs of Vertigo act as the AV/EV, and the targets DEX/MIND as

the OV/RV.RAPs are subtracted from the targets DEX, AVs and OVs
(Physical, Mental, and Mystical), and their Initiative, while under the
effect, and if the DEX is reduced to 0 the target is unable to act.
Even if they can act, any Physical movement Powers they possess are
also reduced by the RAPs.

The

effect remains as long as the Character expends an Automatic

Action to maintain it, and the target remains within Range.When the
target is freed from the effect, either by leaving Range (which under
their own power would require them to overcome Vertigo long
enough to move), the Character releasing them from the effect, or the
Character with Vertigo being rendered unconscious, the RAPs drop by
an AP a phase.If the target breaks free from the effect, they no
longer suffer any penalty.

To

overcome the effects of Vertigo, the target must roll using their

DEX/WILL as the AV/EV, with the RAPs of Vertigo as the OV/RV.


Success means the active RAPs of Vertigo are reduced by the RAPs of
their roll.This reduction is cumulative, and once their RAPs are
greater than the remaining RAPs of Vertigo, theyve completely shaken
off its effects for the rest of the encounter.

If

the target has Iron Will, its APs add to their attempts to resist the

Power.

The

Power can be Mentally of Mystically Linked, in which case the

targets DEX is replaced by their INT or INFL (Respectively) for their


attempts to resist the Power.

Sonic

Limitation (-1):

With this Limitation the Power is a sonic-based attack targeting an


opponents inner ear.As a sonic-based attack it may be countered by
other sonic-based Powers (either blocked by Sound Nullify, Shade
(audio) or similar Powers, or countered by Sonic Beam or other sonicbased offensive Powers [which may perform a Block manoeuvre, with
the APs of their Power replacing their RV against the attack if greater
than their MIND]), and may not be able to affect deaf Characters
(GMs discretion).It also cant affect those without ears, or similar
audio receptors (and characters with No Vital Areas have a +1CS to
their OV/RV against Vertigo).Targets possessing Super-Hearing or
Extended Hearing suffer a -1CS to OV/RV.APs of Gymnastics,
Dodging, or Dancer may be used in place of DEX for resisting the

power.

Overwhelm

Bonus:

For each successive round an Automatic Action is used to successfully


maintain the effect the target suffers 1 AP Damage to their Mind,
representing the disorienting and debilitating effects of vertigo, and will
pass out when their Mind reaches 0 APs.This Bonus raises the BC
by 50, and the FC by 1.

Vi b e B e i n g

Author:

Gareth Lewis

Physical Power
Link: BODY
Range: Self
Type: Auto
Base Cost: 15
Factor Cost: 06

This

Power allows a Character to vibrate their body to such degree

that anyone or anything touched by or touching a Character with an


activated Vibe Being Power, including contact made in hand-to-hand
combat, incurs a Physical Attack with AV/EV equal to APs of Vibe
Being.

This

special attack form does not count as an Action for the Vibe

Being Character.

The

APs of Vibe Being may also be substituted for a Characters STR

as the EV of any hand-to-hand attack.

We a k n e s s D e te c t i o n v 1 . 1 . 1

Author:

Paul Z Ewande

Helper(s): JD, Steven Howard, Jackson, Mike Semchuk


Mental Power
Link: INT
Range: Normal
Type: Dice
Base Cost: 75
Factor Cost: 08

Weakness

Detection allows a Character to analyze their opponents

physical defenses in order to launch a devastating assault with a


specific attack form (chosen when the Power is purchased) and to
probe their opponent for possible Attack Vulnerabilities.Hand-to-hand
is the default attack form, but the Character can select other attack
forms at the time when the Power is acquired.

The

Character may target his opponents OV and/or RV.The APs of

Weakness Detection act as AV/EV and the targeted defensive statistic


(usually but not always the relevant Acting or Resistance Attribute) acts
as OV/RV.RAPs are subtracted from the targeted defensive stat of the
opponent for any attack made with the chosen attack form in the next
Phase.RAPs cannot exceed the APs of the targeted defense attribute.

The

Character may also target both the Opposing and Resisting values

by adding both AP scores (using normal math, not AP math) and with
a +1CS penalty to the final OV/RV of the Action Check.The RAPs
are split evenly between the opponents OV and RV, with odd RAPs
going to RV.This same approach can be used to target multiple RVs
(such as BODY and Skin Armor simultaneously), with +1CS added to
OV/RV for each ability targeted past the first.In those cases, odd
RAPs go to the targeted stat with the highest APs first.

The

opponent can still boost their reduced defences with HPs as

usual using the unmodified value of the attribute to determine the


maximum number of HPs that can be spent.

Character can also probe the opponent for Attack Vulnerabilities by

using the Resisting Attribute as OV/RV and the AP of Weakness


Detection as AV/EV, interpreting the RAPs as for Clue Analysis:
1 RAP: You know whether the target has some Vulnerabilities or not.
RV: You know what Vulnerabilities the target may possess.
RV+: You know not only the types of Vulnerabilities but their levels as
well.

few examples to illustrate:


A Character with Weakness Detection: 20 is fighting an opponent
with BODY 15.They make an Action Check with 20/20 against
15/15.They get 11 RAPs which are deducted from the opponents
BODY in the next phase, leaving him with an effective BODY 04
for purposes of defending against the relevant attack.
The same Character attacks an opponents DEX 13 and gets 11
RAPs.The target then defends against the relevant attack in the
next phase with an effective DEX 02 but uses his unmodified DEX
13 when spending the maximum possible HPs for defense, raising
his final OV to 15.
That Character now faces a target with BODY 05, Force Field: 09,
and Skin Armor: 08.They can target the BODY, Force Field and/or
Skin Armor, but chooses only the latter two, which results in an
OV/RV of 17/17 plus a +1CS modifier.

This

power can be taken with the following Bonuses and Limitations:

Additional Attack Form (+2 FC for each one), Cannot Target OV (-3
FC), Cannot Target RV (-2FC), Cannot Be Used On Living Beings (-2
FC), and Cannot Be Used On Non-Living Matter (-1 FC).

Zoomorph

Author:

Sbastien Andrivet

Helper(s): Roy Cowan


Link: WIL
Range: Self
Type: Auto
Base Cost: 30
Factor Cost: 07

This

Power allows a Character to bodily transform into an animal,

while retaining their own consciousness.This is limited to the beasts


of ones native planet.

The

Character will retain their own Attributes, Powers, Skills,

Advantages, Drawbacks, etc. but can adopt any Attribute, Power, Skill,
Advantage, etc. from the animals character sheet - use the Animals
File on writeups.org as a source.The Drawbacks and Limitations of
the animal form must be adopted, and most animal forms come with
implicit problems - lack of hands, horizontal posture, difficulties to use
vehicles, etc.

The

Character cannot replicate any Attribute, Skill or Power with

higher APs than his Zoomorph APs - including Shrinking and


Growth.If the animal has one or more score above the Characters
APs of Zoomorph, the Character cannot adopt its form, even if the
score in question is not being adopted.The GM can allow some

leeway, for instance if the Player provides examples of populations of


animals smaller or larger than the specimen in the Animals File.

Shrinking

and Growth must be adopted at the full value for the

animal being considered.This produces the normal effect for using


these Powers at these APs - Growth increases STR and RV, Shrinking
increases OV and decreases movement, etc.A Character can always
opt to adopt the scores for the animal - for instance a movement
Power or a STR score - rather than their own scores as adjusted by
Growth or Shrink.

This

Power may also be purchased with the following special Factor

Cost Limitations: Can Only Assume Limited Range of Forms (birds,


reptile, creatures of the night, etc.) (-2 FC) ; Can Only Assume one
Specific Form (polar bear, white shark, etc.) (-4 FC).

Some

Characters also have a few APs of Power Reserve (Zoomorph) -

a packaged Limitation for Power Reserve described in this document.

Designers

notes: A variant on Shapechange for those Characters not

properly modelled by Shapechange unless a silly amount of modifiers


gets involved.

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