Super Abilities and Other Such Coolness
---------------------------------------

Each Level 1 power = 5 PP
Each Level 2 power = 10 PP
Each Level 3 power = 30 PP
* = Can be selected multiple times
 -Rules at end of list-

Good Stuff                      Bad Stuff
----------                      ---------

Level 1                         Level 1

Flight                          Talkative
*Aura                           *Allergy
Generate Objects (minor)        Extremely short temper
*Expertise                      Extremely young/old
Odds Alteration                 Clutz
*Shoot Energy                   *Phobia
Does Not Require Sustainence    Poor & Outcast
*Projected Sense                Insatisfiable Hunger
Rich & Important                Bloodthirsty
Contort Body                    Must Wear Small Clothes
*Super Breath                   Permanently Super-Deformed
Healing Factor                  Insane & Unpredictable
Super Running Speed             Requires Transformation to Use Powers
Liquify                         *Strange Feature
Shadow Meld                     Motion Swish
Magical Trap                    Low Mass            
*Magical Item (minor)           *Odd Speech Characteristic
Charge Objects                  Forgetful
Speak in Tounges                Honourable
Protective Aura                 Contorted View of World
*Minor Abilities                *Powered Power
Extra Attack                    Secret Identity
*Twin/Dual Technique            *Insatisfiable Obsession
Healing Touch                   Blood Spewage
Power of Absurdity              Supreme Ego
Food Control                    Tratorial Attitude
Universal Web Travelling        "Curse of Ron"
Read Future                     Overprotective Mother
Familiar                        Skitsophrenia
Static Control                  Slow Running Speed
Animal Powers (minor)           Pest
Nuclear Control                 Cannot Wear Armor
Magnetic Control                Cannot Use Weapons
Probability Shield (Minor)      Loyalty
Immunity			Cold Blooded
Techno Device			Checkered Past
				Uber-Hentaii


Level 2                         Level 2

Magical Weapon/Item             Explodes when angry
*Control of Element             Must Volunteer Truth
Street Fighter Powers           Cold Water Curse
Magic                           Stalked Constantly
Crystalogy                      *Weakness
Intangibility                   *Deadened Sense
Shapeshift                      Strange Creature
*Bionic Implant                 All-Purpose Improv
Teleportation                   Must Wear Spandex
Multiply Object                 *Uncontrollable Ability
Weather Control                 Multiple Personalities
Stun at Glance                  Dunce
Aura Manipulation               Geek
Control Size                    Does Not Gain Experience
Animal Powers                   Requires Containment Field
Animal Control                  Frequent Berzerker Rage
Invisibility                    Cross-gender
Multilply Self                  Hentai Curse
*Weapon Mastery                 *Addiction
Transformation                  *Parasitic Entity
Alchemy                         "Curse of Robert"
Astrology                       Slow Reflex
Legion                          Mute
Multiple Lives			Hyper-Allergy
Celerity                        
Probability Shield
Lethal Skills


Level 3                         Level 3

Indestructability               Controlled by Other Being
Regenerates From Dead           Undead                                
Petrification at Glance         Extreme Paranoia
Mimic                           Random Explosion  
Generate Objects                Designated Bad Guy
Shapeshift Other                Extreme Murphy's Law
Super Power Negation Field      Solar Powered
Time Travel                     Requires Wheelchair
Reality Twist                   Unstable Mutation
The Force                       Requires Life Support System
Designated Good Guy             Incomprehensible
Probability Shield (major)
Lethal Skills, Final Chapter

                                
Super Powers
------------

Each time a player chooses a power, he/she must pay the appropriate amount of
power points listed at the beginning of the section, and select a "Bad Thing"
of the same level or equivalent.

The equivalencies are as follows:

1 Level 3 power / bad thing = 3 Level 2 powers / bad things
1 Level 2 power / bad thing = 2 Level 1 powers / bad things

This means a level 2 power or bad thing can be traded for 2 level 1 powers or
bad things (respectively, of course. You can't trade bad things for powers or
powers for bad things). Similarly, a level 3 power or bad thing can be traded
for 3 level 2 powers or bad things, each of which can be traded for 2 level 1
powers or bad things.

As an optional rule, instead of automatically requiring one bad thing for
each power, each time the player selects a power, he/she must roll on the
following chart to determine bad thing and cost modifiers.

01-10   One bad thing, no power. Normal cost must be paid.
11-25   One bad thing, no power. 1/2 cost must be paid.
26-75   One bad thing, one power. Normal cost must be paid.
76-90   One power, no bad thing. Normal cost must be paid.
91-00   One power, no bad thing. 1/2 cost must be paid.

Or, if the GM prefers, use this chart:

01-10   One bad thing, no power. Double cost must be paid.
11-25   One bad thing, one power. Double cost must be paid.
26-75   One bad thing, one power. Normal cost must be paid.
76-90   One bad thing, one power. 1/2 cost must be paid.
91-00   One power, no bad thing. 1/2 cost must be paid.

In order to try for a power, the character must have at least enough power
points to pay for normal cost, even though there is a chance to get it at 1/2
cost. If the roll forces you to pay double cost and you don't have enough
power points to pay, you must sacrifice attribute points, skill points,
credits, money, or super powers to pay the cost. 

GMs: Do not allow players to select conflicting powers and/or bad things. For
example, a character with Rich & Important cannot select Poor & Outcast as a
bad thing, nor can characters with Designated Good Guy select Designated Bad
Guy as a bad thing. Certain combinations are open to interpretation, but the
GM has the last say.

Super Power Descriptions
========================
At the end of each description, there is a number listed which the character
adds to his/her power level if he/she is in possesion of that power.
(See section on mass combat for explanation of power level).

                        Level 1 - Powers
                        ----------------

Flight - The ability to fly. Unlimited height & duration, speed = 2 x Run
       - +5

Aura - See "Super Power Details"
     - +5

Generate Objects (minor) - The ability to store items in an object or behind
                           back for later use. No restriction on mass of
                           objects except what the character can lift. Stored
                           objects have no mass or size.
                         - +5

Expertise - Select one aspect of a skill. All rolls related to that aspect
            automatically succeed. (ex - Science: Chemistry or
            Guns: Revolver)
          - +4

Odds Alteration - Character has the ability to modify any skill or combat
                  roll by any amount in any direction. However, the next roll
                  made by the character has a penalty of the same number the
                  previous roll was modified by. (ex - I roll a strike of 22
                  and raise it to a 92. That's 70 points up. My next combat
                  roll must be reduced by 70.)
                - +10

Shoot Energy - See "Super Power Details"
             - +10

Does Not Require Sustainance - This was called "Does Not Require Life
                               Support" in version 1. This means the
                               character does not need to eat, drink, sleep
                               or breathe to stay alive.
                             - +2

Projected Sense - The ability to "project" the selected sense to sense
                  something in another location. (ex - Projected Sense of
                  Taste allows you to taste your friend's ham sandwich
                  without putting it in your mouth.)
                - +2

Rich & Important - Some people think this should not be considered a super
                   power. I don't either, but for lack of anywhere else to
                   put it, it remains here. Character has a high position in
                   society and is filthy rich. He/she starts with $2000
                   starting money. Some GM's may allow players with this
                   power to have an infinite supply of money.
                 - +2

Contort Body - The ability to contort character's body in any way, shape, or
               form. Mass and stats remain the same regardless of any
               contortion.
             - +2

Super Breath - See "Super Power Details"
             - +7

Healing Factor - Character regenerates 1 HP every round of non-combat. In the
                 Type B combat system, this power recovers red damage only.
               - +7

Super Running Speed - Allows the character to run at insane speeds. The only
                      limitation on maximum speed is whatever the GM will
                      allow. Usually anything below the speed of light is
                      acceptable.
                    - +2

Liquify - The ability to transform into a liquid. Character may still move
          in liquid form, but may not use any active powers.
        - +3

Shadow Meld - Character becomes intangible and invisible while in shadows.
            - +5

Magical Trap - Character can trap others in a magical trap of some sort.
               Victims may evade the trap by making a successful Will check.
               Once trapped, the victim may attempt to break free with a
               difficult Chance check once each round. The trap automatically
               dissipates after the time limit elapses (equal to the caster's
               Will in minutes).
             - +10

Magical Item (minor) - Character has a magical item which grants him/her one
                       L1 super power and 2 minor abilities, or the ability
                       to control an uncontrollable power. He/she only has
                       the powers while the item is in his/her possesion. If
                       so desired, the powers may belong to the item itself
                       instead of being granted on the user (ex - you can
                       have a magical item which allows you to shoot energy
                       from your eyes, or you can choose to have the energy
                       shot from the item).
                     - (depends on powers bestowed by item)

Charge Objects - The ability to charge objects with energy to have them deal
                 damage. For every round of charging, add 1 to the damage the
                 item will deal. The item explodes when it hits and takes the
                 same amount of damage it dealt.
               - +10

Speak in Tounges - The ability to understand and speak in every possible form
                   of communication. Characters with this power can
                   understand characters with the L3 bad thing
                   "Incomprehensible"
                 - +2

Protective Aura - Character takes 1/2 damage from all hits.
                - +10

Minor Abilities - Select 5 abilities from the "Minor Abilities" section.
                - (depends on abilities)

Extra Attack - Character has an extra action every round of combat.
             - +10

Twin/Dual Technique - If two players select this at character creation, they
                      may combine their powers for a devastating effect. Due
                      to the extreme variability of this power, the effect
                      must be entirely up to the GM.
                    - +10

Healing Touch - Character can recover the HP of him/herself or others by a
                mere touch. The maximum amount of HP per day which can be
                recovered is equal to the character's Lead skill.
              - +10

Power of Absurdity - When this power is used, it causes a random event to
                     occur. This effect is determined entirely by GM due to
                     this power's extremely wide range of possibility.
                   - +1d10

Food Control - This allows the character to create and control any kind of
               food.
             - +5

Universal Web Travelling - No, not the World Wide Web, the Universal Web. See
                           the section on "The Universe" for the definition.
                           This allows the character to open rips at
                           convergence points and travel between them.
                         - +2

Read Future - The ability to see a short space into the future. This is a
              passive power. The GM will periodically give you premonitions
              into the future, like a "spidey sense". It can also be used as
              an active power to view events occuring in the present in other
              locations.
            - +5

Familiar - Character has an animal or creature to which he/she has a psychic
           link. This means he/she can see through its eyes/ears/senses at
           any given time. The familiar may also be given super powers at
           normal cost. For each power given to a familiar it must also get a
           bad thing of equivalent level.
         - +5

Static Control - The ability to manipulate static electricity. Can use static
                 bolts as a 3 dmg attack. The rest is up to the player's
                 creativity and GM allowance. Difficult tasks should be given
                 a roll similar to "Control of Element".
               - +8

Animal Powers (minor) - The character has all the powers of one animal
                        declared at character creation.
                      - +7

Nuclear Control - Similar to static control. The manipulation of nuclear
                  energy and radiation.
                - +8

Magnetic Control - Similar to static and nuclear control. The manipulation of
                   magnetic forces.
                 - +8

Probability Shield (minor) - Same as odds alteration, but only applies to
                             defense rolls against projectiles, and can save
                             negative modifiers till they have built up to
                             -200, at which point they are used to make
                             projectile attacks hit.
                           - +5

Immunity - Character is completely immune to any diseases (magical or other-
           wise), and toxic gases

Techno Device - Has an item like a DBZ tracker, or scouter.

Level 2 - Powers
----------------

Magical Weapon/Item - The character has a magical weapon or item which has or
                      bestows upon its user 15 PP worth of super powers.
                      Powers bestowed by this item will only be in effect
                      while the character possesses the item.
                    - (depends on powers bestowed by item)

Control of Element - See "The Elements"
                   - +20

Street Fighter Powers - See section on "Street Fighter Powers"
                      - +20

Magic - See section on "Magic"
      - +20

Crystalogy - See section on "Crystalogy"
           - +15

Intangibility - Character can turn intangible. This means he/she can pass
                through walls and other objects effortlessly. While
                intangible, all items on the character's person at the time
                of turning intangible are also intangible. This means
                attacking while intangible is useless, even with ranged or
                gun weapons. Intangible characters do not pass through floors
                unwillingly. Intangibility can be used as a +20 dodge.
              - +15

Shapeshift - The ability to transform into anything. Mass, powers, and stats
             will remain the same regardless of form. The only limitation on
             size is that it cannot be microscopic.
           - +5

Bionic Implant - See section on "Bionics"
               - +15

Teleportation - Character can instantly go from one place to another. No
                limitation on distance. When teleporting into unknown
                regions, the character must make a chance check to
                successfully teleport. Difficulty is modified by the
                character's knowledge of the area. There are two ways of
                viewing a failed roll: 1. You materialize inside another
                object. HP drops to 1 and you must successfully teleport
                outside of the object immediately or die. 2. No two objects
                can occupy the same space at the same time, but you didn't
                land where you intended. While this proves no physical
                threat, it's still a pain in the butt. Teleportation can be
                used as a +20 dodge
              - +15

Multiply Object - Character has an object which he/she may make exact copies
                  of. The copies do not have any powers and cannot be
                  multiplied. There is no limit to the number of times the
                  original can be multiplied.
                - +10

Weather Control - The ability to control weather. The more severe the
                  effects you wish to create, the less of an area they can
                  affect.
                - +5

Stun at Glance - This is an active power. When the character looks at a
                 person or creature, he/she may paralyze them for a number
                 of rounds equal to his/her Charm skill. The victim must be
                 looking into the character's eyes to be affected.
               - +20

Aura Manipulation - The ability to use HP as EXP. Each HP is the equivalent
                    of 10 exp. (In the Type B combat system, 1 HP = 2 exp).
                  - +20

Control Size - The character can grow or shrink him/herself to any size. Mass
               does change with size, however stats do not.
             - +10

Animal Powers - Character can call upon the powers of any animal at any given
                time. Only one animal at a time, but all non-magical animals
                may be chosen from. (ex - strength of the bear, eyes of the
                hawk).
              - +15

Animal Control - Character can communicate to and psychically link to any
                 animal. Animals can also be controlled and commanded.
               - +12

Invisibility - Character can become completely invisible and undetectable by
               any means.
             - +13

Multiply Self - Character can make an exact duplicate of him/herself which
                he/she has a psychic link to. Character may also make an army
                of expendable clones which have no powers and dissipate with
                any kind of impact. The number of these expendables which
                he/she can create is equal to his/her Stamina attribute.
                These expendables may be given one command which they will
                execute.
              - +17

Weapon Mastery - See "Super Power Details"
               - +20

Transformation - Character has another form which he/she can transform into.
                 In this form, he/she has 20 PP worth of extra powers which
                 can only be used in this form. Powers gained for transformed
                 form must still be balanced with bad things. The character
                 may only stay transformed for a number of rounds equal to
                 the number of minutes spent in normal form.
               - (depends on powers)

Alchemy - See section on "Alchemy"
        - +10

Astrology - See section on "Astrology"
          - +2d10

Legion - Character has an army of a certain type of people or animal. The
         maximum number that may be in the army is equal to the caster's
         Charisma score. The army can be summoned and sent away at will and
         all members of the army are identical. Their beginning stats are 20
         on each attribute and 0 on each skill. They can be given attribute
         boosts, super powers, or equipment by spending your own PP.
       - +17

Multiple Lives - Same as "Regenerates From Dead" except the character will
                 only regenerate a number of times equal to his/her Recovery
                 skill.
               - +20

Celerity - This allows the character to go first in any combat round,
           regardless of when people state actions.  If two characters have
           Celerity, initiative is determined between them by 1d10, highest
           goes first.
         - +18

Probability Shield - This ability removes defense rolls against projectile
                     attacks.  Instead of a defense roll, rolll 1d100. If the
                     roll is 1-50, the attack misses; if the roll is 51-100,
                     the attack hits.
                   - +10

Lethal Skills - +15 to all atack rolls with any melee weapon. Can choose to
                kill opponent with natural strike roll of 96-00.

                        Level 3 - Powers
                        ----------------

Indestructability - Character takes no damage from anything whatsoever.
                    He/she is still vunerable to disease, drowning, poison,
                    etc.
                  - +60

Regenerates From Dead - Any time the character dies, he/she promptly
                        regenerates to full HP. Regeneration takes 1 combat
                        action (about 1-3 seconds) during which time if
                        he/she takes any damage, he/she will die permanently.
                        The character can also be killed permanently if
                        his/her head is chopped off.
                      - +60

Petrification at Glance - The same as "Stun at Glance" except instead of
                          temporarily paralyzing the target, it is
                          permanently turned to stone.
                        - +60

Mimic - There are so many different versions of this power it's not funny. If
        the one listed here isn't what you're looking for, feel free to
        discuss alternate rules with your GM. Basically, this is the power to
        copy the powers of others. Any or all super powers can be exactly
        copied if the target is in physical contact. If not in physical
        contact, only the powers which the character has seen the target use
        or that the character knows the target possesses can be copied. As an
        optional side effect, the memories of the target are often
        transferred as well.
      - +45

Generate Objects - Character can just pull objects out from behind his/her
                   back. The only restriction on what can be generated is
                   that the character must be able to lift it.
                 - +30

Shapeshift Other - The ability to shapeshift other objects and/or people. If
                   used on a living target, it can avoid the effects by
                   making a successful Will check.
                 - +15

Super Power Negation Field - An aura (up to 20 foot radius, controllable by
                             character) which will negate all super powers
                             within it. This does not affect the user of the
                             field. All bad things are also negated. If two
                             characters with this power are each in range of
                             the other's field, all super powers in both
                             fields are at 1/2.
                           - +30

Time Travel - There are 2 types of time traveller: Gate Traveller and Branch
              Jumper. Gate Travelling is safe but not as powerful. In this
              type, the character has the ability to open rips in the
              Universal Web at convergence points and can travel to any other
              convergence point in any other time. Branch Jumpers may
              instantly teleport to any other location in any other time or
              any other reality. However, they must make a successful chance
              check to succeed. Difficulty is affected by distance from
              current position (in time and space) and by the characters
              knowledge of his/her destination.
            - +15

Reality Twist - Same as "Control of Element" except instead of controlling an
                element, the character controlls minor details of reality.
                More major twists require more difficult rolls.
              - +30

The Force - See section on "The Force"
          - +60

Designated Good Guy - The character is protected by the plot. No matter what
                      the odds are, the character will ultimately win in the
                      long term. The roll modifier for difficulties over
                      Moderate are inversed.
                    - +60

Probability Shield (major) - The character can never be hit be projectile
                             attacks or projectile based attacks. The effect
                             can vary from a bullet being blown off course by
                             a stray gust of wind, to a laser curving away
                             in the nick of time, to the blast of a TAC nuke
                             flowing harmlessly around the charater; it's all
                             up to the GM.
                           - +50

Lethal Skills, Final Chapter - +40 to all atack rolls with any melee weapon
                               and can choose to kill opponent with a natural
                               roll of 81-00

Bad Thing Descriptions
======================

                        Level 1 - Bad Things
                        --------------------

Talkative - Character has the compulsive urge to talk endlessly.
          - 0

Allergy - Character has an allergic reaction to specified substance.
        - 0

Extremely Short Temper - Character is easily angered.
                       - 0

Extremely Young/Old - Character is either extremely young (usually under 6)
                      or extremely old (usually over 90).
                    - 0

Clutz - Character is always bumping into things, fumbling, tripping, etc.
      - -1

Phobia - Character must run away from specified thing at all cost.
       - 0

Poor & Outcast - Character is a bum on the street. Starts with 50 starting
                 money, and no bonus may be given to starting money from PP.
               - 0

Insatisfiable Hunger - Character must eat and eat and eat.
                     - 0

Bloodthirsty - Character has the uncontrollable urge to kill.
             - 1

Must Wear Small Clothes - Character enjoys wearing extremely tight clothes to
                          show off muscles and/or sexiness regardless as to
                          whether or not he/she has either.
                        - 0

Permanently Super-Deformed - Character's head is the same size as his/her
                             body, arms and legs are stubby, and is usually
                             no more than 3 feet high.
                           - 0

Insane & Unpredictable - Character is totally chaotic in behavior. There is
                         absolutely no telling what he/she will do next.
                       - -1

Requires Transformation to Use Powers - Character cannot use any super powers
                                        (but does still have bad things)
                                        unless he/she undergoes a
                                        transformation.
                                      - -1

Strange Feature - Character has 2 strange features. This could be odd hair or
                  eye color, pointy ears, swirly glasses, horns, anything.
                - 0

Motion Swish - Character makes quick, jerky actions which make a loud swish.
               He/she also usually bobs his/her head up and down when he/she
               talks and finds it difficult to talk in anything lower than a
               shout.
             - -1

Low Mass - Character is exremely suceptible to kinetic force. When he/she is
           hit, he/she usually goes flying. Damage still remains the same.
         - -2

Odd Speech Characteristic - Character has an odd accent or speaks in
                            compulsive rhymes, puns, alliteration, etc.
                          - 0

Forgetful - Character has the tendancy to forget things.
          - 0

Honourable - Character must obey a strict code of honour.
           - -1

Contorted View of World - Character sees the world in a unique way. (ex -
                          everything is made of chocolate or everything is
                          super-deformed)
                        - 0

Powered Power - In order to use the selected power, the character must intake
                or be exposed to the specified substance.
              - 1

Secret Identity - Character has 2 lives to upkeep.
                - 0

Insatisfiable Obsession - Character is obsessed with collecting or doing
                          something.
                        - 0

Blood Spewage - Whenever the character is cut, blood spews everywhere. This
                does not cause any extra damage, and the character is in no
                danger of blood loss (see "Laws of Anime Physics").
              - 0

Supreme Ego - Character believes he/she is the best there is.
            - 0

Tratorial Attitude - Character will always ally with the winning side in any
                     situation. Characters with this bad thing may not pick
                     "Loyalty".
                   - -1

"Curse of Ron" - Whenever the character begins talking about someone behind
                 their back, that person walks by and overhears. This cannot
                 be used to find people you are looking for, it only happens
                 with people you DON'T want to walk by.
               - 0

Overprotective Mother - Character has a mother or grandmother who is
                        constantly intervening and telling him/her to clean
                        his/her room or ask him/her if he/she is wearing
                        clean underwear or other embarrassing things.
                      - 0

Skitsophrenia - Character hears voices in his/her head.
              - 0  

Slow Running Speed - Character's running speed is the same as or only
                     slightly faster than his/her walking speed.
                   - 0

Pest - Character is always pestering everybody.
     - 0

Cannot Wear Armor - Character refuses to wear any armor.
                  - -5

Cannot Use Weapons - Character refuses to use any weapons.
                   - -5

Loyalty - Character must remain loyal to the specified individual/group no
          matter what. He/she will die before betraying.
        - -1

Cold Blooded - Character is sensitive to heat and cold, becoming hyper-
               active in heat, and sluggish in cold.

Checkered Past - Character has a big, bad, dark, horrible secret in his
                 past.  This can range from having an old warrant out, to
                 being an ex-double agent.

Uber-Hentaii - Character is a huge pervert; doing the most perverted things,
               groping anyone of the opposite sex (and maybe the same sex),
               stealing and sniffing underwear, etc.


                        Level 2 - Bad Things
                        --------------------

Explodes When Angry - Whenever the character is extremely angry, he/she deals
                      5 damage to him/herself and 5 damage to everything
                      within 10 feet.
                    - -4

Must Volunteer Truth - Not only can the character not tell a lie, he/she must
                       always volunteer the truth.
                     - 0

Cold Water Curse - Character transforms into an animal or human of the
                   opposite sex when hit with cold water. All powers are lost
                   while in transfromed mode, but character instantly reverts
                   when hit with warm water. If character wishes to keep
                   powers, he/she must spend 1/2 the PP cost of each power
                   he/she wishes to keep.
                 - -3

Stalked Constantly - Character is (or thinks he/she is) constantly being
                     stalked. Therefore, he/she is constantly on edge and is
                     suspicious of people.
                   - -1

Weakness - Character takes 1 damage for every round exposed to specified
           thing.
         - -1

Deadened Sense - Character is Blind, Deaf, or Numb. Deadened sense of taste
                 or smell should be considered a L1 bad thing.
               - -5

Strange Creature - Character is a weird alien, creature, or even a normal
                   animal. May be humanoid, but may not be mistaken for a
                   human by any stretch of the imagination.
                 - 0

All-Purpose Improv - Character's hand is permanently glued to his/her head.
                     Actually, if player wishes, any part of the character's
                     body may be permanently glued to any other part.
                   - -2

Must Wear Spandex - Character must wear a spandex body suit.
                  - 0

Uncontrollable Ability - The selected power is uncontrollable effect. If the
                         selected power is an active power, it becomes
                         passive (constantly activated), and passive powers 
                         become either sporatically on-off-on-off, or
                         encompass an entire area, giving all in that area
                         the power. Uncontrollable powers are at double
                         effect. Magical Item - Minor can be used to control
                         an uncontrollable power, or the character can
                         construct a device to control it.
                       - -5

Multiple Personalities - Character has 2 or more totally different
                         personalities which randomly swich control of
                         him/her.
                       - -1

Dunce - Character's Logic, Knowledge, Charisma, and Agility are reduced by
        10.
      - -2

Geek - Character's Strength, Stamina, Build, and Charisma are reduced by 10.
     - -3

Does Not Gain Experience - Character never gains experience points.
                         - -5

Requires Containment Field - Character's super powers (not bad things) can
                             only be used while he/she is wearing a special
                             suit. It is usually quite bulky.
                           - -1

Frequent Berzerker Rage - Character randomly goes into a berzerker rage,
                          destroying everything in sight until he/she manages
                          to calm down.
                        - -3

Cross-Gender - Character dresses and acts like the opposite sex.
             - 0

Hentai Curse - Only available to female characters. Character is constantly
               being sexually exposed. (Note: I am not sexist. In anime,
               males are never, ever sexually exposed).
             - 0

Addiction - Character is addicted to specified substance, and if he/she does
            not get mega doses of it, he/she will go into withdrawl (all
            actions and stats effectively 1/2).
          - -1

Parasitic Entity - Character has another being controlling a part of his/her
                   body. He/she still may control it normally, but if the
                   entity wants it to do something else, it will obey the
                   entity rather than the character.
                 - -5

"Curse of Robert" - This is like "Clutz" only a lot worse.
                  - -2

Slow Reflex - Character has very slow reaction time and in combat only has
              one action every 2 rounds.
            - -10

Mute - Character cannot speak.
     - -5

Hyper-Allergy - Character has 3 allergies, of his choice, and the DM may add
                more allergies as desired.
              - -8



                        Level 3 - Bad Things
                        --------------------

Controlled By Other Being - Character has another entity in his mind. He/she
                            may still control him/herself, but if the entity
                            wants him/her to do anything different, his/her
                            body will obey the entity rather than the
                            character.
                          - -10

Undead - Character takes 1 damage every round exposed to sunlight, and in
         order to survive, must eat the flesh of the living. Usually has no
         reflection and can be defeated by stake through the heart, silver
         weapons, etc.
       - -10

Extreme Paranoia - Character is afraid of literally everything.
                 - -7

Random Explosion - Character randomly explodes every now & then (5 dmg to
                   self & all within 10 foot radius).
                 - -15

Designated Bad Guy - Character is shunned by the plot. While he/she may
                     succeed in the short term, he/she will ultimately fail.
                   - -15

Extreme Murphy's Law - Anything that can possibly go wrong WILL.
                     - -15

Solar Powered - Character either shuts down while not in sunlight, or shuts
                down while in sunlight. This choice must be made at character
                creation and cannot be changed later.
              - -10

Requires Wheelchair - Character cannot use his/her legs and his/her only form
                      of locomotion is a wheelchair. 
                    - -7

Unstable Mutation - Character randomly mutates every now & then.
                  - -5

Requires Life Support System - Character cannot survive outside of a special
                               suit. This suit is usually quite bulky.
                             - -5

Incomprehensible - Character cannot be understood by anyone. His/her speech
                   is all gibberish (or mute), hand signals are meaningless,
                   and if he/she has the minor ability "Generate Signs", the
                   signs are all in another language.
                 - 0

    Source: geocities.com/The_Anime_RPG