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