DC Heroes "Version 3.6" House Rules for campaigns based on the 3rd Edition, edited by Charlie Luce.

Most rules & modifications by Charlie & Niccole Luce, David Myers, Rollin Baker, Karsten Liegeman, and Wayne Shaw ; Friction Control by Matthew Smith and Jefferson Swycaffer; Hyperflight uses ideas from C. Lee Davis; Languages are preserved from the 1st edition by Greg Gorden; Reach came from a Teen Titans scenario book (author?); Underwater effects on Powers came from Operation:Atlantis (author?).

Last Revised: 29-JAN-1998

CHAPTER TWO: CHARACTER DESIGN

Important Note on Attack Powers: The AP of Attacking Powers are assumed to act as Effect Value only, with the Acting Value being the appropriate Acting Attribute or Skill for the type of attack, regardless of the original description of the Power; see individual Powers below for any additional revision or clarification.

Factor Costs: Factor Costs in ½ increments are possible; to determine the cost to Purchase or Increase a Power or Skill with a fractional Factor Cost average the values associated with the Factor Costs of ±½, rounding up. The minimum Factor Cost can be less than 1; each -½ Factor Cost below 1 reduces the cost by of the FC 1 value, to a minimum of one-half (Factor Cost -1).

Character Creation: Most campaigns will use a 750 Hero Point Base, with Advantages and Drawbacks at their base points (with any modifications for these rules); Character are allowed a maximum of 150 points in Disadvantages, with a maximum of 100 in psychologically-based ones. In addition, each Character starts with Tactical Experience points (see below) of up to 25 points additional for each of Character Background, Description, and Personality (Step 7) in order to have Hero Points to spend during their first game; these points cannot be used for Character Creation.

Buying Attributes: The Factor Cost for Effect Attributes (STR, WIL, and AURA) is reduced to 5.

Linking Powers and Skills: A Character's Powers which alter or replace their Attributes (Adaptation, Shape Change, Power Reserve, etc.) do not alter the AP of Linked Abilities.

Experience and Character Growth: The Experience Table is not used; instead, the first 40 Experience Points earned in a scenario is divided by 5 and awarded as 8 Generation Points, with the remainder being awarded as Tactical Points. Character Growth is accomplished by paying the difference in the initial purchase price between the current and improved ability in Generation Points; all other Hero Point uses are dont with Tactical Points. A Player may add Bonuses to a Character's Power or convert one or more Powers to an appropriate more extensive Power (with GM approval) with experience points by paying the difference between what the new (or improved) Power would cost and what the old Power(s) would cost if purchased with experience. All Character Growth is approved and recorded by the Gamemaster.

Advantages --

GADGET: The purpose of this Advantage has changed. The Gadget Advantage represents how much in gadgets a Character may use (or have immediately available); the total Hero Point Cost of the Gadget(s) may not exceed the amount the Character has purchased of the Gadget Advantage. A Character who wishes to begin play with Gadgets must acquire or produce them just as they would after start of play (building, buying, or borrowing as ruled by the GM, making all necessary die rolls, etc.); the number of Gadgets and time spent in pre-campaign creation will be set by the GM as appropriate. A Character who wishes to use Occultist Artifacts must purchase a similar but separate Artifact Advantage.

HIGHLY ADVANCED [Cost=10]: This Advantage is a lesser form of Genius; a Highly Advanced Gadgeteer may create devices which are a technical generation ahead of their time (GM judgment). For example, a Highly Advanced Gadgeteer in a campaign set in the mid-1930s would be able to build anything that was available by the late 1940s (such as jet aircraft equipped with radar).

INTENSIVE TRAINING: The mechanics of this Advantage are changed as follows: Linked Skills still get the -2 additional Factor Cost (to a minimum of -1 as per the house rule); all Powers purchased are at twice Base Cost and +2 Factor Cost; Attributes may be raised no higher than DEX 10, STR & BODY 6, All others 12; Unlinked Skills that are higher than the Link Attribute can get (12 if there is no Link Attribute) are at +1 Factor Cost.

LANGUAGES [Cost Variable]: A Character with this Advantage knows a foreign language, or a related group of them. The Language Groups are:

African; Native languages of continental Africa, except Egyptian.
Amerindian; Languages of the Indian tribes of the Americas.
Asiatic 1; All Chinese dialects, Japanese, Korean, Cambodian, Indonesian, Laotian, Thai, Vietnamese, and other southeast Asian languages.
Asiatic 2; The languages of India, Pakistan, and Afghanistan.
Polynesian; The languages of Hawaii, Tahiti, the Philippines, and other South Pacific islands.
Celtic: Gaelic, Celtic, and Welsh.
European 1; The Germanic Languages, including English, German, Danish, Dutch, Icelandic, Norwegian, and Swedish.
European 2; The Romance Languages, including French, Spanish, Italian, and Portuguese.
European 3; The Slavic Languages, including Czech, Polish, Russian, Slovak, Ukrainian, and Finnish.
Middle Eastern; Hebrew, Arabic, Egyptian, Greek, Farsi (Persian), and Turkish.

A Character may learn an individual Language or the Group which contains their native tongue at a cost of 2 Hero Points, and other Groups at a cost of 5 Hero Points.

PET: A Character's Pet may use the Character's Hero Points without any other Advantage being required.
Pets who are intelligent (and thus require no extra Actions to control) must purchase the Advantage "Intelligent" [20 Hero Points].

SCHOLAR: There are two lesser forms of the Scholar advantage; Expertise [Cost=5] which gives a -1 CS to OV/RV, and Familiarity [Cost=2] which gives an unmodified check. Each Character gets one Familiarity for each AP of INT.

SHARP EYE: The Column Shift for this Advantage may be applied to either the OV or RV of the Perception Check.

Drawbacks --

AGE: The bonus for this Drawback is raised to 25 points.

ALTER EGO: The bonus for a Controllable Alter Ego is reduced to 15 points.

EXILE: The bonus for this Drawback is reduced to 5 points for Voluntary Exile and 10 points for Forced Exile.

INNOCENT: The bonus for this Drawback is raised to 25 points.

IRRATIONAL ATTRACTION/HATRED/FEAR: The bonus for this Disadvantage is modified by a factor taking into account how often it will affect the Character: A Common condition is one which must be taken into consideration nearly every game, and gets a bonus of twice the listed value; an Uncommon one is encountered fairly often, and gets the listed bonus; a Rare one is only seen occasionally, and gets two-fifths the listed value.

TRAUMATIC FLASHBACKS: The bonus for this Disadvantage is modified by a factor taking into account how often it will affect the Character: A Common trigger is one which must be taken into consideration nearly every game, and gets a bonus of 60; an Uncommon one is encountered fairly often, and gets a bonus of 30; a Rare one is only seen occasionally, and gets a bonus of 12.

UNCERTAINTY: The bonus for this Drawback is raised to 35 points.

VULNERABILITIES: Vulnerabilities can also come in Uncommon, which covers the rather wide ground between Common and Rare.

Attack Vulnerabilities: A Common Attack Vulnerability is one which must be taken into consideration nearly every game, and gets a bonus of twice the listed value; an Uncommon one is encountered fairly often, and gets the listed bonus; a Rare one is only seen occasionally, and gets two-fifths the listed value.

A Character may take an Attack Vulnerability that only affects OV or RV for ½ the normal award (round up).

Range of Vulnerabilities: This is simplified. Fatal and Loss Vulnerabilities are either Ranged, Contact, Intrusive, or Situational; this last is for things like starting to die when out of water, and does not modify the bonus. Ranged Vulnerabilities take effect at 3 APs distance, possibly modified up to ±2 APs by the amount or intensity of the trigger, and does not modify the bonus; Contact Vulnerabilities take effect adjacent to the character, possibly modified between 10 feet (0 AP) and actual contact by the amount or intensity of the trigger, and get three-fifths the normal bonus; Intrusive Vulnerabilities must be ingested, injected, or otherwise intrude upon the character, and get one-fifth the normal bonus.

Fatal Vulnerabilities: The way the bonus for Fatal Vulnerabilities is awarded is changed. The base award for a Common F.V. is 150 points, which is then modified by Range. If the F.V. is Uncommon, the result is multiplied by one-half; if Rare, the result is multiplied by one-fifth. Fatal Vulnerabilities affect the character every phase, unless the trigger is very weak or distant.

Loss Vulnerabilities: The listed bonuses assume a Common Loss Vulnerability; If the Loss Vulnerability is Uncommon, the result is multiplied by one-half; if Rare, the result is multiplied by one-fifth.

Bonuses --

CONE AREA EFFECT [+1]: The Power affects a 3 AP long by 2 AP across cone (this is often combined with No Range).

PERSISTENT [+1]: Causes a Power which would normally stop operating when the Character is rendered unconscious or goes to sleep to continue to operate until it has been explicitly turned off (or reaches its Time Limit).

PHASED [+3]: Causes a Physical Attack to ignore the protective qualities of Dispersal or Two-Dimensional (but not Spirit Travel).

STUNNING [+1]: Causes Powers that do Bashing Combat to instead do Stunning Combat, which will not reduce the target's Resisting Attribute below zero nor do Knockback. A Power with this Bonus cannot be used for Killing Combat.

Limitations --

CANNOT ENHANCE [-½]: A Power with this Limitation cannot be Pushed, nor can Hero Points be used to increase Values (as applicable).

DIMINISHING: The Factor Cost Modifier for this Limitation is changed to -½.

DOES NOT AFFECT NON-LIVING TARGETS [-1]: Obviously, this Limitation can only be taken on Powers which normally would.

POWER RESTRICTION: The GM may set a Factor Cost Modifier of -½, or one greater than 1, for this Limitation in selected cases.

TIME LIMIT [Variable]: Causes a Power which normally lasts indefinitely to last no longer than a set number of AP of time, after which the Power fails and must be recovered normally. The Time Limit is determined either by the AP of the Power or the AP of the Power's Link Attribute; -1 if the higher value is used (or they are equal); -2 if the lower of them is used.

MISCELLANEOUS LIMITATION: The GM may set a Factor Cost Modifier of -½ for this Limitation in selected cases.

Powers --

METAPOWERS: When a Power which would have a Factor Cost higher than 10 is derived from any of the Manipulations, Adaptation, Sorcery, or Omni-Power, the net APs of the derived Power are reduced; a Factor Cost of 11-12 is reduced by 1 AP, 13-16 by 2 APs, and 17-20 by 3 APs.

Physical Powers

BOMB: The APs of this Power are EV only, and only EV is reduced with distance.

CHEMICAL ATTACK; Link STR, Range Normal, Type Dice, Base Cost 20, Factor Cost 6: This Power allows a Character to spray a highly irritating chemical which can blind and choke the target; this is determined as a gas attack, a Physical Attack vs. DEX/BODY with RV being increased by such things as Sealed Systems, Systemic Antidote, sealed Force Fields, etc. The RAPs are added to the OV of all Action Checks attempted by the target; in addition the target suffers a -2 CS to their OV against Physical Attacks. The effect lasts for RAPs of time, but each AP of time that passes after the attack also reduces the effect by 1; thus a Character who had taken 4 RAPs of effect would have the full effect for two rounds (8 seconds), an effect of 3 for another two rounds (totaling 2 APs of time), an effect of 2 for 4 rounds, and an effect of 1 for 8 rounds, totaling 4 APs of time.

CLAWS: The Factor Cost for this Power is increased to 2.

DARKNESS: Thermal Vision is not automatically blocked, but is affected the same way as Ultra Vision. Bonus -- Intense [+1]; Darkness affects Radar Sense and X-Ray Vision.

DIGGING: The APs of digging do act as both AV and EV.

DISINTEGRATION: The Base Cost for this Power is reduced to 60; the Factor Cost is increased to 5.

FLAME BEING: The APs of Flame Being do act as both AV and EV for the attack made when touching a Character with this Power. It does not require an action to maintain Flame Being (requiring one is a Limitation [-2]).

FLASH: The Factor Cost for this Power is reduced to 3.

FLIGHT: Limitation -- Winged [-1]; Flight cannot be used in enclosed spaces or if the wings are disabled.

FOG: The Factor Cost for this Power is increased to 6. The default shape for Fog along the ground is a disk (0 AP high), not a sphere. Bonus -- Affects Radar [+1]; this makes the fog metallic. Limitation -- Does not affect Sonar [-1].

FORCE FIELD: The Base Cost for this Power is reduced to 15; this also reduces the cost of the Can Attack Through Field Bonus to +15 Base Cost and +1 Factor Cost (such Force Fields cannot be sealed). Bonus -- Can use STR through the field [+15 Base Cost] (doing this causes a sealed Force Field to leak).

FORCE SHIELD: The Factor Cost of this Power is reduced to 4. Bonus -- Mobile [+1]; The shield may be moved enough to protect a single target from attacks coming from any direction, unless the Character is Blindsided, Team Attacked (one direction may be protected), caught out by an appropriate Trick Shot, or attacked with an Area Effect (depending on the nature of the attack).

GLIDING: The Base Cost for this Power is increased to 10.

GLUE: The AP of this Power are used as the EV, not AV, of the initial attack.

GROWTH: There are additional effects of this Power as follows;
Per 5 APs the Character adds one AP to Swimming speed.
A Character with at least 5 APs of Growth may make Sweep hand-to-hand attacks; one with at least 10 APs may make 1 AP Area hand-to-hand attacks.
Limitation -- Growth only substitutes for STR, not adds to it [-2].

HYPERFLIGHT; Link DEX, Range Self, Type Auto, Base Cost 25, Factor Cost 3: This Power allows a Character to create a space warp which in effect reduces distances by 28 APs and provides the equivalent of Flight under those conditions (thus 1 AP of Hyperflight allows effective travel at lightspeed). It takes one full phase of doing nothing else to activate Hyperflight. Two Characters in Hyperflight may interact normally; all attacks and senses are affected by the space warp except those which involve projected matter; matter without its own Hyperflight Power drops back into normal space at a distance of 0 APs.

ICE PRODUCTION: The Base Cost for this Power is increased to 35; the Factor Cost is reduced to 7.

ICING: Bonus -- Substitutes for Physical RV [+5 Base Cost]; Adds to Physical RV [+15 Base Cost].

INVULNERABILITY: The Factor Cost of this Power is reduced to 6, and the way it works is changed; whenever the possessor takes RAP of Physical damage, the player makes an Action Check (this does not count as an action by the character) with the AP of Invulnerability as the AV/EV and the damage RAP as the OV/RV; any RAP gained are subtracted from the damage, to a minimum of 0. The original behavior of the Power may be takes as a Limitation [-3]). Bonus -- the cost of the Bonus to counteract Mental and Mystical damage is raised to +10 Base Cost and +1 Factor Cost each.

JUMPING: There is a typo in the rules; the Base Cost for this Power is 5 (as per the reference table). A Character may opt to Special Link Jumping to their STR-Weight (usually 2).

LIGHTNING BEING; Link STR, Range Self, Type Auto, Base Cost 10, Factor Cost 6: Similar to Flame Being, this Power receives a -2 Column Shift to Physical RV vs. conductive attacks such as using Water Control or grounded metal cables.

MIMIC: The Base Cost for this Power is increased to 250. Mimic cannot be derived from Sorcery, Adaptation, or any of the Manipulations.

MUTATION: The Flight effect will normally be winged. Powers rolled multiple times do add, but the effect is reduced to +1 AP on all subsequent rolls of Growth, and any of the other powers once 6 AP is reached, with a maximum of 9 AP.

PARALYSIS: The Base Cost for this Power is increased to 30; the Factor Cost is increased to 5.

POISON TOUCH: The Factor Cost for this Power is increased to 4.

PROJECTILE WEAPON: The Factor Cost for this Power is increased to 3.

SEALED SYSTEMS: The duration of this Power is equal to the AP rating plus eight.

SELF MANIPULATION: A Character may use their own DEX and STR in a Self Manipulated form, but if they derive those Attributes from the Power, they substitute, not add. The idea behind this Power is that the Character becomes relatively simple objects; a Player whose Character has this Power should be able to describe the object being turned into.

SHADE: This Power provides both OR and RV.

SKIN ARMOR: The Base Cost for this Power is reduced to 15. Limitation -- Does not protect from non-kinetic-based attacks [-2].

SOLAR SUSTENANCE: The duration of this Power is equal to the AP rating plus eight.

SPLIT: The Base Cost for this Power is increased to 100. Note that certain Powers (such as Enchant) may be ruled by the Gamemaster to divide between a Character's Splits, rather than being reduced in APs.

STRETCHING: The Factor Cost for this Power is reduced to 4.

SUPERSPEED: The Factor Cost for this Power is increased to 10.

SYSTEMIC ANTIDOTE: This Power will protect against Radiation effects as well as Toxic effects.

VIBE: The Base Cost for this Power is reduced to 15; the Factor Cost is reduced to 3.

Mental Powers

ADAPTATION: The Base Cost for this Power is reduced to 150. A Power cannot be Adapted at more APs than the original. The restriction on Base Costs is removed in favor of specific prohibitions. Bonus -- Need only concentrate for one Action (cannot use a Dice Action in the same phase) [+1]; Need only concentrate for one Automatic Action [+2].

AIR CONTROL: The Base Cost for this Power is increased to 25; the Factor Cost is reduced to 7.

ANIMAL MIMICRY: Bonus -- Animal Adaptation [+25 Base Cost, +4 FC]; The Character may split the APs between any animal abilities desired.

ATTRACTION/REPULSION: Limitation -- "Only [certain materials] affected" may be taken as a Power Restriction.

ATTRIBUTE DRAIN; Link WILL, Range Normal, Type Dice, Base Cost 200, Factor Cost 10: This Power replaces the Bonuses to Power Drain. Attribute Drain attacks as normal for the type of Attribute (Physical, Mental, Mystical) being drained (the Physical defenses are fully protective Sealed Systems and Systemic Antidote); RAPs are subtracted from the opponent's Attribute for all purposes (Values, Linked Powers/Skills, Last Ditch Defense, etc.) and must be Recovered normally; the RAPs drained from a single Attribute of a single opponent may be substituted for the attacker's same Attribute for RAPs of time (this does not affect the Attacker's Linked Powers/Skills). Using this Power on a Resisting Attribute is considered Killing Combat, though this does not affect Recovery time. Deriving this Power from any of the Manipulations, Sorcery, or Omni-Power requires two APs of the Power per AP of Attribute Drain (this is an exception to the general rule). Limitation -- Can only drain the Attributes of a single row/column [-1]; Can only drain one Attribute [-2].

CONTINUUM CONTROL: The Base Cost for this Power is reduced to 250. Bonus -- Need use only one Action to activate (cannot use a Dice Action in the same phase) [+1]; Need use only one Automatic Action to activate [+2]. Note: All Bonuses or Limitations on component Powers of Continuum Control are halved, except for Bonuses on Matter Manipulation. Continuum Control cannot be derived from Sorcery, Adaptation, or any of the Manipulations.

CONTROL: The user of this Power may spend their Hero Points on the actions of any Characters they Control; under no circumstances may they compel any Hero Point expenditure from their victims.

DENSITY INCREASE: This Power may substitute its APs for the Character's STR (not able to is a Limitation [-2]).

DETECT: Bonus -- Discern: the Detect will give an indication of the IPQ's intensity [+1]; Analyze: the Detect will also give some indication of the IPQ's nature [+2].

DISPERSAL: The Base Cost of this Power is increased to 30, and the effects of the APs of this Power have also been changed; each odd AP (1,3,5...) adds 1 to the user's OV, and each even AP (2,4,6...) adds one to the user's RV. In addition, twice the APs of Dispersal are compared to the BODY of an object to determine if the user can pass through it. In order to use Dispersal as a Physical Attack, the Partial Dispersal Allowed Bonus must be purchased. Bonus -- the cost of the Partial Dispersal Allowed Bonus is increased to +2.

EARTH CONTROL: The Base Cost of this Power is reduced to 15; the Factor Cost is reduced to 6.

ELECTRICITY CONTROL; Link INT, Range Normal, Type Auto/Dice, Base Cost 20, Factor Cost 6: This Power allows a Character to control the flow of electricity. Electricity Control does not, however, give the character the ability to generate electricity (as does Lightning), only the ability to manipulate existing electricity. Electricity Control can be used each phase toward the following effects (multiple uses in a phase must split APs):

The User may increase or decrease the intensity of a source of electricity (including thunderclouds). Electrical intensities are measured in terms of their AV/EV; Household Current has an AV/EV of 6, Industrial Current has an AV/EV of 8, while the output of a power plant might have an AV/EV as high as 12. The Character makes an Action Check using the APs of Electricity Control as the AV/RV against OV/RV equal to the source's AV/EV; add or subtract (as desired) the RAPs earned to/from the AV and EV of the source.

The User may attempt to disable or damage electrical systems, including the power and control systems of devices and the nervous systems of creatures. This is treated as a normal Physical Attack but is a Trick Shot.

The User may attempt to deflect attacks based on electricity, magnetics, or metallic objects (this includes charged particle beams); in this case, the APs of Power are added to the Characters OV/RV.

The User may cause existing electricity up to the Power's APs to arc between points. This is normally treated as a Physical Attack on the target.

FLAME CONTROL: The Base Cost of this Power is increased to 15; the Factor Cost is reduced to 2.

FORCE MANIPULATION: The idea behind this Power is that the Character forms relatively simple objects; a Player whose Character has this Power should be able to describe the object being created.

FRICTION CONTROL; Link INT, Range Normal, Type Auto/Dice, Base Cost 15, Factor Cost 4: This Power can increase or decrease the coefficient of friction of anything the Character chooses to affect within the Power's Range and RAPs of volume. Friction Control may substitute the RAPs of Power as movement (to a maximum of 8) as long as the target is in contact with a solid surface, or add or subtract to the Acting Value of Climbing, Grappling, and Snares; an individual entering an area of altered friction unaware is Physically Attacked with AV the RAPs of Friction Control, EV their current movement APs, and OV/RV their DEX, to simulate tripping (increased friction) or skidding (decreased friction). Standing in an area of reduced friction may require using an Automatic Action (GM ruling). This power may be used as a Physical Attack on mechanical objects at the discretion of and with any modifiers by the GM.

HYPNOTISM: Subsequent successful Hypnotism suggestions overwrite any previous suggestions. Only one set of Hypnotism RAPs can be applied to a person at a time.

ICE CONTROL: The Base Cost of this Power is increased to 20; the Factor Cost is reduced to 5.

IRON WILL: Aura of Fear is a Mystical Attack. This Power does protect against the Mental Illusion and Phobia Powers.

MAGNETIC CONTROL: The Factor Cost of this Power is reduced to 7. The defensive function of this Power will work against charged particle beams, which is the basis for many plasma and "blaster"-type weapons.

MATTER MANIPULATION: The Base Cost for this Power is increased to 200. The Power does affect inanimate organic matter. The idea behind this Power is that the Character creates relatively simple objects; a Player whose Character has this Power should be able to describe the object being made. This Power is not meant to be used as a cheap substitute for Gadgets, and the Experience awarded to Characters who benefit from this power will be adjusted accordingly.

MENTAL FREEZE: The Base Cost for this Power is increased to 30; the Factor Cost is increased to 5.

MIND ARMOR; Link INT, Range Self, Type Auto, Base Cost 5, Factor Cost 4: Mind Armor protects the character from Mental Attacks such as Mind Blast, Mind Drain, and Power Draining Mental Powers, as well as any others not affected by Iron Will or Mind Blank; the RAPs are added to the Character's Mental RV.

MIND DRAIN: There is a typo in the rules; the Factor Cost for this Power is 8 (as per the reference table). To clarify this Power: The "damage" from Mind Drain is taken from the opponent's Current MIND Condition and will "heal" the attacker's Current MIND Condition; this "damage" is not subject to Last Ditch Defense. RAPs are not reduced because they exceed the amount the attacker's Current MIND Condition is below normal; this Power may be used even if the attacker has suffered no MIND damage. Mind Drain may reduce a target below 0 only if the attacker declares Killing Combat; RAPs that reduce the opponent below 0 are not added to the attacker. Bonus -- Totals greater than the Character's original APs of MIND are temporarily added to the Attribute for APs in phases; this affects RV but not Last Ditch Defense [+5].

MIND FIELD: The Base Cost for this Power is reduced to 15; this also reduces the cost of the Can Attack Through Field Bonus to +15 Base Cost and +1 Factor Cost . Bonus -- Can use Telepathic Attacks through the field [+15 Base Cost].

MIND SHIELD: The Factor Cost of this Power is reduced to 4. Bonus -- Mobile [+1]; The shield may be moved enough to protect a single target from attacks coming from any direction, unless the Character is Blindsided, Team Attacked (one direction may be protected), caught out by an appropriate Trick Shot, or attacked with an Area Effect (depending on the nature of the attack).

NEUTRALIZE: The AV and OV of the attack are determined normally according to the type of Power being attacked (Physical, Mental, or Mystical); the RV is based on the APs of the Power being attacked. Limitation -- Only Effective Against One Type of Power [-1].

PERSONALITY TRANSFER: The Character does not get the target's Physical Skills.

PHOBIA: INT/WILL is used to break out, not INT/MIND.

POWER DRAIN: The AV of the attack is determined normally according to the type of Power being attacked. Powers such as Skin Armor and Force Field do not provide extra RV against Power Draining Physical Powers, but Sealed Systems (the fully protective type) and Systemic Antidote do. Powers drained from different sources do not add. Power Draining Gadgets (or Objects) will only function as Neutralize unless a +1 Bonus (separate for Gadgets and Objects) is taken. The Bonuses for draining Attributes are not used; see the Attribute Drain Power above.

POWER RESERVE: Only Powers with a physical effect may be placed in a Power Reserve. The way Power Reserve is paid for and used is changed. The Base Cost for Power Reserve is equal to the total of the Base Costs of each Power which uses the Reserve plus the AP Cost of each Attribute that the Power Reserve may be added to (or, if the Reserve is only used to substitute for the Attributes, the additional cost is 1 point for Effect Attributes, 2 points for Resisting Attributes, or 3 points for Acting Attributes), with a minimum Base Cost of 75. The Factor Cost of the Power Reserve is set by the GM to the Factor Cost of an equivalent metapower (typically 0-2 higher than the highest Factor Cost of the contained Powers). When switching a Power Reserve, it must be declared as the first action of the Character. Limitation -- No more than the APs of the Power Reserve may be put in one Power [-1]; No more than ½ [-2]; Only one Ability usable at a time [-1 up to 9 APs, -2 for 10+].

RADAR SENSE: Remember that Radar Sense only gives outlines. Radar Sense is not detectable by Super Hearing. Bonus, Vehicular -- +10 Range [+2] (This is the norm for "real-world" radar).

RADIO COMMUNICATION: Bonus --Video capability [+1]. Limitation -- having a limited set of frequencies [-1].

REACH; Link INT, Range Normal, Type Auto, Base Cost 5, Factor Cost 5: This Power allows the Character to pass a hand through a dimensional door and grab or place an item. Nothing living will go through the door, and the item must have a weight and volume less than or equal to both the user's STR and APs of Reach, and be able to be grasped by the user's hand; the Character must also be able to see the target. The hand of the user disappears from the end of the arm and appears at the target location, where it can be used normally (both in combat and Power use). Once the action is completed, at the discretion of the Character, the hand (and anything it grasps) will fade and return to the user. If the hand sustains 2 APs of damage, the Power will no longer operate and the hand will fade and return; attacking the hand is a Trick Shot.

REACTION CONTROL; Link WILL, Range Normal, Type Dice, Base Cost 30, Factor Cost 7: This Power allows a Character to affect the speed of chemical reactions. This ability may be utilized to produce a number of interesting effects, including the following:

The Character can affect the time or yield of a chemical process by making a Physical Attack against the BODY/BODY of the resulting substance, with any appropriate difficulty modifiers as per Transmutation. Resulting RAPs may be added of subtracted as desired from the APs of time the reaction takes, the volume/weight of the end product, or the amount of energy produced/absorbed by the reaction.

The Character can damage materials or creatures by increasing the processes of decay. This is treated similarly to Cell Rot but may affect any substance which is markedly affected over time by the environment; very inert substances such as glass will not be subject to this effect, while resistant substances such as aluminum gain +2 CS to OV/RV.

The Character can Neutralize any Power or Gadget which requires chemical reactions to function, such as bullets, batteries, and engines.

The Character can slow down the biological processes of a creature in a manner similar to Suspension by making a Physical Attack against the target; against a resisting opponent this attack is subject to Last Ditch Defense.

The Character may speed up the biological processes of a creature, in effect increasing their STR and Speed (Treat as Superspeed). This requires a Physical Attack with the higher of the target's DEX and STR as OV and the target's BODY as RV; RAPs are added to the target's STR and Speed for RAPs in phases, but the target also takes 1 BODY in Bashing damage per phase, not subject to Last Ditch Defense.

SHAPE CHANGE: The Bonus for assuming any imagined shape is changed to +35 to the Base Cost; no abilities can be given to an imagined animal that do not exist on a normal animal (GM decision as to suitability). Bonus -- The Character may use their own Physical Attributes if they are higher than the animal form's [+15 Base Cost]; APs of Shape Change cannot be added to these.

SUPER HEARING: This Power cannot detect electromagnetic waves (see Radio Communication).

SUPER VENTRILOQUISM: See the Radio Power. Limitation -- Requires a conducting medium [-1].

TELEPATHY: Telepathy does not automatically translate languages, although mental pictures may be sent (see Comprehend Languages and the Language Advantage).

TELEPORTATION: APs must be used to cancel the relative velocities between two locations. Purchasing the Ranged Bonus on Teleport allows Characters to Teleport objects or Characters that are within Normal Range of them. Limitations -- Cannot Attack [-½]; Self Only [-1].

THERMAL VISION: Bonus -- Imaging [+1]; increases the Power's resolution and allows observation of thermal characteristics as well as temperature.

TIME STOP; Link WILL, Range Normal, Type Dice, Base Cost 20, Factor Cost 5: This Power slows down the passage of time on a single target. Time Stop is a Mental Attack (vs. objects, OV/RV is DEX/BODY or BODY/BODY as appropriate); RAPs in excess of the target's MIND equals the APs of time until the target's next phase; if the target has Superspeed, the excess RAPs will instead Neutralize the Superspeed until it reaches 0. Affected targets with Time Travel (or Continuum Control) may make one attempt to break out, using the APs of Time Travel as AV/EV and the full (not excess) RAPs of the Time Stop as OV/RV; a successful Action Check indicates that the Time Stop is no longer affecting the target.

TIME TRAVEL: The Base Cost for this Power is reduced to 125.

TRUESIGHT: The Base Cost for this Power is increased to 20; the Factor Cost is reduced to 2. This Power is a Special Perception Power for purposes of Invisibility; it may be split between adding to either the AV or EV of Perception Checks vs. applicable forms of concealment. Truesight does not work against Mental Illusions or Phobia.

WARP: The Base Cost for this Power is reduced to 30; the Factor Cost of this Power is reduced to 3.

WATER CONTROL: The Base Cost for this Power is reduced to 25; the Factor Cost is reduced to 6.

X-RAY VISION: Use of this Power does not consume a Character's single Dice Action in a phase (this is similar to the general rule on Perception Checks).

Mystical Powers

ANIMAL SUMMONING: Bonus -- May Summon a Category of animal [+2]; May Summon any animal [+4].

ANIMATE OBJECTS: Animating an object being used by another Character is a Dice Action; the attack is a Trick Shot Mystical Attack with the OV/RV being either the INFL/SPIRIT of the target or the appropriate Skill (Gadgetry, Occultist, Weaponry, or Vehicles); the victim may attempt to regain control.

AURA OF FEAR: The Factor Cost for this Power is increased to 6.

DIMENSION TRAVEL: The Base Cost for this Power is reduced to 125 (25 if only one dimension). The Dimension Travel Guide from the Power description is not used; each campaign will have its own.

DIMINUTION; Link AURA, Range Normal, Type Dice, Base Cost 15, Factor Cost 4: This Power allows a Character to shrink an opponent. Such an attempt requires a standard Physical Attack against the target's DEX/BODY; however, RV is modified by Mystical rather than Physical defenses. Any RAPs which exceed the target's BODY indicate both how much the target has shrunk (as per the power, including the effect on the target's Physical OV) and also reduce all the target's abilities with physical effects (including movement) by that amount (Powers with Mental and Mystical effects are not affected). Diminution may be used on the same target more than once. The Diminution effect persists until the RAPs are Recovered as if they were Bashing Damage. Bonus -- Mental and Mystical Powers are also reduced [+1].

DUMB LUCK: This Power is not used.

ENCHANTMENT: Enchantment cannot be derived from Sorcery, Adaptation, or any of the Manipulations, though Sorcerers often Link this Power. Bonus -- Enchantment may be used on multiple Characters; the RAPs of the Power are split between them [+2]. Limitation -- Cannot more than double the APs of an ability [-1].

EYE OF THE CAT: Limitation -- May only use one type of animal [-1].

LIFE DRAIN; Link AURA, Range Normal, Type Dice, Base Cost 20, Factor Cost 8: This Power is a variant on the Vampirism concept; it is resolved as a Mystical Attack, except that Physical Defenses such as Sealed Systems and Systemic Antidote add to RV rather than Magic Field or Shield. RAPs are subtracted from the Current Conditions of BODY, MIND, and SPIRIT in that order (for example, a target which suffered 5 RAPs of Life Drain would lose 2 from their BODY and MIND and 1 from their SPIRIT Current Conditions) and will "heal" the appropriate Current Conditions of the attacker; this "damage" is not subject to Last Ditch Defense. RAPs are not reduced because they exceed the amount the attacker's Current Conditions are below normal; this Power may be used even if the attacker has suffered no damage. Life Drain may reduce a target below 0 only if the attacker declares Killing Combat; RAPs that reduce the opponent below 0 are not added to the attacker. Bonus -- Totals greater than the Character's original Resisting Attributes are temporarily added to the Attributes for APs in phases; this affects RV but not Last Ditch Defense [+5].

LULLABY; Link AURA, Range Normal, Type Dice, Base Cost 25, Factor Cost 4: This Power allows a Character to put an opponent to sleep. Such an attempt requires a standard Mystical Attack; RAPs must exceed the opponent's SPIRIT for the attack to succeed, at which point the target falls into a sleeping state from which they will not awaken for at least the excess RAPs in phases, after which they will be in a normal sleeping state and can be awakened by any normal means.

MAGIC FIELD: The Base Cost for this Power is reduced to 15; this also reduces the cost of the Can Attack Through Field Bonus to +15 Base Cost and +1 Factor Cost. Bonus -- Can use Spirit Combat through the field [+15 Base Cost] (See Spirit Travel).

MAGIC SHIELD: The Factor Cost of this Power is reduced to 4. Bonus -- Mobile [+1]; The shield may be moved enough to protect a single target from attacks coming from any direction, unless the Character is Blindsided, Team Attacked (one direction may be protected), caught out by an appropriate Trick Shot, or attacked with an Area Effect (depending on the nature of the attack).

MYSTIC FREEZE: The Base Cost for this Power is increased to 30; the Factor Cost is increased to 5.

PETRIFICATION; Link AURA, Range Normal, Type Dice, Base Cost 30, Factor Cost 7: This Power allows a Character to turn a creature to stone. Such an attempt requires a standard Physical Attack against the target's DEX/BODY; however, RV is modified by Mystical rather than Physical defenses. RAPs must equal at least twice the target's BODY for the attack to succeed, at which point the target becomes an inert statue for an amount of time (in APs) equal to the RAPs earned. Bonus -- The condition will last until a reversal condition (specific to the Power and approved by the GM) is met [+1].

PLANT CONTROL: The Base Cost for this Power is reduced to 15; the Factor Cost is reduced to 5.

RESISTANCE; Link AURA, Range Self, Type Automatic, Base Cost 30, Factor Cost 6: This Power increases the Character's RV vs. attempts to alter them; it affects all of the Drain Powers, Diminution, Mutation, Neutralize, Petrification, Transformation, and Vampirism.

SORCERY: The Base Cost for this Power is reduced to 300. The APs of Sorcery usable by a character is limited to twice the character's Aura Attribute. The Mystical Bashing Damage done by Sorcery is calculated from the total APs in use. Limitations -- Sorcerer is restricted from a broad category of Powers (GM judgement) [-1]; Sorcerer is restricted to a broad category of Powers (GM judgement) [-2].

SPIRIT TRAVEL: A Spirit Traveling Character is subject to all attacks of magical origin (such as a Mystic Linked Energy Blast or a Mind Drain derived from Sorcery), not just Mystical Attacks. Bonus -- Spirit Combat [+2]; The Character may attempt to initiate Spirit Combat (by "touching" the target) in a manner similar to mind-to-mind combat (see Telepathy) but using Mystical stats and Powers.

SPIRITUAL DRAIN: This Power is changed to function like Mind Drain, including changing the Range to Normal and the Base Cost to 20. This Power cannot affect in any way the SPIRIT loss from using Sorcery. The "damage" from Spiritual Drain is taken from the opponent's Current SPIRIT Condition and will "heal" the attacker's Current SPIRIT Condition; this "damage" is not subject to Last Ditch Defense. RAPs are not reduced because they exceed the amount the attacker's Current SPIRIT Condition is below normal; this Power may be used even if the attacker has suffered no SPIRIT damage. Spiritual Drain may reduce a target below 0 only if the attacker declares Killing Combat; RAPs that reduce the opponent below 0 are not added to the attacker. Bonus -- Totals greater than the Character's original APs of SPIRIT are temporarily added to the Attribute for APs in phases; this affects RV but not Last Ditch Defense [+5].

TRANSFORMATION; Link AURA, Range Normal, Type Dice, Base Cost 15, Factor Cost 7: This Power allows a Character to change an opponent into an ordinary animal of their choice. Such an attempt requires a standard Mystical Attack; RAPs must equal at least twice the target's SPIRIT for the attack to succeed, at which point the target becomes the chosen animal for an amount of time (in APs) equal to the RAPs earned. Transformed Characters retain their Mental and Mystical Attributes but have none of their other Powers. Bonus -- The condition will last until a reversal condition (specific to the Power and approved by the GM) is met [+1].

VAMPIRISM: To clarify this Power: The "damage" from Vampirism is taken from the opponent's Current BODY Condition and will "heal" the attacker's Current BODY Condition; this "damage" is not subject to Last Ditch Defense. RAPs are not reduced because they exceed the amount the attacker's Current BODY Condition is below normal; this Power may be used even if the attacker has suffered no BODY damage. Vampirism may reduce a target below 0 only if the attacker declares Killing Combat; RAPs that reduce the opponent below 0 are not added to the attacker. Powers such as Skin Armor and Force Field do not provide extra RV against Vampirism, but Magic Field and Magic Shield (if interposed) do. This Power may be used on constructs that possess BODY and SPIRIT. Bonus -- Totals greater than the Character's original APs of BODY are temporarily added to the Attribute for APs in phases; this affects RV but not Last Ditch Defense [+5].

Special Powers

OMNI-POWER: The Base Cost for this Power is reduced to 100. The cost to use the Power is reduced to 1/5 of the Base Cost of the Power being duplicated.

SELF LINK: The Base Cost for this Power is reduced to +0, except for Spirit Travel, which is treated as a +3 Factor Cost Bonus. Water Control may be Self Linked.

Skills --

ACCURACY; Link None, Range Self, Type Dice, Base Cost 5, Factor Cost 4: Accuracy has three Subskills; Physical Accuracy, Mental Accuracy, and Mystical Accuracy. The APs of each Subskill may be used as the AV for the corresponding type of Attack using Attributes or Abilities; for Gadgets/Objects, see Gadgets in Combat.

ACROBATICS: Dropping the Dodging Subskill of the Skill reduces the Factor Cost by 4 instead of 1.

CHARISMA: The Base Cost for this Skill is reduced to 5; the Factor Cost is reduced to 4.

GADGETRY: The Base Cost for this Skill is reduced to 5; the Factor Cost is reduced to 6. See the Gadget Advantage and Chapter Seven: Gadgetry for more changes.

MARTIAL ARTIST: The Factor Cost for this Skill is reduced to 3. The Attribute Limit on adding Hero Points is removed.

OCCULTIST: The Base Cost for this Skill is increased to 30; The Factor Cost is increased to 10. Occult Experimentation is not being used pending review. The Hero Point fee for using Premonition is reduced to 20.

CHAPTER THREE: THE RULES

THE ACTION TABLE: The Optional Rule is not in use.

THE RESULT TABLE: The Optional Rule is not in use.

HERO POINTS: The limit on how many Hero Points may be spent on an action is reduced to 1½ times the beginning value, rounded up. This limit applies in all Genres.

ALTERING THE GAME ENVIRONMENT: This Optional Rule is in use.

PUSHING AUTOMATIC ACTIONS: Only Automatic Powers that must be activated can be Pushed.

CHAPTER FOUR: APS AND THE WORLD

RULE 3: Benchmark APs are convenient measurements within the AP's range. For upper limits, consult the AP Range Upper Limits table (especially concerning distance).

RULE 4: Default Swimming is DEX-1 APs (maximum 3).

RULE 10: Earth's escape velocity is actually just within 14 APs.

CHAPTER FIVE: COMBAT

ACTIONS: A normally Automatic Action which becomes a Dice action due to unusual resistance (such as Perception Checks, or movement in difficult terrain) does not take up a character's single Dice Action in a combat phase.

ACTIVATING AUTOMATIC POWERS: Activating each Automatic Power requires a separate Automatic Action; however, note that Automatic Powers actually used to do something (such as movement or Perception Checks) are activated and used in the same action, and deactivating a Power takes no time.

OPTIONAL TURN ORDER: This Optional Rule is not in use.

THE NUTS AND BOLTS OF COMBAT: The APs of Attacking Powers are assumed to act as Effect Value only, with the Acting Value being the appropriate Acting Attribute or Skill for the type of attack, regardless of the original description of the Power; see individual Powers above for any additional revision or clarification.

BASHING COMBAT AND KILLING COMBAT: Bashing Combat can reduce a Character's Current Condition below 0; in those cases where more Bashing Damage than the Character's Current Condition is done, the excess is divided by 3 (round true) and then applied. If the result is a negative value that is greater than the character's original Resistance Value, the Character dies; however, other than that the character's condition will not worsen by itself, and damage is still considered Bashing for Recovery purposes (including being able to use Desperation Recovery at a negative Current Condition due to Bashing only).

A character with a Power that actually alters the BODY attribute who uses the power after taking damage or is knocked out while their BODY has been increased converts the damage proportionally to the new BODY score (fractions are rounded but should be remembered against further changes); If BODY is lowered and enough damage is taken to knock the character out at their current BODY, the power shuts off and the damage is counted against the higher BODY (note that this may leave the character awake).

STUNNING: This Optional Rule is not in use.

KNOCKBACK: Knockback done by Killing Combat is 1 AP less than that done by Bashing Combat. The maximum Knockback a Physical Attack can do is based on the original EV of the attack, before any Hero Points are spent, minus the modifier for Combat type.

Bracing: As a Movement Action, a character may state that they are bracing. When doing so, their Strength APs are subtracted from Knockback caused by Physical Attacks they see coming.

Knockback Damage is Bashing or Killing according to the type of attack that caused the damage.

COMBAT MANEUVERS: Critical and Devastating Attacks cannot be combined with Sweep, Explosive [Bomb], or Area Attacks.

Pulling A Punch: A Character who Pulls their Punch with Bashing Combat will not reduce the target's Resisting Attribute below zero with the actual attack.

Disarm: This maneuver is similar to a Take Away, but only attempts to knock the item out of the target's possession rather than get possession of it one's self. This maneuver may be done with any attack which can do Knockback; the AV/EV is determined as a normal Physical Attack, while the OV/RV is determined by DEX/STR unless an appropriate Power or Skill is substituted (such as Superspeed or Weaponry), with +3 CS to the OV. A success indicates that the item was knocked away; the item is a distance from the target in APs equal to the number of Column Shifts rolled (0 minimum).

DEFENSIVE COMBAT MANEUVERS; Parrying: A character can parry an incoming Physical Attack with a ranged Physical Attack of their own, even if the attack is against another person, in which case they use half (round up) the APs of their attack instead of DEX for the OV. Parrying is an Automatic Action, but a Character may not make a Dice Action during any phase they Parry.

WEAPONS: Guns have APs of Projectile Weapon; some have Physical Accuracy.

UNDERWATER: Besides the noted penalties, being Underwater affects various Powers as follows...

Physical Powers --

Acid: +2 CS (to the right) on target's Resistance Value.
Bomb: -1 CS to target's RV.
Flame Being: Inoperative underwater.
Flame Project: Inoperative, but may be fired from the surface into the air.
Flash: Range is affected by the underwater range of vision rule.
Flight: If usable underwater, Reduced 2 APs.
Fog: Inoperative underwater, but may be used on the surface.
Force Field: If sealed, will provide 7 APs (eight minutes) of air.
Gliding: Inoperative underwater.
Icing: Add 2 APs to Effect Value.
Ice Production: Add 1 AP to volume created; Ice floats, rising to the surface at 2 APs per phase.
Invisibility: -1 CS to the user's RV when someone attempts to perceive them.
Jumping: Reduced 2 APs (must have something to push off from).
Lightning: -2 CS on target's RV.
Poison Touch: +1 CS to target's RV.
Running: Reduced 2 APs (must have a surface to run against).
Sonic Beam: -2 CS on target's OV/RV (Net effect on OV is 0).
Super Breath: Inoperative underwater.
Superspeed: See Running.

Mental Powers --

Air Control: Inoperative underwater.
Air Walking: Operative only on the surface.
Analytical Smell/Tracking Scent: Only usable if the Character breathes water.
Earth Control: Inoperative unless within range of the floor; +1 CS to OV/RV.
Heat Vision: Limited by range of vision rule or minus 2 APs, whichever is less.
Ice Control: Ice floats, rising to the surface at 2 APs per phase.
Pyrotechnics: +2 CS (to the right) on target's Resistance Value.
Super Ventriloquism: Range reduced 1 AP.
Suspension: Character does not have to make "breathing" checks, but duration is reduced 2 APs.
Teleportation: Range reduced underwater to Normal instead of +7.
Thermal Vision: -1 CS to sensitivity and range.
Ultra Vision: Character can see normally with no darkness penalty.
Warp: People and objects can pass, but water and air cannot.

Mystical Powers --

Air Animation: Inoperative underwater.
Earth Animation: Inoperative unless within range of the floor; RAPs are at -2.
Flame Animation: Inoperative.
Ice Animation: Ice floats; Creatures made of ice rise to the surface at 2 APs/phase.
Joined: Operative only on the floor.
Water Animation: Creatures are considered to have 4 APs of Invisibility.
Weather Control: The character can change the flow and temperature of the water, but the OV/RV is doubled.

SPACE: Space Environment Expertise/Knowledge/Scholar will give the same general benefit as Vehicles/Space Craft.

The rules on vacuum are changed: it does 1 AP of Killing BODY damage per phase, which can be delayed 1 phase with a successful Space Environment check vs. OV/RV of 4/4. Last Ditch Defense cannot be used against this, but Invulnerability or Desperation Recovery is allowed.

Some Powers work differently in space. Typical results are below (exotic special effects may affect this).

Physical Powers --

Bomb: Concussive effects are not effective.
Cling: Suction-based varieties do not work.
Flame Powers: Inoperative.
Flight: Depending on the method used, may or may not work.
Force Field: A sealed Force Field will hold 7 APs (eight minutes) of air providing oxygen-consuming Powers (like Flame Being) are not used.
Fog: Inoperative due to lack of raw material and rapid dispersal.
Gliding: Inoperative.
Ice Powers: Inoperative unless some form of raw material is available, and in any case is reduced by 2 APs.
Jumping: Requires something to launch from, then you keep going...
Lightning: EV and Range reduced 2 APs.
Poison Touch: Very special effects dependent.
Running: Inoperative.
Solar Sustenance: Only requires 15 minutes (8 APs) to charge up at Earth's equivalent illumination, adjusted for circumstances.
Sonic Beam: Inoperative without some sort of transmission medium.
Super Breath: Inoperative due to lack of raw material and rapid dispersal.
Superspeed: The Running part is inoperative.
Swimming, Water Freedom: Inoperative.

Mental Powers --

Air Control: Inoperative due to lack of raw material and rapid dispersal.
Analytical Smell/Tracking Scent: Inoperative.
Dispersal: Add +1 CS to OV/RV, but Character must make a roll using WILL (or Space Environment) as AV/EV vs. OV/RV of 4/4 or take Bashing damage using APs of Dispersal as EV and BODY as RV.
Hearing Powers: Inoperative.
Earth Control: Inoperative without a source of raw material.
Flame Control: Inoperative.
Friction Control: Mostly but not totally inoperative.
Gravity Control: Unfettered by local conditions.
Heat Vision: -1 CS to opponent's RV due to lack of atmosphere.
Ice Control: Reduced by 2 APs.
Sonar: Inoperative.
Super Ventriloquism: Inoperative.
Suspension: Duration is reduced 4 APs.
Water Control: Inoperative.

Mystical Powers --

Air Animation: Inoperative due to lack of raw material and rapid dispersal.
Animal Powers: Generally not useful, though there can be exceptions.
Earth Animation: Inoperative without a source of raw material.
Flame Animation: Inoperative.
Ice Animation: Inoperative unless some form of raw material is available, and in any case is reduced by 2 APs.
Joined: Only on asteroids.
Plant Powers: Generally not useful, though there can be exceptions.
Spiritual Drain: Touching someone on their skin is likely to be rather difficult.
Water Animation: Inoperative.
Weather Control: Usually inoperative, but may be useful in a solar system depending on the special effects.

HIGH SPEED MOVEMENT: These Optional Rules are in use.

CHAPTER SEVEN: GADGETRY

BASIC CONCEPTS: When handwriting Gadgets with italicized Attributes, please put them in <angle brackets>. Also, please remember to write Gadgets subject to Take Away in upper & lower case, and GADGETS which are not subject to Take Away in all upper case (or underlined).

RELIABILITY AND DAMAGE: This Optional Rule is in use.

BUILDING GADGETS:

The Hero Point Cost is only used in conjunction with the Gadget Advantage: Hero Points are not actually spent on individual Gadgets except in conjunction with Wealth and Action Checks.

Straight AV, EV, and Range are not used. STR, DEX, Projectile Weapons, Claws and Accuracy/Physical should be used.

A Gadget with INT may have Advantages which can be represented by databases (Area Knowledge, Scholar) when appropriate.

Laboratories or Repair Kits purchased during initial Character Construction are at one-fifth cost (round true).

A Gadget which is a straightforward improvement on an off-the-shelf device gives -2 CS to the RV when building; in addition, the Wealth check required may be reduced depending on the price of the original item.

All rolls for Building a Gadget must be supervised by the Gamemaster; the GM keeps notes on all Gadgets built.

Omni-Gadgets: The Factor Cost for category C (Powers) is increased to +3. The Gadget Bonus divisor for Omni-Gadgets is reduced to 2. The Optional Rule on Dividing Omni-Gadget APs is in use.

GADGETS IN COMBAT: When a character with Gadgets subject to Take Away is Knocked Back in Combat, all such Gadgets are subject to an Action Check with the AV/EV equal to the number of APs the character was Knocked Back and the OV/RV equal to the Character's STR/STR for Gadgets actually being held or 1/1 for Gadgets being worn. Success indicates that the Gadgets have been knocked loose from the Character a distance from the in APs equal to the number of Column Shifts rolled on the Action Check (0 minimum).

A Gadget which makes Physical Attacks may use as AV the user's Weaponry Skill (as appropriate), the Gadget's DEX, or the Gadget's Accuracy (Physical) Skill; a Gadget which makes Mental or Mystical Attacks may use as AV the user's Exotic Weaponry Skill or the Gadget's appropriate Acting Attribute or Accuracy Skill. If the Gadget is not fully understood by the user (see Weaponry/Exotic, Identify Gadget, and Scientist/Analysis) the appropriate penalties apply.

Individual subsystems may be targeted on Vehicles with a Trick Shot; the BODY of the subsystem will be determined by the GM but in any case will be less than the BODY of the Vehicle; destroying a subsystem also does 1 BODY damage to the Vehicle.

REAL WORLD GADGETS: All purchases of any equipment from the rules or any real-world source must be checked with the Gamemaster.

CHAPTER EIGHT: WEALTH

The Optional Rule on Savings and Loan is in use.

CHAPTER NINE: GAMEMASTERING

STANDARD AWARDS: The Standard Award for Participation is not automatically awarded, but is given for Campaign Support. This is similar to the Role-playing Award, but is based more on the character's interaction with the campaign and its background and goals as a whole.

APPENDIX B: ANIMALS

Animals are assumed to possess any abilities they actually have, even if the ability was omitted from their writeup.

Smaller than human-sized animals are difficult to perceive and target as per the appropriate equivalent level of Shrinking.

Animals adapted to water but not water-breathing (such as amphibians, aquatic mammals, and diving birds) are not subject to the underwater rules any more than is appropriate.

Notes on standard animals:

ELEPHANTS have Super Hearing 5 (low frequencies only).
WHALES can dive 10 APs deep and stay down 10 APs of time.

APPENDIX C: GENRES

A customized Genre, referred to as "Mock-Gritty" is added, with these rules -- Killing Combat: Yes unless used by a Character of at least super-agent status; Hero Point Costs: Dice Action 2, Last Ditch 2, Desperation 15; Pushing: Half again the APs; Recovery: 15 APs; Notes: D, only in an actual War.