Jazz 2e EN:JazzSupers

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JazzSupers

JazzSupers is a genre module for Jazz. JazzCore is required.

Introduction

What is This?

Jazz is an attempt to create a new role-play gaming system which is both flexible and easy to use. Jazz, like its namesake, is inspired by and incorporates concepts from many sources. JazzSupers is a power construction system intended for use with superhero games.

JazzSupers does assume a basic familiarity with principles of role-playing and the basics of making up a superhero character. I haven't gone into great detail describing what role-play gaming is, or defining what "Flight" allows a character to do, for example. These sparse spots may be filled in as time goes on, but feel free to use your best judgment if something doesn't make immediate sense to you. JazzSupers is intended for my personal use, but feedback and suggestions are welcome. If you think a section is unclear, or needs more elaborate explanation, do feel free to drop me an <a href="mailto:bblackmoor@blackgate.net">e-mail</a> with your suggestion.

Sections that are still under construction will appear in this color. If it's this color, you are better off not using it.

Character Generation

How Many Dots?

Table: Power levels
Power Level Powers
None [realistic] 0
Unheard Of [semi-realistic] 5
Rare [X-Files] 10
Uncommon [Doc Savage] 20
Common [Spider Man] 30
Very Common [X-Men] 45
Cosmic [Sandman] 60+


If you are given dots for Powers, you might be able (with the GM's permission) to trade one level of Power Level for one level of Fiction Level. For example, a typical superhero game might be Fiction Level: Incredible and Power Level: Common. With the GM's permission a character in such a game could instead have a number of dots appropriate to Fiction Level: Outlandish and Power Level: Uncommon. This option will not be appropriate for all game settings, and GMs are encouraged to use their best judgement.

Powers

Powers are abilities that a normal human cannot learn to do. A normal human can learn to pick locks; a normal human cannot learn to levitate.

Instant Powers operate only momentarily, after which their effects remain behind. A Blast lasts but a moment, but the hole it leaves is permanent (relatively speaking).

Constant Powers are those which the character must activate, but then may remain in operation as long as the character desires and is conscious. A character may stay aloft with Flight as long as she is awake to keep the Power activated.

Persistent Powers are always active, and do not require activation by the character. A character's Armor is active whether she is awake and aware or not.

Range describes how far a character may be from a target to affect it with her Powers. Powers that can be used on other people are divided into three main ranges: skirmish, firefight, and visual. Skirmish range is the distance that a character can cross in a single action and usually still have time to do something else (typically up to five to ten meters). Firefight range is too far for most people to reach in one action, but is within range of most small arms and other ranged attacks (from around ten meters to 100 meters or so). Visual range is too far away to hit reliably with most firearms, but is still within line of sight. A few Powers have even greater range, called "remote": these powers effectively have no maximum range.

Target describes who the power may be used on. Powers marked with "self" and "others" may each be used against one target at a time (the character herself, or a target within range, respectively). "Area" powers affect the chosen target and everything within skirmish range of that target.

Table: Powers
Power Duration Range Target
Absorption Persistent &#151; Self
Adaptation Persistent &#151; Self
Aid Instant Skirmish Others
Armor Persistent &#151; Self
Blast Instant Firefight Others
Change Environment Constant Firefight Area
Clinging Persistent &#151; Self
Darkness Constant Firefight Area
Density Decrease Constant &#151; Self
Density Increase Constant &#151; Self
Dispel Instant Firefight Others
Drain Instant Skirmish Others
Duplication Persistent &#151; Self
Enhanced Senses Persistent &#151; Self
Entangle Instant Firefight Others
ESP Constant Remote Area
Extra Actions Constant &#151; Self
Extra Limbs Persistent &#151; Self
Flash Instant Firefight Others
Flash Defense Persistent &#151; Self
Flight Constant &#151; Self
Force Field Constant &#151; Self
Growth Constant &#151; Self
Images Constant Firefight Area
Instant Change Instant &#151; Self
Interdimensional Movement Constant &#151; Self
Invisibility Constant &#151; Self
Mental Blast Instant Visual Others
Mental Defense Persistent &#151; Others
Mental Illusions Instant Visual Others
Mind Control Instant Visual Others
Mind Link Persistent Remote Others
Mind Scan Instant Visual Others
Missile Deflection & Reflection Persistent &#151; Self
Multiform Persistent &#151; Self
Power Defense Persistent &#151; Self
Shapeshift Constant &#151; Self
Shrinking Constant &#151; Self
Stretching Constant &#151; Self
Summon Instant Skirmish Others
Super Running Constant &#151; Self
Super Swimming Constant &#151; Self
Suppress Constant Firefight Others
Telekinesis Constant Firefight Others
Telepathy Instant Visual Others
Teleportation Constant &#151; Self
Transfer Instant Skirmish Others
Transform Instant Firefight Others
Tunneling Constant &#151; Self


Absorption

For each dot a character spends, she gets 3 dots of Absorption. The total Absorption is the maximum amount of damage she can Absorb from damaging attacks in a single action (before defenses are applied) and channel into her Traits and Powers (in the form of Trait dots or Power dots). Each 3 damage she Absorbs during an action gives her 1 Trait dot or 1 Power dot, which she may then add to any of her Traits or Powers. The maximum total that may be Absorbed is six times the number of Base dots in Absorption (double the amount she can Absorb from a single attack). Where the Absorbed dots go must be chosen when the Power is bought, and may not be changed thereafter (this could be a single Power, or the dots could be apportioned between several Powers). Absorption does not provide any defense to the character: the Absorbed damage still inflicts damage if it exceeds the character's defenses. The Absorbed Power dots fade at the rate of one Power dot per Turn.

Cost: 1 dot for 3 pts. Absorption (3 damage = 1 Trait dot or Power dot), maximum Absorbed = 6x dots in Absorption

Adaptation

The character can survive in harsh environments.

Table: Adaptation
Cost Effect
1 May breathe in a single unusual environment (under water, in methane)
2 Does not need to breathe at all
1 Does not need to eat, sleep, or excrete
1 Immune to Vacuum, High Pressure
1 Immune to Intense Heat, Cold, Radiation
1 Immune to Aging and Disease


Cost: varies

Aid

Aid allows one character to temporarily add Power dots to another character's Trait or Power. For each dot of Aid a character has, she can add 1 to a target's Trait or Power. The maximum number of dots that may be Aided in one action is equal to the number of Base dots in Aid. The maximum total that may be Aided to a specific character's Trait or Power is double the number of Base dots in Aid. Where the Aided dots go must be chosen when the Aid is bought, and may not be changed thereafter (this could be a single Trait or Power, or the dots could be apportioned between several Powers). The Aided dots fade at the rate of one Power dot per Turn (down to the Aided Power's normal value).

Cost: 1 dot for 1 dot Aid, maximum Aided = 2x dots in Aid

Armor

Armor costs 1 dot for Armor +2/+2 (this is read as 2 additional dots of Toughness against Bashing attacks, and 2 additional dots of defense against Killing attacks). Each additional dot adds another +2/+2.

(See also: Armor & Defense)

Cost: 1 dot for Armor +2/+2
Duration: Persistent
Range: &#151;
Target: Self

Blast

Blast is a ranged attack of some type. It could be radiation, fire, cold, arrows, or even poodles: this must be chosen when the Power is bought, and may not be changed thereafter. The Blast has a damage rating equal to the number of dots in the power. Blast may cause Bashing (non-lethal) damage or Killing (lethal) damage: this must be chosen when the Power is bought, and may not be changed thereafter. By default, a Blast may be used against targets out to firefight range.

(See also: Damage)

Cost: dots equal to damage rating of Blast
Duration: Instant
Range: Firefight
Target: Others

Change Environment

The character can make small changes in her surroundings, as long as those changes do not mimic or replace standard Powers. Change Environment costs 1 dot to impose a specific non-combat effect (creating a strong magnetic field, for example). Spending an additional dot allows the character to impose any effect within a given range of effects (creating a field of any type of electromagnetic energy, for example). By default, Change Environment affects a 2 meter radius. This area may be increased by purchasing the Affects an Area Advantage.

Cost: 1 dot to impose a single effect, 2 dots to impose a range of effects

Clinging

The character may move on walls, ceilings, and other surfaces as if they were level. The strength holding the character to the surface is equal to her natural Strength. This Strength may be increased by 2 Strength for each 1 additional dot spent.

Cost: 1 dot, +2 Strength Clinging for +1 dots
Duration: Persistent
Range: &#151;
Target: Self

Darkness

For 2 dots, Darkness allows a character to erect a field that is opaque to a single sense (usually normal vision, thus the name). Additional senses may be obscured for an additional 1 dot each. Entire Sense Groups may be obscured for 2 dots each. By default, Darkness affects a 2 meter radius. This area may be increased by purchasing the Affects an Area Advantage.

Cost: 2 dots to block 1 sense, +1 dot for each additional sense, +2 dots for each Sense Group blocked

Density Decrease

Density Decrease makes a character less massive (but no smaller) than normal. Each 1 dot spent on Density Decrease gives the character:

x1/2 Mass
-1 to Brawn
+1 to Reflexes
+1/+1 Toughness

Table: Density Decrease
Mass Reflexes Toughness Brawn Dots
100 kg +0 +0 -0 0
50 kg +1 +1/+1 -1 1
25 kg +2 +2/+2 -2 2
10 kg +3 +3/+3 -3 3
5 kg +4 +4/+4 -4 4
0 kg +5 +5/+5 -5 5


A character with Density Decrease does not have to use it at full power. If she has four dots in Density Decrease, for example, she could elect to be merely 50kg in mass rather than all the way down to 5 kg. Note that a character with five dots in Density Decrease activated no longer interacts with the physical universe, and is unaffected by physical barriers and attacks (although energy attacks, psychic powers, and force fields will affect her normally). Walking normally is impossible for such a character, but Super Running and Flight will work as usual.

Cost: 1 dot for x1/2 mass, +1 Reflexes, +1/+1 Toughness, -1 Brawn
Duration: Constant
Range: &#151;
Target: Self

Density Increase

Density Increase makes a character more massive (but no larger) than normal. Each 1 dot spent on Density Increase gives the character:

x2 Mass
+1 Brawn
-1 Reflexes
+1/+1 Toughness
+5 Endurance

Table: Density Increase
Mass Density Brawn Toughness END Reflexes Dots
100 kg Flesh +0 +0 +0 -0 0
200 kg Bone +1 +1/+1 +1 -1 1
400 kg Stone +2 +2/+2 +2 -2 2
800 kg Steel +3 +3/+3 +3 -3 3
1.6 t Gold +4 +4/+4 +4 -4 4
3.2 t Osmium +5 +5/+5 +5 -5 5


If a character is not at full Endurance when changing her density, the amount of Endurance she has lost stays proportionately the same. (They're only fractions, you can handle it.)

Example: If a character with 15 natural Endurance has lost three END to attacks, when she activates three dots of Density Increase her maximum Endurance will increase to 30 END, but her current END will be 24. When in doubt, round fractions in the character's favor.

A character with Density Increase does not have to use it at full power. A character who has four dots in Density Increase, for example, could elect to be merely 200kg in mass rather than her full 1.6 metric tons. Note that a character with her Density Increase activated in the water will sink like a stone: normal swimming is impossible, but Super Swimming will work as usual.

Cost: 1 dot for x2 mass, +1 Brawn, +1/+1 TUF, +1 END, -1 Reflexes
Duration: Constant
Range: &#151;
Target: Self

Dispel

Dispel allows a character to shut off another character's Power. For each Base dot in Dispel, the character gets 6 pts. of Dispel. If the total of the Dispel is more than the Effective Cost of the target's Power, the Power is deactivated (the target can reactivate the Power on her next action). The type of Power which is to be Dispelled (e.g., fire-based, magical, psychic) must be chosen when the Dispel is bought, and may not be changed thereafter.

Cost: 1 dot for 6 pts. of Dispel

Drain

Drain allows a character to reduce the dots of Effective Cost in another character's Trait or Power. For each 2 Base dots in Drain, the character may reduce the Effective Cost of a target's Power by 3 dots. The maximum total that may be Drained from a specific character's Trait or Power is equal to three times the number of Base dots in Drain. The Trait or type of Power which is to be Drained (e.g., fire-based, magical, psychic) must be chosen when the Drain is bought, and may not be changed thereafter. The Drained dots return at the rate of one dot per Turn.

Cost: 2 dots to Drain 3 dots, maximum dots Drained = 3x dots in Drain

Duplication

Duplication allows a character to create simultaneous duplicates of herself. The cost of the first duplicate is based on the Fiction Level of the game. Each additional duplicates costs half as much as the first one. The cost for all duplicates is paid by the "first" character; the duplicates are created using the same number of dots as the base character (minus the cost of the Duplication), and they may not themselves have Duplication.

Table: Duplication
Fiction Level 1st Duplicate +1 Duplicate
Everyday 4 2
Competent 8 4
Heroic 12 6
Incredible 16 8
Legendary 20 10
Superheroic 24 12


Cost: Varies by Fiction Level

Enhanced Senses

The character can have senses that normal people do not have.

Table: Enhanced Senses
Sense Group Disc. Targeting 360° Dots
Active Sonar Hearing No Yes No 3
Discriminatory Sense Group (1) (1) (1) (1) 1
Enhanced Sense Group (1) (1) (1) (1) 1 per +2
High Range Radio Hearing Radio Yes No Yes 2
Infrared Vision Vision Yes Yes No 1
Mental Awareness Mental No Yes No 1
Microscopic Vision Vision Yes Yes No 1 per x10
N-Ray Vision (2) Yes Yes No 4
Night/Low Light Vision Vision Yes Yes No 1
Radar Sense Radio No Yes No 3
Radio Send and Receive Radio Yes No Yes 1
Ranged Sense (1) (1) No (1) 1
Ranged Sense Group (1) (1) No (1) 2
Ranged and Targeting Sense (1) (1) Yes (1) 4
Ranged and Targeting Sense Group (1) (1) Yes (1) 5
Spatial Awareness (1) No Yes No 5
Telescopic Sense Group (1) (1) (1) (1) 1 per +3
Tracking Sense (1) Yes No (1) 2
Ultrasonic Hearing Hearing Yes No Yes 1
Ultraviolet Vision Vision Yes Yes No 1
360° Sense Group (1) (1) (1) Yes 2
360° Senses (All) (1) (1) (1) Yes 5


  • The Touch Sense Group is not appropriate for many of these effects.

1) As appropriate (e.g., Hearing, Vision, Smell, Taste, Touch, Mental, Radio). It is possible that a certain unusual sense, such as N-Ray or an esoteric form of Spatial Awareness, may not fit within a Sense Group.

2) Does not belong to a Sense Group.

The character may also have a sense of the player's own design. The sense itself costs 1 dot. It may then be purchased as Discriminatory, Ranged, Telescopic, 360°, etc.

Cost: varies

Entangle

For 2 dots, Entangle allows a character to place see-through, tangible bonds on a single human-sized target, which impedes the target's movement and stops damage. An Entangle is Instant and stationary: once the character throws it, it stays put until someone breaks it. By default, an Entangle has 2/2 Toughness against attacks, and 3 Endurance. If the Entangle takes enough damage from Bashing and/or Killing attacks to reduce its Endurance to 0, the Entangle is broken. The defense of the Entangle may be increased by +2/+2 for +1 dot.

The END of the Entangle may be increased by +3 END for +1 dot.

An Entangle may be made opaque to a ranged sense for +1 dot. Additional senses may be obscured for an additional +1 dot each. Entire ranged Sense Groups may be obscured for +2 dots each.

Cost: 2 dots for 2/2 Toughness Entangle with 3 END, +1 dot for +2/+2 Toughness, +1 dot for +3 End, +1 dot to block 1 sense, +2 dots to block 1 Sense Group

ESP

A character can place the focus of her senses anywhere within her current dimension. Being able to use one Sense Group at range costs 4 dots. Each additional Sense Group costs an additional 1 dot. Seeing into the past costs an additional 4 dots. Seeing into the future costs an additional 4 dots. Seeing into a related group of other dimensions costs 4 dots. Seeing into the past or future is never completely reliable, and is more likely to work when it doesn't screw up the plans of the GM.

Cost: 4 dots for 1 Sense Group at range, +1 dot for +1 Sense Group, +4 dots to see the past, +4 dots to see the future, +4 dots to see into other dimensions

Extra Actions

Extra Actions work just like normal actions, and take place after all characters' normal actions have been taken or waived.

Cost: 4 dots for each Extra Action

Extra Limbs

The character has more than two manipulatory appendages (as many as the player wants).

Cost: 1 dot

Flash

For 2 dots, Flash allows a character to obscure one of the target's senses (usually normal vision, thus the name). Additional senses may be obscured for an additional 1 dot each. Entire Sense Groups may be obscured for 2 dots each. By default, Flash lasts for 1 of the target's actions. This may be increased by +1 action for +2 dots.

Cost: 2 dots to obscure 1 sense for 1 action,
+1 dot for each additional sense,
+2 dots for each Sense Group blocked, +1 action for +2 dots

Flash Defense

Each dot of Flash Defense reduces the amount of time one Sense Group is Flashed by one action. To protect more than one Sense Group, the dots of Flash Defense must be allocated among the Sense Groups to be protected when the Power is bought, and may not be changed thereafter.

Cost: 1 dot for 5 actions Flash Defense

Flight

The character can move vertically through the air as easily as most people do across the ground. The character can move one range band in any direction in one action. Contests between characters who both have Flight are resolved with opposed Flight rolls. For an additional 2 dots, the character can move at relativistic speeds in interstellar space (this power does not itself confer the ability to survive in interstellar space).

Cost: 1 dot for 1 dot in Flight, +2 dots for interstellar Flight

Force Field

Force Field costs 2 dots for +5/+5 Toughness. This defense is similar to armor, but will only operate so long as the character is conscious and wills it to be on. However, it is much easier to conceal than armor (to hide it you just turn it off).

(See also: Armor & Defense)

Cost: 2 dots for +5/+5 Toughness

Force Wall

For 2 dots, Force Wall allows a character to erect a see-through, tangible barrier that impedes movement and stops damage, much like an ordinary wall. A Force Wall is Constant and mobile: once the character erects it, it stays focused on the person or place around which the character put it, but only so long as the character is conscious and willing it to be there. By default, a Force Wall has 2/2 Toughness and 3 Endurance. If the Force Wall takes enough damage from Bashing or Killing attacks to reduce its Endurance to 0, the Force Wall is broken and eliminated. The defense of the Force Wall may be increased by +2/+2 Toughness for +1 dot. The END of the Force Wall may be increased by +3 END for +1 dot.

By default, a Force Wall erects a barrier large enough to block one side of a skirmish area.

A Force Wall may be made opaque to a ranged sense for +1 dot. Additional senses may be obscured for an additional +1 dot each. Entire ranged Sense Groups may be obscured for +2 dots each.

A Force Wall may support weight with a Strength equal to its dots.

Cost: 2 dots for 2/2 KD barrier with 3 END, +1 dot for +2/+2 Toughness, +1 dot for +3 End, +1 dot to block 1 sense, +2 dots to block 1 Sense Group

Growth

Growth makes a character larger and more massive than normal. Each 1 dot spent on Growth gives the character:

x2 Mass
+1 Strength
+5 Endurance

For every 3 dots spent on Growth, she also gains:

x2 height, width, and reach
+1 to attacker's AV (when being attacked by normal-size people)
+1 to other's Observation Skill Rolls to spot the character

Cost: 1 dot for x2 mass, +1 STR, +5 End; each 3 dots also gives x2 height, x2 width, x2 reach, +1 to attacker's AV, and +1 to other's Observation Rolls

Table: Growth
Mass STR END END KB Height Width Reach Att. AV PER Dots
100 kg +0 +0 -0m 1.8m 1m 1m +0 +0 0
200 kg +1 +5 -2m 2m 1m 1m +0 +0 1
400 kg +2 +10 -4m 3m 1m 1m +1 +1 2
800 kg +3 +15 -6m 4m 2m 2m +2 +2 3
1.6 t +4 +20 -8m 5m 2m 2m +2 +2 4
3.2 t +5 +25 -10m 6m 3m 3m +3 +3 5
6.4 t +6 +30 -12m 7m 4m 4m +4 +4 6
12.8 t +7 +35 -14m 9m 5m 5m +4 +4 7
25.6 t +8 +40 -16m 11m 6m 6m +5 +5 8
51.2 t +9 +45 -18m 14m 7m 7m +6 +6 9


Images

For 2 dots, Images allows a character to erect a realistic three-dimensional image that is perceived with a single sense (usually normal vision, thus the name). The "image" can be perceived with additional senses for an additional 1 dot each. The "image" can be perceived with entire Sense Groups for 2 dots each. By default, Images affects a 2 meter radius. This area may be increased by purchasing the Affects an Area Advantage.

Cost: 2 dots for Image visible to 1 sense, +1 dot for each additional sense, +2 dots for each Sense Group

Instant Change

For 1 dot, Instant Change allows a character to change from her current clothing into one specific set of clothes (and back). For 2 dots, the character can change her clothes into any reasonable outfit at will.

Cost: 1 dot to change into one costume, 2 dots to change into any set of clothes

Interdimensional Movement

Interdimensional Movement allows a character to travel between realities (a.k.a. "dimensions"). The character can travel to a specific dimension for 4 dots. For an additional 4 dots, the character can travel to a specific dot in time in that dimension. For an additional 2 dots the character can travel among a group of related dimensions (and specific dots in time in those dimensions, if the character has purchased the time travel option). For 2 additional dots the character may travel to any dimension (and any dots in time in those dimensions, if the character has purchased the time travel option).

The character can carry additional mass for +1 dot for each 2x mass.

Cost: 4 dots to travel to one dimension, +4 to travel through time, +2 to travel to a related group of dimensions (or dots in time), +2 to travel to any dimension (or dot in time), +1 dot for 2x mass

Invisibility

For 4 dots, Invisibility allows a character to hidden from a single sense (usually normal vision, thus the name). The character may be hidden from additional senses for an additional 1 dot each. The character may be hidden from entire Sense Groups for 2 dots each. By default, Invisibility leaves a "fringe" that can be discerned by anyone within two meters of her. This fringe may be eliminated for an additional 2 dots.

Cost: 4 dots for Invisibility to 1 sense, +1 dot for each additional sense, +2 dots for each Sense Group, no "fringe" for +2 dots

Mental Blast

Mental Blast costs 2 dots for each 1d6 of Mental Blast. Mental Blast causes Bashing (non-lethal) damage, and does not inflict physical injury (even if the victim is reduced to 0 End). Mental Defense is subtracted from the damage done by Mental Blast. The range of a mental Blast is line-of-sight &#151; the attacker must have clear line of sight to her target's head or sensory organs.

Cost: 2 dots for 1d6 Mental Blast

Mental Defense

Mental Defense protects the character against mental attacks. Mental Defense costs 1 dot for 5 dots of Mental Defense.

Cost: 1 dot for 5 Mental Defense

Mental Illusions

For each 2 dots spent on Mental Illusions, the character rolls 1d6. After making a successful mental Combat Roll, the attacker rolls her Mental Illusions and compares the total rolled to the target's WIL. The higher she rolls, the greater degree of variation from reality she can convincingly project into the target's mind. If the attacker declares that she wants her Illusions to do Bashing damage to her target (consistent with the Mental Illusion, of course), she must roll one WIL multiple higher. If the attacker declares that she wants her Illusions to do Killing damage to her target (consistent with the Mental Illusion), she must roll two WIL multiples higher. The maximum amount damage the Mental Illusion can do is equal to half the number of dice in the Mental Illusion (a 4d6 Mental Illusion could inflict at most 2d6 damage). The attacker must declare what her intended result is before she rolls her Mental Illusions dice: if she doesn't roll high enough, the Mental Illusion fails.

Table: Mental Illusions
Total Rolled - Mental Defense Effect
WIL Cosmetic changes to setting
WIL x2 Major changes to setting
WIL x3 Completely alter setting
WIL x4 Target in fantasy world
+ WIL x1 Target takes Bashing damage
+ WIL x2 Target takes Killing damage


The Mental Illusions will remain in effect until the target successfully makes an opposed WIL Roll vs. the attacker.

Cost: 2 dots for 1d6 of Mental Illusions

Mind Control

For each 2 dots spent on Mind Control, the character rolls 1d6. After making a successful mental Combat Roll, the attacker rolls her Mind Control and compares the total rolled to the target's WIL. The higher she rolls, the greater degree of variation from the target's normal behavior she can force the target to perform. If the attacker declares that the target of the Mind Control will not remember her actions afterward, she must roll one WIL multiple higher. If the attacker declares that the target of the Mind Control will remember her actions afterward and believe them to have been of her own volition, she must roll two WIL multiples higher. The attacker must declare what her intended result is before she rolls her Mind Control dice: if she doesn't roll high enough, the Mind Control fails.

Table: Mind Control
Total Rolled - Mental Defense Effect
WIL Target will perform actions she is inclined to do anyway
WIL x2 Target will perform actions she wouldn't mind doing
WIL x3 Target will perform actions she is normally against doing
WIL x4 Target will perform actions she is violently opposed to
+ WIL x1 Target won't remember her actions
+ WIL x2 Target will believe her actions were her own idea


The Mind Control will remain in effect until the target successfully makes an opposed WIL Roll vs. the attacker.

Cost: 2 dots for 1d6 of Mind Control

Mind Link

Mind Link allows a character to establish a communication-only mental link with others. If the Mind Link will only allow communication with others who also have Mind Link, this is worth a x50% Disadvantage.

Cost: 1 dot for one specific person, +1 dot for one of a related group of people, +1 for any one person, +1 for 2x number of simultaneous communications, +1 to communicate beyond the planet, +1 to communicate across dimensions

Mind Scan

For each 1 dots spent on Mind Scan, the character rolls 1d6. The number of dice rolled by the attacker is modified by the size of the area the she is attempting to sift through to find the target.

Table: Mind Scan area
Number of People AV Penalty
1 -0
10 (small company) -1
100 (small apartment building) -2
1000 (large apartment building) -3
10,000 (small town) -4
100,000 (large town) -5
1,000,000 (major city) -6
10,000,000 (state) -7
100,000,000 (country) -8
1,000,000,000 (continent) -9
10,000,000,000 (planet) -10
etc.  


After making a successful mental Combat Roll, the attacker rolls her Mind Scan dice and compares the total rolled to the target's WIL. The higher she rolls, the stronger the mental connection between herself and the target. The attacker must declare what her intended result is before she rolls her Mind Control dice: if she doesn't roll high enough, the Mind Scan fails to find the target.

Table: Mind Scan effect
Total Rolled - Mental Defense Effect
WIL Mentalist knows direction of target, and may attempt to establish Mind Link or communication-only Telepathy
WIL x2 Mentalist can estimate distance to target, and may attempt to use any Mental Powers on the target
WIL x3 Mentalist knows exact location of target, and can attempt to attack with any Power capable of physically reaching the target


The Mind Scan will remain in effect until the target successfully makes an opposed WIL Roll vs. the attacker.

Cost: 1 dots for 1d6 of Mind Scan

Missile Deflection & Reflection

Missile Deflection allows a character to block ranged attacks. Each 2 levels of Missile Deflection costs 1 dot. To make a Missile Deflection roll, the player rolls 3d6 and adds this to her character's Reflexes + Missile Deflection. If this number is equal to or greater than the target's AV + 10, the character successfully blocks the target's ranged attack. The Missile Deflecting character can increase her action value to Missile Deflect for +1 dot for each +2 AV.

Cost: 1 dots to block thrown objects, +1 dot to block arrows and projectiles, +1 dot to block bullets and shrapnel, +1 dot to block lasers and Energy Blasts, +1 dot for +2 to Missile Deflection AV, +4 dots to reflect attacks back at attacker, +2 to reflect attacks at any target

Multiform

Multiform allows a character to alternate forms for herself, each with its own powers and personality. She can only use one body at a time, unlike Duplication. The cost of the first alternate (the second form) is based on the Fiction Level of the game. Each additional alternate form costs half as much as the first one. The cost for all forms is paid by the "first" character; the alternate forms are created using the same number of dots as the base character (minus the cost of the Multiform), and they may not themselves have Multiform.

Table: Multiform
Fiction Level 1st Alternate +1 Alternate
Everyday 2 1
Competent 4 2
Heroic 6 3
Incredible 8 4
Legendary 10 5
Superheroic 12 6


Cost: Varies by Fiction Level

Power Defense

Power Defense defends the character against altering Powers such as Dispels, Drains, Suppresses, Transfers, etc. Power Defense costs 1 dot for 5 dots of Power Defense.

Cost: 1 dot for 5 Power Defense

Regeneration

Normally, all Bashing damage and half of the Killing damage taken in a fight is recovered by the character as soon as the fight is over. Regeneration greatly increases the rate at which damage heals (even restoring lost limbs and damaged nerves, depending on the special effect of the character's Regeneration). Regeneration costs 2 dots for each step up on the time chart that her STR is added to her End.

Table: Regeneration
Interval dots
4 Turns 2
3 Turns 4
2 Turns 6
1 Turn 8
Regrow limbs & organs +2
Return from dead +4


Example: Tommy Gunn has a Vigor of 5, 25 END, and one level of Regeneration. Four Turns after a fight begins, if Tommy has taken any damage, his Endurance increases by an amount equal to his Vigor. Every four Turns, his Vigor is again added to his END, until his END score has been restored to its normal level.

Additionally, when a character with Regeneration uses her action to Recover, she gets a number of her END back equal to her Vigor Trait that have been inflicted by both Bashing and Killing attacks, rather than only those from Bashing attacks.

Cost: 2 dot for each time interval increase in healing time

Shapeshifting

A character with Shapeshifting can change her shape and appearance, but not her mass, Powers, Traits, or Talents.

Cost: 2 dots to change to single other shape, 4 dots to change into a limited group of shapes, 8 dots to change into any shape

Shrinking

Shrinking makes a character smaller and less massive than normal. Each 1 dot spent on Shrinking gives the character:

x1/4 height, width, and reach
x1/64 Mass
+1 Reflexes
-1 AV penalty to other's Observation rolls to spot the character

Cost: 1 dot for x1/4 size, x1/64 mass, +1 Reflexes, and -1 to other's Observation rolls

Table: Shrinking
Mass Height Reflexes PER Dots
100kg 180cm +0 -0 0
1.5kg 45cm +1 -1 1
24g 11cm +2 -2 2
400mg 3cm +3 -3 3
6mg 7mm +4 -4 4
0.1mg 1mm +5 -5 5


Stretching

The character can attenuate her extremities up to 2 meters (4 meters out of combat) for each 1 dot spent on Stretching.

Cost: 1 dot for each 2 meters Stretching

Summoning

The character can summon creatures from elsewhere, but can't necessarily control them. The default Summoning summons only a single type of creature, which must be chosen when the Power is bought and cannot be changed thereafter. The Base Cost for Summoning a creature depends on the power level of the creature Summoned. Each additional creature costs half as much as the first one. To Summon one of a limited group of creatures is a x125% Advantage.

Table: Summoning
Creature Power 1st Creature +1 Creature
Everyday 2 1
Competent 4 2
Heroic 6 3
Incredible 8 4
Legendary 10 5
Superheroic 12 6


Cost: Varies by power level of Summoned creature

Super Running

The character can much faster across the ground than normal people. Contests between characters who both have Super Running are resolved with opposed Super Running rolls.

Cost: 1 dot for 1 dot in Super Running

Super Swimming

The character may move as easily through the water (both horizontally and vertically) as most people do across the ground. The character can move one range band through the water in one action. Contests between characters who both have Super Swimming are resolved with opposed Super Swimming rolls.

Cost: 1 dot for 1 dot in Super Swimming

Suppress

Suppress allows a character to wholly or partially neutralize another character's Power. For each 1 dot in Suppress, the character reduces the target's Power by 1 dot for as long as the Suppress remains targeted on the Suppressed character. The type of Power which is to be Suppressed (e.g., fire-based, magical, psychic) must be chosen when the Suppress is bought, and may not be changed thereafter.

Cost: 1 dot to Suppress 1 dot

Telekinesis

Telekinesis allows the character to exert Strength at range. Telekinesis costs 3 dots for each 2 Strength she can exert at range. The ability to exert the Telekinetic force with fine precision costs an additional 2 dots (this is actually the Fine Control Advantage, but since it's used so frequently with Telekinesis I listed it here).

Cost: 3 dots for each 2 Telekinetic Strength, +2 dots for Fine Control

Telepathy

For each 2 dots spent on Telepathy, the character rolls 1d6. After making a successful mental Combat Roll, the attacker rolls her Telepathy and compares the total rolled to the target's WIL. The higher she rolls, the deeper into the target's mind the Telepath can probe. The attacker must declare what her intended result is before she rolls her Telepathy dice: if she doesn't roll high enough, the target's mind is impervious to the Telepathic probe.

Table: Telepathy
Total Rolled - Mental Defense Effect
WIL Telepath can read and send surface thoughts
WIL x2 Telepath can read deep, hidden thoughts
WIL x3 Telepath can read from target's memory
WIL x4 Telepath can read from target's subconscious


The Telepathy will remain in effect until the target successfully makes an opposed WIL Roll vs. the attacker.

Cost: 2 dots for 1d6 of Telepathy

Teleportation

The character can travel from one point to another without traversing the intervening space. For 4 dots the character can Teleport to anywhere within skirmish range. For 6 dots the character can Teleport anywhere within firefight range. For 8 dots the character can Teleport anywhere within visual range. The character may Teleport double the mass (to take someone with her, for example) for each +1 dot. A Teleporter cannot Teleport into a solid object, or into any location that has a Suppress in effect which would be sufficient to prevent the Teleporter from Teleporting out; other than this, objects in the physical world have no effect whatsoever on a Teleporter in transit. There are no "Teleport-proof" walls.

Cost: 4 dots for skirmish range Teleport, +2 dots for firefight range, +2 dots for visual range, +1 dot for each 2x mass

Transfer

For each 1 Base dot in Transfer, the character may reduce the Effective Cost of a target's Trait or Power by 1 dot, and increase the Effective Cost of one of her own Traits or Powers by the same amount. The maximum number of dots that may be Transferred in one action is equal to the Base dots in Transfer. The maximum total that may be Transferred into the character's Trait or Power is twice the number of Base dots she has in Transfer. The Trait or type of Power to be Transferred from (e.g., fire-based, magical, psychic) and Transferred to (a single Power, or apportioned between several Powers) must be chosen when the Transfer is bought, and may not be changed thereafter. The Transferred dots fade and return to the target at the rate of one dot per Turn.

Cost: 1 dots to Transfer 1 dot, maximum dots Transferred = 2x dots in Transfer

Transform

For each 1 dot spent on Transform, the character rolls 1d6. The attacker rolls her Transform and compares the total rolled to the target's Endurance (total End, not including any damage she may have taken). The higher she rolls, the greater the change she can impose on the target. The attacker must declare what the specific result of her Transform is when she buys the Power, and it cannot be changed thereafter. To be able to change a target into one of a limited class of objects is a x125% Advantage. To be able to Transform a target into anything is a x200% Advantage.

Table: Transform
Total Rolled - Power Defense Effect
1x END Cosmetic Transformation
2x END Minor Transformation
3x END Major Transformation


The Transform will remain in effect until the target heals back the "End" inflicted by the Transform (typically, from 1 to 3 weeks unless the target has Regeneration). Alternately, the attacker may choose an easily-discerned condition or method which will restore the target to her original form; the target will remain Transformed until this condition is met. If the Transform Roll is not sufficient for the target to be changed into the desired form (which must be chosen before the dice are rolled), then the Transform has no effect.

Cost: 1 dot for 1d6 of Transform

Tunneling

The character can move through the earth as easily as most people do above it. The character can move one range band in any direction in one action. This assumes the character is not taking any time to shore up the tunnel behind her. If she is attempting to leave a hole through which others may follow, she moves at half-speed (one range band every two actions). Contests between characters who both have Tunneling are resolved with opposed Tunneling rolls.

Cost: 1 dot for 1 dot in Tunneling

Power Advantages

Power Advantages make Powers more useful and more expensive. Advantages on Powers impose an increase on the Power's cost. This increase is expressed as a percentage (for example, Autofire is a "x125%" Power Advantage). It makes no difference in what order Advantages are applied to the Power's Base Cost (multiplication is associative). Fractions in the Effective Cost round to the nearest whole number (.499 rounds down, .500 rounds up).

Basic Concepts

Base Cost x 1st Advantage x 2nd Advantage x 3rd Advantage etc. = Effective Cost

Effective Cost rounds to the nearest whole number (.499 rounds down, .500 rounds up)

Example:

13 dots x 125% x 150% = 24 dots

13 x 1.25 = 16.25, 16.25 x 1.50 = 24.375, rounded to = 24

(use a calculator)

Affects an Area

There are several options for affecting an area with a Power:

Two Meter Radius

For a x125% increase in cost, the power affects a 2 meter radius instead of affecting a single target.

Affects a Circle

For a x150% increase in cost, the power affects a radius in meters equal to the Effective Cost of the Power. (For example, a Power with an Effective Cost of 6 dots could affect a six meter radius.) For each cumulative x125% increase, the radius of the attack doubles.

Affects a Triangle

For a x150% increase in cost, the power affects an equilateral triangle. Each side of the equilateral triangle has a length in meters equal to twice the Effective Cost of the Power. (For example, a Power with an Effective Cost of 6 dots could affect a triangle measuring 12 meters on each side.) For each cumulative x125% increase, the length of each side of the triangle doubles.

Affects a Line

For a x150% increase in cost, the power affects an area two meters wide by a length in meters equal to four times the Effective Cost of the Power. (For example, a Power with an Effective Cost of 6 dots could affect an area 2 meters wide by 24 meters long.) For each cumulative x125% increase, the length or width of the line doubles.

Affects a Defined Area

For a x150% increase in cost, the power affects a number of square meters equal to twice the Effective Cost of the Power. The shape affected may be any simple shape chosen by the player (square, circle, L-shape, etc.). (For example, a Power with an Effective Cost of 6 dots could affect 12 square meters.) For each cumulative x125% increase, the area of the attack doubles.

Selective Targeting

For a x125% increase in cost, the character can choose who within the area is affected by the Power.

Cost: x125% for 2 meter radius, x150% to Affect a Circle, Triangle, Line, or Defined Area, x125% to double area affected, x125% for Selective Targeting

Affects Intangible

For a x150% increase in cost, the attack affects characters using the Intangibility Power. The Affects Intangible Advantage can also be used to create walls that are solid to Intangible characters.

Cost: x150%

Affects Tangible

For a x300% increase in cost, an Intangible character may affect tangible (i.e., non-Intangible) characters with the attack.

Cost: x300%

Armor Piercing

Armor Piercing Powers cut through the target's defenses better than normal attacks. If a target is struck with an Armor Piercing attack, its defenses are halved for defending against damage from that attack. Hardened Defenses will counter the Armor Piercing, but only for those defenses that are Hardened. Armor Piercing may only be purchased once.

Cost: x150%

Autofire

Increases the Rate of Fire of an attack. For a x125% increase in cost, the Rate of Fire of an attack increases from 1 to 3. For each cumulative x125% increase, the Rate of Fire of an attack increases an additional 3. For example, buying this advantage twice (Base Cost x 125% x 125% = Effective Cost) gives the attack a Rate of Fire up to 6.

Cost: x125% for Autofire (Rate of Fire = 3), x125% to double Rate of Fire

Constant

For a x200% increase in cost, an Instant Power may be made Constant. By making an Instant attack Constant, the attack stays on and keeps affecting the target on each of the attacker's actions without needing another Combat Roll. If the attack affects an area, the attack stays in the area between the attacker's actions, and anyone who enters the area will automatically be struck by the attack, and thereafter on each of the attacker's actions.

Cost: x200%

Fine Control

A Power with Fine Control can be used like a tool. Attacks can be used to carve or shape, heat or cool objects. Energy attacks could be used to weld metals, Flight could be used to sky-write, etc. All Fine Control usage will require a roll versus an AV set by the GM, unless it targets another character, in which case the character gets to resist as usual. Complex uses may require the character to have an appropriate skill as well. Fine Control could even be used to pull off really amazing stunts such as carefully burning all the oxygen out of the room, shooting a hole in a gas tank without igniting the gas, or other dramatically heroic deeds, all with the appropriate AV assigned by the GM.

Unlike most Power Advantages, Fine Control costs a straight +2 dots.

Cost: +2 dots

Hardened Defenses

The Hardened Defenses Advantage toughens a particular defense versus Armor Piercing attacks. Armor Piercing attacks are applied to Hardened defenses as if the damage was not Armor Piercing. Hardened must be purchased for each defense separately. There is no reason to purchase Hardened Defenses more than once for any one defense.

Cost: x125%

Ignores a Defense

Ignores a Defense gives an offensive Power the ability to bypass a single defensive Power (Armor, Force Field, natural Toughness, etc.). This can be used to simulate gas, poison, hypnotic attacks, etc. If an Ignores a Defense attack is successful, then the relevant defensive Power is bypassed, and the target takes the attack with only its remaining relevant defenses (if any). Every Ignores a Defense Power should have some obvious means of defense by action or Power, such as: holding breath during a gas attack, covering eyes from a flash attack, no eye contact for a hypnotic attack, etc.

Cost: x200%

Increased Range

Powers with Increased Range have x4 longer range than they do by default (100 meters for each 1 dot of the Power's Base Cost, rather than the standard 25 meters).

Cost: x125% for x4 normal range

Indirect

Indirect allows a Power to ignore intervening barriers between the attacker and the target, including but not limited to walls, fences, Force Walls, buildings, etc. Range penalties apply to the use of an Indirect Power, and are calculated from the attacker to the target. Generally, Indirect Powers always originate in a certain location in relation to the character, and must always target away from the character. For additional cost, the location of this point of origin may vary, or even point in any direction.

Cost: x125% for a fixed point of origin, x150% for a variable distance from the character, x200% to allow the attack to target in any direction

Invisible

Powers with this Advantage work invisibly. Normally, any Power that affects another character is distinctly visible, and the source of the attacker is obvious. Such Powers are visible to at least three Sense Groups. When this Modifier is purchased, the affected Sense Groups must be chosen.

Cost: x150% to be invisible to a single Sense Group, x175% to be invisible to two Sense Groups, x200% to be invisible to all Sense Groups except Special (e.g., Detect Invisible, Detect Magic, etc.)

Mental Power

The effect of the Power applies to Mental Defenses. Like other mental Powers, a Power with this Advantage is not visible to normal senses, and the wielder of this Power automatically detects other's mental Powers in use. Any attacks using this Advantage do only Bashing damage, and do not cause physical injury (even if the target is reduced to 0 End).

Cost: x200%

No Range Penalty

Attacks with this Advantage take no penalties for distance to target.

Cost: x150%

Persistent

A Constant Power will remain on without the necessitating the character's activating it, even if the character is unconscious. If the Power is Instant, it must also be purchased with the Constant Advantage in order to be made Persistent.

Cost: x150%

Personal Immunity

Attacks with this Advantage do not affect their owner in any way.

Cost: x150%

Ranged

This Advantage allows a zero-range Power to be used at range.

Cost: x150%

Usable By Others

A Power that normally only affects its owner can be used by others if this Advantage is applied. The Power can be given to another character, and the other character has control of the Power. Normally, Powers with Usable By Others have no range (unless the Ranged Advantage is also purchased) and the owner of the Power cannot use it while others are using it (Armor or Life Support being typical examples). If the character who is the possessor of the Power is stunned or knocked out, then all of the characters using the Power lose the use of it, unless the Power also has the Persistent Modifier.

Cost: x125% to allow one other character to use the power, x150% to allow the owner and one other character to use the power, etc. (increase by x25% for each additional character who can use the Power)

Usable Vs. Others

A Power that normally only affects its owner can be used against others if this Advantage is applied. The Power may be used against a target after a successful attack roll. The owner of the Power retains control of it and must use her actions to control it. Powers that are Usable Vs. Others have no range (unless the Ranged Advantage is also purchased), and there must be a reasonably common set of defenses which will cancel the attack. These Powers may also be used against inanimate objects of roughly human mass.

Cost: x200% to use against a power against an unwilling target (increase by x25% for each doubling of mass affected)

Variable Special Effects

The special effects of a Power with this Modifier may vary. It may be any special effect within a limited group.

Cost: x125%

Power Disadvantages

Power Disadvantages make Powers less useful and less expensive. Disadvantages on Powers give the character a discount on the Power's cost. This discount is expressed as a percentage (for example, Requires a Skill Roll is a "x65%" Power Advantage). It makes no difference in what order Disadvantages are applied to the Power's Effective Cost (multiplication is associative). Fractions in the Total Cost round to the nearest whole number (.499 rounds down, .500 rounds up). Obviously, the minimum cost for any Power is 1 dot.

Basic Concepts

Effective Cost x 1st Disadvantage x 2nd Disadvantage x 3rd Disadvantage etc. = Total Cost

Total Cost rounds to the nearest whole number (.499 rounds down, .500 rounds up)

Example:

24 dots x 80% x 65% = 12 dots

24 x .80 = 19.2, 19.2 x .65 = 12.48, rounded to = 12

(use a calculator)

Ablative

As the defensive Power absorbs damage, its ability to absorb further damage is diminished. Each action the defense value of the Ablative defense is exceeded by the damage from an attack, the defensive Power loses one dot.

Cost: x50%

Activation

The Power does not always work. After the character has used her action to activate the power, the player rolls XXX. If the activation fails, the player spends her action trying to use the power, but nothing happens.

XXX Note: change so that the power opposes its own roll.

Cost: Varies

Always On

The Power is always on, and cannot be turned off or deactivated by the character. The Power must first be Persistent (both Constant and Persistent, if the Power is normally Instant) before the Power can be made Always On.

Cost: x80%

Burnout

The Power always works the first time, but may stop working thereafter. After the character has used her Power and its effects have been determined, the player rolls XXX. If the burnout fails, the Power stops working for the rest of that adventure. It be out for the rest of the game session, or it may just be on the fritz until the character can get back to her workshop and fix it. The details are up to the player and the GM to work out.

Cost: Varies

Charges

The Power can only be used a certain number of times per day (or per adventure, per combat, etc.). The discount of the Charges Disadvantage depends on the number of times the character may use the Power per day. If the Power has been purchased with the Autofire Advantage, the number of charges expended is based on the number of times the Power is used, not on how many shots are fired.

Table: Charges
Charges Cost
1 x20%
2-4 x35%
5-8 x50%
9-16 x65%
17-32 x80%
33-64 x100%
65-125 x125%
126-250 x150%
251-500 x175%
501-1000 x200%
(x2) (+ 25%)


Continuous Charges

Normally, a charge lasts only one of the character's actions. If the charge is for a Constant or Persistent Power, the charge may be bought to last longer, at a reduced discount. For example, 8 charges of Darkness (a Constant Power) that last 1 Turn per charge would grant a x80% discount to the Power's cost.

Table: Continuous Charges
Discount Change Duration
No change 1 Action
-1 level on table 2 Actions
-2 levels on table 1 Turn
-3 levels on table 1 Minute
-4 levels on table 5 Minutes
-5 levels on table 1 Hour
-6 levels on table 5 Hours


Cost: variable

Concentrate

A Power with a Concentrate Disadvantage requires the character to concentrate partially or totally on the task of turning on and using the Power. As a result of the concentration, the character will be at either half their normal action value, or at an AV =0. If their concentration is broken either voluntarily, or by a successful attack against them, the Power turns off and any necessary preparations must be made again.

Cost: x80% for -4 AV, x50% for =0 AV

Focus

With a Focus, the Power works through some object or device. If the character is deprived of the object, she may not use her Power(s) focused through it. Firearms are a good example of a Focus. A Focus may be taken away from the character with a Combat Action at -1 to the attacker's AV. If the Focus cannot be removed without the character's cooperation (a suit of high-tech powered armor) or without causing damage to the character (a cybernetic eye, metal skeleton, etc.), then it isn't a Focus, it's a special effect.

Cost: x80%

Gestures

Gestures requires a character make obvious and flamboyant gestures to use a Power. If the character is unable to move freely (being bound, in a confined space), then the Power does not function. If the gesturing character is successfully attacked, then the Power with the Gestures Disadvantage either does not turn on or is turned off. If the character must Gesture throughout the duration of the Power, then the character may not turn on any other Powers that also require Gestures during that time.

Cost: x80% for Gestures to turn Power on, x65% for Gestures that must be continued throughout the use of the Power

Incantation

Incantation requires a character to speak loud, obvious phrases or words to use a Power. If the character is unable to speak freely (being gagged, loss of voice due to sickness), then the Power does not function. If the speaking character is successfully attacked, then the Power with the Incantation Disadvantage either does not turn on or is turned off. If the character must speak throughout the duration of the Power, then the character may not turn on any other Powers requiring Incantations during that time.

Cost: x80% for Incantations to turn Power on, x65% for Incantations that must be continued throughout the use of the Power

No Conscious Control

Powers with this Disadvantage are not under the character's control. Although the character possesses the Power, she cannot consciously turn it on. The Power only works whenever and however the GM chooses.

Cost: x20%

No Range

This Disadvantage removes the range capability from a ranged power, making it usable only at skirmish range.

Cost: x65%

Visible

This Modifier may only be used on Powers that are normally invisible, such as Density Increase, Mental Powers, and most Special Powers. A Power that is visible must be perceived by at least a single normal Sense Group. It may be perceived by more than one Sense Group, but this is not worth an additional Disadvantage.

Cost Modification: x80% to be visible to one normal Sense Group

Experience

Getting More Dots

Powers

Five Karma for each dot of the Power at its new level. To buy a Power from 2 dots to 3 dots would require 15 Karma and your GM's agreement. The GM should look carefully at a character's new or improved Powers.