Powers

While there are no doubt many more incredible abilities available to ascendant beings, information is currently provided for the following. Those entities with such capabilities can use this reference, below, in order to better define their own aptitudes and limitations, as well as to more fully understand those that may be wielded by their mortal enemies!

  A B C D E F G H I J K L M N O P Q R S T U V W X  

A

Ability Boost
Type: Reality Control Power, Personal Spell, Superpsi Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: amplification, karma control, metabolic focus, power boost, reassignment.

Ability boost allows its possessor to temporarily augment - significantly - any one ability score of their choice. When activated, its wielder can choose either their Fighting, Agility, Strength, Endurance, Reason, Intuition or Psyche, and enhance it to a value that is equal to this power in rank - or the value of the enhanced ability +1 CS, whichever is higher. An ability boost of any kind lasts only for 1d10 turns.

Once it wears off, ability boost may not again be used for an hour - at least, not without degrading its overall capability. For each additional use without a one hour 'cool down', ability boost loses -1 CS of its overall effectiveness. This is enough to neutralize its use upon abilities greater than its own rank, while gradually reducing its power in all other instances, if used too frequently.

One's Health or Karma score should be temporarily recalculated to account for the character's new prowess; this can cause problems if he or she takes severe damage before the power wears off, as a negative Health total upon the power's termination affects a body per a Kill result.

Ability Boost may easily be limited by reducing the number of abilities it can temporarily enhance. Constraining it to either physical or mental ability scores is considered a weak limitation (+1 CS or one point cost reduction), while allowing ability boost to enhance but one ability score is instead a strong limitation (+2 CS or two point cost reduction). Fighting can count as either a physical or mental ability for this purpose.

Similarly, one may enhance ability boost by allowing it to boost more than one ability score at once (enhancing the power by one step for each additional ability score so boosted), or with each doubling of duration (2d10 turns of boost would be a weak enhancement, and so on.)

Abstraction
Type: Deific Power
Duration: permanent (no maintenance required)
Cost: 16 points (flat cost)

Something of a variation on immortality, abstraction is the ability of a being to embody some concept or another. Just about any idea that a sentient being can imagine may be embodied via abstraction, which grants its possessor a life force that will persist forever. Or, at the very least, for as long as at least one mortal entity continues to hold onto the notion which an abstract being has tied themselves to.

Upon acquiring or being created with abstraction, a character will change dramatically. While immortality doesn't cause extensive changes to what makes a person a person, abstraction does - because it ties its possessor's mind, body, and very soul to the zeitgeist, or spirit of the moment. This subconscious undercurrent beneath the thought of all sentient beings bolsters the abstract's existence, but shapes him, her, or it as well.

How this works is that while they may have an independent, distinct personality, the appearance, behavior, and very thought patterns of an abstract entity are strongly influenced by that which they emblematize. This may be somewhat subjective, depending on the player generating the abstract and the Judge presiding over a game such an entity is used within, but should at least reflect some common opinion on the subject.

For example, an abstract representing digital information might be wreathed in ephemeral ones and zeroes, look like some sort of grainy, pixelated image, or perhaps even appear like unto a cloud of electrons. Their behavior could be cold and clinical like scientific data, heated and ignorant like a forum troll, or perhaps just incredibly whip-smart - like the speed of digital data transmission itself!

An abstract may allow themselves to be ruled by the preconceived notions others hold about what they represent, or they may instead strive to not only retain their independent persona, but act contrary to what they embody. Of course, this can be tricky in the face of their inherent, level 3 Compulsiveness quirk, which is built in to the power and constantly compels them to toe the line (and whose FEATs are never automatic).

While abstracts share two weaknesses with immortals, namely their vulnerability to death either in their home plane or when slain by immortals of equal or greater standing, they aren't vulnerable to total bodily disintegration. As they embody some concept or another, an abstract can reconstitute themselves after their demise even if their body is annihilated - as long as at least one person shares the idea they emblematize.

Instead, an abstract entity will possess a weakness that is related to whatever it is they represent. Abstract entities that embody the idea of fire might have no immunity to death when subjected to watery attacks or when assaulted under water, for example, or one who has taken the concept of beards under their wing could be completely vulnerable to assaults with a razor - either conventional or electric!

Finally, the other powers an abstract entity possesses should be used to better represent their pet concept. They all need not be used to prop this idea up, of course, but the more convincing an abstract is in showcasing their adopted notion, the better their ability to cause it to spread far and wide. And the more people hold truck with it, the more faith an abstract can generate to further their ends - whatever they may be.

Aciurgy
Type: Biological Control Power, Empathic Art
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: cure disease, detoxification, healing / others, resuscitation, regeneration / others.

Aciurgy is the paranormal power to modify living tissues. A sort of super human medical ability, aciurgy can be used to perform procedures that generally require years of academic study and professional experience to execute competently. On the other hand, since it is of super human effectiveness, aciurgy can also be used to indulge in medical behavior that is highly irregular - if not normally impossible!

While aciurgy is in use, the life force of its recipients (or victims) will be artificially maintained, its wielder able to engage in all manner of procedures both simple and arcane. Whether simply removing a sliver or temporarily disassembling his or her patient, the character with aciurgy can complete with their work with the assurance that the subject of this power will not die in the process of it.

In other words, aciurgy itself doesn't cause damage, no matter how extreme the work done with it is. Of course, if someone with aciurgy completely takes the subject of its use apart and leaves him that way, said subject might be in a bit of a pickle! Such 'abandonment' can indeed cause damage, based on the nature of the work left undone (whether intentionally or otherwise), at the Judge's discretion.

When using aciurgy, a character can perform any conventional procedure, from liposuction to a heart transplant, with but a green power FEAT. When engaging in wildly irregular operations, including brain transplants and installing parts where they don't belong, an aciurgeon must pass a yellow FEAT. This power can even be used to engage in cross-species transplants and unnatural modifications on a red power FEAT.

When using aciurgy, most conventional medical concerns are rendered moot. Whether rotating limbs around for fun or even installing body parts foreign to one's anatomy, everything is 'wired' such that it will work properly (for a given value of propriety). Tissue rejection is simply not an issue, and an organism can persist and function indefinitely despite this power's use - assuming nothing else kills it, that is.

Aciurgy most definitely counts as a healing power for the purposes of metabolic overload, whether used to heal or to... modify. It requires one be in physical contact with the subject to work. Furthermore, should they wish to, subjects can resist the use of aciurgy by passing an Endurance (res) FEAT roll against its power rank (assuming they lack resistance to metabolic or warping attacks).

Additional Limbs
Type: Physical Weaponry Power
Cost: 4 points per bonus action or speed increase
Related Powers: additional organs, super speed, various physical weaponry powers that provide bonus limbs.

This 'power' is representative of characters that possess more limbs than normal, as is determined by standard human anatomy - or any other abilities they may happen to possess. It is most often used to describe beings that do not readily fit into the bipedal norm (having two limbs for manipulation and two limbs for locomotion), but can also provide 'extras' of other limbs granted by the various physical weaponry powers.

Extra manipulators allow for multiple actions with them. Typically, a character must double a given number of limbs to gain any additional actions from it. A pro wrestler with four arms, for example, would acquire one extra attack with those arms each turn, while applying this power to a mutant who already had a prehensile tail would gain two extra tail attacks if given four such extremities (since that power offers but one).

Similarly, extra locomotive limbs grant a +1 CS to the speed of a character for each doubling of such. An extradimensional entity with an extra set of wings would fly +1 CS faster than one with only one pair (for a like value of Strength), while an arachnoid creature with eight legs would gain a +2 CS to their speed, whether zipping along the ground or climbing up the walls.

If a given limb can double as both a manipulator and a source of locomotion, the benefits provided apply to both the number of one's actions and their speed - though not simultaneously. An alien with eight tentacles (which can handle objects as well as pull one about) would fit this description, gaining a +1 CS to the speed it could manage and an extra tentacular action... but couldn't use both benefits at the same time.

Additional Organs
Type: Physical Enhancement Power
Cost: 2 points per bonus provided
Related Powers: additional limbs, various powers that the bonus parts can provide.

This 'power' is representative of characters that possess more organs than normal, as is determined by standard human anatomy. An extra (or redundant) organ - or set therein - will generally provide their possessor a static bonus, one which is active at all times... unless either the original(s) or the duplicate(s) are rendered inoperable through physical injury or other means.

Common examples of additional organs include the following:

Adhesion
Type: Matter Control Power
Cost: 1 point per rank
Related Powers: clinging, friction control.

Adhesion is the ability to bind two or more objects together on the atomic level. This may involve physically gluing them together, altering the molecular structure of each such that they merge into a singular whole, or even engaging in molecular charge suppression in order to force them to stick. Such stickiness only affects the surfaces of objects, but can hold them together with considerable strength.

In order to adhere two objects, they must be in physical contact with each other. If adhesion is caused by some sort of chemical (such as a bottle of home-brewed mega glue, or perhaps a secretion of the character's), the agent must first be applied directly to the spot the two objects will be stuck together. If the agency of adhesion is a power of some sort, simply touching both simultaneously will suffice.

Each turn adhesion is applied to two objects, the strength of the binding between them will increase by +1 CS. For example, one turn of adhesion will produce a Feeble (2) strength bond, while ten would make the strength of such Unearthly (100). However, the adhesion power is limited such that it cannot produce a bond with a strength greater than its own power rank.

Adhesion can last for a considerable amount of time. A white power FEAT rolled when using adhesion allows its effects to last for a number of turns equal to its power rank number, while a green power FEAT extends this period of time from turns to minutes. A yellow adhesion FEAT stretches the length of adhesion out to a like number of hours, while a red FEAT makes the effects of adhesion permanent.

Breaking the bond instilled by adhesion requires overcoming the strength of the bond it has created - or undermining the surface of one or both objects glued together. Flesh will yield much easier than concrete, so gluing people to the street means they must peel or cut themselves free if they can't dislodge the bond between them and it. Doing this generally inflicts from Poor (4) to Good (10) Edged Attack damage to someone.

The specific amount, of course, depends on how much of a person's flesh is removed in the process of tearing them away from an object they've been molecularly bonded to.

Adjoining
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Adjoining is one of the thirteen known group spells available to mages. It includes a collection of abilities that allow the caster to communicate with others, in a variety of different fashions, no matter how alien said others may be. Once a day, upon first casting the adjoining spell, a wizard may choose from any one of the following six spell effects, at which point adjoining's outcome will be set for that day:

Animal Sympathy, Empathy, Plant Sympathy, Sending, Telepathy, or Translation.

However, should the caster of adjoining wish to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, adjoining will produce one of its potential outcomes randomly, as indicated below, though mages achieving a 'bonus' result may choose adjoining's effect and keep its effects fluid for its next use.

Random Adjoining Results
01-02Bonus03-18Animal Sympathy19-34Empathy
35-50Plant Sympathy51-66Sending67-82Telepathy
83-98Translation99-00Bonus

Admittance
Type: Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank

This convenient universal spell allows a thaumaturge to focus his or her will upon any lock, door or container and cause it to open, no matter how complex it may be. Whether it is simply a mechanical padlock or some fancy electronic gewgaw, the impediment to the caster's desire will cease to be such. All that is required to make this happen is a successful FEAT roll.

Keep in mind that this spell will only unlock a lock, and open up what it was protecting to the outside world. Any traps or sensors set to trigger upon the opening of said lock or door are not sidestepped by this spell. The wizard using admittance may need an additional spell or capability to bypass them - or simply have a patsy absorb the potential damage, instead.

Adrenal Boost
Type: Metapsi Talent
Duration: instantaneous effect
Cost: 4 points (flat cost)

This potent ability allows its wielder to release a controlled burst of adrenaline into his or her system at will. This boost of naturally occurring chemicals, when released unnaturally, lets the wielder of this ability momentarily increase their Strength by +1 CS for a short period of time - namely, 1d10 turns. When this ability wears off, the character suffers a -1 CS to their Strength for twice the duration of its enhancement.

Adrenal boost readily works in conjunction with the adrenal surge quirk - they're functionally the same, after all. A character with both capabilities can gain a +2 CS boost while both are active, though when they wear off the character is in for something of a crash. Once the adrenaline is gone, he or she will suffer a -2 CS to their Strength score for quadruple the duration of its enhancement.

One cannot wield adrenal boost while they are still recovering from a previous use of the ability.

Adrenal Vampirism
Type: Metapsi Art
Duration: instantaneous effect
Cost: 1 point per rank

The power of adrenal vampirism allows its wielder to feed upon the biochemical energies of those in his or her vicinity. This ability requires physical contact with its target, and the target is allowed an Endurance (res) FEAT against its intensity to resist the effect. If this FEAT roll fails, the adrenal vampire may temporarily drain a considerable amount of the Strength and Endurance scores of their foes.

This power may consume a number of points of said abilities equal to its power rank, adding them in turn to the equivalent scores of its wielder. There is an upper limit to this enhancement, however, being equal to either their original values +2 CS or the adrenal vampirism power rank - whichever of the two is higher. This boost will last for 1d10 turns, at which point the adrenal vampire's abilities will return to normal.

When drained, a victim's Strength and Endurance scores will have a bottom limit of Feeble (2) rank. If drained again at this point, the target of this ability must pass an Endurance (res) FEAT roll against this power rank (at their current, diminished levels) or fall unconscious. However, after 1d10 turns have passed, they will recover lost ranks at a rate of +1 CS per turn, until their scores return to normal.

Bear in mind that changes in ability scores will affect the Health sum of both the wielder of this ability and the target - these will need to be recalculated 'on the fly' as they are changed.

Age Control / Others
Type: Biological Control Power, Dimensional Spell, Empathic Talent, Psimotive Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: age control / self, cure disease, decontamination, detoxification, healing / others, regeneration / others, resurrection, resuscitation.

Wielding this ability, a character can change the 'clock' on an organism, altering its apparent age. Age control / others can increase or decrease a target's apparent age by a number of years that is equal to its power rank number. This power only functions within Very Near distance of its wielder, and targets may resist the power if they can pass an Endurance (res) FEAT roll against its rank as an opposing intensity.

Age control / others can modify the age of its target as is desired, though the effects of such sudden, onset aging are rapidly debilitating. On average, a character will lose -1 CS of one physical and one mental ability score for each decade of aging past their 'prime'. If reverting someone to a child-like state, apply this -1 CS for every four years before they reached adulthood.

Of course, there's also the lovely side effects that such extremes of age can bring, including brittle bones, being unable to reach the pedals, etc.

If a character is aged so old that they should be long dead and buried, or is rendered so young that their age would be a negative number, they will simply vanish in a puff of light and smoke. This doesn't actually kill the target, so much as file them and their mass away in another dimension temporarily; their existence has been rendered momentarily moot.

The effects of age control / others generally only lasts for a short period of time. A green power FEAT will let the power's effects last a number of turns equal to its power rank number, while a yellow FEAT roll multiplies this amount of time by ten, and a red FEAT extends it to a like number of hours. It occasionally lasts longer however, acting to permanently renew, revitalize, or hobble its target.

Occurrences of this stripe are most often accompanied by other weird happenings going on with the character at the same time, such as radiation exposure, Probability Fallout, and the like. They're not the sort of thing one can really bank on in play, they just sort of 'happen'; an instance of permanent age modification is most likely something the Judge will use to advance the plot somehow.

Mind you, this effect can be obtained regularly as an extreme enhancement to age control / others. Such enhancements often take the form of revolutionary, futuristic aging treatments, the weird emanations of 'exotic' matter characters might blunder into, or other such oddities. Aging too far either direction in a 'permanent' state is considered a lethal attack however - something to bear in mind.

Age Control / Self
Type: Physical Control Power, Personal Spell, Metapsi Skill, Psimotive Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: age control / others, longevity, regeneration, regenerative armor.

The curious ability of age control allows its possessor to, for all intents and purposes, alter his or her apparent age. One may do so (in either direction) by a number of years equal to this power rank number. There is no upper limit to the age a character can assume, though certain extremes can be increasingly dangerous; advanced age makes one particularly injury-prone, while a prenatal state makes one helpless.

While at a differing age, one gains all the benefits and penalties of such a change. One might receive a senior citizen discount while roaming around as a centenarian, but they'd be rather likely to fall and break their hip. Similarly, being incredibly young might let someone get away with things that an adult otherwise couldn't - though they're also less physically capable at the same time.

If a character possessing longevity uses this ability, their age will be altered as if they did not have that ability in the first place (otherwise, the two powers would be mutually exclusive).

Aggregation
Type: Matter Control Power, Alchemy Spell, Psimotive Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: atomic sense, device generation, matter absorption, matter duplication, matter generation, organism generation, summoning, teleformation, teleportation, teleportation / others, transmutation.

Aggregation is the ability to summon forth materials from far and wide, collecting them in a single location. Said materials can be just about anything the character desires - as long as they actually exist, at least - ranging from a glass of water to a pile of gold to a mountain of gophers! In lieu of matter generation or transmutation, aggregation is a great way to assemble materials for a given project - and fast!

This power can draw forth any number of items or substances, within a few constraints. The first is that aggregation can only aggregate a finite amount of material at a time. Each turn aggregation is used, it may collect its power rank number in pounds from the surrounding environment. If a character wishes to aggregate a larger amount of material, he or she simply has to spend the appropriate number of turns.

For example, let us say Carl the Constructor is attempting to gather materials for a new project he has in mind with his Excellent (20) ranked aggregation. He wishes very much to build a gleaming skyscraper out on his vast plot of land in Arizona. To start with, Carl aggregates the readily available materials required to create the concrete foundation - and can summon forth twenty pounds of it each turn, until he has what he needs.

Aggregation's second constraint is that the substance in question must actually be present within range of this power's wielder for it to function properly; aggregation works on the desired items or substances within Middle range of its possessor. If there isn't enough of whatever the character is looking for, the power will 'only' collect every last scrap of their desired substance within range.

As Carl's construction proceeds apace, he finds himself thinking that an osmium alloy frame for his building would be awesome. The problem is that there isn't that much osmium on the earth - particularly within his nominal twenty area (half mile) range. Making a ruling, the Judge decides that he collects every last bit of osmium within a twenty area sphere, and generously dumps a few grams of the metal at Carl's feet.

The third limitation of aggregation is that it cannot summon parts of (i.e., disassemble) a continuous object. This can be a problem if the only source of whatever the character is aggregating is in a chunk larger than they can manage in one turn. In order to agglomerate larger objects, the possessor of this power must focus it on them for a number of turns equal to their weight divided by the power rank number.

When the osmium idea fell through, Carl decided to go with an ordinary steel frame for his modern tower. Luckily, the land he bought was relatively well populated with iron ore, and he gained a large amount of it somewhat quickly. However, the final chunk of available iron was all lumped together in one solid mass. In order to aggregate this lump of metal, Carl had to focus his power on it for one hundred turns!

The complexity of what the character is attempting to aggregate will determine the difficulty of the required FEAT roll. A green FEAT can conjure forth simple substances, ranging from atomic gold to A+ blood. Yellow power FEAT rolls are necessary when collecting manufactured items, whether they be a pile of pennies or the latest smartphones. Red power FEATs can even summon living beings, if the character wants!

Most of the materials Carl was attempting to aggregate for the eventual construction of his tower were inert, mundane compounds, so he only required green power FEATs when drawing them forth. However, that last bit of metal was surprisingly difficult to collect, requiring a yellow power FEAT. Imagine Carl's shock when, upon the execution of this power, that lump of metal turned out to be an alien probe buried on his land!

Alchemical Analysis
Type: Alchemy Spell
Duration: instantaneous effect
Cost: 1 point per rank

Wielding this utility spell, an alchemist can analyze a compound and determine just what it's made of. When used against 'mundane' concoctions, an alchemist can determine what went into making it with a mere green spell FEAT. This allows an alchemist to easily break down the ingredients list of almost anything, even if the spell doesn't explain the process used to produce the final result.

On the other hand, if used on magical formulae, the alchemist must pass their FEAT against the rank that compound provides upon consumption. This is never an automatic FEAT, as magic alters the very nature of a thing it is mixed into, and deciphering what went into a magical recipe is always a bit tricky. If this FEAT is successful, the alchemist will at least know what was used to make a magical formulae.

Even if, again, he or she doesn't know how a substance's component materials were enchanted beforehand, much less the specific instructions to reproduce it. However, this often underrated ability makes it a lot easier for alchemists to produce new magical compounds on their own - namely, by seeing how others are already doing it.

Alteration
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Alteration is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to change their own body for the better, sometimes drastically so, as the need arises. Once a day, upon first casting the Alteration spell, a mage may choose any one of the following six spell effects, at which point alteration's outcome will be set for the rest of the day:

Contact Absorption, Growth / Self, Healing / Self, Invisibility / Self, Reformation, or Shrinking / Self.

However, should the caster of alteration wish to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, alteration will produce one of its potential outcomes randomly, as indicated below, though sorcerers achieving a 'bonus' result may choose alteration's effect and keep its effects fluid for its next use.

Random Alteration Results
01-02Bonus03-18Contact Absorption19-34Growth / Self
35-50Healing / Self51-66Invisibility / Self67-82Reformation
83-98Shrinking / Self99-00Bonus

Amplification
Type: Power Control Power
Cost: 1 point per rank
Related Powers: ability boost, attenuation, karma control, power amplification, psionic amplification, sorcerous amplification, theonic amplification.

Amplification is a power which lets its wielder enhance - significantly - the performance of another person's ability scores. When activated, the amplifier can choose to boost the Fighting, Agility, Strength, Endurance, Reason, Intuition or Psyche of their target, and enhance it to a value that is equal to this power in rank - or the value of the enhanced ability +1 CS, whichever of the two is higher.

The effects of amplification last only 1d10 turns, unless specifically concentrated upon. Once it wears off, amplification cannot be used on the same ability score of the same target for an hour - without degrading its overall effectiveness, that is. For each additional use without this 'cool down' period, reduce the effective boost that amplification can provide by -1 CS - until it offers no further benefit.

One's Health or Karma score should be temporarily recalculated to account for the character's newly found abilities; this can cause problems if he or she takes severe damage before the power wears off, as a negative Health total upon the power's termination affects a body per a Kill result.

Amplification may easily be limited by reducing the number of abilities it can temporarily enhance. Cutting it back to either physical or mental ability scores is considered a weak limitation (+1 CS or one point cost reduction), while allowing amplification to enhance but one ability score is instead a strong limitation (+2 CS or two point cost reduction). Fighting can count as either a physical or mental ability for this purpose.

Amplification works within Very Near distance of its possessor.

Anchor
Type: Movement Power, Dimensional Spell, Psimotive Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: space control, temporal static.

By means of the anchor ability, a character binds themselves to their current trajectory in seven-dimensional space. What this means is that, once anchor is invoked, its wielder will continue to move as he or she was before, and cannot easily be dislodged from said movement. Typically, this is used to literally root a body in place, on say a floor, wall, or ceiling, in order to hold them steady for other purposes.

So what's all this business about trajectory? No matter where you are in the world, you're always moving. While standing motionless, your body is still on a planetary body that is rotating while orbiting a star that is itself circling a galactic core, etc. You're also continually moving through time, albeit at the same rate everyone else usually is.

Anchor merely ensures you don't stray from this path, as the ability sees it, from its point of activation. This means that upon being activated, anchor will prevent you from being swayed from your current course, whether you were stationary or on the move. It also keeps you from being shifted in time or space - or through other dimensions. Defeating an anchor requires overwhelming its given power rank.

While using anchor in a (relatively) stationary position is a simple proposition, using it while on the move can be fraught with peril, especially if you encounter objects in your path. Loose objects, like water or bowling pins or even people, will simply be shoved out of the way. But a larger object, such as a concrete bunker, will not - resolve such collisions as per a charging attack based on the anchor power rank.

If the m.s. of this object or structure exceeds the rank of the anchor ability, it will disrupt the anchor and cause it to immediately fail. Either way, the anchored character is immune to the damage caused by such attacks, which allows them to (with an anchor power of high enough rank) inflict serious damage on large and inanimate objects ranging from trees to battleships.

Animal Control
Type: Biological Control Power, Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: animal hybridization / others, biological sense, empathy, organism generation, plant control, summoning.

While animal sympathy allows one to 'speak' with non-sentient animal life forms of various kinds, animal control enables its wielder to actually direct their actions! This generally requires but a green power FEAT roll, since defeating an animal's Psyche score is most often child's play, though such a FEAT is never considered automatic in nature. Special considerations might make this action considerably more difficult, however.

A pet, for instance, will not readily turn against its owner - assuming it is treated well. The act of turning such animals against their friends, however temporarily, requires a yellow power FEAT. A special animal companion, one which engages in battle alongside its owner, can only be turned against that person on a red power FEAT roll - these animals are highly disciplined and especially attached to their human.

Alternately, an animal controller can attempt to take control of a large number of animals at once (a swarm of insects, a school of fish, etc.) This also requires a yellow power FEAT roll, as touching the minds of that many animals is rather involved. This FEAT must be repeated each turn, or else the grouping of animals will rapidly resume control of their own destinies (such as they are).

At any rate, once control is achieved, an animal controller can direct his or her thrall(s) to perform any action desired. Controlled animals will perform these tasks to the best of their ability, and do not creatively interpret their instructions. This is why it's important for an animal controller to plainly explain, usually with small words, what he or she wants the animal to do - they're not intelligent, after all!

Control of an animal will generally last for 1d10 turns per application of this power, unless its wielder specifically focuses on maintaining his or her influence for longer. It can affect any animal within Near distance of its possessor, unless said animal is some sort of special companion of their own; if this is the case, the range of animal control is extended to Middle distances.

An animal controller can significantly enhance this ability with limitations, if desired. A weak limitation might involve constraining animal control to a general animal class (birds, mammals). A strong limitation would restrain the power further (primates, spiders), a very strong limitation would only work on specific species (osprey, red frog crab), and an extreme limitation would work only on a specific animal (or group of such).

Animal Hybridization / Others
Type: Biological Control Power, Universal Spell, Empathic Talent, Psimotive Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: animal hybridization / self, animal control, growth / others, plant hybridization / others, shrinking / others, topological control, transformation / others.

This potent ability allows its wielder to modify other life forms, namely by combining their inherent characteristics with that of animal life! When this power is first gained, one can only add the characteristics of one form of animal to others. This represents a deep familiarity with the physiology of said animal type, and additional familiarities (i.e., animal forms) can be obtained as power stunts.

Any living creature can be the recipient of such hybridization, whether it is a human, a dog, or even a tree. Such a transformation can be either partial or total, depending on the whims of this power's possessor. This can either give an affected life form the abilities of the new animal type, or change them fully into the chosen animal form (altering their physical ability scores, if applicable, appropriately).

Abilities gained by the target of this power will typically function at a maximum rank that is equal to its own. They may operate at less, depending on the nature of the transformations it can cause, but are limited in such a fashion to represent the ability of this power's possessor to emulate their chosen form of animal life. Physical weaponry isn't normally affected by this limitation, however, since it usually uses set modifiers.

A vital consideration is the both the size of the target and the nature of a transformation, if it is complete. Turning a redwood tree into a fly would make for an immense fly, while transforming a cricket into a tyrannosaurus rex would create an absolutely tiny dinosaur. This problem cannot be bypassed without use of the growth / others and shrinking / others abilities (either as separate powers or as power stuns).

Another thing to bear in mind is that the target will retain whatever cognitive abilities it usually possesses, even if such a characteristic would normally be different in its final form. A tree transformed into a dog will be quite clueless about almost everything, at least at first, while a dog given opposable thumbs may take some time to figure out how to properly use them.

Wielding animal hybridization / others requires physical contact with the target. The target can avoid the effects of this power by preventing physical contact with its wielder - or having resistance to metabolic attacks. The effects of changes, whether partial or complete, take place almost instantly; the target of this power can be an attack dog one second and a sheep the next - which may confound it considerably!

Generally, the transformative effects of this power are transient in nature. On a green power FEAT, it will last for a number of turns equal to its power rank number. Yellow successes raise this to a number of minutes equal to the power rank number, and a red FEAT roll will extend the time such a transformation lasts a number of hours equal to the power rank number!

On rare occurrences, this power's effects can be permanent. The wielder of animal hybridization / others has no control over this; it's simply something that just 'happens' sometimes. Perhaps something occurred to that fern you turned into a rodent that caused it to remain in that state, or the tusks you gave that kid to amuse yourself agreed with their physiology so well that they just sort of 'stuck'.

The Judge is the final arbiter of such instances, which occasionally gives him or her a tool to introduce quirky additions or alterations to the campaign.

Animal Hybridization / Self
Type: Physical Control Power, Personal Spell, Metapsi Skill, Psimotive Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: animal hybridization / others, animal sympathy, plant hybridization, shape change.

Animal hybridization is the process of transforming oneself into another creature. This involves an innate familiarity with the biological processes of said animal, which lets the character with this ability mold their bodily functions and anatomy until it changes from its original state into the new one. Such transformations may be partial (adopting some traits of the animal) or complete (adopting the full form of the animal).

Complete transformations allow the wielder of this ability to use all of the creature's ability scores and special powers - including its Health points. Visually, the character will appear to be a perfectly normal specimen of the animal species, though they'll retain the same scent, still being genetically human (or whatever their original form is). Of course, the character will also retain their original intellect while transformed.

Even if this power involves changing one's form into a non-sentient creature as a general matter of course.

Partial transformations allow the wielder of this ability to pick and choose which facets of his or her anatomy are changed. One might simply want the claws of a lion, instead of changing into one outright. This allows one to use animal hybridization more discreetly if desired, either adopting specific physical capabilities or simply changing one's appearance for purely cosmetic reasons (like wearing a mane).

When this ability is first gained, its possessor may originally only transform into one specific kind of animal, but may adopt additional transformations (into different animals) as a power stunt - for each - at their leisure. Typically, 'powers' gained by the use of this ability are limited to the animal hybridization rank in effectiveness - save for powers such as physical weaponry, which have no specific rank.

Animal Sympathy
Type: Biological Control Power, Personal Spell, Empathic Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: animal control, animal hybridization / self, animal hybridization / self, biological sense, device sympathy, empathy, linguistics, object sympathy, organic circuitry, organism generation, plant sympathy, summoning.

Animal sympathy is the ability to mentally communicate with non-sentient animal life forms. One can usually tell whether or not this power will work on a given creature by the presence or absence of a Karma score - Karma denotes free will, the presence of a soul, and all that business. The target of this power, then, can include beings ranging from amoebas to dinosaurs, though the more complex they are, the better.

More empathic than telepathic in nature, animal sympathy lets its wielder get 'inside' the head of its target, in order to have a conversation of sorts with it. Since they aren't intelligent, animals will generally prove to be somewhat simplistic in communication. They can definitely share their impressions of the world and everything in it (such as they are), as well as pass on information about things they've experienced.

The quality of such recollections depend on how advanced an animal form is. Mammals of any stripe, being similar to one's own biology, can be communicated with on a green power FEAT. Yellow FEAT rolls are necessary to speak with somewhat different life forms, whether they're birds or reptiles. One can even talk to insects and amoebas and the like, though such 'alien' life forms require a red FEAT with this power.

Animal sympathy generally functions within Near range of its wielder. Furthermore, it usually requires that the wielder of this power and its target can sense each other through mundane means as well. This is not necessary if the character with animal sympathy knows the target of this power, and its range is extended to Middle distance in the event of communications with a trusted animal partner.

Annulment
Type: Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank

This handy enchantment allows a sorcerer to negate the effects of a spell, disrupting the matrix of energies that keep it active and causing it to fail. This is not an explosive failure, at least not directly; by annulling a spell, a wizard simply causes it to stop functioning. Of course, if said spell was preventing something calamitous from occurring, well, explosions may then result.

Annulment works by comparing its spell rank against the spell to be canceled. This functions per the normal intensity rules, though no annulment will ever be automatic - negating sorcery is always a bit complicated, no matter its strength. Whether or not this FEAT is successful, the thaumaturge whose spell was attacked by annulment will know what happened, if it is a spell they are actively maintaining.

While this effect is permanent on ordinary spells, it is not so on magical objects. An annulment spell can temporarily prevent the magic portions of items from working for 1d10 turns, a duration that applies to both regular items and alchemical concoctions. If an annulled potion (or whatever) is imbibed, its effects cannot start until the annulment expires.

Anonymity
Type: Entreatism Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

This spell offers exactly what is described on the tin, so to speak, for the enterprising entreatist. What anonymity does is generally 'mask' the caster's identity to make him or her appear to be no one special. By seeming nondescript, an entreatist can avoid being noticed by whatever entities they call on for power, which is a good thing when you have to lean on one source of power excessively.

When cast, anonymity will last for 1d10 turns by itself, though a mage may continue to keep this spell going after this time by actively maintaining it. Assuming a successful spell FEAT, nothing that readily identifies the caster will be 'given up' when entreating any particular entity or place of power, which does assist a caster in keeping themselves off the hook with said entities.

This can be done for proactive or reactive reasons. An entreatist may want to avoid generating notice in the first place, or alternately may have already gained such notice, and is trying to avoid building more notoriety with a given source of power. Either way, it works rather well as long as it is used intelligently; sometimes, even when this spell is in play, an entity may take notice of the person drawing power from it.

This is more a situational problem than anything else. For instance, an entreatist may try to draw power from an odd locale the entity has never heard of before, or perhaps he or she tries to do so from ground actively hostile to their source. When this occurs, the power source may also take notice of the anonymity spell, which can cause further complications for the caster down the line.

In the end, it comes down on the entreatist to decide when the best time to be anonymous is, and when he or she should instead broadcast their identity for the whole multiverse to see...!

Antideionic Attack
Type: Theonic Talent
Duration: instantaneous effect
Cost: 1 point per rank

A singularly potent way to assault a deific being, this ability allows its possessor to draw forth a negatively charged bundle of the evolved life force which marks a deific being as such. This bundle takes the form of an energy attack, one which inflicts power rank Deionic (De) damage with each devastating use, a type of assault that few individuals have the capability to withstand for long.

While few mortal defenses are proof against an antideionic attack, this power is also quite effective against those that are deific in nature. When wielded against any protection that has its basis in deionic energies, like as an aura of such or perhaps a god-forged armor suit of some kind, an antideionic attack will take on an Armor Piercing component. Antideionic attacks function within Near distance of this power's possessor.

Direct exposure to antideionic energy prompts a Psyche (will) FEAT roll against its power rank, the failure of which will prevent the use of one's theonic powers for 1d10 turns. This represents the mutual annihilation caused by deionic / antideionic energy interaction, and the time required for one to replenish their supply of deific energy afterwards - along with a bit of radiation-induced fatigue.

Antigravity
Type: Reality Control Power, Psimotive Talent
Cost: 1 point per rank
Related Powers: damage reduction, deflection, flight, gravity control, hostility screen, super flight, space control.

With gravity being defined as the attractive force that all matter exerts on other matter, antigravity is thus a repulsive force, working instead to push all matter away. In its basic form, antigravity can be used to apply this repulsive force to any objects its wielder desires, as long as they are within Near distance of their person. This force overcomes gravity and acts to separate these objects with power rank strength.

Antigravity can be applied in a field effect, covering everything within range, or simply made to work on discrete objects. This lends itself to a wide variety of uses, from violently pushing an attacker away from oneself to casting everything not nailed down in the area far into the sky! Moving targets can avoid this effect with a dodge maneuver, if specifically targeted, as this power requires an Agility FEAT to affect them.

In addition to the basic effects of this power, antigravity can be used to develop the following (and more) power stunts:

* Antigravity Well: instead of making the repulsive power of antigravity work between two or more objects, the wielder of this power can simply craft an antigravity well. This is one object that exerts antigravity on everything around it, thus acting as a repulsion field of power rank strength. Depending on relative masses between objects involved, the antigravity well may be caused to 'bounce' all over the area.

* Damage Reduction / Deflection: by projecting antigravitational waves, the character with this power can blunt both the accuracy and intensity of damage delivered through a physical medium. This applies to most physical attacks, save for perhaps Force damage, unless it is delivered by a material medium (such as a column of air). This stunt usually applies 1 CS of both forms of mitigation (unless bought at a higher level, that is).

* Flight: by making one's body emit antigravity until it overwhelms local gravity conditions, the character with this power can achieve flight! This effect works at the power rank -1 CS, as some energy is lost simply resisting the tug of the earth (or whatever surface is close by). A character with antigravity can steer simply by directing antigravitational energy in the direction opposing their intended destination.

* Repulsor Beam: refining one's antigravity into a concussive pulse, the possessor of this power can simulate the effects of the force blast power. This blast of repulsive energy inflicts Force damage on whatever it hits, and is also quite likely to inflict a Slam result as well. If the damage inflicted is higher than the weight intensity of the target, he or she must check against a Slam even if such a result was not rolled!

Antimagic Generation
Type: Psimantic Talent
Duration: instantaneous effect
Cost: 1 point per rank

Antimagic is a curious, normalizing form of energy, which acts to prevent spellcasters from manipulating the probabilities around them that allow magic to manifest. When cast into the environment, antimagic may be used to inflict power rank Sorcerous damage, damage which carries an Armor Piercing component against magical defenses - since antimagic is the natural opposite of all magical abilities.

Furthermore, a character struck with antimagic must pass a Psyche FEAT against the antimagic damage suffered or lose the ability to wield magic, for up to 1d10 turns after exposure to the stuff. Antimagic is thus a favorite form of attack for those who dislike sorcerers and their ilk, as it may weaken them enough that mundane foes can make short work of them - either due to the direct damage antimagic causes or its side effects.

This negation effect cuts both ways. While generating antimagic, a character cannot wield any sorcery of his or her own. Any spell the antimagic generator is currently maintaining is negated upon using this power. On the other hand, a clever use of this limitation is to negate the effects of other magic wielded against oneself by making use of this ability after being subject to hostile sorcery.

Antimagic generation functions within Near distance of its wielder.

Antimatter
Type: Matter Control Power, Alchemy Spell, Psikinetic Art
Duration: instantaneous effect
Cost: 3 points per rank
Related Powers: force field, matter generation.

A specialized form of matter generation, the antimatter power allows its wielder to create minute amounts of antimatter (hence the name). The amounts created are small because of the tremendous energy consumed in performing this feat, and each turn this ability is used, its possessor loses one Health point in exchange. But once the cost is 'paid', the wielder of this power will have some antimatter for their own, personal use.

The problem with this is that antimatter annihilates spectacularly upon contact with conventional matter. This annihilation involves an explosive discharge of energy in the form of gamma radiation, which blankets the detonation area fully. This blast inflicts power rank 2x AP Energy damage, and carries an SD radiation effect, which inflicts Metabolic damage as long as it persists.

In order to generate significant amounts of antimatter, one must make use of protective, vacuum-sealed force fields, which prevent antimatter from coming into contact with ordinary mass of any stripe. This allows one to build up enough antimatter to perform more practical tasks with it, ranging from a study of the properties of such bizarre matter to creating fuel to power reactors or even to serve as the payload for weapons!

For every doubling of time used to generate antimatter, one can improve the intensity of such (for the purposes of explosive annihilation) by +1 CS. Each turn this is done, however, the area affected by such a blast is increased by one area. For example, making antimatter in a protective vacuum bubble for eight turns increases the damage caused upon its collapse by +3 CS, and said blast would cover eight areas!

The difficulty in doing this, however, is that the force field must match the intensity of the potential resultant explosion in order to contain such large amounts of the volatile antimatter. One with a Feeble (2) ranked antimatter power could conceivably generate enough material (with time) to produce a Shift Z (500) intensity blast, but they would require a force field of like power to contain it all in order to do so.

The creation of such force fields is not an inherent function of this ability, and must be wielded separately - either as a technological aid or a distinct super power. Antimatter itself only functions within Very Near distance of its wielder, making it difficult to use offensively without negatively affecting oneself - particularly when creating very large amounts of the material for destructive purposes.

Antipsion Generation
Type: Superpsi Talent
Duration: instantaneous effect
Cost: 1 point per rank

A specialized form of energy generation, antipsion generation allows its wielder to emit raw antipsions. Antipsions are similar to psions, save that they hold an opposing psionic 'charge'. They thus operate in the same basic fashion, and when used by this ability can be emitted in a raw, unshaped form. Thus, one can typically only use antipsion generation in one specific manner - as a devastating attack!

When invoked, antipsion generation allows its wielder to fire a blast of raw mental energies at anything within Near distance. This beam acts like an energy attack, but affects the protection of its target (if said target has any) per Karmic damage. Thus it can even be used to damage inanimate objects, possibly wrecking them in the process.

The trick is such energies tend to cut through defenses comprised primarily of psionic energies quite handily. If used against such a defensive ability, an antipsion blast will carry an Armor Piercing effect, drastically increasing the damage it can inflict. This might also prevent the target from using psionic powers, as the antipsions saturating his or her body eliminate their own, stored energies on contact.

Direct antipsion exposure in a blast form prompts a Psyche (will) FEAT roll against the antipsion generation power rank, the failure of which will prevent the use of one's psionics for 1d10 turns. This represents the nuclear annihilation caused by psion / antipsion interaction, and the time required for one to replenish their supply of psionic energy after such (along with a bit of radiation-induced fatigue).

This is a double-edged sword, however. You see, while generating antipsions, a psi cannot wield any of his or her ordinary psionics themselves - save for this one. The only exception to this rule is if they have polarized any of their psionics beforehand. This requires the polarization ability, of course, and usually blocks up most of one's maintainable powers at any given point in time, but can be a devastatingly effective strategy.

Apotheosis
Type: Theonic Art, Deific Power
Duration: permanent (no maintenance required)
Cost: 4 points (flat cost)

A character may work hard to garner the faith of mortal beings, and might even be able to avoid death now and then thanks to their powers - or sheer luck. However, this alone does not make him or her an immortal being. Ascending from the mortal to the immortal takes an evolution of one's life force, seeing it ascend from one state to the other, and is rarely an easy task to manage.

Apotheosis, the process of becoming divine, can occur through a variety of different methods, as our fiction readily demonstrates. On occasion, one can find that which is divine within themselves through intense introspection and soul-searching. Alternately, this can happen as a result of interaction with items or energies beyond mortal ken. Other deific beings may even awaken one's divinity for reasons all their own.

No matter how one manages it, an apotheosis marks an individual as more than mortal. However, this does not necessarily render them immune to death. When a character's spark of divinity is first ignited, they become a demigod, a being who can still die permanently - but has one 'extra' life. What this means is that, if their other powers don't spare them from death, a demigod has at least one 'do-over' ready to bail them out.

After acquiring this 'extra' life, a demigod may work hard to acquire more. Each additional life is acquired through the completion of a grand quest, though a would-be immortal may not know what such quests entail at first. In fact, he or she may have to do research to determine which tasks they must complete in order to improve their bid for immortality, before actually going through with each quest in question.

Through hard work and intense dedication, a demigod can eventually pile up enough lives to ascend to true immortality. The tipping point is thirteen extra lives; once this amount is reached, the demigod is therefore considered a god, and subsequently has an infinite amount of lives to lean on. This may seem the zenith of one's career - but it is most often just the end of the beginning for most immortal characters.

Apotheosis itself has no rank number to speak of - one either possesses a degree of immortality or they do not. During character generation, apotheosis costs a player either one power slot (when generating a character randomly) or four points (when generating a character systematically). If a character acquires this ability after character generation, simply calculate its Karma costs normally.

Artificial Power Source
Type: Technopsi Talent
Duration: maintenance
Cost: 1 point per rank

One of the major weaknesses of advanced technology is the incredible power requirements involved. Whether you're talking about the immense energy necessary to fire a practical laser weapon or to propel a vehicle through the inky depths of space, high tech toys need a lot of juice to function properly. And on occasion, when one runs out of said juice, it's not all that easy to go and pick up more.

Enter the artificial power source ability.

Using this ability, a character can provide the energy a device requires to function. It can fuel technological effects that are less than or equal to its power rank, in addition to the normal amount of power drawn when the device is operational. An Incredible (40) ranked power, for instance, could provide for up to similarly ranked ground speed in a car, or like Armor Piercing Energy damage from a laser cannon.

The ability can be used to power a device that possesses a higher functional intensity, but it cannot fuel the item to its full potential. That Incredible (40) ranked artificial power source ability, indicated above, could move a car at up to its rank in ground speed (105 m.p.h.), but if the car were capable of even greater speeds (any number of race cars fall into this category), artificial power source could not push it any faster.

Assimilation
Type: Matter Control Power, Alchemy Spell, Technopsi Art
Duration: maintenance
Cost: 1 point per rank
Related Powers: device sympathy, matter absorption.

The power of assimilation allows its possessor to physically absorb a device into themselves. When absorbing items, an assimilator can take an amount of techno matter into his or her body that is equal to their own weight, storing the material in the spaces between their own atoms. If one attempts to absorb more devices (whether by a little or a lot), the excess mass will protrude from their body in an obvious fashion.

In addition to serving as a great way to stow items when not in use, assimilation allows its wielder to use any absorbed item as if it was an extension of their own body. This works whether a device is digital in nature (like a smartphone) or mechanically triggered (like a Zippo ™ lighter). All one needs to do to wield assimilated devices thus is to extrude them from their body - while retaining physical contact.

If an opponent attempts to forcefully remove an assimilated item while it is in an extruded state, he, she, or it must pass a FEAT roll, with whatever ability or power they are using against the assimilator, opposed by this power's rank first. Once an assimilated device is no longer in contact with its assimilator, it is no longer considered to be assimilated, and will behave normally.

A sentient device may be assimilated by this power, but it is allowed an Endurance (res) or Psyche (will) FEAT to resist such an affront. It is allowed another such resistance FEAT roll each time it is extruded for use by the assimilator, though it is by no means inert in the interim; assimilated sentient objects are fully aware of their predicament while being 'stowed away' inside someone, and can plan accordingly.

As an example of this power in action, let us look at the Swiss Army Arsenal, a technopsi who weighs in at 165 pounds. For convenience, he stores all manner of tools, weapons, and other miscellaneous devices (like his 3DS ™) in his body, which is handy for preventing theft. He carries about ninety pounds of stuff within him, and may thus add seventy-five pounds more before the excess begins to 'stick out'.

While adventuring, the Swiss Army Arsenal happens upon a more powerful beam weapon than one he absconded with last month; ejecting the older, weaker model, the Swiss Army Arsenal simply assimilates the new one and calls it a day. He could've kept both objects, of course, but he likes to retain a versatile roster of equipment on (or rather, in) his person at all times, in order to live up to his assumed name.

Later on in his adventuring career, the Arsenal finds himself on an alien craft, his only means of escape being to take it over. Not trusting the shifty aliens to take him home after defeating them, and lacking the ability to control technology from a distance, he decides to assimilate it. As it weighs several hundred tons more than he, he cannot absorb the ship, so his body merges with the ship's frame only to his ankles.

Even though he sticks out of it like a sore thumb and lacks mobility, he can control the craft as if it were a natural part of his body, using it to fly himself home. Were the craft intelligent, it could attempt to resist the Swiss Army Arsenal's assimilation of it with a Psyche FEAT (since ships usually lack an Endurance score), but if this FEAT failed, it would have to do his bidding until he released it from his grasp.

Astral Projection
Type: Mental Power, Personal Spell, Psipathic Art
Duration: maintenance
Cost: 1 point per rank
Related Powers: clone projection, dimensional interface, dimensional transit, dream projection, energy projection, object projection, possession, psychic invisibility, soul control, spectral flame control, spectral freedom, spectral sense, telepathy.

This potent ability allows a character to separate his or her consciousness from their physical body. This consciousness then moves into the astral plane, a realm of the mind adjacent to most other dimensions. From there, the character's mental projection, or astral form, can move about freely at great speed. Unencumbered by mass, a consciousness moves through the astral plane as if it were interplanetary space.

This allows a body to rapidly project their mind anywhere on earth - and often far beyond - in order to observe events. As it is adjacent to our reality, the astral plane can be used to spy upon others with ease, doing so invisibly; unless a body has the ability to see into the astral realm or otherwise sense minds in their vicinity, he or she won't be aware that they're being observed from another plane.

Projecting astrally is an action which must be maintained consciously, but this may be done for quite a while; astral projection has a maximum safe duration equal to its rank in hours. For example, a projector with Amazing (50) astral projection may shed his or her consciousness and let it wander the earth for just over four days at a time. Food and water become an issue after several days, however.

This is because, while astrally projecting, the character's body remains in a coma-like state, burning little energy (per the Trance talent). It must have air to breathe, but it is otherwise inert, and need not consume food or water until the projection is complete - at which point the astral projector, if they've been gone for a good long time, may need to consume large amounts of food and water to recover.

While astral, the character effectively has no body - a seemingly obvious fact - which may cause complications in the event of astral combat. While astral, one's Fighting remains the same, though they must substitute Intuition for Agility, Reason for Strength, and Psyche for Endurance when necessary. Any magic, psionic, or deionic items a projector possesses will 'make the trip' with them, as a part of their self-image.

Mind you, unless sentient themselves, such implements function on the astral plane at a -1 CS.

While astral bodies can fight each other directly, they cannot exert physical force on the 'real' world. They may wield abilities of the psionic sort against those on the material plane, such as telepathy or mind control, and they can control magic, psionic, or deionic items on their person from afar if necessary. But working against the physical world directly requires the use of the dimensional interface ability.

This allows astral effects to be wielded against physical targets normally, though the reverse is also true; an astrally projecting character who has interfaced his mind with normal reality can attack targets within, but they can attack back as well.

Atomic Sense
Type: Sensory Power, Alchemy Spell, Metapsi Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: danger sense, environmental sense, microscopic vision, object sympathy, super senses, transparent vision.

Atomic sense is an ability which allows its wielder to 'sweep' a given area for atoms. It works within a space as described on the Middle range table, giving the character with this sensory ability a very wide radius with which to find what he or she is looking for. For example, a hero with Excellent (20) ranked atomic sense can scan anywhere within 20 areas of his or her person for all kinds of matter.

Finding pure, uncombined elements simply requires a green atomic sense FEAT roll, while locating a specific kind of molecular compound takes a yellow FEAT. Red FEAT rolls are usually only necessary when trying to uncover matter of a non-standard sort, such as campaign-specific uber-materials, or those which behave differently due to being saturated by magical, psionic, or deionic energies.

Attenuation
Type: Power Control Power, Universal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: amplification, karma control, power attenuation, psionic attenuation, sorcerous attenuation, theonic attenuation.

Attenuation is the power to reduce one or more ability scores of another, often a great means of containing whatever damage they can cause. Attenuation works within Near range of its wielder, and an application of attenuation lasts for only 1d10 turns, unless the power is specifically maintained on a target for longer periods of time - often a good idea with particularly powerful opponents.

A character with attenuation can reduce a targeted ability score by 1 CS for each rank of attenuation they possess, to a minimum of Feeble (2). For example, consider the Wet Blanket, a villainess who makes herself seem more impressive by dampening the capabilities of others in her presence. Having Monstrous (75) ranked attenuation, she can reduce an ability score by -9 CS - which can seriously ruin someone's day!

Attenuating an ability score works if this power's wielder can pass a power FEAT against the ability score in question. The Wet Blanket, then, could automatically neuter ability scores of less than Remarkable (30) rank, would need a green success against abilities from Remarkable (30) to Amazing (50) in rank, a yellow success against Monstrous (75) ability scores, and a red success against Unearthly (100) abilities.

A versatile power, attenuation can be wielded against more than one ability score - whether they belong to one character or many. The trick, though, is that each doubling (always rounding up) of ability scores so dampened will reduce the effective rank of attenuation by -1 CS - both for the purposes of overcoming the ability scores it is used against, and the maximum number of Column Shifts it can inflict upon them.

Returning to our Wet Blanket of an example, let's say she likes to always be the smartest person in the room. Upon entering her night classes, she uses attenuation against all twelve of her fellow students, targeting their Reason score. This reduces her effective attenuation power rank by -4 CS (one doubled four times is sixteen), to Excellent (20). However, each success can still reduce the Reason of her 'foes' by -5 CS.

However, an attenuator can reduce this penalty somewhat by attempting to hamper less of an ability score than their maximum. For each -2 CS he or she chooses not to apply to the ability scores they are attacking, an attenuator can prevent the operating rank of their power from losing -1 CS of its overall effectiveness. This may not completely neuter their foes, but allows an attenuator to 'even the playing field' considerably.

Later that night, when attempting to extend her territory, the Wet Blanket is faced with a rival's thugs. Attacking the four physical ability scores of her eight foes, she would suffer a -5 CS penalty (one doubled five times is thirty two), which would reduce her to Good (10) in rank, and allow for -4 CS in ability score attenuation. By choosing only -2 CS of such, the Wet Blanket can attempt this FEAT at Excellent (20) rank, instead.

One can limit attenuation by tying it only to physical abilities (Fighting, Agility, Strength, or Endurance) or mental abilities (Fighting, Reason, Intuition, or Psyche). Note that Fighting, being both a physical and a mental ability score, shows up in both lists. Doing this is considered a weak limitation, raising the rank of attenuation by +1 CS (or lowering the cost by one point).

Attenuation can alternately be limited such that it works on just one ability score (for example, Strength). Doing this is considered a strong limitation, raising the rank of attenuation by +2 CS (or, similarly, reducing the cost by two). A similarly potent limitation involves allowing attenuation to work on only one person at a time.

Augury
Type: Personal Spell, Empathic Skill
Duration: encounter
Cost: 1 point per rank

By performing an augury, characters can gain limited insight into the immediate future. After studying a target (or targets) for a total of three turns (not necessarily sequential), the augur can invoke this ability. He or she will then gain a solid inkling regarding the actions of said target(s). What this allows them to do, then, is to put off deciding on their actions until his or her opponents have declared their own.

This benefit functions regardless of who has the initiative, and for the duration of a fight, thus giving the augur a significant advantage as he or she never has to worry about changing actions. After all, they already knows what's going to happen... at least, unless a foe changes his or her actions after declaring them. The only time the augury rank comes into play is if two augurs are duking it out against each other.

A player character must pass a FEAT roll against the intensity of an NPC opponent's augury ability in order to gain the normal benefit. If two player character augurs are slugging it out, go with the higher rank of the two to determine the advantage, and if they are equal, have each roll a d100. Whoever gets the higher die roll wins and gains the benefit of augury for the duration of that fight.

Aura
Type: Physical Control Power
Cost: 2 points per rank
Related Powers: various energy and matter generation powers.

An aura is a protective sort of shell that a character may produce around their body. It can be comprised of either matter or energy, as is desired, but a character typically only begins play with one form of aura. In order to acquire more auras, a character must either purchase them as weak enhancements to this power during character generation, reduce its power rank by -1 CS for each, or develop them later as power stunts.

If material, an aura can consist of any form of matter desired, though the power cannot produce a protective coating of a material strength greater than its own power rank. For example, a Typical (6) ranked aura could readily concoct an ice or wood cocoon around its possessor, but could not do so with titanium steel. An aura can simulate materials of a higher m.s. than its power rank, but its m.s. is capped at this intensity.

An energy aura, on the other hand, can be of any form of such extant in the Universal Heroes system. An energy aura can be comprised of anything, from lightning to darkness to spectral flames to antideionic life force! Such an aura will inflict its power rank in damage, of the appropriate type, upon direct physical contact with others - which makes an energy aura a great aversive defense.

The form of matter or energy that comprises an aura will determine any additional effects the power can provide, if necessary. Fire, for example, will have a tendency to cause things in the character's vicinity to ignite, while buckyballs will make someone almost impossible to grapple. Effects that would neutralize or commandeer an aura (a fire extinguisher, or perhaps the appropriate matter control) must defeat its power rank to work.

Characters with an aura can move normally while it is active. The possessor of this power subconsciously shapes their aura around their body when movement is required, preventing it from harming them (if applicable). Alternately, the power can produce uncontrolled, 'jointed' auras, resembling a suit of armor made out of whatever the aura is comprised of, though this creates holes in the protection it provides (weak limitation).

If made of energy, an aura will offer its possessor power rank protection from assault per a personal force field (possibly modified by its energy type). On the other hand, a character with a solid aura will receive like body armor - if their aura is at least two inches thick. If one's aura is smaller in thickness, it cannot fully protect its possessor from injury, and thus provides -1 CS protection from attack instead.

If an aura is destroyed, the character must simply make another one, which takes up a full action. This may not be immediately possible if the cause of the previous aura's demise is still present (a character with an aura of fire being doused in fire retardant foam). If taken over by other powers, one must either rebuild their aura anew or reclaim control of it from whoever stole it.

Auscultation
Type: Mental Power, Psipathic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: danger sense, lie detection, telepathy, sensory reception, thought projection.

Engaging in conversation with others psionically involves telepathic contact between two or more individuals, allowing for proper, back and forth communication between all parties involved. Simply eavesdropping on the thoughts of others, however, is a much simpler affair. People are always thinking things all the time, and aren't really attempting to hide or cover up what's going through their heads at all.

Auscultation involves opening up one's mind to the random radiation of thoughts from all individuals within one's immediate area, as is defined by Very Near range. While auscultation is active, its wielder can 'hear' all the thoughts occurring within this ability's range, which can often be a very large jumble of gibberish; think of all the random thoughts that occur to you in a given moment, and multiply that by many people at once.

However, auscultation has a variety of uses. For one thing, the wielder of this ability can 'scan' all of these ambient thoughts when trying to find a singular person in a crowd. By listening in on every thought everyone present is inadvertently broadcasting, the wielder of auscultation can pick out the thought (or range of thoughts) that belong to the person he or she is looking for, even if they're not sure who that person is.

A passive power by nature, auscultation requires no FEAT roll if the persons being listened in on are unaware of this ability's use, or are not guarding their thoughts any. If someone suspects their minds are being listened in on, however, they may attempt a Psyche (will) FEAT roll versus this power intensity to shield their thoughts from its use. If successful, the wielder of this ability won't know anything has been 'covered up'.

If this action fails, though, they'll realize someone's trying to hide something from them, and can then try to narrow down just who it is. And why...!

Avatar
Type: Theonic Talent, Faith Power
Duration: instantaneous when building an avatar, maintenance when driving one
Cost: 2 points per rank

An avatar is a sort of surrogate body, a spare self that one can create in order to perform a variety of functions - without actually being present in a given area. A deific being may only have one avatar active at any moment in time, but may build as many as he or she desires - the better to guide their flock to greater glory... or perhaps to simply avoid placing oneself at risk of serious harm or death.

In order to craft an avatar, deifics must first spend one point of faith energy to fashion the core of their new, secondary body. After this, he or she must then pay one point of faith energy for each rank in each physical ability above Typical (6) - as well as one point of faith energy for each rank in every ascendant power the avatar will have access to, multiplied by the point cost of the power in question.

These powers need not be those the deific being normally possesses.

An avatar's physical ability scores and powers can be 'bought' at any rank a deific desires - with an upper limit of the avatar power rank, that is. On the other hand, a deific being need not spend faith to equip an avatar with mental attributes, nor are they limited to avatar's power rank. This is because it is the deific's own mind that animates an avatar; when not in use, an avatar is simply inert matter.

If destroyed, no harm will come to the deific being animating an avatar - the only disadvantage of losing an avatar is the loss of the faith energy used in creating it... and the expenditure one must make in order to craft another (if necessary).

When building a new proxy body for themselves, deifics need only roll a green power FEAT. However, it takes time to forge a new physical body for oneself; one can only generate an amount of bodily matter with this ability, in pounds, equal to their power rank number each turn. Thus, building a three hundred pound body with an Amazing (50) ranked avatar power would require six full turns.

When first generating an avatar's body, one's own frame suffers serious strain. The personal energies lost on each turn of an avatar's creation is equal to one Health point, which isn't such a big deal when building small bodies for oneself to inhabit, but can add up fast when you're trying to make monstrously large forms. This Health loss must be recovered in whatever fashion is normal for the wielder of avatar.

Awe
Type: Theonic Talent, Faith Power
Duration: instantaneous effect
Cost: 1 point per rank

When mortal beings are directly subject to the divine, their minds find the occurrence difficult to cope with. By projecting a wave of godly presence, a deific can interrupt whatever mortals in their vicinity (within Very Near distance) were doing, causing them to behave in a manner that is dependent on the differences in philosophical bent between the immortal entity and said mortals.

Mortal beings subject to divine awe are so interrupted if they fail a Psyche (will) FEAT roll against awe's power rank.

If awed mortals are of the same philosophical leaning (good, perhaps), they will typically go out of their way to help him or her, as if subject to mesmerism. If of opposing morality, however, a deific being will inspire great fear in the mortals before him or her, as if victimizing them with emotion control. Finally, those who are neutral to the deity's cause will typically just stop short, potentially drooling in amazement at him or her.

B

Bands
Type: Universal Spell
Duration: encounter
Cost: 1 point per rank

The bands spell is used as a means of containing a foe. Bands themselves do not inflict damage upon their target, instead wrapping around it to keep it in place - and from being able to act. They need not take the form of actual bands, however; the spell can manifest as rope, thread, nets, rings, vapors, chains, or anything else the caster desires, as long as it is consistent in general.

Bands function with an equivalent Strength (or m.s.) equal to the bands' spell rank. This is the rank a target must dodge against to avoid the bands spell, or alternately to escape against if already contained by the bands. If the spellcaster has achieved a red result when attacking with their bands, they will have inflicted one means of spellcasting restraint (if those optional rules are in play), depending on their nature.

Bands in the form of rope can tie a target's hands to prevent the casting of spells with gesticular components, for example, or vapors of thick, ashen smoke may blind a foe to prevent them targeting others with spells.

The use of bands do not actually require maintenance, in that a mage need not concentrate on keeping them active. This allows a sorcerer to contain multiple targets with this spell. However, they do require his or her active will in order to continue functioning. If the wizard who generated a set of bands is knocked unconscious or leaves the area, the bands will dissipate - possibly leaving them vulnerable to further retaliation.

Banishment
Type: Dimensional Spell, Psimotive Art
Duration: instantaneous effect
Cost: 3 points per rank

A drastic measure to be sure, banishment involves physically ejecting a body from their current plane of existence. While this may seem extreme, it beats killing someone outright, while getting them out of your hair at the same time - possibly for the rest of your life. In order to dispose of a target, a banisher must pass a power FEAT against the Psyche (will) of their foe (or an anchor, if its rank is higher).

If this FEAT is successful, the target is flung from the universe entirely - but where to? In order to determine this, make a second power FEAT. If this second FEAT fails, the banisher has merely 'skipped' the target out of our realm of existence for 1d10 turns, and he or she will bounce back to cause further trouble as soon as that duration has expired. Not nearly as permanent a solution as promised, which you can see.

A green FEAT, on the other hand, will remove the target from this plane of existence, returning them to their plane of origin. This is a good tool against extradimensional invaders, but what of people who are native to the plane the banisher is on? They will be ejected as per a failed FEAT, but will remain out of 'sync' with the current space-time for 1d100 turns, instead. A bit longer, but still less than permanent.

A yellow FEAT roll will achieve a permanent banishing. What this does is bounce the target to another, random dimension. Which one? Nobody knows, really. The whole idea is to simply get rid of a body, not to point them in a specific direction here. Banishment could transport them to an idyllic heaven or perhaps a realm wholly hostile to life as we know it. But, without an actual body to speak of, who will ever know?

A red FEAT, now, this is where the banisher can do specific things. A red banishment FEAT allows the banisher to not only remove a troublesome target from his or her personal space, but also allows them to deposit said target wherever they would like. Maybe he or she knows of a specific universe (or part of one) that is nigh-impossible to escape from, or one that is just too pleasant for their foes to ever want to leave.

Of course, a banisher can 'pull their punches' with this ability, if they don't want to permanently cast someone off into the multiverse beyond. That is rather harsh, after all, and it tends to tick off the banished person's friends - not to mention the actual banished target, who is likely going to be very, very angry at the banisher. And if they can ever find their way back home, you know things are going to get ugly!

Barbs
Type: Physical Weaponry Power
Cost: 4 points (base cost), plus 1 point per additional m.s. of the barbs
Related Powers (for the barbs only): corrosion, disease, poison, rotting, tentacles.

Barbs are sharp, pointy areas on a character which are not at the end of their manipulators. In essence, they describe physical weapons that are not claws, fangs, or horns. These will often occur along the side or bottom of one's arms or legs, but may also run the length of one's spine - or perhaps along one's tail for a short distance. Barbs are primarily defensive, but can be used offensively.

In such instances, a character can inflict their Strength (might) rank in Edged Attack damage. On the other hand, a foe attacking the character with barbs will inflict their own Strength (might) in Edged Attack damage on themselves when striking barbs directly (limited to the barbs' m.s.). This may or may not cause the barbs to break, however, depending on just how resilient they happen to be.

The base m.s. of a character's barbs is their Strength (might) +2 CS; the idea is that the character cannot easily break them with their own muscle. However, if one wishes to have barbs of a higher m.s., one can either gamble on the power (using random character generation) or spend an additional point on barbs above the base cost for each further increase in m.s. (using point-based character generation).

Ideally, one's barbs are retractable, but a character may take them in an 'always out' form as a strong limitation, which adds +2 CS to their material strength (or just lowers their cost by 2 points).

Battle Tail
Type: Physical Weaponry Power
Cost: 2 points (flat cost)
Related Powers (for the tail only): barbs, corrosion, elongation, kinetic focus, quills, poison.

A battle tail is a large, obvious extremity that extends forth from the character's posterior. It is typically as long as the character is tall, if not a bit longer, and usually ends in a club shape. While it is somewhat flexible (it moves at its possessor's discretion), a battle tail is not prehensile. Characters with a battle tail may use it to inflict their Strength (might) rank +1 CS in Blunt Attack damage.

While a battle tail is itself a respectable melee weapon, it can be combined with any number of other powers to increase its versatility.

Berserker
Type: Combination Power
Cost: 2 points per rank
Related Powers: reassignment, unyielding will, any number of physical weaponry powers.

While many characters lose their cool in battle and get more than a little bit reckless, there are few who can attain a true berserker rage. This super human level of fury can actually overwhelm its user, causing physical and mental changes within that make them nigh-unstoppable! They accomplish this with a combination of the reassignment and the unyielding will powers.

When entering a berserker rage, a character's Reason and Intuition scores will suffer immediate negative Column Shifts, dropping them to Feeble (2) rank. In turn, their Fighting and Strength scores will benefit from like positive Column Shifts. As an example, a body with Typical (6) statistics will lose 2 CS of his or her Reason and Intuition when going berserk, only to see a 2 CS gain on both their Fighting and Strength.

Furthermore, the berserker will also develop the ability to 'store' damage per unyielding will, soaking up an amount of such equal to his or her power rank number - regardless of the form it takes. Any additional damage suffered, whether it occurs in the form of a large number of weak attacks or one overwhelming assault, will affect the berserker normally.

A berserker rage lasts for the duration of a battle, plus the 1d10 turns it takes for a berserker to either mellow out or simply run out of steam. At this point, his or her ability scores will revert to their standard levels, and any outstanding combat damage stored during their frenzy will discharge into their body, albeit at a -2 CS to the original amount inflicted.

Between
Type: Movement Power, Psimotive Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: dimensional transit, jeopardy, quarantine, teleportation, time travel.

The seventh dimension is a bizarre place, a location that is both everywhere and between everywhere else simultaneously. At the center of the multiverse and yet seemingly outside it at the same time, this place is the undiluted source of higher principles that are distilled into distinct planes of existence. Such realms include the astral plane, the essence, and various other mindspaces both transient and permanent.

Colloquially known as the Between, this level of reality is the absolute blender of creation. One can find all things within the Between, if they look hard enough, as the seventh dimension is a realm of the mind as much as it is of the body. A mishmash of space, time, matter, energy, and thought, the Between is an ever-changing maelstrom that is never the same from one visit to the next - much less from moment to moment!

The reason for this chaotic existence is that everything that is, was, and ever will be is present in the Between in some capacity or another - since every point in lower, sixth dimensional space is represented here. Also, as these points are all present and simultaneously occupied when in the Between, it can be used to reach a specific location in lower dimensions - assuming one has the proper abilities to do so.

Thanks to its unique properties, one can extend the range of non-adjacent movement abilities while in the Between to an infinite degree. Teleportation can reach anywhere in the universe. Time travel can reach any moment in existence. Dimensional transit can move a body to any reality that exists - and possibly some that don't yet. In this fashion, Between is something of a meta-power, enhancing others considerably.

But this infinite utility comes with infinite risk. One might find the Between a pleasant park on their first visit, and overrun with incomprehensible tentacular horrors the next. Alternately, one might be whisked away to unknown locations in the multiverse upon arriving in the Between, events there overcoming even the most seasoned traveler and stranding him or her somewhere they can't escape from before they know it.

This is where the actual power rank for this ability comes in. A successful power FEAT is required to access the Between. Then, a second FEAT roll is made - this time, by the Judge. If this supplemental power FEAT is successful, nothing directly untoward will happen to the player - or anyone he or she brought along for the ride. If it fails, however, get ready for the time of your (possibly very short) life!

This power is a doorway to infinite adventure, you see, whether one wants it or not. Thus, it is the ultimate 'use at your own risk' ability - though sometimes the staggering advantages of using between almost make up for the risk such use poses to one's body and soul. Sometimes.

Bilocation
Type: Movement Power, Universal Spell, Psimotive Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: chaos shift, dimensional transit, teleportation, time travel.

Bilocation is the ability to appear in two locations simultaneously. This power does not involve actually splitting oneself in two so much as engaging in rapid-fire teleportation, hundreds of times each second, so that it looks like the wielder of this power is occupying two different spaces at once. This process occurs quickly enough that, like the frames of a television image, the character seems to be fully present at each.

When bilocation is activated, the character's 'other self' can initially manifest anywhere within Far distance of his or her original location. When the power is terminated, the bilocator may rest at either their original location or the area their 'other self' was last in when deactivating this ability. This makes bilocation a great power stunt off of teleportation - or vice versa, really.

A bilocated character may act in one location primarily, or alternate actions between the two, depending on the situation(s) at the time. Either way, he or she does not receive additional actions simply due to being in both areas simultaneously - there's still just one of the character. Without other abilities added to the mix, the bilocator is merely allowed the same amount of actions they would normally be allotted.

When engaging in bilocation, a character will perceive sensory input from both locations simultaneously, the two (usually) differing forms of data overlapping and allowing the character to multitask. If things are particularly hectic in one (or both) locations, a bilocator may need to pass an Intuition (alt) FEAT roll in order to keep events at the two different places distinct in his or her head.

Multitasking is difficult enough to begin with, even before adding the specter of deadly combat into the mix.

Biological Invisibility
Type: Empathic Skill
Duration: maintenance
Cost: 1 point per rank

While all living beings cast a shadow of sorts in the Essence, the plane from which all life force flows forth, a character with this ability has the power to mask this essential shadow temporarily. This has the benefit of granting its wielder power rank invisibility to senses which can detect living beings, such as the biological sense, but has the curious effect of masking one from empathy as well.

Biological invisibility also makes it rather difficult for powers which specifically manipulate organic matter to 'connect' with its possessor. When wielding such abilities, their possessor must target the character as if they were invisible - doing so at a -4 CS to hit. If these powers do not have a 'to hit' roll, the biologically invisible individual may instead impose a -4 CS on the biomanipulative power that would be used on him or her.

Biological Sense
Type: Sensory Power, Personal Spell, Empathic Skill, Metapsi Skill
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: animal control, animal sympathy, danger sense, environmental sense, macro sense, microscopic vision, origin sense, plant sympathy.

This sensory ability allows its possessor an awareness of other life forms in his or her vicinity. Unless entities are cloaked somehow, this sense will automatically pinpoint every living thing within its range, as determined on the Middle range table. This use of the biological sense does not discriminate at all, and while it requires no roll it also provides no specific information about the huge amount of life forms so noted.

Attempting a FEAT allows the wielder of this power to fine tune what they're perceiving, however.

A green biological sense FEAT indicates the types of biological forms present, such as plants, animals, and fungi, and allows the character to 'screen out' unwanted forms of life. A yellow FEAT roll allows the inspection of individual life forms, determining particular and specific data about each one and how it functions. A red biological sense FEAT even allows the character to pick out a specific entity amongst similar life forms.

Biological Vampirism
Type: Biological Control Power, Metapsi Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: biological sense, decontamination, energy vampirism, psionic vampirism, spectral vampirism, super vampirism, thaumaturgical vampirism, vampirism.

A variant on the standard vampiric ability, biological vampirism allows its wielder to feed upon the living cellular matter of other beings, in order to rapidly recover his or her own, lost Health points. These tissues need not be physically connected to their source still, as can be the case with blood bank stores or organs freshly removed for transplant purposes, but must still be biologically functional.

For each ounce of living biological matter consumed (solid or fluid), a biological vampire can recover one lost Health point. This requires physical contact with the target, unless one is feeding on dislocated but still living tissues, at which point a biological vampiric attack may begin. Upon the activation of this ability, the target must pass a Psyche (will) FEAT roll against this power rank, or they will be unable to resist its use.

This inability to resist most often takes the form of paralysis, or perhaps a mesmerized state. This is necessary because most rational beings will object to being bodily consumed in any manner. A biological vampire can process an amount of cellular matter equal to their power rank number in ounces each turn, though they may require accessories (such as fangs, or excellent steak knives) to properly rend it from its source.

Many biological vampires prefer to feed upon the blood of their targets, for this is much easier to separate from them. A human body, on average, has ten pints of blood within, and can safely lose one pint (sixteen ounces) of blood at a time before serious symptoms arise. This means a biological vampire can feed upon others without causing them real harm - assuming they wish to preserve the lives of their prey.

Each ounce of lost biological matter costs the target one Health point, you see, which must be recovered normally (if possible). Luckily, lost blood recovers in the body rather quickly, and leaves little evidence of its consumption. Half of someone's arm, on the other hand, may never quite heal back - and leaves plenty of evidence that a biological vampire (or a cannibal, at the very least) is active in the area.

Once a biological vampire has begun to feed upon a target, he or she may continue to do so as long as they like, though their prey is allowed another FEAT roll to resist this ability each turn. If the target ever succeeds in this action, or the biological vampire is ever forced to stop feeding (instead of doing so of their own volition), the target will immediately acquire subsequent immunity to the biological vampirism of this attacker.

However, this immunity doesn't extend to the biological vampirism of other characters - or any other vampirism power the attacker may have.

When a biological vampire at full Health consumes his or her power rank number in ounces of a target's tissues, they receive a +1 CS to their Strength, Endurance, Psyche, and all of their power ranks save for this one (additional drains do not enhance them further). This boost lasts for 1d100 turns, after which point the biological vampire will return to his or her normal capability. Gaining another boost requires another feeding.

The risk in using this ability is twofold. First off, there's the danger of contagion. Killing a victim with this power (either through a loss of Health points or a killing blow caused by the location of feeding) will cause them to eventually arise as an undead creature, a biological vampire that cannot sustain its own physical processes without fresh infusions of flesh from many, many victims.

Secondly, if a biological vampire kills with this ability (either accidentally or on purpose), they must pass a Psyche (will) FEAT roll against the intensity of this power rank. If this FEAT roll fails, the biological vampire becomes addicted to the flesh of others, and will require it to function as well. While addicted, the character with biological vampirism suffers a loss of power each day they do not feed upon the living tissues of others.

This loss comes in the form of a -1 CS to his or her Strength, Endurance, and Psyche scores, as well as all of their power ranks (save for the biological vampirism, of course). In order to avoid this loss, the addicted character must consume a number of ounces of cellular matter equal to his or her biological vampirism rank each day, and if at a penalty, a like amount to recover each -1 CS lost to such abilities.

The only way to shake this addiction is to go cold turkey - and that's not easy.

Cutting oneself off from the meat of others causes the CS penalties to mount, until the character's indicated ability scores and power ranks reach Shift 0 levels. This prompts an Endurance FEAT roll, per a Kill result. If this FEAT fails, the character immediately dies, and will eventually rise as a biological vampire themselves. If it succeeds, he or she may attempt a Psyche (will) FEAT roll to shake off their addiction.

If this Psyche FEAT succeeds, the character is 'cured', and may begin to recover lost ability and power ranks at a rate of +1 CS per day. If the Psyche FEAT fails, however, the character must wait another day, and repeat the Endurance FEAT to see if they live long enough to attempt another Psyche FEAT to beat the urge. This continues until the character either dies or manages to beat their addiction.

If a biological vampire has ever been addicted to the tissues of others, using the ability again may cause a relapse - even if they've recovered from the ordeal. Every time the character uses biological vampirism afterwards, he or she must pass a Psyche (will) FEAT roll, the failure of which indicates an immediate relapse into vampiric addiction. If they pass this FEAT roll they'll be fine - at least, until the next use of the power.

Naturally, an undead creature dependent on the living cellular matter of others to persist cannot shake this requirement; this process only applies to still-living wielders of biological vampirism - and not its many victims.

Wielders of this ability have been documented in fiction throughout human history, and emulating them can allow for a variety of limitations to give it more 'flavor'. While any living tissue can fuel this power, limiting it to the same kingdom (animals) can be considered a weak limitation, while constraining it to but one species of life forms is considered a strong limitation - very strong if it's one's own species.

Similarly, limiting this power to just one form of cellular matter (like blood) to be consumed is also a weak limitation - or adds one step of limitation to the previous examples. Thus, one can generate the traditional, blood-drinking vampirism at a considerable discount (if solely limited to such), which leaves room for additional abilities to facilitate its use (physical weaponry and the like).

Blending
Type: Physical Control Power, Personal Spell, Metapsi Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: color control, disguise, light control, shape change, vocal control.

The power of blending allows its possessor to match his or her coloration to that of their surroundings - to a precise degree. By matching one's hue to perfectly reflect that which is directly behind them, a blender can achieve a makeshift form of invisibility. While completely motionless, a character with blending will appear to be a perfectly normal component of their surroundings, disguising themselves with power rank skill.

Unless, of course, the background itself decides to move.

Whether the blender or the background shifts, a discontinuity between the character's appearance and the background will arise, allowing an Intuition (alt) FEAT roll at +2 CS to detect the blended individual. Thus, it's ideal to use blending against walls and other flat surfaces, where movement is unlikely - as is something passing behind the blender to betray their presence.

A variant form of blending allows its possessor to instead make their body almost entirely transparent, instead of merely sinking into the background of a vista. While the outline of a character rendered translucent is still visible if one looks for it, the power allows 'live' updates to the appearance it generates, since the light behind a character passes right through them while blending is active.

A character may adopt one form of blending or the other when beginning play, but may develop the other as a power stunt later on, if desired.

Naturally, blending works better in some environments than others, but a character can limit the power to functioning under only one such condition as a limitation. Only functioning at night or while cloaked in shadow counts as a weak limitation, for example. Similarly, a strong limitation of blending prevents its possessor from applying the power to his or her possessions - only their body blends in with one's environs.

Bless
Type: Clericism Spell, Theonic Skill
Duration: special
Cost: 1 point per rank

A blessing can be used to impart divine good will upon (or into) a target. When used on a living being, this ability will provide a +1 CS to any action attempted by the target, whether he or she is making (or avoiding) attacks, wielding (or resisting) powers, or anything else. Blessings do not add to a character's damage, but do make it a whole lot easier for them to succeed in their endeavors.

When used in such a manner, a blessing will last for a number of turns equal to its power rank number. For example, the recipient of an Amazing (50) ranked blessing will retain the bonuses imparted for 50 turns - five full minutes! Only one blessing can affect a target at a time, but there is nothing preventing multiple blessings being used on a target; if one expires, the second will suddenly kick in for the remainder of its own duration.

Bless can also be used on inanimate objects, as well. By showering an item with deific favor, a character can grant it a +1 CS on both the hit rolls a person wielding it will attempt, as well as the damage it will cause. Blessed items remain blessed for the same duration as characters, but the duration of a blessing does not start counting this time down until the item is actually used.

For example, a sword can be blessed by the Amazing (50) ranked power above and then sheathed, its fifty turns of blessing not expiring until it is wielded in combat. There is no limit to the amount of time that this deific power may sit idle; one may be adventuring and find an object that has been blessed thousands of years ago - which can be a letdown when its seemingly 'amazing' potential degrades after a short while!

Body Armor
Type: Physical Enhancement Power, Personal Spell, Metapsi Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: damage reduction, deflection, various invulnerabilities and/or resistances (regular or greater).

An inherent protection from damage, body armor serves to prevent injury to characters. Body armor comes in a variety of forms, whether it involves hardened skin that deflects damage from the soft tissues beneath, a fluid physiology that lets damage pass through instead of tearing it apart, or any number of other permutations on this theme. All forms of body armor, regardless of their nature, work in the same way.

Body armor works best against direct physical damage. This includes anything which inflicts Blunt Attack, Edged Attack, Blunt Throwing, Edged Throwing, Force, or Shooting damage, as well as subtler physical attack forms like crushing pressure. Against such assaults, body armor will provide its full rank in protection. On the other hand, other forms of attack are more effective against 'basic' body armor.

Body armor is -2 CS effective against Energy attack (fire, electricity, etc.), -4 CS effective against Sorcerous (magical) damage, -6 CS effective against Karmic (psionic) assault, and -8 CS effective in the face of Deionic (godly) forces. The idea is that these damage forms are less deterred by mere material protections such as body armor, and operate on an increasingly higher (and/or dangerous) level.

This variation in protection can be represented as a simple line beneath body armor in power listings, showcasing the individual resistances body armor provides. Most defensive powers in the Universal Heroes rule system list the protections they offer in the order of physical attack, energy attack, magical attack, psionic attack, and deionic attack. The basic format body armor follows is shown here:

Power Rank / Power Rank -2 CS / Power Rank -4 CS / Power Rank -6 CS / Power Rank -8 CS

For example, a Remarkable (30) ranked body armor would provide the following protections:

Rm 30 / Gd 10 / Pr 4 / Sh 0 / Sh 0

For the most part, conventional body armor provides minimal, if any protection against psionic or deionic assault, but this matches up with the vast majority of fiction that involves such things. Protection from psionics most often comes in the form of one's own training or special devices / powers which act to counter such, and usually only the gods themselves possess defense against their own assaults.

On the other hand, 'special origin' armor covers its own type of damage differently. Were that same, Remarkable (30) ranked body armor produced by magic instead of, say, a physical mutation, it would defend against Sorcerous damage at its full power rank, not the -4 CS described above. In other words, the protection that mystical body armor offered its possessor, likely thanks to a potent spell, would break down like so:

Rm 30 / Gd 10 / Rm 30 / Sh 0 / Sh 0

Body Armor can be limited in any number of fashions. While the 'ideal' body armor is indistinguishable from ordinary skin, one can make theirs clearly visible. One can appear to have rocky skin, bubbly burnt flesh, an elephantine hide, or whatever else. Another option is to have the armor transient in nature; while the 'default' body armor is always on, the transient armor will only function when consciously maintained.

Each of these count as weak limitations, and thus add a +1 CS to the power's final value (random generation) or subtract 1 point from its cost (point generation). Both limitations can be taken at the same time, if desired (and if one's armor makes them particularly monstrous, this may in fact be preferred). Body armor as a spell or psionic is inherently transient in nature, and thus so limited 'out of the box'.

Body Control
Type: Biological Control Power, Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: integral control, mind control, pain, sleep.

A perverse form of puppetry, body control allows its wielder to directly control the physical motions of a target within Near distance. This involves manipulation of the actual 'meat' of its victim, which means said victim must resist this power with his or her Endurance (res), instead of their Psyche (will). If the target fails a resistance roll against body control, the wielder of this ability may control their motions however they like.

Victims of this power may find themselves dancing, possibly in ways they never thought possible (or desirable), running away as fast as they can, beating themselves senseless, freezing in place, unable to talk or move, or anything else the body controller wishes. Those under the sway of body control may attempt another FEAT roll to resist this ability each turn it is applied to their person.

A character using body control may manipulate the actions of more than one person at a time. Of course, each person added improves both the difficulty of manipulating everyone involved as well as the possibility of their breaking free of such insidious control. Apply a -1 CS for each person after the first that a body controller attempts to manipulate with this ability.

Body Doubles
Type: Physical Control Power
Cost: 4 points per rank
Related Powers: energy doubles, imaginary doubles, matter duplication, mental doubles, organism generation.

This quirky ability allows its wielder to create duplicates of themselves. As opposed to other, similar abilities, body doubles are not illusory or energy-based; no, each double this power creates is identical to his, her, or its creator! At any one time, this power may support a number of doubles equal to its power rank number. An Excellent (20) ranked body doubles power, for instance, could create twenty clones of its wielder.

Creating a body double counts as one action, but the power may function in one of two distinct fashions. It may either require that all doubles come from the character possessing this power, or doubles may create still more of themselves. The latter is considered a weak enhancement of the power, and gives its wielder the ability to geometrically increase his or her numbers (until reaching their maximum amount, that is).

When building body doubles, a character can also duplicate some additional matter alongside their bonus selves; this is why body doubles don't show up naked, you see. The maximum amount of matter a body doubler can generate alongside his or her clones is a number of pounds equal to their power rank. That Excellent (20) ranked body doubler, above, could copy up to twenty pounds of material with each clone!

Body doubles are semi-permanent creations. Once made, they can persist indefinitely if desired, though feeding that many versions of oneself may take a considerable amount of resources. Thus, doublers may reincorporate a copy into themselves at will, though this generally requires physical contact. On the other hand, a body doubler can acquire this ability within Very Near distance as a strong enhancement or power stunt.

One tricky point when doing so is the fate of any matter duplicated when a body double is first created. If this material is in contact with a double upon its reincorporation into the character's body, it is simply nullified. However, if such material cannot be reabsorbed, it is rendered permanent per the matter duplication power, and will cost the wielder of this power one Health point (as would normal matter duplication).

Speaking of Health, when a character reincorporates a living double into themselves, his or her Health will assume an amount equal to the average of the two. Thus, a heavily wounded character absorbing a perfectly healthy body double will see an immediate increase in their Health. In fact, with enough such doubles handy, one could easily erase almost any harm that has befallen them using this technique!

This does not occur, however, when a body double has died. When one's double shuffles off this mortal coil for whatever reason, reintegrating it will not change one's Health any - this would likely kill a character each time they tried it! A body doubler can nonetheless 'clean up' his or her messes, though, saving them the trouble of disposing of a corpse that is seemingly them each time a double dies.

Finally, one issue with body doubles is the retention of whatever experiences they may have had. Though precisely the same as their creator upon their creation, body doubles experience things differently from that point on. When a character and a body double reunite, their memories will overlap, potentially causing confusion until these differences are all ironed out in one's head.

At the same time, however, sending a number of one's doubles through differing college courses is a great way to acquire a large number of talents quickly!

Boon
Type: Power Control Power, Theonic Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: empowerment, investment, link, power transfer.

A variant form of the link ability, boon allows its possessor to share his or her ascendant power with others. The difference between boon and link, however, is that the former is more of a one way transaction. Boon can be used only to lend power to others, not to receive it in turn, and the wielder of this ability cannot actually control how said power is to be used... only whether or not it is to be granted.

How boon works is that, while active, it is constantly listening for requests for power from others. There is no range limitation on such entreaties; a character with boon may lend his or her power to anyone - no matter where in the multiverse they happen to be. Furthermore, the power to be granted only works once per request; in order to wield a boon-granted ability again, an entreater must entreat the wielder of boon for it anew.

The use of boon is a great way to enhance one's reputation as a being of power; granting might to others can imbue them with great respect for the giver of boons. This is one reason that entities wishing to encourage the veneration of their person may keep boon active at all times - the more they can aid others, the more that word of their might - and generosity - will spread throughout all reality.

While boon is functioning, its possessor can grant the use of any power he or she possesses to anyone who entreats them for it. This power will function at any intensity up to the power rank of boon itself - regardless of its actual level of power. The only problem is that while one is in the process of granting a boon, they will suffer a reduction in the power of an ability being lent out to others.

If a character is lending out a power to but one person, this reduction is a mere -1 CS. However, for each doubling of individuals making use of a power boon, this negative Column Shift increases by one; granting four persons a specific power would incur a -3 CS penalty, while giving sixty four an identical boon of power would inflict a -7 CS penalty on the power in question.

This drain of power is why most possessors of boon usually don't grant their power to just anyone. They often require those who entreat them for power to perform some sort of ceremony or perhaps even a specialized spell to gain the use of their prowess. This serves both to extend the mystique surrounding the granter of boons, as well as the ability to better filter out requests of power from the 'unwashed masses'.

When such precautions are not taken, a character can be drained, however temporarily, of his or her power completely. A power drained to Shift 0 intensity cannot be lent out any further - which will cause additional entreaties to fail. And for those who are using the ability to build up their credibility with those who they wish to be worshiped by, that may be a fatal error.

C

Caesura
Type: Psipathic Skill
Duration: maintenance
Cost: 1 point per rank

Wielding caesura, a character may introduce tiny pauses, or breaks, in the conscious function of one's brain. These pauses do not interrupt whatever actions the target is undertaking, so much as slow them down... considerably. When invoked, caesura reduces the target's effective initiative by five (5), as well as preventing them from attempting more than one attack or defensive maneuver per turn.

The target of caesura may resist this ability every turn it is applied to his or her person, doing so with a Psyche (will) FEAT roll against the caesura ability's rank. Caesura only functions within Very Near range of its wielder.

Cancer
Type: Empathic Art
Duration: instantaneous effect
Cost: 1 point per rank

An aggressive and offensive form of healing, cancer allows its wielder to target specific portions of his or her foe's body, instead of the whole thing. Namely, the power supercharges the regeneration and growth capabilities of cancer cells, cells that everyone carries within their bodies to some extent. This causes such cells to form immediately visible tumors, which swell all over the target's body.

As these rogue cells rapidly expand as far as they can, they induce extreme strain on the body of their host, causing power rank Metabolic damage. This damage has an SD component, the tumors growing for an additional period of time as they leech every last bit of nutrients from the body that no longer contains them. When this SD damage ceases, these massive, artificial tumors will simply drop off the target's body.

While this is a painful experience, to be sure, the use of cancer actually reduces its victim's chances of developing cancer at a later date, most of his or her damaged cells being removed in the process of this power's use. This translates into a +1 CS bonus to one's Endurance for such purposes, which also applies to future uses of the cancer power against the same individual, considering that they have less errant cells to latch onto.

Mind you, this works the other way, as well. This power inflicts +1 CS damage to its target if they're currently suffering from a form of cancer, for highly developed tumors are already extant on their body (they have more room to grow).

The target of cancer can resist this power's use by passing an Endurance (res) FEAT roll against its power rank when it is first used against them, and on subsequent turns by rolling against the current intensity of its SD effects. If a victim fails an initial resistance roll but shrugs off the SD effects, the growths will then fall off as if they had swollen to their fullest extent, as detailed above.

This power functions within Very Near distance of its wielder, and ironically counts as a healing effect for the purposes of metabolic overload.

Carrier Wave
Type: Movement Power
Cost: 1 point per rank
Related Powers: jelling, various energy generation and/or control powers.

Characters who can generate a carrier wave have the ability to produce a special concentration of energy that supports their weight against gravity - and allows for full movement in three dimensions! The exact form of energy the creator of a carrier wave can generate may be about anything available in the Universal Heroes game, as long as it remotely makes sense for the character wielding it.

When maintaining a carrier wave, a character can move through the air as determined by their power rank, on the air speed table. A carrier wave can automatically support the weight of its wielder, and can bring along additional mass as if it were an equivalent Strength score. A fiery carrier wave of Incredible (40) intensity, for instance, could haul ten tons of matter along with its generator - if he or she could hold it!

The energy that comprises a carrier wave is not primarily harmful, though it can be wielded as such by forcing other characters into it - often by running them over. Such instances inflict power rank damage of the appropriate type, though one's own carrier wave will never cause them harm. Unless, that is, another character with the appropriate energy control ability can take command of the energies that comprise it.

If such an individual achieves this (with a power rank FEAT against the carrier wave's intensity), they may redirect its creator's path or turn the energies that allow it to work against him or her!

Casting
Type: Psimantic Art
Duration: instantaneous effect
Cost: 1 point per rank

This is the root ability of the psimantic discipline of power.

Casting is the psionic ability to wield spells. When this power is mastered, its possessor acquires the instinctive ability to shape probabilities such that he or she can reliably reproduce magical effects. This includes a natural affinity to one of the known schools of magic (even if the eclectic non-school of magic is chosen), which the character may study in addition to their psionic efforts.

When this ability is first acquired, then, the character with casting will also know one spell from his or her chosen school of magic. Though this power unlocks the ability to cast spells as well as access to one's chosen school of magic, its possessor usually has to locate a mystic tutor to fully take advantage of it, lest they suffer the penalties for going without one; luckily, most psimantic upsilons can fill this role, as well.

While casting allows the use of magic by its possessor, it also limits him or her somewhat. A psychoturge may not cast spells at a rank greater than their casting intensity. In order to improve his or her mystic prowess, they must first increase the rank of this psimantic art. This is a relatively small price to pay for the ability to pursue two distinct paths of power, however.

Catalysis
Type: Matter Control Power
Cost: 1 point per rank
Related Powers: cold generation, corrosion, heat generation, rotting, stasis, time control, transmutation.

In chemistry, catalysis is a change in the rate of a chemical reaction due to the participation of, that's right, a catalyst. A character with this power may act as a substitute catalyst for chemical reactions, whether increasing the rate at which they happen or by inhibiting them in part or in full. Anything that has active chemistry can be subject to this power, ranging from a car battery to a human body.

When manipulating endothermic and exothermic chemical reactions, one can increase or decrease the heat or cold such generate by an amount equal to this power's rank number. Similarly, a battery can either be neutralized or have its output greatly increased, putting out an amount of electricity equal to this power's rank number. Bear in mind that the destruction of items involved in such manipulations might occur!

Living targets can resist the use of this power by passing an Endurance (res) FEAT roll against its power rank. But if affected, their chemical reactions can be halted, simulating stasis or suspended animation, or increased, improving their Strength and/or Endurance by +1 CS. One can also reduce (or accelerate!) the effects of poisons within a body when present, either saving a life or ending it rather quickly!

Alternately, items can be temporarily proofed against rotting and corrosion while this power is applied to them... or subjected to the same forces instead, if desired.

Catalysis functions within Very Near distance of its targets.

Causality Control
Type: Reality Control Power, Psimantic Art
Duration: maintenance
Cost: 4 points per rank
Related Powers: luck, override.

Causality control is the power to manipulate reality itself! The power works by giving its possessor the ability to simulate, at its own intensity, any other super human skill that has the word 'control' in its name. Thus, the character with causality control is capable of anything ranging from fire control to mind control to time control, whenever they see fit - depending on their mastery of this power, that is.

When one first acquires this power, they can manifest any one of these control effects of their choice - but only one. For instance, let us assume that Big Bang Boris picked up this power after the Chernobyl incident back in the 1980s. Wishing the radiation around him would 'go away', and then watching it happen before his very eyes, Big Bang Boris got the notion in his head that he had developed radiation control.

Once a character realizes that he or she has this ability, and not some 'lesser' control power, they can develop additional controls as power stunts - one for each control. Thanks to freak happenstance, Big Bang Boris got the idea in his head that he was more than just a radiation controller, and attempted to bend various other forms of energy to his will. And, since he was correct, he eventually developed a large array of new powers!

There is no limit to the amount of different and disparate control abilities one can manifest through causality control - it simply requires one develop the power in order to gain even more. Big Bang Boris, in time, managed to ultimately master twelve different control powers, allowing him to manipulate almost every aspect of his environment. Hence his code name: he thought himself capable of creating entire universes!

In a similar vein, when one first manifests the power of causality control, he or she can only exert one form of control at a given point in time. Since the character only knows one such control to begin with, this isn't a big deal initially. However, they can expand their control usage in a like fashion, developing the ability to maintain more than one simultaneously as a power stunt - one for each concurrent 'power' added.

But how many facets of causality can one manipulate at once, you wonder? This is determined as is the case for the maintenance of spells or psionics. Each control that the possessor of causality control wields against the universe counts as one 'maintained' power, and is ultimately constrained by the character's Reason (mem) score - which determines how many concurrent things one can concentrate on.

Looking at Big Bang Boris one more time, it was known that he could only control one aspect of the world around himself to begin with, and his opponents took advantage of this 'weakness' by overwhelming him with multiple attack forms at once. Tiring of this, Big Bang Boris worked hard to resolve this deficiency (such as it is) by first mastering the use of two simultaneous controls... and then finally three.

With an Excellent (20) ranked Reason (mem) score, that's about all he can hope to manage... unless he ever gets smarter!

Celestial Light Control
Type: Energy Control Power
Cost: 1 point per rank
Related Powers: carrier wave, celestial light generation, energy cohesion, theonic sense.

Celestial light control is a strange ability which allows its wielder mastery of an unusual form of energy. Unlike most other energy types, one can't easily squeeze celestial light out of readily available sources in one's environment, for it does not occur naturally in conventional spaces. Without a source of celestial light, whether it be the celestial light generation power or some deific artifact that creates it, this power is useless.

Once celestial light is uncovered, however, the character with this power may manipulate it as he or she sees fit - assuming they can pass a power FEAT roll against its intensity, that is. Once this is done, a celestial light controller can increase the intensity of mastered celestial light up to a level equal to this power rank, reduce it by a like amount, or shape and contour its flow and very form in any fashion desired.

The easiest application of this shaping allows a celestial light controller to simulate power rank resistance to such, preventing it from coming into contact with him or her. This makes a controller of these energies much more potent in the realms of the gods, as the minions of such deific beings, as well as many deific beings themselves, make ready use of it to awe their followers as well as to combat their enemies.

Of course, the creation of constructs made from semi-coherent celestial light can also be mastered, as power stunts for each general type. Anything one can construct out of mundane light can also be created with celestial light, though again, such constructs inflict devastating Deionic damage with each attack they are used to make - often enough to give even the most powerful ascendant humans pause!

Celestial light control functions within Near distance of its wielder.

Celestial Light Generation
Type: Energy Generation Power
Cost: 1 point per rank
Related Powers: aura (celestial light), carrier wave, celestial light control, theonic sense, transformation / self (celestial light).

Celestial light is a form of energy more at home in realms of existence above and beyond our own. It is a phenomenon that generally occurs in planes that are more commonly thought of as afterlives - spaces that the souls of the adherents of some faith or another travel to upon the demise of their corporeal forms. In fact, individuals suffering near-death experiences often report seeing this otherworldly illumination!

In appearance, celestial light invariably appears as ordinary light would, albeit when shone through beautiful gemstones with nothing less than a perfect cut. The color of celestial light is variable, however, seeming like that which has passed through a ruby, sapphire, amethyst, or maybe even a diamond - its hue depends on the nature and inclination of the deific beings who created the realms in which it is encountered.

While beautiful and complex in appearance, celestial light can nonetheless be mistaken for conventional illumination - at least, at a glance. When subjected to this empyrean form of energy, however, the differences between it and ordinary light will rapidly become apparent. Celestial light, when used offensively, inflicts its power rank in Deionic damage with each and every deadly attack!

Thus, those who wield this penetrative form of energy are most often deities or their servants... not that other, random souls don't occasionally acquire the ability through other circumstances, mind you. Of course, once it is revealed, such an ability almost invariably complicates one's life, the very power it generates attracting the attention of any number of immortal agencies who covet it... or despise it!

Celestial light generation functions within Near distance of its wielder.

Chaos Shift
Type: Movement Power, Psimotive Talent
Duration: maintenance
Cost: 8 points (flat cost)
Related Powers: bilocation, dimensional transit, teleportation, time travel.

Chaos shifting is a specialized movement ability one can directly use to great effect in combat. In battle, the chaos shifter can rapidly pop in and out of either space and/or time around his or her foe (depending on their power set and the player's desire). This has the practical effect of making him or her much harder to target by others, while at the same time giving them something of an advantage against their opponent.

In game terms, this translates into a +1 CS bonus to hit against the foe one chaos shifts around, while inflicting a -1 CS penalty on others' attempts to strike him or her. The former only applies to a targeting roll by the chaos shifter, while the latter applies to any FEAT made against them. This is because, after spending half of the turn outside this space-time, a chaos shifter is harder to grasp with most powers.

Charm
Type: Universal Spell, Psipathic Skill
Duration: maintenance
Cost: 1 point per rank

A charm is a powerful, aversive psychic aura that its wielder may use to avoid undue harm. It works by generating a field of 'good will' towards the wielder that affects everyone within range of this ability, as is determined on the Near range table. Those within the area affect of this power will become positively disposed towards the charmer, if they fail a Psyche (will) FEAT against this ability's rank.

What this means is, though they can't quite put their finger on the reason why, affected targets will find they have a deep liking for the charming individual. This prevents them from harming or acting against the character maintaining a charm in any fashion. Furthermore, they will remain unconvinced that they have been affected in any manner, and will actively resist arguments to this effect.

Charm counts as one spell or psionic for the purposes of maintenance. It has no 'grace period' like some abilities do; once cast, the character producing the charm must actively keep it going or it will cease. Of course, maintenance may not be necessary; affected targets will remain charmed until they can eventually pass a Psyche (will) FEAT against charm's power rank, which they may attempt each turn.

This FEAT is never 'impossible', but if the power rank is high enough, it can usually keep charmed individuals 'friendly' most of the time. Once charmed targets have shaken off the charm, they may then behave normally, but will not be aware that their behavior has been modified. Subsequent attempts to charm a target in a given encounter, once a charm wears off the first time, are at a -2 CS.

All of this assumes that the charmer has not, in turn, harmed those affected by this ability. If a charmed target is attacked by the person who charmed him or her, the power will no longer affect them for the duration of this encounter - and the target so attacked will be keenly aware that their mind has been tinkered with!

Circular Vision
Type: Sensory Power, Psikinetic Skill
Duration: maintenance
Cost: 2 points (flat cost)
Related Powers: light control (depending on the type), super senses, unusual sensitivity.

This curious sensory ability allows its wielder to see in a full 360 degrees. Whether this is an arc in the horizontal or vertical (or both) depends on the physiology of the character in question. It can be achieved in a number of fashions, from the obvious physical placement of optical sense organs to more subtle means, up to and including the actual bending of ambient light waves.

Circular vision that is the result of passive abilities (inherent to one's anatomy) cannot be negated, being a function of one's physiology. It can be provided by either curiously placed optical sense organs or the presence of light-sensitive pits on one's skin - or other, more esoteric methods. If the method of attaining circular vision alters one's appearance (compared to the norm), the character will suffer a -1 CS to their Popularity.

Or, alternately, should adopt the Abnormal Attribute quirk, instead.

As an active ability, circular vision can come in a variety of forms, from a specialized trick of light control to a sort of psionic sense which lets you see in a bird's eye view (as if watching oneself from the vantage point of a video game). While these provide the advantage of hiding one's circular vision from obvious detection, they can be negated by various means, depending on their nature.

The 'game' advantage of circular vision, aside from being surprised less, is a general increase in one's Fighting score (+1 CS). Of course, if one loses their circular vision for some reason (power negation, etc.), this bonus will transform into a -1 CS penalty to one's Fighting rank for the duration of the negation.

Clairalience
Type: Mental Power, Dimensional Spell, Psipathic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: clairaudience, clairgustance, clairtouchence, clairvoyance, finding, super tracking, teleport, teleport other.

Clairalience allows its wielder to smell things far, far beyond the range of their natural sensory apparatus. This power works by crafting artificial, transient mental constructs that act as invisible, surrogate noses (or whatever) in the area a clairalient wishes to smell. These 'pretend' noses are disembodied from the wielder of this ability, usually by a staggeringly wide margin, but function as if their creator were actually present.

This power functions on the Far range table, allowing the person using it to observe events in far-flung locations in real time, regardless of the laws of physics or even common sense. The nature of clairalience allows it to defeat most methods of disguising one's scent, as the surrogate olfactory organs can quickly move about to determine the source of would-be countermeasures - and then disregard them.

While using clairalience, the character with this ability can smell anything that they otherwise could in the observed area, but cannot directly affect it at all. Similarly, events occurring in the observed area cannot directly harm the clairalient, though sensory overload (from, say, noxious odors) can happen. No damage or poison can transfer through this link, but a particularly nauseating scent can temporarily sicken a clairalient.

The activation of clairalience 'mutes' one's normal olfactory sense, in lieu of what it perceives instead. The clairalient's other senses function just fine, however, so while one cannot smell imminent danger approaching them while this ability is active, they can still hear, see, feel, or even taste it - whichever of such may be applicable in a given instance.

Clairaudience
Type: Mental Power, Dimensional Spell, Psipathic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: clairalience, clairgustance, clairtouchence, clairvoyance, finding, teleport, teleport other.

Clairaudience allows its wielder to hear things far, far beyond the range of their natural sensory apparatus. This power works by crafting artificial, transient mental constructs that act as invisible, surrogate ears in the area a clairaudient wishes to hear. These 'pretend' ears are disembodied from the wielder of this ability, usually by a staggeringly wide margin, but function as if their creator were actually present.

This power functions on the Far range table, allowing the person using it to observe events in far-flung locations in real time, regardless of the laws of physics or even common sense. The speed of sound is no detriment to clairaudience, and in fact, with a high enough clairaudience rank, the wielder of this ability could eavesdrop upon events occurring on other planets - live, right as they are happening!

While using clairaudience, the character with this ability can listen in on anything that they could otherwise hear in the observed area, but cannot directly affect it at all. Similarly, events occurring in the area listened to cannot directly harm the clairaudient, though sensory overload (from, say, loud noises) can happen. No damage can transfer through this link, but effects such as hypnotic music can function via clairaudience.

The activation of clairaudience 'mutes' one's normal audio sense, in lieu of what it perceives instead. The clairaudient's other senses function just fine, however, so while one cannot hear imminent danger approaching them while this ability is active, they can still see, smell, feel, or even taste it - whichever of such may be applicable in a given instance.

Clairgustance
Type: Mental Power, Dimensional Spell, Psipathic Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: atomic sense, clairalience, clairaudience, clairtouchence, clairvoyance, finding, teleport, teleport other.

Clairgustance allows its wielder to taste things far, far beyond the range of their natural sensory apparatus. This power works by crafting artificial, transient mental constructs that act as invisible, surrogate tongues (or whatever) in the area a clairgustant wishes to sample. These 'pretend' tongues are disembodied from the clairgustant, usually by a staggeringly wide margin, but function as if their creator were actually present.

This power functions on the Far range table, allowing the person using it to observe events in far-flung locations in real time, regardless of the laws of physics or even common sense. While a sense of taste is generally restricted to physical contact with one's person, clairgustance allows one to vicariously sample the flavors of items and substances (and even people) without physically interacting with them!

While using clairgustance, the character with this ability can taste anything that they could otherwise touch in the observed area, but cannot directly affect it at all. Similarly, materials in the remote area cannot poison or harm the clairgustant, though sensory overload (from, say, intense flavors) can happen. No damage can transfer through this link, but particularly disgusting tastes can temporarily sicken a clairgustant.

The activation of clairgustance 'mutes' one's normal sense of taste, in lieu of what it perceives instead. The clairgustant's other senses function just fine, however, so while they may be tasting cakes on the other side of the planet, a clairgustant may not readily be ambushed while using this ability - unless, of course, the flavors they experience are just that engrossing.

Clairtouchence
Type: Mental Power, Dimensional Spell, Psikinetic Skill, Psipathic Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: clairalience, clairaudience, clairgustance, clairvoyance, finding, telekinesis, teleport, teleport other.

Clairtouchence allows its wielder to touch things far, far beyond the range of their natural sensory apparatus. This power works by crafting artificial, transient mental constructs that act as invisible, surrogate fingers (or whatever) in the area a clairtouchent wishes to feel. These 'pretend' digits are disembodied from the clairtouchent, usually by a staggeringly wide margin, but function as if their creator were actually present.

This power functions on the Far range table, allowing the person using it to observe events in far-flung locations in real time, regardless of the laws of physics or even common sense. While a sense of touch is generally restricted to physical contact with one's person, clairtouchence allows one to vicariously feel items and substances (and even people) without resorting to physically interacting with them!

While using clairtouchence, the character with this ability can feel anything that they could otherwise touch in the observed area, but cannot directly affect it at all. Similarly, materials in the remote area cannot harm the clairtouchent, though sensory overload (from, say, complex textures) can happen. No damage can transfer through this link, but particularly extreme tactile input can momentarily distract a clairtouchent.

The activation of clairtouchence 'mutes' one's normal sense of touch, in lieu of what it perceives instead. The clairtouchent's other senses function just fine, however, so while they may be dipping 'pretend' fingers into the sun or running them along monowire, a clairtouchent may not readily be ambushed while using this ability - unless they're so engrossed in what they're touching that they aren't otherwise paying attention, that is.

Clairvoyance
Type: Mental Power, Dimensional Spell, Psipathic Art
Duration: maintenance
Cost: 1 point per rank
Related Powers: clairalience, clairaudience, clairgustance, clairtouchence, finding, teleport, teleport other.

Clairvoyance allows its wielder to see things far, far beyond the range of their natural sensory apparatus. This power works by crafting artificial, transient mental constructs that act as invisible, surrogate eyes in the area a clairvoyant wishes to see. These 'pretend' eyes are disembodied from the wielder of this ability, usually by a staggeringly wide margin, but function as if their creator were actually present.

This power functions on the Far range table, allowing the person using it to observe events in far-flung locations in real time, regardless of the laws of physics or even common sense. The speed of light is no detriment to clairvoyance, and in fact, with a high enough clairvoyance rank, the wielder of this ability could spy upon events occurring on other planets - live, right as they are happening!

While using clairvoyance, the character with this ability can view anything that they could otherwise see in the observed area, but cannot directly affect it at all. Similarly, events occurring in the viewed area cannot directly harm the clairvoyant, though sensory overload (from, say, bright lights) can happen. No damage can transfer through this link, but effects such as hypnotic lights can function via clairvoyance.

The activation of clairvoyance 'mutes' one's normal visual sense, in lieu of what it perceives instead. The clairvoyant's other senses function just fine, however, so while one cannot see imminent danger approaching them while this ability is active, they can still hear, smell, feel, or even taste it - whichever of such may be applicable in a given instance.

Clarity
Type: Mental Power, Universal Spell, Psipathic Talent
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: mental repair, telepathy.

Clarity is a tool that allows its possessor to free others from various effects that prevent clear thinking. When invoked, clarity can cleanse the effects of emotion or mind control, or even possession - if it affects how a target might behave, clarity can usually help. When attempting to clear the head of a target, the wielder of clarity must pass a FEAT roll against the intensity of the outside influence.

If successful, clarity will remove the taint of such powers, and will protect the target from further manipulations, at this power rank, for 1d10 turns. Optionally, the user of clarity can maintain this ability, providing a target (say, an ally) with continuing protection from external influence if desired. Clarity only works within Very Near range of those it would help.

Claws
Type: Physical Weaponry Power
Cost: 4 points (base cost), plus 1 point per additional m.s. of the claws
Related Powers: (in general) super digging, super climbing; (for the claws only) corrosion, disease, poison, rotting.

Claws are sharp, pointy implements that a character may have on the end of their extremities. These are most often present on the hands, but can just as easily be on one's feet (or perhaps on both). Claws usually come in the form of elongated fingernails (or toenails), though they can also protrude from the knuckles, between one's fingers. Of course, there are many other forms that claws, or claw-like protrusions can take.

A character wielding claws may inflict his Strength (might) rank in Edged Attack damage against living targets.

On the other hand, claws get interesting versus non-living targets. In such circumstances, the material strength of one's claws comes into play. When attempting to slice and / or dice an inanimate object, the bearer of claws may wield them as he may any other sharp, pointy implement, and can cut through items with a successful claws m.s. FEAT against an intensity equal to the m.s. of the item to be cut.

The base m.s. of a character's claws is their Strength (might) score +2 CS. This ensures that the force of their own blows should not break their claws. This m.s. can be increased however, either by spending one point per additional m.s. (in the point-based character generation system) or by subjecting the base m.s. to the gambling table of one's choice (in the random character generation system).

Generally, claws are retractable, but a character may take them in an 'always out' form as a strong limitation, adding a +2 CS to their material strength (or just lowering their cost by 2).

Clinging
Type: Physical Enhancement Power, Physiomancy Spell
Duration: maintenance
Cost: 4 points (base cost), plus 1 point per additional +1 CS
Related Powers: adhesion, friction control, super climbing.

Clinging is the ability to directly adhere to someone or something in one's environment. The primary example of this ability in nature is the gripping ability of an octopus or squid, using their evolved suction cups to aid in the grappling of their prey. However, numerous other techniques, ranging from microscopic molecular hooks to even molecular charge suppression can produce this effect as well.

This power, when invoked, allows its possessor to stick to other matter that comes into physical contact with him or her. The only property of an object that may cause this power difficulty is its relative slickness; a clinging character must pass a power FEAT roll against that property of an object to stick to it. If successful, a clinger may cling to something until it is destroyed or they are forced to let go somehow.

Using clinging, a character can readily climb most vertical surfaces with ease - even more so if they possess the climbing talent or super climbing power. With their ability to stick however, a clinger can actually walk up walls or even along ceilings and other upside down surfaces - something those other abilities cannot manage whatsoever - at least, not without special equipment or other powers to aid them.

In its basic state, this power grants a character the ability to cling with an intensity equal to their Strength (might) rank. However, the player behind a character with clinging may increase this base value by either gambling on it (when using the random character generation method) or by adding an additional point beyond its standard cost for each +1 CS to its raw intensity.

Clone Projection
Type: Matter Control Power, Dimensional Spell, Superpsi Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: astral projection, dream projection, energy doubles, energy projection, imaginary doubles, psychoplasm animation, object projection.

A variant form of the energy doubles ability, clone projection allows its possessor to create a singular duplicate of oneself, comprised of the imaginary matter known as psychoplasm. Once this copy of oneself is created, the wielder of this ability may project his mind into it, and then 'drive' this avatar of himself as if it were his own body. If blocked from such projection somehow, the psychoplasmic double is unable to act on its own.

This projected clone has the same physical and mental statistics of its creator, as well as his super human capabilities (whether inherent or knowledge-based). It also has the same Health score, and if said score is reduced to zero, the projected clone will dissipate, the energies used to create it rent asunder. When this happens, the clone projector's mind will simply return to its normal habitat, Stunned for 1d10 turns.

The power rank of clone projection determines both how long the created duplicate will exist and how far it can wander from its creator. A projected clone can operate anywhere within Middle distance of its creator, and can last for a maximum number of hours that is equal to this ability's power rank.

Cold Generation
Type: Energy Generation Power
Cost: 1 point per rank
Related Powers: aura (cold), carrier wave, catalysis, ice generation, infravision, temperature control, weather control.

Cold generation is the opposite, both mechanically and physically, of heat generation. It does not fire bursts of cold 'energy', so much as it creates a virtual thermal variance that induces an immediate flow of heat away from its target. This flow of heat away from the target of cold generation acts to instantly and dramatically cool it, to varying effects.

This power can be used on a single target, or affect everything around its wielder. The former can be used against foes within Near distance of the cold generator, though this requires an Agility FEAT to hit in the first place. The latter, on the other hand, affects those within Very Near range of a cold generator, and does so automatically if they remain within range of its effects.

Attacks with cold generation inflict power rank Energy damage with each application. If the target is alive, it may well suffer from hypothermia if exposed for long enough. Inanimate matter subjected to cold generation will be potentially weakened by the change in temperature, and resists breakage when struck by rolling against the intensity of cold or the physical force applied to them - whichever of the two is greater!

Cold generation is an excellent counter to abilities which produce large amounts of thermal energy. Fire and heat generation are such abilities, though many powers (such as catalysis) may cause heat as a side effect under certain conditions. The intensity of cold generation will act against the heat such abilities cause to directly neutralize them - or at least reduce them in intensity by this power's rank number.

Matter subject to cold generation will quickly resume its normal temperature, the 'energy' involved rapidly dispersing into the environment. In order to keep something much cooler than its surroundings, one must continue to inundate it with the cold caused by this power's use, lest it eventually return to 'room temperature' - whatever that happens to be.

Color Control
Type: Matter Control Power
Cost: 1 point per rank
Related Powers: blending, invisibility / others, light control, transduction, transmutation.

Color control is the ability to alter the hue of anything in one's environment. Surprise!

The color control power works by transforming the properties of a thing such that its coloration changes, whether it is matter or energy that is being affected. The basic nature of things altered by color control remains unchanged, though how they interact with the environment may not be. For example, a lake of blood red water might be just as refreshing to swim in, but most people wouldn't touch it with a ten foot pole.

In addition to inducing color changes, the wielder of this power can also affect the transparency of its subject. Such changes involve making a wall completely see through or turning the air positively opaque. This opens up the possibility of performing all manner of misdirection with color control, usually because people so readily believe what their eyes tell them - instead of what their other senses are saying.

The power can even work on colors that others cannot readily see. Transforming ambient infrared light into ultraviolet light, for example, might just stymie those who can track others via infravision. Such efforts are considered to function per transduction, reducing the intensity of photonic energies by -1 CS but otherwise allowing them to behave in the fashion that they were before being affected.

Color control automatically functions against inanimate matter and energy, regardless of either its material strength or intensity. Using this power against living targets requires an Agility (dex) FEAT however, as they are allowed to avoid the effect with defensive maneuvers such as a dodge. Mind you, those with resistance to metabolic attacks can apply such against the use of this power.

The difficulty of changing something's color depends on how complicated a change one wishes to induce. Singular color changes (making an object neon green) requires a green power FEAT, while introducing multiple color changes (making a tie-dye shirt without the dye) necessitates a yellow FEAT, and intricate alterations of color (giving oneself 'natural' eye shadow) would demand a red power FEAT.

The duration of a color change is determined with a second power FEAT, made after a change is successfully completed. A white FEAT makes a color change last for 1d10 turns, while a green FEAT will allow it to last for a number of turns equal to the color control power rank number. Yellow duration FEATs extend this amount of time to a like number of minutes, while a red duration FEAT expands the time involved to that many hours.

Though in the case of inanimate objects, red results can generally be considered permanent in nature.

Color control operates within Near distance of its wielder.

Combat Edge
Type: Personal Spell, Metapsi Skill, Psipathic Skill
Duration: encounter
Cost: 4 points (flat cost)

By means of this ability, a combatant can gain a seemingly supernatural insight into the actions of his foes. Once invoked, combat edge will begin to 'read' its target, and after three turns of combat in an encounter, its wielder will have a 'good idea' just what his opponent will be planning at any given moment. Once the target is read, the combat edge ability will provide its wielder a +1 CS to all FEAT rolls made against said enemy.

This particular bonus only lasts for one combat session, but if the character using combat edge has wielded the ability on an antagonist in a previous encounter, he can 'read' him after only one turn on subsequent activations.

Combining Powers
Type: Reality Control Power
Cost: varies
Related Powers: various, depending on the powers combined.

The process of combining powers is one in which a character permanently merges two or more of his super human capabilities into a singular power. This is often done in order to create abilities which require more than one ascendant power in their execution. Common examples of such abilities include everything in the combination powers category, like plasma generation or regenerative armor.

Combining powers can also be used as the reverse of power stunts, tying seemingly disparate abilities together into a cohesive whole. The effect of this is that the combined powers cannot be used discreetly; both component abilities in a combined power are an all or nothing affair. Depending on the powers so combined, this can serve as either an enhancement or a limitation.

In the simplest sense, combined powers have a cost, either as a number of powers or as a number of points per rank, that matches its component abilities - plus one point. If powers are combined more as a limitation, subtract that point instead. This is not set in stone, however; if a combined power approximates an extant ability (such as missile generation closely matching quills), the net cost can be reduced accordingly.

Combining powers can occur later on in a character's life, not just during character generation. This can be the result of the bizarre occurrences that are so common in comic books, ranging from inadvertent radiation exposure to someone 'punching time'. Such a combination may come with an additional ability (or abilities) which act to enliven a character's power roster - or just might saddle a powerful ability with new limitations.

After a fashion.

No matter how they come about, combined powers all operate at a like intensity. During character generation, this is a simple matter, but if one's powers are combined after this point, their net intensity must be recalculated based on what it would cost to purchase the powers in a combined state during character generation. This balancing of power won't affect abilities which lack a rank proper (such as an invulnerability).

Commandment
Type: Theonic Skill, Faith Power
Duration: maintenance
Cost: 1 point per rank

Essentially the reverse of the commune spell, commandment allows a deific being to directly communicate with those who venerate him or her. Naturally, the worshiped need not go through the same hoops a worshiper must to achieve communications, though sometimes it may be difficult to convince the faithful that what they're hearing is the true voice of their god.

When invoking this power, a deionic entity can exploit the channel of faith energy a follower generates, doing so in order to make contact with a member of their flock. Once this connection is made, the immortal can communicate in any way he or she wishes, whether merely transmitting empathic impulses, verbal instructions (hence the name of this power) or actually engaging in a two-way conversation.

Conversing with a follower that is either on their home plane or within the deific being's realm requires but a green power FEAT roll. If a follower is in neither location but is still within the same time frame, a yellow power FEAT is necessary to communicate with them. Red power FEATs are typically only required if a follower is out of their normal, defined place in time - or within the realm of another deity.

Commune
Type: Clericism Spell
Duration: special
Cost: 2 points per rank

Casting the commune spell, clerics may attempt to speak directly with their chosen deity. A simple spell FEAT roll is made to open a communications channel to one's patron(s), allowing the priest to query said patron(s) in regards to just about anything. This can be a great way to acquire information when all else fails, as entities of great power often have access to avenues of data that mere mortals can only dream of.

The trick is getting their attention.

You see, the great powers of the multiverse are used to being petitioned for all kinds of things all the time, and often have an entourage of minions to deal with this sort of hassle. Some handle dispersing the gods' powers to various followers, some listen for prayers and such, and still others answer the questions asked by pesky priests. This frees said entities from 'mundane' matters to do... whatever it is they do.

Sometimes, casting commune will get one's god's attention directly, but most often such queries will simply fall into the hands of its underlings. And said underlings, while they serve the same power as the cleric, often have their own agendas. They may answer in riddles or other cryptic fashions, or just give incomplete answers. They'll never deceive a priest of their master, but they're not necessarily very helpful.

For many things, this is sufficient. A cleric may only need the answer to a question that isn't too difficult to handle (such as 'are there people hiding on the other side of that door?'). On the other hand, a priest may need a much more important question answered, and wants to cut out the middle-men in the process. This can be done by making a sacrifice to his patron entity - the bigger the better!

One can boost the effective rank of this spell depending on just how inconvenient the sacrifice is to the caster. For instance, giving up one's favorite deck of trick cards to their patron god of gaming may provide a paltry +1 CS, but going to the gambling house of a rival god, fleecing the staff blind, and then sacrificing the proceeds to his deity is much more impressive, and may grant as much as a +4 CS!

The nature of one's relationship with his deity will also affect the column one rolls this FEAT on. If the follower has gone out of his way to further the boss' agenda, a considerable positive CS boost may be in order, while if he's 'on the outs' with the powers and principalities, this may be a negative modifier. Once a final CS is settled on, simply make the spell FEAT to determine the nature of the response.

Once the dice have settled, the Judge (acting as your powers that be) will answer the question. The color result of this roll will determine just how useful this answer may be, but the game Judge should be careful in balancing the answer against both the character's efforts and the campaign as a whole.

Though at the same time, the Judge should be sporting; if the player spends an entire adventure preparing a suitable sacrifice for his god, that says a lot about how serious he or she is about this effort...!

Communication
Type: Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

Communication allows a sorcerer to speak with entities that do not typically possess what we consider language. These entities are usually non-sentient, but either way they are not human (or whatever the caster's species is). There are four different types of communication offered by this spell, each of which must be learned as separate spells (or spell stunts). These four forms of communication are:

* Animal Communication: this form of communication allows a mage to speak with non-sentient animals of any stripe. Comprehending the 'language' of similar life forms (mammals, for instance) requires a green FEAT, somewhat different animals (birds, reptiles) requires a yellow FEAT, and radically different animal forms (insects, amoebas) requires a red spell FEAT roll.

* Device Communications: this form of communication lets a sorcerer commune with artificial devices - the more intricate the better. Items driven by complex computer systems require a green FEAT, devices controlled by simpler electronics need a yellow FEAT roll, and machines that are programmed but lack electronics can be spoken with on a red spell FEAT roll.

* Plant Communication: this form of communication grants a wizard the power to talk to all varieties of non-sentient plant life. The complexity of plant life determines the difficulty of the FEAT; trees and the local plant community as a whole requires a green FEAT, bushes and vines need a yellow spell FEAT, and single-celled plants and fungi require a red FEAT roll with this spell.

* Other Communication: this form of communication gives a thaumaturge the power to converse with what most people consider inanimate objects. Complex artificial objects (clothing, safes) can be spoken to with a green spell FEAT, relatively simple manufactured items (swords, tools) will talk on a yellow FEAT, and natural items (bones, logs, rock) only release information on a red spell FEAT.

All four forms of the communication spell function on the Near range table as far as how distant something may be to be spoken with, though practically speaking, one may need to sense something in order to communicate with it (unless it has been encountered before). This spell will function for 1d10 turns without being specifically maintained, though it can be cast in either manner if so chosen.

Compass Sense
Type: Psimotive Skill
Duration: instantaneous effect
Cost: 4 points (flat cost)

A character with a compass sense can determine the direction they are headed relative to the space they currently occupy, in a full seven dimensions. This is slightly different from the locational sense in that it is not based on an arbitrary point chosen by the character, so much as whatever structures surround his person, either on the local or the macroscopic level.

The simplest uses of a compass sense involve determining which directions are north, south, east, west, up or down on a planetary body when necessary. This can be narrowed however, in order to find if one is headed towards port or starboard on a ship (not easy when one is inside it), whether one is headed towards the front or rear of a structure, or even what direction in time one is headed!

Componentry
Type: Technomancy Spell
Duration: instantaneous effect
Cost: 1 point per rank

The process of altering the nature of a technomantic object is complicated, in that it involves changing the physical or magical nature (or both) of its existence. Using componentry, a technomage may analyze how a true technomantic device functions, and using that information attempt to manipulate it. The difficulty of doing this depends on just what the technomage is trying to accomplish.

If a technomage is attempting to merely repair a slightly broken or malfunctioning technomantic device, or similarly change it in a fashion that does not prevent it from working as it did before, he only needs a green componentry spell FEAT. Alterations of this nature often involve maintenance work, such as efforts to keep an item working right in the face of heavy use or the wear and tear caused by combat.

On the other hand, making a more drastic modification to a technomantic device, whether it be an extensive repair job or an alteration of its specific capabilities (either physical or magical) requires a yellow spell FEAT. Such changes in capability involve a modification from one function to another within the item, as long as said capabilities are within the same cost range and/or rank.

Finally, making an extreme change in a technomantic item, one which completely alters it into something else, or otherwise gives it an ability of increased rank or cost range, requires a red componentry spell FEAT. Furthermore, this may incur significant Karma costs as well, since the item is essentially being improved above and beyond the original Karma total paid when it was first built / acquired.

This is the basic process used in modifying a technomantic item, but all of these rules assume that the technomage can alter it in the first place. In order to even change such an item in this fashion, the caster must first overcome the magic which was used in its construction. While a technomage need not do this when altering a device of his own creation, he does have to 'master' a device when it was built by anyone else.

This involves passing a spell FEAT against the intensity of magic used to create the item in the first place. Of course, some items also have additional safeguards against their modification as well, and the would-be technomage tinker must overcome those too. These can be anything from a specific resistance to magic to booby traps set into the device to prevent unwanted customization.

Computer Link
Type: Mental Power, Technomancy Spell, Technopsi Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: device sympathy, linguistics, radio wave control, radio wave generation, technical intuition.

A computer link is a mental interface with a digital system. This may be granted by either a physical connection to one's body (like a data jack), or perhaps a remote networking with the computer in question (either with conventional wireless technology or perhaps psychic prowess). While connected with a computer via this link, a character may communicate with it directly, using digital code.

This makes a computer link the opposite of device sympathy after a fashion, as the latter ability is almost empathic in nature, while this one is grounded in just what the computer can do (and whatever information it houses within). While this power is active, the linked character can understand the digital impulses the computer he's linked to makes - as if it were talking to him in his native tongue!

How well one can make this link work depends on the FEAT rolled when the link is initiated. A green FEAT lets one understand the programs a computer is currently running, as well as what they're currently doing. A yellow FEAT lets one monitor and make transmissions with the computer and anything it is in turn networked to. Red FEATs are only required if the computer so linked is beyond the character's understanding.

If the information a linked character attempts to interact with is encrypted, he must pass the above FEAT roll at a negative column shift - ranging from -1 CS to -4 CS depending on its complexity, as the time spent decrypting the information makes it much harder to interact with data in real-time. This penalty can be reduced - if not transformed into a bonus - if the character also possesses the linguistics ability.

Computer link works within Very Near distance of the computer in question - though if delivered by a physical connection, contact is required (counting as a weak limitation).

Confusion
Type: Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank

A powerful means of sowing chaos in the ranks of an enemy, the confusion spell has unpredictable effects on everyone it affects. When cast, confusion will blanket an area with chaotic energies, energies which will affect every target who fails a Psc (will) FEAT roll against this spell rank. Those who fail will be affected as follows (roll a 1d10) for 1d10 turns:

  1. The target has a seat, and contemplates his current existence.
  2. The target has an extreme emotional response. Uncontrollable laughter, inconsolable tears, etc.
  3. The target is seemingly lost. He wanders about, not knowing how he got there, or why.
  4. The target becomes obsessed with one action or item, which consumes him for the duration.
  5. The target attacks the nearest person - whoever it is.
  6. The target attacks everyone - one different person per turn.
  7. The target attacks the nearest object. Whether a car or building, he'll try to destroy it utterly.
  8. The target becomes enamored with the nearest person, and can't help but go on about how great him/her/it is.
  9. The target is disoriented; he can act as he wishes, but suffers a -2 CS penalty.
  10. The target's mind is overloaded, and he falls asleep.

Conjuration
Type: Universal Spell
Duration: instantaneous effect
Cost: 2 points per rank

Conjuration is a specialized form of teleportation that summons forth an object - whether it be an inanimate item or a living entity - to the caster's location. Conjuring forth simple things, plants or animals (such as a coin, a tulip or perhaps a gopher) requires no actual FEAT roll under most circumstances; the thaumaturge simply casts the spell and the desired item(s) appear in a puff of smoke (or whatever).

If attempting to draw forth something more complicated or dangerous (a firearm, a television, or even a wolf), the conjurer must pass a spell FEAT roll against the highest rank the target possesses. A conventional handgun would require a FEAT against Typical (6) intensity then, while that wolf would require a spell FEAT versus Excellent (20) rank - a wolf's highest ability score, which is its Ftg.

On the other hand, if an item to be conjured is complex but has no apparent rank available (such as our television in the above example), a mere green FEAT is necessary to make it manifest.

All of this assumes no sentience in the object to be conjured forth. If it possesses a Psc rank, the spell must defeat this in order to function, instead (the target may resist, if they desire). When a sentient being is the subject of a conjuration spell, they will know what is going on and who is casting the spell, and may choose to resist or not as they see fit; if masked somehow, the identity of a conjurer is subject to an Int FEAT by his target.

The odd thing about conjuration is that it has a restorative effect on the things it summons forth. For instance, if one attempts to summon an item that is broken somehow, the conjuration spell will reassemble it in the midst of transport from one location to another. This can be used to instantly repair broken devices or other items, and can even restore or recreate the bodies of the dead!

Conjuration will not actually restore a dead person to life; it merely brings forth their (seemingly freshly) deceased body, and does not provide the 'spark of life'. Of course, if the astral form of the decedent (or someone else for that matter) is still available, they can make use of the fresh, perfectly good body.

Conjuration works on anything within Far range of its caster.

Contact Absorption
Type: Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 2 points per rank

This powerful spell allows a wizard to imbue his very body with the properties of anything he touches. With a successful spell FEAT roll, his body will attempt to assume a Strength, Endurance and body armor rating that is equal to the material strength of whatever it is he's touching when casting contact absorption. While the first two are limited to this spell rank for an upper limit, the body armor provided is not.

Furthermore, any properties of the material being touched will be adopted by the wizard casting this spell also. Grabbing a red hot, spiky steel ball will imbue the caster with spikes as well as a burning hot temperature. Superfluous energies absorbed along with everything else will last for up to 1d10 turns before dissipating into the environment around the caster, for good or ill.

On the other hand, operating at an excessive material strength has a deleterious effect on one's relative speed; absorbing the properties of a Shift Y m.s. material may make you nigh-invulnerable, but you'll be incredibly slow. For each rank of body armor a character using contact absorption has above this spell rank, reduce their effective Str (vgr) (for motion purposes) and Int (for the purposes of initiative) by 1 CS, with a limit of Feeble (2).

Furthermore, when in such a hardened state, a sorcerer cannot cast more than one spell per turn, no matter how many extra actions he would otherwise have.

Contingency
Type: Dimensional Spell, Psimantic Skill
Duration: while maintained (for each contingency)
Cost: 2 points per rank

On occasion a spell caster may wish to benefit from his magical prowess while not actually having the ability to cast spells. By making use of the contingency ability, he can make this happen no matter the situation he finds himself in. This works by first invoking the contingency power, and then the spell one wishes to hold 'in reserve'. The contingency ability will then prevent the spell from taking effect.

At least, until a specific condition is met.

This condition may be anything the thaumaturge or psychoturge wishes, from being forced unconscious to a specific time of day, or perhaps upon exposure to any particular external stimuli. For instance, a mage may arrange to be teleported to his lair upon being knocked unconscious, to give off an eldritch wave when uttering a chosen word, or even a dose of flight upon falling more than a story at a time.

A character may support as many contingencies as he likes, keeping in mind that each one counts as one spell or psionic for the purposes of ability maintenance. This requires him to strike a balance between preparing for the unexpected and leaving room for day to day spellcasting. Of course, if conditions change in an unexpected fashion, he can always stop maintaining one or more contingencies to deal with whatever chaos has broken out.

Corporeal Gestalt
Type: Power Control Power
Cost: 2 points per rank
Related Powers: link, spectral gestalt.

A corporeal gestalt is a composite entity formed by the physical merger of several individuals. When this power is activated, it will combine its wielder's very form with that of one or more people. While this can generally be any number or variety of folks, the power can be limited to specific participants as a strong limitation (such a constraint is a common limitation of this ability, but by no means a constant).

The corporeal gestalt will possess ability scores, both physical and mental, that are based on the average of those who comprise its being. If one person combines with the possessor of this power, these averages will be increased by +1 CS. Each subsequent doubling of participants in the gestalt will boost this ability score average by another +1 CS (merging with seven others, for instance, will raise its statistics by +3 CS).

A corporeal gestalt can wield whatever powers its creators possess. It may do so at the listed rank for each (or at an average, if more than one component of its being has the same ability), modified as its ability scores are, above. For example, if one of the four people participating in such a gestalt has the ability of flight, the corporeal gestalt could use that power at its possessor's rank +2 CS.

Limited to a ceiling of the corporeal gestalt power rank itself, that is.

At the same time, corporeal gestalts often possess additional powers above and beyond those of its constituent entities. When this ability is first gained, its possessor has the option of placing one or more of his powers within the gestalt; he can't use them by himself, but must merge with others to wield the ability. Such placement counts as a strong limitation to the powers so constrained, and raises their final ranks by +2 CS.

The appearance and personality of a corporeal gestalt can take on one of two different configurations. The first assumes that the combined bodies and minds of the individuals involved in its creations add up to create an all new being. This corporeal gestalt has an all new appearance and personality, one which may recall aspects of its component beings but may have altogether new traits entirely.

The second is a direct amalgamation of the bodies and minds of its participants, which might get a bit awkward when multiple genders and species are involved. The minds which make up the gestalt may merge into a singular personality, showcasing all of their tendencies (both good and bad), or simply manifest as all of their personalities in one body - which can either represent ultimate teamwork or abject confusion.

Most often the latter.

When a corporeal gestalt is defeated in battle but not killed outright, its component beings will usually separate immediately, which may be quite a sight. They will awaken in 1d10 turns as if defeated individually, but will be otherwise okay. If actually slain, those who comprise the gestalt must make a Kill check or begin to lose Endurance ranks, on top of the effects of simply being defeated in battle.

Corrosion
Type: Matter Control Power, Metapsi Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: barbs, battle tail, catalysis, claws, disintegration, horns, poison, quills, razor skin, rotting.

Corrosion is the ability to induce rapid degradation in the chemical structure of inorganic matter. This can work through a variety of mechanisms, the end result being damage to or the destruction of inorganic materials. Against living entities comprised of such matter, this ability will cause power rank SD Metabolic damage, which its targets may avoid by preventing physical contact (it requires such to function).

When used against non-living inorganic matter (which is usually the vast majority of the time), whether rubber or steel or plastic, this ability will destroy it if it fails a material strength check against this power rank.

Matter affected by corrosion, whether living or dead before the power is used, will show signs of advanced degradation. Metals will rust, paint will fade, plastic will grow brittle, and so on. Inorganic entities can heal or repair this damage normally, though this may involve replacing the damaged materials entirely. Inanimate inorganics, if not destroyed outright, will appear to be weathered or otherwise affected per the above.

This power can be avoided with resistance to metabolic attacks - or just resistance to rotting or corrosion. Corrosion inflicts -4 CS damage against organic targets (it works, just less effectively).

Crowd Control
Type: Mental Power, Dimensional Spell, Psipathic Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: mesmerism, mind control, psychic invisibility, sleep, telepathy.

A more advanced form of mesmerism, crowd control can be used to sway the actions of a very large number of people simultaneously. When invoked, crowd control will prompt a Psyche (will) FEAT roll against this ability's intensity upon everyone within Very Near range, save for exceptions of its wielder's choosing (such as allies or whatever). Those who fail this FEAT will be placed in a suggestive, hypnotized state immediately.

Once this state is achieved, the targets may be forced to do anything in regards to their immediate behavior (leave the building now) or instead suffer the implantation of a post-hypnotic suggestion (you want to vote for me this November). If in the form of a command, crowd control will last only as long as it takes the targets to complete the chosen command, at which point individuals so affected will resume control over their actions.

A suggestion implanted by crowd control, on the other hand, will last for a number of days equal to this ability's rank number, and can even override the target's normal ethics and beliefs on a red FEAT roll. Although victims of crowd control are usually zombie-like and unresponsive while under the influence of commands, they will behave perfectly normal while suffering from a suggestion - at least until they act on it.

Afterwards, they will resume normality, though such controlled individuals may wonder just what got into them to make them act so out of character.

Cure Disease
Type: Biological Control Power, Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: aciurgy, age control / others, decontamination, detoxification, healing / others, integral control, mental repair, recovery, regeneration / others, resurrection, resuscitation.

Essentially the opposite of the disease power, one can use cure disease to eradicate harmful micro-organisms in its target. This power only works on physical contact with its subject, at which point its wielder can detect and eliminate any microbes, viruses or fungal colonies. This requires a power FEAT roll made against the intensity (if any) of the offending biological invaders.

Upon successful use of this power, the target will be cleansed of such agents, though lingering damage they've caused must be healed normally. This can be done through natural means or with the use of the healing / others or regeneration / others powers. The cure disease power does not count as healing for the purposes of such, allowing the immediate use of healing powers on the cured individual without Endurance penalty.

Since the power technically works against the things in one's body, as opposed to their body proper.

Furthermore, with all these dead micro-organisms floating around in their body, targets of this power have an improved ability to form an immunity to whatever infections were cured inside them. Though cure disease doesn't instill automatic immunity to plagues, it offers its target a +2 CS to develop it on their own, simulating the effect a normal vaccine has on its recipients.

On the other hand, it's important to note that this ability does not work as well against inorganic invaders of the microscopic sort. Cure disease functions at a -2 CS against tiny creatures of the inorganic variety, whether naturally evolved or those that come in the form of nano-robots. A powerful enough version of this ability can competently fight such invaders off, but they're much more difficult to combat.

Curse
Type: Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank

A curse is a means by which a thaumaturge may indicate his distinct displeasure with another. By creating a special magical weave around his target, the wielder of the curse spell will apply a probability field around them that acts to hinder everything they do. This hindrance most often comes in the form of a -1 CS to every FEAT or action the target attempts, though the specific form it takes may vary.

This penalty may come from the effects of temporary aging, painful warts and boils, and so on.

A curse will last for a number of days equal to the spell rank number; for instance, an Incredible (40) ranked curse spell may zap its target with ill will for up to forty days. Every day the target is affected (including the first, upon its application), the target of a curse spell may attempt a Psc (will) FEAT roll against this spell rank to shake off the curse prematurely.

No matter the nature or duration of a curse, its target will not inherently know who cast it on him. The cursing wizard may reveal himself if obvious in its application however, say by binding the target before him while casting it, or when leaving a taunting note after the fact. This allows the wizard behind a curse to be as discreet (or as overt) about his actions as he likes.

Cyberspatial Projection
Type: Technopsi Art
Duration: maintenance
Cost: 1 point per rank

Cyberspatial projection allows one to insert their mind into a digital stream of data, and interact with it environmentally. Functioning on equipment within Middle distance of its possessor, cyberspatial projection will extend the consciousness of its wielder into any computer or computer network within range - whether or not it is equipped to receive external communications.

Once he or she is in, the cyberspatial projector can then interact with whatever data is present in the accessed computer - whether it's resident or just passing through. This interaction is possible thanks to an environmental overlay the cyberspatial projector creates upon entering a computer system. This environment is a mentally created construct, and will generally behave consistently from one use of the power to another.

However, both the environment itself and the avatar the cyberspatial projector has assumed might change based on the nature of the infiltrated computer system - particularly if one interacts with a program specifically designed with this ability in mind. For instance, interposing oneself into a MMO system might cause a cyberspatial projector to assume the appearance of a standard character within that simulation.

While immersed within a digital environ, the cyberspatial projector can act normally, though a lack of a physical body means that one must resolve Agility FEATs with their Intuition score, Strength FEATs with their Reason score, and Endurance FEATs with their Psyche score. Such FEATs usually come into play when combat is initiated in cyberspace, most often as security programs try to eliminate the cyberspatial projector.

Or when dealing with the avatars of other cyberspatial projectors while in the 'net.

In order to better protect oneself while projecting into a cyberspace, he or she can develop the use of their other powers while their mind is in the digitized space. Each power so modified counts as a power stunt of this ability - and functions at the cyberspatial projection power's rank - not their own. Furthermore, if the character has cybernetic enhancements, they can make use of specialized programs while projecting, too.

A cyberspatial projector can generally maintain the use of a number of such abilities, keeping an amount of such translated powers or c-space programs active equal to the normal amount of tasks they can manage thanks to their Reason (mem) score - minus one (for the cyberspatial projection itself). If one is maintaining other abilities in their 'real' body while projecting, this number is reduced accordingly.

Cyclone
Type: Matter Control Power, Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: gliding, levitation, telekinesis, vapor animation.

Upon activating cyclone, a character can spin the air (or any other matter) in his immediate vicinity around himself at reckless speeds. Though he himself stands at the eye of this artificial micro-tornado, and is at no risk from it at all, the area around someone using cyclone will be subject to intense destruction. Loose objects will easily fly into the character's whirling matter stream, and anyone touching him will take considerable damage.

An aversive power more than anything else, cyclone does not provide direct protection from injury like body armor or a force field. However, it does reduce the intensity of incoming damage slightly, offering 1 CS of damage reduction against all physical and energy attacks. The true defense that cyclone offers, though, is that it readily discourages others from closing into melee range of its creator.

Anyone within reach of a character wielding cyclone will suffer power rank Blunt Attack, Edged Attack or Force damage, depending on what, if anything, is suspended within his whirlwind at any given moment. This damage can be used in either a passive (against anyone entering the cyclone generator's personal space) or an active (by walking into someone or something and chipping away at them) fashion.

The materials one can draw into a cyclone are generally somewhat small. Normally, it can support objects with a maximum weight equal, in grams, to this power rank number. Even at a relatively low rank, cyclone can readily pick up enough refuse to scour an area, ranging from dirt to pebbles to glass to needles to anything else scattered about. Such material in an area is usually drawn into a cyclone if remotely unsecured.

On the other hand, the wielder of a cyclone can expel the items floating around him as a devastating attack on everyone within his current area. Such items will fly out at considerable velocity, inflicting damage equal to either the cyclone ability's power rank or the material strength of the items in question - whichever is less. Carrying thrown weapons for such purposes can be particularly deadly.

D

Damage Reduction
Type: Physical Enhancement Power, Universal Spell, Psikinetic Art
Duration: maintenance
Cost: 4 points per CS (or one power slot per 2 CS)
Related Powers: body armor, deflection, force field, hard points.

Damage reduction is a potent super-human skill that allows its bearer to easily shrug off large amounts of damage. How exactly it works depends on the character described; damage reduction may be a result of kinetic dampening, a negative energy field, complex composition, or any other number (or combination) of traits. The trick is that it tends to dampen the impact of incoming attacks by a serious margin.

Unlike most super-human abilities, damage reduction is rated not in ranks, but in Column Shifts. For every CS of damage reduction a character has, he will inflict a -1 CS upon incoming damage before it even affects his person, regardless of its type. As long as said attack inflicts damage to any extent, damage reduction will affect it negatively, no matter what form (or origin) it takes.

For example, let us say that Gunter the Hunter has 2 CS of damage reduction. When being struck by an attack that would otherwise inflict Remarkable (30) Blunt Attack damage, he instead suffers that damage -2 CS, only taking Good (10) Blunt Attack damage instead. Note the subtle, yet startling difference in function and effect between damage reduction and body armor (or a force field).

While the cost of damage reduction is great (four points per CS worth of such), it can be reduced with limitations. Every category of damage that damage reduction does not affect (per Greater Resistance or Invulnerability) will reduce its cost by 1/8. Similarly, if damage reduction is provided in a non-permanent fashion (as is the case with talent-equivalent abilities like spells or psionics), reduce the cost by 2.

Let us look at Gunter the Hunter again. His 2 CS of damage reduction has no 'holes' in its defense, and it is always on. This causes all incoming damage that affects him to suffer a -2 CS penalty, at a base cost of 8. On the other hand, Peter the Psi wants a power giving him 4 CS of damage reduction. He gives it vulnerability to deionic and warping attacks. Since this is a psi power, it counts as 'temporary' protection.

4 CS of 'base' damage reduction has a base cost of 16, but both his missing resistance categories reduce that by 4, and his 2 point limitation for its transient nature, reduces Peter's final cost to a 'mere' 10. During character generation, this may wind up being his only initial power, but if learned later, it may simply cost him an arm and a leg (figuratively speaking) in Karma rewards.

Better head out on patrol more!

Danger Sense
Type: Mental Power, Personal Spell, Metapsi Art
Duration: maintenance
Cost: 2 points per rank
Related Powers: atomic sense, auscultation, biological sense, empathy, fortuity, macro sense, precognition, self control, telepathy.

Vastly improving one's performance in combat, a danger sense automatically alerts its possessor to imminent harm. While the wielder of a danger sense may not be aware just what kind of threat awaits him, he will usually know the direction it is coming from, and about how long he has until it strikes; danger sense can 'see' a number of seconds into the future equal to its rank number.

This allows for a number of useful effects in battle - whether in melee or ranged combat. For one thing, a character using his danger sense may substitute this ability's rank for his Int for the purposes of determining initiative and surprise, his Agy for the purposes of dodging or weaving attacks, his Ftg for the purposes of evading or feinting, his Str for the purposes of escaping holds or blocking attacks, and his End for the purposes of bracing maneuvers.

If one's danger sense is possessed of a smaller power level than the rank of these abilities, it will nonetheless improve them by +1 CS for the purposes of the above uses.

Darkness Control
Type: Energy Control Power
Cost: 1 point per rank
Related Powers: carrier wave, darkness generation, dimensional interface, dimensional transit, emotion control (fear), energy cohesion, teleportation.

The ability to control darkness isn't a direct means of negating light, so much as the power to manipulate the otherworldly source of energy known by this name. Darkness control does not, in and of itself, give a body the ability to generate this darkness, only the power to manipulate such once it is extant. This control is typically achieved by passing a power FEAT against the intensity of darkness, where available, in the environment.

Darkness control functions within Near distance of its wielder, being capable of increasing any ambient darkness up to its power rank in intensity, or reducing it by a like amount - and likely extinguishing it as a result. A darkness controller can also shape ambient darkness as is desired, simulating resistance to such by making it flow around themselves, or otherwise moving it about in any way they see fit.

Making specific constructs out of mystical darkness is also possible, though a darkness controller must master a power stunt for each general type of such they wish to produce. Darkness can come in a variety of different consistencies after all, from wispy and shadow-like to strongly resembling tar. This allows for the easy creation of darkness restraints, barriers, or even semi-sentient (and transient) creatures of blackest night!

Mind you, one can also just direct extant darkness at a foe, inflicting its current intensity in Sorcerous damage, as well.

But what if a darkness controller has no darkness handy, and lacks the ability to create it, you ask? That's where the mystical properties of this power comes in handy. As either a strong enhancement or as a power stunt, a darkness controller can learn how to manipulate regular shadows, shaping them as if they were actual darkness - despite the fact that a shadow, in and of itself, has no magical properties.

Darkness Generation
Type: Energy Generation Power
Cost: 1 point per rank
Related Powers: aura (darkness), blending, carrier wave, darkness control, emotion control (fear), transformation / self (darkness).

Darkness is an otherworldly power, something that does not occur naturally within our own space-time. This mystical form of energy can manifest as a dark version of other energy types, appearing like blackened lightning or flame or even light, or possibly as a tarry sludge, vaporous tendrils, or even 'living' shadows. Regardless of its appearance however, darkness generally behaves in the same basic fashion.

Darkness generation can be wielded either offensively or defensively, operating within Near distance either way.

Defensively, darkness can be used to blot out sources of light within its possessor's sphere of influence with power rank ability, doing so on either everything within the character's range or just within a designated portion of such - or even around a specific character! Offensively, darkness can be wielded as a ranged attack, used to inflict its power rank in Sorcerous damage against one's foes.

Those exposed to darkness are often affected in a psychic fashion, as well as physically. Something about this alien energy has a deleterious influence on sentient minds, and often instills uncontrollable fear within them. Characters directly exposed to darkness, whether it inflicts damage or not, should make a Psyche (will) FEAT against its intensity. Failing this FEAT will induce a fear-induced Stun for 1d10 turns.

Daydreams
Type: Psipathic Skill
Duration: instantaneous effect
Cost: 1 point per rank

Wielding this useful skill, a psipath may drop the mind of his target into a relatively blank, daydreaming state. If affected by this skill, an individual is not quite asleep, but isn't really awake either. He may be thinking about nothing at all, or may give in to flights of fancy, possibly envisioning any number of pleasant fantasies to pass the time. In this state, a daydreamer won't be all that aware of his surroundings.

A psipath may inflict a daydreaming state onto anyone within Near range who fails a Psyche (will) FEAT against this power's rank. Typically, this mental state will last for 1d10 turns, and unlike most telepathic influences, one does not gain an additional resistance FEAT each subsequent turn. This is because one can normally be 'snapped' out of a daydreaming state with a bit of effort - a good slap is usually good enough.

Otherwise, one might spontaneously drop out of a daydream if assaulted by similar, intense sensory input - anything from bright lights to noxious odors will do.

Death Ray
Type: Biological Control Power, Empathic Art
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: reanimation, vampirism.

The death ray, a popular attack in many forms of fiction, readily slays any living target it strikes. This is because it is a focused burst of entropic, anti-life energy that literally cancels out the life force (if any) of whatever it strikes. Death rays can function within Near distance of their wielder, and inflict their power rank in Metabolic damage with each deadly, deleterious strike.

This entropic damage can be resisted as if it were Karmic in nature, which means most conventional protections do little against death rays - assuming their user can successfully hit with them. However, resistance to metabolic attacks protects against the effects of this power quite well; barring that, one might adopt specific resistance against essential attacks to avoid it instead.

As a strong limitation, one can limit the effects of a death ray to contact only. This is then considered a death touch, and is also popular in fiction. Such an ability often denotes entropic alien beings, who wither flora and the like in their passing, but need not be always active in such a fashion.

Decontamination
Type: Biological Control Power, Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: age control / others, biological vampirism, cure disease, detoxification, energy vampirism, psionic vampirism, spectral vampirism, super vampirism, thaumaturgical vampirism, vampirism.

Decontamination works to purify a life form in the event that it is sullied by the taint of anti-life energies. This is most often the case when a body is subjected to one of the various vampiric abilities. With a successful power FEAT roll made against the offending anti-life power, decontamination can prevent the target from rising as an undead itself, whether it was slain by such abilities or just severely weakened.

When wielded against actual undead creatures of any stripe, decontamination inflicts direct Metabolic damage against them, its power acting to literally cancel out the energies that animate such beings. The only down side to this use of the power is that decontamination only works within Very Near range of its possessor, which means one must usually be directly exposed to such entities in order to combat them with it.

Defensive Portals
Type: Psimotive Talent
Duration: instantaneous effect
Cost: 1 point per rank

Defensive portals are just that, one-way rifts in space-time created for the express purposes of protecting oneself from injury. Only energy can pass through these unidirectional holes in the universe, not matter. Thus, a burst of radiation directed at this power's wielder would be completely shunted elsewhere, while only the energy from a hail of bullets would be, the actual projectiles landing in a pile at his feet.

A defensive portal provides power rank protection against incoming attacks that are comprised purely of energy, though this protection is reduced by -1 CS if the damage from an attack is delivered through a physical medium (whether from bullets, a hammer, or even a fist). The wielder of this power must perform a shield maneuver with it in order to acquire the indicated protection.

But where does all this energy go? It's hard to say, really. It may be shunted into a realm of potential energy, or perhaps into a large mass such as an asteroid or even the Sun. Or something even stranger may occur, and a defensive portal may redirect the energies it blocks into the offensive portals wielded by others now and then (possibly making for a highly random string of attacks with that ability).

Deflection
Type: Physical Enhancement Power, Personal Spell, Psikinetic Talent
Duration: maintenance
Cost: 4 points per CS (or one power slot per 2 CS)
Related Powers: body armor, damage reduction, force field, hard points, turnabout.

Deflection is a powerful ability which allows its wielder to casually shrug off attacks to a small extent. How exactly it works depends on the character described; it may involve slippery force fields, carefully crafted angular design, or any other number (or combination) of special tricks. The idea is that deflection tends to 'bounce' incoming attacks off of its possessor at oblique angles, acting as an always-on minus to hit.

Unlike most super-human abilities, deflection is rated not in ranks, but in column shits. For every CS of deflection a character has, he will inflict a -1 CS upon other characters attempting to hit his person with an attack. As long as said attack requires a roll to hit (instead of providing, say, a resistance roll), deflection will affect that incoming attack no matter what form (or origin) it takes.

On the other hand, deflection does nothing for an attack which does connect with its wielder; while it acts to keep incoming attacks from hitting a body, deflection doesn't attenuate their damage any if they do manage to strike him.

While the cost of deflection is great (four points per CS worth of such), it can be reduced with limitations. Every category of damage that deflection does not affect (per Greater Resistance or Invulnerability) will reduce its cost by 1/8. Similarly, if deflection is provided in a non-permanent fashion (as is the case with talent-equivalent abilities like spells or psionics), reduce the cost by 2.

For example, let us look at Gunter the Hunter. He opts for 2 CS of deflection with no 'holes' in its defense, and wants it to be always on. This inflicts a constant -2 CS penalty on anyone ever trying to strike him, at a base cost of 8. On the other hand, Samuel the Sorcerer wants a spell giving him 4 CS of deflection. He gives it vulnerability to metabolic and vampiric attacks. Since it's a spell, it counts as 'temporary' protection.

4 CS of deflection unaltered would have a base cost of 16, but both his missing resistance categories reduce that by 4, and his 2 point limitation for its transient nature, reduces Samuel's final cost to a 'mere' 10. During character generation, this may wind up being his only spell, but if learned later, it may simply cost him an arm and a leg (figuratively speaking) in Karma rewards; better head out on patrol more!

Deific Impersonation
Type: Entreatism Spell, Theonic Talent
Duration: maintenance
Cost: 1 point per rank

The art of deific impersonation is a technique by which a character may interject himself within the path of power between an entreater and the person, place or thing of great power he or she is asking for aid from. How this works is the wielder of this ability decides which entity he is to target, and then invokes deific impersonation - the idea is to intercept said entreater's request for assistance, and to handle it himself.

While maintaining deific impersonation, if someone entreats the entity he is targeting, the wielder of this ability will sense both who is making the entreaty, where they're entreating from, and what they're asking for (the anonymity ability aside). Armed with this information, he can attempt a deific impersonation FEAT against the intensity of the entreater, and then hijack said entreaty, handling it as he sees fit.

This is all well and good you say, but why would someone bother to do this, you wonder?

A character can use this technique to help out others if he wishes, fueling their magical spells with his own power, helping them avoid the dreaded 'attention' that entreaty overuse can cause. The deific impersonator can use any of his powers (aside from this one) to provide the power requested, with an upper limit of this power rank. This can even offer the column shifts requested on some entreaties.

On the other hand, if he wishes to sabotage an entreater, the deific impersonator may perform a few nasty tricks if he desires. With control of the entreaty that was made, our deific impersonator may alter a requested positive column shift into a negative one, or even transform the requested effect into something else entirely; imagine making an entreaty to blast a foe only to find yourself suddenly teleporting on top of him!

Or, of course, the deific impersonator could just do nothing, forcing the entreaty to fail outright.

This can be a handy boon for the deific impersonator's allies, not to mention a hobble for his enemies, but the use of this ability is fraught with peril. You see, if enough people start to have problems drawing power from a particular person, place or thing of great power, they'll simply stop trying. Some entities may be indifferent to this, but others are working very hard to increase their influence, and may retaliate.

Whenever a FEAT roll to subvert another's entreaty fails, the game Judge should make a die roll of his own, using this power rank. If the Judge achieves a red result, the entity so impersonated will learn not only that he/she/it has been impersonated, but who has been doing so. And this is very bad news for the impersonator, as the entity he's been targeting just might take him to task for his perfidy!

Deionic Attack
Type: Theonic Talent, Faith Power
Duration: instantaneous effect
Cost: 1 point per rank

Wielding this potent attack capability, a deific being can summon forth a high intensity pulse of power, comprised of the evolved life force which marks him or her as such an entity. This pulse takes the form of an energy attack, one which inflicts power rank Deionic (De) damage with each deadly use, a type of assault that few individuals have the capability to resist in any manner.

A deionic attack functions anywhere within Near distance of its wielder, causing grievous damage to whatever it strikes - whether animate or otherwise. Furthermore, when wielded against any form of defense that is comprised of antideionic energies (a rarity, but still possible), a deionic attack will take on an Armor Piercing component, which further improves its effectiveness against the foes of a deific entity.

Deionic Control
Type: Power Control Power, Theonic Talent
Duration: maintenance
Cost: 2 points per rank
Related Powers: power control, psionic control, spell control, theonic absorption, theonic amplification, theonic attenuation.

Deionic control is the powerful ability to actively manipulate the form and function of deific powers. These can be the actual powers of gods or demigods, theonic powers wielded by psis, or even abilities granted by a deity to his or her followers - such as priestly spells or holy powers. Deionic control can only affect the deific powers of others - not those wielded by its possessor.

If someone with deific powers or the effects of such are present within Near range of the character with deionic control, he can attempt to seize control of them. If attempting to use this ability on a deific power effect free of its creator's body, this only requires a FEAT roll against its intensity. If the power is not in use or is otherwise internalized to its target, its possessor is also allowed a Psyche (will) FEAT to resist.

Once the possessor of this ability has taken control of another person's deific power, he can do any number of things with it. However, deionic control actions require a second FEAT roll, based on how complicated its wielder's intentions are. Redirecting the target of a deific power (pointing an antideionic attack away from oneself, or 'borrowing' the fortuity of another) requires a green deionic control FEAT roll.

Activating or inactivating a functioning deific power requires a yellow FEAT. This can range from being a nuisance to downright lethal, depending on how vital the power being tinkered with is to the survival of its possessor at the moment. Yellow FEATs also allow one to change minor details of a power's nature somewhat (perhaps turning that antideionic attack into something the power controller is more resistant to, like fries?)

A red power FEAT roll grants the deionic controller the ability to drastically alter the nature of a deific power, being able to turn it from any one deific ability into any other. This might transform a deionic attack into theonic amplification, or nature resistance into a theonic sense (possibly guaranteeing a spectacular demise for the target). Such applications are by far the most dangerous uses of deionic control - and the most lethal.

Luckily for the opponents of a deionic controller, the effects of this power are highly transient in nature. They only last as long as the deionic controller is actively concentrating upon his changes. Furthermore, each turn someone is subject to deionic control (perhaps the deionic controller is 'borrowing' his or her abilities for a while), they may attempt another FEAT roll to resist its use on his person.

Deliverance
Type: Clericism Spell
Duration: instantaneous effect
Cost: 3 points per rank

On occasion all else fails, and one is simply out of earthly options with which to succeed. When this is the case, a cleric may implore his patron deity for deliverance, and ask him/her/it for a miracle! These miracles can take almost any form, limited only by the scope and nature of the entity of power the cleric serves. Gods of fire are excellent at razing one's foes, for instance.

The miracles provided by the deliverance spell are limited to this spell's rank in effect, but can be far-reaching in scope; the spell itself has a 'Far' range, and it can affect a rather wide area if necessary - though the effect can be narrowed onto one person, as in the case of miraculous resurrections. Of course, the first thing to consider when casting deliverance is if it will work in the first place.

In order to even receive a miracle from one's patron, a cleric needs to be in good standing with them; granting a deliverance spell costs a deity some of their hard-earned belief-based power, so they're not likely to grant it lightly. They typically reserve this kind of boon for their most faithful / dependable followers, so they won't hand out miracles willy-nilly.

Assuming this is not a problem, the second question is how often does the cleric in question ask for a miracle? On average, it's probably bad form to use this spell more than once per game session, as the deity in question may begin to wonder if this follower is worth the hassle. This is a danger that can be avoided with prodigious sacrifices and other efforts to further one's patron's interests.

If everything seems in order, it's perfectly all right for a game Judge to allow deliverance to, well, deliver the cleric from whatever hassle he's currently in. It is important to keep in mind that the deity in question typically won't offer 'services' counter to its nature, no matter how important a cleric may be; death gods don't do resurrections often, nor do gods of love generally smite one's enemies.

Density Control / Others
Type: Matter Control Power, Universal Spell
Duration: maintenance plus 1d10 turns
Cost: 1 point per rank
Related Powers: density control / self, gravity control.

Wielding this ability, a character may alter the density of other individuals or objects, either by increasing or decreasing their effective mass (while retaining their volume). Contact is not required to achieve this effect, but all targets of this ability are allowed a FEAT roll to resist unless, of course, they're willing. This is an End (res) FEAT roll for living targets, or an m.s. roll regarding inanimate objects.

Increasing the density of a person or object increases its weight by a multiple equal to this power rank number. Weapons may become too heavy to lift or hold, while individuals will find themselves pinned down by their own, sudden bonus weight. A living entity must pass an Endurance (res) FEAT roll to remain conscious in the face of their increased density, the failure of which prompts a second FEAT - against a Kill result.

Even if one can remain conscious under their staggeringly increased weight, movement may be impossible. This is because, in order to even move, one must pass a Strength (vigor) FEAT roll against their own weight. This FEAT must be passed every turn the target is subjected to increased density if said target wishes to move at all. On the plus side, a higher density gives the target power rank body armor for the duration.

Decreasing the density of a person or object can be resisted in the same manner as a density increase - with an End (res) or m.s. check against this ability's intensity. Failure causes the target to lose a percentage of their total weight that is equal to this power rank number. An Unearthly (100) rank density control / others power can render things weightless, while greater ranks can cause them to float off!

Persons in a state of lesser density can move much easier than normal, though with a negative mass they may have problems with drifting away. Similarly, such characters are far more susceptible to Slam results, rolling against the density control / others rank to resist such or the actual attack rank that scored one, whichever of the two is higher. Note that while one is more likely to experience a Slam in this state, they suffer less damage.

As is the case with an increased density, a decreased density will provide a character in such a state power rank body armor while so altered.

Density manipulations (either way) last for 1d10 turns after the ability is no longer maintained, and can work on anything within Near distance of its wielder.

Density Control / Self
Type: Physical Control Power, Personal Spell, Metapsi Talent
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: density control / others, flight, gravity control, intangibility.

This versatile ability allows its possessor to manipulate their body's mass. One does not gain or lose volume as a result of this power, but their apparent density will dramatically change when it is in play. Wielding density control, a character can either increase or decrease their total mass; limiting it to just one of the two counts as a strong limitation, while making the power permanent (in either direction) is an extreme limitation.

When increasing one's mass, treat the power rank of this ability as a multiplier. For example, a hero with this ability at Amazing (50) rank who weighs 200 pounds can increase his weight to ten thousand pounds - five tons! This allows a character to readily pin almost anyone down who lacks super human Strength, and can often be enough to immobilize some vehicles... or at least slow them down dramatically.

A character with increased mass has the Strength to move around normally despite his added weight. This ability cannot be used to inflict more damage with weaponry and the like, but it can substitute its rank for Endurance when charging. Similarly, in a state of heightened mass, a character with this ability develops body armor of the equivalent rank, his seemingly denser frame acting to shrug off damage much better than before.

On the other hand, the character has a deleterious effect on his environs. Concentrating this much mass into the size of a human being (or whatever) often does a number on artificial structures, most of which are not designed to withstand such weight. If at a state of increased mass, the surface one is standing on, if artificial, must pass a material strength check or the character just might fall through it!

When decreasing one's mass, treat the power rank of density control as a percentage to subtract from one's weight. The above, Amazing (50) ranked power could reduce that two hundred pound man's weight by half! Once a character reaches Unearthly (100) rank with this ability, he effectively has zero mass while the power is active, and higher ranks actually apply a negative mass to his person, allowing him to float.

The advantages of lowering one's mass are numerous. This ability can dramatically improve travel efficiency, causing one to expend less energy when walking, improving one's jump height, and so on. Furthermore, one can approach the speed of light more easily with a decreased mass, eventually reaching it with this power at Unearthly (100) rank, and even exceeding it if at all possessed of negative mass!

Keep in mind that justifying 'permanent' density alterations as a spell or psionic would be tricky, and possibly involve a 'flawed' mastery of the effect. It would absolutely require immunity to normal negation or subsequent mass changes, or else it wouldn't be all that much of a limitation to speak of. Without such 'immunities', this condition would be semi-permanent at best, and only count as a 'weak' limitation.

Detachable Parts
Type: Physical Control Power, Physiomancy Spell, Metapsi Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: flight (for the detached bits or overall), reformation, shape change, telereformation, transformation / self.

As the name of this ability implies, detachable parts allows its possessor to disconnect one or more portions of his anatomy - without undue harm to himself. When such parts are detached from one's body, the wielder of this ability retains a neurological link to the disembodied bits, allowing him to control them anywhere within Near distance of his person. Even better, these parts are primarily self-sufficient.

Detachable parts includes a specialized version of environmental independence, which allows disconnected body parts to persist despite a lack of oxygen, sustenance and the like. This self-sufficiency also functions at the detachable parts power rank, meaning that one's disembodied chunks can last quite a while if he has a high enough rank in this ability - which can be a good thing if you misplace your hand somewhere inconvenient.

Parts of the character which have been detached operate as if they were still in their proper location. Disconnected eyes can still let the character see normally, if at a strange perspective compared to the norm, and so on. The trick is that one's parts, in and of themselves, do not acquire any other abilities as a result of this power's use - those disconnected eyes aren't going anywhere unless they're placed on something that can move.

Which leads to strange mental visuals of detached eyeballs mounted atop detached hands via Sticky Tack ™, and so on.

Mind you, if one has access to other powers, he can readily use them alongside this ability. Flight is a great option for this power, since it lets one's disconnected parts float around willy-nilly. Shape change allows any part to transform into any other part - or any other thing, really. In fact, one could transform their body into a cloud of things if they so desired, ranging from interlocking machinery to an insect swarm to a pile of loose change.

Detoxification
Type: Biological Control Power, Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: aciurgy, age control / others, cure disease, decontamination, healing / others, integral control, mental repair, recovery, regeneration / others, resurrection, resuscitation.

Wielding the power of detoxification, its possessor can cleanse a living target - whether himself or another - of impurities. The toxins so removed can be natural to the body or foreign materials. Thus, with this ability, one can remove fatigue poisons (allowing a person to bypass exhaustion FEAT rolls for a time) or otherwise toxic materials (in order to save someone's life).

The difficulty of such a FEAT roll depends on how much deleterious material one has inside their body. Green FEATs can take care of minute amounts of toxin (regular or fatigue poisons come to mind), a yellow power FEAT roll is called for with considerable material (critical amounts of cholesterol), and red power FEATs are necessary when overwhelming amounts of foreign material are present (lungs full of sludge).

While it's great against regular chemicals, this ability doesn't work well against invaders of the electromechanical sort. Detoxification functions at a -2 CS against active foreign materials such as molecule-sized robots (nano-bots). A powerful enough version of this ability can competently fight such invaders off, but they're much more difficult to combat than inanimate poisons.

Device Generation
Type: Matter Control Power, Technomancy Spell, Technopsi Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: aggregation, device sympathy, eidetic memory, kit-bashing, matter duplication, matter generation, nanotechnology generation, object sympathy, organic circuitry, organism generation, super invention.

A specialized form of matter generation, device generation gives its wielder the ability to spontaneously create, from seeming nothingness, a vast array of electronic and/or mechanical implements. Said implements are built using ambient subatomic particles, which permeate the environment around oneself in limitless numbers - the trick is that one can only generate so much material with each use of this incredible ability.

Device generation can create mass equal to its power rank in pounds each turn. Building something larger requires that one spend more than a single turn generating the desired object. For example, Incredible (40) ranked device generation can produce forty pounds of gear per turn. In order to make something that weighs two hundred pounds, that Incredible device generation would have to spend five full turns creating it.

Spontaneously generating devices is extremely stressful on the body. Wielding this power costs its possessor one Health point each turn it is used, Health that must then be recovered normally. This strain can be alleviated entirely with the use of the disintegration power, using it to transform external matter into fuel for device generation in order to bypass the extreme physical costs involved.

This power differs from standard matter generation in that it cannot produce matter willy-nilly; anything it creates has to come in the form of memorized patterns, technological matter that can be used in some fashion. In other words, the possessor of device generation can create a pair of handcuffs or a laser blaster with it, but they must commit designs for the components involved to memory first.

One can recall a number of distinct designs that is equal to their Reason (mem) score. Furthermore, the components of a rather complicated device may actually require the memorization of multiple designs; a robot's 'brain' may require one design, while its frame and moving parts require another, each kind of sensor yet another, and any weapons involved might take even more.

One strategy to work within this system may involve developing common parts for the power to make use of, saving design 'space'.

Once a character has memorized his maximum amount of design patterns, he must either raise his Reason (mem) score or forget older designs in order to acquire more. The latter option is often the easiest, as not everyone can get smarter on demand. Of course, if one acquires the eidetic memory power during character generation (or at a later point), they can bypass this restriction on design memorization entirely.

When creating a device, the wielder of this power must first pass a FEAT roll of a difficulty determined by the form of materials he is generating. Devices made from a simple elemental material or molecular compound (such as brass or chrome) require a green FEAT roll. Yellow FEATs are necessary when producing complex chemical compounds or artificial elemental material (such as semiconductors or bohrium).

A red power FEAT is only required when attempting to generate items out of fictional elements or compounds - these are most often materials that are campaign specific, or exist only within one's preferred fictional setting (things like Promethium, which is also a real element, but has fantastic fictional variants). Generating items out of such substances is incredibly hard, but not entirely impossible.

The amount of time such spontaneously generated devices persist is determined by a second FEAT roll, made after an initial success. A white FEAT makes it last for a number of turns equal to this power rank number, a green FEAT lets a device exist for a number of minutes equal to this power rank number, and a yellow FEAT allows an item to persist for a number of hours equal to this power's rank number.

Finally, a red power FEAT creates devices from nowhere that last indefinitely.

Device generation functions within Very Near distance of its wielder, and then only within one's direct line of sight. Wielding this power at Unearthly (100) ability, for example, would allow its possessor to generate matter anywhere within 100 yards of his person - assuming nothing lies between him and where he would like to create it. Such items have no inherent velocity, but gravity definitely affects them immediately.

Typically, a 'to hit' roll is not required when wielding this ability - it just makes something, approximately where one would like it to manifest. However, if one is attempting to create matter in a fashion that is opposed somehow, such as generating an armed stun grenade over someone's head, an Agility roll to pull this maneuver is required. Targets who are aware of such attempts may do everything in their power to avoid them.

Device generation is a bit expensive, but may be taken with a variety of limitations to reduce its cost somewhat - on top of those that are already indicated above, that is. One can easily limit it by reducing the kinds of materials it can generate; limiting device generation to one kind of material (wood, plastic) is a weak limitation, while reducing it to a specific substance (ice, ytterbium) is a strong limitation.

Similarly, allowing a body to only build one item with this power - perhaps a trusty accessory - counts as a very strong limitation, extreme if it can only be made out of one substance, as well. Finally, removing permanence from the power also counts as a weak limitation; this reduces a red FEAT roll to a duration equal to the power rank number in days. This is still quite a while, but can be inconvenient nonetheless.

Device Sympathy
Type: Matter Control Power, Alchemy Spell, Technopsi Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: animal sympathy, computer link, device generation, jury rigging, kit-bashing, linguistics, plant sympathy, object sympathy, organic circuitry, super invention, technical intuition, technological sense.

Device sympathy is the ability to mentally communicate with non-sentient artificial devices. One can usually tell whether or not this power will work on a given item by the presence or absence of a Karma score - Karma denotes free will, the presence of a soul, and all that business. The target of this power, then, can include anything from a wrist watch to a smartphone, though the more complex it is, the better.

Mentally communicating with items driven by complex computer systems (personal computer, industrial robot) requires a green power FEAT, devices controlled by simpler electronics need a yellow FEAT roll (digital alarm clock, stun gun), and machines that are mechanically programmed but lack electronics (player piano, music box) can be spoken with on a red device sympathy FEAT.

In many ways, this power is similar to object sympathy. Both interact with non-living objects and materials after all, which means one must work with the personality (such as it is) of an item in order to squeeze any information out of it. On the plus side, the items this power can speak to generally enjoy being used - function follows form, after all!

Thus, it's usually not all that hard to steer a conversation with, say, a wrist watch away from telling time in order to pick up special intelligence about its surroundings a few hours ago. This still requires at least a little bit of clever role play however, lest one wind up with a chatty wrist watch going on and on about how it kept its owner on schedule for years...!

Generally, one must be within Near range of a device in order to communicate with it in this fashion, though handling a device, or even wielding it, may offer the best results.

Diagnosis
Type: Technomancy Spell, Technopsi Skill
Duration: instantaneous effect
Cost: 1 point per rank

Diagnosis is the ability to extend one's awareness into the workings of any device, whether mechanical or electronic (or both), in order to get a feel for how it is functioning. While standard visual cues might tell a body what is wrong, whether due to obvious physical damage or perhaps the readings an oscilloscope provides, diagnosis cuts out the 'middle man' and saves a body from hauling heavy test equipment around.

Usually, a green power FEAT roll is all one requires to determine whether or not a device is functioning properly - and if it isn't, what's gone wrong. A more difficult FEAT may be called upon when attempting to diagnose a highly intermittent problem, or perhaps when attempting to determine how to optimize or even overclock a system beyond what its design specifications would normally (and safely) allow for.

Dimensional Attunement
Type: Psimantic Talent
Duration: maintenance
Cost: 1 point per rank

Using the power of dimensional attunement, one can alter their molecular structure such that they appear to be native to whatever plane of existence they currently occupy. This ability, while active, thus presents its possessor as a natural-born resident of his or her current space-time. While most people can't tell the difference just by looking at a body, certain specialized powers can.

What this does is primarily give the character power rank resistance to abilities that will affect extraplanar entities negatively. This is mainly the banishment power, though certain other effects are contingent on one's 'outsider' status. Furthermore, exposure to temporal static is neither Armor Piercing or able to bump someone back home if they have this ability active at all.

Seeing through the dimensional attunement power requires making a successful FEAT roll against its rank with an ability that is designed to do so, such as nativity sense or nonapparent vision.

Dimensional Displacement
Type: Physical Control Power, Psimotive Art
Duration: maintenance
Cost: 1 point per rank
Related Powers: dimensional transit, teleportation, time travel.

Dimensional displacement is the ability to shunt one or more of a body's dimensions into the Between.

Most often, this is used to displace one's spatial dimensions (length, width or height). When a dimension is so displaced, the character with this ability can easily slip through conventional matter, as he's actually far thinner than mere atoms. This can have a devastating effect on objects however, the passage of the character with a displaced dimension downgrading its structural integrity.

When moving through something with displaced spatial dimensions, a character will inflict AI Edged Attack damage on it. Furthermore, inanimate objects may be destroyed if they fail a m.s. check against this power rank (a check which is never automatic), while living targets will usually also suffer SD damage; this is caused by the disruption of biological systems by this power, excessive bleeding, and so on.

Shunting temporal dimensions is more tricky. By displacing one's fourth dimension, a character can skip forwards in time, as if using a highly constrained time travel power. While bereft of the fourth dimension, a character experiences no time, instantly traveling the 'gap' in time he has created. In other words, he must decide how much time to skip in advance - and he better be sure, because this is a one way trip!

A fifth dimensional displacement is even stranger, as this suppresses the mooring one has in a specific timeline. When shunting one's fifth dimension, a character will slip out of his timeline entirely, usually landing in another - which may not be an improvement for his situation. Furthermore, the character has no control over this travel, and must develop such if he ever wishes to find his way back to his proper timeline.

Finally, a sixth dimensional suppression has the effect of dislodging a character from the space he currently occupies. This aspect of the power may drop someone in another plane entirely - though again, the character has no control over precisely which universe he'll manifest within. Without developing such control (as a power stunt, perhaps), the dimensionally displaced character must find another way home.

Mind you, this all assumes one is displacing only one of their physical or temporal dimensions. One can compress their existence into naught but a single point if desired, though this is considered a power stunt. When in such a state, one cannot interact with anything else in the multiverse save for other entities that have achieved a zero dimensional state - which makes it a great way to hide from everything!

Dimensional Interface
Type: Movement Power, Dimensional Spell, Psimotive Art
Duration: maintenance
Cost: 2 points per rank
Related Powers: dimensional transit, intangibility, internal universe, teleportation, various matter or energy control powers (depending on the interface).

This potent ability allows a character to literally transform his body itself into a hole in the space-time continuum. What this means is that he becomes a walking, talking opening between our universe and somewhere else. While the dimensional interface is active, the character using this ability is equidistant between the connected planes, and is technically resident upon both at the same time.

This allows him to perceive events on both simultaneously, and he can perform actions on one or the other as he sees fit. Furthermore, he can use this ability to naturally cross from one to the other entirely; this just involves 'leaning' into the second plane when terminating the power, even if it was initiated on the first. While this is a creative way to cross the planes, one may ask just what the benefit of this ability is, otherwise.

Its main purpose is to allow passage from one plane to another. Others can step 'through' the character maintaining a dimensional interface, as if he were a living, breathing doorway between the planes. Furthermore, the interfaced character can move materials and energy between the two realms he's connected to as he sees fit, doing so with an intensity equal to this ability's rank.

What this means is, a dimensionally interfaced character can channel 'stuff' from one realm to another, wielding this ability as a particularly versatile attack. He can project whatever energy or matter is available from one side to the other, using this ability to inflict its rank in damage, of a type that is dependent on what is hurled through; this can be almost anything, depending on the nature of the dimensions interfaced.

For instance, if connected to the astral plane, a character could emit spectral flames from his very body. Alternately, if interfaced with a realm that is naught but solid matter, he can project that instead, inflicting like Blunt or Edged Attack damage, depending on its shape. This action can work either way though; the dimensionally interfaced character can draw things from the 'real' world into this new plane, though this requires physical contact.

An important thing to keep in mind is that a character that is interfaced between two dimensions is only 'material' on one at a time - the one he's currently acting upon. Our man interfacing with the astral plane, above, would be intangible there (per that ability) when channeling his spectral flames into the 'real' world, but would be easily touched (or attacked) in our own space-time while he's emitting said flames here.

He can achieve intangibility on both as a power stunt, but cannot act on either while in such a state (though people and matter can pass through him still, albeit at a non-damaging velocity / intensity). Another power stunt involves connecting to additional universes. When a character begins play, he can only interface with one other dimension to start with, and subsequent stunts can add more dimensions to choose from.

Dimensional Static
Type: Paraprobabilitism Spell, Psimantic Art
Duration: maintenance
Cost: 1 point per rank

This potent power allows its wielder to generate waves of mystical force, waves which act to distort the probabilities inherent to the casting of dimensional magic spells. These waves can extend out into the space within Very Near distance of this ability's wielder, thus acting to prevent the use of spells and spell-like powers which wield dimensional energies while they are present.

In order for such abilities to work, they must pass a spell or power FEAT roll against the dimensional static power rank. If they cannot manage this, such powers are impossible to use while dimensional static is active, making this ability a great way to curtail the most dangerous tricks in a spellcaster's arsenal - entreatists in particular are especially vulnerable to dimensional static.

Curiously, dimensional static also has the effect of preventing access to an area via powers which breach the dimensions - it can act as a stabilizing agent in regards to the local space-time. Powers such as dimensional transit, portal, and even planar control must pass the FEAT described above in order to acquire access to an area in which dimensional static is active.

Dimensional Transit
Type: Movement Power, Dimensional Spell, Psimotive Art
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: astral projection, between, bilocation, chaos shift, dimensional interface, jeopardy, locational sense, mind walk, nativity sense, planar control, portal, quarantine, teleportation, temporal static, time travel, vibration control.

When wielding this ability, a character may move from the universe he is currently occupying to another. Dimensional transit functions almost identically to teleportation, except that it adds another physical dimension to the transportation; after using this ability, a character may actually occupy the same three 'classical' dimensional coordinates, but his location in either the fifth or sixth dimension has shifted.

Moving along the 5D axis allows a character to access variant time lines, while entering the 6D axis lets him move to different universes sharing the same time line. When a character with this ability begins play, he may initially access two universes: his home plane and another realm of his choosing. He may add further planes of existence down the line as a power stunt, one new stunt for each new universe he wishes to visit.

When a character is attempting a stunt to 'learn' a new universe, follow the basic procedure here. A red FEAT roll is necessary when accessing a universe intentionally for the first time, yellow FEATs are required when traveling to realms experienced intentionally more than once, but less than six times, and green FEAT rolls are needed to access a plane for the sixth through the tenth time.

Once a character has attempted to stunt a new universe ten times, it is considered familiar, and he only requires a green FEAT to access it thereafter - which is how the two planes he is initially familiar with work. On the other hand, accessing a completely random universe requires no FEAT roll; the character will appear in any other plane the Judge desires, but at least he's no longer where he was (great for emergency escapes).

A character may transit from one dimension to another with passengers and/or cargo if he wishes, but is limited in how much matter he may carry along. This limit is based on the power rank, as if it were a Strength score. In other words, a hero possessing Excellent (20) ranked dimensional transit may carry up to 800 lbs with him, while a villain possessing this ability at Incredible (40) rank can bring up to ten tons along for the ride.

Disease
Type: Biological Control Power, Universal Spell, Metapsi Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: barbs, claws, edges, fangs (teeth), horns, organic circuitry, organism generation, quills, razor skin.

This dreadful power allows its wielder to create microscopic organisms, and transmit them into others. It works similar to organism generation, though on a much smaller scale; one isn't generating pounds of pathogenic bacterium, for instance - just enough to achieve the desired effect. As such, wielding the disease ability does not cost its possessor Health points when in use, as (relatively) little energy is consumed while doing so.

In order to create such diseases, one must study the organisms to be created. This process is similar to the memorization of blueprints one must perform with matter generation; one can 'memorize' an amount of microscopic life forms equal to their Reason (memory) rank number. This can be done either academically (learning about them via reading) or empirically (learning about them by drawing them into oneself).

Once a character with the disease ability has 'learned' a plague, he can transmit it at will. This requires physical contact for the most part; while some diseases can be transmitted through the air, this power is only effective on touch. Upon contact with others, the disease carrier can infect his target if said person fails an Endurance (res) FEAT roll against this power rank. The effects of such failure are immediate and dramatic.

While in real life the symptoms of disease take time to manifest, this ability bypasses all of that inconvenient time, and inflicts the full force of a plague upon its victim instantly. This causes power rank Metabolic damage, as well as whatever problems said plague inflict (a nasty cough when infected with whooping cough, for instance). Similarly, such plagues will quickly run their course, and 'burn out' within 1d100 turns.

This has the effect of preventing further contagion. You see, the diseases created by this power are for all intents and purposes the real thing, but only have a transient existence. They, and any additional microorganisms that are created through their reproduction, will simply die off when the allotted time has expired. Even if one victim manages to infect another somehow, the disease is limited to the 'clock' set when first administered.

A curious side effect of this power's use is that there is a chance that the target, as a result of being exposed to the character's version of a plague, can develop immunity to the 'regular' version of such. This can be achieved with a red Endurance (res) FEAT roll against the disease power rank, though such immunity can only come after the disease has run its course.

Speaking of immunity, the benefit of this power is that its wielder acquires power rank resistance to disease. Its very nature entails the character analyzing microorganisms and figuring out how they work. As long as he can wield this power on any disease he's exposed to, he can make himself immune to it - though if it was caused by another disease power, this may require passing a FEAT roll against its power rank first.

Disengagement
Type: Theonic Skill, Faith Power
Duration: instantaneous effect
Cost: 1 point per rank

Essentially the opposite of the omnipresence ability, disengagement is an ability an immortal can use to extract himself or herself from a situation, no matter how dire it may be. The power, when activated, will remove a deific from wherever (or whenever, if time traveling) he or she currently happens to be, and will deposit them within their place of power - all with a simple green power FEAT roll.

Unless powers such as dimensional static or space control are acting to block it, in which event disengagement requires a FEAT roll made against the offending ability in question.

The place of power that disengagement whisks a deionic entity to will default to this power's possessor's most potent locale. A sanctuary will be first in line, followed by a realm, and finally the character's home plane if they lack either of the two previous destinations. Mind you, if a character is at risk within their sanctuary, this ability may not help them all that much...!

Disguise
Type: Physical Control Power, Personal Spell
Duration: maintenance
Cost: 1 point per rank
Related Powers: blending, eidetic memory, power duplication, prehensile hair, prehensile skin, shape change, vocal control.

A specialized form of shape change, disguise allows characters the heightened capability to assume the forms of other, similar beings. A human could, for instance, take on the appearance of other humanoids, while a dog with this skill could imitate other quadrupeds. Any similarly sized being can be replicated by this ability, within the limits of one's own volume (this power alone can only shift such by fifty percent either way).

When using disguise, one can imitate all the physical characteristics of another being, from raw physical appearance (including textures) to their voice, their scent, and even their very mannerisms! This requires a bit of study first, equal to 1d10 turns of intense scrutiny, during which time the entity to be duplicated must be seen, heard and smelled, all while in action to some extent, no matter how minimally.

Fooling others requires a power FEAT roll against the Rsn, Int, or Psc of the target, whichever is less (or their nonapparent vision). Disguise is excellent for a variety of clandestine purposes, from gathering information to appropriating favor and resources on the fly. Of course, the person so imitated may eventually figure out that they've been copied, and investigate just who was tarnishing their image...!

Disintegration
Type: Matter Control Power, Psikinetic Art
Duration: instantaneous effect
Cost: 2 points per rank

Disintegration is the ability to transform matter into energy, and to subsequently disperse that energy into the environment - utterly destroying it in the process. This is easiest against inanimate matter, as it (rarely) fights back against a disintegrator. In practice, the possessor of this power may disintegrate an amount of matter, in pounds, equal to its power rank number squared each turn.

Disintegration functions within Near distance of its wielder. When this ability is first acquired, the player may alter the mass limit or the range of the power, raising one by +1 CS by lowering the other by -1 CS, within an overall limit of 6 CS in either direction. This allows one to either disintegrate small amounts of matter at a ludicrous range or to eliminate large masses at a very close distance... or somewhere in between.

Wielding this ability against inanimate matter is a relatively simple process, only requiring a FEAT roll if one attempts to disintegrate an amount of matter in any one instance that is close to their weight limit. Animate targets are a bit trickier, however. For one thing, they can move to avoid the power's effect entirely. A disintegration beam is easy to avoid, as it eliminates all gaseous matter between its wielder and the target.

Unless used in a vacuum, this will create a highly visible energy trail.

The other difference when using this power on living matter is that its mass isn't what limits its effects, so much as the Health score of its target. Disintegration will inflict power rank Metabolic damage against its target, which may or may not be enough to vanish them in just one shot. However, even one point of disintegration damage is considered a lethal attack, and the victim must make a Kill check against its intensity.

Surviving such an attack means that the disintegrated matter was spaced evenly across one's volume, but the more one suffers such assaults, the faster their structural integrity will fail. Once one's Health and Negative Health are destroyed in this manner, whether by Endurance loss due to successful Kill results or simply by multiple successful applications of damage, the target is vaporized.

Disintegration can be readily resisted by force fields, which prevent the disintegration beam from contacting the target matter - even if at only Feeble (2) strength. Similarly, resistance to Energy or Metabolic damage (or perhaps disintegration in particular) will blunt or potentially neutralize disintegration effects entirely. This on top of the ability to dodge a disintegration beam, that is.

Dissolution
Type: Alchemy Spell
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: corrosion, electronics generation, matter generation, mechanical generation, object weakening, organism generation, rotting.

The means by which an alchemist can neutralize mystic items of power, dissolution allows him to permanently remove the magic inherent to an object. In the event that an alchemist wishes to annul the magic invested into a transient, one-shot magical item, such as a potion or pill or cigar, he need only roll a spell FEAT against the intensity of the magic held within; success indicates that it has been neutered.

Successfully disenchanting a more permanent magical item is a bit more difficult, though. This involves the alchemist first studying the object to be neutralized for 1d100 turns, at which point he will discover how the sorcery within it can be deactivated. In the event of lesser magical items, this can merely involve rolling a FEAT against the intensity with which it was enchanted in the first place.

More powerful magical objects and artifacts may also require special steps or ingredients to safely disarm them, however. This can be the impetus for an entire adventure, or alternately just an 'excuse' to relieve the alchemist of something rare and/or powerful he may have been hoarding. Usually details of this nature will be the Judge's determination, but should be of a level of difficulty / hassle equal to their relative power.

Why go through all this effort when you can just smash the blasted thing, you ask? The problem with physically destroying an enchanted object is that this can cause the sorcery within to explode outward upon being broken, which may cause considerable damage to both the alchemist and the surrounding area. And that's before you even consider the inevitable Probability Fallout that results from unshaped magic lingering in an area.

It can be more of a pain to discard of an item in this fashion, but it's a definite means of safely removing an item from the 'playing field', without it coming back to haunt the alchemist at a later date (which can happen if he, say, simply pitches it through the nearest dimensional portal...).

Distraction
Type: Psimantic Skill
Duration: maintenance
Cost: 1 point per rank

When in a state of distraction, a spellcaster has a much harder time producing the energies all his schooling taught him to gather. When using the distraction ability, one can generate waves of mystic energy that serve to induce such a state in a wizard - well, in just about anyone, really. It's hard to concentrate on just about anything while exposed to all the random mental 'noise' that this ability causes - much less spells!

The use of this ability amounts to an all-out sensory assault on a spellcaster, thus rendering him distracted. While in this condition, the mage in question has to pass a Psyche (will) FEAT roll against the intensity of this ability in order to retain his focus enough to cast spells properly. This FEAT must be made each turn a spellcaster is within Very Near distance of the possessor of this ability while it is active.

Dream Projection
Type: Mental Power, Dimensional Spell
Cost: 1 point per rank
Related Powers: astral projection, energy projection, illusion projection, mesmerism, mind walk, object projection, telepathy.

Dream projection is an ability which allows its possessor to send their consciousness into the dreaming mind of another sentient being. Doing so allows the dream projector to interact with the subconscious mind of his or her target, avoiding conscious attempts at subterfuge while communicating with them, as well as to directly interact with the mindspace generated by their dreaming state.

When a character projects their mind into the dream of another, they behave as if astrally projecting; they must use Reason in place of Strength, Intuition in place of Agility, and Psyche in place of Endurance. This is because the dream projector can actually combat the consciousness of the dreamer while present in their mind, though said consciousness can indeed fight back in the same fashion.

While this is a potent ability in and of itself, dream projection can be particularly devastating when wielded with several related powers. In particular, illusion projection gives a dream projector control over the flow and content of a dream, as it directly overrides what the dreamer would otherwise experience. Furthermore, such imaginary threats can inflict actual psychic harm to a dreamer's mind, since they originate from within!

Which brings up the prospect of a dreamer's demise while a character's mind is projected into their dream. Such an occurrence will typically cause an amount of Karmic damage to a dream projector that is equal to the dreamer's Psyche (presence) rank. This may or may not be enough to kill a dream projector outright, though if he or she has been tussling with a dreamer beforehand, this might bode ill for them.

Dream projecting is an action which must be maintained consciously, but this may be done for quite a while; dream projection has a maximum safe duration equal to its rank number in hours. For example, a projector with Excellent (20) dream projection may send their consciousness into the dreams of another for almost a full day - assuming their target could actually dream for such an extended length of time.

This is because, while dream projecting, the character's body remains in a coma-like state, burning little energy (per the Trance talent). It must have air to breathe, but it is otherwise inert, and need not consume food or water until the projection is complete - at which point the dream projector, if he's been 'out' for a good long time, may need to consume large amounts of food and water to recover.

Dream projection can send its wielder's mind into the dreams of anyone within middle range of his or her location.

Drones
Type: Alchemy Spell, Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank

The Essence, fount of all life force, intersects with every known point in space and time. As such, it technically overlaps with objects both animate and otherwise. While the living are usually the recipients of the Essence's boon, the truth is that there's always a bit of life force permeating everything to some extent. By using this ability, one can amplify that life force in inanimate objects, giving them seeming life!

By granting non-living objects life, the possessor of this power allows them to act - usually as he wishes. This at first sounds similar to the object animation ability, but the difference is that this power does not allow conscious control over an item. No, while the wielder of drones can instill life into a thing, and even tell it what to do, the item operates under its own discretion while so infused with such energy.

Each drone created by this power can be given general directions, and will carry those directions out to the best of its ability. A character with drones can generate a large amount of this power's namesake, namely a number equal to its power rank number. They will remain animate for a number of hours that is equal to this power rank number - unless one specifically concentrates on keeping them going longer.

Drones created by this power have all the sensory abilities their creator possesses, despite lacking the proper organs for such, which can be accessed by their creator. Such access, as is the case with creating a drone in the first place, requires physical contact with the object in question. This acts like a momentary sensory link, replaying anything of interest the drone experienced to their life giver.

Though animated by life force, the drones created by this ability are not actually alive - or even sentient, really. When the power wears off, a drone will revert to its original state. If destroyed, it will be neutralized prematurely of course, the only additional effect of such being that the creator of such a wrecked drone will immediately know of that destructive act - and may come running!

Dual Respiration
Type: Physical Enhancement Power
Cost: 2 points (flat cost)
Related Powers: resistance to pressure variance, sonar sense, super swimming, universal digestion, unusual sensitivity.

While most characters are primarily adapted to existing in but one environment, a select few have more flexible physiologies. Such individuals can often inhale and exhale substances vital to their continued existence (such as oxygen and nitrogen) from two distinct mediums. This trait is referred to as dual respiration, and can be a vital boon to those who have to function in multiple realms.

Most often, this power grants water breathing, allowing an otherwise normal human the ability to persist both on land and beneath the waves. The two mediums involved can include any substances however, and is a great way for an alien who comes from a place antithetical to human life to survive in our world as well - assuming that one of the two forms of respiration it may use complements our atmospheric composition.

This power may be strongly limited, essentially cutting its cost in half, by restricting one of the respiration forms to a finite duration; say a character can breathe underwater, but only for an hour or two? On the other hand, it can be strongly enhanced by introducing even more mediums by which the character can breathe (adding one more point for each substance a character can breathe).

Dual respiration has no power rank; one either has the ability or they do not.

E

Edges
Type: Physical Weaponry Power
Cost: 4 points (base cost), plus 1 point per additional m.s. of the edge(s)
Related Powers (for the edges only): disease, hard points, missile generation, poison.

Edges are areas of a character's body that are sharper than the rest. They're something of a catch-all for any other means of inflicting Edged Attack damage with one's body that aren't covered by other physical weaponry powers. Edges can come in many forms, ranging from the sharpened surfaces of a pair of pincers to sword-like growths (or grafts) coming out of one's arms - or anything else that trips a player's fancy.

In melee, a character may use their edges to inflict, well, Edged Attack damage. Their location will determine how they can be used. For example, a character with sharp pincers instead of hands must 'grasp' a foe to inflict this kind of damage, while another with lethal surfaces on their wings must perform a 'flapping' attack with those appendages to gain the benefit of their deadlier damage.

The base m.s. of an edge is most often the character's Strength (might) +2 CS. The idea is that this generally prevents a character from dulling them with his or her own Strength. Generally. But one may add to the m.s. of their edges by gambling on the table of one's choice (random character generation) or by spending one point per increase in m.s. (point-based character generation).

On the other hand, if one's edge(s) are tied together with hard point(s), simply use their m.s. instead.

Ideally, one's edges are retractable, in order to keep a character from inadvertently harming themselves. However, they may be taken in an 'always out' form as a strong limitation, which adds +2 CS to their material strength (or lowers their cost by 2 points, instead).

Ego Suppression
Type: Psipathic Skill
Duration: instantaneous or maintenance (see below)
Cost: 1 point per rank

Ego Suppression is a psipathic skill that allows its wielder to shut down the portion of one's brain which allows it to properly interact with reality and society. When this happens, one's subconscious desires, or their Id, are allowed to run rampant. The effect of this is that a character so affected will lose all impulse control, a state compounded by an utter lack of morals or conscience.

In this state, a character will typically do the first thing that occurs to him in a given instance, as if he possessed the Impulsiveness quirk - at as high a level as is possible for them. Enemies will be immediately attacked, desires instantly acted upon, and so on. While the person so affected may well ruin their lives or standing in the community thanks to this power, they won't care - at least, until ego suppression wears off.

One must pass a Psyche (will) FEAT roll against the rank of ego suppression in order to avoid its effects in the first place, and must pass a similar FEAT roll to avoid doing something totally out of character if desired, or alternately, to avoid doing something the player would rather not have his character do. The effects of this psipathic skill last for 1d10 turns - unless specifically maintained by its user.

Ego suppression works within Near distance of its would-be victims.

Eidetic Memory
Type: Mental Enhancement Power, Thaumentalism Spell, Superpsi Skill
Cost: 1 point per rank beyond one's Reason (mem) score
Related Powers: device generation, disguise, matter generation, organic circuitry, organism generation, ultimate talent.

Representing a super human level of recall, eidetic memory allows its possessor to recollect sights, sounds and other experiences with vivid clarity. Without outside influence, such as brain damage, drugs or certain psionics, eidetickers are literally unable to forget that which they have experienced in the past. It may take them a while to recall the specific details of something obscure, but in time they can remember anything.

Eidetic memory should have a minimum rank that is equal to one's Reason (mem) score +1 CS. One can either roll a rank for it in the standard manner or 'gamble' off of their Reason (mem) score to determine the eidetic memory power rank. Alternately, when using the point-based character generation system, simply add one point for every +1 CS eidetic memory has above its possessor's Reason (mem) score.

For the most part, one's power rank is incidental; if time is not of the essence, the eideticker will eventually dredge his mind for any memory he needs. In order to recall anything when time is of the essence however, the character with eidetic memory may need to make a power FEAT roll at the Judge's discretion, its difficulty dependent on how much one was concentrating when experiencing the data in question.

A green FEAT roll is necessary concerning most standard personal memories, while a yellow FEAT is required when recalling less direct, knowledge based information (something read once in the distant past). Red FEAT rolls are only needed when drawing up incidental data, such as the faces one saw in a certain crowd months ago. Failed FEATs, if time is of the essence, may be attempted again once per turn.

Eldritch Attacks
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Eldritch Attacks is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to wield his or her magical energies in any number of offensive forms, as the situation demands. Once a day, upon first casting the eldritch attacks spell, a wizard may choose any one of the following six spells, at which point eldritch attacks will be set to reproduce that effect during that day:

Eldritch Barrier, Eldritch Blast, Eldritch Bolt, Eldritch Palm, Eldritch Wave, or Energy Absorption.

Mind you, should the caster of eldritch attacks want to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, eldritch attacks will produce one of its potential outcomes randomly, as indicated below, though thaumaturges rolling a 'bonus' result may choose eldritch attacks' effect and keep its effects fluid for its next use.

Random Adjoining Results
01-02Bonus03-18Eldritch Barrier19-34Eldritch Blast
35-50Eldritch Bolt51-66Eldritch Palm67-82Eldritch Wave
83-98Energy Absorption99-00Bonus

Eldritch Barrier
Universal Spell
Type: Duration: maintenance
Cost: 1 point per rank

Eldritch barriers are large magical constructs that the caster can produce to surround or block off an area of his choosing. They are transient in nature, only existing as long as they are maintained, but while present they will either bar passage to (or from) an area or inflict spell rank damage upon anyone crossing through them, depending on the form they take. And they can take the form of almost anything in the Universal Heroes game.

While the nature of an eldritch barrier must be determined when the spell is first learned / generated, it can come in any form the player desires, though his school of magic and his other spells may help to shape this some. For instance, a geomancer may produce a giant wall of solid rock, while an entreatist might summon forth mystic hellfire with which to surround an area (albeit with possibly serious consequences).

The maximum amount of space an eldritch barrier can cordon off is determined by the Very Near range table. For example, a wizard with an Excellent (20) ranked eldritch barrier can produce one that can surround a radius of space twenty yards wide, or can otherwise contain some of the area in that space as is desired. This is great for either keeping people out or keeping people in!

Eldritch Blast
Type: Universal Spell
Type: Duration: instantaneous effect
Cost: 1 point per rank

The eldritch blast spell allows the caster to detonate with magical power, affecting everyone within his area equally. An all-encompassing explosion, the eldritch blast will strike everyone present (friends and foes alike) unless they engage in a covering maneuver, and even then this may only partially mitigate the damage caused. This damage inflicted is equal in power to the eldritch blast spell rank.

An eldritch blast can take the form of almost any attack in the Universal Heroes game, though its specific nature must be determined when the spell is first obtained or generated. This means it can inflict damage in almost any manner, ranging from mere Edged Attack damage (a shower of sharpened, elemental earth) to PF Sorcerous damage (a burst of deleterious, philosophical chaos energies).

The form it takes is limited only by the player's imagination, though his school of magic and other spells may help to shape this some. When this spell is first mastered, its wielder can only produce one form of eldritch blast - additional forms of destruction must be learned either as 'duplicate' spells or as stunts off of the original. Finally, an eldritch blast only affects targets within one area - it cannot reach further.

An eldritch blast will typically issue forth from the caster's entire body - mostly to prevent him from being caught up in his own explosion. Changing its emission point under special circumstances (say, to one's fist for dramatic effect) requires a yellow spell FEAT... and may possibly expose its caster to harm of his own devising.

Eldritch Bolt
Type: Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank

An eldritch bolt is a focused, applied attack generated by the caster. Eldritch bolts inflict their spell rank in damage upon successfully hitting their target. An eldritch bolt can take the form of almost any material or energy attack in the Universal Heroes game, though its specific nature must be determined when this spell is obtained; multiple forms of eldritch bolts can be learned as separate spells (or as power stunts).

While eldritch bolts will function almost universally within the Near range table, the kind of damage they inflict depends entirely upon their nature. A fiery eldritch bolt will inflict SD Energy damage, while bolts of pure psychic energy will instead inflict Karmic damage. An eldritch bolt can even inflict conventional damage, if it is used to project matter of any kind (such as elemental water (Force damage) or earth (Blunt Attack)).

Eldritch bolts can issue forth from any location the caster chooses, though they are normally consistent in their execution; eye beams usually remain eye beams, after all. Changing their emission point under special circumstances requires a yellow spell FEAT.

Eldritch Palm
Type: Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

A powerful tool for melee combat, the eldritch palm spell allows the caster to encase a part of his body in an offensive mystic aura. As is the case with the eldritch bolt spell, this aura will inflict spell rank damage upon successful contact with its target, and can take the form of almost any material or energy attack in the Universal Heroes game. A mage begins play with one form of eldritch palm, and can learn more as a new spell or power stunt.

Naturally, the eldritch palm has no range, being a melee attack, but the kind of damage it inflicts depends entirely upon its nature. An electric eldritch palm will inflict Stunning Energy damage, while an eldritch palm made from pure philosophical evil will instead inflict Sorcerous damage. An eldritch palm can even inflict conventional damage, if it is comprised of matter of any kind (such as elemental air (Force damage) or sharpened rock (Edged Attack).

Eldritch palms can be focused on any location the caster chooses - not just the palm - though they are usually consistent in their execution; fist auras normally remain fist auras, after all. Changing their focal point under special circumstances requires a yellow spell FEAT.

Eldritch Wave
Type: Universal Spell
Duration: instantaneous effect
Cost: 1 point per rank

The eldritch wave spell functions similar to the standard eldritch bolt in many fashions. It inflicts its spell rank in damage upon striking something, and can take the form of almost any attack in the Universal Heroes game - though each iteration of the eldritch wave can only take one attack form; multiple forms of eldritch waves can be learned as either new spells or stunts on the existing, 'original' eldritch wave.

The difference is the number of targets an eldritch wave can hit. You see, an eldritch bolt, by design, will only strike one target. An eldritch wave, on the other hand, is a cone-shaped attack that can strike multiple targets. They only function within a range which is determined on the Very Near range table, but eldritch waves can strike anything within a sixty degree arc in front of the caster, friend or foe.

The normal accuracy penalty for multiple targets (-4 CS) applies to everyone in the path of this attack, but the damage penalty does not; it is designed to strike more than one person, after all.

The kind of damage an eldritch wave inflicts depends entirely on its nature, as determined when the spell is first learned / generated. A wave of sonic energy will inflict Stunning Force damage, while a stampede of elemental animals will inflict Blunt Attack damage, and possibly incur knockback per a charging maneuver. The limit is really the player's imagination - though his school of magic and other spells may shape this some.

Eldritch waves can issue forth from any location the caster chooses, though they are normally consistent in their execution; fire breath usually remains fire breath, after all. Changing their emission point under special circumstances requires a yellow spell FEAT.

Electricity Control
Type: Energy Control Power
Cost: 1 point per rank
Related Powers: carrier wave, electricity generation, energy cohesion, magnetism control, mesmermechanism, radiation control, transception, weather control.

Electricity control is the power to manipulate electrical potentials in the environment around its wielder. It may affect any active electrical impulses within Near range of its possessor, if he or she can first pass a power FEAT roll against the intensity of the ambient electricity to be manipulated - or, alternately, the power rank of a character with electricity generation or control that is currently using it.

Electricity that is under the command of this power can be amplified to an intensity that is equal to its power rank number - or reduced by a like amount. It can also be redirected as desired, the electrons that comprise a given source of electricity moving in any fashion imaginable thanks to modified, ambient electrical potentials. Creating free-standing 'objects' out of lighting requires a power stunt for each kind, however.

While electricity control cannot actually create electricity to manipulate (that's basically the point of the electricity generation ability), it can easily work with any such energy within its range - even sources as small as the static discharge caused by one's clothing! In a pinch, one can even draw upon the electricity within their own nervous system to attack others - though doing so inflicts power rank Energy damage to their own body.

Similarly, a direct attack on the neurological energy of a target will inflict like power rank damage - though others are always allowed an Endurance (res) FEAT roll to resist such manipulations of their bodies. Of course, resistance to either energy or metabolic attacks - or even just electricity itself - will help a person avoid being damaged in such a tricky manner.

Electricity Generation
Type: Energy Generation Power
Cost: 1 point per rank
Related Powers: aura (electricity), carrier wave, electricity control, energy absorption (electricity), magnetism generation, plasma generation, radiation generation, transception, transformation / self (electricity), weather control.

A generator of electricity is an amazing power source, having the ability to create vast amounts of electrical energy - far more efficiently than any other source of such known to man. This energy may then be discharged by directing it at any target within Near range of its wielder, causing it to inflict up to its power rank in Energy damage with each attack.

Furthermore, electrical discharges have a disruptive effect on most living beings. Any entity that makes use of electricity in order to function, whether it is a robot (to power itself) or a human (its nervous system) will be Stunned for 1d10 turns by the application of electricity to their body, if they fail an Endurance (res) FEAT roll against its intensity.

While an overwhelming static discharge (lightning bolt) is by far the most impressive application of electricity generation, the power can be used in a more mundane fashion, supplying energy to any number of electronic or electrical devices. Electricity generation can come in the form of alternating or direct current when necessary, thus fueling its power rank in work for a device (according to its design).

Of course, a character may limit how the power works when desired, if they want to give it a bit more punch. For instance, restricting the range of electricity generation to touch only is a strong limitation, either granting it a +2 CS or reducing its cost by 2 points during character generation (or whenever the power is gained, for that matter).

Electronics Disruption
Type: Technopsi Skill
Duration: instantaneous effect
Cost: 1 point per rank

Wielding this ability, a character can induce failure in any one electronic device in his vicinity (as defined by Near range). This failure can take any number of forms, though most often it isn't permanent in nature; the effects of electronics disruption usually only lasts for 1d10 turns. Generally, it is induced by overwhelming electromagnetic interference - not a pulse, so much as enough RFI to cause malfunction.

An item subject to electronics disruption is allowed an operations check to resist its effects if non-sentient (such as a laptop computer), or an Endurance FEAT roll to resist its effects if sentient (such as a cyborg soldier). Generally, items so disrupted will resume normal operations once the duration of the disruption has expired, though they may require lengthy reboot sequences depending on their nature.

Which often makes this ability doubly effective...!

Electronics Invisibility
Type: Technomancy Spell, Technopsi Skill
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

Electronics invisibility is the ability to render oneself undetectable by sensors of various stripes. While this power is active, its wielder may stand in front of a video camera without being seen, can scream into a microphone without being heard, and can even avoid the awareness of seemingly foolproof devices such as a pressure sensor. To these digital senses, the character is simply not there.

Without additional forms of stealth, this ability may be revealed if 'boots on the ground' spot the electronically invisible individual when their equipment does not. Similarly, the power does not mask things once they leave a character's body, or the effects they leave on the environment (such as a trail of footprints, or perhaps the steamy breath one exhales on a particularly cold morning).

Finally, electronics invisibility only functions within Near range of its possessor. Thus, a satellite in orbit might still spot the electronically invisible character from on high, even if much closer opponents can't get a bead on him or her with their equipment.

However, even by itself, electronics invisibility is a great infiltration tool.

Elemental Aura
Type: Elementalism Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

An elemental aura is a nimbus of energies of the basic, elemental sort. A spellcaster may surround himself or another with this nimbus of power, which will primarily provide protection from attack. If the elemental aura is physical in nature, it offers protection per the Armor spell, and if energetic in nature, this protection is per the Aura Shield spell (see both spells for specific armor ratings).

An elementalist may surround any number of people with elemental auras, but each person so protected counts as one maintained spell. Furthermore, an elemental aura will also grant a secondary effect, dependent on the element used. An aura of quintessence might bend space around its target, offering 1 or 2 CS of deflection, while a fiery aura may very well burn anyone (or anything) the target touches.

Elemental Control
Type: Elementalism Spell
Duration: maintenance
Cost: special (see below)

Core of the elemental school of magic, elemental control allows its caster the ability to manipulate the thirteen elements that school recognizes. Upon first learning this spell, the elementalist may only wield control over one such element, though he may acquire additional forms either as power stunts or as new spells (player's choice). For convenience, the thirteen elements are re-presented below.

Note: some versions of elemental control are much more potent than others, and are subsequently more expensive to purchase... either during character generation or later in a character's life. The cost of each form of elemental control is provided, below, along with its description, in order to give a player an idea just how dangerous it can be - both to themselves and to others.

* Antimagic (1): strictly speaking, this element involves the manipulation of improbability particles, which act to dampen or neutralize concentrations of the probability particles which allow most spells to be cast in the first place. This is a powerful, but dangerous ability; mishaps may neutralize one's own magics as well. On the other hand, it's one of the few ways to counter probability-manipulating powers.

* Death (2): elemental forces of death include those strange forms of energy which exist in the planes of the afterlife, as well as those encountered on the way to such. These can include hellfire, celestial light and spectral flames. Additionally, there are the more direct ways to interact with death, including the inducement of premature death, the forestalling of looming doom, and communion with deceased souls.

* Energy (3): the element of energy is a versatile one, as almost everything contains energy of a sort. This element involves the manipulation of conventional energies, from light to heat to sound to electricity, and its controllers can shape this power in any way they see fit. Keep in mind that unconventional energy forms (those which inflict Deionic, Karmic or Sorcerous damage) are beyond the scope of this element.

* Faith (2): the forces that the element of faith represent are astoundingly powerful. They are the energies wielded by priests of the respective deities, as well as the raw power generated by the veneration of such. These energies can be produced to perform truly staggering feats, and can even be turned against the so-called gods themselves when wielded properly (if one chose to do so).

* Fluid (1): fluid elements are those which are of a liquid nature. This can include anything from water to high fructose corn syrup to the most toxic of sludges. If a material is currently liquid, this element holds sway over it. Keep in mind that temperature can alter the state of matter; what was untouchable stone one moment ago can be turned fluid with the application of enough heat...

* Life (2): the flip-side of death, the element of life involves the manipulation of life forms and the life force that animates them. This element can be used to control the behavior of creatures sentient and unintelligent, change their very bodies, or alter the flow and quantity of life force they contain. It is great for healing others, but can just as easily be used to kill.

* Magic (2): the raw aspect of sorcery itself, elemental magic involves the manipulation of probability particles. As can a paraprobabilitist, a master of elemental magic may twist and change the very core of magical effects, whether his own or those cast by others. This element can also be used to alter and manipulate any form of energy which inflicts Sorcerous damage (which may overlap with other elements slightly).

* Philosophy (2): the forces of philosophy are those which govern morality. Good, evil, chaos, order and balance are the five primary cornerstones of this element, though they can combine with each other to form a total of thirteen different philosophical forces. Masters of this element may amplify or dampen the effects of such, or shape the raw energies they represent to drastically alter their environment.

* Quintessence (3): the element of space, quintessence is the universe all around us. One can use quintessence to shape said space, whether tinkering with gravity or altering the trajectories of objects moving in one's vicinity. Space can alter our own dimensions or the higher ones, allowing one to connect incongruent locations in our universe to one another - or even to places on other planes of existence!

* Rock (1): the simply named element of rock involves the control over all material currently in a solid state. This can be anything from the eponymous rocks in one's environment to the building he occupies. Whether natural or man-made, the element of rock may shape all solid materials, whether simply destroying them or using them to create new objects entirely.

* Time (3): the element of time represents both motion and entropy. One can use it to manipulate such to a variety of ends, whether accelerating or decelerating the flow of time around oneself or another, engaging in time travel, or possibly even rapidly aging or de-aging something. The element of time also allows control over temporal static, an energy form generated by those outside of their correct space-time coordinates.

* Unity (4): unity is the convergence of elements, the combination of two forces to produce a singular effect. This element allows for the blending of any other elements an elementalist holds sway over, in order to create all new effects. With enough elements in tow, one can use unity to alter reality itself - or at least a small portion of it - as enough elements working together can truly represent our universe in its entirety.

* Vapor (1): the element of vapor is similar to rock and fluid, in that it is used to manipulate one entire form of matter. Vapor, of course, is used to control all gases and vaporous materials, from oxygen to smoke to methane to helium. One with control over vapor can shape and move gaseous matter as they see fit, and can even expel it from an area if they wish, creating a true vacuum.

Whichever element(s) an elementalist holds sway over, he can use them in play to inflict spell rank damage with each attack, assuming enough of an element on hand to do so with. The exact form of damage this attack will inflict depends on the element in question, and can really be almost anything present in the Universal Heroes game - from simple Blunt Attack damage to outright Deionic harm!

On the plus side, elemental controls easily lend themselves to power stunts that can duplicate other spells - or serve as a good reason for having them. Any of the various eldritch attack spells dovetail well with elemental controls (and serve as a source of material in a pinch), bands work well with all elements, and so on. The only real limitation in this regard is one's imagination!

Elemental Sense
Type: Elementalism Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

An elemental sense is just that, the magical ability to detect elemental energies in one's vicinity. Elemental sense functions on the Near range table, allowing its user to detect the presence and/or use of elemental energies or masses within a considerable radius of oneself. Nominally, detecting such elemental mass (or power) requires naught but a green spell FEAT, unless it is masked somehow.

If this is the case, roll a spell FEAT against the intensity of whatever agency is masking the elemental source. Of course, just detecting an element may not be enough information; an elementalist may detect how much of an element is present in the area with a yellow spell FEAT, while a red FEAT can be used to determine such odd trivia such as how long it has been there, as well as if it is naturally occurring or present artificially.

Elongation
Type: Physical Control Power, Metapsi Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: plasticity, prehensile hair, prehensile skin, shape change.

The power of elongation allows its possessor to extend his body parts to a truly fantastic degree. This can be done without a loss of leverage or effective Strength, the elongated body part(s) performing as if they were in their normal state - even at their maximum length. When wielding elongation, a character can stretch their body (or any part therein) anywhere within Near distance of their person.

For example, a hero with Remarkable (30) ranked elongation can extend their arms or legs or whatever up to eight areas! Such feats allow one to engage in melee combat against non-adjacent foes, as long as they are within range of the elongation power. Foes attacked in such a fashion can only oppose the body part(s) invading their personal space, and not the main body of the elongating character - unless they approach him or her directly.

Elongated parts, depending on their nature, may be immune to Slam, Stun or Kill results in combat. Hacking off an extended finger cannot directly kill a character, no matter how much it may smart. Of course, slicing an elongated character in two when their torso is stretched to its utter limit is a different matter entirely. Severed bits immediately return to their normal physical dimensions.

Emotion Control
Type: Biological Control Power, Universal Spell, Empathic Talent
Duration: 1d100 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: empathic hammer, empathy, mind control, mood swings.

While empathy merely allows one to broadcast their own emotional states, emotion control actually allows its wielder to impose specific emotions upon other life forms. This ability functions on the Near range table; this is less than the scope of empathy, but then it's a much more active skill. Emotion control works against the Intuition of its targets, as opposed to Psyche (as is the case with mind control).

If the would-be target cannot pass an Intuition (awareness) FEAT against the rank of this ability, its wielder may invest any emotion he desires within said target, from hate to love to greed or whatever else turns his crank. Emotions tend to simmer, and an artificially imposed emotion will last for 1d100 turns after this ability is applied, unless extreme circumstances act to change this emotional state.

Emotion control is otherwise versatile by design, but it may be taken in a limited form if desired. Restricting the character to but one emotion to manipulate (say, fear) is a strong limitation, adding +2 CS to the final power rank (or reducing its cost by 2 points).

On the other hand, a broadcast form of this power can be taken. This is considered a strong enhancement to the power, since it normally only affects one person at a time, and adds two points to its cost (or subtracts -2 CS to the final rank). The broadcast version of emotion control can affect multiple targets simultaneously, but each doubling of victims applies a -1 CS penalty to the FEAT to control them all.

Empathic Hammer
Type: Biological Control Power, Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: emotion control, empathy, mood swings, psi bolt.

While the ability to control emotions is most often used in a subtle fashion to alter the behavior of others, it has other applications. In fact, this knack can be used in an offensive manner, rapidly and randomly altering the emotional state of others in order to cause general pain and confusion. Such a technique is known as an empathic hammer, and can be considerably debilitating.

If targeted by such an attack, the victim must pass an Intuition (awr) FEAT roll against the empathic hammer power rank, or suffer like Karmic damage. Once struck by this power, the target will demonstrate multiple emotional states, seemingly simultaneously as the changes roil through their minds. In addition to suffering this damage, the victim will lose the benefit of positive initiative modifiers for 1d10 turns.

The empathic hammer ability can strike any animate target within Near distance of its possessor.

Empathy
Type: Biological Control Power, Personal Spell, Empathic Art
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: animal control, animal sympathy, danger sense, empathic hammer, emotion control, hostility screen, mood swings, telepathy.

This is the root ability of the empathic discipline of power.

This potent ability allows one to read the surface emotions of other life forms. Though not as immediately direct as telepathy, empathy functions through a completely different process, interacting with the life force of a living being instead of their consciousness. This allows an empath to read the 'feelings' that others experience instead of their thoughts - which is arguably a more honest expression of his subjects.

Empathy functions on the Middle range table. For example, an Incredible (40) ranked empath can read the emotions of other living beings within two miles. An empath may attempt to read multiple targets simultaneously, but this reduces the ability's effective range by -1 CS for each doubling of targets, to a minimum of Feeble (2). No matter how many people he tries to read, an empath always has at least a one area range.

In addition to reading the emotions of others, an empath may also broadcast his own emotional state. This is not emotion control (the feelings are not imposed upon others) so much as a simple notification. This can be to a single person with a green power FEAT, or a crowd with a yellow FEAT roll. Those receiving the empath's message will know who's sending it if they're at all familiar with him or her.

Empowerment
Type: Power Control Power, Universal Spell, Superpsi Art, Technopsi Art
Duration: permanent
Cost: 2 points per rank
Related Powers: boon, investment, link, power absorption, power amplification, power attenuation, power block, power control, power transfer, weakness generation.

The process of empowerment is rather similar to that of investment, for it involves installing super human abilities into something besides its wielder. It differs, however, in that empowerment does not work on living beings - in fact, it only works on inanimate objects. As long as it is not currently considered alive under any normal definition of the term, empowerment can give an object access to super powers!

One can begin the task of empowering an object by deciding which object is to receive super human powers in the first place. It is generally a good idea to go with something that is of high quality workmanship, so that it does not easily break or malfunction. While the powered portion of it may retain usefulness, the mundane portion being non-functional reduces its overall effectiveness. And just looks silly.

Secondly, the bearer of this power must decide which super human abilities he wishes to impart onto the device. In the same vein, he must determine whether the abilities instilled within an item apply to the item or its wielder. As an example, an invulnerability the item possesses might make it immune to being broken by Blunt Attack damage - but if applied to its wielder, would instead make him very hard to defeat.

Powers to be embedded into an item will function at a rank that is equal to that of the empowerment power - or less, if desired.

Third, there is the matter of special requirements. A permanent powered object requires one special requirement for each power it (or its wielder) will have access to. An empowerer may embed an entire super arsenal into an object, but this might take some doing beforehand. Each requirement will be related to the nature of the power to be added somehow, and one should work with his game Judge to determine the nature of such.

Finally, there's the matter of actually empowering the device. This begins when the character with empowerment uses it on the item, which prepares it for the process of acquiring power. This often involves a period of special treatment both before and after, in order to attune the item to the power(s) to be installed within. Then, the power to be imparted within the item must be used upon it.

In the case of passive powers (like, say, an invulnerability) that cannot target others, such abilities must simply be in use while touching the soon-to-be empowered object.

If the empowerer lacks access to an ability he or she wishes to install within an item, he can usually acquire it temporarily through the use of the link ability, or can instead have someone else use the desired power on the item to be empowered instead. Once this is done, the new powers of the item must be 'sealed' within with a red empowerment power FEAT.

Sealing super powers into an item will consume the special requirements (if applicable), and catalyze the creation of the ascendant object from the formerly mundane materials involved. This act also requires 500 Karma points from the empowerer. Additionally, if an item is graced with super powers that the empowerer does not himself know, he must pay the Karma cost for each one.

This cost is the equivalent to purchasing the power at the rank the item possesses it, -2 CS. This represents the empowerer gaining the super power with a potent limitation (that it's embedded within an item, with all the advantages and disadvantages this entails). This of course assumes the creator of a super powered item is not simply giving it to someone else; if this is the case, the Karma cost is then their concern.

If neither is done, the item is subject to the vagaries of Plot, as is normal.

In addition to super human abilities, an empowerer may install the following special item powers into any object he empowers:

* Enhanced Material Strength: an empowerer can infuse an item with an enhanced m.s.; after all, a glass sword with seven powers is neat, but is still only a Feeble m.s. item. An empowerer can increase the m.s. of his new item by acquiring a special requirement of the desired m.s.; while this requirement is consumed upon the item's creation, it imparts its m.s. into the newly created ascendant item.

* Psychic Bond: an empowerer can install this power within the new super-powered item, which allows the device (sentient or not) to psychically link to its owner. This link allows the owner to sense whenever the item is being used, and to know the approximate direction the item lies in relation to himself (if he himself is not currently wielding it). Doing this requires something enjoyed by the empowerer as a special requirement.

* Sentience: an empowerer can install a true sentience in the ascendant item he is creating. The item's Reason, Intuition and Psyche ranks are rolled up randomly on table D. The personality of an item will generally reflect that of its creator, although this is not always the case (particularly if a link was involved in its creation). Anything representing intelligence can serve as a special requirement for this item power.

Enchanted Eye
Type: Universal Spell
Duration: maintenance
Cost: 1 point per rank

This curious spell allows the caster to conjure forth a spectral eye. This strange creation of magic may float about at air speeds equal to this spell rank, and while it must manifest in the same area the caster stands in, it can range far and wide once created, with an ultimate range as is determined on the Very Far range table. A mage wielding this spell at Unearthly (100) rank could, for instance, send his enchanted eye up to 2.5 billion miles distant.

An unreal construct, the eye may be of a range of sizes, from that of a normal ocular organ to simply huge; it may be up to the caster's height in diameter. While flitting about at the caster's direction, an enchanted eye will relay everything it sees to its creator. And it can see a lot! An enchanted eye can see the normally visible, and may also perceive the world with infravision, magic sense and nonapparent vision.

While potent, the enchanted eye is visible to others; it can be seen by the naked eye, and can also be destroyed. An enchanted eye has but a Feeble (2) material strength, regardless of its size, and can easily be smashed or swatted into oblivion. Instead of leaving a gooey mess, an enchanted eye simply detonates in a flash of harmless light and psychoplasm, vanishing as if it were never there to begin with.

Damage inflicted upon an enchanted eye does not 'translate' back to its creator, but indirect attacks (such as hypnotic lights) can slip through to the eye's architect.

Energy Absorption
Type: Energy Control Power, Personal Spell, Metapsi Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: energy sense, kinetic absorption, psionic absorption, thaumaturgical absorption, theonic absorption, various specific energy generation and control powers.

This potent ability makes its possessor something of a sponge, capable of soaking up ambient energy to use for a variety of different purposes. When this ability is first acquired, its wielder may only absorb one form of energy to start with, though he can acquire additional energy forms as power stunts at his leisure. By soaking up this energy, the absorber can prevent it from inflicting harm to either himself or others.

At one time, an absorber can internalize an amount of energy equal to this ability's rank number; superfluous amounts inflict damage normally. Of course, the character can store more than he can absorb at any one point; energy absorbers can fill a 'tank' of energy that is equal to their power rank number times five. If one attempts to absorb more energy than he can contain, this power will function normally, but the excess energies will be lost.

Wielding this pool of power, an energy absorber can produce a variety of useful effects whenever the need arises. He can use it to replenish lost Health, doing so on a point per point basis. In fact, if one's Health is at its normal maximum, an energy absorber can 'pad' it with absorbed energy, doing so until his Health is at up to twice the sum of his Fighting, Agility, Strength and Endurance scores.

Likewise, one can use absorbed energy to bolster their physical ability scores, shunting purloined energies into their Fighting, Agility, Strength or Endurance on a point per point basis, raising them either to this power rank in might (if less than the energy absorption rank) or by +1 CS (if equal to or greater than the energy absorption rank). Such enhancements will only last for 1d10 turns.

Finally, absorbed energy can be directly released back into the environment - as a devastating attack! One can emit absorbed energy as power blasts, doing so at an intensity equal to this ability's rank, and consuming that much power with each use. This energy will be the same kind that was initially absorbed, or a mix of them all when multiple forms of energy have been collected, and thus have the same side effects.

Energy Cohesion
Type: Energy Control Power, Dimensional Spell, Psikinetic Art
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: energy sense, image projection, imaginary doubles, transduction, various specific energy generation and control powers.

Energy cohesion is the ability to transform ordinarily immaterial energies into a seemingly substantial power matrix. When so transformed, energy takes on the semblance of solid matter, the shape of which is solely limited by the imagination of this ability's possessor. Such 'solidified' energy will maintain that state indefinitely, unless specifically reverted by the wielder of energy cohesion or if damaged somehow.

In order to render a form of energy solid, one must pass an energy cohesion power FEAT roll against either the intensity of the energy to be solidified or the power rank of the ability controlling it (if opposing the constructs of an energy controller). Energies so transformed aren't inherently harmful to the touch, but will give hints as to their true nature (cohesive fire will glow orange and flicker, for example).

Once rendered solid, energies will possess an effective material strength equal to this power rank - no matter the original intensity of the solidified energy form. This makes them great for producing anything from personal body armor to restraints to contain enemies to large, pretend creatures to harass others. The creator of a solidified energy object may manipulate it as if he possessed similarly ranked object animation.

If broken by an attack, solidified energies immediately revert to their original state. This process inflicts damage equal to the original intensity of the solidified energy -1 CS, of its normal type, against the person or thing who broke the solidified energy matrix - if they're adjacent to it.

When intentionally reverted, solidified energies are usually dissipated harmlessly - unless such power is redirected by the use of other abilities, or otherwise re-formed into a different solid by this ability.

Energy cohesion can be used against living targets, often by converting the heat permeating their entire bodies into a solid form. This is considered a Metabolic attack, inflicting like damage - and may be resisted by the target's Endurance (res) score. In addition to taking damage from successful attacks of this sort, one must pass a Strength FEAT against the m.s. of their own solidified heat in order to even move!

This ability may be used on any form of energy present within Near distance of its wielder.

Energy Control
Type: Psikinetic Talent, Psimantic Talent, Superpsi Talent
Duration: maintenance
Cost: 1 point per rank

Energy control is a psionic talent that allows one to manipulate the intensity and flow of ambient energy in a variety of useful fashions. While this talent cannot be used to actually create such power, energy control can often draw its subject from a variety of mundane sources - or alternately, can make use of energy manifested by the energy generation art, which bears several similarities to this talent.

Like energy generation, energy control is available to three disciplines: the psikinetic discipline, the psimantic discipline, and the superpsi discipline. A psi, when he first masters this power, may use any one form of energy available to him from the discipline he learns this power from; if he has access to more than one of these disciplines, he enjoys access to the 'pool' of energy forms that both (or all) such disciplines offer.

Either for his 'starter' energy type or any other forms of energy he learns to control as a later power stunt. Regardless of which form(s) of energy a psi with this talent can manipulate, he can use energy control to achieve a variety of common effects.

A simple use of this talent is to alter the intensity of ambient energy sources. Regarding power sources of lesser rank than one's energy control talent, a psi may either raise such powers up to his own power rank in intensity, or negate them entirely. He may also attempt a FEAT roll against energy sources of equal or greater intensity than his power rank in order to affect their strength as well.

Secondly, an energy controller can render himself resistant, at this power rank, against the form(s) of energy he can control. This requires an active defense maneuver, but when menaced by an energy he holds sway over, the controller can merely shunt the offending power away from himself. This does not work against ambushes, but can protect the energy controlling psi from select harm under most other conditions.

Furthermore, a controller can control the flow of an energy form he wields power over. He may redirect it at his leisure, simply by passing a power FEAT against its intensity. Such redirected power will obey the controller's whims, whether flowing into one's foes, being grounded in the environment somehow, or otherwise being put to use - though building specific constructs with the purloined energy is often rather difficult.

Such constructs can be of any nature, but each type counts as a different power stunt (though such stunts apply to every form of energy a psi holds sway over). These constructs can range from energy-based restraints or environmental hazards to protective barriers or sheathes of some sort, or even free-roaming, semi-intelligent energy creatures that can do the energy controller's very bidding!

Most forms of energy allow for additional useful tricks and stunts, dependent on their unique properties. Energy control can affect the form(s) of energy it holds sway over as long as they are within Near distance of its wielder.

Energy Doubles
Type: Matter Control Power, Thaumenalism Spell, Superpsi Talent
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: body doubles, imaginary doubles, mental doubles, mental link, sensory link.

An energy double is a duplicate of oneself that the possessor of this ability can spontaneously generate. These doubles are constructed from an imaginary form of matter known as psychoplasm, which is similar to the 'stuff' of the astral plane in nature. This material is psi-active in behavior, and readily accepts the imprinting of parts of one's own personality onto it, thus allowing these duplicates to generally do their creator's bidding.

Whether or not he's paying attention to them... or even conscious.

An energy double may or may not precisely match the appearance of its creator, but multiple doubles will generally all look the same. The principal ability of such duplicates is their knack for intangibility; an energy double may render itself immaterial, being already comprised of imaginary matter, at will. This can be done to pass through obstacles or to avoid attacks, as long as they are not of a Sorcerous, Karmic or Deionic nature.

Energy doubles, when coherent, may attack physically as if they possessed ability scores equal to their creator's. Similarly, while tangible, an energy double has the ability to share its experiences with those it touches (or who touch it), relaying sensory input it has experienced thanks to the properties of its psychoplasmic makeup. But other than that, they possess no further inherent abilities - unless specifically assigned such.

During character creation, one can place their generated powers (or points) in an energy double instead, giving them abilities ranging from flight to energy blasts to anything else that fits their concept, really. Similarly, energy doubles can manifest 'new' powers at a later date, the Karma cost for a new power being paid normally, but the power itself being granted to the energy doubles instead of their creator.

The wielder of this ability can typically generate more than one energy double at any given time. For each rank one has in this ability, they may generate an additional double. Wielding this power at Feeble (2) rank only allows for one, while a character with Excellent (20) ranked energy doubles could instead generate five at a time. The only problem with creating several doubles is keeping track of all their personalities.

A curious side effect of this ability is that different doubles tend to reflect different portions of one's personality - one might be especially surly while another may be a consummate practical joker. Furthermore, these supposedly transient personalities tend to persist. One might generate three energy doubles, only to find their three different personalities are consistent from one use of the power to the next, over time.

Unless destroyed, that is. Energy doubles can be defeated despite their ability to become intangible - much less any other special abilities they have access to. Their Health score is equal to that of their creator (as are all their other physical characteristics), and if reduced to zero points they may well discorporate if not reabsorbed back into one's body. If this happens, the 'mind' of such a double is gone forever.

Though oddly this has no deleterious effect on their creator, aside from potential guilt at the prospect.

Even if undamaged though, energy doubles have a finite shelf life. Generally, they can persist in the world for a number of hours equal to the energy doubles power rank number. If they don't return to their creator to be reabsorbed before this amount of time has elapsed, they will fade forever, as if torn apart in battle. Which is one way to get rid of a double who's negative personality traits remind oneself of their own faults too well...!

Energy Generation
Type: Psikinetic Art, Psimantic Art, Superpsi Art
Duration: instantaneous effect
Cost: 1 point per rank

The art of energy generation allows a psi to draw forth, from his very body, boundless energy. When this ability is first acquired, the psi possessing it has learned how to do this with any one type of energy he has access to. He may acquire more forms of energy to generate over the course of his career, but each of these must be mastered as a power stunt - one for each new type of energy the psi will wield.

The trick is, different psis have access to different forms of energy, based on just what discipline they use to learn this art. A psikinetic, for example, will have access to conventional forms of energy. Anything from sound to light to fire to electricity can be learned by a psikinetic - basically, anything that inflicts Energy damage. But two other disciplines have access to this ability, as well.

Superpsis who learn this power can generate psionic forms of energy. These include things that inflict Karmic damage directly, or alternately forms of energy that still inflict Energy damage, but affect defenses as if they were Karmic in nature. Forms of energy that fall into this category include spectral flames and the like - most often ordinary forms of power enhanced (or tainted) with psionic energies.

A psychoturge who masters this art, on the other hand, can generate magical forms of energy. These include forms of such that inflict Energy damage but affect armor as if it was a Sorcerous attack, or those which inflict Sorcerous damage directly. Energies of this type include darkness, hellfire, and so on - either 'pure' magical attacks or otherwise ordinary power that is twisted beyond repair by sorcery falls into this category.

This assumes one only has access to a singular discipline, though. If a character with energy generation has access to more than one discipline which possesses this ability, he can generate energy forms hailing from any of their power 'pools'. A casual psi possessing energy generation from the psikinetic discipline, as well as a power from the psimantic discipline of power, then, could choose from either of its energy form selections.

Practically speaking, the psi with this art can generate his indicated form(s) of energy at his power rank, inflicting like Energy (or whatever) damage with each application. He can project this energy anywhere within Near distance of his person each time he uses it, or simply into something he's currently touching (his choice). Any other use for this energy, aside from casting it about, must be mastered as a power stunt.

Energy Projection
Type: Energy Control Power, Psikinetic Art
Duration: maintenance
Cost: 1 point per rank
Related Powers: astral projection, clone projection, dream projection, object projection, various specific energy generation and control powers (depending on the type of energy projected).

When activating energy projection, the possessor of this ability creates an energy matrix for his consciousness to inhabit, and projects his very mind into it. This energy packet in and of itself is not potent enough to inflict damage upon contact; all of its power is initially focused towards housing the consciousness within. Unencumbered by mass, this energy field can fly at speeds determined by the space speed table.

Regardless of its actual energy composition.

Generally, it is assumed that this energy field is visible, typically resembling the character who created it. This is not always the case however, depending on the form of energy used to create this energy packet that houses one's mind. A energy projection may actually look like anything one wishes, though changing its form (from its original appearance) often requires the mastery of a power stunt to achieve just that.

Similarly, it is assumed that, even if one isn't using sound to house their consciousness, that one has the ability to create such. This allows the energy projector to communicate with others while this ability is active. One can learn to generate more intense levels of sound, as well as other forms of energy (likely that which their energy projection is comprised of) as power stunts of this ability as well.

Energy projection is an action which must be maintained consciously, but this may be done for quite a while; energy projection has a maximum safe duration equal to its rank in hours. For example, a character with Shift X (150) energy projection may shed his consciousness and let it wander the earth for almost a week at a time. Food and water only become an issue after several days, however.

This is because while energy projecting, the character's body remains in a coma-like state, burning little energy (per the Trance talent). It must have air to breathe, but it is otherwise inert, and need not consume food or water until the projection is complete - at which point the energy projector, if he's been gone for a good long time, may need to consume large amounts of food and water to recover.

While projecting, the character's mind effectively has no mass, which may cause complications in the event of combat. One's ability scores mostly remain the same, though the energy projector has no Strength score (being composed of energy, and intangible). Any magic, psionic or deionic items a projector possesses will 'make the trip' with him, as a part of his self-image, though they function for the energy projector at a -2 CS.

Finally, energy projection has no range limits to speak of. Its wielder's mind may wander far and wide while the power is active, traveling as far as the energy which comprises it can carry him.

Energy Sense
Type: Sensory Power, Personal Spell, Psikinetic Skill
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: environmental sense, infravision, macro sense, magic sense, microscopic vision, origin sense, object sympathy, psi sense, radar sense, radivision, theonic sense, ultravision, various energy control and generation powers.

This super-human sensory capacity allows its wielder an inherent awareness of the energies that permeate his environment. With a range as is determined on the Middle range table, characters with this ability can see all active energy sources within a generally considerable distance of their person. The thing to keep in mind is that this sense can detect energy in use, but not potential energy.

In other words, energy sense will be able to detect things such as the electricity in a wire beneath the ground or the radio signals floating above - but not the potential energy stored in, say, a gallon of gasoline. Once that fuel is burned to perform work its energy will be apparent, but while dormant it, and other such things will be 'invisible' to this sense.

Energy Vampirism
Type: Energy Control Power, Psikinetic Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: biological vampirism, decontamination, energy sense, psionic vampirism, spectral vampirism, super vampirism, thaumaturgical vampirism, vampirism.

Energy vampirism allows its wielder to feed upon the power contained within various items, phenomenon or persons in the environment, mainly to recover lost Health. As do other forms of this ability, energy vampirism requires contact with its would-be victim. Upon touching the target, an energy vampire may drain amount of energy from it equal to this power rank - assuming the target has that much stored within.

Inanimate objects possess varying amounts of energy, dependent on their nature; fuel and batteries are great for a quick pick-me-up. Energy attacks and ambient power sources like open flames can be absorbed by an energy vampire as direct nourishment, by passing a power FEAT roll against their intensity each time. Direct sunlight can provide an energy vampire with a Feeble (2) amount of energy over the course of a day.

Draining a living or sentient creature is a bit trickier, for they can actually fight back - or, at the very least, resist this power. The energy inherent to a living being (whether an ordinary human or even a robot) can be represented by their Endurance score. The potential of energy-based life forms should instead be their Health score, as they're (naturally) a much more energetic target, and should have more to drain.

An energy vampire can attempt to drain the energy stored in a body, but said body must fail a Psyche (will) FEAT opposed by the rank of this power first. If this FEAT fails, the energy vampire may drain his victim of as much or as little energy as he wishes, up to his power rank number, each turn. Every additional turn an energy vampire attempts to feed, the target is allowed another Psyche (will) FEAT roll to resist the power.

If this resistance FEAT is successful at any point during the feeding process, the target will immediately repulse the energy vampire, gaining immunity from further assaults with this power from this energy vampire (though not from other characters with this ability or any other vampiric powers the assailant may possess). Upon managing this, the target should note this resistance in the event of future assaults (just in case).

If an energy vampire is at full Health when he drains his power rank in energy, he will receive a +1 CS to his Strength, Endurance, Psyche, and all of his power ranks save for this one (additional drains do not enhance him further). This boost lasts for 1d100 turns, after which point the character with energy vampirism will return to his normal capability. Gaining another, like boost requires another feeding.

The danger in using this ability against people is twofold. First off, there's the risk of contagion. Draining someone of their energy completely is a lethal attack. If the victim of such an attack fails their Kill check, they'll begin to lose Endurance ranks until either first aid is administered or they die. If such an individual dies, he will rise again as an undead creature, an energy vampire that requires vast amounts of power to survive.

Secondly, if an energy vampire kills with this ability (whether accidentally or on purpose), he must pass a Psyche (will) FEAT roll against the intensity of his own energy vampirism. If this FEAT roll fails, the energy vampire will become addicted to the energy within others, and will require it to function as well. While addicted, the character with energy vampirism will suffer a loss of power each day he does not feed upon large amounts of power.

This loss comes in the form of a -1 CS to his Strength, Endurance and Psyche scores, as well as all of his power ranks (save for this one). In order to avoid this loss, the addicted energy vampire must drain an amount of bodily power equal to his energy vampirism rank each day, and if at a penalty, a like amount to recover each -1 CS lost. The only way to shake this addiction is to go cold turkey - and that's not easy.

Cutting oneself off from the metabolic energy of others causes the CS penalties to mount, until the character's indicated ability scores and power ranks reach Shift 0 levels. This prompts an Endurance FEAT roll, per a Kill result. If this FEAT fails, the character immediately dies, and will eventually rise as an energy vampire himself. If it succeeds, he may attempt a Psyche (will) FEAT roll to shake off his addiction.

If this Psyche FEAT succeeds, the character is 'cured', and may begin to recover lost ability and power ranks at a rate of +1 CS per day. If the Psyche FEAT fails however, the character must wait another day, and repeat the Endurance FEAT to see if he lives long enough to attempt another Psyche FEAT to beat the urge. This continues until the character either dies or manages to defeat his addiction.

If a character with energy vampirism has ever been addicted to the metabolic energies of others, using the ability against others again may cause a relapse - even if he's physically recovered from the ordeal. Every time the character uses energy vampirism on the living afterwards, he must pass a Psyche (will) FEAT roll, the failure of which indicates an immediate relapse into addiction.

If he passes this FEAT roll he'll be fine - at least, until the next use of the power.

Naturally, an undead creature dependent on the energies of others to live cannot shake this requirement; this process only applies to still-living wielders of energy vampirism - and not its many victims.

Enlightenment
Type: Thaumentalism Spell, Superpsi Talent
Duration: 1d10 turns + maintenance, if desired
Cost: 2 points per rank

A powerful tool in a superpsi or thaumentalist's arsenal, enlightenment is used to reach into dormant portions of the mind... and switch them on! This action can be performed either on oneself or another, which requires a FEAT roll against the Psyche (will) of the person who is to be 'augmented' - whether he's willing or not. Furthermore, an unwilling target of enlightenment may also roll to resist the effects of this ability as well.

Once enlightenment has passed these hurdles, its wielder will activate a psi power within his target. This requires a second enlightenment FEAT, which determines precisely which power was switched on. A white FEAT roll means a random ability activated, but neither the enlightener nor his target will know exactly what it is. A green FEAT activates a psi power within the desired discipline - but not the desired ability.

A yellow enlightenment FEAT roll will not only get the right discipline for his chosen power, but will score something in the neighborhood; a random roll on the table including his desired ability is allowed, which may or may not get the exact power our enlightener wanted to turn on. A red FEAT roll, now, that's where the wielder of this ability activated precisely what he wanted to in the mind of his target.

Psionics generated by enlightenment function at its power rank.

Such abilities last for a minimum of 1d10 turns, though the enlightener may maintain this power in order to keep them going. This may or may not be long enough for the recipient of a temporary psi power to get used to it, but might be enough for him to at least make effective use of his new skill while he's got it. Furthermore, it allows a rational reason for a character to develop said power in the future.

His mind did it once, after all. In order to develop a transient psi power permanently, the target must attempt a FEAT as if he were trying a power stunt; if he's only had the power once, this requires a red FEAT roll, two to five times makes this FEAT yellow, and six or more makes it a mere green FEAT roll. If successful, something of a mental 'channel' has been opened, and the character may attempt to develop it further.

He must pay Karma for the new power as would any other psi, but he now has a definite avenue for acquiring it - even if he has no other psi (or any other) powers to speak of. Until the Karma cost for this power is paid, it will be available but unreliable; it works, sometimes. And sometimes it works but not as desired. The game Judge is encouraged to have fun with this (but not be unnecessarily brutal) until the books are balanced.

Abilities gained permanently by the use of enlightenment have the normal starting rank and cost for a casual psi - unless the character actually has some sort of psi-active ability. Then, the newly gained power is accounted for (where cost and rank are concerned) within their ordinary power scheme (if it matches his discipline(s)). This can be quite handy for psis without proper teachers.

Or perhaps those who have trouble with that whole 'meditation' thing...!

Environmental Adaptation
Type: Physical Control Power, Universal Spell, Metapsi Talent
Duration: maintenance
Cost: 2 points per rank
Related Powers: learned resistance, situational adaptation, shape change, universal digestion, universal respiration.

A specialized, reflexive capacity, environmental adaptation will directly and physically alter the body of its possessor when it is subject to a new, abnormal environment. When immersed in a new location that is hostile to his existence, this ability can adapt a character's physiology to survive - if not thrive - no matter how antithetical to life it may be.

The exact nature of the changes will depend on the environment a character finds himself in. When finding oneself at the bottom of the ocean, one could definitely use gills in order to extract oxygen from the air - though the intense pressure, low temperatures, inability to see and relative lack of mobility are serious concerns to keep in mind as well.

This is where one's environmental adaptation rank comes in. While it determines how potent powers temporarily acquired through the use of environmental adaptation are, its rank also determines just how many adaptations a character can manifest at once. For each rank in environmental adaptation above Feeble (2), a character can add an additional adaptation which allows them to function in their new locale.

So if our hero possesses Feeble (2) environmental adaptation, he may only be able to develop those gills, but is otherwise out of luck on the ocean floor. On the other hand, with Excellent (20) environmental adaptation, he can gain gills, denser cellular structure to better withstand the pressure, thick body fat to avoid the cold, webbed digits to move about more freely, and finally a replacement for his vision - perhaps a sonar sense?

Adapting to a new environment requires from one to ten turns, depending on how severe a change is required to keep the character functioning. If stuck on an earth-normal world with a hostile atmosphere, it may simply be a matter of altering one's lungs to process the different gases available - and perhaps a small biochemical modification. On the other hand, persisting in space might take a whole bevy of biophysical alterations, alterations which make a character unrecognizable as a human being... or even as an organic life form!

Keep in mind that this ability is primarily reflexive in nature, and the player has little control over what changes environmental adaptation will inflict on his body to keep his character alive. Such changes are normally within the realm of Judge's fiat, but players can override a given change with a red FEAT roll, if they think they have a better idea regarding what can keep them alive.

Of course, they could prove to be wrong. Fatally wrong!

Environmental Independence
Type: Physical Enhancement Power, Dimensional Spell, Metapsi Skill
Duration: maintenance
Cost: 1/2 point per rank
Related Powers: environmental pocket, flight, intangibility, jelling, learned invulnerability, regeneration, regenerative armor, resistance (or invulnerability) to heat, cold and pressure variance, situational adaptation, super breath.

A vital ability for explorers of the bizarre, environmental independence allows a character to subsist without the essentials of life for a considerable amount of time. If suddenly without access to food, water, air, or even sleep, the environmentally independent character will continue to function just fine, able to 'put off' those vital needs (hopefully) for as long as is necessary.

Environmental independence functions with a duration that is rated in hours, as is based on its rank number. For instance, an Unearthly (100) ranked environmental independence lets a character subsist if trapped in a cave-in for just over four days, not needing food, air or water (though sleep may be preferable in such situations). But what of those characters who wish to forego sustenance entirely?

This can be done by acquiring the ability at Class 5000 rank, which either costs 8 points with the point-based character system or counts as two powers when using the random die roll generation system. This can prove costly, so it's possible to limit environmental independence by stripping some of its protection(s) out as the player sees fit.

For each type of sustenance this ability does not cover, subtract one point from the final cost / add +2 CS, as each is considered a strong limitation. So for a net cost of say five points, for instance, one could forego the need to breathe entirely, but still require food, water and sleep.

Environmental Pocket
Type: Combination Power
Cost: 2 points per rank
Related Powers: environmental independence, environmental sense, jelling, transmutation, various 'control' powers.

An environmental pocket is a safe zone that exists as a sort of encapsulated habitat around its creator. When invoked, an environmental pocket will transform the area within Very Near distance into a space more hospitable to its creator's form of life - regardless of prevailing conditions outside. An environmental pocket only lasts as long as one actively concentrates upon its continued existence.

Sort of a 'group' version of environmental independence, this power allows its wielder to share his or her ability to survive in alien surroundings with friends - or anyone else that's close. A combination of transmutation and various 'control' powers, environmental pocket is an entirely involuntary affair; its user cannot control aspects of the environment created - it simply changes things to make it survivable to him or her.

How the power works is that it first encloses the area of effect in a sphere that normalizes the pressure within, and prevents harmful energies from entering, with power rank ability. Such energies can consist of any environmental calamity, from intense heat to radiation to crushing gravity. The power then transforms the matter within into something its possessor can use to breathe, extending his or her life.

If conditions outside the environmental pocket are able to overwhelm its power rank, they are at least diminished by its intensity. Thus, a Good (10) ranked environmental pocket could cut ambient radiation of Excellent (20) intensity by half - which is at least something of an improvement. Hostile energies that erupt inside an environmental pocket (such as a sudden energy attack) are not defended against, however.

While active, an environmental pocket constantly refreshes the air (or whatever) its wielder must breathe to survive, and actively resists the effects of matter animation and transmutation used by others to disrupt its habitat with power rank ability as well. Thus, this ability can be used to avoid such powers as well as inherently hostile environments or situations, making it quite handy to the adventurer on the go.

An important consideration with this power, however, is that an ideal environment for one being might be anathema to another. Using this power on a world full of methane gas might allow its wielder to survive, but any natives wandering into its area of effect will immediately begin to suffocate. As such, the power can be used offensively as well, even if completely unintentionally!

Environmental Sense
Type: Combination Power
Cost: 2 points per rank
Related Powers: atomic sense, biological sense, energy sense, macro sense, object sympathy, weather control.

Characters with an environmental sense have a deep, personal awareness of their surroundings. Such aware individuals will be familiar with conditions anywhere within Near distance of their person, and will automatically know the weather (both above and below the surface), as well as being aware of disruptions to the 'natural' conditions in that area.

Such disruptions can include hazardous chemicals, excessive energy discharges, and even biological hazards such as disease. This sensory ability incorporates aspects of the atomic sense, biological sense and energy sense powers, making it quite useful. On the other hand, this ability grants a truly staggering amount of information, and narrowing down one's focus can be tricky at times.

Though knowing when something is 'wrong' in the area of effect requires no FEAT, finding the general nature or location of a disruption requires a green FEAT, while pinpointing the specific location or type said disruption requires a yellow environmental sense FEAT. Red FEATs are typically only necessary when something is actively working to mask its presence in the environment to some extent.

The only problem with an environmental sense is that one cannot turn it off. It is constantly throwing information about the world around its possessor at him, and tuning it out can be difficult sometimes. While he can't deactivate it, a character with environmental sense can 'turn the volume down' with a yellow environmental sense FEAT roll, if he needs to concentrate on something more important (to him) for a time.

This will only last for 1d10 turns however, at which point the character must pass another yellow power FEAT roll or succumb to the 'noise' the environmental sense generates.

Essence Control
Type: Empathic Talent
Duration: maintenance
Cost: 1 point per rank

Essence control is the ability to manipulate essential energies, colloquially known as life force. The wielder of essence control can ply the ebb and flow of such energies, primarily those which are released into the universe via the life ray or other such powers, per the psikinetic talent of energy control. However, essence control can also be used to alter such energies inside living beings!

The target of this power is allowed an Intuition (awr) FEAT against essence control's rank to resist such manipulations. If this roll fails, the empath can either nullify essential energy in a target or draw it forth, inflicting power rank Metabolic damage in the process. If siphoned from a living being, essential energies are reduced by the damage inflicted -1 CS, but the empath may now shape them as he sees fit.

Essence control can also be used beneficially on living beings, amplifying the amount of life force they normally possess. This is not a heal, per se, but nonetheless counts as one for the purposes of metabolic overload. When used in this fashion, essence control will add a number of Health points to its target equal to its power rank number, which will last until they are lost - one way or another.

Essence control can be used on life forces anywhere within Near distance of its possessor.

Evolution Control
Type: Combination Power
Cost: 2 points per rank
Related Powers: reassignment, shape change.

Individuals with the ability of evolution control can slide themselves up and down the evolutionary trajectory of their species at will. Combining aspects of both rearrangement and shape change, evolution control allows its possessor to directly shift around the ranks in their ability scores and powers in order to better simulate such changes - whether forwards or backwards through the crucible of natural selection.

When a character moves backwards along his or her evolutionary path, they typically lose prowess in their mental ability scores, while gaining some in their physical capabilities. The idea is that cavemen are dumber than us modern, enlightened types, but also a whole lot tougher. This change occurs on a rank per rank basis, with each decrease in a mental ability score corresponding to an increase in a physical ability score.

On the other hand, a character simulating an advanced evolution does the reverse, increasing their mental ability scores at the expense of their physical statistics. However, this operates under the assumption that humans will become even more cerebral over time; it's possible that a character could express several possible evolutionary paths for his or her species, considering the vagaries of predicting future outcomes.

A character may include their other powers in this process, having physical powers become more prominent when devolving while mental powers do the same when ascending beyond the norm. In this, evolutionary control can exceed the limits of normal reassignment, as powers can be reduced below Feeble (2) rank in this manner. This represents abilities that either become vestigial or simply haven't developed yet, depending.

When adjusting the ranks of one's powers with evolutionary control, bear in mind that a power which costs double (or triple, or whatever) of a normal ability counts 'more' for the purposes of increasing or decreasing its potency. Raising ultimate power by +1 CS would require 5 CS of reductions to other powers - though as is usually the case with rank reassignment, the reverse is also true.

If a character's power is only available in one evolutionary form, consider it weakly limited. A primary example of this includes a neanderthal form having access to super climbing and super tracking, while a post-human form instead has access to flight and telepathy. A character can have powers that are completely independent of this ability of course, though it sort of breaks its 'theme' without a good explanation.

The maximum level of any attribute modified by this power is evolution control's own rank (before accounting for form limitations, that is).

In the end, this power provides its possessor wide flexibility in play, making him or her capable of developing a broad array of abilities to handle differing conditions. However, it pays to work out exactly which evolutionary forms the character possesses in advance, and precisely what each is capable of. Even if a player comes up with a vast number of 'in between' stages with which to maximize their mutability.

Exaltation
Type: Theonic Art, Faith Power
Duration: instantaneous effect
Cost: 1 point per rank

Exaltation is the process of elevating the mortal beyond that state of affairs. One can only wield exaltation upon a willing individual, assuming sentience is even involved, and its possessor must pass a power FEAT roll against the target's Intuition (awr) score. Assuming all of these criteria are met, a deific being may then spend one hundred points of faith energy to elevate a body beyond their former, mortal self.

When an immortal awakens the spark of divinity within a mortal, their life force experiences an evolution, one which transforms them into a demigod. Such a being might otherwise be normal, but this occurrence may serve as an 'origin' of sorts which causes other powers to manifest. Either way, a demigod begins his deific career with one 'spare' life - more must be acquired through hard work.

This work may come in the form of extensive, exhaustive quests or tasks given to the new demigod by he or she that exalted them. These goals are often given for two reasons: to test the character and mettle of a would-be deity, and to fuel their ascension from demigod to god (acquire more 'spare' lives). Either way, such endeavors almost always further the goals of the character with this power.

Otherwise, why create more competition?

Such is the true danger of the exaltation power - and to all immortals everywhere, after all. Before elevating a mortal to divine status, it might pay to ensure the recipient of this power's benefits will not betray its possessor down the line. If a god does not do the proper research on those he or she wishes to elevate far in advance, they may quickly find themselves hoist by their own petard.

Note: when a character is successfully targeted by the power of exaltation, they in turn acquire the apotheosis ability. This is a staggering boon for most characters, and thus it is recommended that they also pay the cost of acquiring that ability as they would any new power - if not immediately, then down the line. Assuming, of course, the Judge does not rule the faith cost paid by the wielder of this ability is sufficient.

Extend
Type: Dimensional Spell, Psimantic Talent
Duration: maintenance
Cost: 2 points per rank

Characters may use this ability to extend the effects of a spell beyond its normal target (hence the name). Many spells only affect one target at a time, whether it be the caster or someone else, and extend can be used to spread the effect to multiple recipients. For every rank in extend that a person has, he may increase the effective number of targets a spell has by one.

The wielder of this ability may benefit from this effect by invoking extend, and subsequently casting whatever spell they wish to 'multiply'. Extend is not limited solely to the spells its wielder knows; by coordinating one's actions with another spellcaster, a character with extend may use it on the other caster's spells as well. In a group with multiple spellcasters, just one wielding extend can make the whole vastly more versatile.

While this can be accomplished without the extend ability using most magic, the main benefit of extend is in both speed and spell maintenance. While covering five individuals with the aura shield spell can be done without extend for instance, it requires the effective maintenance of five separate spells (and the casting of all five). Extending a spell, on the other hand, only requires the maintenance of two effects: extend and the spell to be extended.

And if the wielder of extend is working with another person, the load is split between them, with one maintaining the extend effect and another maintaining the spell that is being extended. This frees up a character to bring many more effects into play if he wishes, or to at the very least cover more people with defensive magics (or more foes with offensive spells) than he otherwise could.

The only real limitation on extend is that it can only be used upon a spell that requires maintenance; magic with an 'encounter', 'instantaneous', 'permanent' or 'special' effect cannot be used alongside extend. Thus, a wizard could easily defend an entire team with armor or manipulate the minds of a small group with emotion control, but he cannot extend an eldritch bolt or healing / other effect in the same fashion.

F

Faerie Dust
Type: Faerie Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

Faerie Dust is not actually dust, per se, so much as a collection of loose mystic particles drawn forth from the body of this spell's wielder. This twinkling, dust-like meta-substance can be sprinkled upon any target, and allows its creator to share any one of his capabilities with said target. If the target of faerie dust does not wish to be affected by it, they simply need to avoid contact with it (dodge the spell's use).

What faerie dust does is to create a bond of sorts between its creator and its subject. Through this bond, the wielder of faerie dust may temporarily impart one of his characteristics upon them, whether it be an enhanced ability score, a special spell or power effect, or even a talent. In other words, anything the caster of faerie dust can (or can't) do can be 'shared' with the target as long as the spell is maintained.

So using faerie dust, a faerie spellcaster can share the ability to fly, enhanced coordination, obscure knowledge of the occult, or even disadvantageous traits like a missing arm or a diminutive size! It all depends on the caster, what he is capable of and his intent, making the use of faerie dust somewhat inconsistent from caster to caster - and thus hard to predict until it is actually in use.

Faith
Type: Theonic Art, Faith Power
Duration: instantaneous effect
Cost: 5 points per rank

As a deific being begins to cultivate followers, adherents to their philosophies and way of life, the power of their faith begins to flow from said followers into him or her. This powerful spiritual energy can be used by the deific being in order to perform truly astonishing deeds, things which some might readily consider miraculous - and may subsequently help to generate even more faith in and of itself.

When invoking the power of faith, immortals may simulate any other power in the Universal Heroes game, per Ultimate Power. Each application of faith expends an amount of faith equal to the simulated ability's point cost, whether instantaneous or continuous in effect; in order to maintain the latter, deifics must pay the faith cost again every 1d10 turns. This applies unless a power has a different cost indicated; if so, use that instead.

The difficulty with this power is that faith is a somewhat rare commodity; the power of faith has the astounding ability to shape reality itself, but is slow in the accumulation.

While this ability can be used to do almost anything, as its wielder desires, one of the best ways to utilize faith is to reinvest the accumulated power of worship back towards one's followers. This is a tactic that can be utilized in both a beneficial and a harmful way - wielding either positive or negative reinforcement in order to bolster the faith that individuals have in the deific being.

For instance, a small town is generally following the teachings of a goddess' church, and as a reward, she offers them a great farming season (via the power of weather control) and great fortunes (via the power of luck). This is but one example of divine restitution, wielding the faith energy one's followers have granted her to reward them for their worship.

On the other hand, a town several miles down the road has begun to venerate another deific being. To show such worshipers the error of their way, the goddess might send plagues (via the power of disease), scores of nasty pests (via the power of summoning) and ill weather (again, due to weather control), wreaking divine retribution with precision and care until her errant followers get the message.

Fallout Absorption
Type: Paraprobabilitism Spell, Psimantic Talent
Duration: instantaneous effect
Cost: 1 point per rank

A specialized and limited form of thaumaturgical absorption, fallout absorption allows its wielder to draw lingering Probability Fallout (PF) from a person or object into themselves. This requires a successful power FEAT roll against the intensity of PF present in the contaminated target of this power. If successful, said target will be cleansed of the magical contamination that it was previously subjected to.

In addition to removing the rather sticky PF from something, fallout absorption will also reverse any changes the magical contamination caused in it - if those changes were not permanent in nature. Living beings are rarely affected by permanent PF, but inanimate items are not so lucky. If something has been permanently altered by PF exposure, this ability will merely prevent it from spreading PF onto others.

A character with fallout absorption can store an amount of PF within his or her body that is equal to its power rank times five. Unlike most other energy absorption powers however, it is not recommended that one use the absorbed energies upon themselves. This is because such use of the absorbed PF will immediately subject oneself to whatever amount of PF they have channeled into their body's functionality!

Sometimes this can be a great way to escape a seemingly impossible situation, but most often it winds up with the fallout absorber turning into angry mayonnaise or something. On the other hand, a fallout absorber can emit absorbed PF back into the environment as a devastating and transformative attack without direct danger to himself... assuming nothing he changes comes in contact with him.

If absorbed Probability Fallout is not channeled into oneself or released back into the environment, this power will metabolize it in time. Each turn, fallout absorption will 'eat' one point of absorbed PF, thus preventing this causal contamination from altering the world, for better or worse. Though, when you get down to it, most PF alterations fall under the 'worse' category...!

Familiar
Type: Personal Spell
Duration: instantaneous effect
Cost: 2 points per rank

A familiar is a magical companion of sorts that aids a sorcerer in whatever it is that he does. The familiar can take most any form really, typically manifesting either as a 'pet' of some sort (like a cat or an owl or a large toad), a mount (like a horse, or maybe a camel) or even a fantastic creature (like a pixie, or perhaps a wee elemental entity). All familiars will share the same general abilities, regardless.

So how does this spell work? Well, when a sorcerer casts the familiar spell, most often something from his nearby environment will answer. This will usually be an exceptional version of the local fauna, but if a player wants something truly unusual he can travel to a far off land to find it. The creature will come to him within a short amount of time after the familiar spell is cast, and then the deal is struck.

This deal is nothing sinister, mind you, but an offer of service in exchange for mutual power. Upon deciding which creature he wishes to take under his wing (this may involve multiple castings until the right partner answers), the sorcerer will bond with his new found friend, at which point the creature will gain special characteristics (as are outlined below) - unless a fantastic entity answers the sorcerer's call.

This sometimes happens when a non-human sentient notes the casting of the familiar spell, and decides to show up instead of an ordinary beast. At this point, the sorcerer may opt to bargain with this entity for its service. It may be bored, it may want something from the sorcerer in particular, or it may just be seeking companionship (or a patsy). But once it agrees, it will be bound to the sorcerer as per an ordinary creature.

Typically a familiar will share the same basic mindset of its sorcerer, for it volunteers to serve his interests - or else, why would it have joined forces with him in the first place? Furthermore, if a familiar was not actually sentient before a sorcerer enlists its aid, it will be afterwards; that's one of the things a familiar gets out of the deal. This allows the two to communicate verbally, even if the creature couldn't normally.

On top of this verbal communication, a sorcerer shares an empathic link with his familiar, and each will know what the other is feeling at any given time. This link functions on the very far range table, for the bond between the two is not easily sundered. Naturally, this makes a familiar a great companion for its sorcerer, and it can also serve as a foil for him in a pinch (or at the very least, great comedy relief).

Finally, a familiar will have two additional special powers - one that benefits it personally, and one it shares with its sorcerer. These powers can come in almost any form really, from letting the sorcerer see though the familiar's eyes in a sort of sensory link or giving the sorcerer the power of flight while he rides atop it. Players should work with the game Judge to determine these, if they're not readily obvious.

All of the abilities described here function at the familiar spell rank. So say we're building a sorcerer with this spell at Good (10) rank. He opts for an Amazonian giant centipede for his familiar. It will be fully intelligent, having a Reason of Typical (6), as well as a Good (10) ranked empathic link with the sorcerer (with a range of 2,500 miles). Now it just needs two more magical powers - on top of what nature has already given it.

So, in addition to the bonus limbs and the Feeble (2) ranked poison, we need to come up with something, and working with the Judge our sorcerer decides upon intangibility for the centipede's 'personal' power (great for avoiding damage and for nabbing prey) and regeneration as a shared power (for when neither the sorcerer nor the familiar defend themselves fast enough). These powers both work at Good (10) rank.

Fantastic creatures may be an exception to the above, for they often have their own power sets which work at ranks different than that of the familiar spell. Also, being sentient to begin with, they might want something special from the sorcerer before agreeing to serve him. This may be assistance in some goal or another, or perhaps an exchange of power at some point (devils and demons are particularly dangerous in this regard).

But as another example, let us look at a sorcerer who chose a pixie as his familiar. This creature will offer the empathic bond as do all other familiars, but pixies already have their own abilities, which come in the form of diminutive stature, minor spellcasting in their own right, and a blindingly quick skill with a blade. The pixie will have no special powers above and beyond its normal fare, but may know magic beneficial to its sorcerer.

This might sound like a lot of benefit for just one spell - and it is - but there's a down side of course, if harm should befall the familiar. Since he is responsible for its well being, a sorcerer will lose all of his Karma if his familiar is slain - whether or not it was due to his own negligence. As such, most sorcerers worth their salt will do their best to protect their familiar - unless they're trying to get a new one, that is.

Typically, a sorcerer may only have one familiar at a time. If he wishes to acquire more, he must master this spell again, as if it were a completely different spell. Each familiar spell can only support one companion, but a sorcerer can (if he wishes) learn this spell any number of times in order to acquire a large number of followers. Even if protecting them all becomes increasingly more difficult...!

Fangs (teeth)
Type: Physical Weaponry Power
Cost: 4 points (base cost), plus 1 point per additional m.s. of the fangs
Related Powers: biological vampirism, disease, poison.

Fangs are sharp, pointy implements that a character will usually have in their mouth. They can on occasion be extant on the outside of one's mouth however, particularly in species with an exoskeleton, such as a tarantula. Alternately, a variant form of fang is the tusk, which is normally a rather elongated tooth structure as seen on a walrus or an elephant.

When using fangs in battle, a character can inflict their Strength (might) rank in Edged Attack damage.

Of course, versus non-living targets, fangs get interesting. In such circumstances, the material strength of one's fangs comes into play. When attempting to gnaw through an inanimate object, the bearer of fangs may wield them as he may any other sharp, pointy implement, and can chew through items of up to the material strength of his fangs (make a fangs m.s. FEAT against an intensity equal to the m.s. of the item to be chewed).

The base m.s. of a character's fangs is their Strength (might) score +2 CS. This ensures that, no matter what the character bites, he or she is less likely to break their fangs. This m.s. can be increased however, either by spending one point per additional m.s. (in the point-based character generation system) or by subjecting the base m.s. to the gambling table of one's choice (in the random character generation system).

Generally, fangs are retractable, but a character may take them in an 'always out' form as a strong limitation (increases m.s. by +2 CS, or reduces cost by 2).

On the other hand, a noteworthy enhancement to fangs is the ability to make use of a lockjaw. This (strong) enhancement to fangs allows a character, once he or she has bitten down on something, to lock their jaw into place. This does not increase the specific damage of a given bite, so much as it allows the fanged character to keep inflicting the same damage from turn to turn until they willingly (or are forced to) let go.

A lockjaw enhancement either increases the cost of fangs by two points, or reduces the m.s. of one's fangs by -2 CS.

Fear
Type: Universal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

A powerful means of neutralizing the ranks of an enemy, the fear spell has the ability to inflict overwhelming, paralyzing terror upon everybody it affects. When cast, fear will blanket an entire area with a singular impulse, that of stark, raving fear. Everyone within the caster's area (except those he excludes, such as allies) must pass a Psc (will) FEAT against this spell intensity or be riddled with horror.

What what does mind-numbing terror do to one, you ask? There are two potential options, really. The first is flight; fear may cause a body affected to flee in panic, as fast as they are able. Alternately, they may cower in place, unable to move or act on their own. Someone suffering from this form of fear will simply tremble on the spot, possibly screaming in a daze or otherwise being of little use to anyone.

Fear itself lasts for 1d10 turns without maintenance - unless interrupted somehow. This can be done with the use of the clarity or emotion control spells, or alternately if someone inflicts damage upon the cowered characters. Even one point of damage is enough to allow fear's victims another chance to regain their senses (they're given an additional FEAT roll to shake off the effects of the fear spell).

It's not just a movie trope to slap someone hard when they're all panicked up over something, after all!

Fey Sense
Type: Faerie Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

This curious, mystical sense allows those of a faerie bent to home in on anything representative of their particular school of magic. Unless the target is cloaked somehow, a fey sense can automatically pinpoint every faerie person, place or thing within its range, as determined on the Middle range table. Though it requires no roll to pinpoint anything fey, an 'automatic' spell check also conveys no information about what it finds.

That's where color results come in. While a white FEAT offers no details about what it finds, a green roll will indicate what the fey presence, in a general sense, is (a place of power, a faerie artifact, or an enchanted being). A yellow FEAT roll offers additional details, such as whether or not a place of power is in use, an item is currently 'alone' or in the possession or another, or if an enchanted being is a spellcaster or 'naturally' magical.

Finally, a red FEAT will add further, specific information at the Judge's discretion.

Finding (Telelocation)
Type: Mental Power, Dimensional Spell, Psimotive Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: clairvoyance, locational sense, mind link, psychometry, sensory link, sensory reception, summoning, teleportation / others.

This is the rather useful ability to locate something without actually knowing where it is. This potent psionic skill allows one to use what he knows about an object, no matter how little, in order to determine its location in 7-D space, and does so within a distance as determined on the Far range table. If an object is further away (or in a different universe or time frame) vague directions are provided instead.

A green FEAT is all that is required for things a body is intimately familiar with (anybody on his super hero / villain team, or his favorite blaster). Yellow FEATs are necessary when the character tries to locate something that isn't so familiar (such as the new janitor). A red FEAT is only needed if the wielder of this ability attempts to locate something he has only seen or otherwise sensed once.

This psionic 'sense' can't locate a person or object that it's wielder is totally unfamiliar with.

Fire Control
Type: Energy Control Power
Cost: 1 point per rank
Related Powers: carrier wave, energy cohesion, fire generation, infravision, temperature control.

The power to control fire is the ability to alter flames, open or otherwise, as its wielder sees fit. It can readily function on any blaze within Near distance of the character who possesses it, assuming that he, she or it can first pass a power FEAT roll against the intensity of said flames - or the fire control power of another character affecting them. Once control of a flame is achieved, a fire controller may manipulate it as desired.

The easiest means by which a fire controller may manipulate flames is by altering their intensity. Such may be increased to a level equal to the fire control power rank number, or reduced by a like amount (likely extinguishing it in the process). This technique can be used to enhance the power of fire generation, whether wielded by the fire controller or anyone else, or alternately to prevent that power from working at all!

Fire controllers can also manipulate the shape of flames, either to simulate a resistance to such by making fire flow around themselves, or when producing fire-based energy constructs. A character must master a power stunt with each general shape he or she wishes to craft out of flames with fire control, though this allows them to build anything from flaming restraints to fiery, semi-sentient minions to do their bidding!

Such constructs will last for as long as their existence is concentrated upon, and they will revert to 'ordinary' flames upon the cessation of such. This may involve them rapidly going out or spreading out of control, depending on the materials surrounding them at the time.

Fire Generation
Type: Energy Generation Power
Cost: 1 point per rank
Related Powers: aura (fire), carrier wave, fire control, heat generation, infravision, plasma generation, resistance (to fire and/or heat), transformation / self (fire).

This destructive ability allows its wielder to project flames from his very body! No matter what form the fire manifests in, it can strike any target within Near distance of its generator, inflicting SD Energy damage with every strike. One can pull their punches when generating fire, and may either reduce the color result rolled or the damage inflicted upon making a successful attack.

While flames are an incredibly effective offense, the problem is that this ability tends to cause a lot of collateral damage. The SD portion of flames ensures that a lot of incidental fires are caused, even if this power's wielder has good aim. Anything flammable in contact with a person suffering the SD fire damage is liable to catch fire itself, and so on and so forth, making each blast of fire potentially 'contagious'.

When a character first acquires this ability, he may apply an enhancement to it which allows him to generate flames anywhere within his area of effect - not just from his own body. This is a strong enhancement, and is most commonly known as pyrokinesis. The advantage of this is that while a fire generator still has to roll to hit their target, said target might not see an attack coming in time to dodge (or whatever).

Alternately, fire generation may be limited such that it only works on touch. This is a strong limitation, and forces the character into melee combat in order to inflict the SD Energy damage upon his foes. On the other hand, the odds of the character so limited causing a plethora of unwanted property damage is greatly reduced, since a miss won't usually mean something (or someone) besides the target is set on fire...!

Flake Armor
Type: Physical Enhancement Power
Cost: 1 point per rank
Related Powers: edges (while one's flake armor is damaged), regeneration.

Flake armor is a variant form of body armor that provides a flat rate of protection versus incoming harm; once this amount is exceeded, the armor will crumble (hence the name). The amount of protection flake armor provides is calculated by adding the rank numbers of all its power ranks together, in the same way that negative Health and mental Health scores are tallied.

In combat, the flake armor will act as a total barrier against damage, absorbing applied damage of any type equally well. When damaged, flake armor may take on a cracked or ramshackle appearance, but its protection is not interrupted - until its maximum amount of damage aversion is reached or exceeded. At this point, the flake armor will literally fall off the character, leaving him or her without any protection at all.

Flake armor recovers its lost protection remarkably fast; it heals at a rate equal to regeneration of the same power rank.

As an example of flake armor, let us look at the Candy Coated Man, a hero with a rather sweet tasting form of flake armor, which he has at Amazing (50) rank. His total amount of protection is equal to 162 (2 + 4 + 6 + 10 + 20 + 30 + 40 + 50 = 162), an amount that heals damage to itself at a rate of five points per turn (as if it had Amazing ranked regeneration).

On the turn that his flake armor is finally broken, the Candy Coated Man is defenseless (at least, as far as this power is concerned), but he will start the next turn with five whole points of flake armor.

Flaw Sense
Type: Sensory Power, Personal Spell, Psikinetic Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: macro sense, nonapparent vision, transparent vision.

The flaw sense is an uncanny knack for finding the inherent weakness(es) of a person, place or thing. A green FEAT roll will determine a physical weakness or stress point, a yellow FEAT can showcase mental shortcomings or problems, and a red flaw sense FEAT roll will reveal weak points of almost any nature - whether physical, mental or metaphysical (and how to take advantage of them).

Now, having this knowledge doesn't necessarily mean you can take advantage of it. But if you can, the benefit is that if you can strike with a yellow result in whatever manner will best affect a given target's flaw, you can inflict considerably more damage. Against inanimate objects, one's damage will be increased up to an amount equal to their flaw sense's rank, representing a devastating blow (minimum +1 CS damage).

Against the flaws of a living target, one's damage will be increased by +1 CS - whether physical, mental or whatever other form it will take (again, with at least a yellow 'to hit' result). Furthermore, the target must pass a red End (res) FEAT roll in order to avoid being Stunned for 1d10 turns.

Flaying
Type: Matter Control Power, Psikinetic Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: force blast, kinetic energy control, telekinesis.

Flaying is the ability to literally shred matter. Flaying works by applying a razor-like line of force along an object, slashing said object at a considerable distance from this ability's wielder. The trick is that flaying can only shred through one item at a time; the power can affect multiple objects next to each other (such as blades of grass), but in order to slash a foe one must first destroy any intervening matter.

This means that whether one's target is hiding behind a brick wall, a sheet of glass, or even business attire, one must flay such before they can affect their foe directly. Though this is an energy-based attack, the result is that the flaying energy manifests in a distinctly physical fashion, thus inflicting power ranked Edged Attack damage on its targets - who can resist this damage as they would any other such attack.

Flaying works on any target within Near distance of its wielder, though practically speaking, the power is best used within Very Near distance. This is because the further out one's target is, the more likely it is that something will inadvertently pass between the wielder of flaying and that which he would flay, whether it be a bird, a discarded hamburger wrapper, or even other people (which happens more than you'd expect).

Flexibility
Type: Physiomancy Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 2 points (flat cost)

The flexibility spell allows a physiomancer to temporarily render his body both ductile and resilient. This works by rendering his bones pliant, and the muscles around them incredibly elastic. This has the effect of making the caster astoundingly flexible (hence the name), and a physiomancer under the influence of this spell can usually work his way into most narrow openings, down to about eight inches in diameter.

This has the bonus effect of granting a physiomancer a +2 CS to his Strength for the purposes of Escape or Grapple maneuvers, and is great for eluding mundane bindings such as handcuffs or rope.

Flight
Type: Movement Power, Personal Spell, Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: environmental independence, resistance (or invulnerability) to cold, heat and pressure variance, super flight, super speed, vapor animation.

Flight is the ability to move in three dimensions unaided. In defiance of gravity, the character possessing flight may move left, right, forward, backward, up, or down as he sees fit. How exactly this works depends on the character involved; it may be an ability granted by large wings, rocket boots, tinkering with the laws of gravity, or even something like telekinetically pushing one's body about.

Flight itself is rather flexible, and can easily be 'explained away' by any number of origins or mechanisms. This opens up the character for weak limitations if he desires; boot-jets can be clogged for instance, or wings can be immobilized. Such limitations reduce the cost of the power by 1 point (in the point-based character system), or increase its power rank by +1 CS (in the random roll generation system).

Flight itself allows the character to move at a number of areas equal to those listed on the air speed column, though accelerating to that point may take a few turns, depending on his End (res). A hero with Shift X (150) ranked Flight and only Poor (4) End (res) can move at 50 areas per turn - but it will take him five full minutes to accelerate to top speed.

This assumes a gaseous medium with which to fly through. If the character with flight finds himself submerged under water, he can 'only' fly according to the land/water speed column, while in a vacuum he can advance onto the space speed column. Our Shift X flier above would then be 'limited' to 180 m.p.h. under water, whilst he'd move at .1% lightspeed in the inky depths of blackest space.

The ability to fly generally assumes the capability of surviving at high speeds, despite the difficulty of breathing and the friction caused by motion. Such capability can either come from equipment or from bodily modifications, though having them be removable can also be grounds for a weak limitation (as described above). Moving safely under water or in space is not covered by flight alone, however.

Fluid Animation
Type: Matter Control Power
Cost: 1 point per rank
Related Powers: dual respiration, image animation, jelling, object animation, psychoplasm animation, reanimation, solid animation, super swimming, vapor animation.

The ability to animate fluids is the power to control the form, function and motion of most liquid matter. Liquid matter is generally defined as material which maintains a fixed volume if not shape, though this power also stipulates that such matter cannot be alive in any way. Any form of liquid can be controlled by this power, though solids suspended in a liquid medium can be indirectly manipulated in this fashion as well.

Fluid animation can be used in as course or as fine a fashion as is desired, anywhere within Near range of its possessor. Such manipulations are never permanent, as a liquid by its very nature will revert to a formless state once it is no longer animated. Fluid animation can impart movement onto animated liquid materials, giving them up to power rank velocity as is defined by the land/sea speed table.

The power can, at once, manipulate an amount of liquid matter that is equal to its power rank as an equivalent Strength score. It can temporarily impart an artificial material strength in fluids of a like value, allowing it to interact with and manipulate objects in the environment. Animated liquid matter will inflict its power rank in damage, of the appropriate type, with each devastating attack.

Fluid animation lends itself to the mastery of numerous power stunts. A fluid animator can learn to animate liquid matter 'minions' per the object animation power, who possess Fighting, Agility and Health scores equal to this power rank, self-transportation by riding a 'wave' of water from one location to another, as long as at least some liquid is present in the environment, or even any of its related powers, below.

While the power can manipulate any liquid matter as a general matter of course, fluid animation can be restricted as desired with limitations. The more uncommon a fluid is, the more constraining being limited to such is. Water, for example, is readily available around the world for the most part, and can thus be considered a weak limitation, while something more rare (like oil) would make for at least a strong limitation.

Flux
Type: Paraprobabilitism Spell, Psimantic Talent
Duration: special
Cost: 2 points per rank

The flux ability is not for those who prefer an ordered, structured view of causality. What it does is unleash uncontrolled probability particles upon a hapless person, place or thing. Flux itself functions within Very Near range, meaning that its wielder must get very close to whatever it is he wishes to inundate with his magic. The target always gets a resistance roll, whether sentient (Psyche FEAT) or not (material strength check).

If this FEAT roll is successful, nothing happens; there's just a puff of smoke or flash of light, signifying nothing. If this FEAT roll fails, however, the target will be flooded with raw, unshaped magic. This is quintessential Probability Fallout (PF), and can do quite literally anything to whatever is exposed to it. Whether good or bad, nothing suffers from PF without being altered, either temporarily or permanently.

Non-sentient targets are most often drastically transmogrified, their shape and form twisted beyond recognition. A singular object may split into several, inanimate objects might become animate, things may transform from one thing into another, all of which may defy reason or possibility - that's the whole point, after all! Sometimes all of the previous may occur simultaneously, for better or worse.

Sentient targets, they're in a similar boat. While the core sameness of a sentient target usually won't change (one entity will usually remain such, for instance), any number of things might occur to them. They may suffer a minor or major change in appearance or form, they could develop (or lose) some sort of special ability, or they might just disappear in a most spectacular manner, likely leaving little behind but shoes.

The duration of a flux-induced alteration depends primarily on conditions present when the power is invoked. A green flux FEAT will make the effect last for a number of turns equal to its rank number; a Good (10) ranked flux causes it to last for one minute (10 turns). A yellow flux roll will multiply this value by ten, meaning that Good (10) ability mentioned above will change a body for ten minutes, instead of just one.

A red flux FEAT will render the target different for a number of hours equal to this ability's rank number (ten hours for our Good (10) ranked friend, above). The latter assumes an animate target; inanimate objects are altered permanently on a red roll unless the wielder of this ability chooses otherwise - or later extracts the flux he subjected it to in the first place, somehow.

The real problem with anything affected by flux is the fact that Probability Fallout is sticky. Whenever something is affected by PF, it will maintain a 'charge' of such. This build-up of PF will discharge through others, doing so in a SD fashion. This charge, once imparted upon another target, can spread it to still more at the lowered intensity, and so on and so on, until all of the PF is 'used up'.

As an example, say someone with flux has struck a foe's car with Remarkable (30) ranked flux. It fails a m.s. check and is transformed into, say, a tiger, a Vespa ™ scooter, various squirming light bulbs, and three hundred gallons of mayonnaise. Its wielder rolls a yellow power FEAT, so this change is only temporary, but if any of the animate items created by flux wander off, they may return to normal in a disassembled state.

All of this material is probability radioactive, in a SD sense. When any of it touches something (or is touched), this material will discharge -2 CS PF, prompting successive FEAT rolls for the new victims (including the driver of the transformed car) at this lower rank. Once they emit this PF, the 'ground zero' items' PF will lower by another -2 CS, which will discharge upon subsequent contact, and so on - until it's all gone.

This ability is likely the single greatest reason paraprobabilitists and psychoturges have such a bad reputation. Things they dose with flux often wander off and spread the probability contagion far and wide (particularly if one of them can fly). A highly charged 'patient zero', who can disperse the charge all over the place - both directly and indirectly - is especially havoc-inducing.

Flux Analysis
Type: Paraprobabilitism Spell, Psimantic Skill
Duration: maintenance
Cost: 1 point per rank

Flux analysis is a means by which one can look at the residue left behind by the use of magic, and determine a variety of things about it. It's sort of a past tense version of magic sense, but the retrospective nature of this ability allows it to glean more information from the magic involved than that sensory ability ever could. But then, it doesn't really work on active sorcery, so there's that.

When inspecting the residual Probability Fallout on a person, place or thing, the possessor of this ability can determine a variety of information with a mere green power FEAT roll. This information includes whether or not the magic involved was due to natural phenomenon (environmental effects) or artificially induced (magic spell or power), and what form of energy was used (personal, universal, et cetera).

A yellow flux analysis FEAT roll gives a bit more information about the magic in question, such as which school of magic was involved (if applicable), and what the spell (or spells) brought to bear actually was. The singular/plural is necessary as each spell used on something will leave a trail of PF back through time, one which the possessor of this power can unravel when using it effectively.

Finally, a red flux analysis FEAT roll will reveal additional information, not readily apparent simply by the effects the magic caused. This gives the wielder of flux analysis situational awareness regarding the use of the observed magic, including what may have prompted its wielder to bring it to bear... which is possible since each mage puts his or her own 'spin' on magic, affecting it much like it affects others.

Force Blast
Type: Energy Generation Power, Psikinetic Talent
Cost: 1 point per rank
Related Powers: flaying, force field, kinetic energy control, kinetic focus, telekinesis.

Force blasts are focused bursts of energy manifesting in a physical, tactile state. They can come in the form of dense energy-based attacks, artificially coherent particulate matter (like air) or even aggressive thoughts made manifest. A force blast is often the generic 'energy attack' used by any number of heroes or villains who have a ranged attack in beam or ray form that isn't really defined well - if at all.

A force blast typically operates within Near range of its wielder; force blasts attempting to fly further will often be degraded by air resistance and intervening objects to the point of uselessness. They naturally will inflict Force damage upon impact with their target - or anything else in their line of fire, which is advantageous in that a Force attack is not as inherently deadly as a Shooting or Energy attack form.

Force Field
Type: Energy Control Power, Universal Spell, Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: deflection, force blast, kinetic energy control, kinetic focus, psi web, telekinesis.

Force fields are powerful, coherent energy barriers. They can come in a variety of configurations, whether wrapped tightly around one's body, in a large bubble surrounding an area, or perhaps just a specific wall or plane. The creator of a force field may generate this barrier in any shape desired, though he can limit his force fields to the production of just one as a weak limitation to this ability.

Force fields are primarily defensive in nature, and being composed of energy (however coherent and seemingly solid it may be), work best against energy-based assaults. Such attacks are anything that inflict Energy or Force damage, ranging from fire to electricity to radiation to lasers to force blasts to sound to heat to cold. All attacks of this stripe are resisted by a force field at its full intensity.

On the other hand, a force field offers -1 CS resistance against physical attacks; while it may feel quite solid to the touch, a force field is simply a highly coherent energy field. Such attack forms are anything which inflicts Blunt Attack, Edged Attack, Blunt Throwing, Edged Throwing, or even Shooting damage. Though slightly disadvantaged against them, force fields still work quite well against physical attack.

As is the case with other conventional defenses, such as body armor, a force field is increasingly less effective against more esoteric damage types. Force fields provide -4 CS protection against Sorcerous damage, -6 CS protection against Karmic assault, and -8 CS against attacks of a Deionic nature. This is representative of the idea that such attack forms are further and further out there on the probability curve.

The exception to this is if a force field is generated by a like power source. A magical force field will work just as well against Sorcerous damage as it can against Energy, while a psionic force field is equally protective against Karmic damage as it is Energy. This exception applies whether the power is a 'base' magical spell, psionic power or deionic ability, or a power stunt off of another such skill.

Generally, the protection a force field offers is abbreviated as follows, in the order of physical attack, energy attack, sorcerous attack, psionic attack, and then deionic attack - keeping in mind that 'special origin' fields will cover their own type differently:

Power Rank -1 CS / Power Rank / Power Rank -4 CS / Power Rank -6 CS / Power Rank -8 CS

As stated in the beginning, a force field can be generated in a variety of different configurations - if not limited to but one to begin with. When protecting any space up to one area in size or less, the force field will offer its full protective qualities. For every additional area so shielded, a force field will suffer from a -1 CS to its effective power rank, affecting the above resistances accordingly.

When struck with damage, a force field will absorb and deflect any amount equal to or less than its listed rating of protection. Whenever any damage in a single attack exceeds this rating however, the force field will fail - unless its creator can pass a power FEAT roll each time the field is punctured. If this FEAT is successful, the force field will hold, it's creator being able to patch up the damage before the field collapses.

In addition to their mainly defensive purpose, force fields can be used more aggressively (usually as a power stunt). A wall or bubble style of field can easily be used to contain others, who cannot escape the area so warded unless they can overcome the power rank of the force field with attacks of their own. Expanding a small force field inside something (or someone!) can be used to inflict power rank damage.

Force fields can also be used to simulate a variety of other powers, making it a great 'shell' for other abilities to work around.

Forensics
Type: Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank

Forensics involves reading the essential residue left in dead matter, using it to determine various facets of the deceased material. This basically involves learning precisely when the formerly living matter died, what killed it, and how. This is where the power gains its name, as it is quite handy for 'filling in the blanks' where the dead are concerned - even if the information involved isn't all that 'scientific'.

The power is a lot more useful than that, however. Thanks to this lingering life force, the wielder of forensics can actually speak with dead matter, after a fashion. The corpse, temporarily bolstered by the effects of this power, will readily supply whatever information it can about itself, including details regarding events that occurred around it both before and after its untimely demise.

Being a communication with the shell of the dead, and not the actual spirit of such, forensics is not privy to the thoughts of the body - either before its demise or after. But just about anything else regarding the flesh of the deceased is up for grabs. Specifically, forensics can 'dredge' dead matter for information a number of days back equal to its power rank number.

After that, further communications are simply too muddled to be of use, the impressions of the dead body's lingering essence merging with that of other life forms that have come and gone since.

Forgetfulness
Type: Mental Power, Universal Spell, Psipathic Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: fugue, mind control, mind lock, mind wipe, psychic probe, telepathy.

The power to forget can be a good thing - and the power to make others forget even more so. Forgetfulness allows a character to selectively edit the memories of others, removing their ability to recall something. This simply works by passing a power FEAT against the Psyche (will) rank of its target, unless he or she is implicitly willing (it happens).

The effect of forgetfulness is permanent, unless a character is affected by the power of clarity, or perhaps some sort of psionic surgery. A small amount of memories may be edited by forgetfulness, equal in duration to the power rank in minutes. So then, a body with Remarkable (30) ranked forgetfulness could cause a target to permanently forget up to a half hour of his life - possibly sparing him from sanity-bending knowledge!

This is incredibly handy for protecting one's secret identity or for covering up one's activities (whether heroic or villainous). It's also great for sowing confusion; in addition to permanently altering one's memories of a short period of time, forgetfulness may be used to temporarily block access to far-reaching memories, such as important talents, motivations, or even one's identity!

Using forgetfulness in this fashion causes memory loss for an amount of time equal to the power rank in minutes, but can completely block one's access to whatever they were made to forget during that time. Of course while memory blocked, one could be duped into performing all manner of 'out of character' activities, including making a villain want to do heroic deeds or even the reverse. But when forgetfulness wears off... watch out!

However it is used, forgetfulness only functions within Very Near distance of its wielder.

Fortuity
Type: Mental Enhancement Power, Theonic Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: danger sense, mental invisibility, psychic invisibility.

Most characters are bound by fate. What this means is that it is relatively easy to map their futures, either in the conventional sense or with specialized abilities that can peer through time. Fortuity, however, preserves a bit of random chance in the lives of its possessors - namely, by rendering them invisible, with power rank ability, to skills that can predetermine what they will or will not do.

Characters with fortuity may attempt a FEAT roll against abilities that another is attempting to use - whether intentionally or incidentally - to read their future. When this FEAT succeeds, such readings will tell nothing of the character or their presence in the period so viewed, which may seriously skew a prognostication or even the use of more immediate powers such as a danger sense.

Curiously, fortuity also has a deleterious effect on the seeming omniscience that deific entities possess within their divine realms. Fortuity will act with like ability against such deionic beings, which may prove to be quite the surprise to them when its possessor shows up on their doorstep...

Friction Control
Type: Matter Control Power, Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: adhesion, clinging, deflection.

The ability of friction control allows its wielder to manipulate the molecular attraction one object has for another. This allows its possessor to either make something incredibly slippery, or to alternately render it extremely sticky. This induced state, in either direction, can be represented by an intensity equal to this ability's rank, which one must perform a FEAT against in order to avoid being affected by it negatively.

Overcoming the stickiness induced by this power may require a Strength check against it, while avoiding losing one's grip on something due to induced slickness may take a successful Agility FEAT. Of course, friction control can be applied to oneself, allowing for a series of useful power stunts ranging from the deflection of physical attacks (they slip right off) to wall crawling (you literally stick to the vertical surface).

Friction control can be invoked upon any solid object within Very Near distance of its wielder, regardless of its size; if an object is larger than one's area of effect (such as the side of a skyscraper), only the surface within friction control's radius will be affected. While it can't be used upon liquids or gases directly, the effects of friction control on solid objects can alter how such materials interact with the power's target.

Finally, the effects of friction control are transient in nature; they only last for as long as they are concentrated upon.

Fuel
Type: Alchemy Spell, Technopsi Skill
Duration: instantaneous effect
Cost: 1 point per rank

A highly specialized form of matter generation, the fuel power allows its wielder to supply an item all the consumable materials it needs to function. When activated, fuel will attune the mind of its possessor to the item in question, allowing her to determine what expendable material it requires in order to work as designed. Then, the power will fabricate it on the spot - loaded in the device and ready to go!

Fuel can generate any kind of expendable material for an item, whether one needs paper for a printer, gasoline for an airplane or even bullets for a firearm. Thus, one can really drive forever on a single tank of gas, or can endlessly fire a revolver like a Hollywood action star! In order to do this however, one must be in physical contact with the item to be reloaded with whatever supplies it needs.

Like other matter generation powers, fuel costs its wielder one Health point per turn of use. Similarly, it can only generate so much energetic material on a given turn - an amount, in pounds, equal to its power rank number. If one needs to generate more matter at once than they can in a single turn, they simply need to use fuel for multiple turns - whether making many discrete items or a large, singular mass.

The amount of time spontaneously generated supplies persist depends on variables present when the power is used. A white FEAT makes them last for a number of turns equal to this power rank number, a green FEAT lets fuel exist for a number of minutes equal to this power rank number, and a yellow FEAT allows consumables to persist for a number of hours equal to this power's rank number.

Finally, a red power FEAT creates supplies from nowhere that last indefinitely.

Fuel of a transient nature may or may not be beneficial to the wielder of this power. Bullets that fade quickly would be very hard to trace by a crime lab, while temporary paper would make it difficult to keep records. At the same time, jet fuel (or whatever) that has been burned for energy will simply see its remnants return to their original state of nonexistence - making for a truly 'low emission' engine!

Fugue
Type: Mental Power
Cost: 1 point per rank
Related Powers: forgetfulness, mesmerism, mind wipe, telepathy.

The power of fugue allows its wielder to temporarily prevent others from acquiring long term memories. How this works is that, once the the target of fugue fails a Psyche (will) FEAT roll against its power rank, he or she will cease the creation of permanent memories. This state will persist for as long as the power is active on its target, plus an additional amount of time that is equal to 1d10 turns.

A fugued individual's mind otherwise works properly, and since short term memory is unaffected they can still function - they simply won't remember what's taken place while they were fugued. This is similar to the powers of forgetfulness and mind wipe, but fugue is a more proactive power, in that it doesn't remove extant memories in one's mind so much as it stops them from being created in to begin with.

Thus, even the power of mental repair cannot restore memories lost due to fugue, since there's nothing to restore in the first place!

Fugue only works within Very Near distance of its possessor.

Future Control
Type: Reality Control Power, Dimensional Spell, Psimantic Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: history control, luck, override, precognition.

The power of future control involves the fine manipulation of multiple probability fields in order to achieve a desired result. This is similar to, but more complicated than the luck power, as that ability tends to only function on immediate concerns (within the space of a die roll). Future control, on the other hand, actually reaches through time in order to manipulate events to be - all this in order to bind fate to one's will.

When reaching into the seething cauldron of probabilities that is the most likely future a timeline will follow, the wielder of future control has a rather small window of opportunity to realign things. This window is a number of turns that is equal to the future control power's rank number. A Good (10) ranked future control, for example, would let someone tinker with events ten turns, or one minute, from now.

Generally, future control is limited spatially as well as temporally. In addition to the relatively short lead time it provides, future control can only be used on events its possessor can perceive. This usually requires he be within Near distance of the event to be, unless he can sense it through other means, such as clairvoyance, or perhaps closed circuit television cameras.

Manipulating a solitary action or the outcome of a singular event requires but a green power FEAT. This includes things which can be resolved with a simple dice roll (such as a punch one is going to throw imminently). Single outcomes can also come in the form of something not quite expected, such as Likes to Bite suddenly breaking its leg or throwing a shoe on the last lap of the Kentucky Derby.

Future control is capable of much more complex alterations in imminent probability fields, however. A yellow power FEAT roll can be attempted to change the outcome of multiple related actions or events (such as causing a group of cars in a race to suddenly malfunction), or to momentarily change the mind or opinion of a single target (altering imminent Popularity FEATs, or perhaps a decision the target intends to make).

Similarly, a future controller can attempt incredibly detailed changes in an outcome to be. A FEAT roll of red magnitude is usually required when one is trying to alter the decisions or intentions of multiple individuals (such as a corporation's board of directors), altering a large array of probabilities or causing highly unlikely events to occur (everyone wins at the slots simultaneously).

It is important to note that some actions cannot be directly swayed by the forces that future control can bring to bear. They are simply too big, or too important in the grand scheme of things - even if such is not readily apparent. In this case, the event must be altered in smaller steps, using successive actions against smaller, related probabilities that add up to affect the larger eventuality to come.

G

Genesis
Type: Theonic Art, Faith Power
Duration: instantaneous effect
Cost: 1 point per rank

The power of genesis allows a deific being to create a realm of his or her own. This realm will serve as a place of power for the immortal, as well as a final resting place for the spirits of those who venerated him or her in their mortal lives. A deific being can plant the seed of this realm at a cost of one point of faith energy, dedicating a space equal, in cubic yards, to their power rank number.

When genesis is initially invoked, its wielder may declare that their realm will come in one of three separate forms. The first is a special area within another plane of existence, presumably the god's home plane. This portion of the original dimension will function similarly to the original, where the laws of physics are concerned, but may be modified slightly by the deific being upon creating it.

If the physical principles governing a realm are identical to those of the plane it resides within, one may not notice any difference upon crossing between the two. However, if a deity created his or her realm with somewhat different physics to contend with, individuals who pass from the 'normal' portion of the plane into their realm will be able to tell that something has changed - if not necessarily why.

The second form a realm can take is that of a pocket dimension, one which buds off of another plane - either off of one's home plane or from a 'common ground' plane held by several different deionic entities. This dimensional pocket is adjacent to the original plane, and may function under the same laws of physics or considerably different principles, depending on the wishes of its creator.

Generally, a realm that takes this form will be more isolated than the first, since there is usually only one means of egress between it and its parent plane. Such realms often take the form of seemingly isolated valleys, underground realms, or even palaces in the sky - in short, hard to reach places. That's one advantage of such a dimensional pocket: one can more easily control entry into such a realm.

The third form a deity's realm can take is that of a distinct, independent universe. As its own space-time, a realm of this sort can function under any physical laws desired, though these must be set upon the plane's creation. The only limitation in creating highly divergent physics, however, is that one must ensure that they can survive conditions in their own place of power - or else, why bother?

This sort of holy space is completely isolated from 'normal' reality, and can only be reached by crossing the dimensions; one cannot simply walk to it from elsewhere. That is, unless the being who controls it creates some means of egress that mundane forms of travel can traverse - these often take the form of fantastic trees, rivers, bridges, and so on - and are usually easy to activate or deactivate.

When creating an entirely new space to inhabit, a deionic entity may fill it with the appropriate inanimate matter as a function of its creation. This costs them no additional faith or exertion. Populating such a realm with new life forms, however, must be done separately - possibly with the organism generation or regenesis powers, or perhaps by physically importing them from elsewhere.

After its creation, an immortal's realm may be further expanded, as he or she sees fit. Each expansion costs a deific entity an additional faith point, but will add an amount of space equal to this power's rank number in cubic yards. If the rank of this power changes (whether it is increased or decreased), the size of the realm it has created will change, being recalculated based on the power's new rank.

Furthermore, additional space added to one's realm need not match the characteristics of the original. One's core realm might be firmly invested in their home town, while additional 'layers' of his or her realm might exist in offshoot dimensional pockets or even other planes entirely. This is a great way to create 'tiers' of an afterlife, sending followers to differing levels based on just how faithful they actually were.

Finally, the nature of one's realm of power need not be unchanging. Should the needs of a deionic entity change over time, he or she can reconfigure the laws of nature in their realm as circumstances require. This will cost them faith, however, the deionicist having to expend one point of such energies for each block of space they have created which needs to be reconfigured on a permanent basis.

While in one's realm, a deific character is vulnerable to permanent destruction - that is one of the great weaknesses of otherwise immortal beings. However, to offset this weakness, a deionicist receives a +1 CS on all FEAT rolls they attempt while in their realm, thus making defeat on their home turf a much more difficult proposition - particularly if within their sanctuary itself... or if they also possess omnipotence.

Glamour
Type: Universal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

A glamour is a spectacular display of flashing lights, swirling colors and mysterious sounds. When a sorcerer creates a glamour, he suffuses an area with all of these components, thus causing general disarray and confusion while said area's occupants are distracted and allured by the enigmatic beauty before them. Those wandering into a glamoured area (the glamour's creator notwithstanding) will suffer a -2 CS penalty on all FEAT rolls.

Of course, the creator of a glamour may instead opt to simply target a single individual with this effect. If a glamour is concentrated on a singular target, it will prompt an Intuition (alt) FEAT against this spell rank; if this FEAT fails, the glamoured target will suffer an increased penalty to all their actions - a -4 CS total - instead of the regular -2 CS. If he passes his Intuition FEAT roll, the target suffers no penalty at all.

Gliding
Type: Movement Power
Cost: 1/2 point per rank
Related Powers: cyclone, levitation, prehensile skin, propulsion, super jumping, telekinesis, vapor animation, wings.

A limited, generally unpowered form of flight, gliding allows its possessor to soar through the sky using natural air currents for lift and/or propulsion. A glider can generally achieve a velocity determined by their power rank, depending on where it falls on the air speed table, though the trick with this form of movement is maintaining altitude; gravity has a tendency to tug a glider down at a rate of one story per turn.

As is described in the Space and Movement portion of the Core Rules, a gliding character can maintain their altitude with a green Agility (balance) or gliding power FEAT, whichever of the two is higher, each turn. Gaining one story of altitude requires a yellow FEAT, while failing an altitude FEAT for either purpose implies a mis-step, causing a loss of two stories of altitude that turn.

The gliding power can keep a character in flight regardless of their normal weight, whatever that happens to be. It can also support additional cargo if its power rank, when treated as an equivalent Strength score, is higher than its possessor's weight. A two hundred pound character with Good (10) gliding, for example, could continue to glide with up to an additional two hundred pounds of gear on his person.

Glow
Type: Universal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

The glow spell allows a wizard to temporarily imbue matter with energy. This energy is not directly harmful to that which it is imbued within, but the matter so charged will nonetheless emit the energy placed within it while the spell is maintained. The most obvious use of this spell is to imbue something with light, thus causing it to glow - and making for an excellent source of illumination in a pinch.

Of course, the glow spell is not limited to such. Any form of energy desired, usually chosen when the spell is acquired, can be imbued into matter by a glow spell. Fire can make a great source of heat (or light) without destroying the torch (or whatever) it's placed within, electricity can power electronic devices or motors when needed, and mystic darkness can be placed within an object to render everything in the area nigh-invisible!

While a mage begins with but one form of energy when he first acquires the glow spell, he can gain additional forms of energy as power stunts (or new spells) as desired. Imbuing a target with energy merely requires a green spell FEAT, unless it's a) living and b) unwilling; at this point, the target is also allowed an End (res) roll to avoid the effect. Glow won't hurt him even if he fails to resist, but his belongings may not be so lucky.

The energy to be emitted can be of any intensity, up to the spell rank (caster's choice).

Gravity Control
Type: Reality Control Power, Psimotive Art
Duration: maintenance
Cost: 1 point per rank
Related Powers: antigravity, density control / others, density control / self, space control, time control.

The power to control gravity allows its wielder to manipulate the attractive force that matter exerts on other matter. Such force is never generated by the gravity controller - he's simply manipulating that which is already present in his environment. The simplest application of this power is in regards to the gravitational attraction between the earth (or whatever planet one is on) and the many objects on its surface.

A gravity controller can manipulate this attraction with power rank effectiveness, either multiplying or dividing the effective weight of an object within his radius of effect (as is determined by the Near range table) by his power rank number. An Amazing (50) ranked gravity control, then, could effectively reduce the weight of a two hundred pound object to four pounds - or increase it to ten thousand pounds!

When attempting to move against an enhanced gravity field, a character must pass a Strength FEAT against their new weight intensity or be held, immobile, wherever it overcame him. In a pinch, a character can apply other ranks against the intensity of this heightened gravity, such as a movement power's, said character using that power as an active resistance to the gravitational forces arrayed against him.

On the other hand, characters wandering into a reduced gravity field gain several Strength-based benefits. Recalculate a character's leaping ability based on their new weight in a low gravity zone. Also, with objects experiencing a greatly reduced weight, characters can move things much easier; a two ton truck affected by that Amazing gravity control, above, would weigh a measly eighty pounds!

While quite useful 'as is', gravity control lends itself to a large variety of advanced effects. Such advanced uses of gravity control can each be mastered as a power stunt, representing the character's increasingly intricate manipulation of this fundamental force of nature. A short list of common gravity control power stunts is included below, but is by no means exhaustive in nature:

* Acute Attraction: enhancing the attraction between two specific objects will cause them to move towards each other - though the lighter object of the two will typically shift more. If a building became attractive enough to a person, he could walk up its sides instead of climbing. Similarly, if used between an aircraft and a person, that individual could walk on any of its surfaces as if they were solid ground!

* Attractor Beam: by focusing his will on an object, a gravity controller can increase the attraction gravity holds between it and, say, his hand. In this fashion, he can crudely simulate telekinesis, forcing the object to leap into his palm! In order to prevent the effects of an attractor beam, if the object is held by another, the owner of the object must pass a Strength (mgt) FEAT against this power rank.

* Flight: by rendering oneself nigh-weightless and then increasing attractive forces between oneself and other matter in the area (even air), one can achieve flight after a fashion. A character flying via gravity control can do so at their power rank -1 CS speed, maintaining such movement as long as they can actively concentrate on bending gravity in their favor.

* Gravity Well: by drastically increasing the gravitational forces an object projects, a gravity controller can make it a 'magnet' of sorts for all matter within range. Anything within Very Near distance of the gravity well will fall into it, which in and of itself doesn't cause damage. What does cause damage is collisions with objects already in a gravity well when one falls into it (treat as falling damage).

* Levitation: gravity control can be used to make objects levitate - either the gravity controller himself or anything else. This is done by almost negating the weight of an object, and then increasing the attraction of any matter above it (even the air). An animate target can attempt to avoid this effect by dodging the use of the power; if the gravity controller misses, he just levitates air where the target was.

Great Shield
Type: Personal Spell
Duration: maintenance
Cost: 1 point per rank

A great shield is a powerful defensive measure a thaumaturge may forge to protect a large area from attack. Once the caster constructs a great shield it cannot be moved, but it offers significant protection against injury. In short, a great shield is so powerful that it provides its spell rank +2 CS in protection from the various attack forms, a defense which breaks down as follows:

Rank +1 CS / Rank +2 CS / Rank +2 CS / Rank -4 CS / Rank -6 CS

A great shield is a two dimensional construct, but can span a full area in length, and may be up to ten stories high. It is primarily invisible to the naked eye, but a great shield will nonetheless have strange, glowing runes and such floating along its edges. While it can be broken, a great shield will not pass the damage from any assault which breaks it onto those sheltering behind it.

A wizard may generate more than one great shield at a time if he wishes, but each counts as one spell for the purposes of spell maintenance.

Greater Invulnerability
Type: Physical Enhancement Power, Physiomancy Spell
Duration: maintenance
Cost: 12 points (flat cost) for each invulnerability category
Related Powers: greater resistance (other categories of damage), invulnerability or resistance (other forms of damage), numerous other powers.

A character with this ability possesses complete immunity to any one category of attacks that they choose. This invulnerability can be any one kind of attack listed within the Universal Heroes game, from the physical to the spiritual. When subjected to any attack from the chosen category, a character with this ability may completely shrug it off - though others in his surroundings may not be so lucky.

The eight forms of attack in the Universal Heroes game are as follows:

* Physical Attacks: these kinds of attack are those most commonly experienced by characters. They include all forms of Blunt Attack damage, Blunt Throwing damage, Edged Attack damage, Edged Throwing damage, Force damage, and Shooting damage, as well as specialized effects that involve related phenomena (such as extremes of pressure and falling damage).

* Metabolic Attacks: metabolic attacks are the sort that assault a character's bodily structure, either directly or indirectly, and often invisibly. They include corrosion (acid), disease, poisons, rotting, and unusual phenomena which can either alter or destroy one's form or molecular structure, such as aging, disintegration or even shrinking.

* Energy Attacks: these are many and varied, and include a large array of different phenomenon. Energy attacks include cold, electricity, fire, heat, light, magnetism, radiation, sound and a whole lot more. If it inflicts Energy damage or Force damage (note the slight overlap with physical attacks), Invulnerability to Energy will completely prevent it from working on its possessor.

* Warping Attacks: this category of invulnerabilities allows a character protection against capabilities that act to alter or negate their own super human skills. These include most of the 'power control' powers. This class of invulnerability will also protect a character against abilities from the (admittedly small) 'reality control' power block, which is used to alter the very rules of the game!

* Magical Attacks: magical attacks are those which inflict Sorcerous damage, and include the majority of special, campaign-specific thaumaturgical forces; ask your game Judge about these. While magical spells and powers which inflict damage that isn't Sorcerous do not fall under this heading, non-damaging spell effects (ranging from banishment to mind control to even telekinesis) do.

* Vampiric Attacks: these attack forms all act to drain a character of something, whether it be the classical blood-drinking vampire or the 'sanitized' psychic vampire seen in more recent fiction. This invulnerability immunizes one from all the forms of vampirism, whether it concerns the up-front damage caused by these abilities or their dreaded transformative powers.

* Psionic Attacks: this form of invulnerability protects from attacks which inflict Karmic damage, such as an empathic hammer or psi bolt, as well as odd forms of psionic energy like spectral flames. While psi powers which inflict damage that isn't Karmic do not fall under this heading, non-damaging psionic effects (ranging from emotion control to illusion projection to even telepathy) do.

* Deionic Attacks: deionic attacks are the uber-powerful abilities of immortal beings! Strictly speaking, this invulnerability offers protection against any attack which inflicts Deionic damage, but it can also affect the special abilities of the gods themselves. These may range from observation by deific abilities to dread curses from on high.

Unlike standard invulnerabilities, you do not gain a discount for purchasing multiple forms of this ability; each category of greater invulnerability is simply that valuable. In fact, it is recommended that the Judge not allow a character too many forms of greater invulnerability, as a character could conceivably possess enough of these to be nigh-untouchable. The recommended limit of greater invulnerability forms is 2.

Finally, a player may take a ranged form of this power, as he can with the standard variety. A field effect version of an invulnerability functions within one area, but can be 'broadcast' to anyone the character chooses within this area of effect. This counts as an extreme enhancement to greater invulnerability, and adds 12 to its cost - for each type to be broadcast. Pricey, but your teammates will absolutely love having you around!

Greater Resistance
Type: Physical Enhancement Power, Universal Spell, Metapsi Talent
Duration: maintenance
Cost: 1 point per rank, plus 4 points per additional resistance category
Related Powers: body armor, greater invulnerability (other categories of damage), invulnerability or resistance (other forms of damage), numerous other powers.

A greater resistance is similar in function to a standard resistance, in that it provides its rank in resistance to injury. Instead of providing protection against one specific form of attack, however, greater resistance offers its rank in resistance to an entire category of attack forms. There are eight categories of attack in the Universal Heroes game, and a character with a greater resistance may defend against any one of their choice:

* Physical Attacks: these kinds of attack are those most commonly experienced by characters. They include all forms of Blunt Attack damage, Blunt Throwing damage, Edged Attack damage, Edged Throwing damage, Force damage, and Shooting damage, as well as specialized effects that involve related phenomena (such as extremes of pressure and falling damage).

* Metabolic Attacks: metabolic attacks are the sort that assault a character's bodily structure, either directly or indirectly, and often invisibly. They include corrosion (acid), disease, poisons, rotting, and unusual phenomena which can either alter or destroy one's form or molecular structure, such as aging, disintegration, or even shrinking.

* Energy Attacks: these are many and varied, and include a large array of different phenomenon. Energy attacks include cold, electricity, fire, heat, light, magnetism, radiation, sound, and a whole lot more. If it inflicts Energy damage or Force damage (note the slight overlap with physical attacks), Resistance to Energy will blunt it.

* Warping Attacks: this category of resistances allows a character protection against capabilities that act to alter or negate their own super human skills. These include most of the 'power control' powers. This class of resistance will also protect a character against abilities from the (admittedly small) 'reality control' power block, which is used to alter the very rules of the game!

* Magical Attacks: magical attacks are those which inflict Sorcerous damage, and include the majority of special, campaign-specific thaumaturgical forces; ask your Judge about these. This also covers non-damaging magic effects; if one's Intuition or Psyche may be used to resist such, this ability functions against them at a minimum of that rank +1 CS.

* Vampiric Attacks: these attack forms all act to drain a character of something, whether it be the classical blood-drinking vampire or the 'sanitized' psychic vampire seen in more recent fiction. This resistance provides its rank in protection to all the forms of vampirism, both in the up-front damage as well as the transformative power of those abilities.

* Psionic Attacks: this form of resistance protects from attacks which inflict Karmic damage, such as an empathic hammer or psi bolt, as well as odd forms of psionic energy like spectral flames. This resistance also covers non-damaging psionic effects; if one's Intuition or Psyche may be used to resist such abilities, this resistance works against them at a minimum of that rank +1 CS.

* Deionic Attacks: deionic attacks are the staggeringly overwhelming abilities of immortal beings! Strictly speaking, this resistance offers protection against any attack which inflicts Deionic damage, but it can also affect the special abilities of the gods themselves. These may range from observation by deific abilities to dread curses from on high.

During character generation, a player has the option of adding additional greater resistances as they see fit, each increasing the cost of this ability as a whole by 4. For instance, a character with resistance to energy attacks may wish to add like resistance to, say, physical and metabolic assaults. This adds eight points to the cost of the first resistance, instead of the normal price for three distinct greater resistances.

Similarly, characters who learn greater resistances can master even more, doing so as power stunts off of the original source of such. The thing to keep in mind is that each resistance counts as one power for the purposes of maintenance. Thus, a sorcerer could conceivably acquire power stunts to cover all eight forms of assault, but could only maintain, at once, an amount equal to their normal simultaneous spell maximum.

Finally, a player may take a ranged form of greater resistance. A field effect version of a resistance functions within Very Near distance, but can be 'broadcast' to anyone the character chooses within this area of effect. This counts as an extreme enhancement to greater resistance, and adds 4 to its cost for each category of shared resistance (or reduces the net resistance intensity of each by -4 CS).

Growth / Others
Type: Matter Control Power, Universal Spell
Duration: special
Cost: 1 point per rank
Related Powers: animal hybridization / others, density control / others, environmental pocket (for the target), growth / self, plant hybridization / others, shrinking / others, shrinking / self.

This curious ability is a means by which one can physically increase the volume of anything in his environment, living or otherwise. A character possessing it may dramatically increase the volume of a target, doing so by applying a multiplier to its current size as if the target suddenly acquired an equivalently ranked growth / self ability (which details the specifics of growth rules).

Non-living targets can be grown with but a green roll, but living targets are allowed an End (res) FEAT roll to avoid the effect (if unwilling). The effects of growth / others will last for a duration dependent on variables present when the power is used. A green growth / others FEAT will make it last for a number of turns equal to the power rank number; for example, an Amazing (50) rank with this skill causes it to last for five minutes (50 turns).

A yellow growth / others roll will multiply this value by ten, meaning that Amazing (50) power will make a body grow for fifty minutes, instead of five. A red growth / others FEAT will expand the size of living entities for a number of hours equal to the rank number (fifty hours for our Amazing friend above). The latter assumes an animate target; inanimate objects are grown permanently on a red FEAT unless the grower chooses otherwise.

Or later deactivates the growth he subjected it to.

But how does this work? Growth is generally assumed to acquire the mass necessary to expand something's volume from some extradimensional source. This simply means there's more of the target than there was before, as this generic 'mass' is used to fill in the blanks (after a fashion) to expand the growing item to its new volume. This allows things subject to growth to function normally, immense size notwithstanding, in their environment.

Growth / Self
Type: Physical Control Power, Personal Spell, Metapsi Talent
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: density control / self, environmental independence, growth / others, shrinking / others, shrinking / self.

Growth is the ability to increase one's effective volume dramatically. This power functions relative to the normal human size, which is approximated in the Universal Heroes system as six foot tall (it makes for easier math). All characters are assumed to be at this height (give or take a few inches, obviously) unless they possess quirks to the contrary, or some sort of ability (like this one) to change their size.

Entities that are naturally much larger will possess this power as a sort of explanation for their size; say our heroes encounter a race of giants, all of whom are twenty four feet tall! Such individuals would have this power as a permanent, always-on ability, one that cannot be 'neutralized' by powers which affect super-human skills. These in particular would have Good (10) ranked 'growth' at all times to showcase their size relative to normal beings.

A character that is at a larger than normal size may very well be subject to size factors. For every doubling of human height an entity possesses, they shall receive a +1 size factor (our giants, above, would have a +2 size factor). This size factor entails a combat adjustment to an enlarged foe when facing off against normal-sized opponents - and one for normal-sized opponents when tackling a being possessed of super-human volume.

How this works is that a normal-sized foe attacking an enlarged opponent (or one that's naturally huge) gains a +1 CS to hit for every +1 of size factor his foe possesses. Alternately, a giant-sized foe receives a -1 CS to hit normal-sized foes for each +1 size factor they possess - but they also receive a +1 CS to the damage they inflict, as well as 1 CS of damage reduction versus normal-sized foes for each +1 of size factor, as well.

For example, say a hero is facing off against a giant, extra-terrestrial robot that is forty eight feet tall. Since it is eight times a normal human's size, this robot has a +3 size factor. It is at -3 CS to hit the hero, but benefits from a +3 CS to its damage when it does connect with him in battle, as well as 3 CS of damage reduction against his (effectively) smaller attacks. The hero, on the other hand, gains a +3 CS to hit his giant foe.

Similarly, each increment of size factor a character possesses adds effective +1 CS enhancement to their lifting ability. Such characters have more 'muscle' to lift or otherwise apply force to objects, even after taking their own increase in mass into account. This isn't an actual Strength increase (it does not raise Health in and of itself), but better simulates a larger character's effects on their environment.

For instance, a hero with Good (10) rank growth and Good (10) rank Strength can quadruple their height, giving themselves a +2 size factor. While so enlarged, this hero benefits from a +2 CS to their Strength for lifting purposes, allowing them to lift up to one ton when necessary. Note that this does not further increase the damage an enlarged character inflicts in melee; that bonus was already described, above.

When dealing with characters who both possess a size factor, simply subtract the smaller character's size factor from the larger one to determine a net difference. If we pitted our alien robot against our giants, we'd have a size factor of 3 (the robot) versus the size factor of 2 (the giants) for a net difference of 1. The robot would deal with the giants (and vice versa) as if his size factor compared to them was but +1.

Growth by Rank
Growth
Rank
Size
Multiplier
Size
Factor
Growth
Rank
Size
Multiplier
Size
Factor
Feeble1.5x0Monstrous24x+4
Poor2x+1Unearthly32x+5
Typical3x+1Shift X64x+6
Good4x+2Shift Y128x+7
Excellent6x+2Shift Z256x+8
Remarkable8x+3Class 1k512x+9
Incredible12x+3Class 3k1024x+10
Amazing16x+4Class 5k2048x+11

The standard explanation for growth is that its wielder acquires the mass necessary to expand his volume from some extradimensional source. This simply means there's more of him than there was before, as this generic 'mass' is used to fill in the blanks (after a fashion) to expand the growing character to his new volume. This allows a character using growth to function normally, immense size notwithstanding, in his environment.

Being 'stuck' at the size offered by growth is considered an extreme limitation, allowing for a four point reduction in the cost of this ability (point-based character generation) or a +4 CS in the overall power rank (random character generation). This is 'extreme' because it means the character cannot interact with human-sized objects at all, and must have all gear (including clothing!) made for someone of his immense volume.

Also: so much for that secret identity...

Keep in mind that justifying 'permanent' growth as a spell or a psionic is especially tricky, and may possibly involve a flawed source of power. It would absolutely require immunity to normal annulment or subsequent shrinking, or else it wouldn't be all that much of a limitation to speak of. Without such 'immunities', this condition would be semi-permanent at best, and only count as a 'strong' limitation.

Gyration
Type: Physical Control Power, Physiomancy Spell
Duration: maintenance
Cost: 1 point per rank
Related Powers: cyclone, deflection, gliding, missile generation, super digging.

Gyration is the power to spin one's body at seemingly impossible speeds! When invoked, the character with gyration will begin to rotate at a velocity that is too fast for the naked eye to follow, causing its wielder to appear like unto a living whirlwind. By leaning in a specific direction while spinning thus, a gyrator can easily achieve power rank velocities, as is defined on the land/sea speed table.

Rotating that quickly has a number of defensive benefits, as well. A gyrator can see in every direction simultaneously, thanks to their rapid rotation, and can thus benefit from the effects of circular vision. Furthermore, the power of gyration naturally gives such characters immunity to vertigo whilst spinning so, whether induced by their own motion or efforts by others to physically or psionically cause a loss of balance.

Offensively, gyrating characters can inflict power rank damage in melee, and may block, brace or avoid grappling attacks with gyration's power rank if it is higher than the normal base for such maneuvers. Furthermore, a gyrator can fling objects, either at a single target or at everyone within their current area, inflicting damage of the appropriate type equal to their power rank or the m.s. of the flung objects (whichever is less).

Gyration is a natural complement to a variety of other powers, which can either be taken with it or developed as power stunts. These include the cyclone power, which involves the creation of a vortex of spinning air, super digging, which involves burrowing through the earth or other impediments to one's progress, or even gliding, using one's rotation to defy gravity - at least for a little while.

H

Hard Points
Type: Physical Weaponry Power
Cost: 4 points (base cost), plus 1 point per additional m.s. of the hard point
Related Powers: damage reduction, deflection, edges, super climbing.

Hard points are areas on a character's body that are stronger than the rest. A common example of a hard point in nature is the hoof, a continually growing mass of keratin on certain animals that is used to support their weight. They may also consist of partial exoskeletal plates such as the shell of a tortoise or the armor of an armadillo, or any number of other stiffened anatomical features.

A character can use hard points to increase melee damage, adding a +1 CS to whatever attack makes use of them. This will usually be a standard hand to hand assault when hard points are on one's extremities (using Strength (might) as a base), while hard points that are on one's torso - either partially or fully - need to make use of a charging maneuver to benefit in this fashion (using Endurance as a base).

However, characters may also use their hard points for defensive purposes. When these features are a relatively minor portion of one's anatomy, they will add a +1 CS to blocking or bracing maneuvers, being usable only as makeshift shields. On the other hand, a hard point that covers a larger percentage of one's surface area provides its m.s. in body armor - unless someone specifically targets an uncovered area.

The base m.s. of a hard point is generally the character's base ability score (above) +2 CS. The idea is that this mostly prevents a character from wrecking them with his or her own Strength (or Endurance). Mostly. But one may add to the m.s. of their hard points by gambling on the table of one's choice (random character generation) or by spending one point per increase in m.s. (point-based character generation).

Healing / Others
Type: Biological Control Power, Universal Spell, Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: aciurgy, age control / others, cure disease, detoxification, healing / self, integral control, mental repair, recovery, regeneration / others, resurrection, resuscitation.

This extremely popular talent allows a character to infuse the body of another with essential, recuperative energies, energies which allow them to recover lost Health. No matter what form the lost Health may take, from severe burns to brain damage, healing will undo the damage inflicted upon its target's body. Each application of healing allows its recipient to recover this rank number in lost Health points, up to his usual maximum.

While healing is good for a body, at least in practical terms, it is nonetheless taxing on the system. This vast pulse of regeneration should be used on someone sparingly - only once per day - or else it may push its target's system too far. For every additional healing a character receives in a twenty four hour period, he will lose one rank of Endurance due to metabolic overload - which must then be recovered normally.

On the other hand, healing / others may instead be limited so that the Endurance loss comes from the healer instead of the target. This assumes a more intimate, direct tie between the metabolism of the healer and the healed, and allows the former to take the brunt of the system 'shock' instead. This means a healer can only do his thing a minimal amount each day, lest he quickly work himself to death, but what he can do is nigh-miraculous.

Having this limited form of healing is considered an extreme limitation, and enhances this power's level by +4 CS (or reduces the cost by four points).

Either way, a target may resist being healed if desired (if he's already been patched back up once already) by passing an Endurance FEAT against this ability. Keep in mind that if someone's Health is full, healing / others has no effect (the 'once a day' penalty doesn't kick in).

Healing / Self
Type: Physical Control Power, Personal Spell, Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: healing / others, recovery, reformation, regeneration, regenerative armor, revival, stasis.

This ability allows a character to infuse his body with essential, recuperative energies, which allows him to recover lost Health. Regardless of the nature of the harm, from minor scuffs to severed limbs, healing will undo the damage inflicted upon one's body. Each application of healing allows a character to recover his rank number in lost Health points, up to his usual maximum amount.

While healing is good for a body, at least in practical terms, it is nonetheless taxing on the system. This vast pulse of regeneration should be used sparingly - only once per day - or else it may push one's system too far. For every additional healing a character attempts upon himself in a twenty four hour period, he will lose one rank of Endurance due to metabolic overload - which must then be recovered normally.

But when you're bleeding to death, that doesn't sound all that bad, now, does it?

Heat Generation
Type: Energy Generation Power
Cost: 1 point per rank
Related Powers: aura (heat), catalysis, carrier wave, fire generation, image projection, imaginary doubles, infravision, plasma generation, temperature control, transformation / self (heat), weather control.

The character with heat generation can spontaneously create vast amounts of thermal energy, which he or she can then emit into the environment. This is done via infrared radiation, which allows a heat generator to warm objects even without a material medium to transmit thermal energy through. Such energy can be transmitted in the form of omnidirectional radiation, or instead be focused at a specific target.

If radiating thermal energy in every direction, a character can affect everything within Very Near distance of their person. Alternately, if firing a beam of infrared light, a character can instead reach targets within Near distance of their current location. The latter requires a roll to hit one's target, while the former will crisp anyone foolish enough to remain close to the heat generator.

Heat attacks inflict SD Energy damage with each use, much as exposure to concentrated microwaves do. But then, the infrared frequencies used to transmit heat are quite similar in nature to radio waves, after all - aside from some oddities in the Terahertz band, that is. Characters with infravision risk being temporarily blinded by the use of this power, suffering such if its intensity can overwhelm their Endurance (res) score.

Characters exposed to intense heat over long periods of time are subject to heat exhaustion, and objects inundated with like thermal energy for lengthy periods may well suffer damage - if not melt entirely! Furthermore, such overheated objects (or people!) will tend to radiate heat as would an open flame, inflicting like SD Energy damage to anything in physical contact with them - for 1d10 turns, at least.

Hellfire Control
Type: Energy Control Power
Cost: 1 point per rank
Related Powers: carrier wave, energy absorption (hellfire), energy cohesion, hellfire generation, magic sense.

Hellfire control is an unusual ability which allows its wielder mastery of an unnatural form of energy. Unlike most other forms of energy, one cannot readily squeeze hellfire out of easily available sources in the environment, for it does not occur naturally in a conventional continuity. Without a source of hellfire, whether it be the hellfire generation power or some artifact or alien matter that makes it, this power is useless.

Once hellfire is uncovered however, the character with this power may manipulate it as he or she sees fit - assuming they can pass a power FEAT roll against its intensity, that is. Once this is done, a hellfire controller can increase the intensity of mastered hellfire up to a level equal to this power rank, reduce it by a like amount, or shape and contour its flow and very form in any fashion desired.

The simplest application of this shaping allows a hellfire controller to simulate power rank resistance to hellfire, preventing it from coming into contact with him or her. This is particularly important since hellfire has such a deleterious effect on the very shape of things, due to its inherent Probability Fallout. Of course, the creation of hellfire constructs can also be mastered, as power stunts for each general type.

A particularly useful aspect of hellfire control is the ability to hold some sway over the nature of changes wrought upon matter by hellfire itself. When something is altered by hellfire's PF radiation, a hellfire controller can attempt a power FEAT, opposed by the Psyche (will) or m.s. of a target, to determine the general nature of such changes. This control is never precise, but it beats a completely random alteration.

And lets a hellfire controller potentially neutralize a foe without necessarily burning them (completely) to a crisp!

Hellfire control functions within Near distance of its wielder.

Hellfire Generation
Type: Energy Generation Power
Cost: 1 point per rank
Related Powers: aura (hellfire), carrier wave, hellfire control, magic sense, transformation / self (hellfire).

Hellfire is a magically charged (or tainted) form of energy that superficially resembles ordinary flames. When it manifests, it will generally have the same basic characteristics of an ordinary blaze, though sinister faces and other shapes can be made out within as it flickers. Furthermore, hellfire can manifest in any color, leading to it being mistaken for ordinary fire, spectral flames, or even darkness!

Luckily for most, hellfire is not something normally encountered in conventional realms of existence, for it is typically the product of diabolic planes - or alternately, the inhabitants of such universes. Of course, the odd character with hellfire generation is the obvious exception to that rule; a body need not be from evil spaces to possess this ascendant ability... though it sure helps!

In addition to its striking visual characteristics, hellfire differs from normal flames in that it is so inherently magical. Either when used offensively or stumbled upon in the environment, hellfire inflicts its intensity in Sorcerous damage to anything coming into contact with it, whether or not it is typically considered flammable. Furthermore, hellfire will subject anything in contact with it to Probability Fallout (PF).

In other words, while standard flames will continue to burn matter, hellfire instead acts to change it! If alive, the victim of hellfire exposure must pass a Psyche (will) FEAT roll against the intensity of hellfire damage suffered or be changed, while inanimate matter must pass a m.s. check or be similarly affected. Such changes can be either slight or drastic, as the Judge (and the current situation) demands.

The amount of time hellfire-induced changes last are determined by a second hellfire generation FEAT. A white FEAT roll causes alterations to last for only 1d10 turns, while a green FEAT lets them endure for for a number of turns equal to its power rank number. A yellow duration FEAT allows a change to last for a number of minutes equal to its power rank number, while a red FEAT extends this time to a like amount of hours.

Though inanimate objects, when affected by a red duration FEAT, can be considered permanently altered.

Hellfire generation functions within Near distance of its wielder.

History Control
Type: Reality Control Power, Dimensional Spell
Cost: 3 points per rank
Related Powers: future control, override, postcognition.

History control is the ability to reach into the past and meddle with events that have already occurred - without all the pesky time travel that is normally required to achieve the same effect. How it works is that, upon deciding to change a recent event, the character with history control creates a 'bubble' of probabilities, a field of such that extends between the past event to be changed and the present.

Within this bubble, reality itself is in flux - existing in multiple states concurrently. The course of events triggered by the outcome of an unchanged action exists alongside the outcome of the action after it is altered. A history controller may then view the eventualities caused by both outcomes, and choose which of the two he or she prefers. This means one can change the past, or not, depending on which present they like more.

Manipulating a solitary action or the outcome of a singular event requires but a green power FEAT. This includes things which were resolved with a simple dice roll (such as a punch one threw - and missed). Single outcomes can also come in the form of something not quite expected, such as altering a beef patty such that it was not properly refrigerated before someone cooked and ate it.

History control is capable of much more complex alterations in previous probability fields, however. A yellow power FEAT roll can be attempted to change the outcome of multiple related actions or events (such as meddling with last week's stock prices), or to actually change the mind or opinion of a single target (altering the results of failed Popularity FEATs, or perhaps a decision the target made recently).

Similarly, a history controller can attempt incredibly detailed changes in the past. A FEAT roll of red magnitude is usually required when one is trying to alter the decisions or intentions of multiple individuals (such as a crime syndicate's leaders), altering a large array of probabilities or causing highly unlikely events to occur (more people vote for that milquetoast third party candidate).

Bear in mind that some past events are so pivotal that they may actively resist being changed. This may be the case with something that drastically altered the chain of events between itself and the present, such as some sort of cataclysm or especially an act of nature. Sometimes these can be changed with multiple uses of the power - but may also be opposed by others with this exact same ability!

When a character reaches back into the past, intent on upturning the current probability field of the universe with one dictated by the changes he or she would like to make, they have a somewhat small window of opportunity to alter things. This temporal window consists of a number of days equal to the history control power rank number; for example, Remarkable (30) history control allows for a month of leeway, give or take.

Generally, history control is limited spatially as well as temporally. In addition to the relatively short period of fluctuation it allows for, history control can only be used within a short distance of the event(s) that are to be altered. In other words, history control requires that its possessor be within Near distance of the past event or events to be tinkered with.

This may sound similar to how the future control power works - and it is, save for the direction through time it reaches. Both powers cause timeline deviations from the point of the inflicted alterations, but history control is trickier since that deviation occurs at a point before the person wielding the power actually wields it - at least in a causal sense.

Thus, each time the history controller uses this power, he will bud off an alternate timeline, wherein he knows he changed something - but everyone else is (generally) unaware anything has been altered. This leaves behind the 'original' timeline where the history controller didn't alter anything... possibly prompting others in the 'abandoned' timeline to wonder just what the character's super power actually is.

This sounds like it is a recipe for a whole lot of paperwork, but in grand scheme of things it isn't. Technically speaking, each moment in time sees an infinite amount of alternate timelines branching off of every other timeline based on the results of an infinite amount of potential outcomes. So, one could simply look at history control as 'steering' things along in a more desirable direction.

More involved changes might cause a bit of irritation to one's game Judge though, who has to jump through hoops now and then to account for changes to his carefully laid plots that occur thanks to sudden ripples in the timeline. Who then, just to share in the fun, might introduce any number of ways to annoy the history controller - possibly including another history controller as a nemesis!

Horns
Type: Physical Weaponry Power
Cost: 4 points (base cost), plus 1 point per additional m.s. of the horns
Related Powers: (in general) Propulsion; (for the horns only) corrosion, disease, poison, rotting.

Horns are physical weapons inherent to a character's head.

Strictly speaking, true horns consist of living bone encased within keratin and other proteins. A variety of horn-like protrusions occur throughout nature however, such as the antlers of an adult deer (which are dead bone and lack a keratin coating), or the 'horn' of a rhinoceros (which consists solely of keratin, lacking living bone within). Anything resembling a horn (or horns) is covered by this power, though.

Horns generally have a m.s. equal to their possessor's Strength (might) or Endurance +2 CS - whichever is higher. During character generation, a player may increase the inherent m.s. of their horns if desired. This may be done with a gamble based on the character's Strength (might) +2 CS (random character generation) or by spending one point for each additional rank of m.s. (point-based character generation).

The form of damage one can inflict with horns depends on their shape. Pointed horns generally allow their possessor to inflict their Strength (might) rank in Edged Attack damage with a head butt, while curved horns instead allow one to inflict their Strength (might) rank +1 CS in Blunt Attack damage.

The advantages of a horn (or horns), however, is that they can also be used in a charge maneuver. In the event of such an attack, the wielder of horns will inflict damage as indicated above, except that the base of such is their Endurance instead of Strength. And naturally, the character may add whatever additional damage would be incurred due to the amount of movement executed before connecting with their target(s).

Hostility Screen
Type: Combination Power
Cost: 2 points per rank
Related Powers: animal sympathy, antigravity, deflection, device sympathy, emotion control, empathy, gravity control, object sympathy, plant sympathy.

A hostility screen is an aversive field which prevents entities actively hostile to its possessor from approaching. A strange combination of both empathy and antigravity, hostility screen scans the area within Very Near distance of its wielder while active, and applies a repellant force when beings directing aggression towards said wielder attempt to wander any closer to him or her.

This repellant force works with power rank intensity, and requires overcoming its might in order approach any closer to its projector. Of course, the wielder of this power can use its repulsive properties to push themselves away from offensive individuals who can overcome it, doing so with like force - as if the hostility screen were a similarly ranked propulsion power.

While a hostility screen is great against animate opponents, it's sort of at a loss against the unliving. Unfeeling machines, reanimated zombies, and even bullets are completely unaffected by a hostility screen - primarily because its empathic component cannot sense them whatsoever. This limitation can be bypassed, however, if the possessor of a hostility screen has access to the pertinent sympathy powers.

Device sympathy, for example, would add the ability to screen out non-sentient robots, while object sympathy would cover those bullets and zombies.

I

Ice Generation
Type: Combination Power
Cost: 2 points per rank
Related Powers: aura (cold, ice or water), cold generation, energy absorption (cold or heat), fluid animation (water), matter absorption, solid animation (ice), temperature control, transformation / self (cold, ice or water).

Ice generation is a specialized ability which combines facets of both matter absorption and cold generation. How this power works is that it collects ambient moisture from one's environment, and then allows its possessor to instantly expel that moisture. The trick is that the water's flow is consciously controlled, and immediately frozen such that the wielder of this ability can seemingly create ice from nowhere.

The potency of ice generation varies depending on how much moisture is present in its wielder's surroundings. Using ice generation on (or in) a body of water allows it to work at +2 CS, while doing so in rain or fog gives it a +1 CS bonus. Wielding ice generation in especially dry and/or hot country will reduce its effectiveness by -1 CS, possibly even -2 CS if an area is particularly arid (such as the Sahara desert).

Initially, the possessor of ice generation can only use it as a projectile attack. The form of damage it inflicts will be either Blunt Attack (ice column) or Edged Attack (ice spear), depending on the shape chosen at the time. Developing additional uses for ice generation involves the mastery of power stunts, one for each kind of trick one would like to perform with this rather versatile ability.

Stunts common to the use of ice generation involve the creation of icy restraints around a foe, building ice slides to increase one's movement speed, constructing a protective icy aura, or otherwise generating large structures or sculptures. Slightly less common power stunts involve aspects of ice generation's component abilities, performing advanced feats to manipulate either cold or water to some extent.

An important, and often overlooked consideration with ice generation is that its products are quite chilly. If a target is exposed directly to the ice this power generates (while held in an icy restraint or when skewered by an ice spear) they will suffer additional, cold-based damage. This chilling Energy damage indirectly inflicted by ice generation is SD in nature, and may cause numerous unforeseen effects based on how the power is used.

Illusion Projection
Type: Mental Power, Universal Spell, Psipathic Talent
Duration: maintenance
Cost: 2 points per rank
Related Powers: dream projection, pain, psychic invisibility, sensory link, sensory attenuation, sensory distortion, sensory projection, static field, telepathy.

This potent ability allows its wielder to input false sensory data from his mind directly into that of another. This information is wholly imaginary, and invisible to the sensors of inanimate electronics. This data may come in the form of any of the target's senses, from sight to sound to taste to smell to touch - including false information to waylay any superhuman senses he may possess.

Illusion projection itself functions within Near range, though effective use of the power is really limited to the area the wielder currently occupies; any further away and you run into limits of human vision, as well as unanticipated oddities of perspective such as the curvature of the earth. For each area an illusion 'wanders' away from its creator, apply a -1 CS to the effective intensity of its believability - if such is the intent.

Speaking of believability, characters subject to an illusion have no real reason to disbelieve what they are subjected to unless something tips them off to the fact that what they're perceiving isn't, in fact, real. This is no issue with non-realistic illusions, but if something looks right (say, a brick wall), there's no reason to assume it's fake unless something rings false (such as someone walking through said illusory wall).

Disbelieving an illusion requires an Intuition FEAT roll against the rank of this ability, which may be easier with long distance illusions (as stated earlier). If this FEAT is successful, the target can successfully shake off the illusion, while a failure indicates the illusionist was able to maintain the charade somehow. Mind you, having mixed things up once, it's possible that other illusory phenomenon may be disbelieved as well.

It's important to note that illusions are just that - not real. They have no direct effect on the environment, and cannot actually cause characters damage... which is sort of the point. Illusions can be used to trick others into hurting themselves (walking over a cliff while believing a bridge was there), or to steer people in a direction of the illusionist's choosing, but the images themselves are not harmful.

Unless combined with other abilities. Of course, one can be made to believe that they have been injured by an illusion. This is something of a psychosomatic response to a perceived attack, and is especially tricky for an illusionist to pull off. Each instance of illusory damage offers the possibility of disbelief, and no one can die from imaginary damage; anyone passing out or 'dying' from such will simply awaken in 1d10 turns.

An illusion lasts for as long as its creator concentrates on it - no more, no less. Full concentration on one's illusions is required to maintain a sense of believability (if this is in fact the intent). If this concentration wavers, subtle errors will creep into the illusion temporarily, possibly prompting Intuition checks to verify if the charade is maintained or not.

Illusion projection is similar in function to image projection, but has a much more difficult time affecting a large group of people. For every doubling of people the illusionist tries to affect simultaneously, apply a -1 CS penalty to the power FEAT, as well as the intensity required to disbelieve an illusion. This reflects the difficulty of mentally keeping tabs on what so many people are perceiving at a given moment.

Image Animation
Type: Mental Power, Universal Spell, Superpsi Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: fluid animation, object animation, solid animation, reanimation, vapor animation.

The power of image animation allows its wielder to seemingly imbue two dimensional images with life! These images may be of any type, ranging from stick figure drawings to comic book line art to photography to television frames. When the power is activated, the image seemingly steps off of whatever surface it was affixed to, and quickly swells in size to become a lifelike representation of its former, two dimensional self!

This is done thanks to the amazing properties of the imaginary form of matter known as psychoplasm. How image animation works is that its possessor subconsciously draws forth a mass of psychoplasm from higher planes of existence, and uses his mind to shape it into the form of the drawing. The drawing will generally 'live' at an appropriate size; a stick figure man will usually manifest as approximately man-sized.

Furthermore, details from the animated image that are missing or obscured in its original form will be filled in when it is given a semblance of life. This is how historical figures can 'step out' of an old photograph, even if their legs are outside the area captured by the image, and so on. These may not resemble the 'actual' version of the image so animated, as absent details are supplied by the subconscious mind of the image animator.

When so animated by this power, an image will behave as directed by its wielder. These images will possess effective Fighting, Agility and Health scores that are equal to this power's rank, along with whatever 'special' abilities the image possesses. An animated image of a dragon might have flight, claws and fire generation, all of which would function at the image animation power's rank.

An animated image will last in a 'living' state for 1d10 turns, unless one specifically concentrates on maintaining it further. Generally, an image animator can only keep one image 'alive' at a time, due to the mental strain of dynamically animating the summoned psychoplasm. Of course, animated images last a shorter amount of time if destroyed, immediately returning them to wherever their animator 'borrowed' them from.

This power can function at a +1 CS if the image so animated is something its possessor created himself. Furthermore, the power is considered strongly limited (costs two points less, or improved by +2 CS) if it is constrained to a small class of images to animate. This can include only television images, or photos from mail order catalogs, or even the tattoos one has had inked onto their own body.

Image Projection
Type: Energy Control Power, Psikinetic Art
Duration: maintenance
Cost: 2 points per rank
Related Powers: energy cohesion, heat generation, imaginary doubles, invisibility, light generation, light control, pain, redolence, sound generation, sound control, temperature control.

This potent ability allows its wielder to generate three dimensional audiovisual entities directly from his imagination. These images are constructed of audible sound and visible light, and as such may be perceived by the sensors of inanimate electronics, as well as the easily fooled minds of sentient beings. They may be photo-realistic, fanciful and/or cartoon-like, or even random displays of sound and light - whichever suits the situation.

Image projection itself functions within Near range, though effective use of the power is really limited to the area the wielder currently occupies; any further away and you run into limits of human vision, as well as unanticipated oddities of perspective such as the curvature of the earth. For each area a projection 'wanders' away from its creator, apply a -1 CS to the effective intensity of its believability - if such is the intent.

Speaking of believability, characters subject to a projected image have no real reason to disbelieve what they are seeing and hearing unless something tips them off to the fact that what they're perceiving isn't, in fact, real. This is no issue with non-realistic images, but if something looks right (say, a brick wall), there's no reason to assume it's fake unless something rings false (such as someone attempting to touch said wall).

Disbelieving a projection requires an Intuition FEAT roll against the rank of this ability, which may be easier with long distance projections (as stated earlier). If this FEAT is successful, the target can successfully shake off the projection, while a failure indicates the projectionist was able to maintain the charade somehow. Mind you, having mixed things up once, it's possible that other illusory phenomenon may be disbelieved as well.

It's important to note that image projections are just that - not real. They have no direct effect on the environment, and cannot actually cause characters damage... which is sort of the point. Projected images can be used to trick others into hurting themselves (walking over a cliff while believing a bridge was there), or to steer people in a direction of the projectionist's choosing, but the images themselves are not harmful.

Unless combined with other abilities. Of course, one can be made to believe that they have been injured by a projection. This is something of a psychosomatic response to a perceived attack, and is especially tricky for an projectionist to pull off. Each instance of illusory damage offers the possibility of disbelief, and no one can die from imaginary damage; anyone passing out or 'dying' from such will simply awaken in 1d10 turns.

A projected image lasts for as long as its creator concentrates on it - no more, no less. Full concentration on one's image projections is required to maintain a sense of believability (if this is in fact the intent). If this concentration wavers, subtle errors will creep into the projection temporarily, possibly prompting Intuition checks to verify if the charade is maintained or not.

Imaginary Doubles
Type: Energy Control Power, Personal Spell, Metapsi Talent
Duration: 1d10 turns + maintenance, if desired
Cost: 2 points per rank
Related Powers: body doubles, energy cohesion, energy doubles, heat generation, image projection, light generation, light control, mental doubles, redolence, sound generation, sound control, temperature control.

This curious ability allows its wielder to create numerous transient doubles of himself, false images that spring forth from his imagination! These images are constructed of audible sound and visible light, and as such may be perceived by the sensors of inanimate electronics, as well as the easily fooled minds of sentient beings. They are immaterial, and may not be affected by attacks that do not directly manipulate light or sound.

Characters with this ability may produce numerous duplicates at a time, the amount of such being equal to this rank number; for example, a character with Excellent (20) ranked imaginary doubles could manifest up to twenty doubles simultaneously. These are not actual doubles of their creator, and observers know for a fact that most of them are illusory in nature, but the trick is figuring out which one is 'real'.

If any.

Determining which version of the character is real requires an Intuition FEAT roll against the rank of this power; if this FEAT is successful, an observer can tell which one is the 'real' character. If not, he cannot interact with the creator of the imaginary doubles until he can figure out which one it is through trial and error. This involves repeatedly picking one and hoping for the best; this is 1 in 21 odds for our Excellent (20) friend, above.

When first generated, imaginary doubles will manifest in the area their creator currently occupies, but can wander out from that location with Near range; this allows them to move about and fulfill their other purpose. In addition to befuddling would-be opponents, imaginary doubles serve an additional role as extensions of their creator's senses. Said creator can see and hear anything one of his duplicates can!

This provides the wielder of imaginary doubles a limited form of both clairaudience and clairvoyance. While limited in both range and in the fact that his observation can be detected, it means their creator can use them for a variety of purposes, including reconnaissance, search and rescue, and more. While their creator can only actively follow one at a time, he can keep an 'eye' out for something specific through all of his doubles.

While imaginary doubles typically will resemble their creator to a tee (assuming he has an accurate self-image at the moment), their creator can make one different than the others if he chooses. This requires a red FEAT roll, and can be used to make an intentionally 'off' looking imaginary double (to fool people looking for the odd man out in a set) or to even provide oneself an impromptu wardrobe change.

This works by literally manifesting the double on top of oneself. Of course, if the doubler is wearing little (if anything) beneath, this can be particularly awkward if his power cuts out at the wrong moment.

Imaginary Mass
Type: Physical Control Power, Metapsi Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: density control / self, kinetic energy control.

The imaginary mass ability allows its possessor to dynamically apply artificial mass to his person, in response to external stimuli. What this means is, when force is applied to the character with this ability, he can reflexively increase his apparent mass in order to directly oppose said force. The character doesn't actually become heavier, but he sure seems like it to those attempting to move him.

For example, say someone shoves the possessor of imaginary mass. When this force is applied to him, the character with this ability immediately applies opposing force in order to keep himself in place. Moving a wielder of the imaginary mass power requires overcoming its power rank first, as if the character had a similarly ranked weight. If the applied force cannot overcome the imaginary mass rank, its wielder won't budge.

Imaginary mass works equally well against brute force, telekinesis, kinetic control, or even gravity control powers. By itself, it is not useful against actual physical attack, though a resistance to such can be developed as a power stunt.

Immortality
Type: Deific Power
Duration: permanent
Cost: 20 points (flat cost)

The apogee of existence, immortality is the ability to live forever. The result of an evolved life force, one responsive to the desires of mortal sentient beings, immortality precludes the death of a character under most circumstances. They may be reduced to zero Health and Endurance, and even be killed, but an immortal will almost always bounce back from such a predicament, seemingly good as new!

Other than being a temporary setback, being slain does have one serious downside for immortal beings: Karma loss. When an immortal is slain, even though they'll likely be getting back up relatively soon, they lose all of their Karma - even that set aside for character advancement. If they belong to a Karma pool, that pool will lose an amount of Karma equal to that it would normally lose if the immortal had left the pool.

At its core, immortality is a combination of the Agelessness and Invulnerability to Death powers. The former is already defined in the rules, but the latter is not, for it is an ability exclusive to fully immortal beings. A sort of 'meta' power, it prevents the mechanic of death from occurring to the character, even if they are slain as described above. Which is pretty handy, when you get down to it.

This is because an immortal character is relatively free to pursue whatever agenda they wish, no matter how long its realization will take. This may involve the generation of ever-greater amounts of faith, which allows an immortal to shape reality to their liking, or might simply give one the time they need to go about their business. The only impediment to this work, of course, is other immortals.

One weakness all immortal beings possess is that they can be slain by immortals of equal or greater standing. A god can permanently destroy another god by defeating them in mortal combat - if desired. This will not grant them additional power to speak of, but will at least get the impudent immortal out of their way. Of course, sparing a defeated immortal just might put them in one's eternal debt.

Another weakness immortal beings possess is that they can be slain, even by mortals, on their home plane. This weakness can be mitigated by building first a new realm of power, and then a sanctuary within that realm. This contracts the amount of space an immortal is vulnerable to death within further and further, while at the same time making them more powerful in that area of vulnerability.

Finally, immortals typically possess an additional weakness, a hole in their seeming invincibility. For many deities, this entails full body disintegration; while a god can typically recover from most physical injuries, this level of damage leaves them nothing to repair themselves with. Of course, differing deities may well possess another weakness instead - particularly if they exist in a disembodied state anyway.

Immortality itself has no rank number to speak of - one either possesses immortality or they do not. During character generation, immortality is a bonus power, costing no power slots or character points. If a character acquires this ability after character generation, simply calculate its Karma costs normally (in other words, 250 Karma times 20 points, or 5,000 Karma before any base costs).

Inanime
Type: Group Spell
Duration: per each individual spell granted
Cost: 3 points per rank

Inanime is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to manipulate inanimate objects in a variety of different fashions, as the situation demands. Once a day, upon first casting the inanime spell, a wizard may choose any one of the following six spells, at which point inanime will be set to reproduce that effect for the rest of the day:

Conjuration, Glow, Image Animation, Matter Duplication, Object Animation, or Topological Control.

However, should the caster of inanime wish to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, inanime will produce one of its potential outcomes randomly, as indicated below, though sorcerers achieving a 'bonus' result may choose inanime's effect and keep its effects fluid for its next use.

Random Inanime Results
01-02Bonus03-18Conjuration19-34Glow
35-50Image Animation51-66Matter Duplication67-82Object Animation
83-98Topological Control99-00Bonus

Inculcation
Type: Theonic Talent, Faith Power
Duration: instantaneous effect
Cost: 2 points per rank

Via the power of inculcation, a deific being can impart the knowledge to cast priestly spells into their most dedicated followers. By spending one point of faith, a deionic entity may impart one rank of one spell into a follower. A follower may be give the ability to cast spells at any rank desired, as long as the appropriate amount of faith is expended, with an upper limit equal to the inculcation power rank.

Once an immortal's follower has been granted access to clerical magic, that sorcery may be advanced in one of two different fashions. First, a priest's patron deity may simply expend more faith to improve it directly - at a cost of one point of faith per rank so boosted. Alternately, a cleric may simply boost the ranks of their spells via their own Karma - which saves his or her deity energy in the long run.

Once a follower is given access to clerical magic in this fashion, the faith expended is lost forever. Even if a follower becomes apostate and their patron revokes their place amongst the faithful, the energies used to impart the knowledge of priestly spells may not be recovered. This is because, while investment enhances a follower's body, inculcation expands the capabilities of their mind instead.

And once learned, a skill is virtually impossible to remove.

Individual Shield
Type: Personal Spell
Duration: maintenance
Cost: 1 point per rank

A basic and arguably essential spell, the individual shield is a small magical barrier that a wizard may produce in front of his person. This barrier is a transparent mystic construct that hovers before the mage, which he can move around mentally to intercept incoming attacks. Doing so is a standard shield maneuver, but keep in mind that only one attack can be countered at a given moment in time.

An individual shield can counter more than one attack in a turn, but if two come in simultaneously (at the same initiative), the shield's creator must choose which of the two his shield will block.

The individual shield harmlessly absorbs the damage from attacks equal to or less than its spell rank, subject to the adjustments below for damage type. If damage greater than its spell rank strikes the individual shield, it will dissipate - but no damage from that specific attack will affect the shield's creator. An individual shield offers protection against attack in the following manner:

Rank -1 CS / Spell Rank / Spell Rank / Rank -6 CS / Rank -8 CS

Inaudibility
Type: Physical Control Power
Cost: 1 point per rank
Related Powers: inodoriferous, intangibility, invisibility / self, mental invisibility, sound control, vibration control.

Something of a complement (or alternative) to invisibility, inaudibility prevents a character from making noise. While inaudibility is active, its possessor is is protected from the emission of sound at its power rank - no racket he or she makes with a volume equal to or less than the inaudibility rank will escape from them. Furthermore, the power's effects extend to anything its wielder is in physical contact with.

Thus, inaudibility is an excellent means by which one can sneak up on others unaware. They, their clothes, or even their equipment will make no sound to reveal their presence, and even a lesser intensity of inaudibility will mask the firing of a weapon if it is equipped with a silencer! Any sound a character makes with an intensity that exceeds this power's rank (firing off a mini-gun, for instance) is reduced by that amount.

In addition to muting sound issuing forth from a character, inaudibility also dampens ambient sound that comes in contact with him or her. In other words, sonar devices aimed at inaudible individuals are as negatively impacted as a character's own, inherent cacophony, and while inaudible a body should possess power rank resistance to sonic attacks (whether the actual damage component or any Stunning aspects of such).

Characters that are inaudible don't generally inflict a penalty to be struck upon others - unless such individuals rely upon their sense of hearing above all else. Instead, they inflict a like penalty on being detected in the first place: -4 CS. Each additional sense that a character can negate (say, if they're also invisible) adds an additional -1 CS to others trying to spot him or her.

Inferiority Complex
Type: Psipathic Skill
Duration: instantaneous effect
Cost: 1 point per rank

Wielding this insidious skill, a psipath may induce an artificial inferiority complex within his foe. This complex will overwhelm the target with intense feelings of inferiority, so severe in fact that such an individual will find himself unable to do much at all - he feels totally useless, and thus presumes that any action he would take wouldn't make a difference in any event.

Inducing such a state requires that the target first fail a Psyche (will) FEAT roll against this skill's power rank. An artificial inferiority complex will last for 1d10 turns, during which time its victim cannot spend Karma at all - even to save his own life. Of course, one may attempt another FEAT roll to shrug off the inferiority complex on each subsequent turn, so it may not always persist for the full duration.

Inferiority complex only functions within Near distance of its wielder.

Infravision
Type: Sensory Power
Cost: 1 point per rank
Related Powers: cold generation, energy sense, fire generation, fire control, heat generation, radivision, screened senses, super tracking, telescopic vision, temperature control, ultravision.

An enhanced form of standard vision, infravision expands one's ordinary sight to include information from the infrared spectrum. This grants a character a number of useful abilities, such as being able to see in otherwise dark conditions, and perceiving relative temperature levels in the environment. The latter is especially useful when tracking a target, as one can estimate not only where he has gone, but how long ago.

The only real downside of infravision is that it makes one vulnerable to blinding attacks that may not remotely affect others with normal vision. Powerful heat sources may blind the infravisual individual even while his allies are completely oblivious to what ails him, and the character is at -1 CS to resist such effects. The only way to avoid this is with the addition of the screened senses ability - which reduces this one by -1 CS.

Initiative Control
Type: Reality Control Power, Dimensional Spell, Psimotive Talent
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: luck, time control.

Normally, initiative is determined by having each character roll one d10, and adding whatever initiative modifier they have to the result. However, by use of the initiative control ability, its wielder can interrupt the nature of this essential game mechanic, slightly twisting time into knots in order to benefit himself or others - or alternately, to the detriment of his enemies!

On a green power FEAT roll, an initiative controller can change the placement of one character's order in the sequence of events. This can be himself or anyone else, and said placement may be anywhere he desires (first, last, etc.) A yellow FEAT roll allows the initiative controller to reconfigure the initiative of everyone present, friend and foe alike, causing actions to take place when he dictates in a given turn.

A red initiative control power FEAT allows a more serious temporal change. With this level of success, the initiative controller may add an action to one's rotation in a given turn, or alternately take one of their actions away! The idea is that this will balance out eventually, of course, the person with the added action slowing down later to compensate, or the person whose action was stolen getting two sometime later.

That's the idea, anyway. Successive red FEAT rolls could potentially remove a given character's ability to act for several turns, which may be enough to take them out of the fight before they can even do anything in the first place. Or set someone up for a bruising when all of those 'missing' actions come home to roost all at once.

Initiative control may be resisted by anyone with protection against warping attacks - or alternately, resistance to time control (or just resistance to this ability).

Inodoriferous
Type: Physical Control Power
Cost: 1 point per rank
Related Powers: inaudibility, invisibility, intangibility, mental invisibility, pheromones, redolence.

Being inodoriferous implies a complete lack of scent. Something of a complement of (or possibly an alternative to) invisibility, inodoriferous prevents a character from being smelled by others. No matter how (un)pleasant a character's scent may become, the power of inodoriferous allows them to pass by almost all ordinary humans (and even some humans with enhanced senses) without having their scent picked up at all.

In essence, inodoriferous provides its power rank in protection against detection by a sense of smell - whether natural or artificial in origin. Even a lesser rank of inodoriferous generally works well against most beings, only coming into question when particularly aware characters encounter the inodoriferous individual - who must pass an Intuition (alt) FEAT roll against its rank to smell them at all.

The only serious threat to an inodoriferous individual being detected by scent is when they have been tagged with something particularly malodorous - or if they themselves have achieved such a state somehow. The power of redolence in particular, whether wielded by a skunk or an ascendant human, is a great way to 'light up' an inodoriferous character in order to later track them down by scent (by whatever means).

By itself, inodoriferous does not inflict a combat penalty on others - unless they primarily rely upon their sense of smell, at which point said penalty is -4 CS. On the other hand, others do suffer a -1 CS to notice an inodoriferous character in the first place, a penalty which is added on top of others that character may possess - particularly if they also wield inaudibility or invisibility!

Inspiration
Type: Faerie Spell
Duration: instantaneous effect
Cost: 1 point per rank

This curious faerie magic allows its wielder to give the mind of its target something of a 'push', possibly allowing one to come up with an idea or solution to a problem that was not readily apparent. This effectively grants the target a bonus Reason FEAT roll when dosed with the inspiration spell, operating at either this spell rank or the character's Reason rank +1 CS, whichever is higher.

If the target is actively working on some sort of invention or pondering the solution to a problem, inspiration will nudge them in the right direction, the magic pointing towards the most ideal solution to whatever plagues them. This is useful for making great strides in technology or helping to rapidly deal with emergencies of any stripe. The spell gets weird when cast on random people, however.

Zapping someone with inspiration who isn't particularly pondering anything (pedestrian passersby, people at work or sleeping) can cause a truly random idea to manifest within someone's head. Someone could be walking their dog when the plans for a cold fusion reactor suddenly occurs to them, or maybe a body toiling away at a mill will have an astounding notion to improve the R.O.I. of overseas derivatives.

Whether or not the recipient of this spell can make use of the sudden ideas that occur to them is a different matter entirely.

Intangibility
Type: Physical Control Power, Personal Spell, Metapsi Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: density control / self, dimensional interface, environmental independence, inaudibility, inodoriferous, invisibility / self, mental invisibility.

Laughing at conventional physical boundaries, this ability confers the power to actually pass through other solid objects! While intangible, a character can walk through walls, other people, and even the ground if he feels the need. He can pass through any solid object, though the stronger it is (or the more powerful a force field is) the more difficult passing through it may prove to be.

This works by making a FEAT roll against the m.s. (or power rank of a coherent energy field) upon attempting to pass through it. A failed FEAT will simply cause a seemingly intangible character to deflect off of the item as if he were not in such a state, while success indicates he may pass through it normally. The automatic FEAT rule should be in effect here, or the intangible character will have to roll every turn he uses this power.

On the other hand, objects attempting to pass through an intangible character will automatically do so, no matter how great their m.s. may be. This makes intangible characters invulnerable to physical and energy attacks, though they are still affected by the other six attack vectors (magic, psionics, etc...).

A character in an intangible state may not breathe, and must either bring a supply of air with him or hold his breath; if no air supply is available, the time he can hold his breath determines the duration of this ability.

One of the dangers of intangibility is re-materializing within a solid object. If this occurs, the formerly intangible character must immediately roll an End (res) FEAT on the Kill table; failure of course indicates that he falls unconscious, and begins to lose one End rank per turn. Furthermore, he will suffer damage equal to the m.s. of the object he materialized inside, and may cause it to break or (worse) be trapped in his own molecular structure!

Intangibility has several power stunts readily available. They include rendering others intangible (whether inside them or not at the time), making only part of one's body intangible or vice versa (which usually requires a red FEAT roll each time), disrupting energy fields by passing through them (a separate stunt for each type), and lightning strikes, becoming tangible only long enough to attack (only attacks attempted at the same initiative can connect).

Integral Control
Type: Biological Control Power
Cost: 1 point per rank
Related Powers: body control, cure disease, detoxification, healing / others, pain, resuscitation, sensory attenuation, sensory distortion, sleep.

This power allows its wielder to actively manipulate the integral physiological systems inherent to another. Such uses can be beneficial, but for the most part this ability is used to the considerable detriment of its targets. When wielded to harm others, integral control will inflict its power rank in SD Metabolic damage, and targets within its Very Near range may readily resist the effects of this power with their Endurance (res) score.

Some of the more common (but by no means only) offensive uses of integral control include the following:

Interfacing
Type: Technomancy Spell, Technopsi Talent
Duration: instantaneous effect
Cost: 1 point per rank

The power of interfacing is one which allows its possessor to, well, interface technology with non-technological things. The process of interfacing can seamlessly integrate technology into a person, place or thing without the need for serious construction work, surgery or other applicable modifications. In order to interface technology with something, one need only pass a single FEAT roll to make the resultant combination function.

If this is a living being, the interfacer must pass a power FEAT roll against the Endurance (res) rank of the target - even if they are willing. If the subject of the power isn't alive or lacks an Endurance rank (often the case when wiring up an area), an interfacer must merely pass a power FEAT against the subject's material strength. If this FEAT is successful, the technology is successfully interfaced with the subject.

On the other hand, interfacing may be used in reverse, decoupling technology from a person, place or thing. This requires a similar FEAT roll, and is generally a much more hostile action, as it involves undoing a considerable amount of work that others have undertaken. Of course, one can use interfacing in this fashion to repair the damage caused by others using the same ability.

It lends itself to 'mad scientist' work, after all...!

Internal Universe
Type: Physical Control Power, Psimotive Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: body doubles, clairaudience, clairvoyance, dimensional interface, energy doubles, imaginary doubles, pouches, soul control.

The name of this power is something of a misnomer, as the character with it does not actually bear an entire universe inside his body - he simply serves as an access to one. The character is a doorway which leads to an all new space-time, of finite size, that the character either discovered or created upon gaining this power. This new universe is a permanent entity, which persists whether or not the power is active.

At any given point in time, the character with an internal universe can open the door to this new reality, at which point his body becomes a rift between the internal and external plane. It can be opened in such a fashion that only allows travel in, travel out, or both, at his discretion. Anything touching the character while his doorway is open can be drawn through the portal with power rank strength.

The great advantage of this power is that its wielder can store away anything - or anyone - that he deems dangerous. Unless things that are pulled into one's internal universe have the ability to cross dimensions, they aren't going anywhere once they're drawn in. This can be anything ranging from a pleasant vacation (after a fashion) to a horrible death sentence, depending on the conditions within one's internal realm.

But just what is this internal universe, you ask? It can have any physical properties the character with this power desires (limited to power intensity effects). These properties are generally static, being decided either when it is first discovered or created. The universe itself is of finite size, consisting of a number of cubic miles equal to its power rank number - but can be a curved space so that it appears to go on forever.

A character with this power cannot generally visit his own internal universe. He can look in on it through himself, gaining a limited perspective of events transpiring inside, but that's about it - at least, without powers such as clairvoyance or some sort of ability to make duplicates of himself (either real or imagined). Other than this however, one must acquire help if he needs to handle situations transpiring in his universe.

Investment
Type: Power Control Power, Dimensional Spell, Theonic Art
Duration: instantaneous effect
Cost: 3 points per rank
Related Powers: boon, empowerment, link, power absorption, power amplification, power attenuation, power block, power control, power transfer, weakness generation.

Investment is the process of imbuing a living being with enhanced abilities and/or super human powers. This can be a highly dangerous skill to possess, both because of its incredibly high demand and because you never know when one of your creations will betray you with the powers you granted them. Unlike the creation of empowered items, investing super human powers into a living target is rather simple.

There is no mandatory preparation time involved, no special requirements one must quest for. While these make great potential limitations, they are by no means a necessity - the wielder of investment just invokes it and dishes out the enhancements. The entire process requires but two FEAT rolls, assuming the recipient is willing, and these FEATs determine the nature and the permanency of the invested enhancements.

The first FEAT is to determine what the wielder of investment may invest in his target. A green FEAT roll allows him to enhance any of his target's ability scores, up to their normal maximum. An example of this would be increasing one's Strength to Excellent (20), or his Agility to Incredible (40). A yellow FEAT roll allows for the creation of super human ability scores - at least, as high as investment allows (see below).

A red investment FEAT allows for the creation of actual super powers - anything from flight to laser beam eyes to... whatever, really. A character with investment may invest a number of powers into others equal to his rank number, all of which include his own super human capabilities (aside from this one, of course). It pays to determine these in advance, so that one knows what he is capable of investing in a body, but this information isn't immediately vital.

The rank of a newly invested enhancement depends on the rank of investment itself, naturally. Invested ability enhancements have a maximum equal to the investment rank (with a minimum boost of +1 CS), while invested powers will manifest at the investment rank -1 CS. These values may naturally be raised by the recipient at a later point - assuming the new powers are permanent.

Otherwise, why bother?

The thing is, investment isn't always a good thing. Perhaps the wielder is trying to give people the power to transform the air around their bodies into antimatter - without any safeguards to avoid the impending explosions and radiation exposure. If used as an attack, or even if someone simply doesn't want what the investor is offering, he may resist by passing an Endurance (res) FEAT roll against the rank of investment.

At any rate, once the powers have been imbued into the target, it's time to figure out how long they'll last. A green FEAT roll will make imbued powers last for a number of days equal to the investment rank number. A yellow FEAT will extend this figure to weeks, and a red FEAT roll can make such abilities semi-permanent, allowing them to linger for a number of months equal to the investment rank number.

Assuming the investor does not remove the powers before that time has elapsed.

Mind you, a red investment FEAT can instead make permanent super powers or other improvements in the target. This is entirely up to the game Judge, and where player characters are concerned, may require they pay the Karma cost for these new abilities before they're considered permanent. If the Karmic books are not balanced in time, these abilities are subject to Plot.

As is the case with any other special abilities or equipment the character trips over during play.

Speaking of balancing the books, one common 'limitation' to investment is that it requires something of the recipient in exchange for the enhancements provided. This is often the case with demonic entities, who never give away such powers for free - and usually at the price of their recipient's immortal souls. Such a limitation doesn't enhance the rank (or reduce the cost) of investment, for it's an equal sum variation in how the power works.

The investor has to offer the exchange before granting the power(s) to his target, but he also gets something valuable from him in return.

As a theonic, investment can readily imbue its target with ascendant powers or ability score enhancements, but these cost the theonicist one point of faith per rank of the ability so invested. This faith is only 'spent' as long as the target retains the power(s) so granted; upon their expiration, or when the theonicist revokes them, the lost faith is promptly restored to a theonicist's stores.

Invisibility / Others
Type: Matter Control Power, Universal Spell, Psikinetic Talent
Duration: special
Cost: 1 point per rank
Related Powers: color control, invisibility / self, light control.

This curious ability allows a character to render objects in his environment invisible. Most often wielded with invisibility / self, invisibility / others can function on anything within Very Near range of the character who wields it. Non-living targets can be rendered invisible with but a green roll, but living targets are allowed an End (res) FEAT roll to avoid the effect (if unwilling).

The effects of invisibility / others will last for a duration dependent on variables present when the ability is used.

A green invisibility / others FEAT will make this ability last for a number of turns equal to the power rank number; an Unearthly (100) rank with this skill causes it to last for ten minutes (100 turns). A yellow invisibility / others roll will multiply this value by ten, meaning that Unearthly (100) power mentioned above will make a body invisible for one hundred minutes, instead of just ten.

A red invisibility / others FEAT will render the target invisible for a number of hours equal to this ability's rank number (100 hours for our Unearthly friend above). The latter assumes an animate target; inanimate objects are made invisible permanently on a red roll unless the wielder of this ability chooses otherwise - or later deactivates the invisibility he subjected them to.

Once invisible, an object or living target is undetectable by ordinary vision (that's the whole point). The invisible can easily be tripped over or ran into, often causing considerable damage to both the invisible target and whatever runs into it - or at the very least poses a significant obstacle. People rendered invisible who are not used to it suffer a -2 CS to their Agility for 1d10 turns, until they adjust to their new state of being.

On the plus side, they're immune to laser or light attacks for the duration.

Power stunts of invisibility / others includes rendering only part of an object invisible, or rendering invisible objects in the area visible (those not made invisible by the user of this ability). The latter requires a power contest between the character's invisibility / others and the agency which rendered the object to be made visible invisible in the first place.

Invisibility / Self
Type: Physical Control Power, Personal Spell, Psikinetic Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: inaudibility, inodoriferous, intangibility, invisibility / others, light control, mental invisibility.

Invisibility is the ability to render oneself completely transparent to the standard, visible light spectrum. While this ability is active, the character who wields it reflects no light at all, one hundred percent of such harmlessly passing through him. This has the added benefit of making one immune to light-based damage, which typically comes in the form of laser fire.

It is assumed that a character may make anything he's touching or wearing invisible as well, so that he may carry accessories and wear clothing. One could assume otherwise when first acquiring this power as a weak limitation; this doesn't cause difficulties with the power so much as a variety of awkward situations involving disrobing and redressing.

This ability can render invisible an amount of mass outside its wielder's body equal to his own weight, but any more requires use of invisibility / others.

While invisibility is highly advantageous, it is important to note that it does not render one immune to detection in and of itself. While the invisible cannot be seen as a general matter of course, it can still be heard or smelt (or tasted or felt). Similarly, an invisible character can be doused in rain or paint or the like, and be seen in that fashion (before their power 'absorbs' such into the invisibility effect).

Another consideration is that invisible characters are subject to viewing in other portions of the electromagnetic spectrum - infravision in particular can be the bane of the invisible. Invisible characters may extend their optical transparency into additional portions of the spectrum as a power stunt for each kind. Complete EM invisibility may take some time but is definitely worth it in a world where some people can see all photonic wavelengths.

Other stunts one can develop with invisibility involve making only a portion of one's body invisible, or alternately making invisible objects in contact with the character visible (requiring a power FEAT against the intensity of whatever else is making the invisible object or person invisible).

The power rank for invisibility only comes into play when faced with another ability that can defeat it somehow (say versus light control, or against another invisibility power which is trying to make one visible). Striking an invisible individual you know is present (but still cannot see) is done at a -4 CS to the applicable ability score or power.

Invulnerability
Type: Physical Enhancement Power, Dimensional Spell, Metapsi Art
Duration: maintenance
Cost: 8 points (flat cost), plus 2 points for each additional invulnerability
Related Powers: greater invulnerability or resistance (other categories of damage), resistance (other forms of damage), numerous other powers.

A character with this ability possesses complete immunity to any one attack form of their choice. This invulnerability can counter any one kind of attack listed within the Universal Heroes game, from blunt attacks to fire damage to mind control. When subjected to the chosen form of attack, a character with this ability may completely shrug it off - though others in his or her surroundings may not be so lucky.

During character generation, a player has the option of adding additional specific invulnerabilities as he or she sees fit, each increasing the cost of this ability as a whole by 2. For instance, a character with invulnerability to cold attacks may wish to add an invulnerability to, say, corrosion, edged attacks and electricity. This adds up to an effective cost of only 14, instead of paying the full price for all four.

Also, players may choose a form of this ability that they can share with their allies. A field effect version of an invulnerability functions within one area of its possessor, who may 'broadcast' it to anyone they choose inside this radius. This counts as an extreme enhancement to invulnerability, and essentially doubles the cost of the power overall. Note that reducing the effectiveness of invulnerabilities is not an option.

As an example, let us look at our hypothetical friend with four invulnerabilities, as described above. In order to gain the broadcast version of his or her invulnerabilities, they must increase the total cost of invulnerability by fourteen, making for a grand total of 28 points. Expensive, sure, but their teammates would certainly love having them around!

J

Jelling
Type: Movement Power
Cost: 1 point per rank
Related Powers: carrier wave, environmental independence, environmental pocket, fluid animation, invulnerability or resistance (fire, heat and/or friction), platforming, solid animation, super jumping, super running, vapor animation, various energy and matter control powers.

A peculiar movement aid, the power of jelling allows its wielder to stiffen an otherwise liquid or gaseous medium in order to travel upon it. Jelling works by binding material below the feet (or whatever) of its possessor with an energy matrix that makes it momentarily solid. Such a matrix can 'solidify' a plane of material within a maximum radius of this power's possessor as is determined by the Very Near range table.

The matrix created by jelling will 'roll' with its wielder, making a solid surface of new material as it comes into range and returning other matter to normal as it passes out of range. When using jelling, a character can move as fast as he or she normally could otherwise while on foot - the jeller simply has more options about where they actually do their walking.

Material jelled by this power is suspended in place with power rank ability, and can always support the weight of its possessor. Jelling, when treated as an equivalent Strength score, can support additional mass if said Strength value exceeds the weight of its wielder. A hero weighing in at one ton who possessed this power at Amazing (50) rank, for example, could support up to forty nine additional tons!

A character with jelling can either maintain the same altitude while walking, or can climb up or down as desired. This is done by inducing an angle into the jelling process, which can have as severe a slope as one wishes. Thus, one can leisurely stroll from the ground into the sky, or even create a makeshift slide in order to descend to a surface incredibly fast.

Jelling can be customized in several fashions. The power may be limited such that it can only support its possessor, for one thing. This reduces its operating radius to the span of its wielder's stride (whether walking or running) as a weak limitation. Similarly, it can be curtailed such that it only works on either a liquid (such as water) or a gaseous (such as oxygen) medium as a strong limitation.

On the other hand, jelling may be enhanced by giving the possessor of this power the ability to consciously move the jelled matter. This allows him or her to 'ride' on it instead of having to manually walk wherever they are going. This is a strong enhancement to the power, and provides a velocity as determined by the air speed column - though jelling is usually capped at a maximum velocity of Remarkable (30) speed.

Unless the jelling character (and anything riding along with him or her) is sufficiently resistant to air friction and can breathe at such high speeds, that is.

Jeopardy
Type: Combination Power
Cost: 2 points per rank
Related Powers: between, dimensional transit, macro sense, precognition, time travel.

Characters with the power of jeopardy are never at a loss for excitement. This is because jeopardy is a strange combination of both the macro sense and teleportation abilities - that functions involuntarily. Jeopardy is always active, you see, and constantly scanning the space within range of its possessor. Whenever it recognizes a crisis within its wielder's ability to solve, it will transport him or her there immediately!

Jeopardy functions as does standard teleportation: on the Far range table. This generally keeps its wielder upon his home planet or at least within its vicinity. However, the power may be given a strong enhancement to bump it up to the Very Far range table, or an extreme enhancement to push it out into rangeless territory. Such boosts to jeopardy allow it to drop its wielder on other planets - or maybe even in other galaxies.

Furthermore, it has a distressing habit of co-opting control of any other non-adjacent movement ability its wielder may possess. A character with jeopardy who also has dimensional transit or time travel may find themselves drawn to other universes or time frames in order to deal with crises that only they can solve. And woe be the character with jeopardy that also has access to the Between...!

Once a character with jeopardy arrives at the scene of a crisis, he or she is generally in it for the long haul. Their movements are restricted to within Near distance of the situation they've been summoned to avert or resolve. Attempting to move further away from 'ground zero' will draw the character with jeopardy back to their arrival point - whether they try to leave voluntarily or are pulled away by external influences.

In order to aid a character with jeopardy in the resolution of one crisis after another, he or she has the ability to transport additional mass with them into a hot spot. This amount of matter is a weight intensity that an equivalent Strength score could carry. For example, a Remarkable (30) ranked jeopardy power could haul along up to a ton of additional mass. Which just might amount to one's fellow adventurers...!

After a crisis has passed, whether the character with this power has successfully resolved it or not, he or she is sent home and is then off the hook for a short period of time, during which they may attempt to recover before the next emergency. This vacation is 1d10 days, which may or may not be enough time for the person with jeopardy to fully heal from whatever has befallen them in the last emergency.

As is stated above, jeopardy is an involuntary ability - it is always ready to thrust its possessor into mortal peril. However, its wielder will know it is preparing to function, and may attempt a red power FEAT to hold it at bay momentarily. This FEAT must be passed each turn, and upon its failure the character will immediately blip off to deal with whatever cataclysm that jeopardy has found for him or her to deal with.

Though even a few turns worth of delay might be enough for the character with jeopardy to call in sick from work...!

Jumbling
Type: Mental Power, Psipathic Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: mind control, mind lock, psi bolt, sensory attenuation, telepathy.

Jumbling is the process of telepathically removing one's ability to communicate coherently. While the character affected by jumbling seems to be perfectly clear, at least within the confines of his own mind, the meaning of any information he tries to convey is butchered beyond understanding. Words will come out in the wrong order, when they even come out as the intended words, and sometimes are mangled syllable by syllable.

The effect of jumbling is not limited to speech either. It will similarly cloud efforts to use sign language, keystrokes, written words, facial expressions, and even more esoteric methods of communication the victim may possess, ranging from his own telepathy to strange chemical or photonic signals... or anything else. One can almost sense a pattern in the output of a jumbled character's communications, but such order can never be determined.

Characters can be affected by jumbling if they fail a Psyche (will) FEAT roll against its power rank. If they fall prey to the power, victims of jumbling will have their communications scrambled until they can pass the FEAT roll they initially failed, allowed again each subsequent turn. While the initial roll might be considered impossible, one should always have at least a possibility of eventually shaking off jumbling, no matter how slim.

Though poor dice rolling may mean the character is jumbled for quite a while - at least until he can eventually pass that red resistance roll.

One must be within Near distance of his foes to wield jumbling against them.

Jury Rigging
Type: Mental Enhancement Power, Technopsi Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: device sympathy, kit-bashing, super invention, technical intuition.

Jury rigging is the practice of making impromptu repairs to something on the fly - most often wielding whatever tools or supplies one has on hand. This ability assists in the process, giving its wielder an intuitive grasp of what is required to make a broken item functional again, thus giving the attempted fix a much better chance of working - even when conducted with seemingly improbable materials.

The difficulty of such an improvised fix depends on how seriously damaged a device is, and what one attempts to fix said damage with. A green FEAT is necessary when applicable parts and tools are on hand, even if not specifically designed for the task in question. A yellow FEAT is required when one lacks the proper tools but improvises with related parts, or lacks the parts but can 'hammer' them into place with the right tools.

A red jury rigging power FEAT is called for when one lacks both the parts and the tools necessary to make the repair under optimum conditions. Fixes such as these have been made famous by the legendary MacGyver ™ television series (and often involve duct tape and/or chewing gum).

The length of time these power-enhanced repairs last depends on a second power FEAT, made after the repair attempt succeeds. A white FEAT allows a repair to last for only 1d10 turns, while a green result extends this time to a number of turns equal to the jury rigging power rank number. Yellow FEATs allow a fix to last for a number of minutes equal to this power rank number, while red FEATs extend this to a like number of hours.

Which might be just long enough for someone to get the jury rigged device to a proper repair bay. Maybe.

K

Karma Control
Type: Reality Control Power, Dimensional Spell, Superpsi Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: ability boost, amplification, attenuation, power amplification, power attenuation, power boost.

The strange and insidious ability of Karma control allows its wielder to manipulate the Karma totals of either himself or others. Though it manipulates a character's Karma sums, the wielder of Karma control ironically cannot spend Karma points to make actions with it succeed. This power may be countered with resistance to warping attacks (any uses of the power) or resistance to vampirism (the third use of the power).

The basic use of Karma control involves adding a 'buffer' of Karma to oneself or another, equal in size to this power rank number. This simply requires a green power FEAT (any success will do), and lasts for as long as it takes for the affected individual to use the bonus Karma points. One must spend Karma gained in this fashion before the power will work on them again, and gained points may not be used for advancement.

Alternately, a Karma controller can perform the opposite action on others, reducing the amount of Karma they have on hand. This requires a yellow power FEAT roll, and if successful will lower one's Karma total by this power rank's number for 1d100 turns. Unlike the previous application of this ability, Karma control can 'stack' Karma reductions on a target repeatedly (since it is but a temporary loss).

Finally, Karma control can be wielded to permanently transfer Karma from one character to another. This requires a red power FEAT, and when successful can move up to this power rank number in Karma points from one character to another (less is possible, if desired). Points gained in this manner may be spent any way the recipient desires, and points lost due to this use of the power must be regained normally.

It is important to note that taking Karma from another (by, say, transferring it to oneself) may well be considered a villainous act. If one is already 'evil', this may not be a big deal, but a would-be hero probably needs a good justification to use this facet of Karma control; wielding it against one's foes may be good enough, but siphoning Karma off of random people at the mall should be a lot trickier to justify.

Kinetic Absorption
Type: Energy Control Power, Personal Spell, Metapsi Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: energy absorption, kinetic energy control, psionic absorption, thaumaturgical absorption, theonic absorption.

This dynamic ability allows its wielder to absorb direct physical damage, and to subsequently wield the purloined energy in several different fashions. Physical damage, as defined by this power, is any attack which inflicts Blunt Attack, Blunt Throwing, Edged Attack, Edged Throwing, Shooting or Force damage - any attack form which inflicts these kinds of damage may be affected by kinetic absorption.

Using kinetic absorption, its possessor may attempt a power FEAT each time he is struck by one of the above attack forms, against the intensity of the damage inflicted. If this FEAT roll is successful, the character may funnel the energy of this attack into a pool of power. This pool of power can hold an amount of energy that is equal to the kinetic absorption power rank multiplied by five.

For example, wielding this ability at Excellent (20) rank allows one to store a one hundred point power pool. This pool of purloined energy is depleted with each special use of the power on on a point per point basis, no matter how said power is being wielded. If one attempts to absorb physical attacks when their pool is full, the power will work normally but this excess energy is lost.

But what can one do with such absorbed damage? Its main use is to recover lost Health points, quickly healing inflicted damage (if any). It can also be used to 'pad' one's Health score with excess energy. When used in this fashion, kinetic absorption can up to double one's Health score. This energy may also be released as a force blast, inflicting power rank Force damage with each devastating attack.

Alternately, the energy purloined by kinetic absorption may be used to enhance one's physical ability scores, raising one's Fighting, Agility, Strength or Endurance. This boost lasts for 1d10 turns, after which point one's enhanced capabilities will return to normal. Enhanced abilities may be raised to the kinetic absorption power rank (if less than it in might) or by +1 CS (if equal to or greater than it in rank).

Kinetic Energy Control
Type: Energy Control Power, Psikinetic Art
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: flaying, force blast, force field, imaginary mass, kinetic absorption, kinetic focus, levitation, object charge, propulsion, telekinesis.

Kinetic energy control is the ability to manipulate matter in motion. It has no affect on most forms of energy, even if many carrier particles (such as electrons) possess a miniscule amount of mass. However, kinetic energy control can be used to directly counter attacks such as a force blast, as well as the use of telekinesis, despite both such abilities usually being disassociated with mass themselves.

Controlling the motion of an object requires passing a power FEAT roll against the intensity of its speed (if moving) or its weight (if stationary). The former can be determined by comparing its speed to the appropriate chart; an object moving on the ground will use the land speed chart, while something flying will use the air speed chart, etc. The latter can simply be determined by checking the Strength table.

If this FEAT roll is successful, the target's motion can be redirected as desired. It can be stopped completely if in motion, or altered in any direction desired - even backwards! An object at rest can be given a velocity that is anywhere between zero and this power rank in intensity, using the appropriate chart to determine its speed. The effects of this power are instantaneous, but possibly transient.

This is because the target, if ambulatory, can continue to correct changes made in its momentum, requiring further use of this ability to control it. Similarly, inanimate objects without propulsion of their own will require repeated 'pushes' with this power to maintain the desired velocity under most circumstances; if not reinforced, their artificial movement will quickly grind to a halt.

Kinetic energy control may be opposed by general resistance to energy or warping attacks - or by a specific resistance to this ability in particular. Telekinesis can also work against it, though this may require contests of power from turn to turn.

Kinetic Focus
Type: Physical Control Power, Psikinetic Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: force blast, force field, kinetic energy control, object charge, psychokinesis, telekinesis.

Using kinetic focus, one can concentrate vast amounts of potential energy almost instantaneously about their body. This potential energy takes the form of a powerfully modulated kinetic field, which will be released upon bodily contact wherever the energy is stored. This energy can be retained anywhere the character likes, though he can limit it to one location (his fists, his feet or even his forehead) as a weak limitation.

Thus, when punching or kicking or body checking one's foe, the character with kinetic focus can disregard the normal damage his Strength or Endurance would do, and instead replace it with power rank Force damage. Alternately, one can contain the release of this potential energy until after contact has been made with someone or something, allowing the character to apply force - as if he possessed a like Strength score.

There is absolutely no finesse in this simulation however, in that all of the energy pulses out from the character at once. However, it can be a great way to give someone a boost, push a car off of some hapless pedestrian, or otherwise get a large weight away from oneself in a jiffy.

Kit-bashing
Type: Mental Enhancement Power, Technopsi Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: device generation, device sympathy, jury rigging, super invention, technical intuition.

The process of kit-bashing is a tried and true 'emergency' tactic that inventors make use of when time is suddenly a critical factor. The idea is that, when one has the parts and know-how available, and a sudden need for a device-in-progress appears, they can 'kit-bash' the item involved in order to make it work - paring each day of development time remaining down to but a turn in order to produce a temporarily working prototype.

When an item is kit-bashed, it will generally only function for 1d10 turns before becoming inoperable - possibly spectacularly.

Wielding the kit-bashing power, a character can reproduce the effects of kit-bashing, making the required invention FEAT roll with either this power rank or their Reason (log) rank +1 CS, whichever of the two is higher. Furthermore, the kit-basher need not spend the Karma cost required when compressing the time spent in development that is normally required when wielding this technological trickery.

This represents a heightened ability to improvise with technology above and beyond that of others with like intelligence.

Knowledge
Type: Mental Power, Universal Spell, Technopsi Art
Duration: maintenance
Cost: 1 point per rank
Related Powers: linguistics, ultimate talent, variable talent, xenoglossy.

This is the root ability of the technopsi discipline of power.

The power of knowledge embodies the very heart of technology - the skills and talents developed since the human race first achieved sentience! Knowledge is power, or so they say, and when invoking this ability one can make use of any applied know-how that anyone anywhere has ever evinced. This know-how is transient in nature however, only staying resident in one's mind as long as the knowledge ability is active.

How it works is that, when a character needs to know how to do something, anything, she simply activates her knowledge power. When doing this, the character may develop one talent for each power rank in knowledge she possesses. For example, an adventurer with Excellent (20) ranked knowledge finds herself in a bind she can't talk her way out of. With knowledge, she can immediately manifest five (5) fighting talents!

Any talent in the Universal Heroes system may be adopted, however temporarily, by the use of this power. This readily lends itself to talent stacking, allowing a character to gain up to +3 CS on a FEAT roll if he can manifest enough talents applicable to the FEAT in question. This works great whether the character with knowledge intends to build something or to deliver an unholy beat-down on an opponent!

Alternately, a character might want to wield an 'enhanced' version of an ordinary talent. Adopting a level 2 talent (for an additional +1 CS on a given FEAT) may be done by counting it as two separate talents for the purposes of talent adoption, and a level 3 talent (for an additional +2 CS on the FEAT du jour) may be adopted by counting it as four distinct talents (minimum rank of Good (10) to do this, then).

Furthermore, it is a great avenue for a character to learn a talent in the normal fashion. By training extensively in the use of a talent over time, one can actually use this self-education to master the talent in question. This may or may not be cheaper than simply adding a +1 CS to the operating rank of the knowledge power through Karma rewards, but 'normal' talents don't count against the skills knowledge can grant a character.

Thus, the more talents a character with knowledge possesses normally, the more they're capable of when they actually bring this ability to bear!

L

Layered Shield
Type: Dimensional Spell
Duration: maintenance
Cost: 1 point per rank

A layered shield is essentially a heavily reinforced individual shield. It operates in the same fashion, save that it is, well, layered. For every rank above Feeble (2) that a wizard has in his layered shield, he will possess an additional shield 'sandwiched' in higher dimensions directly behind the first, of identical power. When the first layer is broken, the second will immediately pop out and offer like defense to its caster.

Now, this doesn't precisely mean that a mage has an infinite amount of protection from attack. If his first shield is shattered by an attack that is more than +1 CS higher than the layered shield spell rank, more than one layer of the shield will be broken at once. For each additional +1 CS of damage that hits this shield above its spell rank, an additional layer will be broken; a +5 CS assault will, for instance, break five layers of a layered shield.

If a wizard runs out of layers, the attack that breaks through the last will not actually harm him, per a normal individual shield. But he can prevent losing that last layer in the first place by avoiding damage if possible; one layer of a layered shield will regenerate each turn. The specific protection a layered shield offers is identical to that of its individual counterpart (save for the layering, of course), as follows:

Rank -1 CS / Spell Rank / Spell Rank / Rank -6 CS / Rank -8 CS

Learned Invulnerability
Type: Reality Control Power, Physiomancy Spell
Duration: maintenance
Cost: 4 points per rank
Related Powers: environmental adaptation, environmental independence, situational adaptation, various resistances and invulnerabilities (regular or greater).

Characters with learned invulnerability have the power to gain resistance to attack forms which damage them - after being exposed to them. Upon suffering damage of any type, the possessor of this power may attempt a power FEAT roll against its intensity. If this FEAT roll is successful, the character will develop resistance to that form of damage equal to that which was received - with an upper limit of this power's rank.

For example, a hero who has just acquired Excellent (20) ranked learned resistance is attacked by a group of thugs. After being struck with fists for Typical (6) Blunt Attack damage, the hero can acquire like resistance to Blunt Attack damage if he can pass a FEAT roll against the amount of damage inflicted. From then on, he'll retain that resistance indefinitely - unless he opts to replace it with a different one.

This power can replace lower ranked resistances with higher intensity protection, but this involves suffering the full force of such an attack. By voluntarily lowering one's learned invulnerability, the character with this power can let his body adapt to the damage form anew. If exposed to damage higher than one's power rank, the wielder of this power can always attempt to learn resistance to it with a red FEAT roll.

That hero with Excellent (20) ranked learned invulnerability might want additional resistance to Blunt Attack damage. Climbing to the roof of an apartment building, he leaps off to land on the concrete surface below! By suffering the full damage caused by this fall, the hero can attempt another FEAT against the intensity of damage suffered, the success of which will grant him newer, higher rank resistance to Blunt Attack damage.

If he lives.

Finally, learned invulnerability can provide a large number of resistances to its possessor, though it is not necessarily proof against everything. One may maintain a 'roster' of learned resistances that is equal to its power rank number. If a character with learned invulnerability encounters a new attack form and is at his resistance cap, he can acquire a new resistance only by 'forgetting' a resistance he already mastered.

Looking back on our example hero, let us assume he's stricken down by a psi bolt. Not wanting to repeat that particular experience, he tries very hard and manages to learn a resistance to that power, at his power rank. However, this causes him to lose one of his older resistances, and thinking he can always jump off another building at a later date, he lets his Blunt Attack protection lapse - until he can recover it later, that is.

Levitation
Type: Movement Power, Psikinetic Skill
Duration: maintenance
Cost: 1/2 point per rank
Related Powers: gliding, kinetic energy control, propulsion, telekinesis.

Levitation is a somewhat limited form of flight, in that it allows one to move their body in the vertical axis - but not the other two. This ability can be the result of any number of factors, ranging from gravity manipulation to telekinetic lifting to inertial dampening to some sort of boot thrusters. Generally, levitation isn't a way to get somewhere very fast, but it does allow one to attain otherwise unreachable heights.

The amount of weight one can carry while levitating is determined by the levitation power rank, as if it was an equivalent Strength score; for example, Incredible (40) ranked levitation could haul up to ten tons into the air with its wielder. This ability can be used to move vertically incredibly quick, doing so at its power rank in flight speed, but again it has no ability to travel in the horizontal at all.

To achieve horizontal movement while suspended in the air by levitation, one must rely upon other super human abilities for propulsion - or just push off the nearest building or mountain. Alternately, one can allow themselves to be moved by prevailing winds if desired (normally this power resists such at its own power rank), though when doing so a levitator has no control over his ultimate velocity or destination.

Lie Detection
Type: Mental Power, Psipathic Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: auscultation, danger sense, telepathy.

As one can guess from the name of this ability, lie detection involves the determination whether someone is lying or not in the course of a conversation. This ability works similar in nature to auscultation, in that it is an entirely passive affair, picking up on the ambient thoughts emitted by the individual being checked for falsehoods. As such, if such a person is not guarding their thoughts, no FEAT roll is required.

However, if the target is in fact aware that he's speaking to someone who has this ability (or perhaps just suspects this is the case), he may attempt to protect his falsehoods, and may resist lie detection if he can pass a Psyche (will) FEAT roll against this ability's power rank. If the target can succeed in this FEAT roll, the wielder of lie detection cannot determine whether or not a given statement is the truth or a lie.

At least, not through the use of this ability.

As is the case with auscultation, lie detection only works on targets within Very Near distance of its wielder.

Light Control
Type: Energy Control Power
Cost: 1 point per rank
Related Powers: blending, carrier wave, circular vision, color control, image projection, imaginary doubles, invisibility, light generation, mesmerism, radiation control, sensory attenuation (vision).

Light control is the ability to manipulate extant electromagnetic radiation that conforms to what most humans perceive as visible light. While a character cannot actually create light with this power, she may nonetheless alter any light in her environment as she sees fit. Such alterations invariably require that a light controller pass a power FEAT roll against the intensity of the light which they intend to manipulate.

The intensity of light may either be increased to a level equal to the light control power rank number, or reduced by a similar value. If light of equal or less intensity than the light control power rank is reduced, it may be completely eliminated in this fashion, which may well have the effect of blanketing an area (the maximum of which is everything within Near range) in absolute darkness.

The flow of light may be redirected as is desired. The simplest use of this aspect of light control allows its wielder to simulate power rank resistance to light attacks, as she may shunt light energy around her body when necessary. Other uses for the redirection of light involves making objects appear in places they are not, creating the illusion of movement around a target, or even generating holographic light displays.

Furthermore, controlled light can be used as a surprisingly powerful attack. Even as minimal a light source as a flashlight (or a match!) can be transformed into a deadly weapon by a light controller, focusing its beam into a powerful force blast, or with enough practice, a laser beam. If used in this fashion on light sources behind a target, that foe may not even know to dodge the attack - until it's too late, that is!

Light Generation
Type: Energy Generation Power
Cost: 1 point per rank
Related Powers: aura (light), carrier wave, light control, plasma generation, transformation / self (light).

The character with light generation acts as an inexhaustible source of light. She may emit light of any brightness or color, of up to her power rank in intensity. Light generated by this power is most effective within Near distance, and may be used to illuminate an entire area or a single target with intensities of light bright enough to temporarily blind its target(s) (Endurance (res) FEAT to resist).

In addition to dazzling the eyes of one's foes, light generation can be used to inflict more tangible damage. A focused burst of light generally has a more concussive nature, which allows it to inflict Force damage with each application. The pressure a beam of light exerts on solid matter also allows one to apply leverage against it, either for the purposes of propelling oneself about or when shoving objects around.

On the other hand, a coherent beam of light, known as a laser, has a much more deleterious effect on matter. A laser is different than an 'ordinary' burst of light in that its component photons are spatially and temporally in sync, thus allowing them a staggering increase in focus. This focus allows a laser to inflict Energy damage instead of a light beam's ordinary, concussive damage, and also carries an Armor Piercing effect as well.

Furthermore, a laser beam can inflict additional damage, if applied to the same target for multiple turns. For each doubling of turns a laser strikes the same point on a target, its damage can be increased by +1 CS - to a maximum benefit of +4 CS. For example, a Good (10) ranked laser beam trained on the same location for sixteen turns will ultimately inflict Amazing (50) Armor Piercing Energy damage on each subsequent turn.

Finally, light generation can be used to emit light that is not actually visible to the naked eye. Near infrared light, with a wavelength of up to 2,500nm, and near ultraviolet light, down to 300nm in wavelength, may also be produced by light generation. The advantage of this is that the power can be used to transmit information (or even attack) without most individuals even being aware what is going on!

Life Ray
Type: Empathic Art
Duration: instantaneous effect
Cost: 1 point per rank

The life ray power allows its wielder to project large amounts of the essential energies commonly known as 'life force'. The character can either generate this energy himself or manifest it through some sort of conduit to the Essence, a realm from which life force purportedly springs. Either way, he can fire a ray of essential, life-giving energies at friend and foe alike, either for defensive or offensive purposes.

How a life ray works is that, upon striking its target, it will infuse them with essential energies. This has the effect of repairing inflicted damage, allowing the target to recover a number of lost Health points (if any) that is equal to the life ray's power rank number. This is usually a good thing for the wounded, for a dose of healing energy can often be the difference between life and death in a fight.

Where a life ray can cause its target trouble is when it is used on them multiple times. You see, every time a life ray erases any damage a character has suffered, it counts as a healing effect for the purposes of metabolic overload. Each subsequent healing a character receives within a twenty four hour period will tax their bodily systems, causing a -1 CS loss of Endurance.

By, say, alternating this power with a damage inflicting attack, one can use their life rays to rapidly diminish their target's Endurance score, potentially killing them in the process - even if they die with (almost) full Health! This is a somewhat roundabout way to deal with one's foes, but if they've got healers on their team, or can heal themselves with ease, it can often be quite a satisfying way to defeat them!

Life rays can strike anyone within Near distance of their wielder.

Linguistics
Type: Mental Enhancement Power, Personal Spell, Psipathic Talent, Superpsi Talent
Duration: special
Cost: 1 point per rank
Related Powers: animal sympathy, computer link, device sympathy, knowledge, object sympathy, plant sympathy, summoning, telepathy, transception, ultimate talent, translation, variable talent, xenoglossy.

Linguistics is the super human ability to quickly learn new languages. These languages can come in literally any form, from spoken words to physical gestures to computer codes to pheromone signals. Once a language is mastered with this ability, the super linguist can understand any communications used in it - though communicating back might be nigh-impossible if the linguist lacks the appropriate means to do so.

Characters with the linguistics ability can master a new language in an amazingly short amount of time, depending on what they've got to work with. With a proper language teacher or extensive reference materials, a language can be learned in an hour. It takes a day to master a language just from eavesdropping on one in use, or from random written samples. Exotic communication forms (data flow, pheromones) take a week or more to decipher.

A super-powered linguist can use this ability to learn a number of languages equal to its power rank. In order to master more, a character must either master additional language talents (either during character generation or via character advancement) or raise the rank of this ability higher. If he tries to exceed this number, a new language learned will erase the character's knowledge of an existing one (character's choice).

The difficulty of learning a language depends on how similar it is to one's native tongue. A contemporary language from one's world adds a +2 CS to a linguistics FEAT, while dead languages from such add but a +1 CS. Humanoid alien languages are resolved on the linguistics rank, while data languages and non-sentient animal 'tongues' apply a -1 CS. Stranger languages (pheromone signals, photonic expression, etc.) apply a -2 CS.

A more temporary use of linguistics involves the breaking of codes and encryption. Since this ability is defined by translating other communication systems into something the character can understand, linguistics can readily demolish any sort of attempt to obscure information from him. A super-human linguist may decrypt any encoded information at a +3 CS to either his Reason or his linguistics rank, whichever is higher.

Link
Type: Power Control Power, Dimensional Spell, Superpsi Talent
Duration: maintenance
Cost: 2 points per rank
Related Powers: corporeal gestalt, empowerment, investment, power absorption, power duplication, power transfer, spectral gestalt, trace duplication, variable cybernetics, variable power, variable psionics, variable sorcery, variable talent.

The wielder of this ability may combine his special powers with those of several other, willing individuals, in order to pool the group's collective prowess. The initiator of this link is usually in command of this enhanced power's use, and can wield it at his or her discretion. While the link is active, its initiator may directly wield his powers or those of the link's participants as if they were his own.

For each doubling of people participating in a link, add a +1 CS to whatever power its initiator is wielding. As an example, eight psis are pooling their capabilities together, thus granting the leader of their pack a +3 CS to whatever actions he takes with their powers. People can join or leave the link any time after it has been initiated, though this requires a yellow FEAT roll on the link ability to maintain it under such conditions.

Generally, linked powers work best when they have a common origin or type. Sorcerers play nice with sorcerers, energy generators ideally pair up with energy generators, and so on. Adding disparate power sources or types, either to start with or later on, inflicts a -1 CS to the FEAT to initiate (or alter the membership of) this linked power pool for each component individual that doesn't 'match'.

Loathing
Type: Psipathic Skill
Duration: instantaneous effect
Cost: 1 point per rank

Loathing is defined as an extreme disgust, almost irrational in nature. Using this psipathic skill, a character can instill a sense of loathing in a target, directed at quite literally anything. Those who fail a Psyche (will) FEAT roll against this skill rank will hate the indicated object of their loathing with every fiber of their being, and must pass a second Psyche (will) FEAT roll to resist the urge to express this hatred physically.

Inanimate objects will be smashed to bits, living beings will be beaten senseless, and so on. Loathing can be applied instantaneously, but the effect of this skill will last for 1d10 turns, often more than enough for someone to sow chaos... or to create a truly impressive diversion. Once this duration has expired, the affected individuals will return to normal, though they may have to explain their actions - possibly in court!

Loathing can be used upon any target within Near distance of its wielder.

Locational Memory
Type: Psimotive Skill
Duration: maintenance
Cost: 1 point per rank

Something of a passive ability, locational memory allows its possessor to quickly recall anywhere - or anywhen - he's ever been. This is an ideal skill for those travelers who have a tendency to get lost, or who wander way off the beaten path. The power allows immediate recall of anywhere the character has been with a simple FEAT roll, its difficulty depending on where a location is relative to one's current positioning.

Recalling any location previously visited in the current space-time only requires a green power FEAT roll. Remembering precisely where one has been if that location was visited in a different universe or time period requires a yellow FEAT. Red FEAT rolls are only necessary if the character tries to produce the seven dimensional coordinates of a place that is both in another plane and temporal frame.

Locational Sense
Type: Sensory Power, Dimensional Spell, Psimotive Skill
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: dimensional transit, finding, super digging, teleportation, time travel.

The inverse of telelocation, locational sense is an ability which allows its wielder to know his precise, seven dimensional coordinates relative to a chosen point of reference. Such a point of reference can be anything the possessor of this sense chooses, such as one's place of birth, one's time of birth, their current home, or even something more general, like last Thursday or mile marker 329 on Nebraska's stretch of I-80.

Pinpointing one's relative position in standard dimensions merely requires a green FEAT roll (latitude and/or longitude, distances, etc.). A yellow FEAT adds time to the equation (3.5 hours since I woke up, or some such). A red FEAT roll includes other planes of existence into the locational sense (am I in the right time line, how many planes am I from Asgard, and so on). While seemingly simple in scope, locational sense ensures one will never be lost.

Even if he's not sure just how to make it back home.

Longevity (Agelessness)
Type: Physical Enhancement Power, Dimensional Spell, Metapsi Art
Duration: permanent
Cost: 1/2 point per rank
Related Powers: age control / self, reformation, regeneration, regenerative armor, revival, stasis.

Thanks to this ability, certain characters can live far, far beyond what is considered a normal human life span. While not immortal, a character with longevity can survive through the ages - assuming no serious injury or disease claims him first. The length one's life span is extended depends on when they gained this power. If one is born with it, longevity will be applied as a multiple of a normal human's life span.

For instance, mythological dwarves have longevity as a general matter of course. Thus, they apply the longevity multiplier against the age of seventy years (slightly higher than the actual average, but mathematically simpler).

However, if one acquired this power later in life (through, say, a scientific accident), longevity will apply as a multiple of the standard life span minus the age at which they gained their longevity.

As an example, say a scientist develops an artificial aging suppressant, and administers it to himself as an experiment at the age of thirty five. Having already 'lost' half of his normal life span, he would apply the longevity multiplier to his normal life span minus his age, which is also thirty five years.

But what is this longevity multiplier, you ask? Simply put, it is the longevity rank number cubed. The formula for longevity is as follows:

(normal lifespan (70) minus age longevity acquired) times power rank cubed = eventual lifespan

To show this formula at work, let us look at those dwarves from before. With their 'mere' Feeble (2) ranked longevity, we can determine their eventual lifespan by plugging numbers into the formula as described. Seventy (normal human life span) times eight (the rank number cubed) is five hundred and sixty years. That's not forever, but definitely allows for a very long life, compared to the average man on the street.

A more complicated example would be that chemist described above. Subtracting his age from a normal human life span, we wind up with thirty five years remaining. If we assume a power rank of Good (10), we can plug in the numbers and go with thirty five (life span minus his age) times one thousand (Good's rank number cubed) to come up with a result equal to thirty five thousand years remaining on his life.

See, sometimes college can come in handy!

Of course, some might find all of this too complicated - or alternately, they may just want a character who does not age at all. By spending two slots on this power (random character creation) or by purchasing it at Class 5000 rank (point-based system, for eight points), one can instead have what is called Agelessness instead of mere Longevity. This means your character will never die of old age.

Either due to the natural progression of time or because of the aging power!

Luck
Type: Reality Control Power, Dimensional Spell, Psimantic Talent
Duration: maintenance
Cost: 3 points per rank
Related Powers: future control, initiative control.

Similar to the very basis of magic itself, luck is an altering of probabilities to achieve a desired effect. In game terms, this is achieved by actually controlling how thrown dice are read. The normal order of 'tens die' and 'ones die' is discarded, being replaced by the luck power based on the effect one desires. The die with the highest number is read first (for good luck), or the die with the lowest number is read first (for bad luck).

When luck is in use, the player wielding it may declare he is manipulating a die roll at will, whether his own or anyone else's (for good or ill). This may seem incredibly powerful, and it is, but there's always a danger in meddling with causality. Every time an altered die roll has a zero (0) in it, the Judge should take note, and roll a d10 of his own, in secret. In that many turns, the character whose luck was altered will experience a reversal.

What this means is, if a character was cursed with bad luck, and had a percentile roll with a zero in it, he'll experience good luck in a number of turns equal to the Judge's secret roll. On the other hand, if the wielder of luck was giving himself good fortunes, he'll experience bad luck in a like manner. This is a side effect of space-time attempting to right itself in response to the luck manipulating character's actions.

Of course, there's another catch to luck. As potent as it is, the character possessing luck must also choose at least one strong limitation. Such can include (but isn't limited to) being able to only cause good luck or bad luck (not both), the power affecting everyone in the current area (whether good or bad), being unable to affect the luck of inanimate objects at all, or even gaining no Karma during encounters when the luck ability is in play.

This limitation does not increase the power (or discount the cost) of luck.

The rank for luck is used for few things, and FEAT rolls for such are rarely invoked. The rank number for luck does indicate the maximum amount of times in a given day one may manipulate probabilities in their favor. It also shows how well the lucky character can manipulate the fortunes of individuals with resistance to warping attacks - or perhaps others with the luck ability as well.

M

Macro Sense
Type: Sensory Power, Dimensional Spell, Superpsi Art, Theonic Art
Duration: maintenance
Cost: 2 points per rank
Related Powers: biological sense, danger sense, energy sense, environmental sense, flaw sense, nativity sense, nonapparent vision, origin sense, self control, super senses.

This potent ability allows a character to tap into a powerful external source of information. His mind may be privy to the nature of reality itself, or it might instead subconsciously link up with the knowledge of all other sentient beings. Either way, he can use this link to study a person, place or thing of interest exhaustively, learning about the entire existence of the subject of his inquiry.

The amount of information that this power can cull from... wherever... is typically overwhelming, no matter how specific a query may at first seem to be. Finding general or simple information about a subject requires a green FEAT, while more complex and intimate details may take a yellow FEAT roll. A red FEAT might even be required for particularly obscure, arcane, or secret and forbidden lore.

One thing a character can do without a FEAT roll is track extremely powerful entities in his area; he will automatically sense sources of Class 1000 or greater power within his vicinity, as determined by the Far range table.

Macro sense is a very potent ability, and often allows a character to know things that 'man was not meant to know'. While incredibly handy, this access to unbelievable amounts of data can have a chilling effect on one's mind. In addition to causing tendencies of omniscience (and why not, really?), macro sense can actually prove a threat to one's sanity if it is used too much in a short period of time.

The 'safe' amount of use for macro sense is once a day, plus one for every rank of Rsn a character has over Feeble (2). A hero with Remarkable (30) ranked Rsn, then, can use this ability six times in one day without causing himself undue harm. If this amount is exceeded, the game Judge may make a secret Rsn FEAT roll for the character. If it fails, the character might slip into temporary insanity.

Driven mad after being inundated with too much data, the character may drift into catatonic withdrawal - or just ceaselessly gibber at anyone he sees. Typically, this madness will only last until the character falls unconscious, allowing his mind to process everything it has been exposed to (or at least most of it). But repeated abuse of the power can cause the generation of deleterious mental Quirks...!

Magic Magnet
Type: Psimantic Skill
Duration: maintenance
Cost: 1 point per rank

The magic magnet ability is a specialized, area effect form of spell control. It essentially involves making its wielder the target of any magical energies that pass within Very Near distance of his or her person. Magic magnet will act on magic whether it originates in its wielder's area or is simply passing through on the way to anywhere else - as far as this ability is concerned, there's no difference between the two.

Such a spell or magical power may be either beneficial or harmful in nature, but regardless of its form a spell active in the vicinity of this power's possessor will home in on him or her - if it fails a FEAT roll against the magic magnet power rank, that is. This is a great way to save an ally from an impending sorcerous attack or to swipe the healing magic of an enemy...!

Magic Sense
Type: Sensory Power, Personal Spell, Psimantic Skill
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: energy sense, nativity sense, origin sense, spectral sense, theonic sense.

A magic sense is the ability to perceive sorcerous energies in one's vicinity. This sense functions on the Near range table, allowing its user to detect the presence and/or usage of anomalous probabilities within a considerable radius of his person. Sensing the presence of magic requires a simple green FEAT roll, unless its user is taking active steps to mask its use; if so, spotting it takes a FEAT of an intensity equal to the masking power.

Other than detecting magic in one's proximity, a magic sense also has additional uses. A yellow FEAT roll allows the possessor of magic sense to determine whether or not magic in play is a result of 'normal' environmental activity (this can be the case on other planes) or what school of magic was used to produce it. A red FEAT can be used to pinpoint exactly which spell is being used on a person, place or thing.

Magnetism Control
Type: Energy Control Power
Cost: 1 point per rank
Related Powers: carrier wave, electricity control, energy cohesion, force field, magnetism generation.

Wielding magnetism control, a character can manipulate extant lines of magnetic force in their environment. While this character cannot actually generate magnetism, at least with this power alone, he or she may alter that which they encounter in their environment as they see fit - assuming, of course, that they can first pass a power FEAT roll against the intensity of such magnetism.

The simplest use for this power is the amplification or attenuation of magnetism present in one's vicinity - whether dealing with that generated by a transformer or the localized portion of the earth's magnetic field. Such magnetism can be increased to an intensity equal to this power rank number, or reduced by a like amount, whichever the magnetism controller desires.

Alternately, the shape of magnetic lines of force can be altered with this ability, shunting magnetism around oneself to simulate a resistance to such energies, or otherwise molding it as is desired. Ferrous objects may be attracted to powerful magnetic fields, while diamagnetic objects will be repelled by such - a principle which lends itself to all manner of nasty power stunts with machinery or even organic creatures.

As electricity and magnetism are close cousins, one can learn how to manipulate electricity with magnetism control, shaping the flow of electrons with focused magnetic fields. This can be used to directly attack an opponent, doing so with bolts of electricity, or in a more indirect fashion, perhaps by causing their advanced technology to malfunction (or even overload).

Some less intuitive power stunts that one can master with magnetism control involves the manipulation of materials that are neither ferrous or diamagnetic, done via the alteration of the earth's magnetic field itself. This is how many magnetism controllers can generate a force field, protecting themselves from all manner of attacks!

Magnetism control works within Near distance of its wielder.

Magnetism Generation
Type: Energy Generation Power
Cost: 1 point per rank
Related Powers: aura (magnetism), carrier wave, electricity generation, force field, magnetism control, plasma generation, transformation / self (magnetism).

The character with magnetism generation can spontaneously manifest tremendous amounts of this fundamental force of nature. This power can inundate the area within Very Near distance with a pulse of magnetic energy, or simply focus it at a specific target within Near distance of their person. Doing the former requires no 'to hit' roll, while the latter can be dodged by those aware of the danger magnetism can pose.

The effects of magnetism on matter depends on its characteristics. A ferrous material will typically be attracted to magnetic fields, while a diamagnetic substance will instead be repelled by such. The former explains how a magnet can hold on to objects made of or containing iron (possibly with incredible force), while the latter details how (potentially mad) scientists can levitate frogs and the like with superconductors.

When ferrous objects are imbued with magnetic force, they will generally attract other ferrous objects. This can cause them damage if enough acceleration is involved, usually at a maximum intensity equal to this power's rank number. Similarly, enough ferrous material can 'stick' to a magnetized object such that it might be slowed down by the additional mass - if not stopped abruptly!

A diamagnetic substance, on the other hand, will produce a repellent magnetic force when magnetism is applied to it. With powerful enough magnetism, then, one can actually repel diagmagnetic objects away with considerable force. Since water is a diamagnetic substance, most carbon-based lifeforms are subject to such repulsion, and a 'bolt' of magnetic force can either be used to move them or to inflict Force damage!

Finally, magnetic fields have a deleterious effect on functioning electronics. If exposed to a powerful magnetic field, such devices must pass an operations check against the intensity of the magnetism present to avoid malfunctioning (assuming they are unshielded). Depending on their nature, this may simply scramble their operation, thus forcing a reboot, or just might damage them permanently!

Such attraction, repulsion, scrambling, and direct damage function with power rank strength.

Masking
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Masking is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to alter or disguise his or her presence or appearance in a variety of creative ways, as the situation demands. Once a day, upon first casting the masking spell, a mage may choose any one of the following six spells, at which point masking will be set to reproduce that effect for the rest of the day:

Age Control / Self, Animal Hybridization / Self, Blending, Disguise, Illusion Projection, or Plant Hybridization / Self.

However, should masking's caster wish to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, masking will produce one of its potential outcomes randomly, as indicated below, though magician achieving a 'bonus' result may choose masking's effect and keep its effects fluid for its next use.

Random Masking Results
01-02Bonus03-18Age Control / Self19-34Animal Hybridization / Self
35-50Blending51-66Disguise67-82Illusion Projection
83-98Plant Hybridization / Self99-00Bonus

Matter Absorption
Type: Matter Control Power
Cost: 1 point per rank
Related Powers: aggregation, assimilation, ice generation, plasma generation, super breath.

The power of matter absorption is the ability to draw large amounts of material into one's body.

One can soak up an amount of matter per turn that is equal to their power rank number in pounds, and can then store an amount of matter that is equal to their normal body weight times five. For example, a two hundred pound man with Good (10) ranked matter absorption may draw in ten pounds at a time, with a maximum storage 'tank' equal to one thousand pounds!

When absorbing matter in this fashion, it does not go anywhere to speak of - the character who absorbs matter incorporates it into their body. The amount by which his or her size changes is dependent on their size and how much matter they've absorbed, but if enough material is internalized, it may possibly curtail or even prevent movement entirely if the mass stowed away on their person exceeds their own Strength.

But what can one do with matter absorbed in this fashion, you ask?

The material internalized by this power can serve as fuel for other super human capabilities, for one thing. It can also be expelled with power rank force, causing damage appropriate to its type (generally Force or Blunt Attack, depending) by firing off an amount of matter equal to that which one can absorb in a single turn. Or one might simply need a whole lot of a given material, and may wish to collect it in a single location.

The materials to be absorbed by this power must be in physical contact with its possessor. Thus, in order to use it against a living being, one must naturally touch them! On contact, the power will inflict up to its power rank in Metabolic damage as it siphons off whatever matter an absorber is trying to internalize - the specific amount dependent on how much of whatever the matter absorber's target is present in the body.

When it is first acquired, matter absorption can be limited somewhat if desired. The power can be curtailed such that it only works on a certain type of matter (liquids, solids, etc.) as a weak limitation, a specific substance in any state (water, in either a solid, liquid or gaseous form) as a strong limitation, or even a specific substance in a specific state (hydrogen gas) as a very strong limitation.

Matter Duplication
Type: Matter Control Power, Dimensional Spell
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: aggregation, body doubles, device generation, matter generation, organism generation.

The power to duplicate matter is the ability to create a replica of extant matter. Upon being presented with something, the possessor of this power has the option to create a copy of whatever it happens to be. This 'something' can be in a solid, liquid or gaseous state, may be one object or many, active or inert, or even living! The power cares not, but the exact precision with which it works is somewhat variable.

When presented with something to replicate, the possessor of matter duplication may roll a power FEAT if he or she wishes to use it on the proffered material(s). As long as this FEAT roll is at least green in hue, the power can precisely copy the physical structure of the object(s) or substance(s) before its wielder, which makes it great for the purposes of mass production - or counterfeiting.

But the physical structure of a material is not necessarily all that makes it what it is. A computer, for instance, has a variety of energy states active within it at any given point, particularly in its data storage medium. Alternately, an ice cube is very cold - copying one without replicating its temperature would cause the duplicate cube to melt instantly. Duplicating energy state(s) requires a yellow power FEAT roll.

Finally, the characteristics of some materials appear to defy logic... or at least conventional physics as we know it. Such materials are usually campaign-specific metals and substances, and are often magical, psi-active or deionic in nature (or mix of these three qualities). Duplicating the metaphysical profiles of such things (above and beyond their mere atomic structure) requires a successful red power FEAT.

When copying material, matter duplication can only produce so much at a given point in time. It may produce, per turn, an amount of matter equal to its power rank in pounds. If one wishes to duplicate an object of larger mass, they must simply use the power for multiple turns, spending the appropriate amount of time to manifest a singular object if its weight exceeds their per-turn matter duplication limit when necessary.

As is the case with other matter generating powers, the use of matter duplication is stressful on the body. Each turn the power is active, it will cost its possessor one Health point, damage which must be healed in whatever fashion is normal for the character. This because weaving matter from the ambient subatomic particles in one's environment is an incredibly difficult task to perform, even under optimal conditions.

How long a duplicate lasts can be determined with a second power FEAT, made after matter has been replicated by this power. A white FEAT makes it last for a number of turns equal to this power rank number, a green FEAT lets a duplication exist for a number of minutes equal to this power rank number, and a yellow FEAT allows a duplicate to persist for a number of hours equal to this power's rank number.

Finally, a red FEAT roll made after a duplication is completed will allow a copy this power has made to exist indefinitely.

Matter Generation
Type: Matter Control Power, Alchemy Spell, Psikinetic Art
Duration: instantaneous (unless building particularly large items)
Cost: 3 points per rank
Related Powers: aggregation, antimatter, device generation, disintegration, eidetic memory, matter duplication, nanotechnology generation, object sympathy, organic circuitry, organism generation, radiation generation, super invention, transmutation.

The highly versatile ability of matter generation allows its possessor to create a wide variety of items, in a wide variety of materials, at will. Such items are manufactured using ambient subatomic particles, countless numbers of which permeate the environment around oneself at any given moment in time - the trick is that one can only generate one item with each use of this incredible ability.

One can generate an amount of mass that is equal to their power rank in pounds each turn. If one wishes to construct something larger, they must spend more than one turn generating the object in question. For example, a character with Excellent (20) ranked matter generation can produce twenty pounds of material per turn. In order to make something that weighs one hundred pounds, he would have to spend five full turns creating it.

The other thing to keep in mind is that generating matter is extremely stressful on one's body. Wielding this power will cost a character one Health point each turn it is used, Health that must then be recovered normally. This strain can be alleviated entirely with the use of the disintegration power, using it to transform external matter into fuel for matter generation in order to bypass the extreme physical costs involved.

The amount of time such spontaneously generated matter will persist depends on variables present when the power is used. A white FEAT makes it last for a number of turns equal to this power rank number, a green FEAT lets a substance exist for a number of minutes equal to this power rank number, and a yellow FEAT allows an object to persist for a number of hours equal to this power's rank number.

Finally, a red power FEAT creates matter from nowhere that lasts indefinitely.

Matter generation functions within Very Near distance of its wielder, and then only within his direct line of sight. Wielding this power at Remarkable (30) ability, for example, would allow its possessor to generate matter anywhere within 30 yards of his person - assuming nothing lies between him and where he would like to create it. Such items have no inherent velocity, but gravity will definitely affect them immediately.

When creating matter with this ability, one can generate general shapes without much difficulty. However, creating (and recreating) specialized items with specific characteristics requires memorizing said properties and measurements. One can recall an amount of particular designs that is equal to their Reason (mem) score. Remembering more requires one to forget an older design (though the eidetic memory power bypasses this limitation).

Typically, a 'to hit' roll is not required when wielding this ability - it just makes something, approximately where one would like it to manifest. However, if one is attempting to create matter in a fashion that is opposed somehow, such as generating sudden cement shoes on someone trying to run away, an Agility roll to pull this maneuver is required. Targets who are aware of such attempts may do everything in their power to avoid them.

The materials one can generate an item out of are generally unlimited, but the more complicated they are, the more difficult a power FEAT is required when the item is created. A simple elemental material or molecular compound (such as iron or bronze) requires a green FEAT roll. Yellow FEATs are necessary when producing complex chemical compounds or artificial elemental material (such as buckyballs or mendelevium).

A red power FEAT is only required when attempting to generate items out of fictional elements or compounds - these are most often materials that are campaign specific, or exist only within one's preferred fictional setting (things like Unobtainium, featured in several different motion pictures, for instance). Generating items out of such substances is incredibly hard, but not entirely impossible.

Matter generation is an expensive power, but may be taken with a variety of limitations to reduce that cost somewhat - on top of those that are already indicated above, that is. One can easily limit it by reducing the kinds of matter it can generate; limiting matter generation to one kind of material (metals, stone) is a weak limitation, while reducing it to a specific substance (titanium, or uranium) is a strong limitation.

Similarly, allowing a body to only build one item with this power - perhaps a trusty weapon or some such - counts as a very strong limitation, extreme if it can only be made out of one substance, as well. Finally, removing permanence from the power also counts as a weak limitation; this reduces a red FEAT roll to a duration equal to the power rank number in days. This is still quite a while, but can be inconvenient nonetheless.

Mechanical Disruption
Type: Technopsi Skill
Duration: instantaneous effect
Cost: 1 point per rank

Wielding this ability, a character can induce failure in any one mechanical device in his vicinity (as defined by Near range). This failure can take any number of forms, though most often it isn't permanent in nature; the effects of mechanical disruption usually only lasts for 1d10 turns. Generally, it is induced by overwhelming vibrational interference - not an impact, so much as enough movement to cause malfunction.

An item subject to mechanical disruption is allowed an operations check to resist its effects if non-sentient (such as a bicycle), or an Endurance FEAT roll to resist its effects if sentient (such as a robotic soldier). Generally, items so disrupted will resume normal operations once the duration of the disruption has expired, though they may require a bit of extra time to get all their moving parts properly realigned again.

Which often makes this ability doubly effective...!

Mental Doubles
Type: Mental Power, Thaumentalism Spell, Superpsi Talent
Duration: maintenance
Cost: 2 points per rank
Related Powers: body doubles, energy doubles, imaginary doubles, mind duplication, mind transfer, telepathy.

Mental doubles are mirror duplicates of one's own mind that the wielder of this power can produce - inside his own head! The practical benefit of this is that one can lend their concentration to more than one matter at a time; being of literally two (or more) minds, the mental doubler can usually get a lot more done at once, despite having to share a single body amongst his many selves.

Mental doubles all possess the same mental ability scores - that of their creator. The only metric of mental might that differs will be one's Mental Health, which is split amongst the many doubles one has created. This can be a double edged sword if one is subject to psionic assault; while one of one's minds can be knocked out rather easily, there's usually one or more doubles handy to pick up the slack.

For every rank in this power that one possesses, they can add an additional mental double inside their mind - if they so choose. For instance, a character with Incredible (40) ranked mental doubles could have up to seven additional versions of his mind in his head. While all the doubles one has active must share the physical body of their creator between them, they each have their own 'copy' of his mental or skill-equivalent abilities.

When apportioning out the number of concentration-based powers one can maintain at any given time (such as spells or psionics that require maintenance), divide them up equally between the many mental doubles, though each individual double is allowed a minimum of one power. This allows the mental doubler to potentially increase the number of such abilities he can effectively wield simultaneously, which can be quite a boon.

Each mind inside the head of a mental doubler is allowed one action per turn, though the physical body is bound to the number of actions it is normally allotted. That Incredible (40) ranked mental doubler above could manage eight actions, though most folks cannot do this without super speed, and thus only some of his doubles could wield his body each turn - the rest would need to utilize skill-equivalent powers instead.

Though if they had access to, say, telekinesis, they could do a whole lot at once...!

Mental Invisibility
Type: Mental Enhancement Power, Superpsi Talent
Duration: maintenance
Cost: 2 points per rank
Related Powers: fortuity, inaudibility, inodoriferous, intangibility, invisibility / self, psychic invisibility.

Functioning as a sort of psionic stealth, mental invisibility renders its possessor's mind effectively invisible. A mentally invisible individual can still be readily seen by the standard five senses, but psionic powers of any stripe will have a very hard time detecting or connecting with him, and he is effectively transparent to Karmic energies (making him functionally resistant to such, at this power rank).

In order to even spot a mentally invisible individual, a psionic ability must first pass a FEAT roll against the intensity of this power, the failure of which indicates the ability in question won't even recognize his presence - even when overwhelming physical evidence indicates otherwise. This is also the case against technological or other means of reading or detecting one's mind or mental energies (EEG scans, etc.).

Targeting a mentally invisible individual with psionic powers is a feat performed as if conventional abilities were being used against a (regularly) invisible individual - in other words, at a -4 CS.

Mental Repair
Type: Mental Power, Thaumentalism Spell, Psipathic Art
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: clarity, cure disease, detoxification, healing / others, mind lock, mind wipe, psychic probe, recovery, resurrection, resuscitation, telepathy, transfixture.

Mental repair is a healing power of a sort, working to mend damage inflicted upon the mind. While mental repair in and of itself doesn't deal in numbers (like the ordinary healing powers do), this ability can be used to right any number of things going wrong within the mind of a sentient being. Anything from mental illness to deleterious quirks to the damage wrought by psionic powers can ultimately be healed by this ability.

When invoked, mental repair must pass a power FEAT against the Psyche (will) of its intended target. If this FEAT is successful, the character with this ability may attempt to undo any psychic damage the target suffers from. If the damage was inflicted by a psionic power, it can be undone with a second FEAT roll, this time against the intensity of the original power if known; if the original power rank is unknown, a green FEAT will do.

Such damage may come in the form of suggestions wrought by mesmerism, mind control or crowd control, a loss of memory caused by forgetfulness or mind wipe, or any deleterious quirks acquired as a result of catastrophic Karmic damage (such as from psi bolts) - and so on. Once repaired, the target's mind will show immediate results of this, possibly resuming normal abilities or behavior within moments of the fix.

Alternately, mental repair can be used to treat more traditional, psychiatric problems. The main question when bringing mental repair to bear in this fashion is the nature of the problem to be fixed - namely because a lot of mental problems can be traced back to physical imperfections in the 'hardware' housing a mind.

Anything from chemical imbalances to brain damage to surgical procedures can impair one's mind, and if this is the root of a mental problem, mental repair can only fix the error in a transient fashion (usually for 1d100 turns). After this time, the target will resume operation under their normal parameters, though they might be appreciative of the moment(s) of clarity this ability can provide.

Mental repair can be used to bypass some physical limitations of the mind, though such therapy takes quite some time. Problems of a purely psychological nature can be treated in this manner as well. The difference between the two is that purely psychological problems, no matter how severe, can ultimately be fixed in most cases, while a physical problem can only be resolved so much.

And if such problems come in the form of quirks, one must work with their Judge to resolve how such issues are dealt with permanently.

Mental Trap
Type: Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

A mental trap is just that, a psychic ambush its wielder can create when expecting like assault. It can be set at any time, lasting 1d10 turns unless specifically maintained. A mental trap works by unleashing psychic energy the instant any psionic activity attempts to interact with its wielder's mind. When this occurs, the trapper can inflict the trap's rank in Karmic damage if he passes a FEAT roll against the intruder's Psyche rank.

Whether or not this ambush on the mind of a would-be psychic snoop is successful, it will nonetheless impede the use of his abilities. His target be alerted to the use of such, after all, and he will suffer a -2 CS penalty to the power he attempted to use in the first place, -4 CS if he actually suffered damage while doing so (it's rather bad for the concentration).

Mesmerism
Type: Mental Power, Personal Spell, Psipathic Skill
Duration: special
Cost: 1 point per rank
Related Powers: crowd control, dream projection, fugue, mind control, mind duplication, possession, sleep, telepathy.

Mesmerism is an advanced form of the hypnotism talent. Instead of being made manifest through simple training, mesmerism is an actual super human capability, both in the speed and power of its effects. For one thing, normal hypnotism usually cannot affect a body who is unwilling to be hypnotized in the first place, but mesmerism can inflict a hypnotic state if the target fails a Psyche FEAT against the mesmerism rank.

Bear in mind that one must be within Very Near distance of their target to mesmerize him.

Once this state is achieved, the target can be forced to do something in regards to his immediate behavior (put out that cigarette) or have a post-hypnotic suggestion implanted (give up smoking altogether). If in the form of a command, mesmerism will last only as long as it takes its target to complete his action (bleary eyed, the victim tries to remember why he put his freshly lit cigarette out in the first place).

On the other hand, the effects of a mesmerism-delivered suggestion will last for a number of days equal to its rank number, and can even override the target's ethics on a red mesmerism FEAT roll (the target, having stopped smoking for a full month thanks to a Remarkable (30) ranked mesmerism suggestion, may resume his habit if he chooses at this point - or continue to enjoy his extra pocket change).

Mesmermechanism
Type: Technomancy Spell, Technopsi Art
Duration: special
Cost: 1 point per rank

Wielding mesmermechanism, a character may actually direct any electronic or mechanical item to do his bidding. This typically involves the character invoking the mesmermechanism ability, a process that ends by him or her literally telling the device what it must do. This can be as simple or as complicated as time permits; 'Get him!' works just as well as 'Run him over until he doesn't move any more!', but is less evocative.

This power functions as a sort of technological counterpart to standard mesmerism, working in the same manner. A character may use it to give a device a momentary command ('Brakes!') or a continuous instruction ('Floor it and don't stop!'). The item in question will continue to perform the action commanded of it, until said action is complete (the car stops) or it cannot be continued (the car is hit by a train).

The latter, if possible, will continue for a duration in hours equal to the power rank number.

The impetus for this operation is provided by the mesmermechanism power, including any energy required; a car directed to drive for two days straight will continue to do so under mesmermechanism's influence, long after it has run out of gas. An item can be compelled to do anything that it is physically capable of, but nothing more; a bicycle will happily pedal down the street, but it cannot fly - unless it has a built-in jump jet.

Compelling items to do the character's bidding usually only requires a green power FEAT, unless it is under the mental control of someone else (direct neural interface, another mesmermechanism power) or is itself sentient (an artificial intelligence, or perhaps a golem). In either case, the item in question may attempt to resist an application of mesmermechanism, though it must defeat this power's rank in order to do so.

Metabolic Focus
Type: Physical Control Power, Metapsi Talent
Duration: special
Cost: 1 point per rank
Related Powers: ability boost, power boost.

Something of a self-destructive ability, metabolic focus allows one to cannibalize their own bodily energies in order to enhance their super human abilities. For each point of Health the wielder of this ability sacrifices, he may add a direct, one point boost to the rank of any power he desires. This lost Health is gone, and must be healed normally (a good reason to also have regeneration, or to hang out with a healer).

The duration of this enhancement, whether applied to an instantaneous or maintainable power, is 1d10 turns - most often enough to last for the duration of a battle, but not always. There's no limit to the number of times one can enhance a power with metabolic focus, though the amount of enhancement per use is limited to either the metabolic focus power rank or the enhanced power's rank +1 CS, whichever of the two is higher.

Microscopic Vision
Type: Sensory Power, Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: atomic sense, biological sense, energy sense, super senses, super tracking, telescopic vision, transparent vision.

A character with this ability may see small objects - often impossibly so - as if they were of a perfectly normal size. The amount of detail a character can perceive with microscopic vision depends on its rank, and when magnified enough, this ability can actually transcend mere visual data. After all, once you've zoomed in enough that you can literally see photons, other methods of perception must hold sway.

Generally, a Feeble (2) rank in microscopic vision will allow one to read microfiche, while an Excellent (20) rank lets one view single cells. An Amazing (50) rank allows one to visualize molecules, while Unearthly (100) ranked microscopic vision may perceive individual atoms. The 'Shift' ranks allow one to spy ever-smaller subatomic particles, while the 'Class' ranks can reach even further, down into subatomic worlds!

While microscopic vision can be used to see very small things, they need to be relatively close to be focused in on. The sense itself functions with a range as is determined on the Very Near range table, which is highly limited - but appropriate, considering the physics involved.

Mimicry
Type: School Spell (Eclecticism)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

Their magic being a hodgepodge of spells and styles from vastly differing sources, an eclecticist does not receive many of the benefits of other sorcerers (their benefit when learning new spells notwithstanding). They don't get a lot of the situational bonuses that their peers receive while actually casting spells - at least, unless they've caught wind of the mimicry spell.

This eclectic school spell is designed for sorcerers who have drawn spells from a variety of other schools in their travels. What it does is, while active, attune the eclectic mage to a specific school of magic. This allows him any bonuses to his casting that would otherwise apply to a body of the chosen education. For instance, an eclecticist casting faerie dust while holding a Fey magic wand would receive a +1 CS if properly attuned.

Mimicry can only tune an eclecticist to one school of magic at a time; switching to another requires a recasting of this spell. This can be something of a pain when switching rapid-fire between one school's spells and another's, but allows the eclectic mage to get the most bang for his buck. Finally, mimicry can only grant such bonuses if its spell rank is of equal or greater rank than the spells it would enhance in this fashion.

Mind Control
Type: Mental Power, Universal Spell, Psipathic Talent
Duration: special
Cost: 1 point per rank
Related Powers: body control, crowd control, jumbling, mesmerism, mind duplication, mind lock, mind wipe, mood swings, pain, possession, psychic invisibility, summoning, telepathy.

Mind control is a means by which one can take direct control over the actions of another. While mesmerism is somewhat subtle in nature, mind control allows for an extensive manipulation of the target's activities. When the power is activated, its target immediately gains a Psyche (will) FEAT roll to resist the effect, rolled against the intensity of the mind control ability. If this FEAT fails, the target is in the mind controller's thrall.

While the victim of mind control must initially be within Very Near distance, the range at which he can still be controlled is increased to Middle distance once domination of his mind has been achieved. A mind controller must deliver his commands directly in order for them to be obeyed, either verbally (in person or by telephone) or telepathically (if the mind controller also has that power).

Once control has been established, the target of this power may not attempt to resist again, unless ordered to do something diametrically opposed to his moral structure. While so controlled, the victim of this power may not spend Karma on any FEAT roll, unless his own existence is in direct jeopardy (which allows another FEAT roll to resist mind control). Similarly, Karma gains or losses incurred while mind controlled are passed onto the controller.

Though Popularity losses for actions taken while mind controlled are entirely the problem of the victim.

Mind control lasts for a number of minutes equal to its rank number, or until control of the target is given up (voluntarily or otherwise). While under the effects of this ability, the victim may or may not be aware of what is going on - this is entirely up to the mind controller. Similarly, whether or not the target remembers anything done while under mind control depends on the whims of the wielder of this power.

Mind Duplication
Type: Mental Power, Thaumentalism Spell, Superpsi Art
Duration: instantaneous or maintenance, depending
Cost: 1 point per rank
Related Powers: mental doubles, mesmerism, mind control, mind wipe, psychic probe, summoning, telepathy.

Mind Duplication is the process of literally copying the consciousness of another person into oneself. In order to duplicate the mind of another, the possessor of this power must be rather close to them, as the ability only functions within Very Near distance of its target. Luckily for the subject of this power, mind duplication doesn't actually take anything from its targets - it just copies the contents of their heads.

The quality of a mental copy depends on the FEAT roll made when it is used on its subject. A white FEAT roll will only duplicate the personality of the subject, while a green FEAT adds most major memories. A yellow power FEAT roll involves a comprehensive memory duplication, along with any talents the subject possesses. A red FEAT even adds in any talent-equivalent powers (psionics, spells) the subject knows.

So once you've got a copy of someone's mind, then what?

While the subject of this ability isn't affected by this power, and may not even know it was used, the copy of his mind inside the mind duplicator's head will. Whether it thinks it has been the target of mind transfer or some other psionic agency, this copied mind will lash out against the mind duplicator, and will usually try to take control of his body for itself (assuming no voluntary copying was involved).

This sort of activity requires a contest of wills between the duplicated mind and the mind duplicator. Of course, lacking the animating spirit of the original, the duplicate is at something of a disadvantage, and suffers a -2 CS to its 'real' Psyche for this purpose. If the duplicate fails, its mind is subordinate to the will of its creator, and can be picked at for information and such at one's leisure.

If this Psyche contest is a tie, the duplicate mind will merge with that of the mind duplicator for the duration of the power. While in this state, the character with this power should have mental abilities that are the average of his and that of the consciousness he has copied. The combined personality should be a perfect blending of the two, but if each mind is at diametrically crossed purposes, it may literally war with itself.

Should the mind duplicator lose a contest of will against a copied consciousness, its personality will take over his body while the power is active. It has access to any knowledge and skill-equivalent powers that were copied with it, along with the physical abilities and powers of its 'host'. What actions it will take at this point ultimately depend on its relationship with the mind duplicator in the first place.

So how long does mind duplication last? This is determined by a second mind duplication FEAT, made after an initial success. A white FEAT allows it to last for only 1d10 turns. Green FEAT rolls extend this to a number of turns equal to the power rank number, a yellow FEAT extends this to a number of minutes equal to the power rank number, and a red ACT roll extends this to a number of hours equal to the power rank number.

These periods of time, of course, assume that the possessor of mind duplication isn't specifically concentrating on maintaining a duplicate consciousness inside his own head. At the same time, the temporary nature of mind duplication ensures that if some critical mishap occurs with the power, its wielder will not be forever beholden to any consciousness it has duplicated, in the event that it takes over and runs rampant.

A curious side effect of mind duplication is that, even after a copied consciousness has faded, it sometimes leaves an echo in the mind that housed it. This is because information is hard to truly remove from one's mind once it has been implanted, no matter how hard one tries - in fact, trying usually makes it stick harder. These echoes are generally harmless for the most part, but can clutter up one's subconsciousness a bit.

Luckily, they tend to lack actual talents and talent-like powers they may've possessed, but their personality will usually shine through, along with vague memories of their past (usually what the mind duplicator knows about them). But this can lead to particularly vivid dreams starring one or more personality echoes. Or, should the mind duplicator lose all of his Mental Health, they may rarely come to the fore.

Which might be something of a surprise to everyone around the mind duplicator - particularly whoever it is that knocked him out...!

Mind Link
Type: Mental Power, Psipathic Art
Duration: permanent (no maintenance required)
Cost: 1 point per rank
Related Powers: finding, mind transfer, sensory link, telepathy.

A mind link is a powerful psychic bond between two individuals. A mind link can only be initiated between two willing people, for it is a deep and personal merger of the very thoughts, emotions and sensations of both persons involved. As such, a mind link is a much more intense experience than 'mere' telepathy, often reserved for the closest of friends or those with an already intimate familiarity.

When first initiated, a mind link can only connect two individuals within Very Near range of each other, but once established this ability has no limitations of range. A mind link will function regardless of distance, ignoring geography, planar barriers and even time itself. It may be temporarily blocked by another, outside agency, but a mind link can only be permanently severed by the intent of either linked individual.

While mentally linked, both the entity with this ability and the individual he has linked to will experience the thoughts and feelings of one another, along with any strong sensory input one may receive - from intense flavors to extreme pain. It is incredibly difficult to hide something from someone one shares a mind link with, and doing so requires a red Psyche (will) FEAT roll every day the secret is to be kept.

Unlike most psionics, a mind link is a permanent effect; once initiated it is a persistent state of affairs. As such, it does not count as a power for the purposes of power maintenance, one of the few psionic abilities that functions in this fashion. On the other hand, a mind can only be linked with one other person at any moment in time; in order to mind link with a different person, an existing link must be surrendered.

Mind Lock
Type: Mental Power, Psipathic Art
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: jumbling, mental repair, mind control, mind wipe, telepathy.

Mind lock allows its wielder to 'pause' a target's conscious mind in a precise and instantaneous fashion. If the victim fails a Psyche (will) FEAT roll against this power rank, he will stop cold - right where he stands. No matter what he was doing at the time a mind lock was applied, he will simply cease his actions and 'freeze' in place, unable to move or think in the slightest.

The victim of a mind lock may roll an additional FEAT to resist this ability each turn. Upon breaking free from a mind lock, the target will continue to act as he originally planned, though he'll realize something has changed while attempting said actions (if they haven't already been obviated by events occurring while his mind was on hold), and he may resume normal actions on his next turn.

A mind lock may be applied in an instantaneous or maintained fashion. The former frees the wielder of this ability to do other things, while the latter allows him to constantly hold the target in place. If the target breaks free from an instantaneous use of mind lock, he is free to do whatever he likes, though if he emerges from a maintained mind lock, he must resist on each subsequent turn or said lock will resume while the power is maintained.

Mind lock only functions within Very Near distance of its target.

Mind Transfer
Type: Mental Power, Psipathic Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: finding, mind duplication, mind link, possession, summoning, telepathy.

This dangerous ability allows its user to actually swap the minds of two separate individuals. When activated, mind transfer prompts an immediate Psyche (will) FEAT roll against its power rank to resist, unless the targets of the power are explicitly willing subjects. If all unwilling individuals involved fail this FEAT roll, then their minds are transplanted from their original locations into their counterparts' bodies.

Note that the wielder of this ability need not be one of the minds so transferred (though this can make for a good limitation).

When uprooted, the mind of a character transferred into another body retains his Reason, Intuition and Psyche scores, as well as his Karma total, mental quirks, and knowledge-based powers. He can make use of the physical characteristics of his new body just fine, whether mundane or fantastic, as well as the Resources, Popularity and contacts of his new form - at least, until people realize just what has happened.

A mind transfer can be enacted between any two minds, whether sapient or not, organic or not. One could swap the minds of two humans, a human and a robot, a robot and a dog, a dog and a human - whatever, really. Plopping a mind into a body that it's ill-equipped to handle may involve considerable difficulty in restoring even basic mobility, much less the use of its considerable knowledge (if any).

The duration of a mind transferal is dependent on variables present when the ability is put to use. A white FEAT causes a mind transfer to last but 1d10 turns. Green FEATs allow a mind transfer to endure for a number of turns equal to its power rank, while a yellow FEAT extends its duration to a like number of minutes. Finally, red mind transfers last for a number of hours equal to this power rank.

Alternately, a mind transfer may be made permanent if both recipients of the power's use are willing. On the other hand, a permanent mind transfer may occur when one of the power's targets physically dies before the effect wears off. In the event of such a catastrophe, the remaining body has nowhere else to put the mind it's currently housing, so it hangs onto it in perpetuity.

A character wielding this power to hop from body to body might be considerably difficult to track down, particularly if they make multiple transfers in short order - by the time everyone's minds put themselves back where they belong, the consciousness of the character with mind transfer is long, long gone. It might be just as difficult to put such a person down for good, if they have various 'empty' bodies ready to house their mind.

Mind transfer functions within Very Near range of its user.

Mind Walk
Type: Movement Power, Dimensional Spell, Psimotive Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: dimensional transit, dream projection, telepathy.

Each sentient mind is like its very own plane of existence. Whether speaking of the conscious mind or otherwise, the totality of a sentience casts its shadow on the seventh dimension. These shadows land in a space where thought and matter meld, a realm that can be traveled to by those who know how, contracting their existence on the lower dimensions and arriving fully manifest where their mind's shadow normally rests.

This is the process of mind walking.

Once in this realm of minds, the so-called mindscape, the mind walker can travel between sentiences, experiencing the spaces created as different consciousnesses influence the mental turf around them. Almost anything can happen in these turbulent spaces, as each mind is unique - and the influences of varying minds on a given point in space can shape it in curious and distressing fashions, depending on their strengths.

But why would one want to visit such a strange space-time, you ask? Primarily, one can travel to the shadow of a sentient mind, and then re-materialize in the 'real' world next to its possessor. This makes a mind walk a great way to travel anywhere, with no range limits. Assuming that a mind walker can find a sentient being where he'd like to travel, he can use this ability to literally go anywhere!

Alternately, at the heart of one's mental shadow, a mind walker can directly enter the consciousness of its owner. This requires a mind walk FEAT roll against the Psyche rank of the person who's mind is to be so entered. If this FEAT is successful, the mind walker may wield any psionic powers against the mind he's trespassing within at either the mind walk power rank or their normal rank +1 CS, whichever is higher.

The disadvantage is that since he's physically interacting with his target's mind, any retaliation will inflict physical damage upon the mind walker, instead of the normal, Karmic harm. If combat inside the target's mind occurs, his abilities are wielded as if he is astrally projecting, while the mind walker, being physically there, resolves combat normally. Defeat in the mindscape will dump one's body out somewhere by his assailant's location.

And that's not the only hazard while on a mind walk. In addition to the random hazards generated by the ever-changing influences of the minds that comprise the mindscape, there are entities that make use of this plane. Fellow travelers are the easiest to deal with, for they're often moving from place to place as well, and don't want the hassle of a fight. But the things that actually live here, they can be the stuff of nightmares.

Literally.

Denizens of the mindscape can be capable of absolutely anything, for they're formed of the stuff of dreams, random thoughts and urges, and even imagination - if not all of the above. They may be harmless as a butterfly or as menacing as a devil - and may shift from moment to moment, both in power and in behavior. After all, these mindscape entities are nothing if not a product of their mercurial environment.

Mind Wipe
Type: Mental Power, Psipathic Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: forgetfulness, fugue, mental repair, mind control, mind duplication, mind lock, psychic probe, telepathy.

A mind wipe is the deletion of large swathes of memory and knowledge from the mind. Above and beyond mere forgetfulness, mind wipe can remove more than just a few minutes of memory from its target - it can selectively remove all information relating to any number of subjects at once. Such information can come in the form of a useful skill, a knowledge-based power, or even something as simple as details about the guy living upstairs.

Performing a mind wipe takes a bit of time, but then it involves a serious rewiring of someone's head. Such operations typically take at least one turn, but may last a minute or longer depending on the depth of information removed from the target's mind. Speaking of which, would-be victims of this power may resist it if they can pass a Psyche (will) FEAT roll against the intensity of the mind wipe ability.

Or if they can stay away; mind wipe only functions on targets within Very Near range of its wielder.

Those who cannot resist are subject to semi-permanent memory loss, whether they've been forced to forget their ex-girlfriend, how to play baseball, their spellcasting potential, or even everything they know. Losing chunks of one's mind will have ripple effects on their personality, ranging from a sinking feeling that they're missing something in their life to incurring a general (or severe) blandness in their demeanor.

Unlike forgetfulness, the memory loss caused by mind wipe cannot be reversed by clarity. However, mental repair can do so, since mind wipe does not literally remove things from a body's mind (which is essentially impossible), so much as remove one's access to the memories in question. Keep in mind that such a reversal often requires passing a FEAT roll with that ability against the intensity of the mind wipe that caused the damage to begin with.

Missile Generation
Type: Combination Power
Cost: 1 point per rank
Related Powers: edges, gyration, propulsion, wings.

Missile generation is the ability to spontaneously generate objects which manifest as ballistic projectiles. A combination of device generation and propulsion, missile generation can generally create but one item when the power is first generated, the shape of which is at the player's discretion. This shape will determine what form of damage (Blunt Attack, Edged Attack or Shooting) the initial projectile can inflict.

Projectiles created by missile generation will possess a maximum material strength equal to its power rank. They also manifest with considerable velocity, having an effective range as is determined on the Near range table. Items fired at others by missile generation will inflict its power rank in damage on impact with whatever they hit, whether or not what they hit was the intended target.

A missile generator can fire many, though not an infinite, amount of projectiles with this power. Generally, the number of such one can manifest within an hour is equal to its power rank number. A missile generator may opt to create more missiles after this initial amount is expended (sometimes emergencies dictate that you have to shoot even more people, after all), at a cost of one Health point per additional missile.

Missiles generated by this power are typically very simple in both form and composition. However, the power can be used to develop highly advanced and specialized missiles as power stunts. Building syringes containing poisons or drugs is one such option, as are glass spheres full of corrosive or incendiary compounds. Such stunts can greatly expand the types of damage of a missile generator can inflict.

Alternately, other powers may be further combined with the original two in order to create such missiles 'out of the box'.

Mood Swings
Type: Biological Control Power, Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: empathic hammer, empathy, emotion control, mind control, sensory projection, thought projection.

Mood swings is a variant form of emotion control. It has a lesser effect on the feelings of others overall, but is a broadcast effect. When wielding mood swings, one can subtly alter the emotions of everyone within Very Near distance of their person. Would-be victims gain an Intuition (awareness) FEAT roll to resist this power, opposed by its intensity, but its targets won't know the power was used - even if they can resist it.

Uses for this power involve ratcheting down intense emotions in an area (such as fear in a burning building) or cranking them up a notch (such as trust at a political rally), among many, many other applications. It can be used to seriously change the emotional state of its targets / victims, but this takes several stages of mood swings - the amount of turns involved depending on the nature of the emotional transition.

Mortal Guise
Type: Theonic Talent
Duration: maintenance
Cost: 1 point per rank

By enshrouding himself or herself within a mortal guise, a character with deific abilities may mask all traces of such from onlookers. This ability is part invisibility and part illusion, for it will make its wielder appear, in the mind of those observing him or her, to be a perfectly normal individual. This is particularly handy if an immortal being is visually distinct as compared to his or her many followers.

This power works on mortals as well as deific beings. The former, if they do not fail an Intuition (alt) FEAT roll against the deific invisibility power rank, can see the wielder of this power in his or her 'true' form - but won't sense any deionic powers unless their use is obvious to their standard senses (flashes of light, etc.). Deific beings, if they are not overcome by this power, can perceive its wielder's true nature.

Assuming they were at all trying to determine such, that is.

Motivity
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Motivity is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to traverse the whole of reality, whether in his or her own plane or any number of other universes, as the situation demands. Once a day, upon first casting the motivity spell, a mage may choose any one of the six following spells, at which point motivity will be set to reproduce that effect for the rest of the day:

Dimensional Transit, Dream Projection, Flight, Mind Walk, Teleportation, or Time Travel.

However, should the caster of motivity want to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, motivity will produce one of its potential outcomes randomly, as indicated below, though sorcerer achieving a 'bonus' result may choose motivity's effect and keep its effects fluid for its next use.

Random Motivity Results
01-02Bonus03-18Dimensional Transit19-34Dream Projection
35-50Flight51-66Mind Walk67-82Teleportation
83-98Time Travel99-00Bonus

Move
Type: Physiomancy Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

Physiomancers excel in using their mystic prowess to enhance the functions of their body. The move spell is another aspect of this knack, for it lets them amplify the efficiency at which they proceed through their environment to a supernatural degree. Move does not grant a caster any movement ability the human body is ordinarily incapable of though - it merely enhances what its wielder can already do.

Whether we're talking about running, leaping, swimming, or climbing, the move spell provides a physiomancer an enhanced version of such, operating at its spell rank. Casting move at Incredible (40) rank, for example, lets its wielder run or swim at like speeds (105 m.p.h.), leap with like ability (bounding up 24.75 feet up, forward 33 feet, or down 66 feet), or even climb with unbelievable skill.

Keep in mind that move does not enhance the caster's Endurance as well; this spell may allow someone to run at insane speeds, but it doesn't let them do so any longer than they ordinarily could at their top speed. This is why it pays for a physiomancer to keep in tip top shape - or perhaps direct another spell into their Endurance score in order to add supernatural duration to their enhanced mobility.

Mystic Servant
Type: Dimensional Spell
Duration: maintenance
Cost: 2 points per rank

A mystic servant is a semi-sentient construct created by a magician. When cast, the spell will create the servant from nothingness, and invest within it a rudimentary intellect equivalent to that of its creator. The servant is not alive, only possessing a transient existence defined by the maintenance of this spell. The appearance of the mystic servant is entirely up to its creator, and can easily be tailored to any magic school.

Mystic servants will usually possess two super human (or supernatural) abilities, each of which will be equal to this spell rank. These can be almost anything really; an elemental creature might have eldritch bolts of flame and perhaps an elemental aura of fire, while an impish monster may instead bear claws and the power of darkness. They're similar to familiars for the most part, save for their lack of free will.

Once created, a mystic servant may be directed to do whatever its creator desires. They can serve in a labor or a combat role, as is needed - in the latter case, a mystic servant has an amount of Health points equal to this spell rank (and Typical (6) abilities, save for its intellect and whatever special powers it may have). If destroyed, a mystic servant quickly dissipates, and the spell that animates it ends.

Recreating a mystic servant is as simple as recasting the mystic servant spell. It will exist as long as this spell is maintained, and each servant created counts as one spell for the purposes of spell maintenance. Of course, for each extra mystic servant created, apply a -1 CS penalty to the ranks of both the caster's Psyche and the servants' special abilities and intellect; maintaining additional transient entities is a very strenuous affair.

N

Nanotechnology Generation
Type: Combination Power, Technopsi Art
Duration: instantaneous effect
Cost: 3 points per rank
Related Powers: device generation, device sympathy, matter generation, organic circuitry, organism generation, super invention.

The power of nanotechnology generation allows its wielder to generate himself a small robot. This at first sounds like device generation - and it is similar, after a fashion - save for the staggering extremes of scale involved. You see, the 'small' descriptor is the major difference, in that the power actually generates robots at the atomic scale - in other words, about as small as a mechanical item can physically be!

In practice, the power typically generates a large number of like nanocircuitry robots at once; one could be built to do all the intended work, but the time scale involved may very well be prohibitive. As is the case with all matter generation powers, nanotechnology generation costs its user one Health point per use, a strain on the body caused by the manipulation of extreme forces in the creation of physical matter.

Similarly, the amount of time a nano-robot (or nano-robot swarm) created by this ability varies, based on variables extant when it is utilized. A white FEAT makes it last for a number of turns equal to this power rank number, a green FEAT lets a nano-device exist for a number of minutes equal to this power rank number, and a yellow FEAT allows a microscopic item to persist for a number of hours equal to this power's rank number.

Finally, a red power FEAT creates nano-scale devices that last indefinitely.

One can only generate nanotechnology within Very Near distance of their person, and then only if nothing is physically between the nanotechnology generator and his or her target.

But what can nano-robots do, you ask? Quite a lot really, the tasks involved being limited only by the programming of the nano-robots themselves. Wielding molecular-scale robotics, one can easily engage in the fabrication of other items from the atom up - for as long as the raw materials are available. This often involves stripping extant objects in the environment for said raw materials.

Thus, one can wield nano-robots for both constructive and destructive purposes. These effects simulate the device generation and disintegration powers - both functioning at the nanotechnology generation power rank. The benefit of letting nano-robots build things, instead of wielding device generation directly, is that one loses just the initial Health caused by the nano-bots' creation when manufacturing gobs of devices.

Mind you, nano-robots are capable of more... a whole lot more. In truth, their function can be limited solely by the imagination - and programming ability - of their creator. The above uses for nanotechnology generation are the standard, of course, though a myriad of additional tasks can be given to nano-bots, each of which can be mastered as a power stunt of this incredibly versatile ability.

Common nano-robotic abilities include (but are by no means are limited to) the following:

* One can program nano-robots to simply dismantle things for the sake of doing so. This invokes the disintegration portion of the nano-robots' basic function, without the intent of reassembling the resultant molecular detritus into anything else. Against living beings, this inflicts power rank Metabolic damage against anything not resistant to like attack at a similar rank - or not encased in a force field.

* An expanded use for nano-robots is to bolster and modify existing items on a molecular level. Using nano-scale robots to re-manufacture an extant item, one can drastically reduce its weight, doing so by subtracting a percentage equal to this power's rank number (to a minimum of ten percent). Similarly, by properly aligning the molecules of a device, nano-robots can increase its material strength by +2 CS.

* Another involves introducing nano-robots to a device on a permanent basis, giving an item the power of regeneration! These robots will act to trim wear and tear on a device, constantly working to keep it in a pristine, new state. Even direct damage to an item will be repaired in short order, the nano-robots quickly acting to restore the device to its pre-damaged state (power rank regeneration).

* Alternately, one can introduce nano-robots to a living system (i.e., an organism). When this is done, these machines can perform all manner of work inside the body, ranging from protecting it from poison and disease to repairing damage caused by natural aging and artificial events. This can thus give a body power rank resistance to disease and poison, or eventually even longevity or regeneration!

Nativity Sense
Type: Sensory Power, Dimensional Spell, Psimantic Skill, Psimotive Skill
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: dimensional transit, macro sense, magic sense, origin sense, psi sense.

Characters with this sensory capability have the means of detecting when someone or something in their vicinity is not in their proper, seven dimensional coordinates. This ability works with a range as is determined by the Middle range table. For instance, a hero with Typical (6) ranked nativity sense can perceive anything not of his realm within five areas of her person.

Of course, one need not just be from another dimension to be sensed by this ability. Nativity sense will perceive the presence of items out of time as well as those out of space, and can even spot astral forms and other 'snoopy' entities in nearby planes that interface with our own. A green FEAT roll is usually all that is necessary to see such things, unless some agency acts to mask their alien nature.

In order to spot these cloaked persons or items, a character with a nativity sense must pass a FEAT roll against the intensity of whatever extraplanar stealth screen is working against him.

Nature Control
Type: School Spell (Geomancy)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

Core of the geomancy school of magic, nature control allows its caster the ability to manipulate the seven elements that school recognizes. Upon first learning this spell, the geomancer may only wield control over one such element, though he may acquire additional forms either as power stunts or as new spells (player's choice). For convenience, the seven elements are re-presented here:

* Air: the medium by which we all breathe, air represents the pure breezes of our world. An air geomancer may draw forth the air around himself and focus it however he sees fit - or even void the air from an area and cause temporary vacuums if he desires. Of course, enough friction in the air can cause lightning, which is another mainstay of the geomancer of air when subtlety fails him.

* Animal: the element of animals represents the many creatures native to our world - including humanity. Geomancers who master the element of animal can control various facets of animal life, from its behavior to its very form if necessary. Whether this simply involves causing stampedes, creating organized labor or even transforming one animal into another, animal geomancers are mighty indeed.

* Earth: earth geomancers wield power over the land we live upon. Mountainous rock, desert sands, and even precious metals fall under the sway of the element of earth. Keep in mind that geomancy cannot directly manipulate solids that have been touched by the hand of man, and made into something outside of their natural state. Mind you, nothing's stopping a geomancer from attacking man-made structures with the natural rock below.

* Fire: perhaps the rarest of obvious elements in the world, fire is seemingly in short supply under most circumstances. However, this geomantic element can be applied most directly to adverse effect, as it destroys or transforms most everything it touches. Whether enhancing or eliminating it in the environment, a geomancer of fire holds power over life and death in most situations.

* Plant: where land and water come together, you most often find the element of plant. Plant geomancers can control all manner of plant life, directing it to behave as they see fit, and often forcing it to perform feats that are seemingly impossible for the source material. Whether causing it to grow, wither, advance, retreat or even change shape, a plant geomancer has a subtle yet dangerous power.

* Water: water covers most of our world, and geomancers who specialize in this element thus hold sway over a large percentage of the globe. Water's not just in the oceans however; no, one can find it most anywhere if they just know where to look. This makes the geomancer of water incredibly useful to thirsty peoples - or incredibly dangerous to those who work on the sea for a living.

* Weather: weather is the convergence of natural elements, the combination of two forces to produce a singular effect. This element allows for the blending of any other elements a geomancer holds sway over, in order to create all new effects. With enough elements in tow, one can use weather to alter the world itself - or at least a small portion of it - as enough geomantic elements working together can truly represent our planet as a whole.

Whichever element(s) a geomancer holds sway over, he can use them in play to inflict spell rank damage with each attack, assuming enough of an element on hand to do so with. The exact form of damage this attack will inflict depends on the element in question, but can vary by a wide margin; water usually inflicts Force damage, while fire causes SD Energy harm, and earth can dish out Blunt or Edged Attack damage (depending on its shape).

On the plus side, nature controls easily lend themselves to power stunts that can duplicate other spells - or serve as a good reason for having them. Any of the various eldritch attack spells dovetail well with nature controls (and serve as a source of material in a pinch), bands work well with all elements, and so on. The only real limitation in this regard is one's imagination!

Nature Resistance
Type: Theonic Talent
Duration: maintenance
Cost: 1 point per rank

A variation on the greater resistance ability (either in its inherent or aura form), nature resistance provides its possessor protection against a wide swath of damage types. This power will shield its owner with power rank defense against any form of damage extant in the environment, as long as its cause, no matter how indirectly, has nothing to do with the actions of sentient beings.

For example, a character with nature resistance walks into a raging forest fire. If this forest fire were caused by a lightning strike, they would benefit from their full power rank in protection from the resultant flames. However, should said fire be ignited by the careless actions of negligent campers, the bearer of nature resistance will find themselves subject to the full damage inflicted by the burning forest.

The net effect of nature resistance is that the powerful beings which possess it may exempt themselves, in part or in full, from true 'acts of nature'. Thus, the key to nature resistance is to determine whether or not the hand of intelligent beings (no matter how minimally) is at play before one can benefit from it. Which can sometimes be rather tricky in a world full of technology...!

Nature Sense
Type: School Spell (Geomancy)
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

A nature sense is just that, the magical ability to detect geomantic energies in one's vicinity. Nature sense functions on the Near range table, allowing its user to detect the presence and/or use of geomancy's natural energies or masses within a considerable radius of oneself. Nominally, detecting such geomantic masses (or power) requires naught but a green spell FEAT, unless it is masked somehow.

If this is the case, roll a spell FEAT against the intensity of whatever agency is masking the geomantic source. Of course, just detecting an element may not be enough information; a geomancer may detect how much of a natural source is present in the area with a yellow spell FEAT, while a red FEAT can be used to determine such odd trivia such as how long it has been there, as well as if it is naturally occurring or present artificially.

Nonapparent Vision
Type: Sensory Power, Personal Spell, Psipathic Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: flaw sense, macro sense, spectral sense.

Wielding this facility, a character may peel back the layers of deception and intrigue that may hide any person, place or thing, and see them as they truly are. This works by making a nonapparent vision FEAT against the rank of something in disguise; if this FEAT is successful, nonapparent vision will allow the character using it to see the object of his study in its true form.

It doesn't matter if his target is physically shape changed, masked by illusions, psionically trying to convince you he is not what he appears, or anything else - nonapparent vision can 'see' through all of these efforts if it can beat the intensity of said disguise.

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Object Animation
Type: Matter Control Power, Universal Spell, Psikinetic Skill
Duration: while maintained (for each animated object)
Cost: 1 point per rank
Related Powers: fluid animation, image animation, object projection, platforming, reanimation, solid animation, telekinesis, topological control, vapor animation.

Object animation allows a character to temporarily imbue an inanimate object with spectral energies, giving it a strange semblance of life. Objects so imbued become animate, and are under the direct control of their animator. An animator may imbue any object within range of this ability, which is determined on the Near range table, with 'life' - but once an object is activated, the animator can continue to control it as long as it its within his line of sight.

Objects to be animated must have a material strength equal to or less than the object animation rank; animating a diamond ring is more difficult than animating a refrigerator. Furthermore, they must be of a weight equal to or less than this rank as if it were an equivalent Strength score. A Remarkable (30) ranked animation ability, then, can bring 'life' to any object of up to one ton in weight.

Other than that, the only limitation on object animation is the object itself. The nature of object animation requires that an object to be animated function and move in a manner that is consistent with its design (if applicable). Ropes will slink and slither, chairs will walk on their legs, balls and boulders will roll, that sort of thing; this can be somewhat subjective, depending on the item in question.

Animated objects function as if they had a Fighting and Agility score equal to this rank, while the damage they can inflict (if any) will be determined by either the objects' material strength or this power rank (whichever is lower). A character may animate any number of objects at once, though he can only concentrate on directly commanding one animated object with finesse at any given moment.

Object Charge
Type: Energy Control Power, Psikinetic Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: kinetic energy control, kinetic focus, object hardening, telekinesis.

Characters with the ability to charge objects can impart an incredible amount of potential energy into them when held, a potential that will be released on contact with anything else - usually in an explosive manner. When such contact is made, the item so charged up will release this artificial energy potential in the form of a detonation that will inflict power rank Energy damage to everything within melee distance of where it explodes.

When this occurs, the object so charged must make a material strength check against the intensity of this power. If this FEAT roll fails, the charged item will be destroyed by its explosive discharge, the force of the blast tearing it asunder. If successful, the item may be recovered and even used again for this purpose if desired. Assuming it's not stuck in something. Or someone...!

Object Cooling
Type: Psikinetic Skill
Duration: maintenance
Cost: 1 point per rank

The chilling power of object cooling allows its user to decrease the mean temperature of an item or mass in his vicinity - that being described as the space within Very Near distance of his person. Every turn a psi wields this skill on an object, he can apply a chilling field that increases the cold of the item by +1 CS, to a maximum limit that is equal to the object cooling's power rank - possibly with disastrous effects.

While this is most readily used to cool incredibly hot objects or to put out flames, object cooling can also be used destructively. A heavily chilled object won't automatically break, but when struck it must make a m.s. check against the intensity of the cold applied to it instead of the force actually used against the item. This allows one with relatively normal strength to shatter all manner of things he normally couldn't.

This cold is also conductive; anyone touching a super-cooled object will suffer cold-based Energy damage equal to the intensity of the cold currently applied to it. This cold 'field' will last for as long as object cooling is maintained. Once the power is deactivated, the item so affected will see the cold it was subjected to reduced by -1 CS each turn, until it returns to normal.

If used on a living being, the target is allowed an Endurance (res) FEAT to resist the effect of this skill. If this FEAT roll fails, the target suffers Feeble (2) Energy damage the first turn, Poor (4) Energy damage the second turn, and so on, up to a ceiling of this power rank. Targets are allowed another FEAT to resist this power with each new turn. Armor isn't effective against this damage, but resistance to cold or energy is.

Object Hardening
Type: Matter Control Power, Psikinetic Skill
Duration: instantaneous, though short maintenance can improve the effect further
Cost: 1 point per rank
Related Powers: kinetic focus, object charge, object weakening, telekinesis.

Wielding the ability of object hardening, a character can rapidly and drastically improve the material strength of one or more items. In practice, object hardening will instantly increase the m.s. of anything it is focused upon to a minimum of its power rank - or its own m.s. +1 CS, if that would be higher. Each additional turn the power is used on an item can boost its m.s. a further +1 CS, up to a practical ceiling of Class 5000.

The duration an item is hardened for depends on variables present when the ability is used.

White duration FEATs indicate a hardening that lasts for but 1d10 turns. A green FEAT allows an object to remain hardened for a number of turns equal to the power rank number; an Excellent (20) rank with this ability causes it to last for two minutes (twenty turns). A yellow roll will multiply this value by ten, meaning that Excellent (20) power mentioned above will harden an item for twenty minutes, instead of just two.

A red object hardening FEAT will render the target more stiff for a number of hours equal to this ability's rank number (20 hours for our Excellent friend above). The latter assumes an animate target; inanimate objects are permanently hardened on a red roll unless the wielder of this ability chooses otherwise - or later deactivates the enhanced material strength he provided it.

The problem with hardening a living being, though, is that it makes movement for them much more difficult. Each +1 CS of hardening applied to one's body reduces their Agility and Strength by -1 CS, until movement is rendered impossible at Shift 0 levels. Inflicting hardening upon an unwilling target requires defeating their Endurance (res) score first, but can be a great way to easily take someone out of a fight.

Mind you, hardening just a part of a person (including one's own bits) allows them to inflict +1 CS Blunt Attack damage with it!

Object hardening can be wielded against any objects within Very Near distance of its possessor.

Object Projection
Type: Mental Power, Alchemy Spell, Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: astral projection, clone projection, dream projection, energy projection, object animation, object sympathy, platforming, reformation, spectral freedom, technical intuition, topological control.

The curious ability of object projection allows its wielder to separate his consciousness itself from his physical body. This consciousness then moves into any one item the character is currently in physical contact with. Such objects may be of any nature, whether composed of a single piece, many mechanical components, or even electronic circuitry - as long as the item is comprised of solid matter, it may be used by object projection.

While inhabiting an item, the consciousness of the character using this ability may control it as if he were using power rank object animation. In other words, if inside a gun he can go off or hop around, if inside a chair he can walk or be exceptionally comfortable, and so on. If the item is of a higher material strength or mass than similarly ranked object animation could control, it cannot be manipulated - but may still be inhabited.

Similarly, the character inhabiting an object possesses all of his normal sensory abilities; despite being disembodied, he can sense whatever is going on around him. This makes object projection a great ability for espionage or other clandestine activities. He may also 'speak', and can use any knowledge-based abilities available to him, though some abilities may or may not be applicable to the character's current existence.

When an object projector is inhabiting an item, his consciousness may only move into other inanimate objects that it is in contact with. Via this ability alone, an object projector cannot inhabit or manipulate an animate object or living being. A consciousness projected by this ability can move though solid matter (like a stretch of highway) at a respectable pace, doing so with a velocity as determined by the space speed table.

Object projecting is an action which must be maintained consciously, but it may be done for quite a while; object projection has a maximum safe duration equal to its rank in hours. For example, a character with Amazing (50) object projection may shed his consciousness and let it wander around in nearby objects for just over four days at a time. Food and water only become an issue after several days, however.

This is because, while object projecting, the character's body remains in a coma-like state, burning little energy (per the Trance talent). It must have air to breathe, but it is otherwise inert, and need not consume food or water until the projection is complete - at which point the object projector, if he's been gone for a good long time, may need to consume large amounts of food and water to recover.

Deactivating object projection (whether willingly or because of the destruction of something the power is being used on) will immediately recall the mind of its wielder - even if no solid objects are readily available to 'conduct' it back to its point of origin. This recall mechanism works no matter how far an object projector's mind has wandered from its point of origin with the use of this ability (it has no effective range limits).

Object Sympathy
Type: Matter Control Power, Alchemy Spell, Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: animal sympathy, atomic sense, device generation, device sympathy, energy sense, environmental sense, matter generation, object projection, plant sympathy, technical intuition, technological sense, telekinesis, topological control, transmutation.

Object sympathy is the power to mentally communicate with inanimate matter. Inanimate matter can be considered to include pristine mass untouched by mankind, constructed items, or even formerly living matter or non-functional machine intelligences. As long as an object or mass cannot operate under its own power, and cannot be defined as alive by any other means, object sympathy may be used to communicate with it.

This ability works by attuning one's consciousness to the matter involved, in order to facilitate communication with it. Object sympathy is similar to psychometry in that both abilities allow a conversation of sorts between the wielder of the power and the item to be queried, but differs in that one cannot really gain complex information with it. This is because one is working with the item itself, not psychic residue left on it by others.

This assumes one can get past the very nature of an object in order to communicate with it - the simpler an item is, the harder it is to dredge information from. Complicated artificial objects (clothing, safes) can be spoken to with a green power FEAT, relatively simple manufactured items (swords, tools) will talk on a yellow FEAT, and natural items (bones, branches, rock) only release information on a red power FEAT.

Once communication is established, items communicated with via object sympathy will display a surprising amount of personality for inanimate objects. They may well take pride in their usage, and will expound on it in great detail. This intense personality comes at a price, however. An axe may be exuberant about chopping wood and other things, but it will have little information about anything else that has occurred in its vicinity.

For example, consider a meeting between two spies that takes place near the axe mentioned above. The axe simply didn't 'ponder' such a meeting enough to pay very much attention. And why would it? Those spies weren't cutting wood or each other, much less with it, so who cares? This is the inherent difficulty when using this ability. It'll know about its owner, and perhaps its function - but most everything else is irrelevant.

Convincing an item to shed data it only tangentially related to its function may require careful role play - and even then, may only be vaguely useful. But ask that old, broken down television about the good times it used to have watching I Love Lucy ™ and you may be in for a long, long talk...

Generally, one must be within Near range of an object in order to communicate with it in this fashion, though handling an object may offer the best results.

Object Warming
Type: Psikinetic Skill
Duration: maintenance
Cost: 1 point per rank

An energetic ability, object warming is a psikinetic skill that allows its wielder to increase the mean temperature of an item or mass in his vicinity, as is defined by Very Near distance. Every turn a psi applies this power to an object, he can increase the intensity of its given heat by +1 CS, to a maximum limit equal to this power rank. This may very well damage or destroy the object so affected.

Once the heat in an object has an intensity approaching its material strength, the item in question must pass a m.s. check against that heat or be damaged. This may involve catching on fire, melting, boiling, exploding, or even just slightly deforming or becoming more plastic in nature, depending on the materials and intensities involved. Similarly, such heat will radiate into the environment, and transfer into anything touching it.

This heightened thermal energy will last for as long as the power is maintained. Once object warming is deactivated, the excess heat will discharge into everything around the item, losing -1 CS of its intensity until it returns to normal (assuming its condition hasn't suffered as a result of being heated so).

If used on a living being, the target is allowed an Endurance (res) FEAT to resist the effect of this skill. If this FEAT roll fails, the target suffers Feeble (2) Energy damage the first turn, Poor (4) Energy damage the second turn, and so on, up to a ceiling of this power rank. Targets are allowed another FEAT to resist this power with each new turn. Armor isn't effective against this damage, but any resistance to energy, fire or heat is.

Object Weakening
Type: Matter Control Power, Psikinetic Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: corrosion, disintegration, object charge, object hardening, rotting, telekinesis.

The (obvious) opposite of object hardening, object weakening reduces the effective material strength of an object. Every turn this ability is applied to an object, its effective m.s. will sink by -1 CS, to a bottom rank of Feeble (2). When the power is no longer concentrated on the item in question, it will recover +1 CS of its lost m.s. each subsequent turn, until it returns to a normal state.

Assuming, of course, it isn't broken in the mean time. If it is, the item will eventually recover it's previous m.s., though it may be in a different condition than before object weakening was applied (i.e., in several more pieces, or perhaps with a huge hole in it). Object weakening can only be used on items within Very Near distance of its possessor - as long as there are no intervening objects between the target and this power.

Offensive Portals
Type: Psimotive Talent
Duration: instantaneous effect
Cost: 1 point per rank

Offensive portals are just that, one-way rifts in space-time created for the express purposes of harming another. You see, the portals opened by this power access locations throughout reality that are hostile to life, which then spew forth whatever hostility is present at their terminating points. When used in this fashion, a hole in the universe can be used to attack another in almost any manner imaginable!

When first gained, this power is keyed to a singular hostile location. When activated, it will project whatever form of harm its possessor has chosen at his foe, staying open just long enough to vent power rank damage appropriate to wherever its other end is. An offensive portal opening on the Sun's surface might emit plasma (AP SD Energy damage), while gating to realms of evil might release darkness (Sorcerous damage).

The only real limits to the forms of damage an offensive portal can inflict is the imagination of its wielder. This is because, while the offensive portals power is initially keyed to but one location, additional deadly areas may be acquired as power stunts. When properly developed, this one power can be wielded against a foe in any number of different fashions - it all depends on how much a body works with it!

Omnipotence
Type: Theonic Art, Faith Power
Duration: maintenance
Cost: 1 point per rank

Many faiths hold great stock in the omnipotence of their patron deity or deities - the idea that they are all powerful. While it is primarily up to a deific being to wield his or her other abilities in a fashion that fosters this belief, they can much more readily simulate this tendency while in their places of power. Whether one occupies their realm or sanctuary, an immortal can use omnipotence to great effect.

Wielding this ability, deific beings can eavesdrop on each and every square inch of their realm and/or sanctuary. Within this space, a deionicist may make use of any of the five clairsentience abilities as he or she sees fit, unlimited by range. This allows such entities, if they are paying attention, to know all that occurs within their territories... and to act swiftly if such occurrences are not to their liking.

Furthermore, such retribution, or in fact any other actions a deific being attempts, are made at a +1 CS while on their home turf. This increase is provided on top of any other bonuses such characters receive due to being in their sanctuary or realm. In fact, when the bonuses from all three powers are combined, one may be hard pressed to argue against the omnipotence of a deific being...!

Omnipresence
Type: Theonic Talent, Faith Power
Duration: instantaneous effect
Cost: 1 point per rank

Many faiths hold great stock in the ubiquity of their patron deity or deities - believing that they exist everywhere at once. Using the power of omnipresence, a deific being can at least simulate this tendency. How this ability works is that, in response to the prayers of those who venerate him or her, a deionicist can directly manifest at a follower's side - no matter where in the multiverse that follower may be.

The wielder of this power, upon being entreated by a follower, may use that follower's faith as a channel to transport themself from their current location to within Very Near distance of him or her. Distance and dimension are no barrier to the use of omnipresence, for the power of faith is enough to overcome even the greatest of spatial impediments - and possibly even time, if a follower is traveling through such.

Manifesting before a follower requires but a green power FEAT roll. However, it is important to note that, in and of itself, omnipresence is a one-way travel power; a deific being must use other abilities to return from whence they came after wielding it.

Omniscience
Type: Theonic Skill, Faith Power
Duration: maintenance
Cost: 1 point per rank

Many faiths hold great stock in the omniscience of their patron deity or deities - their ability to see all and know all. This skill is a good reason for such beliefs, as a deific being can use the power of a follower's faith to home in on them and observe their surroundings. Furthermore, a god can eavesdrop on the sensory input that a follower experiences at any point in time, if not their actual thoughts.

Omniscience in and of itself has no actual range limitations to speak of - it works wherever one's followers may be, regardless of the spatial or even dimensional boundaries between a deific being and those who venerate him or her. However, the power is limited to a short distance around said followers; a deionicist can only observe the area within Very Near distance of one of their faithful.

Opposition
Type: Power Control Power, Universal Spell
Cost: 3 points per rank
Related Powers: origin sense.

Opposition is the power to, well, oppose the powers of others. When using this ability, the possessor of opposition can study another person's super human ability, and synthesize within himself the power to counter it. This process takes one turn and a simple green power FEAT roll, but when done opposition will grant him an ability that will serve as a foil to the ability so analyzed, functioning at the opposition power rank.

With the exception of other power control powers, the new capability can be just about anything else in the game - as long as it directly counters the analyzed power. Mind you, this result need not be the same each time; when attempting to oppose fire generation, one might come up with fire control, cold generation, resistance to fire attacks, or even something as novel as air control, to render the flames inert via oxygen loss.

The possessor of opposition can decide which specific counter he wishes to adopt for a given situation, and may even switch between them in the event that more than one is available - though this requires another turn, as if freshly analyzing a power to oppose in the first place. A capability granted by opposition lasts for as long as the opposing power menaces the possessor of this ability, plus 1d10 turns.

With the exception of lingering opposition abilities, this power is primarily useless against normal humans. Since ordinary folks have no powers to speak of, opposition can't really do anything about them - which might be a pain if a mob of them approaches with torches and pitch forks. In the event of an angry mob (or police, or I.R.S. agents, or whatever), the hope is that one can get away before their opposition power fades on them!

Optimization
Type: Technopsi Skill
Duration: instantaneous effect
Cost: 1 point per rank

Optimization is the ability to bring a device up to its optimal operating conditions. This may involve the calibration of simple adjustments required to achieve peak performance, or may instead require opening up 'locked' capabilities through procedures such as overclocking. When executed properly, optimization will allow an item to function at its maximum design capability - and do so safely, at that.

The process of optimizing a device generally requires but a green power FEAT roll. If successful, the changes to its operation to maximize its throughput (or whatever) work perfectly, and were completed in a manner that will not cause damage to the device (as is the case with the overdrive ability). A failed FEAT roll means the item was damaged in the process of optimization, and is now in need of some sort of repair.

Organic Circuitry
Type: Combination Power, Technopsi Art
Duration: instantaneous effect
Cost: 3 points per rank
Related Powers: animal sympathy, device generation, device sympathy, disease, eidetic memory, matter generation, nanotechnology generation, organism generation, plant sympathy, super invention.

A variant form of both organism and device generation, this ability allows its possessor to create living machinery. This is done by using one's cellular matter as a template, and then wielding ambient subatomic particles in the vicinity to generate organic devices. Each use of this ability costs its wielder one Health point per turn, but the nature of its creations can mitigate this penalty somewhat.

Organic circuitry can take on one or two specific forms. The first is that of a modular sort of cell. These can be produced in bulk to build any device the wielder of this power knows how to. What's better is that these living building blocks can be reconfigured on the fly, much like a swarm of nano-robots can be, allowing the stack of organic circuitry to serve multiple purposes, as determined before their creation.

Alternately however, a character with organic circuitry can build a specific living device. These items cannot be reconfigured as can the 'building block' form of organic creations this power can produce, but they gain the benefits of being specialized devices. While organic circuitry stacks can only work at up to this power rank in effectiveness, a dedicated organic device operates at this rank +1 CS.

Caring for organic circuitry and devices is quite simple. They need food, water, air, and rest, but these are easy needs to fulfill. Usually, chemical solutions can be brewed that provide all the food and water needed, applied to a special 'port' designed to accept it. Air is only a problem if their creator hangs out in hostile environs often, and the device will let you know when it needs rest (when it stops working, usually).

The interesting thing about an organic device is, while it is an artificially built thing, it can easily repair itself. Such items have an effective Endurance score equal to the organic circuitry power rank, and will in time heal any damage taken. Also, organic machines can be designed so that they reproduce. This makes it real easy to stockpile a small arsenal of organic devices, provided they're cared for.

In fact, with a greater understanding of biology, a character can actually build organic devices that will hibernate if deprived of nutrition for a long period of time. This keeps them from starving to death, and subsequently forcing the organic circuitry creator to make himself an all new arsenal of living machinery. Which is a good thing, as making these devices is quite a drain on the body.

Organic circuitry can create mass equal to its power rank in pounds each turn. Building something larger requires that one spend more than a single turn generating the desired object. For example, Monstrous (75) ranked organic circuitry can produce seventy five pounds of material per turn. In order to make something that weighs three hundred pounds, that Monstrous organic circuitry would have to spend four turns creating it.

Unlike most matter generating powers, the products of organic circuitry are almost always made of complex, carbon-based materials - unless one specifically attempts to produce something functioning on a different biochemistry. Green FEATs are required under normal circumstances to create organic circuitry, but more 'exotic' biochemistries require a yellow (or greater) FEAT, depending on how alien they happen to be.

As is the case with organism generation, this ability cannot produce living matter willy-nilly; anything it creates has to come in the form of memorized patterns, organic circuitry that can be used in some fashion. In other words, the possessor of organic circuitry can make a stack of organic machinery cells or even a laser blaster with it, but they must first commit designs for the living creations involved to memory first.

One can recall a number of distinct designs that is equal to their Reason (mem) score. No matter how complicated or large it is (or will ultimately grow to be), an organic device counts as a singular being. If an organic device has other organic devices that can interface with it however, these must be designed and memorized separately (such as smaller shuttle craft that will launch out of a larger carrier vehicle).

The amount of time such spontaneously generated living devices persist is determined by a second FEAT roll, made after an initial success. A white FEAT makes it last for a number of turns equal to this power rank number, a green FEAT lets a living device exist for a number of minutes equal to this power rank number, and a yellow FEAT allows an organic item to persist for a number of hours equal to this power's rank number.

Finally, a red power FEAT creates organic devices from nowhere that last indefinitely.

Organic circuitry functions within Very Near distance of its wielder, and then only within one's direct line of sight. Wielding this power at Amazing (50) ability, for example, would allow its possessor to generate living matter anywhere within 50 yards of his person - assuming nothing lies between him and where he would like to create it. Such things have no inherent velocity, but gravity definitely affects them immediately.

Organism Generation
Type: Biological Control Power, Universal Spell, Theonic Art
Duration: instantaneous effect
Cost: 3 points per rank
Related Powers: aggregation, animal control, animal sympathy, body doubles, device generation, disease, disintegration, eidetic memory, matter duplication, matter generation, nanotechnology generation, organic circuitry, plant control, plant sympathy, transmutation.

Organism generation is the power to create life itself - from seeming nothingness! Weaving one's personal energies together with ambient subatomic particles, a character with this power can actually generate fully formed organisms. The creations of this power can be alive or dead, as the organism generator desires, with each state of being having its own, particular uses in the grand scheme of things.

Characters with organism generation can use it to manifest a number of pounds each turn that is equal to their power rank number. In order to build a creature that is of greater size than this amount, an organism generator must spend multiple turns bringing it into existence; with Excellent (20) organism generation, for example, creating a one hundred and fifty pound clone of oneself would take eight turns.

When building a new life form from scratch, an organism generator generally need only make a green power FEAT roll initially, upon spending the required time to do so. This assumes a conventional life form, however; if 'making up' an entirely new life form, this FEAT is yellow in hue, and if attempting to create life using a strain of chemistry unknown to modern science, the required FEAT roll is of red difficulty.

One problem with this power, such as it is, is that its use is highly strenuous on the body. The personal energies lost with each turn of organism generation's use is equal to one Health point per turn, which isn't such a big deal when one is building small life forms, but can add up fast when you're trying to make a humpback whale. This Health loss must be recovered in whatever fashion is normal for the organism generator.

Another difficulty posed by organism generation is the potential transience of its creations. A white FEAT makes it last for a number of turns equal to this power rank number, a green FEAT lets an organism exist for a number of minutes equal to this power rank number, and a yellow FEAT allows a created being to persist for a number of hours equal to this power's rank number.

If one makes a red power FEAT roll upon the completion of a life form, it is considered a permanent entity - it will not discorporate at any point in the future - at least, not due to circumstances extant when organism generation brought it into existence. Such life forms can be slain normally if brought into existence in a living state, or can decompose if manifested in a freshly deceased state.

Organism generation functions within Very Near distance of its wielder, and then only within his or her direct line of sight. Wielding this power at Typical (6) ability, for example, would allow its possessor to generate life anywhere within six yards of their person - assuming nothing lies between him and where he would like to make it. Such beings have no inherent velocity, but gravity definitely affects them immediately.

In order to generate an organism, the wielder of this power must generally understand its biology. This requires 'memorizing' a life form, each form of such counting as one 'slot' in an organism generator's memory (of which he or she has a number equal to their Reason (mem) score) - unless they possess eidetic memory, that is. If one's memory is 'full' when trying to memorize a new form of life to create, they need only drop another.

Entities created by this power will generally behave as a normal member of their species should, though they will lack any memories to speak of - unless their creator has a mind handy to copy or transfer into it. Doing this requires the requisite powers involved with such; otherwise, the creations of organism generation are a 'blank slate', who only possess knowledge gained after their manifestation in the world.

Organism Generation is an expensive power, but may be taken with a variety of limitations to reduce that cost somewhat - on top of those that are already indicated above, that is. One such (extreme) limitation involves preventing the power from making more than one kind of creature - say, it can only make bats (or whatever). Another (weak) limitation might remove the potential of permanency from one's creations entirely.

Organs
Type: Physiomancy Spell, Metapsi Art
Duration: maintenance
Cost: 2 points per rank

With the metapsi art of organs, one can grow himself additional body parts. These can be anything real or imagined, ranging from arms to legs to hearts to adrenal glands to whatever else. Parts so added to one's body are transient in nature, only lasting while this art is maintained. Extra body parts will usually have a set benefit, though one can stack the effect with redundant additions, counting as one maintained power for each bonus provided.

Some of the more common effects that this art can produce include the following:

Origin Sense
Type: Sensory Power
Cost: 1 point per rank
Related Powers: biological sense, energy sense, macro sense, magic sense, nativity sense, psi sense, theonic sense.

The wielder of an origin sense has the ability to look at a being, and to determine a) if they possess super-human abilities of any type, or b) what form those abilities take. The first of these is rather simple; unless a target is cloaking its nature somehow, origin sense will determine whether or not they have powers on a green FEAT. This is somewhat binary in nature though (you either have powers or you don't).

Origin sense becomes more useful when its wielder can determine what kind of powers his target possesses, however. A yellow FEAT can showcase things like the origin of one's powers (hence the name), determining things like aberrant genes, sorcerous training, deific imbuement, etc. Red FEATs are required when trying to guess what specific power(s) a body has access to - can he fly or shoot ray beams out his eyes?

Often, this power comes in a much more limited form. Some people only have the ability to detect mutants, or psis, or whatever. Such 'handicapped' versions of origin sense are considered extremely limited, and thus function at a +4 CS (or alternately reduce the effective cost by 4).

Origin sense itself only functions in a relatively close range, as is determined by the Near range table.

Overdrive
Type: Technomancy Spell, Technopsi Talent
Duration: maintenance
Cost: 1 point per rank

When subjecting a device to the power of overdrive, a character can crank it up to its maximum power or effectiveness - and far, far beyond. A device so overdriven operates at its normal rank +2 CS, but with each use at such a higher operating level, it will fail spectacularly unless it passes a yellow operations check. This is an expensive power to use on one's own devices, as it quickly burns them out.

On the other hand, it can be a great way to disable the technology of others. When using overdrive offensively, the device to be overdriven is allowed an operations check against the overdrive power if non-sentient, or an Endurance (res) or Psyche (will) FEAT roll (whichever is applicable) to resist if sentient. If the overdrive power overcomes any resistance, it is likely to damage just about anything it is used upon.

Assuming the item is actually used while in an overdriven state; if a device doesn't operate while overdrive is maintained on it, the power has no effect.

Override
Type: Reality Control Power, Dimensional Spell, Psimantic Art
Duration: instantaneous effect
Cost: 3 points per rank
Related Powers: future control, history control, luck.

Override is a variant form of history control. The possessor of this ability can use override to, well, overrule the results of the Judge's die rolls. The power can be used once per game session for each rank the character has in it. For example, wielding override at Feeble (2) rank would let someone change the Judge's dice once per game, while using it at Unearthly (100) would instead give him ten overrides.

When such a change is made, the general result is that while it originally looked like the die roll held sway, the reality of the situation is that things actually happened as the overrider preferred. Perhaps the side kick looked like he'd been killed by a burst of automatic gunfire at first, but as it turned out he merely received several 'clean' wounds, and will ultimately pull through. That kind of thing.

Such changes are not automatic, and the difficulty of making such an override depends on the nature of the intended change. To shift a Judge's roll by one color result (say, from green to white), a green FEAT is required. Altering it by two color results (perhaps from red to green) takes a yellow power FEAT roll, and switching the Judge's dice by three color results (white to red, or vice versa) necessitates a red override FEAT.

P

Pain
Type: Biological Control Power, Metapsi Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: body control, illusion projection, image projection, integral control, mind control, radio wave generation, sensory projection, sleep.

This useful ability allows its wielder to generate subtle bio-electric signals, which can resonate in the nervous systems of others within Very Near distance. These signals, when grounded in the bodies of others, will cause them to experience great pain - albeit with no apparent source of injury. If one fails an Endurance (res) FEAT roll against this power rank, they will suffer the effect of an inflicted Stun result.

Naturally, the high and low pain tolerance quirks will modify this FEAT roll accordingly.

While in a pain-induced stun, victims of this power can do little other than react to the overwhelming stimulus. This may involve writhing uncontrollably on the ground, screaming in blood-curdling agony, or fleeing the scene in a panic. Those affected by this power may attempt a new FEAT roll to resist each turn, until the effect has ceased or they have left the area of its generator.

The pain power is a great way to neutralize opponents without physically harming them. Sure, they may not be happy about the use of this ability, but it beats broken bones and bullet wounds. Of course, seriously abusing this power can lead its victims to ultimately developing strange mental quirks as a result, but that's usually as a result of overwhelming exposure to its effects - not just day to day usage.

Pain itself can be used on either one person or on everyone within its area of effect. The latter reduces its intensity by -1 CS but otherwise works the same.

Paralysis
Type: Universal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

This powerful ability allows its wielder to completely neutralize the actions of a single target. If its victim fails a Psyche (will) FEAT roll against this power rank, the wielder of paralysis can completely block their ability to act consciously. In other words, a paralyzed foe can still breathe, and retains full sensory awareness of his or her surroundings, but they cannot move or activate any super-human abilities.

Paralysis lasts for 1d10 turns, unless the effect is specifically maintained by its wielder, or neutralized by effects such as clarity. It can affect any one target within Near range of its possessor.

Passing
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Passing is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to bypass obstacles in his or her path in a number of creative ways, as the situation demands. Once a day, upon first casting the passing spell, a mage may choose any one of the six following spells, at which point passing will be set to reproduce that effect for the rest of the day:

Admittance, Anchor, Astral Projection, Density Control / Self, Intangibility, or Transformation / Self.

However, should the caster of passing wish to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, passing will produce one of its potential outcomes randomly, as indicated below, though wizards achieving a 'bonus' result may choose passing's effect and keep its effects fluid for its next use.

Random Passing Results
01-02Bonus03-18Admittance19-34Anchor
35-50Astral Projection51-66Density Control / Self67-82Intangibility
83-98Transformation / Self99-00Bonus

Personal Static
Type: Paraprobabilitism Spell, Psimantic Skill
Duration: maintenance
Cost: 1 point per rank

This dangerous ability allows its wielder to generate waves of mystical force, waves which act to distort the probabilities inherent to the casting of personal magic spells. These waves can extend out into the space within Very Near distance of this ability's wielder, thus acting to prevent the use of spells and spell-like powers which wield personal energies while they are present.

In order for such abilities to work, they must pass a spell or power FEAT roll against the personal static power rank. If they cannot manage this, such abilities are impossible to use while personal static is active, making this ability a great way to curtail the more physical abilities of spellcasters - physiomancers in particular are especially vulnerable to personal static.

Personal Weaponry
Type: Physiomancy Spell, Metapsi Art
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

The personal weaponry ability is one with which its wielder may develop all manner of 'natural' weapons to fight his battles. This can range from claws to horns to battle tails to quills to razor skin to fangs to... whatever really. A character may develop as many forms of weapons as he feels a need for, but each manifested weapon counts as one spell or psionic for the purposes of power maintenance.

Similarly, personal weaponry can be enhanced with a variety of special effects. Each of these also count as one maintained power, but can apply to any weapons the character has active at a given time (his choice where multiple weapons and enhancements are concerned). Such 'enhancements' include the corrosion, disease, poison, and rotting powers, among many others that 'fit' such a theme.

As a general rule, personal weapons that inflict Blunt Attack damage cause one's Strength (might) +1 CS in damage, while those that cause Edged Attack damage simply work at the Strength (might) rank; the latter trades raw output potential for lethality. Special effects (corrosion, etc...) function at the personal weaponry rank regardless of the Strength that backs them up, for they merely use physical weaponry as a delivery mechanism.

Pheromones
Type: Biological Control Power
Cost: 1 point per rank
Related Powers: inodoriferous, poison, redolence.

A large number of animal life forms make use of pheromones, special chemicals that may be emitted into the environment in order to affect the behavior of other members of their species. While the human receptor of pheromones, the vomeronasal organ, is essentially inert, some characters have the ability to generate pheromones so powerful that they can actually overwhelm this underdeveloped nasal feature.

While pheromones do not have an odor that humans can ordinarily detect, those produced by this power can definitely manipulate the behavior of others who are exposed to them. Anyone breathing within the area of a character with the pheromones power while it is active must pass a Psyche (will) FEAT roll against its rank - lest they be subject to that character's influence.

Think of pheromones as a chemically induced version of the emotion control power.

Once a target (or targets) is affected by pheromones, they will linger in their system for as long as the character emitting them is present - plus 1d100 turns. While under their influence, the target(s) will feel as the character with pheromones desires. They will experience any emotion he or she wishes, ranging from love to loyalty to trust to rage to anger to hatred - though everyone present that is affected will feel the same.

The important thing to keep in mind is that pheromones don't affect beings without a sense of smell - or that don't breathe. Would-be targets using their own air supply are similarly immune while the integrity of their life support systems remains intact. Furthermore, using pheromones on beings not of one's species (or at least very close) may or may not have the desired effect - it all depends on how similar the target life form is.

Philosophical Aura
Type: Philosophical Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

A philosophical aura is a nimbus of, well, philosophical energies. A wizard may surround himself or another with this nimbus of power, which will primarily provide protection from attack. No matter the form of philosophical energy that makes up an aura of such, it will offer protection to whoever it surrounds similar the aura shield spell, save for the added protection against psionic attack, as detailed here:

Rank -1 CS / Spell Rank / Spell Rank / Spell Rank / Rank -8 CS

The bonus psi protection is provided because all philosophical energies are psychoturgic in nature - they are both magical and psionic! Furthermore, like all philosophical energies, an aura of such can act as a low-grade source of Probability Fallout (PF). While cloaked in an aura of evil, for instance, a character's outfit may grow darker and spikier, while another shrouded in an aura of order may find his clothing looking ironed and clean.

Additional byproducts of this PF may occur, depending on the Judge's whims, and how much he wishes to stress each form of philosophical energy. Creation could cause the spontaneous generation of small objects and creatures in one's vicinity, while corruption may well corrode everything the protected individual comes in contact with. Extreme cases of such may see auras like restoration offering minor regeneration, as well!

A philosophical mage may shield any number of individuals within a philosophical aura, but each person so protected counts as one spell for the purposes of spell maintenance.

Philosophical Sense
Type: Philosophical Spell, Metapsi Skill
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

This curious sensory power allows its wielder to look into the very hearts and minds of those around him, in order to sense where their morality lies. It can be used to perceive whether a specific entity leans towards a Good, Evil, Orderly, Chaotic, or Balanced mindset - or if they rest somewhere between these philosophical extremes. It can be used to probe a specific target or everything within Near distance.

The former will indicate the philosophy of its target, while the latter will only indicate the overall nature of the area scanned. If someone is attempting to mask their philosophical nature from others, this spell must defeat the intensity of the masking power(s) before it can determine anything specific about an individual's morality first.

Keep in mind that a 'blank' reading doesn't mean someone's hiding their nature... it could just mean they're philosophically neutral.

Phobia
Type: Psipathic Skill
Duration: instantaneous effect
Cost: 1 point per rank

This psipathic skill dredges up the greatest fear of its target and overwhelms his conscious mind with the thought of it. The wielder of the phobia skill does not have access to this fear via this ability alone, instead simply causing his target to face said fear (whatever it may be) directly. The effects of this skill can be staggering against most people, literally causing them to be unable to act due to the paralyzing fear it instills.

Phobia can affect a target if he fails a Psyche (will) FEAT roll against this power rank. If the character so affected has a specific phobia quirk, he must make this FEAT at the appropriate negative column shift. Characters who succumb to this power receive a new FEAT roll to shrug the effect off each turn, but phobia will remain in effect until the victim can finally make this FEAT - which can be hard with particularly phobic characters.

Phobia functions within Near range of its wielder.

Pishogue
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Pishogue is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster to befuddle, confound and mislead one or more opponents, as the situation demands. Once a day, upon first casting the pishogue spell, a mage may choose any one of the six following spells, at which point pishogue will be set to reproduce that effect for the rest of the day:

Confusion, Emotion Control, Forgetfulness, Mesmerism, Paralysis, or Sleep.

However, should pishogue's caster desire to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, pishogue will produce one of its potential outcomes randomly, as indicated below, though thaumaturges achieving a 'bonus' result may choose pishogue's effect and keep its effects fluid for its next use.

Random Pishogue Results
01-02Bonus03-18Confusion19-34Emotion Control
35-50Forgetfulness51-66Mesmerism67-82Paralysis
83-98Sleep99-00Bonus

Planar Control
Type: Reality Control Power, Dimensional Spell, Psimotive Art
Duration: maintenance
Cost: 3 points per rank
Related Powers: dimensional transit, space control, teleportation, time control, time travel.

This strange and dangerous ability allows its wielder to manipulate several properties of the local space-time. Technically speaking, planar control works by temporarily altering one or more of the area's seven dimensional coordinates, thus causing it to overlap with the realm which normally possesses those characteristics. This causes the traits of the two distinct 'joined' locations to mix and match.

Planar control can be used in one of six main fashions. By altering one of the standard three dimensions of an area, a planar controller can momentarily shift it to anywhere else really. A change such as this involves, say, shifting a part of Nome, Alaska's latitude and longitude until it overlaps with Caracas, Venezuela. Each city will experience a meteorological change (Nome will heat up, whilst Caracas will cool down).

This ability can be wielded to change an area's temporal coordinates instead. An example of this would be shifting modern day town of Gettysburg, Pennsylvania back to July 2nd, 1863. While the core geography would remain the same, you'd have a lot of panicked locals trying to figure out where all these Civil War reenactors came from - and plenty of Confederate soldiers being hit by inexplicable 'horseless carriages'.

Moving up into yet higher dimensions, planar control can manipulate a space's fifth dimensional coordinates. This allows one to move an area until it overlaps with an equivalent area in a variant earth. If matched with a world very close to our own this may not be readily apparent, but doing so with an earth whose dinosaurs were never rendered extinct in a cosmic calamity might cause people to see a whole lot of weirdness.

Stepping further out of one's experience, characters with planar control can also change the sixth dimensional coordinates of their area, making a transient link with any other universe sharing the same time line. An instance of this sort of manipulation includes shifting a portion of the Metrodome in Minneapolis, Minnesota until it overlaps with Asgard - and watching the hilarity (and stab wounds) quickly ensue.

Planar control can alter seventh dimensional coordinates, though such super-spaces are usually coincident with the rest of space-time anyway. This coincidence can be amplified however, such as making one's area mesh better with the astral plane in order to reveal the presence of ectoplasmic matter and entities. This may allow one to interact with ghosts and astral forms directly, but is otherwise harmless.

Combining one's space with the mindscape of another's nightmare, on the other hand, can be downright devastating. A dreamspace unleashed upon the real world can literally cause just about anything to happen, depending on the mind generating the nightmare in the first place. Strange physics, monstrous creatures, and even interruptions in causality might be inflicted on an area merged with someone's subconscious!

A sixth use for planar control involves stabilizing an area of space-time, instead of destabilizing it. This can be used to seal portals in an area that lead to other spaces or times, pitting the rank of planar control against that which made them to begin with (or with a yellow FEAT for naturally occurring rifts). Planar control can even be used to 'lock out' teleportation, dimensional transit and time travel powers!

The range with which one can cause such transient alterations in space-time is similar to that of related powers. Standard dimensions can be shifted with Far range (per teleportation), allowing someone with a Monstrous (75) rank to be able to reach any point on earth (which has a 7926.28 mile diameter). Shifting to different time periods works like time travel (that Monstrous planar control could move 412,875 years up or down the time line).

Higher dimensions are more ambiguous. Reaching a specific variant reality or other universe in one's own time line isn't really dependent on distance, but whether or not the wielder of planar control knows how to get there. These require a power stunt for each (as with dimensional transit), but if the character with this ability has dimensional transit as well, he can apply stunts to reach dimensions with it to planar control (and vice versa).

The size of an area so blurred by the wielder of planar control is determined on the Near range table. That Monstrous (75) ranked planar control power indicated earlier could temporarily merge two areas within a mile radius of its wielder - that's a lot of real estate! A 'blended' space will remain for a number of turns equal to the power rank number - unless the planar controller specifically concentrates on maintaining the effect.

But why do this, you ask? Blurring two points in space-time together can be a great way to travel between them directly. By connecting two areas in space-time, the wielder of planar control can walk through the affected area and, upon reaching the end of its circumference, 'lean' into the new space-time in preference to the old. In doing so, the power will terminate - but its wielder will arrive in the new location no worse for the wear.

The problem is that other people, if they realize what is going on, can perform the same trick - and anyone carrying an item out of a blurred space that doesn't belong can introduce anachronisms into their realm. A Civil War combatant from before might pick up a cell phone and a Beretta 9mm pistol from random modern-day civilians and wander out of the planar control radius, thus causing serious divergences in the time stream.

That's why it pays for a planar controller to operate this ability for short periods of time; if people are menaced by dinosaurs for only a few seconds, the odds of anyone being eaten are greatly diminished. On the other hand, planar control can be a great way to cause mass panic, and makes for a supreme diversion if one is trying to cover their tracks when engaging in illegal activities.

Plant Control
Type: Biological Control Power, Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: animal control, organism generation, plant hybridization / others, plant sympathy, summoning.

While plant sympathy only allows one to 'speak' with non-sentient plant life forms of various kinds, plant control enables its wielder to actually direct the actions of flora! This generally requires but a green power FEAT roll, since most floral entities don't have a Psyche score to speak of, though such a FEAT is never considered automatic in nature. If it is sentient, a plant is allowed a Psyche (will) FEAT roll to resist.

A trickier application of plant control involves taking control of a large number of floral life forms at once (a row of crops, a small grove, etc.) This requires a yellow power FEAT roll, as seizing command of that many plants is rather involved. This FEAT must be repeated each turn, or else the grouping of plants will simply become inanimate once more.

Once control is achieved, a plant controller may direct his thrall(s) to perform any action he desires. Since plants are by and large inanimate, this involves actually animating the plant forms in question, per the object animation power. Trees can be made to 'walk', vines can entangle foes, and so on. A plant controller can control any number of plants within range at once, but can only issue one specific command at a time.

This can involve anything from having a singular vine restrain an enemy to directing a gaggle of radishes to attack the farmer who planted them. Generally plants can only inflict an amount of Blunt Attack or Edged Attack damage that is equal to their weight (as an equivalent Strength score), with a minimum rating of Feeble (2) - and a maximum score that is equal to the plant control power rank.

Alternately, a plant controller can induce rapid growth within his subjects. This can cause a plant to grow from something as small as a seed to its full, adult size in but one turn. Such an action can cause considerable damage, particularly in an urban setting (tearing up concrete, damaging buildings, and so on). It can also make a body appear like unto a miracle worker in rural or famine-swept areas.

Control of a plant (or plants) will generally last for 1d10 turns per application of this power, unless its wielder specifically focuses on maintaining his influence for longer. It can affect any plant within Very Near distance of its possessor, though once control is achieved it can be maintained anywhere within Near distance of the plant controller.

A plant controller can significantly enhance this ability with limitations, if desired. A strong limitation might involve constraining plant control to a general type of flora (trees, algae, etc.) A very strong limitation would restrain the power further (grains, cacti, and so on), while an extreme limitation would only work on specific species (maize, rose cactus, etc.)

Plant Hybridization / Others
Type: Biological Control Power, Universal Spell, Empathic Art
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: animal hybridization / others, growth / others, plant control, shrinking / others, topological control, transformation / others.

This potent ability allows its wielder to modify other life forms, namely by combining their inherent characteristics with that of plant life! When this power is first gained, one can only add the characteristics of one form of flora to others. This represents a deep familiarity with the physiology of said plant type, and additional familiarities (i.e., floral forms) can be obtained as power stunts.

Any living creature can be the recipient of such hybridization, whether it is a human, a dog, or even another plant. Such a transformation can be either partial or total, depending on the whims of this power's possessor. This can either give an affected life form the abilities of the new plant type, or alter them fully into the chosen floral form (changing their physical ability scores, if applicable, appropriately).

Abilities gained by the target of this power will typically function at a maximum rank that is equal to its own. They may operate at less, depending on the nature of the transformations it can cause, but are limited in such a fashion to represent the ability of this power's possessor to emulate his chosen form of plant life. Physical weaponry is normally not affected by this limitation, however, since it usually uses set modifiers.

A vital consideration is the both the size of the target and the nature of a transformation, if it is complete. Turning a humpback whale into a rose bush would make immense flowers, while transforming a beetle into an oak tree would create an absolutely tiny oak. This problem cannot be bypassed without use of the growth / others and shrinking / others abilities (either as separate powers or as power stuns).

Another thing to bear in mind is that the target will retain whatever cognitive abilities it usually possesses, even if such a characteristic would normally be different in its final form. Changing a man into a weeping willow might make for a very panicky plant, while giving a corn stalk poisonous thorns wouldn't cause much of a net change (save for those 'talking' to the corn via plant sympathy).

Wielding plant hybridization / others requires physical contact with the target. The target can avoid the effects of this power by preventing contact with its wielder - or having resistance to metabolic attacks. The effects of changes, whether partial or complete, take place almost instantly; the target of this power can be a H.R. representative one second and a fern the next - which might be an improvement.

Generally, the transformative effects of this power are transient in nature. On a green power FEAT, it will last for a number of turns equal to its power rank number. Yellow successes raise this to a number of minutes equal to the power rank number, and a red FEAT roll will extend the time such a transformation lasts a number of hours equal to the power rank number!

On rare occurrences this power's effects can be permanent. The wielder of plant hybridization / others has no control over this; it's simply something that just 'happens' sometimes. Perhaps something occurred to that rat you turned into a tiny orange tree that caused it to remain in that state, or the flowers you imparted on someone for romantic inclinations agreed with her physiology so well that they just sort of 'stuck'.

The Judge is the final arbiter of such instances, which occasionally gives him a tool to introduce bizarre additions or alterations to the campaign.

Plant Hybridization / Self
Type: Physical Control Power, Personal Spell, Metapsi Art
Duration: maintenance
Cost: 1 point per rank
Related Powers: animal hybridization / self, plant hybridization / others, plant sympathy, shape change.

Plant hybridization is the process of transforming oneself into flora of any type. This involves an innate familiarity with the biological processes of said plant, which lets the character with this ability mold his own bodily functions and anatomy until it changes from its original state into the new one. Such transformations may be either partial (adopting some traits of the plant) or complete (adopting the full form of the plant).

A partial transformation into flora allows the wielder of this ability to pick and choose which facets of his anatomy are changed. One might simply want the redolence of the carrion flower, instead of changing into one completely. This allows one to use plant hybridization in a more exacting fashion if desired, either adopting physical capabilities or simply changing one's appearance for purely cosmetic reasons (like adopting leafy 'hair').

A complete transformation, on the other hand, lets one totally change their body into the desired plant form. In this state, the character with plant hybridization may wield any of the inherent 'powers' a plant possesses (such as poisonous personal weaponry, or damage resisting bark). The transformed character typically won't possess physical statistics, but will retain his mental capabilities.

Despite having adopted the form of something that, as a general matter of rule, lacks a brain entirely.

When this ability is first gained, its possessor may originally only transform into one specific kind of plant, but may adopt additional transformations (into different plants) as a power stunt - for each - at his leisure. Typically, 'powers' gained by the use of this ability are limited to the plant hybridization rank in effectiveness - save for powers, such as personal weaponry, which have no specific rank to speak of.

Plant Sympathy
Type: Biological Control Power, Personal Spell, Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: animal sympathy, biological sense, device sympathy, linguistics, object sympathy, organic circuitry, organism generation, plant sympathy, plant hybridization / self, summoning.

The power of plant sympathy is the skill to communicate with non-sentient floral life forms. The vast majority of plant life falls into this category, though one can be sure if the given plant has a Karma score - the presence of such demonstrates sapience, or at least free will. As long as it's not intelligent, any plant can be the target of this power - though the more complex a plant is, the better.

Speaking (after a fashion) with trees, or perhaps a large area of vegetation, requires but a green FEAT. A yellow power FEAT roll is necessary when one tries to communicate with smaller specimens, such as bushes, vines, mushrooms, or most agricultural products. One must usually roll a red power FEAT only when attempting to talk with incredibly simple plant life, such as single-celled plants or fungi.

Conversing with plant life is somewhat difficult no matter how complex the specimen is, considering that plants lack a nervous system entirely. Thus, in order to communicate with plants, one must attune their minds to working at the plant's 'speed', as it were. Once this is achieved, the plant sympathizer must then talk to the plant in such a fashion that he or she can actually gain useful information from it.

The difficulty in doing so is usually directly proportional to how relevant the question is to the plant's existence. For example, a tree may not normally 'notice' or 'see' much about someone who simply walked by it in the recent past, but if that individual broke a tree branch or split its bark at all, the flora might have a vivid recall of both the event and who did it.

Plasma Generation
Type: Combination Power
Cost: 2 points per rank
Related Powers: aura (plasma), various energy generation abilities (based on one's plasma type), energy absorption (various), matter absorption, transformation / self (plasma).

Plasma generation is a specialized ability that combines facets of matter absorption with one of several energy generation powers. How it works is that it collects ambient loose particles, which its wielder instantly expels. The catch is that the flow of these particles is both consciously controlled and highly energized, such that the possessor of this ability can seemingly generate plasma from nowhere!

The question then becomes just how the plasma was energized in the first place. Plasma can be produced by exposing particulate matter to intense heat (or fire), electricity (or magnetism), or radiation (or light). All of these energies used to coax matter into a plasma phase are interrelated, and thus generally produce the same result, though each will behave in a slightly different fashion.

Initially, plasma generation can only be used as a powerful projectile attack, on anything within Near range. This energetic, fourth form of matter can thus be used to inflict Armor Piercing Energy damage with each strike, having an SD damage effect based on the form of energy used to excite it into plasma in the first place. This SD effect, regardless of its type, can be resisted with one's Endurance (res) score.

In order to use plasma generation in any other fashion, one must develop power stunts with the ability first. Such stunts generally resemble those a character can develop with the various energy control powers, such as creating plasmatic restraints around a foe, building semi-sentient constructs from generated plasma, or even surrounding oneself in a powerful aura of plasmic material.

Less common power stunts one can develop with plasma generation involve the component abilities which comprise it. Developing these, one can often manifest energy generation and control tricks based on the form of energy they use to excite ordinary matter into plasma in the first place, or perhaps can even learn how to absorb energy on top of the material required to create plasma!

Plasticity
Type: Physical Enhancement Power, Physiomancy Spell, Metapsi Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: elongation, prehensile hair, prehensile skin, shape change.

Plasticity is a trait which makes one's body malleable and, well, plastic. In such a state, a character can stretch and deform their body as they see fit, maintaining their normal bodily processes all the while. Plasticity itself does not allow one to change their volume; in order to do that, one must also possess the elongation power, an ability which is often seen in tandem with this one (but is itself quite different).

A plastic character is much more durable than normal, where incoming damage is concerned. This ability grants its possessor power rank resistance to Blunt Attack, Blunt Throwing, Force and Shooting attacks, the energy of such assaults being harmlessly absorbed by the character's malleable body. This capability also allows one to similarly absorb falling damage, whether the plastic character is falling or catching someone else who is.

Mind you, plasticity always 'absorbs' damage by redirecting it back at its source, albeit at its original intensity -2 CS. Falling from a great height will likely cause a plastic character to bounce, while being shot with bullets will cause him to reflexively rebound them back towards their source. One can even use a plastic character as a living slingshot, propelling items as if they were thrown at up to the plasticity's power rank in Strength!

Platforming
Type: Movement Power, Universal Spell
Cost: 1 point per rank
Related Powers: environmental independence, environmental pocket, invulnerability or resistance (fire, heat and/or friction), jelling, object animation, object projection, solid animation, telekinesis, topological control.

The power of platforming is a specialized form of several different ascendant abilities, depending on how one wishes to define it. In essence, platforming involves its wielder imparting momentum into matter, and subsequently riding atop it. In this fashion, a platformer can achieve flight through the air, whether high in the sky or just above the surface, even if he or she is not the one actually flying.

A platform impelled by this power will move at power rank velocity, as is defined by the air speed table. A platformer may maintain such speeds indefinitely, though it's important to note that at higher velocities, air friction and an inability to easily breathe might become a concern. Thus, without the ability to resolve such issues, one might cap platforming at a safe top speed of Remarkable (30) - 225 miles per hour.

A platformer may automatically lift their own weight with a platform. The power can support additional mass as if the power rank were an equivalent Strength score - though this amount must also include the weight of the platform to be impelled. Thus, an Incredible (40) ranked platforming power could bear its wielder and ten tons of material - which can be up to a ten ton platform or a light platform with a lot of 'cargo'.

In its standard form, platforming can be used on any solid matter, though living beings could presumably make an Endurance (res) FEAT roll to resist its use on their person. However, the power can be limited to increasingly specific forms of matter as limitations, ranging from 'natural earth' as a weak limitation to an old hubcap with sentimental value to the power's wielder as an extreme limitation.

Plenipotentiary
Type: Theonic Skill, Faith Power
Duration: maintenance
Cost: 1 point per rank

Using the power of faith, a deific being can reach through space (and even time, if a follower travels through such) to the vicinity of those who venerate him, her or it. The channel of spectral energy that fuels their might allows a deionic entity to wield their powers within Very Near distance of those who venerate them - regardless of the distances or dimensions between a worshiper and the worshiped.

This is similar to the proxy power, in that it allows a body to use their abilities remotely, via a designated target. Plenipotentiary differs from proxy, however, in that it doesn't act through the follower but instead through the channel of faith energy they generate. Thus, a deity's power effects can manifest within the stated range without implicating a follower - or can even target him or her directly!

This ability allows a deionic entity to perform seeming miracles, or otherwise answer the requests of their followers, without using up valuable faith. Sure, faith can be expended thanks to this power (perhaps via the actual faith ability), but immortals can simply use ordinary powers they possess within range as well thanks to plenipotentiary, thus preserving accumulated faith for (to them) more important matters.

Poison
Type: Biological Control Power, Universal Spell, Metapsi Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: barbs, battle tail, claws, edges, fangs, horns, pheromones, quills, razor skin, redolence.

The insidious power of poison allows its wielder to secrete chemical compounds that are antithetical to most organic life. When this ability is first gained, its possessor may exude any one form of poison the player chooses. Additional forms of poison may be gained either as power stunts or as additional versions of the poison power - this only matters if one wants differing forms of toxicity now or later.

Each form of poison will affect its target at this power's rank, usually prompting an Endurance (res) FEAT roll to resist. There are a wide variety of poisons however, and a character with this ability must develop his own customized poison power based on three variables: the delivery mechanism, the actual effect the poison has on the biological processes of its target, and the onset time.

An inhaled poison is one that the target must breathe in to be exposed to its effects. The poisoner can typically emit poisonous particles from his body, whether the skin, his own lungs upon exhalation, or some specific body part. This form of poison can be avoided by not breathing it in, though a colorless and odorless poison may be difficult to detect - at least, until it is too late.

A contact poison is one that is absorbed through the skin to work its 'magic'. Such a toxin is typically issued forth from one's skin or a physical weapon of some sort. This form of poison can be applied directly to the target or something he might touch, though in the latter case such a poison will lose effectiveness over time, as the elements, circumstance, or even its own molecular structure conspire to dilute its strength.

Injected poisons are those which must enter the bloodstream somehow to affect the target. This form of poison is often delivered through a hypodermic needle or perhaps a bladed object. Swords, arrows and even natural weaponry excel for these purposes. An injected poison usually has a very rapid onset time, since it need not pass through the lungs or digestive tract first on the way to its final destination.

Poisons of the ingested sort are those which must be consumed by the target in order to affect them. These can be the hardest to deliver in a combat situation, as one must generally force their ingestion, possibly with surprise. At the same time, one can most readily use this power on a foe when they are caught unawares, dosing the target's food or water supply when they're not looking.

The inhaled form of poison is considered the default mode of this power, and functions within Very Near range of others. Wielding a contact form of poison is considered a weak limitation, an injected form of poison is a strong limitation, and a poison that must be ingested counts as a very strongly limited power. This allows one to build a very deadly toxin, depending on how difficult it is to deliver.

Of course, one must determine what their poison will do once it affects the target. The simplest form of poison is one which inflicts non-specific, SD Metabolic damage. This is representative of a chemical that does damage to the target's organs and tissues in the course of moving through their body, though it isn't very detailed - which is on purpose, for those without a biochemistry degree.

If a player wishes to devise a specific poison, modeled on real life compounds, this can be researched and built appropriately. Such 'realistic' poisons will usually inflict the SD Metabolic damage described above, but will have bonus effects, as determined by the player and the Judge. Cyanide might also cause suffocation, while nerve gas will cause paralysis - these effects and many more are possible.

Finally, a player must determine the onset time of their poison. The standard mode of the poison power calls for an immediate effect. However, the power can be limited by delaying the onset time for 1d10 turns as a weak limitation, 1d10 minutes as a strong limitation, or even 1d10 hours as a very strong limitation. Such delayed onset times aren't very applicable to combat, but are great for harming others without notice!

Polarization
Type: Thaumentalism Spell, Superpsi Skill
Duration: maintenance
Cost: 1 point per rank

Polarization is the process of modifying another psi power such that, through intense concentration, it can be 'wired' to operate on antipsions - instead of the standard psions that most psionics are fueled by. This is incredibly difficult for a superpsi to pull off, and as such this skill counts as two powers for the purposes of power maintenance. But then it really is two psi powers, when you get down to it.

Other than its power source, a polarized ability generally functions the same - save for one important difference. When its wielder is exposed to antipsions, this power will not be shut down by the resultant particle annihilation. Of course, the polarized ability could then be neutralized, in theory, by direct exposure to psions if its wielder fails a polarization power FEAT roll against the intensity of the psions leveled against him.

And even if this FEAT fails, the psi can then turn off the polarization to negate that effect. This makes the polarization of a psionic a powerful tool a superpsi can use should he expect to face another superpsi...!

Portal
Type: Movement Power, Dimensional Spell, Psimotive Art
Duration: maintenance
Cost: 2 points per rank (before added features)
Related Powers: dimensional transit, teleportation, time travel.

A portal is an opening between two different locations. Material and energy may freely pass through one end of the portal and instantaneously arrive at the other, regardless of the intervening space, time or dimension. Portals are two-way affairs, and anything on one end of a portal can move through to the other, regardless of which side of the portal the traveling material or energy is on.

Strictly speaking, the portal ability can only link two locations within the current space-time its wielder currently occupies. However, it may do so on the Very Far range table, linking two locations that are vastly distant from each other. For example, a character wielding the portal ability at Incredible (40) rank can construct a bridge between two points that are up to 2.5 million miles apart!

This may sound similar in effect to teleportation, but the advantage over that ability is that portal allows any number of persons, things or energies to pass through; as long as the portal is open, anything can use it to move between the two locations with ease. There is no weight limit, no fatal materialization risks, or anything else to impede the use of the portal. That and it reaches farther, too.

Of course, the standard portal ability can have even more features... at additional cost. One can add the ability to make portals into either other dimensions or times by adding one point per rank (or making portal count as an additional power), or he can add the ability to build portals to both by increasing the cost by two points per rank (or making portal count as two additional powers).

If traveling through time or to other planes of existence is added to the portal ability, these features function as they normally would, where capability and/or range is concerned (see dimensional transit and time travel for more on this). These variant portals function in the exact same way as a regular portal would, it's just that their destinations are (often vastly) different.

Portals can be used offensively as well as for transit. One could conceivably attempt to open a portal in such a manner that it will snare someone or something in the area. This requires a to-hit roll based on the wielder's Agility score (and the target may attempt a dodge if physically capable of it). Another offensive use involves opening up a doorway to somewhere full of hostile creatures.

While this is often more than enough to dispatch an unsuspecting foe (either temporarily or permanently), the problem is that the things on the other side of the portal are not under the control of its creator, and just might come for him next!

Positron Generation
Type: Technopsi Talent
Duration: instantaneous effect
Cost: 1 point per rank

A variant (and far less destructive) form of antimatter generation, positron generation allows its possessor to cast forth subatomic particles which are just like electrons, but have the opposite electrical charge. Positrons behave like electrons in every other aspect, but since our universe is comprised primarily of 'standard' matter, concentrations of positrons aren't long for this world.

Due to matter-antimatter annihilation, positrons generated by this power have a rather short range; the power only works within Very Near distance of its wielder. This annihilation will leave tell-tale signs of positronic use, as the power leaves gamma radiation in its wake. Not enough to cause damage, strictly speaking, but it could conceivably build up over time (or provide 'ammunition' for a radiation controller).

Positrons, as stated above, act just like electrons - other than their electrical charge. Thus, when used as a distance attack, positrons inflict power rank Stunning Energy damage. If used against any defensive ability that is primarily comprised of electrons (such as an electrical aura), a positron blast will include an Armor Piercing component. The Stunning component of positrons works against electronic devices as well as the living.

Possession
Type: Mental Power, Psipathic Art
Cost: 2 points per rank
Related Powers: astral projection, mesmerism, mind control, mind transfer, telepathy.

A more invasive form of mind control, possession allows its wielder to project his very consciousness into the mind of another. The would-be target of this ability automatically gains a Psyche (will) FEAT roll to resist, against the intensity of the possession power rank. If this FEAT roll succeeds, the would-be possessor's consciousness is deflected back into his own mind, possibly giving him a bit of a headache in the process.

If the target's resistance roll fails however, the possessor's consciousness literally 'moves in' to his victim's mind. While possessing another, the wielder of this ability will be completely unaware of anything happening to his own body - unless he can perceive it through his thrall. Instead, he merely senses whatever his 'new' body can detect, with whatever senses it has access to.

While possessing a target, the wielder of this power may act and live vicariously through him or her, doing anything he likes with the appropriated body. He may spend his Karma to influence actions taken while in the possessed body, though not the victim's own Karma reserves. Similarly, a possessed person does not lose Karma for actions a possessor takes while controlling him, but he just might lose Popularity as a result of them.

Once possessed, the target may not actively resist the power - unless its wielder places him in a life-threatening situation. Other than that though, they're helpless against their tormentor, forced to watch as the possessor does what he likes with their body, their very life. Of course, knocking a possessor unconscious is one way to end his body-hopping shenanigans, regardless of its victim's inability to resist.

Like mind control, possession must be initiated within Very Near distance of its wielder. But, after that point, it can be maintained wherever its target wanders, for as long as the possessor can concentrate on keeping this ability active.

Postcognition
Type: Mental Power, Dimensional Spell, Psipathic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: history control, precognition, psychic probe, psychometry, quintessential variation, time travel.

Postcognition is the ability to vicariously relive the past in relation to a person, place or thing. This requires physical contact with the subject, and may look back into its history a number of years equal to the postcognition power rank number squared. For example, a postcognitive bearing this ability with Incredible (40) rank can directly examine and relive the history of a subject up to 1,600 years into the past!

A postcognitive vision will usually only give information relevant to the subject. If something important happened in the area that the postcog's subject was unaware of and didn't affect it directly, postcognition might not pick up on it (Judge's discretion). Similarly, coaxing the desired amount of detail out of a subject with this ability can be tricky; the color result of the postcognition FEAT roll determines how useful the offered data is.

A white FEAT roll typically won't give anything useful - and in fact, may be counter-productive to the postcog's goals. A green FEAT roll will provide accurate, if minimalistic information. Yellow FEAT rolls provide accurate and somewhat thorough details about the period of time being examined. Red FEATs can provide all of this and more, sometimes gleaning extra information that isn't otherwise apparent.

The kicker is that in order for a player to not know they're getting bum (or excellent) information, they don't get to roll the actual FEAT when using postcognition - that's left to the Judge. Mind you, a player may declare he's adding Karma to the roll, but he won't know how much he needs; he can shout out a number and be bound to that expenditure, but may not even need all of it if the Judge rolls high enough.

This all assumes that postcognition is used on an unfamiliar target. When wielding this ability on familiar persons or items, a postcog may add a +1 CS to the FEAT roll, a +2 CS when used on close friends and relatives, as well as his own property, and a +3 CS when used on himself. The latter is useful when trying to determine what might have happened to oneself while unconscious (or dead!) for any long periods of time.

Pouches
Type: Physical Weaponry Power
Cost: 2 points (flat cost)
Related Powers: device generation, internal universe.

In nature, a pouch is a natural area of the body that can hold things - most often, one's young. It generally consists of a fold of skin covering another area of the body, with but one opening to the world outside. Marsupials are famous for this biological feature, in particular the kangaroo. Of course, a character with this power just might have a more effective use for such an anatomical oddity.

When a character acquires pouches, either during character generation or later on, he or she may indicate where they are situated; common locations for pouches include on the belly as is the case with most animals, or perhaps where one's pants pockets would be. These can be as obvious or as inconspicuous as is desired, and when closed a pouch might be very hard to spot, indeed.

For the most part, a pouch will not hold all that much material. It is inherently limited to its interior volume, which means one can usually only carry small objects within. Such things include grenades, small firearms, school supplies, minor tools, a smartphone, or whatever else tickles one's fancy, really. However, pouches can be greatly expanded by, or are often linked to other abilities, such as internal universe or device generation.

Power Absorption
Type: Power Control Power
Cost: 4 points per rank
Related Powers: empowerment, investment, link, power transfer, origin sense, power control.

Power absorption is the insidious ability of one character to steal the powers of another, in order to use them as he or she sees fit.

Absorbing the power(s) of another requires physical contact with them, and the target can avoid the effect if they prevent such. If the rank of a character's power absorption is higher than that of the target's original power rank, said target may not use the absorbed ability while so affected. If the power to be absorbed was higher in rank than this ability, simply reduce its effectiveness by the power absorption power rank number.

Similarly, if the power rank to be absorbed is higher in intensity than the power absorption power rank, the wielder of this ability must roll a Psyche (will) FEAT gainst its intensity. Success means the power has been absorbed in a safe and manageable fashion, while failure indicates that the power source overloaded his power absorption, and the power absorber will be Stunned for 1d10 turns as a result.

Power absorption can also be used to absorb the ability scores of others. This works in the same fashion as the above, transferring points from the target's score to the absorber's on a point per point basis - to a maximum amount equal to the power absorption power rank number. If any of one's ability scores are drained below Feeble (2) by the use of this power, they will be knocked unconscious for the duration of the absorption.

In its basic form, one can only use this power to absorb one ability or power from a target at a time. However, it can be enhanced during character generation, with each additional thing to be absorbed counting as one 'step' of enhancement. Alternately, one can achieve this with power stunts later on, each sequential increase in the number of things one can absorb being a separate stunt.

The amount of time that a power absorber can retain the powers they have absorbed from others depends on the FEAT roll made when the purloined abilities were first stolen. A green FEAT allows a power absorber to retain the stolen characteristics for a number of turns equal to its power rank number. A yellow FEAT extends this to minutes, while a red FEAT stretches this amount to hours.

But, you ask, what if one wants to steal the powers of another permanently? The ability to do this is considered an extreme enhancement of power absorption, either reducing its intensity by 4 CS or increasing its cost by sixteen points. Furthermore, permanently swiping the power(s) of another always requires that the power absorption power rank is higher than the power rank to be absorbed.

If these conditions are met, one can attempt to steal the power(s) of another with a red power FEAT roll. If they fail to resist this ability, the target will lose the absorbed power(s) or ability score(s) on a permanent basis - though it's quite likely that the drained individual may find some means of recovering that which they have lost. This usually requires a special adventure or requirement (as if inventing something).

And once the victim of this power has managed this, he or she is quite likely to come looking for some serious payback.

Power Amplification
Type: Power Control Power
Cost: 1 point per rank
Related Powers: amplification, empowerment, investment, karma control, power attenuation, power boost, power control, psionic amplification, psionic control, sorcerous amplification, spell control, theonic amplification.

Power amplification allows its wielder to boost the effectiveness of another person's super human abilities for a short period of time. When triggered, it will raise the effective rank of any one power another person possesses, increasing it to either the power amplification rank or the power's ordinary power rank +1 CS, whichever of the two happens to be higher at the time.

It doesn't matter the origins of the power to be enhanced, as long as it is inherent in nature. For example, power amplification can boost the output of another character's mutation-granted fire generation power, but not his eldritch bolt of fire spell. It may only affect one power at a time, and the enhanced rank it provides will only last for 1d10 turns - unless the effect is specifically concentrated upon.

Note that power amplification cannot directly affect ability scores.

Once it wears off, power amplification may not again be used on the same target for one hour - without degrading its overall effectiveness, that is. For each additional use on a single target without a one hour 'cool down', power amplification loses -1 CS of its overall effectiveness. This is enough to neutralize its use upon powers more potent than itself, while more gradually reducing its use in other instances.

Power amplification works within Very Near distance of its possessor.

Power Attenuation
Type: Power Control Power
Cost: 1 point per rank
Related Powers: attenuation, empowerment, investment, karma control, power amplification, power block, power control, psionic attenuation, sorcerous attenuation, theonic attenuation.

Power attenuation is the ability to stifle the operating rank one or more powers in one's vicinity. This power works on targets within Near range of its possessor, and the effects of the power last for only 1d10 turns, unless the power is specifically maintained on a target for a longer period of time - which may be necessary to keep them from retaliating for its use on their person.

Power attenuation works simply by deciding which power to dampen, and then applying this ability. Mind you, the target of power attenuation may attempt a FEAT with the power to be attenuated; if they can match the intensity of power attenuation, they successfully resist it. If victorious, attenuators may reduce the rank number of the targeted power by this ability's rank number, negating it when reducing it to Shift 0.

For example, let us consider a power attenuator who has this power at Amazing (50) rank. He's fighting an opponent with a distressing habit of immolating everything in the area with his Incredible (40) ranked fire generation. When using power attenuation on this foe, our hero can completely negate his fire powers if the target cannot pass a red power FEAT roll against this +1 CS assault on his super powers.

Alternately, an attenuator may target multiple powers at once, though this can be a bit more difficult. The target may resist with the highest power rank to be dampened, and the amount they are reduced (should his resistance roll fail) is divided by the number of powers attenuated. This method is a great way to 'even the playing field' against much more effective opponents.

Returning to our example, say the foe of our power attenuator has five powers - and will readily use the others on our hero once his fire generation is knocked out. The attenuator instead uses his ability against all of his foe's super tricks, and (again assuming he fails his resistance FEAT) will lose only ten points of power from each. He can likely still use most of his super powers, but they have been rendered a bit less dangerous.

Yet another variant way to wield power attenuation is to use it upon multiple targets at once. Doing so reduces the effective rank of power attenuation by -1 CS for each doubling of targets; two targets inflicts a -1 CS, while four targets gives a -2 CS penalty, etc. When used in this fashion, the amount of points a target's power(s) can be reduced is lowered by the Column Shift penalty.

Let's say a band of super-thugs has ganged up on our power attenuator, sick and tired of being humiliated by him in singular combat. The attenuator may spread his power across all four of his foes, though this reduces his power's effectiveness by -2 CS. That guy with the Incredible (40) fire generation is much more likely to resist the power attenuation this time, but his friends may not be so lucky.

One can mix and match techniques as they see fit, depending on the situation. A power attenuator can try to dampen one power on one foe while nixing three on another. Splitting up one's focus in this fashion tends to make the power fail more often than not however, unless one has it at a particularly high rank - which may just make it easier to go with the power block ability instead.

Though that option cuts off the wielder's own super human capabilities, unlike power attenuation...

Power Block
Type: Power Control Power
Duration: 1d10 turns + maintenance, if desired
Cost: 2 points per rank
Related Powers: empowerment, investment, power attenuation, power control.

Wielding power block, a character can prevent the use of ingrained powers within a wide area of effect. Power block functions on the Near range table, allowing its wielder to rapidly impair the operation of a variety of super-human beings - at least, those who fail an End (res) FEAT roll against the power block rank once it is active. Of course, power block also affects its wielder - and as its source, he may not resist its effects.

Power block prevents its user from wielding any other inherent super human powers while it is active.

While power block does counter the use of inherent powers (such as those caused by accidents of Science, aberrant mutations, and even natural magical powers), it does not limit the use of equipment or learned talent-equivalents, such as magic spells or psionics. Power block lasts for 1d10 turns, or as long as one concentrates on keeping it active. During this time, affected individuals may attempt to resist the power again each turn.

Power Boost
Type: Reality Control Power, Personal Spell, Superpsi Art
Duration: 1d10 turns
Cost: 1 point per rank
Related Powers: ability boost, karma control, metabolic focus, power amplification, psionic amplification, reassignment, sorcerous amplification, theonic amplification.

This is the root ability of the superpsi discipline of power.

Power boost allows a character to enhance the operating rank of his super human powers for a short duration. When triggered, it raises the rank of any one power either up to the power boost rank or to its normal rank +1 CS, whichever is higher. For example, a Feeble (2) ranked power affected by an Incredible (40) ranked power boost would be enhanced to Incredible (40) rank, while a Shift X power would be enhanced to Shift Y rank.

It doesn't matter the origins of the power to be enhanced, whether it is a physical mutation, magical spell or psionic talent. Power boost can even affect its wielder's technological items. However, power boost cannot affect one's ability scores. It may only affect one power at a time, and the enhanced rank it provides will only last for 1d10 turns - which may or may not be long enough to achieve what the power booster had in mind.

Once it wears off, power boost may not again be used for an hour - at least, not without degrading its overall capability. For each additional use without a one hour 'cool down', power boost loses -1 CS of its overall effectiveness. This is enough to neutralize its use upon abilities greater than its own rank, while gradually reducing its power in other instances (that Shift X power, above, would gain no further benefit).

Power Control
Type: Power Control Power
Cost: 2 points per rank
Related Powers: deionic control, empowerment, investment, power absorption, power amplification, power attenuation, power block, power duplication, psionic control, spell control.

Power control is the potent ability to actively manipulate the form and function of super human powers themselves. It only works on abilities inherent to a character's physicality, not those ingrained in technology (equipment, cybernetics) or granted through talent-like abilities (spells, trained psionics). Furthermore, power control can only affect the powers of others - not those wielded by its possessor.

If a super powered individual or the effects of their powers are present within Near range of the character with power control, he can attempt to seize control of such. If attempting to use this ability on a power effect free of its creator's body, this only requires a FEAT roll against its intensity. If the power is not in use or is otherwise internalized to its target, they are also allowed a Psyche (will) FEAT to resist.

Once the possessor of power control has taken control of the power of another, he can do any number of things with it. However, power control actions require a second FEAT roll, based on how complicated its wielder's intentions are. Redirecting the target of a power (pointing a laser beam away from oneself, or 'borrowing' the regeneration of another) requires a green power control FEAT roll.

Activating or inactivating a power already in play requires a yellow FEAT roll. This can range from being a nuisance to downright lethal, depending on how vital the power being tinkered with is to the survival of its possessor. Yellow FEATs also allow one to change minor details of a power's nature somewhat (perhaps changing that laser beam into something the power controller is more resistant to, like fire?)

A red power FEAT roll grants the power controller the ability to drastically alter the nature of a power, being able to turn it from any one power into any other. This might turn body armor into body transformation / water, or flight into matter generation (say, limited to creating gases that are volatile when exposed to air). Such applications are by far the most dangerous uses of power control - and the most lethal.

Luckily for the opponents of a power controller, the effects of this power are highly transient in nature. They only last as long as the power controller is actively concentrating upon his changes. Furthermore, each turn someone is subject to power control (perhaps the power controller is 'borrowing' his abilities for a while), he may attempt another FEAT roll to resist its use on his person.

Power Dampening
Type: Psikinetic Skill
Duration: instantaneous effect
Cost: 1 point per rank

A highly specialized form of energy control, power dampening allows a psikinetic to reduce the intensity of any ambient energies in his environment. With a successful power dampening FEAT roll against the intensity of the energy to be affected, the wielder of this ability may reduce it in intensity as much as he likes, whether completely negating it or just throttling its power a little bit.

If such energy is under the influence of someone with an energy control power of some sort, this FEAT must be made against that power rank, instead. This skill may be used to affect any form of energy, even those with psionic or magical components, as long as they are active within Near distance of its wielder. Unlike the energy control talent, power dampening immediately works on all energy forms, not needing a separate power stunt for each.

Power Duplication
Type: Power Control Power
Cost: 4 points per rank
Related Powers: link, power control, psionic control, spell control, trace duplication.

This incredibly versatile ability allows its possessor to literally copy the super human abilities of others, and make use of them himself! Upon exposure to another person with ascendant powers (if they wander within Very Near distance), the power duplicator may attempt a power FEAT roll. As long as this FEAT does not fail - any color result besides white will do - he may copy one of the powers of his new super powered 'source'.

A duplicator can usually maintain a rather large stable of super human powers at any given time. He can ultimately copy a number of others' powers equal to his power rank number. Should the duplicator reach his maximum number of duplicated super powers, he can attempt to learn more, but will 'forget' how to wield one of his previously mastered abilities. The choice of which power to delete is, of course, the duplicator's.

Each ability copied with power duplication will function at its power rank, not that of its source. This saves the duplicator a large amount of accounting, by preventing him from having to record the source and rank of each power he's assimilated. It also prevents him from having to seek out 'better' source material for higher ranking powers (or inadvertently copying powers at a rank much too potent for him to handle).

Of course, the important thing to keep in mind is that while he can copy a large array of super human abilities with this one, power duplication cannot generally manifest more than one power at a time. There is no time required to 'switch' from one power to another when using power duplication, but wielding two (or more) duplicated powers simultaneously is not something a duplicator can readily accomplish.

Without enhancements, that is. For each additional duplicated ability one wishes to manifest simultaneously, a duplicator must enhance this power by one step upon first gaining it. Wielding two duplicated powers simultaneously is a weak enhancement, three a strong enhancement, four a very strong enhancement, and five an extreme enhancement. This can get expensive very fast, but makes for a very versatile character.

Power Transfer
Type: Power Control Power
Cost: 2 points per rank
Related Powers: boon, empowerment, investment, link, power absorption.

The ability of power transfer lets its wielder share, either on a temporary or permanent basis, one or more of his super powers. This requires contact with the would-be recipient of the wielder's powers, and generally their cooperation as well; of course, one can forcibly implant super powers if the target cannot pass an Endurance (res) FEAT roll against the power transfer power rank.

In some respects, this power is similar in nature to the investment ability - it makes the mundanes somewhat fantastic in nature. However, one can only gift super powers to others that they currently have access to, and furthermore, the use of power transfer diminishes the ranks of the super power(s) to be granted by 1 CS for every 1 CS of power granted to the target of this ability.

The duration of a power transfer depends on a FEAT rolled when the power is used. A white FEAT allows a transfer to last a number of turns equal to this power rank. Green FEATs extend this duration to minutes, instead of turns, yellow FEATs extend it to hours, and red FEATs extend it to days. A power transferal may, on a red FEAT, also be made permanent at the discretion of this power's wielder.

But once some (or all of) a power is permanently transferred, one cannot get it back. Such a transfer is only permanent so long as the recipient accounts for the Karmic balance required when gaining the ability, as is the case with any other newly acquired ability; this need not be done immediately as long as it is handled eventually, one way or another. If this doesn't happen, this gift is subject to the Plot.

Generally speaking, one cannot permanently gift power transfer to another person - the power resists its own removal. Its possessor can definitely lend the ability to others though, as he can any other power, but it's recommended that one doesn't share this power with someone he's temporarily gifted one or more of his other abilities to, lest they somehow manage to pass them along to a third party...!

Precognition
Type: Mental Power, Dimensional Spell, Psipathic Art
Duration: maintenance
Cost: 3 points per rank
Related Powers: danger sense, future control, postcognition, psychometry, time travel.

Perhaps one of the most difficult abilities to possess, precognition allows its wielder to see the future! This works by peeling back the veil of time, and looking upon events before they unfold. This gives the character with this capability the power to shape the very nature of his reality, for he can conceivably bring events to pass that otherwise would not happen - or prevent seemingly certain eventualities from occurring at all.

This works because while a time line is immutable, the precognitive character is not necessarily viewing his own eventual fate. You see, there are an infinite number of alternate time lines, and every second an infinity more branch out from our own, depending on the outcome of events large and small. By nudging things in one direction or another, a precognitive person can steer his future towards a certain path, for good or ill.

Precognition can read 'ahead' a number of hours equal to its power rank number; Excellent (20) rank gives a body about a day's worth of notice of impending events (great for winning the lottery), while Shift X (150) rank can see almost a week into the future. This allows a precog to monitor future events while working to bring about one specific outcome or another, in order to see if his actions are helping (or not).

Assuming he wishes to change anything.

The trick with precognition is that the success or failure of an action with the ability is unknown. The dice are not rolled by the player - instead, the Judge will make precognition FEAT rolls in secret, and the player may not add Karma to this roll. The validity of a precognitive reading is dependent on the results of this FEAT, and the Judge is encouraged have a blast with any failed precognition FEAT rolls.

On the other hand, something useful should be gleaned upon the success of precognition, in relation to the color result. A green FEAT, for instance, will give accurate but vague information in the vision. A yellow FEAT roll will provide ample data about a future occurrence, making it easier to determine what the context is. A red FEAT may even give additional information about the situation that isn't readily apparent.

As one can guess, precognition is extremely powerful, and as a result a character who possesses it must take at least one potent limitation to hold it in check - which does not add to its power level (or reduce its cost). Said character can take more of course, and subsequent limitations will in fact benefit his precognition's power to cost ratio, but at least one is mandatory. Such limitations can include the following:

Precognition itself is only at its maximum effectiveness the first time it is used on a given day. Each subsequent use of the ability reduces its effective power rank (both for the resolution of FEATs and the range with which it can peer into the future) by -1 CS. The limit to this is of course Shift 0 rank, at which point a character can only use the power to peer into the immediate future of those in his vicinity.

When a precog's daily prognostications are all 'used up', he or she may only peer one turn into the future - and then, only in relation to the actions of others within their current area. If this FEAT (which must be yellow or better) is successful, a precog may act with this foreknowledge, and if he or she wins the initiative, they may even share his knowledge of the next few seconds with allies.

This use of precognition doesn't 'drain' the rank of the power if it hasn't already reached shift 0 levels, and may be used indefinitely.

Prehensile Hair
Type: Physical Weaponry Power
Cost: 1 point per rank
Related Powers: clairtouchence, disguise, elongation, plasticity, prehensile skin, telekinesis.

Prehensile hair is a mass of luxurious locks that can be consciously controlled by its possessor.

When prehensile hair is not actively in use, it usually remains at its standard length - whatever that happens to be. When this power is activated however, the character's hair will seemingly come to life, able to be manipulated in as fine or as course a manner as is desired. He or she may even extend its length considerably, doing so within Very Near distance of their person.

Prehensile hair allows its wielder a curious extension of their sense of touch, one which lets him or her feel whatever is in contact with their hair as if touching it with their fingertips. Similarly, a character with prehensile hair may even use it to inflict considerable damage if desired, since the hair produced by this power behaves as it if possessed a Strength (might) score equal to its power rank.

Generally, prehensile hair is assumed to be that which is atop a character's head. However, the power just might apply to all of a character's body hair, which can be particularly useful in characters that are covered in fur - or are just exceptionally hairy.

Prehensile Skin
Type: Physical Weaponry Power
Cost: 1 point per rank
Related Powers: body armor, disguise, elongation, gliding, plasticity, prehensile hair.

Prehensile skin is an epidermis which can be consciously controlled by its possessor.

This power works by making the outer flesh of its possessor highly ductile, and capable of being manipulated in as fine or as course a fashion as is desired. The elasticity of prehensile skin allows the character with this power to stretch his or her skin anywhere within Very Near distance of their person. Prehensile skin can manipulate objects (or people) as could a similarly potent Strength score.

One's skin, while extended out, gains the benefit of power rank resistance against non-Edged physical attacks, as if the character possessed similarly ranked plasticity. Attacks of this sort will be 'absorbed' by bouncing them back at their source, albeit at a -2 CS to their original intensity. Damage done directly to prehensile skin is rarely permanent, the power contracting damaged areas when returning to normal.

Generally, one's prehensile skin looks normal when they are not making use of its special properties. However, a player may make its presence on a character more obvious as a strong limitation, giving him or her the appearance of possessing many feet of extra skin. This form of the power will see its possessor's skin sag and droop at all times, causing an appearance that puts one in mind of slightly molten wax.

Prehensile Tail
Type: Physical Weaponry Power
Cost: 4 points (flat cost)
Related Powers (for the tail only): elongation, kinetic focus, super climbing.

While most creatures that have a tail can control its movements in a limited fashion, a prehensile tail allows its possessor a fine manipulation of objects in his or her environment. These extremities are generally from three to six foot long, depending on the character who possesses one, and can appear like an 'ordinary' tail or may have some special appearance, as the player who chooses this power desires.

The advantage of a prehensile tail, as compared to a battle tail, is that the character who has one can use it like an additional manipulator - it can make full use of its wielder's Agility score. On the other hand, a prehensile tail inflicts less damage in melee than a battle tail - it only operates at its possessor's Strength score, not gaining an additional bonus to its damage.

The other perk, of course, is that a character with a prehensile tail can use it to make an additional attack each turn, when applicable.

Preincarnation
Type: Deific Power
Duration: permanent
Cost: 12 points (flat cost)

A variant of reincarnation, the power of preincarnation allows its possessor to reborn in a new body upon his or her demise - though this rebirth happens in the preincarnator's past! How this works is that, when a preincarnator is slain, their mind will travel back in time far enough that, upon being reincarnated within a newly forming body, they will achieve physical maturity at approximately the same time they died.

While the preincarnator is aware of their surroundings, they do not have control over their new body immediately. Instead, a personality based upon their own will begin to form within their newly born body, who's actions the preincarnator's mind can only observe passively. Upon reaching maturity, at or some time after their previous death, the preincarnator's original personality may then reassert itself and take control.

But what happens to the new personality? That depends on the nature of this power. Either the preincarnator's previous personality can simply shove the new one aside, or it can merge with its new expression in order to better continue its current existence. Each option has a good side and a bad side, and the character's player must make this decision for him or her upon their acquisition of preincarnation.

The reason preincarnation works this way is that it prevents the preincarnator from introducing paradoxes into the time line. Were they able to act on their foreknowledge, a preincarnator would likely change the chain of events that caused their latest birth in the first place, thus rendering their own existence moot. Sure, they'd live on somewhere, but the current expression of themselves wouldn't know that, would they?

Preincarnation in and of itself has no power rank to speak of; a character either has this ability or they do not.

Propulsion
Type: Movement Power, Psikinetic Skill
Duration: maintenance
Cost: 1/2 point per rank
Related Powers: gliding, horns, kinetic energy control, levitation, missile generation, super jumping, telekinesis.

Propulsion is a sort of counterpart to levitation, in that it allows one to move their body in either of the horizontal axes - but not the vertical one. If one also has levitation, such characters can approximate flight - though at the cost of two active powers, instead of just the one for simply having flight proper. If using a parachute or other similar means, one can also use this ability to simulate gliding (or perhaps go paragliding).

This ability itself grants a character power ranked velocity as is described on the land / sea speed table, whether it's used on the ground, in the sea, or even in the air. It can let a body run or swim very, very fast, though this can be stressful without specialized equipment or adaptations to absorb the physical shock of such rapid locomotion. Even something as simple as roller skates can bypass this 'problem'.

In addition to its wielder's mass, propulsion can readily carry along an amount of weight equal to its power rank as an equivalent Strength score. For instance, Monstrous (75) ranked propulsion could bring up to 75 tons of weight along for the ride. Exceeding this reduces propulsion's speed by -2 CS for ever +1 CS of weight hauled. As an example, 150 tons (a Shift X (150) weight) would reduce that Monstrous propulsion's speed by -4 CS.

Proxy
Type: Universal Spell, Psimantic Skill
Duration: maintenance
Cost: 1 point per rank

A proxy is someone whom you can cast magic spells through.

They act as a living, breathing conduit, allowing you to perform your magic well beyond the usual range of most spells (for the most part). One must be willing to serve as a proxy to another, though there's nothing stopping a mage from intimidating somebody until they submit to the use of this power. The only other limitation is that one must be close to begin serving as a proxy.

The would-be proxy must be within Very Near range before being made into such, which occurs when this ability is invoked. Once this is done, the proxy may wander almost anywhere, this power functioning on the Very Far range table. Spells cast through a proxy treat him as if he is the origin point for whatever magic the person maintaining the proxy power wields, for as long as it is maintained.

In order to make the best use of this capability, the proxy power also includes a limited form of sensory link, as well. This lets the wielder of proxy experience whatever sensory input the proxy himself is exposed to. This does not include the proxy's thoughts (surface or otherwise) - at least, not without the spells to investigate such things directly.

Psi Bolt
Type: Mental Power, Psipathic Art
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: empathic hammer, illusion projection, jumbling, telepathy, thought projection.

A direct attack upon the mind of another, a psi bolt is the focused offensive will of its wielder. A psi bolt may be turned upon any sentient being within Near range, and will inflict power rank Karmic damage should the target fail a Psyche (willpower) FEAT roll versus its power rank. Psi bolts are ineffective against anything without a Karma score, whether it be a dog, a plant or a non-sapient robot.

Those affected by a psi bolt will usually feel exquisite pain, and demonstrate minor physical hints of the attack (nose or ear bleeds and so forth). Generally, the harm inflicted by a psi bolt is never permanent in nature (it will readily heal in time), but it's possible that particularly grievous attacks can inflict serious mental damage, which may potentially result in the development of a variety of deleterious quirks.

The nature of such quirks, should any manifest as a result of serious psychic damage, are the province of the game Judge.

Psi Sense
Type: Sensory Power, Thaumentalism Spell, Superpsi Skill
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: energy sense, magic sense, nativity sense, origin sense, spectral sense, theonic sense.

A psi sense is the ability to perceive psionic activity in one's vicinity.

This sense functions on the Near range table, allowing its user to detect the presence of and/or use of psi or antipsi particles within a considerable radius of his person. Typically, merely sensing the presence of psi requires but a simple green FEAT roll, unless its user is taking active steps to mask its use; if so, detecting the psi requires a FEAT with an intensity equal to the masking power.

Other than detecting the use of psionic power in one's proximity, a psi sense also has additional uses. A yellow psi sense FEAT allows the possessor of this ability to determine if the psi power in play was either natural or trained in nature and, if the latter, what discipline of power is in use. A red FEAT roll can be used to pinpoint exactly which psi power is being wielded (or was used recently) on a person, place or thing.

Psi Web
Type: Mental Power, Psikinetic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: force field, telekinesis.

A psi web is a weave of telekinetic force that its creator can use to ensnare others entering a specific area of space. A psi web will manifest as a two dimensional object, but may be oriented with any horizontal or vertical inclination desired. It can overlay any amount of space within Very Near distance of its creator, whether spread across a narrow opening or covering every available inch within its area of effect.

Upon entering a space warded by a psi web, one must pass a Strength FEAT against the power rank which generated it in order to proceed. If this FEAT fails, the person who 'sprung' the trap is held within, and must attempt to escape as if grappled at the psi web's power rank. If successful, the character may continue to move through the area that turn, but if still present on the next he must repeat the above Strength FEAT.

Psion Generation
Type: Superpsi Talent
Duration: instantaneous effect
Cost: 1 point per rank

A specialized form of energy generation, psion generation allows its wielder to emit raw psions. Psions are subatomic particles that transmit mental energies, and thus are at the very heart of psionics themselves. While most psionics are rather refined, psions in their basic form, as manifested by this ability, are raw and undisciplined. Thus, one can usually only wield them in one specific fashion - as a devastating attack!

This involves directing them at a singular target. When so used, psion generation allows its wielder to fire a blast of raw mental energies at anything within Near distance. This beam inflicts damage like an energy attack, but affects the protection of its target (if said target has any) with Karmic damage. Thus it can even be used to damage inanimate objects, possibly wrecking them in the process.

Mind you, a psion beam will detrimentally affect the use of psi powers which rely upon antipsions to function. These include antipsion generation and any ability polarized to operate on such (via the polarization skill). If struck by a direct psion beam, one must pass a Psyche (will) FEAT versus this power rank or be unable to use such abilities for 1d10 turns, which is how long it takes them to recover the lost antipsionic energy.

Psionic Absorption
Type: Energy Control Power, Superpsi Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: energy absorption, kinetic absorption, psi sense, psionic amplification, thaumaturgical absorption, theonic absorption, various psionic powers.

This handy ability gives its wielder the power to absorb the energy inherent to psionics. Either when exposed to psionic energies of some sort, or when targeted by a variety of super human mental abilities, psionic absorption allows its possessor to appropriate the mental power involved. By soaking up psionic energy, the absorber can prevent it from harming either himself or others.

The thing to keep in mind is that psionic absorption only works on direct mental energy. One could absorb the power involved when a foe telekinetically grapples them, but not the blunt force trauma caused when said foe flings a toilet at them with that same ability. A good rule of thumb is that if it doesn't intimately interact with its target, psionic absorption can't be used to absorb the power of a mental ability.

At one time, an absorber can internalize an amount of energy equal to this ability's rank number; superfluous amounts inflict damage normally. Of course, the character can store more than he can absorb at any one point; psionic absorbers can fill a 'tank' of energy that is equal to their power rank number times five. If one attempts to absorb more energy than he can contain, this power will function normally, but the excess energies will be lost.

Wielding this pool of power, a psionic absorber can produce a variety of useful effects whenever the need arises. He can use it to replenish lost Health, doing so on a point per point basis. In fact, if one's Health is at its normal maximum, a psionic absorber can 'pad' it with absorbed energy, doing so until his Health is at up to twice the sum of his Fighting, Agility, Strength and Endurance scores.

Likewise, one can use absorbed psions to bolster their physical ability scores, shunting purloined psionic energies into their Fighting, Agility, Strength or Endurance scores on a point per point basis, raising them either to this power rank in effectiveness (if less than the psionic absorption rank) or by +1 CS (if equal to or greater than the psionic absorption rank). Such enhancements will only last for 1d10 turns.

Finally, absorbed psi energy can be directly released back into the environment - as a devastating attack! One can emit absorbed psychic energy as psionic blasts, doing so at an intensity equal to this ability's rank, and consuming that much power with each use. This attack form manifests as a physical (and visible) burst of energy, one which inflicts Karmic damage upon whoever it strikes.

Psionic Amplification
Type: Power Control Power, Superpsi Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: amplification, power amplification, power boost, psionic absorption, psionic attenuation, psionic control, sorcerous amplification, theonic amplification.

Psionic amplification allows its wielder to boost the effectiveness of another person's psionic abilities (natural or trained) for a short period of time. When triggered, it will raise the effective rank of any one psionic another person possesses, increasing it to either the psionic amplification rank or the psionic's ordinary power rank +1 CS, whichever of the two happens to be higher at the time.

This power works within Very Near distance of its wielder, and it may only affect one power at a time. It lasts for 1d10 turns, unless the effect is specifically maintained longer.

Once it wears off, psionic amplification may not again be used on the same target for one hour - without degrading its overall effectiveness, that is. For each additional use on a single target without a one hour 'cool down', psionic amplification loses -1 CS of its overall effectiveness. This is enough to neutralize its use upon powers more potent than itself, while more gradually reducing its use in other instances.

Psionic Attenuation
Type: Power Control Power, Superpsi Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: attenuation, power attenuation, psionic amplification, psionic control, sorcerous attenuation, theonic attenuation.

Psionic attenuation is the ability to stifle the operating rank of one or more psionics (natural or trained) in one's vicinity. This power works on targets within Near range of its possessor, and the effects of the power last for only 1d10 turns, unless it is specifically maintained on a target for a longer period of time - which may be necessary to keep them from expressing their extreme displeasure at its use.

Psionic attenuation works simply by deciding which psi power to dampen, and then applying this ability. Mind you, the target of psionic attenuation may attempt a FEAT with the power to be attenuated; if they can match the intensity of psionic attenuation, they successfully resist it. If victorious, the attenuator may reduce the rank number of the targeted psionic by this ability's rank, negating it when dropping it to Shift 0.

For example, let us consider a psionic attenuator who has this power at Remarkable (30) rank. He's fighting an opponent with a distressing habit of immolating everything in the area with his similarly ranked energy generation (fire). When using psionic attenuation on this foe, our hero can completely negate his energy generation if the target cannot pass a yellow power FEAT roll against this equivalent assault on his psi power.

Alternately, an attenuator may target multiple powers at once, though this can be a bit more difficult. The target may resist with the highest power rank to be dampened, and the amount they are reduced (should his resistance roll fail) is divided by the number of psi powers attenuated. This method is a great way to 'even the playing field' against much more effective psi-active opponents.

Returning to our example, say the foe of our attenuator has four psionics - and will readily use the others on our hero once his energy generation is knocked out. The attenuator instead uses his ability against all of his foe's tricks, and he (again assuming he fails to resist) will lose only seven points of power from each (round down). He can likely still use most of his psi powers, but they have been rendered a bit less dangerous.

Yet another variant way to wield psionic attenuation is to use it upon multiple targets at once. Doing so reduces the effective rank of psionic attenuation by -1 CS for each doubling of targets; two targets inflicts a -1 CS, while four targets gives a -2 CS penalty, etc. When used in this fashion, the amount of points a target's psionic(s) can be reduced is lowered to the adjusted operating power rank number.

Let's say a quartet of psycho-thugs has ganged up on our psionic attenuator, sick and tired of being humiliated by him in singular combat. The attenuator may spread his power across all four of his foes, though this reduces his power's effectiveness by -2 CS. That guy with the Remarkable (30) energy generation is much more likely to resist the psionic attenuation this time, but his friends may not be so lucky.

One can mix and match techniques as they see fit, depending on the situation. A psionic attenuator can try to dampen one psi power on one foe while nixing three on another. Splitting up one's focus in this fashion tends to make the ability fail more often than not however, unless one has it at a particularly high rank - which may just make it easier to go with some other psionic counter-measure.

Psionic Control
Type: Power Control Power, Thaumentalism Spell, Superpsi Talent
Duration: maintenance
Cost: 2 points per rank
Related Powers: deionic control, power control, psionic absorption, psionic amplification, psionic attenuation, spell control.

Psionic control is the potent ability to actively manipulate the very form and function of psionics. It only works on psi powers, whether inherent to the body or trained beyond mere biology, not other talent-based abilities (magical spells) or non-mental super powers (built-in powers that aren't psionics). Furthermore, psionic control can only affect the mental powers of others - not those wielded by its possessor.

If a psi-active individual or the effects of their powers are present within Near range of the character with psionic control, he can attempt to seize control of such. If attempting to use this ability on a psi power effect free of its creator's body, this only requires a FEAT roll against its intensity. If the power is not in use or is otherwise internalized to its target, they are also allowed a Psyche (will) FEAT to resist.

Once the possessor of this ability has taken control of another person's psionic, he can do any number of things with it. However, psionic control actions require a second FEAT roll, based on how complicated its wielder's intentions are. Redirecting the target of a psi power (pointing an empathic hammer away from oneself, or 'borrowing' the invulnerability aura of another) requires a green psionic control FEAT roll.

Activating or inactivating a functioning psionic requires a yellow FEAT roll. This can range from being a nuisance to downright lethal, depending on how vital the power being tinkered with is to the survival of its possessor at the moment. Yellow FEATs also allow one to change minor details of a power's nature somewhat (perhaps turning that psi bolt into something the power controller is more resistant to, like raw force?)

A red power FEAT roll grants the psionic controller the ability to drastically alter the nature of a psi power, being able to turn it from any one power into any other. This might transform armor into empathy, or propulsion into antimatter (almost guaranteeing a spectacular demise for the target). Such applications are by far the most dangerous uses of psionic control - and the most lethal.

Luckily for the opponents of a psionic controller, the effects of this power are highly transient in nature. They only last as long as the psionic controller is actively concentrating upon his changes. Furthermore, each turn someone is subject to psionic control (perhaps the psionic controller is 'borrowing' his abilities for a while), he may attempt another FEAT roll to resist its use on his person.

Psionic Vampirism
Type: Mental Power, Thaumentalism Spell, Psipathic Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: biological vampirism, decontamination, energy vampirism, psi sense, spectral vampirism, super vampirism, thaumaturgical vampirism, vampirism.

A variant on the standard ability, psionic vampirism allows its wielder to feed upon the very consciousnesses of other sentient beings in order to recover his own, lost Health points. As do other forms of this ability, psionic vampirism requires contact with the would-be victim. Upon touching the target, a psionic vampire may drain an amount of his Reason, Intuition and psionic power scores (if any) equal to this power rank.

This assumes the target is unable to resist; psionic vampirism can be fought off by passing a Psyche (will) FEAT roll against its rank. If this FEAT fails, the psionic vampire may drain his victim of as much or as little consciousness as he wishes, up to his power rank number, each turn. Every additional turn he does so, the target is allowed another FEAT roll to resist the wielder of psionic vampirism.

If this resistance FEAT is successful at any point during the feeding process, the target will immediately repulse the psionic vampire, gaining immunity from further assaults with this power from this psionic vampire (though not from other characters with this ability or any other vampiric powers the assailant may possess). Upon managing this, the target should note this resistance in the event of future assaults (just in case).

If a psionic vampire is at full Health when he drains his power rank in consciousness from a victim, he will receive a +1 CS to his Strength, Endurance, Psyche, and all of his power ranks save for this one (additional drains do not enhance him further). This boost lasts for 1d100 turns, after which point the character with psionic vampirism will return to his normal capability. Gaining another, like boost requires another feeding.

The danger in using this ability is twofold. First off, there's the risk of contagion. Draining someone of their mind completely is considered a lethal attack. If the victim of such an attack fails their Kill check, they will begin to lose Endurance ranks until either first aid is administered or they die. If such an individual dies, he will rise again as an undead creature, a psionic vampire that feeds on the minds of others to survive.

Secondly, if a psionic vampire kills with this ability (whether accidentally or on purpose), he must pass a Psyche (will) FEAT roll against the intensity of his own psionic vampirism. If this FEAT roll fails, the psionic vampire will become addicted to the mental energies of others, and will require them to function as well. While addicted, the character with psionic vampirism will suffer a loss of power each day he does not feed upon the minds of others.

This loss comes in the form of a -1 CS to his Strength, Endurance and Psyche scores, as well as all of his power ranks (save for psionic vampirism). In order to avoid this loss, the addicted psionic vampire must drain an amount of mental energy equal to his psionic vampirism rank each day, and if at a penalty, a like amount to recover each -1 CS lost. The only way to shake this addiction is to go cold turkey - and that's not easy.

Cutting oneself off from the mental energy of others causes the CS penalties to mount, until the character's indicated ability scores and power ranks reach Shift 0 levels. This prompts an Endurance FEAT roll, per a Kill result. If this FEAT fails, the character immediately dies, and will eventually rise as a psionic vampire himself. If it succeeds, he may attempt a Psyche (will) FEAT roll to shake off his addiction.

If this Psyche FEAT succeeds, the character is 'cured', and may begin to recover lost ability and power ranks at a rate of +1 CS per day. If the Psyche FEAT fails however, the character must wait another day, and repeat the Endurance FEAT to see if he lives long enough to attempt another Psyche FEAT to beat the urge. This continues until the character either dies or manages to defeat his addiction.

If a character with psionic vampirism has ever been addicted to the mental energies of others, using the ability again may cause a relapse - even if he's physically recovered from the ordeal. Every time the character uses psionic vampirism afterwards, he must pass a Psyche (will) FEAT roll, the failure of which indicates an immediate relapse into addiction. If he passes this FEAT roll he'll be fine - at least, until the next use of the power.

Naturally, an undead creature dependent on the minds of others to live cannot shake this requirement; this process only applies to still-living wielders of psionic vampirism - and not its many victims.

Psychic Invisibility
Type: Mental Power, Psipathic Art
Duration: maintenance
Cost: 1 point per rank
Related Powers: crowd control, fortuity, illusion projection, mental invisibility, mind control, telepathy.

A means of achieving effective invisibility, this ability allows its wielder to force others to disregard the sensory input that would reveal his presence. Psychic invisibility functions within Near range of its wielder, and everyone within this area of effect (unless an exception is made) must pass a Psyche (will) FEAT roll against this power's rank or be unable to directly perceive its user.

Their minds thus clouded, people in the character's vicinity will not react to his presence, and won't even know he was there. Of course, unliving instruments are not affected by this power, and the character wielding it can still be readily be recorded by video cameras and the like. This means that one may be observed remotely and alarms triggered as a result, even if the security guards sent to investigate cannot find him.

As is the case with regular invisibility, one is at a -4 CS to hit someone shielded by psychic invisibility.

The user of psychic invisibility may wield this ability on more than himself, if desired. He may add any number of individuals to the 'umbrella' of stealth that psychic invisibility provides, but each additional person so added applies a -1 CS to the effective rank of psychic invisibility, both for the range at which it works and the intensity that others must roll against to resist its effects.

Psychic Probe
Type: Mental Power, Universal Spell, Psipathic Art
Duration: maintenance
Cost: 1 point per rank
Related Powers: mental repair, mind duplication, mind wipe, postcognition, telepathy.

While telepathy can only be used to sense the surface thoughts of a sentient being, a psychic probe may delve further into their mind - much further. The target of a psychic probe automatically gains a Psyche (will) FEAT roll against the psychic probe intensity to resist it, even if he's unaware of its use beforehand. If this FEAT is successful, the target cannot be probed (by this particular psychic prober) for twenty four hours.

If this FEAT fails, the prober may seek out whatever information he wishes from the target. This power cannot be used to randomly root around in something's mind - the wielder must have a basic idea what he's looking for. The target can only reveal knowledge he actually knows, but it's possible that he has secrets locked up in the back of his mind that he's not even aware of in the first place.

Once the use of psychic probe is complete (whether successful or not), the target must make a second Psyche (will) FEAT roll. If this FEAT fails, he will suffer a -1 CS to his Psyche rank for 24 hours, due to the extreme strain that a psychic probe causes. This may make the target more susceptible to other people with the psychic probe power - or any other psionic powers, for that matter.

Psychic probe functions on the Near range table.

Psychokinesis
Type: Energy Control Power, Psikinetic Art
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: force blast, kinetic focus, telekinesis.

Psychokinesis is the ability to transform the potential energy stored within matter into kinetic energy - with explosive results. When psychokinesis is applied to matter, it may resist the power in any way it is capable of; inanimate objects will roll a material strength check, while a living being is allowed an Endurance (res) FEAT. If this resistance is successful, the power fails, and nothing will happen.

But if the material is unsuccessful in resisting the effects of psychokinesis, it will suffer considerable damage. Inanimate objects will violently explode, their internal energies rent asunder, while living beings will suffer injuries akin to the exit wounds of bullets. This power rank damage, inflicted upon living beings, is Metabolic in nature - body armor will not affect it unless every cell is similarly hardened (but damage reduction will).

As will, of course, resistance to energy (or force) attacks. Psychokinesis only functions on matter within Near distance of its wielder.

Psychometry
Type: Mental Power, Personal Spell, Psikinetic Art
Duration: maintenance
Cost: 1 point per rank
Related Powers: finding, postcognition, precognition, super tracking, time travel.

Psychometry is the ability to read the psychic impressions left on an inanimate object. This can be any sort of object, whether digital, mechanical, organic or inert, as long as it is not currently alive. Upon a successful power FEAT roll, the psychometrist can hold an active conversation with an item, interpreting the residual psychic energies left upon it in order to learn anything desired about the object.

The item will readily give up information about how it works and how it was made (if applicable), who its current or most recent owner is/was, as well as various important (to it, at least) things that have occurred in its past. Psychometry can also be used to reveal information about others who have touched the item in the past, and what they did (or did not do) with it while touching it.

Using this information, a psychometrist can wield other abilities (if he has them) which allow him to learn more about those who have handled the item, such as finding or postcognition. This makes psychometry a 'gateway' of sorts for digging up information about a wide variety of individuals, some of which may not seem relevant when psychometry is first used, but give additional clues upon being probed with these other powers.

A -1 CS is applied for each subsequent individual back in time that handled the item, at least until the rank would dip below Shift 0. After this point, this particularly psychometrist can't make further sense of the impressions. Other than this, there is no temporal limits on psychometry; if an item has been left idle in a crypt for ten thousand years, psychometry doesn't care, treating this period as if it were but a fleeting moment.

Psychoplasm Animation
Type: Mental Power, Superpsi Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: clone projection, fluid animation, image animation, object animation, reanimation, solid animation, vapor animation.

Psychoplasm is a form of imaginary matter that is generally resident in higher dimensions - the seventh, to be precise. It's a material that is highly subject to the mental impulses of others, and typically does not occur naturally in our plane of existence. By using this ability however, one can allow some psychoplasm to seep into our universe, and then shape it however they desire!

Essentially, one can use psychoplasm animation to emulate the effects of the various matter generation powers. One can shape the summoned psychoplasm into raw matter, specific objects, or even seemingly living beings. The only stipulation on the items created through psychoplasm is that they are limited in effect by this ability's power rank - in every possible aspect of their existence.

Psychoplasmic objects are limited to a m.s. equal to this power's rank, as are abilities possessed by psychoplasmic beings shaped by this power - whether they be growth (to emulate raw size), speed (for flying entities), or anything else. One can draw forth an amount of psychoplasm equal to this power's rank in 'pounds' each turn; making larger objects simply takes multiple turns, until all the necessary material has manifested.

Creations of psychoplasm are generally very short lived. Unless their continued existence is specifically maintained, psychoplasmic objects persist for a number of turns equal to this power rank on a green FEAT, a like amount of minutes on a yellow FEAT, and a similar number of hours with a red FEAT result. This ability may not create permanent objects, as psychoplasm generally tries to return from whence it came as soon as possible.

Generally. However, due to the quirky nature of psychoplasm and the higher, mental realms it hails from, objects created with the material once it has been drawn into our universe will on rare occasions take on a life all their own. This is a double edged sword, as the objects so created become permanent entities - but immediately slip from the grasp of their creator, whether animate or otherwise.

Purge
Type: Philosophical Spell
Duration: instantaneous effect
Cost: 1 point per rank

Purge is a spell which philosophical mages can use to, well, purge a person, place or thing of a particular philosophical taint.

It works by bathing the target in a wave of philosophical power diametrically opposed to that which the sorcerer wishes to purify (or defile). For example, a philosopher of good magic could bathe an area in like energies to quell the evil left behind by a demon, while destructive energies could be used to negate restorative power.

Any form of philosophical energy can be emitted with the use of this spell, though naturally a specific philosophical mage cannot negate his own chosen form of energy - no philosopher can wield the energies opposed to his own, preferred power source. Not that he should want to - the whole point of wielding a specific form of philosophical energy is to promote its growth in the cosmos, after all!

To purge a target of specific philosophical energies, the caster of this spell must pass a spell FEAT against the intensity of the taint within. If this FEAT is successful, the taint is removed permanently in an inanimate object, willing subject or an area within Very Near range in a non-aligned universe. A purging of unwilling beings or animate objects, or plots of land in aligned universes lasts for a number of turns equal to this spell rank number.

Q

Quarantine
Type: Matter Control Power, Dimensional Spell, Psimotive Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: between, dimensional transit.

By invoking the quarantine power, its possessor can act to corral something away from the rest of the multiverse! This usually involves shunting the item in question into a transitory, dimensionless plane - effectively putting it in stasis. Either way, the item so quarantined is effectively isolated from anything else in the six conventional dimensions, and cannot interact with them in any way whatsoever!

This is not banishment, however; an item quarantined cannot be permanently kicked out of reality. The effect only lasts as long as its wielder can actively maintain a quarantine. A mere green power FEAT is all that is needed to quarantine something, though a living target is allowed a Psyche (will) FEAT roll to resist being shunted... elsewhere. Unless he's inexplicably willing, that is.

Quills
Type: Physical Weaponry Power
Cost: 4 points (base cost), plus 1 point per additional m.s. of the quills
Related Powers (for the quills only): battle tail, corrosion, disease, poison, rotting.

Quills are needle or thorn-like growths that may cover all or part of a character.

These growths grant their possessor a defensive advantage, in that anyone coming in contact with the character's quills will inflict Edged Attack damage upon themselves equal to the intensity with which they connected with them. Similarly, a character with quills may use them to inflict their Strength (might) rank in Edged Attack damage when attacking others in hand to hand combat.

One significant benefit of quills, however, is that they can be used as projectile weapons! Whether pulled out and thrown at a foe or actually fired right out of one's skin, quills will inflict their possessor's Strength (might) in Edged Throwing damage. Either way they are used, quills operate with the normal range for thrown objects and/or weapons - giving them a considerable advantage over other inherent attacks.

Generally, quills have a base m.s. equal to their possessor's Strength (might) +2 CS. This allows him or her to wield them them in combat without breaking. However, if a greater m.s. is desired, the player behind a character with quills may gamble on their base value on the table of their choice (random character generation) or spend and additional point for each +1 CS of improved m.s. (point-based character generation).

Quintessential Variation
Type: Superpsi Talent, Deific Power
Duration: maintenance
Cost: 1 point per rank
Related Powers: linguistics, postcognition, telepathy, time travel.

Some believe that the souls of the living are rarely created. Instead, the newly born are infused with an older soul, one which has died at some point in the past and has been reincarnated in this fresh, new body. The idea is that these souls experience life again and again, the overall core of one's consciousness evolving over time as it experiences one life after another, even if specific memories are lost in the process.

Whether or not this is the case for most people, it is definitely the situation for the possessor of quintessential variation.

This power allows one an awareness of all the past lives their soul has lived, back through time. The character may have led any number of interesting lives, under all manner of differing conditions. They may've also had a series of boring existences, as well - it all depends on their personality. This, you see, is because all of these people trailing back through time, in essence, are them. Or some variation therein.

But how does one determine what these past lives were? One can simply create simple backgrounds for each - or just a few, depending on their needs. The thing to keep in mind is that they are not usually an uninterrupted stream of lives - most often, there are periods in between each variation of one's quintessential being (incarnations) that swallow up some time that is never accounted for.

This time is usually spent doing... whatever it is one's soul does in between its various iterations. Perhaps some cosmic agency tallies up one's good and bad actions, in order to decide where and when the soul will be incarnated next, or maybe it just takes that long for a soul to find its way into a new body. Who knows? Certainly not the character - they have no knowledge of what happens to them during their 'down time'.

This power seems at first like a form of immortality - and it is, after a fashion. But the important thing to keep in mind is that while the character's soul has been born again and again through the ages, each of their incarnations are not of the same mind. They've each been shaped by their own lives, and lived them as they saw fit, ultimately dying to be reborn again... culminating in the current expression of the character.

But how does the character learn of their past selves, you ask, since they cannot remember any details of their actual lives? Quite simply, he or she talks to them. Quintessential variation allows its possessor to speak, through time, with previous versions of themselves. They can converse with themselves (after a fashion) as much or as little as they like, and most importantly, can ask favors of their past incarnations.

When a former aspect of oneself was a mob accountant during Prohibition, it's quite easy to drum up resources that, with a little bit of compound interest, can add up quickly in the modern day. Or perhaps that prospector self from after the Civil War can be directed to buy land with rich Uranium deposits. And so on, and so forth. In this fashion, the wielder of this ability can alter the past to benefit themselves in the present.

Sometimes, the trick is convincing these past selves to do what one wishes, because it may not make much sense to them - unless of course, they also have full access to this ability, and can do the same to previous versions of themselves, too. Luckily, past selves cannot initiate contact with a later incarnation of their soul, for from their perspective they haven't become that person yet.

Or might not ever do so, considering the vagaries of temporal mechanics, and muddying up the time line.

On the other hand, future selves have the ability to contact the modern day character. One might be asked by their eventual self, resident in the year 2356, to buy up all the GI Joe ™ comics they can - and to store them in a safety deposit box controlled by a trust fund. Or perhaps a self from the year 3532 will randomly pester you while high on some future narcotic to ask how the dark ages are. Or whatever.

In game terms, the character can contact a number of past versions of themselves that is equal to this power rank number. There may be more of him or her, but they can't reach those past selves (yet). The difficulty of contact depends on how far back one tries to reach through time; talking to one's previous incarnation is only a Feeble (1) intensity action, while moving back fifty iterations would be of Amazing (50) difficulty.

The difficulty of successfully getting one's previous iterations to actually make a meaningful change in the present is highly subjective, though common sense comes into play somewhat. Expecting gold to stay buried anywhere for several thousand years is possibly a fool's errand - but fifty is doable. One's best bet in this regard is to ensure that they ask favors of previous selves that is within their means and/or skill set.

R

Radar Sense
Type: Sensory Power
Cost: 1 point per rank
Related Powers: energy sense, radio wave control, radio wave generation, resistance (radio waves).

The principle of RAdio Detection And Ranging, radar is a means of using electromagnetic waves to produce a three dimensional representation of one's surroundings. The character with a radar sense can continuously emit radio waves and, by parsing the changes in the waves that are reflected back to him, create an image of an area without actually seeing it - detailing both the shape and relative position of nearby objects.

This power functions on the Middle range table, allowing the character with a radar sense to perceive a wide area around his person - though in a heavily cluttered or urban area, this may be reduced to the Near range table - or even Very Near! Furthermore, this sense, while active, assumes a greater receptive quality for radio and microwave radiation, causing its wielder to suffer a -1 CS resistance to such (+1 CS to damage if no resistance is available).

Radiation Control
Type: Energy Control Power
Cost: 1 point per rank
Related Powers: carrier wave, electricity control, light control, radiation generation, radivision, transmutation, transparent vision, ultravision.

Radiation control is primarily the ability to manipulate extant electromagnetic waves with a length shorter than 400 nanometers. This describes higher energy photonic waves that are invisible to normal humans for the most part, including ultraviolet light, x-rays and gamma radiation. A radiation controller can commandeer such energies within Near distance of his or her person, as they see fit.

This first requires a power FEAT roll against the intensity of the radiation to be controlled.

Once control of a source of radioactivity is achieved, a radiation controller can alter it as he or she wishes. To start with, a radiation controller can increase the intensity of a source of radiation, no matter how weak, to a level equal to their power rank - or reduce it by the same amount. Where the naturally occurring radiation one encounters in every day life is concerned, this is a great way to collect enough of it to wield offensively.

Similarly, the energy of photonic radiation can be upgraded or downgraded. A radiation controller can bump short wavelength radiation up to a higher or down to a lower frequency as is desired, changing ultraviolet light, x-rays or gamma radiation into a different form - which either adds or increases Armor Piercing and SD damage effects for higher energy forms, or reduces/removes them in the event of lower energy forms.

Alternately, a radiation controller can also change photonic radiation into that carried by heavier particles - and vice versa. Doing this requires an interaction between the radiation in its current form and external materials, however. Said materials will allow the transduction of photonic radiation into that which uses heavier carrier particles, as well as the reverse, but this causes a -2 CS reduction in its overall intensity.

'Heavier' radiation formed in this manner includes alpha rays, beta rays, cosmic rays and neutron radiation, and can be controlled as can ordinary photonic radiation - though at a like, -2 CS penalty.

The direction that radiation is flowing or otherwise being emitted can also be tinkered with. This allows a radiation controller to shunt radiation around his or her person, simulating a resistance to such, or to redirect it from one target to another. One particularly useful aspect of this function of radiation control is the containment of harmful energies within a radioactive object - preventing such power from harming others.

A dangerous use of radiation control is attacking opponents without their even knowing it. Short wavelength radiation is invisible after all, and if attacking a foe from a random direction with it, he or she may not even realize what is happening until it's too late. Barring, of course, ascendant senses such as radivision or the energy sense. Or even something as simple as a Geiger counter...!

Radiation Generation
Type: Energy Generation Power
Cost: 1 point per rank
Related Powers: aura (radiation), carrier wave, electricity generation, light generation, matter generation, plasma generation, radiation control, radivision, transformation / self (radiation), transparent vision, ultravision.

Conventional radiation, as is defined by the Universal Heroes Role Playing Game, is a photonic ray with a wavelength of 400 nanometers or less. This form of energy, then, includes ultraviolet light, x-rays and gamma rays. Such energies are primarily invisible to the naked eye, but can have effects on matter that make them indirectly visible (such as the fluorescence caused by a blacklight).

A character wielding radiation generation can strike targets within Near distance of his or her person, inflicting power rank Energy damage when doing so. The shorter a wavelength radiation has however, the more it can penetrate matter. Thus, x-ray attacks will carry an Armor Piercing effect against physical armor, while gamma rays are doubly Armor Piercing, affecting material protection as if it was -4 CS in rank.

Furthermore, radiation with a wavelength of less than 10 nanometers, which is the highest band of ultraviolet light, is also ionizing in nature. What this means is that a radiation generator using x-rays or gamma rays will inflict SD Metabolic damage on his or her target, if they fail an Endurance (res) FEAT roll against its intensity. On the other hand, SD radiation damage is automatic if a foe attempts a bracing maneuver against it.

A character with radiation generation cannot produce other forms of ionizing radiation 'out of the box', though they can master the ability to do so as a power stunt for each type. The creation of non-photonic ionizing radiation tends to overlap with other powers however; beta rays, for instance, are high velocity and/or energy electrons (or positrons). Beta rays are not Armor Piercing, but do inflict ionizing SD damage.

Alpha rays, on the other hand, are helium nuclei stripped of their electrons that travel at high speeds. They also lack an Armor Piercing component, and carry only half the SD damage of ionization (-4 CS per turn). Neutron radiation is a bit more harmful however, as it lacks an electrical charge - and thus, penetrates further into matter. It is both Armor Piercing and carries a doubled SD effect (only -1 CS per turn).

Finally, cosmic rays are a grab bag of the above. Almost ninety percent of cosmic rays consist of hydrogen nuclei - or, in other words, protons. The rest are really alpha or beta rays, or the nuclei of even heavier elements, but count the same as the rest for game purposes. Incredibly dangerous, cosmic rays carry both a doubled Armor Piercing effect like gamma rays, and doubled SD damage like neutron radiation.

A player may limit this power to one form of radiation generation in order to acquire a higher power rank - or to better define a character who is designed to, say, simply wield x-rays. This is considered a weakly limited form of radiation generation, adding +1 CS to its rank or reducing its cost by 1 point - and can consist of any form of radiation described above, photonic or otherwise.

Radio Wave Control
Type: Energy Control Power
Cost: 1 point per rank
Related Powers: carrier wave, computer link, radar sense, radio wave generation, radivision, temperature control, transparent vision.

Radio wave control allows its possessor a full mastery of photonic energy in the radio wavelengths. This can consist of standard radio signals, whether they use amplitude (AM), frequency (FM) or phase (PM) modulation, microwaves used for communications or cooking, low-frequency RF noise caused by human activity, or even something as esoteric as terahertz-band radio waves (also known as t-rays).

Seizing control of radio wave energy requires a power FEAT roll made against either its intensity or the complexity of the information it conveys, whichever of the two is higher. Once this FEAT is successfully rolled, the radio wave controller may manipulate the radio wave energy as he or she sees fit. The easiest of such changes involves either raising its intensity to that of this power rank, or reducing it by a like amount.

Alternately, the flow of radio wave energy can be manipulated as desired, rerouting radio signals out of an area, redirecting microwave assaults or even pointing all radio traffic at a target (whether oneself or anyone else). The energy can also be shaped into invisible, radio wave constructs if one wishes, though each kind of such requires the mastery of a power stunt (whether building invisible restraints or radio wave 'monsters').

Perhaps more interestingly, a radio wave controller can tinker with the information contained within a radio signal. This can involve changing words in a radio broadcast to something more to the controller's liking, adding funny hats or googly eyes to news anchors, and more. Altering audio requires a green FEAT, video necessitates a yellow FEAT, and wireless computer code needs a red FEAT to be legibly changed.

Radio wave control can manipulate radio energies within Near distance of its possessor.

Radio Wave Generation
Type: Energy Generation Power
Cost: 1 point per rank
Related Powers: aura (radio waves), carrier wave, computer link, heat generation, pain, radar sense, radio wave control, radivision, transception, transformation / self (radio waves), transparent vision.

Radio waves are at the 'bottom' of the electromagnetic spectrum. They are transmitted with wavelengths ranging from 100 kilometers (man-made noise) to 100 micrometers (t-rays). This portion of electromagnetic radiation covers a very wide array of energies, any number of which have been exploited by mankind and its technology. The character with this power, however, needs no equipment to generate radio waves!

As such, characters with radio wave generation can transmit signals in any of the twelve commonly recognized radio frequency bands, as well as even longer wavelength signals such as that caused by man-made electronic noise. He or she can modulate such signals as they wish, changing either amplitude (AM), frequency (FM), or phase (PM), in order to convey information within Far range.

When used offensively, radio waves inflict power rank Energy damage within Near distance of their generator. They have a deleterious effect on unshielded electronics within range as well, and such equipment may malfunction as a result of the power's use. In fact, this may be the result desired, and such equipment must make an operations check against the rank of the radio wave generation in order to avoid malfunction.

Based on the frequency used, radio waves may stray from the norm indicated above. For example, the four longest bands of radio waves (ELF, SLF, ULF, and VLF - anything below 30 KHz) have the benefit of being useful offensively within Middle distance. The SHF band, commonly known as microwaves, can rapidly heat objects to inflict SD Energy damage on top of the straight-forward damage such beams will cause.

Beyond microwaves, EHF signals can induce pain in a target (Endurance (res) FEAT to resist), instead of inflicting actual damage, as they only penetrate 1/64th of an inch into the skin. This is the entire principle behind directed-energy weapons such as the Active Denial System meant to provide non-lethal crowd control applications (though powerful enough EHF signals may extend the time any pain they cause is felt).

Finally, THF waves, commonly known a t-rays, do not penetrate into tissue more than a few millimeters, but are excellent for the purposes of imaging the items under an individuals' clothing like the backscatter x-ray machine in airports - without any ionizing radiation exposure.

Radivision
Type: Sensory Power
Cost: 1 point per rank
Related Powers: energy sense, infravision, radiation control, radiation generation, radio wave generation, screened senses, telescopic vision, transparent vision, ultravision.

Radivision is the ability to perceive the extreme ends of the electromagnetic spectrum. While infravision covers infrared waves, and ultravision will grant access to ultraviolet radiation, radivision moves further along the spectrum - in both directions. In other words, it allows one to perceive ambient radio, micro and terahertz waves on the low end of the EM band, and x-rays, gamma radiation and cosmic rays on the high end.

Characters with radivision can see by the 'light' of these odd portions of the electromagnetic spectrum, meaning that they will hardly ever be subject to true 'dark' conditions - particularly on the surface of the earth! The down side of this is that a character with radivision is subject to blinding caused by exceptionally powerful sources of these forms of radiation (-1 CS to resist such effects).

Avoiding this penalty requires the use of the screened senses ability, though it inflicts a -1 CS on this sensory rank in exchange.

Razor Skin
Type: Physical Weaponry Power
Cost: 4 points (base cost), plus 1 point per additional m.s. of the razor skin
Related Powers: corrosion, disease, poison, rotting.

A character with razor skin possesses a lethal touch.

Whether they are large enough to be seen or so small that they are imperceptible, the character with this ability possesses blades or barbs on the skin that automatically inflict Edged Attack damage on anything he or she touches. Characters with razor skin are inherently immune to the damage caused by their own skin (perhaps the sharp bits cancel each other out), but not to other Edged Attack damage.

The edges inherent to one's flesh are assumed to have a m.s. equal to their Strength (might) score +2 CS, which prevents their being broken or dulled by any attack the character with razor skin can make. However, this does tend to limit their use against inanimate objects; should the character encounter something with a m.s. higher than that value, they cannot shred their way through it.

Thus, players may add to the m.s. of their razor skin by either gambling on the value of their Strength (might) +2 CS (in the random character generation system), or by simply spending one point per additional m.s. (in the point-based character generation system). A higher razor skin m.s. will only affect the ability of a character with it to affect damage objects; living beings suffer no additional harm.

Ideally, a character with razor skin can deactivate the effect at will. Perhaps the barbs which produce it are retractable, or fold down to prevent the character from slashing everything they touch - including their clothing! However, one can make the effect permanent as a strong limitation to razor skin, which reduces its cost by two points (or alternately raises its m.s. by +2 CS).

Reanimation
Type: Biological Control Power, Dimensional Spell, Empathic Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: death ray, fluid animation, image animation, object animation, resurrection, solid animation, vampirism, vapor animation.

Reanimation is the ability to instill a semblance of life into formerly living creatures. This works in a number of fashions, the end result being that the formerly inanimate biological matter reanimation was used upon has been given the ability to move again! Such reanimated creatures are under the control of their creator, and will usually do his bidding without question - he's instilled them with their new unlife, after all.

The difficulty of reanimating a dead body depends on just how much of it remains. A fresh corpse (aside from minor damage, such as whatever ended its life) requires but a green power FEAT roll. Yellow FEATs are necessary when a considerable portion of the body is gone, or if serious damage was inflicted upon it previously (dying in a fire, losing an arm, etc.). A red FEAT is called for when naught but a skeleton remains of the body.

Most often, the reanimated creatures will take the form of a zombie - a nigh-mindless humanoid form. This assumes that reanimation was wielded upon relatively intact human corpses. The less intact a corpse is, the less Health it will have; a skeleton is a form of zombie that is mostly devoid of flesh, and has but eight Health points. If used on animals, characteristics for such must be worked out independently.

However, a reanimator can create more powerful forms of undead if he wishes. This requires the use of additional abilities, but it is within the realm of possibility. For example, a reanimator who also had the vampirism power could raise vampires himself. The only problem with this is that more powerful - and more intelligent - undead creatures are harder to control, and may actively plot against their recreator to gain their freedom.

Achieving control of one's undead creations requires a power FEAT roll against the Psyche (will) rank of said creature. This is almost always successful against mere zombies, who have a Shift 0 Psyche (will) score. More powerful undead creatures may very well resist this control however, and if they break free they might assault their recreator if he's treated them badly (either for real or in the undead's imagination).

The fun part is that this trick works both on undead creatures that a reanimator has created and those created by other reanimators. In order to 'steal' control of another reanimator's minions, a reanimator must pass a reanimation FEAT roll against the intensity of the other reanimator's reanimation ability. If he manages this, he can then attempt to control that undead as if he'd just created it (per the above).

A reanimator may create any number of undead minions to do his bidding, but he can only actively control a limited amount of such at a time. The number of undead he can actively give commands to simultaneously is equal to this power rank number. While he can only directly command this many at once, other undead under his sway will continue previous tasks given to them - at least, until they've completed such.

Alternately, a reanimator can temporarily animate bits of dead bodies, much as other matter animators can handle their own areas of interest. This requires but a green power FEAT roll, and allows a reanimator to control any deceased biological matter available, no matter how small, like a macabre puppet master. This does not create new undead creatures at all, but simply allows the reanimator to make use of such 'spare parts' in a pinch.

The major problem with reanimation is that its creations are contagious. All undead possess a means by which they can create more of their kind, though usually this is considered a negative consequence of their undead status (such as the Curse of the Zombie, or the Kiss of the Vampire). Indirect creations of a reanimator are considered 'his' for the purposes of control, but if unaware of them they may become free-roaming undead.

And this never bodes well for a civilization... any civilization. So why bother? Well, zombies and the like are a great source of free labor, however smelly. Let loose in a factory, a zombie work force can continue to perform the tasks given to them indefinitely. And when you really need a horde of monsters to wipe out the neighboring town, why bother with the more skilled minions amongst your ranks? Send in the zombies!

Reassembly
Type: Technopsi Art
Duration: instantaneous effect
Cost: 2 points per rank

Reassembly is the ability to mold and shape all manner of technological devices. Something of a variant on standard topological control, reassembly can easily repurpose any device such that it can fulfill almost any other role desired. The power is solely limited by the materials at hand and the knowledge of its wielder; by itself, reassembly can only work with whatever machinery or circuitry is present.

With a green power FEAT, reassembly can mold the shape of a device, while allowing it to retain its original function and purpose. Such a change involves modifying the frame of an object such that it looks different but is still essentially identical inside, or perhaps even repairing minor damage caused by wear and tear (micro-cracks in a wing surface, or maybe a bumper crumpled up by a high speed collision).

A yellow reassembly FEAT roll can be used to alter the function of an item on a small scale. Perhaps one wishes to change a laser pointer into a stun gun, or possibly a slingshot into a crossbow. Generally such devices need to work in a similar fashion from the before to the after state, though sometimes this is a matter of semantics, if the work done by the device in question is the same - even if the result of such isn't.

Red reassembly power FEATs can be used to drastically alter the function of something. This may involve transforming a nuclear generator into a battle suit (or a battle ship), or something similarly different. Typically a red difficulty is only called on when the character using reassembly can't reasonably justify how a change retains any of the functionality of the old equipment, as compared to what he or she wishes to create.

While performing reassembly on an item, one need not necessarily keep its topology intact. A reassembler can transform one device into two, or merge several into a singular whole. This might entail warping a cargo van into two distinct motorcycles, or maybe combining a tape deck, CD player and stereo receiver into just one unit. The difficulty for such FEATs depends on the changes made, as described above.

Reassignment
Type: Reality Control Power, Physiomancy Spell, Psimantic Art
Duration: maintenance
Cost: 3 points per rank
Related Powers: ability boost, berserker, evolution control, power boost, shape change.

The character with reassignment is of fluid capability, for he may reassign the values of his various ability scores and powers (if any) as he sees fit. This often coincides with a character who has multiple forms, his many ranks shifting from one form to another, but not always. It need not be tied to any real explanation but can often be used with other powers to more readily justify its presence on a body.

How reassignment works is that the possessor of this power may shift prowess from one of his ability or power ranks to another on a CS per CS basis. For example, a body with Poor (4) Strength and Amazing (50) Reason likes to swap between the two in order to surprise people who underestimate his physicality. Every -1 CS he applies to his Reason can be added as a +1 CS to his Strength (or any other statistic, really).

This can get a bit more complicated when applying column shifts to one's super powers. This is because some are more potent than others, and require a bit more 'fuel' to enhance via reassignment. If a power costs more than one 'point' per rank during character generation, one must reduce another ability by that many CS to give it but one CS increase (so yes, boosting ultimate power is still rather difficult).

Mind you, the reverse is also true. Say a character has Excellent (20) planar control, which is quite expensive to acquire during character generation (fifteen points). Each negative CS the character with reassignment applies to planar control allows him +3 CS to apply elsewhere, either in one ability score or power or in three separate ones. Such costly powers serve as a great 'bank' for reassignment to draw upon.

Changing one's ranks around takes one full action, but the wielder of reassignment may shift as many as he likes at one time. Health and Karma scores should be retallied as one's ability scores change. The only built-in limit to altering one's ability and power ranks is that they may not drop below Feeble (2) rank, and similarly may not exceed the overall power ceiling as defined by the Judge - or the rearrangement power rank.

Reassignment cannot be used to change its own rank.

Of course, one can add limits to reassignment as they see fit, in order to enhance that rank. Limiting oneself to rearranging either ability scores or powers (not both) is considered a weak limitation. Constraining reassignment to altering only physical (Fighting, Agility, Strength and Endurance) or mental (Fighting, Reason, Intuition, Psyche) ability scores counts as a strong limitation.

Finally, restraining the power such that it can only swap the rank values of two specific statistics can be counted as a very strong limitation.

Recovery
Type: Biological Control Power, Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: cure disease, detoxification, healing / others, healing / self, mental repair, regeneration / others, resurrection.

The power of recovery allows its wielder to rapidly replace lost ability and power scores caused by a variety of circumstances, ranging from crippling injuries to power absorption to vampiric attack! The only reduction recovery cannot repair is Endurance loss due to excess healing - since it is considered a healing power itself - and will in fact inflict a -1 CS to one's Endurance if used on them immediately after a healing power.

Other that minor caveat, recovery will immediately restore a number of lost points in its target's ability scores and/or powers that is equal to the recovery power's rank number. It can operate on as many different wounded ability scores or powers as its wielder likes, either focusing on just one or splitting its effect amongst many. The power can be used on its wielder or anyone else he or she is in contact with.

Redolence
Type: Physical Control Power
Cost: 1 point per rank
Related Powers: image projection, imaginary doubles, inodoriferous, pheromones, poison.

The power of redolence allows its possessor to generate various scents at will. This ability is most infamous in nature as the spray of a skunk, which wards off most predators and can be mildly disabling, but redolence need not be limited in such a fashion. Strictly speaking, redolence can be used to generate any number of distinct scents if desired, from the horrible to the surprisingly pleasant.

Using redolence, a character can instill any intensity of odor (whether pleasant or not), up to their power rank in potency. The intensity of a scent determines how difficult it is to get rid of it; Feeble (2) strength odor will scrub off easier than one of Shift Y (200) intensity. Tagging an object (or entity) with redolence requires an Agility FEAT roll.

Whether generating the scent of fresh bread or rotting meat, characters with redolence may tag any object in their environment they choose, as long as it is within Very Near distance of them. Mind you, the actual scent used will quite readily carry, eventually radiating (the direction of the wind notwithstanding) such that everyone within Near distance can easily detect it - if not precisely where it issues forth from.

Redolence's duration is determined by a second FEAT, made after it connects with something. White FEATs indicate a scent sticks around for only 1d10 turns, while a green FEAT allows it to linger for a number of turns equal to the redolence power rank number. Yellow redolence FEATs lengthen this duration to a number of minutes equal to its rank number, while red FEATs make it persist for a like number of hours.

The actual effects of redolence, on the other hand, are a bit harder to pin down. The power excels in producing an aversive defense; in order to act in the face of truly awful, overpowering smells, one must pass an Endurance (res) FEAT roll against its intensity - probably at a severe minus in the case of an enhanced sense of smell. Pleasant odors might simply be distracting - which makes for a great diversion.

Less obvious uses for the power involve 'erasing' one's normal scent in order to waylay trackers using either a super sense of smell or super tracking (if they indeed track by such), or when improving the effectiveness of other powers which fool the senses, such as illusions.

Reformation
Type: Physical Enhancement Power, Personal Spell
Duration: maintenance
Cost: 2 points per rank
Related Powers: atomic sense, detachable parts, healing / self, longevity, object projection, revival, shape change, stasis, solid animation, spectral freedom, various special abilities related to the reformer's bodily composition (when limited).

A variant form of regeneration, reformation is an ability that may be used to rebuild oneself in the face of serious injury. With reformation, a character absorbs inanimate material in the environment, using it to replace missing parts, fill in or patch up various holes, or even to repair damaged tissues. Such individuals can ultimately do this because their life force does not require a specific body.

Even if their body is seemingly damaged beyond repair, a reformer can typically rebuild it (or an all new one) to house their consciousness. Materials collected to rebuild oneself will eventually change in both shape and composition in order to more closely resemble the anatomical features they are appropriated to replace, until they are ultimately indistinguishable from the character's body.

The amount of time this requires depends on the reformation power rank. Each minute of elapsed time will allow a reformer to replace a number of lost Health points equal to their power rank number; divided by ten, this amount can determine how much Health one can recover each turn. As lost Health points are regained, materials absorbed to replace lost or damaged tissues more seamlessly integrate into the character's form.

Usually.

However, reformation can be limited such that one's composition does not return to its initial state. This is considered a strong limitation, as a reformer will eventually resemble a patchwork being, assembled from a variety of different materials. In time, the character may be unrecognizable compared to his or her original form, or even from day to day, depending on how much damage they regularly suffer!

A similarly curtailed form of reformation limits the materials a character can draw upon to repair their body. Common examples of this include metal, rock or even fresh tissue. This form of the power requires that the substance be present in the environment in order to use the power at all. Thus, reformation limited to plant matter would be hard pressed to heal its possessor in a skyscraper - or even a cave.

An extremely limited variety of reformation would combine these two limitations into a whole new constraint. This variety of reformation ultimately produces a body for the reformer made entirely out of the designated substance, whatever that happens to be. Such instances grant abilities and vulnerabilities relevant to the character's composition, per the transformation ability - as that's essentially what has been accomplished.

A character made solely out of homogenous or random matter due to long term use of these limited kinds of reformation benefits from a maximized environmental independence ability. Lacking an actual metabolism to speak of, something has to prop the reformer up and allow him or her to otherwise function normally despite generally lacking cellular activity entirely, after all!

Regeneration / Others
Type: Biological Control Power, Empathic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: aciurgy, age control / others, cure disease, detoxification, healing / others, recovery, regeneration, resurrection, resuscitation.

The power to regenerate others allows its wielder to repair damage suffered by others over time. Instead of a massive, metabolism-taxing burst of healing delivered all at once, this ability will essentially grant others the ability to regenerate while applied to their person. As such, this ability may be used to aid others as often as one likes, avoiding the infliction of Endurance penalties for multiple uses.

When this power is applied to another, they can regenerate a number of lost Health points that is equal to its power rank number each minute. This number can be divided by ten in order to determine how much lost Health one can recover with it on a turn by turn basis. If one wielded this power at Unearthly (100) rank, for example, the target would actually recover ten lost points of Health each turn!

Bear in mind that regeneration does not work if the recipient is suffering continuous damage. In the event of SD damage (potentially caused by rotting attacks and other Metabolic harm), regeneration will not function for a person, even if this power is still applied to them. One must wait out the SD effect or prevent its continued operation before the power will resume functioning for a wounded individual.

Regeneration / Self
Type: Physical Enhancement Power, Physiomancy Spell, Empathic Art, Metapsi Art
Duration: maintenance
Cost: 2 points per rank
Related Powers: age control / self, environmental independence, healing / self, longevity, resistance (disease and / or poison), revival, stasis, transfixture, unyielding will.

Characters possessing this ability recover from inflicted damage far faster than ordinary folks. Instead of the normal healing rate, a character with this ability will heal damage at a rate equal to their regeneration rank every minute. This is divided up on a turn by turn basis, so the amount of Health a regenerating character will recover each turn is equal to their regeneration rank number divided by ten.

For example, characters with Incredible (40) ranked regeneration will heal four lost Health points per turn. If a character possesses regeneration at a rank that is less than Good (10), they won't actually heal lost Health points each turn. For instance, a character with Feeble (2) regeneration would only heal back two points per minute, so they'd actually gain one Health point every five turns, instead.

All of this assumes that the character who regenerates isn't actually suffering continuous damage. If the cause of damage is still being applied (say, because your character is on fire), regeneration cannot occur until the damage is no longer being inflicted. Regeneration occurs at the beginning of a turn, but will not apply if damage from a previous turn carries over into the next (SD damage can be a bane to regenerators).

Regenerative Armor
Type: Combination Power
Duration: maintenance
Cost: 3 points per rank
Related Powers: age control / self, environmental independence, healing / self, longevity, resistance (disease and / or poison), revival, stasis, transfixture, unyielding will.

Regenerative armor is something of a misnomer, really, in that it's not actually an active defense at all. What this power represents is someone who regenerates from injury at a staggering rate, immediately recovering from an amount of incoming damage that is equal to their power rank number - while recovering the rest soon afterwards, as if the character also possessed power rank regeneration.

For example, say a hero with Remarkable (30) ranked regenerative armor was struck by Monstrous (75) intensity lightning. He takes the full brunt of this Energy damage, but immediately heals back his power rank - 30 - in response. That still puts him down by 45 Health points, which will subsequently regenerate at a rate equal to his power rank divided by ten each turn (three points per turn for this individual).

The true advantage of this ability, aside from rolling protection and healing into a singular power, is in its blindness to various forms of damage. Since it acts after the fact, regenerative armor isn't less effective against differing forms of attack, whether they be physical, energy, or even deionic in nature. This facet of regenerative armor makes it great for bypassing the costs of, say, purchasing equivalent resistances.

However, the power has all the downsides of regeneration (such as they are). For one thing, the power is particularly vulnerable to any form of SD damage, most often taking the form of corrosion, fire or poison. While subject to the lingering effects of such damage, regenerative armor cannot repair the harm it has inflicted; the healing it provides (both in a burst and afterwards) must wait for the SD effect to cease first.

Secondly, as a reactive defense, the possessor of regenerative armor is still subject to Kill results of equal to or less intensity than this power's rank, since the damage is still suffered. A standard bullet can kill a character with regenerative armor on a lucky hit, for instance. If the Kill check fails, the character's body will still attempt to stitch up the damage, though the damage may yet be fatal.

If the character can heal the damage that caused the Kill result before it's too late (i.e., he dies), he may attempt another Kill check to see if he stops dying. This requires only a green Endurance FEAT at this point, since the lethal damage has since been repaired. If successful, this represents the character's body jump starting itself upon healing from its (formerly) lethal wounds.

Of course, the Endurance ranks lost due to such occurrences, if any, must be recovered normally.

Regenesis
Type: Theonic Skill, Faith Power
Duration: instantaneous effect
Cost: 1 point per rank

When the followers of a deific being shuffle off the mortal coil, their souls have to go somewhere. Generally, they will home in on the sanctuary - or at least the realm - of their patron entity. In order for them to be capable of action in the afterlife however, they need to be given a new body. Using regenesis, a deionic entity can provide just that for those who have venerated him or her in their lives.

A highly specialized version of the organism generation power, regenesis can build new forms for the departed souls of one's followers to inhabit. A god has ultimate control over the shape and capability of these new bodies, and can cater them to his or her own, unique religious dogmas; obedient followers might take on beautiful forms, while disobedient worshipers might instead take on a monstrous shape. Or whatever.

When creating these new bodies, a deific being may do so at a considerable discount, as compared to building a life form from 'scratch' as one would with organism generation. These bodies cost one point of faith energy to fashion, but one need only spend an additional point for each rank of physical ability above Typical (6), as well as one point for each rank in each power the follower's new form will have access to.

Such granted abilities and powers are limited in might, of course, to the regenesis power rank.

On the other hand, the new form of the recently departed follower will retain whatever mental statistics he or she possessed in life. Furthermore, if a follower's soul is permitted the memories they possessed before their demise, they will also have access to any talents and talent-like powers they had mastered over the course of their lifetime. This is a great way to drastically increase the might of one's afterlife army!

When building a new body for his or her followers, a deionicist need only roll a green power FEAT. However, it takes time to forge a new form for a detached soul; one can only generate an amount of living matter with this ability, in pounds, equal to their power rank number each turn. Thus, building a two hundred pound body with an Incredible (40) ranked regenesis would require five full turns.

As are all other matter generation abilities, regenesis is highly strenuous on the body. The personal energies lost with each turn of regenesis' use is equal to one Health point per turn, which isn't such a big deal when one is building small bodies for one's followers to inhabit, but can add up fast when you're trying to make giants. This Health loss must be recovered in whatever fashion is normal for the wielder of regenesis.

Reincarnation
Type: Deific Power
Duration: permanent
Cost: 1 point per rank

A form of eternal existence, reincarnation is the process of being reborn after one's death, starting over in an all new body. Upon dying, a reincarnator's mind immediately takes root in new flesh, usually an infant of the same species, before its own, natural birth. Subordinating whatever essence may have otherwise planned the same, the reincarnator's life force will then steer its fresh form from that moment on.

While it's hard to permanently dispose of a reincarnator, since by their very definition they will be reborn again each time they die, killing one will definitely inconvenience him or her for a while. This is because, while a reincarnator is reincarnated after being slain, they still have to grow up again - and how fast an entity can accomplish this depends entirely on their reincarnation power rank.

When reborn, a reincarnator's body will develop to maturity at a speed equal to their current species' normal rate times their power rank number squared. A human who reincarnates, for example, would speed from birth to adulthood in just under six months with Typical (6) reincarnation, or just four turns if they attained this power at Class 5000 rank - not that this happens very often, but it's not unheard of.

The ascendant abilities a reincarnator carries with them from one iteration to the next depends entirely on their origins. Artificial modifications to one's physical form will not pass from one incarnation to the next, though they can be reproduced given the opportunity. Talent-like powers naturally tag along, however, as do any inherent powers that are innately tied to one's immortal life force (that which makes them reincarnate).

Repair
Type: Technomancy Spell, Technopsi Talent
Duration: instantaneous effect
Cost: 1 point per rank

Repair does precisely what its name implies, allowing its wielder a super human capability to fix broken items.

It can undo minor problems (microfractures, poor solder connections, broken circuit board traces) with a green power FEAT roll. More difficult repairs (open or shorted electronic components, broken gear teeth or screws, blown tires or torn belts) can be undertaken with a yellow power FEAT. Extensive problems (shattered axles, bent aircraft wings, burned PC boards) may be resolved with a red power FEAT roll.

The only form of damage this ability cannot overcome is that caused by a missing part (or parts). These must be replaced by either acquiring the missing components or jury rigging a replacement. If the nature of the missing pieces is unknown (a bullet hole through the circuit board, for instance), diagnosis may be required to sort out what is needed (assuming someone lacks the printed schematic, that is).

One repair may be made on a device at a time, each taking a full action, but any number of fixes may be applied to make an item work again.

Reprise
Type: Paraprobabilitism Spell, Psimantic Talent
Duration: maintenance
Cost: 2 points per rank

The reprise power builds on the logic behind the very nature of magic. Essentially, the idea with magic is to modify probability until something that is astoundingly improbable occurs. Reprise adds to that notion however, by positing that if something can happen once, no matter how improbable an event it may seem to be, what's stopping it from happening multiple times?

When reprise is active, the power can modify the alterations in the laws of probability that enable the casting of spells in the first place, possibly causing the end result to occur more than once. This result can be anything from the emission of an eldritch bolt to the summoning of a demon! Each time a spell is cast while reprise is active, it has the possibility of repeating itself several times.

How this works is that, at the beginning of a turn in which he maintains reprise, a character who cast a spell on the previous turn must make a power FEAT roll. If the color of this FEAT is green or better, the spell effect will occur again. This doesn't automatically produce the exact same result, mind you; the spell is simply cast a second time under the auspices of the reprise ability.

Thus, that eldritch bolt must be aimed at one's target anew, while the second summoned demon may or may not be under its summoner's control - whether or not the first one was. And so on.

But as stated above, reprise can echo a spell more than once. On a turn where reprise is being maintained, it can echo a spell that has already been repeated once on a yellow power FEAT roll, or it can even echo a spell that has been repeated two or more times on a red power FEAT roll. This process can continue until either the character with this power deactivates it or the reprise FEAT rolls finally fail.

In this fashion, one can get more 'bang for their buck' out of the casting of a single spell. This helps a spellcaster to perform multiple actions even if he has a particularly low Fighting score, as the reprise occurs despite whatever actions he is currently taking - even if that means he is casting a completely different spell while this power is giving an encore presentation of one previously cast.

Each spell running through the cycle of echoes that reprise induces has a separate power FEAT roll to see if the effect occurs again. A freshly cast spell might echo on the same turn that one four turns previous did, assuming the wielder of this power has particularly lucky dice... or a considerable amount of Karma banked to ensure that he can loop his spells in such a fashion.

Resistance
Type: Physical Enhancement Power, Personal Spell, Metapsi Skill
Duration: maintenance
Cost: 1/2 point per rank, plus 1 point for each additional resistance
Related Powers: body armor, greater invulnerability or resistance (other categories of damage), invulnerability (other forms of damage), numerous other powers.

A character with this ability has its rank in resistance to an attack form of their choice. This resistance can oppose any kind of assault within the Universal Heroes game, from edged attacks to electrical damage to mind control. When subjected to the chosen form of attack, a character with this ability may subtract its rank number from the incoming effect's intensity or damage, which may be enough to negate it entirely.

If a character has a resistance that 'defaults' to a standard ability score (e.g., Intuition versus emotion control), this ability will have a minimum rank equal to that ability score +1 CS - otherwise, determine a rank for this resistance normally.

During character generation, a player has the option of adding additional, specific resistances as he or she sees fit, each increasing the cost of this ability by 1. For instance, a character with resistance to fire attacks may wish to add a resistance to say cold, blunt attacks, poison, and disease. This adds four to the final cost of the 'base' resistance, instead of the normal cost for five distinct resistances.

Also, players may choose a form of this ability that they can share with their allies. A field effect resistance functions with a range determined on the Very Near range table, but can be 'broadcast' to anyone the character chooses within that distance. This counts as an extreme enhancement to resistance, and either adds 2 to the cost for each shared resistance or subtracts -4 CS from its final rank (for all ranged resistances).

As an example, let us look at our friend with five resistances, as described above. In order to gain the broadcast version of their resistances, they must either increase the total cost of their resistances by ten (before the actual rank of said resistances), or reduce the final effective resistance to all five attack forms by -4 CS.

Characters who acquire resistances as wizardry or psionics can master even more, doing so as power stunts off of the original source of such. The thing to keep in mind is that each resistance counts as one power for the purposes of maintenance. So our hero with the above resistances could activate, say, five resistances all at once, but this would require being able to maintain five spells or psi powers simultaneously.

Resurrection
Type: Biological Control Power, Dimensional Spell, Empathic Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: age control / others, cure disease, detoxification, healing / others, mental repair, reanimation, recovery, regeneration / others, resuscitation, revival.

This potent ability allows its wielder to raise the very dead. This is not reanimation, in that one is not creating near-mindless zombies and other undead to do his bidding, but the restoration of full life functions! There is both a physical and a metaphysical aspect to this ability, the former of which depends on how much of the dead body is intact, while the latter depends on how long a body has been deceased.

In other words, resurrecting the dead requires two distinct FEAT rolls.

The first has a difficulty based upon how much of the dead being's corpse remains. A green FEAT can resuscitate an intact (or nearly so) body; this corpse has only minor damage, if any. A yellow FEAT roll is necessary if the body is only partially intact, or suffered severe damage (died in a fire, or is missing one or more limbs). A red FEAT can restore life to a body that is mostly gone (skeletal remains, cremation, or frozen and shattered bodies).

If this first FEAT roll is successful, the body has been repaired and is ready to receive its spiritual inhabitant. Note that if this is too difficult (the character makes a point of raising the long dead, or his allies have a habit of being eaten alive) one could make use of abilities like the conjuration spell to iron out the kinks here, and restore the body to pristine condition (thus only requiring a green FEAT roll to get the body prepared).

Once the shell is ready, the resuscitator must give it the spark of life, and reunite the body with its lost essence. If the body died within the last year, this is a green power FEAT, while a yellow FEAT roll is required if it died within the last century. Reaching back further than this requires a red FEAT result, as the corpse's spirit has long since moved on to the next stage of its existence (whatever that may be).

If successful, this will draw the lost anima from wherever it had gotten to and fuse it anew to its former body. The resurrected entity will be disoriented for 1d10 turns, during which time it will acclimatize itself to its renewed state of life. After this, the resurrected character (or animal, or whatever) may do as he wishes, not at all being bound by the will of his resurrector (though likely grateful, for the most part).

Resurrection can be a powerful tool for adventurers, as it mostly negates the threat of death, but there can be consequences.

Generally speaking, a body will not remember what occurred to it after its death. However, the longer a body has been resident in some afterlife or another, the more likely it is to have memories of some sort about that time. Even more likely, the individual entities in charge of said afterlife will take notice if one of their charges has been ripped from their care after being resident for centuries.

On the other hand, a character that has been resurrected many times may irk the ire of whatever death god(s) hold sway over them. They may be tired of repeatedly losing one of their prizes to the resurrector, and may pay him a visit. One never knows if this will involve a stern talking to about the nature of life and death, or instead taking the resurrector's soul in the place of the resurrectee's.

Similarly, dice rolls to the contrary, it may be impossible to raise a person from the dead if their spirit has been irrevocably changed after leaving the body. This can involve anything from becoming one with the universe to transforming into mythological creatures such as angels or demons, or even having one's essence consumed or destroyed somehow. If this happens, the resurrection will fail.

Not that the resurrector may necessarily know this. When this ability is used on a being whose anima has been transformed or destroyed, it's possible that someone may take notice and insert something else instead of the soul in question. If this occurs, the wielder of this ability may attempt a Reason FEAT roll to determine if something has gone awry; if successful, the resurrector will at least know what has happened.

If it fails, they'll be none the wiser (and hilarity may quickly ensue).

Most of these concerns involve edge cases though, and usually won't be a serious problem to the wielder of this ability. For the most part. But it does pay to not go raising people from the dead willy-nilly, or else one might end up like Asclepius. He raised the dead for fun and profit, until Zeus struck him down for his perfidy. Sure, he was eventually elevated to godhood himself, but it was a rather rough road getting there.

Resuscitation
Type: Biological Control Power, Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: aciurgy, age control / others, cure disease, detoxification, healing / others, integral control, mental repair, regeneration / others, resurrection, revival.

Resuscitation is something of an extended first aid power, in that it allows one to revive those who have recently died. A lesser form of resurrection, resuscitation can be used to, well, resuscitate those who have just passed, whether due to injury or illness. Generally, the power can restore the spark of life to its target if used within a number of minutes equal to its power rank number.

The difficulty of restoring life to the recently dead depends on how damaged the body was upon its demise. Green FEATs can resuscitate an intact (or nearly so) body. A yellow FEAT roll is necessary if the body is only partially intact, or suffered severe damage. A red power FEAT can restore life to a body that is mostly gone. In addition to restoring life, resuscitation repairs just enough damage to sustain it.

A resuscitated character resumes life with a maximum number of Health points equal to this power's rank. He or she must then repair any further damage (read: Health and Endurance loss caused by his injuries) in any other way he can. The only problem there is that resuscitation counts as healing for the purposes of metabolic overload, so such powers cannot help for at least twenty four hours after one is resuscitated.

Not safely, at any rate. This is because the resuscitated character, having lost all of his Endurance ranks previous to the use of this power, is resting at Feeble (2) rank Endurance at the moment. The -1 CS Endurance penalty for additional healing might repair more of the damage to his body, but the strain of such may kill him (again) in the process (make another Kill check, this time at Shift 0 rank).

Retrospection
Type: Empathic Skill
Duration: instantaneous effect
Cost: 1 point per rank

The power of retrospection allows its wielder to perceive disturbances in the Essence, a higher plane that is coterminous with all conventionally understood points in space and time. Since every life form is connected to this plane, the place from where their life force springs forth, particularly vivid emotions leave an echo of sorts upon the Essence where they were experienced - especially if death was involved.

Using retrospection, a character can parse these essential echoes, revealing details about them back through time. A green FEAT roll can look back to reveal emotions experienced at a location a number of days previous that is equal to this power's rank number. A yellow power FEAT can extend this temporal range to weeks instead of days, and a red power FEAT roll will actually lengthen those days to months!

Revival
Type: Physical Enhancement Power, Physiomancy Spell, Theonic Art
Duration: special
Cost: 1 point per rank
Related Powers: healing / self, longevity, reformation, regeneration, regenerative armor, resurrection, resuscitation, stasis.

This is the root ability of the theonic discipline of power.

This power describes the capability to actually return to life upon one's untimely demise - most of the time, anyway. While not quite immortality, revival is a means by which one's body attempts to 'jump-start' itself in the event of its death. Upon dying, the body will actually make a rapid and serious attempt to repair fatal damage, replace missing tissues, and otherwise restore itself to a condition that can support a continued existence.

The difficulty of this depends on the nature of one's demise. If the vast majority of one's body is present (save for blood or minor chunks lost in a bullet blowout), a green FEAT will resuscitate the fallen character. A yellow FEAT is necessary if some larger chunks are missing - but you know, most vital bits remain. A red revival FEAT is usually necessary when just under half of the original body remains.

More serious damage is usually an impossible FEAT to recover from, unless the game Judge is feeling generous. The thing to keep in mind, though, is that this FEAT is made upon one's death - which means, being dead, the character has no Karma to spend on the revival check. That's why this power is not true immortality; even if you have it, and have it at a respectable rank, you can still die (permanently) from a bad die roll.

One consideration to keep in mind with revival is that it does sometimes allow for the resuscitation of one's body from significantly smaller portions of itself. It's possible that, in cases of extreme mutilation, more than one chunk of a character's body can revive, becoming two (or more) complete selves. These new 'clones' are treated as NPCs, but should mirror the original character's behavior.

At least, until their point of their divergence.

Rotting
Type: Biological Control Power, Universal Spell, Empathic Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: barbs, catalysis, claws, corrosion, disintegration, horns, poison, quills, razor skin.

The power to rot involves inducing organic matter to die and rapidly decay. A variety of mechanisms can produce this effect, the end result being damage to or the destruction of organic materials. Against living entities, this ability will cause power rank SD Metabolic damage each time it is applied, which its targets may avoid by preventing physical contact (it requires such to function).

When used against non-living organic matter, whether clothing or rope or a corpse, rotting will destroy it if it fails a material strength check against this power rank.

Matter affected by rotting, whether living or dead before the power is used, will show signs of advanced decomposition. This may confound physicians when used against the living, and wounds inflicted by it will heal - though they might leave gnarly scars. Products made from organic materials appear to be much older than they should be when affected by rotting, if they're not destroyed outright by this ability.

This power can be avoided with resistance to metabolic attacks - or just resistance to corrosion or rotting. Rotting inflicts -4 CS damage against inorganic targets (it works, just less effectively).

Roulette
Type: Paraprobabilitism Spell
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: (working on this - hey, it's new!)

Unpredictability personified, roulette allows its wielder to manifest a new super human capability every time it is invoked. The difficulty is that roulette's wielder has no control over what power they will develop when doing so. In other words, the likelihood of a character playing roulette acquiring an ability precisely applicable to their current situation is slim - but predicting how they will perform in battle is similarly unlikely.

How roulette works is that each time it is used, the player involved should randomly determine a new power, using the character generation tables. Generally the Textbook Character Treatise works best for this, though a player can utilize any they feel fits their character - as long as they stick to the same one over time. Alternately, the Judge can whip up a large batch of such abilities in advance, and tick through them as roulette is activated.

Abilities gained via roulette will operate at its power rank, or at a minimum value determined by the power in question - whichever of the two is higher. They will generally 'stick' with the wielder of roulette for 1d10 turns, though this can be bolstered to 1d10 minutes as a weak enhancement, 1d10 hours as a strong enhancement, 1d10 days as a very strong enhancement, or 1d10 weeks as an extreme enhancement.

On the other hand, if a character manifests a roulette power that they dislike, they need only invoke the power again to change it out for another!

S

Sanctuary
Type: Theonic Talent, Faith Power
Duration: instantaneous effect
Cost: 1 point per rank

A sanctuary is a small space that a deific being can readily identify as their home - above all others. Such a location will usually be nestled within some extant plane, unless of course it is built into a new space created by a deionicist, such as a universe made with the genesis power. Either way, one's sanctuary is initially small, being no larger than a number of cubic yards equal to the sanctuary power rank number.

However, one's sanctuary need not remain this size. Much like one can with their realm of power, a deific being can expand the size of their sanctuary if desired, though this requires the use of faith. For each point of faith spent on one's sanctuary, a deionicist can add a number of cubic yards to it that is equal to their power rank number; if the rank of this power ever changes, recalculate a sanctuary's size accordingly.

The advantages of establishing a sanctuary are many. Having a sanctuary on one's home plane - or realm, if a deionicist has one - will reduce an immortal's vulnerability to permanent death such that it can only happen within (an immortal's other weaknesses notwithstanding). This alone makes having a sanctuary worthwhile, but a deific being gains the benefit of a +1 CS on all FEAT rolls attempted while within such a space.

When combined with the bonuses granted by the genesis and omnipotence powers, this makes a deionic entity vastly powerful within their sanctuary - even if it's where they're most vulnerable to being slain.

Schema
Type: Technomancy Spell, Technopsi Talent
Duration: instantaneous effect
Cost: 1 point per rank

The schema power is related to technical intuition in function. Its use involves handling a device in order to study it properly, taking in details about both its obvious characteristics and how it works 'under the hood'. Where this power differs from technical intuition, however, is that schema takes a much more scientific look at how an item works - the better to reproduce it with!

With a simple green power FEAT roll, the possessor of schema can analyze and internalize all the physical characteristics of an item. A yellow power FEAT roll can observe the hard-wired programming of an item (whether on an EEPROM chip or set mechanically). A red schema FEAT even allows a body to take in any free-range code working on a device (material on a hard disk, or even floating around in its RAM).

This power is an excellent means of breaking down how a device works - particularly if it functions on a level above that which its possessor is accustomed to. One can then use this information to better reverse engineer equipment for one's own use. This can come in the form of conventional crafting exercises, or perhaps when 'memorizing' items to be produced with other powers, such as device generation!

Screened Senses
Type: Physical Enhancement Power, Personal Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: infravision, radivision, sonar sense, super senses, ultravision, unusual sensitivity.

The character with screened senses enjoys protection from sensory attacks of one or more varieties. This is often the result of technological innovation, but can be inherent as well - perhaps a built-in input 'cut off' to sensory organs to prevent overload, or special properties that prevent excessive input from reaching the receptive nerves in the first place - it all depends on the nature of the sense(s) to be screened.

The thing to keep in mind is that there is always a trade off with screened senses. While this ability provides power rank protection to the sense(s) indicated against sensory assault (blinding flashes, painful sound pulses, noxious odor, etc...), screened senses invariably dull the normal function of said sense(s) somewhat. Senses screened by this ability will function at a -1 CS to the character's Int (alt) score.

Or alternately, at a -1 CS to the rank of a super sense or other super-sensory ability, if applied to it.

One benefit of screened senses is that one need not screen all of their senses with it. For every sense subtracted from the protection of screened senses (either normal senses or super sensory abilities), reduce the cost of screened senses by 1.

Scrying
Type: Group Spell
Duration: per each individual spell granted
Cost: 3 points per rank

Scrying is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster uncanny knowledge across the gulf of space and time, as the situation demands. Once a day, upon first casting the scrying spell, a mage may choose any one of the six following spells, at which point scrying will be set to reproduce that effect for the rest of the day:

Augury, Combat Edge, Finding, Nativity Sense, Postcognition, or Precognition.

However, should a scryer wish to retain this spell's fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, scrying will produce one of its potential outcomes randomly, as indicated below, though thaumaturges achieving a 'bonus' result may choose scrying's effect and keep its effects fluid for its next use.

Random Scrying Results
01-02Bonus03-18Augury19-34Combat Edge
35-50Finding51-66Nativity Sense67-82Postcognition
83-98Precognition99-00Bonus

Self Cannibalization
Type: Superpsi Skill
Duration: instantaneous effect
Cost: 1 point per rank

When one's power boost is petered out, and they still need a bit of a pick-me-up, there's always self cannibalization. This process allows one to enhance the functioning rank of a psionic, doing so by converting their Mental Health points into a direct, point per point enhancement of the psi power in question. Such sacrificed Mental Health must be recovered normally, but lets one enhance a psionic for 1d10 turns.

Generally, there's no limit to the number of times one can enhance a power with self cannibalization, though the amount of enhancement per use is limited to either the self cannibalization power rank or the enhanced power's rank +1 CS, whichever of the two is higher. This allows for considerable utility when one isn't expecting any sort of incoming psionic damage (and also has Mental Health points to spare).

Self Control
Type: Mental Enhancement Power, Superpsi Skill
Duration: permanent (no maintenance required)
Cost: 1 point per rank
Related Powers: danger sense, macro sense, unyielding will.

Self control is an ability exhibited by those who have a deep, personal understanding of just who and what they really are. Whether born (or created) with this intrinsic knowledge or having developed it after months (or decades) of meditation, characters with the self control power are keenly aware of themselves and their place in the multiverse. This hard-won information may or may not come with a heavy burden.

While one might expect such a person to be centered and at peace with the multiverse, the truth is that self control simply removes one's ability to delude themselves about their basic nature. Whether the character likes this nature or not is another story, and their primary motivation may very well be to either express this true self at all costs, or to work with all their might to change it (either for the better or the worse).

Assuming the character is actually wrapped up in their own existence above all else.

While some use the knowledge self control grants as the impetus to focus on oneself, others use it as the driving force behind whatever it is they want to do with their lives, whether this involves protecting the world or taking it over! And for those that are more action-oriented, self control confers several passive benefits during the course of play.

For starters, those with self control have a better than normal ability to recall past events. Intently aware of their own minds, the possessors of this ability can more easily remember the many and various circumstances that led up to their current state of existence, both large and small. This allows them to recall past events and information at either the self control power rank or their Reason (mem) score +1 CS, whichever is greater.

Similarly, once people have attained self control, they are often quite capable of acting without conscious thought. Their minds are well trained and have achieved a balance of sorts between the conscious and unconscious self. What this allows them to do is to use an initiative modifier that is based either upon this power rank (as if it were an Intuition score) or one's Intuition score +1 CS - again, whichever is higher.

Finally, it is incredibly hard to sway someone with self control from their desired course of action, whether with mundane debate skills or overt mind control capabilities. Self control allows its wielder to resist the effects of psionic influence (if not actual psionic damage) at either its power rank or the Psyche (will) score of its possessor +1 CS, whichever of these two scores is higher in value.

Sending
Type: Mental Power, Personal Spell, Psipathic Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: sensory projection, telepathy, thought projection.

A sending is a psionic construct, a sort of semi-sentient package of mental energy that its creator can insert a message within. Once this message has been instilled within the sending, it will then make its way from its creator to the recipient of said message. After the message is delivered, the sending will dissipate, its purpose complete. In a way, sendings serve as a sort of one-way telepathic messaging system.

The difference between sending and telepathy, however, is the range involved. While telepathy itself has a respectable range (functioning on the Far range table), sending can operate over a much greater distance. You see, a sending has a sort of built-in version of finding, and can locate the recipient of its cargo anywhere in reality. Furthermore, it has the ability to get to its target no matter where he may be.

A sending can travel anywhere, its energies being self-sustaining while it's about its appointed task. Being composed of mental energy, it can move at relativistic speeds, but it cannot teleport, dimensionally transit or time travel. Instead, if it needs to do so, a sending will seek out the nearest rift in space and/or time in order to move from where it is to where it needs to be.

Sendings are immaterial by nature, able to pass through most objects with ease (unless they are strong enough to possess psi resistance), and usually the only way to stop one from doing its job is to wield power over the psionic energy that makes it up - or to douse it in antipsions (both of which must overcome the sending rank). This is easier said than done however, as the things do move at the speed of thought.

Sensing
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Sensing is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows the caster access to supernatural sensory capabilities beyond the norm, as the situation demands. Once a day, upon first casting the sensing spell, a mage may choose any one of the six following spells, at which point sensing will be set to reproduce that effect for the rest of the day:

Biological Sense, Danger Sense, Energy Sense, Flaw Sense, Locational Sense, or Magic Sense.

However, should the caster of sensing want to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, sensing will produce one of its potential outcomes randomly, as indicated below, though wizards achieving a 'bonus' result may choose sensing's effect and keep its effects fluid for its next use.

Random Sensing Results
01-02Bonus03-18Biological Sense19-34Danger Sense
35-50Energy Sense51-66Flaw Sense67-82Locational Sense
83-98Magic Sense99-00Bonus

Sensory Attenuation
Type: Biological Control Power
Cost: 1 point per rank
Related Powers: illusion projection, integral control, jumbling, sensory distortion, sensory projection, sleep.

Sensory attenuation is similar to powers such as inodoriferous or invisibility, in that it prevents others from sensing something its possessor prefers they would not. It differs, however, in that this power does not affect any properties of its wielder - instead, it actively screens the perceptions of others to ensure they do not experience certain sensory input whatsoever.

When successfully used against another, sensory attenuation will 'switch off' one of their senses, doing so for either 1d10 turns or for as long as its wielder concentrates on keeping the power active. Additional actions may be made to deactivate further senses if desired, though a character can only 'mute' a number of senses equal to the amount of actions he or she can simultaneously concentrate upon.

The power of sensory attenuation can function on anyone within Near range of its wielder. However, the target of this power is allowed an Endurance (res) FEAT roll to shrug its effects off beforehand; if this FEAT is successful against an intensity equal to the sensory attenuation power rank, it simply won't work (that time). Similarly, resistance to metabolic attacks serves to blunt or negate the effects of this power.

Sensory Distortion
Type: Biological Control Power, Psipathic Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: illusion projection, integral control, sensory attenuation.

A lesser form of illusion projection, sensory distortion allows its wielder to twist the existing sensory input a person experiences. While one won't see things that aren't there while under the effects of sensory distortion, he might perceive something close as far away, hear sounds at the wrong pitch or from the incorrect directions, and might find the floor seems to be at a wholly wrong angle.

The 'technical' effect of sensory distortion is to inflict a -2 CS penalty on all physical FEATs attempted while one's senses are so scrambled. This because it's hard to hit someone when you're actually seeing them somewhere they're not, or walking normally when the ground is apparently shifting around underfoot, or when one's clothes feel lined with razors. Intuition FEATs are made at a -4 CS under the influence of this skill.

Sensory distortion itself lasts as long as it can be maintained, and can affect anyone who fails a Psyche (will) FEAT roll against its skill rank. Of course, one can try to resist sensory distortion anew on each subsequent turn. This skill can be used upon anyone within Near range of its wielder.

Sensory Link
Type: Mental Power, Psipathic Talent
Duration: instantaneous, maintenance or permanent (see below)
Cost: 1 point per rank
Related Powers: finding, mind link, sensory projection, sensory reception, telepathy.

A sensory link is a neurological bond between two separate intelligences. Establishing such a link requires that the two individuals to be so tied together be within Very Near distance of each other, though once it is live, a sensory link will function regardless of distance, geography, planar boundaries and even time itself. Note that the wielder of this ability need not be involved in such a link (though this makes a great limitation).

The two beings tied together by sensory link will share all sensory experiences, whether sight, sound or anything else - including pain. When one of the linked individuals suffers actual damage of any type, the other will experience like Karmic damage, often reacting as if he himself were the person so harmed. If one of the linked persons dies, the other must pass a red Psyche (will) FEAT or fall into a deep coma.

A sensory link can affect willing or unwilling targets. Those who are unwilling to be so linked to another must pass a Psyche (will) FEAT roll against this ability's rank to avoid its effect. If either party is unwilling, the link will only last for 1d100 turns, at which point it will dissipate (unless specifically maintained by the user of this power). Willing parties may maintain a sensory link as long as they desire, even permanently.

As is the case with a mind link, a sensory link can only connect two individuals at a time; in order to establish a new sensory link, an existing one must be sundered. Similarly, a permanent sensory link does not count as a persistent ability for the purpose of power maintenance - in fact, it's quite possible that many individuals so linked do not even possess psionic powers at all!

Sensory Projection
Type: Mental Power, Psipathic Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: illusion projection, mood swings, pain, sending, sensory attenuation, sensory distortion, sensory link, sensory reception, static field, telepathy, thought projection.

Similar to thought projection, sensory projection allows its wielder to rapidly disseminate information telepathically to a large number of people. Instead of broadcasting coherent thoughts however, sensory projection transmits the sensory information its user is experiencing. This projection of sensory input is a one way affair; while others can sense what the user of sensory projection can, they cannot share their own experiences.

In order to 'block out' such sensory data transmissions, individuals within range must pass a Psyche (will) FEAT roll against this ability's rank. A failure to do so means that they will experience whatever sensory information the character with sensory projection does, for as long as he broadcasts such data. If unwilling recipients of such data cannot directly resist, they can always seek out its source, however.

After all, sensory projection has a rather short range, functioning within Very Near distance of its user. This may allow unwilling recipients of such input the clues necessary to find its source, and thus to take more aggressive steps to stop such transmissions into their brains.

Sensory Reception
Type: Mental Power, Psipathic Skill
Duration: maintenance
Cost: 1 point per rank
Related Powers: auscultation, finding, sensory link, sensory projection, telepathy.

Like unto auscultation in function, sensory reception allows its user to eavesdrop on the ambient mental radiation given off by those in his vicinity. It differs in that conscious thoughts are not picked up by this ability, so much as whatever sensory input people in one's area experience. This vicinity is defined as within Very Near range; it can't reach far, but this ability can choose from many potential sources.

By opening one's mind up in this fashion, the user of sensory reception can see, hear, feel, smell, or taste anything that anybody within its range can. This information is usually inadvertently transmitted freely by all beings, sentient or otherwise, who do not actively shield their thoughts. Doing so allows would-be sensory donors to attempt a Psyche (will) FEAT roll to resist this ability, even if they don't know what they're resisting.

Sifting through all of this sensory data can be a lot of effort, but it has a variety of uses. One can use this ability to locate someone looking at something he also seeks, someone who smells a particular scent, or feels a unique sensation - at least, compared to others in the area. Similarly, sensory reception can be used to just live vicariously through anyone nearby - assuming one cares not for the privacy of others at all.

Shape Change
Type: Physical Control Power, Personal Spell, Metapsi Art
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: animal hybridization / self, blending, detachable parts, disguise, elongation, environmental adaptation, evolution control, growth / self, plant hybridization, plasticity, reformation, shrinking / self, situational adaptation, topological control, transformation / self.

This is the root ability of the metapsi discipline of power.

The shape change ability allows a character to radically alter his very form. A shape changer can assume the form of literally anything he can think of, whether this is an abstract geometric shape, a plant or animal of any sort, or all manner of inanimate objects. This ability is bound by four minor constraints, each of which can be worked around with the liberal use of power stunts or other super human abilities.

Of course, the main consideration while shape changing is that of relative accuracy. A white FEAT roll will allow a shape changer to assume the general form he was aiming for, though he's clearly not the 'real deal' (a television covered in flesh). A green FEAT gets him pretty near his target shape, though a close inspection will reveal the truth (those knobs on the television look like toes). A yellow FEAT allows for a perfect duplication.

Nominally, a character who has changed shape will retain that form indefinitely. It only takes a few seconds to actually change one's shape (one action), but the results are permanent - at least, until the shape changer wishes to return to his normal form. He can do this automatically... unless this ability is negated somehow. If this happens, one may be 'stuck' in their new form until shape changing capability is restored.

Shape change is a gateway of sorts to acquire a large variety of physical powers, but each of these must be mastered as a separate power stunt. Learning how to harden bits of oneself so they can function as physical weaponry - without breaking and causing oneself injury upon use - isn't easy. But a shape changer can 'learn' how to simulate anything from natural weapons to flight to body armor to anything else that makes sense.

The second constraint of shape change is that its wielder is bound by his own volume. He can transform himself into a perfect replica of a Giganotosaurus carolinii, but he'll still be about human (or whatever) sized. Shape change alone cannot alter one's volume by more than fifty percent either way, but growth or shrinking (as either power stunts or separate abilities altogether) can ignore this limitation.

Shape change's third constraint is a matter of anatomical cohesion. He can turn into a mess of clockwork gears, but a shape changer cannot actually separate himself into distinct bits; the gears will actually be one solid piece, though the illusion of motion can be created with a constant application of shape change. This limitation can be bypassed with the detachable parts ability (as either a power stunt or a separate power).

Finally, shape change's last constraint is that it cannot, by itself, transform the nature of one's biology. One can turn into a maple tree but that tree will still bleed upon being pierced, instead of oozing sap. Animal and/or plant hybridization can cover gaps such as these, while transformation / self allows a shape changer to literally turn into a specific material instead of just faking it (as with body armor, above).

These abilities, as per the previous, can be learned as power stunts or used with shape change if they exist as independent powers.

Shields
Type: Group Spell
Duration: per each individual spell granted
Cost: 2 points per rank

Shields is one of the thirteen known group spells available to wizards. It is a collection of abilities that allows casters to defend themselves from a harm in a number of different fashions, as the situation demands. Once a day, upon first casting the shields spell, a mage may choose any one of the six following spells, at which point shields will be set to reproduce that effect for the rest of the day:

Body Armor, Deflection, Force Field, Individual Shield, Layered Shield, or Resistance.

However, should the caster of shields desire to retain its fluid nature for a time, he or she may forego choosing which effect it will manifest, leaving such to the whims of chance. If one does so, shields will produce one of its potential outcomes randomly, as indicated below, though wizards achieving a 'bonus' result may choose shields's effect and keep its effects fluid for its next use.

Random Shields Results
01-02Bonus03-18Body Armor19-34Deflection
35-50Force Field51-66Individual Shield67-82Layered Shield
83-98Resistance99-00Bonus

Shrinking / Others
Type: Matter Control Power, Universal Spell
Duration: special
Cost: 1 point per rank
Related Powers: animal hybridization / others, density control / others, environmental pocket (for the target), growth / others, growth / self, plant hybridization / others, shrinking / self.

This curious ability is a means by which one can physically decrease the size of any target in his environment, living or otherwise. The character possessing it has the ability to reduce the volume of his target, doing so by applying a multiplier to its current size as if the target suddenly acquired an equivalently ranked shrinking / self ability (which details the specifics of shrinking rules).

Non-living targets can be shrank with but a green roll, but living targets are allowed an End (res) FEAT roll to avoid the effect (if unwilling). The effects of shrinking / others will last for a duration dependent on variables present when the power is used. A green shrinking / others FEAT will make it last for a number of turns equal to the power rank number; an Amazing (50) rank with this skill causes it to last for five minutes (50 turns).

A yellow shrinking / others roll will multiply this value by ten, meaning that Amazing (50) power will make a body shrink for fifty minutes, instead of five. A red shrinking / others FEAT will contract the size of living entities for a number of hours equal to the rank number (fifty hours for our Amazing friend above). The latter assumes an animate target; inanimate objects are shrank permanently unless the shrinker chooses otherwise.

Or later deactivates the shrinking he subjected it to.

But how does this work? The standard explanation for shrinking is that its wielder stores the mass necessary to contract his target's volume in an extradimensional space of some sort. This simply means there's less of it than there was before, as its mass is stowed away to reduce the shrinking target to its new volume. This allows a character using shrinking to function normally, tiny size notwithstanding, in his environment.

The loss of mass and atoms will not be readily apparent at first, at least until a character is reduced by Class 1000 shrinking, at which point his very form will become more 'simple' as far fewer molecules are left to represent it. At Class 5000 rank, the character will consist of a single remaining particle, and further shrinking will blip him off into some random femtoverse, a subatomic space where physics may be bizarre indeed.

Shrinking / Self
Type: Physical Control Power, Personal Spell, Metapsi Talent
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: density control / self, environmental independence, growth / others, growth / self, shrinking / others.

Shrinking is the ability to decrease one's effective volume dramatically. This power functions relative to the normal human size, which is approximated in the Universal Heroes system as six foot tall (it makes for easier math). All characters are assumed to be at this height (give or take a few inches, obviously) unless they possess quirks to the contrary, or some sort of ability (like this one) to change their size.

Entities that are naturally much smaller will possess this power as a sort of explanation for their size; say our heroes encounter a race of pixies, all of whom are four inches tall! Such individuals would have this power as a permanent, always-on ability, one that cannot be 'neutralized' by powers which affect super-human skills. Pixies in particular would have Good (10) ranked 'shrinking' at all times to showcase their size relative to normal beings.

A character that is at a smaller than normal size may very well be subject to size factors. For every halving of human height an entity possesses, they shall receive a -1 size factor (our pixies, above, would have a -4 size factor). This size factor entails a combat adjustment to a shrunken foe when facing off against normal-sized opponents - and one for normal-sized opponents when tackling a being possessed of such small stature.

How this works is that a normal-sized opponent attacking a diminutive foe (or one that's naturally small) suffers a -1 CS to hit for every -1 of size factor that foe possesses - but they also receive a +1 CS to the damage they inflict, as well as 1 CS of damage reduction versus small-sized foes for each -1 of size factor, as well. Alternately, a tiny-sized foe receives a +1 CS to hit normal-sized foes for each -1 size factor they possess.

For example, say a hero is facing off against a swarm of super-powered, inch-long Australian bulldog ants. Since they are about 1/64 of a normal human's 'height', the ants possess a -6 size factor. The hero is at -6 CS to hit them, but he benefits from a +6 CS to his damage upon striking them, and has 6 CS of damage reduction against them. They, on the other hand, may strike him at a +6 CS to hit. And there's lots of them...

Similarly, each decrease in a character's size factor applies an effective -1 CS reduction in their lifting ability. Such characters have less 'muscle' to lift or otherwise apply force to objects, even after taking their own, decreased in mass into account. This isn't an actual Strength decrease (it does not lower Health in and of itself), but better simulates a smaller character's effects on their environment.

For instance, a hero with Poor (4) rank shrinking and Good (10) rank Strength can quarter their height, giving themselves a -2 size factor. While so diminished, this hero suffers from a -2 CS to their Strength for lifting purposes, allowing them to lift only one hundred pounds (instead of one ton). Note that this does not further reduce the damage a shrunken character inflicts in melee; that penalty was already described, above.

When dealing with characters who both possess a size factor, simply subtract the smaller character's size factor from the larger one to determine a net difference. If we pitted those pixies against our bulldog ants, we'd have a size factor of -4 (the pixies) versus the size factor of -6 (the ants) for a net difference of 2. The pixies would be treated as if they were of a normal size, and the ants as if they had a 'mere' -2 size factor.

Shrinking by Rank
Shrinking
Rank
Size
Multiplier
Size
Factor
Shrinking
Rank
Size
Multiplier
Size
Factor
Feeble1/2x-1Monstrous1/512x-9
Poor1/4x-2Unearthly1/1024x-10
Typical1/8x-3Shift X1/2048x-11
Good1/16x-4Shift Y1/4096x-12
Excellent1/32x-5Shift Z1/8192x-13
Remarkable1/64x-6Class 1k1.048 million x-20
Incredible1/128x-7Class 3k1.073 billion x-30
Amazing1/256x-8Class 5k1.099 trillion x-40

Fun Fact 1: the smallest thing a normal human eye can see is .1 millimeters in length, or approximately .004 inches. Shrinking beyond Shift Z rank will reduce a normal human below this size, and anything this small or smaller is not directly visible to the naked eye. Of course, if they're glowing with energy this may mitigate the problem some, but foes that are effectively invisible because of this incur a further -4 CS to hit under such conditions.

Fun Fact 2: shrinking of Class 1000 rank is enough to drop a normal human down to 1.8 micrometers, smaller than most cells. Class 3000 shrinking makes a human about 1.7 nanometers in height, enough to see and interact with individual molecules, and Class 5000 shrinking makes a man around 1.6 picometers, allowing him to rest easy inside the structure of a hydrogen atom. Further shrinking will drop someone into a 'femtoverse'.

The standard explanation for shrinking is that its wielder contracts his volume by storing his mass in an extradimensional space of some sort. This simply means there's less of him than there was before, as his bodily mass is stowed away to reduce the shrinking character to his new volume. This allows a character using shrinking to function normally, tiny size notwithstanding, in his environment.

The loss of mass and atoms will not be readily apparent at first, at least until a character is reduced to Class 1000 size, at which point his very form will become more 'simple' as far fewer molecules are left to represent it. At Class 5000 rank, the character will consist of a single remaining particle, and further shrinking will blip him off into some random femtoverse, a subatomic space where physics may be bizarre indeed.

Being 'stuck' at the size offered by shrinking is considered an extreme limitation, allowing for a four point reduction in the cost of this ability (point-based character generation) or a +4 CS in the overall power rank (random character generation). This is 'extreme' because it means the character cannot interact with human-sized objects at all, and must have all gear (including clothing!) made for someone of his tiny volume.

Keep in mind that justifying 'permanent' shrinking as a spell or psionic would be especially tricky, and possibly involve a 'booby trapped' source of the power. It would absolutely require immunity to normal annulment or subsequent growth, or else it wouldn't be all that much of a limitation to speak of. Without such 'immunities', this condition would be semi-permanent at best, and only count as a 'strong' limitation.

Sidestep
Type: Psikinetic Skill
Duration: maintenance
Cost: 8 points (flat cost)

Sidestepping is the process of bending sound and light such that one looks and sounds like they're several feet away from their actual location. This has a troubling effect on those attempting to target the wielder of this ability, since they're essentially aiming at empty space - even if they don't know it. When active, the sidestep ability grants a specialized form of deflection to its possessor.

Basically, anyone trying to strike the sidestepping character with a to-hit roll will do so at a -2 CS - above and beyond any attempts to dodge, or any other penalties to hit they may suffer from. This penalty does not apply to powers or attacks that don't need a roll simply to connect (but instead receive a resistance roll), much less area effect assaults (such as the fragmentary blast of a grenade).

Signature Power
Type: Theonic Art, Faith Power
Duration: varies, depending on the signature power's nature
Cost: equal to the power simulated, when enhanced to an extreme degree

A signature power is a trademark capability of sorts, something a deific being is known - or perhaps even worshiped - for. Once a would-be deity has chosen the metaphysical profile they wish to represent, he or she can then manifest a single signature power all his their. This power can be virtually any ability in the Universal Heroes game system - save for of course Ultimate Power, which is in a class unto itself.

The difference between other characters with this power and the deionicist, however, is that this power is more effective in the latter's hands. A power that inflicts damage will be upgraded such that it inflicts Deionic damage; for example, fire generation, which normally inflicts the SD Energy damage associated with flames, would be improved such that it will instead deliver SD Deionic damage with each use.

A power which doesn't directly inflict damage will similarly be upgraded - usually to an extreme degree. A character may well be venerated for their use of this power, after all, which means it needs to be truly exceptional in effect. Perhaps clairsentience or teleportation functions without range, or maybe device generation can create objects without their permanence ever coming into question.

That kind of thing.

Thus, when a character first acquires his or her signature power, it must be accounted for as if it were an extremely enhanced version of the standard ability - whether during character generation or when acquired later on. This will increase the cost of the power accordingly, but will usually be worth the price; after all, the best way to increase the faith one's followers feel is with actual demonstrations of one's ability!

Situational Adaptation
Type: Physical Control Power, Physiomancy Spell
Duration: maintenance
Cost: 1 point per rank
Related Powers: environmental adaptation, environmental independence, learned invulnerability, shape change, super synesthesia, universal digestion, universal respiration.

A specialized, reactive ability, situational adaptation allows a character to quickly manifest new, temporary characteristics which give him the potential to survive a sudden, hostile turn of events. This works by suddenly (and possibly drastically) altering one's body to persist in the face of the new situation, and then changing it back as soon as the danger has passed.

Situational adaptation can counter a sudden uncontrolled vertical movement (such as falling) by manifesting things such as wings, a gliding surface or even pockets of lighter than air gas. It can also work against various attack forms by physically altering the body to counter each one; momentarily transforming one's skin into steel under a hail of bullets, or perhaps into asbestos to ward off repeated gouts of fiery doom.

Situational adaptation can conceivably handle almost any threat imaginable, but it is not without its limitations. For one thing, it is not instantaneous; devising a defense against a given threat or situation will take a full turn for the character with this power, during which time they will suffer damage normally. Secondly, a character can only produce one defensive adaptation at a time. This power will devise defenses against most threats, but multitasking is beyond it.

Third, the defenses provided are limited to this power's rank in effectiveness. For instance, if a character with Excellent (20) ranked situational adaptation is trying to adapt to an Amazing (50) ranked heat source, he can only get up to twenty points of protection from it (from this power alone). Finally, characters have no control over the precise nature of their defensive adaptations - they are reflexive, after all!

One thing a character with situational adaptation can control, though, is just what their power is countering in the face of multiple threats. If suffering from both fire and radiation, he can choose the form of his demise. To suffer third degree burns or cancer, that is the question...

Sleep
Type: Biological Control Power, Universal Spell, Psipathic Talent
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: body control, crowd control, integral control, mesmerism, pain, sensory attenuation.

The sleep ability allows its user to rapidly neutralize a large number of people - without directly harming them. When invoked, sleep shuts down the conscious minds of all sentient beings within the wielder's current area, if they fail a Psyche (will) FEAT roll against the sleep ability's rank. Those affected will usually lose consciousness within a second or so, having just enough time to lie or sit down before passing out.

The effects of sleep last for 1d10 turns, though unlike a lot of mind altering powers, the targets do not gain an additional FEAT roll to resist each turn. This is because a state of sleep is somewhat fickle, and can be readily interrupted by external forces. Such interruption can come in the form of sudden stimulus (loud noise, a slap, noxious odor) or even something as simple as vigorously shaking the sleeping individual.

Solid Animation
Type: Matter Control Power
Cost: 1 point per rank
Related Powers: environmental sense, fluid animation, image animation, object animation, platforming, psychoplasm animation, reanimation, reformation, super digging, telereformation, temperature control, vapor animation, vibration control.

The ability to animate solids is the power to control the form, function and motion of most solid matter. Solid matter is generally defined as material which maintains a fixed volume and shape, though this power also stipulates that such matter cannot be, nor has never been mechanical or alive in any way. Thus, one could manipulate a street or a rock or the very surface of the earth, but not a tree, a dead dog or a motorcycle.

Solid animation can be used in as course or as fine a fashion as is desired, anywhere within Near range of its possessor. Such manipulations are permanent in nature, unless reversed either by those who made them or others with this or similar powers. Solid animation can impart movement onto animated solid materials, giving them up to power rank velocity as is defined by the land/sea speed table.

The power can, at once, manipulate an amount of solid matter that is equal to its power rank as an equivalent Strength score. It must overcome the material strength of solid matter it is intended to control, though such is retained even after being reshaped (barring changes in thickness). Animated solid matter will inflict its power rank in damage, of the appropriate type, with each devastating attack.

Solid animation lends itself to the mastery of numerous power stunts. A solid animator can learn to animate solid matter 'minions' per the object animation power, who possess Fighting, Agility and Health scores equal to this power rank, self-transportation by riding a 'wave' of earth from one location to another, regardless of the ensuing property damage, or even any of its related powers, below.

Sonar Sense
Type: Sensory Power
Cost: 1 point per rank
Related Powers: screened senses, sound control, sound generation, super senses, vocal control.

The principle of SOund Navigation And Ranging, now known simply as sonar, involves the use of sound waves to produce a three dimensional representation of one's surroundings. By parsing the sound waves striking his body, a character with the sonar sense can mentally construct an image of his environment, noting both the shape and relative position of nearby objects. Sonar can be used in an active or passive fashion.

Active sonar involves the character emitting sounds himself, and then interpreting the reflected 'noise'. Passive sonar, on the other hand, makes use of existing noise to do the same. Active sonar is generally considered more effective, but the problem is that its wielder must reveal himself by making noise in order for it to work (and thus, can be easily tracked by other sonar users).

Passive sonar, on the other hand, is generally considered less effective. However, the advantage to its use is that since it makes use of existing sounds to function, passive sonar does not require its user to 'reveal' himself acoustically. The negative side is that if something isn't giving off any sound, the character wielding passive sonar may not perceive them with this sense at all.

The plus side of all this is that a character may wield passive or active sonar as he sees fit, depending on his situation. Mind you, he can easily limit himself to just one form of this ability if he chooses. This is considered a strong limitation, offering a +2 CS to the final sonar rank - or alternately, a 1 point reduction in the cost of sonar. Sonar operates on the Near range table - and is useless in a vacuum.

Finally, it should be noted that wielders of sonar (in either flavor) are more susceptible to deafening attacks. Assaults intended to damage by inflicting hearing damage (temporary or permanent) will inflict +1 CS damage - unless the character also possesses screened senses where their hearing is concerned. The only down side to that is that with screened senses, sonar will function at a -1 CS effectiveness.

Sorcerous Amplification
Type: Power Control Power, Paraprobabilitism Spell, Psimantic Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: amplification, power amplification, power boost, psionic amplification, sorcerous attenuation, spell control, thaumaturgical absorption, theonic amplification.

Sorcerous amplification allows its wielder to enhance the effectiveness of another person's magical abilities (either natural or learned) for a small amount of time. When triggered, sorcerous amplification will raise the rank of any one spell or spell-like power another person possesses, increasing it either to this power rank or the spell or spell-like power's rank +1 CS, whichever of the two is higher.

This power works within Very Near distance of its wielder, and it may only affect one magic ability at a time. It lasts for 1d10 turns, unless the effect is specifically maintained longer.

Once it wears off, sorcerous amplification may not again be used on the same target for one hour - without degrading its overall effectiveness, that is. For each additional use on a single target without a one hour 'cool down', sorcerous amplification loses -1 CS of its overall effectiveness. This is enough to neutralize its use upon magical powers more potent than itself, while more gradually reducing its use in other instances.

Sorcerous Attenuation
Type: Power Control Power, Paraprobabilitism Spell, Psimantic Skill
Duration: instantaneous effect
Cost: 1 point per rank
Related Powers: attenuation, power attenuation, psionic attenuation, sorcerous amplification, spell control, theonic attenuation.

Sorcerous attenuation is the ability to stifle the operating rank of one or more magical powers (natural or learned) in one's vicinity. This power works on targets within Near range of its possessor, and the effects of the power last for only 1d10 turns, unless it is specifically maintained on a target for a longer period of time - which may be necessary to keep them from expressing their extreme ire at its use.

This power works simply by deciding which magic ability to dampen, and then activating it. Mind you, the target of sorcerous attenuation may attempt a FEAT with the power to be attenuated; if they can match the intensity of sorcerous attenuation, they successfully resist it. If victorious, the attenuator may reduce the rank number of the targeted magical power by this ability's rank, negating it when dropping it to Shift 0.

For example, let us consider a sorcerous attenuator who has this power at Amazing (50) rank. He's fighting an opponent with a distressing habit of freezing everything in the area with his Incredible (40) ranked eldritch bolt (cold). When using sorcerous attenuation on this foe, our hero can completely negate his eldritch bolt if the target cannot pass a red power FEAT roll against this greater assault on his magic might.

Alternately, an attenuator may target multiple powers at once, though this can be a bit more difficult. The target may resist with the highest rank to be dampened, and the amount they are reduced (should his resistance roll fail) is divided by the number of sorcerous powers attenuated - round down if necessary. This method is a great way to 'even the playing field' against much more effective magical opponents.

Returning to our example, say the foe of our attenuator has five spells - and will readily use the others on our hero once his eldritch bolt is knocked out. The attenuator instead uses his ability against all of his foe's spells, and he (again assuming he fails to resist) will lose only ten points of power from each. He can likely still use most of his spells, but they have been rendered much less dangerous.

Yet another variant way to wield sorcerous attenuation is to use it upon multiple targets at once. Doing so reduces the effective rank of sorcerous attenuation by -1 CS for each doubling of targets; two targets inflicts a -1 CS, while four targets gives a -2 CS penalty, etc (round up). When used in this fashion, the amount of points a target's magical power(s) can be reduced is lowered to the adjusted operating power rank number.

Let's say a trio of spell-slingers has ganged up on our sorcerous attenuator, sick and tired of being humiliated by him in singular combat. The attenuator may spread his power across all three of his foes, though this reduces his power's effectiveness by -2 CS. That guy with the Incredible (40) eldritch bolt is much more likely to resist the sorcerous attenuation this time, but his friends may not be so lucky.

One can mix and match techniques as they see fit, depending on the situation. A sorcerous attenuator can try to dampen one magical power on one foe while nixing three on another. Splitting up one's focus in this fashion tends to make the ability fail more often than not however, unless one has it at a particularly high rank - which may just make it easier to simply generate antimagic instead.

Though that option cuts off the wielder's own magic, unlike sorcerous attenuation.

Sorcerous Invisibility
Type: Dimensional Spell, Psimantic Skill
Duration: maintenance
Cost: 1 point per rank

Its name something of a misnomer, sorcerous invisibility is an illusory trick by which one may keep the use of his magical powers a secret. How it works is that, when casting magic of some sort, sorcerous invisibility disguises its effects as mundane phenomenon. For example, a sorcerer firing eldritch bolts at demons on a busy street corner might overlay the scene with imagery of him heaving a rock at muggers.

While it is maintained, the obvious effects of magic are masked, with this ability actively working against the Intuition (alt) of anyone within Middle distance of the caster. If witnesses to the magic fail a FEAT against this power rank, they won't realize anything fantastic is going on - and in fact, if the use of sorcery has no direct effect on the environment, they may not even know anything is transpiring at all!

The power of sorcerous invisibility interacts with the other spells a mage is using, other magic in the environment and the minds of those within range, such that everyone affected perceives real-time updates to their environment to cope with the spells on display before them. This allows mages to combat each other without alerting the 'mundanes' when they cannot relocate to a more convenient and/or isolated field of battle.

Or, alternately, lets a wizard or psychoturge keep knowledge of the occult from driving mere mortals mad upon exposure to it.

Sorcerous invisibility is more powerful than ordinary illusion projection in that it isn't hampered by ever-greater numbers of witnesses. On the other hand, it is limited in that it only masks magic or magical beings in the vicinity. Also, anyone with nonapparent vision or the ability to detect magic or other energetic phenomenon may be alerted to its use, even though their standard senses are completely fooled.

Sorcerous Literacy
Type: School Spell (Eclecticism)
Duration: instantaneous effect
Cost: 1 point per rank

Related to linguistics, sorcerous literacy allows an eclectic mage the ability to read arcane languages of any variety. While linguistics itself can translate the physical words and symbols on the printed page of a magical tome or the like, sorcerous literacy lets its wielder actually make use of such. Using this spell, an eclecticist can transcribe spells of any other school for his own personal use, no matter their origins.

With this capability, an eclectic mage may readily absorb mystic knowledge he otherwise wouldn't have access to - which is normally most such knowledge, considering their general modus operandi. The essential qualifier to whether or not an eclecticist can pull this off is a simple FEAT roll, made against the intensity of the spell as it rests in written form. If this FEAT is successful, the eclecticist has transcribed the written spell successfully.

He may then attempt to use his work with this spell to develop it for himself normally. If this FEAT roll is unsuccessful, the eclecticist will have to find a different source of the same spell in order to master it - or, alternately, has produced a critically flawed version of the spell, which he won't find out until he tries to use it for the first time. If the latter occurs, the character has two choices.

He can get a refund on his invested Karma, and scratch the broken spell of his list before trying again somehow, or he may instead keep the flawed spell as a part of his sorcerous repertoire. The latter option assumes he's okay with the malfunctioning magic, and either intends to eventually right it somehow, or actually prefers it as-is. This method works for paraprobabilitists, after all...!

Soul Control
Type: Mental Power, Superpsi Art
Duration: maintenance
Cost: 1 point per rank
Related Powers: astral projection, internal universe, spectral flame control, spectral freedom, spectral gestalt, spectral sense, telepathy.

The character with this ability may exert influence over any spectral entities in his vicinity. Such souls can consist of the spirits of the dead (whether they're freshly so or those that linger on), people with the astral projection or spectral freedom powers, or even random beings from higher dimensions who happen to have blundered into the area. This power can be used on such souls in a variety of fashions.

The first involves simply warding them off. This is useful when someone is the victim of a haunting, or any other nuisance caused by the dead. Soul control can be used to craft a zone that spectral entities cannot enter - unless they can pass a Psyche (will) FEAT roll against this power rank, that is. The size of such a forbidden zone is a sphere with a radius that extends out to Very Near distance.

If soul control is consciously maintained, this ability can protect its wielder from unseemly influence and possession by such entities, or even the 'threat' of conversation with such. However, it can also be used on a specific person, object or location. If this is the case, the protection that soul control offers will last for a number of hours that is equal to its power rank number.

Secondly, soul control can be used to imprison a spectral entity. If such a being in one's vicinity fails a Psyche (will) FEAT roll against this power rank, they can be contained within the very body of this power's possessor. Once imprisoned, a soul cannot leave until they can succeed in a contest of will against either the soul control power rank or its wielder's Psyche (will) - whichever of the two is higher.

Such an effort is highly useful when trying to take a disembodied combatant out of the fight, even if temporarily. Such an imprisonment can be made more permanent if used in conjunction with the internal universe power - which places the imprisoned soul there, instead. A soul so shunted into such a plane is then essentially stuck... if he lacks the ability to dimensionally transit, that is.

Finally, soul control can grab spectral entities in the vicinity and literally bond them to nearby objects or life forms. Such objects can be anything, whether a freshly built (or repaired) body, a dog, a tree, a robot, or a baseball bat, as long as it doesn't already possess a soul. If dumped into something inanimate, the soul inside cannot actually act unless said object has the ability to do so (as would, say, an automobile).

When one attempts to bind them in such a fashion, spectral entities may resist this ability - as well as attempt an ultimate escape from such a binding - as if being warded from an area (though the exact opposite has in fact occurred). The thing to keep in mind however, is that a soul so bonded to an object, whether it is living or inanimate, might be perfectly all right with their new circumstances.

This is most often the case with the spirits of the dead, who see such a fate as being preferable to whatever reward - or punishment - they imagine is due to them in their afterlife...!

Sound Control
Type: Energy Control Power
Cost: 1 point per rank
Related Powers: carrier wave, energy cohesion, image projection, imaginary doubles, inaudibility, sonar sense, sound generation, vibration control, vocal control.

Sound control is the inherent ability to manipulate extant sounds to a variety of ends. One cannot use this power to actually generate sonic energies to control, but luckily any number of things in the environment, much less one's own body, can readily make noise that can be subsequently altered. Controlling a sound requires that the character with this power first pass a FEAT roll against its current intensity.

Once this is done, the sound controller may alter any sounds within Near distance of his or her person as they see fit. The volume, frequency and/or pitch of a sound is all mutable at the command of a sound controller. Once he or she has mastered a given sound, he or she may increase the former up to an intensity equal to their power rank number, reduce the former by a like amount, or alter the latter two qualities as is desired.

In other words, a sound controller may thus reduce the intensity of or even eliminate any sound available, increase the volume of sound up to a value equal to their power rank number, or even change the frequencies and pitches of sound in a slight or extreme manner. These capabilities allow one to readily control information in an area, not to mention the possibility of sowing chaos and confusion.

The direction a sound is traveling can also be manipulated as is desired. By amplifying and redirecting existing sounds, sound controllers can effectively dish out damage as can a sound generator, turning something as simple as the bark of a dog or the snapping of one's fingers into a devastating attack. And even better, if the sound controller isn't the obvious source of such an attack, dodging it may be incredibly difficult!

Sound Generation
Type: Energy Generation Power
Cost: 1 point per rank
Related Powers: aura (sound), carrier wave, energy absorption (sound), flight, image projection, imaginary doubles, sonar sense, sound control, transformation / self (sound), vocal control, vibration generation, weather control.

The ability to generate sound is the power to emit, almost unceasingly, large amounts of sonic energy. This energy may be generated at any frequency, pitch or volume, of up to its creator's sound generation power rank. Focused bursts of sonic energy have an immediate physical effect on their target, inflicting power rank Force damage with almost every attack.

Furthermore, whenever a character is struck by a beam of sonic energy, they must pass an Endurance (res) FEAT roll against its intensity or be deafened for 1d10 turns. Usually such damage is only temporary in nature, but can last longer under particularly severe sonic assaults, or when a character is exposed to such over long periods of time (Judge's discretion).

A beam of sound can be modulated to produce a variety of disruptive effects, as well. When doing this, a sonic beam will instead inflict Metabolic damage against live foes, and the target must pass the above Endurance FEAT to avoid being Stunned for 1d10 turns. Deleterious effects of such sound attacks include the disruption of a character's balance, heart beat, or even their digestive processes!

An important consideration with sound generation is the environment in which it is used. For example, sound cannot travel through a vacuum, and is thus useless in outer space for the most part. One could use a solid medium to transmit sound directly by touch, but at intensities high enough to cause damage, such sound may well destroy the medium one wishes to use in the first place!

Space Control
Type: Reality Control Power, Psimotive Art
Duration: maintenance
Cost: 1 point per rank
Related Powers: anchor, antigravity, deflection, gravity control, planar control, super flight, teleportation, time control.

The dangerous ability of space control allows its possessor to manipulate the geometry of the universe around its possessor! The very shape of space is fluid, dynamically subject to curvature by the mass within it, and by invoking this ability a space controller can artificially warp these curves to achieve a variety of useful effects. The simplest of such effects is to manipulate the speed of an object.

By compressing the space in front of an object to simulate a gravity well, a space controller can induce acceleration in it, whether it is currently moving or not, to a maximum speed equal to this power rank (or the object's own speed +1 CS, if that would be higher). This speed can be maintained by 'rolling' that steep curve in front of the object in question, such that it perpetually 'falls' into the artificial dent in space.

Similarly, expanding the space around an object can cause relative deceleration. This does not induce an actual decrease in velocity so much as it creates more real estate the moving object must cross in the same amount of time. A flying object overwhelmed by this effect may appear to be motionless in the air, while it is in fact flying at full throttle within a localized, ever-expanding bubble of space!

Alternately, by warping the spatial curves between objects into strange geometries, a space controller can direct their relative motion as well. This can steer one object away from another, vector them onto a collision course, or anything else the space controller desires - without any apparent change of direction from the perspectives of the objects so moved (aside from the obvious visual cues that something is suddenly amiss).

To overcome the machinations of a space controller, individuals or objects in the affected area must supply enough opposing force to resist the curvatures in the universe he has induced. This basically involves passing a FEAT roll against the intensity of his space control power; if this FEAT roll fails, the movements of individuals within Near distance of the space controller are wholly subject to his whims.

Spectral Flame Control
Type: Energy Control Power
Cost: 1 point per rank
Related Powers: astral projection, carrier wave, soul control, spectral flame generation, spectral freedom, spectral sense, spectral vampirism.

The power to control spectral flames permits its wielder to alter existing sources of this energy in any way desired - once he or she first passes a power FEAT roll against their intensity... or the opposing rank of another spectral flame controller attempting to manipulate the same energy. Spectral flame control operates on any source of these psi-active flames within Near distance of its possessor.

But where is such unnatural flame found? Most often, on the astral plane or other 'higher' dimensions representative of the mind... or various aspects therein. This power can be incredibly dangerous in such realms, considering how readily one can find spectral flames there, making its wielder a powerful foe to reckon with when astrally projecting or simply walking the various planes of existence.

As can most energy control powers, spectral flame control can enhance the intensity of its subject up to its power rank in might, or reduce it by a like amount. Similarly, this power can be used to enhance or curtail the operation of spectral flame generation, which can manifest this 'mind fire' in the material realm, as can the dimensional interface power - or interdimensional portals left open for some reason).

This power can also shape ambient spectral flames, producing constructs out of such that require the mastery of a power stunt for each general type (restraints, semi-sentient minions of spectral flame, etc.) The only problem with this is that, being responsive to the mental impulses of others, constructs comprised of spectral flames can occasionally take on a life all their own!

When this occurs, the spectral flame controller can either let them go about their business or attempt to regain control of the things, which might be only temporary if they manifest actual sentience.

Spectral Flame Generation
Type: Energy Generation Power
Cost: 1 point per rank
Related Powers: aura (spectral flames), carrier wave, resistance (spectral flames), spectral flame control, spectral sense, spectral vampirism, transformation (spectral flames).

Spectral flames are a strange, otherworldly form of energy most often encountered in the astral plane. They often look like mundane flames save for their color, which ranges from a silvery white to any number of pastel variants. Furthermore, instead of crackling and popping like an ordinary fire, spectral flames will instead howl and wail while burning something, making them quite distressing to be anywhere near.

Though rarely if ever occurring naturally in a conventional plane of existence, spectral flames can often find their way into the world through the occasional rift or dimensional interface - or thanks to this power. Spectral flame generation allows its possessor to spontaneously create this bizarre form of energy whenever he or she sees fit, projecting it anywhere within Near distance of their person.

Those struck by the 'mind fire' this power generates suffer its rank in Karmic damage, even though it is a form of energy. An automobile will suffer damage when exposed to spectral flames for example, despite being non-sentient... and even inanimate! However, sentient targets struck by spectral flames will suffer from Psionic Saturation (PS), and are thus subject to the effects of such for 1d10 turns per application of them.

What this means is that, while inundated with PS, a character must pass a Psyche (will) FEAT against the intensity of spectral flame damage suffered, or their thoughts will radiate out within Very Near distance as if using uncontrolled thought projection. Similarly, failing this FEAT will cause a character damaged by spectral flames to hear thoughts within a similar range, as if they wielded uncontrolled auscultation.

Spectral Freedom
Type: Mental Enhancement Power, Dimensional Spell, Superpsi Art
Duration: permanent (no maintenance required)
Cost: 8 points (flat cost)
Related Powers: astral projection, object projection, reformation, soul control, spectral flame control, spectral sense, teleformation.

Spectral freedom is a quality of one's consciousness that allows it to persist without inherent ties to a physical 'anchor'. At any point, the possessor of this power can separate his mind itself from his body, transplanting it into the astral plane. This universe is an aspect of a higher (seventh) dimension, which is coterminous with most points in space and time... and some both in between and beyond.

In this state, the character's mind behaves as if it is astrally projecting. Characters with that power can interact with the consciousness of the spectrally free individual, possibly even engaging in battle if desired. In the event of such combat, one's Fighting rank remains the same, though he must substitute Intuition for Agility, Reason for Strength and Psyche for Endurance when necessary.

Furthermore, a character with spectral freedom has access to all of their knowledge if called upon to battle astrally. This means that, if forced to do so, they may bring any talent-equivalent powers to bear in combat (such as spells or psionics). Spectrally free individuals can even make use of any inherent mental powers their original body had access to, since these are usually considered a 'part' of them to begin with.

The difference between someone using astral projection and spectral freedom is that there is no time limit to the latter. While an astral form must eventually return from whence it came, a spectrally free character need not do so. His body may not ultimately survive the experience if it isn't properly cared for (on life support, etc.), but his mind can go on existing in higher dimensions indefinitely.

This is quite an advantage if one is physically slain. If killed, the mind of the slain character with spectral freedom will simply slough off of the dead body as if it were wandering about any other time. The trick is that it now has nowhere left to return to - which, while inconvenient in terms of interacting with the 'real' world, won't directly do anything to endanger the continued existence of one's mind.

What can threaten the life of a spectrally free individual's mind is, naturally, suffering psychic damage. If one's mind is defeated (his Mental Health is depleted), he must pass a Kill check or begin to lose Endurance ranks, as would any other person. The character with spectral freedom can thus still be slain, it just takes killing his consciousness to get rid of him permanently (as much as one can rid themselves of a super human).

Since they aren't drawn into realms of the afterlife like the ordinary deceased (unless their mind is destroyed, as per the above), the spectrally free are at liberty to create all new relationships with the living. Barring separate powers such as possession or mind transfer, these detached minds can only 'roost' in a body, interacting with its owner in their dreams (or normally, if their host possess the spectral sense).

If such contact is unwanted, this may attract the attention of those who specialize in warding off the souls of the 'dead'. But most often, the spectrally free do this in order to benefit both themselves and their hosts, perhaps helping them out in exchange for furthering their own agendas in the world of material things. Assuming they're not blatantly using physical beings for their own amusements.

One reason that many experts of the occult most often confuse an individual with this power for a garden-variety poltergeist is that particularly strong-willed individuals can achieve a state of spectral freedom upon their demise. This requires a Psyche (will) FEAT roll against Unearthly (100) intensity upon the physical death of such a person, who then gains this ability in exchange for their physicality.

But for those who fear their 'final reward', or simply aren't done with whatever work they've chosen to do, this isn't such a bad deal.

Spectral freedom, as a psionic, is one of those rare abilities which do not count as one power for the purposes of power maintenance. This is because it's more of a permanent change in how one's very consciousness works, rather than an ability they must concentrate upon. This is particularly true if its possessor's physical body is destroyed - the power then defines their very existence!

Spectral Gestalt
Type: Power Control Power, Superpsi Art
Duration: maintenance
Cost: 2 points per rank
Related Powers: corporeal gestalt, link, soul control.

A spectral gestalt is a composite entity created by the minds of several super human individuals. When first activated, this ability will create an all new body for the merged minds to inhabit, comprised of the imaginary form of matter known as psychoplasm. The physical and mental ability scores of this transient body will be the average of its composite beings' scores, raised by +1 CS for each doubling of individuals who comprise it.

Two component minds will raise the ability scores by +1 CS, four component minds will raise them by +2 CS, and so on.

The powers a spectral gestalt possesses will be those of its constituent beings. All of its creators' powers can be wielded by this entity, and usually with greater intensity; the ranks a spectral gestalt uses its special abilities at gain a column shift equal to that which enhances its ability scores. Thus, a gestalt comprised of eight individuals will use all of their super human abilities at a +3 CS!

Limited to a ceiling of the spectral gestalt power rank itself, that is.

At the same time, spectral gestalts often possess additional powers above and beyond those of its constituent entities. When this ability is first gained, its possessor has the option of placing one or more of his powers within the gestalt; he can't use them by himself, but must build the gestalt to access the ability. Such placement counts as a strong limitation to the powers so constrained, and raises their final ranks by +2 CS.

The appearance of a spectral gestalt will usually be consistent, and is most often defined when the power is first acquired.

The personality of the created, imaginary being can be reflected in one of two ways - though this can vary, depending on its make up. It may be a distinct, individual entity, which can act independently and even converse with its constituent creators... who can also act on their own to a lesser extent. Of course, they do so at a -2 CS to all their ability and power ranks while their spectral gestalt is extant.

Alternately, the spectral gestalt may literally draw the minds of its creators into itself. This means multiple consciousnesses are active within it and able to use its abilities at once, though the gestalt is of course limited by the normal rules for multiple actions. This may cause a bit of confusion if its creators are at cross purposes or motivations, but can alternately allow an entire group to act as one.

Without the hassle of physically merging their bodies, as is necessary with a corporeal gestalt.

If defeated, a spectral gestalt will channel a psychic backlash into its creators' minds. If it exists as a distinct, independent being, the spectral gestalt's defeat will merely prompt a Stun check on its constituent minds. If its creators' minds are actually within it when defeated, they will definitely be Stunned for 1d10 turns, perhaps more if the defeat of their spectral gestalt was particularly brutal.

Spectral Sense
Type: Sensory Power, School Spell (Voodoo), Superpsi Skill
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank
Related Powers: astral projection, energy sense, magic sense, nonapparent vision, psi sense, spectral flame control, spectral flame generation, spectral freedom, theonic sense.

A spectral sense is one which allows its wielder to perceive intelligences Near oneself that are only present in adjacent, higher dimensions. This primarily consists of astral forms and actual entities which might be present in the equivalent mindspace, but can also showcase beings in other coterminous realms or even local disembodied spirits. Unless hidden somehow, these intelligences will be revealed on a green FEAT roll.

Once a spectral entity is revealed, the wielder of this sensory ability can not only 'see' and 'hear' it, but can communicate back! While a restligeist cannot really communicate, being a non-sentient 'echo' of one's presence, a poltergeist readily can - and usually will. Astral forms and the like may or may not communicate depending on their desires, though usually one in the area is there for purposes of espionage or other subterfuge.

Spectral sense is a powerful tool for investigators of the paranormal, and many a seeming charlatan has made use of this ability to earn a quiet living for themselves. It is an essential ability for true mediums, as well as anyone else who works with the formerly living.

Spectral Vampirism
Type: Mental Power, Superpsi Art
Duration: instantaneous effect
Cost: 2 points per rank
Related Powers: biological vampirism, decontamination, energy vampirism, psionic vampirism, spectral flame control, spectral flame generation, spectral sense, super vampirism, thaumaturgical vampirism, vampirism.

A variant on the standard ability, spectral vampirism allows its wielder to feed upon the souls of others, whether still living or existing free of a body, in order to recover lost Health points. As do other forms of this ability, spectral vampirism requires contact with the would-be victim. Upon touching the target, a spectral vampire may drain an amount of his Intuition and Psyche equal to this power rank.

This assumes the target is unable to resist; spectral vampirism can be fought off by passing a Psyche (will) FEAT roll against its rank. If this FEAT fails, the spectral vampire may drain his victim of as much or as little spirit as he wishes, up to his power rank number, each turn. Every additional turn he does so, the target is allowed another FEAT roll to resist the wielder of spectral vampirism.

If this resistance FEAT is successful at any point during the feeding process, the target will immediately repulse the spectral vampire, gaining immunity from further assaults with this power from this spectral vampire (though not from other characters with this ability or any other vampiric powers the assailant may possess). Upon managing this, the target should note this resistance in the event of future assaults (just in case).

If a spectral vampire is at full Health when he drains his power rank in soul energy from a victim, he will receive a +1 CS to his Strength, Endurance, Psyche, and all of his power ranks save for this one (additional drains do not enhance him further). This boost lasts for 1d100 turns, after which point the character with spectral vampirism will return to his normal capability. Gaining another, like boost requires another feeding.

The risk in using this ability is twofold. First off, there's the danger of contagion. Draining someone of their soul completely is considered a lethal attack. If the victim of such an attack fails their Kill check, they will begin to lose Endurance ranks until either first aid is administered or they die. If such an individual dies, he will rise again as an undead creature, a spectral vampire that feeds on the souls of others to survive.

Secondly, if a spectral vampire kills with this ability (accidentally or otherwise), he must pass a Psyche (will) FEAT roll against the intensity of his own spectral vampirism. If this FEAT roll fails, he will become addicted to the spiritual energies of others, and will require them to function as well. While addicted, the character with spectral vampirism will suffer a loss of power each day he does not feed upon the souls of others.

This loss comes in the form of a -1 CS to his Strength, Endurance and Psyche scores, as well as all of his power ranks (save for this one). In order to avoid this loss, the addicted spectral vampire must drain an amount of spiritual energy equal to his spectral vampirism rank each day, and if at a penalty, a like amount to recover each -1 CS lost. The only way to shake this addiction is to go cold turkey - and that's not easy.

Cutting oneself off from the spiritual energy of others causes the CS penalties to mount, until the character's indicated ability scores and power ranks reach Shift 0 levels. This prompts an Endurance FEAT roll, per a Kill result. If this FEAT fails, the character immediately dies, and will eventually rise as a spectral vampire himself. If it succeeds, he may attempt a Psyche (will) FEAT roll to shake off his addiction.

If this Psyche FEAT succeeds, the character is 'cured', and may begin to recover lost ability and power ranks at a rate of +1 CS per day. If the Psyche FEAT fails however, the character must wait another day, and repeat the Endurance FEAT to see if he lives long enough to attempt another Psyche FEAT to beat the urge. This continues until the character either dies or manages to defeat his addiction.

If a character with spectral vampirism has ever been addicted to the spiritual energies of others, using the ability again may cause a relapse - even if he's physically recovered from the ordeal. Every time the character uses this power afterwards, he must pass a Psyche (will) FEAT roll, the failure of which indicates an immediate relapse into addiction. If he passes this FEAT roll he'll be fine - at least, until the next use of the power.

Naturally, an undead creature dependent on the souls of others to live cannot shake this requirement; this process only applies to still-living wielders of spectral vampirism - and not its many victims.

Spell Control
Type: Power Control Power, Paraprobabilitism Spell, Psimantic Talent
Duration: maintenance
Cost: 2 points per rank
Related Powers: deionic control, power control, psionic control, sorcerous amplification, sorcerous attenuation, thaumaturgical absorption.

Spell control is the potent power to actively manipulate the very form and function of magical abilities. It only works on magic spells or magical powers inherent to the body of its target, not other talent-based abilities (learned psionics) or non-magical super powers (such as mutations). Furthermore, spell control can only affect the magical abilities of others - not those wielded by its possessor.

If a mystically inclined individual or the effects of their abilities are present within Near range of the spell controller, he can attempt to seize control of such. If attempting to use this ability on a magic effect free of its creator's body, this only requires a FEAT roll against its intensity. If the magical ability is not in use or is otherwise internalized to its target, its possessor is also allowed a Psyche (will) FEAT to resist.

Once the possessor of spell control has taken control of the magic of another, he can do any number of things with it. However, spell control actions require a second FEAT roll, based on how complicated its wielder's intentions are. Redirecting the target of a magic power or spell (pointing an eldritch bolt away from oneself, or 'borrowing' the armor of another) requires a green spell control FEAT roll.

Activating or inactivating magic already in play requires a yellow FEAT roll. This can range from being a nuisance to downright lethal, depending on how vital the power being tinkered with is to the survival of its possessor. Yellow FEATs also allow one to change minor details of the magic's nature somewhat (perhaps, say, changing that eldritch bolt into something the spell controller is more resistant to, like a beam of feathers?)

A red FEAT roll grants the spell controller the ability to drastically alter the nature of magic, being able to transform it from any one ability into any other he desires. This might turn an armor spell into shrinking, or teleportation into dimensional transit (causing its wielder to blip off into parts most unknown). Such applications are by far the most dangerous uses of spell control - and the most lethal.

Luckily for the opponents of a spell controller, the effects of this ability are highly transient in nature. They only last as long as the spell controller is actively concentrating upon his changes. Furthermore, each turn someone is subject to spell control (perhaps the spell controller is 'borrowing' his abilities for a while), he may attempt another FEAT roll to resist its use on his person.

Spiritual Link
Type: Personal Spell
Duration: special
Cost: 2 points per rank

The spiritual link spell serves to literally tie the essence of another spellcaster to oneself. This spellcaster is usually no longer among the living, and has plenty of time with which to guide the wielder of the spiritual link spell in whatever way he feels helpful. In rare instances the spiritual link spell may instead link the caster to multiple such essences, or even to a still-living sorcerer on another plane of existence.

When first cast, spiritual link will seek out such an essence. The caster of this spell will be given a 'menu' of sorts, of all the potential candidates nearby (within Far range) for creating such a link. Most often, these will be (former) members of one's school of magic, or at the very least individuals who share the same basic goals as the caster. But sometimes, a candidate will arise who fits neither of these criteria.

This candidate may require the caster's services for some task or another - or the reverse may be true - and the two may otherwise be at cross purposes. This can lead to trouble down the road for the caster of spiritual link, but might be just what he needs to resolve the current crisis. Either way, once the caster has decided upon the candidate (or candidates, in the event of a tight-knit group of like minded souls), the bond is made.

Once a spiritual link is established, the caster has the benefit of several special abilities while said link is active. Since he is of two minds (literally), the caster gains a +1 CS to resist any mental control or attack powers. Furthermore, the caster has at least partial access to the knowledge and memories of his spiritual ally, which he will readily share under most circumstances (unless something is particularly embarrassing).

In addition to knowing strange and ancient secrets, this gives the caster access to additional spells! These spells are those which the spiritual entity itself knows, and should be determined by the game Judge (as with all the other details of the linked essence). The caster can wield these spells at the spiritual link rank, instead of their original ranks, which gives one quite an edge in battle.

The down side to the spiritual link spell is that, under certain circumstances, the linked essence may try to gain control of one's body for its own purposes. This may come about as a result of direct mortal peril to the spellcaster, if the caster commits an action opposed to the essence's morality, if the caster encounters an area or person directly tied to the essence's past, or when using spells the essence knows that are not of one's own school.

Or, if the essence isn't particularly fond of the caster, it might try to take over 'just because'.

The essence linked by this spell may do this in a contest of wills, pitting the character's Psyche (will) against its Psyche (pre). If the caster fails against this action, he will lose control of his own body for 1d10 turns, at which point another contest may be attempted, pitting the caster's Psyche (pre) against the essence's Psyche (will). And so on. How this affects the relationship between the two depends on the personalities involved.

Spiritual Link itself generally assumes the linked spirit is cohabitating in the head of the caster at all times. However, the spell can be limited somewhat, enhancing its power considerably. If the link is dependent on the presence of a talisman of some sort (the skull of an elder, or the wedding ring of a fellow mage), add a +1 CS to the spell rank (or reduce its cost by 2 points). Alternately, it can be location dependent.

In this case, the caster only benefits from the link while in a special kind of area or a specific location (faerie circles are an example of this, as is the remote grave of the dead spellcaster). The more specific and inconvenient a location, the greater the benefit (+2 CS / -4 points for the circles, for instance, while +3 CS / -6 points for the grave). While the link is only active under these conditions, it's much more powerful in effect.

Stasis
Type: Physical Enhancement Power, Personal Spell, Metapsi Skill
Duration: maintenance
Cost: 4 points (flat cost)
Related Powers: catalysis, environmental independence, longevity, reformation, regeneration, regenerative armor, revival.

The ability of stasis allows its wielder to place their body in a state of suspended animation. What this means is, while so suspended, the character with this ability need not eat, drink or breathe, as his body is doing literally nothing at all. While in stasis, the character is physically inert, and will thus appear dead for all intents and purposes - however freshly so their body may seem.

While this ability is active, its possessor will have a vague awareness of conditions outside their body, but won't be conscious, per se. This means that one can enter stasis if conditions in their vicinity have become life-threatening, and then end their stasis when such conditions have passed. Similarly, one can 'program' the ability to wake them up after so much time has passed, though this process is never quite exact.

There is no ultimate, terminal duration tied to this ability. One can conceivably put themselves under for years, if not centuries at a time if they wish. Mind you, this may put a serious crimp in one's social life, having to make up for lost time over and over. But sometimes, when the world is falling apart all around you, simply going to sleep until it fixes itself just might seem like a good idea.

Static Field
Type: Mental Power, Psipathic Talent
Duration: maintenance
Cost: 1 point per rank
Related Powers: illusion projection, sensory projection, thought projection.

Telepathic powers generally work in a rather straight-forward manner - their initiator makes contact with one or more other minds, and then conveys whatever information they wish. However, this assumes that there isn't a lot of psionic 'noise' going on, drowning out their mental signals. Psionic static is just that - a whole lot of gibberish and interference that stymies the use of telepathic powers.

Characters with the static field power can generate an area around their person - namely, everything within Very Near range - that is overwhelmed with psionic static. While in the radius of a static field, telepaths must pass a power FEAT against the intensity of the static field in order to operate their telepathic abilities at all - failure means the information to be conveyed was 'lost' in the noise surrounding them.

As the source of the static field, the user of this ability cannot himself wield any other telepathic powers while it is active. Similarly, the character gains power rank resistance to psychic influence while his static field is active. On the down side, there is no way to hide the fact that one is generating such a field from other telepaths in the vicinity, which readily allows them to retaliate for the inconvenience, if desired.

Static Shield
Type: Paraprobabilitism Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

A static shield is a defensive construct its wielder may build around himself or another, which protects them from the effects of Probability Fallout. Once erected, a static shield vigorously defends the current form of its occupant's existence, absorbing and nullifying all PF of its rank or less that it comes in contact with. This is a great way for a paraprobabilitist or a psychoturge to protect his allies from his 'mistakes'.

If overwhelmed by PF, a static shield will collapse, but the PF that actually broke the shield will not affect its former occupant - not this turn, at least. If a static shield is broken, it may behoove its creator to build another one as soon as possible, in order to avoid the effects of PF contagion; while the 'main' threat of PF may have been diffused by the shield during its collapse, the stuff is notoriously sticky.

A mostly useful side effect of the static shield is that it prevents anyone from manipulating the probability field of its occupant. While so protected in a static shield, a person has the static shield's rank in resistance to luck controlling abilities - whether beneficial or harmful. While it may prevent good luck from helping the shield's occupant (even his own!), it will similarly protect him from being 'jinxed' by others while active.

Summoning
Type: Biological Control Power, Dimensional Spell, Psimotive Art
Duration: special
Cost: 2 points per rank
Related Powers: aggregation, animal control, animal sympathy, finding, linguistics, mind control, plant control, plant sympathy, teleportation / others.

Summoning is the ability to draw forth other living creatures - and bind them to your will! It can be used to make manifest creatures native to one's own world, whether sentient or otherwise, alien creatures from across the cosmos, or even enigmatic entities from beyond the universe. Summoning may bring one creature or many to the summoner, to be directed towards any task they are capable of... assuming he's strong enough.

Once the summoner has decided what he wishes to call forth, he must make a power FEAT roll against the Psyche (will) score of his target. If this FEAT roll is successful, the creature will appear before him, and can be directed to perform one task. Once this task is completed the summoned entity will disappear, the summoner's hold upon it broken, and will smartly return from whence it came.

This assumes that only one creature was called by the summoner. If the summoner wishes to bring about multiple creatures, he can do so, each doubling of such subtracting a -1 CS from his effective summoning rank. This may not be a huge deal when conjuring up a cloud of Africanized honey bees (who have no Psyche rank to speak of), but summoning a horde of pixies might be the last thing the summoner ever did.

Except for the screaming and so forth.

This is because, if the summoning FEAT fails, the called creature(s) might answer the summons anyway. Those creatures that do so may do as they please, no matter what the summoner demands of them. And the more uncontrolled creatures one calls forth, the more creatures there are to vent their frustration upon the summoner for attempting to drag them away from their lives to do his dirty work.

One problem with summoning is that the summoner does not know if a creature is truly under his control until it disobeys his commands. Powerful creatures love to take advantage of this 'loop hole' in summoning to try and wring something out of the summoner in return for services rendered. Alternately, they may threaten him with bodily harm after the task is completed if he does not bargain with them beforehand.

On the plus side, if he's indeed taken control of the creature so called, a summoner can ignore these boasts and threats... unless the creature figures out enough about him to find its way back to him after the summoning. Or can resist the summoning power's banishment of it after it has completed the task the summoner called it to perform. Some entities truly lack a sense of humor, and can bear a grudge for a very, very long time.

Super Breath
Type: Physical Enhancement Power
Cost: 1 point per rank
Related Powers: environmental independence (breathing), matter absorption, vapor animation.

Many characters have what seems like an impossible lung capacity, in that they can apparently inhale more air than their lungs (much less their entire body) should be able to contain, in order to expel it violently! It's all about the pressurization with super breath, in that a character with this power can draw in as much gas as they like, compacting it in the process, and then release it at their leisure.

The individual with super breath can draw into themselves a quantity of gas that, when exhaled, allows them to inflict power rank Force damage to their target. Inhaling enough ambient air to fuel this power requires a full turn, though a character with super breathing who manages to achieve multiple actions on a given turn can be assumed to be engaging in the rest while taking in the appropriate mass of gas (when applicable).

The only difficulty where super breath is involved is in containing that amazing amount of inhaled air for any length of time. Hanging onto the amount of gas required to inflict the power's normal damage is quite the strain on one's body, and requires a yellow power FEAT roll each turn it is attempted. If this FEAT fails, the gas will immediately exit the character's body - typically blasting whoever is right in front of him or her.

If the individual with super breath who fails such a FEAT is prevented from making a discharge at this point, they'll suffer power rank Metabolic damage as the gas seeks out any other means of equalizing its pressure against the atmosphere outside him or her... regardless of how much harm it causes in the process.

The gas jet produced by super breathing can effectively strike any target within Near distance of its wielder.

Super Climbing
Type: Movement Power
Cost: 1 point per rank
Related Powers: claws, clinging, hard points, prehensile tail, super jumping, tentacles.

Most characters have the inherent ability to climb, barring serious physical injuries or an anatomy that lacks the required limbs. The power of super climbing is a whole other animal altogether though, in that it gives its possessor the preternatural ability to climb far faster than those without it, ascending up or moving down vertical surfaces at an effective velocity that is determined on the land/sea speed table.

In addition to the determining how fast a character with super climbing can, well, climb, its power rank also showcases how effectively he or she can do so. The higher a rank in super climbing that a character possesses, the less agreeable a surface it can be used to climb. Refer to the slickness table to determine the relative difficulties inherent to climbing up certain surfaces (avoid those coated in buckyballs).

In addition to easily handl